Damage Delay:
The amount of time (in seconds) you have to spend in darkness before you begin to receive damage.
I:"Damage Delay"=10
Damage Frequency:
The amount of time (in seconds) between each hit when the darkness damages you.
I:"Damage Frequency"=5
Dimension Whitelist:
Add dimension IDs to this list if you want the darkness to damage players here.
I:"Dimension Whitelist" <
0
>
Dimension-specific Configuration:
Values added to this list will allow you to define dimension-specific configurations that override any of the corresponding global ones defined in the other options.
Format: dim_id:damage_frequency:damage:delay:light_level:total_darkness:height
Every value except dim_id can be substituted with def, which'll set the value to whatever the global config uses.
Example: '0:10:def:60:4:-1:128'
S:"Dimension-specific Configuration" <
>
Light Level:
The light level where it's considered dark enough that you begin to receive damage. [range: 0 ~ 15, default: 2]
I:"Light Level"=4
Total Darkness Light Level:
The light level that's considered total darkness. Being in this light level halves the time it takes before you start to receive damage, while also doubling the damage receieved. Disable by setting it to -1. [range: -1 ~ 15, default: 0]
I:"Total Darkness Light Level"=0
Hurting Stages:
If Game Stages is installed, this list can be used to specify stages where the darkness hurt you. Format is stage:priority, where stage is the stage name and the priority is an integer that determines if this takes effect over the non-hurting stages (higher number = higher priority).
S:"Hurting Stages" <
>
Non-hurting Stages:
If Game Stages is installed, this list can be used to specify stages where the darkness doesn't hurt you. Format is stage:priority, where stage is the stage name and the priority is an integer that determines if this takes effect over the hurting stages (higher number = higher priority).
S:"Non-hurting Stages" <
>
Unrealistic Light:
Toggles whether or not Dynamic Light behaves as if the player is fully lit up, rather than adding to the light level. Faking full brightness is what the old behavior did.
B:"Unrealistic Light"=false
Use Biome Blacklist:
Toggles whether or not to use the biome whitelist as a blacklist instead.
B:"Use Biome Blacklist"=false
Use Blacklist:
Toggles whether or not to use the dimension whitelist as a blacklist instead.
B:"Use Blacklist"=false