[ritual] #How heavy the transformation ritual plays. FULL (default) is the scene as authored: the doors slam shut, and you are held sealed in the dark before it lets you go. REDUCED runs the same scene with the impact shake dying away faster and the time sealed in the dark cut short, for anyone who found the full version too much. To skip the sequence outright, use skipIntro below. #Allowed Values: FULL, REDUCED intensity = "FULL" #Skip the narrator intro and the slam transition entirely. skipIntro = false #Enable camera and GUI screen shake effects. screenShake = true #How hard the camera is allowed to move, 0.0 to 1.0. Default 1.0 is full shake. At 0.3 an impact stays a readable nudge that tells you something happened behind you without throwing the frame around, which is worth having if you are prone to motion sickness and would rather not have a wall come down both silent and still. 0.0 is the same as turning screenShake off. #Range: 0.0 ~ 1.0 screenShakeIntensity = 1.0 #Show the 'Doomed Gear' shortcut on your inventory screen. false = hide it; the wear keybind still works. showGearInventoryButton = true #Where the Doomed Gear shortcut is placed. AUTO preserves the vanilla portrait position on the vanilla inventory, but uses a collision-aware outside rail for Legacy4J and other resized inventories. PORTRAIT forces the old position; RIGHT and LEFT prefer that outside rail. AUTO/RIGHT/LEFT avoid other visible screen widgets. #Allowed Values: AUTO, PORTRAIT, RIGHT, LEFT gearInventoryButtonPlacement = "AUTO" #Horizontal adjustment for the Doomed Gear shortcut, in GUI pixels (-240 to 240). #Range: -240 ~ 240 gearInventoryButtonOffsetX = 0 #Vertical adjustment for the Doomed Gear shortcut, in GUI pixels (-240 to 240). #Range: -240 ~ 240 gearInventoryButtonOffsetY = 0 [accessibility] #Cap (0.0-1.0) on camera movement caused by ILLNESS - the hepatic flap, kuru's #drift, a septic rigor. Deliberately separate from screenShake, which sits in the #ritual section above, because this motion is how a disease tells you which one is #killing you. 0 disables it; the diseases still announce themselves through sound, #the HUD and your moodles. #Range: 0.0 ~ 1.0 afflictionMotion = 1.0 #true = advanced illness can make your on-screen vitals show WRONG (but plausible) #readings - hepatic confusion means being confidently mistaken, not blurry-eyed. #false = the numbers are always honest; the disease can still hide them. hudDeception = true #true = each death writes a plain text case file to /doomed-morgue/, #one file per death, piling up across every world and server this install plays. #Nothing in the mod ever reads that folder back - it unlocks nothing and gates #nothing. It is yours to keep, edit or delete. deathMorgue = true #Master strength (0.0-2.0) for vision distortion - the screen going dark, the brain-damage static, the tunnel vignette and the blackout after losing an eye. Default 1.0 is the authored presentation; 1.0-2.0 deliberately intensifies bounded shader effects. 0 turns them off, while moodles and the health panel still explain what is happening. #Range: 0.0 ~ 2.0 visionIntensity = 1.0 #Strength (0.0-2.0) of JUST the brain-damage STATIC (the crawling grain that fills the screen as your brain fails), multiplied on top of visionIntensity. Turn this down to make it bearable WITHOUT dimming every other effect. 1.0 is authored; values above 1.0 are intentionally harsher. #Range: 0.0 ~ 2.0 staticIntensity = 1.0 #Cap (0.0-1.0) scaling the BLOOD & GORE visuals - blood on limbs, face/eye-socket blood, and ground blood pools. 1.0 = full, 0.0 = none. (Flying severed limbs and burst particles are gameplay, not scaled by this.) #Range: 0.0 ~ 1.0 goreIntensity = 1.0 #Client-only density of Deep Maw spores, suspended cave matter, falling dust and suction debris. 0.0 removes those particles only. It never changes server detection, medical spore exposure, attacks or AI. The old key is retained so existing client configs migrate. #Range: 0.0 ~ 1.0 deepMawAtmosphereIntensity = 1.0 #Client-only strength of the Deep Maw's bounded cave fog. 0.0 removes world fog without removing spores, search shafts, sound or any server gameplay. #Range: 0.0 ~ 1.0 deepMawFogIntensity = 1.0 #Client-only search-lens whiteout and afterimage intensity. 0.0 removes screen glare; a restrained physical shaft remains so an active detection organ is still readable. #Range: 0.0 ~ 1.0 deepMawGlareIntensity = 1.0 #Client-only ambient firearm motion: idle breathing, camera-turn lag, movement inertia, landing response and, while Screen Shake is enabled, the tiny confirmed-shot FOV pulse. 0 removes those comfort effects only. It never changes recoil, reloads, ADS alignment, accuracy, damage or ballistics. #Range: 0.0 ~ 1.0 viewmodelMotion = 1.0 #Show the vanilla HEARTS while Doomed. Off by default: the mod hides them on purpose (your body is read through moodles and the health panel, not a heart bar). The hearts show your overall condition (brain + blood), and they only appear if the SERVER has mirrorHealthToVanilla on - with it off, health is pinned full and the bar would be a constant lie. Minecraft's own food bar stays hidden either way because it is floored at 3.5 shanks and would read half-full while you starve; use the separate Minecraft Hunger Bar option for an accurate shank row driven by Doomed hunger. showVanillaHealth = false #Show a Minecraft-style ten-icon HUNGER row driven by Doomed's real 0-100 hunger, not Minecraft's compatibility food value. Hidden by default and presentation only. If Doomed hunger is disabled, this row disappears and Minecraft's normal food bar returns for vanilla or another mod to own. showHungerBar = false #Show a matching ten-icon THIRST row above the hotbar. Hidden by default and presentation only; it disappears while the server's thirst simulation is disabled. showThirstBar = false #Print the exact numbers beside the hunger and thirst icon rows. Off by default - the icons carry the trend, and the panel has the precise figures. needGaugeNumbers = false #false (default) = at mood -50 or lower, apathy hides hunger/thirst moodle chips and the optional hotbar gauges without changing either underlying need. true is an explicit presentation override: those channels stay visible, with gauges dimmed. keepNeedsWhenApathetic = false #Use the GLSL post-process pipeline for the vision effects (heat-haze warp, blood pallor, hypoxia tunnel, pain throb) ON TOP of the sprite overlays. Off by default - the sprite overlays (pain pulse, edge grain, frost, hypoxia, despair) always render now, so a GPU where the shader silently renders nothing can't hide them. shaderVision = true [dialogue] #Use dialogue/quips.json from the active CLIENT resource packs for your spoken lines. The selected sentence is sent through the server so every nearby player sees it. Off uses your durable in-game dialogue profile. resourcePackDialogue = false #Play PAIN-type body vocalizations - pain grunts, despair groans/growls, sobbing, the hurt cry and the give-up sting. Turn OFF for a body silent to pain (the red pain screen already tells you) without losing the useful cues below. painVocalizations = true #Play CUE-type body vocalizations - the useful ones: a yawn when you're tired (go sleep) and heavy panting/choking when your stamina or oxygen is low. Kept separate so you can mute pain but keep these. cueVocalizations = true [chat] dialogueColorDefaultMigrated = true [interface] #Which look the Doomed screens use. DIAGNOSTIC (default) is the cyan clinical readout, with its pale scan grid and thin bordered panels. CLASSIC is the darker, plainer interface it replaced. Presentation only - the same readings are on both. #Allowed Values: DIAGNOSTIC, CLASSIC, DIAGNOSTIC_PROTOTYPE style = "DIAGNOSTIC_PROTOTYPE" #Show the damaged condition monitor above Nap when the body becomes unstable, critical or terminal. Presentation only: disabling it changes no physiology and all numeric readings remain visible. failureWarningPanel = true #Failure-monitor copy. The live physiological cause selects one list below. Edit these freely; lines are fitted into the display and may contain up to 96 characters. failureMessagesGeneric = ["COMPENSATION EXHAUSTED", "NO PHYSIOLOGICAL RESERVE REMAINS"] failureMessagesHemorrhage = ["CIRCULATING VOLUME CANNOT BE MAINTAINED", "ACTIVE LOSS EXCEEDS REPLACEMENT"] failureMessagesCardiac = ["EFFECTIVE RHYTHM ABSENT", "PERFUSION PRESSURE COLLAPSING"] failureMessagesHypoxia = ["CEREBRAL OXYGEN DELIVERY FAILING", "VENTILATION IS NOT SUSTAINABLE"] failureMessagesSepsis = ["SYSTEMIC INFECTION UNCONTROLLED", "VASCULAR TONE FAILING"] failureMessagesThermal = ["CORE TEMPERATURE INCOMPATIBLE WITH FUNCTION", "THERMOREGULATION LOST"] failureMessagesNeurological = ["CONSCIOUS CONTROL DEGRADING", "CEREBRAL FUNCTION COLLAPSING"] failureMessagesOrgan = ["ORGAN FUNCTION BELOW SUSTAINABLE LIMIT", "METABOLIC CLEARANCE FAILING"] failureMessagesTerminal = ["INTERVENTION WINDOW CLOSING", "THIS BODY IS FAILING", "NO FURTHER MARGIN"] #Which body sprite set the status panel's paper doll uses (cosmetic only - it changes no limb, wound or gameplay). DOOMED is the shipped Matu art. HUMAN is the human set and ALT is the furry set; both read their sprites from textures/gui/body/human/ and /alt/ and fall back to DOOMED when that art is absent, so selecting an empty slot can never render a missing-texture doll. Resource packs can also override the sprites directly without using this at all. #Allowed Values: DOOMED, HUMAN, ALT dollStyle = "HUMAN" #Volume of the ambient DRONE layers - the low unease bed, the mood drone, the physical-distress drone and the dread windup. 0.0 silences them entirely, 1.0 is as shipped. This deliberately does NOT affect state cues like the flatline tone, the critical-condition loop or the health-panel alarm, so turning it down can never hide the audio telling you that you are dying. #Range: 0.0 ~ 1.0 ambientDroneVolume = 1.0 #Muffle the world while you are asleep, napping, or slipping out of consciousness. The mod's own sounds stay audible - your heartbeat and breathing keep going, and so do danger cues like a sound cannon winding up. sleepMuffle = true #How loud the world still is at the deepest point of that muffle (0.25 = a quarter volume). Deliberately NOT 0 by default: going completely deaf while you nap hides the sound of something walking up to you, which is a survival regression dressed up as immersion. Set it to 0.0 if you want napping to be genuinely dangerous. #Range: 0.0 ~ 1.0 sleepMuffleFloor = 0.25 #HUD accent colour (packed 0xRRGGBB) recolouring the Diagnostic interface's cyan accents - borders, the scan grid, the corner telemetry and titles. Default 0x55D7DF (cyan). Set it from the in-game Customization panel. #Range: 0 ~ 16777215 accentColor = 5625823 #Your blood colour (packed 0xRRGGBB) - the drips, pools, spray and gore visuals. Default 0xFF0907 (arterial red). Other players see it too. Set it from the in-game Customization panel. A transforming body still shifts this toward orange as it changes. #Range: 0 ~ 16777215 bloodColor = 16713991 #When ANY player says doom/doomed in chat, flash an Invincible-style DOOMED title card + fanfare on every Doomed player's screen. A gag - on by default. titleCardOnDoom = true #Player-facing temperature unit only. The body simulation and all danger thresholds always remain Celsius; FAHRENHEIT converts only the text shown by client screens. #Allowed Values: CELSIUS, FAHRENHEIT temperatureUnit = "CELSIUS" #Set once the controls card has been shown. It opens itself the first time you open the body panel, because people were never finding the [i] button and so never found the controls or the server config. Set false to see it again. panelIntroSeen = true #ONE-CLICK TREATMENT. Hold the tool, click the limb, and the treatment is applied immediately and PERFECTLY - no minigame. For players who would rather not play a dexterity game every time they dress a wound. It does not make treatment free: the item is still spent, the procedure still costs its time and blood on the server clock, and everything that decides whether you may treat at all - consciousness, numb arms, consent, holding the right item - is unchanged. Off by default. oneClickTreatment = false #How a destroyed eye is drawn. SYMMETRIC: an even vignette all round, with the lost side pulsing dark red for the first few minutes so you still learn which eye went. ONE_SIDED: heavy darkness on the lost side only. Same severity either way - this is framing, not difficulty. The onset cue fires in both styles. #Allowed Values: SYMMETRIC, ONE_SIDED eyeLossStyle = "SYMMETRIC" #Scale of the always-on moodle HUD. Range 50%-150%. When any CRITICAL moodle is active, the renderer enforces a 75% readability floor so a lethal warning cannot be hidden. #Range: 0.5 ~ 1.5 moodleScale = 1.0 #Screen corner used to anchor the moodle HUD. Offsets below move it inward/outward from that corner; the finished stack is clamped back onto the visible screen. #Allowed Values: TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT moodleAnchor = "TOP_LEFT" #Horizontal moodle offset in virtual HUD pixels (-240 to 240). The result is screen-clamped. #Range: -240 ~ 240 moodleOffsetX = 0 #Vertical moodle offset in virtual HUD pixels (-240 to 240). The result is screen-clamped. #Range: -240 ~ 240 moodleOffsetY = 0 #When moodles are right-anchored, use an optional _right.png from resource packs. If it is absent, mirror the normal art so decorative extensions point inward. Disable to draw the same orientation on both sides. moodleOrientInwardOnRight = true #Client-only WITNESS tablet scale. This changes presentation only and never hides diagnostics or changes the body simulation. #Range: 0.55 ~ 1.0 witnessScale = 0.8 #Reduce decorative WITNESS motion (blinking caret, animated IRIS trace and pulse glow). All readings, warnings and severity colours remain visible. witnessReducedMotion = false #WITNESS CRT scanline intensity. 0.0 removes scanlines only; 1.0 is the shipped look. #Range: 0.0 ~ 1.0 witnessScanlineIntensity = 1.0