{
	/* Options relating to handling this config file. Note that disabling any of these options might requires you
	   to restart the server to enable changes.
	*/
	config: {
		/* Should Lenient Death watch this config file for changes, and auto reload them? Useful for servers.
		   Options: true, false
		   Default: true
		*/
		enableFileWatcher: true,
		/* Whether to remove these comments from the config file. Not recommended.
		   Options: true, false
		   Default: false
		*/
		stripComments: false,
	},
	/* Options relating to Lenient Death's '/ld' command. Used to configure the mod in-game, as well as to manage
	   per-player mode if enabled.
	*/
	command: {
		/* List of names to use for the command, in case one conflicts. To disable, remove all names and have an
		   empty list []. Requires a world reload / server restart for changes to take effect.
		   Options: Any string without whitespace.
		   Default: ["lenientdeath", "ld"]
		*/
		commandNames: [
			"lenientdeath",
			"ld",
		],
	},
	/* Lenient Death can print a player's death coordinates in chat when they die, allowing players without minimaps
	   to find their way back.
	*/
	deathCoordinates: {
		/* Whether players should be sent the coordinates they died at.
		   Options: true, false
		   Default: true
		*/
		sendToDeadPlayer: true,
		/* Whether a player's death coordinates should be sent to the server log / console.
		   Options: true, false
		   Default: true
		*/
		sendToServerLog: true,
		/* Whether a player's death coordinates should be sent to other online admins.
		   Options: true, false
		   Default: false
		*/
		sendToOtherAdmins: false,
	},
	/* Sometimes stuff happens - Lenient Death remembers your inventories from previous deaths and allows admins to
	   restore them if needed.
	*/
	restoreInventory: {
		/* The maximum amount of inventories to save. Set to 0 to disable.
		   Options: [0, 25]
		   Default: 5
		*/
		maxInventoriesSaved: 5,
		/* Whether restoring inventories should also restore the experience value at the time of death.
		   Options: true, false
		   Default: false
		*/
		restoreExperience: false,
	},
	/* Allows you to use Lenient Death on a per-player basis. This can be used if only some of your players want
	   to use the mod. Affects item and XP preservation on death.
	   Per-player mode can also be used with a permission plugin / mod, which will overwrite these settings.
	   See the wiki for more details.
	*/
	perPlayer: {
		/* The default enabled state for players when they join. If true, Lenient Death is enabled by default for
		   new players.
		   Options: true, false
		   Default: true
		*/
		defaultEnabledForPlayer: true,
		/* Whether the player should be able to change their own per-player setting, using the Lenient Death
		   command. Admins can always change their own and other players' settings.
		   Options: true, false
		   Default: true
		*/
		playersCanChangeTheirOwnSetting: true,
	},
	/* When players die, any dropped items from their inventory will have a glowing outline shown through walls,
	   in order to help them find and recover their items. This outline only shows to the player who died and their
	   team, unless changed in the settings.
	*/
	droppedItemGlow: {
		/* Should this feature be enabled?
		   Options: true, false
		   Default: true
		*/
		enabled: true,
		/* Who should we show a dead player's items' outlines to?
		   Options: dead_player, dead_player_and_team, everyone
		   Default: dead_player_and_team
		*/
		glowVisibility: "dead_player",
		/* Only applies if glowVisibility is set to 'dead_player_and_team'. If a player who is not on a team dies,
		   should we show the item glow to other players not on a team?
		   Options: true, false
		   Default: false
		*/
		noTeamIsValidTeam: false,
	},
	/* By default, when a player dies their drops will despawn after 5 minutes. With this option, you can extend this
	   so players are under less pressure to get their items back.
	*/
	extendedDeathItemLifetime: {
		/* Should this feature be enabled?
		   Options: true, false
		   Default: false
		*/
		enabled: true,
		/* How long should a dead player's dropped items last before despawning, in seconds? Ignored if items are set
		   to never despawn.
		   Options: Any number in the range [0, 1800] (0 minutes to 30 minutes). Vanilla despawn time is 300 seconds,
		            or 5 minutes. Setting a value below 300 will actually make items despawn sooner than vanilla.
		   Default: 900 (15 minutes).
		*/
		deathDropItemLifetimeSeconds: 900,
		/* Should items dropped on a player's death never despawn? Please be aware that this may cause performance
		   issues over a long period of time if players never try to recover their items as they will accumulate.
		   To mitigate this, any item entities made to never despawn will be given the 'LENIENT_DEATH_INFINITE_LIFETIME'
		   tag, so you can use the command '/kill @e[type=item,tag=LENIENT_DEATH_INFINITE_LIFETIME,nbt={Age: -32768s}]'
		   to remove them.
		   Options: true, false
		   Default: false
		*/
		deathDropItemsNeverDespawn: false,
	},
	/* This feature allows you to give additional protection to item entities that were dropped on death, including
	   fire, cactus, void recovery, blanket damage protection and more.
	*/
	itemResilience: {
		/* Whether all items dropped from a player's death should be fire and lava-proof.
		   Options: true, false
		   Default: false
		*/
		allDeathItemsAreFireProof: false,
		/* Whether all items dropped from a player's death should be immune to cacti.
		   Options: true, false
		   Default: false
		*/
		allDeathItemsAreCactusProof: false,
		/* Whether all items dropped from a player's death should be immune to explosions.
		   Options: true, false
		   Default: false
		*/
		allDeathItemsAreExplosionProof: false,
		/* Features related to handling item drops when a player dies to the void; for example if they fall off the
		   end island, or are playing SkyBlock.
		*/
		voidRecovery: {
			/* How death drop items that fall into the void should be handled?
			   Options:
			     - disabled (despawn items as vanilla)
			     - last_grounded_position (teleport to last position either the player or the item was on a solid block)
			     - preserve (keep items in the inventory even if they wouldn't normally; applies to everyone)
			   Default: last_grounded_position
			*/
			mode: "last_grounded_position",
			/* When a player dies to the void, should Lenient Death notify them where their items were moved to? Only
			   applies if mode = last_grounded_position.
			   This option exists because players who may not be aware of this feature probably would not look for
			   their items otherwise.
			   Options: true, false
			   Default: true
			*/
			announce: false,
		},
	},
	/* This feature will keep track of which inventory slot a death item is dropped from, and try to move it back to that
	   slot on pickup. For example, dropped armour will be put back on.
	*/
	moveToOriginalSlots: {
		/* Should this feature be enabled?
		   Options: true, false
		   Default: true
		*/
		enabled: true,
	},
	/* In Vanilla, when a player dies they lose all of their experience, a small part of which is dropped as XP orbs.
	   This feature lets you keep all or a portion of your experience when you die. Can be used on as part of the
	   per-player feature.
	*/
	preserveExperienceOnDeath: {
		/* Should this feature be enabled?
		   Per-player mode can be overwritten by the appropriate permission, see the wiki for more details.
		   Options: yes, per_player, no
		   Default: no
		*/
		enabled: "no",
		/* What percentage of a player's experience should be dropped on death?
		   Options: [0, 100]
		   Default: 60
		*/
		preservedPercentage: 60,
	},
	/* When a dead player's inventory is dropped, certain items can be kept based on their type, NBT, or an
	   allow or block-list. Can be used on as part of the per-player feature.
	   
	   These rules are evaluated in the following order:
	   NBT -> Always Dropped List -> Always Preserved List -> Item Type -> Randomizer
	*/
	preserveItemsOnDeath: {
		/* Should this feature be enabled?
		   Per-player mode can be overwritten by the appropriate permission, see the wiki for more details.
		   Options: yes, per_player, no
		   Default: yes
		*/
		enabled: "yes",
		/* Allows you to preserve items based on the presence of an NBT tag. Note that Lenient Death doesn't add this
		   NBT tag to items for you, they will need to be added via another method.
		*/
		nbt: {
			/* Whether preserving based off a certain item NBT tag should be enabled.
			   Options: true, false
			   Default: false
			*/
			enabled: false,
			/* The name of the NBT tag to look for. This is expected to be a Boolean, i.e. in the form {Soulbound: 1b}.
			   Options: A single word.
			   Default: 'Soulbound'
			*/
			nbtKey: "Soulbound",
		},
		/* Configures which items should always be dropped on death, ignoring the other settings based on NBT
		   or type settings. Takes precedence over the Always Preserved config.
		*/
		alwaysDropped: {
			/* Which items should always be dropped on a player's death?
			   Options: 0 or more Item IDs, in the form "minecraft:golden_pickaxe". If an item by a given ID doesn't exist,
			            a warning will be logged to the console.
			   Default: Empty list
			*/
			items: [],
			/* Which item tags should always be dropped on a player's death?
			   Options: 0 or more Item IDs, in the form "minecraft:swords" without a '#'. If a tag by a given ID doesn't
			            exist, a warning will be logged to the console.
			   Default: Empty list
			*/
			tags: [],
		},
		/* Configures which items should always be kept on death, ignoring the other settings based on NBT
		   or type settings. Has a lower priority than the Always Dropped filter.
		*/
		alwaysPreserved: {
			/* Which items should always be kept on a player's death?
			   Options: 0 or more Item IDs, in the form "minecraft:golden_pickaxe". If an item by a given ID doesn't exist,
			            a warning will be logged to the console.
			   Default: Empty list
			*/
			items: [
				"cobblemon:pokedex_red",
				"cobblemon:pokedex_blue",
				"cobblemon:pokedex_black",
				"cobblemon:pokedex_green",
				"cobblemon:pokedex_pink",
				"cobblemon:pokedex_yellow",
				"cobblemon:pokedex_white",
				"cobblemon:master_ball",
				"cobblemon:ancient_origin_ball",
				"rctmod:trainer_card",
				"sophisticatedbackpacks:backpack",
				"sophisticatedbackpacks:copper_backpack",
				"sophisticatedbackpacks:iron_backpack",
				"sophisticatedbackpacks:gold_backpack",
				"sophisticatedbackpacks:diamond_backpack",
				"sophisticatedbackpacks:netherite_backpack",
				"minecraft:written_book",
				"minecraft:filled_map",
				"mega_showdown:mega_bracelet",
				"mega_showdown:mega_bracelet_blue",
				"mega_showdown:mega_bracelet_red",
				"mega_showdown:mega_bracelet_black",
				"mega_showdown:mega_bracelet_green",
				"mega_showdown:mega_bracelet_yellow",
				"mega_showdown:mega_bracelet_pink",
				"mega_showdown:may_bracelet",
				"mega_showdown:mega_ring",
				"mega_showdown:lysandre_ring",
				"mega_showdown:brendan_mega_cuff",
				"mega_showdown:korrina_glove",
				"mega_showdown:maxie_glasses",
				"mega_showdown:archie_anchor",
				"mega_showdown:lisia_mega_tiara",
				"mega_showdown:tera_orb",
				"mega_showdown:omni_ring",
				"mega_showdown:z_ring",
				"mega_showdown:z_ring_black",
				"mega_showdown:z_ring_yellow",
				"mega_showdown:z_ring_green",
				"mega_showdown:z_ring_blue",
				"mega_showdown:z_ring_pink",
				"mega_showdown:z_ring_red",
				"mega_showdown:z_power_ring",
				"mega_showdown:olivias_z_ring",
				"mega_showdown:olivia_z_power_ring",
				"mega_showdown:hapus_z_ring",
				"mega_showdown:hapus_z_power_ring",
				"mega_showdown:rocket_z_power_ring",
				"mega_showdown:gladion_z_power_ring",
				"mega_showdown:nanu_z_power_ring",
				"mega_showdown:dynamax_band",
				"cobbleversebadges:kanto_boulder_badge",
				"cobbleversebadges:kanto_cascade_badge",
				"cobbleversebadges:kanto_thunder_badge",
				"cobbleversebadges:kanto_rainbow_badge",
				"cobbleversebadges:kanto_soul_badge",
				"cobbleversebadges:kanto_marsh_badge",
				"cobbleversebadges:kanto_volcano_badge",
				"cobbleversebadges:kanto_earth_badge",
				"cobbleversebadges:johto_zephyr_badge",
				"cobbleversebadges:johto_hive_badge",
				"cobbleversebadges:johto_plain_badge",
				"cobbleversebadges:johto_fog_badge",
				"cobbleversebadges:johto_storm_badge",
				"cobbleversebadges:johto_mineral_badge",
				"cobbleversebadges:johto_glacier_badge",
				"cobbleversebadges:johto_rising_badge",
				"cobbleversebadges:hoenn_stone_badge",
				"cobbleversebadges:hoenn_knuckle_badge",
				"cobbleversebadges:hoenn_dynamo_badge",
				"cobbleversebadges:hoenn_heat_badge",
				"cobbleversebadges:hoenn_balance_badge",
				"cobbleversebadges:hoenn_feather_badge",
				"cobbleversebadges:hoenn_mind_badge",
				"cobbleversebadges:hoenn_rain_badge",
				"cobbleversebadges:sinnoh_coal_badge",
				"cobbleversebadges:sinnoh_forest_badge",
				"cobbleversebadges:sinnoh_cobble_badge",
				"cobbleversebadges:sinnoh_fen_badge",
				"cobbleversebadges:sinnoh_relic_badge",
				"cobbleversebadges:sinnoh_mine_badge",
				"cobbleversebadges:sinnoh_icicle_badge",
				"cobbleversebadges:sinnoh_beacon_badge",
				"cobbleversebadges:kanto_league_trophy",
				"cobbleversebadges:johto_league_trophy",
				"cobbleversebadges:hoenn_league_trophy",
				"cobbleversebadges:sinnoh_league_trophy",
				"cobbleversebadges:kanto_badge_box",
				"cobbleversebadges:johto_badge_box",
				"cobbleversebadges:hoenn_badge_box",
				"cobbleversebadges:sinnoh_badge_box",
				"lumymon:apricorn_box",
				"lumymon:magma_stone",
				"lumymon:red_chain",
				"lumymon:broken_red_chain",
				"lumymon:prof_oak_letter",
				"obc:bottle_cap",
				"obc:bottle_cap_hp",
				"obc:bottle_cap_attack",
				"obc:bottle_cap_defence",
				"obc:bottle_cap_special_attack",
				"obc:bottle_cap_special_defence",
				"obc:bottle_cap_speed",
				"obc:bottle_cap_gold"
			],
			/* Which item tags should always be kept on a player's death?
			   Options: 0 or more Item IDs, in the form "minecraft:swords" without a '#'. If a tag by a given ID doesn't
			            exist, a warning will be logged to the console.
			   Default: 'lenientdeath:safe'
			*/
			tags: [
				"lenientdeath:safe",
			],
		},
		/* Configures various options relating to Trinkets (https://modrinth.com/mod/trinkets).
		   See also: $.preserveItemsOnDeath.byItemType.trinkets
		*/
		trinkets: {
			/* Some Trinkets are designed to be destroyed upon death instead of dropped; Lenient Death can (though disabled
			   by default) override this to keep instead.
			   Options: true, false
			   Default: false
			*/
			overrideDestroyRule: true,
		},
		/* Allows you to preserve or drop items based on their type (armour, weapon, food, etc). Has better compatibility
		   with mods which don't add their items to various tags. Items part of multiple types will use the first result
		   from the following order: drop > preserve > ignore.
		*/
		byItemType: {
			/* Whether preserving based off item type should be enabled.
			   Options: true, false
			   Default: true
			*/
			enabled: false,
			/* Should helmet-type equipment always drop, be preserved, or fall to further processing?
			   Examples: Iron Helmet, Turtle Helmet
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			helmets: "preserve",
			/* Should chestplate-type equipment always drop, be preserved, or fall to further processing?
			   Example: Golden Chestplate
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			chestplates: "preserve",
			/* Should elytra-type items always drop, be preserved, or fall to further processing?
			   Example: Elytra
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			elytras: "preserve",
			/* Should leggings-type equipment always drop, be preserved, or fall to further processing?
			   Example: Diamond leggings
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			leggings: "preserve",
			/* Should boots-type equipment always drop, be preserved, or fall to further processing?
			   Example: Chainmail boots
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			boots: "preserve",
			/* Should body-type equipment always drop, be preserved, or fall to further processing?
			   Example: Wolf armour
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			body: "ignore",
			/* Should shield-type items always drop, be preserved, or fall to further processing?
			   Example: Shield
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			shields: "preserve",
			/* Should other equippable items always drop, be preserved, or fall to further processing?
			   Example: Skulls, Carved Pumpkins
			   Options: drop, preserve, ignore
			   Default: ignore
			*/
			otherEquippables: "ignore",
			/* Should Trinkets (https://modrinth.com/mod/trinkets) always drop, be preserved, or fall to further
			   processing? See $.preserveItemsOnDeath.trinkets for more compatibility options.
			   Example: none in Vanilla; Totem of Undying if Charm of Undying (https://modrinth.com/mod/charm-of-undying) is installed.
			   Default: preserve
			*/
			trinkets: "preserve",
			/* Should sword-type items always drop, be preserved, or fall to further processing?
			   Example: Wooden Sword
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			swords: "preserve",
			/* Should trident-type items always drop, be preserved, or fall to further processing?
			   Example: Wooden Sword
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			tridents: "preserve",
			/* Should mace-type items always drop, be preserved, or fall to further processing?
			   Example: Mace
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			maces: "preserve",
			/* Should bow-type items always drop, be preserved, or fall to further processing?
			   Example: Bow
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			bows: "preserve",
			/* Should crossbow-type items always drop, be preserved, or fall to further processing?
			   Example: Crossbow
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			crossbows: "preserve",
			/* Should other projectile-launching items always drop, be preserved, or fall to further processing?
			   Example: <None in Vanilla>
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			otherProjectileLaunchers: "preserve",
			/* Should pickaxe-type items always drop, be preserved, or fall to further processing?
			   Example: Netherite Pickaxe
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			pickaxes: "preserve",
			/* Should shovel-type items always drop, be preserved, or fall to further processing?
			   Example: Iron Shovel
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			shovels: "preserve",
			/* Should axe-type items always drop, be preserved, or fall to further processing?
			   Example: Diamond Axe
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			axes: "preserve",
			/* Should hoe-type items always drop, be preserved, or fall to further processing?
			   Example: Golden Hoe
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			hoes: "preserve",
			/* Should other digging items not in the above categories always drop, be preserved, or fall to further
			   processing?
			   Example: <None in Vanilla>
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			otherDiggingItems: "preserve",
			/* Should tools not in the above categories always drop, be preserved, or fall to further processing?
			   Example: Brush, Spyglass, Goat Horn
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			otherTools: "preserve",
			/* Should buckets always drop, be preserved, or fall to further processing?
			   Example: Bucket, Bucket of Water, Bucket of Lava
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			buckets: "preserve",
			/* Should food items always drop, be preserved, or fall to further processing?
			   Example: Cooked Steak, Mushroom Stew
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			food: "preserve",
			/* Should potion items always drop, be preserved, or fall to further processing?
			   Example: Water Bottle, Potion of Instant Health II
			   Options: drop, preserve, ignore
			   Default: preserve
			*/
			potions: "preserve",
			/* Should shulker boxes always drop, be preserved, or fall to further processing?
			   Note: Items contained within won't be checked, so this may be used to cheese other settings.
			   Example: Shulker Box
			   Options: drop, preserve, ignore
			   Default: ignore
			*/
			shulkerBoxes: "ignore",
		},
		/* Allows you to preserve items based on a random chance percentage. This is only applied to categories
		   that haven't been decided by other modules.
		*/
		randomizer: {
			/* Whether preserving undecided items using RNG should be enabled.
			   Options: true, false
			   Default: false
			*/
			enabled: false,
			/* Whether to split stacks when randomly dropping items. If false, then a stack of 64 items will be treated as
			   a whole, whereas if true then each item in the stack will be rolled.
			   Options: true, false
			   Default: true
			*/
			splitStacks: true,
			/* What percentage of a player's undecided items be preserved on death? This is an average, and does
			   not guarantee a set amount of items.
			   Options: [0, 100]
			   Default: 25
			*/
			preservedPercentage: 25,
			/* How much a player's luck attribute should add to the item preservation chance. Also applies to
			   negative luck. For more information, see https://minecraft.wiki/w/Attribute#Attributes_for_players
			   
			   Set to 0 to have no effect. Recommended to only have one of loadAdditiveFactor and
			   luckMultiplierFactor be above 0 at one time.
			   
			   The final preservation chance is calculated as follows:
			   chance = (preservedPercentage * (1 + (luckMultiplierFactor * playerLuck)) + (luckAdditiveFactor * playerLuck).
			   Options: [0, 200]
			   Default: 20
			*/
			luckAdditiveFactor: 20,
			/* How much a player's luck attribute should multiply the item preservation chance. Also applies to
			   negative luck. For more information, see https://minecraft.wiki/w/Attribute#Attributes_for_players
			   
			   Set to 0 to have no effect. Recommended to only have one of loadAdditiveFactor and
			   luckMultiplierFactor be above 0 at one time.
			   
			   The final preservation chance is calculated as follows:
			   chance = (preservedPercentage * (1 + (luckMultiplierFactor * playerLuck)) + (luckAdditiveFactor * playerLuck).
			   Options: [0, 10]
			   Default: 0
			*/
			luckMultiplierFactor: 0.0,
		},
	},
	// Users: do not edit manually! Last saved mod version
	"__version": "1.2.5+1.21.1",
}