{
	/* How long Loot Crates take to break. <1 makes them indestructible.
	   Obsidian has 50. 150 makes them very much breakable, but taking ages.
	   Long enough to absolutely not breakable by accident, but still possible to
	   remove them if they are in the way somehow.
	*/
	"ChestCrateHardness": -1.0,
	"LootBarrelHardness": -1.0,
	"ShulkerCrateHardness": -1.0,
	/* If crates that are mined by players should drop as items
	   Otherwise they will be destroyed and do not drop.
	*/
	"ChestCratesDropAsItems": false,
	"LootBarrelsDropAsItems": false,
	"ShulkerCratesDropAsItems": false,
	/* Whether chest and shulker loot crates should keep their inventory when broken.
	   Otherwise they will drop their contents just like broken chests
	*/
	"ChestCratesKeepTheirInventory": false,
	"LootBarrelsKeepTheirInventory": false,
	"ShulkerCratesKeepTheirInventory": true,
	/* If all chests that generate during worldgen should be replaced by loot crates.
	   This includes vanilla and modded structures. See the granular configuration in LootCratesWorldgenSettings.json5
	   This is especially useful if you want new players to find treasure in structures that were
	   raided by players before, or if players should have an incentive to visit those structures again.
	   Setting restocking to <= 0 results them functioning like vanilla chests.
	   Restocking is only evaluated when players actually open chests, no performance impact besides that.
	   So feel free to leave it at 1 if you want loot to be available instantly for every unique player.
	*/
	"ReplaceVanillaWorldgenChests": true,
	// Dimension identifiers where chests will not be replaced
	"ReplaceVanillaWorldgenChestsDimensionsBlacklist": []
}