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# Configuration file
general {
##########################################################################################################
# client options
#--------------------------------------------------------------------------------------------------------#
# Config options for client-only features
##########################################################################################################
"client options" {
# Whether or not to enable Emissive Textures for GregTech Casings when the multiblock is working (EBF coils, Fusion Casings, etc.).
# Default: false
B:casingsActiveEmissiveTextures = false
# The default color to overlay onto machines.
# 16777215 (0xFFFFFF in decimal) is no coloring (like GTCE).
# 13819135 (0xD2DCFF in decimal) is the classic blue from GT5 (default).
I:defaultPaintingColor = 13819135
# Whether to hook depth texture. Has no effect on performance, but if there is a problem with rendering, try disabling it.
# Default: true
B:hookDepthTexture = true
# Whether or not to enable Emissive Textures for GregTech Machines.
# Default: true
B:machinesEmissiveTextures = true
# Resolution level for fragment shaders.
# Higher values increase quality (limited by the resolution of your screen) but are more GPU intensive.
# Default: 2
# Min: 0.0
# Max: 5.0
D:resolution = 2.0
# Terminal root path.
# Default: {.../config}/gregtech/terminal
S:terminalRootPath = gregtech/terminal
# Whether or not sounds should be played when crafting with tools.
# Default: true
B:toolCraftingSounds = true
# Whether or not sounds should be played when using tools outside of crafting.
# Default: true
B:toolUseSounds = true
"gui config" {
# The scrolling speed of widgets
# Default: 13
# Min: 1
# Max: 2147483647
I:scrollSpeed = 13
}
"armor hud location" {
# Sets HUD location
# 1 - left-upper corner
# 2 - right-upper corner
# 3 - left-bottom corner
# 4 - right-bottom corner
# Default: 1
# Min: 1
# Max: 4
I:hudLocation = 1
# Horizontal offset of HUD.
# Default: 0
# Min: 0
# Max: 100
I:hudOffsetX = 0
# Vertical offset of HUD.
# Default: 0
# Min: 0
# Max: 100
I:hudOffsetY = 0
}
##########################################################################################################
# shader options
#--------------------------------------------------------------------------------------------------------#
# Config options for Shaders and Post-processing Effects
##########################################################################################################
"shader options" {
# The base brightness of the bloom.
# It is similar to strength
# This value should be smaller than highBrightnessThreshold.
# OUTPUT = BACKGROUND + BLOOM * strength * ({base} + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
# Default: 0.1
# Min: 0.0
# Max: 1.7976931348623157E308
D:baseBrightness = 0.1
# Bloom Algorithm
# 0 - Simple Gaussian Blur Bloom (Fast)
# 1 - Unity Bloom
# 2 - Unreal Bloom
# Default: 2
# Min: 0
# Max: 2
I:bloomStyle = 2
# Whether or not to enable Emissive Textures with bloom effect.
# Default: true
B:emissiveTexturesBloom = true
# The brightness after bloom should not exceed this value. It can be used to limit the brightness of highlights (e.g., daytime).
# OUTPUT = BACKGROUND + BLOOM * strength * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*({HT}-LT)))
# This value should be greater than lowBrightnessThreshold.
# Default: 0.5
# Min: 0.0
# Max: 1.7976931348623157E308
D:highBrightnessThreshold = 0.5
# The brightness after bloom should not smaller than this value. It can be used to limit the brightness of dusky parts (e.g., night/caves).
# OUTPUT = BACKGROUND + BLOOM * strength * (base + {LT} + (1 - BACKGROUND_BRIGHTNESS)*(HT-{LT})))
# This value should be smaller than highBrightnessThreshold.
# Default: 0.2
# Min: 0.0
# Max: 1.7976931348623157E308
D:lowBrightnessThreshold = 0.2
# Mipmap Size.
# Higher values increase quality, but are slower to render.
# Default: 5
# Min: 2
# Max: 5
I:nMips = 5
# Blur Step (bloom range)
# Default: 1
# Min: 0.0
# Max: 1.7976931348623157E308
D:step = 1.0
# Bloom Strength
# OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
# Default: 2
# Min: 0.0
# Max: 1.7976931348623157E308
D:strength = 1.5
# Whether to use shader programs.
# Default: true
B:useShader = true
##########################################################################################################
# fusion reactor
#--------------------------------------------------------------------------------------------------------#
# Bloom config options for the fusion reactor.
##########################################################################################################
"fusion reactor" {
# The base brightness of the bloom.
# It is similar to strength
# This value should be smaller than highBrightnessThreshold.
# OUTPUT = BACKGROUND + BLOOM * strength * ({base} + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
# Default: 0.1
# Min: 0.0
# Max: 1.7976931348623157E308
D:baseBrightness = 0.0
# Bloom Algorithm
# 0 - Simple Gaussian Blur Bloom (Fast)
# 1 - Unity Bloom
# 2 - Unreal Bloom
# Default: 2
# Min: 0
# Max: 2
I:bloomStyle = 1
# The brightness after bloom should not exceed this value. It can be used to limit the brightness of highlights (e.g., daytime).
# OUTPUT = BACKGROUND + BLOOM * strength * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*({HT}-LT)))
# This value should be greater than lowBrightnessThreshold.
# Default: 0.5
# Min: 0.0
# Max: 1.7976931348623157E308
D:highBrightnessThreshold = 1.3
# The brightness after bloom should not smaller than this value. It can be used to limit the brightness of dusky parts (e.g., night/caves).
# OUTPUT = BACKGROUND + BLOOM * strength * (base + {LT} + (1 - BACKGROUND_BRIGHTNESS)*(HT-{LT})))
# This value should be smaller than highBrightnessThreshold.
# Default: 0.2
# Min: 0.0
# Max: 1.7976931348623157E308
D:lowBrightnessThreshold = 0.3
# Bloom Strength
# OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
# Default: 2
# Min: 0.0
# Max: 1.7976931348623157E308
D:strength = 1.5
# Whether to use shader programs.
# Default: true
B:useShader = true
}
}
}
##########################################################################################################
# compatibility options
#--------------------------------------------------------------------------------------------------------#
# Config options for Mod Compatibility
##########################################################################################################
"compatibility options" {
# Whether to hide facades of all blocks in JEI and creative search menu.
# Default: true
B:hideFacadesInJEI = true
# Whether to hide filled cells in JEI and creative search menu.
# Default: true
B:hideFilledCellsInJEI = true
# Specifies priorities of mods in Ore Dictionary item registration.
# First ModID has highest priority, last has lowest. Unspecified ModIDs follow standard sorting, but always have lower priority than the last specified ModID.
# Default: ["minecraft", "gregtech"]
S:modPriorities <
minecraft
gregtech
>
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# Whether Gregtech should remove smelting recipes from the vanilla furnace for ingots requiring the Electric Blast Furnace.
# Default: true
B:removeSmeltingForEBFMetals = true
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##########################################################################################################
# energy compat options
#--------------------------------------------------------------------------------------------------------#
# Config options regarding GTEU compatibility with other energy systems
##########################################################################################################
"energy compat options" {
# Enable Native GTEU to Forge Energy (RF and alike) on GT Cables and Wires.
# Default: true
B:nativeEUToFE = true
# GTEU to Forge Energy (RF and alike) ratio.
# Default: 4 FE to 1 EU
# Min: 4.9E-324
# Max: 1.7976931348623157E308
D:rfRatio = 4.0
}
}
##########################################################################################################
# machine options
#--------------------------------------------------------------------------------------------------------#
# Config options for GT Machines, Pipes, Cables, and Electric Items
##########################################################################################################
"machine options" {
# Additional Fluids to allow in GT Boilers in place of Water or Distilled Water.
# Useful for mods like TerraFirmaCraft with different Fluids for Water
# Default: none
S:boilerFluids <
>
# The EU/t drain for each screen of the Central Monitor.
# Default: 8
# Min: 0
# Max: 2147483647
I:centralMonitorEuCost = 8
# Whether machines should explode when overloaded with power.
# Default: true
B:doExplosions = true
# Whether to enable High-Tier Solar Panels (IV-UV). They will not have recipes.
# Default: false
B:enableHighTierSolars = true
# Whether to enable the Maintenance Hatch, required for Multiblocks.
# Default: true
B:enableMaintenance = true
# Whether to enable World Accelerators, which accelerate ticks for surrounding Tile Entities, Crops, etc.
# Default: true
B:enableWorldAccelerators = true
# Energy use multiplier for electric items.
# Default: 100
I:energyUsageMultiplier = 100
# Whether to use GT6-style pipe and cable connections, meaning they will not auto-connect unless placed directly onto another pipe or cable.
# Default: true
B:gt6StylePipesCables = true
# Whether to play machine sounds while machines are active.
# Default: true
B:machineSounds = true
# Steam to EU multiplier for Steam Multiblocks.
# 1.0 means 1L Steam -> 1 EU. 0.5 means 2L Steam -> 1 EU.
# Default: 0.5
D:multiblockSteamToEU = 0.5
# Divisor for Recipe Duration per Overclock.
# Default: 2.0
# Min: 2.0
# Max: 3.0
D:overclockDivisor = 2.0
# Blacklist of machines for the Processing Array.
# Add the unlocalized Recipe Map name to blacklist the machine.
# Default: All machines allowed
S:processingArrayBlacklist <
>
# Whether insufficient energy supply should reset Machine recipe progress to zero.
# If true, progress will reset.
# If false, progress will decrease to zero with 2x speed
# Default: false
B:recipeProgressLowEnergy = false
# Whether to require a Wrench to break machines.
# Default: false
B:requireWrenchForMachines = false
# Whether Steam Multiblocks should use Steel instead of Bronze.
# Default: false
B:steelSteamMultiblocks = false
}
##########################################################################################################
# miscellaneous options
#--------------------------------------------------------------------------------------------------------#
# Config options for miscellaneous features
##########################################################################################################
"miscellaneous options" {
# Whether to enable more verbose logging.
# Default: false
B:debug = false
# Chance with which flint and steel will create fire.
# Default: 50
# Min: 0
# Max: 100
I:flintChanceToCreateFire = 50
# Setting this to true makes GTCEu ignore error and invalid recipes that would otherwise cause crash.
# Default: true
B:ignoreErrorOrInvalidRecipes = true
# Whether to enable a login message to players when they join the world.
# Default: true
B:loginMessage = true
# Whether to give the terminal to new players on login
# Default: true
B:spawnTerminal = true
}
##########################################################################################################
# recipe options
#--------------------------------------------------------------------------------------------------------#
# Config Options for GregTech and Vanilla Recipes
##########################################################################################################
"recipe options" {
# Whether to disable the Vanilla Concrete from Powder with Water behavior, forcing the GT recipe.
# Default: false
B:disableConcreteInWorld = false
# Whether to remove Block/Ingot compression and decompression in the Crafting Table.
# Default: false
B:disableManualCompression = false
# Whether to make the Flint and Steel recipe require steel parts.
# Default: true.
B:flintAndSteelRequireSteel = true
# Whether to generate Flawed and Chipped Gems for materials and recipes involving them.
# Useful for mods like TerraFirmaCraft.
# Default: false
B:generateLowQualityGems = false
# Whether to make coloring blocks like Concrete or Glass harder.
# Default: false
B:hardDyeRecipes = false
# Whether to make Glass related recipes harder. Default: true
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B:hardGlassRecipes = false
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# Recipes for items like Iron Doors, Trapdoors, Buckets, Cauldrons, Hoppers, and Iron Bars require Iron Plates, Rods, and more.
# Default: true
B:hardIronRecipes = true
# Whether to make miscellaneous recipes harder.
# Default: false
B:hardMiscRecipes = false
# Whether to make Redstone related recipes harder.
# Default: false
B:hardRedstoneRecipes = false
# Whether to make Vanilla Tools and Armor recipes harder.
# Excludes Flint and Steel, and Buckets.
# Default: false
B:hardToolArmorRecipes = false
# Whether to make Wood related recipes harder.
# Excludes sticks and planks.
# Default: false
B:hardWoodRecipes = false
# Whether to make crafting recipes for Bricks, Firebricks, and Coke Bricks harder.
# Default: false
B:harderBrickRecipes = false
# Whether to remove charcoal smelting recipes from the vanilla furnace.
# Default: true
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B:harderCharcoalRecipe = false
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# Whether to make the recipe for the EBF Controller harder.
# Default: false
B:harderEBFControllerRecipe = false
# Change the recipe of Rods in the Lathe to 1 Rod and 2 Small Piles of Dust, instead of 2 Rods.
# Default: false
B:harderRods = false
# Whether to nerf the Paper crafting recipe.
# Default: true
B:nerfPaperCrafting = true
# Whether to nerf Wood crafting to 2 Planks from 1 Log, and 2 Sticks from 2 Planks.
# Default: false
B:nerfWoodCrafting = false
# Whether Wrenches should require Plates instead of Ingots to craft.
# Default: false
B:plateWrenches = false
# Whether to remove Vanilla Block Recipes from the Crafting Table.
# Default: false
B:removeVanillaBlockRecipes = false
}
##########################################################################################################
# tool and armor options
#--------------------------------------------------------------------------------------------------------#
# Config options for Tools and Armor
##########################################################################################################
"tool and armor options" {
# Should EV and IV Drills be enabled, which may cause lag when used on low-end devices?
# Default: true
B:enableHighTierDrills = true
# Advanced Electric Jetpack Voltage Tier.
# Default: 3 (HV)
# Min: 0
# Max: 14
I:voltageTierAdvImpeller = 3
# Advanced NanoSuit Chestplate Voltage Tier.
# Default: 3 (HV)
# Min: 0
# Max: 14
I:voltageTierAdvNanoSuit = 3
# Advanced QuarkTech Suit Chestplate Voltage Tier.
# Default: 5 (LuV)
# Min: 0
# Max: 14
I:voltageTierAdvQuarkTech = 6
# Electric Impeller Jetpack Voltage Tier.
# Default: 2 (MV)
# Min: 0
# Max: 14
I:voltageTierImpeller = 2
# NanoSuit Voltage Tier. Default: 3 (HV)
# Min: 0
# Max: 14
I:voltageTierNanoSuit = 3
# NightVision Goggles Voltage Tier. Default: 1 (LV)
# Min: 0
# Max: 14
I:voltageTierNightVision = 1
# QuarkTech Suit Voltage Tier.
# Default: 5 (IV)
# Min: 0
# Max: 14
I:voltageTierQuarkTech = 5
"nanosaber options" {
# The EU/t consumption of the NanoSaber.
# Default: 64
# Min: 1
# Max: 512
I:energyConsumption = 64
# The base damage of the NanoSaber.
# Default: 5.0
# Min: 0.0
# Max: 100.0
D:nanoSaberBaseDamage = 5.0
# The additional damage added when the NanoSaber is powered.
# Default: 20.0
# Min: 0.0
# Max: 100.0
D:nanoSaberDamageBoost = 20.0
# Should Zombies spawn with charged, active NanoSabers on hard difficulty?
# Default: true
B:zombieSpawnWithSabers = true
}
##########################################################################################################
# armorhud
#--------------------------------------------------------------------------------------------------------#
# Armor HUD Location
##########################################################################################################
armorhud {
# Sets HUD location
# 1 - left-upper corner
# 2 - right-upper corner
# 3 - left-bottom corner
# 4 - right-bottom corner
I:hudLocation = 1
# Horizontal offset of HUD [0 ~ 100)
I:hudOffsetX = 0
# Vertical offset of HUD [0 ~ 100)
I:hudOffsetY = 0
}
}
##########################################################################################################
# worldgen options
#--------------------------------------------------------------------------------------------------------#
# Config options for World Generation features
##########################################################################################################
"worldgen options" {
# Allow GregTech to add additional GregTech Items as loot in various structures.
# Default: true
B:addLoot = true
# Specifies an additional random number of veins in a section.
# Default: 0
I:additionalVeinsInSection = 2
# Should all Stone Types drop unique Ore Item Blocks?
# Default: false (meaning only Stone, Netherrack, and Endstone
B:allUniqueStoneTypes = false
# Whether to disable Rubber Tree world generation.
# Default: false
B:disableRubberTreeGeneration = false
# Whether to disable Vanilla ore generation in world.
# Default: true
B:disableVanillaOres = false
# Whether veins should be generated in the center of chunks.
# Default: true
B:generateVeinsInCenterOfChunk = false
# Whether to increase number of rolls for dungeon chests. Increases dungeon loot drastically.
# Default: true
B:increaseDungeonLoot = true
# Specifies the minimum number of veins in a section.
# Default: 1
I:minVeinsInSection = 3
# Multiplier for the chance to spawn a Rubber Tree on any given roll. Higher values make Rubber Trees more common.
# Default: 1.0
# Min: 0.0
# Max: 1.7976931348623157E308
D:rubberTreeRateIncrease = 1.0
}
}