modded7/overrides/config/nomilabs.cfg

279 lines
12 KiB
INI
Raw Normal View History

# Configuration file
##########################################################################################################
# advanced
#--------------------------------------------------------------------------------------------------------#
# Advanced Settings
##########################################################################################################
advanced {
# Whether to allow other pack modes, other than 'normal' and 'expert'.
# If this is set to false, the game will crash if other modes are found.
# Only set this to false if you are sure of what you are doing.
# Beware: many mode specific behaviours will break if other pack modes are used!
# [default: false]
B:allowOtherPackModes=false
# Whether to disable Advancements.
# Increases Load Speed, and reduces log errors.
# [default: false]
B:disableAdvancements=false
# Whether to disable the Narrator.
# Fixes Crashes in Arm Macs, in some very specific environments.
# If your game is crashing, try enabling this!
# [default: false]
B:disableNarrator=false
# Whether to disable Anvil XP Scaling.
# [default: false]
B:disableXpScaling=true
# Whether to enable Nomi-CEu data fixes.
# This is used for Nomi-CEu, for players coming from before core-mod.
# If this mod is being used in other scenarios, leave this at false, as this may break worlds!
# If this is in a Nomi-CEu environment, make sure it is true, and do not change it, or items/blocks may be lost!
# [default: false]
B:enableNomiCEuDataFixes=true
# List of Regex Patterns to ignore if they are included in the BIOME missing registry list.
# Do not change unless you know what you are doing!
# This can be very inefficient with lots of patterns and lots of missing registries. Try to condense it into one pattern!
# This is an OR, so if a biome matches ANY of the patterns, it is ignored.
# A biome is only ignored if its ENTIRE Resource Location matches the pattern.
# Example: `minecraft:.*` (Ignores all Minecraft Biomes)
# [default: ]
S:ignoreBiomes <
>
# List of Regex Patterns to ignore if they are included in the BLOCK missing registry list.
# Do not change unless you know what you are doing!
# This can be very inefficient with lots of patterns and lots of missing registries. Try to condense it into one pattern!
# This is an OR, so if a block matches ANY of the patterns, it is ignored.
# A block is only ignored if its ENTIRE Resource Location matches the pattern.
# Example: `minecraft:.*` (Ignores all Minecraft Blocks)
# [default: ]
S:ignoreBlocks <
gregtech:fluid\..*
>
# List of Regex Patterns to ignore if they are included in the ENTITY missing registry list.
# Do not change unless you know what you are doing!
# This can be very inefficient with lots of patterns and lots of missing registries. Try to condense it into one pattern!
# This is an OR, so if an entity matches ANY of the patterns, it is ignored.
# An entity is only ignored if its ENTIRE Resource Location matches the pattern.
# Example: `minecraft:.*` (Ignores all Minecraft Entities)
# [default: ]
S:ignoreEntities <
>
# List of Regex Patterns to ignore if they are included in the ITEM missing registry list.
# Do not change unless you know what you are doing!
# This can be very inefficient with lots of patterns and lots of missing registries. Try to condense it into one pattern!
# This is an OR, so if an item matches ANY of the patterns, it is ignored.
# An item is only ignored if its ENTIRE Resource Location matches the pattern.
# Example: `minecraft:.*` (Ignores all Minecraft Items)
# [default: ]
S:ignoreItems <
advancedrocketry:.+fluid
advancedrocketry:rocketfuel
>
##########################################################################################################
# fluid registry
#--------------------------------------------------------------------------------------------------------#
# Fluid Registry Settings
##########################################################################################################
"fluid registry" {
# List of Regex Patterns to be Default Fluids.
# Fluids are picked based on a Hierarchy System.
# For Example: If the config is set to ['gregtech:.*', 'advancedrocketry:.*'], and the candidates for Oxygen are 'gregtech:oxygen' and 'advancedrocketry:oxygen', the GregTech one will be picked.
# This is only applied to conflicting fluids.
# This can be very inefficient with lots of patterns and lots of conflicting fluids. Try to condense it into one pattern where possible!
# [default: ]
S:defaultFluids <
gregtech:.*
>
# Whether to Log Conflicting Fluids, for use in setting default fluids correctly.
# [default: false]
B:logConflictingFluids=false
}
}
##########################################################################################################
# content
#--------------------------------------------------------------------------------------------------------#
# Content Settings
##########################################################################################################
content {
##########################################################################################################
# custom content
#--------------------------------------------------------------------------------------------------------#
# Custom Content Settings
##########################################################################################################
"custom content" {
# Enable Custom Blocks.
# They will not have recipes.
# [default: true]
B:enableBlocks=true
# Enable Custom Complex Recipes.
# Currently Just Contains the Hand Framing Recipe.
# [default: true]
B:enableComplexRecipes=true
# Enable Custom Fluids.
# They will not have recipes.
# [default: true]
B:enableFluids=true
# Enable Custom Items.
# They will not have recipes.
# [default: true]
B:enableItems=true
}
##########################################################################################################
# gt content
#--------------------------------------------------------------------------------------------------------#
# GregTech Custom Content Settings
##########################################################################################################
"gt content" {
# Enable Custom GT Blocks.
# In Beta.
# [default: false]
B:enableBlocks=false
# Enable Custom Materials.
# [default: true]
B:enableMaterials=true
# Enable New Multiblocks.
# These are new to this Core Mod, as in they do not exist in pre-core-mod versions of Nomi-CEu.
# Will not work properly if Custom GT Blocks is turned off.
# In Beta.
# [default: false]
B:enableNewMultiblocks=false
# Enable Old Multiblocks.
# These are NOT new to this Core Mod. They exist in pre-core-mod versions of Nomi-CEu.
# They have been improved.
# [default: true]
B:enableOldMultiblocks=true
# Enable Perfect Gems.
# They will have cutter recipes turning them into 2 Exquisite Gems.
# [default: true]
B:enablePerfectGems=true
}
}
##########################################################################################################
# groovyscript settings
#--------------------------------------------------------------------------------------------------------#
# GroovyScript Extensions and Script Helper Settings
##########################################################################################################
"groovyscript settings" {
# Whether to enable GroovyScript Hand Additions.
# [default: true]
B:enableGroovyHandAdditions=true
# Mode to Use for GT Recipe Output Searching.
# 'LINEAR_SEARCH' browses each recipe sequentially, 'FAST_TREE' navigates a tree structure and stops at the first match, while 'TREE' explores the entire tree structure before concluding.
# Because of the extra generated tree, if no removals occur, TREE and FAST_TREE have a slightly longer launch time. They also have slightly higher memory usage (around 20-50MB in limited testing)
# If a small amount of removals occur, game launching is around the same for all three, but TREE or FAST_TREE has the lowest script reload time.
# With a moderate-high amount of removals, game launching and script reloading is much faster with FAST_TREE or TREE, and FAST_TREE does consistently out perform TREE in time.
# TREE is a safer option if all recipes need to be grabbed, but FAST_TREE has not failed to grab any recipes in the limited testing.
# If some recipes are left over, try using TREE mode.
# Recipe Output Searching is used when replacing ABS recipes and Mixer Recipes in Composition Replacements, and in Recipe Output Searching or Removing.
# [default: FAST_TREE]
# Valid values:
# LINEAR_SEARCH
# FAST_TREE
# TREE
S:gtRecipeSearchMode=FAST_TREE
}
##########################################################################################################
# mod integration
#--------------------------------------------------------------------------------------------------------#
# Mod Integration Settings
##########################################################################################################
"mod integration" {
# Whether to enable Advanced Rocketry Integration, which fixes Advanced Rocketry registering items for Fluid Blocks.
# [default: true]
B:enableAdvancedRocketryIntegration=true
# Whether to enable ArchitectureCraft Integration, which adds new slope variants.
# [default: true]
B:enableArchitectureCraftIntegration=true
# Whether to enable Ender IO Integration, which adds a tooltip beneath capacitors displaying their level.
# [default: true]
B:enableEnderIOIntegration=true
# Whether to enable Ender Storage Integration, which allows data fixes to remap Ender Storage Chests' Contents.
# If this is in a Nomi-CEu Environment, make sure this stays at true, or your world may break, and items be lost!
# [default: true]
B:enableEnderStorageIntegration=true
# Whether to enable Extra Utilities 2 Integration, which removes frequencies.
# [default: true]
B:enableExtraUtils2Integration=true
# Whether to enable NuclearCraft Integration, which fixes its crash with GTCEu.
# [default: true]
B:enableNuclearCraftIntegration=true
# Whether to enable The One Probe Integration, which adds some messages to the TOP panel when hovering over certain blocks.
# [default: true]
B:enableTOPIntegration=true
##########################################################################################################
# draconic evolution integration
#--------------------------------------------------------------------------------------------------------#
# Draconic Evolution Integration Settings
##########################################################################################################
"draconic evolution integration" {
# The speed of the Builder, in blocks per tick.
# Set this to 0 to have the builder be instant.
# [default: 1]
# Min: 0
# Max: 2147483647
I:autoBuilderSpeed=10
# The speed of the Destructor, in blocks per tick.
# Set this to 0 to have the destructor be instant.
# [default: 1]
# Min: 0
# Max: 2147483647
I:autoDestructorSpeed=10
# Whether to enable Draconic Evolution Integration, which adds many features, such as:
# Allowing GregTech Draconium and Awakened Draconium in the reactor and energy core.
# Modifying Energy Core Structure with improvements, such as allowing blocks surrounding the structure.
# Adding a destructor to the energy core.
# Allow changing the speed of the builder.
# If this option is disabled, then energy cores made whilst this was enabled may break!
# [default: true]
B:enableDraconicEvolutionIntegration=true
}
}