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