diff --git a/overrides/config-overrides/expert/gregtech.cfg b/overrides/config-overrides/expert/gregtech.cfg index c9b5751..afabac5 100644 --- a/overrides/config-overrides/expert/gregtech.cfg +++ b/overrides/config-overrides/expert/gregtech.cfg @@ -16,11 +16,15 @@ general { # 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). + # Min: 0 + # Max: 16777215 I:defaultPaintingColor=13819135 # The default color to overlay onto Machine (and other) UIs. # 16777215 (0xFFFFFF) is no coloring (like GTCE). # 13819135 (0xD2DCFF in decimal) is the classic blue from GT5 (default). + # Min: 0 + # Max: 16777215 I:defaultUIColor=13819135 # Whether to hook depth texture. Has no effect on performance, but if there is a problem with rendering, try disabling it. @@ -39,6 +43,21 @@ general { # Max: 2048 I:maxNumSounds=512 + # The color to use as a background for the Multiblock Preview JEI Page. + # Default: 13027014 (0xC6C6C6), which is JEI's background color. + # Min: 0 + # Max: 16777215 + I:multiblockPreviewColor=13027014 + + # The color to use for the text in the Multiblock Preview JEI Page. + # Default: 3355443 (0x333333), which is minecraft's dark gray color. + # Min: 0 + # Max: 16777215 + I:multiblockPreviewFontColor=3355443 + + # Prevent tooltips from blinking for better visibility + B:preventBlinkingTooltips=false + # Resolution level for fragment shaders. # Higher values increase quality (limited by the resolution of your screen) but are more GPU intensive. # Default: 2 @@ -97,6 +116,9 @@ general { ########################################################################################################## "shader options" { + # Particle config option for the Assembly Line + B:assemblyLineParticles=true + # The base brightness of the bloom. # It is similar to strength # This value should be smaller than highBrightnessThreshold. @@ -212,6 +234,59 @@ general { B:useShader=true } + ########################################################################################################## + # heat effect + #--------------------------------------------------------------------------------------------------------# + # Bloom config options for the heat effect (cable burning). + ########################################################################################################## + + "heat effect" { + # 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=2 + + # 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=1.4 + + # 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=0.6 + + # Bloom Strength + # OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT))) + # Default: 2 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:strength=1.1 + + # Whether to use shader programs. + # Default: true + B:useShader=true + } + } } @@ -296,9 +371,24 @@ general { # Max: 2147483647 I:centralMonitorEuCost=8 - # Whether machines should explode when overloaded with power. + # Whether multiblocks should ignore all cleanroom requirements. + # This does nothing if B:enableCleanroom is false. + # Default: false + B:cleanMultiblocks=false + B:doExplosions=false + + # Whether machines explode in rainy weather or when placed next to certain terrain, such as fire or lava + # Default: false + B:doTerrainExplosion=false + + # Whether machines or boilers damage the terrain when they explode. + # Note machines and boilers always explode when overloaded with power or met with special conditions, regardless of this config. # Default: true - B:doExplosions=true + B:doesExplosionDamagesTerrain=true + + # Whether to enable the cleanroom, required for various recipes. + # Default: true + B:enableCleanroom=true # Whether to enable High-Tier Solar Panels (IV-UV). They will not have recipes. # Default: false @@ -347,13 +437,25 @@ general { # Default: false B:recipeProgressLowEnergy=false - # Whether to require a Wrench to break machines. + # Block to replace mined ores with in the miner and multiblock miner. + # Default: minecraft:cobblestone + S:replaceMinedBlocksWith=minecraft:cobblestone + + # Whether to require a Wrench, Wirecutter, or other GregTech tools to break machines, casings, wires, and more. # Default: false + B:requireGTToolsForBlocks=false B:requireWrenchForMachines=false # Whether Steam Multiblocks should use Steel instead of Bronze. # Default: false B:steelSteamMultiblocks=false + + # List of TileEntities that the World Accelerator should not accelerate. + # GregTech TileEntities are always blocked. + # Entries must be in a fully qualified format. For example: appeng.tile.networking.TileController + # Default: none + S:worldAcceleratorBlacklist < + > } ########################################################################################################## @@ -410,6 +512,10 @@ general { # Default: false B:generateLowQualityGems=false + # Recipes for items like Iron Doors, Trapdoors, Anvil require Iron Plates, Rods, and more. + # Default: false + B:hardAdvancedIronRecipes=false + # Whether to make coloring blocks like Concrete or Glass harder. # Default: false B:hardDyeRecipes=false @@ -417,7 +523,7 @@ general { # Whether to make Glass related recipes harder. Default: true B:hardGlassRecipes=true - # Recipes for items like Iron Doors, Trapdoors, Buckets, Cauldrons, Hoppers, and Iron Bars require Iron Plates, Rods, and more. + # Recipes for Buckets, Cauldrons, Hoppers, and Iron Bars require Iron Plates, Rods, and more. # Default: true B:hardIronRecipes=true @@ -462,9 +568,6 @@ general { # Whether to nerf Wood crafting to 2 Planks from 1 Log, and 2 Sticks from 2 Planks. # Default: false B:nerfWoodCrafting=true - - # Whether Wrenches should require Plates instead of Ingots to craft. - # Default: false B:plateWrenches=true # Whether to remove Vanilla Block Recipes from the Crafting Table. @@ -479,10 +582,14 @@ general { ########################################################################################################## "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 + # Random chance for electric tools to take actual damage + # Default: 10% + # Min: 0 + # Max: 100 + I:rngDamageElectricTools=10 + # Advanced Electric Jetpack Voltage Tier. # Default: 3 (HV) # Min: 0 diff --git a/overrides/config-overrides/normal/gregtech.cfg b/overrides/config-overrides/normal/gregtech.cfg index 81f6072..cb2ac29 100644 --- a/overrides/config-overrides/normal/gregtech.cfg +++ b/overrides/config-overrides/normal/gregtech.cfg @@ -16,11 +16,15 @@ general { # 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). + # Min: 0 + # Max: 16777215 I:defaultPaintingColor=13819135 # The default color to overlay onto Machine (and other) UIs. # 16777215 (0xFFFFFF) is no coloring (like GTCE). # 13819135 (0xD2DCFF in decimal) is the classic blue from GT5 (default). + # Min: 0 + # Max: 16777215 I:defaultUIColor=13819135 # Whether to hook depth texture. Has no effect on performance, but if there is a problem with rendering, try disabling it. @@ -39,6 +43,21 @@ general { # Max: 2048 I:maxNumSounds=512 + # The color to use as a background for the Multiblock Preview JEI Page. + # Default: 13027014 (0xC6C6C6), which is JEI's background color. + # Min: 0 + # Max: 16777215 + I:multiblockPreviewColor=13027014 + + # The color to use for the text in the Multiblock Preview JEI Page. + # Default: 3355443 (0x333333), which is minecraft's dark gray color. + # Min: 0 + # Max: 16777215 + I:multiblockPreviewFontColor=3355443 + + # Prevent tooltips from blinking for better visibility + B:preventBlinkingTooltips=false + # Resolution level for fragment shaders. # Higher values increase quality (limited by the resolution of your screen) but are more GPU intensive. # Default: 2 @@ -97,6 +116,9 @@ general { ########################################################################################################## "shader options" { + # Particle config option for the Assembly Line + B:assemblyLineParticles=true + # The base brightness of the bloom. # It is similar to strength # This value should be smaller than highBrightnessThreshold. @@ -212,6 +234,59 @@ general { B:useShader=true } + ########################################################################################################## + # heat effect + #--------------------------------------------------------------------------------------------------------# + # Bloom config options for the heat effect (cable burning). + ########################################################################################################## + + "heat effect" { + # 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=2 + + # 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=1.4 + + # 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=0.6 + + # Bloom Strength + # OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT))) + # Default: 2 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:strength=1.1 + + # Whether to use shader programs. + # Default: true + B:useShader=true + } + } } @@ -296,10 +371,25 @@ general { # Max: 2147483647 I:centralMonitorEuCost=8 - # Whether machines should explode when overloaded with power. - # Default: true + # Whether multiblocks should ignore all cleanroom requirements. + # This does nothing if B:enableCleanroom is false. + # Default: false + B:cleanMultiblocks=false B:doExplosions=false + # Whether machines explode in rainy weather or when placed next to certain terrain, such as fire or lava + # Default: false + B:doTerrainExplosion=false + + # Whether machines or boilers damage the terrain when they explode. + # Note machines and boilers always explode when overloaded with power or met with special conditions, regardless of this config. + # Default: true + B:doesExplosionDamagesTerrain=true + + # Whether to enable the cleanroom, required for various recipes. + # Default: true + B:enableCleanroom=true + # Whether to enable High-Tier Solar Panels (IV-UV). They will not have recipes. # Default: false B:enableHighTierSolars=true @@ -347,13 +437,25 @@ general { # Default: false B:recipeProgressLowEnergy=false - # Whether to require a Wrench to break machines. + # Block to replace mined ores with in the miner and multiblock miner. + # Default: minecraft:cobblestone + S:replaceMinedBlocksWith=minecraft:cobblestone + + # Whether to require a Wrench, Wirecutter, or other GregTech tools to break machines, casings, wires, and more. # Default: false + B:requireGTToolsForBlocks=false B:requireWrenchForMachines=false # Whether Steam Multiblocks should use Steel instead of Bronze. # Default: false B:steelSteamMultiblocks=false + + # List of TileEntities that the World Accelerator should not accelerate. + # GregTech TileEntities are always blocked. + # Entries must be in a fully qualified format. For example: appeng.tile.networking.TileController + # Default: none + S:worldAcceleratorBlacklist < + > } ########################################################################################################## @@ -410,6 +512,10 @@ general { # Default: false B:generateLowQualityGems=false + # Recipes for items like Iron Doors, Trapdoors, Anvil require Iron Plates, Rods, and more. + # Default: false + B:hardAdvancedIronRecipes=false + # Whether to make coloring blocks like Concrete or Glass harder. # Default: false B:hardDyeRecipes=false @@ -417,7 +523,7 @@ general { # Whether to make Glass related recipes harder. Default: true B:hardGlassRecipes=false - # Recipes for items like Iron Doors, Trapdoors, Buckets, Cauldrons, Hoppers, and Iron Bars require Iron Plates, Rods, and more. + # Recipes for Buckets, Cauldrons, Hoppers, and Iron Bars require Iron Plates, Rods, and more. # Default: true B:hardIronRecipes=true @@ -462,10 +568,7 @@ general { # 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 + B:plateWrenches=true # Whether to remove Vanilla Block Recipes from the Crafting Table. # Default: false @@ -479,10 +582,14 @@ general { ########################################################################################################## "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 + # Random chance for electric tools to take actual damage + # Default: 10% + # Min: 0 + # Max: 100 + I:rngDamageElectricTools=10 + # Advanced Electric Jetpack Voltage Tier. # Default: 3 (HV) # Min: 0 diff --git a/overrides/config/gregtech.cfg b/overrides/config/gregtech.cfg index ac82ef6..cb2ac29 100644 --- a/overrides/config/gregtech.cfg +++ b/overrides/config/gregtech.cfg @@ -16,11 +16,15 @@ general { # 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). + # Min: 0 + # Max: 16777215 I:defaultPaintingColor=13819135 # The default color to overlay onto Machine (and other) UIs. # 16777215 (0xFFFFFF) is no coloring (like GTCE). # 13819135 (0xD2DCFF in decimal) is the classic blue from GT5 (default). + # Min: 0 + # Max: 16777215 I:defaultUIColor=13819135 # Whether to hook depth texture. Has no effect on performance, but if there is a problem with rendering, try disabling it. @@ -39,6 +43,21 @@ general { # Max: 2048 I:maxNumSounds=512 + # The color to use as a background for the Multiblock Preview JEI Page. + # Default: 13027014 (0xC6C6C6), which is JEI's background color. + # Min: 0 + # Max: 16777215 + I:multiblockPreviewColor=13027014 + + # The color to use for the text in the Multiblock Preview JEI Page. + # Default: 3355443 (0x333333), which is minecraft's dark gray color. + # Min: 0 + # Max: 16777215 + I:multiblockPreviewFontColor=3355443 + + # Prevent tooltips from blinking for better visibility + B:preventBlinkingTooltips=false + # Resolution level for fragment shaders. # Higher values increase quality (limited by the resolution of your screen) but are more GPU intensive. # Default: 2 @@ -97,6 +116,9 @@ general { ########################################################################################################## "shader options" { + # Particle config option for the Assembly Line + B:assemblyLineParticles=true + # The base brightness of the bloom. # It is similar to strength # This value should be smaller than highBrightnessThreshold. @@ -427,6 +449,13 @@ general { # Whether Steam Multiblocks should use Steel instead of Bronze. # Default: false B:steelSteamMultiblocks=false + + # List of TileEntities that the World Accelerator should not accelerate. + # GregTech TileEntities are always blocked. + # Entries must be in a fully qualified format. For example: appeng.tile.networking.TileController + # Default: none + S:worldAcceleratorBlacklist < + > } ##########################################################################################################