Update gregtech.cfg (s)

This commit is contained in:
IntegerLimit 2023-02-13 17:05:59 +11:00
parent d358a982cc
commit 0f85315188
3 changed files with 262 additions and 19 deletions

View File

@ -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

View File

@ -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

View File

@ -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 <
>
}
##########################################################################################################