Update gregtech.cfg
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@ -212,6 +212,59 @@ general {
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B:useShader=true
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}
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##########################################################################################################
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# heat effect
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#--------------------------------------------------------------------------------------------------------#
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# Bloom config options for the heat effect (cable burning).
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##########################################################################################################
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"heat effect" {
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# The base brightness of the bloom.
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# It is similar to strength
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# This value should be smaller than highBrightnessThreshold.
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# OUTPUT = BACKGROUND + BLOOM * strength * ({base} + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
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# Default: 0.1
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:baseBrightness=0.0
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# Bloom Algorithm
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# 0 - Simple Gaussian Blur Bloom (Fast)
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# 1 - Unity Bloom
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# 2 - Unreal Bloom
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# Default: 2
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# Min: 0
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# Max: 2
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I:bloomStyle=2
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# The brightness after bloom should not exceed this value. It can be used to limit the brightness of highlights (e.g., daytime).
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# OUTPUT = BACKGROUND + BLOOM * strength * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*({HT}-LT)))
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# This value should be greater than lowBrightnessThreshold.
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# Default: 0.5
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:highBrightnessThreshold=1.4
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# 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).
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# OUTPUT = BACKGROUND + BLOOM * strength * (base + {LT} + (1 - BACKGROUND_BRIGHTNESS)*(HT-{LT})))
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# This value should be smaller than highBrightnessThreshold.
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# Default: 0.2
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:lowBrightnessThreshold=0.6
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# Bloom Strength
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# OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
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# Default: 2
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:strength=1.1
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# Whether to use shader programs.
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# Default: true
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B:useShader=true
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}
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}
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}
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@ -296,10 +349,25 @@ general {
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# Max: 2147483647
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I:centralMonitorEuCost=8
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# Whether machines should explode when overloaded with power.
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# Default: true
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# Whether multiblocks should ignore all cleanroom requirements.
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# This does nothing if B:enableCleanroom is false.
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# Default: false
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B:cleanMultiblocks=false
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B:doExplosions=false
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# Whether machines explode in rainy weather or when placed next to certain terrain, such as fire or lava
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# Default: false
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B:doTerrainExplosion=false
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# Whether machines or boilers damage the terrain when they explode.
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# Note machines and boilers always explode when overloaded with power or met with special conditions, regardless of this config.
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# Default: true
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B:doesExplosionDamagesTerrain=true
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# Whether to enable the cleanroom, required for various recipes.
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# Default: true
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B:enableCleanroom=true
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# Whether to enable High-Tier Solar Panels (IV-UV). They will not have recipes.
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# Default: false
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B:enableHighTierSolars=true
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