diff --git a/overrides/config/gregtech.cfg b/overrides/config/gregtech.cfg index 81f6072..ace1195 100644 --- a/overrides/config/gregtech.cfg +++ b/overrides/config/gregtech.cfg @@ -212,6 +212,59 @@ 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 +349,25 @@ 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