remove old hard mode overrides
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# Hard mode config files
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These config files should be dropped into your Minecraft folder.
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1. Download the ZIP file
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2. Unzip into your Minecraft folder. Both `config` folders should end up at the same location (don't delete the existing `config` folder).
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Binary file not shown.
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# Configuration file
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automation {
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I:formationPlaneEntityLimit=128
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}
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battery {
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I:chargedStaff=8000
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I:colorApplicator=20000
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I:entropyManipulator=200000
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I:matterCannon=200000
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I:portableCell=20000
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I:wirelessTerminal=1600000
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}
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##########################################################################################################
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# blockingmode
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#--------------------------------------------------------------------------------------------------------#
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# Map of items to not block when blockingmode is enabled.
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# [modid]
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# modid:item:metadata(optional,default:0)
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# Supports more than one modid, so you can block different things between, for example, gregtech or enderio
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##########################################################################################################
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blockingmode {
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# NonBlockingItems
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S:nonBlockingItems <
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[gregtech]
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gregtech:shape.mold.plate
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gregtech:shape.mold.gear
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gregtech:shape.mold.credit
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gregtech:shape.mold.bottle
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gregtech:shape.mold.ingot
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gregtech:shape.mold.ball
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gregtech:shape.mold.block
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gregtech:shape.mold.nugget
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gregtech:shape.mold.cylinder
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gregtech:shape.mold.anvil
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gregtech:shape.mold.name
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gregtech:shape.mold.gear.small
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gregtech:shape.mold.rotor
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gregtech:shape.extruder.plate
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gregtech:shape.extruder.rod
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gregtech:shape.extruder.bolt
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gregtech:shape.extruder.ring
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gregtech:shape.extruder.cell
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gregtech:shape.extruder.ingot
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gregtech:shape.extruder.wire
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gregtech:shape.extruder.pipe.tiny
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gregtech:shape.extruder.pipe.small
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gregtech:shape.extruder.pipe.normal
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gregtech:shape.extruder.pipe.large
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gregtech:shape.extruder.pipe.huge
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gregtech:shape.extruder.block
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gregtech:shape.extruder.sword
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gregtech:shape.extruder.pickaxe
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gregtech:shape.extruder.shovel
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gregtech:shape.extruder.axe
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gregtech:shape.extruder.hoe
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gregtech:shape.extruder.hammer
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gregtech:shape.extruder.file
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gregtech:shape.extruder.saw
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gregtech:shape.extruder.gear
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gregtech:shape.extruder.bottle
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gregtech:shape.extruder.foil
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gregtech:shape.extruder.gear_small
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gregtech:shape.extruder.rod_long
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gregtech:shape.extruder.rotor
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gregtech:glass_lens.white
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gregtech:glass_lens.orange
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gregtech:glass_lens.magenta
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gregtech:glass_lens.light_blue
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gregtech:glass_lens.yellow
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gregtech:glass_lens.lime
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gregtech:glass_lens.pink
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gregtech:glass_lens.gray
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gregtech:glass_lens.light_gray
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gregtech:glass_lens.cyan
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gregtech:glass_lens.purple
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gregtech:glass_lens.blue
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gregtech:glass_lens.brown
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gregtech:glass_lens.green
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gregtech:glass_lens.red
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gregtech:glass_lens.black
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contenttweaker:smallgearextrudershape
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contenttweaker:creativeportabletankmold
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>
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}
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client {
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# Possible Values: AE, EU, RF, GTEU
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S:PowerUnit=AE
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# Possible Values: AUTOSEARCH, AUTOSEARCH_KEEP, MANUAL_SEARCH, MANUAL_SEARCH_KEEP, JEI_AUTOSEARCH, JEI_AUTOSEARCH_KEEP, JEI_MANUAL_SEARCH, JEI_MANUAL_SEARCH_KEEP
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S:SEARCH_MODE=AUTOSEARCH
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# Possible Values: YES, NO, UNDECIDED
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S:SEARCH_TOOLTIPS=YES
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# Possible Values: TALL, FULL, SMALL
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S:TERMINAL_STYLE=TALL
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# Controls buttons on Crafting Screen : Capped at 9
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I:craftAmtButton1=1
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# Controls buttons on Crafting Screen : Capped at 99
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I:craftAmtButton2=10
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# Controls buttons on Crafting Screen : Capped at 999
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I:craftAmtButton3=100
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# Controls buttons on Crafting Screen : Capped at 9999
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I:craftAmtButton4=1000
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B:disableColoredCableRecipesInJEI=true
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B:enableEffects=true
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# Controls buttons on Level Emitter Screen : Capped at 9
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I:levelAmtButton1=1
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# Controls buttons on Level Emitter Screen : Capped at 99
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I:levelAmtButton2=10
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# Controls buttons on Level Emitter Screen : Capped at 999
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I:levelAmtButton3=100
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# Controls buttons on Level Emitter Screen : Capped at 9999
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I:levelAmtButton4=1000
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# Controls buttons on Priority Screen : Capped at 9
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I:priorityAmtButton1=1
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# Controls buttons on Priority Screen : Capped at 99
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I:priorityAmtButton2=10
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# Controls buttons on Priority Screen : Capped at 999
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I:priorityAmtButton3=100
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# Controls buttons on Priority Screen : Capped at 9999
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I:priorityAmtButton4=1000
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B:useColoredCraftingStatus=true
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B:useTerminalUseLargeFont=false
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}
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condenser {
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I:MatterBalls=256
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I:Singularity=256000
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}
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craftingcpu {
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I:craftingCalculationTimePerTick=5
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}
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##########################################################################################################
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# features
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#--------------------------------------------------------------------------------------------------------#
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# Warning: Disabling a feature may disable other features depending on it.
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##########################################################################################################
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features {
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world {
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B:CertusOre=false
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B:CertusQuartzWorldGen=false
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B:ChargedCertusOre=false
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B:ChestLoot=true
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# Blocks that are not used in any essential recipes, also slabs and stairs.
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B:DecorativeBlocks=true
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B:DecorativeLights=true
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B:Flour=false
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B:MeteoriteWorldGen=true
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B:SkyStoneChests=true
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B:SpawnPressesInMeteorites=true
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B:TinyTNT=true
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B:VillagerTrading=true
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}
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machines {
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B:Charger=true
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B:CrystalGrowthAccelerator=false
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B:GrindStone=false
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B:Inscriber=true
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B:VibrationChamber=false
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}
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toolsclassifications {
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B:CertusQuartzTools=true
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B:NetherQuartzTools=true
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B:PoweredTools=true
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}
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tools {
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B:ChargedStaff=false
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B:ColorApplicator=false
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B:EntropyManipulator=false
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B:MatterCannon=false
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B:MeteoriteCompass=true
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B:PaintBalls=false
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B:QuartzAxe=false
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B:QuartzHoe=false
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B:QuartzKnife=false
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B:QuartzPickaxe=false
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B:QuartzSpade=false
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B:QuartzSword=false
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B:QuartzWrench=false
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B:WirelessAccessTerminal=true
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}
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networkfeatures {
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B:Channels=true
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B:QuantumNetworkBridge=true
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B:Security=true
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B:SpatialIO=true
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}
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networkbuses {
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B:AnnihilationPlane=true
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B:CableAnchor=true
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B:CraftingTerminal=true
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B:ExportBus=true
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B:FluidAnnihilationPlane=true
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B:FluidExportBus=true
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B:FluidFormationPlane=true
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B:FluidImportBus=true
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B:FluidInterface=true
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B:FluidLevelEmitter=true
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B:FluidStorageBus=true
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B:FluidTerminal=true
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B:FormationPlane=true
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B:IdentityAnnihilationPlane=true
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B:ImportBus=true
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B:Interface=true
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B:LevelEmitter=true
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B:P2PTunnel=true
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B:Panels=true
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B:PartConversionMonitor=true
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B:QuartzFiber=true
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B:StorageBus=true
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B:StorageMonitor=true
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B:Terminal=true
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B:ToggleBus=true
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}
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portablecell {
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B:PortableCell=true
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}
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storage {
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B:Condenser=true
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B:IOPort=true
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B:MEChest=true
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B:MEDrive=true
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B:StorageCells=true
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}
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networktool {
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B:MemoryCard=true
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B:NetworkTool=true
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}
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cables {
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B:CoveredCables=true
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B:DenseCables=true
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B:GlassCables=true
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B:SmartCables=true
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}
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energy {
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B:DenseEnergyCells=true
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B:EnergyAcceptor=true
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B:EnergyCells=true
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}
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p2ptunnels {
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B:P2PTunnelEU=true
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B:P2PTunnelFE=true
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B:P2PTunnelFluids=true
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B:P2PTunnelGTCEU=true
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B:P2PTunnelGTEU=true
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B:P2PTunnelItems=true
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B:P2PTunnelLight=true
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B:P2PTunnelME=true
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B:P2PTunnelOpenComputers=true
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B:P2PTunnelPressure=true
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B:P2PTunnelRedstone=true
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}
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blockfeatures {
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B:MassCannonBlockDamage=true
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B:TinyTNTBlockDamage=true
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}
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facades {
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B:Facades=true
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}
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misc {
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B:Achievements=false
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B:CraftingLog=false
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B:Creative=true
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B:DebugLogging=false
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B:GrinderLogging=false
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B:IntegrationLogging=false
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B:LightDetector=true
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B:LogSecurityAudits=false
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B:Logging=true
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B:PacketLogging=false
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B:UnsupportedDeveloperTools=false
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B:UpdateLogging=false
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B:WebsiteRecipes=false
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}
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crafting {
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B:EnableDisassemblyCrafting=true
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B:EnableFacadeCrafting=true
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B:InWorldFluix=true
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B:InWorldPurification=true
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B:InWorldSingularity=true
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B:InterfaceTerminal=true
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}
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rendering {
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B:AlphaPass=true
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}
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craftingfeatures {
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B:CraftingCPU=true
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B:CraftingManagerFallback=true
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B:MolecularAssembler=true
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B:Patterns=true
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}
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upgrades {
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B:AdvancedCards=true
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B:BasicCards=true
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B:ViewCell=true
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}
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materials {
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B:Certus=true
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B:CrystalSeeds=true
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B:Dusts=true
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B:Fluix=true
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B:Nuggets=true
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B:PureCrystals=true
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B:QuartzGlass=true
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B:Silicon=true
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B:SkyStone=true
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}
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craftingcomponents {
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B:Cores=true
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B:MatterBall=true
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B:Presses=true
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B:PrintedCircuits=true
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B:Processors=true
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}
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commands {
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B:ChunkLoggerTrace=false
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}
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}
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general {
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# Will auto-remove items that crash when being loaded from storage. This will destroy those items instead of crashing the game!
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B:removeCrashingItemsOnLoad=false
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}
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##########################################################################################################
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# grindstone
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#--------------------------------------------------------------------------------------------------------#
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# Creates recipe of the following pattern automatically: '1 oreTYPE => 2 dustTYPE' and '(1 ingotTYPE or 1 crystalTYPE or 1 gemTYPE) => 1 dustTYPE'
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##########################################################################################################
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grindstone {
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# Blacklists the exact oredict name from being handled by any recipe.
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S:blacklist <
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>
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# The list of types to handle. Specify without a prefix like ore or dust.
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S:grinderOres <
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Obsidian
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Ender
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EnderPearl
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Coal
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Iron
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Gold
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Charcoal
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NetherQuartz
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CertusQuartz
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Wheat
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Fluix
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Copper
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Tin
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Silver
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Lead
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Bronze
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Brass
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Platinum
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Nickel
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Invar
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Aluminium
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Electrum
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Osmium
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Zinc
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>
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# Chance to actually get an output with stacksize > 1.
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D:oreDoublePercentage=90.0
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}
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##########################################################################################################
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# modintegration
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#--------------------------------------------------------------------------------------------------------#
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# Valid Values are 'AUTO', 'ON', or 'OFF' - defaults to 'AUTO' ; Suggested that you leave this alone unless your experiencing an issue, or wish to disable the integration for a reason.
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##########################################################################################################
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modintegration {
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S:CraftTweaker=AUTO
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S:GregTech=AUTO
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S:IndustrialCraft2=AUTO
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S:InventoryTweaks=AUTO
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S:JustEnoughItems=AUTO
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S:Mekanism=AUTO
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S:MineFactoryReloaded=AUTO
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S:OpenComputers=AUTO
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S:Railcraft=AUTO
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S:Tesla=AUTO
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S:TheOneProbe=AUTO
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S:Waila=AUTO
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}
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powerratios {
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D:ForgeEnergy=0.5
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D:GTCEU=2.0
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D:GTEU=2.0
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D:IC2=2.0
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D:UsageMultiplier=1.0
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}
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spatialio {
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D:spatialPowerExponent=1.35
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D:spatialPowerMultiplier=1250.0
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I:storageDimensionID=2
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I:storageProviderID=-11
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}
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##########################################################################################################
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# tickrates
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#--------------------------------------------------------------------------------------------------------#
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# Min / Max Tickrates for dynamic ticking, most of these components also use sleeping, to prevent constant ticking, adjust with care, non standard rates are not supported or tested.
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##########################################################################################################
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tickrates {
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I:AnnihilationPlane.max=120
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I:AnnihilationPlane.min=2
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I:Charger.max=120
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I:Charger.min=10
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I:ExportBus.max=60
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I:ExportBus.min=5
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I:FluidExportBus.max=60
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I:FluidExportBus.min=5
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I:FluidImportBus.max=40
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I:FluidImportBus.min=5
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I:FluidStorageBus.max=60
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I:FluidStorageBus.min=5
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I:IOPort.max=5
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I:IOPort.min=1
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I:ImportBus.max=40
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I:ImportBus.min=5
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I:Inscriber.max=1
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I:Inscriber.min=1
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I:Interface.max=120
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I:Interface.min=5
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I:ItemTunnel.max=60
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I:ItemTunnel.min=5
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I:LightTunnel.max=60
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I:LightTunnel.min=5
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I:METunnel.max=20
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I:METunnel.min=5
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I:OpenComputersTunnel.max=5
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I:OpenComputersTunnel.min=1
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I:PressureTunnel.max=120
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I:PressureTunnel.min=1
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I:StorageBus.max=60
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I:StorageBus.min=5
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I:VibrationChamber.max=40
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I:VibrationChamber.min=10
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}
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##########################################################################################################
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# wireless
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#--------------------------------------------------------------------------------------------------------#
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# Range= wirelessBaseRange + wirelessBoosterRangeMultiplier * Math.pow( boosters, wirelessBoosterExp )
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# PowerDrain= wirelessBaseCost + wirelessCostMultiplier * Math.pow( boosters, 1 + boosters / wirelessHighWirelessCount )
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##########################################################################################################
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wireless {
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D:wirelessBaseCost=8.0
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D:wirelessBaseRange=16.0
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D:wirelessBoosterExp=1.5
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D:wirelessBoosterRangeMultiplier=1.0
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D:wirelessCostMultiplier=1.0
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D:wirelessTerminalDrainMultiplier=1.0
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}
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worldgen {
|
||||
D:meteoriteClusterChance=0.1
|
||||
I:meteoriteDimensionWhitelist <
|
||||
0
|
||||
>
|
||||
I:meteoriteMaximumSpawnHeight=180
|
||||
I:minMeteoriteDistance=707
|
||||
I:quartzOresClusterAmount=15
|
||||
I:quartzOresPerCluster=4
|
||||
D:spawnChargedChance=0.07999998331069946
|
||||
}
|
||||
|
||||
|
@ -1,721 +0,0 @@
|
||||
# Configuration file
|
||||
|
||||
Device {
|
||||
# If TRUE, most Devices will no longer have Auto-Input functionality. Not recommended, but knock yourself out.
|
||||
B:DisableAutoInput=false
|
||||
|
||||
# If TRUE, most Devices will no longer have Auto-Output functionality. Not recommended, but knock yourself out.
|
||||
B:DisableAutoOutput=false
|
||||
|
||||
# If TRUE, Devices are securable.
|
||||
B:Securable=false
|
||||
|
||||
WaterGen {
|
||||
B:Enable=true
|
||||
|
||||
# If TRUE, the Aqueous Accumulator will act as an Infinite Source and will also function in the Nether.
|
||||
B:Infinite=true
|
||||
|
||||
# If TRUE, the Aqueous Accumulator will produce water very slowly even without adjacent source blocks.
|
||||
B:PassiveGeneration=true
|
||||
}
|
||||
|
||||
Nullifier {
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
HeatSink {
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Tapper {
|
||||
B:Enable=false
|
||||
|
||||
# Adjust this value to set the number of cycles Phyto-Gro lasts. [range: 2 ~ 64, default: 8]
|
||||
I:FertilizerDuration=8
|
||||
|
||||
# If TRUE, the Arboreal Extractor will REQUIRE Phyto-Gro to operate.
|
||||
B:RequireFertilizer=false
|
||||
}
|
||||
|
||||
Fisher {
|
||||
# Adjust this value to set the number of cycles Aqua-Chow lasts. [range: 2 ~ 64, default: 8]
|
||||
I:BaitDuration=8
|
||||
B:Enable=true
|
||||
|
||||
# If TRUE, the Aquatic Entangler will REQUIRE Aqua-Chow to operate.
|
||||
B:RequireBait=false
|
||||
}
|
||||
|
||||
ItemBuffer {
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
FluidBuffer {
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Lexicon {
|
||||
B:Enable=false
|
||||
}
|
||||
|
||||
XpCollector {
|
||||
B:Enable=true
|
||||
|
||||
# Adjust this value to change the capture radius for the Insightful Condenser. [range: 2 ~ 16, default: 5]
|
||||
I:Radius=5
|
||||
}
|
||||
|
||||
Diffuser {
|
||||
B:Enable=true
|
||||
|
||||
# Adjust this value to change the area effect radius when Lingering Potion fluid is used in a Decoctive Diffuser. [range: 2 ~ 16, default: 8]
|
||||
I:LingeringPotionRadius=8
|
||||
|
||||
# Adjust this value to change the area effect radius when Potion fluid is used in a Decoctive Diffuser. [range: 2 ~ 16, default: 4]
|
||||
I:PotionRadius=4
|
||||
|
||||
# Adjust this value to change the area effect radius when Splash Potion fluid is used in a Decoctive Diffuser. [range: 2 ~ 16, default: 6]
|
||||
I:SplashPotionRadius=6
|
||||
}
|
||||
|
||||
Factorizer {
|
||||
B:Enable=false
|
||||
}
|
||||
|
||||
MobCatcher {
|
||||
B:Enable=false
|
||||
|
||||
# Adjust this value to change the capture radius for the Creature Encaptulator. [range: 2 ~ 16, default: 5]
|
||||
I:Radius=4
|
||||
}
|
||||
|
||||
ItemCollector {
|
||||
B:Enable=true
|
||||
|
||||
# Adjust this value to change the capture radius for the Vacuumulator. [range: 2 ~ 16, default: 5]
|
||||
I:Radius=5
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Dynamo {
|
||||
# If TRUE, 'Classic' Crafting is enabled - Non-Creative Upgrade Kits WILL NOT WORK in a Crafting Grid.
|
||||
B:ClassicCrafting=false
|
||||
|
||||
# If TRUE, Dynamo Augment Slot scaling will use a custom set of values rather than default behavior (1/level).
|
||||
B:CustomAugmentScaling=true
|
||||
|
||||
# If TRUE, Dynamo RF/t (POWER) scaling will use a custom set of values rather than default behavior. The default custom configuration provides a reasonable alternate progression.
|
||||
B:CustomPowerScaling=true
|
||||
|
||||
# If TRUE, Dynamos are securable.
|
||||
B:Securable=true
|
||||
|
||||
# If TRUE, Dynamos will have much smaller internal energy (RF) storage. Generation speed will no longer scale with internal energy.
|
||||
B:SmallStorage=false
|
||||
|
||||
# If TRUE, Dynamos are upgradable. If disabled, be sure and change the Augment Progression.
|
||||
B:Upgradable=true
|
||||
|
||||
# If TRUE, Dynamos can be upgraded in a Crafting Grid using Kits. If Classic Crafting is enabled, only the Creative Conversion Kit may be used in this fashion.
|
||||
B:UpgradeKitCrafting=true
|
||||
|
||||
##########################################################################################################
|
||||
# AugmentSlots
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Adjust the number of augments that Dynamos have at any given Level.
|
||||
# Progression will be checked for validity - upgrading a block cannot result in fewer slots.
|
||||
##########################################################################################################
|
||||
|
||||
AugmentSlots {
|
||||
# Augment Slots for Level 0 Dynamos. [range: 0 ~ 9, default: 0]
|
||||
I:Level0=2
|
||||
|
||||
# Augment Slots for Level 1 Dynamos. [range: 0 ~ 9, default: 1]
|
||||
I:Level1=4
|
||||
|
||||
# Augment Slots for Level 2 Dynamos. [range: 0 ~ 9, default: 2]
|
||||
I:Level2=6
|
||||
|
||||
# Augment Slots for Level 3 Dynamos. [range: 0 ~ 9, default: 3]
|
||||
I:Level3=8
|
||||
|
||||
# Augment Slots for Level 4 Dynamos. [range: 0 ~ 9, default: 4]
|
||||
I:Level4=9
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# CustomPowerScaling
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# ADVANCED FEATURE - ONLY EDIT IF YOU KNOW WHAT YOU ARE DOING.
|
||||
# Values are expressed as a percentage of Base Power; Base Scale Factor is 100 percent.
|
||||
# Values will be checked for validity and rounded down to the nearest 10.
|
||||
##########################################################################################################
|
||||
|
||||
CustomPowerScaling {
|
||||
# Scale Factor for Level 1 Dynamos. [range: 100 ~ 400, default: 150]
|
||||
I:Level1=150
|
||||
|
||||
# Scale Factor for Level 2 Dynamos. [range: 100 ~ 900, default: 250]
|
||||
I:Level2=250
|
||||
|
||||
# Scale Factor for Level 3 Dynamos. [range: 100 ~ 1600, default: 400]
|
||||
I:Level3=500
|
||||
|
||||
# Scale Factor for Level 4 Dynamos. [range: 100 ~ 2500, default: 600]
|
||||
I:Level4=1000
|
||||
}
|
||||
|
||||
Steam {
|
||||
# Adjust this value to change the Energy generation (in RF/t) for a Steam Dynamo. This base value will scale with block level and Augments. [range: 10 ~ 1000, default: 40]
|
||||
I:BasePower=40
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Magmatic {
|
||||
# Adjust this value to change the Energy generation (in RF/t) for a Magmatic Dynamo. This base value will scale with block level and Augments. [range: 10 ~ 1000, default: 40]
|
||||
I:BasePower=60
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Compression {
|
||||
# Adjust this value to change the Energy generation (in RF/t) for a Compression Dynamo. This base value will scale with block level and Augments. [range: 10 ~ 1000, default: 40]
|
||||
I:BasePower=60
|
||||
B:Enable=false
|
||||
}
|
||||
|
||||
Reactant {
|
||||
# Adjust this value to change the Energy generation (in RF/t) for a Reactant Dynamo. This base value will scale with block level and Augments. [range: 10 ~ 1000, default: 40]
|
||||
I:BasePower=250
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Enervation {
|
||||
# Adjust this value to change the Energy generation (in RF/t) for an Enervation Dynamo. This base value will scale with block level and Augments. [range: 10 ~ 1000, default: 40]
|
||||
I:BasePower=80
|
||||
B:Enable=false
|
||||
}
|
||||
|
||||
Numismatic {
|
||||
# Adjust this value to change the Energy generation (in RF/t) for a Numismatic Dynamo. This base value will scale with block level and Augments. [range: 10 ~ 1000, default: 40]
|
||||
I:BasePower=500
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Item {
|
||||
|
||||
Capacitor {
|
||||
# Adjust this value to change the amount of Energy (in RF) stored by a Basic Flux Capacitor. This base value will scale with item level. [range: 10000 ~ 10000000, default: 1000000]
|
||||
I:BaseCapacity=1000000
|
||||
|
||||
# Adjust this value to change the amount of Energy (in RF/t) that can be received by a Basic Flux Capacitor. This base value will scale with item level. [range: 100 ~ 1000000, default: 2000]
|
||||
I:BaseReceive=2000
|
||||
|
||||
# Adjust this value to change the amount of Energy (in RF/t) that can be sent by a Basic Flux Capacitor. This base value will scale with item level. [range: 100 ~ 1000000, default: 1000]
|
||||
I:BaseSend=1000
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Reservoir {
|
||||
# Adjust this value to change the amount of Fluid (in mB) stored by a Basic Reservoir. This base value will scale with item level. [range: 2000 ~ 100000, default: 10000]
|
||||
I:BaseCapacity=10000
|
||||
B:Enable=false
|
||||
}
|
||||
|
||||
Satchel {
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Augment {
|
||||
# If TRUE, the recipe for the Compactor's Coin Specialization is enabled. [default: true]
|
||||
B:AugmentCompactorCoin=true
|
||||
|
||||
# If TRUE, the recipe for the Compactor's Gear Specialization is enabled. [default: true]
|
||||
B:AugmentCompactorGear=true
|
||||
|
||||
# If TRUE, the recipe for the Extruder's Sedimentary Specialization is enabled. [default: true]
|
||||
B:AugmentExtruderSedimentary=true
|
||||
|
||||
# If TRUE, the recipe for the Furnace's Food Specialization is enabled. [default: true]
|
||||
B:AugmentFurnaceFood=false
|
||||
|
||||
# If TRUE, the recipe for the Furnace's Ore Specialization is enabled. [default: true]
|
||||
B:AugmentFurnaceOre=false
|
||||
|
||||
# If TRUE, the recipe for the Furnace's Pyrolysis Specialization is enabled. [default: true]
|
||||
B:AugmentFurnacePyrolysis=false
|
||||
|
||||
# If TRUE, the recipe for the Pulverizer's Petrotheum Specialization is enabled. [default: true]
|
||||
B:AugmentPulverizerPetrotheum=false
|
||||
|
||||
# If TRUE, the recipe for the Refinery's Potion Specialization is enabled. [default: true]
|
||||
B:AugmentRefineryPotion=false
|
||||
|
||||
# If TRUE, the recipe for the Smelter's Pyrotheum Specialization is enabled. [default: true]
|
||||
B:AugmentSmelterPyrotheum=false
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Machine {
|
||||
# If TRUE, 'Classic' Crafting is enabled - Non-Creative Upgrade Kits WILL NOT WORK in a Crafting Grid.
|
||||
B:ClassicCrafting=false
|
||||
|
||||
# If TRUE, Machine Augment Slot scaling will use a custom set of values rather than default behavior (1/level).
|
||||
B:CustomAugmentScaling=false
|
||||
|
||||
# If TRUE, Machine Total RF (ENERGY) scaling will use a custom set of values rather than default behavior (no scaling). The default custom configuration provides an alternate progression where machines use 5% additional total RF per tier.
|
||||
B:CustomEnergyScaling=true
|
||||
|
||||
# If TRUE, Machine RF/t (POWER) scaling will use a custom set of values rather than default behavior. The default custom configuration provides a reasonable alternate progression.
|
||||
B:CustomPowerScaling=true
|
||||
|
||||
# If TRUE, Machines will no longer have Auto-Input functionality. Not recommended, but knock yourself out.
|
||||
B:DisableAutoInput=false
|
||||
|
||||
# If TRUE, Machines will no longer have Auto-Output functionality. Not recommended, but knock yourself out.
|
||||
B:DisableAutoOutput=false
|
||||
|
||||
# If TRUE, Machines are securable.
|
||||
B:Securable=true
|
||||
|
||||
# If TRUE, Machines will have much smaller internal energy (RF) storage. Processing speed will no longer scale with internal energy.
|
||||
B:SmallStorage=false
|
||||
|
||||
# If TRUE, Machines are upgradable. If disabled, be sure and change the Augment Scaling config options as well.
|
||||
B:Upgradable=true
|
||||
|
||||
# If TRUE, Machines can be upgraded in a Crafting Grid using Kits. If Classic Crafting is enabled, only the Creative Conversion Kit may be used in this fashion.
|
||||
B:UpgradeKitCrafting=true
|
||||
|
||||
##########################################################################################################
|
||||
# AugmentSlots
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Adjust the number of augments that Machines have at any given Level.
|
||||
# Progression will be checked for validity - upgrading a block cannot result in fewer slots.
|
||||
##########################################################################################################
|
||||
|
||||
AugmentSlots {
|
||||
# Augment Slots for Level 0 Machines. [range: 0 ~ 9, default: 0]
|
||||
I:Level0=0
|
||||
|
||||
# Augment Slots for Level 1 Machines. [range: 0 ~ 9, default: 1]
|
||||
I:Level1=1
|
||||
|
||||
# Augment Slots for Level 2 Machines. [range: 0 ~ 9, default: 2]
|
||||
I:Level2=2
|
||||
|
||||
# Augment Slots for Level 3 Machines. [range: 0 ~ 9, default: 3]
|
||||
I:Level3=3
|
||||
|
||||
# Augment Slots for Level 4 Machines. [range: 0 ~ 9, default: 4]
|
||||
I:Level4=4
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# CustomPowerScaling
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# ADVANCED FEATURE - ONLY EDIT IF YOU KNOW WHAT YOU ARE DOING.
|
||||
# Values are expressed as a percentage of Base Power; Base Scale Factor is 100 percent.
|
||||
# Values will be checked for validity and rounded down to the nearest 10.
|
||||
##########################################################################################################
|
||||
|
||||
CustomPowerScaling {
|
||||
# Scale Factor for Level 1 Machines. [range: 100 ~ 400, default: 150]
|
||||
I:Level1=150
|
||||
|
||||
# Scale Factor for Level 2 Machines. [range: 100 ~ 900, default: 250]
|
||||
I:Level2=250
|
||||
|
||||
# Scale Factor for Level 3 Machines. [range: 100 ~ 1600, default: 400]
|
||||
I:Level3=400
|
||||
|
||||
# Scale Factor for Level 4 Machines. [range: 100 ~ 2500, default: 600]
|
||||
I:Level4=600
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# CustomEnergyScaling
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# ADVANCED FEATURE - ONLY EDIT IF YOU KNOW WHAT YOU ARE DOING.
|
||||
# Values are expressed as a percentage of Base Energy; Base Scale Factor is 100 percent.
|
||||
# Values will be checked for validity and rounded down to the nearest 5.
|
||||
##########################################################################################################
|
||||
|
||||
CustomEnergyScaling {
|
||||
# Scale Factor for Level 1 Machines. [range: 100 ~ 400, default: 105]
|
||||
I:Level1=105
|
||||
|
||||
# Scale Factor for Level 2 Machines. [range: 100 ~ 900, default: 110]
|
||||
I:Level2=110
|
||||
|
||||
# Scale Factor for Level 3 Machines. [range: 100 ~ 1600, default: 115]
|
||||
I:Level3=115
|
||||
|
||||
# Scale Factor for Level 4 Machines. [range: 100 ~ 2500, default: 120]
|
||||
I:Level4=120
|
||||
}
|
||||
|
||||
Furnace {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for a Redstone Furnace. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=20
|
||||
B:Enable=false
|
||||
}
|
||||
|
||||
Pulverizer {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for a Pulverizer. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=20
|
||||
B:Enable=false
|
||||
|
||||
# Adjust this value to change the default Ore -> Dust Multiplier for this machine. [range: 1 ~ 8, default: 2]
|
||||
I:"Ore -> Dust Multiplier"=2
|
||||
}
|
||||
|
||||
Sawmill {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for a Sawmill. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=20
|
||||
B:Enable=false
|
||||
|
||||
# Adjust this value to change the default Log -> Plank Multiplier for this machine. [range: 1.0 ~ 8.0, default: 1.5]
|
||||
S:"Log -> Plank Multiplier"=1.5
|
||||
}
|
||||
|
||||
Smelter {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for an Induction Smelter. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=20
|
||||
B:Enable=false
|
||||
}
|
||||
|
||||
Insolator {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for a Phytogenic Insolator. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=200
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Compactor {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for a Compactor. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=20
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Crucible {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for a Magma Crucible. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 40]
|
||||
I:BasePower=40
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Refinery {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for a Fractionating Still. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=20
|
||||
B:Enable=false
|
||||
}
|
||||
|
||||
Transposer {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for a Fluid Transposer. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=20
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Charger {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for an Energetic Infuser. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 40]
|
||||
I:BasePower=40
|
||||
B:Enable=true
|
||||
|
||||
# Adjust this value to change the amount of RF per point of durability in the Energetic Infuser with the Flux Reconstruction augment. [range: 100 ~ 10000, default: 500]
|
||||
I:RepairEnergy=500
|
||||
|
||||
# Adjust this value to change the amount of Essence of Knowledge per point of durability in the Energetic Infuser with the Flux Reconstruction augment. [range: 1 ~ 1000, default: 5]
|
||||
I:RepairFluid=5
|
||||
|
||||
# Adjust this value to change the wireless range for the Energetic Infuser with the Parabolic Flux Coupling augment. [range: 8 ~ 128, default: 32]
|
||||
I:WirelessRange=32
|
||||
}
|
||||
|
||||
Centrifuge {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for a Centrifugal Separator. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=20
|
||||
B:Enable=false
|
||||
}
|
||||
|
||||
Crafter {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for a Sequential Fabricator. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=20
|
||||
B:Enable=false
|
||||
}
|
||||
|
||||
Brewer {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for a BREWER. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=20
|
||||
B:Enable=false
|
||||
}
|
||||
|
||||
Enchanter {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for an Arcane Ensorcellator. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=50
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Precipitator {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for a Glacial Precipitator. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=20
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
Extruder {
|
||||
# Adjust this value to change the Energy consumption (in RF/t) for an Igneous Extruder. This base value will scale with block level and Augments. [range: 10 ~ 5000, default: 20]
|
||||
I:BasePower=20
|
||||
B:Enable=true
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Plugins {
|
||||
# If TRUE, support for AbyssalCraft is enabled. [default: true]
|
||||
B:AbyssalCraft=true
|
||||
|
||||
# If TRUE, support for Actually Additions is enabled. [default: true]
|
||||
B:"Actually Additions"=true
|
||||
|
||||
# If TRUE, support for Applied Energistics 2 is enabled. [default: true]
|
||||
B:"Applied Energistics 2"=true
|
||||
|
||||
# If TRUE, support for Astral Sorcery is enabled. [default: true]
|
||||
B:"Astral Sorcery"=true
|
||||
|
||||
# If TRUE, support for Biomes O' Plenty is enabled. [default: true]
|
||||
B:"Biomes O' Plenty"=true
|
||||
|
||||
# If TRUE, support for Chisel is enabled. [default: true]
|
||||
B:Chisel=true
|
||||
|
||||
# If TRUE, support for Computronics is enabled. [default: true]
|
||||
B:Computronics=true
|
||||
|
||||
# If TRUE, support for Elemental Dimensions is enabled. [default: true]
|
||||
B:"Elemental Dimensions"=true
|
||||
|
||||
# If TRUE, support for Ender IO is enabled. [default: true]
|
||||
B:"Ender IO"=true
|
||||
|
||||
# If TRUE, support for EvilCraft is enabled. [default: true]
|
||||
B:EvilCraft=true
|
||||
|
||||
# If TRUE, support for Extra Alchemy is enabled. [default: true]
|
||||
B:"Extra Alchemy"=true
|
||||
|
||||
# If TRUE, support for Extra Bees is enabled. [default: true]
|
||||
B:"Extra Bees"=true
|
||||
|
||||
# If TRUE, support for Extra Trees is enabled. [default: true]
|
||||
B:"Extra Trees"=true
|
||||
|
||||
# If TRUE, support for Extra Utilities 2 is enabled. [default: true]
|
||||
B:"Extra Utilities 2"=true
|
||||
|
||||
# If TRUE, support for Familiar Fauna is enabled. [default: true]
|
||||
B:"Familiar Fauna"=true
|
||||
|
||||
# If TRUE, support for Forestry is enabled. [default: true]
|
||||
B:Forestry=true
|
||||
|
||||
# If TRUE, support for Gendustry is enabled. [default: true]
|
||||
B:Gendustry=true
|
||||
|
||||
# If TRUE, support for Gregtech Classic is enabled. [default: true]
|
||||
B:"Gregtech Classic"=true
|
||||
|
||||
# If TRUE, support for Gregtech Classic Expansion is enabled. [default: true]
|
||||
B:"Gregtech Classic Expansion"=true
|
||||
|
||||
# If TRUE, support for Ice and Fire is enabled. [default: true]
|
||||
B:"Ice and Fire"=true
|
||||
|
||||
# If TRUE, support for Immersive Engineering is enabled. [default: true]
|
||||
B:"Immersive Engineering"=true
|
||||
|
||||
# If TRUE, support for IndustrialCraft 2 is enabled. [default: true]
|
||||
B:"IndustrialCraft 2"=true
|
||||
|
||||
# If TRUE, support for Integrated Dynamics is enabled. [default: true]
|
||||
B:"Integrated Dynamics"=true
|
||||
|
||||
# If TRUE, support for Magic Bees is enabled. [default: true]
|
||||
B:"Magic Bees"=true
|
||||
|
||||
# If TRUE, support for Mowzie's Mobs is enabled. [default: true]
|
||||
B:"Mowzie's Mobs"=true
|
||||
|
||||
# If TRUE, support for Mystical Agriculture is enabled. [default: true]
|
||||
B:"Mystical Agriculture"=true
|
||||
|
||||
# If TRUE, support for Mystical Wildlife is enabled. [default: true]
|
||||
B:"Mystical Wildlife"=true
|
||||
|
||||
# If TRUE, support for Natura is enabled. [default: true]
|
||||
B:Natura=true
|
||||
|
||||
# If TRUE, support for Pam's BoneCraft is enabled. [default: true]
|
||||
B:"Pam's BoneCraft"=true
|
||||
|
||||
# If TRUE, support for Pam's HarvestCraft is enabled. [default: true]
|
||||
B:"Pam's HarvestCraft"=true
|
||||
|
||||
# If TRUE, support for Pam's Redbud Tree is enabled. [default: true]
|
||||
B:"Pam's Redbud Tree"=true
|
||||
|
||||
# If TRUE, support for Pam's Spooky Tree is enabled. [default: true]
|
||||
B:"Pam's Spooky Tree"=true
|
||||
|
||||
# If TRUE, support for Plants is enabled. [default: true]
|
||||
B:Plants=true
|
||||
|
||||
# If TRUE, support for Primal Core is enabled. [default: true]
|
||||
B:"Primal Core"=true
|
||||
|
||||
# If TRUE, support for Quark is enabled. [default: true]
|
||||
B:Quark=true
|
||||
|
||||
# If TRUE, support for Rustic is enabled. [default: true]
|
||||
B:Rustic=true
|
||||
|
||||
# If TRUE, support for Tech Reborn is enabled. [default: true]
|
||||
B:"Tech Reborn"=true
|
||||
|
||||
# If TRUE, support for Terraqueous is enabled. [default: true]
|
||||
B:Terraqueous=true
|
||||
|
||||
# If TRUE, support for Thaumcraft is enabled. [default: true]
|
||||
B:Thaumcraft=true
|
||||
|
||||
# If TRUE, support for The Betweenlands is enabled. [default: true]
|
||||
B:"The Betweenlands"=true
|
||||
|
||||
# If TRUE, support for The One Probe is enabled. [default: true]
|
||||
B:"The One Probe"=true
|
||||
|
||||
# If TRUE, support for Tinkers' Construct is enabled. [default: true]
|
||||
B:"Tinkers' Construct"=true
|
||||
|
||||
# If TRUE, support for Traverse is enabled. [default: true]
|
||||
B:Traverse=true
|
||||
|
||||
# If TRUE, support for Tropicraft is enabled. [default: true]
|
||||
B:Tropicraft=true
|
||||
|
||||
# If TRUE, support for Twilight Forest is enabled. [default: true]
|
||||
B:"Twilight Forest"=true
|
||||
|
||||
# If TRUE, support for Underground Biomes is enabled. [default: true]
|
||||
B:"Underground Biomes"=true
|
||||
}
|
||||
|
||||
|
||||
Storage {
|
||||
|
||||
Cell {
|
||||
# Adjust this value to change the amount of Energy (in RF) stored by a Basic Cell. This base value will scale with block level. [range: 50000 ~ 20000000, default: 2000000]
|
||||
I:BaseCapacity=20000000
|
||||
|
||||
# Adjust this value to change the amount of Energy (in RF/t) that can be received by a Basic Cell. This base value will scale with block level. [range: 100 ~ 10000, default: 1000]
|
||||
I:BaseReceive=10000
|
||||
|
||||
# Adjust this value to change the amount of Energy (in RF/t) that can be sent by a Basic Cell. This base value will scale with block level. [range: 100 ~ 10000, default: 1000]
|
||||
I:BaseSend=10000
|
||||
|
||||
# If TRUE, 'Classic' Crafting is enabled - Non-Creative Upgrade Kits WILL NOT WORK in a Crafting Grid.
|
||||
B:ClassicCrafting=false
|
||||
|
||||
# If TRUE, Energy Cells may be turned into Creative versions using a Creative Conversion Kit.
|
||||
B:Creative=false
|
||||
|
||||
# If TRUE, Energy Cells are enabled.
|
||||
B:Enable=true
|
||||
|
||||
# If TRUE, Energy Cells are securable.
|
||||
B:Securable=true
|
||||
|
||||
# If TRUE, Energy Cells can be upgraded in a Crafting Grid using Kits. If Classic Crafting is enabled, only the Creative Conversion Kit may be used in this fashion.
|
||||
B:UpgradeKitCrafting=true
|
||||
}
|
||||
|
||||
Tank {
|
||||
# Adjust this value to change the amount of Fluid (in mB) stored by a Basic Tank. This base value will scale with block level. [range: 2000 ~ 1000000, default: 20000]
|
||||
I:BaseCapacity=50000
|
||||
|
||||
# If TRUE, 'Classic' Crafting is enabled - Non-Creative Upgrade Kits WILL NOT WORK in a Crafting Grid.
|
||||
B:ClassicCrafting=false
|
||||
|
||||
# If TRUE, Tanks may be turned into Creative versions using a Creative Conversion Kit.
|
||||
B:Creative=false
|
||||
|
||||
# If TRUE, Tanks are enabled.
|
||||
B:Enable=true
|
||||
|
||||
# If TRUE, Tanks are securable.
|
||||
B:Securable=true
|
||||
|
||||
# If TRUE, Tanks can be upgraded in a Crafting Grid using Kits. If Classic Crafting is enabled, only the Creative Conversion Kit may be used in this fashion.
|
||||
B:UpgradeKitCrafting=false
|
||||
}
|
||||
|
||||
Cache {
|
||||
# Adjust this value to change the amount of Items stored by a Basic Cache. This base value will scale with block level. [range: 500 ~ 500000, default: 20000]
|
||||
I:BaseCapacity=20000
|
||||
|
||||
# If TRUE, 'Classic' Crafting is enabled - Non-Creative Upgrade Kits WILL NOT WORK in a Crafting Grid.
|
||||
B:ClassicCrafting=false
|
||||
|
||||
# If TRUE, Caches may be turned into Creative versions using a Creative Conversion Kit.
|
||||
B:Creative=false
|
||||
|
||||
# If TRUE, Caches are enabled.
|
||||
B:Enable=false
|
||||
|
||||
# If TRUE, Caches can be upgraded in a Crafting Grid using Kits. If Classic Crafting is enabled, only the Creative Conversion Kit may be used in this fashion.
|
||||
B:UpgradeKitCrafting=false
|
||||
}
|
||||
|
||||
Strongbox {
|
||||
# If TRUE, 'Classic' Crafting is enabled - Non-Creative Upgrade Kits WILL NOT WORK in a Crafting Grid.
|
||||
B:ClassicCrafting=false
|
||||
|
||||
# If TRUE, Strongboxes may be turned into Creative versions using a Creative Conversion Kit.
|
||||
B:Creative=false
|
||||
|
||||
# If TRUE, Strongboxes are enabled.
|
||||
B:Enable=false
|
||||
|
||||
# If TRUE, Strongboxes are securable.
|
||||
B:Securable=false
|
||||
|
||||
# If TRUE, Strongboxes can be upgraded in a Crafting Grid using Kits. If Classic Crafting is enabled, only the Creative Conversion Kit may be used in this fashion.
|
||||
B:UpgradeKitCrafting=false
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Upgrades {
|
||||
# This sets the minimum upgradeable block tier for Automatic Input functionality. [range: 0 ~ 4, default: 0]
|
||||
I:LevelAutoInput=0
|
||||
|
||||
# This sets the minimum upgradeable block tier for Automatic Output functionality. [range: 0 ~ 4, default: 0]
|
||||
I:LevelAutoOutput=0
|
||||
|
||||
# This sets the minimum upgradeable block tier for Redstone Control functionality. [range: 0 ~ 4, default: 0]
|
||||
I:LevelRedstoneControl=0
|
||||
}
|
||||
|
||||
|
||||
Version {
|
||||
S:Identifier=5.5.7
|
||||
}
|
||||
|
||||
|
@ -1,171 +0,0 @@
|
||||
# Configuration file
|
||||
|
||||
"creative blocks: breakable" {
|
||||
# Allow Non-Creative players to break/harvest creative blocks. [default: false]
|
||||
B:gameplay=false
|
||||
}
|
||||
|
||||
|
||||
"creative blocks: configurable" {
|
||||
# Allow Non-Creative players to configure creative blocks. [default: false]
|
||||
B:gameplay=false
|
||||
}
|
||||
|
||||
|
||||
"dimension ids" {
|
||||
I:"Deep Dark"=-11325
|
||||
I:ExtraUtils2_Quarry_Dim=-9999
|
||||
}
|
||||
|
||||
|
||||
enabled {
|
||||
B:AnalogCrafter=true
|
||||
B:AngelBlock=true
|
||||
B:AngelRing=true
|
||||
B:BagOfHolding=false
|
||||
B:BiomeMarker=false
|
||||
B:Book=true
|
||||
B:Boomerang=false
|
||||
B:ChickenRing=false
|
||||
B:ChunkLoader=true
|
||||
B:CompoundBow=false
|
||||
B:CompressedCobblestone=true
|
||||
B:CompressedDirt=true
|
||||
B:CompressedGravel=true
|
||||
B:CompressedNetherrack=true
|
||||
B:CompressedSand=true
|
||||
B:Contract=true
|
||||
B:Crafter=true
|
||||
B:CreativeChest=false
|
||||
B:CreativeEnergy=true
|
||||
B:CreativeHarvest=true
|
||||
B:CursedEarth=true
|
||||
B:DecorativeBedrock=false
|
||||
B:DecorativeGlass=true
|
||||
B:DecorativeSolid=true
|
||||
B:DecorativeSolidWood=true
|
||||
B:"Deep Dark"=false
|
||||
B:Drum=true
|
||||
B:EnderLilly=true
|
||||
B:EnderShard=true
|
||||
B:ExtraUtils2_Quarry_Dim=true
|
||||
B:FakeCopy=true
|
||||
B:Filter=true
|
||||
B:FilterFluids=true
|
||||
B:FireAxe=false
|
||||
B:FlatTransferNode=false
|
||||
B:GlassCutter=false
|
||||
B:GoldenLasso=true
|
||||
B:Indexer=false
|
||||
B:IndexerRemote=false
|
||||
B:IneffableGlass=true
|
||||
B:Ingredients=true
|
||||
B:InteractionProxy=false
|
||||
B:ItemBuildersWand=true
|
||||
B:ItemCreativeBuildersWand=true
|
||||
B:ItemCreativeDestructionWand=true
|
||||
B:ItemDestructionWand=true
|
||||
B:Klein=false
|
||||
B:LargishChest=false
|
||||
B:LawSword=false
|
||||
B:LuxSaber=false
|
||||
B:Machine=true
|
||||
B:MagicApple=true
|
||||
B:Miner=false
|
||||
B:MiniChest=true
|
||||
B:MoonStone=false
|
||||
B:Opinium=true
|
||||
B:PassiveGenerator=true
|
||||
B:PlayerChest=true
|
||||
B:PowerBattery=false
|
||||
B:PowerManager=false
|
||||
B:PowerOverload=false
|
||||
B:PowerTransmitter=false
|
||||
B:Quarry=false
|
||||
B:QuarryProxy=false
|
||||
B:RainbowGenerator=true
|
||||
B:RedOrchid=false
|
||||
B:RedstoneClock=true
|
||||
B:RedstoneLantern=true
|
||||
B:Resonator=true
|
||||
B:Scanner=true
|
||||
B:Screen=true
|
||||
B:SimpleDecorative=true
|
||||
B:Snowglobe=false
|
||||
B:SoundMuffler=false
|
||||
B:Spotlight=true
|
||||
B:SunCrystal=false
|
||||
B:SuperMobSpawner=false
|
||||
B:Synergy=false
|
||||
B:Teleporter=false
|
||||
B:Terraformer=false
|
||||
B:TrashCan=true
|
||||
B:TrashCanEnergy=true
|
||||
B:TrashCanFluid=true
|
||||
B:TrashChest=true
|
||||
B:Trowel=true
|
||||
B:UnstableIngots=true
|
||||
B:User=true
|
||||
B:WateringCan=true
|
||||
B:WoodenStickPoke=false
|
||||
B:Wrench=false
|
||||
B:additionalVanillaRecipes=false
|
||||
B:ironwood=false
|
||||
B:pipe=false
|
||||
B:potion_Purge=false
|
||||
B:potion_doom=false
|
||||
B:potion_fizzy_lifting=false
|
||||
B:potion_gravity=false
|
||||
B:potion_greek_fire=false
|
||||
B:potion_love=false
|
||||
B:potion_relapse=false
|
||||
B:potion_second_chance=false
|
||||
B:sendCapabilitiesAfterDimensionChange=false
|
||||
B:sickle_diamond=false
|
||||
B:sickle_gold=false
|
||||
B:sickle_iron=false
|
||||
B:sickle_stone=false
|
||||
B:sickle_wood=false
|
||||
B:spike_creative=true
|
||||
B:spike_diamond=true
|
||||
B:spike_gold=true
|
||||
B:spike_iron=true
|
||||
B:spike_stone=true
|
||||
B:spike_wood=true
|
||||
B:squidSpawnRestrictions=true
|
||||
B:villager_alchemist=false
|
||||
B:villager_red_mechanic=false
|
||||
B:villager_shady_merchant=false
|
||||
B:wall_world_type=false
|
||||
}
|
||||
|
||||
|
||||
energy {
|
||||
I:"Quantum Quarry: Base Energy Per Operation"=20000
|
||||
}
|
||||
|
||||
|
||||
gameplay {
|
||||
# Add an entity id (mod:name) to this list to prevent cursed earth from spawning it. [default: ]
|
||||
S:"Cursed Earth Entity BlackList" <
|
||||
>
|
||||
B:"Quantum Quarry: Enable Nether/End biome generation (has been buggy)"=false
|
||||
|
||||
# Choose allowed container classnames.
|
||||
S:"Unstable Ingot: Allowed Classes" <
|
||||
net.minecraft.inventory.ContainerWorkbench
|
||||
>
|
||||
}
|
||||
|
||||
|
||||
settings {
|
||||
B:WallWorld_GiveSpawnItems=true
|
||||
}
|
||||
|
||||
|
||||
"unstable ingot: explosion time" {
|
||||
# Choose the time until explosion. [range: 0 ~ 2400, default: 200]
|
||||
I:gameplay=200
|
||||
}
|
||||
|
||||
|
@ -1,118 +0,0 @@
|
||||
# Configuration file
|
||||
|
||||
##########################################################################################################
|
||||
# gamerules
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Set the values to ('true'/'false'/an integer or a string defaultValue) depending if you want to have the GameRule (enabled/disabled or have a different defaultValue)
|
||||
##########################################################################################################
|
||||
|
||||
gamerules {
|
||||
# If an announcement when a player gets an advancement should be done
|
||||
B:announceAdvancements=true
|
||||
|
||||
# Whether command blocks should notify admins when they perform commands
|
||||
B:commandBlockOutput=true
|
||||
|
||||
# Whether the server should skip checking player speed when the player is wearing elytra.
|
||||
B:disableElytraMovementCheck=false
|
||||
|
||||
# Whether the day-night cycle and moon phases progress
|
||||
B:doDaylightCycle=true
|
||||
|
||||
# Whether entities that are not mobs should have drops
|
||||
B:doEntityDrops=true
|
||||
|
||||
# Whether fire should spread and naturally extinguish
|
||||
B:doFireTick=true
|
||||
|
||||
# Whether players should only be able to craft recipes that they've unlocked first
|
||||
B:doLimitedCrafting=false
|
||||
|
||||
# Whether mobs should drop items
|
||||
B:doMobLoot=true
|
||||
|
||||
# Whether mobs should naturally spawn
|
||||
B:doMobSpawning=true
|
||||
|
||||
# Whether blocks should have drops
|
||||
B:doTileDrops=true
|
||||
|
||||
# Whether the weather will change
|
||||
B:doWeatherCycle=true
|
||||
|
||||
# The function to run every game tick
|
||||
S:gameLoopFunction=-
|
||||
|
||||
# Whether the player should keep items in their inventory after death
|
||||
B:keepInventory=false
|
||||
|
||||
# Whether to log admin commands to server log
|
||||
B:logAdminCommands=true
|
||||
|
||||
# Determines the number at which the chain command block acts as a "chain".
|
||||
I:maxCommandChainLength=65536
|
||||
|
||||
# The maximum number of other pushable entities a mob or player can push, before taking 3 suffocation damage
|
||||
# per half-second. Setting to 0 disables the rule. Damage affects survival-mode or adventure-mode players, and all mobs but bats.
|
||||
# Pushable entities include non-spectator-mode players, any mob except bats, as well as boats and minecarts.
|
||||
I:maxEntityCramming=24
|
||||
|
||||
# Whether creepers, zombies, endermen, ghasts, withers, ender dragons, rabbits, sheep, and villagers should be able to change blocks
|
||||
# and whether villagers, zombies, skeletons, and zombie pigmen can pick up items
|
||||
B:mobGriefing=true
|
||||
|
||||
# Whether the player can regenerate health naturally if their hunger is full enough (doesn't affect external healing, such as
|
||||
# golden apples, the Regeneration effect, etc.)
|
||||
B:naturalRegeneration=true
|
||||
|
||||
# How often a random block tick occurs (such as plant growth, leaf decay, etc.) per chunk section per game tick. 0 will disable random
|
||||
# ticks, higher numbers will increase random ticks
|
||||
I:randomTickSpeed=3
|
||||
|
||||
# Whether the debug screen shows all or reduced information; and whether the effects of F3+B (entity hitboxes) and F3+G (chunk boundaries) are shown.
|
||||
B:reducedDebugInfo=false
|
||||
|
||||
# Whether the feedback from commands executed by a player should show up in chat. Also affects the default behavior of whether command blocks store their output text
|
||||
B:sendCommandFeedback=true
|
||||
|
||||
# Whether a message appears in chat when a player dies
|
||||
B:showDeathMessages=true
|
||||
|
||||
# The number of blocks outward from the world spawn coordinates that a player will spawn in when first joining a server or when dying without a spawnpoint.
|
||||
I:spawnRadius=10
|
||||
|
||||
# Whether players in spectator mode can generate chunks
|
||||
B:spectatorsGenerateChunks=true
|
||||
}
|
||||
|
||||
|
||||
##########################################################################################################
|
||||
# misc
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# A collection of misc configs
|
||||
##########################################################################################################
|
||||
|
||||
misc {
|
||||
# Syntax is: name-enabled-command
|
||||
# enabled is either true or false, all @p will be replaced with the playername
|
||||
S:customGamerules <
|
||||
GGRExample-false-/tell @p Hello World
|
||||
>
|
||||
|
||||
# If gamerules and world difficulty should be saved to config on world unload
|
||||
B:saveGameRules=true
|
||||
|
||||
# Sets the difficulty of a world when loaded, respects it the difficulty is locked or not for the world
|
||||
# -1: Disabled
|
||||
# 0: Peaceful
|
||||
# 1: Easy
|
||||
# 2: Normal
|
||||
# 3: Hard
|
||||
I:worldDifficulty=0
|
||||
|
||||
# If a world's difficulty should be locked when loaded, if world already is locked it can't be change
|
||||
# If the global world difficulty is enabled it's set first
|
||||
B:worldDifficultyLocked=true
|
||||
}
|
||||
|
||||
|
@ -1,621 +0,0 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
|
||||
##########################################################################################################
|
||||
# client options
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Config options for client-only features
|
||||
##########################################################################################################
|
||||
|
||||
"client options" {
|
||||
# Whether or not to enable Emissive Textures for GregTech Casings when the multiblock is working (EBF coils, Fusion Casings, etc.).
|
||||
# Default: false
|
||||
B:casingsActiveEmissiveTextures=true
|
||||
|
||||
# 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).
|
||||
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).
|
||||
I:defaultUIColor=13819135
|
||||
|
||||
# Whether to hook depth texture. Has no effect on performance, but if there is a problem with rendering, try disabling it.
|
||||
# Default: true
|
||||
B:hookDepthTexture=true
|
||||
|
||||
# Whether or not to enable Emissive Textures for GregTech Machines.
|
||||
# Default: true
|
||||
B:machinesEmissiveTextures=true
|
||||
|
||||
# Overrides the MC total playable sounds limit. MC's default is 28, which causes problems with many machine sounds at once
|
||||
# If sounds are causing large amounts of lag, try lowering this.
|
||||
# If sounds are not working at all, try setting this to the lowest value (28).
|
||||
# Default: 512
|
||||
# Min: 28
|
||||
# Max: 2048
|
||||
I:maxNumSounds=512
|
||||
|
||||
# Resolution level for fragment shaders.
|
||||
# Higher values increase quality (limited by the resolution of your screen) but are more GPU intensive.
|
||||
# Default: 2
|
||||
# Min: 0.0
|
||||
# Max: 5.0
|
||||
D:resolution=2.0
|
||||
|
||||
# Terminal root path.
|
||||
# Default: {.../config}/gregtech/terminal
|
||||
S:terminalRootPath=gregtech/terminal
|
||||
|
||||
# Whether or not sounds should be played when crafting with tools.
|
||||
# Default: true
|
||||
B:toolCraftingSounds=true
|
||||
|
||||
# Whether or not sounds should be played when using tools outside of crafting.
|
||||
# Default: true
|
||||
B:toolUseSounds=true
|
||||
|
||||
"gui config" {
|
||||
# The scrolling speed of widgets
|
||||
# Default: 13
|
||||
# Min: 1
|
||||
# Max: 2147483647
|
||||
I:scrollSpeed=13
|
||||
}
|
||||
|
||||
"armor hud location" {
|
||||
# Sets HUD location
|
||||
# 1 - left-upper corner
|
||||
# 2 - right-upper corner
|
||||
# 3 - left-bottom corner
|
||||
# 4 - right-bottom corner
|
||||
# Default: 1
|
||||
# Min: 1
|
||||
# Max: 4
|
||||
I:hudLocation=1
|
||||
|
||||
# Horizontal offset of HUD.
|
||||
# Default: 0
|
||||
# Min: 0
|
||||
# Max: 100
|
||||
I:hudOffsetX=0
|
||||
|
||||
# Vertical offset of HUD.
|
||||
# Default: 0
|
||||
# Min: 0
|
||||
# Max: 100
|
||||
I:hudOffsetY=0
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# shader options
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Config options for Shaders and Post-processing Effects
|
||||
##########################################################################################################
|
||||
|
||||
"shader options" {
|
||||
# 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=0.1
|
||||
|
||||
# Bloom Algorithm
|
||||
# 0 - Simple Gaussian Blur Bloom (Fast)
|
||||
# 1 - Unity Bloom
|
||||
# 2 - Unreal Bloom
|
||||
# Default: 2
|
||||
# Min: 0
|
||||
# Max: 2
|
||||
I:bloomStyle=2
|
||||
|
||||
# Whether or not to enable Emissive Textures with bloom effect.
|
||||
# Default: true
|
||||
B:emissiveTexturesBloom=true
|
||||
|
||||
# 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=0.5
|
||||
|
||||
# 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=0.2
|
||||
|
||||
# Mipmap Size.
|
||||
# Higher values increase quality, but are slower to render.
|
||||
# Default: 5
|
||||
# Min: 2
|
||||
# Max: 5
|
||||
I:nMips=5
|
||||
|
||||
# Blur Step (bloom range)
|
||||
# Default: 1
|
||||
# Min: 0.0
|
||||
# Max: 1.7976931348623157E308
|
||||
D:step=1.0
|
||||
|
||||
# Bloom Strength
|
||||
# OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
|
||||
# Default: 2
|
||||
# Min: 0.0
|
||||
# Max: 1.7976931348623157E308
|
||||
D:strength=1.5
|
||||
|
||||
# Whether to use shader programs.
|
||||
# Default: true
|
||||
B:useShader=true
|
||||
|
||||
##########################################################################################################
|
||||
# fusion reactor
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Bloom config options for the fusion reactor.
|
||||
##########################################################################################################
|
||||
|
||||
"fusion reactor" {
|
||||
# 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=1
|
||||
|
||||
# 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=1.3
|
||||
|
||||
# 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=0.3
|
||||
|
||||
# Bloom Strength
|
||||
# OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
|
||||
# Default: 2
|
||||
# Min: 0.0
|
||||
# Max: 1.7976931348623157E308
|
||||
D:strength=1.5
|
||||
|
||||
# Whether to use shader programs.
|
||||
# Default: true
|
||||
B:useShader=true
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# compatibility options
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Config options for Mod Compatibility
|
||||
##########################################################################################################
|
||||
|
||||
"compatibility options" {
|
||||
# Whether to hide facades of all blocks in JEI and creative search menu.
|
||||
# Default: true
|
||||
B:hideFacadesInJEI=true
|
||||
|
||||
# Whether to hide filled cells in JEI and creative search menu.
|
||||
# Default: true
|
||||
B:hideFilledCellsInJEI=true
|
||||
|
||||
# Specifies priorities of mods in Ore Dictionary item registration.
|
||||
# First ModID has highest priority, last has lowest. Unspecified ModIDs follow standard sorting, but always have lower priority than the last specified ModID.
|
||||
# Default: ["minecraft", "gregtech"]
|
||||
S:modPriorities <
|
||||
minecraft
|
||||
gregtech
|
||||
>
|
||||
|
||||
# Whether Gregtech should remove smelting recipes from the vanilla furnace for ingots requiring the Electric Blast Furnace.
|
||||
# Default: true
|
||||
B:removeSmeltingForEBFMetals=true
|
||||
|
||||
##########################################################################################################
|
||||
# energy compat options
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Config options regarding GTEU compatibility with other energy systems
|
||||
##########################################################################################################
|
||||
|
||||
"energy compat options" {
|
||||
# Enable GTEU to FE (and vice versa) Converters.
|
||||
# Default: false
|
||||
B:enableFEConverters=true
|
||||
|
||||
# GTEU to Forge Energy ratio for converting EU to FE.
|
||||
# Affects native conversion and Converters.
|
||||
# Default: 4 FE == 1 EU
|
||||
# Min: 1
|
||||
# Max: 16
|
||||
D:euToFeRatio=4.0
|
||||
|
||||
# Forge Energy to GTEU ratio for converting FE to EU.
|
||||
# Only affects converters.
|
||||
# Default: 4 FE == 1 EU
|
||||
# Min: 1
|
||||
# Max: 16
|
||||
D:feToEuRatio=4.0
|
||||
|
||||
# Enable Native GTEU to Forge Energy (RF and alike) on GT Cables and Wires.
|
||||
# This does not enable nor disable Converters.
|
||||
# Default: true
|
||||
B:nativeEUToFE=true
|
||||
D:rfRatio=4.0
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# machine options
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Config options for GT Machines, Pipes, Cables, and Electric Items
|
||||
##########################################################################################################
|
||||
|
||||
"machine options" {
|
||||
# Additional Fluids to allow in GT Boilers in place of Water or Distilled Water.
|
||||
# Useful for mods like TerraFirmaCraft with different Fluids for Water
|
||||
# Default: none
|
||||
S:boilerFluids <
|
||||
>
|
||||
|
||||
# The EU/t drain for each screen of the Central Monitor.
|
||||
# Default: 8
|
||||
# Min: 0
|
||||
# Max: 2147483647
|
||||
I:centralMonitorEuCost=8
|
||||
|
||||
# Whether machines should explode when overloaded with power.
|
||||
# Default: true
|
||||
B:doExplosions=true
|
||||
|
||||
# Whether to enable High-Tier Solar Panels (IV-UV). They will not have recipes.
|
||||
# Default: false
|
||||
B:enableHighTierSolars=true
|
||||
|
||||
# Whether to enable the Maintenance Hatch, required for Multiblocks.
|
||||
# Default: true
|
||||
B:enableMaintenance=true
|
||||
|
||||
# Whether to enable World Accelerators, which accelerate ticks for surrounding Tile Entities, Crops, etc.
|
||||
# Default: true
|
||||
B:enableWorldAccelerators=true
|
||||
|
||||
# Energy use multiplier for electric items.
|
||||
# Default: 100
|
||||
I:energyUsageMultiplier=100
|
||||
|
||||
# Whether to use GT6-style pipe and cable connections, meaning they will not auto-connect unless placed directly onto another pipe or cable.
|
||||
# Default: true
|
||||
B:gt6StylePipesCables=true
|
||||
|
||||
# Whether to play machine sounds while machines are active.
|
||||
# Default: true
|
||||
B:machineSounds=true
|
||||
|
||||
# Steam to EU multiplier for Steam Multiblocks.
|
||||
# 1.0 means 1L Steam -> 1 EU. 0.5 means 2L Steam -> 1 EU.
|
||||
# Default: 0.5
|
||||
D:multiblockSteamToEU=0.5
|
||||
|
||||
# Divisor for Recipe Duration per Overclock.
|
||||
# Default: 2.0
|
||||
# Min: 2.0
|
||||
# Max: 3.0
|
||||
D:overclockDivisor=2.0
|
||||
|
||||
# Blacklist of machines for the Processing Array.
|
||||
# Add the unlocalized Recipe Map name to blacklist the machine.
|
||||
# Default: All machines allowed
|
||||
S:processingArrayBlacklist <
|
||||
>
|
||||
|
||||
# Whether insufficient energy supply should reset Machine recipe progress to zero.
|
||||
# If true, progress will reset.
|
||||
# If false, progress will decrease to zero with 2x speed
|
||||
# Default: false
|
||||
B:recipeProgressLowEnergy=false
|
||||
|
||||
# Whether to require a Wrench to break machines.
|
||||
# Default: false
|
||||
B:requireWrenchForMachines=false
|
||||
|
||||
# Whether Steam Multiblocks should use Steel instead of Bronze.
|
||||
# Default: false
|
||||
B:steelSteamMultiblocks=false
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# miscellaneous options
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Config options for miscellaneous features
|
||||
##########################################################################################################
|
||||
|
||||
"miscellaneous options" {
|
||||
# Whether to enable more verbose logging.
|
||||
# Default: false
|
||||
B:debug=false
|
||||
|
||||
# Chance with which flint and steel will create fire.
|
||||
# Default: 50
|
||||
# Min: 0
|
||||
# Max: 100
|
||||
I:flintChanceToCreateFire=100
|
||||
|
||||
# Setting this to true makes GTCEu ignore error and invalid recipes that would otherwise cause crash.
|
||||
# Default: true
|
||||
B:ignoreErrorOrInvalidRecipes=true
|
||||
|
||||
# Whether to enable a login message to players when they join the world.
|
||||
# Default: true
|
||||
B:loginMessage=true
|
||||
|
||||
# Whether to give the terminal to new players on login
|
||||
# Default: true
|
||||
B:spawnTerminal=true
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# recipe options
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Config Options for GregTech and Vanilla Recipes
|
||||
##########################################################################################################
|
||||
|
||||
"recipe options" {
|
||||
# Whether to disable the Vanilla Concrete from Powder with Water behavior, forcing the GT recipe.
|
||||
# Default: false
|
||||
B:disableConcreteInWorld=false
|
||||
|
||||
# Whether to remove Block/Ingot compression and decompression in the Crafting Table.
|
||||
# Default: false
|
||||
B:disableManualCompression=false
|
||||
|
||||
# Whether to make the Flint and Steel recipe require steel parts.
|
||||
# Default: true.
|
||||
B:flintAndSteelRequireSteel=true
|
||||
|
||||
# Whether to generate Flawed and Chipped Gems for materials and recipes involving them.
|
||||
# Useful for mods like TerraFirmaCraft.
|
||||
# Default: false
|
||||
B:generateLowQualityGems=false
|
||||
|
||||
# Whether to make coloring blocks like Concrete or Glass harder.
|
||||
# Default: false
|
||||
B:hardDyeRecipes=false
|
||||
|
||||
# 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.
|
||||
# Default: true
|
||||
B:hardIronRecipes=true
|
||||
|
||||
# Whether to make miscellaneous recipes harder.
|
||||
# Default: false
|
||||
B:hardMiscRecipes=true
|
||||
|
||||
# Whether to make Redstone related recipes harder.
|
||||
# Default: false
|
||||
B:hardRedstoneRecipes=true
|
||||
|
||||
# Whether to make Vanilla Tools and Armor recipes harder.
|
||||
# Excludes Flint and Steel, and Buckets.
|
||||
# Default: false
|
||||
B:hardToolArmorRecipes=true
|
||||
|
||||
# Whether to make Wood related recipes harder.
|
||||
# Excludes sticks and planks.
|
||||
# Default: false
|
||||
B:hardWoodRecipes=true
|
||||
|
||||
# Whether to make crafting recipes for Bricks, Firebricks, and Coke Bricks harder.
|
||||
# Default: false
|
||||
B:harderBrickRecipes=true
|
||||
|
||||
# Whether to remove charcoal smelting recipes from the vanilla furnace.
|
||||
# Default: true
|
||||
B:harderCharcoalRecipe=true
|
||||
|
||||
# Whether to make the recipe for the EBF Controller harder.
|
||||
# Default: false
|
||||
B:harderEBFControllerRecipe=true
|
||||
|
||||
# Change the recipe of Rods in the Lathe to 1 Rod and 2 Small Piles of Dust, instead of 2 Rods.
|
||||
# Default: false
|
||||
B:harderRods=false
|
||||
|
||||
# Whether to nerf the Paper crafting recipe.
|
||||
# Default: true
|
||||
B:nerfPaperCrafting=true
|
||||
|
||||
# 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.
|
||||
# Default: false
|
||||
B:removeVanillaBlockRecipes=false
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# tool and armor options
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Config options for Tools and Armor
|
||||
##########################################################################################################
|
||||
|
||||
"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
|
||||
|
||||
# Advanced Electric Jetpack Voltage Tier.
|
||||
# Default: 3 (HV)
|
||||
# Min: 0
|
||||
# Max: 14
|
||||
I:voltageTierAdvImpeller=3
|
||||
|
||||
# Advanced NanoSuit Chestplate Voltage Tier.
|
||||
# Default: 3 (HV)
|
||||
# Min: 0
|
||||
# Max: 14
|
||||
I:voltageTierAdvNanoSuit=3
|
||||
|
||||
# Advanced QuarkTech Suit Chestplate Voltage Tier.
|
||||
# Default: 5 (LuV)
|
||||
# Min: 0
|
||||
# Max: 14
|
||||
I:voltageTierAdvQuarkTech=6
|
||||
|
||||
# Electric Impeller Jetpack Voltage Tier.
|
||||
# Default: 2 (MV)
|
||||
# Min: 0
|
||||
# Max: 14
|
||||
I:voltageTierImpeller=2
|
||||
|
||||
# NanoSuit Voltage Tier. Default: 3 (HV)
|
||||
# Min: 0
|
||||
# Max: 14
|
||||
I:voltageTierNanoSuit=3
|
||||
|
||||
# NightVision Goggles Voltage Tier. Default: 1 (LV)
|
||||
# Min: 0
|
||||
# Max: 14
|
||||
I:voltageTierNightVision=1
|
||||
|
||||
# QuarkTech Suit Voltage Tier.
|
||||
# Default: 5 (IV)
|
||||
# Min: 0
|
||||
# Max: 14
|
||||
I:voltageTierQuarkTech=5
|
||||
|
||||
"nanosaber options" {
|
||||
# The EU/t consumption of the NanoSaber.
|
||||
# Default: 64
|
||||
# Min: 1
|
||||
# Max: 512
|
||||
I:energyConsumption=64
|
||||
|
||||
# The base damage of the NanoSaber.
|
||||
# Default: 5.0
|
||||
# Min: 0.0
|
||||
# Max: 100.0
|
||||
D:nanoSaberBaseDamage=5.0
|
||||
|
||||
# The additional damage added when the NanoSaber is powered.
|
||||
# Default: 20.0
|
||||
# Min: 0.0
|
||||
# Max: 100.0
|
||||
D:nanoSaberDamageBoost=20.0
|
||||
|
||||
# Should Zombies spawn with charged, active NanoSabers on hard difficulty?
|
||||
# Default: true
|
||||
B:zombieSpawnWithSabers=true
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# armorhud
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Armor HUD Location
|
||||
##########################################################################################################
|
||||
|
||||
armorhud {
|
||||
# Sets HUD location
|
||||
# 1 - left-upper corner
|
||||
# 2 - right-upper corner
|
||||
# 3 - left-bottom corner
|
||||
# 4 - right-bottom corner
|
||||
I:hudLocation=1
|
||||
|
||||
# Horizontal offset of HUD [0 ~ 100)
|
||||
I:hudOffsetX=0
|
||||
|
||||
# Vertical offset of HUD [0 ~ 100)
|
||||
I:hudOffsetY=0
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# worldgen options
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Config options for World Generation features
|
||||
##########################################################################################################
|
||||
|
||||
"worldgen options" {
|
||||
# Allow GregTech to add additional GregTech Items as loot in various structures.
|
||||
# Default: true
|
||||
B:addLoot=true
|
||||
|
||||
# Specifies an additional random number of veins in a section.
|
||||
# Default: 0
|
||||
I:additionalVeinsInSection=5
|
||||
|
||||
# Should all Stone Types drop unique Ore Item Blocks?
|
||||
# Default: false (meaning only Stone, Netherrack, and Endstone
|
||||
B:allUniqueStoneTypes=false
|
||||
|
||||
# Whether to disable Rubber Tree world generation.
|
||||
# Default: false
|
||||
B:disableRubberTreeGeneration=false
|
||||
|
||||
# Whether to disable Vanilla ore generation in world.
|
||||
# Default: true
|
||||
B:disableVanillaOres=false
|
||||
|
||||
# Whether veins should be generated in the center of chunks.
|
||||
# Default: true
|
||||
B:generateVeinsInCenterOfChunk=false
|
||||
|
||||
# Whether to increase number of rolls for dungeon chests. Increases dungeon loot drastically.
|
||||
# Default: true
|
||||
B:increaseDungeonLoot=true
|
||||
|
||||
# Specifies the minimum number of veins in a section.
|
||||
# Default: 1
|
||||
I:minVeinsInSection=3
|
||||
|
||||
# Multiplier for the chance to spawn a Rubber Tree on any given roll. Higher values make Rubber Trees more common.
|
||||
# Default: 1.0
|
||||
# Min: 0.0
|
||||
# Max: 1.7976931348623157E308
|
||||
D:rubberTreeRateIncrease=1.0
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -1,11 +0,0 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
S:acceptedModes <
|
||||
normal
|
||||
expert
|
||||
>
|
||||
S:packMode=expert
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user