hardmode config rework

This commit is contained in:
m2r1k5 2022-03-27 21:16:03 +08:00
parent f577804029
commit f1f056e7cd
3 changed files with 1157 additions and 2 deletions

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# Configuration file
automation {
I:formationPlaneEntityLimit=128
}
battery {
I:chargedStaff=8000
I:colorApplicator=20000
I:entropyManipulator=200000
I:matterCannon=200000
I:portableCell=20000
I:wirelessTerminal=1600000
}
##########################################################################################################
# blockingmode
#--------------------------------------------------------------------------------------------------------#
# Map of items to not block when blockingmode is enabled.
# [modid]
# modid:item:metadata(optional,default:0)
# Supports more than one modid, so you can block different things between, for example, gregtech or enderio
##########################################################################################################
blockingmode {
# NonBlockingItems
S:nonBlockingItems <
[gregtech]
gregtech:shape.mold.plate
gregtech:shape.mold.gear
gregtech:shape.mold.credit
gregtech:shape.mold.bottle
gregtech:shape.mold.ingot
gregtech:shape.mold.ball
gregtech:shape.mold.block
gregtech:shape.mold.nugget
gregtech:shape.mold.cylinder
gregtech:shape.mold.anvil
gregtech:shape.mold.name
gregtech:shape.mold.gear.small
gregtech:shape.mold.rotor
gregtech:shape.extruder.plate
gregtech:shape.extruder.rod
gregtech:shape.extruder.bolt
gregtech:shape.extruder.ring
gregtech:shape.extruder.cell
gregtech:shape.extruder.ingot
gregtech:shape.extruder.wire
gregtech:shape.extruder.pipe.tiny
gregtech:shape.extruder.pipe.small
gregtech:shape.extruder.pipe.normal
gregtech:shape.extruder.pipe.large
gregtech:shape.extruder.pipe.huge
gregtech:shape.extruder.block
gregtech:shape.extruder.sword
gregtech:shape.extruder.pickaxe
gregtech:shape.extruder.shovel
gregtech:shape.extruder.axe
gregtech:shape.extruder.hoe
gregtech:shape.extruder.hammer
gregtech:shape.extruder.file
gregtech:shape.extruder.saw
gregtech:shape.extruder.gear
gregtech:shape.extruder.bottle
gregtech:shape.extruder.foil
gregtech:shape.extruder.gear_small
gregtech:shape.extruder.rod_long
gregtech:shape.extruder.rotor
gregtech:glass_lens.white
gregtech:glass_lens.orange
gregtech:glass_lens.magenta
gregtech:glass_lens.light_blue
gregtech:glass_lens.yellow
gregtech:glass_lens.lime
gregtech:glass_lens.pink
gregtech:glass_lens.gray
gregtech:glass_lens.light_gray
gregtech:glass_lens.cyan
gregtech:glass_lens.purple
gregtech:glass_lens.blue
gregtech:glass_lens.brown
gregtech:glass_lens.green
gregtech:glass_lens.red
gregtech:glass_lens.black
contenttweaker:smallgearextrudershape
contenttweaker:creativeportabletankmold
>
}
client {
# Possible Values: AE, EU, RF, GTEU
S:PowerUnit=AE
# Possible Values: AUTOSEARCH, AUTOSEARCH_KEEP, MANUAL_SEARCH, MANUAL_SEARCH_KEEP, JEI_AUTOSEARCH, JEI_AUTOSEARCH_KEEP, JEI_MANUAL_SEARCH, JEI_MANUAL_SEARCH_KEEP
S:SEARCH_MODE=AUTOSEARCH
# Possible Values: YES, NO, UNDECIDED
S:SEARCH_TOOLTIPS=YES
# Possible Values: TALL, FULL, SMALL
S:TERMINAL_STYLE=TALL
# Controls buttons on Crafting Screen : Capped at 9
I:craftAmtButton1=1
# Controls buttons on Crafting Screen : Capped at 99
I:craftAmtButton2=10
# Controls buttons on Crafting Screen : Capped at 999
I:craftAmtButton3=100
# Controls buttons on Crafting Screen : Capped at 9999
I:craftAmtButton4=1000
B:disableColoredCableRecipesInJEI=true
B:enableEffects=true
# Controls buttons on Level Emitter Screen : Capped at 9
I:levelAmtButton1=1
# Controls buttons on Level Emitter Screen : Capped at 99
I:levelAmtButton2=10
# Controls buttons on Level Emitter Screen : Capped at 999
I:levelAmtButton3=100
# Controls buttons on Level Emitter Screen : Capped at 9999
I:levelAmtButton4=1000
# Controls buttons on Priority Screen : Capped at 9
I:priorityAmtButton1=1
# Controls buttons on Priority Screen : Capped at 99
I:priorityAmtButton2=10
# Controls buttons on Priority Screen : Capped at 999
I:priorityAmtButton3=100
# Controls buttons on Priority Screen : Capped at 9999
I:priorityAmtButton4=1000
B:useColoredCraftingStatus=true
B:useTerminalUseLargeFont=false
}
condenser {
I:MatterBalls=256
I:Singularity=256000
}
craftingcpu {
I:craftingCalculationTimePerTick=5
}
##########################################################################################################
# features
#--------------------------------------------------------------------------------------------------------#
# Warning: Disabling a feature may disable other features depending on it.
##########################################################################################################
features {
world {
B:CertusOre=false
B:CertusQuartzWorldGen=false
B:ChargedCertusOre=false
B:ChestLoot=true
# Blocks that are not used in any essential recipes, also slabs and stairs.
B:DecorativeBlocks=true
B:DecorativeLights=true
B:Flour=false
B:MeteoriteWorldGen=true
B:SkyStoneChests=true
B:SpawnPressesInMeteorites=true
B:TinyTNT=true
B:VillagerTrading=true
}
machines {
B:Charger=true
B:CrystalGrowthAccelerator=false
B:GrindStone=false
B:Inscriber=true
B:VibrationChamber=false
}
toolsclassifications {
B:CertusQuartzTools=true
B:NetherQuartzTools=true
B:PoweredTools=true
}
tools {
B:ChargedStaff=false
B:ColorApplicator=false
B:EntropyManipulator=false
B:MatterCannon=false
B:MeteoriteCompass=true
B:PaintBalls=false
B:QuartzAxe=false
B:QuartzHoe=false
B:QuartzKnife=false
B:QuartzPickaxe=false
B:QuartzSpade=false
B:QuartzSword=false
B:QuartzWrench=false
B:WirelessAccessTerminal=true
}
networkfeatures {
B:Channels=true
B:QuantumNetworkBridge=true
B:Security=true
B:SpatialIO=true
}
networkbuses {
B:AnnihilationPlane=true
B:CableAnchor=true
B:CraftingTerminal=true
B:ExportBus=true
B:FluidAnnihilationPlane=true
B:FluidExportBus=true
B:FluidFormationPlane=true
B:FluidImportBus=true
B:FluidInterface=true
B:FluidLevelEmitter=true
B:FluidStorageBus=true
B:FluidTerminal=true
B:FormationPlane=true
B:IdentityAnnihilationPlane=true
B:ImportBus=true
B:Interface=true
B:LevelEmitter=true
B:P2PTunnel=true
B:Panels=true
B:PartConversionMonitor=true
B:QuartzFiber=true
B:StorageBus=true
B:StorageMonitor=true
B:Terminal=true
B:ToggleBus=true
}
portablecell {
B:PortableCell=true
}
storage {
B:Condenser=true
B:IOPort=true
B:MEChest=true
B:MEDrive=true
B:StorageCells=true
}
networktool {
B:MemoryCard=true
B:NetworkTool=true
}
cables {
B:CoveredCables=true
B:DenseCables=true
B:GlassCables=true
B:SmartCables=true
}
energy {
B:DenseEnergyCells=true
B:EnergyAcceptor=true
B:EnergyCells=true
}
p2ptunnels {
B:P2PTunnelEU=true
B:P2PTunnelFE=true
B:P2PTunnelFluids=true
B:P2PTunnelGTCEU=true
B:P2PTunnelGTEU=true
B:P2PTunnelItems=true
B:P2PTunnelLight=true
B:P2PTunnelME=true
B:P2PTunnelOpenComputers=true
B:P2PTunnelPressure=true
B:P2PTunnelRedstone=true
}
blockfeatures {
B:MassCannonBlockDamage=true
B:TinyTNTBlockDamage=true
}
facades {
B:Facades=true
}
misc {
B:Achievements=false
B:CraftingLog=false
B:Creative=true
B:DebugLogging=false
B:GrinderLogging=false
B:IntegrationLogging=false
B:LightDetector=true
B:LogSecurityAudits=false
B:Logging=true
B:PacketLogging=false
B:UnsupportedDeveloperTools=false
B:UpdateLogging=false
B:WebsiteRecipes=false
}
crafting {
B:EnableDisassemblyCrafting=true
B:EnableFacadeCrafting=true
B:InWorldFluix=true
B:InWorldPurification=true
B:InWorldSingularity=true
B:InterfaceTerminal=true
}
rendering {
B:AlphaPass=true
}
craftingfeatures {
B:CraftingCPU=true
B:CraftingManagerFallback=true
B:MolecularAssembler=true
B:Patterns=true
}
upgrades {
B:AdvancedCards=true
B:BasicCards=true
B:ViewCell=true
}
materials {
B:Certus=true
B:CrystalSeeds=true
B:Dusts=true
B:Fluix=true
B:Nuggets=true
B:PureCrystals=true
B:QuartzGlass=true
B:Silicon=true
B:SkyStone=true
}
craftingcomponents {
B:Cores=true
B:MatterBall=true
B:Presses=true
B:PrintedCircuits=true
B:Processors=true
}
commands {
B:ChunkLoggerTrace=false
}
}
general {
# Will auto-remove items that crash when being loaded from storage. This will destroy those items instead of crashing the game!
B:removeCrashingItemsOnLoad=false
}
##########################################################################################################
# grindstone
#--------------------------------------------------------------------------------------------------------#
# Creates recipe of the following pattern automatically: '1 oreTYPE => 2 dustTYPE' and '(1 ingotTYPE or 1 crystalTYPE or 1 gemTYPE) => 1 dustTYPE'
##########################################################################################################
grindstone {
# Blacklists the exact oredict name from being handled by any recipe.
S:blacklist <
>
# The list of types to handle. Specify without a prefix like ore or dust.
S:grinderOres <
Obsidian
Ender
EnderPearl
Coal
Iron
Gold
Charcoal
NetherQuartz
CertusQuartz
Wheat
Fluix
Copper
Tin
Silver
Lead
Bronze
Brass
Platinum
Nickel
Invar
Aluminium
Electrum
Osmium
Zinc
>
# Chance to actually get an output with stacksize > 1.
D:oreDoublePercentage=90.0
}
##########################################################################################################
# modintegration
#--------------------------------------------------------------------------------------------------------#
# 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.
##########################################################################################################
modintegration {
S:CraftTweaker=AUTO
S:GregTech=AUTO
S:IndustrialCraft2=AUTO
S:InventoryTweaks=AUTO
S:JustEnoughItems=AUTO
S:Mekanism=AUTO
S:MineFactoryReloaded=AUTO
S:OpenComputers=AUTO
S:Railcraft=AUTO
S:Tesla=AUTO
S:TheOneProbe=AUTO
S:Waila=AUTO
}
powerratios {
D:ForgeEnergy=0.5
D:GTCEU=2.0
D:GTEU=2.0
D:IC2=2.0
D:UsageMultiplier=1.0
}
spatialio {
D:spatialPowerExponent=1.35
D:spatialPowerMultiplier=1250.0
I:storageDimensionID=2
I:storageProviderID=-11
}
##########################################################################################################
# tickrates
#--------------------------------------------------------------------------------------------------------#
# 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.
##########################################################################################################
tickrates {
I:AnnihilationPlane.max=120
I:AnnihilationPlane.min=2
I:Charger.max=120
I:Charger.min=10
I:ExportBus.max=60
I:ExportBus.min=5
I:FluidExportBus.max=60
I:FluidExportBus.min=5
I:FluidImportBus.max=40
I:FluidImportBus.min=5
I:FluidStorageBus.max=60
I:FluidStorageBus.min=5
I:IOPort.max=5
I:IOPort.min=1
I:ImportBus.max=40
I:ImportBus.min=5
I:Inscriber.max=1
I:Inscriber.min=1
I:Interface.max=120
I:Interface.min=5
I:ItemTunnel.max=60
I:ItemTunnel.min=5
I:LightTunnel.max=60
I:LightTunnel.min=5
I:METunnel.max=20
I:METunnel.min=5
I:OpenComputersTunnel.max=5
I:OpenComputersTunnel.min=1
I:PressureTunnel.max=120
I:PressureTunnel.min=1
I:StorageBus.max=60
I:StorageBus.min=5
I:VibrationChamber.max=40
I:VibrationChamber.min=10
}
##########################################################################################################
# wireless
#--------------------------------------------------------------------------------------------------------#
# Range= wirelessBaseRange + wirelessBoosterRangeMultiplier * Math.pow( boosters, wirelessBoosterExp )
# PowerDrain= wirelessBaseCost + wirelessCostMultiplier * Math.pow( boosters, 1 + boosters / wirelessHighWirelessCount )
##########################################################################################################
wireless {
D:wirelessBaseCost=8.0
D:wirelessBaseRange=16.0
D:wirelessBoosterExp=1.5
D:wirelessBoosterRangeMultiplier=1.0
D:wirelessCostMultiplier=1.0
D:wirelessTerminalDrainMultiplier=1.0
}
worldgen {
D:meteoriteClusterChance=0.1
I:meteoriteDimensionWhitelist <
0
>
I:meteoriteMaximumSpawnHeight=180
I:minMeteoriteDistance=707
I:quartzOresClusterAmount=15
I:quartzOresPerCluster=4
D:spawnChargedChance=0.07999998331069946
}

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# 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
}
}

View File

@ -583,7 +583,7 @@ general {
# Specifies an additional random number of veins in a section.
# Default: 0
I:additionalVeinsInSection=5
I:additionalVeinsInSection=6
# Should all Stone Types drop unique Ore Item Blocks?
# Default: false (meaning only Stone, Netherrack, and Endstone
@ -607,7 +607,7 @@ general {
# Specifies the minimum number of veins in a section.
# Default: 1
I:minVeinsInSection=4
I:minVeinsInSection=6
# Multiplier for the chance to spawn a Rubber Tree on any given roll. Higher values make Rubber Trees more common.
# Default: 1.0