hardmode config rework
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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 {
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D:meteoriteClusterChance=0.1
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I:meteoriteDimensionWhitelist <
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0
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>
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I:meteoriteMaximumSpawnHeight=180
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I:minMeteoriteDistance=707
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I:quartzOresClusterAmount=15
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I:quartzOresPerCluster=4
|
||||
D:spawnChargedChance=0.07999998331069946
|
||||
}
|
||||
|
||||
|
621
hardmode config overrides/config/gregtech.cfg
Normal file
621
hardmode config overrides/config/gregtech.cfg
Normal file
@ -0,0 +1,621 @@
|
||||
# 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
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -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
|
||||
|
Loading…
x
Reference in New Issue
Block a user