595 lines
22 KiB
INI
595 lines
22 KiB
INI
# Configuration file
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general {
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##########################################################################################################
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# client options
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#--------------------------------------------------------------------------------------------------------#
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# Config options for client-only features
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##########################################################################################################
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"client options" {
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# Whether or not to enable Emissive Textures for GregTech Casings when the multiblock is working (EBF coils, Fusion Casings, etc.).
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# Default: false
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B:casingsActiveEmissiveTextures=false
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# The default color to overlay onto machines.
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# 16777215 (0xFFFFFF in decimal) is no coloring (like GTCE).
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# 13819135 (0xD2DCFF in decimal) is the classic blue from GT5 (default).
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I:defaultPaintingColor=13819135
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# Whether to hook depth texture. Has no effect on performance, but if there is a problem with rendering, try disabling it.
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# Default: true
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B:hookDepthTexture=true
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# Whether or not to enable Emissive Textures for GregTech Machines.
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# Default: true
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B:machinesEmissiveTextures=true
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# Resolution level for fragment shaders.
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# Higher values increase quality (limited by the resolution of your screen) but are more GPU intensive.
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# Default: 2
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# Min: 0.0
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# Max: 5.0
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D:resolution=2.0
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# Terminal root path.
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# Default: {.../config}/gregtech/terminal
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S:terminalRootPath=gregtech/terminal
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# Whether or not sounds should be played when crafting with tools.
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# Default: true
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B:toolCraftingSounds=true
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# Whether or not sounds should be played when using tools outside of crafting.
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# Default: true
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B:toolUseSounds=true
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"gui config" {
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# The scrolling speed of widgets
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# Default: 13
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# Min: 1
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# Max: 2147483647
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I:scrollSpeed=13
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}
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"armor hud location" {
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# Sets HUD location
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# 1 - left-upper corner
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# 2 - right-upper corner
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# 3 - left-bottom corner
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# 4 - right-bottom corner
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# Default: 1
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# Min: 1
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# Max: 4
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I:hudLocation=1
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# Horizontal offset of HUD.
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# Default: 0
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# Min: 0
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# Max: 100
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I:hudOffsetX=0
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# Vertical offset of HUD.
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# Default: 0
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# Min: 0
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# Max: 100
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I:hudOffsetY=0
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}
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##########################################################################################################
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# shader options
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#--------------------------------------------------------------------------------------------------------#
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# Config options for Shaders and Post-processing Effects
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##########################################################################################################
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"shader options" {
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# The base brightness of the bloom.
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# It is similar to strength
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# This value should be smaller than highBrightnessThreshold.
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# OUTPUT = BACKGROUND + BLOOM * strength * ({base} + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
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# Default: 0.1
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:baseBrightness=0.1
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# Bloom Algorithm
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# 0 - Simple Gaussian Blur Bloom (Fast)
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# 1 - Unity Bloom
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# 2 - Unreal Bloom
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# Default: 2
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# Min: 0
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# Max: 2
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I:bloomStyle=2
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# Whether or not to enable Emissive Textures with bloom effect.
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# Default: true
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B:emissiveTexturesBloom=true
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# The brightness after bloom should not exceed this value. It can be used to limit the brightness of highlights (e.g., daytime).
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# OUTPUT = BACKGROUND + BLOOM * strength * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*({HT}-LT)))
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# This value should be greater than lowBrightnessThreshold.
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# Default: 0.5
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:highBrightnessThreshold=0.5
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# The brightness after bloom should not smaller than this value. It can be used to limit the brightness of dusky parts (e.g., night/caves).
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# OUTPUT = BACKGROUND + BLOOM * strength * (base + {LT} + (1 - BACKGROUND_BRIGHTNESS)*(HT-{LT})))
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# This value should be smaller than highBrightnessThreshold.
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# Default: 0.2
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:lowBrightnessThreshold=0.2
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# Mipmap Size.
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# Higher values increase quality, but are slower to render.
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# Default: 5
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# Min: 2
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# Max: 5
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I:nMips=5
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# Blur Step (bloom range)
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# Default: 1
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:step=1.0
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# Bloom Strength
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# OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
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# Default: 2
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:strength=1.5
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# Whether to use shader programs.
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# Default: true
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B:useShader=true
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##########################################################################################################
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# fusion reactor
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#--------------------------------------------------------------------------------------------------------#
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# Bloom config options for the fusion reactor.
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##########################################################################################################
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"fusion reactor" {
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# The base brightness of the bloom.
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# It is similar to strength
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# This value should be smaller than highBrightnessThreshold.
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# OUTPUT = BACKGROUND + BLOOM * strength * ({base} + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
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# Default: 0.1
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:baseBrightness=0.0
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# Bloom Algorithm
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# 0 - Simple Gaussian Blur Bloom (Fast)
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# 1 - Unity Bloom
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# 2 - Unreal Bloom
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# Default: 2
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# Min: 0
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# Max: 2
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I:bloomStyle=1
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# The brightness after bloom should not exceed this value. It can be used to limit the brightness of highlights (e.g., daytime).
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# OUTPUT = BACKGROUND + BLOOM * strength * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*({HT}-LT)))
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# This value should be greater than lowBrightnessThreshold.
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# Default: 0.5
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:highBrightnessThreshold=1.3
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# The brightness after bloom should not smaller than this value. It can be used to limit the brightness of dusky parts (e.g., night/caves).
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# OUTPUT = BACKGROUND + BLOOM * strength * (base + {LT} + (1 - BACKGROUND_BRIGHTNESS)*(HT-{LT})))
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# This value should be smaller than highBrightnessThreshold.
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# Default: 0.2
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:lowBrightnessThreshold=0.3
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# Bloom Strength
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# OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
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# Default: 2
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:strength=1.5
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# Whether to use shader programs.
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# Default: true
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B:useShader=true
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}
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}
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}
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##########################################################################################################
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# compatibility options
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#--------------------------------------------------------------------------------------------------------#
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# Config options for Mod Compatibility
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##########################################################################################################
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"compatibility options" {
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# Whether to hide facades of all blocks in JEI and creative search menu.
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# Default: true
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B:hideFacadesInJEI=true
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# Whether to hide filled cells in JEI and creative search menu.
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# Default: true
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B:hideFilledCellsInJEI=true
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# Specifies priorities of mods in Ore Dictionary item registration.
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# First ModID has highest priority, last has lowest. Unspecified ModIDs follow standard sorting, but always have lower priority than the last specified ModID.
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# Default: ["minecraft", "gregtech"]
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S:modPriorities <
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minecraft
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gregtech
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>
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# Whether Gregtech should remove smelting recipes from the vanilla furnace for ingots requiring the Electric Blast Furnace.
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# Default: true
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B:removeSmeltingForEBFMetals=true
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##########################################################################################################
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# energy compat options
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#--------------------------------------------------------------------------------------------------------#
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# Config options regarding GTEU compatibility with other energy systems
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##########################################################################################################
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"energy compat options" {
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# Enable Native GTEU to Forge Energy (RF and alike) on GT Cables and Wires.
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# Default: true
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B:nativeEUToFE=true
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# GTEU to Forge Energy (RF and alike) ratio.
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# Default: 4 FE to 1 EU
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# Min: 4.9E-324
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# Max: 1.7976931348623157E308
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D:rfRatio=4.0
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}
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}
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##########################################################################################################
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# machine options
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#--------------------------------------------------------------------------------------------------------#
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# Config options for GT Machines, Pipes, Cables, and Electric Items
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##########################################################################################################
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"machine options" {
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# Additional Fluids to allow in GT Boilers in place of Water or Distilled Water.
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# Useful for mods like TerraFirmaCraft with different Fluids for Water
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# Default: none
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S:boilerFluids <
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>
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# The EU/t drain for each screen of the Central Monitor.
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# Default: 8
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# Min: 0
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# Max: 2147483647
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I:centralMonitorEuCost=8
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# Whether machines should explode when overloaded with power.
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# Default: true
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B:doExplosions=true
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# Whether to enable High-Tier Solar Panels (IV-UV). They will not have recipes.
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# Default: false
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B:enableHighTierSolars=true
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# Whether to enable the Maintenance Hatch, required for Multiblocks.
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# Default: true
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B:enableMaintenance=true
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# Whether to enable World Accelerators, which accelerate ticks for surrounding Tile Entities, Crops, etc.
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# Default: true
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B:enableWorldAccelerators=true
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# Energy use multiplier for electric items.
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# Default: 100
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I:energyUsageMultiplier=100
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# Whether to use GT6-style pipe and cable connections, meaning they will not auto-connect unless placed directly onto another pipe or cable.
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# Default: true
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B:gt6StylePipesCables=true
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# Whether to play machine sounds while machines are active.
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# Default: true
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B:machineSounds=true
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# Steam to EU multiplier for Steam Multiblocks.
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# 1.0 means 1L Steam -> 1 EU. 0.5 means 2L Steam -> 1 EU.
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# Default: 0.5
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D:multiblockSteamToEU=0.5
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# Divisor for Recipe Duration per Overclock.
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# Default: 2.0
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# Min: 2.0
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# Max: 3.0
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D:overclockDivisor=2.0
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# Blacklist of machines for the Processing Array.
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# Add the unlocalized Recipe Map name to blacklist the machine.
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# Default: All machines allowed
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S:processingArrayBlacklist <
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>
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# Whether insufficient energy supply should reset Machine recipe progress to zero.
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# If true, progress will reset.
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# If false, progress will decrease to zero with 2x speed
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# Default: false
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B:recipeProgressLowEnergy=false
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# Whether to require a Wrench to break machines.
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# Default: false
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B:requireWrenchForMachines=false
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# Whether Steam Multiblocks should use Steel instead of Bronze.
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# Default: false
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B:steelSteamMultiblocks=false
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}
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##########################################################################################################
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# miscellaneous options
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#--------------------------------------------------------------------------------------------------------#
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# Config options for miscellaneous features
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##########################################################################################################
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"miscellaneous options" {
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# Whether to enable more verbose logging.
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# Default: false
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B:debug=false
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# Chance with which flint and steel will create fire.
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# Default: 50
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# Min: 0
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# Max: 100
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I:flintChanceToCreateFire=50
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# Setting this to true makes GTCEu ignore error and invalid recipes that would otherwise cause crash.
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# Default: true
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B:ignoreErrorOrInvalidRecipes=true
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# Whether to enable a login message to players when they join the world.
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# Default: true
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B:loginMessage=true
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# Whether to give the terminal to new players on login
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# Default: true
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B:spawnTerminal=true
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}
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##########################################################################################################
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# recipe options
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#--------------------------------------------------------------------------------------------------------#
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# Config Options for GregTech and Vanilla Recipes
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##########################################################################################################
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"recipe options" {
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# Whether to disable the Vanilla Concrete from Powder with Water behavior, forcing the GT recipe.
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# Default: false
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B:disableConcreteInWorld=false
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# Whether to remove Block/Ingot compression and decompression in the Crafting Table.
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# Default: false
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B:disableManualCompression=false
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# Whether to make the Flint and Steel recipe require steel parts.
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# Default: true.
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B:flintAndSteelRequireSteel=true
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# Whether to generate Flawed and Chipped Gems for materials and recipes involving them.
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# Useful for mods like TerraFirmaCraft.
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# Default: false
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B:generateLowQualityGems=false
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# Whether to make coloring blocks like Concrete or Glass harder.
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# Default: false
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B:hardDyeRecipes=false
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# Whether to make Glass related recipes harder. Default: true
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B:hardGlassRecipes=false
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# Recipes for items like Iron Doors, Trapdoors, Buckets, Cauldrons, Hoppers, and Iron Bars require Iron Plates, Rods, and more.
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# Default: true
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B:hardIronRecipes=true
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# Whether to make miscellaneous recipes harder.
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# Default: false
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B:hardMiscRecipes=false
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# Whether to make Redstone related recipes harder.
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# Default: false
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B:hardRedstoneRecipes=false
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# Whether to make Vanilla Tools and Armor recipes harder.
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# Excludes Flint and Steel, and Buckets.
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# Default: false
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B:hardToolArmorRecipes=false
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# Whether to make Wood related recipes harder.
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# Excludes sticks and planks.
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# Default: false
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B:hardWoodRecipes=false
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# Whether to make crafting recipes for Bricks, Firebricks, and Coke Bricks harder.
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# Default: false
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B:harderBrickRecipes=false
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# Whether to remove charcoal smelting recipes from the vanilla furnace.
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# Default: true
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B:harderCharcoalRecipe=false
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# Whether to make the recipe for the EBF Controller harder.
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# Default: false
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B:harderEBFControllerRecipe=false
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# Change the recipe of Rods in the Lathe to 1 Rod and 2 Small Piles of Dust, instead of 2 Rods.
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# Default: false
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B:harderRods=false
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# Whether to nerf the Paper crafting recipe.
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# Default: true
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B:nerfPaperCrafting=true
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# Whether to nerf Wood crafting to 2 Planks from 1 Log, and 2 Sticks from 2 Planks.
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# Default: false
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B:nerfWoodCrafting=false
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# Whether Wrenches should require Plates instead of Ingots to craft.
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# Default: false
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B:plateWrenches=false
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# Whether to remove Vanilla Block Recipes from the Crafting Table.
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# Default: false
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B:removeVanillaBlockRecipes=false
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}
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##########################################################################################################
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# tool and armor options
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#--------------------------------------------------------------------------------------------------------#
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# Config options for Tools and Armor
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##########################################################################################################
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"tool and armor options" {
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# Should EV and IV Drills be enabled, which may cause lag when used on low-end devices?
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# Default: true
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B:enableHighTierDrills=true
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# Advanced Electric Jetpack Voltage Tier.
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# Default: 3 (HV)
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# Min: 0
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# Max: 14
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I:voltageTierAdvImpeller=3
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# Advanced NanoSuit Chestplate Voltage Tier.
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# Default: 3 (HV)
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# Min: 0
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# Max: 14
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I:voltageTierAdvNanoSuit=3
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# Advanced QuarkTech Suit Chestplate Voltage Tier.
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# Default: 5 (LuV)
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# Min: 0
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# Max: 14
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I:voltageTierAdvQuarkTech=6
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# Electric Impeller Jetpack Voltage Tier.
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# Default: 2 (MV)
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# Min: 0
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# Max: 14
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I:voltageTierImpeller=2
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# NanoSuit Voltage Tier. Default: 3 (HV)
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# Min: 0
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# Max: 14
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I:voltageTierNanoSuit=3
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# NightVision Goggles Voltage Tier. Default: 1 (LV)
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# Min: 0
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# Max: 14
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I:voltageTierNightVision=1
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# QuarkTech Suit Voltage Tier.
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# Default: 5 (IV)
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# Min: 0
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# Max: 14
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I:voltageTierQuarkTech=5
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"nanosaber options" {
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# The EU/t consumption of the NanoSaber.
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# Default: 64
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# Min: 1
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# Max: 512
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I:energyConsumption=64
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# The base damage of the NanoSaber.
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# Default: 5.0
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# Min: 0.0
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# Max: 100.0
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D:nanoSaberBaseDamage=5.0
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# The additional damage added when the NanoSaber is powered.
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# Default: 20.0
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# Min: 0.0
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# Max: 100.0
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D:nanoSaberDamageBoost=20.0
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# Should Zombies spawn with charged, active NanoSabers on hard difficulty?
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# Default: true
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B:zombieSpawnWithSabers=true
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}
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##########################################################################################################
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# armorhud
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#--------------------------------------------------------------------------------------------------------#
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# Armor HUD Location
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##########################################################################################################
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armorhud {
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# Sets HUD location
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# 1 - left-upper corner
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# 2 - right-upper corner
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# 3 - left-bottom corner
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# 4 - right-bottom corner
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I:hudLocation=1
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# Horizontal offset of HUD [0 ~ 100)
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I:hudOffsetX=0
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# Vertical offset of HUD [0 ~ 100)
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I:hudOffsetY=0
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}
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}
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##########################################################################################################
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# worldgen options
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#--------------------------------------------------------------------------------------------------------#
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# Config options for World Generation features
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##########################################################################################################
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"worldgen options" {
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# Allow GregTech to add additional GregTech Items as loot in various structures.
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# Default: true
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B:addLoot=true
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# Specifies an additional random number of veins in a section.
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# Default: 0
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I:additionalVeinsInSection=2
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|
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# Should all Stone Types drop unique Ore Item Blocks?
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# Default: false (meaning only Stone, Netherrack, and Endstone
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B:allUniqueStoneTypes=false
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# Whether to disable Rubber Tree world generation.
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# Default: false
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B:disableRubberTreeGeneration=false
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|
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|
# Whether to disable Vanilla ore generation in world.
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# Default: true
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B:disableVanillaOres=false
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|
|
|
# Whether veins should be generated in the center of chunks.
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|
# Default: true
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|
B:generateVeinsInCenterOfChunk=false
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|
|
|
# Whether to increase number of rolls for dungeon chests. Increases dungeon loot drastically.
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|
# Default: true
|
|
B:increaseDungeonLoot=true
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|
|
|
# Specifies the minimum number of veins in a section.
|
|
# Default: 1
|
|
I:minVeinsInSection=3
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|
|
|
# Multiplier for the chance to spawn a Rubber Tree on any given roll. Higher values make Rubber Trees more common.
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|
# Default: 1.0
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|
# Min: 0.0
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|
# Max: 1.7976931348623157E308
|
|
D:rubberTreeRateIncrease=1.0
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|
}
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|
|
|
}
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|
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