IntegerLimit 002da4bc24
QB Fixes (#226)
* Revert "Revert "Merge branch 'processing-lines-p2' into main""

This reverts commit db7af29d9f79af9b989fb03e2e20814cfbd70a2b.

* More Changes [NM]

Adds framework of Polytetrafluoroethylene
Adds two ae2 quests, first, the extended processing pattern terminal, provided by dev
second, the pattern expansion card
Changed [Plastic Here] sheets to solidifying [Plastic Here].

* Add Icons for Polytetrafluoroethylene Chain

* Add tasks and prerequisites to PTFE chain

* Move PTFE chain and Phantom Booster quest

Phantom Booster quest now states how to use it.

* AE2 stuff

Fix up error in 'Setting up autocrafting' quest

Port new AE2 quests to HM

* Rearranging and fixes [NM]

Fixes #232
'Early Game Chapter' was rearranged
'HV Power Storage' quest renamed to
'Good HV Power Storage'
Mentioned Glowstone-Doped Silicon Boules in Nitrogen Quest
Rearrange text in 'Hot Titanium' quest.

* Fixes [NM & HM]

Fixes Issue #232 in HM
Rearrange Phantomface quest's description in NM & HM
Port Actually Additions quests to HM.

* Early Game Stuff [NM]

Rearranged 'The Beginning' Chapter.
Added tips on 'Aluminium' quest, 'Compacting Drawer' quest, and 'Obsidian' quest.

* Rock Breaker Quests

Adds two Rock Breaker related quests
One at HV, aimed at Obsidian
One at EV, for Black Granite Processing
'EV Machine Hull' quest was edited to mention Neodynium
Small Rewording of 'Hydrofluoric Acid' quest.

* Fixes [NM]

Fixes Naq proc quest not being 'Or'
Stuff with ethylene quest
Paper Rings mentioned in LV Pumps
Underlined -> Italic
Changes in Implosion Compressor

* Players start with terminal = false

* Remove unfinished Ethylene and PTFE Lines

* Update HM qb.

* Small Fixes [NM & HM]

* Quest Reformatting (NM & HM)

* Activated Certus Quartz -> Certus Quartz
2023-02-15 18:39:50 +11:00

729 lines
28 KiB
INI

# 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).
# Min: 0
# Max: 16777215
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).
# Min: 0
# Max: 16777215
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
# The color to use as a background for the Multiblock Preview JEI Page.
# Default: 13027014 (0xC6C6C6), which is JEI's background color.
# Min: 0
# Max: 16777215
I:multiblockPreviewColor=13027014
# The color to use for the text in the Multiblock Preview JEI Page.
# Default: 3355443 (0x333333), which is minecraft's dark gray color.
# Min: 0
# Max: 16777215
I:multiblockPreviewFontColor=3355443
# Prevent tooltips from blinking for better visibility
B:preventBlinkingTooltips=false
# 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" {
# Particle config option for the Assembly Line
B:assemblyLineParticles=true
# 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
}
##########################################################################################################
# heat effect
#--------------------------------------------------------------------------------------------------------#
# Bloom config options for the heat effect (cable burning).
##########################################################################################################
"heat effect" {
# The base brightness of the bloom.
# It is similar to strength
# This value should be smaller than highBrightnessThreshold.
# OUTPUT = BACKGROUND + BLOOM * strength * ({base} + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
# Default: 0.1
# Min: 0.0
# Max: 1.7976931348623157E308
D:baseBrightness=0.0
# Bloom Algorithm
# 0 - Simple Gaussian Blur Bloom (Fast)
# 1 - Unity Bloom
# 2 - Unreal Bloom
# Default: 2
# Min: 0
# Max: 2
I:bloomStyle=2
# The brightness after bloom should not exceed this value. It can be used to limit the brightness of highlights (e.g., daytime).
# OUTPUT = BACKGROUND + BLOOM * strength * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*({HT}-LT)))
# This value should be greater than lowBrightnessThreshold.
# Default: 0.5
# Min: 0.0
# Max: 1.7976931348623157E308
D:highBrightnessThreshold=1.4
# The brightness after bloom should not smaller than this value. It can be used to limit the brightness of dusky parts (e.g., night/caves).
# OUTPUT = BACKGROUND + BLOOM * strength * (base + {LT} + (1 - BACKGROUND_BRIGHTNESS)*(HT-{LT})))
# This value should be smaller than highBrightnessThreshold.
# Default: 0.2
# Min: 0.0
# Max: 1.7976931348623157E308
D:lowBrightnessThreshold=0.6
# Bloom Strength
# OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT)))
# Default: 2
# Min: 0.0
# Max: 1.7976931348623157E308
D:strength=1.1
# Whether to use shader programs.
# Default: true
B:useShader=true
}
}
}
##########################################################################################################
# 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 multiblocks should ignore all cleanroom requirements.
# This does nothing if B:enableCleanroom is false.
# Default: false
B:cleanMultiblocks=false
B:doExplosions=false
# Whether machines explode in rainy weather or when placed next to certain terrain, such as fire or lava
# Default: false
B:doTerrainExplosion=false
# Whether machines or boilers damage the terrain when they explode.
# Note machines and boilers always explode when overloaded with power or met with special conditions, regardless of this config.
# Default: true
B:doesExplosionDamagesTerrain=true
# Whether to enable the cleanroom, required for various recipes.
# Default: true
B:enableCleanroom=true
# Whether to enable High-Tier Solar Panels (IV-UV). They will not have recipes.
# Default: false
B:enableHighTierSolars=true
# 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
# Block to replace mined ores with in the miner and multiblock miner.
# Default: minecraft:cobblestone
S:replaceMinedBlocksWith=minecraft:cobblestone
# Whether to require a Wrench, Wirecutter, or other GregTech tools to break machines, casings, wires, and more.
# Default: false
B:requireGTToolsForBlocks=false
B:requireWrenchForMachines=false
# Whether Steam Multiblocks should use Steel instead of Bronze.
# Default: false
B:steelSteamMultiblocks=false
# List of TileEntities that the World Accelerator should not accelerate.
# GregTech TileEntities are always blocked.
# Entries must be in a fully qualified format. For example: appeng.tile.networking.TileController
# Default: none
S:worldAcceleratorBlacklist <
>
}
##########################################################################################################
# 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=false
}
##########################################################################################################
# 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
# Recipes for items like Iron Doors, Trapdoors, Anvil require Iron Plates, Rods, and more.
# Default: false
B:hardAdvancedIronRecipes=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=false
# Recipes for 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=false
# Whether to make Redstone related recipes harder.
# Default: false
B:hardRedstoneRecipes=false
# Whether to make Vanilla Tools and Armor recipes harder.
# Excludes Flint and Steel, and Buckets.
# Default: false
B:hardToolArmorRecipes=false
# Whether to make Wood related recipes harder.
# Excludes sticks and planks.
# Default: false
B:hardWoodRecipes=false
# Whether to make crafting recipes for Bricks, Firebricks, and Coke Bricks harder.
# Default: false
B:harderBrickRecipes=false
# Whether to remove charcoal smelting recipes from the vanilla furnace.
# Default: true
B:harderCharcoalRecipe=false
# Whether to make the recipe for the EBF Controller harder.
# Default: false
B:harderEBFControllerRecipe=false
# 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=false
# Whether to nerf Wood crafting to 2 Planks from 1 Log, and 2 Sticks from 2 Planks.
# Default: false
B:nerfWoodCrafting=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" {
B:enableHighTierDrills=true
# Random chance for electric tools to take actual damage
# Default: 10%
# Min: 0
# Max: 100
I:rngDamageElectricTools=10
# 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=4
# 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=4
# 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
}
}