Delete .minecraft directory

This commit is contained in:
cfouche3005
2022-10-12 16:31:16 +02:00
committed by GitHub
parent a56ebfd7d1
commit 04b46b4cae
271 changed files with 0 additions and 8882 deletions

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#Config to adjust general mod settings
[General]
#Enable the debug mode. You should only enable it, if a developer says it or something does not work.
enableDebugMode = false
[Core]
#Enables initial cooldown on peripheral initialization
isInitialCooldownEnabled = true
#Determinates initial cooldown sensentive level, values lower then this value will not trigger initial cooldown
#Range: > 0
initialCooldownSensetiveLevel = 6000

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#Config for metaphysics
[Metaphysics]
#Defines energy to fuel rate
#Range: > 575
energyToFuelRate = 575
enableWeakAutomataCore = true
enableEndAutomataCore = true
enableHusbandryAutomataCore = true
#Defines max warp point stored in warp core. Mostly need to not allow NBT overflow error
#Range: > 1
endAutomataCoreWarpPointLimit = 64
#Chance that overpowered automata will break after rotation cycle
#Range: 0.0 ~ 1.0
overpoweredAutomataBreakChance = 0.002
#Range: 1 ~ 64
tier1AutomataCoreInteractionRadius = 2
#Range: 1 ~ 32
tier1AutomataCoreMaxFuelConsumptionRate = 2
#Range: 1 ~ 64
tier2AutomataCoreInteractionRadius = 4
#Range: 1 ~ 32
tier2AutomataCoreMaxFuelConsumptionRate = 3
#Range: 1 ~ 64
overpoweredTier1AutomataCoreInteractionRadius = 4
#Range: 1 ~ 32
overpoweredTier1AutomataCoreMaxFuelConsumptionRate = 3
#Range: 1 ~ 64
overpoweredTier2AutomataCoreInteractionRadius = 6
#Range: 1 ~ 32
overpoweredTier2AutomataCoreMaxFuelConsumptionRate = 4

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#Peripherals config
[Peripherals]
[Peripherals.Player_Detector]
#Enable the Player Detector or not.
enablePlayerDetector = true
#The max range of the player detector functions. If anyone use a higher range, the detector will use this max range
#Range: 0 ~ 100000000
playerDetMaxRange = 100000000
#Activates the "getPlayerPos" function of the Player Detector
enablePlayerPosFunction = true
#Adds more information to `getPlayerPos` of the Player Detector. Like rotation and dimension
morePlayerInformation = true
[Peripherals.Energy_Detector]
#Enable the Energy Detector or not.
enableEnergyDetector = true
#Defines the maximum energy flow of the energy detector.
#Range: > 1
energyDetectorMaxFlow = 2147483647
[Peripherals.NBT_Storage]
#Enable the nbt storage block or not
enableNBTStorage = true
#Defines max nbt string length that can be stored in nbt storage
#Range: > 0
nbtStorageMaxSize = 1048576
[Peripherals.Chunky_Turtle]
#Enable the Chunky Turtle or not.
enableChunkyTurtle = true
#Time in seconds, while loaded chunk can be consider as valid without touch
#Range: > 60
chunkLoadValidTime = 600
[Peripherals.Chat_Box]
#Enable the Chat Box or not.
enableChatBox = true
#Defines default chatbox prefix
defaultChatBoxPrefix = "AP"
[Peripherals.ME_Bridge]
#Enable the Me Bridge or not.
enableMeBridge = true
#Power consumption per tick.
#Range: > 0
mePowerConsumption = 10
[Peripherals.RS_Bridge]
#Enable the Rs Bridge or not.
enableRsBridge = true
#Power consumption per tick.
#Range: > 0
rsPowerConsumption = 10
[Peripherals.Environment_Detector]
#Enable the Environment Detector or not.
enableEnvironmentDetector = true
[Peripherals.AR_Controller]
#Enable the AR goggles or not.
enableARGoggles = true
[Peripherals.Inventory_Manager]
#Enable the inventory manager or not.
enableInventoryManager = true
[Peripherals.Redstone_Integrator]
#Enable the redstone integrator or not.
enableRedstoneIntegrator = true
[Peripherals.Block_Reader]
#Enable the block reader or not.
enableBlockReader = true
[Peripherals.Geo_Scanner]
#Enable the geo scanner or not.
enableGeoScanner = true
[Peripherals.Colony_Integrator]
#Enable the colony integrator or not.
enableColonyIntegrator = true
[Peripherals.Compass_Turtle]
#Enable the compass turtle or not.
enableCompassTurtle = true
[Peripherals.Powered_Peripherals]
#Enable RF storage for peripherals, that could use it
enablePoweredPeripherals = false
#Defines max energy storage in any powered peripheral
#Range: > 1000000
poweredPeripheralMaxEnergyStored = 100000000
[Peripherals.Operations]
#Range: > 1000
digCooldown = 1000
#Range: > 0
digCost = 1
#Range: > 1000
useOnBlockCooldown = 5000
#Range: > 0
useOnBlockCost = 1
#Range: > 1000
suckCooldown = 1000
#Range: > 0
suckCost = 1
#Range: > 1000
useOnAnimalCooldown = 2500
#Range: > 0
useOnAnimalCost = 10
#Range: > 1000
captureAnimalCooldown = 50000
#Range: > 0
captureAnimalCost = 100
#Range: > 1000
warpCooldown = 1000
#Range: > 0
warpCost = 1
#Range: > 1000
scanBlocksCooldown = 2000
#Range: 1 ~ 64
scanBlocksMaxFreeRadius = 8
#Range: 1 ~ 64
scanBlocksMaxCostRadius = 16
#Range: 0.1 ~ 1.7976931348623157E308
scanBlocksExtraBlockCost = 0.17
#Range: > 1000
scanEntitiesCooldown = 2000
#Range: 1 ~ 64
scanEntitiesMaxFreeRadius = 8
#Range: 1 ~ 64
scanEntitiesMaxCostRadius = 16
#Range: 0.1 ~ 1.7976931348623157E308
scanEntitiesExtraBlockCost = 0.17
#Range: > 1000
chatMessageCooldown = 1000

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#Config to adjust world settings
[World]
#Enable the villager structures for the computer scientist.
enableVillagerStructures = true
#Gives the ap documentation to new players on a world.
givePlayerBookOnJoin = true
#The weight of the villager structures
#Range: 0 ~ 16000
villagerStructureWeight = 10

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# The RegistryName for the Item to lock EnderChests and Tanks.
S:"personalItem"="minecraft:diamond"
# Causes chests to lose personal settings and drop the diamond on break.
B:"anarchyMode"=false
# The size of each inventory of EnderStorage, 0 = 3x3, 1 = 3x9, 2 = 6x9, default = 1
I:"item_storage_size"=1
# Disables the tank on top of creators heads.
B:"disableCreatorVisuals"=false
# Enable this to make EnderStorage use vanilla's EnderChest sounds instead of the standard chest.
B:"useVanillaEnderChestsSounds"=false

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#Mekanism Additions Client Config. This config only exists on the client.
[additions-client]
#If the voice server is enabled and voiceKeyIsToggle is also enabled, the voice key will act as a toggle instead of requiring to be held while talking.
voiceKeyIsToggle = false

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#Mekanism Additions Common Config. This config is not sync'd between server and client.
[additions-common]
#Config options regarding spawning of entities.
[additions-common.spawning]
#Config options regarding baby creepers.
[additions-common.spawning.baby-creepers]
#Enable the spawning of baby creepers. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby creepers spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby creepers spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby creepers spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby creepers spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby creepers spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby creepers will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby creepers will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
#Config options regarding baby endermen.
[additions-common.spawning.baby-endermen]
#Enable the spawning of baby endermen. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby endermen spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby endermen spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby endermen spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby endermen spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby endermen spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby endermen will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby endermen will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
#Config options regarding baby skeletons.
[additions-common.spawning.baby-skeletons]
#Enable the spawning of baby skeletons. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby skeletons spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby skeletons spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby skeletons spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby skeletons spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby skeletons spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby skeletons will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby skeletons will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
#Config options regarding baby strays.
[additions-common.spawning.baby-strays]
#Enable the spawning of baby strays. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby strays spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby strays spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby strays spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby strays spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby strays spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby strays will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby strays will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
#Config options regarding baby wither skeletons.
[additions-common.spawning.baby-wither-skeletons]
#Enable the spawning of baby wither skeletons. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby wither skeletons spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby wither skeletons spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby wither skeletons spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby wither skeletons spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby wither skeletons spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby wither skeletons will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby wither skeletons will not spawn in even if the normal mob variant can spawn.
structureBlackList = []

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#Mekanism Additions Config. This config is synced between server and client.
[additions]
#Fuse time for Obsidian TNT.
#Range: > 0
obsidianTNTDelay = 100
#Radius of the explosion of Obsidian TNT.
obsidianTNTBlastRadius = 12
#Enables the voice server for Walkie Talkies.
voiceServerEnabled = false
#TCP port for the Voice server to listen on.
#Range: 1 ~ 65535
VoicePort = 36123

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#Client Config. This config only exists on the client
[client]
#Play sounds for Jetpack/Gas Mask/Flamethrower/Radiation (all players).
enablePlayerSounds = true
#If enabled machines play their sounds while running.
enableMachineSounds = true
#Should holiday greetings and easter eggs play for holidays (ex: Christmas and New Years).
holidays = true
#Adjust Mekanism sounds' base volume. < 1 is softer, higher is louder.
#Range: 0.0 ~ 3.4028234663852886E38
baseSoundVolume = 1.0
#If true, don't render Cables/Pipes/Tubes as transparent and don't render their contents.
opaqueTransmitters = false
#Allow sneak + scroll to change item modes.
allowModeScroll = true
#Align HUD (text) with left (if true) or right (if false)
alignHUDLeft = true
#Scale of the text displayed on the HUD.
#Range: 0.25 ~ 1.0
hudScale = 0.6
#Enable item information HUD during gameplay
enableHUD = true
#Color of energy in item durability display.
energyColor = 3997338
#Range at which Tile Entity Renderer's added by Mekanism can render at, for example the contents of multiblocks. Vanilla defaults the rendering range for TERs to 64 for most blocks, but uses a range of 256 for beacons and end gateways.
#Range: 1 ~ 1024
terRange = 256
#Particle Config
[client.particle]
#Set to false to prevent particle spam when loading multiblocks (notification message will display instead).
enableMultiblockFormationParticles = true
#Show particles when machines active.
machineEffects = true
#How far (in blocks) from the player radiation particles can spawn.
radiationParticleRadius = 30
#How many particles spawn when rendering radiation effects (scaled by radiation level).
radiationParticleCount = 100
#Show bolts when the Magnetic Attraction Unit is pulling items.
magneticAttraction = true
#Show bolts for various AOE tool behaviors such as tilling, debarking, and vein mining.
toolAOE = true
#GUI Config
[client.gui]
#Opacity of HUD used by MekaSuit.
#Range: 0.0 ~ 1.0
hudOpacity = 0.4000000059604645
#Color of HUD used by MekaSuit.
hudColor = 4257264
#Color of warning HUD elements used by MekaSuit.
hudWarningColor = 16768335
#Color of danger HUD elements used by MekaSuit.
hudDangerColor = 16726076
#Visual jitter of MekaSuit HUD, seen when moving the player's head. Bigger value = more jitter.
#Range: 1.0 ~ 100.0
hudJitter = 6.0
#Display a fancy compass when the MekaSuit is worn.
mekaSuitHelmetCompass = true
#Last Window Positions. In general these values should not be modified manually.
[client.gui.window]
[client.gui.window.color]
x = 2147483647
y = 2147483647
[client.gui.window.confirmation]
x = 2147483647
y = 2147483647
[client.gui.window.crafting0]
x = 2147483647
y = 2147483647
[client.gui.window.crafting1]
x = 2147483647
y = 2147483647
[client.gui.window.crafting2]
x = 2147483647
y = 2147483647
[client.gui.window.mekaSuitHelmet]
x = 2147483647
y = 2147483647
[client.gui.window.rename]
x = 2147483647
y = 2147483647
[client.gui.window.skinSelect]
x = 2147483647
y = 2147483647
[client.gui.window.sideConfig]
x = 2147483647
y = 2147483647
[client.gui.window.transporterConfig]
x = 2147483647
y = 2147483647
[client.gui.window.upgrade]
x = 2147483647
y = 2147483647
#QIO Config
[client.qio]
#Sorting strategy when viewing items in a QIO Item Viewer.
#Allowed Values: NAME, SIZE, MOD
itemViewerSortType = "NAME"
#Sorting direction when viewing items in a QIO Item Viewer.
#Allowed Values: ASCENDING, DESCENDING
itemViewerSortDirection = "ASCENDING"
#Number of slots to view horizontally on a QIO Item Viewer.
#Range: 8 ~ 16
itemViewerSlotsX = 8
#Number of slots to view vertically on a QIO Item Viewer.
#Range: 2 ~ 48
itemViewerSlotsY = 4

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#Mekanism Common Config. This config is not sync'd between server and client.
[common]
#Displayed energy type in Mekanism GUIs and network reader readings.
#Allowed Values: JOULES, FORGE_ENERGY, ELECTRICAL_UNITS
energyType = "FORGE_ENERGY"
#Displayed temperature unit in Mekanism GUIs and network reader readings.
#Allowed Values: KELVIN, CELSIUS, RANKINE, FAHRENHEIT, AMBIENT
temperatureUnit = "KELVIN"

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#Gear Config. This config is synced from server to client.
[gear]
#Atomic Disassembler Settings
[gear.atomic_disassembler]
#Base Energy (Joules) usage of the Atomic Disassembler. (Gets multiplied by speed factor)
energyUsage = "10"
#Cost in Joules of using the Atomic Disassembler as a weapon.
energyUsageWeapon = "2000"
#The max Atomic Disassembler Vein Mining Block Count.
miningCount = 128
#Enable the 'Slow' mode for the Atomic Disassembler.
slowMode = true
#Enable the 'Fast' mode for the Atomic Disassembler.
fastMode = true
#Enable the 'Vein Mining' mode for the Atomic Disassembler.
veinMining = false
#The amount of damage the Atomic Disassembler does when it is out of power. (Value is in number of half hearts)
minDamage = 4
#The amount of damage the Atomic Disassembler does when it has at least energyUsageWeapon power stored. (Value is in number of half hearts)
maxDamage = 20
#Maximum amount (joules) of energy the Atomic Disassembler can contain.
maxEnergy = "1000000"
#Amount (joules) of energy the Atomic Disassembler can accept per tick.
chargeRate = "5000"
#Configurator Settings
[gear.configurator]
#Maximum amount (joules) of energy the Configurator can contain.
maxEnergy = "60000"
#Amount (joules) of energy the Configurator can accept per tick.
chargeRate = "300"
#Energy usage in joules of using the configurator to configure machines.
energyPerConfigure = "400"
#Energy cost in joules for each item the configurator ejects from a machine on empty mode.
energyPerItem = "8"
#Electric Bow Settings
[gear.electric_bow]
#Maximum amount (joules) of energy the Electric Bow can contain.
maxEnergy = "120000"
#Amount (joules) of energy the Electric Bow can accept per tick.
chargeRate = "600"
#Cost in Joules of using the Electric Bow.
energyUsage = "120"
#Cost in Joules of using the Electric Bow with flame mode active.
energyUsageFire = "1200"
#Energy Tablet Settings
[gear.energy_tablet]
#Maximum amount (joules) of energy the Energy Tablet can contain.
maxEnergy = "1000000"
#Amount (joules) of energy the Energy Tablet can accept per tick.
chargeRate = "5000"
#Flamethrower Settings
[gear.flamethrower]
#Flamethrower Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 24000
#Amount of hydrogen the Flamethrower can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Determines whether or not the Flamethrower can destroy items if it fails to smelt them.
destroyItems = true
#Free Runner Settings
[gear.free_runner]
#Energy cost/multiplier in Joules for reducing fall damage with free runners. Energy cost is: FallDamage * freeRunnerFallEnergyCost. (1 FallDamage is 1 half heart)
fallEnergyCost = "50"
#Percent of damage taken from falling that can be absorbed by Free Runners when they have enough power.
#Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0
#Maximum amount (joules) of energy Free Runners can contain.
maxEnergy = "64000"
#Amount (joules) of energy the Free Runners can accept per tick.
chargeRate = "320"
#Armored Free Runner Settings
[gear.free_runner.armored]
#Armor value of the Armored Free Runners
#Range: > 0
armor = 3
#Toughness value of the Armored Free Runners.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 2.0
#Knockback resistance value of the Armored Free Runners.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.0
#Jetpack Settings
[gear.jetpack]
#Jetpack Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 24000
#Amount of hydrogen the Jetpack can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Armored Jetpack Settings
[gear.jetpack.armored]
#Armor value of the Armored Jetpack.
#Range: > 0
armor = 8
#Toughness value of the Armored Jetpack.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 2.0
#Knockback resistance value of the Armored Jetpack.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.0
#Network Reader Settings
[gear.network_reader]
#Maximum amount (joules) of energy the Network Reader can contain.
maxEnergy = "60000"
#Amount (joules) of energy the Network Reader can accept per tick.
chargeRate = "300"
#Energy usage in joules for each network reading.
energyUsage = "400"
#Portable Teleporter Settings
[gear.portable_teleporter]
#Maximum amount (joules) of energy the Portable Teleporter can contain.
maxEnergy = "1000000"
#Amount (joules) of energy the Portable Teleporter can accept per tick.
chargeRate = "5000"
#Delay in ticks before a player is teleported after clicking the Teleport button in the portable teleporter.
delay = 0
#Scuba Tank Settings
[gear.scuba_tank]
#Scuba Tank Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 24000
#Amount of oxygen the Scuba Tank Gas Tank can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Seismic Reader Settings
[gear.seismic_reader]
#Maximum amount (joules) of energy the Seismic Reader can contain.
maxEnergy = "12000"
#Amount (joules) of energy the Seismic Reader can accept per tick.
chargeRate = "60"
#Energy usage in joules required to use the Seismic Reader.
energyUsage = "250"
#Canteen Settings
[gear.canteen]
#Maximum amount of Nutritional Paste storable by the Canteen.
#Range: > 1
maxStorage = 64000
#Rate at which Nutritional Paste can be transferred into a Canteen.
#Range: > 1
transferRate = 128
#Meka-Tool Settings
[gear.mekatool]
#Base energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
energyUsage = "10"
#Silk touch energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
energyUsageSilk = "100"
#Cost in Joules of using the Meka-Tool to deal 4 units of damage.
energyUsageWeapon = "2000"
#Cost in Joules of using the Meka-Tool to teleport 10 blocks.
energyUsageTeleport = "1000"
#Maximum distance a player can teleport with the Meka-Tool.
maxTeleportReach = 100
#Base damage applied by the Meka-Tool without using any energy.
baseDamage = 4
#Efficiency of the Meka-Tool with energy but without any upgrades.
baseEfficiency = 4.0
#Energy capacity (Joules) of the Meka-Tool without any installed upgrades. Quadratically scaled by upgrades.
baseEnergyCapacity = "16000000"
#Amount (joules) of energy the Meka-Tool can accept per tick. Quadratically scaled by upgrades.
chargeRate = "100000"
#Cost in Joules of using the Meka-Tool as a hoe.
energyUsageHoe = "10"
#Cost in Joules of using the Meka-Tool as a shovel for making paths and dowsing campfires.
energyUsageShovel = "10"
#Cost in Joules of using the Meka-Tool as an axe for stripping logs, scraping, or removing wax.
energyUsageAxe = "10"
#Cost in Joules of using the Meka-Tool to shear entities.
energyUsageShearEntity = "10"
#Enable the 'Extended Vein Mining' mode for the Meka-Tool. (Allows vein mining everything not just ores/logs)
extendedMining = true
#MekaSuit Settings
[gear.mekasuit]
#Energy capacity (Joules) of MekaSuit items without any installed upgrades. Quadratically scaled by upgrades.
baseEnergyCapacity = "16000000"
#Amount (joules) of energy the MekaSuit can accept per tick. Quadratically scaled by upgrades.
chargeRate = "100000"
#Energy usage (Joules) of MekaSuit when adding 0.1 to jump motion.
baseJumpEnergyUsage = "1000"
#Energy usage (Joules) per second of the MekaSuit when flying with the Elytra Unit.
elytraEnergyUsage = "32000"
#Energy usage (Joules) of MekaSuit when lessening a potion effect.
energyUsagePotionTick = "40000"
#Energy cost/multiplier in Joules for reducing magic damage via the inhalation purification unit. Energy cost is: MagicDamage * energyUsageMagicPrevent. (1 MagicDamage is 1 half heart).
energyUsageMagicReduce = "1000"
#Energy cost/multiplier in Joules for reducing fall damage with MekaSuit Boots. Energy cost is: FallDamage * freeRunnerFallEnergyCost. (1 FallDamage is 1 half heart)
energyUsageFall = "50"
#Energy usage (Joules) of MekaSuit when adding 0.1 to sprint motion.
energyUsageSprintBoost = "100"
#Energy usage (Joules) of MekaSuit per tick when flying via Gravitational Modulation.
energyUsageGravitationalModulation = "1000"
#Charge rate of inventory items (Joules) per tick.
inventoryChargeRate = "10000"
#Solar recharging rate (Joules) of helmet per tick, per upgrade installed.
solarRechargingRate = "500"
#Energy usage (Joules) of MekaSuit per tick of using vision enhancement.
energyUsageVisionEnhancement = "500"
#Energy usage (Joules) of MekaSuit per tick of using hydrostatic repulsion.
energyUsageHydrostaticRepulsion = "500"
#Energy usage (Joules) of MekaSuit per half-food of nutritional injection.
energyUsageNutritionalInjection = "20000"
#Energy usage (Joules) of MekaSuit per unit of damage applied.
energyUsageDamage = "100000"
#Energy usage (Joules) of MekaSuit per tick of attracting a single item.
energyUsageItemAttraction = "250"
#Maximum amount of Nutritional Paste storable by the nutritional injection unit.
#Range: > 1
nutritionalMaxStorage = 128000
#Rate at which Nutritional Paste can be transferred into the nutritional injection unit.
#Range: > 1
nutritionalTransferRate = 256
#Maximum amount of Hydrogen storable in the jetpack unit.
#Range: 1 ~ 9223372036854775807
jetpackMaxStorage = 48000
#Rate at which Hydrogen can be transferred into the jetpack unit.
#Range: 1 ~ 9223372036854775807
jetpackTransferRate = 256
#Armor value of MekaSuit Helmets.
#Range: > 0
helmetArmor = 3
#Armor value of MekaSuit BodyArmor.
#Range: > 0
bodyArmorArmor = 8
#Armor value of MekaSuit Pants.
#Range: > 0
pantsArmor = 6
#Armor value of MekaSuit Boots.
#Range: > 0
bootsArmor = 3
#Toughness value of the MekaSuit.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 3.0
#Knockback resistance value of the MekaSuit.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.10000000149011612
[gear.mekasuit.damage_absorption]
#Percent of damage taken from fall that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0
#Percent of damage taken from magic damage that can be absorbed by MekaSuit Helmet with Purification unit when it has enough power.
#Range: 0.0 ~ 1.0
magicDamageReductionRatio = 1.0
#Percent of damage taken from other non explicitly supported damage types that don't bypass armor when the MekaSuit has enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
unspecifiedDamageReductionRatio = 1.0
#Percent of damage taken from anvil that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
anvilDamageReductionRatio = 1.0
#Percent of damage taken from cactus that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
cactusDamageReductionRatio = 1.0
#Percent of damage taken from cramming that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
crammingDamageReductionRatio = 1.0
#Percent of damage taken from dragonBreath that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
dragonBreathDamageReductionRatio = 1.0
#Percent of damage taken from dryout that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
dryoutDamageReductionRatio = 1.0
#Percent of damage taken from fallingBlock that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
fallingBlockDamageReductionRatio = 1.0
#Percent of damage taken from flyIntoWall that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
flyIntoWallDamageReductionRatio = 1.0
#Percent of damage taken from generic that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
genericDamageReductionRatio = 1.0
#Percent of damage taken from hotFloor that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
hotFloorDamageReductionRatio = 1.0
#Percent of damage taken from inFire that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
inFireDamageReductionRatio = 1.0
#Percent of damage taken from inWall that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
inWallDamageReductionRatio = 1.0
#Percent of damage taken from lava that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
lavaDamageReductionRatio = 1.0
#Percent of damage taken from lightningBolt that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
lightningBoltDamageReductionRatio = 1.0
#Percent of damage taken from onFire that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
onFireDamageReductionRatio = 1.0
#Percent of damage taken from sweetBerryBush that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
sweetBerryBushDamageReductionRatio = 1.0
#Percent of damage taken from wither that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
witherDamageReductionRatio = 1.0
#Percent of damage taken from freeze that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
freezeDamageReductionRatio = 1.0
#Percent of damage taken from fallingStalactite that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
fallingStalactiteDamageReductionRatio = 1.0
#Percent of damage taken from stalagmite that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
stalagmiteDamageReductionRatio = 1.0

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#General Config. This config is synced from server to client.
[general]
#Log Mekanism packet names. Debug setting.
logPackets = false
#Disable to make the anchor upgrade not do anything.
allowChunkloading = true
#Enable this to allow dragging items from JEI into the target slot of Digital Miner filters.
easyMinerFilters = false
#How many ticks must pass until a block's active state is synced with the client, if it has been rapidly changing.
blockDeactivationDelay = 60
#Any mod ids added to this list will not be able to have any of their blocks, picked up by the cardboard box. For example: ["mekanism"]
cardboardModBlacklist = []
#Allow right clicking on Cables/Pipes/Tubes with alloys to upgrade the tier.
transmitterAlloyUpgrade = true
#Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible).
#Range: > 1
maxUpgradeMultiplier = 10
#How much Boiler heat is immediately usable to convert water to steam.
boilerWaterConductivity = 0.7
#Amount of heat produced per fuel tick of a fuel's burn time in the Fuelwood Heater.
heatPerFuelTick = 400.0
#Number of ticks to burn an item at in a Fuelwood Heater. Use this config option to effectively make Fuelwood Heater's burn faster but produce the same amount of heat per item.
#Range: 1 ~ 1000
fuelwoodTickMultiplier = 1
#How much heat energy is created from one Joule of regular energy in the Resistive Heater.
#Range: 0.0 ~ 1.0
resistiveHeaterEfficiency = 0.6
#Amount of heat each Boiler heating element produces.
superheatingHeatTransfer = 1.6E7
#Peak processing rate for the Solar Neutron Activator. Note: It can go higher than this value in some extreme environments.
maxSolarNeutronActivatorRate = 64
#Dynamic Tank Settings
[general.dynamic_tank]
#Amount of fluid (mB) that each block of the dynamic tank contributes to the volume. Max = volume * fluidPerTank
#Range: 1 ~ 368224
fluidPerTank = 350000
#Amount of chemical (mB) that each block of the dynamic tank contributes to the volume. Max = volume * chemicalPerTank
#Range: 1 ~ 1581510980256305
chemicalPerTank = 16000000
#Auto Eject Settings
[general.auto_eject]
#Rate at which fluid gets auto ejected from tiles.
fluid = 1024
#Rate at which chemicals gets auto ejected from tiles.
#Range: 1 ~ 9223372036854775807
chemical = 1024
#The percentage of a tank's capacity to leave contents in when set to dumping excess.
#Range: 0.001 ~ 1.0
dumpExcessKeepRatio = 0.9
#Prefilled Tanks
[general.prefilled]
#Add filled creative fluid tanks to creative/JEI.
fluidTanks = true
#Add filled creative gas tanks to creative/JEI.
gasTanks = true
#Add filled creative infusion tanks to creative/JEI.
infusionTanks = true
#Add filled creative pigment tanks to creative/JEI.
pigmentTanks = true
#Add filled creative slurry tanks to creative/JEI.
slurryTanks = true
#Energy Conversion Rate Settings
[general.energy_conversion]
#Disables IC2 power integration. Requires world restart (server-side option in SMP).
blacklistIC2 = false
#Conversion multiplier from EU to Joules (EU * JoulePerEU = Joules)
JoulePerEU = "10"
#Conversion multiplier from Joules to EU (Joules * EUPerJoule = EU)
EUPerJoule = "0.1000"
#Disables Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP).
blacklistForge = false
#Conversion multiplier from Forge Energy to Joules (FE * JoulePerForgeEnergy = Joules)
JoulePerForgeEnergy = "2.5000"
#Conversion multiplier from Joules to Forge Energy (Joules * ForgeEnergyPerJoule = FE)
ForgeEnergyPerJoule = "0.4000"
#Disables Flux Networks higher throughput Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP). Note: Disabling Forge Energy integration also disables this.
blacklistFluxNetworks = false
#How much energy is produced per mB of Hydrogen, also affects Electrolytic Separator usage, Ethylene burn rate and Gas generator energy capacity.
HydrogenEnergyDensity = "200"
#Burn time for Ethylene (1mB hydrogen + 2*bioFuel/tick*200ticks/100mB * 20x efficiency bonus).
#Range: > 1
EthyleneBurnTime = 40
#Maximum Joules per mB of Steam. Also affects Thermoelectric Boiler.
maxEnergyPerSteam = "10"
#Radiation Settings
[general.radiation]
#Enable worldwide radiation effects. Don't be a downer and disable this.
radiationEnabled = true
#The radius of chunks checked when running radiation calculations. The algorithm is efficient, but don't abuse it by making this crazy high.
#Range: 1 ~ 100
chunkCheckRadius = 5
#Radiation sources are multiplied by this constant roughly once per second to represent their emission decay. At the default rate, it takes roughly 10 hours to remove a 1,000 Sv/h (crazy high) source.
sourceDecayRate = 0.9995
#Radiated objects and entities are multiplied by this constant roughly once per second to represent their dosage decay.
targetDecayRate = 0.9995
#Defines the minimum severity radiation dosage severity (scale of 0 to 1) for which negative effects can take place. Set to 1 to disable negative effects completely.
#Range: 0.0 ~ 1.0
negativeEffectsMinSeverity = 0.1
#Amount of gas (mB) that can be stored in a Radioactive Waste Barrel.
#Range: 1 ~ 9223372036854775807
radioactiveWasteBarrelMaxGas = 512000
#Number of ticks required for radioactive gas stored in a Radioactive Waste Barrel to decay radioactiveWasteBarrelDecayAmount mB.
#Range: > 1
radioactiveWasteBarrelProcessTicks = 20
#Number of mB of gas that decay every radioactiveWasteBarrelProcessTicks ticks when stored in a Radioactive Waste Barrel. Set to zero to disable decay all together. (Gases in the mekanism:waste_barrel_decay_blacklist tag will not decay).
#Range: 0 ~ 9223372036854775807
radioactiveWasteBarrelDecayAmount = 1
#Digital Miner Settings
[general.digital_miner]
#Energy multiplier for using silk touch mode with the Digital Miner.
silkMultiplier = 12
#Maximum radius in blocks that the Digital Miner can reach. (Increasing this may have negative effects on stability and/or performance. We strongly recommend you leave it at the default value).
#Range: > 1
maxRadius = 32
#Number of ticks required to mine a single block with a Digital Miner (without any upgrades).
#Range: > 1
ticksPerMine = 80
#Laser Settings
[general.laser]
#If enabled, lasers can break blocks and the flamethrower starts fires.
aestheticWorldDamage = true
#How far (in blocks) a laser can travel.
range = 64
#Energy needed to destroy or attract blocks with a Laser (per block hardness level).
energyNeededPerHardness = "100000"
#Energy used per half heart of damage being transferred to entities.
energyPerDamage = "2500"
#Oredictionificator Settings
[general.oredictionificator]
#The list of valid tag prefixes for the Oredictionificator. Note: It is highly recommended to only include well known/defined tag prefixes otherwise it is very easy to potentially add in accidental conversions of things that are not actually equivalent.
validItemFilters = ["forge:dusts/", "forge:ingots/", "forge:nuggets/", "forge:ores/", "forge:storage_blocks/"]
#Pump Settings
[general.pump]
#Maximum block distance to pull fluid from for the Electric Pump.
maxPumpRange = 80
#If enabled makes Water and Heavy Water blocks be removed from the world on pump.
pumpWaterSources = false
#Fluidic Plenisher stops after this many blocks.
maxPlenisherNodes = 4000
#Quantum Entangloporter Settings
[general.quantum_entangloporter]
#Maximum energy buffer (Mekanism Joules) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier energy cube capacity.
energyBuffer = "256000000"
#Maximum fluid buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
#Range: > 1
fluidBuffer = 256000
#Maximum chemical buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
#Range: 1 ~ 9223372036854775807
chemicalBuffer = 8192000
#Block security/protection Settings
[general.security]
#Enable the security system for players to prevent others from accessing their machines. Does NOT affect Frequencies.
allowProtection = true
#Ops can bypass the block security restrictions if enabled.
opsBypassRestrictions = false
#Nutritional Paste Settings
[general.nutritional_paste]
#Saturation level of Nutritional Paste when eaten.
saturation = 0.8
#How much mB of Nutritional Paste equates to one 'half-food.'
mbPerFood = 50
#Thermal Evaporation Plant Settings
[general.thermal_evaporation]
#Thermal Evaporation Tower heat loss per tick.
heatDissipation = 0.02
#Temperature to amount produced ratio for Thermal Evaporation Tower.
tempMultiplier = 0.4
#Heat to absorb per Solar Panel array of Thermal Evaporation Tower.
solarMultiplier = 0.2
#Heat capacity of Thermal Evaporation Tower layers (increases amount of energy needed to increase temperature).
heatCapacity = 100.0
#SPS Settings
[general.sps]
#How much input gas (polonium) in mB must be processed to make 1 mB of antimatter.
#Range: > 1
inputPerAntimatter = 1000
#Energy needed to process 1 mB of input (inputPerAntimatter * energyPerInput = energy to produce 1 mB of antimatter).
energyPerInput = "1000000"

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#Generator Energy Storage Config. This config is synced from server to client.
[storage]
#Base energy storage (Joules).
heatGenerator = "160000"
#Base energy storage (Joules).
bioGenerator = "160000"
#Base energy storage (Joules).
solarGenerator = "96000"
#Base energy storage (Joules).
advancedSolarGenerator = "200000"
#Base energy storage (Joules).
windGenerator = "200000"

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#Mekanism Generators Gear Config. This config is synced from server to client.
[generators-gear]
#MekaSuit Settings
[generators-gear.mekasuit]
#Geothermal charging rate (Joules) of pants per tick, per degree above ambient, per upgrade installed. This value scales down based on how much of the MekaSuit Pants is submerged. Fire is treated as having a temperature of ~200K above ambient, lava has a temperature of 1,000K above ambient.
geothermalChargingRate = "10.5000"
[generators-gear.mekasuit.damage_absorption]
#Percent of heat damage negated by MekaSuit Pants with maximum geothermal generator units installed. This number scales down linearly based on how many units are actually installed.
#Range: 0.0 ~ 1.0
heatDamageReductionRatio = 0.8

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#Mekanism Generators Config. This config is synced between server and client.
[generators]
#Amount of energy in Joules the Bio Generator produces per tick.
bioGeneration = "350"
#Affects the Injection Rate, Max Temp, and Ignition Temp.
energyPerFusionFuel = "10000000"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
solarGeneration = "50"
#Peak output for the Advanced Solar Generator. Note: It can go higher than this value in some extreme environments.
advancedSolarGeneration = "300"
#Heat Generator Settings
[generators.heat_generator]
#Amount of energy in Joules the Heat Generator produces per tick. heatGeneration + heatGenerationLava * lavaSides + heatGenerationNether. Note: lavaSides is how many sides are adjacent to lava, this includes the block itself if it is lava logged allowing for a max of 7 "sides".
heatGeneration = "200"
#Multiplier of effectiveness of Lava that is adjacent to the Heat Generator.
heatGenerationLava = "30"
#Add this amount of Joules to the energy produced by a heat generator if it is in an 'ultrawarm' dimension, in vanilla this is just the Nether.
heatGenerationNether = "100"
#The amount of lava in mB that gets consumed to transfer heatGeneration Joules to the Heat Generator.
#Range: 1 ~ 24000
heatGenerationFluidRate = 10
#Turbine Settings
[generators.turbine]
#The number of blades on each turbine coil per blade applied.
turbineBladesPerCoil = 4
#The rate at which steam is vented into the turbine.
turbineVentGasFlow = 32000.0
#The rate at which steam is dispersed into the turbine.
turbineDisperserGasFlow = 1280.0
#The rate at which steam is condensed in the turbine.
condenserRate = 64000
#Wind Generator Settings
[generators.wind_generator]
#Minimum base generation value of the Wind Generator.
windGenerationMin = "60"
#Maximum base generation value of the Wind Generator.
generationMax = "480"
#The minimum Y value that affects the Wind Generators Power generation. This value gets clamped at the world's min height.
#Range: -2032 ~ 2030
minY = 24
#The maximum Y value that affects the Wind Generators Power generation. This value gets clamped at the world's logical height.
maxY = 2031
#The list of dimension ids that the Wind Generator will not generate power in.
windGenerationDimBlacklist = []
#Fusion Settings
[generators.fusion_reactor]
#The fraction of the heat dissipated from the case that is converted to Joules.
#Range: 0.0 ~ 1.0
thermocoupleEfficiency = 0.05
#The fraction fraction of heat from the casing that can be transferred to all sources that are not water. Will impact max heat, heat transfer to thermodynamic conductors, and power generation.
#Range: 0.001 ~ 1.0
casingThermalConductivity = 0.1
#The fraction of the heat from the casing that is dissipated to water when water cooling is in use. Will impact max heat, and steam generation.
#Range: 0.0 ~ 1.0
waterHeatingRatio = 0.3
#Hohlraum Settings
[generators.hohlraum]
#Hohlraum capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 10
#Amount of DT-Fuel Hohlraum can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 1
#Fission Reactor Settings
[generators.fission_reactor]
#Amount of energy created (in heat) from each whole mB of fission fuel.
energyPerFissionFuel = "1000000"
#The heat capacity added to a Fission Reactor by a single casing block. Increase to require more energy to raise the reactor temperature.
casingHeatCapacity = 1000.0
#The average surface area of a Fission Reactor's fuel assemblies to reach 100% boil efficiency. Higher values make it harder to cool the reactor.
#Range: 1.0 ~ 1.7976931348623157E308
surfaceAreaTarget = 4.0
#Whether catastrophic meltdowns can occur from Fission Reactors. If disabled instead of melting down the reactor will turn off and not be able to be turned back on until the damage level decreases.
meltdownsEnabled = true
#The chance of a meltdown occurring once damage passes 100%. Will linearly scale as damage continues increasing.
#Range: 0.0 ~ 1.0
meltdownChance = 0.001
#How much radioactivity of fuel/waste contents are multiplied during a meltdown.
meltdownRadiationMultiplier = 50.0
#Damage to reset the reactor to after a meltdown.
#Range: 0.0 ~ 100.0
postMeltdownDamage = 75.0
#The default burn rate of the fission reactor.
#Range: 0.001 ~ 1.0
defaultBurnRate = 0.1
#The burn rate increase each fuel assembly provides. Max Burn Rate = fuelAssemblies * burnPerAssembly
#Range: 1 ~ 1000000
burnPerAssembly = 1

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#Machine Energy Storage Config. This config is synced from server to client.
[storage]
#Base energy storage (Joules).
enrichmentChamber = "20000"
#Base energy storage (Joules).
osmiumCompressor = "80000"
#Base energy storage (Joules).
combiner = "40000"
#Base energy storage (Joules).
crusher = "20000"
#Base energy storage (Joules).
metallurgicInfuser = "20000"
#Base energy storage (Joules).
purificationChamber = "80000"
#Base energy storage (Joules).
energizedSmelter = "20000"
#Base energy storage (Joules).
digitalMiner = "50000"
#Base energy storage (Joules).
electricPump = "40000"
#Base energy storage (Joules).
chargePad = "2048000"
#Base energy storage (Joules).
rotaryCondensentrator = "20000"
#Base energy storage (Joules).
oxidationChamber = "80000"
#Base energy storage (Joules).
chemicalInfuser = "80000"
#Base energy storage (Joules).
chemicalInjectionChamber = "160000"
#Base energy storage (Joules).
electrolyticSeparator = "160000"
#Base energy storage (Joules).
precisionSawmill = "20000"
#Base energy storage (Joules).
chemicalDissolutionChamber = "160000"
#Base energy storage (Joules).
chemicalWasher = "80000"
#Base energy storage (Joules).
chemicalCrystallizer = "160000"
#Base energy storage (Joules).
seismicVibrator = "20000"
#Base energy storage (Joules).
pressurizedReactionBase = "2000"
#Base energy storage (Joules).
fluidicPlenisher = "40000"
#Base energy storage (Joules).
laser = "2000000"
#Base energy storage (Joules).
laserAmplifier = "5000000000"
#Base energy storage (Joules).
laserTractorBeam = "5000000000"
#Base energy storage (Joules).
formulaicAssemblicator = "40000"
#Base energy storage (Joules).
teleporter = "5000000"
#Base energy storage (Joules).
modificationStation = "40000"
#Base energy storage (Joules).
isotopicCentrifuge = "80000"
#Base energy storage (Joules).
nutritionalLiquifier = "40000"
#Base energy storage (Joules). Also defines max process rate.
antiprotonicNucleosynthesizer = "1000000000"
#Base energy storage (Joules).
pigmentExtractor = "40000"
#Base energy storage (Joules).
pigmentMixer = "80000"
#Base energy storage (Joules).
paintingMachine = "40000"
#Base energy storage (Joules). Also defines max output rate.
spsPort = "1000000000"
#Base energy storage (Joules).
dimensionalStabilizer = "40000"

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#Machine Energy Usage Config. This config is synced from server to client.
[usage]
#Energy per operation tick (Joules).
enrichmentChamber = "50"
#Energy per operation tick (Joules).
osmiumCompressor = "100"
#Energy per operation tick (Joules).
combiner = "50"
#Energy per operation tick (Joules).
crusher = "50"
#Energy per operation tick (Joules).
metallurgicInfuser = "50"
#Energy per operation tick (Joules).
purificationChamber = "200"
#Energy per operation tick (Joules).
energizedSmelter = "50"
#Energy per operation tick (Joules).
digitalMiner = "1000"
#Energy per operation tick (Joules).
electricPump = "100"
#Energy that can be transferred at once per charge operation (Joules).
chargePad = "1024000"
#Energy per operation tick (Joules).
rotaryCondensentrator = "50"
#Energy per operation tick (Joules).
oxidationChamber = "200"
#Energy per operation tick (Joules).
chemicalInfuser = "200"
#Energy per operation tick (Joules).
chemicalInjectionChamber = "400"
#Energy per operation tick (Joules).
precisionSawmill = "50"
#Energy per operation tick (Joules).
chemicalDissolutionChamber = "400"
#Energy per operation tick (Joules).
chemicalWasher = "200"
#Energy per operation tick (Joules).
chemicalCrystallizer = "400"
#Energy per operation tick (Joules).
seismicVibrator = "50"
#Energy per operation tick (Joules).
pressurizedReactionBase = "5"
#Energy per operation tick (Joules).
fluidicPlenisher = "100"
#Energy per operation tick (Joules).
laser = "10000"
#Energy per operation tick (Joules).
formulaicAssemblicator = "100"
#Energy per operation tick (Joules).
modificationStation = "100"
#Energy per operation tick (Joules).
isotopicCentrifuge = "200"
#Energy per operation tick (Joules).
nutritionalLiquifier = "200"
#Energy per operation tick (Joules).
antiprotonicNucleosynthesizer = "100000"
#Energy per operation tick (Joules).
pigmentExtractor = "200"
#Energy per operation tick (Joules).
pigmentMixer = "200"
#Energy per operation tick (Joules).
paintingMachine = "100"
#Energy per chunk per tick (Joules).
dimensionalStabilizer = "5000"
#Teleporter
[usage.teleporter]
#Base Joules cost for a teleportation.
teleporterBase = "1000"
#Joules per unit of distance travelled during teleportation - sqrt(xDiff^2 + yDiff^2 + zDiff^2).
teleporterDistance = "10"
#Flat additional cost for interdimensional teleportation.
teleporterDimensionPenalty = "10000"

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@@ -1,264 +0,0 @@
#Tier Config. This config is synced from server to client.
[tier]
#Energy Cubes
[tier.energy_cubes]
#Maximum number of Joules Basic energy cubes can store.
basicStorage = "4000000"
#Output rate in Joules of Basic energy cubes.
basicOutput = "4000"
#Maximum number of Joules Advanced energy cubes can store.
advancedStorage = "16000000"
#Output rate in Joules of Advanced energy cubes.
advancedOutput = "16000"
#Maximum number of Joules Elite energy cubes can store.
eliteStorage = "64000000"
#Output rate in Joules of Elite energy cubes.
eliteOutput = "64000"
#Maximum number of Joules Ultimate energy cubes can store.
ultimateStorage = "256000000"
#Output rate in Joules of Ultimate energy cubes.
ultimateOutput = "256000"
#Maximum number of Joules Creative energy cubes can store.
creativeStorage = "18446744073709551615.9999"
#Output rate in Joules of Creative energy cubes.
creativeOutput = "18446744073709551615.9999"
#Fluid Tanks
[tier.fluid_tanks]
#Storage size of Basic fluid tanks in mB.
#Range: > 1
basicStorage = 32000
#Output rate of Basic fluid tanks in mB.
#Range: > 1
basicOutput = 1000
#Storage size of Advanced fluid tanks in mB.
#Range: > 1
advancedStorage = 64000
#Output rate of Advanced fluid tanks in mB.
#Range: > 1
advancedOutput = 4000
#Storage size of Elite fluid tanks in mB.
#Range: > 1
eliteStorage = 128000
#Output rate of Elite fluid tanks in mB.
#Range: > 1
eliteOutput = 16000
#Storage size of Ultimate fluid tanks in mB.
#Range: > 1
ultimateStorage = 256000
#Output rate of Ultimate fluid tanks in mB.
#Range: > 1
ultimateOutput = 64000
#Storage size of Creative fluid tanks in mB.
#Range: > 1
creativeStorage = 2147483647
#Output rate of Creative fluid tanks in mB.
#Range: > 1
creativeOutput = 1073741823
#Chemical Tanks
[tier.chemical_tanks]
#Storage size of Basic chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicStorage = 64000
#Output rate of Basic chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicOutput = 1000
#Storage size of Advanced chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedStorage = 256000
#Output rate of Advanced chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedOutput = 16000
#Storage size of Elite chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteStorage = 1024000
#Output rate of Elite chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteOutput = 128000
#Storage size of Ultimate chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateStorage = 8192000
#Output rate of Ultimate chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateOutput = 512000
#Storage size of Creative chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
creativeStorage = 9223372036854775807
#Output rate of Creative chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
creativeOutput = 4611686018427387903
#Bins
[tier.bins]
#The number of items Basic bins can store.
#Range: > 1
basicStorage = 4096
#The number of items Advanced bins can store.
#Range: > 1
advancedStorage = 8192
#The number of items Elite bins can store.
#Range: > 1
eliteStorage = 32768
#The number of items Ultimate bins can store.
#Range: > 1
ultimateStorage = 262144
#The number of items Creative bins can store.
#Range: > 1
creativeStorage = 2147483647
#Induction
[tier.induction]
#Maximum number of Joules Basic induction cells can store.
basicStorage = "8000000000"
#Maximum number of Joules Advanced induction cells can store.
advancedStorage = "64000000000"
#Maximum number of Joules Elite induction cells can store.
eliteStorage = "512000000000"
#Maximum number of Joules Ultimate induction cells can store.
ultimateStorage = "4000000000000"
#Maximum number of Joules Basic induction providers can output or accept.
basicOutput = "256000"
#Maximum number of Joules Advanced induction providers can output or accept.
advancedOutput = "2048000"
#Maximum number of Joules Elite induction providers can output or accept.
eliteOutput = "16384000"
#Maximum number of Joules Ultimate induction providers can output or accept.
ultimateOutput = "131072000"
#Transmitters
[tier.transmitters]
#Universal Cables
[tier.transmitters.energy]
#Internal buffer in Joules of each Basic universal cable.
basicCapacity = "8000"
#Internal buffer in Joules of each Advanced universal cable.
advancedCapacity = "128000"
#Internal buffer in Joules of each Elite universal cable.
eliteCapacity = "1024000"
#Internal buffer in Joules of each Ultimate universal cable.
ultimateCapacity = "8192000"
#Mechanical Pipes
[tier.transmitters.fluid]
#Capacity of Basic mechanical pipes in mB.
#Range: > 1
basicCapacity = 2000
#Pump rate of Basic mechanical pipes in mB/t.
#Range: > 1
basicPullAmount = 250
#Capacity of Advanced mechanical pipes in mB.
#Range: > 1
advancedCapacity = 8000
#Pump rate of Advanced mechanical pipes in mB/t.
#Range: > 1
advancedPullAmount = 1000
#Capacity of Elite mechanical pipes in mB.
#Range: > 1
eliteCapacity = 32000
#Pump rate of Elite mechanical pipes in mB/t.
#Range: > 1
elitePullAmount = 8000
#Capacity of Ultimate mechanical pipes in mB.
#Range: > 1
ultimateCapacity = 128000
#Pump rate of Ultimate mechanical pipes in mB/t.
#Range: > 1
ultimatePullAmount = 32000
#Pressurized Tubes
[tier.transmitters.chemical]
#Capacity of Basic pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
basicCapacity = 4000
#Pump rate of Basic pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
basicPullAmount = 750
#Capacity of Advanced pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
advancedCapacity = 16000
#Pump rate of Advanced pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
advancedPullAmount = 2000
#Capacity of Elite pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
eliteCapacity = 256000
#Pump rate of Elite pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
elitePullAmount = 64000
#Capacity of Ultimate pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
ultimateCapacity = 1024000
#Pump rate of Ultimate pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
ultimatePullAmount = 256000
#Logistical Transporters
[tier.transmitters.items]
#Item throughput rate of Basic logistical transporters in items/half second.
#Range: > 1
basicPullAmount = 1
#Five times the travel speed in m/s of Basic logistical transporter.
#Range: > 1
basicSpeed = 5
#Item throughput rate of Advanced logistical transporters in items/half second.
#Range: > 1
advancedPullAmount = 16
#Five times the travel speed in m/s of Advanced logistical transporter.
#Range: > 1
advancedSpeed = 10
#Item throughput rate of Elite logistical transporters in items/half second.
#Range: > 1
elitePullAmount = 32
#Five times the travel speed in m/s of Elite logistical transporter.
#Range: > 1
eliteSpeed = 20
#Item throughput rate of Ultimate logistical transporters in items/half second.
#Range: > 1
ultimatePullAmount = 64
#Five times the travel speed in m/s of Ultimate logistical transporter.
#Range: > 1
ultimateSpeed = 50
#Thermodynamic Conductors
[tier.transmitters.heat]
#Conduction value of Basic thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
basicInverseConduction = 5.0
#Heat capacity of Basic thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
basicHeatCapacity = 1.0
#Insulation value of Basic thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
basicInsulation = 10.0
#Conduction value of Advanced thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
advancedInverseConduction = 5.0
#Heat capacity of Advanced thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
advancedHeatCapacity = 1.0
#Insulation value of Advanced thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
advancedInsulation = 400.0
#Conduction value of Elite thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
eliteInverseConduction = 5.0
#Heat capacity of Elite thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
eliteHeatCapacity = 1.0
#Insulation value of Elite thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
eliteInsulation = 8000.0
#Conduction value of Ultimate thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
ultimateInverseConduction = 5.0
#Heat capacity of Ultimate thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
ultimateHeatCapacity = 1.0
#Insulation value of Ultimate thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
ultimateInsulation = 100000.0

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@@ -1,6 +0,0 @@
#Mekanism Tools Client Config. This config only exists on the client
[tools-client]
#Enable durability tooltips for Mekanism Tools gear.
displayDurabilityTooltips = true

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@@ -1,681 +0,0 @@
#Mekanism Tools Config. This config is synced from server to client.
[tools]
[tools.mobArmorSpawnRate]
#The chance that Mekanism Armor can spawn on mobs.
#Range: 0.0 ~ 1.0
general = 0.03
#Spawn chances for pieces of Bronze gear. Note: These values are after the general mobArmorSpawnRate has been checked, and after an even split between armor types has been done.
[tools.mobArmorSpawnRate.bronze]
#The chance that mobs can spawn with Bronze Swords.
#Range: 0.0 ~ 1.0
swordChance = 0.5
#The chance that mobs can spawn with Bronze Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 0.5
#The chance that mobs can spawn with Bronze Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 0.5
#The chance that mobs can spawn with Bronze Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 0.5
#The chance that mobs can spawn with Bronze Boots.
#Range: 0.0 ~ 1.0
bootsChance = 0.5
#Spawn chances for pieces of Lapis Lazuli gear. Note: These values are after the general mobArmorSpawnRate has been checked, and after an even split between armor types has been done.
[tools.mobArmorSpawnRate.lapis_lazuli]
#The chance that mobs can spawn with Lapis Lazuli Swords.
#Range: 0.0 ~ 1.0
swordChance = 0.5
#The chance that mobs can spawn with Lapis Lazuli Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 0.5
#The chance that mobs can spawn with Lapis Lazuli Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 0.5
#The chance that mobs can spawn with Lapis Lazuli Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 0.5
#The chance that mobs can spawn with Lapis Lazuli Boots.
#Range: 0.0 ~ 1.0
bootsChance = 0.5
#Spawn chances for pieces of Osmium gear. Note: These values are after the general mobArmorSpawnRate has been checked, and after an even split between armor types has been done.
[tools.mobArmorSpawnRate.osmium]
#The chance that mobs can spawn with Osmium Swords.
#Range: 0.0 ~ 1.0
swordChance = 0.5
#The chance that mobs can spawn with Osmium Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 0.5
#The chance that mobs can spawn with Osmium Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 0.5
#The chance that mobs can spawn with Osmium Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 0.5
#The chance that mobs can spawn with Osmium Boots.
#Range: 0.0 ~ 1.0
bootsChance = 0.5
#Spawn chances for pieces of Refined Glowstone gear. Note: These values are after the general mobArmorSpawnRate has been checked, and after an even split between armor types has been done.
[tools.mobArmorSpawnRate.refined_glowstone]
#The chance that mobs can spawn with Refined Glowstone Swords.
#Range: 0.0 ~ 1.0
swordChance = 0.5
#The chance that mobs can spawn with Refined Glowstone Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 0.5
#The chance that mobs can spawn with Refined Glowstone Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 0.5
#The chance that mobs can spawn with Refined Glowstone Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 0.5
#The chance that mobs can spawn with Refined Glowstone Boots.
#Range: 0.0 ~ 1.0
bootsChance = 0.5
#Spawn chances for pieces of Refined Obsidian gear. Note: These values are after the general mobArmorSpawnRate has been checked, and after an even split between armor types has been done.
[tools.mobArmorSpawnRate.refined_obsidian]
#The chance that mobs can spawn with Refined Obsidian Swords.
#Range: 0.0 ~ 1.0
swordChance = 0.5
#The chance that mobs can spawn with Refined Obsidian Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 0.5
#The chance that mobs can spawn with Refined Obsidian Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 0.5
#The chance that mobs can spawn with Refined Obsidian Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 0.5
#The chance that mobs can spawn with Refined Obsidian Boots.
#Range: 0.0 ~ 1.0
bootsChance = 0.5
#Spawn chances for pieces of Steel gear. Note: These values are after the general mobArmorSpawnRate has been checked, and after an even split between armor types has been done.
[tools.mobArmorSpawnRate.steel]
#The chance that mobs can spawn with Steel Swords.
#Range: 0.0 ~ 1.0
swordChance = 0.5
#The chance that mobs can spawn with Steel Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 0.5
#The chance that mobs can spawn with Steel Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 0.5
#The chance that mobs can spawn with Steel Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 0.5
#The chance that mobs can spawn with Steel Boots.
#Range: 0.0 ~ 1.0
bootsChance = 0.5
#Vanilla Material Paxel Settings for Wood
[tools.wood]
#Attack damage modifier of Wood paxels.
woodPaxelDamage = 7.0
#Attack speed of Wood paxels.
woodPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Wood paxels.
woodPaxelEfficiency = 2.0
#Natural enchantability factor of Wood paxels.
#Range: > 0
woodPaxelEnchantability = 15
#Maximum durability of Wood paxels.
#Range: > 1
woodPaxelMaxUses = 118
#Vanilla Material Paxel Settings for Stone
[tools.stone]
#Attack damage modifier of Stone paxels.
stonePaxelDamage = 8.0
#Attack speed of Stone paxels.
stonePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Stone paxels.
stonePaxelEfficiency = 4.0
#Natural enchantability factor of Stone paxels.
#Range: > 0
stonePaxelEnchantability = 5
#Maximum durability of Stone paxels.
#Range: > 1
stonePaxelMaxUses = 262
#Vanilla Material Paxel Settings for Iron
[tools.iron]
#Attack damage modifier of Iron paxels.
ironPaxelDamage = 7.0
#Attack speed of Iron paxels.
ironPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Iron paxels.
ironPaxelEfficiency = 6.0
#Natural enchantability factor of Iron paxels.
#Range: > 0
ironPaxelEnchantability = 14
#Maximum durability of Iron paxels.
#Range: > 1
ironPaxelMaxUses = 500
#Vanilla Material Paxel Settings for Diamond
[tools.diamond]
#Attack damage modifier of Diamond paxels.
diamondPaxelDamage = 6.0
#Attack speed of Diamond paxels.
diamondPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Diamond paxels.
diamondPaxelEfficiency = 8.0
#Natural enchantability factor of Diamond paxels.
#Range: > 0
diamondPaxelEnchantability = 10
#Maximum durability of Diamond paxels.
#Range: > 1
diamondPaxelMaxUses = 3122
#Vanilla Material Paxel Settings for Gold
[tools.gold]
#Attack damage modifier of Gold paxels.
goldPaxelDamage = 7.0
#Attack speed of Gold paxels.
goldPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Gold paxels.
goldPaxelEfficiency = 12.0
#Natural enchantability factor of Gold paxels.
#Range: > 0
goldPaxelEnchantability = 22
#Maximum durability of Gold paxels.
#Range: > 1
goldPaxelMaxUses = 64
#Vanilla Material Paxel Settings for Netherite
[tools.netherite]
#Attack damage modifier of Netherite paxels.
netheritePaxelDamage = 6.0
#Attack speed of Netherite paxels.
netheritePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Netherite paxels.
netheritePaxelEfficiency = 9.0
#Natural enchantability factor of Netherite paxels.
#Range: > 0
netheritePaxelEnchantability = 15
#Maximum durability of Netherite paxels.
#Range: > 1
netheritePaxelMaxUses = 4062
#Material Settings for Bronze
[tools.bronze]
#Base attack damage of Bronze items.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeAttackDamage = 2.0
#Maximum durability of Bronze shields.
#Range: > 0
bronzeShieldDurability = 403
#Attack damage modifier of Bronze swords.
bronzeSwordDamage = 3.0
#Attack speed of Bronze swords.
bronzeSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Bronze shovels.
bronzeShovelDamage = 1.5
#Attack speed of Bronze shovels.
bronzeShovelAtkSpeed = -3.0
#Attack damage modifier of Bronze axes.
bronzeAxeDamage = 7.0
#Attack speed of Bronze axes.
bronzeAxeAtkSpeed = -3.0
#Attack damage modifier of Bronze pickaxes.
bronzePickaxeDamage = 1.0
#Attack speed of Bronze pickaxes.
bronzePickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Bronze hoes.
bronzeHoeDamage = -2.0
#Attack speed of Bronze hoes.
bronzeHoeAtkSpeed = -1.0
#Maximum durability of Bronze tools.
#Range: > 1
bronzeToolMaxUses = 375
#Efficiency of Bronze tools.
bronzeEfficiency = 7.0
#Attack damage modifier of Bronze paxels.
bronzePaxelDamage = 8.0
#Attack speed of Bronze paxels.
bronzePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Bronze paxels.
bronzePaxelEfficiency = 7.0
#Natural enchantability factor of Bronze paxels.
#Range: > 0
bronzePaxelEnchantability = 10
#Maximum durability of Bronze paxels.
#Range: > 1
bronzePaxelMaxUses = 750
#Natural enchantability factor of Bronze items.
#Range: > 0
bronzeEnchantability = 10
#Base armor toughness value of Bronze armor.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeToughness = 1.0
#Base armor knockback resistance value of Bronze armor.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeKnockbackResistance = 0.0
#Maximum durability of Bronze boots.
#Range: > 1
bronzeBootDurability = 234
#Maximum durability of Bronze leggings.
#Range: > 1
bronzeLeggingDurability = 270
#Maximum durability of Bronze chestplates.
#Range: > 1
bronzeChestplateDurability = 288
#Maximum durability of Bronze helmets.
#Range: > 1
bronzeHelmetDurability = 198
#Protection value of Bronze boots.
#Range: > 0
bronzeBootArmor = 2
#Protection value of Bronze leggings.
#Range: > 0
bronzeLeggingArmor = 6
#Protection value of Bronze chestplates.
#Range: > 0
bronzeChestplateArmor = 7
#Protection value of Bronze helmets.
#Range: > 0
bronzeHelmetArmor = 3
#Material Settings for Lapis Lazuli
[tools.lapis_lazuli]
#Base attack damage of Lapis Lazuli items.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliAttackDamage = 1.0
#Maximum durability of Lapis Lazuli shields.
#Range: > 0
lapis_lazuliShieldDurability = 224
#Attack damage modifier of Lapis Lazuli swords.
lapis_lazuliSwordDamage = 3.0
#Attack speed of Lapis Lazuli swords.
lapis_lazuliSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Lapis Lazuli shovels.
lapis_lazuliShovelDamage = 1.5
#Attack speed of Lapis Lazuli shovels.
lapis_lazuliShovelAtkSpeed = -3.0
#Attack damage modifier of Lapis Lazuli axes.
lapis_lazuliAxeDamage = 4.0
#Attack speed of Lapis Lazuli axes.
lapis_lazuliAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Lapis Lazuli pickaxes.
lapis_lazuliPickaxeDamage = 1.0
#Attack speed of Lapis Lazuli pickaxes.
lapis_lazuliPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Lapis Lazuli hoes.
lapis_lazuliHoeDamage = -1.0
#Attack speed of Lapis Lazuli hoes.
lapis_lazuliHoeAtkSpeed = -2.0
#Maximum durability of Lapis Lazuli tools.
#Range: > 1
lapis_lazuliToolMaxUses = 128
#Efficiency of Lapis Lazuli tools.
lapis_lazuliEfficiency = 9.0
#Attack damage modifier of Lapis Lazuli paxels.
lapis_lazuliPaxelDamage = 5.0
#Attack speed of Lapis Lazuli paxels.
lapis_lazuliPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Lapis Lazuli paxels.
lapis_lazuliPaxelEfficiency = 9.0
#Natural enchantability factor of Lapis Lazuli paxels.
#Range: > 0
lapis_lazuliPaxelEnchantability = 32
#Maximum durability of Lapis Lazuli paxels.
#Range: > 1
lapis_lazuliPaxelMaxUses = 256
#Natural enchantability factor of Lapis Lazuli items.
#Range: > 0
lapis_lazuliEnchantability = 32
#Base armor toughness value of Lapis Lazuli armor.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliToughness = 0.0
#Base armor knockback resistance value of Lapis Lazuli armor.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliKnockbackResistance = 0.0
#Maximum durability of Lapis Lazuli boots.
#Range: > 1
lapis_lazuliBootDurability = 130
#Maximum durability of Lapis Lazuli leggings.
#Range: > 1
lapis_lazuliLeggingDurability = 150
#Maximum durability of Lapis Lazuli chestplates.
#Range: > 1
lapis_lazuliChestplateDurability = 160
#Maximum durability of Lapis Lazuli helmets.
#Range: > 1
lapis_lazuliHelmetDurability = 110
#Protection value of Lapis Lazuli boots.
#Range: > 0
lapis_lazuliBootArmor = 1
#Protection value of Lapis Lazuli leggings.
#Range: > 0
lapis_lazuliLeggingArmor = 3
#Protection value of Lapis Lazuli chestplates.
#Range: > 0
lapis_lazuliChestplateArmor = 4
#Protection value of Lapis Lazuli helmets.
#Range: > 0
lapis_lazuliHelmetArmor = 1
#Material Settings for Osmium
[tools.osmium]
#Base attack damage of Osmium items.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumAttackDamage = 4.0
#Maximum durability of Osmium shields.
#Range: > 0
osmiumShieldDurability = 672
#Attack damage modifier of Osmium swords.
osmiumSwordDamage = 3.0
#Attack speed of Osmium swords.
osmiumSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Osmium shovels.
osmiumShovelDamage = 1.5
#Attack speed of Osmium shovels.
osmiumShovelAtkSpeed = -3.0
#Attack damage modifier of Osmium axes.
osmiumAxeDamage = 8.0
#Attack speed of Osmium axes.
osmiumAxeAtkSpeed = -3.299999952316284
#Attack damage modifier of Osmium pickaxes.
osmiumPickaxeDamage = 1.0
#Attack speed of Osmium pickaxes.
osmiumPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Osmium hoes.
osmiumHoeDamage = -4.0
#Attack speed of Osmium hoes.
osmiumHoeAtkSpeed = 1.0
#Maximum durability of Osmium tools.
#Range: > 1
osmiumToolMaxUses = 1024
#Efficiency of Osmium tools.
osmiumEfficiency = 4.0
#Attack damage modifier of Osmium paxels.
osmiumPaxelDamage = 9.0
#Attack speed of Osmium paxels.
osmiumPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Osmium paxels.
osmiumPaxelEfficiency = 4.0
#Natural enchantability factor of Osmium paxels.
#Range: > 0
osmiumPaxelEnchantability = 14
#Maximum durability of Osmium paxels.
#Range: > 1
osmiumPaxelMaxUses = 2048
#Natural enchantability factor of Osmium items.
#Range: > 0
osmiumEnchantability = 14
#Base armor toughness value of Osmium armor.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumToughness = 3.0
#Base armor knockback resistance value of Osmium armor.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumKnockbackResistance = 0.10000000149011612
#Maximum durability of Osmium boots.
#Range: > 1
osmiumBootDurability = 390
#Maximum durability of Osmium leggings.
#Range: > 1
osmiumLeggingDurability = 450
#Maximum durability of Osmium chestplates.
#Range: > 1
osmiumChestplateDurability = 480
#Maximum durability of Osmium helmets.
#Range: > 1
osmiumHelmetDurability = 330
#Protection value of Osmium boots.
#Range: > 0
osmiumBootArmor = 3
#Protection value of Osmium leggings.
#Range: > 0
osmiumLeggingArmor = 6
#Protection value of Osmium chestplates.
#Range: > 0
osmiumChestplateArmor = 8
#Protection value of Osmium helmets.
#Range: > 0
osmiumHelmetArmor = 4
#Material Settings for Refined Glowstone
[tools.refined_glowstone]
#Base attack damage of Refined Glowstone items.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneAttackDamage = 2.0
#Maximum durability of Refined Glowstone shields.
#Range: > 0
refined_glowstoneShieldDurability = 381
#Attack damage modifier of Refined Glowstone swords.
refined_glowstoneSwordDamage = 3.0
#Attack speed of Refined Glowstone swords.
refined_glowstoneSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Refined Glowstone shovels.
refined_glowstoneShovelDamage = 1.5
#Attack speed of Refined Glowstone shovels.
refined_glowstoneShovelAtkSpeed = -3.0
#Attack damage modifier of Refined Glowstone axes.
refined_glowstoneAxeDamage = 6.0
#Attack speed of Refined Glowstone axes.
refined_glowstoneAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Refined Glowstone pickaxes.
refined_glowstonePickaxeDamage = 1.0
#Attack speed of Refined Glowstone pickaxes.
refined_glowstonePickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Refined Glowstone hoes.
refined_glowstoneHoeDamage = -2.0
#Attack speed of Refined Glowstone hoes.
refined_glowstoneHoeAtkSpeed = -1.0
#Maximum durability of Refined Glowstone tools.
#Range: > 1
refined_glowstoneToolMaxUses = 384
#Efficiency of Refined Glowstone tools.
refined_glowstoneEfficiency = 15.0
#Attack damage modifier of Refined Glowstone paxels.
refined_glowstonePaxelDamage = 7.0
#Attack speed of Refined Glowstone paxels.
refined_glowstonePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Refined Glowstone paxels.
refined_glowstonePaxelEfficiency = 15.0
#Natural enchantability factor of Refined Glowstone paxels.
#Range: > 0
refined_glowstonePaxelEnchantability = 20
#Maximum durability of Refined Glowstone paxels.
#Range: > 1
refined_glowstonePaxelMaxUses = 768
#Natural enchantability factor of Refined Glowstone items.
#Range: > 0
refined_glowstoneEnchantability = 20
#Base armor toughness value of Refined Glowstone armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneToughness = 0.0
#Base armor knockback resistance value of Refined Glowstone armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneKnockbackResistance = 0.0
#Maximum durability of Refined Glowstone boots.
#Range: > 1
refined_glowstoneBootDurability = 221
#Maximum durability of Refined Glowstone leggings.
#Range: > 1
refined_glowstoneLeggingDurability = 255
#Maximum durability of Refined Glowstone chestplates.
#Range: > 1
refined_glowstoneChestplateDurability = 272
#Maximum durability of Refined Glowstone helmets.
#Range: > 1
refined_glowstoneHelmetDurability = 187
#Protection value of Refined Glowstone boots.
#Range: > 0
refined_glowstoneBootArmor = 3
#Protection value of Refined Glowstone leggings.
#Range: > 0
refined_glowstoneLeggingArmor = 6
#Protection value of Refined Glowstone chestplates.
#Range: > 0
refined_glowstoneChestplateArmor = 8
#Protection value of Refined Glowstone helmets.
#Range: > 0
refined_glowstoneHelmetArmor = 3
#Material Settings for Refined Obsidian
[tools.refined_obsidian]
#Base attack damage of Refined Obsidian items.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianAttackDamage = 8.0
#Maximum durability of Refined Obsidian shields.
#Range: > 0
refined_obsidianShieldDurability = 1680
#Attack damage modifier of Refined Obsidian swords.
refined_obsidianSwordDamage = 3.0
#Attack speed of Refined Obsidian swords.
refined_obsidianSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Refined Obsidian shovels.
refined_obsidianShovelDamage = 1.5
#Attack speed of Refined Obsidian shovels.
refined_obsidianShovelAtkSpeed = -3.0
#Attack damage modifier of Refined Obsidian axes.
refined_obsidianAxeDamage = 7.0
#Attack speed of Refined Obsidian axes.
refined_obsidianAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Refined Obsidian pickaxes.
refined_obsidianPickaxeDamage = 1.0
#Attack speed of Refined Obsidian pickaxes.
refined_obsidianPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Refined Obsidian hoes.
refined_obsidianHoeDamage = -8.0
#Attack speed of Refined Obsidian hoes.
refined_obsidianHoeAtkSpeed = 5.0
#Maximum durability of Refined Obsidian tools.
#Range: > 1
refined_obsidianToolMaxUses = 4096
#Efficiency of Refined Obsidian tools.
refined_obsidianEfficiency = 12.0
#Attack damage modifier of Refined Obsidian paxels.
refined_obsidianPaxelDamage = 8.0
#Attack speed of Refined Obsidian paxels.
refined_obsidianPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Refined Obsidian paxels.
refined_obsidianPaxelEfficiency = 12.0
#Natural enchantability factor of Refined Obsidian paxels.
#Range: > 0
refined_obsidianPaxelEnchantability = 18
#Maximum durability of Refined Obsidian paxels.
#Range: > 1
refined_obsidianPaxelMaxUses = 8192
#Natural enchantability factor of Refined Obsidian items.
#Range: > 0
refined_obsidianEnchantability = 18
#Base armor toughness value of Refined Obsidian armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianToughness = 5.0
#Base armor knockback resistance value of Refined Obsidian armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianKnockbackResistance = 0.20000000298023224
#Maximum durability of Refined Obsidian boots.
#Range: > 1
refined_obsidianBootDurability = 975
#Maximum durability of Refined Obsidian leggings.
#Range: > 1
refined_obsidianLeggingDurability = 1125
#Maximum durability of Refined Obsidian chestplates.
#Range: > 1
refined_obsidianChestplateDurability = 1200
#Maximum durability of Refined Obsidian helmets.
#Range: > 1
refined_obsidianHelmetDurability = 825
#Protection value of Refined Obsidian boots.
#Range: > 0
refined_obsidianBootArmor = 5
#Protection value of Refined Obsidian leggings.
#Range: > 0
refined_obsidianLeggingArmor = 8
#Protection value of Refined Obsidian chestplates.
#Range: > 0
refined_obsidianChestplateArmor = 12
#Protection value of Refined Obsidian helmets.
#Range: > 0
refined_obsidianHelmetArmor = 6
#Material Settings for Steel
[tools.steel]
#Base attack damage of Steel items.
#Range: 0.0 ~ 3.4028234663852886E38
steelAttackDamage = 3.0
#Maximum durability of Steel shields.
#Range: > 0
steelShieldDurability = 448
#Attack damage modifier of Steel swords.
steelSwordDamage = 3.0
#Attack speed of Steel swords.
steelSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Steel shovels.
steelShovelDamage = 1.5
#Attack speed of Steel shovels.
steelShovelAtkSpeed = -3.0
#Attack damage modifier of Steel axes.
steelAxeDamage = 7.0
#Attack speed of Steel axes.
steelAxeAtkSpeed = -3.0
#Attack damage modifier of Steel pickaxes.
steelPickaxeDamage = 1.0
#Attack speed of Steel pickaxes.
steelPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Steel hoes.
steelHoeDamage = -3.0
#Attack speed of Steel hoes.
steelHoeAtkSpeed = 0.0
#Maximum durability of Steel tools.
#Range: > 1
steelToolMaxUses = 500
#Efficiency of Steel tools.
steelEfficiency = 8.0
#Attack damage modifier of Steel paxels.
steelPaxelDamage = 8.0
#Attack speed of Steel paxels.
steelPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Steel paxels.
steelPaxelEfficiency = 8.0
#Natural enchantability factor of Steel paxels.
#Range: > 0
steelPaxelEnchantability = 16
#Maximum durability of Steel paxels.
#Range: > 1
steelPaxelMaxUses = 1000
#Natural enchantability factor of Steel items.
#Range: > 0
steelEnchantability = 16
#Base armor toughness value of Steel armor.
#Range: 0.0 ~ 3.4028234663852886E38
steelToughness = 2.0
#Base armor knockback resistance value of Steel armor.
#Range: 0.0 ~ 3.4028234663852886E38
steelKnockbackResistance = 0.0
#Maximum durability of Steel boots.
#Range: > 1
steelBootDurability = 260
#Maximum durability of Steel leggings.
#Range: > 1
steelLeggingDurability = 300
#Maximum durability of Steel chestplates.
#Range: > 1
steelChestplateDurability = 320
#Maximum durability of Steel helmets.
#Range: > 1
steelHelmetDurability = 220
#Protection value of Steel boots.
#Range: > 0
steelBootArmor = 3
#Protection value of Steel leggings.
#Range: > 0
steelLeggingArmor = 6
#Protection value of Steel chestplates.
#Range: > 0
steelChestplateArmor = 8
#Protection value of Steel helmets.
#Range: > 0
steelHelmetArmor = 3

View File

@@ -1,460 +0,0 @@
#World generation settings for Mekanism. This config is synced from server to client
[world_generation]
#Allows chunks to retrogen Mekanism ore blocks.
enableRegeneration = false
#Change this value to cause Mekanism to regen its ore in all loaded chunks.
#Range: > 0
userWorldGenVersion = 0
#Generation Settings for tin ore.
[world_generation.tin]
#Determines if tin ore should be added to world generation.
shouldGenerate = true
#small tin vein Generation Settings.
[world_generation.tin.small]
#Determines if small tin veins should be added to world generation. Note: Requires generating tin ore to be enabled.
shouldGenerate = true
#Chance that small tin veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 14
#Maximum number of blocks in a small tin vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a small tin vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing small tin veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for small tin veins.
[world_generation.tin.small.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = -20
#Maximum (inclusive) height anchor for small tin veins.
[world_generation.tin.small.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 94
#large tin vein Generation Settings.
[world_generation.tin.large]
#Determines if large tin veins should be added to world generation. Note: Requires generating tin ore to be enabled.
shouldGenerate = true
#Chance that large tin veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 12
#Maximum number of blocks in a large tin vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a large tin vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing large tin veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for large tin veins.
[world_generation.tin.large.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for large tin veins.
[world_generation.tin.large.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 72
#Generation Settings for osmium ore.
[world_generation.osmium]
#Determines if osmium ore should be added to world generation.
shouldGenerate = true
#upper osmium vein Generation Settings.
[world_generation.osmium.upper]
#Determines if upper osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that upper osmium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 65
#Maximum number of blocks in a upper osmium vein.
#Range: 1 ~ 64
maxVeinSize = 7
#Chance that blocks that are directly exposed to air in a upper osmium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing upper osmium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 8
#Minimum (inclusive) height anchor for upper osmium veins.
[world_generation.osmium.upper.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 72
#Maximum (inclusive) height anchor for upper osmium veins.
[world_generation.osmium.upper.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "BELOW_TOP"
#Value used for calculating y for the anchor based on the type.
value = -24
#middle osmium vein Generation Settings.
[world_generation.osmium.middle]
#Determines if middle osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that middle osmium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 6
#Maximum number of blocks in a middle osmium vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a middle osmium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing middle osmium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for middle osmium veins.
[world_generation.osmium.middle.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for middle osmium veins.
[world_generation.osmium.middle.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 56
#small osmium vein Generation Settings.
[world_generation.osmium.small]
#Determines if small osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that small osmium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 8
#Maximum number of blocks in a small osmium vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a small osmium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing small osmium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "UNIFORM"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for small osmium veins.
[world_generation.osmium.small.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for small osmium veins.
[world_generation.osmium.small.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 64
#Generation Settings for uranium ore.
[world_generation.uranium]
#Determines if uranium ore should be added to world generation.
shouldGenerate = true
#small uranium vein Generation Settings.
[world_generation.uranium.small]
#Determines if small uranium veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
shouldGenerate = true
#Chance that small uranium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 4
#Maximum number of blocks in a small uranium vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a small uranium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing small uranium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for small uranium veins.
[world_generation.uranium.small.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for small uranium veins.
[world_generation.uranium.small.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 8
#buried uranium vein Generation Settings.
[world_generation.uranium.buried]
#Determines if buried uranium veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
shouldGenerate = true
#Chance that buried uranium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 7
#Maximum number of blocks in a buried uranium vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a buried uranium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.75
#Distribution shape for placing buried uranium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 16
#Minimum (inclusive) height anchor for buried uranium veins.
[world_generation.uranium.buried.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for buried uranium veins.
[world_generation.uranium.buried.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 56
#Generation Settings for fluorite ore.
[world_generation.fluorite]
#Determines if fluorite ore should be added to world generation.
shouldGenerate = true
#normal fluorite vein Generation Settings.
[world_generation.fluorite.normal]
#Determines if normal fluorite veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
shouldGenerate = true
#Chance that normal fluorite veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 5
#Maximum number of blocks in a normal fluorite vein.
#Range: 1 ~ 64
maxVeinSize = 5
#Chance that blocks that are directly exposed to air in a normal fluorite vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing normal fluorite veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "UNIFORM"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for normal fluorite veins.
[world_generation.fluorite.normal.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for normal fluorite veins.
[world_generation.fluorite.normal.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 23
#buried fluorite vein Generation Settings.
[world_generation.fluorite.buried]
#Determines if buried fluorite veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
shouldGenerate = true
#Chance that buried fluorite veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 3
#Maximum number of blocks in a buried fluorite vein.
#Range: 1 ~ 64
maxVeinSize = 13
#Chance that blocks that are directly exposed to air in a buried fluorite vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 1.0
#Distribution shape for placing buried fluorite veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for buried fluorite veins.
[world_generation.fluorite.buried.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for buried fluorite veins.
[world_generation.fluorite.buried.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 4
#Generation Settings for lead ore.
[world_generation.lead]
#Determines if lead ore should be added to world generation.
shouldGenerate = true
#normal lead vein Generation Settings.
[world_generation.lead.normal]
#Determines if normal lead veins should be added to world generation. Note: Requires generating lead ore to be enabled.
shouldGenerate = true
#Chance that normal lead veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 8
#Maximum number of blocks in a normal lead vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a normal lead vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.25
#Distribution shape for placing normal lead veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for normal lead veins.
[world_generation.lead.normal.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for normal lead veins.
[world_generation.lead.normal.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 64
#Generation Settings for salt.
[world_generation.salt]
#Determines if salt should be added to world generation.
shouldGenerate = true
#Chance that salt generates in a chunk.
#Range: 1 ~ 2031
perChunk = 2
#Base radius of a vein of salt.
#Range: 1 ~ 4
minRadius = 2
#Extended variability (spread) for the radius in a vein of salt.
maxRadius = 3
#Number of blocks to extend up and down when placing a vein of salt.
#Range: 0 ~ 2031
halfHeight = 1

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@@ -1,8 +0,0 @@
RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0

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@@ -1,63 +0,0 @@
{
"servers": {
"154.49.216.19": {
"distance": 24,
"priorityDistance": 48
},
"127.0.0.1": {
"distance": 16,
"priorityDistance": 48
}
},
"playerVolumes": {
"fe1e7e36-ca13-4a81-bccf-b69ce78d1d9f": 0.6
},
"whitelist": false,
"voiceVolume": 2.0,
"priorityVolume": 1.0,
"occlusion": false,
"speakerMuted": false,
"showIcons": 0,
"micIconPosition": "BOTTOM_CENTER",
"voiceActivation": true,
"voiceActivationThreshold": -30.0,
"microphoneAmplification": 1.0037453183520604,
"rnNoise": true,
"microphoneMuted": false,
"javaxCapture": false,
"hrtf": false,
"directionalSources": false,
"directionalSourcesAngle": 145,
"compressor": true,
"compressorThreshold": -10,
"limiterThreshold": -6,
"visualizeDistance": true,
"keyBindings": {
"pushToTalk": [
{
"type": "MOUSE",
"code": 4
}
],
"priorityPushToTalk": [],
"muteMicrophone": [
{
"type": "KEYSYM",
"code": 77
}
],
"muteChat": [],
"action": [
{
"type": "MOUSE",
"code": 1
}
],
"increaseDistance": [],
"decreaseDistance": [],
"occlusion": []
},
"showPriorityVolume": true,
"micReverb": true,
"micReverbVolume": 1.0
}

View File

@@ -1,93 +0,0 @@
udp:
ip: 0.0.0.0
port: 0
# Supported sample rates:
# 8000
# 12000
# 24000
# 48000
sample_rate: 48000
# Voice distance
distances:
- 8
- 16
- 24
# Default voice distance
# If 0 distance will be first element from distances
default_distance: 16
# Max priority distance
# 0 = infinite
max_priority_distance: 0
# default: Everyone have permission by default
# op: Only operators have permission
# Use /vperms command to give permissions to non-operators
permissions:
"voice.list": default
"voice.reconnect": default
"voice.speak": default
"voice.activation": default
"voice.priority": op
"voice.mute": op
"voice.unmute": op
"voice.mutelist": op
"voice.reload": op
"voice.permissions": op
# Example:
# Voice distance is 16
# Fade distance will be 16/8=2
# Should be int >= 1
fade_divisor: 8
priority_fade_divisor: 8
disable_voice_activation: false
# Disable connection logs (New client, Remove client, client timed out)
disable_logs: true
messages:
prefix: "&6[Plasmo Voice]&7 "
list: "Clients ({count}/{online_players}): {players}"
already_muted: "{player} already muted"
player_not_found: "Player not found"
not_muted: "{player} not muted"
muted_list: "Muted players:"
muted_list_entry: "&7&l{player}&7, expires: {expires}. Reason: {reason}"
muted_list_empty: "No players are muted"
mute_expires_format: "yyyy.MM.dd 'at' HH:mm:ss"
mute_expires_never: "never"
muted_perm: "{player} is permanently muted. Reason: {reason}"
muted: "Muted {player} {duration}. Reason: {reason}"
player_muted_perm: "You've been permanently muted. Reason: {reason}"
player_muted: "You've been muted {duration}. Reason: {reason}"
player_unmuted: "You've been unmuted"
unmuted: "Unmuted {player}"
mute_no_reason: "not specified"
mute_durations:
seconds: "for %s sec"
minutes: "for %s min"
hours: "for %s h"
days: "for %s d"
weeks: "for %s w"
reconnect_sent: "Reconnect packet sent"
reloaded: "Config reloaded"
mod_missing_kick_message: "Sorry, you need to install the Plasmo Voice mod to play on this server.\nDownload here: https://www.curseforge.com/minecraft/mc-mods/plasmo-voice-client"
permissions:
not_found: "Permission not found"
already: "{player} already has {permission} ({value})"
set: "Set {permission} to {value} for {player}"
no_permission: "{player} does not have {permission}"
unset: "Unset {permission} for {player}"
check: "{player} permission check for {permission}: {value}"
help:
mute: "Usage: /vmute <player> [duration] [reason]"
unmute: "Usage: /vunmute <player>"
# do not touch
config_version: 1.0.3

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@@ -1 +0,0 @@
{"muted":[],"permissions":{}}

View File

@@ -1,5 +0,0 @@
[client]
#If true, renders enchanted guns from Additional Guns with the enchantment glint. True by default.
enableGunEnchantmentGlint = true

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@@ -1,24 +0,0 @@
[client]
#If true, shows the hunger (and saturation if showSaturationHudOverlay is true) that would be restored by food you are currently holding
showFoodValuesHudOverlay = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true
#Alpha value of the flashing icons at their most visible point (1.0 = fully opaque, 0.0 = fully transparent)
#Range: 0.0 ~ 1.0
maxHudOverlayFlashAlpha = 0.65
#If true, health/hunger overlay will shake to match Minecraft's icon animations
showVanillaAnimationsOverlay = true
#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true
#If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
showFoodValuesInTooltip = true
#If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
showFoodValuesInTooltipAlways = true
#If true, shows estimated health restored by food on the health bar
showFoodHealthHudOverlay = true
#If true, shows your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true
#If true, enables the hunger/saturation/health overlays for food in your off-hand
showFoodValuesHudOverlayWhenOffhand = true

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@@ -1,21 +0,0 @@
{
"client": {
"disableColoredCableRecipesInJEI": true,
"enableFacadesInJEI": false,
"enableEffects": true,
"useTerminalUseLargeFont": false,
"useColoredCraftingStatus": true,
"PowerUnit_comment": "Power unit shown in AE UIs",
"PowerUnit": "ae",
"showDebugGuiOverlays_comment": "Show debugging GUI overlays",
"showDebugGuiOverlays": false,
"showPlacementPreview_comment": "Show a preview of part and facade placement",
"showPlacementPreview": true
},
"terminals": {
"searchTooltips_comment": "Should tooltips be searched. Performance impact",
"searchTooltips": "yes",
"terminalStyle": "tall",
"terminalSearchMode": "default"
}
}

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@@ -1,124 +0,0 @@
{
"general": {
"unsupportedDeveloperTools": false,
"matterCannonBlockDamage_comment": "Enables the ability of the Matter Cannon to break blocks.",
"matterCannonBlockDamage": true,
"tinyTntBlockDamage_comment": "Enables the ability of Tiny TNT to break blocks.",
"tinyTntBlockDamage": true,
"serverOpsIgnoreSecurity_comment": "Server operators are not restricted by ME security terminal settings.",
"serverOpsIgnoreSecurity": true,
"channels_comment": "Changes the channel capacity that cables provide in AE2.",
"channels": "default",
"pathfindingStepsPerTick_comment": "The number of pathfinding steps that are taken per tick and per grid that is booting. Lower numbers will mean booting takes longer, but less work is done per tick.",
"pathfindingStepsPerTick": 4
},
"automation": {
"formationPlaneEntityLimit": 128
},
"facades": {
"allowBlockEntities_comment": "Unsupported: Allows whitelisting block entities as facades. Could work, have render issues, or corrupt your world. USE AT YOUR OWN RISK.",
"allowBlockEntities": false
},
"craftingCPU": {
"craftingCalculationTimePerTick": 5,
"craftingSimulatedExtraction_comment": "When true: simulate extraction of all the network\u0027s contents when starting a crafting job calculation. When false: use the cached available content list (same as terminals). Enabling might work a bit better, but it will significantly reduce performance.",
"craftingSimulatedExtraction": false
},
"crafting": {
"inWorldSingularity_comment": "Enable the in-world crafting of singularities.",
"inWorldSingularity": true,
"inWorldFluix_comment": "Enable the in-world crafting of fluix crystals.",
"inWorldFluix": true,
"inWorldCrystalGrowth_comment": "Enable the in-world crafting of crystals.",
"inWorldCrystalGrowth": true,
"disassemblyCrafting_comment": "Enable shift-clicking with the crafting units in hand to disassemble them.",
"disassemblyCrafting": true
},
"spatialio": {
"spatialPowerMultiplier": 1250.0,
"spatialPowerExponent": 1.35
},
"logging": {
"securityAuditLog": false,
"blockUpdateLog": false,
"packetLog": false,
"craftingLog": false,
"debugLog": false,
"gridLog": false,
"chunkLoggerTrace_comment": "Enable stack trace logging for the chunk loading debug command",
"chunkLoggerTrace": false
},
"battery": {
"chargerChargeRate_comment": "The chargers charging rate factor, which is applied to the charged items charge rate. 2 means it charges everything twice as fast. 0.5 half as fast.",
"chargerChargeRate": 1.0,
"wirelessTerminal": 1600000,
"chargedStaff": 8000,
"entropyManipulator": 200000,
"portableCell": 20000,
"colorApplicator": 20000,
"matterCannon": 200000
},
"worldGen": {
"spawnPressesInMeteorites": true,
"generateQuartzOre": true,
"quartzOresPerCluster": 7,
"quartzOresClusterAmount": 20,
"quartzOresBiomeBlacklist_comment": "Biome IDs in which quartz ores should NOT be generated (i.e. minecraft:plains).",
"quartzOresBiomeBlacklist": []
},
"wireless": {
"wirelessBaseCost": 8.0,
"wirelessCostMultiplier": 1.0,
"wirelessBaseRange": 16.0,
"wirelessBoosterRangeMultiplier": 1.0,
"wirelessBoosterExp": 1.5,
"wirelessHighWirelessCount": 64.0,
"wirelessTerminalDrainMultiplier": 1.0
},
"PortableCells": {
"allowDisassembly_comment": "Allow disassembly of portable cells into the recipe ingredients using shift+right-click",
"allowDisassembly": true
},
"PowerRatios": {
"ForgeEnergy": 0.5,
"UsageMultiplier": 1.0
},
"Condenser": {
"MatterBalls": 256,
"Singularity": 256000
},
"tickRates": {
"_comment": " 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.",
"InterfaceMin": 5,
"InterfaceMax": 120,
"ImportBusMin": 5,
"ImportBusMax": 40,
"ExportBusMin": 5,
"ExportBusMax": 60,
"AnnihilationPlaneMin": 2,
"AnnihilationPlaneMax": 120,
"METunnelMin": 5,
"METunnelMax": 20,
"InscriberMin": 1,
"InscriberMax": 1,
"ChargerMin": 10,
"ChargerMax": 10,
"IOPortMin": 1,
"IOPortMax": 5,
"VibrationChamberMin": 10,
"VibrationChamberMax": 40,
"StorageBusMin": 5,
"StorageBusMax": 60,
"ItemTunnelMin": 5,
"ItemTunnelMax": 60,
"LightTunnelMin": 5,
"LightTunnelMax": 60
},
"inWorldCrystalGrowth": {
"_comment": "Settings for in-world growth of crystals.",
"improvedFluidTag_comment": "A fluid tag that identifies fluids that improve crystal growth speed. Does not affect growth with water/lava.",
"improvedFluidTag": "",
"improvedFluidMultiplier_comment": "The speed multiplier to use when the crystals are submerged in the improved fluid.",
"improvedFluidMultiplier": 2.0
}
}

View File

@@ -1,52 +0,0 @@
["basic options"]
#Enable fish mob spawning? Weight & biomes can be modified in the Aquaculture fish loot table
"Enable fish spawning?" = true
"Enable weight for fish? Useful for fishing competitions" = false
"Should fish be added as compostables for the composter/worm farm? (Based on fish, or weight if enabled)" = true
"Should Aquaculture fish be able to be used to breed cats & ocelots?" = true
"Enable debug mode? (Enables additional logging)" = false
"Show Fillet recipes in JEI?" = true
["basic options"."Amount of Message In A Bottle messages"]
#Range: 0 ~ 255
" Used to add additional custom messages" = 29
["neptunium options"]
"Enable recipes for Neptunium items?" = true
"Enable recipes for Neptunium armor?" = true
#Should Neptune's bounty be added as fishing loot? Very rare.
"Add Neptune's Bounty as loot?" = true
["spawn options"]
["spawn options".box_turtle]
#Range: 0 ~ 64
min = 1
#Range: 0 ~ 64
max = 2
#Range: 0 ~ 100
weight = 10
include = ["SWAMP"]
exclude = [""]
["spawn options".arrau_turtle]
#Range: 0 ~ 64
min = 1
#Range: 0 ~ 64
max = 2
#Range: 0 ~ 100
weight = 8
include = ["JUNGLE"]
exclude = [""]
["spawn options".starshell_turtle]
#Range: 0 ~ 64
min = 1
#Range: 0 ~ 64
max = 2
#Range: 0 ~ 100
weight = 5
include = ["TWILIGHT"]
exclude = [""]

View File

@@ -1,23 +0,0 @@
defaultUncompletedIconColor = "#FFFFFF"
defaultUncompletedTitleColor = "#0489C1"
defaultCompletedIconColor = "#DBA213"
defaultCompletedTitleColor = "#DBA213"
doAdvancementsBackgroundFade = true
showDebugCoordinates = false
orderTabsAlphabetically = false
#Values below 50% might give odd results, use on own risk ;)
#Range: 1 ~ 100
uiScaling = 100
#Lists the criteria for partially completed advancements, e.g. the biomes required for 'Adventuring Time'
# Off: Vanilla default
# Default: List which criteria you have already obtained
# Spoiler: Only reveal unobtained criteria
# All: Show both obtained and unobtained criteria
criteriaDetail = "Default"
criteriaDetailRequiresShift = false
addInventoryButton = false
defaultDrawDirectLines = false
defaultHideLines = false
defaultCompletedLineColor = "#FFFFFF"
defaultUncompletedLineColor = "#FFFFFF"

View File

@@ -1,6 +0,0 @@
["Config category"]
#The amount by which the chunk render distance sphere is stretched in horizontal direction. default:false
#Range: 0.5 ~ 10.0
stretch = 2.0

View File

@@ -1,45 +0,0 @@
#Set this to false to disable seasonal features, such as halloween and christmas.
seasonalFeatures = true
#Set to false to disable Botania's messages in the F3 debug screen
debugInfo = true
#Set this to false to disable the references in the flower tooltips. (You monster D:)
references = true
#Set this to false to disable Botania's splashes in the main menu.
splashes = true
[rendering]
#Set this to false to disable the use of shaders for some of the mod's renders. (Requires game restart)
shaders = true
#Set this to false to disable the wireframe when looking a block bound to something (spreaders, flowers, etc).
boundBlockWireframe = true
#Set this to false to disable rendering of accessories in the player.
accessories = true
#The height of the mana display bar in above the XP bar. You can change this if you have a mod that changes where the XP bar is.
#Range: > 0
manaBarHeight = 29
#Set this to true if you use lots of floating flowers and are experiencing rendering lag. Will disable the floating flowers' animations and render them statically for a major performance boost. Hit F3+A in-world after toggling this.
staticFloaters = false
[rendering.fancySkybox]
#Set this to false to disable the fancy skybox in Garden of Glass
enabled = true
#Set this to true to enable the fancy skybox in non Garden of Glass worlds. (Does not require Garden of Glass loaded to use, needs 'fancySkybox.enabled' to be true as well)
normalWorlds = false
[rendering.lexicon]
#Set this to false to disable the rotating items in the petal and rune entries in the Lexica Botania.
rotatingItems = true
#Set this to false to disable the animated 3D render for the Lexica Botania.
render_3d = true
[particles]
#Set this to true to set the power system's particles to be a lot more subtle. Good for low-end systems, if the particles are causing lag.
powerSystem = false
#Set this to true to use a static wand beam that shows every single position of the burst, similar to the way it used to work on old Botania versions. Warning: Disabled by default because it may be laggy.
staticWandBeam = false
#The frequency in which particles spawn from normal (worldgen) mystical flowers
#Range: 4.9E-324 ~ 1.7976931348623157E308
flowerFrequency = 0.75
#Set this to false to disable the particles in the elven portal.
elvenPortal = true

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@@ -1,58 +0,0 @@
#Set this to false to disable the animation when an item is charging on top of a mana pool
chargeAnimation = true
#Turn this off ONLY IF you're on an extremely large world with an exaggerated count of Mana Spreaders/Mana Pools and are experiencing TPS lag. This toggles whether flowers are strict with their checking for connecting to pools/spreaders or just check whenever possible.
flowerBindingForceCheck = true
#Set to false to disable the ability for the Hand of Ender to pickpocket other players' ender chests
enderPickpocket = true
#Set this to false to disable the Mana Enchanter. Since some people find it OP or something. This only disables the entry and creation. Old ones that are already in the world will stay.
manaEnchanter = true
#Set this to false to disable the Relic System. This only disables the entries, drops and achievements. Old ones that are already in the world will stay.
relics = true
#Set this to true to invert the Ring of Magnetization's controls (from shift to stop to shift to work)
invertMagnetRing = false
#List of modids to prioritize when choosing a random ore from the tag.
#By default, the chosen ore is randomly picked from all ores in the ore's tag.
#Ores from mods present on this list will be picked over mods listed lower or not listed at all.
#Applying changes at runtime requires /reload afterwards.
orechidPriorityMods = []
#Set this to false to disable mystical flower and mushroom worldgen. More fine-tuned customization should be done with datapacks.
worldgen = true
[blockBreakingParticles]
#Set this to false to remove the block breaking particles from the flowers and other items in the mod.
enabled = true
#Set this to false to remove the block breaking particles from the Terra Shatterer, as there can be a good amount in higher levels.
toolEnabled = true
[manaSpreaders]
#Set this to true to disable the mana spreader shooting sound
silent = false
#How many ticks into the future will mana spreaders attempt to predict where mana bursts go? Setting this lower will improve spreader performance, but will cause them to not fire at targets that are too far away.
#Range: > 1
traceTime = 400
[harvestLevels]
#The harvest level of the Mana Lens: Weight. 3 is diamond level. Defaults to 2 (iron level)
#Range: > 0
weightLens = 2
#The harvest level of the Mana Lens: Bore. 3 is diamond level. Defaults to 3
#Range: > 0
boreLens = 3
[gardenOfGlass]
#Set this to false to disable spawning with a Lexica Botania in Garden of Glass worlds, if you are modifying the modpack's progression to not start with Botania.
spawnWithLexicon = true
#The multiplier for island distances for multiplayer Garden of Glass worlds.
#Islands are placed on a grid with 256 blocks between points, with the spawn island always being placed on 256, 256.
#By default, the scale is 8, putting each island on points separated by 2048 blocks.
#Values below 4 (1024 block spacing) are not recommended due to Nether portal collisions.
#Range: 1 ~ 512
islandScaleMultiplier = 8
[rannuncarpus]
#List of item registry names that will be ignored by rannuncarpuses when placing blocks.
itemBlacklist = []
#List of mod names for rannuncarpuses to ignore.
#Ignores Storage Drawers by default due to crashes with placing drawer blocks without player involvement.
modBlacklist = ["storagedrawers"]

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@@ -1,17 +0,0 @@
{
// Should mana in GUIs be displayed with numbers?
"numericalMana": true,
// If you turn this off, the special rendering is disabled for all machines and ignores the other config options
"AdvancedRendering": {
"alfheimMarket": true,
"all": true,
"industrialAgglomerationFactory": true,
"mechanicalApothecary": true,
"mechanicalBrewery": true,
"mechanicalDaisy": true,
"mechanicalManaPool": true,
"mechanicalRunicAltar": true
}
}

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@@ -1,55 +0,0 @@
{
// The amount of mana used in alfheim market to trade items [Default: 500]
"AlfheimMarket": {
// Minimum: 1
"recipeCost": 500
},
// The default amount of mana capacity in each machine.
"MaxManaCapacity": {
// Minimum: 1
"alfheimMarket": 100000,
// Minimum: 500000
"industrialAgglomerationFactory": 1000000,
// Minimum: 1
"manaBattery": 10000000,
// Minimum: 1
"mechanicalBrewery": 100000,
// Minimum: 1
"mechanicalManaPool": 100000,
// Minimum: 1
"mechanicalRunicAltar": 250000
},
// The default duration multiplied with this will be the used working duration.
"WorkingDurationMultiplier": {
// Range: 1 - 25
"alfheimMarket": 1,
// Range: 1 - 5000
"industrialAgglomerationFactory": 1,
// Minimum: 1
"mechanicalApothecary": 1,
// Range: 1 - 50
"mechanicalBrewery": 1,
// Minimum: 1
"mechanicalDaisy": 1,
// Minimum: 1
"mechanicalManaPool": 1,
// Range: 1 - 100
"mechanicalRunicAltar": 1
}
}

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@@ -1,9 +0,0 @@
"client" {
# With this enabled, CCL will catch all exceptions thrown whilst rendering blocks.
# If an exception is caught, the block will not be rendered.
B:"catchBlockRenderExceptions"=true
# With this enabled, CCL will message the player upon an exception from rendering blocks or items.
# Messages are Rate-Limited to one per 5 seconds in the event that the exception continues.
B:"messagePlayerOnRenderExceptionCaught"=true
}

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@@ -1,6 +0,0 @@
#Client configuration settings
[client]
#Draws the collision shape rather than the selection shape when hovering blocks. Used for debugging collisions.
drawCollisionShapes = false

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@@ -1,10 +0,0 @@
#Mail configuration settings
[mail]
#The maximum amount of mail that can be in a player's mail queue.
#Range: > 1
maxMailQueue = 20
#The interval in ticks for mail boxes to pull mail from the player's queue
#Range: > 1
pullMailInterval = 20

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@@ -1,67 +0,0 @@
[client]
#Control sounds triggered by guns
[client.sounds]
#If true, a sound will play when you successfully hit a headshot on a entity with a gun
playSoundWhenHeadshot = true
#The sound to play when a headshot occurs
headshotSound = "minecraft:entity.player.attack.knockback"
#If true, a sound will play when you successfully hit a critical on a entity with a gun
playSoundWhenCritical = true
#The sound to play when a critical occurs
criticalSound = "minecraft:entity.player.attack.crit"
#The maximum distance impact sounds from bullet can be heard
#Range: 0.0 ~ 32.0
impactSoundDistance = 32.0
#Configuration for display related options
[client.display]
#If true, uses the old animation poses for weapons. This is only for nostalgic reasons and not recommended to switch back.
oldAnimations = false
#The custom crosshair to use for weapons. Go to (Options > Controls > Mouse Settings > Crosshair) in game to change this!
crosshair = "minecraft:default"
#If enabled, renders a cooldown indicator to make it easier to learn when you fire again.
cooldownIndicator = true
#If enabled, the weapon will sway when the player moves their look direction. This does not affect aiming and is only visual.
weaponSway = true
#The sensistivity of the visual weapon sway when the player moves their look direciton. The higher the value the more sway.
#Range: 0.0 ~ 1.0
swaySensitivity = 0.3
#The animation to use for sway. Directional follows the camera better while Drag is more immersive
#Allowed Values: DIRECTIONAL, DRAG
swayType = "DRAG"
#If enabled, the camera will roll when strafing while holding a gun. This creates a more immersive feeling.
cameraRollEffect = true
#When Camera Roll Effect is enabled, this is the absolute maximum angle the roll on the camera can approach.
#Range: 0.0 ~ 45.0
cameraRollAngle = 1.5
#Enables the sprinting animation on weapons for better immersion. This only applies to weapons that support a sprinting animation.
sprintingAnimation = true
#The intensity of the custom bobbing animation while holding a gun
#Range: 0.0 ~ 2.0
bobbingIntensity = 1.0
#Properties relating to particles
[client.particle]
#The minimum duration in ticks before bullet holes will disappear
#Range: > 0
bulletHoleLifeMin = 150
#The maximum duration in ticks before bullet holes will disappear
#Range: > 0
bulletHoleLifeMax = 200
#The percentage of the maximum life that must pass before particles begin fading away. 0 makes the particles always fade and 1 removes facing completely
#Range: 0.0 ~ 1.0
bulletHoleFadeThreshold = 0.98
#If true, blood will will spawn from entities that are hit from a projectile
enableBlood = false
#The maximum distance impact particles can be seen from the player
#Range: 0.0 ~ 64.0
impactParticleDistance = 32.0
#Properties relating to controls
[client.controls]
#A value to multiple the mouse sensitivity by when aiming down weapon sights. Go to (Options > Controls > Mouse Settings > ADS Sensitivity) in game to change this!
#Range: 0.0 ~ 1.0
aimDownSightSensitivity = 0.75

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@@ -1,118 +0,0 @@
[common]
#Properties relating to gameplay
[common.gameplay]
#If enable, allows guns to shoot out glass and remove blocks on explosions
enableGunGriefing = true
#The extra amount to expand an entity's bounding box when checking for projectile collision. Setting this value higher will make it easier to hit entities
#Range: 0.0 ~ 1.0
growBoundingBoxAmount = 0.3
#Enables the check for head shots for players. Projectiles that hit the head of a player will have increased damage.
enableHeadShots = true
#The value to multiply the damage by if projectile hit the players head
#Range: 1.0 ~ 1.7976931348623157E308
headShotDamageMultiplier = 1.25
#The value to multiply the damage by if projectile is a critical hit
#Range: 1.0 ~ 1.7976931348623157E308
criticalDamageMultiplier = 1.5
#If true, projectiles will ignore leaves when checking for collision
ignoreLeaves = true
#If true, projectiles will cause knockback when an entity is hit. By default this is set to true to match the behaviour of Minecraft.
enableKnockback = true
#Sets the strengthof knockback when shot by a bullet projectile. Knockback must be enabled for this to take effect. If value is equal to zero, knockback will use default minecraft value
#Range: 0.0 ~ 1.0
knockbackStrength = 0.15
#If true, improves the accuracy of weapons by considering the ping of the player. This has no affect on singleplayer. This will add a little overhead if enabled.
improvedHitboxes = false
#Properties relating to network
[common.network]
#The distance players need to be within to be able to track new projectiles trails. Higher values means you can see projectiles from that start from further away.
#Range: 1.0 ~ 1.7976931348623157E308
projectileTrackingRange = 200.0
#Properties relating to mob aggression
[common.aggro_mobs]
#If true, nearby mobs are angered and/or scared by the firing of guns.
enabled = true
#If true, in addition to causing peaceful mobs to panic, firing a gun will also cause nearby hostile mobs to target the shooter.
angerHostileMobs = true
#Any mobs within a sphere of this radius will aggro on the shooter of an unsilenced gun.
#Range: 0.0 ~ 1.7976931348623157E308
unsilencedRange = 20.0
#Any mobs of defined will not aggro on shooters
exemptMobs = []
#Properties relating to missiles
[common.missiles]
#The max distance which the explosion is effective to
#Range: 0.0 ~ 1.7976931348623157E308
explosionRadius = 5.0
#Properties relating to grenades
[common.grenades]
#The max distance which the explosion is effective to
#Range: 0.0 ~ 1.7976931348623157E308
explosionRadius = 5.0
#Properties relating to stun grenades
[common.stun_grenades]
#Blinding properties of stun grenades
[common.stun_grenades.blind]
#If true, hostile mobs will be unable to target entities while they are blinded by a stun grenade.
blindMobs = true
[common.stun_grenades.blind.effect_criteria]
#Grenade must be no more than this many meters away to have an effect.
#Range: 0.0 ~ 1.7976931348623157E308
radius = 15.0
#Effect will have this duration (in ticks) if the grenade is directly at the player's eyes while looking directly at it.
#Range: > 0
durationMax = 220
#Effect will have this duration (in ticks) if the grenade is the maximum distance from the player's eyes while looking directly at it.
#Range: > 0
durationMin = 10
#Angle between the eye/looking direction and the eye/grenade direction must be no more than half this many degrees to have an effect.
#Range: 0.0 ~ 360.0
angleEffect = 170.0
#After duration is attenuated by distance, it will be further attenuated depending on the angle (in degrees) between the eye/looking direction and the eye/grenade direction. This is done by multiplying it by 1 (no attenuation) if the angle is 0; and by this value if the angle is the maximum within the angle of effect.
#Range: 0.0 ~ 1.0
angleAttenuationMax = 0.75
#If true, the effect is only applied if the line between the eyes and the grenade does not intersect any non-liquid blocks with an opacity greater than 0.
raytraceOpaqueBlocks = true
#Deafening properties of stun grenades
[common.stun_grenades.deafen]
#If true, peaceful mobs will panic upon being deafened by a stun grenade.
panicMobs = true
[common.stun_grenades.deafen.effect_criteria]
#Grenade must be no more than this many meters away to have an effect.
#Range: 0.0 ~ 1.7976931348623157E308
radius = 15.0
#Effect will have this duration (in ticks) if the grenade is directly at the player's eyes while looking directly at it.
#Range: > 0
durationMax = 280
#Effect will have this duration (in ticks) if the grenade is the maximum distance from the player's eyes while looking directly at it.
#Range: > 0
durationMin = 100
#Angle between the eye/looking direction and the eye/grenade direction must be no more than half this many degrees to have an effect.
#Range: 0.0 ~ 360.0
angleEffect = 360.0
#After duration is attenuated by distance, it will be further attenuated depending on the angle (in degrees) between the eye/looking direction and the eye/grenade direction. This is done by multiplying it by 1 (no attenuation) if the angle is 0; and by this value if the angle is the maximum within the angle of effect.
#Range: 0.0 ~ 1.0
angleAttenuationMax = 0.75
#If true, the effect is only applied if the line between the eyes and the grenade does not intersect any non-liquid blocks with an opacity greater than 0.
raytraceOpaqueBlocks = false
#Properties relating to projectile spread
[common.projectile_spread]
#The amount of time in milliseconds before logic to apply spread is skipped. The value indicates a reasonable amount of time before a weapon is considered stable again.
#Range: 0 ~ 1000
spreadThreshold = 300
#The amount of times a player has to shoot within the spread threshold before the maximum amount of spread is applied. Setting the value higher means it will take longer for the spread to be applied.
#Range: > 1
maxCount = 10

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[Tooltips]
#If TRUE, Enchantment descriptions will be added to the tooltip for Enchanted Books containing only a single enchantment.
"Show Enchantment Descriptions" = true
#If TRUE, Items will be associated with various keywords which assist with searching in various menus such as JEI.
"Show Item Descriptions" = true
#If TRUE and Advanced Tooltips are enabled (F3+H), Tags will be will be added to item tooltips if possible.
"Show Item Tags" = true
#If TRUE, CoFH Items will always show full details (charge state, etc.) and will not require Shift to be held down.
"Always Show Item Details" = false
#If TRUE, CoFH Items will display a message prompting to hold Shift to see full details (charge state, etc.). This does not change the behavior, only if the informational message should display.
"Show 'Hold Shift for Details' Message" = true

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#The renderer to use for monitors. Generally this should be kept at "best" - if
#monitors have performance issues, you may wish to experiment with alternative
#renderers.
#Allowed Values: BEST, TBO, VBO
monitor_renderer = "BEST"
#The maximum distance monitors will render at. This defaults to the standard tile
#entity limit, but may be extended if you wish to build larger monitors.
#Range: 16 ~ 1024
monitor_distance = 64

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#Forces all config menus to be overridden and generated by Configured. This requires the game to be restarted for the changes to apply.
forceConfiguredMenu = false

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@@ -1,120 +0,0 @@
#
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
[client]
#
#Show item descriptions on Shift and controls on Ctrl.
enableTooltips = true
#
#Display a tooltip when looking at overstressed components.
enableOverstressedTooltip = true
#
#Log a stack-trace when rendering issues happen within a moving contraption.
explainRenderErrors = false
#
#Higher density means more spawned particles.
#Range: 0.0 ~ 1.0
fanParticleDensity = 0.5
#
#[in Blocks]
#Maximum Distance to the player at which items in Blocks' filter slots will be displayed
#Range: 1.0 ~ 3.4028234663852886E38
filterItemRenderDistance = 10.0
#
#Show colourful debug information while the F3-Menu is open.
enableRainbowDebug = true
#
#The maximum amount of blocks for which to try and calculate dynamic contraption lighting. Decrease if large contraption cause too much lag
#Range: > 0
maximumContraptionLightVolume = 16384
#
#Choose the menu row that the Create config button appears on in the main menu
#Set to 0 to disable the button altogether
#Range: 0 ~ 4
mainMenuConfigButtonRow = 2
#
#Offset the Create config button in the main menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
#Range: > -2147483648
mainMenuConfigButtonOffsetX = -4
#
#Choose the menu row that the Create config button appears on in the in-game menu
#Set to 0 to disable the button altogether
#Range: 0 ~ 5
ingameMenuConfigButtonRow = 3
#
#Offset the Create config button in the in-game menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
#Range: > -2147483648
ingameMenuConfigButtonOffsetX = -4
#
#Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled
ignoreFabulousWarning = false
#
#Settings for the Goggle Overlay
[client.goggleOverlay]
#
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetX = 20
#
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetY = 0
#
#Enable this to use your custom colors for the Goggle- and Hover- Overlay
customColorsOverlay = false
#
#The custom background color to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBackgroundOverlay = -267386864
#
#The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBorderTopOverlay = 1347420415
#
#The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBorderBotOverlay = 1344798847
#
#Settings for the Placement Assist
[client.placementAssist]
#
#What indicator should be used when showing where the assisted placement ends up relative to your crosshair
#Choose 'NONE' to disable the Indicator altogether
#Allowed Values: TEXTURE, TRIANGLE, NONE
indicatorType = "TEXTURE"
#
#Change the size of the Indicator by this multiplier
#Range: 0.0 ~ 3.4028234663852886E38
indicatorScale = 1.0
#
#Ponder settings
[client.ponder]
#
#Slow down a ponder scene whenever there is text on screen.
comfyReading = false
#
#Show additional info in the ponder view and reload scene scripts more frequently.
editingMode = false
#
#Sound settings
[client.sound]
#
#Make cogs rumble and machines clatter.
enableAmbientSounds = true
#
#Maximum volume modifier of Ambient noise
#Range: 0.0 ~ 1.0
ambientVolumeCap = 0.10000000149011612

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[worldgen]
#
#Modify Create's impact on your terrain
[worldgen.v2]
#
#Prevents all worldgen added by Create from taking effect
disableWorldGen = false
[worldgen.v2.striated_ores_nether]
#
#Range: > 0
clusterSize = 32
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.0833333358168602
#
#Range: > -64
minHeight = 40
#
#Range: > -64
maxHeight = 90
[worldgen.v2.striated_ores_overworld]
#
#Range: > 0
clusterSize = 32
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.0833333358168602
#
#Range: > -64
minHeight = -30
#
#Range: > -64
maxHeight = 70
[worldgen.v2.zinc_ore]
#
#Range: > 0
clusterSize = 12
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 8.0
#
#Range: > -64
minHeight = -63
#
#Range: > -64
maxHeight = 70

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#Wires
[wires]
#Connector max input in FE/t (Energy transfer).
#Range: > 0
connector_max_input = 1024
#Max wire length in blocks.
#Range: 0 ~ 256
wire_length = 12
#Connector max output in FE/t (Energy transfer).
#Range: > 0
connector_max_output = 1024
#Connector internal input buffer in FE.
#Range: > 0
connector_input_capacity = 2048
#General Settings
[general]
#Forge Energy conversion rate (in FE/t at 256 RPM).
#Range: > 0
fe_conversion = 240
#Max stress for the Alternator and Electric Motor (in SU at 256 RPM).
#Range: > 0
baseline_stress = 8192
#Electric Motor
[electric_motor]
#Electric Motor internal capacity in FE.
#Range: > 0
motor_capacity = 2048
#Electric Motor minimum required energy consumption in FE/t.
#Range: > 0
motor_min_consumption = 8
#Electric Motor max input in FE (Energy transfer not consumption).
#Range: > 0
motor_max_input = 256
#Electric Motor min/max RPM.
#Range: > 1
motor_rpm_range = 256
#Heater
[heater]
#Enable Induction Heater when attached to a Furnace Engine.
heater_furnace_engine_enable = false
#Induction Heater internal capacity in FE.
#Range: > 0
heater_capacity = 2048
#Induction Heater max input in FE (Energy transfer, not consumption).
#Range: > 0
heater_max_input = 256
#Induction Heater normal consumption rate in FE/t.
#Range: > 0
heater_normal_consumption = 96
#Induction Heater when attached to a Furnace Engine consumption rate in FE/t.
#Range: > 0
heater_furnace_engine_consumption = 1024
#Tesla Coil
[tesla_coil]
#Tesla Coil charge rate in FE/t.
#Range: > 0
tesla_coil_charge_rate = 4096
#Tesla Coil fire interval (in ticks).
#Range: > 0
tesla_coil_fire_cooldown = 20
#Hurt range (in blocks/meters).
#Range: > 0
tesla_coil_hurt_range = 3
#Charger internal capacity in FE.
#Range: > 0
tesla_coil_capacity = 32000
#Energy consumed when Tesla Coil is fired (in FE).
#Range: > 0
tesla_coil_hurt_energy_required = 1024
#The duration of the Shocked effect for mobs (in ticks).
#Range: > 0
tesla_coil_effect_time_mob = 20
#The duration of the Shocked effect for players (in ticks).
#Range: > 0
tesla_coil_effect_time_player = 20
#Tesla Coil max input in FE/t (Energy transfer).
#Range: > 0
tesla_coil_max_input = 8192
#Tesla Coil charge rate in FE/t for recipes.
#Range: > 0
tesla_coil_recipe_charge_rate = 1024
#Damaged dealt to mobs when Tesla Coil is fired (in half hearts).
#Range: > 0
tesla_coil_hurt_mob = 3
#Damaged dealt to players when Tesla Coil is fired (in half hearts).
#Range: > 0
tesla_coil_hurt_player = 2
#Alternator
[alternator]
#Alternator efficiency relative to base conversion rate.
#Range: 0.01 ~ 1.0
generator_efficiency = 0.75
#Alternator internal capacity in FE.
#Range: > 0
generator_capacity = 2048
#Alternator max input in FE (Energy transfer, not generation).
#Range: > 0
generator_max_output = 256
#Accumulator
[accumulator]
#Accumulator internal capacity in FE.
#Range: > 0
accumulator_capacity = 4196000
#Accumulator max output in FE/t (Energy transfer).
#Range: > 0
accumulator_max_output = 512
#Accumulator max input in FE/t (Energy transfer).
#Range: > 0
accumulator_max_input = 512
#Rolling Mill
[rolling_mill]
#Rolling Mill duration in ticks.
#Range: > 0
rolling_mill_processing_duration = 100
#Rolling Mill base stress impact.
#Range: 0 ~ 1024
rolling_mill_stress = 16
#Misc
[misc]
#Diamond Grit Sandpaper durability (number of uses).
#Range: > 3
diamond_grit_sandpaper_uses = 1024
#The relative speed of the Furnace Engine when powered by a Crude Burner.
#Range: 0.0 ~ 100.0
crude_burner_engine_speed = 2.0
#The relative speed of the Furnace Engine when powered by a Furnace Burner.
#Range: 0.0 ~ 100.0
furnace_burner_engine_speed = 1.0

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#General Settings
[general]
#allow coin recipe
can_press_coins = false

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#General configuration options.
[General]
#Enable tag list tooltips for blocks/items?
tagTooltips = true
#Enable NBT tooltips for items?
nbtTooltips = false

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#General configuration options.
[General]
#Mod ids (in order) to prioritize using items for when generating the cucumber-tags.json file.
modTagPriorities = ["thermal", "mekanism", "tconstruct", "immersiveengineering", "appliedenergistics2"]

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@@ -1,34 +0,0 @@
{
"__comment": "Instructions: https://blakesmods.com/docs/cucumber/tags-config",
"forge:ingots/enderium": "thermal:enderium_ingot",
"forge:silicon": "ae2:silicon",
"forge:dusts/saltpeter": "immersiveengineering:dust_saltpeter",
"forge:gems/ruby": "thermal:ruby",
"forge:ingots/tungsten": "null",
"forge:ingots/signalum": "thermal:signalum_ingot",
"forge:dusts/niter": "thermal:niter_dust",
"forge:dusts/sulfur": "thermal:sulfur_dust",
"forge:ingots/tin": "thermal:tin_ingot",
"forge:ingots/lead": "thermal:lead_ingot",
"forge:ingots/electrum": "thermal:electrum_ingot",
"forge:ingots/chrome": "null",
"forge:ingots/graphite": "bigreactors:graphite_ingot",
"forge:ingots/invar": "thermal:invar_ingot",
"forge:ingots/aluminum": "immersiveengineering:ingot_aluminum",
"forge:ingots/steel": "thermal:steel_ingot",
"forge:ingots/platinum": "null",
"forge:ingots/iridium": "null",
"forge:ingots/titanium": "null",
"forge:ingots/mithril": "null",
"forge:ingots/silver": "thermal:silver_ingot",
"forge:ingots/lumium": "thermal:lumium_ingot",
"forge:rubber": "null",
"forge:gems/sapphire": "thermal:sapphire",
"forge:ingots/nickel": "thermal:nickel_ingot",
"forge:ingots/uranium": "bigreactors:yellorium_ingot",
"forge:ingots/bronze": "thermal:bronze_ingot",
"forge:ingots/brass": "create:brass_ingot",
"forge:ingots/zinc": "create:zinc_ingot",
"forge:ingots/constantan": "thermal:constantan_ingot",
"forge:gems/apatite": "thermal:apatite"
}

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@@ -1,21 +0,0 @@
#Client only settings, mostly things related to rendering
[client]
#Set to true to enable rendering curios
renderCurios = true
#The X-Offset for the Curios GUI button
#Range: -100 ~ 100
buttonXOffset = 0
#The Y-Offset for the Curios GUI button
#Range: -100 ~ 100
buttonYOffset = 0
#The X-Offset for the Creative Curios GUI button
#Range: -100 ~ 100
creativeButtonXOffset = 0
#The Y-Offset for the Creative Curios GUI button
#Range: -100 ~ 100
creativeButtonYOffset = 0
#The corner for the Curios GUI button
#Allowed Values: TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT
buttonCorner = "TOP_LEFT"

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{
"outOfRangePowerMultiplier": 2.0,
"magnetCardRange": 16.0
}

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#No comment
#Range: 0.0 ~ 1.0
baseGeneratorVolume = 1.0
#No comment
#Range: 0.0 ~ 1.0
loopVolumeFactor = 1.0
#The color for the radiation overlay text in case the radiation monitor is in the players hand
#Range: > -2147483648
radiationOverlayColor = -65536
#The color for the radiation overlay text in case the radiation monitor is in the players hand (in case there is no radiation)
#Range: > -2147483648
radiationOverlayColorNoRadiation = -16711936
#The X coordinate (with 0 being left) for the radiation overlay text. Use -1 to disable
#Range: > -1
radiationOverlayX = 10
#The Y coordinate (with 0 being top) for the radiation overlay text. Use -1 to disable
#Range: > -1
radiationOverlayY = 10

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#Enable this if you want to get retrogen (generation of ores/crystals) for already existing chunks
retrogen = true
#Enable this if you want to see in the log where crystals are spawned
verboseSpawn = false
#Enable this if you want resonating ore in nether biomes
generateOreNether = true
#Enable this if you want resonating ore in end biomes
generateOreEnd = false
#Enable this if you want resonating ore in other biomes (if they have stone)
generateOreOther = true
#Biome blacklist, resonant crystals will not spawn in biomes listed here
otherBiomeBlacklist = ["minecraft:the_void"]
#Enable this if you want resonating crystals in nether biomes
generateCrystalsNether = true
#Enable this if you want resonating crystals in other dimensions biomes (if they have stone caves)
generateCrystalsOther = true
#The chance that a crystal will spawn in a chunk. (0 = never, 1 = every chunk
#Range: 0.0 ~ 1.0
crystalSpawnChance = 0.3
#The number of times that the worldgen will try to spawn a crystal in a chunk before it fails.
#Range: 1 ~ 32
crystalSpawnTries = 20
[overworld]
#Size of resonant ore veins
#Range: > 1
minOreVeinSize = 4
#Chances for the ore to spawn in a chunk
#Range: > 1
chancesToSpawn = 7
#Minimum y-level where resonant ore will spawn
#Range: -2048 ~ 2048
minY = -60
#Maximum y-level where resonant ore will spawn
#Range: -2048 ~ 2048
maxY = 32
[nether]
#Size of resonant ore veins
#Range: > 1
minOreVeinSize = 8
#Chances for the ore to spawn in a chunk
#Range: > 1
chancesToSpawn = 12
#Minimum y-level where resonant ore will spawn
#Range: -2048 ~ 2048
minY = 2
#Maximum y-level where resonant ore will spawn
#Range: -2048 ~ 2048
maxY = 32
[end]
#Size of resonant ore veins
#Range: > 1
minOreVeinSize = 5
#Chances for the ore to spawn in a chunk
#Range: > 1
chancesToSpawn = 8
#Minimum y-level where resonant ore will spawn
#Range: -2048 ~ 2048
minY = 2
#Maximum y-level where resonant ore will spawn
#Range: -2048 ~ 2048
maxY = 32

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@@ -1,24 +0,0 @@
{
"configVersion": 5,
"renderNametagsThroughWalls": true,
"blockEntityWhitelist": [
"create:rope_pulley",
"minecraft:beacon",
"create:hose_pulley",
"betterend:eternal_pedestal"
],
"entityWhitelist": [
"botania:mana_burst"
],
"tracingDistance": 128,
"debugMode": false,
"sleepDelay": 10,
"hitboxLimit": 50,
"skipMarkerArmorStands": true,
"tickCulling": true,
"tickCullingWhitelist": [
"minecraft:boat",
"minecraft:firework_rocket"
],
"disableF3": false
}

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#Client only settings
[client]
#If true, disables all particle effects in the Reactor.
disableReactorParticles = false
#If true, no (advanced) tooltips will be added to blocks and items that can be used inside the Reactor or Turbine or as a fuel source.
disableTurbineParticles = false
#If true, no custom Patchouli components will be added and the book will stop to work correctly. Enable this if you are having problems with newer versions of Patchouli
disablePatchouliTweaks = false

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@@ -1,130 +0,0 @@
#Common configuration settings
[common]
#General options
[common.general]
#A multiplier for balancing fuel consumption.
#Range: 0.5 ~ 100.0
fuelUsageMultiplier = 1.0
#A multiplier for balancing overall power production from Extreme Reactors generators.
#Range: 0.5 ~ 100.0
powerProductionMultiplier = 1.0
#Number of ticks between updates for the Redstone Port.
#Range: 10 ~ 100
ticksPerRedstoneUpdate = 20
#Define how Reactors works
[common.reactor]
#The maximum valid size of a Reactor in the Y dimension, in blocks.
#Lower this if your server's players are building ginormous Reactors.
#Bigger Y sizes have far less performance impact than X/Z sizes.
#Range: 3 ~ 256
maxReactorHeight = 48
#The maximum valid size of a Reactor in the X/Z plane, in blocks.
#Lower this if your server's players are building ginormous Reactors.
#Range: 3 ~ 256
maxReactorSize = 32
#A multiplier for balancing Reactor power production. Stacks with powerProductionMultiplier.
#Range: 0.5 ~ 100.0
reactorPowerProductionMultiplier = 1.0
#How much light (0-15) does a Fuel Rod emits.
#Range: 0 ~ 15
fuelRodLightValue = 15
#Define how Turbines works
[common.turbine]
#The maximum valid height of a Turbine (Y axis), in blocks.
#Range: 5 ~ 256
maxTurbineHeight = 32
#The maximum valid size of a Turbine in the X/Z plane, in blocks.
#Range: 5 ~ 256
maxTurbineSize = 32
#A multiplier for balancing rotor sizes.
#Multiplies the amount of energy lost to aerodynamic drag per tick.
#Range: 0.5 ~ 10.0
turbineAeroDragMultiplier = 1.0
#A multiplier for balancing coil size.
#Multiplies the amount of energy drawn per coil block per tick.
#Range: 0.5 ~ 10.0
turbineCoilDragMultiplier = 1.0
#A multiplier for balancing coil size.
#Multiplies the amount of fluid each blade block can process (base of 25 will be multiplied,
#then rounded down to the nearest integer).
#Range: 0.5 ~ 10.0
turbineFluidPerBladeMultiplier = 1.0
#A multiplier for balancing rotor sizes.
#Multiplies the amount of energy lost to friction per tick.
#Range: 0.5 ~ 10.0
turbineMassDragMultiplier = 1.0
#A multiplier for balancing turbine power production.
#Stacks with powerProductionMultiplier.
#Range: 0.5 ~ 10.0
turbinePowerProductionMultiplier = 1.0
#Define how Fluidizer works
[common.fluidizer]
#The maximum valid size of a Fluidizer in the Y dimension, in blocks.
#Lower this if your server's players are building ginormous Fluidizer.
#Range: 3 ~ 64
maxFluidizerHeight = 16
#The maximum valid size of a Fluidizer in the X/Z plane, in blocks.
#Lower this if your server's players are building ginormous Fluidizer.
#Range: 3 ~ 64
maxFluidizerSize = 16
#The amount of energy need to process a single tick of a recipe.
#Range: 20 ~ 1000
energyPerRecipeTick = 25
#Recipes options
[common.recipes]
#If set, charcoal will be smeltable into graphite bars.
#Disable this if other mods need to smelt charcoal into their own products.
registerCharcoalForSmelting = true
#If set, coal will be smeltable into graphite bars.
#Disable this if other mods need to smelt coal into their own products.
registerCoalForSmelting = true
#If set, coal blocks will be smeltable into graphite blocks.
#Disable this if other mods need to smelt coal blocks into their own products.
registerCoalBlockForSmelting = true
#Define how ores generates in the world
[common.worldgen]
#If false, disables all world gen from Extreme Reactors;
#all other worldgen settings are automatically ignored.
enableWorldGen = true
#Re-run world gen in chunks that have already been generated (once they have been loaded),
#but have not been modified by Extreme Reactors before.
enableWorldRegeneration = false
#User-set world generation version.
#Increase this by one if you want Extreme Reactors to re-run world generation in already modified chunks.
#Range: > 0
userWorldGenVersion = 1
#Enable generation of Yellorite Ore.
yelloriteOreEnableWorldGen = true
#Maximum number of Yellorite Ore clusters per chunk.
#Range: 1 ~ 25
yelloriteOreMaxClustersPerChunk = 3
#Maximum number of Yellorite Ores to generate in each cluster.
#Range: 1 ~ 16
yelloriteOrePerCluster = 5
#Maximum height (Y coordinate) in the world to generate Yellorite Ore.
#Range: 1 ~ 256
yelloriteOreMaxY = 32
#Enable generation of Anglesite Ore.
anglesiteOreEnableWorldGen = true
#Maximum number of Anglesite Ore clusters per chunk.
#Range: 1 ~ 16
anglesiteOreMaxClustersPerChunk = 2
#Maximum number of Anglesite Ores to generate in each cluster.
#Range: 1 ~ 16
anglesiteOrePerCluster = 5
#Enable generation of Benitoite Ore.
benitoiteOreEnableWorldGen = true
#Maximum number of Benitoite Ore clusters per chunk.
#Range: 1 ~ 16
benitoiteOreMaxClustersPerChunk = 2
#Maximum number of Benitoite Ores to generate in each cluster.
#Range: 1 ~ 16
benitoiteOrePerCluster = 5

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#Use a slightly more compact, but also slightly slower representation for block states
compactFastMap = false
#Replace objects used to detect multi-threaded access to chunks by a much smaller field. This option is disabled by default due to very rare and very hard-to-reproduce crashes, use at your own risk!
useSmallThreadingDetector = false
#Cache the predicate instances used in multipart models
cacheMultipartPredicates = true
#Do not create a new MultipartBakedModel instance for each block state using the same multipartmodel. Requires cacheMultipartPredicates to be enabled
multipartDeduplication = true
#Deduplicate cached data for blockstates, most importantly collision and render shapes
blockstateCacheDeduplication = true
#Avoid creation of new strings when creating ModelResourceLocations
modelResourceLocations = true
#Replace the blockstate neighbor table
replaceNeighborLookup = true
#Populate the neighbor table used by vanilla. Enabling this slightly increases memory usage, but can help with issues in the rare case where mods access it directly.
populateNeighborTable = false
#Do not store the properties of a state explicitly and read themfrom the replace neighbor table instead. Requires replaceNeighborLookup to be enabled
replacePropertyMap = true
#Deduplicate vertex data of baked quads in the basic model implementations
bakedQuadDeduplication = true

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#Enable or disable the entire engine
#Allowed Values: OFF, BATCHING, INSTANCING
backend = "INSTANCING"
#Enable or disable a debug overlay that colors pixels by their normal
debugNormals = false
#Enable or disable instance update limiting with distance.
limitUpdates = true

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# Enable forge global version checking
versionCheck = true
# does the splashscreen run
splashscreen = true
defaultConfigPath = "defaultconfigs"
maxThreads = -1

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#Client only settings, mostly things related to rendering
[client]
#Enable Forge to queue all chunk updates to the Chunk Update thread.
#May increase FPS significantly, but may also cause weird rendering lag.
#Not recommended for computers without a significant number of cores available.
alwaysSetupTerrainOffThread = false
#EXPERIMENTAL: Enable the Forge block rendering pipeline - fixes the lighting of custom models.
experimentalForgeLightPipelineEnabled = false
#When enabled, Forge will show any warnings that occurred during loading.
showLoadWarnings = true
#Set to true to use a combined DEPTH_STENCIL attachment instead of two separate ones.
useCombinedDepthStencilAttachment = false
#Forces the use of System.nanoTime instead of glfwGetTime, as the main Util time provider
forceSystemNanoTime = false

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@@ -1,7 +0,0 @@
#General configuration settings
[general]
#Defines a default world type to use. The vanilla default world type is represented by 'default'.
#The modded world types are registry names which should include the registry namespace, such as 'examplemod:example_world_type'.
defaultWorldType = "default"

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#Disables most lighting code for certain models that are rendered dynamically (TESR). May improve FPS.
#Affects turrets and garden cloches
disableFancyTESR = false
#Show the text overlay for various blocks, such as the configuration of capacitors or pumps
showTextOverlay = true
#Set this to false to disable the super awesome looking nixie tube front for the voltmeter and other things
nixietubeFont = true
#Set the GUI scale of the Engineer's Manual. This uses the same numbers as Vanilla's GUI Scale and is therefor limited to the maximum value available ingame.
#Range: 1 ~ 32
manualGuiScale = 4
#Set this to true if you suffer from bad eyesight. The Engineer's manual will be switched to a bold and darker text to improve readability.
badEyesight = false
#Controls if item tooltips should contain the tags names of items. These tooltips are only visible in advanced tooltip mode (F3+H)
tagTooltips = true
#Increase the distance at which certain TileEntities (specifically windmills) are still visible. This is a modifier, so set it to 1 for default render distance, to 2 for doubled distance and so on.
#Range: 0.0 ~ 1.7976931348623157E308
increasedTileRenderdistance = 1.5
#Set this to false to hide the update news in the manual
showUpdateNews = true
#Allows revolvers and other IE items to look properly held in 3rd person. This uses a coremod. Can be disabled in case of conflicts with other animation mods.
fancyItemHolding = true
#Set to false to disable the stencil buffer. This may be necessary on older GPUs.
stencilBufferEnabled = true
#A list of sounds that should not be muffled by the Ear Defenders. Adding to this list requires knowledge of the correct sound resource names.
earDefenders_SoundBlacklist = []
#Use VBOs to render certain blocks. This is significantly faster than the usual rendering,
#but may not work correctly with visual effects from other mods
enableVBO = true
#Options to set the RGB color of all IE wire types
[wire_colors]
#Range: > -2147483648
copper = 11758655
#Range: > -2147483648
electrum = 15573061
#Range: > -2147483648
steel = 7303023
#Range: > -2147483648
structure_rope = 9862765
#Range: > -2147483648
structure_steel = 7303023
#Range: > -2147483648
redstone = 16723759
#Range: > -2147483648
copper_insulated = 16445918
#Range: > -2147483648
electrum_insulated = 10323322

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@@ -1,30 +0,0 @@
#IMPORTANT NOTICE:
#THIS IS ONLY THE COMMON CONFIG. It does not contain all the values adjustable for IE.
#All modifiers for machines, all ore gen, the retrogen features and most other adjustable values have been moved to immersiveengineering-server.toml.
#That file is PER WORLD, meaning you have to go into 'saves/<world name>/serverconfig' to adjust it. Those changes will then only apply for THAT WORLD.
#You can then take that config file and put it in the 'defaultconfigs' folder to make it apply automatically to all NEW worlds you generate FROM THERE ON.
#This may appear confusing to many of you, but it is a new sensible way to handle configuration, because the server configuration is synced when playing multiplayer.
importantInfo = true
#A list of preferred Mod IDs that results of IE processes should stem from, aka which mod you want the copper to come from.
#This affects the ores dug by the excavator, as well as those crushing recipes that don't have associated IE items. This list is in oreder of priority.
preferredOres = ["immersiveengineering", "minecraft"]
[debug]
#A config setting to enable debug features. These features may vary between releases, may cause crashes, and are unsupported. Do not enable unless asked to by a developer of IE.
enableDebug = false
[debug.wires]
#Enable detailed logging for the wire network. This can be useful for developers to track down issues related to wires.
enableWireLogger = false
#Run sanity checks on the wire network after every interaction. This will cause a decent amount of lag and a lot of log spam if the wire network isn't fully intact. Only enable when asked to by an IE developer.
validateNets = false
#A list of all mods that IE has integrated compatability for
#Setting any of these to false disables the respective compat
[compat]
crafttweaker = true
theoneprobe = true
curios = true
computercraft = true
oc2 = true

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@@ -1,20 +0,0 @@
#General settings
[general]
#Maximum distance from player (horizontally) for entity spawning check [Squared, Default 64^2]
maxEntitySpawnDistanceHorizontal = 4096
#Maximum distance from player (vertically) for entity spawning check [Raw, Default 32]
maxEntitySpawnDistanceVertical = 32
#Maximum distance from player (horizontally) to allow entity ticking [Squared, Default 48^2]
maxEntityTickDistanceHorizontal = 2304
#Maximum distance from player (vertically) to allow entity ticking [Raw, Default 32]
maxEntityTickDistanceVertical = 32
#List of entities to ignore when checking if they are allowed to tick
#Tags can be used by using #minecraft:<tag_name> or #modid:<tag_name>
#You can also use a wildcard after modid (modid:*)
#Example list for a modpack
#entityIgnoreList = ["minecraft:wither","minecraft:phantom","minecraft:ender_dragon", "minecraft:elder_guardian", "minecraft:player", "botania:*", "create:*", "ftbic:*", "immersiveengineering:*", "ae2:*", "littlelogistics:*", "tiab:*"]
entityIgnoreList = ["minecraft:wither", "minecraft:phantom", "minecraft:ender_dragon", "minecraft:elder_guardian", "minecraft:player"]
#Minimum number of players before mod is enabled
minPlayers = 2

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@@ -1,93 +0,0 @@
[advanced]
#Debug mode enabled
DebugMode = false
#Display search bar in the center
CenterSearch = false
#Set low-memory mode (makes search very slow, but uses less RAM)
LowMemorySlowSearchEnabled = false
#Enable cheating items into the hotbar by using the shift+number keys.
CheatToHotbarUsingHotkeysEnabled = false
#How items should be handed to you
#Allowed Values: INVENTORY, MOUSE_PICKUP
GiveMode = "MOUSE_PICKUP"
#Max. recipe gui height
#Range: > 175
RecipeGuiHeight = 350
[colors]
#Color values to search for
SearchColors = ["White:EEEEEE", "LightBlue:7492cc", "Cyan:00EEEE", "Blue:2222dd", "LapisBlue:25418b", "Teal:008080", "Yellow:cacb58", "GoldenYellow:EED700", "Orange:d97634", "Pink:D1899D", "HotPink:FC0FC0", "Magenta:b24bbb", "Purple:813eb9", "JadedPurple:43324f", "EvilPurple:2e1649", "Lavender:B57EDC", "Indigo:480082", "Sand:dbd3a0", "Tan:bb9b63", "LightBrown:A0522D", "Brown:634b33", "DarkBrown:3a2d13", "LimeGreen:43b239", "SlimeGreen:83cb73", "Green:008000", "DarkGreen:224d22", "GrassGreen:548049", "Red:963430", "BrickRed:b0604b", "NetherBrick:2a1516", "Redstone:ce3e36", "Black:181515", "CharcoalGray:464646", "IronGray:646464", "Gray:808080", "Silver:C0C0C0"]
[sorting]
#Sorting order for the ingredient list. Valid stages: [MOD_NAME, INGREDIENT_TYPE, ALPHABETICAL, CREATIVE_MENU, TAG, TOOL_TYPE, WEAPON_DAMAGE, ARMOR, MAX_DURABILITY]
IngredientSortStages = ["MOD_NAME", "INGREDIENT_TYPE", "CREATIVE_MENU"]
[search]
#Search mode for Mod Names (prefix: @)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
ModNameSearchMode = "REQUIRE_PREFIX"
#Search mode for Tooltips (prefix: #)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
TooltipSearchMode = "ENABLED"
#Search mode for Tag Names (prefix: $)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
TagSearchMode = "REQUIRE_PREFIX"
#Search mode for Creative Tab Names (prefix: %)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
CreativeTabSearchMode = "DISABLED"
#Search mode for Colors (prefix: ^)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
ColorSearchMode = "DISABLED"
#Search mode for resources locations (prefix: &)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
ResourceLocationSearchMode = "DISABLED"
#Search advanced tooltips (visible with F3+H)
SearchAdvancedTooltips = false
[modname]
#Formatting for mod name tooltip
#Use these formatting colors:
#black, dark_blue, dark_green, dark_aqua, dark_red, dark_purple, gold, gray, dark_gray, blue, green, aqua, red, light_purple, yellow, white
#With these formatting options:
#obfuscated, bold, strikethrough, underline, italic
ModNameFormat = "blue italic"
[IngredientList]
#Max number of rows shown
#Range: 1 ~ 100
MaxRows = 16
#Max number of columns shown
#Range: 4 ~ 100
MaxColumns = 9
#Horizontal alignment of the ingredient grid inside the available area
#Allowed Values: LEFT, CENTER, RIGHT
HorizontalAlignment = "RIGHT"
#Horizontal alignment of the ingredient grid inside the available area
#Allowed Values: TOP, CENTER, BOTTOM
VerticalAlignment = "TOP"
#Visibility of the top page buttons. Use AUTO_HIDE to only show it when there are multiple pages.
#Allowed Values: ENABLED, AUTO_HIDE, DISABLED
ButtonNavigationVisibility = "ENABLED"
#Set to true to draw a background texture behind the gui.
DrawBackground = false
[BookmarkList]
#Max number of rows shown
#Range: 1 ~ 100
MaxRows = 16
#Max number of columns shown
#Range: 4 ~ 100
MaxColumns = 9
#Horizontal alignment of the ingredient grid inside the available area
#Allowed Values: LEFT, CENTER, RIGHT
HorizontalAlignment = "LEFT"
#Horizontal alignment of the ingredient grid inside the available area
#Allowed Values: TOP, CENTER, BOTTOM
VerticalAlignment = "TOP"
#Visibility of the top page buttons. Use AUTO_HIDE to only show it when there are multiple pages.
#Allowed Values: ENABLED, AUTO_HIDE, DISABLED
ButtonNavigationVisibility = "ENABLED"
#Set to true to draw a background texture behind the gui.
DrawBackground = false

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@@ -1,51 +0,0 @@
Minecraft
AE2WTLib
Advanced Peripherals
Applied Botanics
Applied Energistics 2
Applied Mekanistics
Aquaculture 2
Botania
Botanical Machinery
CC: Tweaked
CoFH Core
Create
Create Confectionery
Create Crafts & Additions
Create Deco
DarkUtilities
EnderStorage
Extreme Reactors
Immersive Engineering
Iron Chests
Lazier AE2
Mekanism
Mekanism: Additions
Mekanism: Generators
Mekanism: Tools
MrCrayfish's Furniture Mod
Mystical Agradditions
Mystical Agriculture
Quark
Refined Storage
Storage Drawers
Thermal Cultivation
Thermal Expansion
Thermal Innovation
Thermal Integration
Thermal Locomotion
Thermal Series
Tinkers' Construct
Torchmaster
Zero CORE 2
Additional Guns
MrCrayfish's Gun Mod
The Twilight Forest
Waystones
The One Probe
DeepResonance
RFToolsBase
RFToolsBuilder
RFToolsDimensions
RFToolsStorage
RFToolsUtility

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@@ -1,9 +0,0 @@
net.minecraft.world.item.ItemStack
mekanism.api.chemical.gas.GasStack
mekanism.api.chemical.infuse.InfusionStack
mekanism.api.chemical.pigment.PigmentStack
mekanism.api.chemical.slurry.SlurryStack
net.minecraft.world.entity.EntityType
net.minecraftforge.fluids.FluidStack
slimeknights.tconstruct.library.modifiers.ModifierEntry
slimeknights.tconstruct.library.recipe.partbuilder.Pattern

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@@ -1,158 +0,0 @@
minecraft:crafting
minecraft:anvil
minecraft:blasting
minecraft:brewing
minecraft:campfire
minecraft:compostable
minecraft:fuel
minecraft:furnace
minecraft:smithing
minecraft:smoking
minecraft:stonecutting
ae2:ae2.inscriber
ae2:condenser
ae2:throwing_in_water
bigreactors:fluidizerfluidmixing
bigreactors:fluidizersolid
bigreactors:fluidizersolidmixing
bigreactors:reprocessor
botania:brewery
botania:elven_trade
botania:mana_pool
botania:marimorphosis
botania:orechid
botania:orechid_ignem
botania:petals
botania:pure_daisy
botania:runic_altar
botania:terra_plate
create:automatic_brewing
create:automatic_packing
create:automatic_shaped
create:automatic_shapeless
create:block_cutting
create:crushing
create:deploying
create:draining
create:fan_blasting
create:fan_haunting
create:fan_smoking
create:fan_washing
create:mechanical_crafting
create:milling
create:mixing
create:mystery_conversion
create:packing
create:pressing
create:sandpaper_polishing
create:sawing
create:sequenced_assembly
create:spout_filling
create:wood_cutting
createaddition:charging
createaddition:crude_burning
createaddition:rolling
immersiveengineering:alloysmelter
immersiveengineering:arcfurnace
immersiveengineering:arcfurnace_recycling
immersiveengineering:blastfurnace
immersiveengineering:blastfurnace_fuel
immersiveengineering:bottlingmachine
immersiveengineering:cloche
immersiveengineering:cokeoven
immersiveengineering:crusher
immersiveengineering:fermenter
immersiveengineering:metalpress
immersiveengineering:mixer
immersiveengineering:refinery
immersiveengineering:sawmill
immersiveengineering:squeezer
immersiveengineering:workbench
jei:information
jeresources:dungeon
jeresources:enchantment
jeresources:mob
jeresources:plant
jeresources:villager
jeresources:worldgen
lazierae2:aggregator
lazierae2:etcher
lazierae2:grinder
lazierae2:infuser
mekanism:antiprotonic_nucleosynthesizer
mekanism:boiler_casing
mekanism:chemical_crystallizer
mekanism:chemical_dissolution_chamber
mekanism:chemical_infuser
mekanism:chemical_injection_chamber
mekanism:chemical_oxidizer
mekanism:chemical_washer
mekanism:combiner
mekanism:condensentrating
mekanism:crusher
mekanism:decondensentrating
mekanism:electrolytic_separator
mekanism:energized_smelter
mekanism:energy_conversion
mekanism:enrichment_chamber
mekanism:gas_conversion
mekanism:infusion_conversion
mekanism:isotopic_centrifuge
mekanism:metallurgic_infuser
mekanism:nutritional_liquifier
mekanism:osmium_compressor
mekanism:painting_machine
mekanism:pigment_extractor
mekanism:pigment_mixer
mekanism:precision_sawmill
mekanism:pressurized_reaction_chamber
mekanism:purification_chamber
mekanism:solar_neutron_activator
mekanism:sps_casing
mekanism:thermal_evaporation_controller
mekanismgenerators:fission
mysticalagriculture:crux
mysticalagriculture:infusion
mysticalagriculture:reprocessor
mysticalagriculture:soul_extractor
tconstruct:alloy
tconstruct:casting_basin
tconstruct:casting_table
tconstruct:entity_melting
tconstruct:foundry
tconstruct:melting
tconstruct:modifiers
tconstruct:molding
tconstruct:part_builder
tconstruct:severing
thermal:bottler
thermal:brewer
thermal:centrifuge
thermal:chiller
thermal:compression_fuel
thermal:crucible
thermal:disenchantment_fuel
thermal:furnace
thermal:gourmand_fuel
thermal:insolator
thermal:insolator_catalyst
thermal:lapidary_fuel
thermal:magmatic_fuel
thermal:numismatic_fuel
thermal:press
thermal:pulverizer
thermal:pulverizer_catalyst
thermal:pyrolyzer
thermal:refinery
thermal:rock_gen
thermal:sawmill
thermal:smelter
thermal:smelter_catalyst
thermal:stirling_fuel
thermal:tree_extractor
cgm:workbench
twilightforest:uncrafting
waystones:warp_plate
deepresonance:laser
deepresonance:purifier
deepresonance:smelter

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@@ -1,11 +0,0 @@
#Range: 1 ~ 4
itemsPerColumn = 4
#Range: 1 ~ 4
itemsPerRow = 4
diyData = true
showDevData = false
enchantsBlacklist = ["flimflam", "soulBound"]
hiddenTabs = []
dimensionsBlacklist = [-11]
disableLootManagerReloading = false

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@@ -1,11 +0,0 @@
disableLootManagerReloading = false
hiddenTabs = []
#Range: 1 ~ 4
itemsPerRow = 4
enchantsBlacklist = ["flimflam", "soulBound"]
showDevData = false
dimensionsBlacklist = [-11]
diyData = true
#Range: 1 ~ 4
itemsPerColumn = 4

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[processor]
###################################################################################
# This section lets you configure the various values of the mod processors. #
# If there is an option mentioning 'upgrades', AE2 Acceleration Cards are meant. #
###################################################################################
[processor.aggregator]
# The number of upgrades the aggregator can hold.
# By default, upgrades will speed up the processor and increase the energy buffer at the cost of a higher energy consumption.
#Range: 0 ~ 64
upgrade_slots = 8
# The amount of energy the aggregator can hold.
# The energy buffer is used to store energy before it is used.
#Range: > 0
energy_buffer_base = 100000
# The additional amount of energy the aggregator can hold per upgrade.
# Each upgrade increases the energy buffer by this amount.
# Setting this to 0 will disable the energy buffer upgrade.
# Calculation: energyBuffer = baseEnergyBuffer + (installedUpgrades * energyBufferAdd)
#Range: > 0
energy_buffer_add = 50000
# The base amount of energy the aggregator uses per tick.
# Each recipe can overwrite this value. This is just a fallback value if a recipe does not specify an energy usage.
# All recipes from the mod itself have an own energy usage value and this setting won't have any effect on them.
# This is only useful for custom recipes e.g. for modpack makers.
#Range: > 0
energy_usage_base = 300
# The energy multiplier the aggregator uses per tick when upgraded.
# Each upgrade multiplies the energy usage by this value.
# Setting this to 1 will disable the energy usage multiplier.
# Lower values than 1 will decrease the energy usage, higher values will increase it.
# Calculation: energyUsage = baseEnergyUsage * energyUsageMulti ^ installedUpgrades
#Range: 0.0 ~ 1.7976931348623157E308
energy_usage_multi = 1.3
# The base processing time the aggregator needs for a recipe.
# Each recipe can overwrite this value. This is just a fallback value if a recipe does not specify a processing time.
# All recipes from the mod itself have an own processing time value and this setting won't have any effect on them.
# This is only useful for custom recipes e.g. for modpack makers.
#Range: > 0
process_time_base = 200
# The processing time multiplier the aggregator uses when upgraded.
# Each upgrade multiplies the processing time for a recipe by this value.
# Setting this to 1 will disable the processing time multiplier.
# Lower values than 1 will decrease the processing time, higher values will increase it.
# Calculation: processTime = baseProcessTime * processTimeMulti ^ installedUpgrades
#Range: 0.0 ~ 1.7976931348623157E308
process_time_multi = 0.8
[processor.grinder]
# The number of upgrades the grinder can hold.
# By default, upgrades will speed up the processor and increase the energy buffer at the cost of a higher energy consumption.
#Range: 0 ~ 64
upgrade_slots = 8
# The amount of energy the grinder can hold.
# The energy buffer is used to store energy before it is used.
#Range: > 0
energy_buffer_base = 100000
# The additional amount of energy the grinder can hold per upgrade.
# Each upgrade increases the energy buffer by this amount.
# Setting this to 0 will disable the energy buffer upgrade.
# Calculation: energyBuffer = baseEnergyBuffer + (installedUpgrades * energyBufferAdd)
#Range: > 0
energy_buffer_add = 50000
# The base amount of energy the grinder uses per tick.
# Each recipe can overwrite this value. This is just a fallback value if a recipe does not specify an energy usage.
# All recipes from the mod itself have an own energy usage value and this setting won't have any effect on them.
# This is only useful for custom recipes e.g. for modpack makers.
#Range: > 0
energy_usage_base = 300
# The energy multiplier the grinder uses per tick when upgraded.
# Each upgrade multiplies the energy usage by this value.
# Setting this to 1 will disable the energy usage multiplier.
# Lower values than 1 will decrease the energy usage, higher values will increase it.
# Calculation: energyUsage = baseEnergyUsage * energyUsageMulti ^ installedUpgrades
#Range: 0.0 ~ 1.7976931348623157E308
energy_usage_multi = 1.3
# The base processing time the grinder needs for a recipe.
# Each recipe can overwrite this value. This is just a fallback value if a recipe does not specify a processing time.
# All recipes from the mod itself have an own processing time value and this setting won't have any effect on them.
# This is only useful for custom recipes e.g. for modpack makers.
#Range: > 0
process_time_base = 200
# The processing time multiplier the grinder uses when upgraded.
# Each upgrade multiplies the processing time for a recipe by this value.
# Setting this to 1 will disable the processing time multiplier.
# Lower values than 1 will decrease the processing time, higher values will increase it.
# Calculation: processTime = baseProcessTime * processTimeMulti ^ installedUpgrades
#Range: 0.0 ~ 1.7976931348623157E308
process_time_multi = 0.8
[processor.infuser]
# The number of upgrades the infuser can hold.
# By default, upgrades will speed up the processor and increase the energy buffer at the cost of a higher energy consumption.
#Range: 0 ~ 64
upgrade_slots = 8
# The amount of energy the infuser can hold.
# The energy buffer is used to store energy before it is used.
#Range: > 0
energy_buffer_base = 100000
# The additional amount of energy the infuser can hold per upgrade.
# Each upgrade increases the energy buffer by this amount.
# Setting this to 0 will disable the energy buffer upgrade.
# Calculation: energyBuffer = baseEnergyBuffer + (installedUpgrades * energyBufferAdd)
#Range: > 0
energy_buffer_add = 50000
# The base amount of energy the infuser uses per tick.
# Each recipe can overwrite this value. This is just a fallback value if a recipe does not specify an energy usage.
# All recipes from the mod itself have an own energy usage value and this setting won't have any effect on them.
# This is only useful for custom recipes e.g. for modpack makers.
#Range: > 0
energy_usage_base = 300
# The energy multiplier the infuser uses per tick when upgraded.
# Each upgrade multiplies the energy usage by this value.
# Setting this to 1 will disable the energy usage multiplier.
# Lower values than 1 will decrease the energy usage, higher values will increase it.
# Calculation: energyUsage = baseEnergyUsage * energyUsageMulti ^ installedUpgrades
#Range: 0.0 ~ 1.7976931348623157E308
energy_usage_multi = 1.3
# The base processing time the infuser needs for a recipe.
# Each recipe can overwrite this value. This is just a fallback value if a recipe does not specify a processing time.
# All recipes from the mod itself have an own processing time value and this setting won't have any effect on them.
# This is only useful for custom recipes e.g. for modpack makers.
#Range: > 0
process_time_base = 200
# The processing time multiplier the infuser uses when upgraded.
# Each upgrade multiplies the processing time for a recipe by this value.
# Setting this to 1 will disable the processing time multiplier.
# Lower values than 1 will decrease the processing time, higher values will increase it.
# Calculation: processTime = baseProcessTime * processTimeMulti ^ installedUpgrades
#Range: 0.0 ~ 1.7976931348623157E308
process_time_multi = 0.8
[processor.etcher]
# The number of upgrades the etcher can hold.
# By default, upgrades will speed up the processor and increase the energy buffer at the cost of a higher energy consumption.
#Range: 0 ~ 64
upgrade_slots = 8
# The amount of energy the etcher can hold.
# The energy buffer is used to store energy before it is used.
#Range: > 0
energy_buffer_base = 100000
# The additional amount of energy the etcher can hold per upgrade.
# Each upgrade increases the energy buffer by this amount.
# Setting this to 0 will disable the energy buffer upgrade.
# Calculation: energyBuffer = baseEnergyBuffer + (installedUpgrades * energyBufferAdd)
#Range: > 0
energy_buffer_add = 50000
# The base amount of energy the etcher uses per tick.
# Each recipe can overwrite this value. This is just a fallback value if a recipe does not specify an energy usage.
# All recipes from the mod itself have an own energy usage value and this setting won't have any effect on them.
# This is only useful for custom recipes e.g. for modpack makers.
#Range: > 0
energy_usage_base = 300
# The energy multiplier the etcher uses per tick when upgraded.
# Each upgrade multiplies the energy usage by this value.
# Setting this to 1 will disable the energy usage multiplier.
# Lower values than 1 will decrease the energy usage, higher values will increase it.
# Calculation: energyUsage = baseEnergyUsage * energyUsageMulti ^ installedUpgrades
#Range: 0.0 ~ 1.7976931348623157E308
energy_usage_multi = 1.3
# The base processing time the etcher needs for a recipe.
# Each recipe can overwrite this value. This is just a fallback value if a recipe does not specify a processing time.
# All recipes from the mod itself have an own processing time value and this setting won't have any effect on them.
# This is only useful for custom recipes e.g. for modpack makers.
#Range: > 0
process_time_base = 200
# The processing time multiplier the etcher uses when upgraded.
# Each upgrade multiplies the processing time for a recipe by this value.
# Setting this to 1 will disable the processing time multiplier.
# Lower values than 1 will decrease the processing time, higher values will increase it.
# Calculation: processTime = baseProcessTime * processTimeMulti ^ installedUpgrades
#Range: 0.0 ~ 1.7976931348623157E308
process_time_multi = 0.8
[requester]
# The energy the requester drains from the ME network when idle.
#Range: 0.0 ~ 1.7976931348623157E308
idleEnergy = 5.0
[misc]
# Whether the Resonating Dust should be craft-able in the world.
inWorldResonating = true

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#If true, enables the Mantle heart renderer, which stacks hearts by changing the color instead of vertically stacking them.
#Mod authors: this config is not meant for compatibility with your heart renderer, cancel the RenderGameOverlayEvent.Pre event and our logic won't run
extraHeartRenderer = true

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#Style settings for all mods using mcjtylib
[style]
#Color: slider top left border
colorSliderTopLeft = "2b2b2b"
#Color: slider bottom right border
colorSliderBottomRight = "ffffff"
#Color: slider background
colorSliderFiller = "636363"
#Color: slider knob top left border
colorSliderKnobTopLeft = "eeeeee"
#Color: slider knob bottom right border
colorSliderKnobBottomRight = "333333"
#Color: slider knob background
colorSliderKnobFiller = "8b8b8b"
#Color: slider knob top left border while dragging
colorSliderKnobDraggingTopLeft = "5c669d"
#Color: slider knob bottom right border while dragging
colorSliderKnobDraggingBottomRight = "bcc5ff"
#Color: slider knob background while dragging
colorSliderKnobDraggingFiller = "7f89bf"
#Color: slider knob top left border while hovering
colorSliderKnobHoveringTopLeft = "a5aac5"
#Color: slider knob bottom right border while hovering
colorSliderKnobHoveringBottomRight = "777c99"
#Color: slider knob background while hovering
colorSliderKnobHoveringFiller = "858aa5"
#Color: slider knob little marker lines
colorSliderKnobMarkerLine = "4e4e4e"
#Color: text normal
colorTextNormal = "303030"
#Color: text as used in lists
colorTextInListNormal = "151515"
#Color: text disabled
colorTextDisabled = "a0a0a0"
#Color: textfield top left border
colorTextFieldTopLeft = "2b2b2b"
#Color: textfield bottom right border
colorTextFieldBottomRight = "ffffff"
#Color: textfield background
colorTextFieldFiller = "c6c6c6"
#Color: textfield backbground while focused
colorTextFieldFocusedFiller = "eeeeee"
#Color: textfield backbground while hovering
colorTextFieldHoveringFiller = "dadada"
#Color: textfield cursor
colorTextFieldCursor = "0"
#Color: energy bar top left border
colorEnergyBarTopLeft = "2b2b2b"
#Color: energy bar bottom right border
colorEnergyBarBottomRight = "ffffff"
#Color: energy bar high energy level
colorEnergyBarHighEnergy = "dd0000"
#Color: energy bar low energy level
colorEnergyBarLowEnergy = "631111"
#Color: energy bar spacer (between every energy level bar)
colorEnergyBarSpacer = "430000"
#Color: energy bar text
colorEnergyBarText = "ffffff"
#Color: list background
colorListBackground = "8b8b8b"
#Color: list separator line
colorListSeparatorLine = "5c5c5c"
#Color: list selected and highlighted gradient
colorListSelectedHighlightedGradient1 = "bbbb00"
#Color: list selected and highlighted gradient
colorListSelectedHighlightedGradient2 = "999900"
#Color: list selected gradient
colorListSelectedGradient1 = "616161"
#Color: list selected gradient
colorListSelectedGradient2 = "414141"
#Color: list highlighted gradient
colorListHighlightedGradient1 = "717120"
#Color: list highlighted gradient
colorListHighlightedGradient2 = "515110"
#Color: standard bevel bright border color
colorBackgroundBevelBright = "ffffff"
#Color: standard bevel dark border color
colorBackgroundBevelDark = "2b2b2b"
#Color: standard background color
colorBackgroundFiller = "c6c6c6"
#Color: toggle button normal top left border
colorToggleNormalBorderTopLeft = "eeeeee"
#Color: toggle button normal bottom right border
colorToggleNormalBorderBottomRight = "777777"
#Color: toggle button normal background
colorToggleNormalFiller = "c6c6c6"
#Color: toggle button disabled top left border
colorToggleDisabledBorderTopLeft = "eeeeee"
#Color: toggle button disabled bottom right border
colorToggleDisabledBorderBottomRight = "777777"
#Color: toggle button disabled background
colorToggleDisabledFiller = "c6c6c6"
#Color: toggle button normal text
colorToggleTextNormal = "303030"
#Color: toggle button disabled text
colorToggleTextDisabled = "a0a0a0"
#Color: cycle button small triangle
colorCycleButtonTriangleNormal = "0"
#Color: cycle button disabled small triangle
colorCycleButtonTriangleDisabled = "888888"
#Color: external border around buttons and some other components
colorButtonExternalBorder = "0"
#Color: button top left border
colorButtonBorderTopLeft = "eeeeee"
#Color: button bottom right border
colorButtonBorderBottomRight = "777777"
#Color: button background
colorButtonFiller = "c6c6c6"
#Color: button background gradient
colorButtonFillerGradient1 = "b1b1b1"
#Color: button background gradient
colorButtonFillerGradient2 = "e1e1e1"
#Color: disabled button top left border
colorButtonDisabledBorderTopLeft = "eeeeee"
#Color: disabled button bottom right border
colorButtonDisabledBorderBottomRight = "777777"
#Color: disabled button background
colorButtonDisabledFiller = "c6c6c6"
#Color: disabled button background gradient
colorButtonDisabledFillerGradient1 = "b1b1b1"
#Color: disabled button background gradient
colorButtonDisabledFillerGradient2 = "e1e1e1"
#Color: selected button top left border
colorButtonSelectedBorderTopLeft = "5c669d"
#Color: selected button bottom right border
colorButtonSelectedBorderBottomRight = "bcc5ff"
#Color: selected button background
colorButtonSelectedFiller = "7f89bf"
#Color: selected button background gradient
colorButtonSelectedFillerGradient1 = "6a74aa"
#Color: selected button background gradient
colorButtonSelectedFillerGradient2 = "949ed4"
#Color: hovering button top left border
colorButtonHoveringBorderTopLeft = "a5aac5"
#Color: hovering button bottom right border
colorButtonHoveringBorderBottomRight = "999ebb"
#Color: hovering button background
colorButtonHoveringFiller = "a2a7c2"
#Color: hovering button background gradient
colorButtonHoveringFillerGradient1 = "8d92ad"
#Color: hovering button background gradient
colorButtonHoveringFillerGradient2 = "babfda"

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@@ -1,76 +0,0 @@
#General configuration options.
[General]
#The percentage chance that a Wither will drop a Withering Soul when killed.
#Range: 0.0 ~ 1.0
witheringSoulChance = 0.35
#The amount of Dragon Scales that an Ender Dragon will drop when killed.
#Range: 0 ~ 64
dragonScalesAmount = 8
#Can tier 6 crops be fertilized using Mystical Fertilizer or Fertilized Essence?
fertilizableTier6Crops = false
#The duration of each Essence Apples effects in seconds.
#Range: > 1
essenceAppleDuration = 180
#Should Cruxes for disabled crops be hidden and not have recipes?
hideUnusedCruxes = false
#World generation options.
[World]
#Should Nether Prosperity Ore generate in the world?
generateNetherProsperityOre = true
#How many Nether Prosperity Ore veins should spawn in a chunk.
#Range: > 0
netherProsperitySpawnRate = 12
#The maximum amount of Nether Prosperity Ore blocks that can spawn in a vein.
#Range: > 0
netherProsperitySpawnSize = 8
#The minimum Y level that Nether Prosperity Ore veins can spawn.
#Range: 0 ~ 128
netherProsperitySpawnMinY = 10
#The maximum Y level that Nether Prosperity Ore veins can spawn.
#Range: 0 ~ 128
netherProsperitySpawnMaxY = 100
#Should Nether Inferium Ore generate in the world?
generateNetherInferiumOre = true
#How many Nether Inferium Ore veins should spawn in a chunk.
#Range: > 0
netherInferiumSpawnRate = 16
#The maximum amount of Nether Inferium Ore blocks that can spawn in a vein.
#Range: > 0
netherInferiumSpawnSize = 8
#The minimum Y level that Nether Inferium Ore veins can spawn.
#Range: 0 ~ 128
netherInferiumSpawnMinY = 10
#The maximum Y level that Nether Inferium Ore veins can spawn.
#Range: 0 ~ 128
netherInferiumSpawnMaxY = 100
#Should End Prosperity Ore generate in the world?
generateEndProsperityOre = true
#How many End Prosperity Ore veins should spawn in a chunk.
#Range: > 0
endProsperitySpawnRate = 12
#The maximum amount of End Prosperity Ore blocks that can spawn in a vein.
#Range: > 0
endProsperitySpawnSize = 8
#The minimum Y level that Prosperity Ore veins can spawn.
#Range: 0 ~ 128
endProsperitySpawnMinY = 10
#The maximum Y level that Prosperity Ore veins can spawn.
#Range: 0 ~ 128
endProsperitySpawnMaxY = 100
#Should End Inferium Ore generate in the world?
generateEndInferiumOre = true
#How many End Inferium Ore veins should spawn in a chunk.
#Range: > 0
endInferiumSpawnRate = 16
#The maximum amount of End Inferium Ore blocks that can spawn in a vein.
#Range: > 0
endInferiumSpawnSize = 8
#The minimum Y level that End Inferium Ore veins can spawn.
#Range: 0 ~ 128
endInferiumSpawnMinY = 10
#The maximum Y level that End Inferium Ore veins can spawn.
#Range: 0 ~ 128
endInferiumSpawnMaxY = 100

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#General configuration options.
[General]
#Should Growth Accelerators use animated textures?
animatedGrowthAccelerators = true

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#General configuration options.
[General]
#The amount of uses the basic Infusion Crystal should have.
#Range: > 10
infusionCrystalUses = 1000
#The amount of time in seconds between each Growth Accelerator growth tick.
#Range: > 1
growthAcceleratorCooldown = 10
#Should vanilla crafting recipes for seeds be generated?
seedCraftingRecipes = false
#Should fake players be able to use watering cans?
fakePlayerWatering = true
#Should the Ender Dragon drop essence when killed with an essence weapon?
dragonDropsEssence = true
#Should right clicking on Farmland with an Essence create Essence Farmland?
essenceFarmlandConversion = true
#Should the Wither drop essence when killed with an essence weapon?
witherDropsEssence = true
#Should crops have a chance of dropping a second seed when harvested?
secondarySeedDrops = true
#The percentage chance that harvesting a Resource Crop will drop a Fertilized Essence.
#Range: 0.0 ~ 1.0
fertilizedEssenceChance = 0.1
#The percentage chance that a passive or hostile mob will drop an Inferium Essence when killed.
#Range: 0.0 ~ 1.0
inferiumDropChance = 0.2
#Should Supremium Tools be enchantable in an Enchanting Table?
enchantableSupremiumTools = false
#World generation options.
[World]
#The percentage chance a Soulium Ore spawns in a Soulstone cluster.
#Range: 0.0 ~ 1.0
souliumOreChance = 0.05
#The minimum Y level that Prosperity Ore veins can spawn.
#Range: -64 ~ 319
prosperitySpawnMinY = -60
#The list of biome IDs that Prosperity Ore veins can spawn in.
prosperityBiomeWhitelist = []
#The maximum Y level that Inferium Ore veins can spawn.
#Range: -64 ~ 319
inferiumSpawnMaxY = 64
#Should Inferium Ore generate in the world?
generateInferiumOre = true
#The maximum amount of Soulstone blocks that can spawn in a vein.
#Range: 0 ~ 64
soulstoneSpawnSize = 64
#How many Soulstone veins should spawn in a chunk.
generateSoulstone = true
#How many Soulstone veins should spawn in a chunk.
#Range: 0 ~ 128
soulstoneSpawnRate = 4
#The list of biome IDs that Inferium Ore veins can spawn in.
inferiumBiomeWhitelist = []
#The maximum amount of Prosperity Ore blocks that can spawn in a vein.
#Range: 0 ~ 64
prosperitySpawnSize = 8
#How many Inferium Ore veins should spawn in a chunk.
#Range: 0 ~ 128
inferiumSpawnRate = 16
#The maximum amount of Inferium Ore blocks that can spawn in a vein.
#Range: 0 ~ 64
inferiumSpawnSize = 8
#The minimum Y level that Soulstone veins can spawn.
#Range: 0 ~ 128
soulstoneSpawnMinY = 0
#How many Prosperity Ore veins should spawn in a chunk.
#Range: 0 ~ 128
prosperitySpawnRate = 12
#The maximum Y level that Inferium Ore veins can spawn.
#Range: -64 ~ 319
inferiumSpawnMinY = -32
#The maximum Y level that Prosperity Ore veins can spawn.
#Range: -64 ~ 319
prosperitySpawnMaxY = 24
#The maximum Y level that Soulstone veins can spawn.
#Range: 0 ~ 128
soulstoneSpawnMaxY = 128
#Should Prosperity Ore generate in the world?
generateProsperityOre = true
#The list of biome IDs that Soulstone veins can spawn in.
soulstoneBiomeWhitelist = []

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[general]
"Max Distance" = 24
"Render with Interface Disabled (F1)" = false
"Height Above Mob" = 0.6
"Draw Background" = true
"Background Padding" = 2
"Background Height" = 6
"Health Bar Height" = 4
"Plate Size" = 25
"Plate Size (Boss)" = 50
"Show Attributes" = true
"Show Armor" = true
"Group Armor (condense 5 iron icons into 1 diamond icon)" = true
"Color Health Bar by Type (instead of health percentage)" = false
"HP Text Height" = 14
"Show Max HP" = true
"Show Current HP" = true
"Show HP Percentage" = true
"Display on Players" = true
"Display on Bosses" = true
"Only show the health bar for the entity looked at" = false
"Show entities with full health" = true
"Show Debug Info with F3" = true
#Blacklist uses entity IDs, not their display names. Use F3 to see them in the Neat bar.
Blacklist = ["minecraft:shulker", "minecraft:armor_stand", "minecraft:cod", "minecraft:salmon", "minecraft:pufferfish", "minecraft:tropical_fish"]

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#This file stores configuration options for Iris, such as the currently active shaderpack
#Sun Jul 03 20:30:56 CEST 2022
disableUpdateMessage=false
enableDebugOptions=false
maxShadowRenderDistance=32
shaderPack=
enableShaders=true

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#Set this to true to disable advancement locking for ALL books, making all entries visible at all times. Config Flag: advancements_disabled
disableAdvancementLocking = false
#Granular list of Book ID's to disable advancement locking for, e.g. [ "botania:lexicon" ]. Config Flags: advancements_disabled_<bookid>
noAdvancementBooks = []
#Enable testing mode. By default this doesn't do anything, but you can use the config flag in your books if you want. Config Flag: testing_mode
testingMode = false
#Set this to the ID of a book to have it show up in players' inventories, replacing the recipe book.
inventoryButtonBook = ""
#Set this to true to use Shift instead of Ctrl for the inventory quick lookup feature.
useShiftForQuickLookup = false
#Set how text overflow should be coped with: overflow the text off the page, truncate overflowed text, or resize everything to fit. Relogin after changing.
#Allowed Values: OVERFLOW, TRUNCATE, RESIZE
textOverflowMode = "RESIZE"

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# This is the configuration file for Lithium.
# This file exists for debugging purposes and should not be configured otherwise.
#
# You can find information on editing this file and all the available options here:
# https://github.com/jellysquid3/lithium-fabric/wiki/Configuration-File
#
# By default, this file will be empty except for this notice.

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[grid]
#The maximum amount of rows that the Grid can show when stretched
#Range: > 3
maxRowsStretch = 2147483647
#Whether the Grid should display a detailed tooltip when hovering over an item or fluid
detailedTooltip = true
#Whether the Grid should use a large font for stack quantity display
largeFont = false
#Whether the Grid should prevent sorting while the shift key is held down
preventSortingWhileShiftIsDown = true
#Whether the Grid should remember the search query when closing and re-opening the Grid
rememberSearchQuery = false
[crafterManager]
#The maximum amount of rows that the Crafter Manager can show when stretched
#Range: > 3
maxRowsStretch = 2147483647
[cover]
#When true all the possible covers will be added to JEI (Game restart required)
showAllCoversInJEI = false

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#Dimensional shard ore generation
[worldgen]
#Other Dimensions
[worldgen.dimensions]
#Number of times to try generate the ore (set to 0 to disable)
#Range: 0 ~ 256
oreChances = 6
#Max size of veins
#Range: 1 ~ 256
oreVeinsize = 10
#Min height
#Range: -512 ~ 512
oreMin = -15
#Max height
#Range: -512 ~ 512
oreMax = 40
#Overworld
[worldgen.overworld]
#Number of times to try generate the ore (set to 0 to disable)
#Range: 0 ~ 256
oreChances = 2
#Max size of veins
#Range: 1 ~ 256
oreVeinsize = 5
#Min height
#Range: -512 ~ 512
oreMin = -15
#Max height
#Range: -512 ~ 512
oreMax = 40
#Overworld
[worldgen.nether]
#Number of times to try generate the ore (set to 0 to disable)
#Range: 0 ~ 256
oreChances = 8
#Max size of veins
#Range: 1 ~ 256
oreVeinsize = 8
#Min height
#Range: -512 ~ 512
oreMin = 2
#Max height
#Range: -512 ~ 512
oreMax = 40
#End
[worldgen.end]
#Number of times to try generate the ore (set to 0 to disable)
#Range: 0 ~ 256
oreChances = 8
#Max size of veins
#Range: 1 ~ 256
oreVeinsize = 10
#Min height
#Range: -512 ~ 512
oreMin = 2
#Max height
#Range: -512 ~ 512
oreMax = 80

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@@ -1,21 +0,0 @@
#Settings for the builder
[builder]
#If true a holo hud with current progress is shown above the builder
showProgressHud = true
#Settings for the scanner, composer, and projector
[scanner]
#Height of the beacon in case beacons are used
#Range: > 0
locatorBeaconHeight = 30
#The amount of milliseconds before the client will remove shape render data that hasn't been used. Decreasing this will free memory faster at the cost of having to update shape renders more often
#Range: 100 ~ 1000000
clientRenderDataTimeout = 10000
#The amount of milliseconds that a scanline 'flash' will exist on the client
#Range: 10 ~ 1000000
projectorFlashTimeout = 400
#The volume for the projector sound (0.0 is off)
#Range: 0.0 ~ 1.0
baseProjectorVolume = 0.4

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#Maximum health of the common blob
#Range: > 0
commonBlobMaxHealth = 30
#Maximum health of the rare blob
#Range: > 0
rareBlobMaxHealth = 250
#Maximum health of the legendary blob
#Range: > 0
legendaryBlobMaxHealth = 5000

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#Settings for the modular storage system
[storage]
#Background color for group lines
#Range: > 0
groupBackground = 0
#Foreground color for group lines
#Range: > 0
groupForeground = 0
#If true we automatically set the focus on the search field when opening the GUI for the modular storage. Set to false if you don't want that
autofocusSearch = false
#If true we clear the search field when opening the GUI for the modular storage. Set to false if you don't want that
clearSearchOnOpen = true
#Settings for the storage scanner machine
[storagescanner]
#Time (in seconds) to hilight a block in the world
#Range: > 0
hilightTime = 5
#If this is true then opening the storage scanner GUI will automatically select the starred inventory view
hilightStarredOnGuiOpen = true

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#Settings for the screen system
[screen]
#Set to true for TrueType font, set to false for vanilla font
useTruetype = false
#Set to true for force TrueType to be disabled in all cases. Use this in case the truetype font is causing issues
forceNoTruetype = false
#The default truetype font to use
fontName = "rftoolsutility:ubuntu"
#The size of the font
#Range: 0.0 ~ 1000000.0
fontSize = 40.0
#Additional characters that should be supported by the truetype system
additionalCharacters = ""

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# This is the configuration file for Rubidium.
#
# You can find information on editing this file and all the available options here:
# https://github.com/jellysquid3/sodium-fabric/wiki/Configuration-File
#
# By default, this file will be empty except for this notice.

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@@ -1,17 +0,0 @@
{
"ftbteams": {
"my_team": true
},
"ftblibrary": {
"toggle.gamemode": true,
"toggle.rain": true,
"toggle.day": true,
"toggle.night": true
},
"ftbessentials": {
"trash_can": true
},
"ftbchunks": {
"chunks": true
}
}

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{
"quality": {
"weather_quality": "DEFAULT",
"leaves_quality": "DEFAULT",
"enable_vignette": true
},
"advanced": {
"arena_memory_allocator": "ASYNC",
"allow_direct_memory_access": true,
"enable_memory_tracing": false,
"use_advanced_staging_buffers": true,
"cpu_render_ahead_limit": 3
},
"performance": {
"chunk_builder_threads": 0,
"always_defer_chunk_updates": false,
"animate_only_visible_textures": true,
"use_entity_culling": true,
"use_particle_culling": true,
"use_fog_occlusion": true,
"use_block_face_culling": true
},
"notifications": {
"hide_donation_button": false
}
}

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@@ -1,19 +0,0 @@
[General]
#Invert the behavior of the shift key for extracting items
invertShift = false
[Render]
#Distance in blocks before item labels stop rendering
labelRenderDistance = 25.0
#Distance in blocks before quantity numbers stop rendering
quantityRenderDistance = 10.0
#Distance in blocks before quantity numbers begin to fade out
quantityFadeDistance = 4.0
[Integration]
#Enable extended data display in WAILA if present
enableWaila = true
#Enable extended data display in The One Probe if present
enableTheOneProbe = true

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@@ -1,36 +0,0 @@
[General]
#The number of item stacks held in a basic unit of storage.
#1x1 drawers hold 8 units, 1x2 drawers hold 4 units, 2x2 drawers hold 2 units.
#Half-depth drawers hold half those amounts.
baseStackStorage = 4
#Controller range defines how far away a drawer can be connected
#on X, Y, or Z planes. The default value of 50 gives the controller a very
#large range, but not beyond the chunk load distance.
#Range: 1 ~ 75
controllerRange = 50
enableUI = true
enableSidedInput = true
enableSidedOutput = true
enableItemConversion = true
enableExtraCompactingRules = true
debugTrace = false
#List of rules in format "domain:item1, domain:item2, n".
#Creates a compacting drawer rule to convert 1 of item1 into n of item2.
compactingRules = ["minecraft:clay, minecraft:clay_ball, 4"]
[StorageUpgrades]
#Storage upgrades multiply storage capacity by the given amount.
#When multiple storage upgrades are used together, their multipliers are added before being applied.
level1Mult = 2
level2Mult = 4
level3Mult = 8
level4Mult = 16
level5Mult = 32
[Integration]
#When true, shows quantity as NxS + R (by stack size) rather than count
wailaStackRemainder = true
#When true, does not show current quantities unless quantify key was used
wailaRespectQuantifyKey = false

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@@ -1,41 +0,0 @@
#Client only settings
[client]
#Experimental. If true, renders fluids in tanks using a dynamic model, being more efficient when the tank is static
#If false, renders fluids in tanks using a TESR, which is more efficient when the tank contents are changing
tankFluidModel = false
#If true tools will show additional info in their tooltips
extraToolTips = true
#If true, the game will log all material textures which do not exist in resource packs but can be added, can be helpful for moddevs or resourcepack makers
logMissingMaterialTextures = false
#If true, the game will log all modifier textures which do not exist in resource packs but can be added, can be helpful for moddevs or resourcepack makers
logMissingModifierTextures = false
#If true, modifiers will be added to the JEI ingredient list. If false, they will only be visible in the modifiers recipe tab.
showModifiersInJEI = true
#Maximum number of quads to render for items in the smeltery. Most blocks are about 6 quads, items like ingots are around 26.
#Setting this lower will cause fewer items to be renderer (but never a partial item). Set to -1 to allow unlimited quads, and 0 to disable the item renderer.
#Range: -1 ~ 32767
maxSmelteryItemQuads = 3500
#Settings related to modifiers
[client.modifiers]
#If true, the shield slot legging modifier will render the next offhand item above the offhand slot.
renderShieldSlotItem = true
#Settings related to the frame helmet modifier
[client.modifiers.itemFrame]
#If true, the item frame modifier for helmets will render its items. Turning this to false makes the modifier useless.
render = true
#Offset in the X direction for the frame items.
#Range: -32768 ~ 32767
xOffset = 0
#Offset in the Y direction for the frame items.
#Range: -32768 ~ 32767
yOffset = 0
#Location of the frame on the screen.
#Allowed Values: TOP_LEFT, TOP, TOP_RIGHT, LEFT, RIGHT, BOTTOM_LEFT, BOTTOM, BOTTOM_RIGHT
location = "TOP_LEFT"
#Number of items to display in each row of the item frame.
#Range: 0 ~ 100
itemsPerRow = 5

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@@ -1,132 +0,0 @@
#Everything to do with gameplay
[gameplay]
#Set this to false to disable new players spawning with the Tinkers' Book.
shouldSpawnWithTinkersBook = true
#If non-empty, only this material will be shown on tools in creative and JEI (or the first valid material if this is invalid for the tool).
#If empty, all materials will show
showOnlyToolMaterial = ""
#If non-empty, only material will be shown on parts in creative and JEI (or the first valid material if this is invalid for the part).
#If empty, all materials will show
showOnlyPartMaterial = ""
#If true, tables such as the part builder and tinker station will show all variants. If false shows only a variant with a default texture.
showAllTableVariants = true
#If true, anvils will show all metal variants. If false, shows only a variant with the default texture
showAllAnvilVariants = true
#Tweaks to vanilla damage sources to better work with armor
[gameplay.damageTweaks]
#Makes withering damage count as magic
wither = true
#Makes dragons breath count as magic
dragon_breath = true
#Makes falling blocks count as projectile
falling_block = false
#Makes lightning count as fire damage
lightning = true
#Options related to recipes, limited options as a datapack allows most recipes to be modified
[recipes]
#Add a recipe that allows you to craft a piece of flint using 3 gravel
addGravelToFlintRecipe = true
#Makes the recipe to alloy netherite in the smeltery only cost 2 gold per netherite ingot. If false uses the vanilla rate of 4 gold per ingot. Disable if there are crafting duplications.
cheaperNetheriteAlloy = true
#Makes wither skeletons drop necrotic bones
witherBoneDrop = true
#Allows converting wither bones to regular bones
witherBoneConversion = true
#Slimeballs not being usable in vanilla recipes that require slimeballs. Config option exists to disable easily in case this fix is redundant to another mod
slimeRecipeFix = true
#Fixes clear glass not being usable in vanilla recipes that require glass. Config option exists to disable easily in case this fix is redundant to another mod
glassRecipeFix = true
[recipes.ore_rates]
#Ore rates when melting in the melter
[recipes.ore_rates.melter]
#Number of nuggets produced per metal ore unit melted. 9 nuggets would give 1 ingot
#Range: 1 ~ 45
nuggetsPerMetal = 12
#Number of gem shards produced per gem ore unit melted. 4 gem shards would give 1 gem
#Range: 1 ~ 20
shardsPerGem = 8
#Ore rates when melting in the smeltery
[recipes.ore_rates.smeltery]
#Number of nuggets produced per metal ore unit melted. 9 nuggets would give 1 ingot
#Range: 1 ~ 45
nuggetsPerMetal = 12
#Number of gem shards produced per gem ore unit melted. 4 gem shards would give 1 gem
#Range: 1 ~ 20
shardsPerGem = 8
#Ore rates when melting in the foundry
[recipes.ore_rates.foundry]
#Number of nuggets produced per metal ore unit melted. 9 nuggets would give 1 ingot
#Range: 1 ~ 45
nuggetsPerMetal = 9
#Number of gem shards produced per gem ore unit melted. 4 gem shards would give 1 gem
#Range: 1 ~ 20
shardsPerGem = 4
#Byprouct rates when melting in the foundry
[recipes.ore_rates.foundry_byproduct]
#Number of nuggets produced per metal ore unit melted. 9 nuggets would give 1 ingot
#Range: 1 ~ 45
nuggetsPerMetal = 3
#Number of gem shards produced per gem ore unit melted. 4 gem shards would give 1 gem
#Range: 1 ~ 20
shardsPerGem = 4
#Entity head drops when killed by a charged creeper
[recipes.heads]
blaze = true
enderman = true
stray = true
husk = true
drowned = true
spider = true
cave_spider = true
piglin = true
piglin_brute = true
zombified_piglin = true
#Options related to loot table injections. Note some of the changes are done via global loot managers, these only control injecting loot into loot pools
#If your modpack makes extensive loot table changes, many of these may be automatically disabled. You can also manually set up tables for more control.
[loot]
#Adds slimy saplings and seeds into various loot chests. Helps for worlds without slime islands
slimy_loot = true
#Weight of blazing blood in the piglin bartering tables. Set to 0 to disable
#Range: 0 ~ 100
barter_blazing_blood = 20
#Weight of tinker tools in the vanilla spawn bonus chest, randomly replacing the vanilla axe or shovel. Tool will have a random tier 1 head and binding, plus a wooden handle. Set to 0 to disable.
#For comparison, vanilla wooden axes and pickaxes have a weight of 3, and stone axes/pickaxes have a weight of 1
#Range: 0 ~ 25
tinker_tool_bonus_chest = 2
#If true, ender dragons will drop scales when damaged by explosions
drop_dragon_Scales = true
#Everything to do with world generation
[worldgen]
#Generate Cobalt
generateCobalt = true
#Approx Ores per Chunk
veinCountCobalt = 8
#Options related to slime geodes
[worldgen.geodes]
#If true, earthslime geodes generate deep in the world as another way to get slime
earth = true
#If true, skyslime geodes generate above amethyst as another way to get skyslime
sky = true
#If true, ichor geodes generate high in the nether. Strongly encouraged to keep enabled even if you disable the other geodes, as ichor crystals have some unique recipes and the fallbacks kinda suck for gameplay.
ichor = true
#If true, enderslime geodes generate as additional islands in the end
ender = true
#Features to use in debugging gameplay and mechanics, generally should not be enabled in packs
[debug]
#If true, forces integration materials to be enabled, even if the relevant metal is missing. Useful for testing material balance.
#Does not provide recipes for any of them, they will only be available to cheat in creative.
forceIntegrationMaterials = false

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@@ -1,111 +0,0 @@
#This is a list of entities that will not be rendered by TOP. This option also works if it is set client-side alone
renderBlacklist = []
#The amount of milliseconds to wait before updating probe information from the server
#Range: 10 ~ 100000
timeout = 300
#The amount of milliseconds to wait before showing a 'fetch from server' info on the client (if the server is slow to respond) (-1 to disable this feature)
#Range: -1 ~ 100000
waitingForServerTimeout = 2000
#The maximum packet size to send an itemstack from client to server. Reduce this if you have issues with network lag caused by TOP
#Range: -1 ~ 32768
maxPacketToServer = 20000
#Distance at which the probe works
#Range: 0.1 ~ 200.0
probeDistance = 6.0
#Show mod name (0 = not, 1 = always, 2 = sneak)
showModName = "NORMAL"
#Show harvest level (0 = not, 1 = always, 2 = sneak)
showHarvestLevel = "NORMAL"
#Show if the block can be harvested (0 = not, 1 = always, 2 = sneak)
showCanBeHarvested = "NORMAL"
#Show the growth level of crops (0 = not, 1 = always, 2 = sneak)
showCropPercentage = "NORMAL"
#Show chest contents (0 = not, 1 = always, 2 = sneak)
showChestContents = "EXTENDED"
#Show chest contents in detail (0 = not, 1 = always, 2 = sneak), used only if number of items is below 'showItemDetailThresshold'
showChestContentsDetailed = "EXTENDED"
#Show redstone (0 = not, 1 = always, 2 = sneak)
showRedstone = "NORMAL"
#Show mob health (0 = not, 1 = always, 2 = sneak)
showMobHealth = "NORMAL"
#Show time to adulthood for baby mobs (0 = not, 1 = always, 2 = sneak)
showMobGrowth = "NORMAL"
#Show mob potion effects (0 = not, 1 = always, 2 = sneak)
showMobPotionEffects = "EXTENDED"
#Show lever/comparator/repeater settings (0 = not, 1 = always, 2 = sneak)
showLeverSetting = "NORMAL"
#Show tank setting (0 = not, 1 = always, 2 = sneak)
showTankSetting = "EXTENDED"
#Show brewing stand setting (0 = not, 1 = always, 2 = sneak)
showBrewStandSetting = "NORMAL"
#Show mob spawner setting (0 = not, 1 = always, 2 = sneak)
showMobSpawnerSetting = "NORMAL"
#Show animal owner setting (0 = not, 1 = always, 2 = sneak)
showAnimalOwnerSetting = "EXTENDED"
#Show horse stats setting (0 = not, 1 = always, 2 = sneak)
showHorseStatSetting = "EXTENDED"
#Reveal monster eggs (0 = not, 1 = always, 2 = sneak)
showSilverfish = "NOT"
#The distance to the left side of the screen. Use -1 if you don't want to set this
#Range: -1 ~ 10000
boxLeftX = 5
#The distance to the right side of the screen. Use -1 if you don't want to set this
#Range: -1 ~ 10000
boxRightX = -1
#The distance to the top side of the screen. Use -1 if you don't want to set this
#Range: -1 ~ 10000
boxTopY = 5
#The distance to the bottom side of the screen. Use -1 if you don't want to set this
#Range: -1 ~ 10000
boxBottomY = -1
#Color of the border of the box (0 to disable)
boxBorderColor = "0"
#Color of the box (0 to disable)
boxFillColor = "55006699"
#Thickness of the border of the box (0 to disable)
#Range: 0 ~ 20
boxThickness = 0
#How much the border should be offset (i.e. to create an 'outer' border)
#Range: 0 ~ 20
boxOffset = 0
#If true show liquid information when the probe hits liquid first
showLiquids = false
#Toggle default probe visibility (client can override)
isVisible = true
#If true then the probe hotkey must be held down to show the tooltip
holdKeyToMakeVisible = false
#The scale of the tooltips, 1 is default, 2 is smaller
#Range: 0.4 ~ 5.0
tooltipScale = 1.0
#Color of the border of the chest contents box (0 to disable)
chestContentsBorderColor = "ff006699"
#0 means don't show break progress, 1 is show as bar, 2 is show as text
#Range: 0 ~ 2
showBreakProgress = 1
#true means shows harvestability with vanilla style icons
harvestStyleVanilla = true
[style]
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
InfoImportant = "blue"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Ok = "green"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Name = "white"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Warning = "yellow"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Label = "gray"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Error = "red,bold"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
High = "gold"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
ModName = "blue,italic"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Progress = "white"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Info = "white"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Obsolete = "gray,strikethrough"

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