Config set and mod

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minster586
2025-04-19 02:56:28 -04:00
parent 04822e61e3
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#General mod settings
[general]
#logging
useLoggingLog = true
#-
useLoggingDebug = false
#-
useLoggingError = true

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config/EnderStorage.cfg Normal file
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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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config/Mekanism/client.toml Normal file
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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
#If enabled tries to force all radial menu text to be white.
whiteRadialText = false
#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 ~ 10.0
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
#If true will move HUD text alignment and compass rendering to the right side of the screen, and move the MekaSuit module rendering to the left side.
reverseHUD = false
#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.
#Range: 2 ~ 64
radiationParticleRadius = 30
#How many particles spawn when rendering radiation effects (scaled by radiation level).
#Range: 0 ~ 1000
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 (RGB) of HUD used by MekaSuit.
#Range: 0 ~ 16777215
hudColor = 4257264
#Color (RGB) of warning HUD elements used by MekaSuit.
#Range: 0 ~ 16777215
hudWarningColor = 16768335
#Color (RGB) of danger HUD elements used by MekaSuit.
#Range: 0 ~ 16777215
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 synced 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"
#Show time to decay radiation when readings are above safe levels. Set to false on the client side to disable MekaSuit Geiger and Dosimeter Unit timers. Set to false on the server side to disable handheld Geiger Counter and Dosimeter timers.
enableDecayTimers = true

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config/Mekanism/gear.toml Normal file
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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.
#Range: 2 ~ 1000000
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 bonus attack damage of the Atomic Disassembler when it is out of power. (Value is in number of half hearts)
#Range: 0 ~ 1000
minDamage = 4
#The bonus attack damage of the Atomic Disassembler when it has at least energyUsageWeapon power stored. (Value is in number of half hearts)
#Range: 1 ~ 10000
maxDamage = 20
#Attack speed of the Atomic Disassembler.
#Range: -4.0 ~ 100.0
attackSpeed = -2.4
#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.
#Range: 0 ~ 6000
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.
#Range: 3 ~ 1024
maxTeleportReach = 100
#Base bonus damage applied by the Meka-Tool without using any energy.
#Range: 0 ~ 100000
baseDamage = 4
#Attack speed of the Meka-Tool.
#Range: -4.0 ~ 100.0
attackSpeed = -2.4
#Efficiency of the Meka-Tool with energy but without any upgrades.
#Range: 0.1 ~ 100.0
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"
#Should the Gravitational Modulation unit give off vibrations when in use.
gravitationalVibrations = true
#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 falling that can be absorbed by MekaSuit Boots when they have enough power.
#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.
#Note: Support for specific damage types can be added by adding an entry for the damage type in the damageReductionRatio config.
#Range: 0.0 ~ 1.0
unspecifiedDamageReductionRatio = 1.0
#Map representing the percent of damage from different damage types that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Values may be in the range [0.0, 1.0].
#See the #mekainsm:mekasuit_always_supported damage type tag for allowing damage that bypasses armor to be blocked.
damageReductionRatio = ["minecraft:cactus,1.0", "minecraft:cramming,1.0", "minecraft:dragon_breath,1.0", "minecraft:dry_out,1.0", "minecraft:fall,1.0", "minecraft:falling_anvil,1.0", "minecraft:falling_block,1.0", "minecraft:falling_stalactite,1.0", "minecraft:fly_into_wall,1.0", "minecraft:freeze,1.0", "minecraft:generic,1.0", "minecraft:hot_floor,1.0", "minecraft:in_fire,1.0", "minecraft:in_wall,1.0", "minecraft:lava,1.0", "minecraft:lightning_bolt,1.0", "minecraft:on_fire,1.0", "minecraft:sonic_boom,0.75", "minecraft:stalagmite,1.0", "minecraft:sweet_berry_bush,1.0", "minecraft:wither,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.
#Range: 0 ~ 1200
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.
#Range: 0.01 ~ 1.0
boilerWaterConductivity = 0.7
#Amount of heat produced per fuel tick of a fuel's burn time in the Fuelwood Heater.
#Range: 0.1 ~ 4000000.0
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.
#Range: 0.1 ~ 1.024E9
superheatingHeatTransfer = 1.6E7
#Peak processing rate for the Solar Neutron Activator. Note: It can go higher than this value in some extreme environments.
#Range: 1 ~ 1024
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.
#Range: > 1
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 * euConversionRate = Joules)
euConversionRate = "10"
#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 * feConversionRate = Joules)
feConversionRate = "2.5000"
#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"
#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.
#Range: 0.0 ~ 1.0
sourceDecayRate = 0.9995
#Radiated objects and entities are multiplied by this constant roughly once per second to represent their dosage decay.
#Range: 0.0 ~ 1.0
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.
#Range: > 1
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: 1 ~ 1024
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:raw_materials/", "forge:storage_blocks/"]
#Pump Settings
[general.pump]
#Maximum block distance to pull fluid from for the Electric Pump.
#Range: 1 ~ 512
maxPumpRange = 80
#If enabled makes Water and Heavy Water blocks be removed from the world on pump.
pumpWaterSources = false
#mB of Heavy Water that is extracted per block of Water by the Electric Pump with a Filter Upgrade.
#Range: 1 ~ 1000
pumpHeavyWaterAmount = 10
#Fluidic Plenisher stops after this many blocks.
#Range: 1 ~ 1000000
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
#If this is enabled then players with the 'mekanism.bypass_security' permission (default ops) can bypass the block and item security restrictions.
opsBypassRestrictions = false
#Nutritional Paste Settings
[general.nutritional_paste]
#Saturation level of Nutritional Paste when eaten.
#Range: 0.0 ~ 100.0
saturation = 0.8
#How much mB of Nutritional Paste equates to one 'half-food.'
#Range: > 1
mbPerFood = 50
#Boiler Settings
[general.boiler]
#Amount of fluid (mB) that each block of the boiler's water portion contributes to the volume. Max = volume * waterPerTank
#Range: 1 ~ 368224
waterPerTank = 16000
#Amount of steam (mB) that each block of the boiler's steam portion contributes to the volume. Max = volume * steamPerTank
#Range: 10 ~ 1581510980256305
steamPerTank = 160000
#Amount of steam (mB) that each block of the boiler's heated coolant portion contributes to the volume. Max = volume * heatedCoolantPerTank
#Range: 1 ~ 1581510980256305
heatedCoolantPerTank = 256000
#Amount of steam (mB) that each block of the boiler's cooled coolant portion contributes to the volume. Max = volume * cooledCoolantPerTank
#Range: 1 ~ 1581510980256305
cooledCoolantPerTank = 256000
#Thermal Evaporation Plant Settings
[general.thermal_evaporation]
#Thermal Evaporation Tower heat loss per tick.
#Range: 0.001 ~ 1000.0
heatDissipation = 0.02
#Temperature to amount produced ratio for Thermal Evaporation Tower.
#Range: 0.001 ~ 1000000.0
tempMultiplier = 0.4
#Heat to absorb per Solar Panel array of Thermal Evaporation Tower.
#Range: 0.001 ~ 1000000.0
solarMultiplier = 0.2
#Heat capacity of Thermal Evaporation Tower layers (increases amount of energy needed to increase temperature).
#Range: 1.0 ~ 1000000.0
heatCapacity = 100.0
#Amount of fluid (mB) that each block of the evaporation plant contributes to the input tank capacity. Max = volume * fluidPerTank
#Range: 1 ~ 29826161
fluidPerTank = 64000
#Amount of output fluid (mB) that the evaporation plant can store.
#Range: > 1
outputTankCapacity = 10000
#SPS Settings
[general.sps]
#How much input gas (polonium) in mB must be processed to make 1 mB of antimatter. Input tank capacity is 2x this value.
#Range: > 1
inputPerAntimatter = 1000
#Amount of output gas (mB, antimatter) that the SPS can store.
#Range: 1 ~ 9223372036854775807
outputTankCapacity = 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]
#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"
#Bio Generator Settings
[generators.bio_generator]
#Amount of energy in Joules the Bio Generator produces per tick.
bioGeneration = "350"
#The capacity in mB of the fluid tank in the Bio Generator.
#Range: > 1
tankCapacity = 24000
#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 capacity in mB of the fluid tank in the Heat Generator.
#Range: > 1
tankCapacity = 24000
#The amount of lava in mB that gets consumed to transfer heatGeneration Joules to the Heat Generator.
heatGenerationFluidRate = 10
#Gas-Burning Generator Settings
[generators.gas_generator]
#The capacity in mB of the gas tank in the Gas-Burning Generator.
#Range: 1 ~ 9223372036854775807
tankCapacity = 18000
#The number of ticks each mB of Ethylene burns for in the Gas-Burning Generator.
#Range: > 1
ethyleneBurnTicks = 40
#Multiplier for calculating the energy density of Ethylene (1 mB Hydrogen + 2 * bioGeneration * densityMultiplier).
ethyleneDensityMultiplier = "40"
#Turbine Settings
[generators.turbine]
#The number of blades on each turbine coil per blade applied.
#Range: 1 ~ 12
turbineBladesPerCoil = 4
#The rate at which steam is vented into the turbine.
#Range: 0.1 ~ 1024000.0
turbineVentGasFlow = 32000.0
#The rate at which steam is dispersed into the turbine.
#Range: 0.1 ~ 1024000.0
turbineDisperserGasFlow = 1280.0
#Amount of energy (J) that each block of the turbine contributes to the total energy capacity. Max = volume * energyCapacityPerVolume
energyCapacityPerVolume = "16000000"
#Amount of gas (mB) that each block of the turbine's steam cavity contributes to the volume. Max = volume * gasPerTank
#Range: 1 ~ 1773043451913643
gasPerTank = 64000
#The rate at which steam is condensed in the turbine.
#Range: 1 ~ 2000000
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
#Amount of fuel (mB) that the fusion reactor can store.
#Range: 2 ~ 1000000
fuelCapacity = 1000
#Amount of energy (J) the fusion reactor can store.
energyCapacity = "1000000000"
#Amount of water (mB) per injection rate that the fusion reactor can store. Max = injectionRate * waterPerInjection
#Range: 1 ~ 21913098
waterPerInjection = 1000000
#Amount of steam (mB) per injection rate that the fusion reactor can store. Max = injectionRate * steamPerInjection
#Range: 1 ~ 94116041192395671
steamPerInjection = 100000000
#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.
#Range: 1.0 ~ 1000000.0
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 radius of the explosion that occurs from a meltdown.
#Range: 1.0 ~ 500.0
meltdownRadius = 8.0
#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.
#Range: 0.1 ~ 1000000.0
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
#Amount of fuel (mB) that each assembly contributes to the fuel and waste capacity. Max = fuelAssemblies * maxFuelPerAssembly
#Range: 1 ~ 2251799813685247
maxFuelPerAssembly = 8000
#Amount of cooled coolant (mB) that each block of the fission reactor contributes to the volume. Max = volume * cooledCoolantPerTank
#Range: 1 ~ 368224
cooledCoolantPerTank = 100000
#Amount of heated coolant (mB) that each block of the fission reactor contributes to the volume. Max = volume * heatedCoolantPerTank
#Range: 1000 ~ 1581510980256305
heatedCoolantPerTank = 1000000

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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. Distance is still taken into account minimizing energy cost based on dimension scales.
teleporterDimensionPenalty = "10000"

264
config/Mekanism/tiers.toml Normal file
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#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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#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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#Mekanism Tools Config. This config is synced from server to client.
[tools]
[tools.mobArmorSpawnRate]
#The chance that Mekanism Armor can spawn on mobs. This is multiplied modified by the chunk's difficulty modifier. Vanilla uses 0.15 for its armor spawns, we use 0.1 as default to lower chances of mobs getting some vanilla and some mek armor.
#Range: 0.0 ~ 1.0
general = 0.1
#The chance that Mekanism Weapons can spawn in a zombie's hand.
#Range: 0.0 ~ 1.0
weapon = 0.01
#The chance that Mekanism Weapons can spawn in a zombie's hand when on hard difficulty.
#Range: 0.0 ~ 1.0
weaponHard = 0.05000000074505806
#Spawn chances for pieces of Bronze gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.bronze]
#Whether mobs can spawn with Bronze Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Bronze Swords rather than Bronze Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Bronze Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Bronze Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Bronze Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Bronze Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Bronze Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Bronze Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Bronze Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Bronze Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Lapis Lazuli gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.lapis_lazuli]
#Whether mobs can spawn with Lapis Lazuli Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Lapis Lazuli Swords rather than Lapis Lazuli Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Lapis Lazuli Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Lapis Lazuli Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Lapis Lazuli Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Lapis Lazuli Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Lapis Lazuli Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Osmium gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.osmium]
#Whether mobs can spawn with Osmium Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Osmium Swords rather than Osmium Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Osmium Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Osmium Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Osmium Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Osmium Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Osmium Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Osmium Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Osmium Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Osmium Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Refined Glowstone gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.refined_glowstone]
#Whether mobs can spawn with Refined Glowstone Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Refined Glowstone Swords rather than Refined Glowstone Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Refined Glowstone Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Refined Glowstone Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Refined Glowstone Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Refined Glowstone Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Refined Glowstone Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Refined Glowstone Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Refined Glowstone Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Refined Glowstone Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Refined Obsidian gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.refined_obsidian]
#Whether mobs can spawn with Refined Obsidian Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Refined Obsidian Swords rather than Refined Obsidian Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Refined Obsidian Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Refined Obsidian Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Refined Obsidian Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Refined Obsidian Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Refined Obsidian Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Refined Obsidian Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Refined Obsidian Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Refined Obsidian Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Steel gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.steel]
#Whether mobs can spawn with Steel Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Steel Swords rather than Steel Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Steel Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Steel Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Steel Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Steel Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Steel Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Steel Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Steel Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Steel Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 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

460
config/Mekanism/world.toml Normal file
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#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 ~ 256
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

8
config/MouseTweaks.cfg Normal file
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RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0

70
config/ProjectRed.cfg Normal file
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# General settings
"general" {
# If set to false, logic gates will not make sounds
B:"gate_sounds"=true
# If set to false, logic gates will not emit light
B:"gate_lights"=true
# Minimum amount of ticks the timer gates can be set to (min 4)
I:"gate_min_timer_ticks"=4
# If set to true, the basic screwdriver will not take damage
B:"infinite_screwdriver"=false
}
# Settings related to machines and devices
"machines" {
# Allow the Diamond Block Breaker to be crafted
B:"diamond_block_breaker"=false
# Max blocks in a moving frame structure
I:"frame_move_limit"=1024
}
# Client render settings
"rendering" {
# If set to false, flat wire textures will be used for logic gates. Significant performance improvement
B:"gate_3d_wires"=true
# If set to false, wires will be rendered in the TESR rather than the WorldRenderer
B:"static_wire_renderer"=true
# If set to false, gates will be rendered in the TESR rather than the WorldRenderer
B:"static_gate_renderer"=true
# Max lights on screen at a time, -1 for unlimited
I:"max_lights"=-1
# Use fabulous shader pipeline for lights when on Fabulous Graphics mode
B:"fabulous_lights"=true
}
# World gen settings
"world_gen" {
B:"ruby_ore"=true
B:"sapphire_ore"=true
B:"peridot_ore"=true
B:"tin_ore"=true
B:"silver_ore"=true
B:"electrotine_ore"=true
B:"marble_cave"=true
}
# Control the loading of various compatibility hooks. These settings are ignored unless the Compatibility module is installed.
"compatibility" {
# This allows computers to connect to bundled cables with the RS API.
B:"computercraft"=true
}
# Settings for Fabrication circuit compilation
"fabrication" {
# Tile count before auto-compile becomes disallowed (-1 to always allow, 0 to never allow). Recommended to keep this very low on servers.
I:"auto_compile_tile_limit"=20
}

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#General Angel Ring 2 configuration options.
[general]
#Defines how much XP will be drained from player when flying by wearing classic Angel Ring? Put 0 if you need to disable XP requirement for flight.
#Range: > 0
XPCost = 3
#Defines how much ticks is required to pass between each XP drain event of classic Angel Ring?
#Range: > 1
TicksPerDrain = 50
#Defines how much FE the Energetic Angel Ring will drain every tick while flying.
#Range: > 1
EnergeticFEPerTick = 150
#Defines how much FE the Energetic Angel Ring can store.
#Range: > 1
EnergeticFECapacity = 3000000
#Defines how much FE the Leadstone Angel Ring will drain every tick while flying.
#Range: > 1
LeadstoneFEPerTick = 250
#Defines how much FE the Leadstone Angel Ring can store.
#Range: > 1
LeadstoneFECapacity = 2500000
#Defines how much FE the Hardened Angel Ring will drain every tick while flying.
#Range: > 1
HardenedFEPerTick = 200
#Defines how much FE the Hardened Angel Ring can store.
#Range: > 1
HardenedFECapacity = 5000000
#Defines how much FE the Reinforced Angel Ring will drain every tick while flying.
#Range: > 1
ReinforcedFEPerTick = 100
#Defines how much FE the Reinforced Angel Ring can store.
#Range: > 1
ReinforcedFECapacity = 8000000
#Defines how much FE the Resonant Angel Ring will drain every tick while flying.
#Range: > 1
ResonantFEPerTick = 50
#Defines how much FE the Resonant Angel Ring can store.
#Range: > 1
ResonantFECapacity = 16000000
#Defines at what XP Level to start displaying a warning of low XP for the Classic Angel Ring. Set to -1 to disable.
#Range: > -1
XPWarningLevel = 3
#Defines at what percentage to start displaying a warning of low power for Energy Angel Rings. Set to -1 to disable.
#Range: -1 ~ 100
EnergyWarningPercentage = 5

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[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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{
// Whether models for gloves should be shown in first person
"showFirstPersonGloves": true,
// Whether artifacts should have tooltips explaining their effects
"showTooltips": true,
// Whether mimics can use textures from Lootr or Quark
"useModdedMimicTextures": true,
// Display artifacts on cooldown next to the hotbar
"enableCooldownOverlay": false,
/* Location of the artifact cooldown gui element
Distance from the hotbar measured in pixels
Negative values place the element left of the hotbar
*/
"cooldownOverlayOffset": 10
}

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{
// The chance everlasting beef drops when a cow or mooshroom is killed by a player
"everlastingBeefChance": 0.002,
// The chance that a skeleton, zombie or piglin spawns with an artifact equipped
"entityEquipmentChance": 0.001,
// The chance that an artifact generates in suspicious sand or gravel
"archaeologyChance": 0.0625,
// Whether the Kitty Slippers and Bunny Hoppers change the player's hurt sounds
"modifyHurtSounds": true,
"campsite": {
/* How many times a campsite will attempt to generate per chunk
Set this to 0 to prevent campsites from generating
*/
"count": 4,
// The minimum height campsites can spawn at
"minY": -60,
// The maximum height campsites can spawn at
"maxY": 40,
// Probability that a campsite has a mimic instead of a chest
"mimicChance": 0.3,
// Whether to use wooden chests from other mods when generating campsites
"useModdedChests": true,
// Whether campsites can contain blocks that emit light
"allowLightSources": true
},
/* Affects how common artifacts are in chests.
Values above 1 will make artifacts rarer, values between 0 and 1 will make artifacts more common.
Doubling this value will make artifacts approximately twice as hard to find, and vice versa.
To prevent artifacts from appearing as chest loot, set this to 10000.
To disable or change the effects of specific items, the /gamerule command can be used.
A list of available game rules and their effects can be found on the wiki on GitHub:
https://github.com/ochotonida/artifacts/wiki
*/
"artifactRarity": 1.0
}

2786
config/badmobs-common.toml Normal file

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19
config/balm-common.toml Normal file
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#This is an example boolean property
exampleBoolean = true
#Range: > -2147483648
exampleInt = 42
exampleString = "Hello World"
exampleMultilineString = "Hello World"
#Allowed Values: Hello, World
exampleEnum = "Hello"
exampleStringList = ["Hello", "World"]
exampleIntList = [12, 24]
exampleEnumList = ["Hello", "World"]
[exampleCategory]
#This is an example category
#This is an example string inside a category
innerField = "I am inside"
#Range: -3.4028234663852886E38 ~ 3.4028234663852886E38
exampleFloat = 42.84000015258789

14
config/bcc-common.toml Normal file
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#General settings
[general]
#The CurseForge project ID for the modpack
#Range: > 0
modpackProjectID = 0
#The name of the modpack
modpackName = "The Last Of Us MC"
#The version of the modpack
modpackVersion = "1.0.6"
#Use the metadata.json to determine the modpack version
#ONLY ENABLE THIS IF YOU KNOW WHAT YOU ARE DOING
useMetadata = false

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#General settings
[general]
#Maximum distance you can build at
#Range: 1 ~ 64
rayTraceRange = 32
#Power settings
[power]
#Building Gadget
[power.building_gadget]
#Maximum power for the Building Gadget
#Range: > 0
maxPower = 500000
#Base cost per block placed
#Range: > 0
baseCost = 50
#Exchanging Gadget
[power.exchanging_gadget]
#Maximum power for the Exchanging Gadget
#Range: > 0
maxPower = 500000
#Base cost per block exchanged
#Range: > 0
baseCost = 100
#Cut Paste Gadget
[power.cutpaste_gadget]
#Maximum power for the Cut and Paste Gadget
#Range: > 0
maxPower = 5000000
#(LEGACY) NO LONGER USED
#Range: > 0
baseCost = 200
#Base cost per block - Checked during CUT, Charged during PASTE
#Range: > 0
baseCostNew = 50
#Copy Paste Gadget
[power.copypaste_gadget]
#Maximum power for the Copy and Paste Gadget
#Range: > 0
maxPower = 1000000
#Base cost per block Paste (Copy is Free)
#Range: > 0
baseCost = 50
#Destruction Gadget
[power.destruction_gadget]
#Maximum power for the Destruction Gadget
#Range: > 0
maxPower = 1000000
#Base cost per block Destroyed
#Range: > 0
baseCost = 200

9
config/ccl.cfg Normal file
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"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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#If enabled, players automatically attempt to use sleeping bags when placed.
autoUse = true
#If enabled, players cannot sleep again for a period of time after sleeping.
restrictSleeping = false
#If restrictSleeping is true, this value will determine the length of wait time (larger numbers sleep sooner).
#Range: 1.0 ~ 20.0
restMultiplier = 2.0
#The time of day that hammocks can be used.
#Allowed Values: NONE, DAY, NIGHT, DAY_OR_NIGHT
hammockUse = "DAY"
#The time of day that sleeping bags can be used.
#Allowed Values: NONE, DAY, NIGHT, DAY_OR_NIGHT
sleepingBagUse = "NIGHT"
#What percentage of players must sleep to skip the day.
#A percentage value of 0 will allow the day to be skipped by just 1 player, and a percentage value of 100 will require all players to sleep before skipping the day.
#A value of less than 0 will default to the playerSleepingPercentage game rule.
#
#Range: -1 ~ 100
daySleepingPercentage = -1
#The amount of time, in ticks, to add or remove from the new time after sleeping through a night.
#Range: -2000 ~ 2000
dayWakeTimeOffset = 0
#The amount of time, in ticks, to add or remove from the new time after sleeping through a day.
#Range: -2000 ~ 2000
nightWakeTimeOffset = 0
#If enabled, attempting to sleep in hammocks stops phantoms from spawning.
hammocksStopPhantoms = true
#If enabled, attempting to sleep in sleeping bags stops phantoms from spawning.
sleepingBagsStopPhantoms = true
#The percentage chance that a sleeping bag will break upon use.
#Range: 0 ~ 100
sleepingBagBreakChance = 0
#The value that will be multiplied by a player's luck then added to sleepingBagBreakChance.
#Range: -1.0 ~ 1.0
sleepingBagBreakChanceLuckMultiplier = 0.0
#The status effects to apply to players after using the sleeping bag.
#Format: effect;duration(secs);power
sleepingBagEffects = []

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forceConfiguredMenu = false
changedFormatting = "ITALIC"
includeFoldersInSearch = false

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#This is the Client config for ConstructionWand.
#If you're not familiar with Forge's new split client/server config, let me explain:
#Client config is stored in the /config folder and only contains client specific settings like graphics and keybinds.
#Mod behavior is configured in the Server config, which is world-specific and thus located
#in the /saves/myworld/serverconfig folder. If you want to change the serverconfig for all
#new worlds, copy the config files in the /defaultconfigs folder.
[keys]
#Key code of OPTKEY (Default: Left Control). Look up key codes under https://www.glfw.org/docs/3.3/group__keys.html
#Range: 0 ~ 350
OptKey = 341
#Press SNEAK+OPTKEY instead of SNEAK for changing wand mode/direction lock
ShiftOpt = false
#Press SNEAK+OPTKEY instead of SNEAK for opening wand GUI
ShiftOptGUI = true

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[common]
#Set this to false if you want the (de)compress feature to work outside of crafting GUIs (only works if installed on server while in the player inventory)
compressRequiresCraftingGrid = true
#A list of modid:name entries that will not be crafted by the compress key.
compressDenylist = ["minecraft:sandstone", "minecraft:iron_trapdoor"]
[client]
#If set to true, right-clicking the result slot in a crafting table will craft a full stack.
rightClickCraftsStack = true
#We both know JEI is much better. This option hides Vanilla's crafting book button instead of moving it.
hideVanillaCraftingGuide = false
#Set to 'DEFAULT' to enable both buttons and hotkeys. Set to 'BUTTONS' to enable buttons only. Set to 'HOTKEYS' to enable hotkeys only. Set to 'DISABLED' to disable completely.
#Allowed Values: DEFAULT, BUTTONS, HOTKEYS, DISABLED
mode = "DEFAULT"
#Add mod ids here of mods that you wish to disable Crafting Tweaks support for.
disabledAddons = []

23
config/curios-client.toml Normal file
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#Client only settings, mostly things related to rendering
[client]
#Set to true to enable rendering curios
renderCurios = true
#Set to true to enable the Curios GUI button
enableButton = 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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#List of slots to create or modify.
#See documentation for syntax: https://docs.illusivesoulworks.com/curios/configuration#slot-configuration
#
slots = []

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# Configuration file for adding microblock materials for aesthetic blocks added by mods
# The '#' character defines a comment, everything after this character on a given line will be ignored.
# Each line needs to be of the form <registry_name>[property=value,otherProperty=value]
# <registry_name> being the registry name of the block. E.G: 'minecraft:stone'
# This can optionally be followed by Key-Value pairs describing any block state properties.
# If no properties are defined, the default state of the block will be used.
# Examples:
#minecraft:stone
#minecraft:grass_block[snowy=true]

56
config/cyclic-client.toml Normal file
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#####################################################################################
#Client-side properties
#####################################################################################
[cyclic]
#####################################################################################
#Block Rendering properties. Color MUST have one # symbol and then six spots after so #000000 up to #FFFFFF
#####################################################################################
[cyclic.blocks]
[cyclic.blocks.text]
# True means this will hide the fluid contents chat message (right click) on relevant blocks (pylon, fluid generator, fluid hopper, solidifier, sprinkler, tank, cask)
FluidContents = true
[cyclic.blocks.colors]
# Specify hex color of preview mode. default #00EE00
harvester = "#00EE00"
# Specify hex color of preview mode. default #11BB00
forester = "#11BB00"
# Specify hex color of preview mode. default #444044
collector_item = "#444044"
# Specify hex color of preview mode. default #AA0011
dropper = "#AA0011"
# Specify hex color of preview mode. default #00AA00
detector_item = "#00AA00"
# Specify hex color of preview mode. default #404040
peat_farm = "#404040"
# Specify hex color of preview mode. default #444044
collector_fluid = "#444044"
# Specify hex color of preview mode. default #0000AA
miner = "#0000AA"
# Specify hex color of preview mode. default #FF0000
structure = "#FF0000"
# Specify hex color of preview mode. default #00FF00
detector_entity = "#00FF00"
#####################################################################################
#Item Rendering properties. Color MUST have one # symbol and then six spots after so #000000 up to #FFFFFF
#####################################################################################
[cyclic.items]
[cyclic.items.colors]
# Specify hex color of preview mode. default #FFC800
shape_data = "#FFC800"
# Specify hex color of preview mode. default #0000FF
replace_scepter = "#FFFF00"
# Specify hex color of preview mode. default #0000FF
offset_scepter = "#00FF00"
# Specify hex color of preview mode. default #0000FF
build_scepter = "#0000FF"
# Specify hex color of preview mode for the GPS data card. default #0000FF
location = "#0000FF"
# Specify hex color of preview mode. default #0000FF
randomize_scepter = "#00EE00"

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config/cyclic.toml Normal file
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#####################################################################################
#Features with configurable properties are split into categories
#####################################################################################
[cyclic]
#####################################################################################
# Configs make sure players will not be able to craft any in survival (api only allows me to disable original base level potion, stuff like splash/tipped arrows are out of my control, for futher steps i suggest modpacks hide them from JEI as well if desired, or bug Mojang to implement JSON brewing stand recipes)
#####################################################################################
[cyclic.potion]
[cyclic.potion.antigravity]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.flight]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.blind]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.attack_range]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.reach_distance]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.butterfingers]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.waterwalk]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.haste]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.stun]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.resistance]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.hunger]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.snowwalk]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.gravity]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.frost_walker]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.magnetic]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.wither]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.levitation]
# Set false to disable the base recipe
enabled = true
[cyclic.potion.swimspeed]
# Set false to disable the base recipe
enabled = true
#####################################################################################
# Enchantment related configs (if disabled, they may still show up as NBT on books and such but have functions disabled and are not obtainable in survival)
#####################################################################################
[cyclic.enchantment]
[cyclic.enchantment.traveler]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.reach]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.beekeeper]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.experience_boost]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.launch]
# (Multijump) Set false to disable Multi Jump enchantment
enabled = true
[cyclic.enchantment.ender]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.disarm]
# Mobs in this list cannot be disarmed and have their weapon stolen by the disarm enchantment
ingoredMobs = ["alexsmobs:mimicube"]
# Enchant level drop rate. % = drop + (level-1)*drop
#Range: 1 ~ 100
percentPerLevel = 15
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.excavate]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.magnet]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.multishot]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.beheading]
# Beheading enchant add player skin head drop, add any mob id and any skin
EntityMHF = ["minecraft:blaze:MHF_Blaze", "minecraft:cat:MHF_Ocelot", "minecraft:cave_spider:MHF_CaveSpider", "minecraft:chicken:MHF_Chicken", "minecraft:cow:MHF_Cow", "minecraft:enderman:MHF_Enderman", "minecraft:ghast:MHF_Ghast", "minecraft:iron_golem:MHF_Golem", "minecraft:magma_cube:MHF_LavaSlime", "minecraft:mooshroom:MHF_MushroomCow", "minecraft:ocelot:MHF_Ocelot", "minecraft:pig:MHF_Pig", "minecraft:zombie_pigman:MHF_PigZombie", "minecraft:sheep:MHF_Sheep", "minecraft:slime:MHF_Slime", "minecraft:spider:MHF_Spider", "minecraft:squid:MHF_Squid", "minecraft:villager:MHF_Villager", "minecraft:witch:MHF_Witch", "minecraft:wolf:MHF_Wolf", "minecraft:guardian:MHF_Guardian", "minecraft:elder_guardian:MHF_Guardian", "minecraft:snow_golem:MHF_SnowGolem", "minecraft:silverfish:MHF_Silverfish", "minecraft:endermite:MHF_Endermite"]
# Percentage increase per level of enchant. Formula [percent + (level - 1) * per_level]
#Range: 1 ~ 99
per_level = 25
# Base perecentage chance to drop a head on kill
#Range: 1 ~ 99
percent = 20
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.quickshot]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.venom]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.life_leech]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.curse]
# Set list of effects for Gloom enchant (cyclic:curse) to ignore and not use these
ignored = ["minecraft:bad_omen", "minecraft:nausea", "botania:clear"]
# (Gloom) Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.auto_smelt]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.growth]
# Radius per level. size around player to perform growth logic
#Range: 1 ~ 16
radius = 2
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.step]
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.laststand]
# How many ticks of Absorption hearts given on trigger, 0 to disable
#Range: 0 ~ 9999
potion_ticks = 600
# Base XP cost to activate at level 1 (level 2 is this/2)
#Range: 1 ~ 9999
xp_cost = 50
# How many ticks of cooldown, 0 to disable
#Range: 0 ~ 99999
cooldown = 20
# Set false to stop enchantment from working
enabled = true
[cyclic.enchantment.steady]
# Set false to stop enchantment from working
enabled = true
#####################################################################################
# Worldgen settings
#####################################################################################
[cyclic.worldgen]
[cyclic.worldgen.flowers]
# Do the four generate in the world. If false, the 4 flower blocks and 3 features (flower_all, flower_tulip_ flower_lime) will still be registered and can be used externally (data packs etc), but the mod will not use the features to generate/place flowers in world-generation
enabled = false
[cyclic.worldgen.cyan_podzol_legacy]
# Enable the legacy feature that will spawn a Cyan flower when bonemeal is used on Podzol
enabled = false
#####################################################################################
# Block specific configs
#####################################################################################
[cyclic.blocks]
# Allows the dimensional Transfer Nodes to cross dimensions (no chunk loading is done, you have to do that on your own); This affects blocks cyclic:wireless_energy, cyclic:wireless_item, cyclic:wireless_fluid, cyclic:wireless_transmitter; If you change it to false it will only work if the target is in the same dimension.
wireless_transfer_dimensional = true
# If true, then all potions marked as harmful/negative will be used in addition to the 'anti_beacon.potion_list' for cures and immunities (used by both sponge and artemisbeacon).
harmful_potions = true
[cyclic.blocks.peace_candle]
# Reach of the candle for spawn prevention
#Range: 0 ~ 64
radius = 32
# Height reach of the candle for spawn prevention
#Range: 0 ~ 512
height = 4
[cyclic.blocks.altar_destruction]
# Reach for explosion prevention
#Range: 1 ~ 128
radius = 32
# Height for explosion prevention
#Range: 1 ~ 512
height = 8
# Ender Anchor settings
[cyclic.blocks.eye_teleport]
# Maximum distance to activate
#Range: 2 ~ 256
range = 128
# Exp cost on teleport
#Range: 0 ~ 500
exp = 0
# Hunger cost on teleport
#Range: 0 ~ 20
hunger = 1
# Tick delay between checks, faster checks can consume server resources (1 means check every tick; 20 means only check once per second)
#Range: 1 ~ 20
frequency = 5
[cyclic.blocks.disenchanter]
# Power per use disenchanter
#Range: > 0
energy_cost = 2500
# Cost of (or payment for if negative) per enchanted book generated
#Range: -1000 ~ 16000
fluid_cost = 100
[cyclic.blocks.anvil]
# Power per repair anvil
#Range: > 0
energy_cost = 250
[cyclic.blocks.dropper]
# Power per use dropper
#Range: > 0
energy_cost = 50
[cyclic.blocks.water_candle]
# Reach of the candle
#Range: 1 ~ 64
radius = 8
# Tick rate of the candle
#Range: > 1
tick_rate = 60
[cyclic.blocks.teleport]
# Power per use
#Range: > 0
energy_cost = 400
# Power per use while crossing dimensions
#Range: > 0
energy_cost_xdim = 8000
[cyclic.blocks.sound]
# Sound Recorder - how far out does it listen to record sounds
#Range: 1 ~ 64
radius = 8
# battery settings
[cyclic.blocks.battery]
# RF/t charging rate for the battery item slot
#Range: > 1
charge = 8000
# Maximum storage capacity; default 6400000 [warning: energy contents of items in world may be reset when changing this value]
#Range: > 1
capacity = 6400000
[cyclic.blocks.generator_fuel]
# RF energy per tick generated while burning furnace fuel in this machine. Burn time in ticks is the same as furnace values, so 1 coal = 1600 ticks
#Range: > 1
rf_per_tick = 80
[cyclic.blocks.peat_farm]
# Power per use peat_farm
#Range: > 0
energy_cost = 500
[cyclic.blocks.miner]
# Power per use miner
#Range: > 0
energy_cost = 10
# fisher settings
[cyclic.blocks.fisher]
# Chance to Fish from nearby water. Smaller values is slower fish
#Range: 1.0E-6 ~ 0.999
chance = 0.06
# Radius to Fish from nearby water
#Range: 1 ~ 32
radius = 12
[cyclic.blocks.harvester]
# Power per use harvester
#Range: > 0
energy_cost = 250
[cyclic.blocks.forester]
# Power per use forester
#Range: > 0
energy_cost = 50
[cyclic.blocks.crafter]
# Power per use crafter
#Range: > 0
energy_cost = 500
[cyclic.blocks.sponge_lava]
# Reach of the sponge
#Range: 1 ~ 64
radius = 8
[cyclic.blocks.anvil_void]
# Payment per void action, if not zero
#Range: > 0
fluid_cost = 25
# Ender Trigger settings
[cyclic.blocks.eye_redstone]
# Maximum distance to activate
#Range: 2 ~ 256
range = 32
# Tick delay between checks, faster checks can consume server resources (1 means check every tick; 20 means only check once per second)
#Range: 1 ~ 20
frequency = 5
[cyclic.blocks.peat]
# Chance that Peat Bog converts to Peat when wet (is multiplied by the number of surrounding water blocks)
#Range: 0.0010000000474974513 ~ 1.0
conversion_chance = 0.07999999821186066
[cyclic.blocks.no_soliciting]
# Reach of the no_soliciting for spawn prevention
#Range: 0 ~ 64
radius = 32
# Height reach of the no_soliciting for spawn prevention
#Range: 0 ~ 512
height = 4
# Sprinkler settings
[cyclic.blocks.sprinkler]
# Tick rate. 20 will fire one block per second
#Range: 1 ~ 20
ticks = 20
# Radius
#Range: 1 ~ 32
radius = 4
# Water consumption
#Range: 0 ~ 1000
water = 5
# terra_glass settings
[cyclic.blocks.terra_glass]
# ticks between growth cycles
#Range: 1 ~ 10000
timer = 100
# growth height below the glass
#Range: 0 ~ 32
height = 8
# experience_pylon settings
[cyclic.blocks.experience_pylon]
# Radius to pickup xp orbs
#Range: 1 ~ 64
radius = 16
# soundproofing settings
[cyclic.blocks.soundproofing]
# Radius of sound proofing (distance from each block that it will listen)
#Range: 1 ~ 16
radius = 6
# battery_clay settings
[cyclic.blocks.battery_clay]
# Maximum storage capacity; default 16000 [warning: energy contents of items in world may be reset when changing this value]
#Range: > 1
capacity = 16000
[cyclic.blocks.cables]
[cyclic.blocks.cables.fluid]
# How many buckets of buffer fluid the fluid cable can hold (for each direction. for example 2 here means 2000ub in each face)
#Range: 1 ~ 32
buffer = 16
# How many fluid units per tick can flow through these cables each tick (1 bucket = 1000) including normal flow and extraction mode
#Range: > 100
flow = 16000
[cyclic.blocks.cables.energy]
# How much buffer the energy cables hold (must not be smaller than flow)
#Range: > 1
buffer = 32000
# How fast energy flows in these cables (must not be greater than buffer)
#Range: > 100
flow = 32000
[cyclic.blocks.generator_food]
# RF energy per tick generated while burning food in this machine
#Range: > 1
rf_per_tick = 60
# This [factor * (item.food + item.saturation) = ticks] results in the number of ticks food will burn at. IE Bread has (5 + 0.6) with factor 100, will burn for 560 ticks.
#Range: > 1
ticks_per_food = 100
[cyclic.blocks.magnet_block]
# Reach for magnet distance to find items
#Range: 1 ~ 128
radius = 16
[cyclic.blocks.packager]
# Power per recipe in the packager
#Range: > 0
energy_cost = 50
[cyclic.blocks.collector_fluid]
# Power per use collector_fluid
#Range: > 0
energy_cost = 500
[cyclic.blocks.structure]
# Power per tick while in use
#Range: > 0
energy_cost = 10
# Ender shelf settings
[cyclic.blocks.ender_shelf]
# Controller Max distance to search (using manhattan distance)
#Range: 1 ~ 256
controller_distance = 64
# Each shelf has five rows. Set the number of books stored per row here
#Range: 1 ~ 1024
books_per_row = 256
[cyclic.blocks.uncraft]
# Power per use uncraft
#Range: > 0
energy_cost = 1000
[cyclic.blocks.generator_solar]
# Ticks between power gen interval. Example: 40 ticks is 2 seconds. 0 means every tick it generates
#Range: > 0
ticks = 60
# Base level of solar power generation (affected by weather contitions).
#Range: > 1
energy = 4
[cyclic.blocks.beacon]
# Power per tick while in use
#Range: 0 ~ 64000
energy_cost = 0
[cyclic.blocks.anvil_magma]
# Cost of magma fluid per action
#Range: 1 ~ 64000
fluid_cost = 100
[cyclic.blocks.terra_preta]
# Growth interval in ticks (100 would be every 5 seconds).
#Range: 1 ~ 64000
growth_interval = 100
# Chance that the crop will grow after the interval
#Range: 0.0 ~ 1.0
growth_chance = 0.5
# growth height above the soil
#Range: 2 ~ 32
height = 8
[cyclic.blocks.uncrafter]
# When searching for a recipe, does it ignore all NBT values (such as enchantments, RepairCost, Damage, etc). For example, if false it will not uncraft damaged or enchanted items
nbt_ignored = false
# Ticks used for each uncraft
#Range: 1 ~ 9999
ticks = 60
# ITEM IDS HERE. Block ALL recipes that output this item, no matter which recipe they use
ignore_list = ["minecraft:elytra", "minecraft:tipped_arrow", "minecraft:magma_block", "minecraft:stick", "spectrite:spectrite_arrow", "spectrite:spectrite_arrow_special", "techreborn:uumatter", "projecte:*"]
# RECIPE IDS HERE. Block these recipe ids from being reversed, but do not block all recipes for this output item
ignore_recipes = ["minecraft:white_dye_from_lily_of_the_valley", "minecraft:orange_dye_from_orange_tulip", "minecraft:magenta_dye_from_allium", "minecraft:magenta_dye_from_lilac", "minecraft:light_blue_dye_from_blue_orchid", "minecraft:yellow_dye_from_sunflower", "minecraft:yellow_dye_from_dandelion", "minecraft:pink_dye_from_peony", "minecraft:pink_dye_from_pink_tulip", "minecraft:light_gray_dye_from_oxeye_daisy", "minecraft:light_gray_dye_from_azure_bluet", "minecraft:light_gray_dye_from_white_tulip", "minecraft:blue_dye_from_cornflower", "minecraft:red_dye_from_poppy", "minecraft:red_dye_from_rose_bush", "minecraft:red_dye_from_tulip", "minecraft:black_dye_from_wither_rose", "minecraft:blue_dye", "minecraft:black_dye", "minecraft:brown_dye", "botania:cobweb", "minecraft:magma_cream", "minecraft:beacon", "minecraft:stick_from_bamboo_item", "minecraft:netherite_ingot_from_netherite_block", "mysticalagriculture:essence*", "mysticalagriculture:farmland_till", "refinedstorage:coloring_recipes*", "forcecraft:transmutation*", "cyclic:flower_purple_tulip", "cyclic:flower_absalon_tulip", "cyclic:flower_cyan", "cyclic:flower_lime_carnation", "cyclic:fireball", "cyclic:shapeless/spark"]
[cyclic.blocks.anti_beacon]
# List of extra effects to clear. supports wildcard such as 'cyclic:*'. (This list is is used even if harmful_potions=false or true both)
potion_list = ["minecraft:poison", "minecraft:*_poison", "minecraft:wither", "cyclic:gravity", "minecraft:weakness", "minecraft:slowness"]
# Ticks to fire anti beacon and remove effects from entities (20 = 1 second). Does not affect potion immunity which applies regardless of ticks. This only used if you gain a potion effect out of range and then walk into range, so keep this large.
#Range: 20 ~ 9999
ticks = 200
# Radius to protect players and entities from potion effects being applied (used by both sponge and artemisbeacon).
#Range: 1 ~ 128
radius = 16
[cyclic.blocks.facades]
#
# These blocks are not allowed to be used as Facades for blocks because they look weird (used by cables and Glowstone Facade and Soundproofing Facade and others). If you want to ignore one entire mod use an entry like this : storagenetwork:*
itemsNotAllowed = ["minecraft:double_plant", "minecraft:waterlily", "minecraft:torch", "minecraft:*_torch", "minecraft:redstone", "minecraft:iron_bars", "minecraft:chest", "minecraft:ender_chest", "minecraft:sculk_vein", "minecraft:string", "minecraft:vine", "minecraft:brewing_stand", "minecraft:*_dripleaf", "minecraft:*_pane", "minecraft:*_sapling", "minecraft:*_sign", "minecraft:*_door", "minecraft:*_banner", "minecraft:*_shulker_box", "storagenetwork:*"]
[cyclic.blocks.facades.cables]
#
# Allow cables to have blocks placed in them as facades (sneak-left-click to set; use empty hand to remove). Set to false to disable facades
enabled = true
[cyclic.blocks.user]
# Power per use user
#Range: > 0
energy_cost = 0
#####################################################################################
# Logging related configs
#####################################################################################
[cyclic.logging]
# Unblock info logs; very spammy; can be useful for testing certain issues
info = false
#####################################################################################
# Item specific configs
#####################################################################################
[cyclic.items]
#####################################################################################
# scythe_harvest settings. note radius is halved while player is sneaking
#####################################################################################
[cyclic.items.scythe_harvest]
# Radius defines how far it reaches (for example radius 6 is 13x13 square)
#Range: 0 ~ 32
radius = 6
# apple_ender settings
[cyclic.items.apple_ender]
# Which structure tags are looked for
structure_tags = ["minecraft:eye_of_ender_located", "minecraft:on_woodland_explorer_maps", "minecraft:on_ocean_explorer_maps", "minecraft:village"]
# How many results the client will see
#Range: 1 ~ 60
printed = 5
[cyclic.items.spawner_seeker]
# Range in all directions to search for spawner
#Range: 1 ~ 256
range = 64
[cyclic.items.wand_hypno]
# Range to search out enemies for this multi-target attack
#Range: 1 ~ 256
range = 16
# Energy cost per item use
#Range: 1 ~ 50000
energy = 500
[cyclic.items.shield_leather]
# How much weaker than the regular shield is this item (used to calculate damage blocked)
#Range: 0 ~ 100
blocked_damage_percent = 20
#####################################################################################
# spell_water settings
#####################################################################################
[cyclic.items.spell_water]
# Radius defines how far it reaches
#Range: 0 ~ 32
radius = 3
#####################################################################################
# scythe_leaves settings. note radius is halved while player is sneaking
#####################################################################################
[cyclic.items.scythe_leaves]
# Radius defines how far it reaches (for example radius 6 is 13x13 square)
#Range: 0 ~ 32
radius = 6
#####################################################################################
# Caving Torch Charm settings
#####################################################################################
[cyclic.items.caving_torch]
# Light level at which to start placing down a torch
#Range: 0 ~ 14
light_limit = 7
#Light level of the current block after placing down a torch. Must be greater than light_limit
#Higher values means torches will be placed closer to you. Lower values means torches will overlap less,
#but might result in small dark spots between torches
#Range: 1 ~ 14
light_target = 10
# Whether to prioritise placing torches on walls
prefer_walls = true
# Which wall to place torches on when digging a 1-wide tunnel
#True means left, False means right
prefer_left_wall = false
#####################################################################################
# scythe_brush settings. note radius is halved while player is sneaking
#####################################################################################
[cyclic.items.scythe_brush]
# Radius defines how far it reaches (for example radius 6 is 13x13 square)
#Range: 0 ~ 32
radius = 6
[cyclic.items.charm_torch]
# Light level limit for placing torches
#Range: 0 ~ 15
light_level = 9
#####################################################################################
# Obsidian gear settings
#####################################################################################
[cyclic.items.obsidian]
# Weapon damage
#Range: 0.10000000149011612 ~ 99.0
damage = 10.5
# Damage Reduction
#Range: 1 ~ 99
chest = 11
# Damage Reduction
#Range: 1 ~ 99
boots = 7
# Armor toughness
#Range: 0.10000000149011612 ~ 99.0
toughness = 6.0
# Damage Reduction
#Range: 1 ~ 99
helm = 7
# Damage Reduction
#Range: 1 ~ 99
leg = 10
# Sack of Holding settings
[cyclic.items.tile_transporter]
# Override chest placement when a 1/2 split chest is picked up, and set placed block as a singleton chests (prevents visual glitch of the open-sided half chest). Set to false to restore old behavior and allow the split-chest placement.
overrideChestSingle = true
# Block these from being picked up
disable_pickup = ["parabox:parabox", "extracells:fluidcrafter", "extracells:ecbaseblock", "extracells:fluidfiller", "exnihilosequentia:*", "refinedstorage:*", "tconstruct:seared_fuel_tank", "tconstruct:smeltery_controller", "tconstruct:seared_drain", "tconstruct:seared_fuel_gauge", "tconstruct:seared_ingot_tank", "tconstruct:seared_ingot_gauge", "tconstruct:seared_melter", "tconstruct:seared_heater", "tconstruct:scorched_drain", "tconstruct:scorched_duct", "tconstruct:scorched_chute", "tconstruct:foundry_controller", "tconstruct:scorched_alloyer", "rftoolspower:cell3", "rftoolspower:cell2", "rftoolspower:cell1", "rftoolspower:cell3", "rftoolspower:cell2", "rftoolspower:cell1"]
[cyclic.items.charm_luck]
# Boost given by item charm_luck
#Range: 0 ~ 100
boost = 10
[cyclic.items.prospector]
# Ore Prospector radius around player to search for ores
#Range: 1 ~ 256
range = 32
# Ore Prospector height around player to search for ores
#Range: 1 ~ 128
height = 8
[cyclic.items.chorus_flight]
# Seconds of flight per chorus_flight
#Range: 1 ~ 20000
ticks = 1200
[cyclic.items.monster_ball]
# Entity ids that cannot be picked up with the Monster all
ignore_list = ["minecraft:ender_dragon", "minecraft:wither"]
# Heart items
[cyclic.items.heart]
# Maximum number of hearts that can be attained (including initial 10)
#Range: 1 ~ 200
maximum = 100
# Experience given when eating a poisoned heart
#Range: 0 ~ 99999
experience = 500
#####################################################################################
# scythe_forage settings. note radius is halved while player is sneaking
#####################################################################################
[cyclic.items.scythe_forage]
# Radius defines how far it reaches (for example radius 6 is 13x13 square)
#Range: 0 ~ 32
radius = 6
[cyclic.items.shield_wood]
# How much weaker than the regular shield is this item (used to calculate damage blocked)
#Range: 0 ~ 100
blocked_damage_percent = 60
[cyclic.items.chorus_spectral]
# Seconds of noClip per chorus_spectral
#Range: 1 ~ 20000
ticks = 600
#####################################################################################
# spell_ice settings
#####################################################################################
[cyclic.items.spell_ice]
# Radius defines how far it reaches
#Range: 0 ~ 32
radius = 3
[cyclic.items.wand_missile]
# Range to search out enemies for this attack
#Range: 1 ~ 512
range = 64
# Energy cost per item use
#Range: 1 ~ 50000
energy = 150
[cyclic.items.laser_cannon]
# Render the laser beam even when there is no living target (used to be hardcoded as false, so change this back to restore legacy behavior)
render_misses = true
# Damage dealt at point blank range
#Range: > 1
damage_close = 20
# Maximum range to hit target
#Range: 1 ~ 9999
range = 6000
# Damage dealt when firing at range
#Range: > 1
damage_far = 12
# Energy cost per firing; only drained when living targets are hit
#Range: > 1
energy = 10
[cyclic.items.charm_attack_speed]
# Boost given by item charm_attackspeed
#Range: 0.0 ~ 2.0
boost = 0.5
[cyclic.items.charm_speed]
# Boost given by item charm_speed
#Range: 0.0 ~ 2.0
boost = 0.5
[cyclic.items.shield_flint]
# What % chance does this have to apply thorns damage against ranged non-explosive attackers
#Range: 0 ~ 100
damage = 50
# How much weaker than the regular shield is this item (used to calculate damage blocked)
#Range: 0 ~ 100
blocked_damage_percent = 30
# Wand settings
[cyclic.items.teleport_wand]
# Maximum distance to activate
#Range: 8 ~ 1024
range = 256
#####################################################################################
# Emerald gear settings
#####################################################################################
[cyclic.items.emerald]
# Weapon damage
#Range: 0.10000000149011612 ~ 99.0
damage = 4.5
# Damage Reduction
#Range: 1 ~ 99
chest = 9
# Damage Reduction
#Range: 1 ~ 99
boots = 4
# Armor toughness
#Range: 0.10000000149011612 ~ 99.0
toughness = 3.0
# Damage Reduction
#Range: 1 ~ 99
helm = 4
# Damage Reduction
#Range: 1 ~ 99
leg = 7
#####################################################################################
# Edit the permissions of all commands added by the mod. false means anyone can use, true means only OP players can use
#####################################################################################
[cyclic.command]
# True means only players with OP can use this /cyclic command
dev = false
# True means only players with OP can use this /cyclic command
ping = false
# True means only players with OP can use this /cyclic command
health = true
# True means only players with OP can use this /cyclic command
gethome = false
# True means only players with OP can use this /cyclic command
home = true
# True means only players with OP can use this /cyclic command
hunger = true

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#A list of class:method strings (render methods) that the dark shader will not be applied to.
#Each string consists of the class and the method (or any substring) to block the dark shader.
#For example, 'renderHunger' is sufficient to block 'net.minecraftforge.client.gui.overlay.ForgeGui:renderFood' (either will work).
METHOD_SHADER_BLACKLIST = ["mezz.jei.common.render.FluidTankRenderer:drawTextureWithMasking", "mezz.jei.library.render.FluidTankRenderer:drawTextureWithMasking", "renderCrosshair", "m_93080_", "renderSky", "m_202423_", "renderHotbar", "m_93009_", "m_193837_", "setupOverlayRenderState", "net.minecraftforge.client.gui.overlay.ForgeGui", "renderFood", "renderExperienceBar", "m_93071_", "renderLogo", "m_280037_", "m_280118_", "net.minecraft.client.gui.Gui", "net.minecraft.src.C_3431_", "renderDirtBackground", "m_280039_", "m_280039_", "configured.client.screen.ListMenuScreen", "OnlineServerEntry:drawIcon", "OnlineServerEntry:m_99889_", "WorldSelectionList$WorldListEntry:render", "WorldSelectionList$WorldListEntry:m_6311_", "CubeMap:render", "CubeMap:m_108849_", "squeek.appleskin.client.HUDOverlayHandler", "shadows.packmenu.ExtendedMenuScreen"]
#Enabling this config will (every 5 seconds) dump which methods were used to render GUIs that the dark shader was applied to
#The dump will consist of a list of class:method strings, e.g. 'net.minecraftforge.client.gui.overlay.ForgeGui:renderFood'
#Use this feature to help find the render method strings of GUIs you would like to blacklist.
METHOD_SHADER_DUMP = false
["Inventory Button"]
#Pixels away from the left of the GUI in the x axis
#Range: > 0
X = 32
#Pixels away from the bottom of the GUI in the y axis
#Range: > 0
Y = 2
["Main Menu Button"]
#Enabled
SHOW = true
#Pixels away from the left of the GUI in the x axis
#Range: > 0
MAIN_X = 4
#Pixels away from the bottom of the GUI in the y axis
#Range: > 0
MAIN_Y = 40

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{
"shaders": [
null,
{
"texShaderLocation": {
"f_135804_": "darkmodeeverywhere",
"f_135805_": "dark_position_tex",
"defaultNamespace": false
},
"texColorShaderLocation": {
"f_135804_": "darkmodeeverywhere",
"f_135805_": "dark_position_tex_color",
"defaultNamespace": false
},
"displayName": {
"translate": "gui.darkmodeeverywhere.perfect_dark"
},
"divideFactor": 5.5,
"darkColorReplacement": 16777215
},
{
"texShaderLocation": {
"f_135804_": "darkmodeeverywhere",
"f_135805_": "dark_position_tex",
"defaultNamespace": false
},
"texColorShaderLocation": {
"f_135804_": "darkmodeeverywhere",
"f_135805_": "dark_position_tex_color",
"defaultNamespace": false
},
"displayName": {
"translate": "gui.darkmodeeverywhere.less_perfect_dark"
},
"divideFactor": 3.5,
"darkColorReplacement": 16777215
},
{
"texShaderLocation": {
"f_135804_": "darkmodeeverywhere",
"f_135805_": "dark_position_tex",
"defaultNamespace": false
},
"texColorShaderLocation": {
"f_135804_": "darkmodeeverywhere",
"f_135805_": "dark_position_tex_color",
"defaultNamespace": false
},
"displayName": {
"translate": "gui.darkmodeeverywhere.toasted_light"
},
"divideFactor": 2.0,
"darkColorReplacement": 16777215
}
],
"version": 2,
"selectedShaderIndex": 2
}

View File

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#Darkness properties file
#Sat Mar 08 23:02:56 EST 2025
dark_default=true
dark_end=true
dark_end_fog=0.0
dark_nether=true
dark_nether_fog=0.5
dark_overworld=true
dark_skyless=true
ignore_moon_phase=false
only_affect_block_light=false

56
config/ding.toml Normal file
View File

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#Configs for ding to trigger when the game loads
[load]
#Play sound when the game loads.
playOnLoad = true
#Resource Location based name of the sound file to play when Minecraft finishes loading.
#EG: "ui.button.click" or "entity.experience_orb.pickup"
#
#This can also be a mod sound if the mod is installed.
#EG: modname:modsound.boing
#
#If you want to use external sounds, consider looking into the mods that add resources
name = "entity.experience_orb.pickup"
#Volume of the volume (when Minecraft loads)
#Range: 0.0 ~ 10.0
volume = 0.25
#Pitch of the sound (when Minecraft loads)
#Range: 0.0 ~ 10.0
pitch = 1.0
#Sound category for the sound played when Minecraft finishes loading. EG: "ambient" or "music". Defaults to "master" if Ding cannot find your category.
category = "master"
#Configs for ding to trigger when resources are reloaded
[resourcesReload]
#Play sound when resources complete reloading. Requires game to be restarted when changing this option.
playOnResourcesReload = true
#Resource Location based name of the sound file to play when resources complete reloading.
#
#Look at the "name" config for more details.
nameResourcesReload = "entity.experience_orb.pickup"
#Volume of the sound (when resources complete reloading)
#Range: 0.0 ~ 10.0
volumeResourcesReload = 0.25
#Pitch of the sound (when resources complete reloading)
#Range: 0.0 ~ 10.0
pitchResourcesReload = 1.0
#Sound category for the sound played when resources complete reloading. EG: "ambient" or "music". Defaults to "master" if Ding cannot find your category.
categoryResourcesReload = "master"
#Configs for ding to trigger when the world loads after connecting to a server
[world]
#Play sound when the world loads after connecting to a server. Requires game to be restarted when changing this option.
playOnWorld = false
#Resource Location based name of the sound file to play when the world finishes loading (after connecting to a server).
#
#Look at the "name" config for more details.
nameWorld = "entity.experience_orb.pickup"
#Volume of the sound (when the world loads after connecting to a server)
#Range: 0.0 ~ 10.0
volumeWorld = 0.25
#Pitch of the sound (when the world loads after connecting to a server)
#Range: 0.0 ~ 10.0
pitchWorld = 1.0
#Sound category for the sound played when the world finishes loading (after connecting to a server). EG: "ambient" or "music". Defaults to "master" if Ding cannot find your category.
categoryWorld = "master"

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[darksteel]
[darksteel.darksteelaxe]
energyUsePerFelledLog = 1500
[darksteel.darksteelpickaxe]
obsidianBreakPowerUse = 50
speedBoostWhenObsidian = 50
useObsidianBreakSpeedAtHardness = 30
[darksteel.upgrades]
spoonActivationCost = 4
forkActivationCost = 4
directActivationCost = 4
[darksteel.upgrades.empowered]
efficiencyBoost = 2
energyUsePerDamagePoint = 750
activationCost_l1 = 4
damageAbsorptionChance_l1 = 0.5
maxEnergy_l1 = 100000
activationCost_l2 = 8
damageAbsorptionChance_l2 = 0.6
maxEnergy_l2 = 150000
activationCost_l3 = 12
damageAbsorptionChance_l3 = 0.7
maxEnergy_l3 = 250000
activationCost_l4 = 16
damageAbsorptionChance_l4 = 0.85
maxEnergy_l4 = 1000000
[darksteel.upgrades.explosive]
explosiveEnergyPerBlock = 30
explosiveActivationCostI = 8
explosiveI = 1
explosiveActivationCostII = 12
explosiveII = 2
explosivePenetrationActivationCostI = 8
explosivePenetrationI = 1
explosivePenetrationActivationCostII = 12
explosivePenetrationII = 2

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[visual]
#Enable machine particles
machineParticles = true

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[blocks]
#The explosion resistance of explosion resistant blocks.
explosionResistance = 1200.0
#The speed boost granted by the Dark Steel ladder.
darkSteelLadderBoost = 0.15
[blocks.brokenSpawner]
#The chance of a spawner dropping a broken spawner.
dropChance = 1.0
[enchantments]
[enchantments.autoSmelt]
maxCost = 60
minCost = 15
[enchantments.repellent]
maxLevel = 4
maxCostBase = 10
maxCostPerLevel = 10
minCostBase = 10
minCostPerLevel = 5
chanceBase = 0.35
chancePerLevel = 0.1
rangeBase = 8.0
rangePerLevel = 8.0
nonPlayerChance = 0.75
[enchantments.shimmer]
maxCost = 100
minCost = 1
[enchantments.soulBound]
maxCost = 60
minCost = 16
[enchantments.witheringBlade]
maxCost = 100
minCost = 1
[enchantments.witheringArrow]
maxCost = 100
minCost = 1
[enchantments.witheringBolt]
maxCost = 100
minCost = 1
[enchantments.xpBoost]
maxCostBase = 30
maxCostPerLevel = 10
minCostBase = 1
minCostPerLevel = 10
[items]
[items.food]
#The chance of enderios teleporting the player
enderioChance = 0.3
#The range of an enderio teleport
enderioRange = 16.0
[items.electromagnet]
energyUse = 1
maxEnergy = 100000
range = 5
maxItems = 20
[items.levitationstaff]
energyUse = 1
maxEnergy = 10000
[items.travelling]
#Range: 4 ~ 512
blinkRange = 24
#Range: 0 ~ 1200
disabledTime = 5
energyUse = 1000
maxEnergy = 100000
#the following config values are only used if EIOMachines is loaded
#Range: 4 ~ 512
itemToBlockRange = 192
#Range: 4 ~ 512
blockToBlockRange = 96
[grainsOfInfinity]
#Should it make a sound when Grains of Infinity drops from a fire?
makesSound = true
#How old (in ticks) does a fire have to be to be able to spawn Infinity Powder?
#Range: 1 ~ 1000
fireMinAge = 260

View File

@@ -0,0 +1,17 @@
[blocks]
#The color of the range box of the Vacuum Chest
vacuumChestRangeColor = "0000FF"
#The color of the range box of the XP Vacuum
vacuumXpRangeColor = "00FF00"
#The color of the range box of the Powered Spawner
poweredSpawnerRangeColor = "FF0000"
#The color of the range box of the Drain
drainRangeColor = "FFA500"
#The color of the range box of the Aversion Obelisk
aversionRangeColor = "8B0000"
[ioconfig]
#Neighbour Transparency [0-1]
neighbourTransparency = 0.4

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[energy]
[energy.alloySmelter]
#The base energy capacity in uI.
#Range: > 1
capacity = 64000
#The base energy consumption in uI/t.
#Range: > 1
usage = 20
#The amount of energy to consume per vanilla smelting item in uI.
#Range: > 1
vanillaItemEnergy = 1500
[energy.crafter]
#The base energy capacity in uI.
#Range: > 1
capacity = 64000
#The energy cost in uI for a crafting recipe.
#Range: > 1
usage = 3200
[energy.impulseHopper]
#The base energy capacity in uI.
#Range: > 1
capacity = 64000
#The base energy consumption in uI/t.
#Range: > 1
usage = 16
[energy.poweredSpawner]
#The base energy capacity in uI.
#Range: > 1
capacity = 100000
#The base energy consumption in uI/t.
#Range: > 1
usage = 20
[energy.sagMill]
#The base energy capacity in uI.
#Range: > 1
capacity = 64000
#The base energy consumption in uI/t.
#Range: > 1
usage = 20
[energy.slicer]
#The base energy capacity in uI.
#Range: > 1
capacity = 100000
#The base energy consumption in uI/t.
#Range: > 1
usage = 30
[energy.soulBinder]
#The base energy capacity in uI.
#Range: > 1
capacity = 128000
#The base energy consumption in uI/t.
#Range: > 1
usage = 60
[energy.stirlingGenerator]
#The base energy capacity in uI.
#Range: > 1
capacity = 64000
#The base number of 'burn ticks' performed per machine tick.
#Range: 0.001 ~ 1.7976931348623157E308
burnSpeed = 0.375
#The base percentage efficiency, used to determine burn times.
#Range: 1 ~ 200
fuelEfficiencyBase = 80
#The efficiency increase per capacitor level.
#Range: 1 ~ 200
fuelEfficiencyStep = 20
#The base amount of energy produced in uI/t.
#Range: > 1
generation = 40
[energy.paintingMachine]
#The base energy capacity in uI.
#Range: > 1
capacity = 64000
#The base energy consumption in uI/t.
#Range: > 1
usage = 30
#The energy required for each painting operation
#Range: > 1
energyCost = 2400
[energy.photovoltaicCellRates]
#Production rate at midday without rain or thunder
#Range: > 1
energetic = 4
#Range: > 1
pulsating = 16
#Range: > 1
vibrant = 64
[energy.capacitor_bank_capacity]
#Capacity for capacitor banks
#Range: > 1
basic = 500000
#Range: > 1
advanced = 2000000
#Range: > 1
vibrant = 4000000
[energy.wiredCharger]
#The base energy capacity in uI.
#Range: > 1
capacity = 128000
#The base energy consumption in uI/t.
#Range: > 1
usage = 30
[energy.soul_engine]
#Range: > 1
capacity = 100000
#The base burn-rate the soul engine.
#Range: > 1
burnSpeed = 1
#Percentage increase in uI produced.
#Range: 0.001 ~ 1.7976931348623157E308
generation = 1.0
[energy.drain]
#The base energy capacity in uI.
#Range: > 1
capacity = 64000
#The base energy consumption in uI/t.
#Range: > 1
usage = 10
[energy.aversion]
#The base energy capacity in uI.
#Range: > 1
capacity = 64000
#The base energy consumption in uI/t.
#Range: > 1
usage = 10
[enchanter]
#The lapis cost is enchant level multiplied by this value.
lapisCostFactor = 3.0
#The final XP cost for an enchantment is multiplied by this value. To halve costs set to 0.5, to double them set it to 2.
levelCostFactor = 0.75
#Base level cost added to all recipes in the enchanter.
baseLevelCost = 2
[poweredSpawner]
#The amount of mobs that spawn from the spawner
#Range: > 0
spawn_amount = 4
#The amount of entities that will turn off powered spawner if in range.
#Range: > 0
maxentities = 2
#The way a powered spawner spawns an entity. Possible options: 'ENTITYPE' Spawns the same entity types as the soul vial. 'COPY' Spawns an exact copy of the mob in the soul vial
#Allowed Values: ENTITYTYPE, COPY
"Spawn Type" = "ENTITYTYPE"
#The maximum amount of spawners before the spawners suffers a loss of efficiency
#Range: > 0
maxspawners = 10

View File

@@ -0,0 +1,411 @@
{
"general": {
"doEffectsInCreative": false,
"waterSubstractFactor": 10,
"enableDamageDebug": false
},
"handlers": {
"explosion": {
"enabled": true,
"opacity": 1.0,
"dust": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
}
},
"dustDuration": {
"min": 500,
"max": 1000
},
"dustAmount": {
"min": 0,
"minValue": 0,
"max": 20,
"maxValue": 30
},
"maxExplosionVolume": 0.5,
"explosionSoundTime": {
"min": 0,
"minValue": 50,
"max": 20,
"maxValue": 200
},
"blur": {
"disabled": false,
"opacity": 1.0
},
"maxBlur": {
"min": 0,
"minValue": 50,
"max": 10,
"maxValue": 100
},
"explosionBlurTime": {
"min": 0,
"minValue": 10,
"max": 20,
"maxValue": 20
}
},
"potion": {
"enabled": true,
"opacity": 1.0,
"duration": {
"min": 30,
"max": 60
},
"potion": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0
}
},
"sand": {
"enabled": true,
"opacity": 1.0,
"duration": {
"min": 100,
"max": 100
},
"sprintModifier": 1.5,
"sand": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.1,
"max": 0.5
}
}
},
"splash": {
"enabled": true,
"opacity": 1.0,
"duration": {
"min": 10,
"max": 10
},
"intensity": {
"min": 5,
"max": 10
},
"blur": {
"disabled": false,
"opacity": 1.0
}
},
"damage": {
"enabled": true,
"opacity": 1.0,
"damaged": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0
},
"hitEffectIntensity": 0.0,
"hitDuration": {
"min": 1,
"max": 10
},
"splatter": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
}
},
"impact": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
}
},
"slash": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
}
},
"pierce": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
}
},
"bloodDuration": {
"min": 500,
"max": 1500
},
"fire": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
}
},
"fireSplashes": 1,
"fireDuration": {
"min": 100,
"max": 1000
},
"drownSplashes": 4,
"drownDuration": {
"min": 10,
"max": 15
},
"waterDrown": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
},
"red": 0,
"green": 0,
"blue": 255,
"alpha": 255
},
"lightningSplashes": 10,
"lightningDuration": {
"min": 10,
"max": 15
},
"lightning": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
},
"red": 120,
"green": 120,
"blue": 255,
"alpha": 255
},
"freezeSplashes": 4,
"freezeDuration": {
"min": 10,
"max": 15
},
"freeze": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
},
"red": 200,
"green": 255,
"blue": 255,
"alpha": 255
},
"flyIntoWallSplashes": 4,
"flyIntoWallDuration": {
"min": 10,
"max": 15
},
"flyIntoWall": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
},
"red": 255,
"green": 255,
"blue": 255,
"alpha": 255
},
"heatSplashes": 4,
"heatDuration": {
"min": 10,
"max": 15
},
"heat": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
},
"red": 255,
"green": 255,
"blue": 255,
"alpha": 255
},
"effectSplashes": 4,
"effectDuration": {
"min": 10,
"max": 15
},
"parasites": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
},
"red": 0,
"green": 126,
"blue": 0,
"alpha": 255
},
"wither": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 1.5,
"max": 2.5
},
"red": 0,
"green": 0,
"blue": 0,
"alpha": 255
},
"tunnelDuration": {
"min": 10,
"max": 15
},
"tunnel": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0
},
"healthScaler": {
"min": 0,
"minValue": 3,
"max": 12,
"maxValue": 1.5
},
"damageScale": 1.0,
"damageBlackList": []
},
"slender": {
"enabled": true,
"opacity": 1.0,
"defaultIntensity": 0,
"maxIntensity": 0.3,
"distanceFactor": 0.25,
"slender": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 50
}
},
"saturation": {
"enabled": true,
"opacity": 1.0,
"fadeFactor": 0.0005,
"saturation": {
"min": 2,
"minValue": 0,
"max": 8,
"maxValue": 1
},
"desaturate": {
"disabled": false,
"opacity": 1.0
}
},
"heartbeat": {
"enabled": true,
"opacity": 1.0,
"useHealthPercentage": false,
"maxHealth": 6,
"maxHealthPercentage": 0.3,
"heartbeatOverlayIntensity": 0.5,
"heartbeatOverlayDuration": 20,
"heartbeatBlurIntensity": 50.0,
"heartbeatBlurDuration": 5,
"minHeartbeatLength": 15,
"heartbeatTimeFactor": 100.0,
"heartbeatVolume": 1.0,
"lowhealth": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0
},
"blur": {
"disabled": false,
"opacity": 1.0
}
},
"underwater": {
"enabled": false,
"opacity": 1.0,
"intensity": 5,
"fadeFactor": 0.5,
"blur": {
"disabled": false,
"opacity": 1.0
}
},
"rain": {
"enabled": true,
"opacity": 1.0,
"duration": {
"min": 100,
"max": 100
},
"drop": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.1,
"max": 0.5
},
"red": 41,
"green": 76,
"blue": 149,
"alpha": 255
},
"delay": {
"min": 0,
"max": 0
},
"amount": {
"min": 1,
"max": 1
}
},
"health": {
"enabled": false,
"opacity": 1.0,
"impact": {
"disabled": false,
"opacity": 1.0,
"animationSpeed": 0,
"scale": {
"min": 0.2,
"max": 1
}
},
"particlesPerDamage": 1
}
}
}

View File

@@ -0,0 +1,16 @@
{
"messages": {
"deathMessages": [
"Do you really want to respawn? think of it again.",
"Life is hard. Deal with it!",
"You are dead ... wait you already know that.",
"Did I let the stove on...?",
"Should have shot back first...",
"Yep, that\u0027s messed up...",
"Rage incomming!",
"I think you dropped something.",
"Time for a break?"
],
"enabled": true
}
}

View File

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#General settings
[general]
#Blacklisted Sounds - add the name of the sounds to blacklist, separated with comma
forbiddenSounds = ["ui.", "music.", "ambient."]
#Allow the "ALL" sounds list to include the blacklisted sounds?
lawfulAllList = false
#Volume set when pressed the mute button by default
#Range: 0.0 ~ 0.9
defaultMuteVolume = 0.0
#Set to true to move the muffle and play buttons to the left side of the GUI
leftButtons = false
#Show tips in the Muffler screen?
showTip = true
#Whether or not use the dark theme
useDarkTheme = false
#Inventory button settings
[inventory_button]
#Disable the Muffle button in the player inventory?
disableInventoryButton = false
#Coordinates for the Muffler button in the player inventory.
# You can change this in game by holding the RMB over the button and draging it around
#Range: > -2147483648
invButtonX = 75
#Coordinates for the Muffler button in the player inventory.
#You can change this in game by holding the RMB over the button and draging it around
#Range: > -2147483648
invButtonY = 7
#Disable the Muffle button in the creative player inventory?
disableCreativeInventoryButton = false
#Coordinates for the Muffler button in the creative player inventory.
# You can change this in game by holding the RMB over the button and draging it around
#Range: > -2147483648
creativeInvButtonX = 2
#Coordinates for the Muffler button in the creative player inventory.
#You can change this in game by holding the RMB over the button and draging it around
#Range: > -2147483648
creativeInvButtonY = 2
#Anchor settings
[Anchors]
#Disable the Anchors?
disableAnchors = false

8
config/flib.toml Normal file
View File

@@ -0,0 +1,8 @@
#General settings
[flib]
[flib.command]
#If true, the /flib command will be registered
enabled = true

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@@ -0,0 +1,7 @@
[gui]
#Enable navigation buttons sound when pressing it
enableButtonSound = true
#Enable Modern UI
enableGuiDebug = false

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#Most configs are moved to /serverconfig/fluxnetworks-server.toml
#Copy to /defaultconfig/fluxnetworks-server.toml for modpacks
placeholder = true
#The One Probe
[OneProbe]
#Displays: Network Name, Live Transfer Rate & Internal Buffer
enableOneProbeBasicInfo = true
#Displays: Transfer Limit & Priority etc
enableOneProbeAdvancedInfo = true
#Displays Advanced Info when sneaking only
enableOneProbeSneaking = true
#Integration
[integration]
#Whether to enable GTCEU integration if GregTech CE Unofficial Modern is installed.
#4 FE = 1 GTEU, not configurable.
#Note that EU-to-FE conversion is provided by GTCEU, instead of Flux Networks.
#Ensure you have enabled GTCEU's nativeEUToPlatformNative and euToPlatformRatio = 4.
#A game/server restart is required to reload this setting.
enableGTCEU = true

29
config/fml.toml Normal file
View File

@@ -0,0 +1,29 @@
#Early window height
earlyWindowHeight = 480
#Enable forge global version checking
versionCheck = true
#Should we control the window. Disabling this disables new GL features and can be bad for mods that rely on them.
earlyWindowControl = true
#Early window framebuffer scale
earlyWindowFBScale = 1
#Early window provider
earlyWindowProvider = "fmlearlywindow"
#Early window width
earlyWindowWidth = 854
#Early window starts maximized
earlyWindowMaximized = false
#Default config path for servers
defaultConfigPath = "defaultconfigs"
#Disables Optimized DFU client-side - already disabled on servers
disableOptimizedDFU = true
#Skip specific GL versions, may help with buggy graphics card drivers
earlyWindowSkipGLVersions = []
#Whether to log a help message on first attempt, to aid troubleshooting. This setting should automatically disable itself after a successful launch
earlyWindowLogHelpMessage = false
#Max threads for early initialization parallelism, -1 is based on processor count
maxThreads = -1
#Squir?
earlyWindowSquir = false
#Whether to show CPU usage stats in early window
earlyWindowShowCPU = false

24
config/forge-client.toml Normal file
View File

@@ -0,0 +1,24 @@
#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
#[DEPRECATED] Does nothing anymore, IPv6 addresses will be compressed always
compressLanIPv6Addresses = true
#During block model baking, manually calculates the normal for all faces.
#This was the default behavior of forge between versions 31.0 and 47.1.
#May result in differences between vanilla rendering and forge rendering.
#Will only produce differences for blocks that contain non-axis aligned faces.
#You will need to reload your resources to see results.
calculateAllNormals = false
#When enabled, a slightly biased Direction#getNearest calculation will be used to prevent normal fighting on 45 degree angle faces.
stabilizeDirectionGetNearest = true

View File

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[FunctionalStorageClientConfig]
#Drawer content render range in blocks
#Range: > 1
DRAWER_RENDER_RANGE = 16
#The thickness of 3D item/block displays
#Range: 0.05 ~ 0.75
DRAWER_RENDER_THICKNESS = 0.125

View File

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[FunctionalStorageConfig]
#Armory slot amount
#Range: > 1
ARMORY_CABINET_SIZE = 4096
#Linking range radius
DRAWER_CONTROLLER_LINKING_RANGE = 8
#Every how many ticks the drawer upgrades will work
UPGRADE_TICK = 4
#How many items the pulling upgrade will try to pull
UPGRADE_PULL_ITEMS = 4
#How much fluid (in mb) the pulling upgrade will try to pull
UPGRADE_PULL_FLUID = 500
#How many items the pushing upgrade will try to pull
UPGRADE_PUSH_ITEMS = 4
#How much fluid (in mb) the pushing upgrade will try to pull
UPGRADE_PUSH_FLUID = 500
#How many items the collector upgrade will try to pull
UPGRADE_COLLECTOR_ITEMS = 4

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#If this is set to true the players head will be rendered on the gravestone when there is a full block under it
render_skull = true
#The color of the text at the gravestone (Hex RGB)
grave_text_color = "FFFFFF"

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#Settings for world gen (Doesn't work in 1.18.2 and beyond. Use datapacks instead.)
["World Gen"]
#Average chunk separation between companion houses
#Range: > 11
averageHouseSeparation = 20
["Companion config"]
#Toggles friendly fire between companions
friendlyFireCompanions = false
#Toggles friendly fire between player and companion
friendlyFirePlayer = true
#Toggles fall damage for companions
fallDamage = true
#Toggles whether companions spawn with armor
spawnArmor = true
#Toggles whether companions spawn with a weapon
spawnWeapon = true
#Sets the base health of each companion. Companions spawn with up to +-4 from the base health
#Range: > 5
baseHealth = 20
#Toggles whether companions ask for food if their health goes below half.
lowHealthFood = true
#Toggles whether companions alert you if a creeper is nearby.
creeperWarning = true

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#These configs affect GUIs using B&S.
[bns]
#Renders B&S's GUIs in a Minecraft Style instead.
#0 = Default Style
#1 = Vanilla Style
#2 = Texture Pack Style.
#Range: 0 ~ 2
bnsMinecraftStyle = 0
#How much padding to add to the docked windows.
#Range: 0 ~ 50
bnsDockPadding = 0
#Number of pixels before iChunUtil thinks you're trying to dock a window.
#Range: > 1
bnsDockBorder = 8
#Speed (in ticks) to register a double click.
#Range: > 1
bnsDoubleClickSpeed = 10
#How long to mouse over an element (in ticks) before showing a tooltip.
#Range: 0 ~ 6000
bnsTooltipCooldown = 10
#Theme to use for Boxes & Stuff
bnsTheme = "default"

View File

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{
"name": "Aztec",
"author": "LordFokas",
"workspaceBackground": [
8,
8,
8
],
"windowBorderActive": [
96,
96,
96
],
"windowBorderInactive": [
96,
96,
96
],
"windowBackground": [
48,
48,
48
],
"elementButtonBackgroundInactive": [
32,
32,
32
],
"elementButtonBackgroundActive": [
32,
32,
32
],
"elementButtonBackgroundHover": [
192,
192,
192
],
"elementButtonBorder": [
96,
96,
96
],
"elementButtonClick": [
48,
48,
48
],
"elementButtonToggle": [
32,
32,
32
],
"elementButtonToggleHover": [
24,
24,
24
],
"elementInputBackgroundInactive": [
32,
32,
32
],
"elementInputBackgroundHover": [
24,
24,
24
],
"elementInputBorder": [
96,
96,
96
],
"elementInputUpDownHover": [
64,
64,
64
],
"elementInputUpDownClick": [
48,
48,
48
],
"elementListBorder": [
192,
192,
192
],
"elementListItemBorder": [
32,
32,
32
],
"elementListItemBackground": [
32,
32,
32
],
"elementListItemBackgroundSelect": [
12,
12,
12
],
"elementListItemBackgroundHover": [
24,
24,
24
],
"elementTabHover": [
192,
192,
192
],
"elementTabBackgroundActive": [
80,
80,
80
],
"elementTabBorderActive": [
120,
120,
240
],
"elementTabBackgroundInactive": [
32,
32,
32
],
"elementTabBorderInactive": [
64,
64,
64
],
"elementScrollBar": [
32,
32,
32
],
"elementScrollBarBorder": [
192,
192,
192
],
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}

View File

@@ -0,0 +1,170 @@
{
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}

View File

@@ -0,0 +1,170 @@
{
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}

View File

@@ -0,0 +1,170 @@
{
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}

View File

@@ -0,0 +1,170 @@
{
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}

View File

@@ -0,0 +1,170 @@
{
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}

View File

@@ -0,0 +1,170 @@
{
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}

View File

@@ -0,0 +1,170 @@
{
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}

View File

@@ -0,0 +1,170 @@
{
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}

View File

@@ -0,0 +1,170 @@
{
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}

View File

@@ -0,0 +1,170 @@
{
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"fontLight": [
51,
51,
225
],
"fontMid": [
0,
128,
255
],
"fontDim": [
255,
255,
255
],
"workspaceBlock": "minecraft:ice"
}

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{
"name": "White Light",
"author": "pfgichun",
"workspaceBackground": [
255,
255,
255
],
"windowBorderActive": [
255,
255,
255
],
"windowBorderInactive": [
205,
205,
205
],
"windowBackground": [
255,
255,
255
],
"elementButtonBackgroundInactive": [
205,
205,
205
],
"elementButtonBackgroundActive": [
205,
205,
205
],
"elementButtonBackgroundHover": [
205,
205,
205
],
"elementButtonBorder": [
205,
205,
205
],
"elementButtonClick": [
225,
225,
225
],
"elementButtonToggle": [
205,
205,
205
],
"elementButtonToggleHover": [
215,
215,
215
],
"elementInputBackgroundInactive": [
255,
255,
255
],
"elementInputBackgroundHover": [
245,
245,
245
],
"elementInputBorder": [
205,
205,
205
],
"elementInputUpDownHover": [
215,
215,
215
],
"elementInputUpDownClick": [
225,
225,
225
],
"elementListBorder": [
205,
205,
205
],
"elementListItemBorder": [
205,
205,
205
],
"elementListItemBackground": [
205,
205,
205
],
"elementListItemBackgroundSelect": [
225,
225,
225
],
"elementListItemBackgroundHover": [
215,
215,
215
],
"elementTabHover": [
205,
205,
205
],
"elementTabBackgroundActive": [
205,
205,
205
],
"elementTabBorderActive": [
255,
255,
255
],
"elementTabBackgroundInactive": [
205,
205,
205
],
"elementTabBorderInactive": [
215,
215,
215
],
"elementScrollBar": [
205,
205,
205
],
"elementScrollBarBorder": [
205,
205,
205
],
"elementScrollBarBackground": [
205,
205,
205
],
"font": [
0,
0,
0
],
"fontLight": [
0,
0,
0
],
"fontMid": [
215,
215,
215
],
"fontDim": [
105,
105,
105
],
"workspaceBlock": "minecraft:white_wool"
}

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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 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
#Set this to false to change fluid recipes in the manual to use decimals on buckets instead of fractions
fluidFractions = true
#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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#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]
[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]
theoneprobe = true
curios = true
computercraft = true

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#Use the client implementation even on servers that have the mod installed - only useful for development purposes.
forceClientImplementation = false
#Should space-clicking move all items even if an empty slot was clicked?
allowBulkTransferAllOnEmptySlot = false
#You can now go into your Controls and unbind the respective Inventory Essentials keys instead!
whereDidTheConfigsGo = true

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#Sorting customization
[sorting]
#Rules for sorting
#Each element is of the form <POS> <CATEGORY>
#A-D is the row from top to bottom
#1-9 is the column from left to right
#POS denotes the target slots
#Exs. POS = D3 means 3rd slot of hotbar
# POS = B means 2nd row, left to right
# POS = 9 means 9th column, bottom to top
# POS = A1-C9 means slots A1,A2,…,A9,B1,…,B9,C1,…,C9
# POS = A9-C1 means slots A9,A8,…,A1,B9,…,B1,C9,…,C1
#Append v to POS of the form A1-C9 to move in columns instead of rows
#Append r to POS of the form B or 9 to reverse slot order
#CATEGORY is the item category to designate the slots to
#CATEGORY = /LOCKED prevents slots from moving in sorting
#CATEGORY = /FROZEN has the effect of /LOCKED and, in addition, ignores slot in auto-refill
#CATEGORY = /OTHER covers all remaining items after other rules are exhausted
rules = ["D /LOCKED", "A1-C9 /OTHER"]
#Custom settings per GUI
#x = x-position of external sort button relative to GUI top left
#y = same as above except for the y-position
#Omit x and y to leave position unchanged
#sortRange = slots to sort
#E.g. sortRange = "5,0-2" sorts slots 5,0,1,2 in that order
#sortRange = "" disables sorting for that container
#Out-of-bound slots are ignored
#Omit sortRange to leave as default
[[sorting.containerOverrides]]
containerClass = "appeng.client.gui.implementations.*Screen"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "appeng.client.gui.me.items.*Screen"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "de.mari_023.ae2wtlib.wct.*Screen"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "com.github.glodblock.epp.client.gui.*"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "org.cyclops.integrateddynamics.inventory.container.*"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "org.cyclops.integratedterminals.inventory.container.ContainerTerminalStoragePart"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "com.refinedmods.refinedstorage.screen.*"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "net.p3pp3rf1y.sophisticatedbackpacks.common.gui.BackpackContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "net.p3pp3rf1y.sophisticatedstorage.common.gui.StorageContainerMenu"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "tfar.craftingstation.CraftingStationMenu"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "tfar.dankstorage.container.DankContainers"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "mcjty.rftoolsutility.modules.crafter.blocks.CrafterContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "gripe._90.megacells.menu.MEGAInterfaceMenu"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "cofh.thermal.core.client.gui.*"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "ironfurnaces.gui.furnaces.*"
sortRange = "0-45"
[[sorting.containerOverrides]]
containerClass = "com.direwolf20.justdirethings.client.screens.*"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "com.direwolf20.laserio.client.screens.*"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "com.stal111.forbidden_arcanus.client.gui.screen.*"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "aztech.modern_industrialization.*.gui.*Screen"
sortRange = ""
#Categor(y/ies) for sorting
#
#name: the name of the category
#
#spec:
#Each element denotes a series of semicolon-separated clauses
#Items need to match all clauses of at least one element
#Items matching earlier elements are earlier in order
#A clause of the form /tag:<tag_value> matches a tag
#Clauses /instanceof:<fully_qualified_name> or /class:<fully_qualified_name> check if item is
#instance of class or exactly of that class respectively
#Specifying an item's registry name as a clause checks for that item
#Prepending an exclamation mark at the start of a clause inverts it
[[sorting.category]]
name = "sword"
spec = ["/instanceof:net.minecraft.world.item.SwordItem"]
[[sorting.category]]
name = "axe"
spec = ["/instanceof:net.minecraft.world.item.AxeItem"]
[[sorting.category]]
name = "pickaxe"
spec = ["/instanceof:net.minecraft.world.item.PickaxeItem"]
[[sorting.category]]
name = "shovel"
spec = ["/instanceof:net.minecraft.world.item.ShovelItem"]
[[sorting.category]]
name = "hoe"
spec = ["/instanceof:net.minecraft.world.item.HoeItem"]
[[sorting.category]]
name = "acceptableFood"
spec = ["/isFood:; !minecraft:rotten_flesh; !minecraft:spider_eye; !minecraft:poisonous_potato; !minecraft:pufferfish"]
[[sorting.category]]
name = "torch"
spec = ["minecraft:torch"]
[[sorting.category]]
name = "cheapBlocks"
spec = ["/tag:forge:cobblestone", "/tag:minecraft:dirt"]
[[sorting.category]]
name = "blocks"
spec = ["/instanceof:net.minecraft.world.item.BlockItem"]
#Tweaks
[tweaks]
#0 = disable buttons (i.e. keybind only)
#1 = buttons for player sorting only
#2 = buttons for external sorting only
#3 = all buttons enabled (default)
#Range: 0 ~ 3
enableButtons = 3
#Enable auto-refill
autoRefill = true
#0 = disable sorting
#1 = player sorting only
#2 = external sorting only
#3 = all sorting enabled (default)
#Range: 0 ~ 3
enableSort = 3
#Enable a quick view of how many items that you're currently holding exists in your inventory by displaying it next your hotbar.
quickView = true

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#Modded Furnace Settings
[modded_furnaces]
[modded_furnaces.vibranium_furnace]
# How much RF to generate per tick
# Default: 3000
#Range: 1 ~ 100000
generation = 3000
# Number of items that can be smelted at once. The regular furnace only smelts 1 item at once of course.
# Default: 32
#Range: 1 ~ 64
mult = 32
# What tier this furnace should be.
# Default: 2
#Range: 0 ~ 2
tier = 2
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 3
#Range: 1 ~ 72000
speed = 3
[modded_furnaces.allthemodium_furnace]
# How much RF to generate per tick
# Default: 2000
#Range: 1 ~ 100000
generation = 2000
# Number of items that can be smelted at once. The regular furnace only smelts 1 item at once of course.
# Default: 16
#Range: 1 ~ 64
mult = 16
# What tier this furnace should be.
# Default: 2
#Range: 0 ~ 2
tier = 2
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 5
#Range: 1 ~ 72000
speed = 5
[modded_furnaces.unobtainium_furnace]
# How much RF to generate per tick
# Default: 5000
#Range: 1 ~ 100000
generation = 5000
# Number of items that can be smelted at once. The regular furnace only smelts 1 item at once of course.
# Default: 64
#Range: 1 ~ 64
mult = 64
# What tier this furnace should be.
# Default: 2
#Range: 0 ~ 2
tier = 2
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 1
#Range: 1 ~ 72000
speed = 1
#Update Checker Settings
[updates]
[updates.check_updates]
# true = check for updates, false = don't check for updates.
# Default: true.
updates = true
#Furnace Settings
[furnaces]
# The capacity of the recipe cache, higher values use more memory.
# Default: 10
#Range: 1 ~ 100
recipe_cache = 10
[furnaces.iron_furnace]
# How much RF to generate per tick
# Default: 40
#Range: 1 ~ 100000
generation = 40
# What tier this furnace should be.
# Default: 0
#Range: 0 ~ 2
tier = 0
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 160
#Range: 2 ~ 72000
speed = 160
[furnaces.obsidian_furnace]
# How much RF to generate per tick
# Default: 500
#Range: 1 ~ 100000
generation = 500
# What tier this furnace should be.
# Default: 2
#Range: 0 ~ 2
tier = 2
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 20
#Range: 2 ~ 72000
speed = 20
[furnaces.recipeMaxXPLevel]
# How many levels of experience that can be stored in recipes stored in the furnace, after the experience stored in the recipe reaches this value (in levels) it will be voided.
# Default: 100
# 100 levels is 30971 XP
#Range: 1 ~ 1000
level = 100
[furnaces.netherite_furnace]
# How much RF to generate per tick
# Default: 1000
#Range: 1 ~ 100000
generation = 1000
# What tier this furnace should be.
# Default: 2
#Range: 0 ~ 2
tier = 2
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 5
#Range: 2 ~ 72000
speed = 5
[furnaces.copper_furnace]
# How much RF to generate per tick
# Default: 40
#Range: 1 ~ 100000
generation = 40
# What tier this furnace should be.
# Default: 0
#Range: 0 ~ 2
tier = 0
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 180
#Range: 2 ~ 72000
speed = 180
[furnaces.emerald_furnace]
# How much RF to generate per tick
# Default: 320
#Range: 1 ~ 100000
generation = 320
# What tier this furnace should be.
# Default: 1
#Range: 0 ~ 2
tier = 2
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 40
#Range: 2 ~ 72000
speed = 40
[furnaces.million_furnace]
# What tier this furnace should be.
# Default: 2
#Range: 0 ~ 2
tier = 2
[furnaces.crystal_furnace]
# How much RF to generate per tick
# Default: 360
#Range: 1 ~ 100000
generation = 360
# What tier this furnace should be.
# Default: 2
#Range: 0 ~ 2
tier = 2
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 40
#Range: 2 ~ 72000
speed = 40
[furnaces.diamond_furnace]
# How much RF to generate per tick
# Default: 240
#Range: 1 ~ 100000
generation = 240
# What tier this furnace should be.
# Default: 1
#Range: 0 ~ 2
tier = 2
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 80
#Range: 2 ~ 72000
speed = 80
[furnaces.silver_furnace]
# How much RF to generate per tick
# Default: 100
#Range: 1 ~ 100000
generation = 100
# What tier this furnace should be.
# Default: 1
#Range: 0 ~ 2
tier = 1
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 140
#Range: 2 ~ 72000
speed = 140
[furnaces.rainbow_furnace]
# How much power the Rainbow Furnace will generate.
# Default: 50000
#Range: 1 ~ 100000000
rainbow_generation = 50000
# How much RF to generate per tick
# Default: 2000
#Range: 1 ~ 100000
generation = 2000
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 20
#Range: 2 ~ 72000
speed = 20
[furnaces.energy]
# How much energy can be stored in tier 0 furnaces.
# Default: 80 000
#Range: > 4000
tier_0 = 80000
# How much energy can be stored in tier 2 furnaces.
# Default: 1 000 000
#Range: > 4000
tier_2 = 1000000
# How much energy can be stored in tier 1 furnaces.
# Default: 200 000
#Range: > 4000
tier_1 = 200000
[furnaces.gold_furnace]
# How much RF to generate per tick
# Default: 160
#Range: 1 ~ 100000
generation = 160
# What tier this furnace should be.
# Default: 1
#Range: 0 ~ 2
tier = 1
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 120
#Range: 2 ~ 72000
speed = 120
#JEI Settings
[jei]
[jei.jei]
# Enable or disable the Click Area inside the GUI in all of Iron Furnaces' furnaces.
enable_jei_click_area = true
# Enable or disable the Catalysts in Jei for Iron Furnaces.
enable_jei_catalysts = true
# Enable or disable the JeiPlugin of Iron Furnaces.
enable_jei = true
#Misc
[misc]
[misc.misc]
# Enable or disable the Rainbow Content
rainbow = true
# Enable or disable light-updates, furances will no longer emit light, true = disable
lightupdates = false
# Enable or disable version checking and player identification through the web, true = disabled, if your server is using firewall software you might want to disable this
web = false
# Show furnace settings errors in chat, used for debugging
errors = false

0
config/ironfurnaces.toml Normal file
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115
config/jeg-client.toml Normal file
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#If enabled, hides the config button from the backpack screen
hideConfigButton = false
#The alignment of the buttons in the backpack inventory screen
#Allowed Values: LEFT, RIGHT
buttonAlignment = "RIGHT"
[client]
#Control sounds triggered by guns
[client.sounds]
#If true, a sound will play when you successfully hit a shot on a entity with a gun
playHitMarkerSound = true
#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
#If true, the guns will use a different sound when enchanted
enchantSound = true
#Configuration for display related options
[client.display]
#If true, a note will appear on the Recycler Station GUI, showing the recipe for Gunmetal.
recyclerNote = true
#If true, uses the old animation poses for weapons. This is only for nostalgic reasons and not recommended to switch back.
oldAnimations = false
#If true, bayonets will instead use the Minecraft sword texture.
vanillaSwordTextures = false
#The custom crosshair to use for weapons. Go to (Options > Controls > Mouse Settings > Crosshair) in game to change this!
crosshair = "jeg:dynamic"
#If true, a hit marker will be rendered upon hitting entities
hitmarker = true
#The resting size of the Dynamic Crosshair when spread is zero.
#Range: 0.0 ~ 5.0
dynamicCrosshairBaseSpread = 1.0
#The bloom factor of the Dynamic Crosshair when spread increases.
#Range: 1.0 ~ 1.5
dynamicCrosshairSpreadMultiplier = 1.0
#How reactive the Dynamic Crosshair is to shooting.
#Range: 0.0 ~ 10.0
dynamicCrosshairReactivity = 2.0
#The rendering mode used for the Dynamic Crosshair's center dot. At Min Spread will only render the dot when gun spread is stable.
#Allowed Values: NEVER, AT_MIN_SPREAD, THRESHOLD, ALWAYS
dynamicCrosshairDotMode = "AT_MIN_SPREAD"
#If true, the Dynamic Crosshair's center dot will only render while aiming. Obeys dynamicCrosshairDotMode, and has no effect when mode is set to Never.
onlyRenderDotWhileAiming = true
#The threshold of spread (including modifiers) below which the Dynamic Crosshair's center dot is rendered. Affects the At Min Spread and Threshold modes only.
#Range: 0.0 ~ 90.0
dynamicCrosshairDotThreshold = 0.8
#If enabled, disables the dopamine rush (Medals).
hideMedals = false
#If enabled, renders a HUD element displaying the gun's current ammo and its name.
showAmmoGUI = true
#If enabled, renders the classic ammo HUD instead of the JEG one.
classicAmmoGUI = false
#Offsets the ammo HUD by the specified X value.
#Range: -650 ~ 0
displayAmmoGUIXOffset = 0
#Offsets the ammo HUD by the specified Y value.
#Range: -350 ~ 0
displayAmmoGUIYOffset = 0
#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
#When enabled, the Camera Roll Effect is only applied when holding a weapon.
restrictCameraRollToWeapons = true
#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
#When enabled, switches the shoot and aim controls of weapons. Due to technical reasons, you won't be able to use offhand items if you enable this setting.
flipControls = false

222
config/jeg-common.toml Normal file
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[common]
#Properties relating to gameplay
[common.gameplay]
#If enabled, animated guns will play a Drawing animation when equipping.
drawAnimation = true
#The amount of seconds Bullet Protection is applied upon Player respawn.
#Range: 0 ~ 60
bulletProtection = 10
#If enabled, both guns and attachment will receive damage upon firing a gun.
gunDurability = true
#If enabled, guns will have an increasing chance of jamming the lower durability they have left.
gunJamming = true
#If enabled, guns will deal less/more damage depending on their advantage.
gunAdvantage = true
#If enabled, guns will be able to shoot underwater (There are guns that already do this).
underwaterFiring = false
#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 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
#If true, hitting an entity with a Rocket will make it ride it
rocketRiding = true
#If false, flashlights will be disabled for the server's sake!
allowFlashlights = true
#The max distance flashlights can illuminate. Watch out for performance!
#Range: 1 ~ 64
flashlightDistance = 32
#If false, laser pointers will apply Glowing to the entity it hits!
glowingLaserPointers = true
#If enabled, the Server will not have medals.
overrideHideMedals = false
#Properties related to gun griefing
[common.gameplay.griefing]
#If enabled, allows block removal on explosions
enableBlockRemovalOnExplosions = true
#If enabled, allows guns to shoot out glass and other fragile objects
enableGlassBreaking = true
#If enabled, allows guns to shoot out wooden related blocks
enableWoodBreaking = true
#If enabled, allows explosive bullets to shoot out stone related blocks
enableStoneBreaking = true
#If enabled, fragile blocks will drop their loot when broken
fragileBlockDrops = true
#The base chance that a fragile block is broken when impacted by a bullet. The hardness of a block will scale this value; the harder the block, the lower the final calculated chance will be.
#Range: 0.0 ~ 1.0
fragileBlockBreakChance = 1.0
#The base chance that a wooden block is broken when impacted by a bullet. The hardness of a block will scale this value; the harder the block, the lower the final calculated chance will be.
#Range: 0.0 ~ 1.0
woodBaseBreakChance = 0.1
#The base chance that a wooden block is broken when impacted by a bullet. The hardness of a block will scale this value; the harder the block, the lower the final calculated chance will be.
#Range: 0.0 ~ 1.0
stoneBaseBreakChance = 0.05
#If true, allows fire guns to light and spread fires on blocks
setFireToBlocks = true
#If true, allows water guns to extinguish blocks on fire
extinguishFire = true
#Properties relating to the JEG world and its ecosystem
[common.world]
#If enabled, killing bosses while holding a Gun/Firearm, will enchant the gun with their respective enchantment
bossEnchants = true
#The max level of Withered by killing the Wither. The maximum cap is 99, have fun.
#Range: 1 ~ 99
maxWitheredLevel = 3
#If enabled, boss enchanments will only be granted if their requirements are met
bossRequirements = true
#If disabled, Boos will not generate.
booSpawning = true
#If disabled, Ghouls will not generate.
ghoulSpawning = true
#If disabled, Trumpet Skeletons will not generate.
trumpetSpawning = true
#If enabled, Creepers have a 5% chance of dropping a live grenade.
creepersDropLiveGrenades = true
#If enabled, all entities killed by a Sculk Gun will have a chance to drop an Echo Shard.
entitiesDropEchoShards = true
#Faction and Gun Configuration
[common.gunner_config]
#If enabled, mobs inside the Factions config will have a chance to spawn with guns.
gunnerMobSpawning = true
#If enabled, mobs with guns will have a chance to drop ammo for the gun they are using.
dropAmmo = true
#If enabled, mobs will have a chance to spawn as Elites.
eliteSpawning = true
#The chance for Elite Gunners to spawn, 1.0 is always, 0.0 is never.
#Range: 0.1 ~ 1.0
eliteChance = 0.7
#The in-game day where mobs will start spawning, and the spawn chance will increase every day after. 0 is the world-creation day.
#Range: 0 ~ 100
minimunDays = 4
#This will define the initial chance of mobs spawning with guns.
#Range: 0 ~ 100
initialChance = 1
#This defines the increment of the chance of mobs spawning with guns per day.
#Range: 0 ~ 100
chanceIncrement = 1
#This will define the max chance of mobs spawning with guns.
#Range: 1 ~ 100
maxChance = 50
#Define factions, their mobs, and gun pools. Format: faction_name|ai_difficulty|mob1,mob2...|closeGun1,closeGun2...|longGun1,longGun2...|eliteGun1,eliteGun2...
factions = ["night_of_the_undead|1|minecraft:zombie,minecraft:zombie_villager,minecraft:husk|jeg:custom_smg,jeg:waterpipe_shotgun|jeg:revolver|jeg:double_barrel_shotgun", "the_rattlers|2|minecraft:skeleton,minecraft:stray|jeg:custom_smg|jeg:semi_auto_rifle|jeg:bolt_action_rifle", "nosy_business|3|minecraft:pillager,minecraft:vindicator|jeg:pump_shotgun|jeg:semi_auto_rifle,jeg:assault_rifle|jeg:repeating_shotgun,jeg:service_rifle", "bad_piggies|2|minecraft:piglin,minecraft:piglin_brute|jeg:double_barrel_shotgun,jeg:waterpipe_shotgun|jeg:assault_rifle,jeg:semi_auto_rifle|jeg:hollenfire_mk2", "hell_hogs|3|minecraft:zombified_piglin,minecraft:wither_skeleton|jeg:custom_smg,jeg:waterpipe_shotgun,jeg:double_barrel_shotgun|jeg:assault_rifle,jeg:semi_auto_rifle|jeg:soulhunter_mk2", "lost_souls|3|jeg:ghoul|jeg:waterpipe_shotgun,jeg:revolver|jeg:custom_smg|jeg:holy_shotgun,jeg:blossom_rifle"]
#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 mob fleeing. Credits to Ribs498!
[common.fleeing_mobs]
#If true, nearby mobs will flee from the firing of guns.
enabled = true
#Any mobs within a sphere of this radius will flee from the shooter of an unsilenced gun.
#Range: 0.0 ~ 1.7976931348623157E308
unsilencedRange = 50.0
#Any mobs within a sphere of this radius will flee from the shooter of a silenced gun.
#Range: 0.0 ~ 1.7976931348623157E308
silencedRange = 20.0
#Any mobs listed here will flee from shooters
fleeingEntities = ["minecraft:cow", "minecraft:sheep", "minecraft:pig", "minecraft:chicken", "minecraft:wolf", "minecraft:axolotl", "minecraft:cat", "minecraft:frog", "minecraft:fox", "minecraft:allay", "minecraft:rabbit", "minecraft:horse", "minecraft:villager", "minecraft:bee", "minecraft:parrot", "minecraft:turtle", "minecraft:donkey", "minecraft:mule", "minecraft:llama", "minecraft:panda", "minecraft:mooshroom", "minecraft:strider", "minecraft:ocelot", "minecraft:bat", "minecraft:squid", "minecraft:glow_squid", "minecraft:camel"]
#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 = true
#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

0
config/jei/blacklist.cfg Normal file
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Minecraft
Additional Lights
AllTheOres
BotanyPots
Comforts
Construction Wand
Cyclic
DarkUtilities
Elevator Mod
Ender IO
EnderStorage
Flux Networks
Functional Storage
Gravestone Mod
Horror Element Mod
Human Companions
Iron Furnaces
Just Enough Guns
Lootr
Mekanism
Mekanism: Generators
Mekanism: Tools
MineTraps
Mo' Than Enough Guns
OnlyHammersAndExcavators
Pam's HarvestCraft 2 - Crops
Pam's HarvestCraft 2 - Food Core
Pam's HarvestCraft 2 - Food Extended
Pam's HarvestCraft 2 - Trees
Platforms
Quark
Rechiseled
Refined Storage
Refined Storage Addons
Runelic
SecurityCraft
Silent Gear
Sophisticated Backpacks
Sophisticated Core
Sophisticated Storage
TCT Flashlight
The One Probe
Trash Cans
Artifacts
Timeless & Classics Guns: Zero
CBMicroblock
ProjectRed Core
ProjectRed Exploration
ProjectRed Illumination
ProjectRed Transmission
Building Gadgets 2
Charging Gadgets
Immersive Engineering
Mining Gadgets
Spore

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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.minecraftforge.fluids.FluidStack

238
config/jei/jei-client.ini Normal file
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[appearance]
# Description: Move the JEI search bar to the bottom center of the screen.
# Valid Values: [true, false]
# Default Value: false
CenterSearch = true
# Description: Max recipe GUI height.
# Valid Values: Any integer greater than or equal to 175
# Default Value: 350
RecipeGuiHeight = 350
[cheat_mode]
# Description: Choose if JEI should give ingredients directly to the inventory or pick them up with the mouse.
# Valid Values: [INVENTORY, MOUSE_PICKUP]
# Default Value: MOUSE_PICKUP
GiveMode = MOUSE_PICKUP
# Description: Enable cheating items into the hotbar by using Shift + numeric keys.
# Valid Values: [true, false]
# Default Value: false
CheatToHotbarUsingHotkeysEnabled = false
# Description: Enable showing items that are not in the creative menu.
# Valid Values: [true, false]
# Default Value: false
ShowHiddenItems = false
[bookmarks]
# Description: Add new bookmarks to the front of the bookmark list instead of the end.
# Valid Values: [true, false]
# Default Value: false
AddBookmarksToFrontEnabled = false
# Description: Extra features for bookmark tooltips.
# Valid Values: A comma-separated list containing values of:
# [PREVIEW, INGREDIENTS]
# Default Value: PREVIEW
BookmarkTooltipFeatures = PREVIEW
# Description: Hold Shift to show bookmark tooltip features.
# Valid Values: [true, false]
# Default Value: true
HoldShiftToShowBookmarkTooltipFeatures = true
# Description: Drag bookmarks to rearrange them in the list.
# Valid Values: [true, false]
# Default Value: true
DragToRearrangeBookmarksEnabled = true
[advanced]
# Description: Set low-memory mode (makes search very slow but uses less RAM).
# Valid Values: [true, false]
# Default Value: false
LowMemorySlowSearchEnabled = false
# Description: Catch render errors from ingredients and attempt to recover from them instead of crashing.
# Valid Values: [true, false]
# Default Value: true
CatchRenderErrorsEnabled = true
# Description: When looking up recipes with items that contain fluids, also look up recipes for the fluids.
# Valid Values: [true, false]
# Default Value: false
lookupFluidContentsEnabled = false
# Description: When searching for item tags, also include tags for the default blocks contained in the items.
# Valid Values: [true, false]
# Default Value: true
lookupBlockTagsEnabled = true
# Description: Show recipes for ingredient tags like item tags and block tags.
# Valid Values: [true, false]
# Default Value: false
showTagRecipesEnabled = false
# Description: Show creative tab names in ingredient tooltips.
# Valid Values: [true, false]
# Default Value: false
showCreativeTabNamesEnabled = false
[input]
# Description: Number of milliseconds before a long mouse click is considered a drag operation.
# Valid Values: An integer in the range [0, 1000] (inclusive)
# Default Value: 150
dragDelayInMilliseconds = 150
# Description: Scroll rate for scrolling the mouse wheel in smooth-scrolling scroll boxes. Measured in pixels.
# Valid Values: An integer in the range [1, 50] (inclusive)
# Default Value: 9
smoothScrollRate = 9
[sorting]
# Description: Sorting order for the ingredient list.
# Valid Values: A comma-separated list containing values of:
# [MOD_NAME, INGREDIENT_TYPE, ALPHABETICAL, CREATIVE_MENU, TAG, ARMOR, MAX_DURABILITY]
# Default Value: MOD_NAME, INGREDIENT_TYPE, CREATIVE_MENU
IngredientSortStages = MOD_NAME, INGREDIENT_TYPE, CREATIVE_MENU
# Description: Sorting order for displayed recipes.
# Valid Values: A comma-separated list containing values of:
# [BOOKMARKED, CRAFTABLE]
# Default Value: BOOKMARKED, CRAFTABLE
RecipeSorterStages = BOOKMARKED, CRAFTABLE
[tags]
# Description: Show tag content in tooltips.
# Valid Values: [true, false]
# Default Value: true
TagContentTooltipEnabled = true
# Description: Hide tags that only have 1 ingredient.
# Valid Values: [true, false]
# Default Value: true
HideSingleIngredientTagsEnabled = true
[search]
# Description: Search mode for mod names (prefix: @).
# Valid Values: [ENABLED, REQUIRE_PREFIX, DISABLED]
# Default Value: REQUIRE_PREFIX
ModNameSearchMode = REQUIRE_PREFIX
# Description: Search mode for tooltips (prefix: #).
# Valid Values: [ENABLED, REQUIRE_PREFIX, DISABLED]
# Default Value: ENABLED
TooltipSearchMode = ENABLED
# Description: Search mode for tags (prefix: $).
# Valid Values: [ENABLED, REQUIRE_PREFIX, DISABLED]
# Default Value: REQUIRE_PREFIX
TagSearchMode = REQUIRE_PREFIX
# Description: Search mode for colors (prefix: ^).
# Valid Values: [ENABLED, REQUIRE_PREFIX, DISABLED]
# Default Value: DISABLED
ColorSearchMode = DISABLED
# Description: Search mode for resource locations (prefix: &).
# Valid Values: [ENABLED, REQUIRE_PREFIX, DISABLED]
# Default Value: DISABLED
ResourceLocationSearchMode = DISABLED
# Description: Search mode for creative mode tab names (prefix: %).
# Valid Values: [ENABLED, REQUIRE_PREFIX, DISABLED]
# Default Value: DISABLED
CreativeTabSearchMode = DISABLED
# Description: Search in advanced tooltips (visible with F3 + H).
# Valid Values: [true, false]
# Default Value: false
SearchAdvancedTooltips = false
# Description: Search mod IDs in addition to mod names.
# Valid Values: [true, false]
# Default Value: true
SearchModIds = true
# Description: Search by the shorthand first letters of a mod's name.
# Valid Values: [true, false]
# Default Value: true
SearchShortModNames = true
# Description: Search ingredient aliases (alternative names) that are added by plugins, in addition to ingredient names.
# Valid Values: [true, false]
# Default Value: true
SearchIngredientAliases = true
[IngredientList]
# Description: Max number of rows shown.
# Valid Values: An integer in the range [1, 100] (inclusive)
# Default Value: 16
MaxRows = 16
# Description: Max number of columns shown.
# Valid Values: An integer in the range [4, 100] (inclusive)
# Default Value: 9
MaxColumns = 9
# Description: Horizontal alignment of the ingredient grid inside the available area.
# Valid Values: [LEFT, CENTER, RIGHT]
# Default Value: RIGHT
HorizontalAlignment = RIGHT
# Description: Vertical alignment of the ingredient grid inside the available area.
# Valid Values: [TOP, CENTER, BOTTOM]
# Default Value: TOP
VerticalAlignment = TOP
# Description: Visibility of the top page buttons. Use AUTO_HIDE to only show it when there are multiple pages.
# Valid Values: [ENABLED, AUTO_HIDE, DISABLED]
# Default Value: ENABLED
ButtonNavigationVisibility = ENABLED
# Description: Enable this to draw a background texture behind the GUI.
# Valid Values: [true, false]
# Default Value: false
DrawBackground = false
[BookmarkList]
# Description: Max number of rows shown.
# Valid Values: An integer in the range [1, 100] (inclusive)
# Default Value: 16
MaxRows = 16
# Description: Max number of columns shown.
# Valid Values: An integer in the range [4, 100] (inclusive)
# Default Value: 9
MaxColumns = 9
# Description: Horizontal alignment of the ingredient grid inside the available area.
# Valid Values: [LEFT, CENTER, RIGHT]
# Default Value: LEFT
HorizontalAlignment = LEFT
# Description: Vertical alignment of the ingredient grid inside the available area.
# Valid Values: [TOP, CENTER, BOTTOM]
# Default Value: TOP
VerticalAlignment = TOP
# Description: Visibility of the top page buttons. Use AUTO_HIDE to only show it when there are multiple pages.
# Valid Values: [ENABLED, AUTO_HIDE, DISABLED]
# Default Value: ENABLED
ButtonNavigationVisibility = ENABLED
# Description: Enable this to draw a background texture behind the GUI.
# Valid Values: [true, false]
# Default Value: false
DrawBackground = false

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[colors]
# Description: Color values to search for.
# Valid Values: A comma-separated list containing values of:
# Any color name and an RGB hex color, separated by a ':'
# Default Value: 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, 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
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, 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

32
config/jei/jei-debug.ini Normal file
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[debug]
# Description: Debug mode enabled.
# Valid Values: [true, false]
# Default Value: false
DebugMode = false
# Description: Debug GUIs enabled.
# Valid Values: [true, false]
# Default Value: false
DebugGuis = false
# Description: Debug inputs enabled.
# Valid Values: [true, false]
# Default Value: false
DebugInputs = false
# Description: Add debug information to ingredient tooltips when advanced tooltips are enabled.
# Valid Values: [true, false]
# Default Value: false
debugInfoTooltipsEnabled = false
# Description: Adds ingredients to JEI that intentionally crash, to help debug JEI.
# Valid Values: [true, false]
# Default Value: false
CrashingTestItemsEnabled = false
# Description: Log information about the suffix trees used for searching, to help debug JEI.
# Valid Values: [true, false]
# Default Value: false
logSuffixTreeStats = false

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[modname]
# Description: Formatting for the mod names in tooltips for JEI GUIs. Leave blank to disable.
# Valid Values: A chat formatting string.
# 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
# Default Value: blue italic
ModNameFormat = blue italic

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minecraft:crafting
minecraft:anvil
minecraft:blasting
minecraft:brewing
minecraft:campfire
minecraft:compostable
minecraft:fuel
minecraft:furnace
minecraft:smithing
minecraft:smoking
minecraft:stonecutting
botanypots:crop
botanypots:soil
cyclic:crusher
cyclic:generator_fluid
cyclic:generator_item
cyclic:melter
cyclic:packager
cyclic:solidifier
enderio:alloy_smelting
enderio:enchanter
enderio:fire_crafting
enderio:primitive_alloy_smelting
enderio:sagmilling
enderio:slicing
enderio:soul_binding
enderio:soul_engine
enderio:tank
fluxnetworks:creating_flux
functionalstorage:dissolution
ironfurnaces:generator_blasting
ironfurnaces:generator_regular
ironfurnaces:generator_smoking
jeg:blueprint_workbench
jeg:gunmetal_workbench
jeg:gunnite_workbench
jeg:recycling
jeg:scrap_workbench
jei:information
jeresources:dungeon
jeresources:enchantment
jeresources:mob
jeresources:plant
jeresources:villager
jeresources:worldgen
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
mteg:mo_workbench
rechiseled:chiseling
securitycraft:securitycraft_to_vanilla
securitycraft:vanilla_to_securitycraft
silentgear:compounding_fabric
silentgear:compounding_gem
silentgear:compounding_metal
silentgear:gear_crafting
silentgear:grading
silentgear:salvaging
tacz:attachment_query
tacz:gun_smith_table
immersiveengineering:alloy
immersiveengineering:arc_furnace
immersiveengineering:arc_recycling
immersiveengineering:blast_furnace
immersiveengineering:blast_furnace_fuel
immersiveengineering:blueprint
immersiveengineering:bottling_machine
immersiveengineering:cloche
immersiveengineering:coke_oven
immersiveengineering:crusher
immersiveengineering:fermenter
immersiveengineering:fertilizer
immersiveengineering:metal_press
immersiveengineering:mixer
immersiveengineering:refinery
immersiveengineering:sawmill
immersiveengineering:squeezer

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R:minecraft:crafting#tacz:gunpowder#item_stack&minecraft:gunpowder
T:{Count:1b,id:"mekanismtools:refined_obsidian_pickaxe",tag:{Damage:0}}

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T:{Count:1b,id:"jeg:tech_trash"}
R:minecraft:crafting#minecraft:clay#item_stack&minecraft:clay

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

11
config/jeresources.toml Normal file
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disableLootManagerReloading = false
hiddenTabs = []
#Range: 1 ~ 4
itemsPerRow = 4
enchantsBlacklist = ["flimflam", "soulBound"]
showDevData = false
dimensionsBlacklist = [-11]
diyData = true
#Range: 1 ~ 4
itemsPerColumn = 4

5
config/lootr-client.toml Normal file
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#set to true to use vanilla textures instead of Lootr special textures. Note: this will prevent previously opened chests from rendering differently
vanilla_textures = false
#set to true to use the old Lootr textures
old_textures = false

85
config/lootr-common.toml Normal file
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#whether or not the entire forge:chests/wooden tag should be added to the conversion list for structures (if they are backed by RandomizableContainerBlockEntity)
convert_wooden_chests = true
#list of loot tables which will decay (default blank, meaning no chests decay, in the format of (in the format of ["modid:loot_table", "othermodid:other_loot_table"])
decay_loot_tables = []
#a list of additional chests that should be converted (in the format of ["modid:name", "modid:other_name"], must be a tile entity instance of RandomizableContainerBlockEntity)
additional_chests = []
#list of mod IDs whose loot tables will decay (default blank, meaning no chests decay, in the format ["modid", "othermodid"])
decay_modids = []
#list of modids whose loot tables shouldn't be converted (in the format of ["modid", "other_modid"])
loot_modid_blacklist = []
#allows fake players to destroy Lootr chests without having to sneak, overrides the `disable_break` option for fake players
enable_fake_player_break = false
#a list of additional trapped chests that should be converted (in the format of ["modid:name", "modid:other_name"], must be a tile entity instance of RandomizableContainerBlockEntity)
additional_trapped_chests = []
#lootr chests cannot be destroyed by any explosion
blast_immune = false
#list of dimensions (to the exclusion of all others) that loot chest should be replaced in (default: blank, allowing all dimensions, e.g., ["minecraft:overworld", "minecraft:the_end"])
dimension_whitelist = []
#disables styling of breaking, decaying and refreshing messages sent to players
disable_message_styles = false
#list of dimensions where loot chests should automatically decay (default: blank, e.g., ["minecraft:the_nether", "minecraft:the_end"])
decay_dimensions = []
#whether or not the entire forge:chests/trapped tag should be added to the conversion list for structures (if they are backed by RandomizableContainerBlockEntity
convert_trapped_chests = true
#list of structures in which loot chests should automatically decay (in the format of ["modid:structure_name", "modid:other_structure_name"])
decay_structures = []
#lootr will automatically log all unresolved tables (i.e., for containers that have a loot table associated with them but, for whatever reason, the lookup for this table returns empty). setting this option to true additionally informs players when they open containers.
report_unresolved_tables = false
#list of dimensions by modid that loot chests should not be replaced in (default: blank, allowing all modids, format e.g., ["minecraft
#othermod"])
modid_dimension_blacklist = []
#list of loot tables which shouldn't be converted (in the format of ["modid:loot_table", "othermodid:other_loot_table"])
loot_table_blacklist = []
#list of dimensions where loot chests should automatically refresh (default: blank, e.g., ["minecraft:overworld", "othermod:otherdimension"])
refresh_dimensions = []
#list of mod IDs whose loot tables will refresh (default blank, meaning no chests refresh, in the format of ["modid", "othermodid"])
refresh_modids = []
#determine whether or not loot generated is the same for all players using the provided seed, or randomised per player
randomise_seed = true
#when true, custom inventories will act like trapped chests when opened
trapped_custom = false
#how long (in ticks) a decaying loot containers should take to decay (default 5 minutes = 5 * 60 * 20)
#Range: > 0
decay_value = 6000
#list of loot tables which will refresh (default blank, meaning no chests refresh, in the format of ["modid:loot_table", "othermodid:loot_table"])
refresh_loot_tables = []
#whether or not the Elytra item frame should be converted into a standard loot chest with a guaranteed elytra
convert_elytras = true
#list of dimensions by modid that loot chest should be replaced in (default: blank, allowing all modids, format e.g., ["minecraft
#othermod"])
modid_dimension_whitelist = []
#prevent notifications of decaying or refreshed chests
disable_notifications = false
#overriding refresh_loot_tables, refresh_modids and refresh_dimensions: all chests will refresh after being opened for the first time
refresh_all = false
#overriding decay_loot_tables, decay_modids and decay_dimensions: all chests will decay after being opened for the first time
decay_all = false
#lootr chests cannot be destroyed by creeper or TNT explosions
blast_resistant = false
#list of dimensions that loot chests should not be replaced in (default: blank, allowing all dimensions, format e.g., ["minecraft:overworld", "minecraft:the_end"])
dimension_blacklist = []
#allow the destruction of Lootr chests regardless. overrides `disable_break`
enable_break = false
#the maximum age for containers; entries above this age will be discarded [default: 60 * 20 * 15, fifteen minutes] [note: the value 6000 will be corrected to 18000. if you wish to use 6000, please use 6001 or 5999.]
#Range: > 0
max_age = 18000
#prevent the destruction of Lootr chests except while sneaking in creative mode
disable_break = false
#whether or not mineshaft chest minecarts should be converted to standard loot chests
convert_mineshafts = true
#when true, comparators on Lootr containers will give an output of 1; when false, they will give an output of 0
power_comparators = true
#maximum time (in ticks) remaining on a chest before a notification for refreshing or decaying is sent to a player (default 30 seconds, -1 for no delay)
#Range: > -1
notification_delay = 600
#if true, no chests will be converted
disable = false
#how long (in ticks) a refreshing loot containers should take to refresh their contents (default 20 minutes = 20 * 60 * 20)
#Range: > 0
refresh_value = 24000
#disregard chests and chunks that are outside of the world border; enable this option if you are using a world border and are suffering consistent TPS issues; if you change the world border, you will need to restart your client
check_world_border = false
#list of structures in which loot chests should automatically refresh (in the format of ["modid:structure_name", "othermodid:other_structure_name"])
refresh_structures = []

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#General settings
[profiles]
#A list of dimensions with associated city generation profiles (format <dimensionid>=<profilename>
dimensionsWithProfiles = ["lostcities:lostcity=default"]

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{
"cities": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"cityLevel3Height": 99,
"cityMinRadius": 50,
"cityAvoidVoid": true,
"cityLevel1Height": 83,
"cityMaxRadius": 128,
"cityStyleThreshold": -1.0,
"cityMaxHeight": 130,
"cityChance": 0.01,
"cityThreshold": 0.2,
"cityLevel0Height": 75,
"cityStyleAlternative": "",
"cityPerlinInnerScale": 0.1,
"cityMinHeight": 50,
"cityPerlinOffset": 0.1,
"cityLevel2Height": 91,
"oceanCorrectionBorder": 4,
"cityPerlinScale": 3.0
},
"client": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"horizon": -1.0,
"fogDensity": -1.0,
"fogBlue": -1.0,
"fogRed": -1.0,
"fogGreen": -1.0
},
"explosions": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"explosionMaxRadius": 35,
"explosionMinRadius": 15,
"explosionMinHeight": 75,
"miniExplosionChance": 0.0,
"miniExplosionMaxHeight": 100,
"miniExplosionMaxRadius": 12,
"debrisToNearbyChunkFactor": 200,
"explosionChance": 0.0,
"explosionMaxHeight": 90,
"miniExplosionMinRadius": 5,
"explosionsInCitiesOnly": true,
"miniExplosionMinHeight": 60
},
"lostcity": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"highwaySupports": true,
"ruinChance": 0.9,
"groundLevel": 71,
"railwayStationsEnabled": true,
"buildingChance": 0.3,
"railwaysCanEnd": false,
"buildingMaxFloorsChance": 6,
"bedrockLayer": 1,
"liquidBlock": "minecraft:water",
"rubbleLayer": true,
"buildingMinFloors": 0,
"seaLevel": -1,
"rubbleDirtScale": 2.0,
"fountainChance": 0.05,
"dataCenterChance": 0.1,
"warning": "",
"highwaySecondaryPerlinScale": 10.0,
"spawnNotInBuilding": false,
"bridgeSupports": true,
"worldStyle": "standard",
"buildingMaxFloors": 8,
"avoidFoliage": false,
"buildingMinCellars": 0,
"buildingFrontChance": 0.2,
"baseBlock": "minecraft:stone",
"ruinMaxlevelPercent": 0.9,
"spawnBiome": "",
"avoidWater": false,
"railwaysEnabled": true,
"highwayRequiresTwoCities": true,
"parkBorder": true,
"editMode": false,
"spawnCity": "",
"randomLeafBlockChance": 0.05,
"rubbleLeaveScale": 2.0,
"vineChance": 0.1,
"highwayLevelFromCities": 0,
"highwayPerlinFactor": 2.0,
"bridgeChance": 0.7,
"ruinMinlevelPercent": 0.0,
"buildingDoorwayChance": 0.6,
"icon": "textures/gui/icon_ancient.png",
"parkElevation": true,
"description": "Ancient jungle city, vines and leafs, ruined buildings",
"spawnSphere": "",
"forceSpawnInBuilding": false,
"terrainFixUpperMinOffset": -1,
"highwayDistanceMask": 7,
"terrainFixUpperMaxOffset": 1,
"generateLoot": true,
"terrainFixLowerMaxOffset": -3,
"chestWithoutLootChance": 0.2,
"terrainFixLowerMinOffset": -4,
"extraDescription": "",
"landscapeType": "default",
"generateLighting": false,
"libraryChance": 0.1,
"generateSpawners": true,
"buildingMinFloorsChance": 4,
"buildingWithoutLootChance": 0.2,
"railwayDungeonChance": 0.01,
"generateNether": false,
"parkChance": 0.2,
"corridorChance": 0.7,
"randomLeafBlockThickness": 6,
"buildingMaxCellars": 3,
"highwayMainPerlinScale": 50.0
},
"cityspheres": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"citySphereFactor": 1.2,
"citySphereChance": 0.7,
"outsideProfile": "",
"outsideGroundLevel": -1,
"onlyPredefined": false,
"citySphereClearBelow": 0,
"citySphereClearBelowUntilAir": false,
"monorailOffset": -2,
"outsideSurfaceVariation": 1.0,
"monorailChance": 0.8,
"citySphereClearAbove": 0,
"citySphereClearAboveUntilAir": false,
"sphereSurfaceVariation": 1.0
},
"public": true
}

View File

@@ -0,0 +1,132 @@
{
"cities": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"cityLevel3Height": 99,
"cityMinRadius": 50,
"cityAvoidVoid": true,
"cityLevel1Height": 83,
"cityMaxRadius": 128,
"cityStyleThreshold": -1.0,
"cityMaxHeight": 130,
"cityChance": 0.01,
"cityThreshold": 0.2,
"cityLevel0Height": 75,
"cityStyleAlternative": "",
"cityPerlinInnerScale": 0.1,
"cityMinHeight": 50,
"cityPerlinOffset": 0.1,
"cityLevel2Height": 91,
"oceanCorrectionBorder": 4,
"cityPerlinScale": 3.0
},
"client": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"horizon": -1.0,
"fogDensity": -1.0,
"fogBlue": -1.0,
"fogRed": -1.0,
"fogGreen": -1.0
},
"explosions": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"explosionMaxRadius": 35,
"explosionMinRadius": 15,
"explosionMinHeight": 75,
"miniExplosionChance": 0.03,
"miniExplosionMaxHeight": 100,
"miniExplosionMaxRadius": 12,
"debrisToNearbyChunkFactor": 200,
"explosionChance": 0.002,
"explosionMaxHeight": 90,
"miniExplosionMinRadius": 5,
"explosionsInCitiesOnly": true,
"miniExplosionMinHeight": 60
},
"lostcity": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"highwaySupports": true,
"ruinChance": 0.1,
"groundLevel": 71,
"railwayStationsEnabled": true,
"buildingChance": 0.3,
"railwaysCanEnd": false,
"buildingMaxFloorsChance": 6,
"bedrockLayer": 1,
"liquidBlock": "minecraft:water",
"rubbleLayer": true,
"buildingMinFloors": 0,
"seaLevel": 89,
"rubbleDirtScale": 3.0,
"fountainChance": 0.05,
"dataCenterChance": 0.1,
"warning": "Preferably use this in combination with the Lost Worlds 'atlantis' world type",
"highwaySecondaryPerlinScale": 10.0,
"spawnNotInBuilding": false,
"bridgeSupports": true,
"worldStyle": "standard",
"buildingMaxFloors": 8,
"avoidFoliage": false,
"buildingMinCellars": 0,
"buildingFrontChance": 0.2,
"baseBlock": "minecraft:stone",
"ruinMaxlevelPercent": 1.0,
"spawnBiome": "",
"avoidWater": false,
"railwaysEnabled": true,
"highwayRequiresTwoCities": true,
"parkBorder": true,
"editMode": false,
"spawnCity": "",
"randomLeafBlockChance": 0.1,
"rubbleLeaveScale": 6.0,
"vineChance": 0.009,
"highwayLevelFromCities": 0,
"highwayPerlinFactor": 2.0,
"bridgeChance": 0.7,
"ruinMinlevelPercent": 0.8,
"buildingDoorwayChance": 0.6,
"icon": "textures/gui/icon_atlantis.png",
"parkElevation": true,
"description": "Drowned cities, raised waterlevel (to 89)",
"spawnSphere": "",
"forceSpawnInBuilding": false,
"terrainFixUpperMinOffset": -1,
"highwayDistanceMask": 7,
"terrainFixUpperMaxOffset": 1,
"generateLoot": true,
"terrainFixLowerMaxOffset": -3,
"chestWithoutLootChance": 0.2,
"terrainFixLowerMinOffset": -4,
"extraDescription": "",
"landscapeType": "default",
"generateLighting": false,
"libraryChance": 0.1,
"generateSpawners": true,
"buildingMinFloorsChance": 4,
"buildingWithoutLootChance": 0.2,
"railwayDungeonChance": 0.01,
"generateNether": false,
"parkChance": 0.2,
"corridorChance": 0.7,
"randomLeafBlockThickness": 2,
"buildingMaxCellars": 3,
"highwayMainPerlinScale": 50.0
},
"cityspheres": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"citySphereFactor": 1.2,
"citySphereChance": 0.7,
"outsideProfile": "",
"outsideGroundLevel": -1,
"onlyPredefined": false,
"citySphereClearBelow": 0,
"citySphereClearBelowUntilAir": false,
"monorailOffset": -2,
"outsideSurfaceVariation": 1.0,
"monorailChance": 0.8,
"citySphereClearAbove": 0,
"citySphereClearAboveUntilAir": false,
"sphereSurfaceVariation": 1.0
},
"public": true
}

View File

@@ -0,0 +1,132 @@
{
"cities": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"cityLevel3Height": 99,
"cityMinRadius": 30,
"cityAvoidVoid": true,
"cityLevel1Height": 83,
"cityMaxRadius": 80,
"cityStyleThreshold": -1.0,
"cityMaxHeight": 130,
"cityChance": 0.00800000037997961,
"cityThreshold": 0.2,
"cityLevel0Height": 75,
"cityStyleAlternative": "",
"cityPerlinInnerScale": 0.1,
"cityMinHeight": 50,
"cityPerlinOffset": 0.1,
"cityLevel2Height": 91,
"oceanCorrectionBorder": 4,
"cityPerlinScale": 3.0
},
"client": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"horizon": -1.0,
"fogDensity": -1.0,
"fogBlue": -1.0,
"fogRed": -1.0,
"fogGreen": -1.0
},
"explosions": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"explosionMaxRadius": 35,
"explosionMinRadius": 15,
"explosionMinHeight": 75,
"miniExplosionChance": 0.03,
"miniExplosionMaxHeight": 100,
"miniExplosionMaxRadius": 12,
"debrisToNearbyChunkFactor": 200,
"explosionChance": 0.002,
"explosionMaxHeight": 90,
"miniExplosionMinRadius": 5,
"explosionsInCitiesOnly": true,
"miniExplosionMinHeight": 60
},
"lostcity": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"highwaySupports": true,
"ruinChance": 1.0,
"groundLevel": 71,
"railwayStationsEnabled": true,
"buildingChance": 0.3,
"railwaysCanEnd": false,
"buildingMaxFloorsChance": 6,
"bedrockLayer": 1,
"liquidBlock": "minecraft:water",
"rubbleLayer": true,
"buildingMinFloors": 0,
"seaLevel": -1,
"rubbleDirtScale": 2.0,
"fountainChance": 0.05,
"dataCenterChance": 0.1,
"warning": "",
"highwaySecondaryPerlinScale": 10.0,
"spawnNotInBuilding": false,
"bridgeSupports": true,
"worldStyle": "standard",
"buildingMaxFloors": 8,
"avoidFoliage": true,
"buildingMinCellars": 0,
"buildingFrontChance": 0.2,
"baseBlock": "minecraft:stone",
"ruinMaxlevelPercent": 0.4,
"spawnBiome": "",
"avoidWater": true,
"railwaysEnabled": true,
"highwayRequiresTwoCities": true,
"parkBorder": true,
"editMode": false,
"spawnCity": "",
"randomLeafBlockChance": 0.0,
"rubbleLeaveScale": 0.0,
"vineChance": 0.0,
"highwayLevelFromCities": 0,
"highwayPerlinFactor": 2.0,
"bridgeChance": 0.7,
"ruinMinlevelPercent": 0.1,
"buildingDoorwayChance": 0.6,
"icon": "",
"parkElevation": true,
"description": "Private wasteland for biospheres",
"spawnSphere": "",
"forceSpawnInBuilding": false,
"terrainFixUpperMinOffset": -1,
"highwayDistanceMask": 7,
"terrainFixUpperMaxOffset": 1,
"generateLoot": true,
"terrainFixLowerMaxOffset": -3,
"chestWithoutLootChance": 0.2,
"terrainFixLowerMinOffset": -4,
"extraDescription": "",
"landscapeType": "default",
"generateLighting": false,
"libraryChance": 0.1,
"generateSpawners": true,
"buildingMinFloorsChance": 4,
"buildingWithoutLootChance": 0.2,
"railwayDungeonChance": 0.01,
"generateNether": false,
"parkChance": 0.2,
"corridorChance": 0.7,
"randomLeafBlockThickness": 2,
"buildingMaxCellars": 1,
"highwayMainPerlinScale": 50.0
},
"cityspheres": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"citySphereFactor": 1.2,
"citySphereChance": 0.7,
"outsideProfile": "",
"outsideGroundLevel": -1,
"onlyPredefined": false,
"citySphereClearBelow": 0,
"citySphereClearBelowUntilAir": false,
"monorailOffset": -2,
"outsideSurfaceVariation": 1.0,
"monorailChance": 0.8,
"citySphereClearAbove": 0,
"citySphereClearAboveUntilAir": false,
"sphereSurfaceVariation": 1.0
},
"public": false
}

View File

@@ -0,0 +1,132 @@
{
"cities": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"cityLevel3Height": 78,
"cityMinRadius": 50,
"cityAvoidVoid": true,
"cityLevel1Height": 66,
"cityMaxRadius": 65,
"cityStyleThreshold": -1.0,
"cityMaxHeight": 130,
"cityChance": 0.800000011920929,
"cityThreshold": 0.05,
"cityLevel0Height": 60,
"cityStyleAlternative": "",
"cityPerlinInnerScale": 0.1,
"cityMinHeight": 50,
"cityPerlinOffset": 0.1,
"cityLevel2Height": 72,
"oceanCorrectionBorder": 4,
"cityPerlinScale": 3.0
},
"client": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"horizon": 30.0,
"fogDensity": -1.0,
"fogBlue": -1.0,
"fogRed": -1.0,
"fogGreen": -1.0
},
"explosions": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"explosionMaxRadius": 35,
"explosionMinRadius": 15,
"explosionMinHeight": 75,
"miniExplosionChance": 0.01,
"miniExplosionMaxHeight": 75,
"miniExplosionMaxRadius": 10,
"debrisToNearbyChunkFactor": 200,
"explosionChance": 0.0,
"explosionMaxHeight": 90,
"miniExplosionMinRadius": 5,
"explosionsInCitiesOnly": true,
"miniExplosionMinHeight": 60
},
"lostcity": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"highwaySupports": true,
"ruinChance": 0.7,
"groundLevel": 71,
"railwayStationsEnabled": false,
"buildingChance": 0.3,
"railwaysCanEnd": true,
"buildingMaxFloorsChance": 6,
"bedrockLayer": 1,
"liquidBlock": "minecraft:water",
"rubbleLayer": false,
"buildingMinFloors": 0,
"seaLevel": -1,
"rubbleDirtScale": 3.0,
"fountainChance": 0.05,
"dataCenterChance": 0.1,
"warning": "Preferably use this in combination with the Lost Worlds 'normal' world type",
"highwaySecondaryPerlinScale": 10.0,
"spawnNotInBuilding": false,
"bridgeSupports": true,
"worldStyle": "standard",
"buildingMaxFloors": 8,
"avoidFoliage": false,
"buildingMinCellars": 0,
"buildingFrontChance": 0.2,
"baseBlock": "minecraft:stone",
"ruinMaxlevelPercent": 0.8,
"spawnBiome": "",
"avoidWater": false,
"railwaysEnabled": false,
"highwayRequiresTwoCities": true,
"parkBorder": true,
"editMode": false,
"spawnCity": "",
"randomLeafBlockChance": 0.1,
"rubbleLeaveScale": 6.0,
"vineChance": 0.009,
"highwayLevelFromCities": 0,
"highwayPerlinFactor": 2.0,
"bridgeChance": 0.7,
"ruinMinlevelPercent": 0.3,
"buildingDoorwayChance": 0.6,
"icon": "textures/gui/icon_biosphere.png",
"parkElevation": true,
"description": "Jungles in big glass bubbles on a barren landscape",
"spawnSphere": "<in>",
"forceSpawnInBuilding": false,
"terrainFixUpperMinOffset": -1,
"highwayDistanceMask": 0,
"terrainFixUpperMaxOffset": 1,
"generateLoot": true,
"terrainFixLowerMaxOffset": -3,
"chestWithoutLootChance": 0.2,
"terrainFixLowerMinOffset": -4,
"extraDescription": "",
"landscapeType": "spheres",
"generateLighting": true,
"libraryChance": 0.1,
"generateSpawners": true,
"buildingMinFloorsChance": 4,
"buildingWithoutLootChance": 0.2,
"railwayDungeonChance": 0.01,
"generateNether": false,
"parkChance": 0.2,
"corridorChance": 0.7,
"randomLeafBlockThickness": 2,
"buildingMaxCellars": 3,
"highwayMainPerlinScale": 50.0
},
"cityspheres": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"citySphereFactor": 1.2,
"citySphereChance": 0.5,
"outsideProfile": "bio_wasteland",
"outsideGroundLevel": -1,
"onlyPredefined": false,
"citySphereClearBelow": 0,
"citySphereClearBelowUntilAir": false,
"monorailOffset": -2,
"outsideSurfaceVariation": 0.5,
"monorailChance": 0.0,
"citySphereClearAbove": 30,
"citySphereClearAboveUntilAir": false,
"sphereSurfaceVariation": 1.0
},
"public": true
}

View File

@@ -0,0 +1,132 @@
{
"cities": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"cityLevel3Height": 68,
"cityMinRadius": 50,
"cityAvoidVoid": true,
"cityLevel1Height": 52,
"cityMaxRadius": 128,
"cityStyleThreshold": -1.0,
"cityMaxHeight": 130,
"cityChance": 0.01,
"cityThreshold": 0.2,
"cityLevel0Height": 44,
"cityStyleAlternative": "",
"cityPerlinInnerScale": 0.1,
"cityMinHeight": 50,
"cityPerlinOffset": 0.1,
"cityLevel2Height": 60,
"oceanCorrectionBorder": 4,
"cityPerlinScale": 3.0
},
"client": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"horizon": 128.0,
"fogDensity": 0.02,
"fogBlue": 0.0,
"fogRed": 0.0,
"fogGreen": 0.0
},
"explosions": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"explosionMaxRadius": 35,
"explosionMinRadius": 15,
"explosionMinHeight": 75,
"miniExplosionChance": 0.0,
"miniExplosionMaxHeight": 100,
"miniExplosionMaxRadius": 12,
"debrisToNearbyChunkFactor": 200,
"explosionChance": 0.0,
"explosionMaxHeight": 90,
"miniExplosionMinRadius": 5,
"explosionsInCitiesOnly": true,
"miniExplosionMinHeight": 60
},
"lostcity": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"highwaySupports": true,
"ruinChance": 0.05,
"groundLevel": 40,
"railwayStationsEnabled": true,
"buildingChance": 0.3,
"railwaysCanEnd": false,
"buildingMaxFloorsChance": 6,
"bedrockLayer": 1,
"liquidBlock": "minecraft:water",
"rubbleLayer": true,
"buildingMinFloors": 0,
"seaLevel": 32,
"rubbleDirtScale": 3.0,
"fountainChance": 0.05,
"dataCenterChance": 0.1,
"warning": "Use this in combination with the Lost Worlds 'caves' world type",
"highwaySecondaryPerlinScale": 10.0,
"spawnNotInBuilding": false,
"bridgeSupports": true,
"worldStyle": "standard",
"buildingMaxFloors": 8,
"avoidFoliage": false,
"buildingMinCellars": 0,
"buildingFrontChance": 0.2,
"baseBlock": "minecraft:stone",
"ruinMaxlevelPercent": 1.0,
"spawnBiome": "",
"avoidWater": false,
"railwaysEnabled": false,
"highwayRequiresTwoCities": true,
"parkBorder": true,
"editMode": false,
"spawnCity": "",
"randomLeafBlockChance": 0.1,
"rubbleLeaveScale": 6.0,
"vineChance": 0.009,
"highwayLevelFromCities": 0,
"highwayPerlinFactor": 2.0,
"bridgeChance": 0.7,
"ruinMinlevelPercent": 0.8,
"buildingDoorwayChance": 0.6,
"icon": "textures/gui/icon_cavern.png",
"parkElevation": true,
"description": "This profile is meant for a cavern type world. There are lights in the building but the outside is very dark.",
"spawnSphere": "",
"forceSpawnInBuilding": false,
"terrainFixUpperMinOffset": -1,
"highwayDistanceMask": 7,
"terrainFixUpperMaxOffset": 1,
"generateLoot": true,
"terrainFixLowerMaxOffset": -3,
"chestWithoutLootChance": 0.2,
"terrainFixLowerMinOffset": -4,
"extraDescription": "This is very hard. It's recommended you enable a bonus chest!",
"landscapeType": "cavern",
"generateLighting": true,
"libraryChance": 0.1,
"generateSpawners": true,
"buildingMinFloorsChance": 4,
"buildingWithoutLootChance": 0.2,
"railwayDungeonChance": 0.01,
"generateNether": false,
"parkChance": 0.2,
"corridorChance": 0.7,
"randomLeafBlockThickness": 2,
"buildingMaxCellars": 3,
"highwayMainPerlinScale": 50.0
},
"cityspheres": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"citySphereFactor": 1.2,
"citySphereChance": 0.7,
"outsideProfile": "",
"outsideGroundLevel": -1,
"onlyPredefined": false,
"citySphereClearBelow": 0,
"citySphereClearBelowUntilAir": false,
"monorailOffset": -2,
"outsideSurfaceVariation": 1.0,
"monorailChance": 0.8,
"citySphereClearAbove": 0,
"citySphereClearAboveUntilAir": false,
"sphereSurfaceVariation": 1.0
},
"public": true
}

View File

@@ -0,0 +1,132 @@
{
"cities": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"cityLevel3Height": 99,
"cityMinRadius": 50,
"cityAvoidVoid": true,
"cityLevel1Height": 83,
"cityMaxRadius": 128,
"cityStyleThreshold": -1.0,
"cityMaxHeight": 130,
"cityChance": 0.01,
"cityThreshold": 0.2,
"cityLevel0Height": 75,
"cityStyleAlternative": "",
"cityPerlinInnerScale": 0.1,
"cityMinHeight": 50,
"cityPerlinOffset": 0.1,
"cityLevel2Height": 91,
"oceanCorrectionBorder": 4,
"cityPerlinScale": 3.0
},
"client": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"horizon": -1.0,
"fogDensity": -1.0,
"fogBlue": -1.0,
"fogRed": -1.0,
"fogGreen": -1.0
},
"explosions": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"explosionMaxRadius": 35,
"explosionMinRadius": 15,
"explosionMinHeight": 75,
"miniExplosionChance": 0.03,
"miniExplosionMaxHeight": 100,
"miniExplosionMaxRadius": 12,
"debrisToNearbyChunkFactor": 200,
"explosionChance": 0.002,
"explosionMaxHeight": 90,
"miniExplosionMinRadius": 5,
"explosionsInCitiesOnly": true,
"miniExplosionMinHeight": 60
},
"lostcity": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"highwaySupports": true,
"ruinChance": 0.05,
"groundLevel": 71,
"railwayStationsEnabled": true,
"buildingChance": 0.3,
"railwaysCanEnd": false,
"buildingMaxFloorsChance": 6,
"bedrockLayer": 1,
"liquidBlock": "minecraft:water",
"rubbleLayer": true,
"buildingMinFloors": 0,
"seaLevel": -1,
"rubbleDirtScale": 3.0,
"fountainChance": 0.05,
"dataCenterChance": 0.1,
"warning": "",
"highwaySecondaryPerlinScale": 10.0,
"spawnNotInBuilding": false,
"bridgeSupports": true,
"worldStyle": "standard",
"buildingMaxFloors": 8,
"avoidFoliage": false,
"buildingMinCellars": 0,
"buildingFrontChance": 0.2,
"baseBlock": "minecraft:stone",
"ruinMaxlevelPercent": 1.0,
"spawnBiome": "",
"avoidWater": false,
"railwaysEnabled": true,
"highwayRequiresTwoCities": true,
"parkBorder": true,
"editMode": false,
"spawnCity": "",
"randomLeafBlockChance": 0.1,
"rubbleLeaveScale": 6.0,
"vineChance": 0.009,
"highwayLevelFromCities": 0,
"highwayPerlinFactor": 2.0,
"bridgeChance": 0.7,
"ruinMinlevelPercent": 0.8,
"buildingDoorwayChance": 0.6,
"icon": "textures/gui/icon_default.png",
"parkElevation": true,
"description": "Default generation, common cities, explosions",
"spawnSphere": "",
"forceSpawnInBuilding": false,
"terrainFixUpperMinOffset": -1,
"highwayDistanceMask": 7,
"terrainFixUpperMaxOffset": 1,
"generateLoot": true,
"terrainFixLowerMaxOffset": -3,
"chestWithoutLootChance": 0.2,
"terrainFixLowerMinOffset": -4,
"extraDescription": "",
"landscapeType": "default",
"generateLighting": false,
"libraryChance": 0.1,
"generateSpawners": true,
"buildingMinFloorsChance": 4,
"buildingWithoutLootChance": 0.2,
"railwayDungeonChance": 0.01,
"generateNether": false,
"parkChance": 0.2,
"corridorChance": 0.7,
"randomLeafBlockThickness": 2,
"buildingMaxCellars": 3,
"highwayMainPerlinScale": 50.0
},
"cityspheres": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"citySphereFactor": 1.2,
"citySphereChance": 0.7,
"outsideProfile": "",
"outsideGroundLevel": -1,
"onlyPredefined": false,
"citySphereClearBelow": 0,
"citySphereClearBelowUntilAir": false,
"monorailOffset": -2,
"outsideSurfaceVariation": 1.0,
"monorailChance": 0.8,
"citySphereClearAbove": 0,
"citySphereClearAboveUntilAir": false,
"sphereSurfaceVariation": 1.0
},
"public": true
}

View File

@@ -0,0 +1,132 @@
{
"cities": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"cityLevel3Height": 68,
"cityMinRadius": 50,
"cityAvoidVoid": true,
"cityLevel1Height": 56,
"cityMaxRadius": 128,
"cityStyleThreshold": -1.0,
"cityMaxHeight": 130,
"cityChance": 0.029999999329447746,
"cityThreshold": 0.2,
"cityLevel0Height": 50,
"cityStyleAlternative": "",
"cityPerlinInnerScale": 0.1,
"cityMinHeight": 50,
"cityPerlinOffset": 0.1,
"cityLevel2Height": 62,
"oceanCorrectionBorder": 4,
"cityPerlinScale": 3.0
},
"client": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"horizon": 0.0,
"fogDensity": -1.0,
"fogBlue": -1.0,
"fogRed": -1.0,
"fogGreen": -1.0
},
"explosions": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"explosionMaxRadius": 35,
"explosionMinRadius": 15,
"explosionMinHeight": 75,
"miniExplosionChance": 0.03,
"miniExplosionMaxHeight": 100,
"miniExplosionMaxRadius": 12,
"debrisToNearbyChunkFactor": 200,
"explosionChance": 0.002,
"explosionMaxHeight": 90,
"miniExplosionMinRadius": 5,
"explosionsInCitiesOnly": true,
"miniExplosionMinHeight": 60
},
"lostcity": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"highwaySupports": false,
"ruinChance": 0.05,
"groundLevel": 50,
"railwayStationsEnabled": false,
"buildingChance": 0.3,
"railwaysCanEnd": true,
"buildingMaxFloorsChance": 6,
"bedrockLayer": 1,
"liquidBlock": "minecraft:water",
"rubbleLayer": true,
"buildingMinFloors": 0,
"seaLevel": -1,
"rubbleDirtScale": 3.0,
"fountainChance": 0.05,
"dataCenterChance": 0.1,
"warning": "Preferably use this in combination with the Lost Worlds 'islands' world type",
"highwaySecondaryPerlinScale": 10.0,
"spawnNotInBuilding": false,
"bridgeSupports": true,
"worldStyle": "standard",
"buildingMaxFloors": 8,
"avoidFoliage": false,
"buildingMinCellars": 0,
"buildingFrontChance": 0.2,
"baseBlock": "minecraft:stone",
"ruinMaxlevelPercent": 1.0,
"spawnBiome": "",
"avoidWater": false,
"railwaysEnabled": false,
"highwayRequiresTwoCities": true,
"parkBorder": true,
"editMode": false,
"spawnCity": "",
"randomLeafBlockChance": 0.1,
"rubbleLeaveScale": 6.0,
"vineChance": 0.009,
"highwayLevelFromCities": 0,
"highwayPerlinFactor": 2.0,
"bridgeChance": 0.7,
"ruinMinlevelPercent": 0.8,
"buildingDoorwayChance": 0.6,
"icon": "textures/gui/icon_floating.png",
"parkElevation": true,
"description": "Cities on floating islands",
"spawnSphere": "",
"forceSpawnInBuilding": false,
"terrainFixUpperMinOffset": -1,
"highwayDistanceMask": 15,
"terrainFixUpperMaxOffset": 1,
"generateLoot": true,
"terrainFixLowerMaxOffset": -3,
"chestWithoutLootChance": 0.2,
"terrainFixLowerMinOffset": -4,
"extraDescription": "Note! No mineshafts or strongholds in this profile!",
"landscapeType": "floating",
"generateLighting": false,
"libraryChance": 0.1,
"generateSpawners": true,
"buildingMinFloorsChance": 4,
"buildingWithoutLootChance": 0.2,
"railwayDungeonChance": 0.01,
"generateNether": false,
"parkChance": 0.2,
"corridorChance": 0.7,
"randomLeafBlockThickness": 2,
"buildingMaxCellars": 1,
"highwayMainPerlinScale": 50.0
},
"cityspheres": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"citySphereFactor": 1.2,
"citySphereChance": 0.7,
"outsideProfile": "",
"outsideGroundLevel": -1,
"onlyPredefined": false,
"citySphereClearBelow": 0,
"citySphereClearBelowUntilAir": false,
"monorailOffset": -2,
"outsideSurfaceVariation": 1.0,
"monorailChance": 0.8,
"citySphereClearAbove": 0,
"citySphereClearAboveUntilAir": false,
"sphereSurfaceVariation": 1.0
},
"public": true
}

View File

@@ -0,0 +1,132 @@
{
"cities": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"cityLevel3Height": 99,
"cityMinRadius": 50,
"cityAvoidVoid": true,
"cityLevel1Height": 83,
"cityMaxRadius": 128,
"cityStyleThreshold": 0.4,
"cityMaxHeight": 130,
"cityChance": -1.0,
"cityThreshold": 0.1,
"cityLevel0Height": 75,
"cityStyleAlternative": "citystyle_border",
"cityPerlinInnerScale": 0.1,
"cityMinHeight": 50,
"cityPerlinOffset": 0.2,
"cityLevel2Height": 91,
"oceanCorrectionBorder": 4,
"cityPerlinScale": 7.0
},
"client": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"horizon": -1.0,
"fogDensity": -1.0,
"fogBlue": -1.0,
"fogRed": -1.0,
"fogGreen": -1.0
},
"explosions": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"explosionMaxRadius": 35,
"explosionMinRadius": 15,
"explosionMinHeight": 75,
"miniExplosionChance": 0.03,
"miniExplosionMaxHeight": 100,
"miniExplosionMaxRadius": 12,
"debrisToNearbyChunkFactor": 200,
"explosionChance": 0.002,
"explosionMaxHeight": 90,
"miniExplosionMinRadius": 5,
"explosionsInCitiesOnly": true,
"miniExplosionMinHeight": 60
},
"lostcity": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"highwaySupports": true,
"ruinChance": 0.05,
"groundLevel": 71,
"railwayStationsEnabled": true,
"buildingChance": 0.4,
"railwaysCanEnd": false,
"buildingMaxFloorsChance": 7,
"bedrockLayer": 1,
"liquidBlock": "minecraft:water",
"rubbleLayer": true,
"buildingMinFloors": 0,
"seaLevel": -1,
"rubbleDirtScale": 3.0,
"fountainChance": 0.05,
"dataCenterChance": 0.1,
"warning": "",
"highwaySecondaryPerlinScale": 10.0,
"spawnNotInBuilding": false,
"bridgeSupports": true,
"worldStyle": "standard",
"buildingMaxFloors": 9,
"avoidFoliage": false,
"buildingMinCellars": 0,
"buildingFrontChance": 0.2,
"baseBlock": "minecraft:stone",
"ruinMaxlevelPercent": 1.0,
"spawnBiome": "",
"avoidWater": false,
"railwaysEnabled": true,
"highwayRequiresTwoCities": true,
"parkBorder": true,
"editMode": false,
"spawnCity": "",
"randomLeafBlockChance": 0.1,
"rubbleLeaveScale": 6.0,
"vineChance": 0.009,
"highwayLevelFromCities": 0,
"highwayPerlinFactor": 2.0,
"bridgeChance": 0.7,
"ruinMinlevelPercent": 0.8,
"buildingDoorwayChance": 0.6,
"icon": "textures/gui/icon_default.png",
"parkElevation": true,
"description": "Default generation, common cities, explosions",
"spawnSphere": "",
"forceSpawnInBuilding": false,
"terrainFixUpperMinOffset": -1,
"highwayDistanceMask": 7,
"terrainFixUpperMaxOffset": 1,
"generateLoot": true,
"terrainFixLowerMaxOffset": -3,
"chestWithoutLootChance": 0.2,
"terrainFixLowerMinOffset": -4,
"extraDescription": "",
"landscapeType": "default",
"generateLighting": true,
"libraryChance": 0.1,
"generateSpawners": true,
"buildingMinFloorsChance": 4,
"buildingWithoutLootChance": 0.2,
"railwayDungeonChance": 0.01,
"generateNether": false,
"parkChance": 0.2,
"corridorChance": 0.7,
"randomLeafBlockThickness": 2,
"buildingMaxCellars": 3,
"highwayMainPerlinScale": 50.0
},
"cityspheres": {
"__readonly__": "This profile is read only and cannot be modified! If you want to make a new profile based on this then you can make a copy to a new name",
"citySphereFactor": 1.2,
"citySphereChance": 0.7,
"outsideProfile": "",
"outsideGroundLevel": -1,
"onlyPredefined": false,
"citySphereClearBelow": 0,
"citySphereClearBelowUntilAir": false,
"monorailOffset": -2,
"outsideSurfaceVariation": 1.0,
"monorailChance": 0.8,
"citySphereClearAbove": 0,
"citySphereClearAboveUntilAir": false,
"sphereSurfaceVariation": 1.0
},
"public": true
}

Some files were not shown because too many files have changed in this diff Show More