Updated all mods to their latest versions.

This commit is contained in:
Harrison Deng 2022-06-19 21:33:21 -05:00
parent 3ac7cf66c2
commit de8901e15c
105 changed files with 2118 additions and 1717 deletions

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@ -11,7 +11,7 @@
"manifestType": "minecraftModpack", "manifestType": "minecraftModpack",
"manifestVersion": 1, "manifestVersion": 1,
"name": "RSEMCM", "name": "RSEMCM",
"version": "0.2.2", "version": "0.1.5",
"author": "", "author": "",
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View File

@ -40,7 +40,7 @@
<li><a href="https://www.curseforge.com/minecraft/mc-mods/awesome-dungeon-nether-forge">Awesome Dungeon Nether edition - Forge (by jtl_elisa)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/awesome-dungeon-nether-forge">Awesome Dungeon Nether edition - Forge (by jtl_elisa)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/extreme-reactors">Extreme Reactors (by ZeroNoRyouki)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/extreme-reactors">Extreme Reactors (by ZeroNoRyouki)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-deco">Create Deco (by talrey)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/create-deco">Create Deco (by talrey)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/dynamic-view">Dynamic View[Forge/Fabric] (by someaddon)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/dynamic-view">Dynamic View[Forge] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/rftools-base">RFTools Base (by McJty)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/rftools-base">RFTools Base (by McJty)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-api">YUNG's API (Forge) (by YUNGNICKYOUNG)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-api">YUNG's API (Forge) (by YUNGNICKYOUNG)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ftb-chunks-forge">FTB Chunks (Forge) (by FTB)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/ftb-chunks-forge">FTB Chunks (Forge) (by FTB)</a></li>
@ -49,8 +49,8 @@
<li><a href="https://www.curseforge.com/minecraft/mc-mods/curios">Curios API (Forge) (by TheIllusiveC4)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/curios">Curios API (Forge) (by TheIllusiveC4)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/library-ferret-forge">Library Ferret - Forge (by jtl_elisa)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/library-ferret-forge">Library Ferret - Forge (by jtl_elisa)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/immersive-engineering">Immersive Engineering (by BluSunrize)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/immersive-engineering">Immersive Engineering (by BluSunrize)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/crafttweaker">CraftTweaker (by Jaredlll08)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/terrablender">TerraBlender (Forge) (by TheAdubbz)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/terrablender">TerraBlender (Forge) (by TheAdubbz)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/crafttweaker">CraftTweaker (by Jaredlll08)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/productivebees">Productive Bees (by LobsterJonn)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/productivebees">Productive Bees (by LobsterJonn)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/farmers-delight">Farmer's Delight (by vectorwing)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/farmers-delight">Farmer's Delight (by vectorwing)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/projecte">ProjectE (by SinKillerJ)</a></li> <li><a href="https://www.curseforge.com/minecraft/mc-mods/projecte">ProjectE (by SinKillerJ)</a></li>

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@ -0,0 +1,49 @@
["Dark Coven Spacing"]
#spacing between dark covens, lower both spacing and separation to increase spawn rates
dark_coven_spacing = 29
["Witch Hut Separation"]
#separation of the witch huts, lower both spacing and separation to increase spawn rates
witch_hut_separation = 8
["Broom Netherite Tip Durability"]
#1 second of active time per 1 durability
broom_netherite_tip_durability = 200
["Witch Hut Spacing"]
#spacing between witch huts, lower both spacing and separation to increase spawn rates
witch_hut_spacing = 20
["Enhanced Broom Brush Durability"]
#200 durability will be about 32 minutes of flight time
enhanced_broom_brush_durability = 200
["Sage Bundle Settings"]
#Duration of how long each bundle will last while burning
sage_bundle_duration_in_seconds = 3600
["Broom Waterproof Tip Durability"]
#1 second of active time per 1 durability
broom_waterproof_tip_durability = 800
["Crow Pickpocket Cooldown"]
#time (in ticks) for crow being able to pickpocket again (base 1 minute 30 seconds)
crow_pickpocket_cooldown = 1800
["Dark Coven Separation"]
#separation of the dark covens, lower both spacing and separation to increase spawn rates
dark_coven_separation = 11
["Herb Jar Settings"]
#Disabling allows jars to hold any item
jars_only_hold_herbs = true
["Broom Brush Durability"]
#100 durability will be about 16 minutes of flight time
broom_brush_durability = 100
["Sage Burning Plate Settings"]
#Range of the Sage Burning Plate, setting to 0 will disable completely
spawn_disable_range = 48

View File

@ -95,8 +95,8 @@
y = 2147483647 y = 2147483647
[client.gui.window.sideConfig] [client.gui.window.sideConfig]
x = 9 x = 10
y = 15 y = -132
[client.gui.window.transporterConfig] [client.gui.window.transporterConfig]
x = 10 x = 10

View File

@ -0,0 +1,10 @@
#Mekanism Common Config. This config is not sync'd between server and client.
[common]
#Displayed energy type in Mekanism GUIs and network reader readings.
#Allowed Values: JOULES, FORGE_ENERGY, ELECTRICAL_UNITS
energyType = "FORGE_ENERGY"
#Displayed temperature unit in Mekanism GUIs and network reader readings.
#Allowed Values: KELVIN, CELSIUS, RANKINE, FAHRENHEIT, AMBIENT
temperatureUnit = "KELVIN"

View File

@ -1,284 +1,321 @@
#Gear Config. This config is synced from server to client. #Gear Config. This config is synced from server to client.
[gear] [gear]
#Atomic Disassembler Settings #Atomic Disassembler Settings
[gear.atomic_disassembler] [gear.atomic_disassembler]
#Base Energy (Joules) usage of the Atomic Disassembler. (Gets multiplied by speed factor) #Base Energy (Joules) usage of the Atomic Disassembler. (Gets multiplied by speed factor)
energyUsage = "10" energyUsage = "10"
#Cost in Joules of using the Atomic Disassembler as a weapon. #Cost in Joules of using the Atomic Disassembler as a weapon.
energyUsageWeapon = "2000" energyUsageWeapon = "2000"
#The max Atomic Disassembler Vein Mining Block Count. #The max Atomic Disassembler Vein Mining Block Count.
miningCount = 128 miningCount = 128
#Enable the 'Slow' mode for the Atomic Disassembler. #Enable the 'Slow' mode for the Atomic Disassembler.
slowMode = true slowMode = true
#Enable the 'Fast' mode for the Atomic Disassembler. #Enable the 'Fast' mode for the Atomic Disassembler.
fastMode = true fastMode = true
#Enable the 'Vein Mining' mode for the Atomic Disassembler. #Enable the 'Vein Mining' mode for the Atomic Disassembler.
veinMining = false veinMining = false
#The amount of damage the Atomic Disassembler does when it is out of power. (Value is in number of half hearts) #The amount of damage the Atomic Disassembler does when it is out of power. (Value is in number of half hearts)
minDamage = 4 minDamage = 4
#The amount of damage the Atomic Disassembler does when it has at least energyUsageWeapon power stored. (Value is in number of half hearts) #The amount of damage the Atomic Disassembler does when it has at least energyUsageWeapon power stored. (Value is in number of half hearts)
maxDamage = 20 maxDamage = 20
#Maximum amount (joules) of energy the Atomic Disassembler can contain. #Maximum amount (joules) of energy the Atomic Disassembler can contain.
maxEnergy = "1000000" maxEnergy = "1000000"
#Amount (joules) of energy the Atomic Disassembler can accept per tick. #Amount (joules) of energy the Atomic Disassembler can accept per tick.
chargeRate = "5000" chargeRate = "5000"
#Configurator Settings #Configurator Settings
[gear.configurator] [gear.configurator]
#Maximum amount (joules) of energy the Configurator can contain. #Maximum amount (joules) of energy the Configurator can contain.
maxEnergy = "60000" maxEnergy = "60000"
#Amount (joules) of energy the Configurator can accept per tick. #Amount (joules) of energy the Configurator can accept per tick.
chargeRate = "300" chargeRate = "300"
#Energy usage in joules of using the configurator to configure machines. #Energy usage in joules of using the configurator to configure machines.
energyPerConfigure = "400" energyPerConfigure = "400"
#Energy cost in joules for each item the configurator ejects from a machine on empty mode. #Energy cost in joules for each item the configurator ejects from a machine on empty mode.
energyPerItem = "8" energyPerItem = "8"
#Electric Bow Settings #Electric Bow Settings
[gear.electric_bow] [gear.electric_bow]
#Maximum amount (joules) of energy the Electric Bow can contain. #Maximum amount (joules) of energy the Electric Bow can contain.
maxEnergy = "120000" maxEnergy = "120000"
#Amount (joules) of energy the Electric Bow can accept per tick. #Amount (joules) of energy the Electric Bow can accept per tick.
chargeRate = "600" chargeRate = "600"
#Cost in Joules of using the Electric Bow. #Cost in Joules of using the Electric Bow.
energyUsage = "120" energyUsage = "120"
#Cost in Joules of using the Electric Bow with flame mode active. #Cost in Joules of using the Electric Bow with flame mode active.
energyUsageFire = "1200" energyUsageFire = "1200"
#Energy Tablet Settings #Energy Tablet Settings
[gear.energy_tablet] [gear.energy_tablet]
#Maximum amount (joules) of energy the Energy Tablet can contain. #Maximum amount (joules) of energy the Energy Tablet can contain.
maxEnergy = "1000000" maxEnergy = "1000000"
#Amount (joules) of energy the Energy Tablet can accept per tick. #Amount (joules) of energy the Energy Tablet can accept per tick.
chargeRate = "5000" chargeRate = "5000"
#Flamethrower Settings #Flamethrower Settings
[gear.flamethrower] [gear.flamethrower]
#Flamethrower Gas Tank capacity in mB. #Flamethrower Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807 #Range: 1 ~ 9223372036854775807
maxGas = 24000 maxGas = 24000
#Amount of hydrogen the Flamethrower can accept per tick. #Amount of hydrogen the Flamethrower can accept per tick.
#Range: 1 ~ 9223372036854775807 #Range: 1 ~ 9223372036854775807
fillRate = 16 fillRate = 16
#Determines whether or not the Flamethrower can destroy items if it fails to smelt them. #Determines whether or not the Flamethrower can destroy items if it fails to smelt them.
destroyItems = true destroyItems = true
#Free Runner Settings #Free Runner Settings
[gear.free_runner] [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) #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" fallEnergyCost = "50"
#Percent of damage taken from falling that can be absorbed by Free Runners when they have enough power. #Percent of damage taken from falling that can be absorbed by Free Runners when they have enough power.
#Range: 0.0 ~ 1.0 #Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0 fallDamageReductionRatio = 1.0
#Maximum amount (joules) of energy Free Runners can contain. #Maximum amount (joules) of energy Free Runners can contain.
maxEnergy = "64000" maxEnergy = "64000"
#Amount (joules) of energy the Free Runners can accept per tick. #Amount (joules) of energy the Free Runners can accept per tick.
chargeRate = "320" chargeRate = "320"
#Jetpack Settings #Armored Free Runner Settings
[gear.jetpack] [gear.free_runner.armored]
#Jetpack Gas Tank capacity in mB. #Armor value of the Armored Free Runners
#Range: 1 ~ 9223372036854775807 #Range: > 0
maxGas = 24000 armor = 3
#Amount of hydrogen the Jetpack can accept per tick. #Toughness value of the Armored Free Runners.
#Range: 1 ~ 9223372036854775807 #Range: 0.0 ~ 3.4028234663852886E38
fillRate = 16 toughness = 2.0
#Knockback resistance value of the Armored Free Runners.
#Armored Jetpack Settings #Range: 0.0 ~ 3.4028234663852886E38
[gear.jetpack.armored] knockbackResistance = 0.0
#Armor value of the Armored Jetpack.
armor = 8 #Jetpack Settings
#Toughness value of the Armored Jetpack. [gear.jetpack]
toughness = 2.0 #Jetpack Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
#Network Reader Settings maxGas = 24000
[gear.network_reader] #Amount of hydrogen the Jetpack can accept per tick.
#Maximum amount (joules) of energy the Network Reader can contain. #Range: 1 ~ 9223372036854775807
maxEnergy = "60000" fillRate = 16
#Amount (joules) of energy the Network Reader can accept per tick.
chargeRate = "300" #Armored Jetpack Settings
#Energy usage in joules for each network reading. [gear.jetpack.armored]
energyUsage = "400" #Armor value of the Armored Jetpack.
#Range: > 0
#Portable Teleporter Settings armor = 8
[gear.portable_teleporter] #Toughness value of the Armored Jetpack.
#Maximum amount (joules) of energy the Portable Teleporter can contain. #Range: 0.0 ~ 3.4028234663852886E38
maxEnergy = "1000000" toughness = 2.0
#Amount (joules) of energy the Portable Teleporter can accept per tick. #Knockback resistance value of the Armored Jetpack.
chargeRate = "5000" #Range: 0.0 ~ 3.4028234663852886E38
#Delay in ticks before a player is teleported after clicking the Teleport button in the portable teleporter. knockbackResistance = 0.0
delay = 0
#Network Reader Settings
#Scuba Tank Settings [gear.network_reader]
[gear.scuba_tank] #Maximum amount (joules) of energy the Network Reader can contain.
#Scuba Tank Gas Tank capacity in mB. maxEnergy = "60000"
#Range: 1 ~ 9223372036854775807 #Amount (joules) of energy the Network Reader can accept per tick.
maxGas = 24000 chargeRate = "300"
#Amount of oxygen the Scuba Tank Gas Tank can accept per tick. #Energy usage in joules for each network reading.
#Range: 1 ~ 9223372036854775807 energyUsage = "400"
fillRate = 16
#Portable Teleporter Settings
#Seismic Reader Settings [gear.portable_teleporter]
[gear.seismic_reader] #Maximum amount (joules) of energy the Portable Teleporter can contain.
#Maximum amount (joules) of energy the Seismic Reader can contain. maxEnergy = "1000000"
maxEnergy = "12000" #Amount (joules) of energy the Portable Teleporter can accept per tick.
#Amount (joules) of energy the Seismic Reader can accept per tick. chargeRate = "5000"
chargeRate = "60" #Delay in ticks before a player is teleported after clicking the Teleport button in the portable teleporter.
#Energy usage in joules required to use the Seismic Reader. delay = 0
energyUsage = "250"
#Scuba Tank Settings
#Canteen Settings [gear.scuba_tank]
[gear.canteen] #Scuba Tank Gas Tank capacity in mB.
#Maximum amount of Nutritional Paste storable by the Canteen. #Range: 1 ~ 9223372036854775807
#Range: > 1 maxGas = 24000
maxStorage = 64000 #Amount of oxygen the Scuba Tank Gas Tank can accept per tick.
#Rate at which Nutritional Paste can be transferred into a Canteen. #Range: 1 ~ 9223372036854775807
#Range: > 1 fillRate = 16
transferRate = 128
#Seismic Reader Settings
#Meka-Tool Settings [gear.seismic_reader]
[gear.mekatool] #Maximum amount (joules) of energy the Seismic Reader can contain.
#Base energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor) maxEnergy = "12000"
energyUsage = "10" #Amount (joules) of energy the Seismic Reader can accept per tick.
#Silk touch energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor) chargeRate = "60"
energyUsageSilk = "100" #Energy usage in joules required to use the Seismic Reader.
#Cost in Joules of using the Meka-Tool to deal 4 units of damage. energyUsage = "250"
energyUsageWeapon = "2000"
#Cost in Joules of using the Meka-Tool to teleport 10 blocks. #Canteen Settings
energyUsageTeleport = "1000" [gear.canteen]
#Maximum distance a player can teleport with the Meka-Tool. #Maximum amount of Nutritional Paste storable by the Canteen.
maxTeleportReach = 100 #Range: > 1
#Base damage applied by the Meka-Tool without using any energy. maxStorage = 64000
baseDamage = 4 #Rate at which Nutritional Paste can be transferred into a Canteen.
#Efficiency of the Meka-Tool with energy but without any upgrades. #Range: > 1
baseEfficiency = 4.0 transferRate = 128
#Energy capacity (Joules) of the Meka-Tool without any installed upgrades. Quadratically scaled by upgrades.
baseEnergyCapacity = "16000000" #Meka-Tool Settings
#Amount (joules) of energy the Meka-Tool can accept per tick. Quadratically scaled by upgrades. [gear.mekatool]
chargeRate = "100000" #Base energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
#Cost in Joules of using the Meka-Tool as a hoe. energyUsage = "10"
energyUsageHoe = "10" #Silk touch energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
#Cost in Joules of using the Meka-Tool as a shovel for making paths and dowsing campfires. energyUsageSilk = "100"
energyUsageShovel = "10" #Cost in Joules of using the Meka-Tool to deal 4 units of damage.
#Cost in Joules of using the Meka-Tool as an axe for stripping logs, scraping, or removing wax. energyUsageWeapon = "2000"
energyUsageAxe = "10" #Cost in Joules of using the Meka-Tool to teleport 10 blocks.
#Cost in Joules of using the Meka-Tool to shear entities. energyUsageTeleport = "1000"
energyUsageShearEntity = "10" #Maximum distance a player can teleport with the Meka-Tool.
#Enable the 'Extended Vein Mining' mode for the Meka-Tool. (Allows vein mining everything not just ores/logs) maxTeleportReach = 100
extendedMining = true #Base damage applied by the Meka-Tool without using any energy.
baseDamage = 4
#MekaSuit Settings #Efficiency of the Meka-Tool with energy but without any upgrades.
[gear.mekasuit] baseEfficiency = 4.0
#Energy capacity (Joules) of MekaSuit items without any installed upgrades. Quadratically scaled by upgrades. #Energy capacity (Joules) of the Meka-Tool without any installed upgrades. Quadratically scaled by upgrades.
baseEnergyCapacity = "16000000" baseEnergyCapacity = "16000000"
#Amount (joules) of energy the MekaSuit can accept per tick. Quadratically scaled by upgrades. #Amount (joules) of energy the Meka-Tool can accept per tick. Quadratically scaled by upgrades.
chargeRate = "100000" chargeRate = "100000"
#Energy usage (Joules) of MekaSuit when adding 0.1 to jump motion. #Cost in Joules of using the Meka-Tool as a hoe.
baseJumpEnergyUsage = "1000" energyUsageHoe = "10"
#Energy usage (Joules) per second of the MekaSuit when flying with the Elytra Unit. #Cost in Joules of using the Meka-Tool as a shovel for making paths and dowsing campfires.
elytraEnergyUsage = "32000" energyUsageShovel = "10"
#Energy usage (Joules) of MekaSuit when lessening a potion effect. #Cost in Joules of using the Meka-Tool as an axe for stripping logs, scraping, or removing wax.
energyUsagePotionTick = "40000" energyUsageAxe = "10"
#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). #Cost in Joules of using the Meka-Tool to shear entities.
energyUsageMagicReduce = "1000" energyUsageShearEntity = "10"
#Energy cost/multiplier in Joules for reducing fall damage with MekaSuit Boots. Energy cost is: FallDamage * freeRunnerFallEnergyCost. (1 FallDamage is 1 half heart) #Enable the 'Extended Vein Mining' mode for the Meka-Tool. (Allows vein mining everything not just ores/logs)
energyUsageFall = "50" extendedMining = true
#Energy usage (Joules) of MekaSuit when adding 0.1 to sprint motion.
energyUsageSprintBoost = "100" #MekaSuit Settings
#Energy usage (Joules) of MekaSuit per tick when flying via Gravitational Modulation. [gear.mekasuit]
energyUsageGravitationalModulation = "1000" #Energy capacity (Joules) of MekaSuit items without any installed upgrades. Quadratically scaled by upgrades.
#Charge rate of inventory items (Joules) per tick. baseEnergyCapacity = "16000000"
inventoryChargeRate = "10000" #Amount (joules) of energy the MekaSuit can accept per tick. Quadratically scaled by upgrades.
#Solar recharging rate (Joules) of helmet per tick, per upgrade installed. chargeRate = "100000"
solarRechargingRate = "500" #Energy usage (Joules) of MekaSuit when adding 0.1 to jump motion.
#Energy usage (Joules) of MekaSuit per tick of using vision enhancement. baseJumpEnergyUsage = "1000"
energyUsageVisionEnhancement = "500" #Energy usage (Joules) per second of the MekaSuit when flying with the Elytra Unit.
#Energy usage (Joules) of MekaSuit per half-food of nutritional injection. elytraEnergyUsage = "32000"
energyUsageNutritionalInjection = "20000" #Energy usage (Joules) of MekaSuit when lessening a potion effect.
#Energy usage (Joules) of MekaSuit per unit of damage applied. energyUsagePotionTick = "40000"
energyUsageDamage = "100000" #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).
#Energy usage (Joules) of MekaSuit per tick of attracting a single item. energyUsageMagicReduce = "1000"
energyUsageItemAttraction = "250" #Energy cost/multiplier in Joules for reducing fall damage with MekaSuit Boots. Energy cost is: FallDamage * freeRunnerFallEnergyCost. (1 FallDamage is 1 half heart)
#Maximum amount of Nutritional Paste storable by the nutritional injection unit. energyUsageFall = "50"
#Range: > 1 #Energy usage (Joules) of MekaSuit when adding 0.1 to sprint motion.
nutritionalMaxStorage = 128000 energyUsageSprintBoost = "100"
#Rate at which Nutritional Paste can be transferred into the nutritional injection unit. #Energy usage (Joules) of MekaSuit per tick when flying via Gravitational Modulation.
#Range: > 1 energyUsageGravitationalModulation = "1000"
nutritionalTransferRate = 256 #Charge rate of inventory items (Joules) per tick.
#Maximum amount of Hydrogen storable in the jetpack unit. inventoryChargeRate = "10000"
#Range: 1 ~ 9223372036854775807 #Solar recharging rate (Joules) of helmet per tick, per upgrade installed.
jetpackMaxStorage = 48000 solarRechargingRate = "500"
#Rate at which Hydrogen can be transferred into the jetpack unit. #Energy usage (Joules) of MekaSuit per tick of using vision enhancement.
#Range: 1 ~ 9223372036854775807 energyUsageVisionEnhancement = "500"
jetpackTransferRate = 256 #Energy usage (Joules) of MekaSuit per half-food of nutritional injection.
energyUsageNutritionalInjection = "20000"
[gear.mekasuit.damage_absorption] #Energy usage (Joules) of MekaSuit per unit of damage applied.
#Percent of damage taken from fall that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. energyUsageDamage = "100000"
#Range: 0.0 ~ 1.0 #Energy usage (Joules) of MekaSuit per tick of attracting a single item.
fallDamageReductionRatio = 1.0 energyUsageItemAttraction = "250"
#Percent of damage taken from magic damage that can be absorbed by MekaSuit Helmet with Purification unit when it has enough power. #Maximum amount of Nutritional Paste storable by the nutritional injection unit.
#Range: 0.0 ~ 1.0 #Range: > 1
magicDamageReductionRatio = 1.0 nutritionalMaxStorage = 128000
#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. #Rate at which Nutritional Paste can be transferred into the nutritional injection unit.
#Range: 0.0 ~ 1.0 #Range: > 1
unspecifiedDamageReductionRatio = 1.0 nutritionalTransferRate = 256
#Percent of damage taken from anvil that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. #Maximum amount of Hydrogen storable in the jetpack unit.
#Range: 0.0 ~ 1.0 #Range: 1 ~ 9223372036854775807
anvilDamageReductionRatio = 1.0 jetpackMaxStorage = 48000
#Percent of damage taken from cactus that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. #Rate at which Hydrogen can be transferred into the jetpack unit.
#Range: 0.0 ~ 1.0 #Range: 1 ~ 9223372036854775807
cactusDamageReductionRatio = 1.0 jetpackTransferRate = 256
#Percent of damage taken from cramming that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. #Energy usage (Joules) of MekaSuit per tick of using hydrostatic repulsion.
#Range: 0.0 ~ 1.0 energyUsageHydrostaticRepulsion = "500"
crammingDamageReductionRatio = 1.0 #Armor value of MekaSuit Helmets.
#Percent of damage taken from dragonBreath that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. #Range: > 0
#Range: 0.0 ~ 1.0 helmetArmor = 3
dragonBreathDamageReductionRatio = 1.0 #Armor value of MekaSuit BodyArmor.
#Percent of damage taken from dryout that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. #Range: > 0
#Range: 0.0 ~ 1.0 bodyArmorArmor = 8
dryoutDamageReductionRatio = 1.0 #Armor value of MekaSuit Pants.
#Percent of damage taken from fallingBlock that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. #Range: > 0
#Range: 0.0 ~ 1.0 pantsArmor = 6
fallingBlockDamageReductionRatio = 1.0 #Armor value of MekaSuit Boots.
#Percent of damage taken from flyIntoWall that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. #Range: > 0
#Range: 0.0 ~ 1.0 bootsArmor = 3
flyIntoWallDamageReductionRatio = 1.0 #Toughness value of the MekaSuit.
#Percent of damage taken from generic that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. #Range: 0.0 ~ 3.4028234663852886E38
#Range: 0.0 ~ 1.0 toughness = 3.0
genericDamageReductionRatio = 1.0 #Knockback resistance value of the MekaSuit.
#Percent of damage taken from hotFloor that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. #Range: 0.0 ~ 3.4028234663852886E38
#Range: 0.0 ~ 1.0 knockbackResistance = 0.10000000149011612
hotFloorDamageReductionRatio = 1.0
#Percent of damage taken from inFire that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. [gear.mekasuit.damage_absorption]
#Range: 0.0 ~ 1.0 #Percent of damage taken from fall that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
inFireDamageReductionRatio = 1.0 #Range: 0.0 ~ 1.0
#Percent of damage taken from inWall that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. fallDamageReductionRatio = 1.0
#Range: 0.0 ~ 1.0 #Percent of damage taken from magic damage that can be absorbed by MekaSuit Helmet with Purification unit when it has enough power.
inWallDamageReductionRatio = 1.0 #Range: 0.0 ~ 1.0
#Percent of damage taken from lava that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. magicDamageReductionRatio = 1.0
#Range: 0.0 ~ 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.
lavaDamageReductionRatio = 1.0 #Range: 0.0 ~ 1.0
#Percent of damage taken from lightningBolt that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. unspecifiedDamageReductionRatio = 1.0
#Range: 0.0 ~ 1.0 #Percent of damage taken from anvil that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
lightningBoltDamageReductionRatio = 1.0 #Range: 0.0 ~ 1.0
#Percent of damage taken from onFire that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. anvilDamageReductionRatio = 1.0
#Range: 0.0 ~ 1.0 #Percent of damage taken from cactus that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
onFireDamageReductionRatio = 1.0 #Range: 0.0 ~ 1.0
#Percent of damage taken from sweetBerryBush that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. cactusDamageReductionRatio = 1.0
#Range: 0.0 ~ 1.0 #Percent of damage taken from cramming that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
sweetBerryBushDamageReductionRatio = 1.0 #Range: 0.0 ~ 1.0
#Percent of damage taken from wither that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. crammingDamageReductionRatio = 1.0
#Range: 0.0 ~ 1.0 #Percent of damage taken from dragonBreath that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
witherDamageReductionRatio = 1.0 #Range: 0.0 ~ 1.0
#Percent of damage taken from freeze that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. dragonBreathDamageReductionRatio = 1.0
#Range: 0.0 ~ 1.0 #Percent of damage taken from dryout that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
freezeDamageReductionRatio = 1.0 #Range: 0.0 ~ 1.0
#Percent of damage taken from fallingStalactite that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. dryoutDamageReductionRatio = 1.0
#Range: 0.0 ~ 1.0 #Percent of damage taken from fallingBlock that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
fallingStalactiteDamageReductionRatio = 1.0 #Range: 0.0 ~ 1.0
#Percent of damage taken from stalagmite that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped. fallingBlockDamageReductionRatio = 1.0
#Range: 0.0 ~ 1.0 #Percent of damage taken from flyIntoWall that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
stalagmiteDamageReductionRatio = 1.0 #Range: 0.0 ~ 1.0
flyIntoWallDamageReductionRatio = 1.0
#Percent of damage taken from generic that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
genericDamageReductionRatio = 1.0
#Percent of damage taken from hotFloor that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
hotFloorDamageReductionRatio = 1.0
#Percent of damage taken from inFire that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
inFireDamageReductionRatio = 1.0
#Percent of damage taken from inWall that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
inWallDamageReductionRatio = 1.0
#Percent of damage taken from lava that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
lavaDamageReductionRatio = 1.0
#Percent of damage taken from lightningBolt that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
lightningBoltDamageReductionRatio = 1.0
#Percent of damage taken from onFire that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
onFireDamageReductionRatio = 1.0
#Percent of damage taken from sweetBerryBush that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
sweetBerryBushDamageReductionRatio = 1.0
#Percent of damage taken from wither that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
witherDamageReductionRatio = 1.0
#Percent of damage taken from freeze that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
freezeDamageReductionRatio = 1.0
#Percent of damage taken from fallingStalactite that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
fallingStalactiteDamageReductionRatio = 1.0
#Percent of damage taken from stalagmite that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
stalagmiteDamageReductionRatio = 1.0

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@ -1,200 +1,194 @@
#General Config. This config is synced from server to client. #General Config. This config is synced from server to client.
[general] [general]
#Log Mekanism packet names. Debug setting. #Log Mekanism packet names. Debug setting.
logPackets = false logPackets = false
#Disable to make the anchor upgrade not do anything. #Disable to make the anchor upgrade not do anything.
allowChunkloading = true allowChunkloading = true
#Enable this to allow dragging items from JEI into the target slot of Digital Miner filters. #Enable this to allow dragging items from JEI into the target slot of Digital Miner filters.
easyMinerFilters = false easyMinerFilters = false
#How many ticks must pass until a block's active state is synced with the client, if it has been rapidly changing. #How many ticks must pass until a block's active state is synced with the client, if it has been rapidly changing.
blockDeactivationDelay = 60 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"] #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 = [] cardboardModBlacklist = []
#Allow right clicking on Cables/Pipes/Tubes with alloys to upgrade the tier. #Allow right clicking on Cables/Pipes/Tubes with alloys to upgrade the tier.
transmitterAlloyUpgrade = true transmitterAlloyUpgrade = true
#Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible). #Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible).
#Range: > 1 #Range: > 1
maxUpgradeMultiplier = 10 maxUpgradeMultiplier = 10
#How much Boiler heat is immediately usable to convert water to steam. #How much Boiler heat is immediately usable to convert water to steam.
boilerWaterConductivity = 0.7 boilerWaterConductivity = 0.7
#Amount of heat produced per fuel tick of a fuel's burn time in the Fuelwood Heater. #Amount of heat produced per fuel tick of a fuel's burn time in the Fuelwood Heater.
heatPerFuelTick = 400.0 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. #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 #Range: 1 ~ 1000
fuelwoodTickMultiplier = 1 fuelwoodTickMultiplier = 1
#How much heat energy is created from one Joule of regular energy in the Resistive Heater. #How much heat energy is created from one Joule of regular energy in the Resistive Heater.
#Range: 0.0 ~ 1.0 #Range: 0.0 ~ 1.0
resistiveHeaterEfficiency = 0.6 resistiveHeaterEfficiency = 0.6
#Amount of heat each Boiler heating element produces. #Amount of heat each Boiler heating element produces.
superheatingHeatTransfer = 1.6E7 superheatingHeatTransfer = 1.6E7
#Displayed temperature unit in Mekanism GUIs. #Peak processing rate for the Solar Neutron Activator. Note: It can go higher than this value in some extreme environments.
#Allowed Values: K, C, R, F, STP maxSolarNeutronActivatorRate = 64
temperatureUnit = "K"
#Peak processing rate for the Solar Neutron Activator. Note: It can go higher than this value in some extreme environments. #Dynamic Tank Settings
maxSolarNeutronActivatorRate = 64 [general.dynamic_tank]
#Amount of fluid (mB) that each block of the dynamic tank contributes to the volume. Max = volume * fluidPerTank
#Dynamic Tank Settings #Range: 1 ~ 368224
[general.dynamic_tank] fluidPerTank = 350000
#Amount of fluid (mB) that each block of the dynamic tank contributes to the volume. Max = volume * fluidPerTank #Amount of chemical (mB) that each block of the dynamic tank contributes to the volume. Max = volume * chemicalPerTank
#Range: 1 ~ 368224 #Range: 1 ~ 1581510980256305
fluidPerTank = 350000 chemicalPerTank = 16000000
#Amount of chemical (mB) that each block of the dynamic tank contributes to the volume. Max = volume * chemicalPerTank
#Range: 1 ~ 1581510980256305 #Auto Eject Settings
chemicalPerTank = 16000000 [general.auto_eject]
#Rate at which fluid gets auto ejected from tiles.
#Auto Eject Settings fluid = 1024
[general.auto_eject] #Rate at which chemicals gets auto ejected from tiles.
#Rate at which fluid gets auto ejected from tiles. #Range: 1 ~ 9223372036854775807
fluid = 1024 chemical = 1024
#Rate at which chemicals gets auto ejected from tiles. #The percentage of a tank's capacity to leave contents in when set to dumping excess.
#Range: 1 ~ 9223372036854775807 #Range: 0.001 ~ 1.0
chemical = 1024 dumpExcessKeepRatio = 0.9
#The percentage of a tank's capacity to leave contents in when set to dumping excess.
#Range: 0.001 ~ 1.0 #Prefilled Tanks
dumpExcessKeepRatio = 0.9 [general.prefilled]
#Add filled creative fluid tanks to creative/JEI.
#Prefilled Tanks fluidTanks = true
[general.prefilled] #Add filled creative gas tanks to creative/JEI.
#Add filled creative fluid tanks to creative/JEI. gasTanks = true
fluidTanks = true #Add filled creative infusion tanks to creative/JEI.
#Add filled creative gas tanks to creative/JEI. infusionTanks = true
gasTanks = true #Add filled creative pigment tanks to creative/JEI.
#Add filled creative infusion tanks to creative/JEI. pigmentTanks = true
infusionTanks = true #Add filled creative slurry tanks to creative/JEI.
#Add filled creative pigment tanks to creative/JEI. slurryTanks = true
pigmentTanks = true
#Add filled creative slurry tanks to creative/JEI. #Energy Conversion Rate Settings
slurryTanks = true [general.energy_conversion]
#Disables IC2 power integration. Requires world restart (server-side option in SMP).
#Energy Conversion Rate Settings blacklistIC2 = false
[general.energy_conversion] #Conversion multiplier from EU to Joules (EU * JoulePerEU = Joules)
#Disables IC2 power integration. Requires world restart (server-side option in SMP). JoulePerEU = "10"
blacklistIC2 = false #Conversion multiplier from Joules to EU (Joules * EUPerJoule = EU)
#Conversion multiplier from EU to Joules (EU * JoulePerEU = Joules) EUPerJoule = "0.1000"
JoulePerEU = "10" #Disables Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP).
#Conversion multiplier from Joules to EU (Joules * EUPerJoule = EU) blacklistForge = false
EUPerJoule = "0.1000" #Conversion multiplier from Forge Energy to Joules (FE * JoulePerForgeEnergy = Joules)
#Disables Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP). JoulePerForgeEnergy = "2.5000"
blacklistForge = false #Conversion multiplier from Joules to Forge Energy (Joules * ForgeEnergyPerJoule = FE)
#Conversion multiplier from Forge Energy to Joules (FE * JoulePerForgeEnergy = Joules) ForgeEnergyPerJoule = "0.4000"
JoulePerForgeEnergy = "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.
#Conversion multiplier from Joules to Forge Energy (Joules * ForgeEnergyPerJoule = FE) blacklistFluxNetworks = false
ForgeEnergyPerJoule = "0.4000" #How much energy is produced per mB of Hydrogen, also affects Electrolytic Separator usage, Ethylene burn rate and Gas generator energy capacity.
#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. HydrogenEnergyDensity = "200"
blacklistFluxNetworks = false #Burn time for Ethylene (1mB hydrogen + 2*bioFuel/tick*200ticks/100mB * 20x efficiency bonus).
#How much energy is produced per mB of Hydrogen, also affects Electrolytic Separator usage, Ethylene burn rate and Gas generator energy capacity. #Range: > 1
HydrogenEnergyDensity = "200" EthyleneBurnTime = 40
#Burn time for Ethylene (1mB hydrogen + 2*bioFuel/tick*200ticks/100mB * 20x efficiency bonus). #Maximum Joules per mB of Steam. Also affects Thermoelectric Boiler.
#Range: > 1 maxEnergyPerSteam = "10"
EthyleneBurnTime = 40
#Maximum Joules per mB of Steam. Also affects Thermoelectric Boiler. #Radiation Settings
maxEnergyPerSteam = "10" [general.radiation]
#Displayed energy type in Mekanism GUIs. #Enable worldwide radiation effects. Don't be a downer and disable this.
#Allowed Values: J, FE, EU radiationEnabled = true
energyType = "FE" #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
#Radiation Settings chunkCheckRadius = 5
[general.radiation] #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.
#Enable worldwide radiation effects. Don't be a downer and disable this. sourceDecayRate = 0.9995
radiationEnabled = true #Radiated objects and entities are multiplied by this constant roughly once per second to represent their dosage decay.
#The radius of chunks checked when running radiation calculations. The algorithm is efficient, but don't abuse it by making this crazy high. targetDecayRate = 0.9995
#Range: 1 ~ 100 #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.
chunkCheckRadius = 5 #Range: 0.0 ~ 1.0
#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. negativeEffectsMinSeverity = 0.1
sourceDecayRate = 0.9995 #Amount of gas (mB) that can be stored in a Radioactive Waste Barrel.
#Radiated objects and entities are multiplied by this constant roughly once per second to represent their dosage decay. #Range: 1 ~ 9223372036854775807
targetDecayRate = 0.9995 radioactiveWasteBarrelMaxGas = 512000
#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. #Number of ticks required for radioactive gas stored in a Radioactive Waste Barrel to decay radioactiveWasteBarrelDecayAmount mB.
#Range: 0.0 ~ 1.0 #Range: > 1
negativeEffectsMinSeverity = 0.1 radioactiveWasteBarrelProcessTicks = 20
#Amount of gas (mB) that can be stored in a Radioactive Waste Barrel. #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: 1 ~ 9223372036854775807 #Range: 0 ~ 9223372036854775807
radioactiveWasteBarrelMaxGas = 512000 radioactiveWasteBarrelDecayAmount = 1
#Number of ticks required for radioactive gas stored in a Radioactive Waste Barrel to decay radioactiveWasteBarrelDecayAmount mB.
#Range: > 1 #Digital Miner Settings
radioactiveWasteBarrelProcessTicks = 20 [general.digital_miner]
#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). #Energy multiplier for using silk touch mode with the Digital Miner.
#Range: 0 ~ 9223372036854775807 silkMultiplier = 12
radioactiveWasteBarrelDecayAmount = 1 #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
#Digital Miner Settings maxRadius = 32
[general.digital_miner] #Number of ticks required to mine a single block with a Digital Miner (without any upgrades).
#Energy multiplier for using silk touch mode with the Digital Miner. #Range: > 1
silkMultiplier = 12 ticksPerMine = 80
#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 #Laser Settings
maxRadius = 32 [general.laser]
#Number of ticks required to mine a single block with a Digital Miner (without any upgrades). #If enabled, lasers can break blocks and the flamethrower starts fires.
#Range: > 1 aestheticWorldDamage = true
ticksPerMine = 80 #How far (in blocks) a laser can travel.
range = 64
#Laser Settings #Energy needed to destroy or attract blocks with a Laser (per block hardness level).
[general.laser] energyNeededPerHardness = "100000"
#If enabled, lasers can break blocks and the flamethrower starts fires. #Energy used per half heart of damage being transferred to entities.
aestheticWorldDamage = true energyPerDamage = "2500"
#How far (in blocks) a laser can travel.
range = 64 #Oredictionificator Settings
#Energy needed to destroy or attract blocks with a Laser (per block hardness level). [general.oredictionificator]
energyNeededPerHardness = "100000" #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.
#Energy used per half heart of damage being transferred to entities. validItemFilters = ["forge:dusts/", "forge:ingots/", "forge:nuggets/", "forge:ores/", "forge:storage_blocks/"]
energyPerDamage = "2500"
#Pump Settings
#Oredictionificator Settings [general.pump]
[general.oredictionificator] #Maximum block distance to pull fluid from for the Electric Pump.
#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. maxPumpRange = 80
validItemFilters = ["forge:dusts/", "forge:ingots/", "forge:nuggets/", "forge:ores/", "forge:storage_blocks/"] #If enabled makes Water and Heavy Water blocks be removed from the world on pump.
pumpWaterSources = false
#Pump Settings #Fluidic Plenisher stops after this many blocks.
[general.pump] maxPlenisherNodes = 4000
#Maximum block distance to pull fluid from for the Electric Pump.
maxPumpRange = 80 #Quantum Entangloporter Settings
#If enabled makes Water and Heavy Water blocks be removed from the world on pump. [general.quantum_entangloporter]
pumpWaterSources = false #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.
#Fluidic Plenisher stops after this many blocks. energyBuffer = "256000000"
maxPlenisherNodes = 4000 #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
#Quantum Entangloporter Settings fluidBuffer = 256000
[general.quantum_entangloporter] #Maximum chemical buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
#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. #Range: 1 ~ 9223372036854775807
energyBuffer = "256000000" chemicalBuffer = 8192000
#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 #Block security/protection Settings
fluidBuffer = 256000 [general.security]
#Maximum chemical buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity. #Enable the security system for players to prevent others from accessing their machines. Does NOT affect Frequencies.
#Range: 1 ~ 9223372036854775807 allowProtection = true
chemicalBuffer = 8192000 #Ops can bypass the block security restrictions if enabled.
opsBypassRestrictions = false
#Block security/protection Settings
[general.security] #Nutritional Paste Settings
#Enable the security system for players to prevent others from accessing their machines. Does NOT affect Frequencies. [general.nutritional_paste]
allowProtection = true #Saturation level of Nutritional Paste when eaten.
#Ops can bypass the block security restrictions if enabled. saturation = 0.8
opsBypassRestrictions = false #How much mB of Nutritional Paste equates to one 'half-food.'
mbPerFood = 50
#Nutritional Paste Settings
[general.nutritional_paste] #Thermal Evaporation Plant Settings
#Saturation level of Nutritional Paste when eaten. [general.thermal_evaporation]
saturation = 0.8 #Thermal Evaporation Tower heat loss per tick.
#How much mB of Nutritional Paste equates to one 'half-food.' heatDissipation = 0.02
mbPerFood = 50 #Temperature to amount produced ratio for Thermal Evaporation Tower.
tempMultiplier = 0.4
#Thermal Evaporation Plant Settings #Heat to absorb per Solar Panel array of Thermal Evaporation Tower.
[general.thermal_evaporation] solarMultiplier = 0.2
#Thermal Evaporation Tower heat loss per tick. #Heat capacity of Thermal Evaporation Tower layers (increases amount of energy needed to increase temperature).
heatDissipation = 0.02 heatCapacity = 100.0
#Temperature to amount produced ratio for Thermal Evaporation Tower.
tempMultiplier = 0.4 #SPS Settings
#Heat to absorb per Solar Panel array of Thermal Evaporation Tower. [general.sps]
solarMultiplier = 0.2 #How much input gas (polonium) in mB must be processed to make 1 mB of antimatter.
#Heat capacity of Thermal Evaporation Tower layers (increases amount of energy needed to increase temperature). #Range: > 1
heatCapacity = 100.0 inputPerAntimatter = 1000
#Energy needed to process 1 mB of input (inputPerAntimatter * energyPerInput = energy to produce 1 mB of antimatter).
#SPS Settings energyPerInput = "1000000"
[general.sps]
#How much input gas (polonium) in mB must be processed to make 1 mB of antimatter.
#Range: > 1
inputPerAntimatter = 1000
#Energy needed to process 1 mB of input (inputPerAntimatter * energyPerInput = energy to produce 1 mB of antimatter).
energyPerInput = "1000000"

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

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

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

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

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

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

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

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@ -1,121 +1,125 @@
[general] [general]
#When the next EMC mapping occurs write the results to config/ProjectE/pregenerated_emc.json and only ever run the mapping again when that file does not exist, this setting is set to false, or an error occurred parsing that file. #When the next EMC mapping occurs write the results to config/ProjectE/pregenerated_emc.json and only ever run the mapping again when that file does not exist, this setting is set to false, or an error occurred parsing that file.
pregenerate = false pregenerate = false
#Want to take a look at the internals of EMC Calculation? Enable this to write all the conversions and setValue-Commands to config/ProjectE/mappingdump.json #Want to take a look at the internals of EMC Calculation? Enable this to write all the conversions and setValue-Commands to config/ProjectE/mappingdump.json
dumpEverythingToFile = false dumpEverythingToFile = false
#Log known EMC Exploits. This can not and will not find all possible exploits. This will only find exploits that result in fixed/custom emc values that the algorithm did not overwrite. Exploits that derive from conversions that are unknown to ProjectE will not be found. #Log known EMC Exploits. This can not and will not find all possible exploits. This will only find exploits that result in fixed/custom emc values that the algorithm did not overwrite. Exploits that derive from conversions that are unknown to ProjectE will not be found.
logEMCExploits = true logEMCExploits = true
[CraftingMapper] [CraftingMapper]
[CraftingMapper.MekRotary] [CraftingMapper.MekRotary]
#Maps Mekanism rotary condensentrator recipes. #Maps Mekanism rotary condensentrator recipes.
enabled = true enabled = true
[CraftingMapper.MekElectrolysis] [CraftingMapper.MekElectrolysis]
#Maps Mekanism electrolytic separator recipes. #Maps Mekanism electrolytic separator recipes.
enabled = true enabled = true
[CraftingMapper.MekItemStackToPigment] [CraftingMapper.MekItemStackToPigment]
#Maps Mekanism item stack to pigment recipes. (Pigment Extracting) #Maps Mekanism item stack to pigment recipes. (Pigment Extracting)
enabled = true enabled = true
[CraftingMapper.MekDissolution] [CraftingMapper.MekDissolution]
#Maps Mekanism dissolution recipes. #Maps Mekanism dissolution recipes.
enabled = true enabled = true
[CraftingMapper.MekItemStackGasToItemStack] [CraftingMapper.MekItemStackGasToItemStack]
#Maps Mekanism Machine recipes that go from item, gas to item. (Compressing, Purifying, Injecting) #Maps Mekanism Machine recipes that go from item, gas to item. (Compressing, Purifying, Injecting)
enabled = true enabled = true
[CraftingMapper.MekPaintingMachine] [CraftingMapper.MekPaintingMachine]
#Maps Mekanism painting machine recipes. #Maps Mekanism painting machine recipes.
enabled = true enabled = true
[CraftingMapper.MekGasToGas] [CraftingMapper.MekGasToGas]
#Maps Mekanism activating and centrifuging recipes. #Maps Mekanism activating and centrifuging recipes.
enabled = true enabled = true
[CraftingMapper.MekFluidSlurryToSlurry] [CraftingMapper.MekFluidSlurryToSlurry]
#Maps Mekanism washing recipes. #Maps Mekanism washing recipes.
enabled = true enabled = true
[CraftingMapper.MekItemStackToItemStack] [CraftingMapper.MekItemStackToItemStack]
#Maps Mekanism Machine recipes that go from item to item. (Crushing, Enriching, Smelting) #Maps Mekanism Machine recipes that go from item to item. (Crushing, Enriching, Smelting)
enabled = true enabled = true
[CraftingMapper.MekChemicalInfuser] [CraftingMapper.MekChemicalInfuser]
#Maps Mekanism chemical infuser recipes. #Maps Mekanism chemical infuser recipes.
enabled = true enabled = true
[CraftingMapper.MekSawmill] [CraftingMapper.MekSawmill]
#Maps Mekanism sawmill recipes. (Disabled by default, due to causing various EMC values to be removed pertaining to charcoal/wood) #Maps Mekanism sawmill recipes. (Disabled by default, due to causing various EMC values to be removed pertaining to charcoal/wood)
enabled = false enabled = false
[CraftingMapper.MekCombiner] [CraftingMapper.MekCombiner]
#Maps Mekanism combiner recipes. #Maps Mekanism combiner recipes.
enabled = true enabled = true
[CraftingMapper.MekPressurizedReaction] [CraftingMapper.MekPressurizedReaction]
#Maps Mekanism pressurized reaction recipes. #Maps Mekanism pressurized reaction recipes.
enabled = false enabled = false
[CraftingMapper.MekFluidToFluid] [CraftingMapper.MekFluidToFluid]
#Maps Mekanism evaporating recipes. #Maps Mekanism evaporating recipes.
enabled = true enabled = true
[CraftingMapper.MekChemicalCrystallizer] [CraftingMapper.MekChemicalCrystallizer]
#Maps Mekanism crystallizing recipes. #Maps Mekanism crystallizing recipes.
enabled = true enabled = true
[CraftingMapper.Smithing] [CraftingMapper.Smithing]
#Maps smithing recipes. #Maps smithing recipes.
enabled = true enabled = true
[CraftingMapper.MekMetallurgicInfuser] [CraftingMapper.MekMetallurgicInfuser]
#Maps Mekanism metallurgic infuser recipes. #Maps Mekanism metallurgic infuser recipes.
enabled = true enabled = true
[CraftingMapper.MekItemStackToGas] [CraftingMapper.MekItemStackToGas]
#Maps Mekanism item stack to gas recipes. (Gas conversion, Oxidizing) #Maps Mekanism item stack to gas recipes. (Gas conversion, Oxidizing)
enabled = true enabled = true
[CraftingMapper.MekPigmentMixer] [CraftingMapper.MekPigmentMixer]
#Maps Mekanism pigment mixer recipes. #Maps Mekanism pigment mixer recipes.
enabled = true enabled = true
[CraftingMapper.FallbackRecipeType] [CraftingMapper.FallbackRecipeType]
#Fallback for default handling of recipes that extend ICraftingRecipe, AbstractCookingRecipe, SingleItemRecipe, or SmithingRecipe. This will catch modded extensions of the vanilla recipe classes, and if the VanillaRecipeTypes mapper is disabled, this mapper will still catch the vanilla recipes. #Fallback for default handling of recipes that extend ICraftingRecipe, AbstractCookingRecipe, SingleItemRecipe, or SmithingRecipe. This will catch modded extensions of the vanilla recipe classes, and if the VanillaRecipeTypes mapper is disabled, this mapper will still catch the vanilla recipes.
enabled = true enabled = true
[CraftingMapper.VanillaRecipeTypes] [CraftingMapper.VanillaRecipeTypes]
#Maps the different vanilla recipe types. #Maps the different vanilla recipe types.
enabled = true enabled = true
[CraftingMapper.MekItemStackToInfuseType] [CraftingMapper.MekItemStackToInfuseType]
#Maps Mekanism item stack to infuse type conversion recipes. #Maps Mekanism item stack to infuse type conversion recipes.
enabled = true enabled = true
[enabledMappers] [enabledMappers]
#Set EMC=0 for everything in the forge:raw_materials tag #Set EMC=0 for everything in the forge:raw_materials tag
RawOresBlacklistMapper = true RawOresBlacklistMapper = true
#Set EMC=0 for everything in the forge:ores tag #Set EMC=0 for everything in the forge:ores tag
OresBlacklistMapper = true OresBlacklistMapper = true
#Add Conversions for Crafting Recipes gathered from net.minecraft.item.crafting.RecipeManager #Add Conversions for Crafting Recipes gathered from net.minecraft.item.crafting.RecipeManager
CraftingMapper = true CraftingMapper = true
#Add Conversions for all lingering potions to arrow recipes #Add Conversions for all lingering potions to arrow recipes
TippedArrowMapper = true TippedArrowMapper = true
#Adds back and forth conversions of objects and their Tag variant. (EMC values assigned to tags will not behave properly if this mapper is disabled) #Adds back and forth conversions of objects and their Tag variant. (EMC values assigned to tags will not behave properly if this mapper is disabled)
TagMapper = true TagMapper = true
#Add Conversions for all weathered copper variants #Add Conversions for all weathered copper variants
WeatheredCopperMapper = true WeatheredCopperMapper = true
#Add Conversions for Brewing Recipes #Add Conversions for Brewing Recipes
BrewingMapper = true BrewingMapper = true
#Uses the `custom_emc.json` File to add EMC values. #Allows setting EMC values through CraftTweaker. This behaves similarly to if someone used the custom emc file instead.
CustomEMCMapper = true CrTCustomEMCMapper = true
#Allows other mods to easily set EMC values using the ProjectEAPI #Uses the `custom_emc.json` File to add EMC values.
APICustomEMCMapper = true CustomEMCMapper = true
#Loads json files within datapacks (data/<domain>/pe_custom_conversions/*.json) to add values and conversions #Allows other mods to easily set EMC values using the ProjectEAPI
CustomConversionMapper = true APICustomEMCMapper = true
#Loads json files within datapacks (data/<domain>/pe_custom_conversions/*.json) to add values and conversions
CustomConversionMapper = true
#Allows adding custom conversions through CraftTweaker. This behaves similarly to if someone used a custom conversion file instead.
CrTConversionEMCMapper = true

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@ -1,20 +1,24 @@
#This config is used to control which NBT Processors get used, and which ones actually contribute to the persistent NBT data that gets saved to knowledge/copied in a condenser. #This config is used to control which NBT Processors get used, and which ones actually contribute to the persistent NBT data that gets saved to knowledge/copied in a condenser.
#To disable an NBT Processor set the 'enabled' option for it to false. #To disable an NBT Processor set the 'enabled' option for it to false.
#To disable an NBT Processor from contributing to the persistent data set the 'persistent' option for it to false. Note: that if there is no persistent' config option, the NBT Processor never has any persistent data. #To disable an NBT Processor from contributing to the persistent data set the 'persistent' option for it to false. Note: that if there is no persistent' config option, the NBT Processor never has any persistent data.
#The config options in this file are synced from server to client, as the processors get used dynamically to calculate/preview EMC values for items and are not included in the synced EMC mappings. #The config options in this file are synced from server to client, as the processors get used dynamically to calculate/preview EMC values for items and are not included in the synced EMC mappings.
[processors] [processors]
#Reduces the EMC value the more damaged an item is. #Reduces the EMC value the more damaged an item is.
[processors.DamageProcessor] [processors.DamageProcessor]
enabled = true enabled = true
#Increases the EMC value to take into account any enchantments on an item. #Increases the EMC value to take into account any enchantments on an item.
[processors.EnchantmentProcessor] [processors.EnchantmentProcessor]
enabled = false enabled = false
persistent = false persistent = false
#Increases the EMC value of the item to take into account any EMC the item has stored. #Increases the EMC value of the item to take into account any EMC the item has stored.
[processors.StoredEMCProcessor] [processors.StoredEMCProcessor]
enabled = true enabled = true
#Increases the EMC value of any Mekanism items by the value of the stored or installed contents.
[processors.MekanismContentsProcessor]
enabled = true

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@ -1,104 +1,104 @@
#All of the config options in this file are server side and will be synced from server to client. ProjectE uses one "server" config file for all worlds, for convenience in going from one world to another, but makes it be a "server" config file so that forge will automatically sync it when we connect to a multiplayer server. #All of the config options in this file are server side and will be synced from server to client. ProjectE uses one "server" config file for all worlds, for convenience in going from one world to another, but makes it be a "server" config file so that forge will automatically sync it when we connect to a multiplayer server.
[server] [server]
[server.difficulty] [server.difficulty]
#Set to false to disable Gem Armor offensive abilities (helmet zap and chestplate explosion) #Set to false to disable Gem Armor offensive abilities (helmet zap and chestplate explosion)
offensiveAbilities = false offensiveAbilities = false
#Amount of damage Katar 'C' key deals #Amount of damage Katar 'C' key deals
#Range: 0.0 ~ 2.147483647E9 #Range: 0.0 ~ 2.147483647E9
katarDeathAura = 1000.0 katarDeathAura = 1000.0
#Adjusting this ratio changes how much EMC is received when burning a item. For example setting this to 0.5 will return half of the EMC cost. #Adjusting this ratio changes how much EMC is received when burning a item. For example setting this to 0.5 will return half of the EMC cost.
#Range: 0.1 ~ 1.0 #Range: 0.1 ~ 1.0
covalenceLoss = 1.0 covalenceLoss = 1.0
#How rounding occurs when Covalence Loss results in a burn value less than 1 EMC. If true the value will be rounded up to 1. If false the value will be rounded down to 0. #How rounding occurs when Covalence Loss results in a burn value less than 1 EMC. If true the value will be rounded up to 1. If false the value will be rounded down to 0.
covalenceLossRounding = true covalenceLossRounding = true
[server.items] [server.items]
#Instead of vein mining the ore you right click with your Dark/Red Matter Pick/Star it vein mines all ores in an AOE around you like it did in ProjectE before version 1.4.4. #Instead of vein mining the ore you right click with your Dark/Red Matter Pick/Star it vein mines all ores in an AOE around you like it did in ProjectE before version 1.4.4.
pickaxeAoeVeinMining = false pickaxeAoeVeinMining = false
#Allows the Harvest Goddess Band to passively grow tall grass, flowers, etc, on top of grass blocks. #Allows the Harvest Goddess Band to passively grow tall grass, flowers, etc, on top of grass blocks.
harvBandGrass = false harvBandGrass = false
#If set to true, disables all radius-based mining functionality (right click of tools) #If set to true, disables all radius-based mining functionality (right click of tools)
disableAllRadiusMining = false disableAllRadiusMining = false
#Enable Watch of Flowing Time #Enable Watch of Flowing Time
enableTimeWatch = true enableTimeWatch = true
#Allow the Evertide amulet to place water in dimensions that water evaporates. For example: The Nether. #Allow the Evertide amulet to place water in dimensions that water evaporates. For example: The Nether.
opEvertide = false opEvertide = false
[server.effects] [server.effects]
#Bonus ticks given by the Watch of Flowing Time while in the pedestal. 0 = effectively no bonus. #Bonus ticks given by the Watch of Flowing Time while in the pedestal. 0 = effectively no bonus.
#Range: 0 ~ 256 #Range: 0 ~ 256
timePedBonus = 18 timePedBonus = 18
#Factor the Watch of Flowing Time slows down mobs by while in the pedestal. Set to 1.0 for no slowdown. #Factor the Watch of Flowing Time slows down mobs by while in the pedestal. Set to 1.0 for no slowdown.
#Range: 0.0 ~ 1.0 #Range: 0.0 ~ 1.0
timePedMobSlowness = 0.1 timePedMobSlowness = 0.1
#If true the Interdiction Torch only affects hostile mobs and projectiles. If false it affects all non blacklisted living entities. #If true the Interdiction Torch only affects hostile mobs and projectiles. If false it affects all non blacklisted living entities.
interdictionMode = true interdictionMode = true
[server.misc] [server.misc]
#False requires your hand be empty for Gem Armor Offensive Abilities to be readied or triggered #False requires your hand be empty for Gem Armor Offensive Abilities to be readied or triggered
unsafeKeyBinds = false unsafeKeyBinds = false
#Shows the EMC value of blocks when looking at them in Hwyla or TOP #Shows the EMC value of blocks when looking at them in Hwyla or TOP
hwylaTOPDisplay = true hwylaTOPDisplay = true
[server.cooldown] [server.cooldown]
#Cooldown (in ticks) for various features in ProjectE. A cooldown of -1 will disable the functionality. #Cooldown (in ticks) for various features in ProjectE. A cooldown of -1 will disable the functionality.
#A cooldown of 0 will allow the actions to happen every tick. Use caution as a very low value on features that run automatically could cause TPS issues. #A cooldown of 0 will allow the actions to happen every tick. Use caution as a very low value on features that run automatically could cause TPS issues.
[server.cooldown.cooldown] [server.cooldown.cooldown]
#Cooldown for various items within the pedestal. #Cooldown for various items within the pedestal.
[server.cooldown.cooldown.pedestal] [server.cooldown.cooldown.pedestal]
#Delay between Archangel Smite shooting arrows while in the pedestal. #Delay between Archangel Smite shooting arrows while in the pedestal.
#Range: > -1 #Range: > -1
archangel = 40 archangel = 40
#Delay between Body Stone healing 0.5 shanks while in the pedestal. #Delay between Body Stone healing 0.5 shanks while in the pedestal.
#Range: > -1 #Range: > -1
body = 10 body = 10
#Delay between Evertide Amulet trying to start rain while in the pedestal. #Delay between Evertide Amulet trying to start rain while in the pedestal.
#Range: > -1 #Range: > -1
evertide = 20 evertide = 20
#Delay between Harvest Goddess trying to grow and harvest while in the pedestal. #Delay between Harvest Goddess trying to grow and harvest while in the pedestal.
#Range: > -1 #Range: > -1
harvest = 10 harvest = 10
#Delay between Ignition Ring trying to light entities on fire while in the pedestal. #Delay between Ignition Ring trying to light entities on fire while in the pedestal.
#Range: > -1 #Range: > -1
ignition = 40 ignition = 40
#Delay between Life Stone healing both food and hunger by 0.5 shank/heart while in the pedestal. #Delay between Life Stone healing both food and hunger by 0.5 shank/heart while in the pedestal.
#Range: > -1 #Range: > -1
life = 5 life = 5
#Delay between Talisman of Repair trying to repair player items while in the pedestal. #Delay between Talisman of Repair trying to repair player items while in the pedestal.
#Range: > -1 #Range: > -1
repair = 20 repair = 20
#Delay between SWRG trying to smite mobs while in the pedestal. #Delay between SWRG trying to smite mobs while in the pedestal.
#Range: > -1 #Range: > -1
swrg = 70 swrg = 70
#Delay between Soul Stone healing 0.5 hearts while in the pedestal. #Delay between Soul Stone healing 0.5 hearts while in the pedestal.
#Range: > -1 #Range: > -1
soul = 10 soul = 10
#Delay between Volcanite Amulet trying to stop rain while in the pedestal. #Delay between Volcanite Amulet trying to stop rain while in the pedestal.
#Range: > -1 #Range: > -1
volcanite = 20 volcanite = 20
#Delay between Zero Ring trying to extinguish entities and freezing ground while in the pedestal. #Delay between Zero Ring trying to extinguish entities and freezing ground while in the pedestal.
#Range: > -1 #Range: > -1
zero = 40 zero = 40
#Cooldown for various items in regards to a player. #Cooldown for various items in regards to a player.
[server.cooldown.cooldown.player] [server.cooldown.cooldown.player]
#A cooldown for firing projectiles #A cooldown for firing projectiles
#Range: > -1 #Range: > -1
projectile = 0 projectile = 0
#A cooldown for Gem Chestplate explosion #A cooldown for Gem Chestplate explosion
#Range: > -1 #Range: > -1
gemChest = 0 gemChest = 0
#Delay between Talisman of Repair trying to repair player items while in a player's inventory. #Delay between Talisman of Repair trying to repair player items while in a player's inventory.
#Range: > -1 #Range: > -1
repair = 20 repair = 20
#Delay between heal attempts while in a player's inventory. (Soul Stone, Life Stone, Gem Helmet) #Delay between heal attempts while in a player's inventory. (Soul Stone, Life Stone, Gem Helmet)
#Range: > -1 #Range: > -1
heal = 20 heal = 20
#Delay between feed attempts while in a player's inventory. (Body Stone, Life Stone, Gem Helmet) #Delay between feed attempts while in a player's inventory. (Body Stone, Life Stone, Gem Helmet)
#Range: > -1 #Range: > -1
feed = 20 feed = 20

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@ -1,3 +1,3 @@
#need help ? http://adfoc.us/70606381270177 #need help ? http://adfoc.us/70606381270177
#Mon May 30 12:42:44 CDT 2022 #Sun Jun 19 19:56:45 CDT 2022
key.patreon.unlock.rewards=https\://www.patreon.com/jtorleon key.patreon.unlock.rewards=https\://www.patreon.com/jtorleon

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@ -1,3 +1,3 @@
#need help ? http://adfoc.us/70606381270177 #need help ? http://adfoc.us/70606381270177
#Mon May 30 12:42:43 CDT 2022 #Sun Jun 19 19:56:45 CDT 2022
key.patreon.unlock.rewards=https\://www.patreon.com/jtorleon key.patreon.unlock.rewards=https\://www.patreon.com/jtorleon

View File

@ -1,3 +1,3 @@
#need help ? http://adfoc.us/70606381270177 #need help ? http://adfoc.us/70606381270177
#Mon May 30 12:42:49 CDT 2022 #Sun Jun 19 19:57:01 CDT 2022
key.patreon.unlock.rewards=https\://www.patreon.com/jtorleon key.patreon.unlock.rewards=https\://www.patreon.com/jtorleon

View File

@ -7,15 +7,15 @@
"forge:ingots/tin": "mekanism:ingot_tin", "forge:ingots/tin": "mekanism:ingot_tin",
"forge:ingots/iridium": "null", "forge:ingots/iridium": "null",
"forge:ingots/zinc": "create:zinc_ingot", "forge:ingots/zinc": "create:zinc_ingot",
"forge:gems/sapphire": "null", "forge:gems/sapphire": "thermal:sapphire",
"forge:ingots/bronze": "tcintegrations:bronze_ingot", "forge:ingots/bronze": "tcintegrations:bronze_ingot",
"forge:ingots/invar": "null", "forge:ingots/invar": "thermal:invar_ingot",
"forge:gems/ruby": "null", "forge:gems/ruby": "thermal:ruby",
"forge:dusts/niter": "null", "forge:dusts/niter": "thermal:niter_dust",
"forge:ingots/chrome": "null", "forge:ingots/chrome": "null",
"forge:ingots/electrum": "immersiveengineering:ingot_electrum", "forge:ingots/electrum": "immersiveengineering:ingot_electrum",
"forge:silicon": "ae2:silicon", "forge:silicon": "ae2:silicon",
"forge:gems/apatite": "null", "forge:gems/apatite": "thermal:apatite",
"forge:ingots/brass": "create:brass_ingot", "forge:ingots/brass": "create:brass_ingot",
"forge:ingots/silver": "immersiveengineering:ingot_silver", "forge:ingots/silver": "immersiveengineering:ingot_silver",
"forge:dusts/saltpeter": "immersiveengineering:dust_saltpeter", "forge:dusts/saltpeter": "immersiveengineering:dust_saltpeter",
@ -25,10 +25,10 @@
"forge:ingots/platinum": "null", "forge:ingots/platinum": "null",
"forge:dusts/sulfur": "mekanism:dust_sulfur", "forge:dusts/sulfur": "mekanism:dust_sulfur",
"forge:ingots/lead": "mekanism:ingot_lead", "forge:ingots/lead": "mekanism:ingot_lead",
"forge:ingots/graphite": "null", "forge:ingots/graphite": "bigreactors:graphite_ingot",
"forge:ingots/uranium": "mekanism:ingot_uranium", "forge:ingots/uranium": "mekanism:ingot_uranium",
"forge:ingots/nickel": "immersiveengineering:ingot_nickel", "forge:ingots/nickel": "immersiveengineering:ingot_nickel",
"forge:ingots/signalum": "null", "forge:ingots/signalum": "thermal:signalum_ingot",
"forge:ingots/enderium": "null", "forge:ingots/enderium": "thermal:enderium_ingot",
"forge:ingots/lumium": "null" "forge:ingots/lumium": "thermal:lumium_ingot"
} }

View File

@ -0,0 +1,20 @@
#Settings affecting the logical server side.
[server]
#Opt-out settings
[server.optout]
#Opt-out any block by its registry name ('*' wildcard matching, comma separated list, whitespaces ignored. You must match the whole name, means maybe add '*' also at the begin and end. Example: '*wood*,*steel*' excludes everything that has 'wood' or 'steel' in the registry name. The matching result is also traced in the log file.
pattern_excludes = ""
#Prevent blocks from being opt'ed by registry name ('*' wildcard matching, comma separated list, whitespaces ignored. Evaluated before all other opt-out checks. You must match the whole name, means maybe add '*' also at the begin and end. Example: '*wood*,*steel*' includes everything that has 'wood' or 'steel' in the registry name.The matching result is also traced in the log file.
pattern_includes = ""
#Miscellaneous settings
[server.miscellaneous]
#Enables experimental features. Use at own risk.
with_experimental = false
#Enable that devices are dropped as item also in creative mode, allowing to relocate them with contents and settings.
with_creative_mode_device_drops = false
#Enable debug log messages for trouble shooting. Don't activate if not really needed, this can spam the log file.
with_debug_logging = false

View File

@ -20,5 +20,6 @@
"speedHover": 0.075, "speedHover": 0.075,
"sprintSpeedMulti": 1.1, "sprintSpeedMulti": 1.1,
"sprintSpeedMultiVertical": 1.05, "sprintSpeedMultiVertical": 1.05,
"sprintFuelMulti": 2.1 "sprintFuelMulti": 2.1,
"curios": true
} }

View File

@ -20,5 +20,6 @@
"speedHover": 0.092, "speedHover": 0.092,
"sprintSpeedMulti": 1.05, "sprintSpeedMulti": 1.05,
"sprintSpeedMultiVertical": 1.025, "sprintSpeedMultiVertical": 1.025,
"sprintFuelMulti": 1.4 "sprintFuelMulti": 1.4,
"curios": true
} }

View File

@ -20,5 +20,6 @@
"speedHover": 0.0, "speedHover": 0.0,
"sprintSpeedMulti": 2.0, "sprintSpeedMulti": 2.0,
"sprintSpeedMultiVertical": 1.5, "sprintSpeedMultiVertical": 1.5,
"sprintFuelMulti": 0.0 "sprintFuelMulti": 0.0,
"curios": true
} }

View File

@ -20,5 +20,6 @@
"speedHover": 0.005, "speedHover": 0.005,
"sprintSpeedMulti": 1.8, "sprintSpeedMulti": 1.8,
"sprintSpeedMultiVertical": 1.4, "sprintSpeedMultiVertical": 1.4,
"sprintFuelMulti": 3.8 "sprintFuelMulti": 3.8,
"curios": true
} }

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@ -20,5 +20,6 @@
"speedHover": 0.03, "speedHover": 0.03,
"sprintSpeedMulti": 1.6, "sprintSpeedMulti": 1.6,
"sprintSpeedMultiVertical": 1.3, "sprintSpeedMultiVertical": 1.3,
"sprintFuelMulti": 3.5 "sprintFuelMulti": 3.5,
"curios": true
} }

View File

@ -20,5 +20,6 @@
"speedHover": 0.0, "speedHover": 0.0,
"sprintSpeedMulti": 2.0, "sprintSpeedMulti": 2.0,
"sprintSpeedMultiVertical": 1.5, "sprintSpeedMultiVertical": 1.5,
"sprintFuelMulti": 4.0 "sprintFuelMulti": 4.0,
"curios": true
} }

View File

@ -20,5 +20,6 @@
"speedHover": 0.03, "speedHover": 0.03,
"sprintSpeedMulti": 1.5, "sprintSpeedMulti": 1.5,
"sprintSpeedMultiVertical": 1.25, "sprintSpeedMultiVertical": 1.25,
"sprintFuelMulti": 3.2 "sprintFuelMulti": 3.2,
"curios": true
} }

View File

@ -20,5 +20,6 @@
"speedHover": 0.03, "speedHover": 0.03,
"sprintSpeedMulti": 1.5, "sprintSpeedMulti": 1.5,
"sprintSpeedMultiVertical": 1.25, "sprintSpeedMultiVertical": 1.25,
"sprintFuelMulti": 3.2 "sprintFuelMulti": 3.2,
"curios": true
} }

View File

@ -20,5 +20,6 @@
"speedHover": 0.075, "speedHover": 0.075,
"sprintSpeedMulti": 1.1, "sprintSpeedMulti": 1.1,
"sprintSpeedMultiVertical": 1.05, "sprintSpeedMultiVertical": 1.05,
"sprintFuelMulti": 2.1 "sprintFuelMulti": 2.1,
"curios": true
} }

View File

@ -20,5 +20,6 @@
"speedHover": 0.005, "speedHover": 0.005,
"sprintSpeedMulti": 1.8, "sprintSpeedMulti": 1.8,
"sprintSpeedMultiVertical": 1.4, "sprintSpeedMultiVertical": 1.4,
"sprintFuelMulti": 3.8 "sprintFuelMulti": 3.8,
"curios": true
} }

View File

@ -20,5 +20,6 @@
"speedHover": 0.07, "speedHover": 0.07,
"sprintSpeedMulti": 1.3, "sprintSpeedMulti": 1.3,
"sprintSpeedMultiVertical": 1.15, "sprintSpeedMultiVertical": 1.15,
"sprintFuelMulti": 2.7 "sprintFuelMulti": 2.7,
"curios": true
} }

View File

@ -20,5 +20,6 @@
"speedHover": 0.025, "speedHover": 0.025,
"sprintSpeedMulti": 1.5, "sprintSpeedMulti": 1.5,
"sprintSpeedMultiVertical": 1.25, "sprintSpeedMultiVertical": 1.25,
"sprintFuelMulti": 3.2 "sprintFuelMulti": 3.2,
"curios": true
} }

View File

@ -20,5 +20,6 @@
"speedHover": 0.1, "speedHover": 0.1,
"sprintSpeedMulti": 1.0, "sprintSpeedMulti": 1.0,
"sprintSpeedMultiVertical": 1.0, "sprintSpeedMultiVertical": 1.0,
"sprintFuelMulti": 1.0 "sprintFuelMulti": 1.0,
"curios": true
} }

View File

@ -20,5 +20,6 @@
"speedHover": 0.14, "speedHover": 0.14,
"sprintSpeedMulti": 1.0, "sprintSpeedMulti": 1.0,
"sprintSpeedMultiVertical": 1.0, "sprintSpeedMultiVertical": 1.0,
"sprintFuelMulti": 1.0 "sprintFuelMulti": 1.0,
"curios": true
} }

View File

@ -4,7 +4,6 @@ The Undergarden
Tinkers' Construct Tinkers' Construct
Sophisticated Core Sophisticated Core
Storage Drawers Storage Drawers
Patchouli
Piglin Expansion Piglin Expansion
PneumaticCraft: Repressurized PneumaticCraft: Repressurized
Productive Bees Productive Bees
@ -56,7 +55,10 @@ Thermal Locomotion
Thermal Series Thermal Series
Zero CORE 2 Zero CORE 2
Advanced Peripherals Advanced Peripherals
Electrodynamics
MrCrayfish's Furniture Mod MrCrayfish's Furniture Mod
Pipez Pipez
Thermal Innovation Thermal Innovation
Engineer's Decor
Hexerei
Occultism
Simply Light

View File

@ -193,17 +193,11 @@ thermal:smelter
thermal:smelter_catalyst thermal:smelter_catalyst
thermal:stirling_fuel thermal:stirling_fuel
thermal:tree_extractor thermal:tree_extractor
minecraft:mod_blasting hexerei:dipper
minecraft:smelting hexerei:drying_rack
electrodynamics:chemical_crystallizer_recipe hexerei:mixingcauldron
electrodynamics:chemical_mixer_recipe hexerei:pestle_and_mortar
electrodynamics:electrolytic_separator_recipe occultism:crushing
electrodynamics:energized_alloyer_recipe occultism:miner
electrodynamics:fermentation_plant_recipe occultism:ritual
electrodynamics:lathe_recipe occultism:spirit_fire
electrodynamics:mineral_crusher_recipe
electrodynamics:mineral_grinder_recipe
electrodynamics:mineral_washer_recipe
electrodynamics:oxidation_furnace_recipe
electrodynamics:reinforced_alloyer_recipe
electrodynamics:wire_mill_recipe

View File

@ -1,3 +1,32 @@
T:{Count:1b,id:"projecte:dm_pedestal"}
T:{Count:1b,id:"minecraft:music_disc_cat"}
T:{Count:1b,id:"minecraft:dragon_breath"}
T:{Count:1b,id:"minecraft:diamond_block"}
T:{Count:1b,id:"projecte:relay_mk3"}
T:{Count:1b,ForgeCaps:{Parent:{}},id:"projecte:arcana_ring"}
T:{Count:1b,id:"create:super_glue",tag:{Damage:1}}
T:{Count:1b,id:"ae2:wireless_crafting_terminal",tag:{filter_type:"ALL",gridKey:16539734368422L,internalCurrentPower:1600000.0d,sort_by:"NAME",sort_direction:"DESCENDING",view_mode:"ALL"}}
T:{Count:1b,id:"minecraft:glowstone"}
T:{Count:1b,id:"cfm:oak_coffee_table"}
T:{Count:1b,ForgeCaps:{Parent:{}},id:"projecte:rm_pick",tag:{}}
T:{Count:1b,id:"mekanism:hazmat_boots"}
T:{Count:1b,id:"projecte:condenser_mk1"}
T:{Count:1b,ForgeCaps:{Parent:{}},id:"projecte:rm_morning_star",tag:{}}
T:{Count:1b,id:"immersiveengineering:connector_mv"}
T:{Count:1b,id:"mekanism:advanced_logistical_transporter"}
T:{Count:1b,id:"minecraft:repeater"}
T:{Count:1b,id:"projecte:relay_mk1"}
T:{Count:1b,id:"pipez:advanced_upgrade"}
T:{Count:1b,id:"rftoolsutility:redstone_receiver"}
T:{Count:1b,id:"rftoolsbuilder:shape_card_quarry_clear",tag:{dimX:15,dimY:7,dimZ:10,mode:0,offsetX:1,offsetY:18,offsetZ:-49,selectedDim:"minecraft:overworld",selectedX:432,selectedY:30,selectedZ:1758,shape:"Box",solid:1b}}
T:{Count:1b,id:"minecraft:dirt"}
T:{Count:1b,id:"minecraft:bread"}
T:{Count:1b,id:"minecraft:charcoal"}
T:{Count:1b,id:"productivebees:sturdy_bee_cage"}
T:{Count:1b,id:"rftoolspower:power_core2"}
T:{Count:1b,id:"minecraft:blaze_rod"}
T:{Count:1b,id:"immersiveengineering:hemp_fiber"}
T:{Count:1b,id:"minecraft:gold_ingot"}
T:{Count:1b,id:"create:stressometer"} T:{Count:1b,id:"create:stressometer"}
T:{Count:1b,id:"minecraft:coal"} T:{Count:1b,id:"minecraft:coal"}
T:{Count:1b,id:"immersiveengineering:electric_lantern"} T:{Count:1b,id:"immersiveengineering:electric_lantern"}

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@ -0,0 +1,18 @@
#Visual Settings
[visual]
#Disables the headache- and possibly seizure-inducing visual effects of Demon's Dream.
disableDemonsDreamShaders = false
#Disables holiday themed visual content such as familiar skins.
disableHolidayTheming = false
#Misc Settings
[misc]
#Sync JEI search in storage actuator.
syncJeiSearch = false
#If true, divination rod will render all matching blocks with an outline. Disable if it causes lag.
divinationRodHighlightAllResults = false
#The scan range in blocks for the divination rod. Too high might cause lags
#Range: > 1
divinationRodScanRange = 129

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@ -0,0 +1,92 @@
#WorldGen Settings
[worldgen]
#Ore Gen Settings
[worldgen.oregen]
#Ore Settings
[worldgen.oregen.silverOre]
#True to generate this ore.
generateOre = true
#The tag for the blocks this ore will spawn in.
fillerBlockTag = "minecraft:stone_ore_replaceables"
#The size of veins for this ore.
#Range: 0 ~ 127
size = 7
#The count value for the decorator for this ore.
#Range: 0 ~ 127
count = 3
#Range configuration min height.
#Range: > -2147483648
bottomOffset = 50
#Range configuration max height. A negative max height is interpreted as offset from the top of the world (relevant for nether)
#Range: > -2147483648
maximum = 200
#Ore Settings
[worldgen.oregen.silverOreDeepslate]
#True to generate this ore.
generateOre = true
#The tag for the blocks this ore will spawn in.
fillerBlockTag = "minecraft:deepslate_ore_replaceables"
#The size of veins for this ore.
#Range: 0 ~ 127
size = 7
#The count value for the decorator for this ore.
#Range: 0 ~ 127
count = 3
#Range configuration min height.
#Range: > -2147483648
bottomOffset = -64
#Range configuration max height. A negative max height is interpreted as offset from the top of the world (relevant for nether)
#Range: > -2147483648
maximum = 50
#Ore Settings
[worldgen.oregen.iesniumOre]
#True to generate this ore.
generateOre = true
#The tag for the blocks this ore will spawn in.
fillerBlockTag = "minecraft:base_stone_nether"
#The size of veins for this ore.
#Range: 0 ~ 127
size = 3
#The count value for the decorator for this ore.
#Range: 0 ~ 127
count = 10
#Range configuration min height.
#Range: > -2147483648
bottomOffset = 10
#Range configuration max height. A negative max height is interpreted as offset from the top of the world (relevant for nether)
#Range: > -2147483648
maximum = 128
#Underground Grove Settings
[worldgen.underground_grove]
#True to generate underground groves. Should not be changed in most scenarios.
generateUndergroundGroves = true
#The chance for a grove to spawn in a chunk (generates 1/groveSpawnChance chunks on average).
#Range: > 0
groveSpawnChance = 400
#The min height for a grove to spawn (applied to the center of the grove, not the floor).
#Range: 0 ~ 512
groveSpawnMin = 25
#The max height for a grove to spawn (applied to the center of the grove, not the ceiling).
#Range: 0 ~ 512
groveSpawnMax = 60
#The chance grass will spawn in the underground grove.
#Range: 0.0 ~ 1.0
grassChance = 0.6
#The chance small trees will spawn in the underground grove.
#Range: 0.0 ~ 1.0
treeChance = 0.1
#The chance vines will spawn in the underground grove.
#Range: 0.0 ~ 1.0
vineChance = 0.3
#The chance glowstone will spawn in the ceiling of the underground grove.
#Range: 0.0 ~ 1.0
ceilingLightChance = 0.1
#The biome types the underground grove cannot spawn in.
biomeTypeBlacklist = ["NETHER", "END"]

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@ -1,5 +1,5 @@
#This file stores configuration options for Iris, such as the currently active shaderpack #This file stores configuration options for Iris, such as the currently active shaderpack
#Mon May 30 12:43:51 CDT 2022 #Sun Jun 19 19:59:12 CDT 2022
enableDebug=false enableDebug=false
maxShadowRenderDistance=9 maxShadowRenderDistance=9
shaderPack= shaderPack=

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@ -1,6 +1,16 @@
{ {
"description": "Tracks the active upgrades for the Pneumatic Armor (clientside)", "description": "Tracks the active upgrades for the Pneumatic Armor (clientside)",
"active": [ "active": [
"pneumaticcraft:core_components" "pneumaticcraft:core_components",
"pneumaticcraft:block_tracker.module.spawner",
"pneumaticcraft:block_tracker.module.misc",
"pneumaticcraft:charging",
"pneumaticcraft:step_assist",
"pneumaticcraft:block_tracker.module.fluids",
"pneumaticcraft:entity_tracker",
"pneumaticcraft:block_tracker.module.inventories",
"pneumaticcraft:block_tracker.module.hackables",
"pneumaticcraft:block_tracker.module.end_portal",
"pneumaticcraft:scuba"
] ]
} }

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@ -2,8 +2,8 @@
"Description": "Stores the layout of Pneumatic Armor HUD elements", "Description": "Stores the layout of Pneumatic Armor HUD elements",
"stats": { "stats": {
"power": { "power": {
"x": 0.995, "x": 0.984375,
"y": 0.005, "y": 0.41420117,
"leftSided": true "leftSided": true
}, },
"message": { "message": {
@ -12,13 +12,13 @@
"leftSided": false "leftSided": false
}, },
"blockTracker": { "blockTracker": {
"x": 0.995, "x": 0.865625,
"y": 0.1, "y": 0.41420117,
"leftSided": true "leftSided": true
}, },
"entityTracker": { "entityTracker": {
"x": 0.995, "x": 0.75625,
"y": 0.2, "y": 0.24852072,
"leftSided": true "leftSided": true
}, },
"itemSearch": { "itemSearch": {

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