rsemcm/server/config/pneumaticcraft-common.toml
2022-05-10 16:26:15 -05:00

346 lines
21 KiB
TOML

[General]
#Enable mod dungeon loot generation
enable_dungeon_loot = true
#Efficiency of fuel buckets as furnace fuel (default 0.05 means 1 bucket of LPG smelts 450 items in a vanilla furnace)
#Range: 0.0 ~ 1.7976931348623157E308
fuel_bucket_efficiency = 0.05
#Maximum number of blocks in the area defined in an Area Programming Puzzle Piece
#Range: > 1
max_programming_area = 250000
#Fluids at least as hot as this temperature (Kelvin) will be auto-registered as Liquid Compressor fuels, the quality being dependent on fluid temperature.
#Range: > 0
min_fluid_fuel_temperature = 373
#Should dyes be used up when coloring things (Drones, Logistics Modules, Redstone Modules)?
use_up_dyes_when_coloring = false
#Cooldown, in ticks, between subsequent uses of Bandages. Set to 0 to disable cooldowns entirely.
#Range: > 0
bandage_cooldown = 160
#Time, in ticks, it takes to use a bandage.
#Range: > 1
bandage_use_time = 40
#Health points restored on bandage use (1 health = half a heart).
#Range: 1.0 ~ 1.7976931348623157E308
bandage_health_restored = 6.0
[Worldgen]
#Average frequency in chunks for underground oil lakes; higher values mean rarer lakes. Use one of the blacklist settings to disable lakes entirely. See also 'surface_oil_generation_chance'.
#Range: > 1
underground_oil_lake_frequency = 6
#Average frequency in chunks for surface oil lakes; higher values mean rarer lakes. Use one of the blacklist settings to disable lakes entirely. See also 'underground_oil_generation_chance'.
#Range: > 1
surface_oil_lake_frequency = 25
#Oil worldgen blacklist by biome: add biome IDs to this list if you don't want oil lake worldgen to happen there. This works in conjunction with 'oil_world_gen_category_blacklist' - if a biome matches either, then no oil lakes will generate there. You can wildcard this; e.g 'modid:*' blacklists ALL biomes of namespace 'modid'.
oil_world_gen_blacklist = ["minecraft:soul_sand_valley", "minecraft:crimson_forest", "minecraft:warped_forest", "minecraft:nether_wastes", "minecraft:the_void", "minecraft:the_end", "minecraft:small_end_islands", "minecraft:end_midlands", "minecraft:end_highlands", "minecraft:end_barrens"]
#Oil worldgen blacklist by biome category: add biome categories to this list if you don't want oil lake worldgen to happen there. See https://minecraft.fandom.com/wiki/Biome/JSON_format for a list of valid categories. This works in conjunction with 'oil_world_gen_blacklist' - if a biome matches either, then no oil lakes will generate there.
oil_world_gen_category_blacklist = ["none"]
#Oil worldgen blacklist by dimension ID: add dimension ID's to this list if you don't want oil lake worldgen to happen there. You can wildcard this; e.g 'modid:*' blacklists ALL dimensions of namespace 'modid'.
oil_world_gen_dimension_blacklist = []
#Oil worldgen whitelist by biome: add biome IDs to this list if you want oil lake worldgen to happen ONLY in those biomes. An empty list means no whitelisting is done, and only the blacklist settings are checked. This works in conjunction with 'oil_world_gen_category_whitelist' - if it is non-empty it must also match, or no oil lakes will generate there. You can wildcard this; e.g 'modid:*' whitelists ALL biomes of namespace 'modid'.
oil_world_gen_whitelist = []
#Oil worldgen whitelist by biome category: add biome categories to this list if you want oil lake worldgen to happen ONLY in those biome categories. See https://minecraft.fandom.com/wiki/Biome/JSON_format for a list of valid categories. This works in conjunction with 'oil_world_gen_whitelist' - if that is non-empty then it must also match, or no oil lakes will generate.
oil_world_gen_category_whitelist = []
#Oil worldgen whitelist by dimension ID: add dimension ID's to this list if you want oil lake worldgen to happen ONLY in those dimensions. You can wildcard the path; e.g 'modid:*' whitelists ALL dimensions of namespace 'modid'. If this is empty, it is ignored, and the corresponding blacklist will be checked instead.
oil_world_gen_dimension_whitelist = []
["Machine Properties"]
#Aerial Interface backwards compat: allow pre-0.8.0 behaviour of getting player's armor inventory from top face, even with Dispenser Upgrade installed
aerial_interface_armor_compat = true
#Chance per tick of Crop Supports causing a growth tick. The default, 0.002, is roughly 2.5 times faster than the vanilla growth rate
#Range: 0.0 ~ 1.7976931348623157E308
crop_sticks_growth_boost_chance = 0.002
#Changing this value will alter the pressurized air production of the Electric Compressor. The input, EU, will stay the same
#Range: > 0
electric_compressor_efficiency = 40
#Base chance (1/x) per tick of a lightning strike on/around the Electrostatic Generator
#Range: > 0
electrostatic_lightning_chance = 100000
#The max height of an elevator per stacked Elevator Base block.
#Range: 1 ~ 256
elevator_base_blocks_per_base = 6
#The amount of air produced by using 100 FE (Forge Energy) in the flux compressor
#Range: > 0
flux_compressor_efficiency = 40
#Can the Kerosene Lamp burn any kind of fuel? If false, only Kerosene can be burnt
kerosene_lamp_can_use_any_fuel = true
#Kerosene Lamp fuel efficiency: higher values mean fuel will last longer in the lamp
#Range: 0.0 ~ 1.7976931348623157E308
kerosene_lamp_fuel_efficiency = 1.0
#The amount of air produced by using 100 MJ (Minecraft Joules) in the flux compressor
#Range: > 0
kinetic_compressor_efficiency = 40
#Can the Liquid Hopper absorb/dispense fluids into the world with a Dispenser Upgrade?
liquid_hopper_dispenser = true
#Can the Omnidirectional Hopper dispense items into the world with a Dispenser Upgrade?
omni_hopper_dispenser = true
#Are players in Creative mode exempt from Security Station block protection? If false, only server ops are exempt (command permission >= 2)
security_station_creative_players_exempt = false
#The amount of FE (Forge Energy) produced by using 100mL of air in the Pneumatic Dynamo
#Range: > 0
pneumatic_dynamo_efficiency = 40
#The amount of MJ (Minecraft Joules) produced by using 100mL of air in the Pneumatic Dynamo
#Range: > 0
pneumatic_engine_efficiency = 40
#Changing this value will alter the pressurized air usage of the Pneumatic Generator. The output, EU, will stay the same.
#Range: > 0
pneumatic_generator_efficiency = 40
#Changing this value will alter the hydraulic bar production of the Pneumatic Pump. The input, air, will stay the same
#Range: > 0
pneumatic_pump_efficiency = 40
#Speed multiplier per speed upgrade: speed mult = speedUpgradeSpeedMultiplier ^ num_of_speed_upgrades
#Range: 1.0 ~ 2.0
speed_upgrade_speed_multiplier = 1.5
#Fuel usage / heat gen multiplier per speed upgrade: usage mult = speedUpgradeUsageMultiplier ^ num_of_speed_upgrades
#Range: 1.0 ~ 2.0
speed_upgrade_usage_multiplier = 1.649999976158142
#Blacklist items from being allowed in the Pressure Chamber disenchanting system. This is a starts-with string match, so you can match by mod, or individual item names as you need. Blacklisted by default are Quark Ancient Tomes, and all Tetra items; both can lead to enchantment duping as they have special enchantment mechanics.
disenchanting_blacklist = ["quark:ancient_tome", "tetra:"]
["Pneumatic Armor"]
#Jetboots air usage in mL/tick (per Jet Boots Upgrade)
#Range: > 0
jet_boots_air_usage = 12
#Base Pneumatic Armor startup time in ticks (before Speed Upgrades)
#Range: > 20
armor_startup_time = 200
#Flippers Upgrade speed boost when in water and feet on ground
#Range: 0.0 ~ 1.0
flippers_speed_boost_ground = 0.03
#Flippers Upgrade speed boost when floating in water
#Range: 0.0 ~ 1.0
flippers_speed_boost_floating = 0.045
#Air usage for armor repair, in mL per Item Life Upgrade per point of damage repaired
#Range: > 0
repair_air_usage = 100
#Air usage for Magnet Upgrade, in mL per item or XP orb attracted
#Range: > 0
magnet_air_usage = 20
#Air used per point of 'player air' restored by the Scuba Upgrade
#Range: > 1
scuba_multiplier = 8
[Advanced]
#When set to true, the Kerosene Lamp's fake air blocks won't be registered and therefore removed from the world. Useful if this causes trouble (it shouldn't though)
disable_kerosene_lamp_fake_air_block = false
#The minimum interval in ticks between which fluid tank contents should be synced to clients. Smaller values mean smoother visual tank updates, but more of a performance cost in terms of network syncing. Note that fluid tank sync packets are also only sent when a fluid tank changes by more than 1% of its capacity, or 1000mB, whichever is smaller.
#Range: 1 ~ 100
fluid_tank_update_rate = 10
#Precision to which pressurizable item air levels are synced to client. Default of 10 is precise enough to show pressure to 1 decimal place, which is what is display in client tooltips & pneumatic armor HUD. Lower values will sync less precisely, reducing server->client network traffic. Values higher than 10 are not recommended (will cause extra network traffic for no benefit).
#Range: 1 ~ 100
pressurizable_sync_precision = 10
#Don't remove a water source block when picking up (drones, liquid hoppers, gas lift) if it has at least two water source neighbours. This can reduce lag due to frequent block updates, and can also potentially make water import much faster. Set this to false if you want no-infinite-water rules in a world, or want to limit the speed of water importing to vanilla block update rates.
dont_update_infinite_water_sources = true
#When set to true, server will strip NBT data from pressurizable items (pneumatic armor, drones...) which the client doesn't care about. Good for saving on network chatter, but can cause players to be kicked under some circumstances. If this occurs, set this config value to false.
nbt_to_client_modification = true
["Micromissile Properties"]
#Base explosion damage (modified by missile setup)
#Range: 0.0 ~ 1.7976931348623157E308
base_explosion_damage = 1.0
#Do micromissile explosions cause terrain damage?
damage_terrain = false
#Cooldown for missile firing in ticks
#Range: > 0
launch_cooldown = 15
#Base missile lifetime in ticks (modified by missile setup)
#Range: > 0
lifetime = 300
#Number of micromissiles per pod
#Range: > 0
missile_pod_size = 100
["Minigun Properties"]
#Armor Piercing Ammo damage multiplier (relative to standard ammo)
#Range: 0.0 ~ 1.7976931348623157E308
ap_ammo_damage_multiplier = 1.25
#Armor Piercing Ammo percentage chance to ignore target's armor
#Range: 1 ~ 100
ap_ammo_ignore_armor_chance = 100
#Armor Piercing Ammo cartridge size
#Range: 1 ~ 30000
armor_piercing_ammo_cartridge_size = 250
#Base bullet damage of the Sentry Gun, Handheld Minigun, and Drone Minigun, before ammo bonuses are considered
#Range: 0.0 ~ 1.7976931348623157E308
base_damage = 4.0
#Base range of Minigun, before Range Upgrades are considered
#Range: 5 ~ 100
base_range = 50
#Explosive Ammo cartridge size
#Range: 1 ~ 30000
explosive_ammo_cartridge_size = 125
#Minigun Explosive Ammo damage multiplier (relative to standard ammo)
#Range: 0.0 ~ 1.7976931348623157E308
explosive_ammo_damage_multiplier = 0.2
#Explosive Ammo base percentage chance to cause an explosion
#Range: > 0
explosive_ammo_explosion_chance = 50
#Minigun Explosive Ammo explosion power (ref: 2 = creeper, 4 = TNT
#Range: 0.0 ~ 1.7976931348623157E308
explosive_ammo_explosion_power = 1.5
#Does Minigun Explosive Ammo damage terrain?
explosive_ammo_terrain_damage = false
#Freezing Ammo base percentage chance to form ice or snow on blocks which have been hit
#Range: 0 ~ 100
freezing_ammo_block_ice_chance = 10
#Freezing Ammo cartridge size
#Range: > 0
freezing_ammo_cartridge_size = 500
#Freezing Ammo base percentage chance to form ice on entities which have been hit
#Range: 0 ~ 100
freezing_ammo_entity_ice_chance = 20
#Damage done to entities within the fake 'ice' blocks cause by freezing ammo
#Range: 0.0 ~ 1.7976931348623157E308
freezing_ammo_fake_ice_damage = 1.0
#Incendiary ammo base percentage chance to ignite blocks
#Range: 1 ~ 100
incendiary_ammo_block_ignite_chance = 20
#Incendiary Ammo cartridge size
#Range: 1 ~ 30000
incendiary_ammo_cartridge_size = 500
#Incendiary ammo base percentage chance to ignite entities
#Range: 1 ~ 100
incendiary_ammo_entity_ignite_chance = 100
#Incendiary ammo fire duration on target entities (seconds)
#Range: > 0
incendiary_ammo_fire_duration = 8
#Percentage chance per shot of potion-tipped ammo proc'ing the potion effect, before Dispenser Upgrades are considered
#Range: 1 ~ 100
potion_proc_chance = 7
#Standard Ammo cartridge size
#Range: 1 ~ 30000
standard_ammo_cartridge_size = 1000
#Weighted Ammo air usage multiplier (relative to standard ammo)
#Range: 0.0 ~ 1.7976931348623157E308
weighted_ammo_air_usage_multiplier = 8.0
#Weighted Ammo cartridge size
#Range: 1 ~ 30000
weighted_ammo_cartridge_size = 250
#Weighted Ammo damage multiplier (relative to standard ammo)
#Range: 0.0 ~ 1.7976931348623157E308
weighted_ammo_damage_multiplier = 2.5
#Weighted Ammo range multiplier (relative to standard ammo)
#Range: 0.0 ~ 1.7976931348623157E308
weighted_ammo_range_multiplier = 0.2
#Show particles when a block is hit by minigun fire? Looks good, but consumes some network bandwidth.
block_hit_particles = true
[Integration]
#Immersive Engineering: External Heater heat/FE. The amount of PneumaticCraft heat added by using 1 FE in the heater.
#Range: 0.0 ~ 1.7976931348623157E308
ie_external_heater_heat_per_fe = 0.01
#Immersive Engineering: External Heater FE/t. Set to 0 to disable External Heater integration entirely.
#Range: > 0
ie_external_heater_fe_per_tick = 100
#Mekanism thermal resistance multiplier. Larger values mean slower heat transfer between Mekanism and PneumaticCraft blocks.
#Range: 1.0 ~ 1.7976931348623157E308
mek_thermal_resistance_factor = 5.0
#Mekanism <-> PneumaticCraft heat conversion efficiency. Set to 0 to disable Mekanism heat integration entirely. Note that Mekanism and PNC use a similar heat system, but scale things quite differently (Mekanism heaters produces a LOT of heat by PneumaticCraft standards), so conversion efficiency tuning is important for inter-mod balance.
#Range: 0.0 ~ 2.0
mek_thermal_conversion_efficiency = 0.01
#Volume boost multiplier for pressurizable items with the CoFH Holding enchantment; air volume is multiplied by (1 + level_of_holding_enchantment) x this value. Set to 0 to disallow pressurizable items being enchanted with the Holding enchantment at all.
#Range: 0.0 ~ 1.7976931348623157E308
cofh_holding_multiplier = 1.0
[Recipes]
#Does Molten Plastic solidify to Plastic Sheets when poured into the world? If set to false, then Heat Frame cooling is the only other way to make Plastic Sheets (by default).
in_world_plastic_solidification = true
#Is in-world Yeast crafting allowed (making more Yeast Culture by pouring Water next to a Yeast Culture block with Sugar in it)? If set to false, then the default TPP Mushroom & Water -> Yeast Culture recipe is the only way to get Yeast Culture.
in_world_yeast_crafting = true
[Amadron]
#Number of periodic offers randomly selected for the 'live' offer list. Note: this a maximum, and the actual number chosen each time may be less. Periodic offers are those offers which have a static: false field in their recipe JSON.
#Range: > 0
numPeriodicOffers = 10
#Number of villager offers randomly selected for the 'live' offer list. Note: this a maximum, and the actual number chosen each time may be less.
#Range: > 0
numVillagerOffers = 20
#Time in ticks between each periodic offer reshuffle (24000 ticks = one Minecraft day)
#Range: > 1000
reshuffleInterval = 24000
#Max number of custom trades a (non-admin) player may add
#Range: > 0
max_trades_per_player = 50
#Broadcast a notification when any player adds a custom trade
notify_of_trade_addition = true
#Broadcast a notification when any player removes a custom trade
notify_of_trade_removal = true
#Broadcast a notification when a custom Amadron trade is made
notify_of_deal_made = true
#Amadrone spawn location, relative to the delivery/pickup position. This is a X/Y/Z triple. See also 'amadrone_spawn_location_relative_to_ground_level' for how the drone's Y position is calculated.
amadrone_spawn_location = [30, 30, 0]
#Affects Amadrone Y spawning position: when true, the Y position is relative to ground level at the calculated X/Z position. When false, it is relative to the delivery/pickup position.
amadrone_spawn_location_relative_to_ground_level = true
[Heat]
#Default thermal resistance for solid blocks
#Range: 4.9E-324 ~ 1.7976931348623157E308
blockThermalResistance = 500.0
#Default thermal resistance for fluid blocks
#Range: 4.9E-324 ~ 1.7976931348623157E308
fluidThermalResistance = 100.0
#Thermal resistance of air; controls how fast blocks lose heat to air when exposed
#Range: 1.0 ~ 1.7976931348623157E308
airThermalResistance = 100.0
#Default heat capacity for fluid blocks
#Range: > 0
defaultFluidHeatCapacity = 10000
#Ambient temperature modifier by biome (default 25 gives the Nether a heat boost of 30C)
#Range: 0.0 ~ 1000.0
ambientTemperatureBiomeModifier = 25.0
#Ambient temperature increase by altitude, in degrees per block below 48 (or 75% of sea level). Note that temperature decrease per block above 64 is handled by vanilla.
#Range: 0.0 ~ 10.0
ambientTemperatureHeightModifier = 0.1
#Automatically register heat properties for all detected modded fluids based on their self-defined temperature? (note: vanilla lava and water are always added)
addDefaultFluidEntries = true
[Logistics]
#Logistics Module air usage per item per block distance
#Range: 0.0 ~ 1.7976931348623157E308
item_transport_cost = 1.0
#Logistics Module air usage per mB of fluid per block distance
#Range: 0.0 ~ 1.7976931348623157E308
fluid_transport_cost = 0.02
#Minimum pressure for a Logistics Module to function
#Range: 0.0 ~ 20.0
min_pressure = 3.0
[Jackhammer]
#Max veinmining range (distance from mined block) for Vein Miner Plus mode
#Range: 1 ~ 32
max_vein_miner_range = 10
#Base Jackhammer air usage per block broken (speed upgrades increase this)
#Range: > 0
base_air_usage = 50
[Villagers]
#Frequency of PneumaticCraft village house generation? Default value of 8 tends to give 0-2 houses per village with no other mods present. Set to 0 to disable house generation entirely. May need to raise this value if there are many other mods also adding village houses. Note: changing this value won't affect any already-generated houses, only new generation.
#Range: > 0
addMechanicHouse = 8
#Which trades should the Pressure Mechanic offer? ALL will offer all trades. PCB_BLUEPRINT will offer *only* the PCB Blueprint, an item required for normal progression through the mod. NONE will offer nothing (but the PCB Blueprint is also available via Amadron by default). Note that changing this won't affect any already-spawned Pressure Mechanics.
#Allowed Values: NONE, PCB_BLUEPRINT, ALL
mechanicTrades = "ALL"
[Drones]
#Enable Drone Suffocation Damage
enable_drone_suffocation = true
#Drones render their held item (the item in slot 0 of their inventory) ? Note: this is in common config since if enabled, server needs to sync the item data to the client.
drones_render_held_item = true
#Are drones allowed to import Experience Orbs and convert them to Memory Essence fluid?
drones_can_import_xp_orbs = true
#Will Drones automatically get picked up by Boats/Minecarts/etc. if they're close enough?
drones_can_be_picked_up = false
#Show particle trail indicating the currently-debugged drone's planned path
drone_debugger_path_particles = true
#When set to true, Drones will not execute any program. This is useful to set to true when due to a bug Drones are lagging your server or crashing it. Please report any such bugs as a PneumaticCraft: Repressurized issue so it can be investigated.
stop_drone_ai = false
#How far will a drone go to find a Charging Station when it's low on air? Note: drones will teleport, possibly across the world to someone else's base, if this range is very large.
#Range: > 16
max_drone_charging_station_search_range = 80
#The maximum distance that a Drone may teleport when it can't find a path to its destination. Default value of 0 means no limit. This is primarily intended to limit abuse of teleportation to other players on PvP servers, but may find other uses. Be careful about setting this value very low.
#Range: > 0
max_drone_teleport_range = 0
#If a Drone has found a path, but gets stuck on a block along that path, it will teleport to its destination after this many ticks of being stuck. Set this to 0 to disable teleporting, which will likely leave the drone waiting there forever (or until it runs out of air). Note that getting stuck on a block is usually the fault of the mod that added the block (especially if the block has a non-full-cube shape), but if you encounter this behaviour, please report it as a PneumaticCraft: Repressurized issue so it can be investigated.
#Range: > 0
stuck_drone_teleport_ticks = 20