Added mods

This commit is contained in:
Logan G 2021-10-10 22:16:47 -06:00
parent 33c2d10da4
commit a92c566a6a
Signed by: logan
GPG key ID: E328528C921E7A7A
197 changed files with 8432 additions and 0 deletions

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bin/modpack.jar Normal file

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recipes {
turbine-fuel: oil 100 MJ/mB
turbine-fuel: oil_heavy 64 MJ/mB
turbine-fuel: oil_dense 128 MJ/mB
turbine-fuel: oil_distilled 40 MJ/mB
turbine-fuel: fuel_dense 200 MJ/mB
turbine-fuel: fuel_mixed_heavy 160 MJ/mB
turbine-fuel: fuel_light 200 MJ/mB
turbine-fuel: fuel_light 100 MJ/mB
}

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# Configuration file
display {
# Units to use when displaying power. Valid values: MJ, EU, RF, T
S:PowerShowUnits=RF
}
tooltips {
# If false will only show tooltip in Syngas Producer GUI
B:AlwaysShowCarbonTooltip=true
# If false will only show tooltip in Turbine GUI
B:AlwaysShowFuelTooltip=true
}

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Any .cfg files in this directory will be loaded after the internal configuration, in alphabetic order
Files in 'overrides' directory with matching names cab be used to override internal configuration

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config/ChickenChunks.cfg Normal file
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#ChunkLoader Configuration File
#Deleting any element will restore it to it's default value
#Per player chunk limiting. Values ignored if 0.:Simply add <username>=<value>
players
{
#Forge gives everyone 12500 by default
DEFAULT=5000
#For server op's only.
OP=5000
}
#If set to false, players will have to be logged in for their chunkloaders to work.:Simply add <username>=<true|false>
allowoffline
{
DEFAULT=true
OP=true
}
#Set to false to deny a player access to the chunk viewer
allowchunkviewer
{
DEFAULT=false
OP=false
}
#The number of minutes since last login within which chunks from a player will remain active, 0 for infinite.
awayTimeout=0
#Sets lasers to render as an outline instead of a solid square.
lasersRenderHollow=false
#The maximum number of chunks per chunkloader
maxchunks=400
#Enabling this lets OPs alter other player's chunkloaders. WARNING: If you change a chunkloader, you have no idea what may break/explode by not being chunkloaded.
op-interact=false
#Set to false to disable the automatic reloading of mystcraft dimensions on server restart
reload-dimensions=true

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config/DiscordRPC.cfg Normal file
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# Configuration file
richpresence {
# First line of Rich Presence
S:"Client Name"=Fermi Pack
# No placeholders supported, Text that shows when you are in the main menu
S:MainMenu=In Main Menu
# Placeholders:
# %coords% (X:??? Y:??? Z:???)
# %world% World name
# %dimensionName% - The name of the dimension
# %dimensionID% - The ID of the current dimension
# %biome% - The current Biome
S:"Singleplayer Text"=Playing in %world%
# Placeholders:
# %ip% Server IP
# %coords% - Coordinates (X:??? Y:??? Z:???)
# %online% - Online players
# %max% - Server´s maximum amount of players (unless bungeecord!)
# %otherpl% - Amount of players -1 (except you)
# %dimensionName% - The name of the dimension
# %dimensionID% - The ID of the current dimension
# %biome% - The current Biome
S:"Server Text"=Playing on %ip% (%online% + / %max% players)
# Do you want to use custom Hypixel integration (show what game you are playing and such)?
B:Hypixel-Integration=true
# Do you want to use custom Hivemc integration (show what game you are playing)?
B:Hivemc-Integration=true
# Do you want servers to send you a customized rich presence text?
# Also toggles hardcoded custom icons and text of not fully integrated servers like mineplex
B:Custom-Messages-From-Server=true
# Disables config GUI
# Requires config file editing to enable again
B:Disable-Config-GUI=false
# Do you want to use development commands?
B:DevCommands=false
}

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config/UnhealthyDying.cfg Normal file
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# Configuration file
##########################################################################################################
# general
#--------------------------------------------------------------------------------------------------------#
# General settings
##########################################################################################################
general {
# Decides if the reduced health is per player, for everybody, per team
# or per FTB Team (Only works when FTBUtils is installed) [default: true]
# Valid values:
# SEPERATE
# SCOREBOARD_TEAM
# EVERYBODY
# FTB_TEAMS
S:HealthSetting=SEPERATE
# The amount of health taken from the player upon death (2 = 1 heart) [default: 2]
# Min: 1
# Max: 20
I:healthPerDeath=2
# Minimum amount of health the player can end up with (2 = 1 heart) [default: 2]
# Min: 1
# Max: 20
I:minimumHealth=2
# When set to true it notifies the player about their new max health when they respawn [default: true]
B:reducedHealthMessage=true
}
##########################################################################################################
# regen
#--------------------------------------------------------------------------------------------------------#
# Regen settings
##########################################################################################################
regen {
# The amount of max health the player can get from killing the target(s) (20 = 10 hearts) [default: 20]
# Min: 1
# Max: 2147483647
I:maxRegenned=20
# When set to true allows you to gain back health upon killing set target(s) [default: false]
B:regenHealth=true
# Adding lines / removing lines specifies which mobs will cause the players to regen max health
# Syntax: modid:mobname,healthRegenned,amount
# For wildcards use *. For instance [*:*,1,20] would mean every 20 kills regain half a heart
# While [minecraft:*,1,10] would mean every 10 kills of vanilla mobs regains half a heart
S:regenTargets <
minecraft:ender_dragon,20,1
minecraft:wither,5,1
*:*,2,5
>
# When set to true it notifies the player about their new max health when they respawn [default: true]
B:regennedHealthMessage=true
}

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# Configuration file
"weather2: foliage" {
I:Thread_Foliage_Process_Delay=1000
B:extraGrass=false
I:foliageShaderRange=40
}

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config/Weather2/Misc.cfg Normal file
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# Configuration file
"weather2: misc" {
# Server and client side, Locks down the mod to only do wind, leaves, foliage shader if on, etc. No weather systems, turns overcast mode on
B:Aesthetic_Only_Mode=false
B:Block_AnemometerNoRecipe=false
B:Block_SandLayerNoRecipe=false
B:Block_SandNoRecipe=false
B:Block_SensorNoRecipe=false
B:Block_SirenManualNoRecipe=false
B:Block_SirenNoRecipe=false
B:Block_WeatherDeflectorNoRecipe=false
B:Block_WeatherForecastNoRecipe=false
B:Block_WeatherMachineNoRecipe=false
B:Block_WeatherMachineNoTornadosOrCyclones=false
B:Block_WindVaneNoRecipe=false
# Use if you are on a server with weather but want it ALL off client side for performance reasons, overrides basically every client based setting
B:Client_PotatoPC_Mode=false
# Maximum percent of cloud coverage, supports over 100% for extended full cloud sky coverage
D:Cloud_Coverage_Max_Percent=100.0
# Minimum percent of cloud coverage, supports negative for extended cloudless sky coverage
D:Cloud_Coverage_Min_Percent=0.0
# How much to randomly change cloud coverage % amount, performed every 10 seconds
D:Cloud_Coverage_Random_Change_Amount=0.05
# Distance between cloud formations, not particles, this includes invisible cloudless formations used during partial cloud coverage
I:Cloud_Formation_MinDistBetweenSpawned=300
I:Cloud_Layer0_Height=200
# For a second layer of passive non storm progressing clouds
B:Cloud_Layer1_Enable=false
I:Cloud_Layer1_Height=350
# Not used at the moment
I:Cloud_Layer2_Height=500
# How many ticks between cloud particle spawning
I:Cloud_ParticleSpawnDelay=2
S:Dimension_List_Clouds=0,-127
S:Dimension_List_Storms=0,-127
S:Dimension_List_Weather=0,-127
S:Dimension_List_WindEffects=0,-127
# If true, will cancel vanilla behavior of setting clear weather when the player sleeps, for global overcast mode
B:Global_Overcast_Prevent_Rain_Reset_On_Sleep=true
B:Item_PocketSandNoRecipe=false
# Disabling this recipe will keep them from using other recipes since it depends on this item
B:Item_WeatherItemNoRecipe=false
I:Misc_AutoDataSaveIntervalInTicks=36000
B:Misc_ForceVanillaCloudsOff=true
B:Misc_proxyRenderOverrideEnabled=true
I:Misc_simBoxRadiusCutoff=1124
I:Misc_simBoxRadiusSpawn=1024
I:Thread_Particle_Process_Delay=400
B:Villager_MoveInsideForStorms=true
I:Villager_MoveInsideForStorms_Dist=256
B:blockBreakingInvokesCancellableEvent=false
B:consoleDebug=false
# Used if overcastMode is off, 1 = lock weather on, 0 = lock weather off, -1 = dont lock anything, let server do whatever
I:lockServerWeatherMode=0
# If true, lets server side do vanilla weather rules, weather2 will only make storms when server side says 'rain' is on
B:overcastMode=false
B:radarCloudDebug=false
D:sensorActivateDistance=256.0
D:shaderParticleRateAmplifier=3.0
D:sirenActivateDistance=256.0
D:volWaterfallScale=0.5
D:volWindLightningScale=1.0
D:volWindScale=0.05
D:volWindTreesScale=0.5
}

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# Configuration file
"weather2: particle" {
# Enables or disables all precipitation particle types
B:Particle_RainSnow=true
B:Particle_Rain_DownfallSheet=true
B:Particle_Rain_GroundSplash=true
B:Particle_VanillaAndWeatherOnly=false
D:Precipitation_Particle_effect_rate=0.7
D:Sandstorm_Particle_Debris_effect_rate=0.6
D:Sandstorm_Particle_Dust_effect_rate=0.6
# Currently used for rates of leaf, waterfall, and fire particles
D:Wind_Particle_effect_rate=0.7
B:Wind_Particle_fire=true
B:Wind_Particle_leafs=true
B:Wind_Particle_waterfall=true
}

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config/Weather2/Sand.cfg Normal file
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# Configuration file
"weather2: sand" {
I:Sandstorm_OddsTo1=30
# Allow layered sand blocks to buildup outside deserty biomes where sandstorm is
B:Sandstorm_Sand_Buildup_AllowOutsideDesert=true
# Base amount of loops done per iteration, scaled by the sandstorms intensity (value given here is the max possible)
I:Sandstorm_Sand_Buildup_LoopAmountBase=800
# Amount of game ticks between sand buildup iterations, keep it high to prevent client side chunk update spam that destroys FPS
I:Sandstorm_Sand_Buildup_TickRate=40
B:Sandstorm_Siren_PleaseNoDarude=false
# Time between sandstorms for either each player or entire server depending on if global rate is on, default: 3 mc days
I:Sandstorm_TimeBetweenInTicks=72000
B:Sandstorm_UseGlobalServerRate=false
# Takes the sand out of sandwiches
B:Storm_NoSandstorms=false
}

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config/Weather2/Snow.cfg Normal file
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# Configuration file
"weather2: snow" {
B:Snow_PerformSnowfall=true
I:Snow_RarityOfBuildup=64
}

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config/Weather2/Storm.cfg Normal file
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# Configuration file
"weather2: storm" {
I:Lightning_DistanceToPlayerForEffects=256
I:Lightning_OddsTo1OfFire=20
B:Lightning_StartsFires=false
I:Lightning_lifetimeOfFire=3
I:Player_Storm_Deadly_OddsTo1=30
I:Player_Storm_Deadly_TimeBetweenInTicks=72000
# Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_OddsTo1
I:Server_Storm_Deadly_OddsTo1=30
# Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_TimeBetweenInTicks
I:Server_Storm_Deadly_TimeBetweenInTicks=72000
B:Server_Storm_Deadly_UseGlobalRate=false
I:Storm_AllTypes_TickRateDelay=60
I:Storm_Deadly_CollideDistance=128
# The minimum stage a storm has to be at to be removed, stages are: 0 = anything, 1 = thunder, 2 = high wind, 3 = hail, 4 = F0/C0, 5 = F1/C1, 6 = F2/C2, 7 = F3/C3, 8 = F4/C4, 9 = F5/C5
I:Storm_Deflector_MinStageRemove=1
I:Storm_Deflector_RadiusOfStormRemoval=150
B:Storm_Deflector_RemoveRainstorms=false
B:Storm_Deflector_RemoveSandstorms=true
B:Storm_FlyingBlocksHurt=true
I:Storm_HailPerTick=10
I:Storm_LightningStrikeBaseValueOddsTo1=200
I:Storm_MaxPerPlayerPerLayer=20
I:Storm_MaxRadius=1000
B:Storm_NoRainVisual=false
I:Storm_OddsTo1OfHighWindWaterSpout=150
I:Storm_OddsTo1OfLandBasedStorm=-1
I:Storm_OddsTo1OfOceanBasedStorm=300
I:Storm_ParticleSpawnDelay=3
I:Storm_PercentChanceOf_C0_Cyclone=70
I:Storm_PercentChanceOf_C1_Cyclone=50
I:Storm_PercentChanceOf_C2_Cyclone=40
I:Storm_PercentChanceOf_C3_Cyclone=30
I:Storm_PercentChanceOf_C4_Cyclone=20
# Also known as full blown hurricane
I:Storm_PercentChanceOf_C5_Cyclone=10
I:Storm_PercentChanceOf_F0_Tornado=70
I:Storm_PercentChanceOf_F1_Tornado=50
I:Storm_PercentChanceOf_F2_Tornado=40
I:Storm_PercentChanceOf_F3_Tornado=30
I:Storm_PercentChanceOf_F4_Tornado=20
I:Storm_PercentChanceOf_F5_Tornado=10
I:Storm_PercentChanceOf_Hail=80
I:Storm_PercentChanceOf_HighWind=90
I:Storm_Rain_OddsTo1=150
# Minimum amount of visual rain shown when its raining globally during overcast mode
D:Storm_Rain_Overcast_Amount=0.01
I:Storm_Rain_Overcast_OddsTo1=50
# How often in ticks, a rainstorm updates its list of entities under the rainstorm to extinguish. Extinguishes entities under rainclouds when globalOvercast is off. Set to 0 or less to disable
I:Storm_Rain_TrackAndExtinguishEntitiesRate=200
I:Storm_Rain_WaterBuildUpOddsTo1FromNothing=100
I:Storm_Rain_WaterBuildUpOddsTo1FromOvercastRaining=30
I:Storm_Rain_WaterBuildUpOddsTo1FromSource=15
I:Storm_Rain_WaterBuildUpRate=10
I:Storm_Rain_WaterSpendRate=3
D:Storm_TemperatureAdjustRate=0.1
B:preventServerThunderstorms=true
}

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# Configuration file
"weather2: tornado" {
# Makes weather boring! or peacefull?
B:Storm_NoTornadosOrCyclones=false
# Use a list of blocks instead of grabbing based on calculated strength of block, if true this overrides StrengthGrabbing and RefinedGrabRules
B:Storm_Tornado_GrabCond_List=false
B:Storm_Tornado_GrabCond_List_PartialMatches=false
# Grab blocks based on how well a diamond axe can mine the block, so mostly wooden blocks
B:Storm_Tornado_GrabCond_StrengthGrabbing=true
# Enable GrabCond_List to use, add registered block names to list, use commas to separate values
S:Storm_Tornado_GrabList=planks, leaves
# Treat block grab list as a blacklist instead of whitelist
B:Storm_Tornado_GrabListBlacklistMode=false
# Prevents tearing up of dirt, grass, sand and logs, overrides strength based grabbing
B:Storm_Tornado_RefinedGrabRules=false
# Used if Storm_Tornado_grabbedBlocksRepairOverTime is true, minimum of 600 ticks (30 seconds) required
I:Storm_Tornado_TicksToRepairBlock=6000
# Accuracy of tornado aimed at player
I:Storm_Tornado_aimAtPlayerAngleVariance=15
# Make tornados initial heading aimed towards closest player
B:Storm_Tornado_aimAtPlayerOnSpawn=false
# Grab animals, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabAnimals=true
# Tear up blocks from the ground based on conditions defined
B:Storm_Tornado_grabBlocks=true
# Grab entity items, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabItems=false
# Grab hostile mobs, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabMobs=true
# Grab player or not
B:Storm_Tornado_grabPlayer=true
# Prevent grabbing of non players
B:Storm_Tornado_grabPlayersOnly=false
# Grab villagers, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabVillagers=true
# Experimental idea, places the WIP repairing block where a tornado does damage instead of removing the block, causes tornado damage to self repair, recommend setting Storm_Tornado_rarityOfBreakOnFall to 0 to avoid duplicated blocks
B:Storm_Tornado_grabbedBlocksRepairOverTime=false
I:Storm_Tornado_maxBlocksGrabbedPerTick=5
# Max amount of flying entity blocks allowed active, if it goes over this, it stops turning destroyed blocks into entities
I:Storm_Tornado_maxFlyingEntityBlocks=200
I:Storm_Tornado_rarityOfBreakOnFall=5
# How rarely a block will be removed while spinning around a tornado
I:Storm_Tornado_rarityOfDisintegrate=15
}

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config/Weather2/Wind.cfg Normal file
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# Configuration file
"weather2: wind" {
B:Misc_windOn=true
B:Wind_HighWindEvents=true
B:Wind_LowWindEvents=true
D:globalWindChangeAmountRate=1.0
I:highWindOddsTo1=8000
I:highWindTimerEnableAmountBase=2400
I:highWindTimerEnableAmountRnd=12000
I:lowWindOddsTo1=4000
I:lowWindTimerEnableAmountBase=2400
I:lowWindTimerEnableAmountRnd=12000
D:windSpeedMax=1.0
D:windSpeedMin=1.0E-5
# Min wind speed to maintain if its raining with global overcast mode on, overrides low wind events and windSpeedMin
D:windSpeedMinGlobalOvercastRaining=0.3
}

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config/bedrockores.cfg Normal file
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# Configuration file
general {
# Whether to allow players to directly mine bedrock ores. Disabling this will force players to use the bedrock miner.
B:allowPlayerMining=true
# The list of dimension *types* assigned to ore entries with no explicit dimension config. This includes the defaults for vanilla ores and non-dimension-specific mod ore defaults. Use this to make those ores also spawn in dimension types other than the overworld.
S:defaultDimensionTypes <
overworld
>
# The fuel efficiency of the miner. Actual mining time is original mining time times this. Applies to both internal power generation as well as power supplied externally.
# Min: 0.0
# Max: 1.7976931348623157E308
D:minerEfficiency=0.5
# The power efficiency of the miner. Total mining time is original powered time times this times `minerEfficiency`. Applies to power supplied externally. Set to 0 to disable external powering.
# Min: 0.0
# Max: 1.7976931348623157E308
D:minerEfficiencyExternalPower=1.0
# The fuel efficiency of the miner. Total mining time is original burn time times this times `minerEfficiency`. Applies to internal power generation. Set to 0 to disable internal powering.
# Min: 0.0
# Max: 1.7976931348623157E308
D:minerEfficiencyInternalPower=1.0
# The time in ticks between extraction operations performed by the miner.
# Min: 0
# Max: 2147483647
I:minerExtractionCooldown=100
# Whether to support alpha transparency in ore mask, not just completely transparent/completely opaque. Only required when the resource pack in use provides such a custom mask. Slightly more expensive to render.
B:oreMaskUsesAlpha=false
# A blacklist to easily disable ore generation for individual mods. Useful when you want to disable ores with default configurations without adding an `enabled: false` entry for each one to a JSON config. This must be the mod IDs of the mods to disable, i.e. the bit in the block state name before the colon, e.g. `thermalfoundation`.
S:oreModBlacklist <
>
# Controls the sort index the `groupOrder` field in a JSON config for ore gen evaluates to; specifically, the sort index will be the index in this list times five. So by default the sort index for ThermalFoundation ores will be 0 and the one for Immersive Engineering will be 10.
S:orePriority <
thermalfoundation
ic2
immersiveengineering
techreborn
forestry
silentgems
mekanism
>
# Maximum number of chunks to perform retrogen for per tick. 0 to disable retrogen.
# Min: 0
# Max: 2147483647
I:retrogenSpeed=10
# Whether to only show the floating UI indicating ore yield when sneaking.
B:uiOnlyWhenSneaking=false
# The y level at which to start looking for bedrock to generate veins in, searching down.
# Min: 0
# Max: 255
I:veinBaseY=5
# The probability that a bedrock vein spawns in a chunk. In other words, the relative amount of chunks a vein spawns in.
# Min: 0.0
# Max: 1.0
D:veinChance=0.05
# A constant scaling factor applied to distance based vein scaling. The final range based scaling is computed as 'logn((distanceToSpawn-veinYieldDistanceScaleStart)/10)*veinYieldDistanceScaleMultiplier'.
# Min: 0.0
# Max: 1.7976931348623157E308
D:veinDistanceScaleMultiplier=2.0
# The distance from spawn at which to start scaling up vein size and yield.
# Min: 0.0
# Max: 1.7976931348623157E308
D:veinDistanceScaleStart=300.0
# The minimum distance from spawn at which veins may spawn.
# Min: 0.0
# Max: 1.7976931348623157E308
D:veinMinSpawnDistance=0.0
# A constant scaling factor applied to all yields. Intended to allow easily changing yields in general, while not messing with the balancing of ores against each other.
# Min: 0.0
# Max: 10000.0
D:veinYieldConstScale=1
# The 'weight' of the world generator placing bedrock ores. This is used when Forge sorts generators to know in what order they run. Higher weights run later.
I:worldGeneratorWeight=10
}

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config/betterfoliage.cfg Normal file
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# Configuration file
algae {
B:enabled=true
I:distance=1000
D:hOffset=0.1
D:size=1.0
D:heightMin=0.5
D:heightMax=1.0
I:population=48
I:biomes <
0
7
10
11
24
>
B:shaderWind=true
}
blocks {
S:leavesClassesWhitelist <
net.minecraft.block.BlockLeaves
biomesoplenty.common.block.BlockBOPLeaves
com.gildedgames.aether.common.blocks.natural.BlockAetherLeaves
>
S:leavesClassesBlacklist <
>
S:leavesModels <
minecraft:block/leaves,all
minecraft:block/cube_all,all
biomesoplenty:block/leaves_overlay,under
>
S:grassClassesWhitelist <
net.minecraft.block.BlockGrass
biomesoplenty.common.block.BlockBOPGrass
tconstruct.blocks.slime.SlimeGrass
enhancedbiomes.blocks.BlockGrassEB
com.bioxx.tfc.Blocks.Terrain.BlockGrass
com.shinoow.abyssalcraft.common.blocks.BlockDreadGrass
com.shinoow.abyssalcraft.common.blocks.BlockDarklandsgrass
>
S:grassClassesBlacklist <
>
S:grassModels <
block/grass,top
block/cube_bottom_top,top
block/soil/grass_master,top
>
S:myceliumWhitelist <
net.minecraft.block.BlockMycelium
nex.block.BlockMycelium
>
S:myceliumBlacklist <
>
S:dirtWhitelist <
net.minecraft.block.BlockDirt
biomesoplenty.common.block.BlockBOPDirt
enhancedbiomes.blocks.BlockSoilEB
com.bioxx.tfc.Blocks.Terrain.BlockDirt
net.aetherteam.aether.blocks.natural.BlockAetherDirt
com.gildedgames.aether.common.blocks.natural.BlockAetherDirt
slimeknights.tconstruct.world.block.BlockSlimeDirt
>
S:dirtBlacklist <
>
S:cropsWhitelist <
net.minecraft.block.BlockTallGrass
net.minecraft.block.BlockCrops
biomesoplenty.common.block.BlockBOPFlower
biomesoplenty.common.block.BlockBOPTurnip
biomesoplenty.common.block.BlockBOPPlant
tconstruct.blocks.slime.SlimeTallGrass
plantmegapack.block.PMPBlockBerrybush
plantmegapack.block.PMPBlockCrops
plantmegapack.block.PMPBlockDesert
plantmegapack.block.PMPBlockFern
plantmegapack.block.PMPBlockFlowerMulti
plantmegapack.block.PMPBlockFlowerSingle
plantmegapack.block.PMPBlockForest
plantmegapack.block.PMPBlockGrass
plantmegapack.block.PMPBlockJungle
plantmegapack.block.PMPBlockMountain
plantmegapack.block.PMPBlockSavanna
plantmegapack.block.PMPBlockShrub
plantmegapack.block.PMPBlockWetlands
com.pam.harvestcraft.BlockPamCrop
com.pam.harvestcraft.BlockPamDesertGarden
com.pam.harvestcraft.BlockPamNormalGarden
com.pam.harvestcraft.BlockPamWaterGarden
>
S:cropsBlacklist <
net.minecraft.block.BlockReed
net.minecraft.block.BlockDoublePlant
net.minecraft.block.BlockCarrot
net.minecraft.block.BlockPotato
>
S:logClassesWhitelist <
net.minecraft.block.BlockLog
biomesoplenty.common.block.BlockBOPLog
com.progwml6.natura.common.block.BlockEnumLog
thaumcraft.common.blocks.world.plants.BlockLogsTC
forestry.arboriculture.gadgets.BlockLog
com.bioxx.tfc.Blocks.Flora.BlockLogVert
com.bioxx.tfc.Blocks.Flora.BlockLogNatural
CookingPlus.blocks.CookingPlusPalmLog
CookingPlus.blocks.CookingPlusTangleLog
CookingPlus.blocks.CookingPlusTangleHeart
ic2.core.block.BlockRubWood
techreborn.blocks.BlockRubberLog
betterwithmods.blocks.BlockStump
>
S:logClassesBlacklist <
extrabiomes.blocks.BlockMiniLog
>
S:logModels <
block/column_side,end,end,side
block/cube_column,end,end,side
block/cube_all,all,all,all
agriculturalrevolution:block/palmlog,top,top,texture
block/column_top,end,end,side_a,side_b
block/column_side_x,end,end,side_a,side_b
block/column_side_z,end,end,side_a,side_b
>
S:sandWhitelist <
net.minecraft.block.BlockSand
com.bioxx.tfc.Blocks.Terrain.BlockSand
>
S:sandBlacklist <
>
S:lilypadWhitelist <
net.minecraft.block.BlockLilyPad
biomesoplenty.common.block.BlockBOPLilypad
com.bioxx.tfc.Blocks.Vanilla.BlockCustomLilyPad
>
S:lilypadBlacklist <
>
S:cactusWhitelist <
net.minecraft.block.BlockCactus
com.bioxx.tfc.Blocks.Vanilla.BlockCustomCactus
>
S:cactusBlacklist <
>
S:netherrackWhitelist <
net.minecraft.block.BlockNetherrack
nex.block.BlockNetherrack
>
S:netherrackBlacklist <
>
}
cactus {
B:enabled=true
I:distance=1000
D:size=0.8
D:sizeVariation=0.1
D:hOffset=0.1
}
connectedGrass {
B:enabled=true
B:snowEnabled=false
}
coral {
B:enabled=true
I:distance=1000
B:shallowWater=false
D:hOffset=0.2
D:vOffset=0.1
D:size=0.7
D:crustSize=1.4
I:chance=32
I:population=48
I:biomes <
0
7
10
11
16
24
25
26
>
}
fallingLeaves {
B:enabled=true
D:speed=0.05
D:windStrength=0.5
D:stormStrength=0.8
D:size=0.75
D:chance=0.05
D:perturb=0.25
D:lifetime=5.0
B:opacityHack=true
}
global {
B:enabled=true
B:nVidia=false
}
leaves {
B:enabled=true
B:snowEnabled=true
I:distance=1000
D:hOffset=0.2
D:vOffset=0.1
D:size=1.4
B:dense=false
}
lilypad {
B:enabled=true
I:distance=1000
D:hOffset=0.1
I:flowerChance=16
}
netherrack {
B:enabled=true
I:distance=1000
D:hOffset=0.2
D:heightMin=0.6
D:heightMax=0.8
D:size=1.0
}
reed {
B:enabled=true
I:distance=1000
D:hOffset=0.2
D:heightMin=1.7
D:heightMax=2.2
I:population=32
I:biomes <
0
1
4
6
7
9
14
15
16
18
21
22
23
24
27
28
29
127
129
132
134
149
151
155
156
157
>
B:shaderWind=true
}
risingSoul {
B:enabled=true
D:chance=0.02
D:perturb=0.05
D:headSize=1.0
D:trailSize=0.75
D:opacity=0.5
D:sizeDecay=0.97
D:opacityDecay=0.97
D:lifetime=4.0
I:trailLength=48
I:trailDensity=3
}
roundLogs {
B:enabled=true
I:distance=1000
D:radiusSmall=0.25
D:radiusLarge=0.44
D:dimming=0.7
B:connectSolids=false
B:lenientConnect=true
B:connectPerpendicular=true
B:connectGrass=true
B:defaultY=false
D:zProtection=0.99
}
shortGrass {
B:grassEnabled=false
B:myceliumEnabled=false
B:snowEnabled=true
I:distance=1000
D:hOffset=0.2
D:heightMin=0.6
D:heightMax=0.8
D:size=1.0
I:population=64
B:useGenerated=false
B:shaderWind=true
D:saturationThreshold=0.1
}

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# Configuration file
"custom text" {
# Insert the text you want here (supports multiple lines). [default: [§4B§6E§eT§2T§3E§1R §5T§4I§6T§eL§2E §3S§1C§5R§4E§6E§eN]]
S:Text <
§2§lFermi Pack
§r§4Version §b1§e.§b6
>
}
general {
# Show which version of Forge Mod Loader (FML) the client is running. [default: false]
B:"Show FML version"=false
# Show which version of Minecraft Forge the client is running. [default: false]
B:"Show Forge version"=false
# Show which version of Minecraft the client is currently running. [default: true]
B:"Show MC version"=false
# Show which version of Minecraft Coder Pack (MCP) the client is running. [default: false]
B:"Show MCP version"=false
# Show how many mods are loaded. [default: true]
B:"Show mods loaded"=true
}

251
config/concheckrmd.cfg Normal file
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# Configuration file
general {
# Used by the mod to check compatiblity. DO NOT CHANGE ME.
# Min: 0
# Max: 20
I:"CONFIG VERSION"=3
##########################################################################################################
# customisable chat greeting message
#--------------------------------------------------------------------------------------------------------#
# A customisable message that will appear in chat when a world is loaded. This is useful for displaying credits.
##########################################################################################################
"customisable chat greeting message" {
# A customisable message that will be displayed in chat when a world is loaded.
B:"1) Display Chat Greeting Message?"=false
# The text to be displayed in chat.
S:"2) Greeting Message Text"=Hello there! Welcome to my modpack.
# The text to be displayed in chat.
# Valid values:
# Blue
# Green
# Red
# Aqua
# Yellow
# White
# Black
# Grey
# Purple
# Dark_Blue
# Dark_Green
# Dark_Red
# Dark_Purple
S:"3) Greeting Message Color"=Purple
}
##########################################################################################################
# customisable start message
#--------------------------------------------------------------------------------------------------------#
# A customisable message that will appear when the game starts. This is useful for displaying credits.
##########################################################################################################
"customisable start message" {
# A customisable message box that will be displayed when the game is started. This is useful for displaying credits.
B:"1) Display message box?"=false
# Will the window show on top of all other windows? Recommended to keep set to True.
B:"2) Display message box topmost?"=true
# The text that will be displayed in the message box.
S:"3) Message Box Text"=Hello Modpack Users! Made by matt_r__
}
##########################################################################################################
# open a website when the game starts
#--------------------------------------------------------------------------------------------------------#
# The browser will open a webpage when the game starts. This is useful for providing support and displaying credits.
##########################################################################################################
"open a website when the game starts" {
# A webpage will be displayed when the game starts. This is useful for modpack support.
B:"1) Display Website when game starts?"=false
# The URL of the website that will be displayed. This can be formatted like: http://google.com, www.google.com or google.com.
S:"2) Website URL"=minecraft.curseforge.com/projects/config-checker
}
##########################################################################################################
# amount of ram recommended for game to start
#--------------------------------------------------------------------------------------------------------#
# Set a recommended amount of RAM that is recommended for the modpack to run. If this recommendation is not met then a warning will be displayed when the game is started.
##########################################################################################################
"amount of ram recommended for game to start" {
# The amount of RAM recommended for stable gameplay.
# Min: 128
# Max: 51200
I:"1) Ram Recommended (IN MB)"=3072
# If the player has less than the recommended amount of RAM assigned to the modpack then a warning will be displayed when the game is started.
B:"2) Check RAM meets recommendation?"=true
# Will the window show on top of all other windows? I highly recommend this is left as true.
B:"3) Display message box topmost?"=true
# Customise the text that appears in the warning message. Will display custom message instead of the default text.
B:"4) Customise low RAM Warning?"=true
# The custom message to be displayed if you have set the previous setting to 'True'. Will display custom message instead of the default text.
S:"5) Custom Message"=You should really consider adding more RAM...
}
##########################################################################################################
# recommended ram chat message
#--------------------------------------------------------------------------------------------------------#
# Set a recommended amount of RAM that is recommended for the modpack to run. If this recommendation is not met then a warning will be displayed in chat when a world is loaded.
##########################################################################################################
"recommended ram chat message" {
# The amount of RAM recommended for stable gameplay.
# Min: 128
# Max: 51200
I:"1) Ram Recommended (IN MB)"=2048
# If the player has less than the recommended amount of RAM assigned to the modpack then a warning will be displayed in chat when a world is loaded.
B:"2) Check RAM meets recommendation?"=false
# Customise the text that appears in the warning message. Will display custom message instead of the default text.
B:"3) Customise low RAM Warning?"=false
# The custom message to be displayed in chat if you have set the previous setting to 'True'. Will display custom message instead of the default text.
S:"4) Custom Message"=[WARNING] You may expierence bad performance due to a shortage of RAM.
}
##########################################################################################################
# amount of ram required for game to start
#--------------------------------------------------------------------------------------------------------#
# Set a required amount of RAM that is required for the modpack to run. If this requirement is not met then an error will be displayed when the game is started and the game will close.
##########################################################################################################
"amount of ram required for game to start" {
# The amount of RAM required for the game to run.
# Min: 128
# Max: 51200
I:"1) Ram Required (IN MB)"=2432
# If the player has less than the required amount of RAM assigned to the modpack then they will be alerted as the game starts and the game will close.
B:"2) Check RAM meets requirement?"=true
# Will the window show on top of all other windows? I highly recommend this is left as true.
B:"3) Display message box topmost?"=true
# Customise the text that appears in the error message. Will display custom message instead of the default text.
B:"4) Display custom text in messagebox?"=true
# The custom message to be displayed in chat if you have set the previous setting to 'True'. Will display custom message instead of the default text.
S:"5) Custom Chat Message"=Buddy, do you think that this modpack runs on a potato? Allocate more RAM or else I will just crash.
}
##########################################################################################################
# game launch time limit
#--------------------------------------------------------------------------------------------------------#
# Set the maximum time the game can spend booting. If the game exceeds this time limit then then an error will be displayed when the game is started and the game will close.
##########################################################################################################
"game launch time limit" {
# The maximum amount of time the game will be allowed to spend booting.
# Min: 5
# Max: 5400
I:"1) Launch Timeout (IN SECONDS)"=60
# If the game exceeds the launch timeout then a messagebox will be displayed and the game will close.
B:"2) Check game meets launch timeout?"=false
# Will the window show on top of all other windows? I highly recommend this is left as true.
B:"3) Display message box topmost?"=true
# Customise the text that appears in the error message. Will display custom message instead of the default text.
B:"4) Display custom text in error message?"=false
# The custom message to be displayed if you have set the previous setting to 'True'. Will display custom message instead of the default text.
S:"5) Custom Message"=The game has taken too long too start to start this modpack. This is probably due to insufficient system resources. The game will now close.
}
##########################################################################################################
# file validation
#--------------------------------------------------------------------------------------------------------#
# Run checks on configuration files to ensure they are up to date and have not been modified. If files are not valid then then a warning will be displayed when the game is started.
##########################################################################################################
"file validation" {
# Will display all file checking related errors. Useful to check that file checking has been configured correctly but should be turned off before modpack is released.
B:"Activate Debug Mode?"=false
##########################################################################################################
# check file date
#--------------------------------------------------------------------------------------------------------#
# Check that a specified file is newer than a certain date. Useful to make sure quest books are up to date.
##########################################################################################################
"check file date" {
# If the target file last modified date is not the same as the specified minimum date then a warning will be displayed.
B:"1) Check File Date?"=false
# The file path to the target file. This is the file that the game will validate.
S:"2) File Path"=config/concheckrmd.cfg
# The dateTime format string to use. Will support all java dateTime strings. Make sure that the minimum is entered in this format. Configured to accept GB date strings by default. See CurseForge page for more details.
S:"3) DateTime Format String"=dd/MM/yyyy
# The oldest the file is permitted to be. This will be compared to the target files 'Last Modified' date. With the default DateTime format string 'dd/MM/yyyy' the date will need to be entered in GB format. So the 5th April 2018 will be entered as 5/4/2018.
S:"4) File Date"=05/05/2018
# Customise the text that appears in the warning message. Will display custom message instead of the default text.
# Valid values:
# FileNewer
# FileOlder
S:"6) Check File is newer or older?"=FileOlder
# Will the window show on top of all other windows? I highly recommend this is left as true.
B:"6) Display message box topmost?"=true
# Customise the text that appears in the warning message. Will display custom message instead of the default text.
B:"7) Display custom text in message box?"=false
# The custom message to be displayed if you have set the previous setting to 'True'. Will display custom message instead of the default text.
S:"8) Custom Message"=An updated quest file has been released. Visit the modpack page to download the update.
}
##########################################################################################################
# check file hash
#--------------------------------------------------------------------------------------------------------#
# Check that a specified file has not been modified. Useful to make sure configuration files have not been altered.
##########################################################################################################
"check file hash" {
# If the target file hash is not the same as the target hash then a warning will be displayed.
B:"1) Check File Hash?"=false
# The file path to the target file. This is the file that the game will validate.
S:"2) File Path"=config/concheckrmd.cfg
# The hash algorithm to use. Supports MD5, SHA1, SHA256 and SHA512. Make sure that the target hash is entered in this format.
# Valid values:
# MD5
# SHA1
# SHA256
# SHA512
S:"3) Hash Algorithm"=MD5
# This is the expected result when hashing the target file. This can be obtained by using a file hashing tool online. If the target hash differs from the target file hash then the game detects the file has been modified.
S:"4) Target Hash"=E2AD5E7E16787E6C4C6949A1322B1E27
# Will the window show on top of all other windows? I highly recommend this is left as true.
B:"5) Display message box topmost?"=true
# Customise the text that appears in the warning message. Will display custom message instead of the default text.
B:"6) Display custom text in message box?"=false
# The custom message to be displayed if you have set the previous setting to 'True'. Will display custom message instead of the default text.
S:"7) Custom Message"=A configuration file has been modified. Please restore this file to the original version.
}
}
}

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# Configuration file
general {
# Percentage of energy lost on conversion.
# Min: 0.0
# Max: 100.0
D:conversionLoss=0.0
# Maximum amount of energy the bridge can buffer. This needs to be >0 otherwise, the bridge is not able to convert energy
# Min: 0
# Max: 2147483647
D:energyBridgeBuffer=10000.0
# EU (IndustrialCraft2) to Energy Converters internal energy conversion factor. 1 EU is converted into this amount of Energy Converters Energy
# Min: 0.001
# Max: 1.7976931348623157E308
D:euConversionFactor=4.0
# FE (ForgeEnergy) to Energy Converters internal energy conversion factor. 1 FE is converted into this amount of Energy Converters Energy
# Min: 0.001
# Max: 1.7976931348623157E308
D:feConversionFactor=1.0
# MJ (Buildcraft) to Energy Converters internal energy conversion factor. 1 MJ is converted into this amount of Energy Converters Energy
# Min: 0.001
# Max: 1.7976931348623157E308
D:mjConversionFactor=10.0
# RF (RedstoneFlux) to Energy Converters internal energy conversion factor. 1 RF is converted into this amount of Energy Converters Energy
# Min: 0.001
# Max: 1.7976931348623157E308
D:rfConversionFactor=1.0
# Controls if hints should be shown in the tooltip for certain problematic converter blocks. To modpack makers: Do not disable this without providing alternative hints.
B:showInfoTooltips=true
# Tesla to Energy Converters internal energy conversion factor. 1 Tesla is converted into this amount of Energy Converters Energy
# Min: 0.001
# Max: 1.7976931348623157E308
D:teslaConversionFactor=1.0
}

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# Configuration file
"client settings" {
B:showHEX=true
B:showHSV=true
B:showLight=true
B:showOpacity=true
B:showRGB=true
}
crafing {
B:allowCraftingTable=true
S:glowingCraftingBlock=glowstone
I:glowingCraftingOutput=1
S:solidCraftingBlock=cobblestone
I:solidCraftingOutput=1
S:transparentCraftingBlock=blockGlass
I:transparentCraftingOutput=1
}
glowing {
B:GLOWING_EMITS_LIGHT=true
D:GLOWING_MAX=1.0
D:GLOWING_MIN=1.0
D:GLOWING_RANGE_EXPONENT=1.0
I:GLOWING_SHADES=1
}
hue {
D:HUE_MAX=0.96
D:HUE_MAX_GLOWING=0.96
D:HUE_MAX_TRANSPARENT=0.96
D:HUE_MIN=0.0
D:HUE_MIN_GLOWING=0.0
D:HUE_MIN_TRANSPARENT=0.0
D:HUE_RANGE_EXPONENT=1.0
D:HUE_RANGE_EXPONENT_GLOWING=1.0
D:HUE_RANGE_EXPONENT_TRANSPARENT=1.0
I:HUE_SHADES=32
I:HUE_SHADES_GLOWING=32
I:HUE_SHADES_TRANSPARENT=32
}
integration {
B:ShowBlocksInJEI=false
}
saturation {
D:SATURATION_MAX=1.0
D:SATURATION_MAX_GLOWING=1.0
D:SATURATION_MAX_TRANSPARENT=1.0
D:SATURATION_MIN=0.2
D:SATURATION_MIN_GLOWING=0.2
D:SATURATION_MIN_TRANSPARENT=0.2
D:SATURATION_RANGE_EXPONENT=0.9
D:SATURATION_RANGE_EXPONENT_GLOWING=0.9
D:SATURATION_RANGE_EXPONENT_TRANSPARENT=0.9
I:SATURATION_SHADES=4
I:SATURATION_SHADES_GLOWING=4
I:SATURATION_SHADES_TRANSPARENT=4
}
startupgui {
I:LAST_MAX_SHADES=3870
}
texture {
S:DISPLAY_TEXTURE=DRYWALL
S:DISPLAY_TEXTURE_GLOWING=PULSE
S:DISPLAY_TEXTURE_TRANSPARENT=SEMI_GLASS
}
transparency {
D:TRANSPARENCY_MAX=0.5
D:TRANSPARENCY_MIN=0.5
D:TRANSPARENCY_RANGE_EXPONENT=1.0
I:TRANSPARENCY_SHADES=1
}
value {
D:VALUE_MAX=1.0
D:VALUE_MAX_GLOWING=1.0
D:VALUE_MAX_TRANSPARENT=1.0
D:VALUE_MIN=0.2
D:VALUE_MIN_GLOWING=0.2
D:VALUE_MIN_TRANSPARENT=0.2
D:VALUE_RANGE_EXPONENT=1.0
D:VALUE_RANGE_EXPONENT_GLOWING=1.0
D:VALUE_RANGE_EXPONENT_TRANSPARENT=1.0
I:VALUE_SHADES=10
I:VALUE_SHADES_GLOWING=10
I:VALUE_SHADES_TRANSPARENT=10
}

28
config/megamap.cfg Normal file
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# Configuration file
general {
# The map scale new mega maps start with by default
I:"Default scale"=1
# Disable vanilla map recipes and replace with mega map recipes instead
B:"Disable vanilla map recipes"=false
# The map scale maximum for mega maps
# Min: 0
# Max: 127
I:"Max scale"=10
##########################################################################################################
# debugging
#--------------------------------------------------------------------------------------------------------#
# Debugging options
##########################################################################################################
debugging {
# Enable debug features on this menu, display extra debug info.
B:"Debug mode"=false
}
}

888
config/mekanism.cfg Normal file
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# Configuration file
client {
# Align HUD with left (if true) or right (if false)
B:AlignHUDLeft=true
# How much light to produce if ambient lighting is enabled.
I:AmbientLightingLevel=15
# Allow sneak+scroll to change Configurator modes.
B:ConfiguratorModeScroll=true
# Should active machines produce block light.
B:EnableAmbientLighting=true
# If enabled machines play their sounds while running.
B:EnableMachineSounds=true
# Play sounds for Jetpack/Gas Mask/Flamethrower (all players).
B:EnablePlayerSounds=true
# Christmas/New Years greetings in chat.
B:Holidays=true
# Show particles when machines active.
B:MachineEffects=true
# Set to false to prevent particle spam when loading multiblocks (notification message will display instead).
B:MultiblockFormParticles=true
# If true, don't render Cables/Pipes/Tubes as transparent and don't render their contents.
B:OpaqueTransmitterRender=false
# Adjust Mekanism sounds' base volume. < 1 is softer, higher is louder.
D:SoundVolume=1.0
}
general {
# If enabled, lasers can break blocks and the flamethrower starts fires.
B:AestheticWorldDamage=true
# Disable to make the anchor upgrade not do anything.
B:AllowChunkloading=true
# Enable the security system for players to prevent others from accessing their machines. Does NOT affect Frequencies.
B:AllowProtection=true
# Allows vanilla spawners to be moved with a Cardboard Box.
B:AllowSpawnerBoxPickup=true
# Allow right clicking on Cables/Pipes/Tubes with alloys to upgrade the tier.
B:AllowTransmitterAlloyUpgrade=true
# Max damage the Armored Jetpack can absorb.
I:ArmoredJepackDamageMax=115
# Damage absorb ratio of the Armored Jetpack.
D:ArmoredJetpackDamageRatio=0.8
# Disables Forge Energy (FE,IF,uF,CF) power integration. Requires world restart (server-side option in SMP).
B:BlacklistForgePower=false
# Disables IC2 power integration. Requires world restart (server-side option in SMP).
B:BlacklistIC2Power=false
# Disables Thermal Expansion RedstoneFlux power integration. Requires world restart (server-side option in SMP).
B:BlacklistRFPower=false
# Disables Tesla power integration. Requires world restart (server-side option in SMP).
B:BlacklistTeslaPower=false
# How many ticks must pass until a block's active state can sync with the client.
I:ClientUpdateDelay=10
# Enables recipes using Control Circuits to use OreDict'd Control Circuits from other mods.
B:ControlCircuitOreDict=true
# Chance that copper generates in a chunk. (0 to Disable)
I:CopperPerChunk=16
# Max number of blocks in a copper vein.
I:CopperVeinSize=8
# If machine is disabled in config, do we set its block to air if it is found in world?
B:DestroyDisabledBlocks=true
# Maximum amount (joules) of energy the Atomic Disassembler can contain
D:DisassemblerBatteryCapacity=1000000.0
# The amount of damage the Atomic Disassembler does when it has at least DisassemblerEnergyUsageWeapon power stored. (Value is in number of half hearts)
I:DisassemblerDamageMax=20
# The amount of damage the Atomic Disassembler does when it is out of power. (Value is in number of half hearts)
I:DisassemblerDamageMin=4
# Base Energy (Joules) usage of the Atomic Disassembler. (Gets multiplied by speed factor)
I:DisassemblerEnergyUsage=10
# Cost in Joules of using the Atomic Disassembler as a hoe.
I:DisassemblerEnergyUsageHoe=10
# Cost in Joules of using the Atomic Disassembler as a weapon.
I:DisassemblerEnergyUsageWeapon=2000
# Enable the 'Extended Vein Mining' mode for the Atomic Disassembler. (Allows vein mining everything not just ores/logs)
B:DisassemblerExtendedMiningMode=true
# Enable the 'Fast' mode for the Atomic Disassembler.
B:DisassemblerFastMode=true
# The max Atomic Disassembler Vein Mining Block Count.
I:DisassemblerMiningCount=128
# The Range of the Atomic Disassembler Extended Vein Mining.
I:DisassemblerMiningRange=10
# Enable the 'Slow' mode for the Atomic Disassembler.
B:DisassemblerSlowMode=true
# Enable the 'Vein Mining' mode for the Atomic Disassembler.
B:DisassemblerVeinMiningMode=true
# Audible sparkles.
B:DynamicTankEasterEgg=false
# Conversion multiplier from Joules to EU (Joules * EUToJoules = EU)
D:EUToJoules=0.1
# Allows chunks to retrogen Mekanism ore blocks.
B:EnableWorldRegeneration=false
# Joules required by the Resistive Heater to produce one unit of heat. Also affects Thermoelectric Boiler's Water->Steam rate.
D:EnergyPerHeat=1000.0
# How much energy (Joules) a piece of redstone gives in machines.
D:EnergyPerRedstone=10000.0
# Displayed energy type in Mekanism GUIs.
S:EnergyType=RF
# Burn time for Ethylene (1mB hydrogen + 2*bioFuel/tick*200ticks/100mB * 20x efficiency bonus).
I:EthyleneBurnTime=4
# Thermal Evaporation Tower heat loss per tick.
D:EvaporationHeatDissipation=0.02
# Max Temperature of the Thermal Evaporation Tower.
D:EvaporationMaxTemp=3000.0
# Heat to absorb per Solar Panel array of Thermal Evaporation Tower.
D:EvaporationSolarMultiplier=0.2
# Temperature to amount produced ratio for Thermal Evaporation Tower.
D:EvaporationTempMultiplier=0.1
# Conversion multiplier from Joules to Forge Energy (Joules * ForgeToJoules = FE)
D:ForgeToJoules=0.4
# Amount of heat produced per fuel tick of a fuel's burn time in the Fuelwood Heater.
D:HeatPerFuelTick=4.0
# How much energy is produced per mB of Hydrogen, also affects Electrolytic Separator usage, Ethylene burn rate and Gas generator energy capacity.
D:HydrogenEnergyDensity=14
# Conversion multiplier from EU to Joules (EU * JoulesToEU = Joules)
D:JoulesToEU=10.0
# Conversion multiplier from Forge Energy to Joules (FE * JoulesToForge = Joules)
D:JoulesToForge=2.5
# Conversion multiplier from RF to Joules (RF * JoulesToRF = Joules)
D:JoulesToRF=2.5
# Conversion multiplier from Tesla to Joules (Tesla * JoulesToTesla = Joules)
D:JoulesToTesla=2.5
# Energy needed to destroy or attract blocks with a Laser (per block hardness level).
I:LaserDiggingEnergy=100000
# How far (in blocks) a laser can travel.
I:LaserRange=64
# Log Mekanism packet names. Debug setting.
B:LogPackets=false
# Maximum Joules per mB of Steam. Also affects Thermoelectric Boiler.
D:MaxEnergyPerSteam=100.0
# Flamethrower Gas Tank capacity in mB.
I:MaxFlamethrowerGas=24000
# Jetpack Gas Tank capacity in mB.
I:MaxJetpackGas=24000
# Fluidic Plenisher stops after this many blocks.
I:MaxPlenisherNodes=4000
# Maximum block distance to pull fluid from for the Electric Pump.
I:MaxPumpRange=80
# Scuba Tank Gas Tank capacity in mB.
I:MaxScubaGas=24000
# Energy multiplier for using silk touch mode with the Digital Miner.
I:MinerSilkMultiplier=6
# Radius of the explosion of Obsidian TNT.
I:ObsidianTNTBlastRadius=12
# Fuse time for Obsidian TNT.
I:ObsidianTNTDelay=100
# Ops can bypass the block security restrictions if enabled.
B:OpsBypassRestrictions=false
# Chance that osmium generates in a chunk. (0 to Disable)
I:OsmiumPerChunk=12
# Max number of blocks in an osmium vein.
I:OsmiumVeinSize=8
# Delay in ticks before a player is teleported after clicking the Teleport button in the portable teleporter.
I:PortableTeleporterDelay=0
# Add filled creative gas tanks to creative/JEI.
B:PrefilledGasTanks=true
# If enabled makes Water and Heavy Water blocks be removed from the world on pump.
B:PumpWaterSources=false
# Maximum energy buffer (Mekanism Joules) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency.
D:QuantumEntangloporterEnergyTransfer=1.6E7
# Conversion multiplier from Joules to RF (Joules * RFToJoules = RF)
D:RFToJoules=0.4
# Chance that salt generates in a chunk. (0 to Disable)
I:SaltPerChunk=2
# Max number of blocks in a salt vein.
I:SaltVeinSize=6
# Chance of producing sawdust per operation in the precision sawmill when turning logs into planks.
D:SawdustChanceLog=1.0
# Chance of producing sawdust per operation in the precision sawmill when turning planks into sticks.
D:SawdustChancePlank=0.25
# Enable the spawning of baby skeletons. Think baby zombies but skeletons.
B:SpawnBabySkeletons=true
# Amount of heat each Boiler heating element produces.
D:SuperheatingHeatTransfer=10000.0
# Displayed temperature unit in Mekanism GUIs.
S:"Temperature Units"=K
# Conversion multiplier from Joules to Tesla (Joules * TeslaToJoules = Tesla)
D:TeslaToJoules=0.4
# Chance that tin generates in a chunk. (0 to Disable)
I:TinPerChunk=14
# Max number of blocks in a tin vein.
I:TinVeinSize=8
# Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible).
I:UpgradeModifier=10
# TCP port for the Voice server to listen on.
I:VoicePort=36123
# Should machines void the gas inside of them on load if there is no recipe using that gas.
B:VoidInvalidGases=true
# Enables the voice server for Walkie Talkies.
B:WalkieTalkieServerEnabled=false
# Change this value to cause Mekanism to regen its ore in all loaded chunks.
I:WorldRegenVersion=0
# 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.)
I:digitalMinerMaxRadius=32
# Maximum fluid buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
I:quantumEntangloporterFluidBuffer=512000
# Maximum fluid buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
I:quantumEntangloporterGasBuffer=512000
}
generation {
# Peak output for the Advanced Solar Generator. Note: It can go higher than this value in some extreme environments.
D:AdvancedSolarGeneration=300.0
# Amount of energy in Joules the Bio Generator produces per tick.
D:BioGeneration=350.0
# Affects the Injection Rate, Max Temp, and Ignition Temp.
D:EnergyPerFusionFuel=0.0
# Amount of energy in Joules the Heat Generator produces per tick. (heatGenerationLava * heatGenerationLava) + heatGenerationNether
D:HeatGeneration=150.0
# Multiplier of effectiveness of Lava in the Heat Generator.
D:HeatGenerationLava=5.0
# Add this amount of Joules to the energy produced by a heat generator if it is in the Nether.
D:HeatGenerationNether=100.0
# Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
D:SolarGeneration=50.0
# The number of blades on each turbine coil per blade applied.
I:TurbineBladesPerCoil=4
# The rate at which steam is condensed in the turbine.
I:TurbineCondenserFlowRate=32000
# The rate at which steam is dispersed into the turbine.
D:TurbineDisperserGasFlow=640.0
# The rate at which steam is vented into the turbine.
D:TurbineVentGasFlow=16000.0
# The list of dimension ids that the Wind Generator will not generate power in.
I:WindGenerationDimBlacklist <
>
# Maximum base generation value of the Wind Generator.
D:WindGenerationMax=480.0
# The maximum Y value that affects the Wind Generators Power generation.
I:WindGenerationMaxY=255
# Minimum base generation value of the Wind Generator.
D:WindGenerationMin=60.0
# The minimum Y value that affects the Wind Generators Power generation.
I:WindGenerationMinY=24
}
generators {
# Allow AdvancedSolarGenerator to be used/crafted. Requires game restart to fully take effect.
B:AdvancedSolarGeneratorEnabled=true
# Allow BioGenerator to be used/crafted. Requires game restart to fully take effect.
B:BioGeneratorEnabled=true
# Allow GasGenerator to be used/crafted. Requires game restart to fully take effect.
B:GasGeneratorEnabled=true
# Allow HeatGenerator to be used/crafted. Requires game restart to fully take effect.
B:HeatGeneratorEnabled=true
# Allow SolarGenerator to be used/crafted. Requires game restart to fully take effect.
B:SolarGeneratorEnabled=true
# Allow WindGenerator to be used/crafted. Requires game restart to fully take effect.
B:WindGeneratorEnabled=true
}
machines {
# Allow Chargepad to be used/crafted. Requires game restart to fully take effect.
B:ChargepadEnabled=true
# Allow ChemicalCrystallizer to be used/crafted. Requires game restart to fully take effect.
B:ChemicalCrystallizerEnabled=true
# Allow ChemicalDissolutionChamber to be used/crafted. Requires game restart to fully take effect.
B:ChemicalDissolutionChamberEnabled=true
# Allow ChemicalInfuser to be used/crafted. Requires game restart to fully take effect.
B:ChemicalInfuserEnabled=true
# Allow ChemicalInjectionChamber to be used/crafted. Requires game restart to fully take effect.
B:ChemicalInjectionChamberEnabled=true
# Allow ChemicalOxidizer to be used/crafted. Requires game restart to fully take effect.
B:ChemicalOxidizerEnabled=true
# Allow ChemicalWasher to be used/crafted. Requires game restart to fully take effect.
B:ChemicalWasherEnabled=true
# Allow Combiner to be used/crafted. Requires game restart to fully take effect.
B:CombinerEnabled=true
# Allow Crusher to be used/crafted. Requires game restart to fully take effect.
B:CrusherEnabled=true
# Allow DigitalMiner to be used/crafted. Requires game restart to fully take effect.
B:DigitalMinerEnabled=true
# Allow ElectricPump to be used/crafted. Requires game restart to fully take effect.
B:ElectricPumpEnabled=true
# Allow ElectrolyticSeparator to be used/crafted. Requires game restart to fully take effect.
B:ElectrolyticSeparatorEnabled=true
# Allow EnergizedSmelter to be used/crafted. Requires game restart to fully take effect.
B:EnergizedSmelterEnabled=true
# Allow EnrichmentChamber to be used/crafted. Requires game restart to fully take effect.
B:EnrichmentChamberEnabled=true
# Allow Factory to be used/crafted. Requires game restart to fully take effect.
B:FactoryEnabled=true
# Allow FluidTank to be used/crafted. Requires game restart to fully take effect.
B:FluidTankEnabled=true
# Allow FluidicPlenisher to be used/crafted. Requires game restart to fully take effect.
B:FluidicPlenisherEnabled=true
# Allow FormulaicAssemblicator to be used/crafted. Requires game restart to fully take effect.
B:FormulaicAssemblicatorEnabled=true
# Allow FuelwoodHeater to be used/crafted. Requires game restart to fully take effect.
B:FuelwoodHeaterEnabled=true
# Allow LaserAmplifier to be used/crafted. Requires game restart to fully take effect.
B:LaserAmplifierEnabled=true
# Allow Laser to be used/crafted. Requires game restart to fully take effect.
B:LaserEnabled=true
# Allow LaserTractorBeam to be used/crafted. Requires game restart to fully take effect.
B:LaserTractorBeamEnabled=true
# Allow LogisticalSorter to be used/crafted. Requires game restart to fully take effect.
B:LogisticalSorterEnabled=true
# Allow MetallurgicInfuser to be used/crafted. Requires game restart to fully take effect.
B:MetallurgicInfuserEnabled=true
# Allow Oredictionificator to be used/crafted. Requires game restart to fully take effect.
B:OredictionificatorEnabled=true
# Allow OsmiumCompressor to be used/crafted. Requires game restart to fully take effect.
B:OsmiumCompressorEnabled=true
# Allow PersonalChest to be used/crafted. Requires game restart to fully take effect.
B:PersonalChestEnabled=true
# Allow PrecisionSawmill to be used/crafted. Requires game restart to fully take effect.
B:PrecisionSawmillEnabled=true
# Allow PressurizedReactionChamber to be used/crafted. Requires game restart to fully take effect.
B:PressurizedReactionChamberEnabled=true
# Allow PurificationChamber to be used/crafted. Requires game restart to fully take effect.
B:PurificationChamberEnabled=true
# Allow QuantumEntangloporter to be used/crafted. Requires game restart to fully take effect.
B:QuantumEntangloporterEnabled=true
# Allow ResistiveHeater to be used/crafted. Requires game restart to fully take effect.
B:ResistiveHeaterEnabled=true
# Allow RotaryCondensentrator to be used/crafted. Requires game restart to fully take effect.
B:RotaryCondensentratorEnabled=true
# Allow SeismicVibrator to be used/crafted. Requires game restart to fully take effect.
B:SeismicVibratorEnabled=true
# Allow SolarNeutronActivator to be used/crafted. Requires game restart to fully take effect.
B:SolarNeutronActivatorEnabled=true
# Allow Teleporter to be used/crafted. Requires game restart to fully take effect.
B:TeleporterEnabled=true
}
storage {
# Base energy storage (Joules).
D:ChargePadStorage=40000.0
# Base energy storage (Joules).
D:ChemicalCrystallizerStorage=160000.0
# Base energy storage (Joules).
D:ChemicalDissolutionChamberStorage=160000.0
# Base energy storage (Joules).
D:ChemicalInfuserStorage=80000.0
# Base energy storage (Joules).
D:ChemicalInjectionChamberStorage=160000.0
# Base energy storage (Joules).
D:ChemicalWasherStorage=80000.0
# Base energy storage (Joules).
D:CombinerStorage=40000.0
# Base energy storage (Joules).
D:CrusherStorage=20000.0
# Base energy storage (Joules).
D:DigitalMinerStorage=40000.0
# Base energy storage (Joules).
D:ElectricPumpStorage=40000.0
# Base energy storage (Joules).
D:ElectrolyticSeparatorStorage=160000.0
# Base energy storage (Joules).
D:EnergizedSmelterStorage=20000.0
# Base energy storage (Joules).
D:EnrichmentChamberStorage=20000.0
# Base energy storage (Joules).
D:FluidicPlenisherStorage=40000.0
# Base energy storage (Joules).
D:FormulaicAssemblicatorStorage=40000.0
# Base energy storage (Joules).
D:LaserStorage=2000000.0
# Base energy storage (Joules).
D:MetallurgicInfuserStorage=20000.0
# Base energy storage (Joules).
D:OsmiumCompressorStorage=80000.0
# Base energy storage (Joules).
D:OxidationChamberStorage=80000.0
# Base energy storage (Joules).
D:PrecisionSawmillStorage=20000.0
# Base energy storage (Joules).
D:PressurizedReactionBaseStorage=2000.0
# Base energy storage (Joules).
D:PurificationChamberStorage=80000.0
# Base energy storage (Joules).
D:RotaryCondensentratorStorage=20000.0
# Base energy storage (Joules).
D:SeismicVibratorStorage=20000.0
# Base energy storage (Joules).
D:TeleporterStorage=5000000.0
}
tier {
# The number of items a Advanced bin can store.
I:AdvancedBinStorage=8192
# Internal buffer in Joules of each Advanced universal cable.
I:AdvancedCableCapacity=12800
# Insulation value of Advanced thermodynamic conductor.
D:AdvancedConductorConductionInsulation=400.0
# Heat capacity of Advanced thermodynamic conductor.
D:AdvancedConductorHeatCapacity=1.0
# Conduction value of Advanced thermodynamic conductor.
D:AdvancedConductorInverseConduction=5.0
# Maximum number of Joules a Advanced energy cube can store.
D:AdvancedEnergyCubeMaxEnergy=8000000.0
# Output rate in Joules of a Advanced energy cube.
D:AdvancedEnergyCubeOutput=3200.0
# Output rate of Advanced gas tank in mB.
I:AdvancedFluidTankOutput=800
# Storage size of Advanced gas tank in mB.
I:AdvancedFluidTankStorage=28000
# Output rate of Advanced gas tank in mB.
I:AdvancedGasTankOutput=512
# Storage size of Advanced gas tank in mB.
I:AdvancedGasTankStorage=128000
# Maximum number of Joules a Advanced induction cell can store.
D:AdvancedInductionCellMaxEnergy=8.0E9
# Maximum number of Joules a Advanced induction provider can output or accept.
D:AdvancedInductionProviderOutput=512000.0
# Capacity of Advanced mechanical pipe in mB.
I:AdvancedPipeCapacity=4000
# Pump rate of Advanced mechanical pipe in mB/t.
I:AdvancedPipePullAmount=400
# Item throughput rate of Advanced logistical transporter in items/s.
I:AdvancedTransporterPullAmount=16
# Five times travel speed of Advanced logistical transporter.
I:AdvancedTransporterSpeed=10
# Capacity of Advanced pressurized tube in mB.
I:AdvancedTubeCapacity=1024
# Pump rate of Advanced pressurized tube in mB/t.
I:AdvancedTubePullAmount=256
# The number of items a Basic bin can store.
I:BasicBinStorage=4096
# Internal buffer in Joules of each Basic universal cable.
I:BasicCableCapacity=3200
# Insulation value of Basic thermodynamic conductor.
D:BasicConductorConductionInsulation=10.0
# Heat capacity of Basic thermodynamic conductor.
D:BasicConductorHeatCapacity=1.0
# Conduction value of Basic thermodynamic conductor.
D:BasicConductorInverseConduction=5.0
# Maximum number of Joules a Basic energy cube can store.
D:BasicEnergyCubeMaxEnergy=2000000.0
# Output rate in Joules of a Basic energy cube.
D:BasicEnergyCubeOutput=800.0
# Output rate of Basic gas tank in mB.
I:BasicFluidTankOutput=400
# Storage size of Basic gas tank in mB.
I:BasicFluidTankStorage=14000
# Output rate of Basic gas tank in mB.
I:BasicGasTankOutput=256
# Storage size of Basic gas tank in mB.
I:BasicGasTankStorage=64000
# Maximum number of Joules a Basic induction cell can store.
D:BasicInductionCellMaxEnergy=1.0E9
# Maximum number of Joules a Basic induction provider can output or accept.
D:BasicInductionProviderOutput=64000.0
# Capacity of Basic mechanical pipe in mB.
I:BasicPipeCapacity=1000
# Pump rate of Basic mechanical pipe in mB/t.
I:BasicPipePullAmount=100
# Item throughput rate of Basic logistical transporter in items/s.
I:BasicTransporterPullAmount=1
# Five times travel speed of Basic logistical transporter.
I:BasicTransporterSpeed=5
# Capacity of Basic pressurized tube in mB.
I:BasicTubeCapacity=256
# Pump rate of Basic pressurized tube in mB/t.
I:BasicTubePullAmount=64
# The number of items a Creative bin can store.
I:CreativeBinStorage=2147483647
# Maximum number of Joules a Creative energy cube can store.
D:CreativeEnergyCubeMaxEnergy=1.7976931348623157E308
# Output rate in Joules of a Creative energy cube.
D:CreativeEnergyCubeOutput=1.7976931348623157E308
# Output rate of Creative gas tank in mB.
I:CreativeFluidTankOutput=1073741823
# Storage size of Creative gas tank in mB.
I:CreativeFluidTankStorage=2147483647
# Output rate of Creative gas tank in mB.
I:CreativeGasTankOutput=1073741823
# Storage size of Creative gas tank in mB.
I:CreativeGasTankStorage=2147483647
# The number of items a Elite bin can store.
I:EliteBinStorage=32768
# Internal buffer in Joules of each Elite universal cable.
I:EliteCableCapacity=64000
# Insulation value of Elite thermodynamic conductor.
D:EliteConductorConductionInsulation=8000.0
# Heat capacity of Elite thermodynamic conductor.
D:EliteConductorHeatCapacity=1.0
# Conduction value of Elite thermodynamic conductor.
D:EliteConductorInverseConduction=5.0
# Maximum number of Joules a Elite energy cube can store.
D:EliteEnergyCubeMaxEnergy=3.2E7
# Output rate in Joules of a Elite energy cube.
D:EliteEnergyCubeOutput=12800.0
# Output rate of Elite gas tank in mB.
I:EliteFluidTankOutput=1600
# Storage size of Elite gas tank in mB.
I:EliteFluidTankStorage=56000
# Output rate of Elite gas tank in mB.
I:EliteGasTankOutput=1028
# Storage size of Elite gas tank in mB.
I:EliteGasTankStorage=256000
# Maximum number of Joules a Elite induction cell can store.
D:EliteInductionCellMaxEnergy=6.4E10
# Maximum number of Joules a Elite induction provider can output or accept.
D:EliteInductionProviderOutput=4096000.0
# Capacity of Elite mechanical pipe in mB.
I:ElitePipeCapacity=16000
# Pump rate of Elite mechanical pipe in mB/t.
I:ElitePipePullAmount=1600
# Item throughput rate of Elite logistical transporter in items/s.
I:EliteTransporterPullAmount=32
# Five times travel speed of Elite logistical transporter.
I:EliteTransporterSpeed=20
# Capacity of Elite pressurized tube in mB.
I:EliteTubeCapacity=4096
# Pump rate of Elite pressurized tube in mB/t.
I:EliteTubePullAmount=1024
# The number of items a Ultimate bin can store.
I:UltimateBinStorage=262144
# Internal buffer in Joules of each Ultimate universal cable.
I:UltimateCableCapacity=320000
# Insulation value of Ultimate thermodynamic conductor.
D:UltimateConductorConductionInsulation=100000.0
# Heat capacity of Ultimate thermodynamic conductor.
D:UltimateConductorHeatCapacity=1.0
# Conduction value of Ultimate thermodynamic conductor.
D:UltimateConductorInverseConduction=5.0
# Maximum number of Joules a Ultimate energy cube can store.
D:UltimateEnergyCubeMaxEnergy=1.28E8
# Output rate in Joules of a Ultimate energy cube.
D:UltimateEnergyCubeOutput=51200.0
# Output rate of Ultimate gas tank in mB.
I:UltimateFluidTankOutput=3200
# Storage size of Ultimate gas tank in mB.
I:UltimateFluidTankStorage=112000
# Output rate of Ultimate gas tank in mB.
I:UltimateGasTankOutput=2056
# Storage size of Ultimate gas tank in mB.
I:UltimateGasTankStorage=512000
# Maximum number of Joules a Ultimate induction cell can store.
D:UltimateInductionCellMaxEnergy=5.12E11
# Maximum number of Joules a Ultimate induction provider can output or accept.
D:UltimateInductionProviderOutput=3.2768E7
# Capacity of Ultimate mechanical pipe in mB.
I:UltimatePipeCapacity=64000
# Pump rate of Ultimate mechanical pipe in mB/t.
I:UltimatePipePullAmount=6400
# Item throughput rate of Ultimate logistical transporter in items/s.
I:UltimateTransporterPullAmount=64
# Five times travel speed of Ultimate logistical transporter.
I:UltimateTransporterSpeed=50
# Capacity of Ultimate pressurized tube in mB.
I:UltimateTubeCapacity=16384
# Pump rate of Ultimate pressurized tube in mB/t.
I:UltimateTubePullAmount=4096
}
usage {
# Energy per operation tick (Joules).
D:ChemicalCrystallizerUsage=400.0
# Energy per operation tick (Joules).
D:ChemicalDissolutionChamberUsage=400.0
# Energy per operation tick (Joules).
D:ChemicalInfuserUsage=200.0
# Energy per operation tick (Joules).
D:ChemicalInjectionChamberUsage=400.0
# Energy per operation tick (Joules).
D:ChemicalWasherUsage=200.0
# Energy per operation tick (Joules).
D:CombinerUsage=50.0
# Energy per operation tick (Joules).
D:CrusherUsage=50.0
# Energy per operation tick (Joules).
D:DigitalMinerUsage=100.0
# Energy per operation tick (Joules).
D:ElectricPumpUsage=100.0
# Energy per operation tick (Joules).
D:EnergizedSmelterUsage=50.0
# Energy per operation tick (Joules).
D:EnrichmentChamberUsage=50.0
# Energy per operation tick (Joules).
D:FluidicPlenisherUsage=100.0
# Energy per operation tick (Joules).
D:FormulaicAssemblicatorUsage=100.0
# Energy needed for one [recipe unit] of heavy water production (Joules).
D:HeavyWaterElectrolysisUsage=800.0
# Energy per operation tick (Joules).
D:LaserUsage=5000.0
# Energy per operation tick (Joules).
D:MetallurgicInfuserUsage=50.0
# Energy per operation tick (Joules).
D:OsmiumCompressorUsage=100.0
# Energy per operation tick (Joules).
D:OxidationChamberUsage=200.0
# Energy per operation tick (Joules).
D:PrecisionSawmillUsage=50.0
# Energy per operation tick (Joules).
D:PressurizedReactionBaseUsage=5.0
# Energy per operation tick (Joules).
D:PurificationChamberUsage=200.0
# Energy per operation tick (Joules).
D:RotaryCondensentratorUsage=50.0
# Energy per operation tick (Joules).
D:SeismicVibratorUsage=50.0
# Base Joules cost for a teleportation.
I:TeleporterBaseUsage=1000
# Flat additional cost for interdimensional teleportation.
I:TeleporterDimensionPenalty=10000
# Joules per unit of distance travelled during teleportation - sqrt(xDiff^2 + yDiff^2 + zDiff^2).
I:TeleporterDistanceUsage=10
}

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config/openblocks.cfg Normal file
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# Configuration file
additional {
# List any mob names (like 'minecraft:bat') you want disabled on the server
S:disableMobNames <
>
# Should player inventories be stored after death (can be later restored with ob_inventory command)
B:dumpDeadPlayersInventories=true
}
blocks {
B:auto_anvil=true
B:auto_enchantment_table=true
B:beartrap=true
B:big_button=true
B:big_button_wood=true
B:block_breaker=true
B:block_placer=true
B:builder_guide=true
B:cannon=true
B:canvas=true
B:canvas_glass=true
B:donation_station=true
B:drawing_table=true
B:elevator=true
B:elevator_rotating=true
B:fan=true
B:flag=true
B:golden_egg=true
B:grave=false
B:guide=true
B:heal=true
B:imaginary=true
B:item_dropper=true
B:ladder=true
B:paint_can=true
B:paint_mixer=true
B:path=true
B:projector=true
B:rope_ladder=true
B:scaffolding=true
B:sky=true
B:sponge=true
B:sprinkler=true
B:tank=true
B:target=true
B:trophy=true
B:vacuum_hopper=true
B:village_highlighter=true
B:xp_bottler=true
B:xp_drain=true
B:xp_shower=true
}
breaker {
# Maximum number of actions that can be performed by block breaker in single tick
I:actionLimit=16
}
canvas {
# Controls number of textures allocated for canvas. Increase if canvas blocks stop rendering properly (get empty sides). To re-apply, reload textures
I:canvasTexturePoolSize=256
# If true, paintbrush will replace suitable blocks with canvas. Otherwise, it will only try to paint blocks
B:paintbrushReplacesBlocks=true
# List of block ids that should not be replaceable by canvas (by using brush, stencil, etc)
S:replaceBlacklist <
>
}
cartographer {
# List of blocks that should be invisible to cartographer. Example: id:3, OpenBlocks:openblocks_radio (case sensitive)
S:blockBlacklist <
>
# Should invalid height map request be always reported
B:reportInvalidRequest=false
}
crane {
# Enable magnet turtles
B:addTurtles=true
# Use shift to control crane direction (otherwise, toggle every time)
B:boringMode=true
# Enable collision checking of crane arm
B:doCraneCollisionCheck=false
# List of resource location names of blocks that can be picked by magnet
S:magnetBlockWhitelist <
>
# List of resource location names of entities that can be picked by magnet
S:magnetEntityWhitelist <
>
# List of resource location names of tile entities that can be picked by magnet
S:magnetTileEntityWhitelist <
>
# Show magnet turtles in creative list
B:showTurtles=true
# Maximal distance from turtle to magnet when deactivating
D:turtleMagnetDeactivateRange=3.0
# Range of magnet CC peripheral
D:turtleMagnetRange=32.0
}
cursor {
# Maximum distance cursor can reach (warning: increasing may cause crashes)
I:cursorMaxDistance=64
}
debug {
# Show structures found by golden eye
B:goldenEyeDebug=false
# Dump extra amount of data, every time grave is created
B:gravesDebug=false
}
devnull {
# Color of contained stack size in GUI
I:countColor=16776960
# If true, /dev/null will require sneaking in addition to clicking air to open gui
B:sneakClickToGui=true
}
dropblock {
# Should elevator move player to center of block after teleporting
B:centerOnBlock=false
# XP consumed by elevator (total amount = ratio * distance)
D:elevatorXpDrainRatio=0.0
# Disable limit of blocks between elevators (equivalent to maxPassThrough = infinity)
B:ignoreAllBlocks=false
# The elevator will ignore half blocks when counting the blocks it can pass through
B:ignoreHalfBlocks=false
# The elevator will try to pass through blocks that have custom collision boxes
B:irregularBlocksArePassable=true
# The maximum amount of blocks the elevator can pass through before the teleport fails
I:maxPassThrough=4
# Use to configure blocks as elevators. Examples: 'minecraft:wool' - configure any wool as white elevator, 'minecraft:wool#color=light_blue;yellow' - configure lightblue wool as yellow elevator
S:overrides <
>
# The range of the drop block
I:searchDistance=20
# Defines blocks that are handled specially by elevators. Entries are in form <modId>:<blockName>:<action> or id:<blockId>:<action>. Possible actions: abort (elevator can't pass block), increment (counts for elevatorMaxBlockPassCount limit) and ignore
S:specialBlockRules <
>
}
egg {
# Can golden egg pick blocks while hatching (may lead to glitches)
B:pickBlocks=true
}
fan {
# Maximum force applied every tick to entities nearby (linear decay)
D:fanForce=0.05
# Range of fan in blocks
D:fanRange=10.0
# Is fan force controlled by redstone current
B:isRedstoneActivated=true
}
features {
# Other fluids accepted instead liquid XP
S:additionalXpFluids <
"experience:20"
>
# Explosive enchant can break blocks at level 3
B:explosiveEnchantGrief=true
# Is 'Explosive' enchantment enabled
B:explosiveEnchantment=true
# Is 'Flim-flam' enchantment enabled
B:flimFlamEnchantment=true
# Should every player get info book on first login
B:infoBook=true
# Is 'Last Stand' enchantment enabled
B:lastStandEnchantment=true
# Formula for XP cost (variables: hp,dmg,ench,xp). Note: calculation only triggers when hp - dmg < 1.
S:lastStandFormula=max(1, 50*(1-(hp-dmg))/ench)
# Storage in mB needed to store single XP point
I:xpToLiquidRatio=20
}
glasses {
# 0.0 - no visible change to world, 1.0 - world fully obscured
D:opacity=0.7
# Use texture for obscuring world
B:useTexture=true
}
glyphs {
# Should glyphs be added to creative search GUI
B:showInCreativeSearch=false
}
graves {
# Can grave spawn single block of dirt when it has no block under?
B:canSpawnBase=true
# Try to overwrite blocks with graves if no suitable place is found on first try
B:destructiveGraves=false
# Maximal height where grave should be spawned (default value selected to prevent spawning in bedrock)
I:maximalPosY=249
# Minimal height where grave should be spawned (default value selected to prevent spawning in bedrock)
I:minimalPosY=6
# Require gravestone to be in a player's inventory (it is consumed)
B:requiresGraveInInv=false
# Spawn rate, range: 0..1, default: about 1 per 50s
D:skeletonSpawnRate=0.002
# Size of cube searched for spaces suitable for grave spawning
I:spawnRange=10
# Should grave randomly spawn skeletons
B:spawnSkeletons=true
# Frequency of special action on grave digging, 0..1
D:specialActionFrequency=0.03
# Store contents of spawned graves into separate NBT files (can later be restored with ob_inventory command)
B:storeContents=true
}
guide {
# How builder guide should react to redstone. 0 - not sensitive, 1 - powered == on, -1 - inverted
I:redstoneSensitivity=1
# Square of guide maximum render distance
D:renderDistanceSq=65536.0
# Try to use advanced OpenGL for performance improvement
B:useAdvancedRenderer=true
}
hacks {
# Enable experimental features that may be buggy or broken entirely
B:enableExperimentalFeatures=false
}
hangglider {
# Enable a whole new level of hanggliding experience through thermal lift. See keybindings for acoustic vario controls
B:enableThermal=true
}
imaginary {
# Speed of imaginary blocks fading/appearing
D:fadingSpeed=0.0075
# Number of newly created crayon/pencil uses
D:numberOfUses=10.0
}
itemdropper {
# Maximum speed that can be set in item dropper GUI
D:maxItemDropSpeed=4.0
}
items {
B:cartographer=true
B:crane_backpack=true
B:crane_control=true
B:crayon_glasses=true
B:cursor=true
B:dev_null=true
B:empty_map=true
B:epic_eraser=true
B:generic=true
B:generic_unstackable=true
B:glyph=true
B:golden_eye=true
B:hang_glider=true
B:height_map=true
B:info_book=true
B:luggage=true
B:paintbrush=true
B:pedometer=true
B:pencil_glasses=true
B:serious_glasses=true
B:sleeping_bag=true
B:slimalyzer=true
B:sonic_glasses=true
B:sponge_on_a_stick=true
B:squeegee=true
B:stencil=true
B:tasty_clay=true
B:technicolor_glasses=true
B:wrench=true
B:xp_bucket=true
}
ladder {
# If true, ladders will behave in old way: single item will place ladder all the way down, but it will not drop when broken
B:infiniteMode=false
}
loot {
B:technicolorGlasses=true
}
magnet {
# Can crane magnet pick block?
B:pickBlocks=true
# Can crane magnet pick entities?
B:pickEntities=true
}
placer {
# Maximum number of actions that can be performed by block placer in single tick
I:actionLimit=16
}
projector {
# The projector's cone will use the specified brightness value to render.
# Value must be between 0 and 255 inclusive. To use the default world brightness set -1 as the value.
# Keep in mind that default brightness means that the cone will render as light blue during the day and dark blue during the night.
I:brightness=-1
# Level of light emitted by the active projector. Defaults to 10. Must be at maximum 15 and positive
I:lightLevel=10
# Projector will light up whenever it is displaying a map
B:lightUpWhenWorking=true
# Projector will render a holographic cone whenever active
B:renderHolographicCone=true
}
radio {
# Should add radio villager profession
B:radioVillagerEnabled=true
}
scaffolding {
# The rate at which scaffolding should break. 0 - fastest
I:despawnRate=4
}
skyblock {
# Forces skyblock rendering even when Optifine is enabled (warning: skyblocks may be incompatible with shaders!)
B:optifineOverride=false
# Enables skyblock rendering. Disable when there are graphic glitches or performance problems. Requires resource reload after change.
B:renderingEnabled=true
}
sponge {
# Should sponge block update neighbours after liquid removal?
B:blockUpdate=false
# Sponge block range (distance from center)
I:spongeRange=3
# SpongeOnAStick use count
I:spongeStickUseCount=256
# Should sponge-on-a-stick update neighbours after liquid removal?
B:stickBlockUpdate=false
}
sprinkler {
# Consume rate of bonemeal (ticks/item).
I:bonemealConsumeRate=600
# 1/chance that crops will be fertilized with bonemeal
I:bonemealFertilizeChance=200
# The range in each cardinal direction that crops will be affected.
I:effectiveRange=4
# 1/chance that crops will be fertilized without bonemeal
I:fertilizeChance=500
# Capacity (in mB) of internal tank.
I:internalTankCapacity=50
# Consume rate of sprinkler (ticks/mB).
I:waterConsumeRate=20
}
tanks {
# Can buckets be filled directly from tank? (works only for vanilla fluids, universal bucket and ones registered in 'bucketItems')
B:allowBucketDrain=true
# List of additional custom buckets than can be filled directly from tanks
S:bucketItems <
"openblocks:xp_bucket"
>
# The amount of buckets each tank can hold
I:bucketsPerTank=16
# Should filled tanks be searchable with creative menu
B:displayAllFluids=true
# Tanks will emit light when they contain a liquid that glows (eg. lava)
B:emitLight=true
# Minimal difference in fluid level between neigbors required for tank update (can be used for performance finetuning
I:fluidDifferenceUpdateThreshold=0
# Should tanks try to balance liquid amounts with neighbours
B:tankTicks=true
}
tomfoolery {
# You know, THAT thing! That you shouldn't do in public!
B:doItWhileTyping=false
# Blacklist/Whitelist for effects used by flim-flam enchantment
S:flimFlamBlacklist <
>
# If true, flim-flam blacklist will become whitelist
B:reverseBlacklist=false
# Allow only flimflams that don't cause death (or at least very rarely)
B:safeOnly=false
# 0 - lore hidden, 1 - visible only with pressed ALT, 2 - always visible
I:sillyLoreDisplay=1
# Are you serious too?
B:weAreSeriousPeople=true
}
trophy {
# Legacy value. For actual configuration, see 'trophyDropChanceFormula'
D:trophyDropChance=0.001
# Formula for calculating trophy drop chance. Trophy drops when result is positive.
S:trophyDropChanceFormula=let([bias=rand()/4, selection=rand()], (looting + bias) * chance - selection)
}
xpbucket {
# Can bucket be filled with liquid XP directly from any source?
B:directFill=true
# Should XP bucket be shown in inventory (if this is set, while universal bucket is enabled and registerUniversalXpBucket is set, creative menu will contain two buckets containing liquid XP)
B:showInCreativeGui=true
# Should liquid XP be registered for universal bucket support (does not enable universal bucket)
B:universalBucketSupport=true
}

View file

@ -0,0 +1,695 @@
# Do not change this file, it is rewritten each time you start the game.
# Instead, use the user.recipes file to edit recipes by redefining them there.
analyzer {
input: [[torchRedstoneActive, "", ""]
["oc:materialTransistor", nuggetGold, ""]
["oc:materialCircuitBoardPrinted", nuggetGold, ""]]
}
hoverboots {
input: [[iron_nugget, "oc:hoverUpgrade2", iron_nugget]
[leather, "oc:droneCase1", leather]
[iron_nugget, "oc:capacitor", iron_nugget]]
}
manual {
type: shapeless
input: [book, "oc:circuitChip1"]
}
nanomachines {
input: [["oc:chamelium", "oc:wlanCard2", "oc:chamelium"]
["oc:cpu2", "oc:materialAcid", "oc:ram1"]
["oc:chamelium", "oc:capacitor", "oc:chamelium"]]
}
texturepicker {
input: [[dyeBlack, dyeRed, dyeGreen]
[dyeBlue, "oc:analyzer", dyePurple]
[dyeYellow, dyeMagenta, dyeWhite]]
}
wrench {
input: [[ingotIron, "", ingotIron]
["", "oc:circuitChip2", ""],
["", ingotIron, ""]]
}
lootdisks: [
{
name: "opencomputers:openos"
type: shapeless
input: ["oc:floppy", "oc:manual"]
},
{
name: "opencomputers:oppm"
type: shapeless
input: ["oc:floppy", "oc:materialInterweb"]
}
]
luabios {
type: shapeless
input: ["oc:eeprom", "oc:manual"]
}
dronecase1 {
input: [["oc:stoneEndstone", compass, "oc:stoneEndstone"]
["oc:circuitChip1", "oc:microcontrollerCase1", "oc:circuitChip1"]
["oc:stoneEndstone", "oc:componentBus2", "oc:stoneEndstone"]]
}
dronecase2 {
input: [["oc:stoneEndstone", compass, "oc:stoneEndstone"]
["oc:circuitChip2", "oc:microcontrollerCase2", "oc:circuitChip2"]
["oc:stoneEndstone", "oc:componentBus3", "oc:stoneEndstone"]]
}
microcontrollercase1 {
input: [[iron_nugget, "oc:circuitChip1", iron_nugget]
[redstone, chest, redstone]
[iron_nugget, "oc:materialCircuitBoardPrinted", iron_nugget]]
}
microcontrollercase2 {
input: [[nuggetGold, "oc:circuitChip3", nuggetGold]
[blockRedstone, chest, blockRedstone]
[nuggetGold, "oc:materialCircuitBoardPrinted", nuggetGold]]
}
terminal {
input: [[iron_nugget, "oc:solarGeneratorUpgrade", iron_nugget]
["oc:circuitChip3", "oc:screen2", "oc:wlanCard2"]
[iron_nugget, "oc:keyboard", iron_nugget]]
}
tabletcase1 {
input: [[ingotGold, button, ingotGold]
["oc:componentBus1", "oc:screen2", "oc:circuitChip3"]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
tabletcase2 {
input: [["oc:circuitChip2", button, ingotGold]
["oc:componentBus3", "oc:screen2", "oc:circuitChip3"]
["oc:circuitChip2", "oc:materialCircuitBoardPrinted", ingotGold]]
}
diskdrivemountable {
input: [[obsidian, "oc:circuitChip1", obsidian]
[fenceIron, "oc:diskDrive", fenceIron]
[obsidian, "oc:materialCircuitBoardPrinted", obsidian]]
}
server1 {
input: [[ingotIron, "oc:ram2", ingotIron]
["oc:circuitChip1", "oc:componentBus1", "oc:circuitChip1"]
[obsidian, "oc:materialCircuitBoardPrinted", obsidian]]
}
server2 {
input: [[ingotGold, "oc:ram4", ingotGold]
["oc:circuitChip2", "oc:componentBus2", "oc:circuitChip2"]
[obsidian, "oc:materialCircuitBoardPrinted", obsidian]]
}
server3 {
input: [[gemDiamond, "oc:ram6", gemDiamond]
["oc:circuitChip3", "oc:componentBus3", "oc:circuitChip3"]
[obsidian, "oc:materialCircuitBoardPrinted", obsidian]]
}
terminalserver {
input: [[obsidian, "oc:wlanCard", obsidian]
["oc:wlanCard", "oc:circuitChip2", "oc:wlanCard2"]
[obsidian, "oc:materialCircuitBoardPrinted", obsidian]]
}
ram1 {
input: [["oc:circuitChip1", iron_nugget, "oc:circuitChip1"]
["", "oc:materialCircuitBoardPrinted", ""]]
}
ram2 {
input: [["oc:circuitChip1", "oc:circuitChip2", "oc:circuitChip1"]
["", "oc:materialCircuitBoardPrinted", ""]]
}
ram3 {
input: [["oc:circuitChip2", iron_nugget, "oc:circuitChip2"]
["", "oc:materialCircuitBoardPrinted", ""]]
}
ram4 {
input: [["oc:circuitChip2", "oc:circuitChip3", "oc:circuitChip2"]
["", "oc:materialCircuitBoardPrinted", ""]]
}
ram5 {
input: [["oc:circuitChip3", iron_nugget, "oc:circuitChip3"]
["", "oc:materialCircuitBoardPrinted", ""]]
}
ram6 {
input: [["oc:circuitChip3", "oc:circuitChip3", "oc:circuitChip3"]
["oc:circuitChip2", "oc:materialCircuitBoardPrinted", "oc:circuitChip2"]]
}
eeprom {
input: [[nuggetGold, "oc:materialTransistor", nuggetGold]
[paper, "oc:circuitChip1", paper]
[nuggetGold, torchRedstoneActive, nuggetGold]]
}
floppy {
input: [[iron_nugget, lever, iron_nugget]
[paper, "oc:materialDisk", paper]
[iron_nugget, paper, iron_nugget]]
}
hdd1 {
input: [["oc:circuitChip1", "oc:materialDisk", ingotIron]
["oc:materialCircuitBoardPrinted", "oc:materialDisk", craftingPiston]
["oc:circuitChip1", "oc:materialDisk", ingotIron]]
}
hdd2 {
input: [["oc:circuitChip2", "oc:materialDisk", ingotGold]
["oc:materialCircuitBoardPrinted", "oc:materialDisk", craftingPiston]
["oc:circuitChip2", "oc:materialDisk", ingotGold]]
}
hdd3 {
input: [["oc:circuitChip3", "oc:materialDisk", gemDiamond]
["oc:materialCircuitBoardPrinted", "oc:materialDisk", craftingPiston]
["oc:circuitChip3", "oc:materialDisk", gemDiamond]]
}
datacard1 {
input: [[iron_nugget, "oc:materialALU", "oc:circuitChip2"]
["", "oc:materialCard", ""]]
}
datacard2 {
input: [[nuggetGold, "oc:cpu1", "oc:circuitChip3"]
["", "oc:materialCard", ""]]
}
datacard3 {
input: [[chipDiamond, "oc:cpu2", "oc:ram5"]
["", "oc:materialCard", ""]]
}
graphicscard1 {
input: [["oc:circuitChip1", "oc:materialALU", "oc:ram1"]
["", "oc:materialCard", ""]]
}
graphicscard2 {
input: [["oc:circuitChip2", "oc:materialALU", "oc:ram3"]
["", "oc:materialCard", ""]]
}
graphicscard3 {
input: [["oc:circuitChip3", "oc:materialALU", "oc:ram5"]
["", "oc:materialCard", ""]]
}
internetcard {
input: [["oc:materialInterweb", "oc:circuitChip2", torchRedstoneActive]
["", "oc:materialCard", obsidian]]
}
redstonecard1 {
input: [[torchRedstoneActive, "oc:circuitChip1", ""]
["", "oc:materialCard", ""]]
}
redstonecard2 {
input: [[blockRedstone, "oc:circuitChip2", materialEnderPearl]
["", "oc:materialCard", ""]]
}
lancard {
input: [["oc:cable", "oc:circuitChip1", ""]
["", "oc:materialCard", ""]]
}
wlancard1 {
input: [[torchRedstoneActive, "oc:circuitChip1", torchRedstoneActive]
["", "oc:materialCard", ""]]
}
wlancard2 {
input: [[materialEnderPearl, "oc:circuitChip2", ""]
["", "oc:materialCard", ""]]
}
linkedcard {
input: [[eyeOfEnder, "", eyeOfEnder]
["oc:lanCard", "oc:materialInterweb", "oc:lanCard"]
["oc:circuitChip3", "", "oc:circuitChip3"]]
output: 2 # Note: all resulting cards are linked to each other.
}
abstractbuscard {
input: [[{block="StargateTech2:block.busCable"}, {item="StargateTech2:naquadah", subID=3}, ""]
["", "oc:materialCard", ""]]
}
worldsensorcard {
input: [[{item="galacticraftcore:sensor_lens"}, "oc:circuitChip2", ""]
["", "oc:materialCard", ""]]
}
angelupgrade {
input: [[ingotIron, materialEnderPearl, ingotIron]
["oc:circuitChip1", pistonStickyBase, "oc:circuitChip1"]
[ingotIron, materialEnderPearl, ingotIron]]
}
batteryupgrade1 {
input: [[iron_nugget, nuggetGold, iron_nugget]
[fenceIron, "oc:capacitor", fenceIron]
[iron_nugget, nuggetGold, iron_nugget]]
}
batteryupgrade2 {
input: [[iron_nugget, "oc:capacitor", iron_nugget]
[fenceIron, nuggetGold, fenceIron]
[iron_nugget, "oc:capacitor", iron_nugget]]
}
batteryupgrade3 {
input: [[iron_nugget, "oc:capacitor", iron_nugget]
["oc:capacitor", chipDiamond, "oc:capacitor"]
[iron_nugget, "oc:capacitor", iron_nugget]]
}
chunkloaderupgrade {
input: [[ingotGold, blockGlass, ingotGold]
["oc:circuitChip3", eyeOfEnder, "oc:circuitChip3"]
[obsidian, "oc:materialCircuitBoardPrinted", obsidian]]
}
craftingupgrade {
input: [[ingotIron, "", ingotIron]
["oc:circuitChip1", workbench, "oc:circuitChip1"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
databaseupgrade1 {
input: [[ingotIron, "oc:analyzer", ingotIron]
["oc:circuitChip1", "oc:hdd1", "oc:circuitChip1"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
databaseupgrade2 {
input: [[ingotIron, "oc:analyzer", ingotIron]
["oc:circuitChip2", "oc:hdd2", "oc:circuitChip2"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
databaseupgrade3 {
input: [[ingotIron, "oc:analyzer", ingotIron]
["oc:circuitChip3", "oc:hdd3", "oc:circuitChip3"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
experienceupgrade {
input: [[ingotGold, "", ingotGold]
["oc:circuitChip2", emerald, "oc:circuitChip2"]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
generatorupgrade {
input: [[ingotIron, "", ingotIron]
["oc:circuitChip1", craftingPiston, "oc:circuitChip1"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
hoverupgrade1 {
input: [[feather, "oc:circuitChip1", feather]
[iron_nugget, leather, iron_nugget]
[feather, "oc:materialCircuitBoardPrinted", feather]]
}
hoverupgrade2 {
input: [["oc:stoneEndstone", "oc:circuitChip2", "oc:stoneEndstone"]
[nuggetGold, ingotIron, nuggetGold]
["oc:stoneEndstone", "oc:materialCircuitBoardPrinted", "oc:stoneEndstone"]]
}
inventoryupgrade {
input: [[plankWood, hopper, plankWood]
[dropper, chest, craftingPiston]
[plankWood, "oc:circuitChip1", plankWood]]
}
inventorycontrollerupgrade {
input: [[ingotGold, "oc:analyzer", ingotGold]
[dropper, "oc:circuitChip2", craftingPiston]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
mfu {
input: [["oc:chamelium", gemLapis, "oc:chamelium"]
["oc:linkedCard", "oc:adapter", "oc:linkedCard"]
["oc:chamelium", gemLapis, "oc:chamelium"]]
}
leashupgrade {
input: [[ingotIron, {item="minecraft:lead"}, ingotIron]
[{item="minecraft:lead"}, "oc:materialCU", {item="minecraft:lead"}]
[ingotIron, {item="minecraft:lead"}, ingotIron]]
}
navigationupgrade {
input: [[ingotGold, compass, ingotGold]
["oc:circuitChip2", {item=filled_map, subID=any}, "oc:circuitChip2"]
[ingotGold, potion, ingotGold]]
}
pistonupgrade {
input: [[ingotIron, craftingPiston, ingotIron]
[stickWood, "oc:circuitChip1", stickWood]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
signupgrade {
input: [[ingotIron, dyeBlack, ingotIron]
["oc:circuitChip1", stickWood, "oc:circuitChip1"]
[ingotIron, pistonStickyBase, ingotIron]]
}
solargeneratorupgrade {
input: [[blockGlass, blockGlass, blockGlass]
["oc:circuitChip3", blockLapis, "oc:circuitChip3"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
tankupgrade {
input: [[plankWood, fenceIron, plankWood]
[dispenser, cauldron, craftingPiston]
[plankWood, "oc:circuitChip1", plankWood]]
}
tankcontrollerupgrade {
input: [[ingotGold, glassBottle, ingotGold]
[dispenser, "oc:circuitChip2", craftingPiston]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
tractorbeamupgrade {
input: [[ingotGold, craftingPiston, ingotGold]
[ingotIron, "oc:capacitor", ingotIron]
[ingotGold, "oc:circuitChip3", ingotGold]]
}
tradingupgrade {
input: [[ingotGold, chest, ingotGold]
[emerald, "oc:circuitChip2", emerald]
[dropper, "oc:materialCircuitBoardPrinted", craftingPiston]]
}
cardcontainer1 {
input: [[ingotIron, "oc:circuitChip1", ingotIron]
[craftingPiston, chest, ""]
[ingotIron, "oc:materialCard", ingotIron]]
}
cardcontainer2 {
input: [[ingotIron, "oc:circuitChip2", ingotIron]
[craftingPiston, chest, ""]
[ingotIron, "oc:materialCard", ingotIron]]
}
cardcontainer3 {
input: [[ingotGold, "oc:circuitChip2", ingotGold]
[craftingPiston, chest, ""]
[ingotGold, "oc:materialCard", ingotGold]]
}
upgradecontainer1 {
input: [[ingotIron, "oc:circuitChip1", ingotIron]
[craftingPiston, chest, ""]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
upgradecontainer2 {
input: [[ingotIron, "oc:circuitChip2", ingotIron]
[craftingPiston, chest, ""]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
upgradecontainer3 {
input: [[ingotGold, "oc:circuitChip2", ingotGold]
[craftingPiston, chest, ""]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
ingotiron {
type: shapeless
input: [iron_nugget, iron_nugget, iron_nugget,
iron_nugget, iron_nugget, iron_nugget,
iron_nugget, iron_nugget, iron_nugget]
}
chipdiamond {
type: shapeless
input: ["oc:materialCuttingWire", gemDiamond]
output: 6
}
gemDiamond = false
cuttingwire {
input: [[stickWood, nuggetIron, stickWood]]
}
acid {
type: shapeless
input: [bucketWater, sugar, slimeball, fermentedSpiderEye, bone]
}
disk {
input: [["", iron_nugget, ""]
[iron_nugget, "", iron_nugget]
["", iron_nugget, ""]]
}
chamelium {
input: [[gravel, redstone, gravel],
[redstone, {item=coal, subID=1}, redstone],
[gravel, {item="minecraft:water_bucket"}, gravel]]
output: 16
}
chameliumblock {
input: [["oc:chamelium", "oc:chamelium", "oc:chamelium"],
["oc:chamelium", "oc:chamelium", "oc:chamelium"],
["oc:chamelium", "oc:chamelium", "oc:chamelium"]]
}
endstone {
input: [[materialEnderPearl, "oc:chameliumBlock", materialEnderPearl]
["oc:chameliumBlock", materialEnderPearl, "oc:chameliumBlock"]
[materialEnderPearl, "oc:chameliumBlock", materialEnderPearl]]
output: 4
}
inkcartridgeempty {
input: [[iron_nugget, dispenser, iron_nugget],
["oc:materialTransistor", bucket, "oc:materialTransistor"],
[iron_nugget, "oc:materialCircuitBoardPrinted", iron_nugget]]
}
inkcartridge {
type: shapeless
input: [dyeCyan, dyeMagenta, dyeYellow, dyeBlack, "oc:inkCartridgeEmpty"]
}
buttongroup {
input: [[button, button, button]
[button, button, button]]
}
arrowkeys {
input: [["", button, ""]
[button, button, button]]
}
numpad {
input: [[button, button, button]
[button, button, button]
[button, button, button]]
}
transistor {
input: [[ingotIron, ingotIron, ingotIron]
[nuggetGold, paper, nuggetGold]
["", redstone, ""]]
output: 8
}
chip1 {
input: [[iron_nugget, iron_nugget, iron_nugget]
[redstone, "oc:materialTransistor", redstone]
[iron_nugget, iron_nugget, iron_nugget]]
output: 8
}
chip2 {
input: [[nuggetGold, nuggetGold, nuggetGold]
[redstone, "oc:materialTransistor", redstone]
[nuggetGold, nuggetGold, nuggetGold]]
output: 4
}
chip3 {
input: [[chipDiamond, chipDiamond, chipDiamond]
[redstone, "oc:materialTransistor", redstone]
[chipDiamond, chipDiamond, chipDiamond]]
output: 2
}
alu {
input: [[iron_nugget, redstone, iron_nugget]
["oc:materialTransistor", "oc:circuitChip1", "oc:materialTransistor"]
[iron_nugget, "oc:materialTransistor", iron_nugget]]
}
apu1 {
input: [[nuggetGold, "oc:circuitChip1", nuggetGold]
["oc:cpu2", "oc:componentBus1", "oc:graphicsCard1"]
[nuggetGold, "oc:circuitChip1", nuggetGold]]
}
apu2 {
input: [[chipDiamond, "oc:circuitChip2", chipDiamond]
["oc:cpu3", "oc:componentBus2", "oc:graphicsCard2"]
[chipDiamond, "oc:circuitChip2", chipDiamond]]
}
componentbus1 {
input: [[iron_nugget, redstone, iron_nugget]
["oc:circuitChip1", "oc:materialCU", ""]
[iron_nugget, "oc:materialCircuitBoardPrinted", iron_nugget]]
}
componentbus2 {
input: [[nuggetGold, redstone, nuggetGold]
["oc:circuitChip2", "oc:materialCU", ""]
[nuggetGold, "oc:materialCircuitBoardPrinted", nuggetGold]]
}
componentbus3 {
input: [[chipDiamond, redstone, chipDiamond]
["oc:circuitChip3", "oc:materialCU", ""]
[chipDiamond, "oc:materialCircuitBoardPrinted", chipDiamond]]
}
cpu1 {
input: [[iron_nugget, redstone, iron_nugget]
["oc:circuitChip1", "oc:materialCU", "oc:circuitChip1"]
[iron_nugget, "oc:materialALU", iron_nugget]]
}
cpu2 {
input: [[nuggetGold, redstone, nuggetGold]
["oc:circuitChip2", "oc:materialCU", "oc:circuitChip2"]
[nuggetGold, "oc:materialALU", nuggetGold]]
}
cpu3 {
input: [[chipDiamond, redstone, chipDiamond]
["oc:circuitChip3", "oc:materialCU", "oc:circuitChip3"]
[chipDiamond, "oc:materialALU", chipDiamond]]
}
cu {
input: [[nuggetGold, redstone, nuggetGold]
["oc:materialTransistor", clock, "oc:materialTransistor"]
[nuggetGold, "oc:materialTransistor", nuggetGold]]
}
rawcircuitboard {
type: shapeless
input: [ingotGold, clay, dyeGreen]
output: 8
}
circuitboard = false
printedcircuitboard {
type: furnace
input: "oc:materialCircuitBoardRaw"
}
card {
input: [[iron_nugget, "", ""]
[iron_nugget, "oc:materialCircuitBoardPrinted", ""]
[iron_nugget, nuggetGold, ""]]
}
interweb {
input: [[string, string, string]
[string, materialEnderPearl, string]
[string, string, string]]
}
adapter {
input: [[ingotIron, "oc:cable", ingotIron]
["oc:cable", "oc:circuitChip1", "oc:cable"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
assembler {
input: [[ingotIron, workbench, ingotIron]
[craftingPiston, "oc:circuitChip2", craftingPiston]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
cable {
input: [["", iron_nugget, ""]
[iron_nugget, redstone, iron_nugget]
["", iron_nugget, ""]]
output: 4
}
luaBios {
type: shapeless
input: ["oc:eeprom", "oc:manual"]
}
carpetedcapacitor {
type: shapeless
input: [carpet, "oc:capacitor"]
}
capacitor {
input: [[ingotIron, "oc:materialTransistor", ingotIron]
[nuggetGold, paper, nuggetGold]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
charger {
input: [[ingotIron, ingotGold, ingotIron]
["oc:capacitor", "oc:circuitChip2", "oc:capacitor"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
case1 {
input: [[ingotIron, "oc:circuitChip1", ingotIron]
[fenceIron, chest, fenceIron]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
case2 {
input: [[ingotGold, "oc:circuitChip2", ingotGold]
[fenceIron, chest, fenceIron]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
case3 {
input: [[gemDiamond, "oc:circuitChip3", gemDiamond]
[fenceIron, chest, fenceIron]
[gemDiamond, "oc:materialCircuitBoardPrinted", gemDiamond]]
}
disassembler {
input: [["oc:materialCU", paneGlass, "oc:analyzer"]
[craftingPiston, "", obsidian]
[ingotIron, bucketLava, ingotIron]]
}
diskdrive {
input: [[ingotIron, "oc:circuitChip1", ingotIron]
[craftingPiston, stickWood, ""]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
geolyzer {
input: [[ingotGold, compass, ingotGold]
[eyeOfEnder, "oc:circuitChip2", eyeOfEnder]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
hologram1 {
input: [["oc:circuitChip2", paneGlass, "oc:circuitChip2"]
["oc:materialCircuitBoardPrinted", chipDiamond, "oc:materialCircuitBoardPrinted"]
[obsidian, yellowDust, obsidian]]
}
hologram2 {
input: [["oc:circuitChip3", blockGlass, "oc:circuitChip3"]
["oc:materialCircuitBoardPrinted", gemDiamond, "oc:materialCircuitBoardPrinted"]
[obsidian, blazePowder, obsidian]]
}
keyboard {
input: [["oc:materialButtonGroup", "oc:materialButtonGroup", "oc:materialButtonGroup"]
["oc:materialButtonGroup", "oc:materialArrowKey", "oc:materialNumPad"]]
}
motionsensor {
input: [[ingotGold, daylightDetector, ingotGold]
[daylightDetector, "oc:cpu2", daylightDetector]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
netsplitter {
input: [[ingotIron, "oc:cable", ingotIron]
["oc:cable", craftingPiston, "oc:cable"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
printer {
input: [[ingotIron, hopper, ingotIron]
[craftingPiston, "oc:circuitChip3", craftingPiston]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
powerconverter {
input: [[ingotIron, "oc:cable", ingotIron]
[ingotGold, "oc:circuitChip1", ingotGold]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
powerdistributor {
input: [[ingotIron, ingotGold, ingotIron]
["oc:cable", "oc:circuitChip1", "oc:cable"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
rack {
input: [[gemDiamond, "oc:wlanCard2", gemDiamond]
[fenceIron, chest, fenceIron]
["oc:relay", "oc:materialCircuitBoardPrinted", "oc:powerDistributor"]]
}
raid {
input: [[iron_nugget, "oc:cpu3", iron_nugget]
["oc:ram1", "oc:diskDrive", "oc:ram1"]
[iron_nugget, "oc:circuitChip2", iron_nugget]]
}
redstone {
input: [[ingotIron, "oc:circuitChip3", ingotIron]
[blockRedstone, "oc:redstoneCard1", blockRedstone]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
relay {
input: [[ingotIron, "oc:cable", ingotIron]
["oc:cable", "oc:lanCard", "oc:cable"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
screen1 {
input: [[ingotIron, redstone, ingotIron]
[redstone, "oc:circuitChip1", blockGlass]
[ingotIron, redstone, ingotIron]]
}
screen2 {
input: [[ingotGold, dyeRed, ingotGold]
[dyeGreen, "oc:circuitChip2", blockGlass]
[ingotGold, dyeBlue, ingotGold]]
}
screen3 {
input: [[obsidian, yellowDust, obsidian]
[yellowDust, "oc:circuitChip3", blockGlass]
[obsidian, yellowDust, obsidian]]
}
transposer {
input: [[ingotIron, "oc:inventoryControllerUpgrade", ingotIron]
[hopper, bucket, hopper]
[ingotIron, "oc:tankControllerUpgrade", ingotIron]]
output: 4
}
waypoint {
input: [[ingotIron, "oc:circuitChip1", ingotIron]
["oc:materialTransistor", "oc:materialInterweb", "oc:materialTransistor"],
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}

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@ -0,0 +1,353 @@
# Do not change this file, it is rewritten each time you start the game.
# Instead, use the user.recipes file to edit recipes by redefining them there.
# Note that there is support for a number of GregTech machines, by using the
# appropriate `type` specifier. Available types are:
# - gt_alloySmelter : Alloy Smelter Recipe
# - gt_assembler : Circuit Assembler Machine
# - gt_bender : Plate Bending Machine Recipe
# - gt_canner : Canning Machine Recipe
# - gt_chemical : Chemical Recipe
# - gt_cnc : CNC-Machine Recipe
# - gt_cutter : Cutter Recipe
# - gt_fluidCanner : Fluid Canner Recipe
# - gt_formingPress : Forming Press Recipe
# - gt_lathe : Lathe Machine Recipe
# - gt_laserEngraver: Laser Engraver Recipe
# - gt_wiremill : Wiremill Recipe
#
# For these types, there a few more options for inputs and outputs. A full
# recipe using all these options would look like this:
# name {
# type: gt_???
# input: ["primaryInput", "possiblyOptionalSecondaryInput"]
# count: [1, 2] # would mean 1 of primary, 2 of secondary
# output: 2 # size of primary output stack
# eu: EU consumed for the operation
# time: time it takes to complete the operation, in ticks.
# # The following are usually optional.
# secondaryOutput: ["secondaryOutput1", "secondaryOutput2"] # Max number depends on machine.
# secondaryOutputCount: [2, 2] # Like `count` to `input`.
# inputFluid: {name="water", amount="500"}
# outputFluid: {name="lava"} # defaults to amount = 1000
# }
include file("hardmode.recipes")
analyzer {
# 32762 = Portable Scanner
input: [["oc:materialTransistor", torchRedstoneActive, "oc:materialTransistor"]
["oc:circuitChip2", {item="gt.metaitem.01", subID=32762}, "oc:circuitChip2"]
[screwAluminium, craftingToolScrewdriver, screwAluminium]]
}
server1 {
input: [["oc:circuitChip1", "oc:ram4", "oc:circuitChip1"]
["oc:circuitChip2", "oc:case1", "oc:circuitChip2"]
[craftingToolScrewdriver, "oc:materialCircuitBoardPrinted", craftingToolWrench]]
}
server2 {
input: [["oc:circuitChip2", "oc:ram5", "oc:circuitChip2"]
["oc:circuitChip3", "oc:case2", "oc:circuitChip3"]
[craftingToolScrewdriver, "oc:materialCircuitBoardPrinted", craftingToolWrench]]
}
server3 {
input: [["oc:circuitChip3", "oc:ram6", "oc:circuitChip3"]
["oc:circuitChip3", "oc:case3", "oc:circuitChip3"]
[craftingToolScrewdriver, "oc:materialCircuitBoardPrinted", craftingToolWrench]]
}
ram1 {
type: gt_assembler
input: ["oc:circuitChip1", "oc:materialCircuitBoardPrinted"]
count: [3, 3]
eu: 32
time: 250
}
ram2 {
input: [["oc:circuitChip1", "oc:circuitChip1", "oc:circuitChip1"]
["oc:ram1", "oc:materialCircuitBoardPrinted", "oc:ram1"]
["", craftingToolWrench, ""]]
}
ram3 {
input: [["oc:circuitChip2", "oc:circuitChip2", "oc:circuitChip2"]
["oc:ram2", "oc:materialCircuitBoardPrinted", "oc:ram2"]
[circuitElite, craftingToolWrench, circuitElite]]
}
ram4 {
input: [["oc:circuitChip2", "oc:circuitChip2", "oc:circuitChip2"]
["oc:ram3", "oc:materialCircuitBoardPrinted", "oc:ram3"]
[circuitElite, craftingToolWrench, circuitElite]]
}
ram5 {
input: [["oc:circuitChip3", "oc:circuitChip3", "oc:circuitChip3"]
["oc:ram4", "oc:materialCircuitBoardPrinted", "oc:ram4"]
[circuitUltimate, craftingToolWrench, circuitUltimate]]
}
ram6 {
input: [["oc:circuitChip3", "oc:circuitChip3", "oc:circuitChip3"]
["oc:ram5", "oc:materialCircuitBoardPrinted", "oc:ram5"]
[circuitUltimate, craftingToolWrench, circuitUltimate]]
}
floppy {
input: [[screwAluminium, lever, screwAluminium]
[plateAluminium, "oc:materialDisk", plateAluminium]
[screwAluminium, craftingToolScrewdriver, screwAluminium]]
}
hdd1 {
input: [["oc:ram1", "oc:materialDisk", "oc:ram1"]
["oc:ram1", "oc:materialDisk", "oc:ram1"]
[screwAluminium, craftingToolScrewdriver, "oc:circuitChip2"]]
}
hdd2 {
input: [["oc:hdd1", "oc:materialCircuitBoardPrinted" , "oc:hdd1"]
["oc:circuitChip2", screwTitanium, "oc:circuitChip2"]
[screwTitanium, craftingToolScrewdriver, screwTitanium]]
}
hdd3 {
input: [["oc:hdd2", "oc:materialCircuitBoardPrinted", "oc:hdd2"]
["oc:circuitChip3", screwTungstenSteel, "oc:circuitChip3"]
[screwTungstenSteel , craftingToolScrewdriver, screwTungstenSteel]]
}
# graphicsCard1 { fallback to default }
# graphicsCard2 { fallback to default }
# graphicsCard3 { fallback to default }
redstonecard {
input: [[screwStainlessSteel , "oc:circuitChip2" , screwStainlessSteel]
["comparator", "oc:materialCard", diode]
[screwStainlessSteel , craftingToolScrewdriver, screwStainlessSteel]]
}
lancard {
input: [[screwStainlessSteel , "oc:circuitChip2" , screwStainlessSteel]
["oc:cable", "oc:materialCard", "oc:cable"]
[screwStainlessSteel , craftingToolScrewdriver, screwStainlessSteel]]
}
wlancard1 {
input: [[screwAluminium , "oc:circuitChip2" , screwAluminium]
[torchRedstoneActive, "oc:lanCard", torchRedstoneActive]
[screwAluminium , craftingToolScrewdriver, screwAluminium]]
}
wlancard2 {
input: [[screwTitanium , "oc:circuitChip3" , screwTitanium]
[materialEnderPearl, "oc:lanCard", materialEnderPearl]
[screwTitanium , craftingToolScrewdriver, screwTitanium]]
}
craftingupgrade {
# 1 = LV Casing
input: [[screwStainlessSteel, "oc:materialCircuitBoardPrinted" , screwStainlessSteel]
["oc:circuitChip2", {block="gt.blockcasings", subID=1}, "oc:circuitChip2"]
[screwStainlessSteel, craftingToolScrewdriver, screwStainlessSteel]]
}
generatorupgrade {
input: [[screwStainlessSteel, "oc:materialCircuitBoardPrinted" , screwStainlessSteel]
["oc:circuitChip2", craftingGenerator, "oc:circuitChip2"]
[screwStainlessSteel, craftingToolScrewdriver, screwStainlessSteel]]
}
navigationupgrade {
# 2 = MV Casing
input: [[{block="gt.blockcasings", subID=2}, compass, screwStainlessSteel]
["oc:circuitChip3", {item=filled_map, subID=any}, "oc:circuitChip3"]
[screwStainlessSteel, potion, craftingToolScrewdriver]]
}
signupgrade {
input: [[screwAluminium, dyeBlack, screwAluminium]
["oc:circuitChip1", stickWood, "oc:circuitChip1"]
[screwAluminium, craftingToolScrewdriver, screwAluminium]]
}
solargeneratorupgrade {
# 32750 = Solar Panel
input: [[screwTitanium, "", screwTitanium]
["oc:circuitChip3", {item="gt.metaitem.01", subID=32750} , "oc:circuitChip3"]
[screwTitanium, craftingToolScrewdriver, screwTitanium]]
}
cuttingwire {
input: [[stickWood, ingotTin, stickWood]
["", craftingToolWireCutter, ""]]
}
disk {
input: [["", plateAluminium, ""]
[plateAluminium, "", plateAluminium]
["", plateAluminium, ""]]
}
# buttonGroup { fallback to default }
# arrowKeys { fallback to default }
# numPad { fallback to default }
transistor {
type: gt_assembler
input: [redstone, stickIron]
count: [1, 3]
eu: 16
time: 500
output: 6
}
chip1 {
type: gt_assembler
input: ["ic2.itemPartCircuit", "oc:materialTransistor"]
count: [1, 4]
eu: 25
time: 480
output: 4
}
chip2 {
type: gt_assembler
input: ["ic2.itemPartCircuitAdv", "oc:materialTransistor"]
count: [1, 8]
eu: 25
time: 640
output: 4
}
chip3 {
type: gt_assembler
input: [circuitData, "oc:materialTransistor"]
count: [1, 16]
eu: 25
time: 800
output: 4
}
alu {
type: gt_assembler
input: [comparator, "oc:circuitChip1"]
count: [3, 1]
eu: 24
time: 500
output: 1
}
cpu1 {
input: [["oc:circuitChip2", "oc:materialALU", "oc:circuitChip2"]
[plateAluminium, "oc:materialCU", plateAluminium]
[screwAluminium, craftingToolScrewdriver, screwAluminium]]
}
cpu2 {
input: [["oc:circuitChip2", plateStainlessSteel, "oc:circuitChip2"]
["oc:ram3", "oc:cpu1", "oc:ram3"]
["oc:circuitChip2", craftingToolScrewdriver, "oc:circuitChip2"]]
}
cpu3 {
input: [["oc:circuitChip3", plateTitanium, "oc:circuitChip3"]
["oc:ram5", "oc:cpu2", "oc:ram5"]
["oc:circuitChip3", craftingToolScrewdriver, "oc:circuitChip3"]]
}
cu {
type: gt_assembler
input: [circuitElite, "oc:materialTransistor"]
count: [1, 6]
eu: 32
time: 750
output: 3
}
# rawCircuitBoard { fallback to default }
circuitboard {
type: furnace
input: "oc:materialCircuitBoardRaw"
}
printedcircuitboard {
type:shaped
input: [[dustTinyGold, cellSulfuricAcid]
["oc:materialCircuitBoard", dustTinyGold]]
}
card {
input: [[stickIron, "oc:circuitChip2", "oc:materialTransistor"]
[stickIron, "oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted"]
[craftingToolScrewdriver, nuggetGold, nuggetGold]]
}
adapter {
input: [["oc:cable", "oc:circuitChip1", "oc:cable"]
["", {block="gt.blockcasings", subID=1}, ""]
["oc:materialCircuitBoardPrinted", "oc:cable", craftingToolWrench]]
}
cable {
type: gt_assembler
input: [craftingWireCopper, dustEmerald]
count: [8, 1]
eu: 32
time: 64
output: 8
}
carpetedcapacitor {
type: shapeless
input: [carpet, "oc:capacitor"]
}
capacitor {
# 7 = CESU
input: [["", {item="ic2.blockElectric", subID=7}, ""]
[{block="gt.blockcasings", subID=1}, "oc:materialTransistor", {block="gt.blockcasings", subID=1}]
["oc:materialCircuitBoardPrinted", craftingToolWrench, "oc:materialCircuitBoardPrinted"]]
}
charger {
# 2 = Chargepad (MFE)
input: [["", plateStainlessSteel, ""]
[{item="ic2.blockChargepad", subID=2}, {block="gt.blockcasings", subID=3}, {item="ic2.blockChargepad", subID=2}]
["oc:circuitChip3", craftingToolWrench, "oc:materialCircuitBoardPrinted"]]
}
case1 {
input: [[screwAluminium, "oc:materialCircuitBoardPrinted", craftingToolWrench]
["ic2.reactorVentSpread", {block="gt.blockcasings", subID=1}, "ic2.reactorVentSpread"]
[screwAluminium, "oc:circuitChip1", craftingToolScrewdriver]]
}
case2 {
input: [[screwStainlessSteel , "oc:materialCircuitBoardPrinted", craftingToolWrench]
[{item="ic2.reactorVentGold", subID=1}, "oc:case1", {item="ic2.reactorVentGold", subID=1}]
[screwStainlessSteel, "oc:circuitChip2", craftingToolScrewdriver]]
}
case3 {
input: [[screwTitanium , "oc:materialCircuitBoardPrinted", craftingToolWrench]
[{item="ic2.reactorVentDiamond", subID=1}, "oc:case2", {item="ic2.reactorVentDiamond", subID=1}]
[screwTitanium, "oc:circuitChip3", craftingToolScrewdriver]]
}
diskdrive {
input: [["", "oc:circuitChip2", ""]
[craftingPiston, {block="gt.blockcasings", subID=1}, craftingLensWhite]
["oc:circuitChip2", craftingToolWrench, "oc:circuitChip2"]]
}
# keyboard { fallback to default }
powerconverter {
# 4 = MV Transformer
input: [["", "oc:circuitChip2", ""]
[plateAluminium, {item="ic2.blockElectric", subID=4}, plateAluminium]
["oc:materialCircuitBoardPrinted", craftingToolWrench, "oc:materialCircuitBoardPrinted"]]
}
powerdistributor {
# 7 = CESU
input: [["", plateAluminium, ""]
[{item="ic2.blockElectric", subID=7}, {block="gt.blockcasings", subID=2}, circuitMaster]
["oc:materialCircuitBoardPrinted", plateAluminium, craftingToolWrench]]
}
rack {
input: [[craftingToolScrewdriver, "oc:wlanCard2", craftingToolWrench]
[{item="ic2.reactorVentDiamond", subID=1}, chest, {item="ic2.reactorVentDiamond", subID=1}]
["oc:relay", "oc:materialCircuitBoardPrinted","oc:powerDistributor"]]
}
redstone {
# 32731 = Activity Detector
input: [[plateRedstone, "oc:materialCircuitBoardPrinted", plateRedstone]
[{item="gt.metaitem.01", subID=32731}, {block="gt.blockcasings", subID=2}, "oc:redstoneCard1"]
["oc:circuitChip2", "oc:materialCircuitBoardPrinted", "oc:circuitChip2"]]
}
relay {
input: [["", "oc:lanCard", ""]
["oc:cable", {block="gt.blockcasings", subID=2}, "oc:cable"]
["oc:materialCircuitBoardPrinted", craftingToolWrench, "oc:materialCircuitBoardPrinted"]]
}
screen1 {
input: [[plateAluminium, plateAluminium, craftingToolWrench]
[redstone, "oc:materialTransistor", paneGlass]
[plateAluminium, plateAluminium, craftingToolScrewdriver]]
}
screen2 {
input: [[plateStainlessSteel, screwStainlessSteel, craftingToolWrench]
["oc:circuitChip2", "oc:screen1", {item="gt.metaitem.01", subID=32740}]
[plateStainlessSteel, screwStainlessSteel, craftingToolScrewdriver]]
}
screen3 {
input: [[plateTitanium, "oc:materialCircuitBoardPrinted", craftingToolWrench]
["oc:circuitChip3", "oc:screen2", "oc:circuitChip3"]
[plateTitanium, "oc:materialCircuitBoardPrinted", craftingToolScrewdriver]]
}

View file

@ -0,0 +1,411 @@
# Do not change this file, it is rewritten each time you start the game.
# Instead, use the user.recipes file to edit recipes by redefining them there.
include file("default.recipes")
analyzer {
input: [["", torchRedstoneActive, ""]
["oc:materialTransistor", "oc:circuitChip1", nuggetGold]
["oc:materialTransistor", "oc:materialCircuitBoardPrinted", nuggetGold]]
}
terminal {
input: [[iron_nugget, "oc:solarGeneratorUpgrade", iron_nugget]
["oc:circuitChip3", "oc:screen2", "oc:wlanCard2"]
[iron_nugget, "oc:keyboard", iron_nugget]]
}
server1 {
input: [["oc:circuitChip1", "oc:ram4", "oc:circuitChip1"]
["oc:circuitChip2", "oc:case1", "oc:circuitChip2"]
["oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted"]]
}
server2 {
input: [["oc:circuitChip2", "oc:ram5", "oc:circuitChip2"]
["oc:circuitChip3", "oc:case2", "oc:circuitChip3"]
["oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted"]]
}
server3 {
input: [["oc:circuitChip3", "oc:ram6", "oc:circuitChip3"]
["oc:circuitChip3", "oc:case3", "oc:circuitChip3"]
["oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted"]]
}
ram1 {
input: [["oc:circuitChip1", "oc:circuitChip1", "oc:circuitChip1"]
["oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted"]]
}
ram2 {
input: [["oc:circuitChip1", "oc:circuitChip1", "oc:circuitChip1"]
["oc:ram1", "oc:materialCircuitBoardPrinted", "oc:ram1"]]
}
ram3 {
input: [["oc:circuitChip2", "oc:circuitChip2", "oc:circuitChip2"]
["oc:ram2", "oc:materialCircuitBoardPrinted", "oc:ram2"]]
}
ram4 {
input: [["oc:circuitChip2", "oc:circuitChip2", "oc:circuitChip2"]
["oc:ram3", "oc:materialCircuitBoardPrinted", "oc:ram3"]]
}
ram5 {
input: [["oc:circuitChip3", "oc:circuitChip3", "oc:circuitChip3"]
["oc:ram4", "oc:materialCircuitBoardPrinted", "oc:ram4"]]
}
ram6 {
input: [["oc:circuitChip3", "oc:circuitChip3", "oc:circuitChip3"]
["oc:ram5", "oc:materialCircuitBoardPrinted", "oc:ram5"]]
}
floppy {
input: [[iron_nugget, lever, iron_nugget]
["oc:materialCircuitBoard", "oc:materialDisk", "oc:materialCircuitBoard"]
[iron_nugget, paper, iron_nugget]]
}
hdd1 {
input: [["oc:circuitChip1", "oc:materialDisk", ingotIron]
["oc:materialCircuitBoardPrinted", "oc:materialDisk", craftingPiston]
["oc:circuitChip1", "oc:materialDisk", ingotIron]]
}
hdd2 {
input: [[ingotGold, "oc:hdd1", ingotGold]
["oc:circuitChip2", "oc:materialCircuitBoardPrinted", "oc:circuitChip2"]
[ingotGold, "oc:hdd1", ingotGold]]
}
hdd3 {
input: [["oc:circuitChip3", "oc:hdd2", "oc:circuitChip3"]
["oc:ram1", "oc:materialCircuitBoardPrinted", "oc:ram1"]
["oc:circuitChip3", "oc:hdd2", "oc:circuitChip3"]]
}
abstractbuscard {
input: [[{block="StargateTech2:block.busCable"}, {item="StargateTech2:naquadah", subID=3}, ""]
["", "oc:materialCard", ""]]
}
datacard2 {
input: [[nuggetGold, "oc:cpu1", "oc:circuitChip3"]
["", "oc:dataCard1", ""]]
}
datacard3 {
input: [[gemDiamond, "oc:cpu2", "oc:ram5"]
["", "oc:dataCard2", ""]]
}
graphicscard1 {
input: [["oc:circuitChip1", "oc:materialALU", "oc:ram1"]
["", "oc:materialCard", ""]]
}
graphicscard2 {
input: [["oc:circuitChip2", "oc:circuitChip2", "oc:ram3"]
["", "oc:graphicsCard1", ""]]
}
graphicscard3 {
input: [["oc:circuitChip3", "oc:circuitChip3", "oc:ram5"]
["", "oc:graphicsCard2", ""]]
}
internetcard {
input: [["oc:materialInterweb", "oc:circuitChip3", torchRedstoneActive]
["", "oc:wlanCard2", obsidian]]
}
redstonecard1 {
input: [[torchRedstoneActive, "oc:circuitChip1", ""]
["", "oc:materialCard", ""]]
}
redstonecard2 {
input: [[blockRedstone, "oc:circuitChip2", materialEnderPearl]
["", "oc:redstoneCard1", ""]]
}
lancard {
input: [["oc:cable", "oc:circuitChip1", ""]
["", "oc:materialCard", ""]]
}
wlancard1 {
input: [[torchRedstoneActive, "oc:circuitChip1", torchRedstoneActive]
["", "oc:lanCard", ""]]
}
wlancard2 {
input: [[materialEnderPearl, "oc:circuitChip2", ""]
["", "oc:lanCard", ""]]
}
linkedcard {
input: [[eyeOfEnder, "", eyeOfEnder]
["oc:wlanCard2", "oc:materialInterweb", "oc:wlanCard2"]
["oc:circuitChip3", "", "oc:circuitChip3"]]
output: 2 # Note: all resulting cards are linked to each other.
}
batteryupgrade1 {
input: [[ingotIron, nuggetGold, ingotIron]
["oc:materialTransistor", "oc:capacitor", "oc:materialTransistor"]
[ingotIron, nuggetGold, ingotIron]]
}
batteryupgrade2 {
input: [[ingotGold, "oc:capacitor", ingotGold]
["oc:materialTransistor", nuggetGold, "oc:materialTransistor"]
[ingotGold, "oc:capacitor", ingotGold]]
}
batteryupgrade3 {
input: [[gemDiamond, "oc:capacitor", gemDiamond]
["oc:materialTransistor", "oc:capacitor", "oc:materialTransistor"]
[gemDiamond, "oc:capacitor", gemDiamond]]
}
craftingupgrade {
input: [[ingotIron, craftingPiston, ingotIron]
["oc:circuitChip1", workbench, "oc:circuitChip1"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
experienceupgrade {
input: [[ingotGold, "oc:analyzer", ingotGold]
["oc:circuitChip3", emerald, "oc:circuitChip3"]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
generatorupgrade {
input: [[ingotIron, "", ingotIron]
["oc:circuitChip1", craftingPiston, "oc:circuitChip1"]
["oc:materialCircuitBoardPrinted", ingotIron, "oc:materialCircuitBoardPrinted"]]
}
inventoryupgrade {
input: [[ingotIron, hopper, ingotIron]
[dispenser, chest, craftingPiston]
[ingotIron, "oc:circuitChip1", ingotIron]]
}
inventorycontrollerupgrade {
input: [[ingotGold, "oc:circuitChip2", ingotGold]
[dispenser, "oc:inventoryUpgrade", craftingPiston]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
navigationupgrade {
input: [[ingotGold, compass, ingotGold]
["oc:circuitChip3", {item=filled_map, subID=any}, "oc:circuitChip3"]
[ingotGold, potion, ingotGold]]
}
signupgrade {
input: [[ingotIron, dyeBlack, ingotIron]
["oc:circuitChip1", stickWood, "oc:circuitChip1"]
[ingotIron, pistonStickyBase, ingotIron]]
}
solargeneratorupgrade {
input: [[blockGlass, blockGlass, blockGlass]
["oc:circuitChip3", "oc:generatorUpgrade", "oc:circuitChip3"]]
}
tradingupgrade {
input: [["oc:circuitChip2", chest, "oc:circuitChip2"]
[emerald, "oc:circuitChip2", emerald]
[dropper, "oc:materialCircuitBoardPrinted", craftingPiston]]
}
cuttingwire {
input: [[stickWood, iron_nugget, stickWood]]
}
disk {
input: [["", iron_nugget, ""]
[iron_nugget, "", iron_nugget]
["", iron_nugget, ""]]
}
buttongroup {
input: [[button, button, button]
[button, button, button]]
}
arrowkeys {
input: [["", button, ""]
[button, button, button]]
}
numpad {
input: [[button, button, button]
[button, button, button]
[button, button, button]]
}
transistor {
input: [[iron_nugget, iron_nugget, iron_nugget]
[nuggetGold, paper, nuggetGold]
["", redstone, ""]]
}
chip1 {
input: [[iron_nugget, "", iron_nugget]
["oc:materialTransistor", nuggetGold, "oc:materialTransistor"]
[iron_nugget, "", iron_nugget]]
}
chip2 {
input: [[nuggetGold, {item=dyePowder, subID=4} , nuggetGold]
["oc:circuitChip1", netherquartz, "oc:circuitChip1"]
[nuggetGold, {item=dyePowder, subID=4}, nuggetGold]]
}
chip3 {
input: [[yellowDust, comparator, yellowDust]
["oc:circuitChip2", gemDiamond, "oc:circuitChip2"]
[yellowDust, comparator, yellowDust]]
}
alu {
input: [[diode, torchRedstoneActive, diode]
["oc:materialTransistor", "oc:materialTransistor", "oc:materialTransistor"]
[iron_nugget, redstone, iron_nugget]]
}
apu2 {
input: [[gemDiamond, "oc:circuitChip2", gemDiamond]
["oc:cpu3", "oc:componentBus2", "oc:graphicsCard2"]
[gemDiamond, "oc:circuitChip2", gemDiamond]]
}
componentbus1 {
input: [[iron_nugget, redstone, iron_nugget]
["oc:circuitChip1", "oc:materialCU", ""]
[iron_nugget, "oc:materialCircuitBoardPrinted", iron_nugget]]
}
componentbus2 {
input: [[nuggetGold, "oc:ram3", nuggetGold]
["oc:circuitChip2", "oc:componentBus1", ""]
[nuggetGold, "oc:materialCircuitBoardPrinted", nuggetGold]]
}
componentbus3 {
input: [[gemDiamond, "oc:ram5", gemDiamond]
["oc:circuitChip3", "oc:componentBus2", ""]
[gemDiamond, "oc:materialCircuitBoardPrinted", gemDiamond]]
}
cpu1 {
input: [[iron_nugget, redstone, iron_nugget]
["oc:circuitChip1", "oc:materialCU", "oc:circuitChip1"]
[iron_nugget, "oc:materialALU", iron_nugget]]
}
cpu2 {
input: [[nuggetGold, "oc:ram3", nuggetGold]
["oc:circuitChip2", "oc:cpu1", "oc:circuitChip2"]
[nuggetGold, "oc:ram3", nuggetGold]]
}
cpu3 {
input: [[gemDiamond, "oc:ram5", gemDiamond]
["oc:circuitChip3", "oc:cpu2", "oc:circuitChip3"]
[gemDiamond, "oc:ram5", gemDiamond]]
}
cu {
input: [[nuggetGold, torchRedstoneActive, nuggetGold]
["oc:materialTransistor", clock, "oc:materialTransistor"]
[nuggetGold, redstone, nuggetGold]]
}
rawcircuitboard {
type: shapeless
input: ["oc:materialCuttingWire", clay, dyeGreen]
}
circuitboard {
type: furnace
input: "oc:materialCircuitBoardRaw"
}
printedcircuitboard {
type: shapeless
input: ["oc:materialCircuitBoard", nuggetGold, "oc:materialAcid"]
output: 1
}
card {
input: [[iron_nugget, "oc:circuitChip1", "oc:materialTransistor"]
[iron_nugget, "oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted"]
[iron_nugget, nuggetGold, nuggetGold]]
}
interweb {
input: [[string, materialEnderPearl, string]
[materialEnderPearl, string, materialEnderPearl]
[string, materialEnderPearl, string]]
}
adapter {
input: [[ingotIron, "oc:cable", ingotIron]
["oc:cable", "oc:circuitChip1", "oc:cable"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
cable {
input: [["", iron_nugget, ""]
[iron_nugget, redstone, iron_nugget]
["", iron_nugget, ""]]
output: 4
}
carpetedcapacitor {
type: shapeless
input: [carpet, "oc:capacitor"]
}
capacitor {
input: [[ingotIron, "oc:materialTransistor", ingotIron]
[nuggetGold, paper, nuggetGold]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
charger {
input: [[ingotIron, ingotGold, ingotIron]
["oc:capacitor", "oc:circuitChip2", "oc:capacitor"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
case1 {
input: [[ingotIron, "oc:circuitChip1", ingotIron]
[fenceIron, chest, fenceIron]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
case2 {
input: [[ingotGold, "oc:circuitChip2", ingotGold]
["oc:circuitChip2", "oc:case1", "oc:circuitChip2"]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
case3 {
input: [[gemDiamond, "oc:circuitChip3", gemDiamond]
["oc:circuitChip3", "oc:case2", "oc:circuitChip3"]
[gemDiamond, "oc:materialCircuitBoardPrinted", gemDiamond]]
}
diskdrive {
input: [[ingotIron, "oc:circuitChip1", ingotIron]
[craftingPiston, stickWood, ""]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
geolyzer {
input: [[ingotGold, "oc:analyzer", ingotGold]
[eyeOfEnder, "oc:circuitChip2", eyeOfEnder]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
hologram1 {
input: [["oc:circuitChip2", paneGlass, "oc:circuitChip2"]
["oc:materialCircuitBoardPrinted", gemDiamond, "oc:materialCircuitBoardPrinted"]
[obsidian, yellowDust, obsidian]]
}
hologram2 {
input: [["oc:circuitChip3", blockGlass, "oc:circuitChip3"]
["oc:materialCircuitBoardPrinted", blockDiamond, "oc:materialCircuitBoardPrinted"]
[obsidian, blazePowder, obsidian]]
}
keyboard {
input: [["oc:materialButtonGroup", "oc:materialButtonGroup", "oc:materialButtonGroup"]
["oc:materialButtonGroup", "oc:materialArrowKey", "oc:materialNumPad"]]
}
powerconverter {
input: [[ingotIron, "oc:cable", ingotIron]
[ingotGold, "oc:circuitChip1", ingotGold]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
powerdistributor {
input: [[ingotIron, ingotGold, ingotIron]
["oc:cable", "oc:circuitChip1", "oc:cable"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
rack {
input: [["oc:circuitChip3", "oc:wlanCard2", "oc:circuitChip3"]
[fenceIron, chest, fenceIron]
["oc:relay", "oc:materialCircuitBoardPrinted","oc:powerDistributor"]]
}
redstone {
input: [[ingotIron, "oc:circuitChip3", ingotIron]
[blockRedstone, "oc:redstoneCard1", blockRedstone]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
relay {
input: [[ingotIron, "oc:cable", ingotIron]
["oc:cable", "oc:lanCard", "oc:cable"]
[ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]]
}
screen1 {
input: [[ingotIron, ingotIron, blockGlass]
[redstone, "oc:materialTransistor", blockGlass]
[ingotIron, ingotIron, blockGlass]]
}
screen2 {
input: [[ingotGold, dyeRed, ingotGold]
["oc:circuitChip2", dyeGreen, "oc:screen1"]
[ingotGold, dyeBlue, ingotGold]]
}
screen3 {
input: [[obsidian, "oc:materialCircuitBoardPrinted", "oc:circuitChip3"]
[blazeRod, netherquartz, "oc:screen2"]
[obsidian, "oc:materialCircuitBoardPrinted", "oc:circuitChip3"]]
}

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include file("default.recipes")
redstonecard2 {
input: [[blockRedstone, "oc:circuitChip2", gemDiamond]
["", "oc:materialCard", ""]]
}
wlancard1 {
input: [[torchRedstoneActive, "oc:circuitChip1", torchRedstoneActive]
["", "oc:materialCard", ""]]
}
wlancard2 {
input: [[gemDiamond, "oc:circuitChip2", ""]
["", "oc:materialCard", ""]]
}
linkedcard {
input: [[gemDiamond, "", gemDiamond]
["oc:lanCard", "oc:materialInterweb", "oc:lanCard"]
["oc:circuitChip3", "", "oc:circuitChip3"]]
output: 2 # Note: all resulting cards are linked to each other.
}
angelupgrade {
input: [[ingotIron, gemDiamond, ingotIron]
["oc:circuitChip1", pistonStickyBase, "oc:circuitChip1"]
[ingotIron, gemDiamond, ingotIron]]
}
chunkloaderupgrade {
input: [[ingotGold, blockGlass, ingotGold]
["oc:circuitChip3", gemDiamond, "oc:circuitChip3"]
[obsidian, "oc:materialCircuitBoardPrinted", obsidian]]
}
inventoryupgrade {
input: [[plankWood, hopper, plankWood]
[dropper, chest, craftingPiston]
[plankWood, "oc:circuitChip1", plankWood]]
}
inventorycontrollerupgrade {
input: [[ingotGold, "oc:analyzer", ingotGold]
[dropper, "oc:circuitChip2", craftingPiston]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
signupgrade {
input: [[ingotIron, dyeBlack, ingotIron]
["oc:circuitChip1", stickWood, "oc:circuitChip1"]
[ingotIron, craftingPiston, ingotIron]]
}
tankupgrade {
input: [[plankWood, fenceIron, plankWood]
[dropper, cauldron, craftingPiston]
[plankWood, "oc:circuitChip1", plankWood]]
}
tankcontrollerupgrade {
input: [[ingotGold, glassBottle, ingotGold]
[dropper, "oc:circuitChip2", craftingPiston]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
inkcartridgeempty {
input: [[iron_nugget, dropper, iron_nugget],
["oc:materialTransistor", bucket, "oc:materialTransistor"],
[iron_nugget, "oc:materialCircuitBoardPrinted", iron_nugget]]
}
interweb {
input: [[redstone, {block="minecraft:wool", subID=9}, redstone]
[{block="minecraft:wool", subID=9}, gemDiamond, {block="minecraft:wool", subID=9}]
[redstone, {block="minecraft:wool", subID=9}, redstone]]
}
geolyzer {
input: [[ingotGold, compass, ingotGold]
[gemDiamond, "oc:circuitChip2", gemDiamond]
[ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]]
}
hologram2 {
input: [["oc:circuitChip3", blockGlass, "oc:circuitChip3"]
["oc:materialCircuitBoardPrinted", blockDiamond, "oc:materialCircuitBoardPrinted"]
[obsidian, yellowDust, obsidian]]
}

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# To use different sets of recipes, include other recipe files in the order of
# priority to use the recipes defined in them. The last include has the highest
# priority (i.e. included recipes simply replace the current definition for all
# already known recipes).
# To disable a recipe, assign a boolean value to it. For example, to disable
# the recipe for the transistor: `transistor = false`. This will disable the
# recipe and hide the item in the creative tab and NEI. If you assign `true`,
# the recipe will still be disabled, but not hidden in the creative tab/NEI.
include file("default.recipes")
#include file("hardmode.recipes")
#include file("gregtech.recipes")
#include file("peaceful.recipes")
#include file("your_custom.recipes")
# You can also specify custom recipes in this file directly. Have a look at the
# default.recipes file to get an idea how recipes have to be structured. You'll
# want to define your recipes after all includes, to avoid those overwriting
# your recipes.

74
config/preston.cfg Normal file
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# Configuration file
balance {
# The amount of blocks which comprise one compression level. NOTE: If enableCompressionByRecipe is enabled, this may ONLY be set to 4 or 9! Other values will crash. [range: 2 ~ 64, default: 9]
I:compressedBlockCount=9
# Warning: MJ is specified in micro-joules (x10^6)! [range: 400000 ~ 2147483647, default: 2000000]
I:compressorRecipeMultiplierMJ=2000000
# [range: 4 ~ 2147483647, default: 20]
I:compressorRecipeMultiplierRF=20
# Whether block compression by the Compressor machine should be enabled. [default: true]
B:enableCompressionByCompressor=true
# Whether block compression by recipe should be enabled. [default: false]
B:enableCompressionByRecipe=true
# Whether block decompression by recipe should be enabled. [default: true]
B:enableDecompressionByRecipe=true
# [default: true]
B:enableEnergyMJ=true
# [default: true]
B:enableEnergyRF=true
# Names of items to be blacklisted. IMC can also be used. [default: ]
S:itemBlacklist <
>
# Names of items to be whitelisted. THE WHITELIST IS ONLY ACTIVE IF AT LEAST ONE ITEM IS ON THIS LIST. [default: ]
S:itemWhitelist <
minecraft:dirt
minecraft:sand
minecraft:glass
minecraft:stone
minecraft:gravel
minecraft:granite
minecraft:andesite
minecraft:sandstone
minecraft:cobblestone
minecraft:diorite
>
# The maximum amount of compression levels for each block. [range: 1 ~ 1000, default: 16]
I:maxCompressionLevels=16
}
compat {
# [default: true]
B:jeiCompressorSupport=true
# [default: true]
B:jeiCraftingSupport=true
}
features {
# Enable or disable the Compressor machine. [default: true]
B:enableCompressor=false
}
general {
# The name the mod uses to refer to Forge capability-based energy. [default: RF]
S:energyUnitName=RF
# Should the amount of the original block be shown in tooltips? [default: true]
B:showCountInTooltips=true
}

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# Configuration file
~CONFIG_VERSION: 7
common {
# Allow to use NPOT Texture in order to reduce resource consumption.
B:allowNPOTTexture=false
# Experimental: Try interpolation for MOD original font renderer.
B:alternativeInterpolation=false
# Automatic detection of brightness.
B:autoBrightness=true
# Enable a blur reduction for fonts less than or equal to the specified size.(0~16)
I:blurReduction=10
# Brightness correction level for interpolated fonts.
I:brightness=1
# This value is an option to adjust the rounding method of the character width that can be obtained by getCharWidth().
# The character widths are rounded up if the fractions of the character width are equal to or more than this fraction value.
# Other character widths are rounded down. (Default: 0.3333335)
D:charWidthFractionToRoundUp=0.3333335
# Disable italic for small fonts.
B:disableSmallItalic=false
# Enable alpha blending
B:enableAlphaBlend=true
# Enable anisotropic filtering.
B:enableAnisotropicFilter=true
# Enable double rendering
B:enableDouble=false
# Enable linear interpolation
B:enableInterpolation=true
# Enable mipmap for fonts.
B:enableMipmap=true
# Enable premultiplied alpha instead of straight alpha.
B:enablePremultipliedAlpha=false
# Disable interpolation for characters drawn with high magnification.
B:excludeHighMag=true
# Disable interpolation for the integral multiple of default size.
B:excludeIntMultiple=true
# Tolerance (in percent) for rounding font scale to integer.(Default: 0.5)
D:fontScaleRoundingTolerance=0.5
# Force to use unicode font.
B:forceUnicode=false
# Disable interpolation for fonts above this magnification when excludeHighMag is enabled.(Default: 3.0)
D:limitMagnification=3.0
# Mipmap level.
I:mipmapLevel=4
# Mipmap LOD bias.
I:mipmapLodBias=-3
# Mipmap LOD bias for overlay screen.
I:overlayLodBias=-5
# Prioritize performance rather than quality.
B:performanceMode=false
# Enable odd multiple GUI scale factors (x3,x5,...) when using unicode font.
B:removeScaleRestriction=true
# Select run mode. (0:Enable mod, 1:Disable mod, 2:Disable mod(Optimization only)
I:runMode=0
# To save memory and VRAM usage by adjusting some parameters when a large amount of memory or VRAM will be required.
# (0:off, 1:conservative, 2:moderate, 3:aggressive)
I:saveMemory=1
# Shadow length. (0~10)
I:shadowLength=5
# Shadows are rendered smoothly by using linear interpolation if the font resolution is more than or equal to this value.
I:smoothShadowThreshold=24
# Correct character width error in a normal precision mode as much as possible.
B:widthErrorCorrection=true
}
debug {
# Enable debug log.
B:debugLog=false
# Debug option
S:debugOption=
# Show event log on the game screen.
B:showLogInChat=false
}
font {
# Use the fonts installed in the operating system.
B:useOSFont=true
# Primary font name.
# (The font installed in the system or existing in the externalFontPaths folders (default:<minecraft dir>/fontfiles).)
S:fontName=SansSerif
# Secondary font name. It is used if the character cannot be rendered with the primary font.
# (The font installed in the system or existing in the externalFontPaths folders (default:<minecraft dir>/fontfiles).)
S:secondaryFontName=SansSerif
# Primary font style.(0:plain, 1:bold, 2:italic, 3:bold+italic)
I:primaryFontStyle=0
# Secondary font style.(0:plain, 1:bold, 2:italic, 3:bold+italic)
I:secondaryFontStyle=0
# Enable anti-alias for OS fonts.(0:off, 1:normal, 2:high precision)
I:fontAntiAlias=1
# Enable emphasis for OS fonts. (0:off, 1:Ascii only, 2:Non-Ascii, 3:All)
I:fontEmphasis=0
# OS font resolution. (0:8px, 1:10px, 2:12px, 3:16px, 4:24px, 5:32px, 6:48px, 7:64px)
I:fontResolution=5
# Enable automatic font size detection for the font resolution.
B:fontAutoSizing=true
# Reference characters used for font-sizing.
# If this option is not specified, the default value "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz" is used.
S:fontSizingRefChars=
# Scaling factor of system font size.
D:fontSizeScaleFactor=1.0
# Transform non-default font narrowly or widely for MC default charset.
D:widthFactorDefaultCharset=1.0
# Transform non-default font narrowly or widely for unicode charset.
D:widthFactorUnicodeCharset=1.0
# Font gap.
I:fontGap=0
# Space width for system fonts.
# (0:space width specified by the primary font, 1~3:custom width, 4:Minecraft default width)
I:fontSpaceWidth=0
# Align baseline among different fonts.
B:fontAlignBaseline=true
# Target to replace fonts. (0:Exclude special fonts specified by mods, 1:All fonts)
I:fontTargetToReplace=0
# Internal state.
B:fontDetailList=false
# Margin around the glyph image.
I:glyphImageMargin=1
}
global {
# (Experimental) Initialize the mod asynchronously. It reduces initialization processing time.
B:asyncInitialization=true
# Disable font selection GUI only.
B:disableFontSelectionGui=false
# Disable In-Game configuration GUI.
B:disableInGameConfigGui=false
# Enable per-player configuration. (Settings in common category)
B:enablePerPlayerConfig=true
# Paths to font file folder. Default is "<Minecraft folder>/fontfiles"
S:externalFontsPaths <
fontfiles
>
# These font renderer classes use high precision font width.
# Best quality, but width calculation compatibility may slightly decreases
# in other font renderer other than the Minecraft default font renderer.
S:highPrecisionClasses <
net.minecraft.client.gui.FontRenderer
>
# High precision mode for MC standard font renderer is not used if these mods(mod ids) exist.
# This option is useful when there is a text wrapping problem with particular MODs or
# when there is an error in computing the text width.
# This option takes precedence over setMcRendererToHighPrecision option.
S:modsNotUsingHighPrecision <
betterquesting
>
# Minecraft standard font renderer object is always set to high precision even if it is replaced.
B:setMcRendererToHighPrecision=true
# Tweak the texture manager in order to make "Force LERP" function usable.
B:tweakLoadTexture=true
# Tweak the experience level rendering.
B:tweakRenderExperience=true
# Tweak the scaled resolution in order to make "Unlock Large GUI" function usable.
B:tweakScaledResolution=true
# These font renderer classes are not affected by this mod.
S:unaffectedClasses <
malte0811.industrialWires.client.panelmodel.RawModelFontRenderer
>
# These font renderer classes is most high compatibility with vanilla font width calculation,
# but the precision of font width calculation is more poorer than the other precision modes.
S:vanillaPrecisionClasses <
>
# Workaround for the broken font width of a mod. Some mods have an independent font renderer which
# directly refer charWidth/glyphWidth values of a MC standard font renderer in order to get the font
# width values of the Minecraft standard fonts or the resource pack fonts. If this workaround is true,
# charWidth and glyphWidth of the MC standard font renderer keep the font width values of the MC
# standard fonts or the resource pack fonts even if using the platform fonts.
# (ex. MalisisDoors(MalisisCore) needs this workaround.)
B:workaroundKeepOriginalWidthValues=true
# Workaround for transparent texts on a scoreboard.
B:workaroundTransparentScoreboard=true
# Workaround for the issue that Java8 cannot recognize per-user installed fonts properly on Windows 10.
B:workaroundWin10PerUserFontsUnusable=true
# Workaround for wrong GL state in GlStateManager.
# Some mods directly call GL11 method and don't use GlStateManager properly.
# If the color of the transparent part changes or the alpha blending is wrong, try this option.
B:workaroundWrongGlState=true
}
##########################################################################################################
# memory
#--------------------------------------------------------------------------------------------------------#
# The options in this category are related to memory savings.
# By setting options in this category, you can set the memory saving options
# more detailed than the "saveMemory" option.
# You can enable each memory saving function regardless of the "saveMemory" option setting.
# Also, even if set to false, memory options equivalent to or less than the saveMemory value are enabled.
# The saveMemory level of each saving function may be changed with future improvement of functions.
##########################################################################################################
memory {
# Compress glyph images of your platform fonts.
# The memory saving effect of this option is very high.(1/10 or less).
# saveMemory: 1(conservative)
# Side effect: There are almost no side effects.
# It takes just a little extra time to compress/uncompress glyph images.
B:compressImage=false
# Required number of logical CPUs to use "compressImage" function.
# If number of logical CPUs is below this value, compressing images is canceled
# to avoid taking a long time to generate glyph images.
# When 0 is set, there is no limit on the number of CPUs. (Default: 0)
I:compressImageRequiredCPUs=0
# Max temporary working memory size for generating glyph images. [MB]
# More larger max temporary memory allows to use more CPU cores for generating glyph images.
# When 0 is set, there is no limit on max temporary memory usage.
# When -1 is set, a working memory size depends on saveMemory setting. (Default: -1)
# saveMemory: 0(off):no limit, 1(conservative):32[MB], 2(moderate):16[MB]
# Side effect: Depending on the size of the font, the usage of the multi-core CPU is limited
# during generation of the glyph images.
I:maxTempMemForGlyphImgGen=-1
# Generate gray-scale glyph images of your platform fonts instead of ABGR images.
# This reduces memory usage by a quarter.
# saveMemory: 1(conservative)
# Side effect: There are almost no side effects.
# When loading texture, it requires a little additional time
# to convert to ABGR image. After the texture is loaded once,
# there are no side effect after that.
B:useGrayscaleImage=false
}

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# Configuration file
##########################################################################################################
# client
#--------------------------------------------------------------------------------------------------------#
# Client-side settings
##########################################################################################################
client {
# Color of the border of the box (0 to disable) [default: ff999999]
S:boxBorderColor=ff999999
# The distance to the bottom side of the screen. Use -1 if you don't want to set this [range: -1 ~ 10000, default: -1]
I:boxBottomY=-1
# Color of the box (0 to disable) [default: 55006699]
S:boxFillColor=55006699
# The distance to the left side of the screen. Use -1 if you don't want to set this [range: -1 ~ 10000, default: 5]
I:boxLeftX=5
# How much the border should be offset (i.e. to create an 'outer' border) [range: 0 ~ 20, default: 0]
I:boxOffset=0
# The distance to the right side of the screen. Use -1 if you don't want to set this [range: -1 ~ 10000, default: -1]
I:boxRightX=-1
# Thickness of the border of the box (0 to disable) [range: 0 ~ 20, default: 2]
I:boxThickness=2
# The distance to the top side of the screen. Use -1 if you don't want to set this [range: -1 ~ 10000, default: 5]
I:boxTopY=5
# Color of the border of the chest contents box (0 to disable) [default: ff006699]
S:chestContentsBorderColor=ff006699
# If true equal stacks will be compacted in the chest contents overlay [default: true]
B:compactEqualStacks=true
# If true the probe will automatically show extended information if it is in your main hand (so not required to sneak) [default: false]
B:extendedInMain=false
# true means shows harvestability with vanilla style icons [default: true]
B:harvestStyleVanilla=true
# If true then the probe hotkey must be held down to show the tooltip [default: false]
B:holdKeyToMakeVisible=false
# Toggle default probe visibility (client can override) [default: true]
B:isVisible=true
# 0 means don't show break progress, 1 is show as bar, 2 is show as text [range: 0 ~ 2, default: 1]
I:showBreakProgress=1
# If true show liquid information when the probe hits liquid first [default: false]
B:showLiquids=false
# Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ... [default: red,bold]
S:textStyleError=red,bold
# Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ... [default: white]
S:textStyleInfo=white
# Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ... [default: blue]
S:textStyleInfoImportant=blue
# Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ... [default: gray]
S:textStyleLabel=gray
# Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ... [default: blue,italic]
S:textStyleModName=blue,italic
# Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ... [default: white]
S:textStyleName=white
# Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ... [default: gray,strikethrough]
S:textStyleObsolete=gray,strikethrough
# Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ... [default: green]
S:textStyleOk=green
# Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ... [default: white]
S:textStyleProgress=white
# Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ... [default: yellow]
S:textStyleWarning=yellow
# The scale of the tooltips, 1 is default, 2 is smaller [range: 0.4 ~ 5.0, default: 1.0]
S:tooltipScale=1.0
}
##########################################################################################################
# providers
#--------------------------------------------------------------------------------------------------------#
# Provider configuration
##########################################################################################################
providers {
# Entity providers that should be excluded [default: ]
S:excludedEntityProviders <
>
# Providers that should be excluded [default: ]
S:excludedProviders <
>
# Order in which entity providers should be used [default: [theoneprobe:entity.default], [theoneprobe:entity.debug], [theoneprobe:entity.entity]]
S:sortedEntityProviders <
theoneprobe:entity.default
theoneprobe:entity.debug
theoneprobe:entity.entity
>
# Order in which providers should be used [default: [theoneprobe:default], [theoneprobe:debug], [theoneprobe:block], [appliedenergistics2:TileInfoProvider], [appliedenergistics2:PartInfoProvider], [buildcraftcompat.top], [enderio:default], [integrateddynamics:partData], [integrateddynamics:proxyData], [integrateddynamics:dryingBasinData], [integrateddynamics:squeezerData], [computronics:block], [mekanism], [omlib:default]]
S:sortedProviders <
theoneprobe:default
theoneprobe:debug
theoneprobe:block
appliedenergistics2:TileInfoProvider
appliedenergistics2:PartInfoProvider
buildcraftcompat.top
enderio:default
integrateddynamics:partData
integrateddynamics:proxyData
integrateddynamics:dryingBasinData
integrateddynamics:squeezerData
computronics:block
mekanism
omlib:default
>
}
##########################################################################################################
# theoneprobe
#--------------------------------------------------------------------------------------------------------#
# The One Probe configuration
##########################################################################################################
theoneprobe {
# If true equal stacks will be compacted in the chest contents overlay [default: true]
B:compactEqualStacks=true
# A list of blocks for which we don't send NBT over the network. This is mostly useful for blocks that have HUGE NBT in their pickblock (itemstack) [default: ]
S:dontSendNBT <
>
# A list of blocks for which we don't show chest contents automatically except if sneaking [default: ]
S:dontShowContentsUnlessSneaking <
>
# If true the probe will automatically show extended information if it is in your main hand (so not required to sneak) [default: false]
B:extendedInMain=false
# How much time (ms) to wait before reporting an exception again [range: 1 ~ 10000000, default: 20000]
I:loggingThrowableTimeout=20000
# The maximum packet size to send an itemstack from client to server. Reduce this if you have issues with network lag caused by TOP [range: -1 ~ 32768, default: 20000]
I:maxPacketToServer=20000
# Is the probe needed to show the tooltip? 0 = no, 1 = yes, 2 = yes and clients cannot override, 3 = probe needed for extended info only [range: 0 ~ 3, default: 3]
I:needsProbe=0
# Distance at which the probe works [range: 0.1 ~ 200.0, default: 6.0]
S:probeDistance=6.0
# Format for displaying RF: 0 = full, 1 = compact, 2 = comma separated [range: 0 ~ 2, default: 1]
I:rfFormat=1
# Alternate color for the RF bar [default: ff430000]
S:rfbarAlternateFilledColor=ff430000
# Color for the RF bar border [default: ff555555]
S:rfbarBorderColor=ff555555
# Color for the RF bar [default: ffdd0000]
S:rfbarFilledColor=ffdd0000
# Show animal owner setting (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 2]
I:showAnimalOwnerSetting=2
# Show brewing stand setting (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 1]
I:showBrewStandSetting=1
# Show if the block can be harvested (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 1]
I:showCanBeHarvested=1
# Show chest contents (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 2]
I:showChestContents=2
# Show chest contents in detail (0 = not, 1 = always, 2 = sneak), used only if number of items is below 'showItemDetailThresshold' [range: 0 ~ 2, default: 2]
I:showChestContentsDetailed=2
# If true show the color of the collar of a wolf [default: true]
B:showCollarColor=true
# A list of blocks for which we automatically show chest contents even if not sneaking [default: [storagedrawers:basicDrawers], [storagedrawersextra:extra_drawers]]
S:showContentsWithoutSneaking <
storagedrawers:basicDrawers
storagedrawersextra:extra_drawers
>
# Show the growth level of crops (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 1]
I:showCropPercentage=1
# If true show debug info with creative probe [default: true]
B:showDebugInfo=true
# Show harvest level (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 1]
I:showHarvestLevel=1
# Show horse stats setting (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 2]
I:showHorseStatSetting=2
# If the number of items in an inventory is lower or equal then this number then more info is shown [range: 0 ~ 20, default: 4]
I:showItemDetailThresshold=4
# Show lever/comparator/repeater settings (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 1]
I:showLeverSetting=1
# Show time to adulthood for baby mobs (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 1]
I:showMobGrowth=1
# Show mob health (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 1]
I:showMobHealth=1
# Show mob potion effects (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 2]
I:showMobPotionEffects=2
# Show mob spawner setting (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 1]
I:showMobSpawnerSetting=1
# Show mod name (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 1]
I:showModName=1
# How to display RF: 0 = do not show, 1 = show in a bar, 2 = show as text [range: 0 ~ 2, default: 1]
I:showRF=1
# Show redstone (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 1]
I:showRedstone=1
# Reveal monster eggs (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 0]
I:showSilverfish=0
# The maximum amount of slots (empty or not) to show without sneaking [range: 0 ~ 1000, default: 0]
I:showSmallChestContentsWithoutSneaking=0
# How to display tank contents: 0 = do not show, 1 = show in a bar, 2 = show as text [range: 0 ~ 2, default: 1]
I:showTank=1
# Show tank setting (0 = not, 1 = always, 2 = sneak) [range: 0 ~ 2, default: 2]
I:showTankSetting=2
# If true there will be a readme note for first-time players [default: true]
B:spawnNote=true
# If true there will be a bauble version of the probe if baubles is present [default: true]
B:supportBaubles=true
# Format for displaying tank contents: 0 = full, 1 = compact, 2 = comma separated [range: 0 ~ 2, default: 1]
I:tankFormat=1
# Alternate color for the tank bar [default: ff000043]
S:tankbarAlternateFilledColor=ff000043
# Color for the tank bar border [default: ff555555]
S:tankbarBorderColor=ff555555
# Color for the tank bar [default: ff0000dd]
S:tankbarFilledColor=ff0000dd
# The amount of milliseconds to wait before updating probe information from the server (this is a client-side config) [range: 10 ~ 100000, default: 300]
I:timeout=300
# The amount of milliseconds to wait before showing a 'fetch from server' info on the client (if the server is slow to respond) (-1 to disable this feature) [range: -1 ~ 100000, default: 2000]
I:waitingForServerTimeout=2000
}

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# Configuration file
crashes {
B:disableReturnToMainMenu=false
I:errorNotificationDuration=30000
S:hasteURL=https://hastebin.com
B:replaceErrorNotifications=false
# Valid values:
# LOG
# NOTIFICATION
# WARNING_SCREEN
# CRASH
S:scheduledTaskproblemAction=NOTIFICATION
}
fixes {
B:bugFixes=true
B:crashFixes=true
B:modSupport=true
B:profiler=true
B:textureFixes=true
}

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