Added mods

This commit is contained in:
Logan G 2021-10-10 22:19:18 -06:00
parent ed0b8288fb
commit 2d8eec4106
Signed by: logan
GPG key ID: E328528C921E7A7A
214 changed files with 19030 additions and 0 deletions

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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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{
"hook_pre_world_rendering": {
"version": 0,
"value": "true",
"comment": [
"Purpose: hook in world rendering, triggered between sky and terrain",
"Modified class: net.minecraft.client.renderer.EntityRenderer",
"Known users: Sky block",
"When disabled: Sky block will not render properly"
]
},
"llama_null_fix": {
"version": 0,
"value": "true",
"comment": [
"Purpose: prevent NPE when creating llama without world",
"Modified class: net.minecraft.entity.passive.EntityLlama",
"Known users: Trophy",
"When disabled: Llama trophy cannot be rendered"
]
},
"activate_player_render_hook": {
"version": 0,
"value": "true",
"comment": [
"Purpose: add hook to player rendering code",
"Modified class: net.minecraft.client.renderer.entity.RenderPlayer",
"Known users: OpenBlocks hangglider",
"When disabled: code may fallback to less compatible mechanism (like replacing renderer)"
]
},
"horse_base_null_fix": {
"version": 0,
"value": "true",
"comment": [
"Purpose: prevent NPE when creating horse without world",
"Modified class: net.minecraft.entity.passive.AbstractHorse",
"Known users: Trophy",
"When disabled: Trophy for any horse variant cannot be rendered"
]
},
"horse_null_fix": {
"version": 0,
"value": "true",
"comment": [
"Purpose: prevent NPE when creating horse without world",
"Modified class: net.minecraft.entity.passive.EntityHorse",
"Known users: Trophy",
"When disabled: Horse trophy cannot be rendered"
]
}
}

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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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{"algorithm":"rivens-half","updateChecker":true,"preallocateMemory":false,"fog":true,"beaconBeam":true,"fastHopper":true,"fastBeacon":true,"fastSearch":true,"asyncSearch":true}

251
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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
}

149
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# Configuration file
client {
# Clears caches on world unload a bit faster than usual. Prevents temporary memory leaks. More effective in Anarchy. [default: true]
B:clearCachesOnWorldUnload=true
# Clears the baked models generated in the first pass *before* entering the second pass, instead of *after*. While this doesn't reduce memory usage in-game, it does reduce it noticeably during loading. [default: true]
B:clearDuplicateModelRegistry=true
# Deduplicates IModels too. Takes a few seconds more, but shaves off another bit of RAM. [default: true]
B:deduplicateModelBakers=true
# Deduplicates baked models. The original feature. [default: true]
B:deduplicateModels=true
# The maximum amount of levels of recursion for the deduplication process. Smaller values will deduplicate less data, but make the process run faster. [default: 9, range: 1-2147483647]
I:deduplicateModelsMaxRecursion=9
# Disables texture animations. [default: false]
B:disableTextureAnimations=false
# Initialize the options.txt and forge.cfg files with rendering performance-friendly defaults if not present. [default: true]
B:initOptions=true
# Makes vanilla creative tab search use JEI's lookups - saves a lot of RAM *and* gives you fancy JEI features! [default: true]
B:jeiCreativeSearch=true
# Remove unnecessary data from a pointlessly cached ModelLoader instance. [default: true]
B:modelLoaderCleanup=true
# Wipes the IModel cache after baking is finished. Saves a lot of RAM, as most IModels will not be reloaded. [default: true]
B:wipeModelCache=true
}
coremod {
# Stops certain non-Minecraft-related libraries from being ASM transformed. You shouldn't be transforming those anyway. [default: true]
B:blacklistLibraryTransformers=true
# Make 3D forms of items be rendered dynamically and cached when necessary. [default: true]
B:dynamicItemModels=true
# Optimizes ItemStack.isEmpty by removing a map lookup. Initially found by Aikar (Paper/0181). [default: true]
B:fasterAirItemLookup=true
# Speeds up entity lookup by optimizing ClassInheritanceMultiMap.getByClass. [default: true]
B:fasterEntityLookup=true
# Speeds up the hopper's calculations. [default: true]
B:fasterHopper=true
# Optimizes blockstate property equals and hashCode methods. [default: true]
B:fasterPropertyComparisons=true
# Fixes the server not removing unloaded entities/tile entities if no chunkloaders are active. Thanks to CreativeMD for finding this! [default: true]
B:fixWorldEntityCleanup=true
# Disables all coremod functionality. [default: false]
B:forceDisable=false
# The amount of ticks per player presence check for mob spawners. Set to 1 to disable the patch and match vanilla behaviour. [default: 10, range: 1-200]
I:mobSpawnerCheckSpeed=10
# Optimizes BlockPos mutable/immutable getters to run on the same variables, letting them be inlined and thus theoretically increasing performance. [default: true]
B:optimizedBlockPos=true
# Fix a bug in chunk serialization leading to crashes. Originally found and fixed by Aaron1011 of Sponge. [default: true]
B:patchChunkSerialization=true
# Replaces the default BlockState/ExtendedBlockState implementations with a far more memory-efficient variant. [default: true]
B:smallPropertyStorage=true
}
debug {
# Should FoamFix count and list baked models during deduplication, per mod? [default: false]
B:countListBakedModels=false
}
experimental {
# Optimizes the backing map for EntityDataManager, saving memory *and* CPU time! May cause issues, however - please test and report back! [default: false]
B:fasterEntityDataManager=false
# Unpacks all baked quads. Increases RAM usage, but might speed some things up. [default: false]
B:unpackBakedQuads=false
}
general {
# Enable deduplication of redundant objects in memory. [default: true]
B:deduplicate=true
}
ghostbuster {
# Checks if worlds do not unload after a specified amount of time, and notifies the user if that is the case. [default: true]
B:checkNonUnloadedWorldClients=true
# The amount of time FoamFix should wait for a world to be deemed non-unloaded. [default: 60, range: 10-3600]
I:checkNonUnloadedWorldTimeout=60
# Wrap ChunkProviderServers to be able to provide the /ghostbuster command for debugging ghost chunkloads. [default: false]
B:enableDebuggingWrapper=false
# For FoamFix debugging/development purposes only. [default: false]
B:nonUnloadedWorldsForceGCOnCheck=false
# Should beds be prevented from ghost chunkloading? [default: true]
B:patchBeds=true
# Should the /ghostbuster debugger show neighbor updates? [default: false]
B:wrapperShowsNeighborUpdates=false
}
launchwrapper {
# Remove Launchwrapper package manifest map (which is not used anyway). [default: true]
B:removePackageManifestMap=true
# Weaken LaunchWrapper's byte[] resource cache to make it cleanuppable by the GC. Safe. [default: true]
B:weakenResourceCache=true
}
textures {
# If false, disables any patches from this category. [default: true]
B:enable=true
# Controls the faster animation path. 0 - disable, 2 - force enable, 1 (default) - enable on devices which have been shown to benefit from it. [default: 1, range: 0-2]
I:fasterAnimation=1
# The maximum amount of frames an animation can have for it to be cached. If you have a lot of VRAM, set higher. [default: 256, range: 0-2147483647]
I:maxAnimationFramesForCache=256
# Set to a number to disable animation updates past that mip level. -1 means update all. Higher numbers update more levels. To disable animation updates altogether, use the option for it. [default: -1, range: -1-4]
I:maxAnimationMipLevel=-1
}
tweaks {
# Prevent redstone from causing light updates by removing its light level. [default: false]
B:disableRedstoneLight=false
# Do not delay lighting updates over other types of updates. [default: false]
B:immediateLightingUpdates=false
}

90
config/forge.cfg Normal file
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# Configuration file
client {
# Toggle off to make missing model text in the gui fit inside the slot.
B:zoomInMissingModelTextInGui=false
# Enable uploading cloud geometry to the GPU for faster rendering.
B:forgeCloudsEnabled=true
# Disable culling of hidden faces next to stairs and slabs. Causes extra rendering, but may fix some resource packs that exploit this vanilla mechanic.
B:disableStairSlabCulling=false
# Enable forge to queue all chunk updates to the Chunk Update thread. May increase FPS significantly, but may also cause weird rendering lag. Not recommended for computers without a significant number of cores available.
B:alwaysSetupTerrainOffThread=true
# Allow item rendering to detect emissive quads and draw them properly. This allows glowing blocks to look the same in item form, but incurs a very slight performance hit.
B:allowEmissiveItems=true
# Control the range of sky blending for colored skies in biomes.
I:biomeSkyBlendRange <
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
>
# Enable the forge block rendering pipeline - fixes the lighting of custom models.
B:forgeLightPipelineEnabled=true
# When enabled, makes specific reload tasks such as language changing quicker to run.
B:selectiveResourceReloadEnabled=false
}
general {
# Set to true to disable Forge's version check mechanics. Forge queries a small json file on our server for version information. For more details see the ForgeVersion class in our github.
B:disableVersionCheck=false
# Controls the number threshold at which Packet51 is preferred over Packet52, default and minimum 64, maximum 1024
I:clumpingThreshold=64
# Set to true to enable the post initialization sorting of crafting recipes using Forge's sorter. May cause desyncing on conflicting recipes. MUST RESTART MINECRAFT IF CHANGED FROM THE CONFIG GUI.
B:sortRecipies=true
# Set this to true to remove any Entity that throws an error in its update method instead of closing the server and reporting a crash log. BE WARNED THIS COULD SCREW UP EVERYTHING USE SPARINGLY WE ARE NOT RESPONSIBLE FOR DAMAGES.
B:removeErroringEntities=false
# Set this to true to remove any TileEntity that throws an error in its update method instead of closing the server and reporting a crash log. BE WARNED THIS COULD SCREW UP EVERYTHING USE SPARINGLY WE ARE NOT RESPONSIBLE FOR DAMAGES.
B:removeErroringTileEntities=false
# Set this to true to check the entire entity's collision bounding box for ladders instead of just the block they are in. Causes noticeable differences in mechanics so default is vanilla behavior. Default: false
B:fullBoundingBoxLadders=false
# Base zombie summoning spawn chance. Allows changing the bonus zombie summoning mechanic.
D:zombieBaseSummonChance=0.1
# Chance that a zombie (or subclass) is a baby. Allows changing the zombie spawning mechanic.
D:zombieBabyChance=0.05
# Log cascading chunk generation issues during terrain population.
B:logCascadingWorldGeneration=true
# Fix vanilla issues that cause worldgen cascading. This DOES change vanilla worldgen so DO NOT report bugs related to world differences if this flag is on.
B:fixVanillaCascading=false
# The time in ticks the server will wait when a dimension was queued to unload. This can be useful when rapidly loading and unloading dimensions, like e.g. throwing items through a nether portal a few time per second.
I:dimensionUnloadQueueDelay=0
B:enableGlobalConfig=false
}
version_checking {
# Enable the entire mod update check system. This only applies to mods using the Forge system.
B:Global=true
}

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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
}
}

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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
}

1741
config/nuclearcraft.cfg Normal file

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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
}

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# 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]]
}

View file

@ -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]]
}

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# 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.

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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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# 1.0
#
# # If you need help with the configuration or have any questions related to Sponge,
# # join us at the IRC or drop by our forums and leave a post.
#
# # IRC: #sponge @ irc.esper.net ( https://webchat.esper.net/?channel=sponge )
# # Forums: https://forums.spongepowered.org/
#
sponge {
# Stopgap measures for dealing with broken mods
broken-mods {
# A list of mod ids that have broken network handlers (they interact with the game from a Netty handler thread).
# All network handlers from a forcibly scheduled to run on the main thread.
# Note that this setting should be considered a last resort, and should only be used as a stopgap measure while waiting for a mod to properly fix the issue.
broken-network-handler-mods=[]
}
bungeecord {
# If 'true', allows BungeeCord to forward IP address, UUID, and Game Profile to this server.
ip-forwarding=false
}
cause-tracker {
# A mapping that is semi-auto-populating for TileEntities whose types
# are found to be providing "null" Block sources as neighbor notifications
# that end up causing crashes or spam reports. If the value is set to
# "true", then a "workaround" will be attempted. If not, the
#
# current BlockState at the target source will be queried from the world.
# This map having a specific
# entry of a TileEntity will prevent a log or warning come up to any logs
# when that "null" arises, and Sponge will self-rectify the TileEntity
# by calling the method "getBlockType()". It is advised that if the mod
# id in question is coming up, that the mod author is notified about the
# error-prone usage of the field "blockType". You can refer them to
# the following links for the issue:
# https://gist.github.com/gabizou/ad570dc09dfed259cac9d74284e78e8b
# https://github.com/SpongePowered/SpongeForge/issues/2787
# Also, please provide them with these links for the example PR to
# fix the issue itself, as the fix is very simple:
# https://github.com/TehNut/Soul-Shards-Respawn/pull/24
# https://github.com/Epoxide-Software/Enchanting-Plus/pull/135
#
auto-fix-null-source-block-providing-tile-entities {}
# If set to 'true', when a mod or plugin attempts to spawn an entity
# off the main server thread, Sponge will automatically
# capture said entity to spawn it properly on the main
# server thread. The catch to this is that some mods are
# not considering the consequences of spawning an entity
# off the server thread, and are unaware of potential race
# conditions they may cause. If this is set to false,
# Sponge will politely ignore the entity being spawned,
# and emit a warning about said spawn anyways.
capture-async-spawning-entities=true
# If 'true', more thorough debugging for PhaseStates
# such that a StackTrace is created every time a PhaseState
# switches, allowing for more fine grained troubleshooting
# in the cases of runaway phase states. Note that this is
# not extremely performant and may have some associated costs
# with generating the stack traces constantly.
generate-stacktrace-per-phase=false
# The maximum number of times to recursively process transactions in a single phase.
# Some mods may interact badly with Sponge's block capturing system, causing Sponge to
# end up capturing block transactions every time it tries to process an existing batch.
# Due to the recursive nature of the depth-first processing that Sponge uses to handle block transactions,
# this can result in a stack overflow, which causes us to lose all infomration about the original cause of the issue.
# To prevent a stack overflow, Sponge tracks the current processing depth, and aborts processing when it exceeds
# this threshold.
# The default value should almost always work properly - it's unlikely you'll ever have to change it.
max-block-processing-depth=1000
# If verbose is not enabled, this restricts the amount of
# runaway phase state printouts, usually happens on a server
# where a PhaseState is not completing. Although rare, it should
# never happen, but when it does, sometimes it can continuously print
# more and more. This attempts to placate that while a fix can be worked on
# to resolve the runaway. If verbose is enabled, they will always print.
maximum-printed-runaway-counts=3
# If true, when a mod attempts to perform a neighbor notification
# on a block, some mods do not know to perform a 'null' check
# on the source block of their TileEntity. This usually goes by
# unnoticed by other mods, because they may perform '==' instance
# equality checks instead of calling methods on the potentially
# null Block, but Sponge uses the block to build information to
# help tracking. This has caused issues in the past. Generally,
# this can be useful for leaving "true" so a proper report is
# generated once for your server, and can be reported to the
# offending mod author.
# This is 'false' by default in SpongeVanilla.
# Review the following links for more info:
# https://gist.github.com/gabizou/ad570dc09dfed259cac9d74284e78e8b
# https://github.com/SpongePowered/SpongeForge/issues/2787
#
report-null-source-blocks-on-neighbor-notifications=false
# If set to 'true', when a mod or plugin attempts to submit a command
# asynchronously, Sponge will automatically capture said command
# and submit it for processing on the server thread. The catch to
# this is that some mods are performing these commands in vanilla
# without considering the possible consequences of such commands
# affecting any thread-unsafe parts of Minecraft, such as worlds,
# block edits, entity spawns, etc. If this is set to false, Sponge
# will politely ignore the command being executed, and emit a warning
# about said command anyways.
resync-commands-from-async=true
# If 'true', the phase tracker will print out when there are too many phases
# being entered, usually considered as an issue of phase re-entrance and
# indicates an unexpected issue of tracking phases not to complete.
# If this is not reported yet, please report to Sponge. If it has been
# reported, you may disable this.
verbose=true
# If 'true', the phase tracker will dump extra information about the current phases
# when certain non-PhaseTracker related exceptions occur. This is usually not necessary, as the information
# in the exception itself can normally be used to determine the cause of the issue
verbose-errors=false
}
commands {
# Command aliases will resolve conflicts when multiple plugins request a specific command,
# Correct syntax is <unqualified command>=<plugin name> e.g. "sethome=homeplugin"
aliases {}
# Defines how Sponge should act when a user tries to access a command they do not have
# permission for
command-hiding {
# If this is true, when a user tries to tab complete a command, or use "/sponge which" or
# "/sponge:help" this prevents commands a user does not have permission for from being completed.
#
# Note that some commands may not show up during tab complete if a user does not have permission
# regardless of this setting.
hide-on-discovery-attempt=true
# If this is true, when a user tries to use a command they don't have permission for, Sponge
# will act as if the command doesn't exist, rather than showing a no permissions message.
hide-on-execution-attempt=false
}
# Some mods may not trigger a permission check when running their command. Setting this to
# true will enforce a check of the Sponge provided permission ("<modid>.command.<commandname>").
# Note that setting this to true may cause some commands that are generally accessible to all to
# require a permission to run.
#
# Setting this to true will enable greater control over whether a command will appear in
# tab completion and Sponge's help command.
#
# If you are not using a permissions plugin, it is highly recommended that this is set to false
# (as it is by default).
enforce-permission-checks-on-non-sponge-commands=false
# Patches the specified commands to respect the world of the sender instead of applying the
# changes on the all worlds.
multi-world-patches {
""=true
}
}
debug {
# Detect and prevent parts of PlayerChunkMap being called off the main thread.
# This may decrease sever preformance, so you should only enable it when debugging a specific issue.
concurrent-chunk-map-checks=false
# Detect and prevent certain attempts to use entities concurrently.
# WARNING: May drastically decrease server performance. Only set this to 'true' to debug a pre-existing issue.
concurrent-entity-checks=false
# If 'true', Java's thread contention monitoring for thread dumps is enabled.
thread-contention-monitoring=false
}
entity {
# Number of colliding entities in one spot before logging a warning. Set to 0 to disable
collision-warn-size=200
# Number of ticks before a painting is respawned on clients when their art is changed
entity-painting-respawn-delay=2
# Number of ticks before the fake player entry of a human is removed from the tab list (range of 0 to 100 ticks).
human-player-list-remove-delay=10
# Controls the time in ticks for when an item despawns.
item-despawn-rate=6000
# The upper bounded range where living entities farther from a player will likely despawn
living-hard-despawn-range=128
# The amount of seconds before a living entity between the soft and hard despawn ranges from a player to be considered for despawning
living-soft-despawn-minimum-life=30
# The lower bounded range where living entities near a player may potentially despawn
living-soft-despawn-range=32
# Maximum size of an entity's bounding box before removing it. Set to 0 to disable
max-bounding-box-size=1000
# Square of the maximum speed of an entity before removing it. Set to 0 to disable
max-speed=100
}
entity-activation-range {
# If 'true', newly discovered entities will be added to this config with a default value.
auto-populate=false
# Default activation ranges used for all entities unless overridden.
defaults {
ambient=32
aquatic=32
creature=32
misc=16
monster=32
}
# Per-mod overrides. Refer to the minecraft default mod for example.
mods {}
}
entity-collisions {
# If 'true', newly discovered entities/blocks will be added to this config with a default value.
auto-populate=false
# Maximum amount of entities any given entity or block can collide with. This improves
# performance when there are more than 8 entities on top of each other such as a 1x1
# spawn pen. Set to 0 to disable.
max-entities-within-aabb=8
# Per-mod overrides. Refer to the minecraft default mod for example.
mods {
botania {
blocks {}
# Default maximum collisions used for all entities/blocks unless overridden.
defaults {}
# If 'false', entity collision rules for this mod will be ignored.
enabled=true
entities {
corporeaspark=-1
spark=-1
}
}
minecraft {
blocks {
"detector_rail"=1
"heavy_weighted_pressure_plate"=150
"light_weighted_pressure_plate"=15
"mob_spawner"=-1
"stone_pressure_plate"=1
"wooden_button"=1
"wooden_pressure_plate"=1
}
# Default maximum collisions used for all entities/blocks unless overridden.
defaults {}
# If 'false', entity collision rules for this mod will be ignored.
enabled=true
entities {
thrownpotion=-1
}
}
}
}
exploits {
# If limit-book-size is enabled, controls the multiplier applied to each book page size
book-size-total-multiplier=0.98
# Enables filtering invalid entities when a chunk is being saved
# such that the entity that does not "belong" in the saving
# chunk will not be saved, and forced an update to the world's
# tracked entity lists for chunks.
# See https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0311-Prevent-Saving-Bad-entities-to-chunks.patch
filter-invalid-entities-on-chunk-save=true
# Limits the size of a book that can be sent by the client.
# See https://github.com/PaperMC/Paper/blob/f8058a8187da9f6185d95bb786783e12c79c8b18/Spigot-Server-Patches/0403-Book-Size-Limits.patch
# (Only affects SpongeVanilla)
limit-book-size=true
# Enables focing a chunk load when an entity position
# is set. Usually due to teleportation, vehicle movement
# etc. can a position lead an entity to no longer exist
# within it's currently marked and tracked chunk. This will
# enable that chunk for the position is loaded. Part of several
# exploits.See https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0335-Ensure-chunks-are-always-loaded-on-hard-position-set.patch
# (Only affects SpongeVanilla)
load-chunk-on-position-set=true
# Enables forcing chunks to save when an entity is added
# or removed from said chunk. This is a partial fix for
# some exploits using vehicles.See https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0306-Mark-chunk-dirty-anytime-entities-change-to-guarante.patch
# (Only affects SpongeVanilla)
mark-chunks-as-dirty-on-entity-list-modification=true
# If limit-book-size is enabled, controls the maximum size of a book page
max-book-page-size=2560
# Prevents an exploit in which the client sends a packet with the
# itemstack name exceeding the string limit.
prevent-creative-itemstack-name-exploit=true
# Enables forcing updates to the player's location on vehicle movement.
# This is partially required to update the server's understanding of
# where the player exists, and allows chunk loading issues to be avoided
# with laggy connections and/or hack clients.See https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0378-Sync-Player-Position-to-Vehicles.patch
# (Only affects SpongeVanilla)
sync-player-positions-for-vehicle-movement=true
# Enables forcing a chunk-tracking refresh on entity movement.
# This enables a guarantee that the entity is tracked in the
# proper chunk when moving.https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0315-Always-process-chunk-registration-after-moving.patch
# (Only affects SpongeVanilla)
update-tracked-chunk-on-entity-move=true
}
general {
# The directory for Sponge plugin configurations, relative to the
# execution root or specified as an absolute path.
# Note that the default: "${CANONICAL_GAME_DIR}/config"
# is going to use the "config" directory in the root game directory.
# If you wish for plugin configs to reside within a child of the configuration
# directory, change the value to, for example, "${CANONICAL_CONFIG_DIR}/sponge/plugins".
# Note: It is not recommended to set this to "${CANONICAL_CONFIG_DIR}/sponge", as there is
# a possibility that plugin configurations can conflict the Sponge core configurations.
#
config-dir="${CANONICAL_GAME_DIR}/config"
# If 'true', sleeping between chunk saves will be enabled, beware of memory issues.
file-io-thread-sleep=false
# Additional directory to search for plugins, relative to the
# execution root or specified as an absolute path.
# Note that the default: "${CANONICAL_MODS_DIR}/plugins"
# is going to search for a plugins folder in the mods directory.
# If you wish for the plugins folder to reside in the root game
# directory, change the value to "${CANONICAL_GAME_DIR}/plugins".
plugins-dir="${CANONICAL_MODS_DIR}/plugins"
}
ip-sets {}
logging {
# Log when blocks are broken
block-break=false
# Log when blocks are modified
block-modify=false
# Log when blocks are placed
block-place=false
# Log when blocks are populated in a chunk
block-populate=false
# Log when blocks are placed by players and tracked
block-tracking=false
# Log when chunks are queued to be unloaded by the chunk garbage collector.
chunk-gc-queue-unload=false
# Log when chunks are loaded
chunk-load=false
# Log when chunks are unloaded
chunk-unload=false
# Whether to log entity collision/count checks
entity-collision-checks=false
# Log when living entities are destroyed
entity-death=false
# Log when living entities are despawned
entity-despawn=false
# Log when living entities are spawned
entity-spawn=false
# Whether to log entity removals due to speed
entity-speed-removal=false
# Log when server receives exploited packet with itemstack name exceeding string limit.
exploit-itemstack-name-overflow=false
# Log when player attempts to respawn invisible to surrounding players.
exploit-respawn-invisibility=false
# Log when server receives exploited packet to update a sign containing commands from player with no permission.
exploit-sign-command-updates=false
# Add stack traces to dev logging
log-stacktraces=false
# Log when a world auto-saves its chunk data. Note: This may be spammy depending on the auto-save-interval configured for world.
world-auto-save=false
}
metrics {
# The global collection state that should be respected by all plugins that have no specified collection state. If undefined then it is treated as disabled.
global-state=UNDEFINED
# Plugin-specific collection states that override the global collection state.
plugin-states {}
}
modules {
# Enables experimental fixes for broken mods
broken-mod=false
bungeecord=false
entity-activation-range=true
entity-collisions=true
# Controls whether any exploit patches are applied.
# If there are issues with any specific exploits, please
# test in the exploit category first, before disabling all
# exploits with this toggle.
exploits=true
# Allows configuring Vanilla movement and speed checks
movement-checks=false
optimizations=true
# Use real (wall) time instead of ticks as much as possible
realtime=false
# Controls block range and tick rate of tileentities.
# Use with caution as this can break intended functionality.
tileentity-activation=false
timings=true
tracking=true
}
movement-checks {
# Controls whether the 'player/entity moved wrongly!' check will be enforced
moved-wrongly=true
# Controls whether the 'player moved too quickly!' check will be enforced
player-moved-too-quickly=true
# Controls whether the 'vehicle of player moved too quickly!' check will be enforced
player-vehicle-moved-too-quickly=true
}
optimizations {
# Runs lighting updates asynchronously.
async-lighting {
# If 'true', lighting updates are run asynchronously.
enabled=true
# The amount of threads to dedicate for asynchronous lighting updates. (Default: 2)
num-threads=2
}
# Caches tameable entities owners to avoid constant lookups against data watchers. If mods
# cause issues, disable this.
cache-tameable-owners=true
# Occasionally, some built in advancements,
# recipes, etc. can fail to deserialize properly
# which ends up potentially spamming the server log
# and the original provider of the failing content
# is not able to fix. This provides an option to
# suppress the exceptions printing out in the log.
disable-failing-deserialization-log-spam=true
# If 'true', block item drops are pre-processed to avoid
# having to spawn extra entities that will be merged post spawning.
# Usually, Sponge is smart enough to determine when to attempt an item pre-merge
# and when not to, however, in certain cases, some mods rely on items not being
# pre-merged and actually spawned, in which case, the items will flow right through
# without being merged.
drops-pre-merge=false
# Uses theosib's redstone algorithms to completely overhaul the way redstone works.
eigen-redstone {
# If 'true', uses theosib's redstone implementation which improves performance.
# See https://bugs.mojang.com/browse/MC-11193 and
# https://bugs.mojang.com/browse/MC-81098 for more information.
# Note: We cannot guarantee compatibility with mods. Use at your discretion.
enabled=false
# If 'true', restores the vanilla algorithm for computing wire power levels when powering off.
vanilla-decrement=false
# If 'true', restores the vanilla algorithm for propagating redstone wire changes.
vanilla-search=false
}
# If 'true', provides a fix for possible leaks through
# Minecraft's enchantment helper code that can leak
# entity and world references without much interaction
# Forge native (so when running SpongeForge implementation)
# has a similar patch, but Sponge's patch works a little harder
# at it, but Vanilla (SpongeVanilla implementation) does NOT
# have any of the patch, leading to the recommendation that this
# patch is enabled "for sure" when using SpongeVanilla implementation.
# See https://bugs.mojang.com/browse/MC-128547 for more information.
#
enchantment-helper-leak-fix=true
# If 'true', allows for Sponge to make better assumptinos on single threaded
# operations with relation to various checks for server threaded operations.
# This is default to true due to Sponge being able to precisely inject when
# the server thread is available. This should make an already fast operation
# much faster for better thread checks to ensure stability of sponge's systems.
faster-thread-checks=true
# If 'true', re-writes the incredibly inefficient Vanilla Map code.
# This yields enormous performance enhancements when using many maps, but has a tiny chance of breaking mods that invasively modify Vanilla.It is strongly reccomended to keep this on, unless explicitly advised otherwise by a Sponge developer
map-optimization=true
# Based on Aikar's optimizationo of Hoppers, setting this to 'true'
# will allow for hoppers to save performing server -> client updates
# when transferring items. Because hoppers can transfer items multiple
# times per tick, these updates can get costly on the server, with
# little to no benefit to the client. Because of the nature of the
# change, the default will be 'false' due to the inability to pre-emptively
# foretell whether mod compatibility will fail with these changes or not.
# Refer to: https://github.com/PaperMC/Paper/blob/8175ec916f31dcd130fe0884fe46bdc187d829aa/Spigot-Server-Patches/0269-Optimize-Hoppers.patch
# for more details.
optimize-hoppers=false
# If 'true', uses Panda4494's redstone implementation which improves performance.
# See https://bugs.mojang.com/browse/MC-11193 for more information.
# Note: This optimization has a few issues which are explained in the bug report.
# We strongly recommend using eigen redstone over this implementation as this will
# be removed in a future release.
panda-redstone=false
# Handles structures that are saved to disk. Certain structures can take up large amounts
# of disk space for very large maps and the data for these structures is only needed while the
# world around them is generating. Disabling saving of these structures can save disk space and
# time during saves if your world is already fully generated.
# Warning: disabling structure saving will break the vanilla locate command.
structure-saving {
# If 'true', newly discovered structures will be added to this config
# with a default value of 'true'. This is useful for finding out
# potentially what structures are being saved from various mods, and
# allowing those structures to be selectively disabled.
auto-populate=false
# If 'false', disables the modification to prevent certain structures
# from saving to the world's data folder. If you wish to prevent certain
# structures from saving, leave this "enabled=true". When 'true', the
# modification allows for specific 'named' structures to NOT be saved to
# disk. Examples of some structures that are costly and somewhat irrelivent
# is 'mineshaft's, as they build several structures and save, even after
# finished generating.
enabled=false
# Per-mod overrides. Refer to the minecraft default mod for example.
mods {
minecraft {
# If 'false', this mod will never save its structures. This may
# break some mod functionalities when requesting to locate their
# structures in a World. If true, allows structures not overridden
# in the section below to be saved by default. If you wish to find
# a structure to prevent it being saved, enable 'auto-populate' and
# restart the server/world instance.
enabled=true
# Per structure override. Having the value of 'false' will prevent
# that specific named structure from saving.
structures {
mineshaft=false
}
}
}
}
# Vanilla performs a lot of is area loaded checks during
# entity collision calculations with blocks, and because
# these calculations require fetching the chunks to see
# if they are loaded, before getting the block states
# from those chunks, there can be some small performance
# increase by checking the entity's owned active chunk
# it may currently reside in. Essentially, instead of
# asking the world if those chunks are loaded, the entity
# would know whether it's chunks are loaded and that neighbor's
# chunks are loaded.
use-active-chunks-for-collisions=false
}
permission {
# If 'true', Sponge plugins will be used to handle permissions rather than any Forge mod
forge-permissions-handler=false
}
player-block-tracker {
# Block IDs that will be blacklisted for player block placement tracking.
block-blacklist=[]
# If 'true', adds player tracking support for block positions.
# Note: This should only be disabled if you do not care who caused a block to change.
enabled=true
}
# Used to control spawn limits around players.
# Note: The radius uses the lower value of mob spawn range and server's view distance.
spawner {
# The number of ambients the spawner can potentially spawn around a player.
spawn-limit-ambient=15
# The number of animals the spawner can potentially spawn around a player.
spawn-limit-animal=15
# The number of aquatics the spawner can potentially spawn around a player.
spawn-limit-aquatic=5
# The number of monsters the spawner can potentially spawn around a player.
spawn-limit-monster=70
# The ambient spawning tick rate. Default: 400
tick-rate-ambient=400
# The animal spawning tick rate. Default: 400
tick-rate-animal=400
# The aquatic spawning tick rate. Default: 400
tick-rate-aquatic=400
# The monster spawning tick rate. Default: 1
tick-rate-monster=1
}
# Configuration options related to the Sql service, including connection aliases etc
sql {
# Aliases for SQL connections, in the format jdbc:protocol://[username[:password]@]host/database
aliases {}
}
# Blocks to blacklist for safe teleportation.
teleport-helper {
# If 'true', this blacklist will always be respected, otherwise, plugins can choose whether
# or not to respect it.
force-blacklist=false
# Block IDs that are listed here will not be selected by Sponge's safe teleport routine as
# a safe block for players to warp into.
# You should only list blocks here that are incorrectly selected, solid blocks that prevent
# movement are automatically excluded.
unsafe-body-block-ids=[]
# Block IDs that are listed here will not be selected by Sponge's safe
# teleport routine as a safe floor block.
unsafe-floor-block-ids=[]
}
tileentity-activation {
# If 'true', newly discovered tileentities will be added to this config with default settings.
auto-populate=false
# Default activation block range used for all tileentities unless overridden.
default-block-range=64
# Default tick rate used for all tileentities unless overridden.
default-tick-rate=1
# Per-mod overrides. Refer to the minecraft default mod for example.
mods {}
}
timings {
enabled=true
hidden-config-entries=[
"sponge.sql"
]
history-interval=300
history-length=3600
server-name-privacy=false
verbose=false
}
world {
# The auto-save tick interval used when saving global player data. (Default: 900)
# Note: 20 ticks is equivalent to 1 second. Set to 0 to disable.
auto-player-save-interval=900
# The auto-save tick interval used to save all loaded chunks in a world.
# Set to 0 to disable. (Default: 900)
# Note: 20 ticks is equivalent to 1 second.
auto-save-interval=900
# The number of newly loaded chunks before triggering a forced cleanup.
# Note: When triggered, the loaded chunk threshold will reset and start incrementing.
# Disabled by default.
chunk-gc-load-threshold=0
# The tick interval used to cleanup all inactive chunks that have leaked in a world.
# Set to 0 to disable which restores vanilla handling. (Default: 600)
chunk-gc-tick-interval=600
# The number of seconds to delay a chunk unload once marked inactive. (Default: 15)
# Note: This gets reset if the chunk becomes active again.
chunk-unload-delay=15
# If 'true', any request for a chunk not currently loaded will be denied (exceptions apply
# for things like world gen and player movement).
# Warning: As this is an experimental setting for performance gain, if you encounter any issues
# then we recommend disabling it.
deny-chunk-requests=false
# The interval, in seconds, used by the GameProfileQueryTask to process queued GameProfile requests. (Default: 4)
# Note: This setting should be raised if you experience the following error:
# "The client has sent too many requests within a certain amount of time".
# Finally, if set to 0 or less, the default interval will be used.
gameprofile-lookup-task-interval=4
# If 'true', this world will generate its spawn the moment its loaded.
generate-spawn-on-load=false
# The list of uuid's that should never perform a lookup against Mojang's session server.
# Note: If you are using SpongeForge, make sure to enter any mod fake player's UUID to this list.
invalid-lookup-uuids=[
"00000000-0000-0000-0000-000000000000",
"0d0c4ca0-4ff1-11e4-916c-0800200c9a66",
"41c82c87-7afb-4024-ba57-13d2c99cae77"
]
# The defined merge radius for Item entities such that when two items are
# within the defined radius of each other, they will attempt to merge. Usually,
# the default radius is set to 0.5 in Vanilla, however, for performance reasons
# 2.5 is generally acceptable.
# Note: Increasing the radius higher will likely cause performance degradation
# with larger amount of items as they attempt to merge and search nearby
# areas for more items. Setting to a negative value is not supported!
item-merge-radius=2.5
# If 'true', this worlds spawn will remain loaded with no players.
keep-spawn-loaded=true
# If 'true', natural leaf decay is allowed.
leaf-decay=true
# If 'true', this world will load on startup.
load-on-startup=false
# The maximum number of queued unloaded chunks that will be unloaded in a single tick.
# Note: With the chunk gc enabled, this setting only applies to the ticks
# where the gc runs (controlled by 'chunk-gc-tick-interval')
# Note: If the maximum unloads is too low, too many chunks may remain
# loaded on the world and increases the chance for a drop in tps. (Default: 100)
max-chunk-unloads-per-tick=100
# Specifies the radius (in chunks) of where creatures will spawn.
# This value is capped to the current view distance setting in server.properties
mob-spawn-range=4
# A list of all detected portal agents used in this world.
# In order to override, change the target world name to any other valid world.
# Note: If world is not found, it will fallback to default.
portal-agents {
"minecraft:default_the_end"=DIM1
"minecraft:default_the_nether"=DIM-1
}
# If 'true', this world will allow PVP combat.
pvp-enabled=true
# Override world distance per world/dimension
# The value must be greater than or equal to 3 and less than or equal to 32
# The server-wide view distance will be used when the value is -1.
view-distance=-1
# If 'true', natural formation of ice and snow in supported biomes will be allowed.
weather-ice-and-snow=true
# If 'true', thunderstorms will be initiated in supported biomes.
weather-thunder=true
# If 'true', this world will be registered.
world-enabled=true
}
# World Generation Modifiers to apply to the world
world-generation-modifiers=[]
}

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@ -0,0 +1,76 @@
# 1.0
#
# # If you need help with the configuration or have any questions related to Sponge,
# # join us at the IRC or drop by our forums and leave a post.
#
# # IRC: #sponge @ irc.esper.net ( https://webchat.esper.net/?channel=sponge )
# # Forums: https://forums.spongepowered.org/
#
sponge {
block {
# If 'true', newly discovered blocks will be added to this config with default settings.
auto-populate=false
# Per-mod block id mappings for controlling tracking behavior
mods {
extrautils2 {
# Set to true to perform block bulk capturing during block ticks. (Default: true)
block-bulk-capture {
redstoneclock=false
}
# Set to true to create and fire block events during block ticks. (Default: true)
block-event-creation {}
# If 'false', all tracking for this mod will be ignored.
enabled=true
# Set to true to create and fire entity events during block ticks. (Default: true)
entity-block-creation {}
# Set to true to perform entity bulk capturing during block ticks. (Default: true)
entity-bulk-capture {}
}
minecraft {
# Set to true to perform block bulk capturing during block ticks. (Default: true)
block-bulk-capture {}
# Set to true to create and fire block events during block ticks. (Default: true)
block-event-creation {}
# If 'false', all tracking for this mod will be ignored.
enabled=true
# Set to true to create and fire entity events during block ticks. (Default: true)
entity-block-creation {}
# Set to true to perform entity bulk capturing during block ticks. (Default: true)
entity-bulk-capture {}
}
}
}
entity {
# If 'true', newly discovered entities will be added to this config with default settings.
auto-populate=false
# Per-mod entity id mappings for controlling tracking behavior
mods {
minecraft {
# Set to true to perform block bulk capturing during entity ticks. (Default: true)
block-bulk-capture {
"armor_stand"=false
"experience_orb"=false
item=false
"leash_hitch"=false
"llama_spit"=false
painting=false
}
# Set to true to create and fire block events during entity ticks. (Default: true)
block-event-creation {}
# If 'false', all tracking for this mod will be ignored.
enabled=true
# Set to true to create and fire entity events during entity ticks. (Default: true)
entity-block-creation {}
# Set to true to perform entity bulk capturing during entity ticks. (Default: true)
entity-bulk-capture {}
}
}
}
tileentity {
# If 'true', newly discovered tileentities will be added to this config with default settings.
auto-populate=false
# Per-mod tileentity id mappings for controlling tracking behavior
mods {}
}
}

280
config/theoneprobe.cfg Normal file
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@ -0,0 +1,280 @@
# 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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#By changing the setting below to TRUE you are indicating your homosexuality
#Tue Nov 26 20:29:03 MST 2019
eula=true

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