diff --git a/bin/modpack.jar b/bin/modpack.jar new file mode 100644 index 0000000..e7be119 Binary files /dev/null and b/bin/modpack.jar differ diff --git a/config/AdvGenerators/buildcraft.cfg b/config/AdvGenerators/buildcraft.cfg new file mode 100644 index 0000000..81839ed --- /dev/null +++ b/config/AdvGenerators/buildcraft.cfg @@ -0,0 +1,10 @@ +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 +} diff --git a/config/AdvGenerators/client.config b/config/AdvGenerators/client.config new file mode 100644 index 0000000..08da682 --- /dev/null +++ b/config/AdvGenerators/client.config @@ -0,0 +1,17 @@ +# 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 +} + + diff --git a/config/AdvGenerators/readme.txt b/config/AdvGenerators/readme.txt new file mode 100644 index 0000000..455f4f2 --- /dev/null +++ b/config/AdvGenerators/readme.txt @@ -0,0 +1,2 @@ +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 diff --git a/config/ChickenChunks.cfg b/config/ChickenChunks.cfg new file mode 100644 index 0000000..1a5627b --- /dev/null +++ b/config/ChickenChunks.cfg @@ -0,0 +1,40 @@ +#ChunkLoader Configuration File +#Deleting any element will restore it to it's default value + +#Per player chunk limiting. Values ignored if 0.:Simply add = +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 = +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 diff --git a/config/DiscordRPC.cfg b/config/DiscordRPC.cfg new file mode 100644 index 0000000..f5b9a76 --- /dev/null +++ b/config/DiscordRPC.cfg @@ -0,0 +1,47 @@ +# Configuration file + +richpresence { + # First line of Rich Presence + S:"Client Name"=Fermi Pack + + # No placeholders supported, Text that shows when you are in the main menu + S:MainMenu=In Main Menu + + # Placeholders: + # %coords% (X:??? Y:??? Z:???) + # %world% World name + # %dimensionName% - The name of the dimension + # %dimensionID% - The ID of the current dimension + # %biome% - The current Biome + S:"Singleplayer Text"=Playing in %world% + + # Placeholders: + # %ip% Server IP + # %coords% - Coordinates (X:??? Y:??? Z:???) + # %online% - Online players + # %max% - Server´s maximum amount of players (unless bungeecord!) + # %otherpl% - Amount of players -1 (except you) + # %dimensionName% - The name of the dimension + # %dimensionID% - The ID of the current dimension + # %biome% - The current Biome + S:"Server Text"=Playing on %ip% (%online% + / %max% players) + + # Do you want to use custom Hypixel integration (show what game you are playing and such)? + B:Hypixel-Integration=true + + # Do you want to use custom Hivemc integration (show what game you are playing)? + B:Hivemc-Integration=true + + # Do you want servers to send you a customized rich presence text? + # Also toggles hardcoded custom icons and text of not fully integrated servers like mineplex + B:Custom-Messages-From-Server=true + + # Disables config GUI + # Requires config file editing to enable again + B:Disable-Config-GUI=false + + # Do you want to use development commands? + B:DevCommands=false +} + + diff --git a/config/UnhealthyDying.cfg b/config/UnhealthyDying.cfg new file mode 100644 index 0000000..a38e4c1 --- /dev/null +++ b/config/UnhealthyDying.cfg @@ -0,0 +1,63 @@ +# 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 +} + + diff --git a/config/Weather2/Foliage.cfg b/config/Weather2/Foliage.cfg new file mode 100644 index 0000000..6410013 --- /dev/null +++ b/config/Weather2/Foliage.cfg @@ -0,0 +1,9 @@ +# Configuration file + +"weather2: foliage" { + I:Thread_Foliage_Process_Delay=1000 + B:extraGrass=false + I:foliageShaderRange=40 +} + + diff --git a/config/Weather2/Misc.cfg b/config/Weather2/Misc.cfg new file mode 100644 index 0000000..ced265f --- /dev/null +++ b/config/Weather2/Misc.cfg @@ -0,0 +1,80 @@ +# 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 +} + + diff --git a/config/Weather2/Particle.cfg b/config/Weather2/Particle.cfg new file mode 100644 index 0000000..8aa7e3e --- /dev/null +++ b/config/Weather2/Particle.cfg @@ -0,0 +1,20 @@ +# 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 +} + + diff --git a/config/Weather2/Sand.cfg b/config/Weather2/Sand.cfg new file mode 100644 index 0000000..937302b --- /dev/null +++ b/config/Weather2/Sand.cfg @@ -0,0 +1,24 @@ +# 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 +} + + diff --git a/config/Weather2/Snow.cfg b/config/Weather2/Snow.cfg new file mode 100644 index 0000000..d8b392d --- /dev/null +++ b/config/Weather2/Snow.cfg @@ -0,0 +1,8 @@ +# Configuration file + +"weather2: snow" { + B:Snow_PerformSnowfall=true + I:Snow_RarityOfBuildup=64 +} + + diff --git a/config/Weather2/Storm.cfg b/config/Weather2/Storm.cfg new file mode 100644 index 0000000..8ca3348 --- /dev/null +++ b/config/Weather2/Storm.cfg @@ -0,0 +1,68 @@ +# 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 +} + + diff --git a/config/Weather2/Tornado.cfg b/config/Weather2/Tornado.cfg new file mode 100644 index 0000000..5b55c0b --- /dev/null +++ b/config/Weather2/Tornado.cfg @@ -0,0 +1,65 @@ +# 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 +} + + diff --git a/config/Weather2/Wind.cfg b/config/Weather2/Wind.cfg new file mode 100644 index 0000000..23fe5d0 --- /dev/null +++ b/config/Weather2/Wind.cfg @@ -0,0 +1,21 @@ +# 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 +} + + diff --git a/config/bedrockores.cfg b/config/bedrockores.cfg new file mode 100644 index 0000000..3ea709b --- /dev/null +++ b/config/bedrockores.cfg @@ -0,0 +1,92 @@ +# 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 +} + + diff --git a/config/betterfoliage.cfg b/config/betterfoliage.cfg new file mode 100644 index 0000000..8afcca9 --- /dev/null +++ b/config/betterfoliage.cfg @@ -0,0 +1,324 @@ +# 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 +} + + diff --git a/config/bettertitlescreen.cfg b/config/bettertitlescreen.cfg new file mode 100644 index 0000000..b80a7b2 --- /dev/null +++ b/config/bettertitlescreen.cfg @@ -0,0 +1,29 @@ +# Configuration file + +"custom text" { + # Insert the text you want here (supports multiple lines). [default: [§4B§6E§eT§2T§3E§1R §5T§4I§6T§eL§2E §3S§1C§5R§4E§6E§eN]] + S:Text < + §2§lFermi Pack + §r§4Version §b1§e.§b6 + > +} + + +general { + # Show which version of Forge Mod Loader (FML) the client is running. [default: false] + B:"Show FML version"=false + + # Show which version of Minecraft Forge the client is running. [default: false] + B:"Show Forge version"=false + + # Show which version of Minecraft the client is currently running. [default: true] + B:"Show MC version"=false + + # Show which version of Minecraft Coder Pack (MCP) the client is running. [default: false] + B:"Show MCP version"=false + + # Show how many mods are loaded. [default: true] + B:"Show mods loaded"=true +} + + diff --git a/config/concheckrmd.cfg b/config/concheckrmd.cfg new file mode 100644 index 0000000..309518a --- /dev/null +++ b/config/concheckrmd.cfg @@ -0,0 +1,251 @@ +# 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. + } + + } + +} + + diff --git a/config/energyconverters.cfg b/config/energyconverters.cfg new file mode 100644 index 0000000..e595c1b --- /dev/null +++ b/config/energyconverters.cfg @@ -0,0 +1,43 @@ +# 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 +} + + diff --git a/config/flatcoloredblocks.cfg b/config/flatcoloredblocks.cfg new file mode 100644 index 0000000..1083abb --- /dev/null +++ b/config/flatcoloredblocks.cfg @@ -0,0 +1,104 @@ +# 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 +} + + diff --git a/config/megamap.cfg b/config/megamap.cfg new file mode 100644 index 0000000..067e43e --- /dev/null +++ b/config/megamap.cfg @@ -0,0 +1,28 @@ +# 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 + } + +} + + diff --git a/config/mekanism.cfg b/config/mekanism.cfg new file mode 100644 index 0000000..1b50d62 --- /dev/null +++ b/config/mekanism.cfg @@ -0,0 +1,888 @@ +# 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 +} + + diff --git a/config/nuclearcraft.cfg b/config/nuclearcraft.cfg new file mode 100644 index 0000000..5e94a6c --- /dev/null +++ b/config/nuclearcraft.cfg @@ -0,0 +1,1741 @@ +# Configuration file + +accelerator { + # RF/s required to keep a superconducting electromagnet active. + I:accelerator_electromagnet_power=20000 + + # mB/s of liquid helium required to keep a superconducting supercooler active. + I:accelerator_supercooler_coolant=4 +} + + +armor { + # Durabilities of armor types. Order: boron, tough alloy, hard carbon, boron nitride, hazmat. + I:armor_durability < + 22 + 30 + 34 + 42 + 0 + > + + # Determines the quality of applied enchantments. Order: boron, tough alloy, hard carbon, boron nitride, hazmat. + I:armor_enchantability < + 6 + 15 + 12 + 20 + 5 + > + + # Effectiveness of individual armor pieces. Order: boots, legs, chest, helm. + I:armor_boron < + 2 + 5 + 7 + 3 + > + + # Effectiveness of individual armor pieces. Order: boots, legs, chest, helm. + I:armor_tough < + 3 + 6 + 7 + 3 + > + + # Effectiveness of individual armor pieces. Order: boots, legs, chest, helm. + I:armor_hard_carbon < + 3 + 5 + 7 + 3 + > + + # Effectiveness of individual armor pieces. Order: boots, legs, chest, helm. + I:armor_boron_nitride < + 3 + 6 + 8 + 3 + > + + # Effectiveness of individual armor pieces. Order: boots, legs, chest, helm. + I:armor_hazmat < + 3 + 6 + 7 + 3 + > + + # Toughnesses of armor types. Order: boron, tough alloy, hard carbon, boron nitride, hazmat. + D:armor_toughness < + 1.0 + 2.0 + 1.0 + 2.0 + 0.0 + > + + # Will these materials be registered as armor materials for Construct's Armory? Order: boron, tough alloy, hard carbon, boron nitride, thorium, uranium, magnesium, chocolate. + B:armor_conarm_register < + true + true + true + true + true + true + true + true + > +} + + +energy_storage { + # Maximum RF storable. Order: Voltaic Pile [Basic, Advanced, DU, Elite], Lithium Ion Battery [Basic, Advanced, DU, Elite]. + I:battery_capacity < + 1600000 + 6400000 + 25600000 + 102400000 + 32000000 + 128000000 + 512000000 + 2048000000 + > +} + + +entities { + # The range at which Minecraft will send tracking updates for NC entities. + I:entity_tracking_range=64 + + # Will these entities be registered to spawn? Order: feral ghoul. + B:entity_register < + true + > +} + + +fission { + # Modifies the power generated by fission reactors. + D:fission_power=1.0 + + # Modifies the rate of fuel used by fission reactors. + D:fission_fuel_use=1.0 + + # Modifies the heat generated by fission reactors. + D:fission_heat_generation=1.0 + + # Base heat removed per tick. Order: water, redstone, quartz, gold, glowstone, lapis, diamond, liquid helium, enderium, cryotheum, iron, emerald, copper, tin, magnesium. + D:fission_cooling_rate < + 60.0 + 90.0 + 90.0 + 120.0 + 130.0 + 120.0 + 150.0 + 140.0 + 120.0 + 160.0 + 80.0 + 160.0 + 80.0 + 120.0 + 110.0 + > + + # Heat removed per tick/mB. Order: water, redstone, quartz, gold, glowstone, lapis, diamond, liquid helium, ender, cryotheum, iron, emerald, copper, tin, magnesium. + D:fission_active_cooling_rate < + 300.0 + 6400.0 + 6000.0 + 9600.0 + 8000.0 + 5600.0 + 14000.0 + 13200.0 + 10800.0 + 12800.0 + 4800.0 + 7200.0 + 5200.0 + 6000.0 + 7200.0 + > + + # Do water coolers have to fulfill their position requirements to be valid? + B:fission_water_cooler_requirement=true + + # Can fission reactors overheat? + B:fission_overheat=true + + # Will fission reactors explode when they overheat? + B:fission_explosions=true + + # Modifies the radiation leaked by meltdowns. + D:fission_meltdown_radiation_multiplier=1.0 + + # Minimum side length of fission structures. + I:fission_min_size=1 + + # Maximum side length of fission structures. + I:fission_max_size=24 + + # Percentage heat level of a fission reactor at which a comparator adjacent to the controller will output a full-strength redstone signal. + I:fission_comparator_max_heat=50 + + # If enabled, the controller of a heat-negative or heat-neutral reactor will output a heat-based comparator signal as if it were heat-positive instead of an energy-based one. + B:fission_force_heat_comparator=false + + # Maximum rate at which the Active Fluid Cooler uses coolant in mB/s. + I:fission_active_cooler_max_rate=10 + + # *Only effects new mechanics.* Determines the extra power generated by each moderator block adjacent to a reactor cell. Equal to the effective number of extra cell's worth of power that would be generated by a cell totally surrounded by moderator blocks. Each moderator block will contribute one sixth of this amount of power (the amount of additional power scales linearly with the number of moderator blocks). + D:fission_moderator_extra_power=1.0 + + # *Only effects new mechanics.* Determines the extra heat generated by each moderator block adjacent to a reactor cell. Equal to the effective number of extra cell's worth of heat that would be generated by a cell totally surrounded by moderator blocks. Each moderator block will contribute one sixth of this amount of heat (the amount of additional heat scales linearly with the number of moderator blocks). + D:fission_moderator_extra_heat=2.0 + + # *Only effects new mechanics.* Maximum number of moderator blocks that can be between two cells for neutron radiation to be shared between them and their efficiency to increase. + I:fission_neutron_reach=4 + + # Base ticks the fuels last. Order: TBU, TBU Oxide. + D:fission_thorium_fuel_time < + 144000.0 + 144000.0 + > + + # Base RF/t the fuels produce. Order: TBU, TBU Oxide. + D:fission_thorium_power < + 60.0 + 84.0 + > + + # Base heat the fuels produce. Order: TBU, TBU Oxide. + D:fission_thorium_heat_generation < + 18.0 + 22.5 + > + + # Base radiation the fuels produce while processing. Order: TBU, TBU Oxide. + D:fission_thorium_radiation < + 5.156250100546876E-4 + 5.156250100546876E-4 + > + + # Base ticks the fuels last. Order: LEU-233, LEU-233 Oxide, HEU-233, HEU-233 Oxide, LEU-235, LEU-235 Oxide, HEU-235, HEU-235 Oxide. + D:fission_uranium_fuel_time < + 64000.0 + 64000.0 + 64000.0 + 64000.0 + 72000.0 + 72000.0 + 72000.0 + 72000.0 + > + + # Base RF/t the fuels produce. Order: LEU-233, LEU-233 Oxide, HEU-233, HEU-233 Oxide, LEU-235, LEU-235 Oxide, HEU-235, HEU-235 Oxide. + D:fission_uranium_power < + 144.0 + 201.6 + 576.0 + 806.4 + 120.0 + 168.0 + 480.0 + 672.0 + > + + # Base heat the fuels produce. Order: LEU-233, LEU-233 Oxide, HEU-233, HEU-233 Oxide, LEU-235, LEU-235 Oxide, HEU-235, HEU-235 Oxide. + D:fission_uranium_heat_generation < + 60.0 + 75.0 + 360.0 + 450.0 + 50.0 + 62.5 + 300.0 + 375.0 + > + + # Base radiation the fuels produce while processing. Order: LEU-233, LEU-233 Oxide, HEU-233, HEU-233 Oxide, LEU-235, LEU-235 Oxide, HEU-235, HEU-235 Oxide. + D:fission_uranium_radiation < + 5.15723465625E-4 + 5.15723465625E-4 + 5.16018767578125E-4 + 5.16018767578125E-4 + 5.1562505078125E-4 + 5.1562505078125E-4 + 5.15625108203125E-4 + 5.15625108203125E-4 + > + + # Base ticks the fuels last. Order: LEN-236, LEN-236 Oxide, HEN-236, HEN-236 Oxide. + D:fission_neptunium_fuel_time < + 102000.0 + 102000.0 + 102000.0 + 102000.0 + > + + # Base RF/t the fuels produce. Order: LEN-236, LEN-236 Oxide, HEN-236, HEN-236 Oxide. + D:fission_neptunium_power < + 90.0 + 126.0 + 360.0 + 504.0 + > + + # Base heat the fuels produce. Order: LEN-236, LEN-236 Oxide, HEN-236, HEN-236 Oxide. + D:fission_neptunium_heat_generation < + 36.0 + 45.0 + 216.0 + 270.0 + > + + # Base radiation the fuels produce while processing. Order: LEN-236, LEN-236 Oxide, HEN-236, HEN-236 Oxide. + D:fission_neptunium_radiation < + 5.157853125E-4 + 5.157853125E-4 + 5.160679687500001E-4 + 5.160679687500001E-4 + > + + # Base ticks the fuels last. Order: LEP-239, LEP-239 Oxide, HEP-239, HEP-239 Oxide, LEP-241, LEP-241 Oxide, HEP-241, HEP-241 Oxide. + D:fission_plutonium_fuel_time < + 92000.0 + 92000.0 + 92000.0 + 92000.0 + 60000.0 + 60000.0 + 60000.0 + 60000.0 + > + + # Base RF/t the fuels produce. Order: LEP-239, LEP-239 Oxide, HEP-239, HEP-239 Oxide, LEP-241, LEP-241 Oxide, HEP-241, HEP-241 Oxide. + D:fission_plutonium_power < + 105.0 + 147.0 + 420.0 + 588.0 + 165.0 + 231.0 + 660.0 + 924.0 + > + + # Base heat the fuels produce. Order: LEP-239, LEP-239 Oxide, HEP-239, HEP-239 Oxide, LEP-241, LEP-241 Oxide, HEP-241, HEP-241 Oxide. + D:fission_plutonium_heat_generation < + 40.0 + 50.0 + 240.0 + 300.0 + 70.0 + 87.5 + 420.0 + 525.0 + > + + # Base radiation the fuels produce while processing. Order: LEP-239, LEP-239 Oxide, HEP-239, HEP-239 Oxide, LEP-241, LEP-241 Oxide, HEP-241, HEP-241 Oxide. + D:fission_plutonium_radiation < + 5.166109375000001E-4 + 5.166109375000001E-4 + 5.184296875E-4 + 5.184296875E-4 + 0.0016331499999999999 + 0.0016331499999999999 + 0.004984585937499999 + 0.004984585937499999 + > + + # Base ticks the fuels last. Order: MOX-239, MOX-241. + D:fission_mox_fuel_time < + 84000.0 + 56000.0 + > + + # Base RF/t the fuels produce. Order: MOX-239, MOX-241. + D:fission_mox_power < + 155.4 + 243.6 + > + + # Base heat the fuels produce. Order: MOX-239, MOX-241. + D:fission_mox_heat_generation < + 57.5 + 97.5 + > + + # Base radiation the fuels produce while processing. Order: MOX-239, MOX-241. + D:fission_mox_radiation < + 5.162734656250001E-4 + 0.0016328125281249999 + > + + # Base ticks the fuels last. Order: LEA-242, LEA-242 Oxide, HEA-242, HEA-242 Oxide. + D:fission_americium_fuel_time < + 54000.0 + 54000.0 + 54000.0 + 54000.0 + > + + # Base RF/t the fuels produce. Order: LEA-242, LEA-242 Oxide, HEA-242, HEA-242 Oxide. + D:fission_americium_power < + 192.0 + 268.8 + 768.0 + 1075.2 + > + + # Base heat the fuels produce. Order: LEA-242, LEA-242 Oxide, HEA-242, HEA-242 Oxide. + D:fission_americium_heat_generation < + 94.0 + 117.5 + 564.0 + 705.0 + > + + # Base radiation the fuels produce while processing. Order: LEA-242, LEA-242 Oxide, HEA-242, HEA-242 Oxide. + D:fission_americium_radiation < + 6.440625E-4 + 6.440625E-4 + 9.703125E-4 + 9.703125E-4 + > + + # Base ticks the fuels last. Order: LECm-243, LECm-243 Oxide, HECm-243, HECm-243 Oxide, LECm-245, LECm-245 Oxide, HECm-245, HECm-245 Oxide, LECm-247, LECm-247 Oxide, HECm-247, HECm-247 Oxide. + D:fission_curium_fuel_time < + 52000.0 + 52000.0 + 52000.0 + 52000.0 + 68000.0 + 68000.0 + 68000.0 + 68000.0 + 78000.0 + 78000.0 + 78000.0 + 78000.0 + > + + # Base RF/t the fuels produce. Order: LECm-243, LECm-243 Oxide, HECm-243, HECm-243 Oxide, LECm-245, LECm-245 Oxide, HECm-245, HECm-245 Oxide, LECm-247, LECm-247 Oxide, HECm-247, HECm-247 Oxide. + D:fission_curium_power < + 210.0 + 294.0 + 840.0 + 1176.0 + 162.0 + 226.8 + 648.0 + 907.2 + 138.0 + 193.2 + 552.0 + 772.8 + > + + # Base heat the fuels produce. Order: LECm-243, LECm-243 Oxide, HECm-243, HECm-243 Oxide, LECm-245, LECm-245 Oxide, HECm-245, HECm-245 Oxide, LECm-247, LECm-247 Oxide, HECm-247, HECm-247 Oxide. + D:fission_curium_heat_generation < + 112.0 + 140.0 + 672.0 + 840.0 + 68.0 + 85.0 + 408.0 + 510.0 + 54.0 + 67.5 + 324.0 + 405.0 + > + + # Base radiation the fuels produce while processing. Order: LECm-243, LECm-243 Oxide, HECm-243, HECm-243 Oxide, LECm-245, LECm-245 Oxide, HECm-245, HECm-245 Oxide, LECm-247, LECm-247 Oxide, HECm-247, HECm-247 Oxide. + D:fission_curium_radiation < + 0.0010815625 + 0.0010815625 + 0.002688671875 + 0.002688671875 + 5.44375E-4 + 5.44375E-4 + 5.39921875E-4 + 5.39921875E-4 + 5.425010078125E-4 + 5.425010078125E-4 + 5.324259062500001E-4 + 5.324259062500001E-4 + > + + # Base ticks the fuels last. Order: LEB-248, LEB-248 Oxide, HEB-248, HEB-248 Oxide. + D:fission_berkelium_fuel_time < + 86000.0 + 86000.0 + 86000.0 + 86000.0 + > + + # Base RF/t the fuels produce. Order: LEB-248, LEB-248 Oxide, HEB-248, HEB-248 Oxide. + D:fission_berkelium_power < + 135.0 + 189.0 + 540.0 + 756.0 + > + + # Base heat the fuels produce. Order: LEB-248, LEB-248 Oxide, HEB-248, HEB-248 Oxide. + D:fission_berkelium_heat_generation < + 52.0 + 65.0 + 312.0 + 390.0 + > + + # Base radiation the fuels produce while processing. Order: LEB-248, LEB-248 Oxide, HEB-248, HEB-248 Oxide. + D:fission_berkelium_radiation < + 6.570312500000001E-4 + 6.570312500000001E-4 + 7.75390625E-4 + 7.75390625E-4 + > + + # Base ticks the fuels last. Order: LECf-249, LECf-249 Oxide, HECf-249, HECf-249 Oxide, LECf-251, LECf-251 Oxide, HECf-251, HECf-251 Oxide. + D:fission_californium_fuel_time < + 60000.0 + 60000.0 + 60000.0 + 60000.0 + 58000.0 + 58000.0 + 58000.0 + 58000.0 + > + + # Base RF/t the fuels produce. Order: LECf-249, LECf-249 Oxide, HECf-249, HECf-249 Oxide, LECf-251, LECf-251 Oxide, HECf-251, HECf-251 Oxide. + D:fission_californium_power < + 216.0 + 302.4 + 864.0 + 1209.6 + 225.0 + 315.0 + 900.0 + 1260.0 + > + + # Base heat the fuels produce. Order: LECf-249, LECf-249 Oxide, HECf-249, HECf-249 Oxide, LECf-251, LECf-251 Oxide, HECf-251, HECf-251 Oxide. + D:fission_californium_heat_generation < + 116.0 + 145.0 + 696.0 + 870.0 + 120.0 + 150.0 + 720.0 + 900.0 + > + + # Base radiation the fuels produce while processing. Order: LECf-249, LECf-249 Oxide, HECf-249, HECf-249 Oxide, LECf-251, LECf-251 Oxide, HECf-251, HECf-251 Oxide. + D:fission_californium_radiation < + 0.04806015625 + 0.04806015625 + 0.03038125 + 0.03038125 + 0.04803359375 + 0.04803359375 + 0.030274999999999996 + 0.030274999999999996 + > +} + + +fusion { + # Modifies the power generated by fusion reactors. + D:fusion_base_power=1.0 + + # Modifies the rate of fuel used by fusion reactors. + D:fusion_fuel_use=1.0 + + # Modifies the heat generated by fusion reactors while running. + D:fusion_heat_generation=1.0 + + # Modifies the heating rate of fusion reactors before running. + D:fusion_heating_multiplier=1.0 + + # Can fusion reactors overheat? + B:fusion_overheat=true + + # Modifies the radiation leaked by meltdowns. + D:fusion_meltdown_radiation_multiplier=1.0 + + # Can fusion reactors be actively cooled (disable if suffering from lag)? + B:fusion_active_cooling=true + + # Base heat removed per tick/mB. Order: water, redstone, quartz, gold, glowstone, lapis, diamond, liquid helium, ender, cryotheum, iron, emerald, copper, tin, magnesium. + D:fusion_active_cooling_rate < + 400.0 + 25600.0 + 24000.0 + 38400.0 + 32000.0 + 22400.0 + 56000.0 + 52800.0 + 43200.0 + 51200.0 + 19200.0 + 28800.0 + 20800.0 + 24000.0 + 28800.0 + > + + # Minimum size of fusion toroids. + I:fusion_min_size=1 + + # Maximum size of fusion toroids. + I:fusion_max_size=24 + + # Efficiency of a fusion reactor at which a comparator adjacent to the core will output a full-strength redstone signal. + I:fusion_comparator_max_efficiency=90 + + # RF/s required to keep an electromagnet active. + I:fusion_electromagnet_power=4000 + + # If true, reactor sound effects will play. + B:fusion_enable_sound=true + + # Will fusion plasma start fires? Disabling this will reduce lag somewhat. + B:fusion_plasma_craziness=true + + # Base ticks the fuel combos last. Order: H-H, H-D, H-T, H-He3, H-Li6, H-Li7, H-B11, D-D, D-T, D-He3, ..., D-B11, T-T, ..., T-B11, ..., B11-B11. + D:fusion_fuel_time < + 100.0 + 150.0 + 200.0 + 200.0 + 350.0 + 400.0 + 600.0 + 200.0 + 250.0 + 250.0 + 400.0 + 450.0 + 650.0 + 300.0 + 300.0 + 450.0 + 500.0 + 700.0 + 300.0 + 450.0 + 500.0 + 700.0 + 600.0 + 650.0 + 850.0 + 700.0 + 900.0 + 1100.0 + > + + # Base RF/t the fuel combos produce. Order: H-H, H-D, H-T, H-He3, H-Li6, H-Li7, H-B11, D-D, D-T, D-He3, ..., D-B11, T-T, ..., T-B11, ..., B11-B11. + D:fusion_power < + 442.0 + 1123.0 + 0.3 + 3036.0 + 351.0 + 1330.0 + 444.0 + 507.0 + 1726.0 + 2252.0 + 1716.0 + 859.0 + 261.0 + 901.0 + 1099.0 + 915.0 + 435.0 + 7.0 + 1315.0 + 1151.0 + 727.0 + 140.0 + 1068.0 + 552.0 + 157.0 + 229.0 + 0.45 + 0.05 + > + + # Heat variables that determine the efficiency curves of the fuel combos. These are proportional to the optimal temperatures. Order: H-H, H-D, H-T, H-He3, H-Li6, H-Li7, H-B11, D-D, D-T, D-He3, ..., D-B11, T-T, ..., T-B11, ..., B11-B11. + D:fusion_heat_variable < + 3635.0 + 1022.0 + 4964.0 + 2740.0 + 5972.0 + 4161.0 + 13432.0 + 949.0 + 670.0 + 2160.0 + 3954.0 + 4131.0 + 13853.0 + 736.0 + 2137.0 + 4079.0 + 4522.0 + 27254.0 + 5420.0 + 7800.0 + 7937.0 + 24266.0 + 11268.0 + 11927.0 + 30399.0 + 13630.0 + 166414.0 + 293984.0 + > + + # Base radiation the fuel combos produce while processing. Order: H-H, H-D, H-T, H-He3, H-Li6, H-Li7, H-B11, D-D, D-T, D-He3, ..., D-B11, T-T, ..., T-B11, ..., B11-B11. + D:fusion_radiation < + 4.921875E-9 + 4.921875E-9 + 2.58598671875E-4 + 4.921875E-9 + 1.79692421875E-4 + 4.921875E-9 + 4.921875E-9 + 1.29301796875E-4 + 2.58598671875E-4 + 4.921875E-9 + 4.921875E-9 + 7.8911171875E-5 + 7.8911171875E-5 + 5.17192421875E-4 + 7.8911171875E-5 + 7.8911171875E-5 + 1.57817421875E-4 + 1.57817421875E-4 + 4.921875E-9 + 4.921875E-9 + 4.921875E-9 + 4.921875E-9 + 4.921875E-9 + 7.8911171875E-5 + 7.8911171875E-5 + 1.57817421875E-4 + 1.57817421875E-4 + 1.57817421875E-4 + > +} + + +generators { + # RF/t generated. Order: Uranium, Plutonium, Americium, Californium. + I:rtg_power < + 4 + 100 + 50 + 400 + > + + # RF/t generated. Order: Basic, Advanced, DU, Elite. + I:solar_power < + 5 + 20 + 80 + 320 + > + + # Mean lifetimes of adjacent radioactive blocks. Order: Thorium, Uranium, Depleted Thorium, Depleted Uranium, Depleted Neptunium, Depleted Plutonium, Depleted Americium, Depleted Curium, Depleted Berkelium, Depleted Californium. + D:decay_lifetime < + 74880.0 + 24480.0 + 43920.0 + 47520.0 + 42600.0 + 15360.0 + 63360.0 + 10200.0 + 8640.0 + 78240.0 + > + + # RF/s generated by adjacent radioactive blocks. Order: Thorium, Uranium, Depleted Thorium, Depleted Uranium, Depleted Neptunium, Depleted Plutonium, Depleted Americium, Depleted Curium, Depleted Berkelium, Depleted Californium. + I:decay_power < + 80 + 80 + 15 + 5 + 10 + 15 + 20 + 25 + 30 + 40 + > +} + + +heat_exchanger { + # Minimum side length of heat exchangers. + I:heat_exchanger_min_size=1 + + # Maximum side length of heat exchangers. + I:heat_exchanger_max_size=24 + + # Multiplier for heat transfer rate to and from this type of tube. For heat exchanging tubes, heating recipes will be faster by this factor while cooling recipes will be slower by this factor. For condensation tubes, recipes will simply be faster by this factor. Order: copper, hard carbon, thermoconducting alloy. + D:heat_exchanger_conductivity < + 1.0 + 1.1 + 1.25 + > + + # Multiplier for the heat required to cool hot coolant. + D:heat_exchanger_coolant_mult=125.0 + + # Will exhaust steam be heated into standard steam rather than low pressure steam? + B:heat_exchanger_alternate_exhaust_recipe=false +} + + +ores { + # List of IDs of dimensions to whitelist/blacklist for ore generation. + I:ore_dims < + 0 + 2 + -6 + -100 + 4598 + -9999 + -11325 + > + + # Is the dimension list a whitelist (false) or a blacklist (true)? + B:ore_dims_list_type=false + + # Will ores generate in the world? Order: copper, tin, lead, thorium, uranium, boron, lithium, magnesium. + B:ore_gen < + true + true + true + true + true + true + true + true + > + + # Numbers of ore blocks per ore chunk. Order: copper, tin, lead, thorium, uranium, boron, lithium, magnesium. + I:ore_size < + 6 + 6 + 6 + 4 + 4 + 5 + 5 + 5 + > + + # Rates at which ores generate. Order: copper, tin, lead, thorium, uranium, boron, lithium, magnesium. + I:ore_rate < + 5 + 4 + 6 + 4 + 4 + 6 + 6 + 4 + > + + # Minimum heights at which ores generate. Order: copper, tin, lead, thorium, uranium, boron, lithium, magnesium. + I:ore_min_height < + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + > + + # Maximum heights at which ores generate. Order: copper, tin, lead, thorium, uranium, boron, lithium, magnesium. + I:ore_max_height < + 48 + 40 + 36 + 32 + 32 + 28 + 28 + 24 + > + + # Will vanilla ores drop extra resources? Order: rhodochrosite, beryllium dust, zirconium dust, fluorite, sulfur, villiaumite, carobbiite. + B:ore_drops < + false + false + false + false + false + false + false + > + + # Remove disabled ores from the Ore Dictionary and JEI? + B:hide_disabled_ores=false + + # Pickaxe harvest levels of ores. Order: copper, tin, lead, thorium, uranium, boron, lithium, magnesium. + I:ore_harvest_levels < + 1 + 1 + 1 + 2 + 2 + 2 + 2 + 2 + > +} + + +other { + # Combine all creative tabs into a single large one? + B:single_creative_tab=false + + # Register processors to the game? Order: Nuclear Furnace, Manufactory, Isotope Separator, Decay Hastener, Fuel Reprocessor, Alloy Furnace, Fluid Infuser, Melter, Supercooler, Electrolyzer, Neutron Irradiator, Ingot Former, Pressurizer, Chemical Reactor, Salt Mixer, Crystallizer, Fluid Enricher, Fluid Extractor, Centrifuge, Rock Crusher. + B:register_processor < + true + true + true + true + true + true + true + true + true + true + true + true + true + true + true + true + true + true + true + true + > + + # Register passive machine to the game? Order: Helium Collector, Cobblestone Generator, Infinite Water Source, Nitrogen Collector. + B:register_passive < + true + true + true + true + > + + # Register tool types to the game? Order: boron, tough alloy, hard carbon, boron nitride. + B:register_tool < + true + true + true + true + > + + # Register armor types to the game? Order: boron, tough alloy, hard carbon, boron nitride. + B:register_armor < + true + true + true + true + > + + # Hold down the control key rather than the shift key to show extra tooltip info? + B:ctrl_info=false + + # Will the chance item output cycle in JEI include empty stacks if a possible output stack size is 0? If false, a minimum stack size of 1 shall be shown - although some info about the recipe is lost this way, it looks much neater. This will only effect the outputs in JEI and not the actual functioning of the machines. + B:jei_chance_items_include_null=false + + # Will mobs drop rare items? + B:rare_drops=false + + # Will NuclearCraft loot generate in chests? + B:dungeon_loot=true + + # Will the Wasteland Biome generate in the Overworld? + B:wasteland_biome=true + + # The weight assigned to the generation of the Wasteland Biomes - higher numbers correspond to higher generation rates. + I:wasteland_biome_weight=5 + + # Will the Wasteland Dimension be generated? + B:wasteland_dimension_gen=true + + # Set the dimension ID for the Wasteland Dimension. + I:wasteland_dimension=4598 + + # Glowing Mushroom spread rate. + I:mushroom_spread_rate=16 + + # Will glowing mushrooms generate in the nether? + B:mushroom_gen=true + + # Determines how many glowing mushrooms will spawn at a time. + I:mushroom_gen_size=64 + + # Determines how often glowing mushrooms will spawn. + I:mushroom_gen_rate=40 + + # Register fission fluid and molten salt coolant blocks? Keep false if running low on block IDs. + B:register_fluid_blocks=false + + # Register alternative Thermal Foundation fluids? It is recommended that this is set to true if no CoFH mods are installed. + B:register_cofh_fluids=false + + # Register NC raw material EMC values if ProjectE is installed? + B:register_projecte_emc=true + + # Will Ore Dictionary inputs be used for 'ingot <-> block' crafting and 'dust -> ingot' furnace recipes? If false, the NC ingredient will be used. + B:ore_dict_raw_material_recipes=false + + # Will Ore Dictionary outputs be prioritised according to the mod list below? If false, the default Ore Dict entry will be used when deciding machine outputs. + B:ore_dict_priority_bool=true + + # Determines the priority of each mod's ore dictionary entries - earlier mods' IDs in this list have a higher priority. This is used to determine which mod's corresponding item is produced in machine recipes. If no matching mod is found, the default entry is used. + S:ore_dict_priority < + minecraft + thermalfoundation + techreborn + nuclearcraft + immersiveengineering + mekanism + ic2 + appliedenergistics2 + refinedstorage + actuallyadditions + advancedRocketry + thaumcraft + biomesoplenty + > +} + + +processors { + # Base ticks per process. Order: Manufactory, Isotope Separator, Decay Hastener, Fuel Reprocessor, Alloy Furnace, Fluid Infuser, Melter, Supercooler, Electrolyzer, Neutron Irradiator, Ingot Former, Pressurizer, Chemical Reactor, Salt Mixer, Crystallizer, Fluid Enricher, Fluid Extractor, Centrifuge, Rock Crusher. + I:processor_time < + 400 + 800 + 800 + 400 + 400 + 600 + 800 + 600 + 3200 + 800 + 400 + 600 + 800 + 600 + 1600 + 600 + 2400 + 1200 + 400 + > + + # Base RF/t use during processing. Order: Manufactory, Isotope Separator, Decay Hastener, Fuel Reprocessor, Alloy Furnace, Fluid Infuser, Melter, Supercooler, Electrolyzer, Neutron Irradiator, Ingot Former, Pressurizer, Chemical Reactor, Salt Mixer, Crystallizer, Fluid Enricher, Fluid Extractor, Centrifuge, Rock Crusher. + I:processor_power < + 20 + 10 + 10 + 20 + 10 + 10 + 40 + 20 + 40 + 20 + 0 + 40 + 10 + 20 + 10 + 10 + 10 + 10 + 20 + > + + # Power laws for speed upgrades. Order: Processing Time, Processing Power. + D:speed_upgrade_power_laws_fp < + 1.0 + 2.0 + > + + # Base multipliers for speed upgrades. Order: Processing Time, Processing Power. + D:speed_upgrade_multipliers_fp < + 1.0 + 1.0 + > + + # Power laws for energy upgrades. Order: Processing Power. + D:energy_upgrade_power_laws_fp < + 1.0 + > + + # Base multipliers for energy upgrades. Order: Processing Power. + D:energy_upgrade_multipliers_fp < + 1.0 + > + + # Conversion ratio between Redstone Flux and IC2 Energy Units. + I:rf_per_eu=16 + + # If true, energy from GTCE can be accepted and emitted by NC machines. + B:enable_gtce_eu=true + + # If true, gas from Mekanism can be handled by NC machines. + B:enable_mek_gas=true + + # Ticks per machine update - used for various processes such as GUI updates and multiblock structure checks. + I:machine_update_rate=20 + + # Rates at which passive machines produce materials. Order: Helium Collector, Cobblestone Generator, Infinite Water Source, Nitrogen Collector. + I:processor_passive_rate < + 100 + 2 + 200 + 50 + > + + # Will passive machines that produce materials automatically push to adjacent inventories and fluid handlers? + B:passive_push=true + + # RF/s required for Cobblestone Generator to run. + I:cobble_gen_power=0 + + # Can NuclearCraft machines process ores? + B:ore_processing=true + + # Specify the size of the output stack for Manufactory wood processing recipes. Order: Logs->Planks, Planks->Sticks. + I:manufactory_wood < + 6 + 4 + > + + # Use an alternate set of recipes for the Rock Crusher that only produce NC dusts? + B:rock_crusher_alternate=false + + # If enabled, recipes of the corresponding NC machine will also be added for GTCE machines. Order: Manufactory, Isotope Separator, Decay Hastener, Fuel Reprocessor, Alloy Furnace, Fluid Infuser, Melter, Supercooler, Electrolyzer, Neutron Irradiator, Ingot Former, Pressurizer, Chemical Reactor, Salt Mixer, Crystallizer, Fluid Enricher, Fluid Extractor, Centrifuge, Rock Crusher. + B:gtce_recipe_integration < + true + true + true + true + true + true + true + true + true + true + true + true + true + true + true + true + true + true + true + > + + # Will GTCE recipe additions be logged? + B:gtce_recipe_logging=false + + # Will a machine's valid inputs depend on the stacks already in its input slots as well as its possible recipes? + B:smart_processor_input=true + + # Will passive machines such as Active Coolers and Electromagnets spread their items, fluid and energy to adjacent passive machines? + B:passive_permeation=true + + # Will machines produce particle effects while running? + B:processor_particles=true +} + + +radiation { + # Will nuclear radiation exist in the world? Note that the game will require a restart for radiation-related items to be shown in JEI after enabling this feature. + B:radiation_enabled=true + + # The maximum number of chunks in which radiation will be updated per tick. + I:radiation_world_chunks_per_tick=5 + + # The number of ticks between each player radiation update. + I:radiation_player_tick_rate=5 + + # List of dimensions and their background radiation levels. Format: 'dimID_radiationLevel'. + S:radiation_worlds < + 4598_2.25 + > + + # List of biomes and their background radiation levels. These values stack with the underlying world's background radiation. Format: 'modid:biomeName_radiationLevel'. + S:radiation_biomes < + nuclearcraft:nuclear_wasteland_0.25 + > + + # List of structures and their background radiation levels. These values stack with the underlying world or biome's background radiation. Format: 'structureName_radiationLevel'. + S:radiation_structures < + Fortress_0.0025 + Mineshaft_0.00005 + Stronghold_0.001 + > + + # List of dimensions and their radiation level limits. Format: 'dimID_radiationLimit'. + S:radiation_world_limits < + > + + # List of biomes and their radiation level limits. These values stack with the underlying world's background radiation. Format: 'modid:biomeName_radiationLimit'. + S:radiation_biome_limits < + > + + # List of IDs of dimensions to blacklist for biome background radiation. + I:radiation_from_biomes_dims_blacklist < + 144 + > + + # List of ore dict entries and their stack radiation levels. Can be used to overwrite default values. Format: 'oreName_radiationLevel'. + S:radiation_ores < + depletedFuelIC2U_4.6120111111111115E-6 + depletedFuelIC2MOX_1.2911111111111112E-4 + > + + # List of items and their stack radiation levels. Can be used to overwrite default values. Format: 'modid:name:meta_radiationLevel'. + S:radiation_items < + ic2:nuclear:0_0.000000000048108553 + ic2:nuclear:1_1.45E-9 + ic2:nuclear:2_2.25E-10 + ic2:nuclear:3_4.15E-5 + ic2:nuclear:4_0.000000833741517857143 + ic2:nuclear:5_1.6111111111111111E-10 + ic2:nuclear:6_2.5E-11 + ic2:nuclear:7_4.611111111111111E-6 + ic2:nuclear:8_0.000000000048108553 + ic2:nuclear:9_0.000000833741517857143 + ic2:nuclear:10_0.0345 + ic2:nuclear:11_4.6120111111111115E-6 + ic2:nuclear:12_9.224022222222223E-6 + ic2:nuclear:13_1.8448044444444446E-5 + ic2:nuclear:14_1.2911111111111112E-4 + ic2:nuclear:15_2.5822222222222224E-4 + ic2:nuclear:16_5.164444444444445E-4 + > + + # List of blocks and their radiation levels. Can be used to overwrite default values. Format: 'modid:name:meta_radiationLevel'. + S:radiation_blocks < + > + + # List of fluids and their radiation levels. Can be used to overwrite default values. If the fluid has a corresponding block, then it will also be given a radiation level. Format: 'fluidName_radiationLevel'. + S:radiation_fluids < + > + + # List of foods and the rads and rad resistance gained on consumption. Negative values mean rads and rad resistance will be lost. Can be used to overwrite default values. Format: 'modid:name:meta_radiationLevel_radiationResistance'. + S:radiation_foods < + minecraft:golden_apple:0_-20_0.1 + minecraft:golden_apple:1_-100_0.5 + minecraft:golden_carrot:0_-4_0 + minecraft:spider_eye:0_0_0.5 + minecraft:poisonous_potato:0_0_0.5 + minecraft:fish:3_0_2 + minecraft:rabbit_stew:0_0_0.1 + minecraft:chorus_fruit:0_0_-0.25 + minecraft:beetroot:0_0_0.25 + minecraft:beetroot_soup:0_0_1.5 + quark:golden_frog_leg:0_-4_0 + > + + # List of ore dict entries that will be forced not have a radiation level. Format: 'oreName'. + S:radiation_ores_blacklist < + > + + # List of items that will be forced not have a radiation level. Format: 'modid:name:meta'. + S:radiation_items_blacklist < + > + + # List of blocks that will be forced not have a radiation level. Format: 'modid:name:meta'. + S:radiation_blocks_blacklist < + > + + # List of fluids that will be forced not have a radiation level. Format: 'fluidName'. + S:radiation_fluids_blacklist < + > + + # The maximum number of rads a player can have before the radiation is fatal. + D:max_player_rads=1000.0 + + # The rate at which player radiation decreases over time, as a fraction of the player's current radiation level per tick. + D:radiation_player_decay_rate=5.0E-7 + + # The rate at which entity radiation decreases over time, as a fraction of the entity's current radiation level per tick. + D:radiation_entity_decay_rate=0.001 + + # Controls the rate at which radiation will spread from chunk to chunk. + D:radiation_spread_rate=0.1 + + # Controls how high the ratio of radiation levels between chunks must be for radiation to spread between them. + D:radiation_spread_gradient=0.5 + + # Controls the rate at which radiation decreases in a chunk over time. + D:radiation_decay_rate=0.001 + + # The lowest rate of player and chunk irradiation possible in Rad/t - amounts below this are ignored. + D:radiation_lowest_rate=1.0E-15 + + # The maximum chunk radiation level possible in Rad/t. A negative value means there is no limit. + D:radiation_chunk_limit=-1.0 + + # A list of mutation results, the material properties of the blocks which should mutate to them, and the threshold radiation level at which the mutation should occur. All arguments of the chosen parameters have to match those of the target block for a mutation to happen. The parameters 'isLiquid', 'isSolid', 'blocksLight', 'blocksMovement', 'getCanBurn', 'isReplaceable', 'isOpaque' and 'isToolNotRequired' are boolean-valued, 'materialMapColor' is integer-valued and 'getPushReaction' is an EnumPushReaction, with the possible values being 'normal', 'destroy', 'block', 'ignore' or 'pushOnly'. More precise control through a recipe system is available via NC's CraftTweaker integration. Format: 'modid:name:meta_radiationThreshold_parameterA@argumentA,parameterB@argumentB,...,parameterZ@argumentZ'. + S:radiation_block_effects < + nuclearcraft:dry_earth:0_20_materialMapColor@8368696 + nuclearcraft:dry_earth:0_20_materialMapColor@9923917 + minecraft:air:0_10_materialMapColor@31744 + > + + # The chunk radiation level in Rad/t beyond which blocks will start to be affected by radiation. + D:radiation_block_effect_limit=10.0 + + # The maximum number of attempts per chunk radiation update to mutate blocks. + I:radiation_block_effect_max_rate=0 + + # Multiplies the rate of irradiation while in rain. + D:radiation_rain_mult=1.0 + + # Multiplies the rate of irradiation while swimming. + D:radiation_swim_mult=2.0 + + # The total number of rads removed when using RadAway. + D:radiation_radaway_amount=300.0 + + # The total number of rads removed when using Slow-Acting RadAway. + D:radiation_radaway_slow_amount=300.0 + + # The rate at which rads is removed when using RadAway in Rad/t. + D:radiation_radaway_rate=5.0 + + # The rate at which rads is removed when using Slow-Acting RadAway in Rad/t. + D:radiation_radaway_slow_rate=0.025 + + # The time taken for a dose of radiation poisoning to be added to the player's rad count in ticks. + D:radiation_poison_time=60.0 + + # The time that must be waited between doses of RadAway in ticks. + D:radiation_radaway_cooldown=0.0 + + # Controls the amount of rad resistance gained when consuming Rad-X. + D:radiation_rad_x_amount=25.0 + + # The time taken for one dose of Rad-X to wear off in ticks. + D:radiation_rad_x_lifetime=12000.0 + + # The time that must be waited between doses of Rad-X in ticks. + D:radiation_rad_x_cooldown=0.0 + + # The rad resistance levels provided by the three levels of shielding. Order: light, medium, heavy. + D:radiation_shielding_level < + 0.01 + 0.1 + 1.0 + > + + # If enabled along with hardcore containers, radiation shielding can be applied to tile entities. + B:radiation_tile_shielding=true + + # The maximum rate at which scrubbers will remove radiation as a fraction of the radiation level of the chunk it is in. + D:radiation_scrubber_fraction=0.125 + + # The range of scrubbers' search for occluding blocks. + I:radiation_scrubber_radius=4 + + # Use a non-linear scrubbing rate equation instead of the linear behaviour? + B:radiation_scrubber_alt=false + + # The four parameters a,b,c,d in the non-linear scrubbing rate equation 'F = a^[-(S/b)^(S/c + 1)^(1/d)]', where 'F' is the remaining fraction of radiation left in the chunk's update buffer after scrubbing and 'S' is the effective number of scrubbers in the chunk after accounting for inefficiencies. It is recommended that you only modify these if you know what you are doing. + D:radiation_scrubber_param < + 2.14280951676725 + 3.0 + 4.0 + 2.0 + > + + # The power in RF/s scrubbers need to be supplied to run. + I:radiation_scrubber_power=500 + + # The amount of borax scrubbers need to be supplied per second. + I:radiation_scrubber_borax_rate=0 + + # The radiation level, as a power of ten, at which the Geiger counter block will emit a full-strength comparator signal. + D:radiation_geiger_block_redstone=3.0 + + # If enabled, radiation shielding attachment recipes will be added for all registered armor pieces. + B:radiation_shielding_default_recipes=true + + # List of armor item stacks for which shielding recipes will not be added by default. Format: 'modid:armorName:meta'. + S:radiation_shielding_item_blacklist < + nuclearcraft:helm_hazmat + nuclearcraft:chest_hazmat + nuclearcraft:legs_hazmat + nuclearcraft:boots_hazmat + ic2:hazmat_helmet + ic2:hazmat_chestplate + ic2:hazmat_leggings + ic2:rubber_boots + extraplanets:tier1_space_suit_helmet + extraplanets:tier1_space_suit_chest + extraplanets:tier1_space_suit_jetpack_chest + extraplanets:tier1_space_suit_leggings + extraplanets:tier1_space_suit_boots + extraplanets:tier1_space_suit_gravity_boots + extraplanets:tier2_space_suit_helmet + extraplanets:tier2_space_suit_chest + extraplanets:tier2_space_suit_jetpack_chest + extraplanets:tier2_space_suit_leggings + extraplanets:tier2_space_suit_boots + extraplanets:tier2_space_suit_gravity_boots + extraplanets:tier3_space_suit_helmet + extraplanets:tier3_space_suit_chest + extraplanets:tier3_space_suit_jetpack_chest + extraplanets:tier3_space_suit_leggings + extraplanets:tier3_space_suit_boots + extraplanets:tier3_space_suit_gravity_boots + extraplanets:tier4_space_suit_helmet + extraplanets:tier4_space_suit_chest + extraplanets:tier4_space_suit_jetpack_chest + extraplanets:tier4_space_suit_leggings + extraplanets:tier4_space_suit_boots + extraplanets:tier4_space_suit_gravity_boots + > + + # List of armor item stacks for which shielding recipes will be added. Mostly used when the automated shielding recipes are disabled. Format: 'modid:armorName:meta'. + S:radiation_shielding_custom_stacks < + > + + # List of armor item stacks and their default radiation shielding levels. Format: 'modid:armorName:meta_resistance'. Note: this is not the only way to add these values if you have CraftTweaker installed. Rad resistance can also be given to armor by changing their recipe such that an NBT tag called "ncRadiationResistance" with the double value equal to the resistance level is attached to it. + S:radiation_shielding_default_levels < + nuclearcraft:helm_hazmat_2.0 + nuclearcraft:chest_hazmat_3.0 + nuclearcraft:legs_hazmat_2.0 + nuclearcraft:boots_hazmat_2.0 + ic2:hazmat_helmet_2.0 + ic2:hazmat_chestplate_3.0 + ic2:hazmat_leggings_2.0 + ic2:rubber_boots_2.0 + extraplanets:tier1_space_suit_helmet_1.0 + extraplanets:tier1_space_suit_chest_1.5 + extraplanets:tier1_space_suit_jetpack_chest_1.5 + extraplanets:tier1_space_suit_leggings_1.0 + extraplanets:tier1_space_suit_boots_1.0 + extraplanets:tier1_space_suit_gravity_boots_1.0 + extraplanets:tier2_space_suit_helmet_1.3 + extraplanets:tier2_space_suit_chest_1.95 + extraplanets:tier2_space_suit_jetpack_chest_1.95 + extraplanets:tier2_space_suit_leggings_1.3 + extraplanets:tier2_space_suit_boots_1.3 + extraplanets:tier2_space_suit_gravity_boots_1.3 + extraplanets:tier3_space_suit_helmet_1.6 + extraplanets:tier3_space_suit_chest_2.4 + extraplanets:tier3_space_suit_jetpack_chest_2.4 + extraplanets:tier3_space_suit_leggings_1.6 + extraplanets:tier3_space_suit_boots_1.6 + extraplanets:tier3_space_suit_gravity_boots_1.6 + extraplanets:tier4_space_suit_helmet_2.0 + extraplanets:tier4_space_suit_chest_3.0 + extraplanets:tier4_space_suit_jetpack_chest_3.0 + extraplanets:tier4_space_suit_leggings_2.0 + extraplanets:tier4_space_suit_boots_2.0 + extraplanets:tier4_space_suit_gravity_boots_2.0 + > + + # If enabled, the radioactive stacks in a player's inventory will irradiate the chunk the player is in as well as the player directly. + B:radiation_hardcore_stacks=true + + # The radioactive stacks in container blocks will irradiate the chunk the tile entity is in at a rate of this fraction of their base radiation level. + D:radiation_hardcore_containers=0.0 + + # Radioactive items dropped on the ground will irradiate the chunk they are in. + B:radiation_dropped_items=true + + # If enabled, players' rad levels will persist on death. + B:radiation_death_persist=true + + # Specifies the fraction of the player's rad level that persists if Radiation Death Persistence is enabled. + D:radiation_death_persist_fraction=0.75 + + # Number of seconds players will have radiation immunity after death due to radiation. + D:radiation_death_immunity_time=90.0 + + # Lists of potion effects experienced at various percentages of radiation level by players. Format: 'radPercent_potionNameA@strength,potionNameB@strength,...,potionNameZ@strength'. + S:radiation_player_debuff_lists < + 40.0_minecraft:weakness@1 + 55.0_minecraft:weakness@1,minecraft:mining_fatigue@1 + 70.0_minecraft:weakness@2,minecraft:mining_fatigue@1,minecraft:hunger@1 + 80.0_minecraft:weakness@2,minecraft:mining_fatigue@2,minecraft:hunger@1,minecraft:poison@1 + 90.0_minecraft:weakness@3,minecraft:mining_fatigue@3,minecraft:hunger@2,minecraft:poison@1,minecraft:wither@1 + > + + # Lists of potion effects experienced at various percentages of radiation level by passive entities. Format: 'radPercent_potionNameA@strength,potionNameB@strength,...,potionNameZ@strength'. + S:radiation_passive_debuff_lists < + 40.0_minecraft:weakness@1 + 55.0_minecraft:weakness@1,minecraft:mining_fatigue@1 + 70.0_minecraft:weakness@2,minecraft:mining_fatigue@1,minecraft:hunger@1 + 80.0_minecraft:weakness@2,minecraft:mining_fatigue@2,minecraft:hunger@1,minecraft:poison@1 + 90.0_minecraft:weakness@3,minecraft:mining_fatigue@3,minecraft:hunger@2,minecraft:poison@1,minecraft:wither@1 + > + + # Lists of potion effects experienced at various percentages of radiation level by mobs. Format: 'radPercent_potionNameA@strength,potionNameB@strength,...,potionNameZ@strength'. + S:radiation_mob_buff_lists < + 40.0_minecraft:speed@1 + 55.0_minecraft:speed@1,minecraft:strength@1 + 70.0_minecraft:speed@1,minecraft:strength@1,minecraft:resistance@1 + 80.0_minecraft:speed@1,minecraft:strength@1,minecraft:resistance@1,minecraft:absorption@1 + 90.0_minecraft:speed@1,minecraft:strength@1,minecraft:resistance@1,minecraft:absorption@1,minecraft:regeneration@1 + > + + # If enabled, horses can be equipped with radiation-protective armor. + B:radiation_horse_armor=false + + # Modifier for the size of radiation info on the HUD. + D:radiation_hud_size=1.0 + + # Angle from the centre of the screen at which radiation info appears on the HUD. 0 degrees is the top of the screen, 45 is top-right, etc. + D:radiation_hud_position=225.0 + + # Optional config to specify where the rads overlay should appear on the screen if not wanted on a side or at a corner - if used, this config will be used in place of the angle-based one. Two doubles are required [x, y] which specify how far right (x) and how far down (y) from the top-left corner of the screen the overlay is drawn at. + D:radiation_hud_position_cartesian < + > + + # If enabled, a black outline will surround the radiation counter text underneath the rad bar. + B:radiation_hud_text_outline=false + + # If disabled, the rads overlay will show and the ticking will be heard even when a Geiger Counter is not being held. + B:radiation_require_counter=true + + # If enabled, chunk boundaries will be shown while holding or looking at a geiger counter block or radiation scrubber. + B:radiation_chunk_boundaries=true + + # If set to a positive integer, radiation levels will be shown without unit prefixes to this number of significant figures. + I:radiation_unit_prefixes=0 + + # Determines the total radiation that a Radiation Badge can be exposed to before disintegrating. + D:radiation_badge_durability=250.0 + + # Determines the amount of exposed radiation after which the Radiation Badge will inform the player of its total exposure level as a fraction of the durability. + D:radiation_badge_info_rate=0.1 +} + + +salt_fission { + # Modifies the power generated by salt fission reactors. + D:salt_fission_power=1.0 + + # Modifies the rate of fuel used by salt fission reactors. + D:salt_fission_fuel_use=1.0 + + # Modifies the heat generated by salt fission reactors. + D:salt_fission_heat_generation=1.0 + + # Can molten salt fission reactors overheat? + B:salt_fission_overheat=true + + # Modifies the radiation leaked by meltdowns. + D:salt_fission_meltdown_radiation_multiplier=1.0 + + # Minimum side length of molten salt fission reactors. + I:salt_fission_min_size=1 + + # Maximum side length of molten salt fission reactors. + I:salt_fission_max_size=24 + + # Heat removed per tick. Order: base, redstone, quartz, gold, glowstone, lapis, diamond, liquid helium, ender, cryotheum, iron, emerald, copper, tin, magnesium. + D:salt_fission_cooling_rate < + 240.0 + 360.0 + 360.0 + 480.0 + 520.0 + 480.0 + 600.0 + 560.0 + 480.0 + 640.0 + 320.0 + 640.0 + 320.0 + 480.0 + 440.0 + > + + # Percentage heat level of a salt fission reactor at which Redstone Emitters will output a full-strength redstone signal. + I:salt_fission_redstone_max_heat=50 + + # The maximum rate at which fuel distributors and retrievers can push to and pull from fuel vessels in mB/s. + I:salt_fission_max_distribution_rate=4 +} + + +tools { + # Mining levels (wood = 0, stone = 1, etc.). Order: boron, boron spaxelhoe, tough alloy, tough alloy spaxelhoe, hard carbon, hard carbon spaxelhoe, boron nitride, boron nitride spaxelhoe. + I:tool_mining_level < + 2 + 2 + 3 + 3 + 3 + 3 + 4 + 4 + > + + # Max number of tool uses. Order: boron, boron spaxelhoe, tough alloy, tough alloy spaxelhoe, hard carbon, hard carbon spaxelhoe, boron nitride, boron nitride spaxelhoe. + I:tool_durability < + 547 + 2735 + 929 + 4645 + 1245 + 6225 + 1928 + 9640 + > + + # Determines the rate at which blocks are destroyed (wood = 2.0, stone = 4.0, etc.). Order: boron, boron spaxelhoe, tough alloy, tough alloy spaxelhoe, hard carbon, hard carbon spaxelhoe, boron nitride, boron nitride spaxelhoe. + D:tool_speed < + 8.0 + 8.0 + 10.0 + 10.0 + 11.0 + 11.0 + 12.0 + 12.0 + > + + # Related to the damage done per hit (wood = 0.0, stone = 1.0, etc.). Order: boron, boron spaxelhoe, tough alloy, tough alloy spaxelhoe, hard carbon, hard carbon spaxelhoe, boron nitride, boron nitride spaxelhoe. + D:tool_attack_damage < + 2.5 + 2.5 + 3.0 + 3.0 + 3.0 + 3.0 + 3.5 + 3.5 + > + + # Determines the quality of applied enchantments. Order: boron, boron spaxelhoe, tough alloy, tough alloy spaxelhoe, hard carbon, hard carbon spaxelhoe, boron nitride, boron nitride spaxelhoe. + I:tool_enchantability < + 6 + 6 + 15 + 15 + 12 + 12 + 20 + 20 + > + + # Determines the Tinkers' Construct handle modifiers of the materials. Order: boron, tough alloy, hard carbon, boron nitride. + D:tool_handle_modifier < + 0.85 + 1.1 + 1.0 + 0.75 + > + + # Will these materials be registered as tool materials for Tinkers' Construct? Order: boron, tough alloy, hard carbon, boron nitride, thorium, uranium, magnesium, chocolate. + B:tool_tic_register < + true + true + true + true + true + true + true + true + > +} + + +turbine { + # Minimum side length of turbines. + I:turbine_min_size=1 + + # Maximum side length of turbines. + I:turbine_max_size=24 + + # Multiplier for the energy transferred from the fluid flow to this type of rotor blade. Order: steel, extreme alloy, SiC-SiC CMC. + D:turbine_blade_efficiency < + 1.0 + 1.1 + 1.25 + > + + # Coefficient by which a set of this type of rotor blade multiplies the volume of the fluid in the oncoming flow. Order: steel, extreme alloy, SiC-SiC CMC. + D:turbine_blade_expansion < + 1.4 + 1.6 + 1.8 + > + + # Coefficient by which a set of rotor stators multiplies the volume of the fluid in the oncoming flow. + D:turbine_stator_expansion=0.75 + + # Multiplier for the energy generated by this type of dynamo coil. Order: magnesium, beryllium, aluminum, gold, copper, silver. + D:turbine_coil_conductivity < + 0.86 + 0.9 + 0.98 + 1.04 + 1.1 + 1.12 + > + + # Base RF produced per processed mB of this type of steam. Order: high pressure, low pressure, standard. + D:turbine_power_per_mb < + 16.0 + 4.0 + 4.0 + > + + # Expansion level for this type of steam's recipe. Order: high pressure, low pressure, standard. + D:turbine_expansion_level < + 4.0 + 2.0 + 2.0 + > + + # Maximum mB of fluid processed per tick per rotor blade. + I:turbine_mb_per_blade=100 + + # If true, turbine sound effects will play. + B:turbine_enable_sound=true +} + + diff --git a/config/openblocks.cfg b/config/openblocks.cfg new file mode 100644 index 0000000..82d9d19 --- /dev/null +++ b/config/openblocks.cfg @@ -0,0 +1,512 @@ +# 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 :: or id::. 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 +} + + diff --git a/config/opencomputers/default.recipes b/config/opencomputers/default.recipes new file mode 100644 index 0000000..e2ed1df --- /dev/null +++ b/config/opencomputers/default.recipes @@ -0,0 +1,695 @@ +# Do not change this file, it is rewritten each time you start the game. +# Instead, use the user.recipes file to edit recipes by redefining them there. + +analyzer { + input: [[torchRedstoneActive, "", ""] + ["oc:materialTransistor", nuggetGold, ""] + ["oc:materialCircuitBoardPrinted", nuggetGold, ""]] +} +hoverboots { + input: [[iron_nugget, "oc:hoverUpgrade2", iron_nugget] + [leather, "oc:droneCase1", leather] + [iron_nugget, "oc:capacitor", iron_nugget]] +} +manual { + type: shapeless + input: [book, "oc:circuitChip1"] +} +nanomachines { + input: [["oc:chamelium", "oc:wlanCard2", "oc:chamelium"] + ["oc:cpu2", "oc:materialAcid", "oc:ram1"] + ["oc:chamelium", "oc:capacitor", "oc:chamelium"]] +} +texturepicker { + input: [[dyeBlack, dyeRed, dyeGreen] + [dyeBlue, "oc:analyzer", dyePurple] + [dyeYellow, dyeMagenta, dyeWhite]] +} +wrench { + input: [[ingotIron, "", ingotIron] + ["", "oc:circuitChip2", ""], + ["", ingotIron, ""]] +} +lootdisks: [ + { + name: "opencomputers:openos" + type: shapeless + input: ["oc:floppy", "oc:manual"] + }, + { + name: "opencomputers:oppm" + type: shapeless + input: ["oc:floppy", "oc:materialInterweb"] + } +] +luabios { + type: shapeless + input: ["oc:eeprom", "oc:manual"] +} + +dronecase1 { + input: [["oc:stoneEndstone", compass, "oc:stoneEndstone"] + ["oc:circuitChip1", "oc:microcontrollerCase1", "oc:circuitChip1"] + ["oc:stoneEndstone", "oc:componentBus2", "oc:stoneEndstone"]] +} +dronecase2 { + input: [["oc:stoneEndstone", compass, "oc:stoneEndstone"] + ["oc:circuitChip2", "oc:microcontrollerCase2", "oc:circuitChip2"] + ["oc:stoneEndstone", "oc:componentBus3", "oc:stoneEndstone"]] +} +microcontrollercase1 { + input: [[iron_nugget, "oc:circuitChip1", iron_nugget] + [redstone, chest, redstone] + [iron_nugget, "oc:materialCircuitBoardPrinted", iron_nugget]] +} +microcontrollercase2 { + input: [[nuggetGold, "oc:circuitChip3", nuggetGold] + [blockRedstone, chest, blockRedstone] + [nuggetGold, "oc:materialCircuitBoardPrinted", nuggetGold]] +} +terminal { + input: [[iron_nugget, "oc:solarGeneratorUpgrade", iron_nugget] + ["oc:circuitChip3", "oc:screen2", "oc:wlanCard2"] + [iron_nugget, "oc:keyboard", iron_nugget]] +} +tabletcase1 { + input: [[ingotGold, button, ingotGold] + ["oc:componentBus1", "oc:screen2", "oc:circuitChip3"] + [ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]] +} +tabletcase2 { + input: [["oc:circuitChip2", button, ingotGold] + ["oc:componentBus3", "oc:screen2", "oc:circuitChip3"] + ["oc:circuitChip2", "oc:materialCircuitBoardPrinted", ingotGold]] +} + +diskdrivemountable { + input: [[obsidian, "oc:circuitChip1", obsidian] + [fenceIron, "oc:diskDrive", fenceIron] + [obsidian, "oc:materialCircuitBoardPrinted", obsidian]] +} +server1 { + input: [[ingotIron, "oc:ram2", ingotIron] + ["oc:circuitChip1", "oc:componentBus1", "oc:circuitChip1"] + [obsidian, "oc:materialCircuitBoardPrinted", obsidian]] +} +server2 { + input: [[ingotGold, "oc:ram4", ingotGold] + ["oc:circuitChip2", "oc:componentBus2", "oc:circuitChip2"] + [obsidian, "oc:materialCircuitBoardPrinted", obsidian]] +} +server3 { + input: [[gemDiamond, "oc:ram6", gemDiamond] + ["oc:circuitChip3", "oc:componentBus3", "oc:circuitChip3"] + [obsidian, "oc:materialCircuitBoardPrinted", obsidian]] +} +terminalserver { + input: [[obsidian, "oc:wlanCard", obsidian] + ["oc:wlanCard", "oc:circuitChip2", "oc:wlanCard2"] + [obsidian, "oc:materialCircuitBoardPrinted", obsidian]] +} + +ram1 { + input: [["oc:circuitChip1", iron_nugget, "oc:circuitChip1"] + ["", "oc:materialCircuitBoardPrinted", ""]] +} +ram2 { + input: [["oc:circuitChip1", "oc:circuitChip2", "oc:circuitChip1"] + ["", "oc:materialCircuitBoardPrinted", ""]] +} +ram3 { + input: [["oc:circuitChip2", iron_nugget, "oc:circuitChip2"] + ["", "oc:materialCircuitBoardPrinted", ""]] +} +ram4 { + input: [["oc:circuitChip2", "oc:circuitChip3", "oc:circuitChip2"] + ["", "oc:materialCircuitBoardPrinted", ""]] +} +ram5 { + input: [["oc:circuitChip3", iron_nugget, "oc:circuitChip3"] + ["", "oc:materialCircuitBoardPrinted", ""]] +} +ram6 { + input: [["oc:circuitChip3", "oc:circuitChip3", "oc:circuitChip3"] + ["oc:circuitChip2", "oc:materialCircuitBoardPrinted", "oc:circuitChip2"]] +} + +eeprom { + input: [[nuggetGold, "oc:materialTransistor", nuggetGold] + [paper, "oc:circuitChip1", paper] + [nuggetGold, torchRedstoneActive, nuggetGold]] +} +floppy { + input: [[iron_nugget, lever, iron_nugget] + [paper, "oc:materialDisk", paper] + [iron_nugget, paper, iron_nugget]] +} +hdd1 { + input: [["oc:circuitChip1", "oc:materialDisk", ingotIron] + ["oc:materialCircuitBoardPrinted", "oc:materialDisk", craftingPiston] + ["oc:circuitChip1", "oc:materialDisk", ingotIron]] +} +hdd2 { + input: [["oc:circuitChip2", "oc:materialDisk", ingotGold] + ["oc:materialCircuitBoardPrinted", "oc:materialDisk", craftingPiston] + ["oc:circuitChip2", "oc:materialDisk", ingotGold]] +} +hdd3 { + input: [["oc:circuitChip3", "oc:materialDisk", gemDiamond] + ["oc:materialCircuitBoardPrinted", "oc:materialDisk", craftingPiston] + ["oc:circuitChip3", "oc:materialDisk", gemDiamond]] +} + +datacard1 { + input: [[iron_nugget, "oc:materialALU", "oc:circuitChip2"] + ["", "oc:materialCard", ""]] +} +datacard2 { + input: [[nuggetGold, "oc:cpu1", "oc:circuitChip3"] + ["", "oc:materialCard", ""]] +} +datacard3 { + input: [[chipDiamond, "oc:cpu2", "oc:ram5"] + ["", "oc:materialCard", ""]] +} +graphicscard1 { + input: [["oc:circuitChip1", "oc:materialALU", "oc:ram1"] + ["", "oc:materialCard", ""]] +} +graphicscard2 { + input: [["oc:circuitChip2", "oc:materialALU", "oc:ram3"] + ["", "oc:materialCard", ""]] +} +graphicscard3 { + input: [["oc:circuitChip3", "oc:materialALU", "oc:ram5"] + ["", "oc:materialCard", ""]] +} +internetcard { + input: [["oc:materialInterweb", "oc:circuitChip2", torchRedstoneActive] + ["", "oc:materialCard", obsidian]] +} +redstonecard1 { + input: [[torchRedstoneActive, "oc:circuitChip1", ""] + ["", "oc:materialCard", ""]] +} +redstonecard2 { + input: [[blockRedstone, "oc:circuitChip2", materialEnderPearl] + ["", "oc:materialCard", ""]] +} +lancard { + input: [["oc:cable", "oc:circuitChip1", ""] + ["", "oc:materialCard", ""]] +} +wlancard1 { + input: [[torchRedstoneActive, "oc:circuitChip1", torchRedstoneActive] + ["", "oc:materialCard", ""]] +} +wlancard2 { + input: [[materialEnderPearl, "oc:circuitChip2", ""] + ["", "oc:materialCard", ""]] +} +linkedcard { + input: [[eyeOfEnder, "", eyeOfEnder] + ["oc:lanCard", "oc:materialInterweb", "oc:lanCard"] + ["oc:circuitChip3", "", "oc:circuitChip3"]] + output: 2 # Note: all resulting cards are linked to each other. +} + +abstractbuscard { + input: [[{block="StargateTech2:block.busCable"}, {item="StargateTech2:naquadah", subID=3}, ""] + ["", "oc:materialCard", ""]] +} +worldsensorcard { + input: [[{item="galacticraftcore:sensor_lens"}, "oc:circuitChip2", ""] + ["", "oc:materialCard", ""]] +} + +angelupgrade { + input: [[ingotIron, materialEnderPearl, ingotIron] + ["oc:circuitChip1", pistonStickyBase, "oc:circuitChip1"] + [ingotIron, materialEnderPearl, ingotIron]] +} +batteryupgrade1 { + input: [[iron_nugget, nuggetGold, iron_nugget] + [fenceIron, "oc:capacitor", fenceIron] + [iron_nugget, nuggetGold, iron_nugget]] +} +batteryupgrade2 { + input: [[iron_nugget, "oc:capacitor", iron_nugget] + [fenceIron, nuggetGold, fenceIron] + [iron_nugget, "oc:capacitor", iron_nugget]] +} +batteryupgrade3 { + input: [[iron_nugget, "oc:capacitor", iron_nugget] + ["oc:capacitor", chipDiamond, "oc:capacitor"] + [iron_nugget, "oc:capacitor", iron_nugget]] +} +chunkloaderupgrade { + input: [[ingotGold, blockGlass, ingotGold] + ["oc:circuitChip3", eyeOfEnder, "oc:circuitChip3"] + [obsidian, "oc:materialCircuitBoardPrinted", obsidian]] +} +craftingupgrade { + input: [[ingotIron, "", ingotIron] + ["oc:circuitChip1", workbench, "oc:circuitChip1"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +databaseupgrade1 { + input: [[ingotIron, "oc:analyzer", ingotIron] + ["oc:circuitChip1", "oc:hdd1", "oc:circuitChip1"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +databaseupgrade2 { + input: [[ingotIron, "oc:analyzer", ingotIron] + ["oc:circuitChip2", "oc:hdd2", "oc:circuitChip2"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +databaseupgrade3 { + input: [[ingotIron, "oc:analyzer", ingotIron] + ["oc:circuitChip3", "oc:hdd3", "oc:circuitChip3"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +experienceupgrade { + input: [[ingotGold, "", ingotGold] + ["oc:circuitChip2", emerald, "oc:circuitChip2"] + [ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]] +} +generatorupgrade { + input: [[ingotIron, "", ingotIron] + ["oc:circuitChip1", craftingPiston, "oc:circuitChip1"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +hoverupgrade1 { + input: [[feather, "oc:circuitChip1", feather] + [iron_nugget, leather, iron_nugget] + [feather, "oc:materialCircuitBoardPrinted", feather]] +} +hoverupgrade2 { + input: [["oc:stoneEndstone", "oc:circuitChip2", "oc:stoneEndstone"] + [nuggetGold, ingotIron, nuggetGold] + ["oc:stoneEndstone", "oc:materialCircuitBoardPrinted", "oc:stoneEndstone"]] +} +inventoryupgrade { + input: [[plankWood, hopper, plankWood] + [dropper, chest, craftingPiston] + [plankWood, "oc:circuitChip1", plankWood]] +} +inventorycontrollerupgrade { + input: [[ingotGold, "oc:analyzer", ingotGold] + [dropper, "oc:circuitChip2", craftingPiston] + [ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]] +} +mfu { + input: [["oc:chamelium", gemLapis, "oc:chamelium"] + ["oc:linkedCard", "oc:adapter", "oc:linkedCard"] + ["oc:chamelium", gemLapis, "oc:chamelium"]] +} +leashupgrade { + input: [[ingotIron, {item="minecraft:lead"}, ingotIron] + [{item="minecraft:lead"}, "oc:materialCU", {item="minecraft:lead"}] + [ingotIron, {item="minecraft:lead"}, ingotIron]] +} +navigationupgrade { + input: [[ingotGold, compass, ingotGold] + ["oc:circuitChip2", {item=filled_map, subID=any}, "oc:circuitChip2"] + [ingotGold, potion, ingotGold]] +} +pistonupgrade { + input: [[ingotIron, craftingPiston, ingotIron] + [stickWood, "oc:circuitChip1", stickWood] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +signupgrade { + input: [[ingotIron, dyeBlack, ingotIron] + ["oc:circuitChip1", stickWood, "oc:circuitChip1"] + [ingotIron, pistonStickyBase, ingotIron]] +} +solargeneratorupgrade { + input: [[blockGlass, blockGlass, blockGlass] + ["oc:circuitChip3", blockLapis, "oc:circuitChip3"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +tankupgrade { + input: [[plankWood, fenceIron, plankWood] + [dispenser, cauldron, craftingPiston] + [plankWood, "oc:circuitChip1", plankWood]] +} +tankcontrollerupgrade { + input: [[ingotGold, glassBottle, ingotGold] + [dispenser, "oc:circuitChip2", craftingPiston] + [ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]] +} +tractorbeamupgrade { + input: [[ingotGold, craftingPiston, ingotGold] + [ingotIron, "oc:capacitor", ingotIron] + [ingotGold, "oc:circuitChip3", ingotGold]] +} +tradingupgrade { + input: [[ingotGold, chest, ingotGold] + [emerald, "oc:circuitChip2", emerald] + [dropper, "oc:materialCircuitBoardPrinted", craftingPiston]] +} + +cardcontainer1 { + input: [[ingotIron, "oc:circuitChip1", ingotIron] + [craftingPiston, chest, ""] + [ingotIron, "oc:materialCard", ingotIron]] +} +cardcontainer2 { + input: [[ingotIron, "oc:circuitChip2", ingotIron] + [craftingPiston, chest, ""] + [ingotIron, "oc:materialCard", ingotIron]] +} +cardcontainer3 { + input: [[ingotGold, "oc:circuitChip2", ingotGold] + [craftingPiston, chest, ""] + [ingotGold, "oc:materialCard", ingotGold]] +} +upgradecontainer1 { + input: [[ingotIron, "oc:circuitChip1", ingotIron] + [craftingPiston, chest, ""] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +upgradecontainer2 { + input: [[ingotIron, "oc:circuitChip2", ingotIron] + [craftingPiston, chest, ""] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +upgradecontainer3 { + input: [[ingotGold, "oc:circuitChip2", ingotGold] + [craftingPiston, chest, ""] + [ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]] +} + +ingotiron { + type: shapeless + input: [iron_nugget, iron_nugget, iron_nugget, + iron_nugget, iron_nugget, iron_nugget, + iron_nugget, iron_nugget, iron_nugget] +} +chipdiamond { + type: shapeless + input: ["oc:materialCuttingWire", gemDiamond] + output: 6 +} +gemDiamond = false + +cuttingwire { + input: [[stickWood, nuggetIron, stickWood]] +} +acid { + type: shapeless + input: [bucketWater, sugar, slimeball, fermentedSpiderEye, bone] +} +disk { + input: [["", iron_nugget, ""] + [iron_nugget, "", iron_nugget] + ["", iron_nugget, ""]] +} +chamelium { + input: [[gravel, redstone, gravel], + [redstone, {item=coal, subID=1}, redstone], + [gravel, {item="minecraft:water_bucket"}, gravel]] + output: 16 +} +chameliumblock { + input: [["oc:chamelium", "oc:chamelium", "oc:chamelium"], + ["oc:chamelium", "oc:chamelium", "oc:chamelium"], + ["oc:chamelium", "oc:chamelium", "oc:chamelium"]] +} +endstone { + input: [[materialEnderPearl, "oc:chameliumBlock", materialEnderPearl] + ["oc:chameliumBlock", materialEnderPearl, "oc:chameliumBlock"] + [materialEnderPearl, "oc:chameliumBlock", materialEnderPearl]] + output: 4 +} +inkcartridgeempty { + input: [[iron_nugget, dispenser, iron_nugget], + ["oc:materialTransistor", bucket, "oc:materialTransistor"], + [iron_nugget, "oc:materialCircuitBoardPrinted", iron_nugget]] +} +inkcartridge { + type: shapeless + input: [dyeCyan, dyeMagenta, dyeYellow, dyeBlack, "oc:inkCartridgeEmpty"] +} + +buttongroup { + input: [[button, button, button] + [button, button, button]] +} +arrowkeys { + input: [["", button, ""] + [button, button, button]] +} +numpad { + input: [[button, button, button] + [button, button, button] + [button, button, button]] +} + +transistor { + input: [[ingotIron, ingotIron, ingotIron] + [nuggetGold, paper, nuggetGold] + ["", redstone, ""]] + output: 8 +} +chip1 { + input: [[iron_nugget, iron_nugget, iron_nugget] + [redstone, "oc:materialTransistor", redstone] + [iron_nugget, iron_nugget, iron_nugget]] + output: 8 +} +chip2 { + input: [[nuggetGold, nuggetGold, nuggetGold] + [redstone, "oc:materialTransistor", redstone] + [nuggetGold, nuggetGold, nuggetGold]] + output: 4 +} +chip3 { + input: [[chipDiamond, chipDiamond, chipDiamond] + [redstone, "oc:materialTransistor", redstone] + [chipDiamond, chipDiamond, chipDiamond]] + output: 2 +} +alu { + input: [[iron_nugget, redstone, iron_nugget] + ["oc:materialTransistor", "oc:circuitChip1", "oc:materialTransistor"] + [iron_nugget, "oc:materialTransistor", iron_nugget]] +} +apu1 { + input: [[nuggetGold, "oc:circuitChip1", nuggetGold] + ["oc:cpu2", "oc:componentBus1", "oc:graphicsCard1"] + [nuggetGold, "oc:circuitChip1", nuggetGold]] +} +apu2 { + input: [[chipDiamond, "oc:circuitChip2", chipDiamond] + ["oc:cpu3", "oc:componentBus2", "oc:graphicsCard2"] + [chipDiamond, "oc:circuitChip2", chipDiamond]] +} +componentbus1 { + input: [[iron_nugget, redstone, iron_nugget] + ["oc:circuitChip1", "oc:materialCU", ""] + [iron_nugget, "oc:materialCircuitBoardPrinted", iron_nugget]] +} +componentbus2 { + input: [[nuggetGold, redstone, nuggetGold] + ["oc:circuitChip2", "oc:materialCU", ""] + [nuggetGold, "oc:materialCircuitBoardPrinted", nuggetGold]] +} +componentbus3 { + input: [[chipDiamond, redstone, chipDiamond] + ["oc:circuitChip3", "oc:materialCU", ""] + [chipDiamond, "oc:materialCircuitBoardPrinted", chipDiamond]] +} +cpu1 { + input: [[iron_nugget, redstone, iron_nugget] + ["oc:circuitChip1", "oc:materialCU", "oc:circuitChip1"] + [iron_nugget, "oc:materialALU", iron_nugget]] +} +cpu2 { + input: [[nuggetGold, redstone, nuggetGold] + ["oc:circuitChip2", "oc:materialCU", "oc:circuitChip2"] + [nuggetGold, "oc:materialALU", nuggetGold]] +} +cpu3 { + input: [[chipDiamond, redstone, chipDiamond] + ["oc:circuitChip3", "oc:materialCU", "oc:circuitChip3"] + [chipDiamond, "oc:materialALU", chipDiamond]] +} +cu { + input: [[nuggetGold, redstone, nuggetGold] + ["oc:materialTransistor", clock, "oc:materialTransistor"] + [nuggetGold, "oc:materialTransistor", nuggetGold]] +} + +rawcircuitboard { + type: shapeless + input: [ingotGold, clay, dyeGreen] + output: 8 +} +circuitboard = false +printedcircuitboard { + type: furnace + input: "oc:materialCircuitBoardRaw" +} +card { + input: [[iron_nugget, "", ""] + [iron_nugget, "oc:materialCircuitBoardPrinted", ""] + [iron_nugget, nuggetGold, ""]] +} + +interweb { + input: [[string, string, string] + [string, materialEnderPearl, string] + [string, string, string]] +} + +adapter { + input: [[ingotIron, "oc:cable", ingotIron] + ["oc:cable", "oc:circuitChip1", "oc:cable"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +assembler { + input: [[ingotIron, workbench, ingotIron] + [craftingPiston, "oc:circuitChip2", craftingPiston] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +cable { + input: [["", iron_nugget, ""] + [iron_nugget, redstone, iron_nugget] + ["", iron_nugget, ""]] + output: 4 +} +luaBios { + type: shapeless + input: ["oc:eeprom", "oc:manual"] +} +carpetedcapacitor { + type: shapeless + input: [carpet, "oc:capacitor"] +} +capacitor { + input: [[ingotIron, "oc:materialTransistor", ingotIron] + [nuggetGold, paper, nuggetGold] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +charger { + input: [[ingotIron, ingotGold, ingotIron] + ["oc:capacitor", "oc:circuitChip2", "oc:capacitor"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +case1 { + input: [[ingotIron, "oc:circuitChip1", ingotIron] + [fenceIron, chest, fenceIron] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +case2 { + input: [[ingotGold, "oc:circuitChip2", ingotGold] + [fenceIron, chest, fenceIron] + [ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]] +} +case3 { + input: [[gemDiamond, "oc:circuitChip3", gemDiamond] + [fenceIron, chest, fenceIron] + [gemDiamond, "oc:materialCircuitBoardPrinted", gemDiamond]] +} +disassembler { + input: [["oc:materialCU", paneGlass, "oc:analyzer"] + [craftingPiston, "", obsidian] + [ingotIron, bucketLava, ingotIron]] +} +diskdrive { + input: [[ingotIron, "oc:circuitChip1", ingotIron] + [craftingPiston, stickWood, ""] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +geolyzer { + input: [[ingotGold, compass, ingotGold] + [eyeOfEnder, "oc:circuitChip2", eyeOfEnder] + [ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]] +} +hologram1 { + input: [["oc:circuitChip2", paneGlass, "oc:circuitChip2"] + ["oc:materialCircuitBoardPrinted", chipDiamond, "oc:materialCircuitBoardPrinted"] + [obsidian, yellowDust, obsidian]] +} +hologram2 { + input: [["oc:circuitChip3", blockGlass, "oc:circuitChip3"] + ["oc:materialCircuitBoardPrinted", gemDiamond, "oc:materialCircuitBoardPrinted"] + [obsidian, blazePowder, obsidian]] +} +keyboard { + input: [["oc:materialButtonGroup", "oc:materialButtonGroup", "oc:materialButtonGroup"] + ["oc:materialButtonGroup", "oc:materialArrowKey", "oc:materialNumPad"]] +} +motionsensor { + input: [[ingotGold, daylightDetector, ingotGold] + [daylightDetector, "oc:cpu2", daylightDetector] + [ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]] +} +netsplitter { + input: [[ingotIron, "oc:cable", ingotIron] + ["oc:cable", craftingPiston, "oc:cable"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +printer { + input: [[ingotIron, hopper, ingotIron] + [craftingPiston, "oc:circuitChip3", craftingPiston] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +powerconverter { + input: [[ingotIron, "oc:cable", ingotIron] + [ingotGold, "oc:circuitChip1", ingotGold] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +powerdistributor { + input: [[ingotIron, ingotGold, ingotIron] + ["oc:cable", "oc:circuitChip1", "oc:cable"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +rack { + input: [[gemDiamond, "oc:wlanCard2", gemDiamond] + [fenceIron, chest, fenceIron] + ["oc:relay", "oc:materialCircuitBoardPrinted", "oc:powerDistributor"]] +} +raid { + input: [[iron_nugget, "oc:cpu3", iron_nugget] + ["oc:ram1", "oc:diskDrive", "oc:ram1"] + [iron_nugget, "oc:circuitChip2", iron_nugget]] +} +redstone { + input: [[ingotIron, "oc:circuitChip3", ingotIron] + [blockRedstone, "oc:redstoneCard1", blockRedstone] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +relay { + input: [[ingotIron, "oc:cable", ingotIron] + ["oc:cable", "oc:lanCard", "oc:cable"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +screen1 { + input: [[ingotIron, redstone, ingotIron] + [redstone, "oc:circuitChip1", blockGlass] + [ingotIron, redstone, ingotIron]] +} +screen2 { + input: [[ingotGold, dyeRed, ingotGold] + [dyeGreen, "oc:circuitChip2", blockGlass] + [ingotGold, dyeBlue, ingotGold]] +} +screen3 { + input: [[obsidian, yellowDust, obsidian] + [yellowDust, "oc:circuitChip3", blockGlass] + [obsidian, yellowDust, obsidian]] +} +transposer { + input: [[ingotIron, "oc:inventoryControllerUpgrade", ingotIron] + [hopper, bucket, hopper] + [ingotIron, "oc:tankControllerUpgrade", ingotIron]] + output: 4 +} +waypoint { + input: [[ingotIron, "oc:circuitChip1", ingotIron] + ["oc:materialTransistor", "oc:materialInterweb", "oc:materialTransistor"], + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} diff --git a/config/opencomputers/gregtech.recipes b/config/opencomputers/gregtech.recipes new file mode 100644 index 0000000..1c3a451 --- /dev/null +++ b/config/opencomputers/gregtech.recipes @@ -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]] +} diff --git a/config/opencomputers/hardmode.recipes b/config/opencomputers/hardmode.recipes new file mode 100644 index 0000000..14cc064 --- /dev/null +++ b/config/opencomputers/hardmode.recipes @@ -0,0 +1,411 @@ +# Do not change this file, it is rewritten each time you start the game. +# Instead, use the user.recipes file to edit recipes by redefining them there. + +include file("default.recipes") + +analyzer { + input: [["", torchRedstoneActive, ""] + ["oc:materialTransistor", "oc:circuitChip1", nuggetGold] + ["oc:materialTransistor", "oc:materialCircuitBoardPrinted", nuggetGold]] +} +terminal { + input: [[iron_nugget, "oc:solarGeneratorUpgrade", iron_nugget] + ["oc:circuitChip3", "oc:screen2", "oc:wlanCard2"] + [iron_nugget, "oc:keyboard", iron_nugget]] +} + +server1 { + input: [["oc:circuitChip1", "oc:ram4", "oc:circuitChip1"] + ["oc:circuitChip2", "oc:case1", "oc:circuitChip2"] + ["oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted"]] +} +server2 { + input: [["oc:circuitChip2", "oc:ram5", "oc:circuitChip2"] + ["oc:circuitChip3", "oc:case2", "oc:circuitChip3"] + ["oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted"]] +} +server3 { + input: [["oc:circuitChip3", "oc:ram6", "oc:circuitChip3"] + ["oc:circuitChip3", "oc:case3", "oc:circuitChip3"] + ["oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted"]] +} + +ram1 { + input: [["oc:circuitChip1", "oc:circuitChip1", "oc:circuitChip1"] + ["oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted"]] +} +ram2 { + input: [["oc:circuitChip1", "oc:circuitChip1", "oc:circuitChip1"] + ["oc:ram1", "oc:materialCircuitBoardPrinted", "oc:ram1"]] +} +ram3 { + input: [["oc:circuitChip2", "oc:circuitChip2", "oc:circuitChip2"] + ["oc:ram2", "oc:materialCircuitBoardPrinted", "oc:ram2"]] +} +ram4 { + input: [["oc:circuitChip2", "oc:circuitChip2", "oc:circuitChip2"] + ["oc:ram3", "oc:materialCircuitBoardPrinted", "oc:ram3"]] +} +ram5 { + input: [["oc:circuitChip3", "oc:circuitChip3", "oc:circuitChip3"] + ["oc:ram4", "oc:materialCircuitBoardPrinted", "oc:ram4"]] +} +ram6 { + input: [["oc:circuitChip3", "oc:circuitChip3", "oc:circuitChip3"] + ["oc:ram5", "oc:materialCircuitBoardPrinted", "oc:ram5"]] +} + +floppy { + input: [[iron_nugget, lever, iron_nugget] + ["oc:materialCircuitBoard", "oc:materialDisk", "oc:materialCircuitBoard"] + [iron_nugget, paper, iron_nugget]] +} +hdd1 { + input: [["oc:circuitChip1", "oc:materialDisk", ingotIron] + ["oc:materialCircuitBoardPrinted", "oc:materialDisk", craftingPiston] + ["oc:circuitChip1", "oc:materialDisk", ingotIron]] +} +hdd2 { + input: [[ingotGold, "oc:hdd1", ingotGold] + ["oc:circuitChip2", "oc:materialCircuitBoardPrinted", "oc:circuitChip2"] + [ingotGold, "oc:hdd1", ingotGold]] +} +hdd3 { + input: [["oc:circuitChip3", "oc:hdd2", "oc:circuitChip3"] + ["oc:ram1", "oc:materialCircuitBoardPrinted", "oc:ram1"] + ["oc:circuitChip3", "oc:hdd2", "oc:circuitChip3"]] +} + +abstractbuscard { + input: [[{block="StargateTech2:block.busCable"}, {item="StargateTech2:naquadah", subID=3}, ""] + ["", "oc:materialCard", ""]] +} +datacard2 { + input: [[nuggetGold, "oc:cpu1", "oc:circuitChip3"] + ["", "oc:dataCard1", ""]] +} +datacard3 { + input: [[gemDiamond, "oc:cpu2", "oc:ram5"] + ["", "oc:dataCard2", ""]] +} +graphicscard1 { + input: [["oc:circuitChip1", "oc:materialALU", "oc:ram1"] + ["", "oc:materialCard", ""]] +} +graphicscard2 { + input: [["oc:circuitChip2", "oc:circuitChip2", "oc:ram3"] + ["", "oc:graphicsCard1", ""]] +} +graphicscard3 { + input: [["oc:circuitChip3", "oc:circuitChip3", "oc:ram5"] + ["", "oc:graphicsCard2", ""]] +} +internetcard { + input: [["oc:materialInterweb", "oc:circuitChip3", torchRedstoneActive] + ["", "oc:wlanCard2", obsidian]] +} +redstonecard1 { + input: [[torchRedstoneActive, "oc:circuitChip1", ""] + ["", "oc:materialCard", ""]] +} +redstonecard2 { + input: [[blockRedstone, "oc:circuitChip2", materialEnderPearl] + ["", "oc:redstoneCard1", ""]] +} +lancard { + input: [["oc:cable", "oc:circuitChip1", ""] + ["", "oc:materialCard", ""]] +} +wlancard1 { + input: [[torchRedstoneActive, "oc:circuitChip1", torchRedstoneActive] + ["", "oc:lanCard", ""]] +} +wlancard2 { + input: [[materialEnderPearl, "oc:circuitChip2", ""] + ["", "oc:lanCard", ""]] +} +linkedcard { + input: [[eyeOfEnder, "", eyeOfEnder] + ["oc:wlanCard2", "oc:materialInterweb", "oc:wlanCard2"] + ["oc:circuitChip3", "", "oc:circuitChip3"]] + output: 2 # Note: all resulting cards are linked to each other. +} + +batteryupgrade1 { + input: [[ingotIron, nuggetGold, ingotIron] + ["oc:materialTransistor", "oc:capacitor", "oc:materialTransistor"] + [ingotIron, nuggetGold, ingotIron]] +} +batteryupgrade2 { + input: [[ingotGold, "oc:capacitor", ingotGold] + ["oc:materialTransistor", nuggetGold, "oc:materialTransistor"] + [ingotGold, "oc:capacitor", ingotGold]] +} +batteryupgrade3 { + input: [[gemDiamond, "oc:capacitor", gemDiamond] + ["oc:materialTransistor", "oc:capacitor", "oc:materialTransistor"] + [gemDiamond, "oc:capacitor", gemDiamond]] +} +craftingupgrade { + input: [[ingotIron, craftingPiston, ingotIron] + ["oc:circuitChip1", workbench, "oc:circuitChip1"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +experienceupgrade { + input: [[ingotGold, "oc:analyzer", ingotGold] + ["oc:circuitChip3", emerald, "oc:circuitChip3"] + [ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]] +} +generatorupgrade { + input: [[ingotIron, "", ingotIron] + ["oc:circuitChip1", craftingPiston, "oc:circuitChip1"] + ["oc:materialCircuitBoardPrinted", ingotIron, "oc:materialCircuitBoardPrinted"]] +} +inventoryupgrade { + input: [[ingotIron, hopper, ingotIron] + [dispenser, chest, craftingPiston] + [ingotIron, "oc:circuitChip1", ingotIron]] +} +inventorycontrollerupgrade { + input: [[ingotGold, "oc:circuitChip2", ingotGold] + [dispenser, "oc:inventoryUpgrade", craftingPiston] + [ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]] +} +navigationupgrade { + input: [[ingotGold, compass, ingotGold] + ["oc:circuitChip3", {item=filled_map, subID=any}, "oc:circuitChip3"] + [ingotGold, potion, ingotGold]] +} +signupgrade { + input: [[ingotIron, dyeBlack, ingotIron] + ["oc:circuitChip1", stickWood, "oc:circuitChip1"] + [ingotIron, pistonStickyBase, ingotIron]] +} +solargeneratorupgrade { + input: [[blockGlass, blockGlass, blockGlass] + ["oc:circuitChip3", "oc:generatorUpgrade", "oc:circuitChip3"]] +} +tradingupgrade { + input: [["oc:circuitChip2", chest, "oc:circuitChip2"] + [emerald, "oc:circuitChip2", emerald] + [dropper, "oc:materialCircuitBoardPrinted", craftingPiston]] +} + +cuttingwire { + input: [[stickWood, iron_nugget, stickWood]] +} +disk { + input: [["", iron_nugget, ""] + [iron_nugget, "", iron_nugget] + ["", iron_nugget, ""]] +} + +buttongroup { + input: [[button, button, button] + [button, button, button]] +} +arrowkeys { + input: [["", button, ""] + [button, button, button]] +} +numpad { + input: [[button, button, button] + [button, button, button] + [button, button, button]] +} + +transistor { + input: [[iron_nugget, iron_nugget, iron_nugget] + [nuggetGold, paper, nuggetGold] + ["", redstone, ""]] +} +chip1 { + input: [[iron_nugget, "", iron_nugget] + ["oc:materialTransistor", nuggetGold, "oc:materialTransistor"] + [iron_nugget, "", iron_nugget]] +} +chip2 { + input: [[nuggetGold, {item=dyePowder, subID=4} , nuggetGold] + ["oc:circuitChip1", netherquartz, "oc:circuitChip1"] + [nuggetGold, {item=dyePowder, subID=4}, nuggetGold]] +} +chip3 { + input: [[yellowDust, comparator, yellowDust] + ["oc:circuitChip2", gemDiamond, "oc:circuitChip2"] + [yellowDust, comparator, yellowDust]] +} +alu { + input: [[diode, torchRedstoneActive, diode] + ["oc:materialTransistor", "oc:materialTransistor", "oc:materialTransistor"] + [iron_nugget, redstone, iron_nugget]] +} +apu2 { + input: [[gemDiamond, "oc:circuitChip2", gemDiamond] + ["oc:cpu3", "oc:componentBus2", "oc:graphicsCard2"] + [gemDiamond, "oc:circuitChip2", gemDiamond]] +} +componentbus1 { + input: [[iron_nugget, redstone, iron_nugget] + ["oc:circuitChip1", "oc:materialCU", ""] + [iron_nugget, "oc:materialCircuitBoardPrinted", iron_nugget]] +} +componentbus2 { + input: [[nuggetGold, "oc:ram3", nuggetGold] + ["oc:circuitChip2", "oc:componentBus1", ""] + [nuggetGold, "oc:materialCircuitBoardPrinted", nuggetGold]] +} +componentbus3 { + input: [[gemDiamond, "oc:ram5", gemDiamond] + ["oc:circuitChip3", "oc:componentBus2", ""] + [gemDiamond, "oc:materialCircuitBoardPrinted", gemDiamond]] +} +cpu1 { + input: [[iron_nugget, redstone, iron_nugget] + ["oc:circuitChip1", "oc:materialCU", "oc:circuitChip1"] + [iron_nugget, "oc:materialALU", iron_nugget]] +} +cpu2 { + input: [[nuggetGold, "oc:ram3", nuggetGold] + ["oc:circuitChip2", "oc:cpu1", "oc:circuitChip2"] + [nuggetGold, "oc:ram3", nuggetGold]] +} +cpu3 { + input: [[gemDiamond, "oc:ram5", gemDiamond] + ["oc:circuitChip3", "oc:cpu2", "oc:circuitChip3"] + [gemDiamond, "oc:ram5", gemDiamond]] +} +cu { + input: [[nuggetGold, torchRedstoneActive, nuggetGold] + ["oc:materialTransistor", clock, "oc:materialTransistor"] + [nuggetGold, redstone, nuggetGold]] +} + +rawcircuitboard { + type: shapeless + input: ["oc:materialCuttingWire", clay, dyeGreen] +} +circuitboard { + type: furnace + input: "oc:materialCircuitBoardRaw" +} +printedcircuitboard { + type: shapeless + input: ["oc:materialCircuitBoard", nuggetGold, "oc:materialAcid"] + output: 1 +} +card { + input: [[iron_nugget, "oc:circuitChip1", "oc:materialTransistor"] + [iron_nugget, "oc:materialCircuitBoardPrinted", "oc:materialCircuitBoardPrinted"] + [iron_nugget, nuggetGold, nuggetGold]] +} + +interweb { + input: [[string, materialEnderPearl, string] + [materialEnderPearl, string, materialEnderPearl] + [string, materialEnderPearl, string]] +} + +adapter { + input: [[ingotIron, "oc:cable", ingotIron] + ["oc:cable", "oc:circuitChip1", "oc:cable"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +cable { + input: [["", iron_nugget, ""] + [iron_nugget, redstone, iron_nugget] + ["", iron_nugget, ""]] + output: 4 +} +carpetedcapacitor { + type: shapeless + input: [carpet, "oc:capacitor"] +} +capacitor { + input: [[ingotIron, "oc:materialTransistor", ingotIron] + [nuggetGold, paper, nuggetGold] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +charger { + input: [[ingotIron, ingotGold, ingotIron] + ["oc:capacitor", "oc:circuitChip2", "oc:capacitor"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +case1 { + input: [[ingotIron, "oc:circuitChip1", ingotIron] + [fenceIron, chest, fenceIron] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +case2 { + input: [[ingotGold, "oc:circuitChip2", ingotGold] + ["oc:circuitChip2", "oc:case1", "oc:circuitChip2"] + [ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]] +} +case3 { + input: [[gemDiamond, "oc:circuitChip3", gemDiamond] + ["oc:circuitChip3", "oc:case2", "oc:circuitChip3"] + [gemDiamond, "oc:materialCircuitBoardPrinted", gemDiamond]] +} +diskdrive { + input: [[ingotIron, "oc:circuitChip1", ingotIron] + [craftingPiston, stickWood, ""] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +geolyzer { + input: [[ingotGold, "oc:analyzer", ingotGold] + [eyeOfEnder, "oc:circuitChip2", eyeOfEnder] + [ingotGold, "oc:materialCircuitBoardPrinted", ingotGold]] +} +hologram1 { + input: [["oc:circuitChip2", paneGlass, "oc:circuitChip2"] + ["oc:materialCircuitBoardPrinted", gemDiamond, "oc:materialCircuitBoardPrinted"] + [obsidian, yellowDust, obsidian]] +} +hologram2 { + input: [["oc:circuitChip3", blockGlass, "oc:circuitChip3"] + ["oc:materialCircuitBoardPrinted", blockDiamond, "oc:materialCircuitBoardPrinted"] + [obsidian, blazePowder, obsidian]] +} +keyboard { + input: [["oc:materialButtonGroup", "oc:materialButtonGroup", "oc:materialButtonGroup"] + ["oc:materialButtonGroup", "oc:materialArrowKey", "oc:materialNumPad"]] +} +powerconverter { + input: [[ingotIron, "oc:cable", ingotIron] + [ingotGold, "oc:circuitChip1", ingotGold] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +powerdistributor { + input: [[ingotIron, ingotGold, ingotIron] + ["oc:cable", "oc:circuitChip1", "oc:cable"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +rack { + input: [["oc:circuitChip3", "oc:wlanCard2", "oc:circuitChip3"] + [fenceIron, chest, fenceIron] + ["oc:relay", "oc:materialCircuitBoardPrinted","oc:powerDistributor"]] +} +redstone { + input: [[ingotIron, "oc:circuitChip3", ingotIron] + [blockRedstone, "oc:redstoneCard1", blockRedstone] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +relay { + input: [[ingotIron, "oc:cable", ingotIron] + ["oc:cable", "oc:lanCard", "oc:cable"] + [ingotIron, "oc:materialCircuitBoardPrinted", ingotIron]] +} +screen1 { + input: [[ingotIron, ingotIron, blockGlass] + [redstone, "oc:materialTransistor", blockGlass] + [ingotIron, ingotIron, blockGlass]] +} +screen2 { + input: [[ingotGold, dyeRed, ingotGold] + ["oc:circuitChip2", dyeGreen, "oc:screen1"] + [ingotGold, dyeBlue, ingotGold]] +} +screen3 { + input: [[obsidian, "oc:materialCircuitBoardPrinted", "oc:circuitChip3"] + [blazeRod, netherquartz, "oc:screen2"] + [obsidian, "oc:materialCircuitBoardPrinted", "oc:circuitChip3"]] +} diff --git a/config/opencomputers/peaceful.recipes b/config/opencomputers/peaceful.recipes new file mode 100644 index 0000000..83b57cd --- /dev/null +++ b/config/opencomputers/peaceful.recipes @@ -0,0 +1,79 @@ +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]] +} diff --git a/config/opencomputers/settings.conf b/config/opencomputers/settings.conf new file mode 100644 index 0000000..2da9289 --- /dev/null +++ b/config/opencomputers/settings.conf @@ -0,0 +1,1640 @@ +# OpenComputers configuration. This file uses typesafe config's HOCON syntax. +# Try setting your syntax highlighting to Ruby, to help readability. At least +# in Sublime Text that works really well. Note that this file is overwritten +# whenever you start the game! Changes to the comments may vanish. +# Note that all mentions of 'KB' or 'kilobyte' mean 1024 bytes. +opencomputers { + + # Chunkloader Upgrade settings. + chunkloader { + + # This is a list of blacklisted dimensions. Chunkloaders may only be activated + # in dimensions that aren't present in this list. + dimBlacklist=[] + + # This is a list of whitelisted dimensions. Chunkloaders may only be activated + # in dimensions that are present in this list. If this list is empty, + # chunkloaders may be activated to all dimensions not blacklisted. Note that the + # blacklist is always applied, so if an entry is present in both the + # whitelist and the blacklist, the blacklist will win. + dimWhitelist=[] + } + + # Client side settings, presentation and performance related stuff. + client { + + # The radius in which computer beeps can be heard. + beepRadius=16 + + # The sample rate used for generating beeps of computers' internal + # speakers. Use custom values at your own responsibility here; if it + # breaks OC you'll get no support. Some potentially reasonable + # lower values are 16000 or even 8000 (which was the old default, but + # leads to artifacting on certain frequencies). + beepSampleRate=44100 + + # The base volume of beeps generated by computers. This may be in a + # range of [0, 127], where 0 means mute (the sound will not even be + # generated), and 127 means maximum amplitude / volume. + beepVolume=32 + + # Whether to emit particle effects around players via nanomachines. This + # includes the basic particles giving a rough indication of the current + # power level of the nanomachines as well as particles emitted by the + # particle effect behaviors. + enableNanomachinePfx=true + + # This is the scaling of the individual chars rendered on screens. This + # is set to slightly overscale per default, to avoid gaps between fully + # filled chars to appear (i.e. the block symbol that is used for cursor + # blinking for example) on less accurate hardware. + fontCharScale=1.01 + + # Which font renderer to use. Defaults to `hexfont` if invalid. + # Possible values: + # - hexfont: the (since 1.3.2) default font renderer. Font in .hex format + # capable of rendering many unicode glyphs. + # The used font data can be swapped out using resource packs, + # but is harder to work with, since it involves binary data. + # - texture: the old, font-texture based font renderer that was used + # in OC versions prior to 1.3.2. This will allow overriding + # the font texture as before. Keep in mind that this renderer + # is slightly less efficient than the new one, and more + # importantly, can only render code page 437 (as opposed to... + # a *lot* of unicode). + fontRenderer=hexfont + + # The distance at which to start fading out the hologram (as with + # hologramRenderDistance). This is purely cosmetic, to avoid image + # disappearing instantly when moving too far away from a projector. + # It does not affect performance. Holograms are transparent anyway. + hologramFadeStartDistance=48 + + # This controls how often holograms 'flicker'. This is the chance that it + # flickers for *each frame*, meaning if you're running at high FPS you + # may want to lower this a bit, to avoid it flickering too much. + hologramFlickerFrequency=0.025 + + # The maximum render distance of a hologram projected by a highest tier + # hologram projector when at maximum scale. Render distance is scaled + # down with the actual scale of the hologram. + hologramRenderDistance=64 + + # The maximum distance at which to render text on screens. Rendering text + # can be pretty expensive, so if you have a lot of screens you'll want to + # avoid huge numbers here. Note that this setting is client-sided, and + # only has an impact on render performance on clients. + maxScreenTextRenderDistance=20 + + # The color of monochrome text (i.e. displayed when in 1-bit color depth, + # e.g. tier one screens / GPUs, or higher tier set to 1-bit color depth). + # Defaults to white, feel free to make it some other color, tho! + monochromeColor="0xFFFFFF" + + # Position of the power indicator for nanomachines, by default left to the + # player's health, specified by negative values. Values in [0, 1) will be + # treated as relative positions, values in [1, inf) will be treated as + # absolute positions. + nanomachineHudPos=[ + -1, + -1 + ] + + # Render robots' names as a label above them when near them + robotLabels=true + + # The distance at which to start fading out the text on screens. This is + # purely cosmetic, to avoid text disappearing instantly when moving too + # far away from a screen. This should have no measurable impact on + # performance. Note that this needs OpenGL 1.4 to work, otherwise text + # will always just instantly disappear when moving away from the screen + # displaying it. + screenTextFadeStartDistance=15 + + # The volume multiplier applied to sounds from this mod like the computer + # running noise. Disable sounds by setting this to zero. + soundVolume=1 + + # If you prefer the text on the screens to be aliased (you know, *not* + # anti-aliased / smoothed) turn this option off. + textAntiAlias=true + + # Whether to apply linear filtering for text displayed on screens when the + # screen has to be scaled down - i.e. the text is rendered at a resolution + # lower than their native one, e.g. when the GUI scale is less than one or + # when looking at a far away screen. This leads to smoother text for + # scaled down text but results in characters not perfectly connecting + # anymore (for example for box drawing characters. Look it up on + # Wikipedia.) + textLinearFiltering=false + } + + # Computer related settings, concerns server performance and security. + computer { + + # The provided call budgets by the three tiers of CPU and memory. Higher + # budgets mean that more direct calls can be performed per tick. You can + # raise this to increase the "speed" of computers at the cost of higher + # real CPU time. Lower this to lower the load Lua executors put on your + # machine / server, at the cost of slower computers. This list must + # contain exactly three entries, or it will be ignored. + callBudgets=[ + 0.5, + 1, + 1.5 + ] + + # This determines whether computers can only be used by players that are + # registered as users on them. Per default a newly placed computer has no + # users. Whenever there are no users the computer is free for all. Users + # can be managed via the Lua API (computer.addUser, computer.removeUser, + # computer.users). If this is true, the following interactions are only + # possible for users: + # - input via the keyboard and touch screen. + # - inventory management. + # - breaking the computer block. + # If this is set to false, all computers will always be usable by all + # players, no matter the contents of the user list. Note that operators + # are treated as if they were in the user list of every computer, i.e. no + # restrictions apply to them. + # See also: `maxUsers` and `maxUsernameLength`. + canComputersBeOwned=true + + # The number of components the different CPU tiers support. This list + # must contain exactly four entries, or it will be ignored. + cpuComponentCount=[ + 8, + 12, + 16, + 1024 + ] + + # The maximum size of the byte array that can be stored on EEPROMs as configuration data. + eepromDataSize=256 + + # The maximum size of the byte array that can be stored on EEPROMs as executable data.. + eepromSize=4096 + + # Whether to delete all contents in the /tmp file system when performing + # a 'soft' reboot (i.e. via `computer.shutdown(true)`). The tmpfs will + # always be erased when the computer is completely powered off, even if + # it crashed. This setting is purely for software-triggered reboots. + eraseTmpOnReboot=false + + # The time in milliseconds that scheduled computers are forced to wait + # before executing more code. This avoids computers to "busy idle", + # leading to artificially high CPU load. If you're worried about + # performance on your server, increase this number a little (it should + # never exceed 50, a single tick, though) to reduce CPU load even more. + executionDelay=12 + + # Settings specific to the Lua architecture. + lua { + + # Whether to allow loading precompiled bytecode via Lua's `load` + # function, or related functions (`loadfile`, `dofile`). Enable this + # only if you absolutely trust all users on your server and all Lua + # code you run. This can be a MASSIVE SECURITY RISK, since precompiled + # code can easily be used for exploits, running arbitrary code on the + # real server! I cannot stress this enough: only enable this is you + # know what you're doing. + allowBytecode=false + + # Whether to allow user defined __gc callbacks, i.e. __gc callbacks + # defined *inside* the sandbox. Since garbage collection callbacks + # are not sandboxed (hooks are disabled while they run), this is not + # recommended. + allowGC=false + + # Whether to make the Lua 5.3 architecture the default architecture. + # If enabled, a crafted CPU will first be the Lua 5.3 architecture. + defaultLua53=true + + # Whether to make the Lua 5.3 architecture available. If enabled, you + # can reconfigure any CPU to use the Lua 5.3 architecture. + enableLua53=true + + # The total maximum amount of memory a Lua machine may use for user + # programs. The total amount made available by components cannot + # exceed this. The default is 64*1024*1024. Keep in mind that this does + # not include memory reserved for built-in code such as `machine.lua`. + # IMPORTANT: DO NOT MESS WITH THIS UNLESS YOU KNOW WHAT YOU'RE DOING. + # IN PARTICULAR, DO NOT REPORT ISSUES AFTER MESSING WITH THIS! + maxTotalRam=67108864 + + # This setting allows you to fine-tune how RAM sizes are scaled internally + # on 64 Bit machines (i.e. when the Minecraft server runs in a 64 Bit VM). + # Why is this even necessary? Because objects consume more memory in a 64 + # Bit environment than in a 32 Bit one, due to pointers and possibly some + # integer types being twice as large. It's actually impossible to break + # this down to a single number, so this is really just a rough guess. If + # you notice this doesn't match what some Lua program would use on 32 bit, + # feel free to play with this and report your findings! + # Note that the values *displayed* to Lua via `computer.totalMemory` and + # `computer.freeMemory` will be scaled by the inverse, so that they always + # correspond to the "apparent" sizes of the installed memory modules. For + # example, when running a computer with a 64KB RAM module, even if it's + # scaled up to 96KB, `computer.totalMemory` will return 64KB, and if there + # are really 45KB free, `computer.freeMemory` will return 32KB. + ramScaleFor64Bit=1.8 + + # The sizes of the six levels of RAM, in kilobytes. This list must + # contain exactly six entries, or it will be ignored. Note that while + # there are six levels of RAM, they still fall into the three tiers of + # items (level 1, 2 = tier 1, level 3, 4 = tier 2, level 5, 6 = tier 3). + ramSizes=[ + 192, + 256, + 384, + 512, + 768, + 1024 + ] + } + + # The maximum depth a machine will queue signals before dropping them + # A machine state should be pulling signals via computer.pullSignal + # As the machine receives signals they are queued for pulling, and + # this maximum defines the max queue size. All signals recieved when + # the queue is full are discarded. Note that clipboard text creates + # a signal for each line of text. Thus client are limited to pasting + # text of this many lines. The default (and minimum) is 256 + maxSignalQueueSize=256 + + # Sanity check for username length for users registered with computers. We + # store the actual user names instead of a hash to allow iterating the + # list of registered users on the Lua side. + # See also: `canComputersBeOwned`. + maxUsernameLength=32 + + # The maximum number of users that can be registered with a single + # computer. This is used to avoid computers allocating unchecked amounts + # of memory by registering an unlimited number of users. See also: + # `canComputersBeOwned`. + maxUsers=16 + + # The time in seconds to wait after a computer has been restored before it + # continues to run. This is meant to allow the world around the computer + # to settle, avoiding issues such as components in neighboring chunks + # being removed and then re-connected and other odd things that might + # happen. + startupDelay=0.25 + + # The overall number of threads to use to drive computers. Whenever a + # computer should run, for example because a signal should be processed or + # some sleep timer expired it is queued for execution by a worker thread. + # The higher the number of worker threads, the less likely it will be that + # computers block each other from running, but the higher the host + # system's load may become. + threads=4 + + # The time in seconds a program may run without yielding before it is + # forcibly aborted. This is used to avoid stupidly written or malicious + # programs blocking other computers by locking down the executor threads. + # Note that changing this won't have any effect on computers that are + # already running - they'll have to be rebooted for this to take effect. + timeout=5 + } + + # Settings that are intended for debugging issues, not for normal use. + # You usually don't want to touch these unless asked to do so by a developer. + debug { + + # On some platforms the native library can crash the game, so there are + # a few checks in place to avoid trying to load it in those cases. This + # is Windows XP and Windows Server 2003, right. If you think it might + # work nonetheless (newer builds of Server2k3 e.g.) you might want to + # try setting this to `true`. Use this at your own risk. If the game + # crashes as a result of setting this to `true` DO NOT REPORT IT. + alwaysTryNative=false + + # Enable debug card functionality. This may also be of use for custom + # maps, so it is enabled by default. If you run a server where people + # may cheat in items but should not have op/admin-like rights, you may + # want to set this to false or `deny`. Set this to `whitelist` if you + # want to enable whitelisting of debug card users (managed by command + # /oc_debugWhitelist). This will *not* remove the card, it will just + # make all functions it provides error out. + debugCardAccess=allow + + # Prevent OC calling Lua's os.setlocale method to ensure number + # formatting is the same on all systems it is run on. Use this if you + # suspect this might mess with some other part of Java (this affects + # the native C locale). + disableLocaleChanging=false + + # Disable memory limit enforcement. This means Lua states can + # theoretically use as much memory as they want. Only relevant when + # using the native library. + disableMemoryLimit=false + + # Disable computer state persistence. This means that computers will + # automatically be rebooted when loaded after being unloaded, instead + # of resuming with their exection (it also means the state is not even + # saved). Only relevant when using the native library. + disablePersistence=false + + # Disable user data support. This means any otherwise supported + # userdata (implementing the Value interface) will not be pushed + # to the Lua state. + disableUserdata=false + + # Force the buffered file system to be case insensitive. This makes it + # impossible to have multiple files whose names only differ in their + # capitalization, which is commonly the case on Windows, for example. + # This only takes effect when bufferChanges is set to true. + forceCaseInsensitiveFS=false + + # Forces the use of the LuaJ fallback instead of the native libraries. + # Use this if you have concerns using native libraries or experience + # issues with the native library. + forceLuaJ=false + + # Force loading one specific library, to avoid trying to load any + # others. Use this if you get warnings in the log or are told to do + # so for debugging purposes ;-) + forceNativeLibWithName="" + + # Pass along IDs of items and fluids when converting them to a table + # representation for Lua. + insertIdsInConverters=false + + # This setting is meant for debugging errors that occur in Lua callbacks. + # Per default, if an error occurs and it has a message set, only the + # message is pushed back to Lua, and that's it. If you encounter weird + # errors or are developing an addon you'll want the stacktrace for those + # errors. Enabling this setting will log them to the game log. This is + # disabled per default to avoid spamming the log with inconsequentual + # exceptions such as IllegalArgumentExceptions and the like. + logCallbackErrors=false + + # Logs the full error when a native library fails to load. This is + # disabled by default to avoid spamming the log, since libraries are + # iterated until one works, so it's very likely for some to fail. Use + # this in case all libraries fail to load even though you'd expect one + # to work. + logFullNativeLibLoadErrors=false + + # Logs information about malformed glyphs (i.e. glyphs that deviate in + # width from what wcwidth says). + logHexFontErrors=false + + # Used to suppress log spam for OpenGL errors on derpy drivers. I'm + # quite certain the code in the font render is valid, display list + # compatible OpenGL, but it seems to cause 'invalid operation' errors + # when executed as a display list. I'd be happy to be proven wrong, + # since it'd restore some of my trust into AMD drivers... + logOpenGLErrors=false + + # Extract the native library with Lua into the system's temporary + # directory instead of the game directory (e.g. /tmp on Linux). The + # default is to extract into the game directory, to avoid issues when + # the temporary directory is mounted as noexec (meaning the lib cannot + # be loaded). There is also less of a chance of conflicts when running + # multiple servers or server and client on the same machine. + nativeInTmpDir=false + + # Due to a bug in Minecraft's lighting code there's an issue where + # lighting does not properly update near light emitting blocks that are + # fully solid - like screens, for example. This can be annoying when + # using other blocks that dynamically change their brightness (e.g. for + # the addon mod OpenLights). Enable this to force light emitting blocks + # in oc to periodically (every two seconds) do an update. This should + # not have an overly noticeable impact on performance, but it's disabled + # by default because it is unnecessary in *most* cases. + periodicallyForceLightUpdate=false + + # Whether to always register the LuaJ architecture - even if the native + # library is available. In that case it is possible to switch between + # the two like any other registered architecture. + registerLuaJArchitecture=false + + # This is meant for debugging errors. Enabling this has a high impact + # on computers' save and load performance, so you should not enable + # this unless you're asked to. + verbosePersistenceErrors=false + } + + # File system related settings, performance and and balancing. + filesystem { + + # Whether persistent file systems such as disk drives should be + # 'buffered', and only written to disk when the world is saved. This + # applies to all hard drives. The advantage of having this enabled is that + # data will never go 'out of sync' with the computer's state if the game + # crashes. The price is slightly higher memory consumption, since all + # loaded files have to be kept in memory (loaded as in when the hard drive + # is in a computer). + bufferChanges=true + + # The base 'cost' of a single file or directory on a limited file system, + # such as hard drives. When computing the used space we add this cost to + # the real size of each file (and folders, which are zero sized + # otherwise). This is to ensure that users cannot spam the file system + # with an infinite number of files and/or folders. Note that the size + # returned via the API will always be the real file size, however. + fileCost=512 + + # The size of writable floppy disks, in kilobytes. + floppySize=512 + + # Number of physical platters to pretend a disk has in unmanaged mode. This + # controls seek times, in how it emulates sectors overlapping (thus sharing + # a common head position for access). + hddPlatterCounts=[ + 2, + 4, + 8 + ] + + # The sizes of the three tiers of hard drives, in kilobytes. This list + # must contain exactly three entries, or it will be ignored. + hddSizes=[ + 1024, + 2048, + 4096 + ] + + # The maximum number of file handles any single computer may have open at + # a time. Note that this is *per filesystem*. Also note that this is only + # enforced by the filesystem node - if an add-on decides to be fancy it + # may well ignore this. Since file systems are usually 'virtual' this will + # usually not have any real impact on performance and won't be noticeable + # on the host operating system. + maxHandles=16 + + # The maximum block size that can be read in one 'read' call on a file + # system. This is used to limit the amount of memory a call from a user + # program can cause to be allocated on the host side: when 'read' is, + # called a byte array with the specified size has to be allocated. So if + # this weren't limited, a Lua program could trigger massive memory + # allocations regardless of the amount of RAM installed in the computer it + # runs on. As a side effect this pretty much determines the read + # performance of file systems. + maxReadBuffer=2048 + + # When skipping more than this number of sectors in unmanaged mode, the + # pause specified in sectorSeekTime will be enforced. We use this instead + # of linear scaling for movement because those values would have to be + # really small, which is hard to conceptualize and configure. + sectorSeekThreshold=128 + + # The time to pause when the head movement threshold is exceeded. + sectorSeekTime=0.1 + + # The size of the /tmp filesystem that each computer gets for free. If + # set to a non-positive value the tmp file system will not be created. + tmpSize=64 + } + hologram { + + # Whether the hologram block should provide light. It'll also emit light + # when off, because having state-based light in MC is... painful. + emitLight=true + + # This controls the maximum scales of holograms, by tier. + # The size at scale 1 is 3x2x3 blocks, at scale 3 the hologram will + # span up to 9x6x9 blocks. Unlike most other `client' settings, this + # value is only used for validation *on the server*, with the effects + # only being visible on the client. + # Warning: very large values may lead to rendering and/or performance + # issues due to the high view distance! Increase at your own peril. + maxScale=[ + 3, + 4 + ] + + # This controls the maximum translation of holograms, by tier. + # The scale is in "hologram sizes", i.e. scale 1 allows offsetting a + # hologram once by its own size. + maxTranslation=[ + 0.25, + 0.5 + ] + + # The delay forced on computers between calls to `hologram.setRaw`, in + # seconds. Lower this if you want faster updates, raise this if you're + # worried about bandwidth use; in *normal* use-cases this will never be + # an issue. When abused, `setRaw` can be used to generate network traffic + # due to changed data being sent to clients. With the default settings, + # the *worst case* is ~30KB/s/client. Again, for normal use-cases this + # is actually barely noticeable. + setRawDelay=0.2 + } + + # Settings for mod integration (the mod previously known as OpenComponents). + integration { + buildcraft { + + # Cost to convert a loot disk to another in the BuildCraft programming table. + programmingTableCost=5000 + } + + # The name to use for the global fake player needed for some mod + # interactions. + fakePlayerName="[OpenComputers]" + + # The UUID to use for the global fake player needed for some mod + # interactions. + fakePlayerUuid="7e506b5d-2ccb-4ac4-a249-5624925b0c67" + + # A list of mods (by mod id) for which support should NOT be enabled. Use + # this to disable support for mods you feel should not be controllable via + # computers (such as magic related mods, which is why Thaumcraft is on this + # list by default.) + modBlacklist=[ + Thaumcraft, + thaumicenergistics + ] + + # A list of tile entities by class name that should NOT be accessible via + # the Adapter block. Add blocks here that can lead to crashes or deadlocks + # (and report them, please!) + peripheralBlacklist=[ + "net.minecraft.tileentity.TileEntityCommandBlock" + ] + + # Vanilla integration related settings. + vanilla { + + # Whether to allow the item stack converter to push NBT data in + # compressed format (GZIP'ed). This can be useful for pushing this + # data back to other callbacks. However, given a sophisticated + # enough software (Lua script) it is possible to decode this data, + # and get access to things that should be considered implementation + # detail / private (mods may keep "secret" data in such NBT tags). + # The recommended method is to use the database component instead. + allowItemStackNBTTags=false + + # Whether to enable the command block driver. Enabling this allows + # computers to set and execute commands via command blocks next to + # adapter blocks. The commands are run using OC's general fake player. + enableCommandBlockDriver=false + + # Whether to enable the inventory driver. This driver allows interacting + # with inventories adjacent to adapters in a way similar to what the + # inventory controller upgrade allows when built into a robot or placed + # inside an adapter. It is therefore considered to be somewhat cheaty by + # some, and disabled by default. If you don't care about that, feel free + # to enable this driver. + enableInventoryDriver=false + + # Whether to enable the tank driver. This driver is like the inventory + # driver, just for fluid tanks, and is disabled by default with the same + # reasoning as the inventory driver - using a tank controller upgrade in + # an adapter has pretty much the same effect. + enableTankDriver=false + } + } + + # Internet settings, security related. + internet { + + # This is a list of blacklisted domain names. If an HTTP request is made + # or a socket connection is opened the target address will be compared + # to the addresses / address ranges in this list. It it is present in this + # list, the request will be denied. + # Entries are either domain names (www.example.com) or IP addresses in + # string format (10.0.0.3), optionally in CIDR notation to make it easier + # to define address ranges (1.0.0.0/8). Domains are resolved to their + # actual IP once on startup, future requests are resolved and compared + # to the resolved addresses. + # By default all local addresses are blocked. This is only meant as a + # thin layer of security, to avoid average users hosting a game on their + # local machine having players access services in their local network. + # Server hosters are expected to configure their network outside of the + # mod's context in an appropriate manner, e.g. using a system firewall. + blacklist=[ + "127.0.0.0/8", + "10.0.0.0/8", + "192.168.0.0/16", + "172.16.0.0/12" + ] + + # Whether to allow HTTP requests via internet cards. When enabled, + # the `request` method on internet card components becomes available. + enableHttp=true + + # Whether to allow adding custom headers to HTTP requests. + enableHttpHeaders=true + + # Whether to allow TCP connections via internet cards. When enabled, + # the `connect` method on internet card components becomes available. + enableTcp=true + + # The maximum concurrent TCP connections *each* internet card can have + # open at a time. + maxTcpConnections=4 + + # The time in seconds to wait for a response to a request before timing + # out and returning an error message. If this is zero (the default) the + # request will never time out. + requestTimeout=0 + + # The number of threads used for processing host name lookups and HTTP + # requests in the background. The more there are, the more concurrent + # connections can potentially be opened by computers, and the less likely + # they are to delay each other. + threads=4 + + # This is a list of whitelisted domain names. Requests may only be made + # to addresses that are present in this list. If this list is empty, + # requests may be made to all addresses not blacklisted. Note that the + # blacklist is always applied, so if an entry is present in both the + # whitelist and the blacklist, the blacklist will win. + # Entries are of the same format as in the blacklist. Examples: + # "gist.github.com", "www.pastebin.com" + whitelist=[] + } + + # Other settings that you might find useful to tweak. + misc { + + # Allow robots to get a table representation of item stacks using the + # inventory controller upgrade? (i.e. whether the getStackInSlot method + # of said upgrade is enabled or not). Also applies to tank controller + # upgrade and it's fluid getter method. + allowItemStackInspection=true + + # List of item descriptors of assembler template base items to blacklist, + # i.e. for disabling the assembler template for. Entries must be of the + # format 'itemid@damage', were the damage is optional. + # Examples: 'OpenComputers:case3', 'minecraft:stonebrick@1' + assemblerBlacklist=[] + + # Hard limit for size of byte arrays passed to data card callbacks. If this + # limit is exceeded, the call fails and does nothing. + dataCardHardLimit=1048576 + + # Soft limit for size of byte arrays passed to data card callbacks. If this + # limit is exceeded, a longer sleep is enforced (see dataCardTimeout). + dataCardSoftLimit=8192 + + # Time in seconds to pause a calling machine when the soft limit for a data + # card callback is exceeded. + dataCardTimeout=1 + + # By default the disassembler can only be used to disassemble items from + # OpenComputers itself (or objects whitelisted via the API). If you'd + # like to allow the disassembler to work on all kinds of items, even from + # other mods, set this to true. + disassembleAllTheThings=false + + # The probability that an item breaks when disassembled. This chance + # applies *per extracted item*. For example, if an item was crafted from + # three other items and gets disassembled, each of those three items has + # this chance of breaking in the process. + disassemblerBreakChance=0.05 + + # Names of items / blocks that are blacklisted. Recipes containing these + # as inputs will be ignored by the disassembler. + disassemblerInputBlacklist=[ + "minecraft:fire" + ] + + # Controls how noisy results from the Geolyzer are. This is the maximum + # deviation from the original value at the maximum vertical distance + # from the geolyzer. Noise increases linearly with the euclidean distance + # to the Geolyzer. + geolyzerNoise=2 + + # The range, in blocks, in which the Geolyzer can scan blocks. Note that + # it uses the maximum-distance, not the euclidean one, i.e. it can scan + # in a cube surrounding it with twice this value as its edge length. + geolyzerRange=32 + + # Whether to give a new player a free copy of the manual. This will only + # happen one time per game, not per world, not per death. Once. If this + # is still too much for your taste, disable it here ;-) + giveManualToNewPlayers=true + + # Whether to not show your special thinger (if you have one you know it). + hideOwnSpecial=false + + # Whether to pass along the name of the user that caused an input signals + # to the computer (mouse and keyboard signals). If you feel this breaks + # the game's immersion, disable it. + # Note: also applies to the motion sensor. + inputUsername=true + + # The probability (or rather, weighted chance) that a program disk is + # spawned as loot in a treasure chest. For reference, iron ingots have + # a value of 10, gold ingots a value of 5 and and diamonds a value of 3. + # This is the chance *that* a disk is created. Which disk that will be + # is decided in an extra roll of the dice. + lootProbability=5 + + # Whether to allow loot disk cycling by crafting them with a wrench. + lootRecrafting=true + + # The maximum length of a string that may be pasted. This is used to limit + # the size of the data sent to the server when the user tries to paste a + # string from the clipboard (Shift+Ins on a screen with a keyboard). + maxClipboard=1024 + + # The maximum number of "data parts" a network packet is allowed to have. + # When sending a network message, from Lua this may look like so: + # component.modem.broadcast(port, "first", true, "third", 123) + # This limits how many arguments can be passed and are wrapped into a + # packet. This limit mostly serves as a protection for lower-tier + # computers, to avoid them getting nuked by more powerful computers. + maxNetworkPacketParts=8 + + # The maximum size of network packets to allow sending via network cards. + # This has *nothing to do* with real network traffic, it's just a limit + # for the network cards, mostly to reduce the chance of computer with a + # lot of RAM killing those with less by sending huge packets. This does + # not apply to HTTP traffic. + maxNetworkPacketSize=8192 + + # The maximum number of ports a single network card can have opened at + # any given time. + # Note that the order for this list is: Wired Network Card -> Tier 1 Wireless + # Network Card -> Tier 2 Wireless Network Card + maxOpenPorts=[ + 16, + 1, + 16 + ] + + # The maximum height of multi-block screens, in blocks. This is limited to + # avoid excessive computations for merging screens. If you really need + # bigger screens it's probably safe to bump this quite a bit before you + # notice anything, since at least incremental updates should be very + # efficient (i.e. when adding/removing a single screen). + maxScreenHeight=6 + + # The maximum width of multi-block screens, in blocks. + # See also: `maxScreenHeight`. + maxScreenWidth=8 + + # The maximum distance a wireless message can be sent. In other words, + # this is the maximum signal strength a wireless network card supports. + # This is used to limit the search range in which to check for modems, + # which may or may not lead to performance issues for ridiculous ranges - + # like, you know, more than the loaded area. + # See also: `wirelessCostPerRange`. + # These values are for the tier 1 and 2 wireless cards, in that order. + maxWirelessRange=[ + 32, + 768 + ] + + # Radius the MFU is able to operate in + mfuRange=3 + + # Probablility that at certain celebratory times crafting an OC item will + # spawn a present in the crafting player's inventory. Set to zero to + # disable. + presentChance=0.05 + + # Enforced delay when changing a redstone emitting component's output, + # such as the redstone card and redstone I/O block. Lowering this can + # have very negative impact on server TPS, so beware. + redstoneDelay=0.1 + + # The general upgrade tier of the switch built into server racks, i.e. how + # upgraded server racks' switching logic is. Prior to the introduction of + # this setting (1.5.15) this was always none. This applies to all + # properties, i.e. througput, frequency and buffer size. + # Valid values are: 0 = none, 1 = tier 1, 2 = tier 2, 3 = tier 3. + serverRackSwitchTier=1 + + # The number of remote terminals supported by each server tier. + terminalsPerTier=[ + 2, + 4, + 8 + ] + + # Override for the worker threads' thread priority. If set to a value + # lower than 1 it will use the default value, which is half-way between + # the system minimum and normal priority. Valid values may differ between + # Java versions, but usually the minimum value (lowest priority) is 1, + # the normal value is 5 and the maximum value is 10. If a manual value is + # given it is automatically capped at the maximum. + # USE THIS WITH GREAT CARE. Using a high priority for worker threads may + # avoid issues with computers timing out, but can also lead to higher + # server load. AGAIN, USE WITH CARE! + threadPriority=-1 + + # The maximum range between the drone/robot and a villager for a trade to + # be performed by the trading upgrade + tradingRange=8 + + # Whether to perform an update check and informing local players and OPs + # if a new version is available (contacts Github once the first player + # joins a server / the first map in single player is opened). + updateCheck=true + } + + # Nanomachine related values. Note that most of these are relative, as + # they scale with the number of total effects controlled by nanomachines, + # which may very much vary depending on other mods used together with OC. + # To configure this, you'll need to know how this works a bit more in- + # depth, so here goes: there are three layers, the behavior layer, the + # connector layer, and the input layer. The behavior layer consists of + # one node for each behavior provided by registered providers (by default + # these will be potion effects and a few other things). The connector + # layer merely serves to mix things up a little. The input layer is made + # up from nodes that can be triggered by the nanomachines. Each connector + # node has behavior nodes it outputs to, and gets signals from input nodes. + # Behavior nodes get signals from both the connector and the input layers. + # Reconfiguring builds up random connections. Some behaviors change what + # they do based on the number of active inputs (e.g. potion effects will + # increase their amplification value). + nanomachines { + + # Time in seconds it takes for the nanomachines to process a command + # and send a response. + commandDelay=1 + + # The distance in blocks that nanomachines can communicate within. If + # a message comes from further away, it'll be ignored. When responding, + # the response will only be sent this far. + commandRange=2 + + # The relative number of connectors based on the number of available + # behaviors (see triggerQuota). + connectorQuota=0.2 + + # Radius in blocks of the disintegration behavior for each active input. + disintegrationRange=1 + + # How much damage the hungry behavior should deal to the player when the + # nanomachine controller runs out of energy. + hungryDamage=5 + + # How much energy the hungry behavior should restore when damaging the + # player. + hungryEnergyRestored=50 + + # Range of the item magnet behavior added for each active input. + magnetRange=8 + + # The maximum number of inputs for each node of the "neural network" + # nanomachines connect to. I.e. each behavior node and connector node + # may only have up to this many inputs. + maxInputs=2 + + # Hard maximum number of active inputs. This is mainly to avoid people + # bumping other nanomachines' inputs to max, killing them in a matter + # of (milli)seconds. + maxInputsActive=4 + + # The maximum number of outputs for each node (see maxInputs). + maxOutputs=2 + + # Whitelisted potions, i.e. potions that will be used for the potion + # behaviors nanomachines may trigger. This can contain strings or numbers. + # In the case of strings, it has to be the internal name of the potion, + # in case of a number it has to be the potion ID. Add any potion effects + # to make use of here, since they will all be disabled by default. + potionWhitelist=[ + speed, + haste, + strength, + "jump_boost", + resistance, + "fire_resistance", + "water_breathing", + "night_vision", + absorption, + blindness, + nausea, + "mining_fatigue", + "instant_damage", + hunger, + slowness, + poison, + weakness, + wither + ] + + # How many input nodes may be active at the same time before negative + # effects are applied to the player. + safeInputsActive=2 + + # The relative amount of triggers available based on the number of + # available behaviors (such as different potion effects). For example, + # if there are a total of 10 behaviors available, 0.5 means there will + # be 5 trigger inputs, triggers being the inputs that can be activated + # via nanomachines. + triggerQuota=0.4 + } + + # Power settings, buffer sizes and power consumption. + power { + + # The amount of energy the robot assembler can apply per tick. This + # controls the speed at which robots are assembled, basically. + assemblerTickAmount=50 + + # Default "buffer" sizes, i.e. how much energy certain blocks can store. + buffer { + + # The amount of energy an access point can store. + accessPoint=600 + + # The amount of energy a capacitor can store when installed as an + # upgrade into a robot. + batteryUpgrades=[ + 10000, + 15000, + 20000 + ] + + # The amount of energy a single capacitor can store. + capacitor=1600 + + # The amount of bonus energy a capacitor can store for each other + # capacitor it shares a face with. This bonus applies to both of the + # involved capacitors. It reaches a total of two blocks, where the + # bonus is halved for the second neighbor. So three capacitors in a + # row will give a total of 8.8k storage with default values: + # (1.6 + 0.8 + 0.4)k + (0.8 + 1.6 + 0.8)k + (0.4 + 0.8 + 1.6)k + capacitorAdjacencyBonus=800 + + # The amount of energy a computer can store. This allows you to get a + # computer up and running without also having to build a capacitor. + computer=500 + + # The amount of energy a converter can store. This allows directly + # connecting a converter to a distributor, without having to have a + # capacitor on the side of the converter. + converter=1000 + + # The amount of energy each face of a distributor can store. This + # allows connecting two power distributors directly. If the buffer + # capacity between the two distributors is zero, they won't be able + # to exchange energy. This basically controls the bandwidth. You can + # add capacitors between two distributors to increase this bandwidth. + distributor=500 + + # The amount of energy a drone can store in its internal buffer. + drone=5000 + + # The internal buffer size of the hover boots. + hoverBoots=15000 + + # The amount of energy a microcontroller can store in its internal + # buffer. + mcu=1000 + + # Amount of energy stored by nanomachines. Yeah, I also don't know + # where all that energy is stored. It's quite fascinating. + nanomachines=100000 + + # The amount of energy robots can store in their internal buffer. + robot=20000 + + # The amount a tablet can store in its internal buffer. + tablet=10000 + } + + # Carpeted Capacitor settings + # Carpeted Capacitors generate power when sheep or ocelots walk on them + # Power is generated when at least 2 of a type of animal are present. + # A single sheep and a single ocelot generates no power. Note that a + # computer constantly flashing the screen from white to black drains + # approximately 36 units of power per second. Thus, as an example with the + # default values, it would take 12 carpeted capacitors and 24 sheep + # (2 each) to keep the charge rate. Or, 6 carpeted capacitors and 12 + # ocelots to do the same. Values are: units of power per carpeted + # capacitor per second with 2 animals of a type. + carpetedCapacitors { + + # Chance one animal (per capacitor) will take some damage per minute + # Damage chance is only dealt when power is generated + damageChance=0.001 + + # power generated from ocelots + ocelotPower=6 + + # power generated from sheep + sheepPower=3 + } + + # The amount of energy a Charger transfers to each adjacent robot per tick + # if a maximum strength redstone signal is set. Chargers load robots with + # a controllable speed, based on the maximum strength of redstone signals + # going into the block. So if a redstone signal of eight is set, it'll + # charge robots at roughly half speed. + chargerChargeRate=100 + + # The amount of energy a Charger transfers into a tablet, if present, per + # tick. This is also based on configured charge speed, as for robots. + chargerChargeRateTablet=10 + + # Default "costs", i.e. how much energy certain operations consume. + cost { + + # The cost of a single packet sent via StargateTech 2's abstract bus. + abstractBusPacket=1 + + # The amount of energy the chunkloader upgrade draws per tick while + # it is enabled, i.e. actually loading a chunk. + chunkloaderCost=0.06 + + # The amount of energy a computer consumes per tick when running. + computer=0.5 + + # Cost for asymmetric operations on the data card, such as ECDH and ECDSA + # Per-byte cost for ECDSA operation is controlled by `complex` value, + # because data is hashed with SHA256 before signing/verifying + dataCardAsymmetric=10 + + # Cost for complex operations on the data card, such as SHA256, inflate/deflate and SecureRandom. + dataCardComplex=6 + + # Per-byte cost for complex operations + dataCardComplexByte=0.1 + + # Cost for simple operations on the data card, such as MD5 or AES + dataCardSimple=1 + + # Per-byte cost for simple operations + dataCardSimpleByte=0.01 + + # Cost for trivial operations on the data card, such as CRC32 or Base64 + dataCardTrivial=0.2 + + # Per-byte cost for trivial operations + dataCardTrivialByte=0.005 + + # The amount of energy it takes to extract one ingredient from an + # item that is being disassembled. For example, if an item that was + # crafted from three other items gets disassembled, a total of 15000 + # energy will be required by default. + # Note that this is consumed over time, and each time this amount is + # reached *one* ingredient gets ejected (unless it breaks, see the + # disassemblerBreakChance setting). + disassemblerPerItem=2000 + + # The amount of energy a drone consumes per tick when running. + drone=0.4 + + # The base energy cost for assembling a drone. + droneAssemblyBase=25000 + + # The additional amount of energy required to assemble a + # drone for each point of complexity. + droneAssemblyComplexity=15000 + + # Energy it costs to re-program an EEPROM. This is deliberately + # expensive, to discourage frequent re-writing of EEPROMs. + eepromWrite=50 + + # How much energy is consumed when the Geolyzer scans a block. + geolyzerScan=10 + + # Energy it takes to clear a basic screen using the fill command with + # 'space' as the fill char. + # Note: internally this is adjusted to a cost per pixel, and applied + # as such, so this also implicitly defines the cost for higher tier + # screens. + gpuClear=0.1 + + # Energy it takes to copy half of a basic screen via the copy command. + # Note: internally this is adjusted to a cost per pixel, and applied + # as such, so this also implicitly defines the cost for higher tier + # screens. + gpuCopy=0.25 + + # Energy it takes to change a basic screen with the fill command. + # Note: internally this is adjusted to a cost per pixel, and applied + # as such, so this also implicitly defines the cost for higher tier + # screens. + gpuFill=1 + + # Energy it takes to change *every* 'pixel' via the set command of a + # basic screen via the `set` command. + # Note: internally this is adjusted to a cost per pixel, and applied + # as such, so this also implicitly defines the cost for higher tier + # screens. + gpuSet=2 + + # Energy it takes read one kilobyte from a file system. Note that non + # I/O operations on file systems such as `list` or `getFreeSpace` do + # *not* consume power. Note that this very much determines how much + # energy you need in store to start a computer, since you need enough + # to have the computer read all the libraries, which is around 60KB + # at the time of writing. + # Note: internally this is adjusted to a cost per byte, and applied + # as such. It's just specified per kilobyte to be more intuitive. + hddRead=0.1 + + # Energy it takes to write one kilobyte to a file system. + # Note: internally this is adjusted to a cost per byte, and applied + # as such. It's just specified per kilobyte to be more intuitive. + hddWrite=0.25 + + # The amount of energy a hologram projetor consumes per tick. This + # is the cost if every column is lit. If not a single voxel is + # displayed the hologram projector will not drain energy. + hologram=0.2 + + # The amount of energy consumed when the hover boots absorb some fall + # velocity (i.e. when falling from something higher than three blocks). + hoverBootAbsorb=10 + + # The amount of energy consumed when jumping with the hover boots. Only + # applies when the jump boost is applied, i.e. when not sneaking. + hoverBootJump=10 + + # The amount of energy consumed *per second* when moving around while + # wearing the hover boots. This is compensate for the step assist, which + # does not consume energy on a per-use basis. When standing still or + # moving very slowly this also does not trigger. + hoverBootMove=1 + + # Energy consumed by a MFU per tick while connected. + # Similarly to `wirelessCostPerRange`, this is multiplied with the distance to the bound block. + mfuRelay=1 + + # Amount of energy a microcontroller consumes per tick while running. + microcontroller=0.1 + + # The base energy cost for assembling a microcontroller. + microcontrollerAssemblyBase=10000 + + # The additional amount of energy required to assemble a + # microcontroller for each point of complexity. + microcontrollerAssemblyComplexity=10000 + + # Energy consumed per tick per active input node by nanomachines. + nanomachineInput=0.5 + + # Energy consumed when reconfiguring nanomachines. + nanomachinesReconfigure=5000 + + # The amount of energy pushing blocks with the piston upgrade costs. + pistonPush=20 + + # How much energy is required for a single 3D print. + printerModel=100 + + # The amount of energy a robot consumes per tick when running. This is + # per default less than a normal computer uses because... well... they + # are better optimized? It balances out due to the cost for movement, + # interaction and whatnot, and the fact that robots cannot connect to + # component networks directly, so they are no replacements for normal + # computers. + robot=0.25 + + # The base energy cost for assembling a robot. + robotAssemblyBase=50000 + + # The additional amount of energy required to assemble a robot for + # each point of complexity. + robotAssemblyComplexity=10000 + + # The conversion rate of exhaustion from using items to energy + # consumed. Zero means exhaustion does not require energy, one is a + # one to one conversion. For example, breaking a block generates 0.025 + # exhaustion, attacking an entity generates 0.3 exhaustion. + robotExhaustion=10 + + # The amount of energy it takes a robot to move a single block. + robotMove=15 + + # The amount of energy it takes a robot to perform a 90 degree turn. + robotTurn=2.5 + + # The amount of energy a screen consumes per tick. For each lit pixel + # (each character that is not blank) this cost increases linearly: + # for basic screens, if all pixels are lit the cost per tick will be + # this value. Higher tier screens can become even more expensive to + # run, due to their higher resolution. If a screen cannot consume the + # defined amount of energy it will stop rendering the text that + # should be displayed on it. It will *not* forget that text, however, + # so when enough power is available again it will restore the + # previously displayed text (with any changes possibly made in the + # meantime). Note that for multi-block screens *each* screen that is + # part of it will consume this amount of energy per tick. + screen=0.05 + + # The actual cost per tick for computers and robots is multiplied + # with this value if they are currently in a "sleeping" state. They + # enter this state either by calling `os.sleep()` or by pulling + # signals. Note that this does not apply in the tick they resume, so + # you can't fake sleep by calling `os.sleep(0)`. + sleepFactor=0.1 + + # The base energy cost for assembling a tablet. + tabletAssemblyBase=20000 + + # The additional amount of energy required to assemble a tablet for + # each point of complexity. + tabletAssemblyComplexity=5000 + + # Energy required for one transposer operation (regardless of the number + # of items / fluid volume moved). + transposer=1 + + # The amount of energy it costs to send a wireless message with signal + # strength one, which means the signal reaches one block. This is + # scaled up linearly, so for example to send a signal 400 blocks a + # signal strength of 400 is required, costing a total of + # 400 * `wirelessCostPerRange`. In other words, the higher this value, + # the higher the cost of wireless messages. + # See also: `maxWirelessRange`. + # These values are for the tier 1 and 2 wireless cards, in that order. + wirelessCostPerRange=[ + 0.05, + 0.05 + ] + } + + # The amount of energy the disassembler can apply per tick. This + # controls the speed at which items are disassembled, basically. + disassemblerTickAmount=25 + + # The energy efficiency of the generator upgrade. At 1.0 this will + # generate as much energy as you'd get by burning the fuel in a BuildCraft + # Stirling Engine (1MJ per fuel value / burn ticks). To discourage fully + # autonomous robots the efficiency of generators is slighly reduced by + # default. + generatorEfficiency=0.8 + + # Whether to ignore any power requirements. Whenever something requires + # power to function, it will try to get the amount of energy it needs from + # the buffer of its connector node, and in case it fails it won't perform + # the action / trigger a shutdown / whatever. Setting this to `true` will + # simply make the check 'is there enough energy' succeed unconditionally. + # Note that buffers are still filled and emptied following the usual + # rules, there just is no failure case anymore. The converter will however + # not accept power from other mods. + ignorePower=false + + # If you don't want OpenComputers to accept power from one or more of the + # supported power mods, for example because it doesn't suit the vision + # of your mod pack, you can disable support for them here. To stop + # OpenComputers accepting power from a mod, enter its mod id here, e.g. + # `BuildCraftAPI|power`, `IC2`, `factorization`, ... + modBlacklist=[] + + # The amount of energy the printer can apply per tick. This controls + # the speed at which prints are completed, basically. + printerTickAmount=1 + + # The rate at which different blocks accept external power. All of these + # values are in OC energy / tick. + rate { + accessPoint=10 + assembler=100 + case=[ + 5, + 10, + 20 + ] + charger=200 + disassembler=50 + powerConverter=500 + serverRack=50 + } + + # The energy efficiency of the solar generator upgrade. At 1.0 this will + # generate as much energy as you'd get by burning fuel in a BuildCraft + # Stirling Engine . To discourage fully autonomous robots the efficiency + # of solar generators is greatly reduced by default. + solarGeneratorEfficiency=0.2 + + # This determines how often continuous power sinks try to actually try to + # consume energy from the network. This includes computers, robots and + # screens. This also controls how frequent distributors revalidate their + # global state and secondary distributors, as well as how often the power + # converter queries sources for energy (for now: only BuildCraft). If set + # to 1, this would query every tick. The default queries every 10 ticks, + # or in other words twice per second. + # Higher values mean more responsive power consumption, but slightly more + # work per tick (shouldn't be that noticeable, though). Note that this + # has no influence on the actual amount of energy required by computers + # and screens. The power cost is directly scaled up accordingly: + # `tickFrequency * cost`. + tickFrequency=10 + + # Power values for different power systems. For reference, the value of + # OC's internal energy type is 1000. I.e. the conversion ratios are the + # values here divided by 1000. This is mainly to avoid small floating + # point numbers in the config, due to potential loss of precision. + value { + AppliedEnergistics2=200 + Factorization=13 + + # same as RedstoneFlux + ForgeEnergy=100 + Galacticraft=48 + IndustrialCraft2=400 + Mekanism=1333.33 + PowerAdvantage=31.25 + RedstoneFlux=100 + + # / 11256, same as AE2 + RotaryCraft=200 + } + } + + # 3D printer related stuff. + printer { + + # Whether Chamelium is edible or not. When eaten, it gives a (short) + # invisibility buff, and (slightly longer) blindness debuff. + chameliumEdible=true + + # The extra material cost involved for printing a model with a customized + # redstone output, i.e. something in [1, 14]. + customRedstoneCost=300 + + # The amount by which a printers ink buffer gets filled for a single + # cartridge. Tweak this if you think printing is too cheap or expensive. + # Note: the amount a single dye adds is this divided by 10. + inkValue=50000 + + # The amount by which a printers material buffer gets filled for a single + # chamelium. Tweak this if you think printing is too cheap or expensive. + materialValue=2000 + + # The maximum light level a printed block can emit. This defaults to + # a value similar to that of a redstone torch, because by default the + # material prints are made of contains redstone, but no glowstone. + # Prints' light level can further be boosted by crafting them with + # glowstone dust. This is merely the maximum light level that can be + # achieved directly when printing them. + maxBaseLightLevel=8 + + # The maximum number of shape for a state of a 3D print allowed. This is + # for the individual states (off and on), so it is possible to have up to + # this many shapes *per state* (the reasoning being that only one state + # will ever be visible at a time). + maxShapes=24 + + # By what (linear) factor the cost of a print increases if one or both of + # its states are non-collidable (i.e. entities can move through them). + # This only influences the chamelium cost. + noclipMultiplier=2 + + # Whether to enable print opacity, i.e. make prints have shadows. If + # enabled, prints will have an opacity that is estimated from their + # sampled fill rate. This is disabled by default, because MC's lighting + # computation is apparently not very happy with multiple blocks with + # dynamic opacity sitting next to each other, and since all prints share + # the same block type, this can lead to weird shadows on prints. If you + # don't care about that and prefer them to be not totally shadowless, + # enable this. + printsHaveOpacity=false + + # How much of the material used to print a model is refunded when using + # the model to refuel a printer. This the value the original material + # cost is multiplied with, so 1 is a full refund, 0 disables the + # functionality (won't be able to put prints into the material input). + recycleRate=0.75 + } + + # Robot related settings, what they may do and general balancing. + robot { + + # Whether robots may 'activate' blocks in the world. This includes + # pressing buttons and flipping levers, for example. Disable this if it + # causes problems with some mod (but let me know!) or if you think this + # feature is too over-powered. + allowActivateBlocks=true + + # Whether robots may use items for a specifiable duration. This allows + # robots to use items such as bows, for which the right mouse button has + # to be held down for a longer period of time. For robots this works + # slightly different: the item is told it was used for the specified + # duration immediately, but the robot will not resume execution until the + # time that the item was supposedly being used has elapsed. This way + # robots cannot rapidly fire critical shots with a bow, for example. + allowUseItemsWithDuration=true + + # Whether robots may damage players if they get in their way. This + # includes all 'player' entities, which may be more than just real players + # in the game. + canAttackPlayers=false + + # Allows fine-tuning of delays for robot actions. + delays { + + # The time in seconds to pause execution after an item was + # successfully dropped from a robot's inventory. + drop=0.5 + + # This is the *ratio* of the time a player would require to harvest a + # block. Note that robots cannot break blocks they cannot harvest. So + # the time a robot is forced to sleep after harvesting a block is + # breakTime * harvestRatio + # Breaking a block will always at least take one tick, 0.05 seconds. + harvestRatio=1 + + # The time in seconds to pause execution after a robot issued a + # successful move command. Note that this essentially determines how + # fast robots can move around, since this also determines the length + # of the move animation. + move=0.4 + + # The time in seconds to pause execution after a robot successfully + # placed an item from its inventory. + place=0.4 + + # The time in seconds to pause execution after a robot successfully + # picked up an item after triggering a suck command. + suck=0.5 + + # The time in seconds to pause execution after a robot successfully + # swung a tool (or it's 'hands' if nothing is equipped). Successful in + # this case means that it hit something, i.e. it attacked an entity or + # extinguishing fires. + # When breaking blocks the normal harvest time scaled with the + # `harvestRatio` (see below) applies. + swing=0.4 + + # The time in seconds to pause execution after a robot turned either + # left or right. Note that this essentially determines hw fast robots + # can turn around, since this also determines the length of the turn + # animation. + turn=0.4 + + # The time in seconds to pause execution after a robot successfully + # used an equipped tool (or it's 'hands' if nothing is equipped). + # Successful in this case means that it either used the equipped item, + # for example a splash potion, or that it activated a block, for + # example by pushing a button. + # Note that if an item is used for a specific amount of time, like + # when shooting a bow, the maximum of this and the duration of the + # item use is taken. + use=0.4 + } + + # The rate at which items used as tools by robots take damage. A value of + # one means that items lose durability as quickly as when they are used by + # a real player. A value of zero means they will not lose any durability + # at all. This only applies to items that can actually be damaged (such as + # swords, pickaxes, axes and shovels). + # Note that this actually is the *chance* of an item losing durability + # when it is used. Or in other words, it's the inverse chance that the + # item will be automatically repaired for the damage it just took + # immediately after it was used. + itemDamageRate=0.1 + + # Limit robot flight height, based on the following rules: + # - Robots may only move if the start or target position is valid (e.g. + # to allow building bridges). + # - The position below a robot is always valid (can always move down). + # - Positions up to above a block are valid (limited + # flight capabilities). + # - Any position that has an adjacent block with a solid face towards the + # position is valid (robots can "climb"). + # Set this to 256 to allow robots to fly whereever, as was the case + # before the 1.5 update. Consider using drones for cases where you need + # unlimited flight capabilities instead! + limitFlightHeight=8 + + # The name format to use for robots. The substring '$player$' is + # replaced with the name of the player that owns the robot, so for the + # first robot placed this will be the name of the player that placed it. + # This is transitive, i.e. when a robot in turn places a robot, that + # robot's owner, too, will be the owner of the placing robot. + # The substring $random$ will be replaced with a random number in the + # interval [1, 0xFFFFFF], which may be useful if you need to differentiate + # individual robots. + # If a robot is placed by something that is not a player, e.g. by some + # block from another mod, the name will default to 'OpenComputers'. + nameFormat="$player$.robot" + + # Determines whether robots are a pretty cool guy. Ususally cobwebs are + # the bane of anything using a tool other than a sword or shears. This is + # an utter pain in the part you sit on, because it makes robots meant to + # dig holes utterly useless: the poor things couldn't break cobwebs in + # mining shafts with their golden pick axes. So, if this setting is true, + # we check for cobwebs and allow robots to break 'em anyway, no matter + # their current tool. After all, the hardness value of cobweb can only + # rationally explained by Steve's fear of spiders, anyway. + notAfraidOfSpiders=true + + # The 'range' of robots when swinging an equipped tool (left click). This + # is the distance to the center of block the robot swings the tool in to + # the side the tool is swung towards. I.e. for the collision check, which + # is performed via ray tracing, this determines the end point of the ray + # like so: `block_center + unit_vector_towards_side * swingRange` + # This defaults to a value just below 0.5 to ensure the robots will not + # hit anything that's actually outside said block. + swingRange=0.49 + + # The maximum flight height with upgrades, tier one and tier two of the + # hover upgrade, respectively. + upgradeFlightHeight=[ + 64, + 256 + ] + + # The 'range' of robots when using an equipped tool (right click) or when + # placing items from their inventory. See `robot.swingRange`. This + # defaults to a value large enough to allow robots to detect 'farmland', + # i.e. tilled dirt, so that they can plant seeds. + useAndPlaceRange=0.65 + + # Controls the UUID robots are given. You can either specify a fixed UUID + # here or use the two provided variables: + # - $random$, which will assign each robot a random UUID. + # - $player$, which assigns to each placed robot the UUID of the player + # that placed it (note: if robots are placed by fake players, i.e. + # other mods' blocks, they will get that mods' fake player's profile!) + # Note that if no player UUID is available this will be the same as + # $random$. + uuidFormat="$player$" + + # This controls how fast robots gain experience, and how that experience + # alters the stats. + xp { + + # This controls how much experience a robot gains for each successful + # action it performs. "Actions" only include the following: swinging a + # tool and killing something or destroying a block and placing a block + # successfully. Note that a call to `swing` or `use` while "bare handed" + # will *not* gain a robot any experience. + actionXp=0.05 + + # The required amount per level is computed like this: + # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth + baseValue=50 + + # This is the amount of additional energy that fits into a robots + # internal buffer for each level it gains. So with the default values, + # at maximum level (30) a robot will have an internal buffer size of + # two hundred thousand. + bufferPerLevel=5000 + + # The required amount per level is computed like this: + # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth + constantGrowth=8 + + # This determines how much "exhaustion" contributes to a robots + # experience. This is additive to the "action" xp, so digging a block + # will per default give 0.05 + 0.025 [exhaustion] * 1.0 = 0.075 XP. + exhaustionXpRate=1 + + # The required amount per level is computed like this: + # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth + exponentialGrowth=2 + + # The increase in block harvest speed a robot gains per level. The time + # it takes to break a block is computed as actualTime * (1 - bonus). + # For example at level 20, with a bonus of 0.4 instead of taking 0.3 + # seconds to break a stone block with a diamond pick axe it only takes + # 0.12 seconds. + harvestSpeedBoostPerLevel=0.02 + + # This determines how much experience a robot gets for each real XP orb + # an ore it harvested would have dropped. For example, coal is worth + # two real experience points, redstone is worth 5. + oreXpRate=4 + + # The additional "efficiency" a robot gains in using tools with each + # level. This basically increases the chances of a tool not losing + # durability when used, relative to the base rate. So for example, a + # robot with level 15 gets a 0.15 bonus, with the default damage rate + # that would lead to a damage rate of 0.1 * (1 - 0.15) = 0.085. + toolEfficiencyPerLevel=0.01 + } + } + + # Switch and access point network message forwarding logic related stuff. + switch { + + # This is the size of the queue of a not upgraded switch. Increasing it + # avoids packets being dropped when many messages are sent in a single + # burst. + defaultMaxQueueSize=20 + + # The base number of packets that get relayed in one 'cycle'. The + # cooldown between cycles is determined by the delay. + defaultRelayAmount=1 + + # The delay a switch has by default between relaying packets (in ticks). + # WARNING: lowering this value will result in higher maximum CPU load, + # and may in extreme cases cause server lag. + defaultRelayDelay=5 + + # This is the amount by which the queue size increases per tier of the + # hard drive installed in the switch. + queueSizeUpgrade=10 + + # The number of additional packets that get relayed per cycle, based on + # the tier of RAM installed in the switch. For built-in RAM this + # increases by one per half-tier, for third-party ram this increases by + # two per item tier. + relayAmountUpgrade=1 + + # The amount of ticks the delay is *reduced* by per tier of the CPU + # inserted into a switch. + relayDelayUpgrade=1.5 + } + + # The version of OC this config was generated by. This is used to allow the + # mod to reset parts of the config when their meaning changed across + # versions, so that the user does not have to delete it. + version="1.7.5.192" + +} diff --git a/config/opencomputers/user.recipes b/config/opencomputers/user.recipes new file mode 100644 index 0000000..69c4632 --- /dev/null +++ b/config/opencomputers/user.recipes @@ -0,0 +1,20 @@ +# 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. \ No newline at end of file diff --git a/config/preston.cfg b/config/preston.cfg new file mode 100644 index 0000000..9871d32 --- /dev/null +++ b/config/preston.cfg @@ -0,0 +1,74 @@ +# 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 +} + + diff --git a/config/smoothfont/smoothfont.cfg b/config/smoothfont/smoothfont.cfg new file mode 100644 index 0000000..a9cd001 --- /dev/null +++ b/config/smoothfont/smoothfont.cfg @@ -0,0 +1,291 @@ +# 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:/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:/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 "/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 +} + + diff --git a/config/theoneprobe.cfg b/config/theoneprobe.cfg new file mode 100644 index 0000000..ff35d0b --- /dev/null +++ b/config/theoneprobe.cfg @@ -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 +} + + diff --git a/config/vanillafix.cfg b/config/vanillafix.cfg new file mode 100644 index 0000000..691ebbb --- /dev/null +++ b/config/vanillafix.cfg @@ -0,0 +1,26 @@ +# 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 +} + + diff --git a/marytts/marytts-lang-en-5.2.jar b/marytts/marytts-lang-en-5.2.jar new file mode 100644 index 0000000..60bb9aa Binary files /dev/null and b/marytts/marytts-lang-en-5.2.jar differ diff --git a/marytts/marytts-runtime-5.2-jar-for-computronics.jar b/marytts/marytts-runtime-5.2-jar-for-computronics.jar new file mode 100644 index 0000000..ea719b6 Binary files /dev/null and b/marytts/marytts-runtime-5.2-jar-for-computronics.jar differ diff --git a/marytts/voice-cmu-slt-hsmm-5.2.jar b/marytts/voice-cmu-slt-hsmm-5.2.jar new file mode 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PRBASALT ]); +recipes.addShapeless("prbasaltbricktochiselbasaltbrick",CBASALTBRICK,[ PRBASALTBRICK ]); + +recipes.addShapeless("chiselbasalttoprbasalt",PRBASALT,[ CBASALT ]); +recipes.addShapeless("chiselbasaltbricktoprbasaltbrick",PRBASALTBRICK,[ CBASALTBRICK ]); diff --git a/scripts/gear.zs b/scripts/gear.zs new file mode 100644 index 0000000..39081c2 --- /dev/null +++ b/scripts/gear.zs @@ -0,0 +1,5 @@ +var CRAPGEAR = ; +var GOODGEAR = ; + +recipes.addShapeless("crapgeartogoodgear",GOODGEAR,[ CRAPGEAR ]); +recipes.addShapeless("goodgeartocrapgear",CRAPGEAR,[ GOODGEAR ]); diff --git a/scripts/icbm.zs b/scripts/icbm.zs new file mode 100644 index 0000000..5e89aa6 --- /dev/null +++ b/scripts/icbm.zs @@ -0,0 +1,20 @@ +#var AM = ; +#var AICBM = ; +#var NICBM = ; +#recipes.remove(AICBM); +#recipes.addShaped(AICBM, +# [[AM, AM, AM], +# [AM, NICBM, AM], +# [AM, AM, AM]]); + +var REPL = ; +var AICBM = ; +var NICBM = ; +var NIC2 = ; +var P = .withTag({Fluid: {FluidName: "plasma", Amount: 1000}}); +recipes.remove(AICBM); +recipes.addShaped(AICBM, + [[NICBM, REPL, NICBM], + [P, NIC2, P], + [NICBM, REPL, NICBM]]); + diff --git a/scripts/marble.zs b/scripts/marble.zs new file mode 100644 index 0000000..d54f544 --- /dev/null +++ b/scripts/marble.zs @@ -0,0 +1,12 @@ +var PRMARBLE = ; +var CMARBLE = ; + +var PRMARBLEBRICK = ; +var CMARBLEBRICK = ; + + +recipes.addShapeless("prmarbletochiselmarble",CMARBLE,[ PRMARBLE ]); +recipes.addShapeless("prmarblebricktochiselmarblebrick",CMARBLEBRICK,[ PRMARBLEBRICK ]); + +recipes.addShapeless("chiselmarbletoprmarble",PRMARBLE,[ CMARBLE ]); +recipes.addShapeless("chiselmarblebricktoprmarblebrick",PRMARBLEBRICK,[ CMARBLEBRICK ]); diff --git a/scripts/mekanism.zs b/scripts/mekanism.zs new file mode 100644 index 0000000..10842e5 --- /dev/null +++ b/scripts/mekanism.zs @@ -0,0 +1,11 @@ +var REACTORCONTROLLER = ; +var REACTORFRAME = ; +var REACTORPORT = ; +var REACTORLOGIC = ; +var REACTORGLASS = ; + +recipes.remove(REACTORCONTROLLER); +recipes.remove(REACTORFRAME); +recipes.remove(REACTORPORT); +recipes.remove(REACTORLOGIC); +recipes.remove(REACTORGLASS); diff --git a/scripts/thomas.zs b/scripts/thomas.zs new file mode 100644 index 0000000..c725e25 --- /dev/null +++ b/scripts/thomas.zs @@ -0,0 +1,12 @@ +var IC2_238 = ; +var IC2_235 = ; + +var NC_238 = ; +var NC_235 = ; + +recipes.addShapeless("ic2_238 to nc_238",NC_238,[ IC2_238 ]); +recipes.addShapeless("ic2_235 to nc_235",NC_235,[ IC2_235 ]); + +recipes.addShapeless("nc_238 to ic2_238",IC2_238,[ NC_238 ]); +recipes.addShapeless("nc_235 to ic2_235",IC2_235,[ NC_235 ]); +