config folder on github got useless (for now)

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2024-09-28 23:30:50 +02:00
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config/fancymenu/assets

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#General mod settings
[general]
#logging
useLoggingLog = true
#-
useLoggingDebug = false
#-
useLoggingError = true

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_version = 2
[client]
#
# Should Distant Horizon's config button appear in the options screen next to fov slider?
optionsButton = true
[client.advanced]
[client.advanced.lodBuilding]
#
# How should block data be compressed when creating LOD data?
# This setting will only affect new or updated LOD data,
# any data already generated when this setting is changed will be
# unaffected until it is modified or re-loaded.
#
# MERGE_SAME_BLOCKS
# Every block/biome change is recorded in the database.
# This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data.
# Expected Compression Ratio: 1.0
#
# VISUALLY_EQUAL
# Only visible block/biome changes are recorded in the database.
# Hidden blocks (IE ores) are ignored.
# Expected Compression Ratio: 0.7
worldCompression = "VISUALLY_EQUAL"
#
# A comma separated list of block resource locations that shouldn't be rendered
# if they are in a 0 sky light underground area.
# Note: air is always included in this list.
ignoredRenderCaveBlockCsv = "minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column"
#
# If true LOD generation for pre-existing chunks will attempt to pull the lighting data
# saved in Minecraft's Region files.
# If false DH will pull in chunks without lighting and re-light them.
#
# Setting this to true will result in faster LOD generation
# for already generated worlds, but is broken by most lighting mods.
#
# Set this to false if LODs are black.
pullLightingForPregeneratedChunks = false
#
# What algorithm should be used to compress new LOD data?
# This setting will only affect new or updated LOD data,
# any data already generated when this setting is changed will be
# unaffected until it needs to be re-written to the database.
#
# UNCOMPRESSED
# Should only be used for testing, is worse in every way vs [LZ4].
# Expected Compression Ratio: 1.0
# Estimated average DTO read speed: 1.64 milliseconds
# Estimated average DTO write speed: 12.44 milliseconds
#
# LZ4
# A good option if you're CPU limited and have plenty of hard drive space.
# Expected Compression Ratio: 0.36
# Estimated average DTO read speed: 1.85 ms
# Estimated average DTO write speed: 9.46 ms
#
# LZMA2
# Slow but very good compression.
# Expected Compression Ratio: 0.14
# Estimated average DTO read speed: 11.89 ms
# Estimated average DTO write speed: 192.01 ms
dataCompression = "LZMA2"
#
# A comma separated list of block resource locations that won't be rendered by DH.
# Note: air is always included in this list.
ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire"
#
# Determines how long must pass between LOD chunk updates before another.
# update can occur
#
# Increasing this value will reduce CPU load but may may cause
# LODs to become outdated more frequently or for longer.
minTimeBetweenChunkUpdatesInSeconds = 1
#
# Normally DH will attempt to skip creating LODs for chunks it's already seen
# and that haven't changed.
#
# However sometimes that logic incorrecly prevents LODs from being updated.
# Disabling this check may fix issues where LODs aren't updated after
# blocks have been changed.
disableUnchangedChunkCheck = false
[client.advanced.autoUpdater]
#
# If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build.
# If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar
# and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').
updateBranch = "AUTO"
#
# Automatically check for updates on game launch?
enableAutoUpdater = true
#
# Should Distant Horizons silently, automatically download and install new versions?
enableSilentUpdates = false
[client.advanced.multiThreading]
#
# How many threads should be used when building LODs?
#
# These threads run when terrain is generated, when
# certain graphics settings are changed, and when moving around the world.
#
# Multi-threading Note:
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
numberOfLodBuilderThreads = 4
#
# Should only be disabled if deadlock occurs and LODs refuse to update.
# This will cause CPU usage to drastically increase for the Lod Builder threads.
#
# Note that if deadlock did occur restarting MC may be necessary to stop the locked threads.
enableLodBuilderThreadLimiting = true
#
# If this value is less than 1.0, it will be treated as a percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
runTimeRatioForWorldGenerationThreads = "0.75"
#
# If this value is less than 1.0, it will be treated as a percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
runTimeRatioForLodBuilderThreads = "0.5"
#
# If this value is less than 1.0, it will be treated as a percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
runTimeRatioForFileHandlerThreads = "1.0"
#
# If this value is less than 1.0, it will be treated as a percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
runTimeRatioForUpdatePropagatorThreads = "0.5"
#
# How many threads should be used when reading/writing LOD data to/from disk?
#
# Increasing this number will cause LODs to load in faster,
# but may cause lag when loading a new world or when
# quickly flying through existing LODs.
#
# Multi-threading Note:
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
numberOfFileHandlerThreads = 4
#
# How many threads should be used when applying LOD updates?
# An LOD update is the operation of down-sampling a high detail LOD
# into a lower detail one.
#
# This config can have a much higher number of threads
# assigned and much lower run time ratio vs other thread pools
# because the amount of time any particular thread may run is relatively low.
#
# This is because LOD updating only only partially thread safe,
# so between 40% and 60% of the time a given thread may end up
# waiting on another thread to finish updating the same LOD it also wants
# to work on.
#
# Multi-threading Note:
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
numberOfUpdatePropagatorThreads = 4
#
# How many threads should be used when generating LOD
# chunks outside the normal render distance?
#
# If you experience stuttering when generating distant LODs,
# decrease this number.
# If you want to increase LOD
# generation speed, increase this number.
#
# Multi-threading Note:
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
numberOfWorldGenerationThreads = 3
[client.advanced.logging]
#
# If enabled, the mod will log information about the renderer OpenGL process.
# This can be useful for debugging.
logRendererGLEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log performance about the world generation process.
# This can be useful for debugging.
logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about file sub-dimension operations.
# This can be useful for debugging.
logFileSubDimEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, a chat message will be displayed if Java doesn't have enough
# memory allocated to run DH well.
showLowMemoryWarningOnStartup = true
#
# If enabled, a chat message will be displayed when a replay is started
# giving some basic information about how DH will function.
showReplayWarningOnStartup = true
#
# If enabled, the mod will log information about file read/write operations.
# This can be useful for debugging.
logFileReadWriteEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about network operations.
# This can be useful for debugging.
logNetworkEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, a chat message will be displayed when a potentially problematic
# mod is installed alongside DH.
showModCompatibilityWarningsOnStartup = true
#
# If enabled, the mod will log information about the renderer buffer process.
# This can be useful for debugging.
logRendererBufferEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about the LOD generation process.
# This can be useful for debugging.
logLodBuilderEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
logWorldGenEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
logWorldGenLoadEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
[client.advanced.debugging]
#
# If enabled this will disable (most) vanilla Minecraft rendering.
#
# NOTE: Do not report any issues when this mode is on!
# This setting is only for fun and debugging.
# Mod compatibility is not guaranteed.
lodOnlyMode = false
#
# Stops vertex colors from being passed.
# Useful for debugging shaders
enableWhiteWorld = false
#
# What renderer is active?
#
# DEFAULT: Default lod renderer
# DEBUG: Debug testing renderer
# DISABLED: Disable rendering
rendererMode = "DISABLED"
#
# If enabled the LODs will render as wireframe.
renderWireframe = false
#
# If true the F8 key can be used to cycle through the different debug modes.
# and the F6 key can be used to enable and disable LOD rendering.
enableDebugKeybindings = false
#
# If true overlapping quads will be rendered as bright red for easy identification.
# If false the quads will be rendered normally.
showOverlappingQuadErrors = false
#
# Should specialized colors/rendering modes be used?
#
# OFF: LODs will be drawn with their normal colors.
# SHOW_DETAIL: LODs' color will be based on their detail level.
# SHOW_BLOCK_MATERIAL: LODs' color will be based on their material.
# SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.
debugRendering = "OFF"
#
# If true OpenGL Buffer garbage collection will be logged
# this also includes the number of live buffers.
logBufferGarbageCollection = false
[client.advanced.debugging.debugWireframe]
#
# Render LOD section status?
showRenderSectionStatus = false
#
# Render full data update/lock status?
showFullDataUpdateStatus = false
#
# Render queued world gen tasks?
showWorldGenQueue = false
#
# Render Quad Tree Rendering status?
showQuadTreeRenderStatus = false
#
# If enabled, various wireframes for debugging internal functions will be drawn.
#
# NOTE: There WILL be performance hit!
# Additionally, only stuff that's loaded after you enable this
# will render their debug wireframes.
enableRendering = false
[client.advanced.debugging.openGl]
#
# Requires a reboot to change.
overrideVanillaGLLogger = false
#
# Can be changed if you experience crashing when loading into a world.
#
# Defines the OpenGL context type Distant Horizon's will create.
# Generally this should be left as [CORE] unless there is an issue with your GPU driver.
# Possible values: [CORE],[COMPAT],[ANY]
glProfileMode = "CORE"
#
# Defines how OpenGL errors are handled.
# May incorrectly catch OpenGL errors thrown by other mods.
#
# IGNORE: Do nothing.
# LOG: write an error to the log.
# LOG_THROW: write to the log and throw an exception.
# Warning: this should only be enabled when debugging the LOD renderer
# as it may break Minecraft's renderer when an exception is thrown.
glErrorHandlingMode = "IGNORE"
#
# Can be changed if you experience crashing when loading into a world.
#
# If true Distant Horizon's OpenGL contexts will be created with legacy OpenGL methods disabled.
# Distant Horizons doesn't use any legacy OpenGL methods so normally this should be disabled.
enableGlForwardCompatibilityMode = true
#
# Can be changed if you experience crashing when loading into a world.
# Note: setting to an invalid version may also cause the game to crash.
#
# Leaving this value at causes DH to try all supported GL versions.
#
# Defines the requested OpenGL context major version Distant Horizons will create.
# Possible values (DH requires 3.2 or higher at minimum):
# 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0
# 3.3, 3.2
glContextMajorVersion = 0
#
# Can be changed if you experience crashing when loading into a world.
#
# If true Distant Horizon's OpenGL contexts will be created with debugging enabled.
# This allows for enhanced debugging but may throw warnings for other mods or active overlay software.
enableGlDebugContext = false
#
# Can be changed if you experience crashing when loading into a world.
# Note: setting to an invalid version may also cause the game to crash.
#
# Defines the requested OpenGL context major version Distant Horizons will create.
# Possible values (DH requires 3.2 or higher at minimum):
# 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0
# 3.3, 3.2
glContextMinorVersion = 0
[client.advanced.debugging.exampleConfigScreen]
shortTest = "69"
mapTest = "{}"
byteTest = "8"
longTest = "42069"
listTest = ["option 1", "option 2", "option 3"]
boolTest = false
doubleTest = "420.69"
floatTest = "0.42069"
linkableTest = 420
intTest = 69420
stringTest = "Test input box"
[client.advanced.graphics]
[client.advanced.graphics.ssao]
#
# Determines how many points in space are sampled for the occlusion test.
# Higher numbers will improve quality and reduce banding, but will increase GPU load.
sampleCount = 6
#
# Determines how dark the Screen Space Ambient Occlusion effect will be.
strength = "0.2"
#
# The radius, measured in pixels, that blurring is calculated for the SSAO.
# Higher numbers will reduce banding at the cost of GPU performance.
blurRadius = 2
#
# Increasing the value can reduce banding at the cost of reducing the strength of the effect.
bias = "0.02"
#
# Determines how dark the occlusion shadows can be.
# 0 = totally black at the corners
# 1 = no shadow
minLight = "0.25"
#
# Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
radius = "4.0"
#
# Enable Screen Space Ambient Occlusion
enabled = true
[client.advanced.graphics.advancedGraphics]
#
# If true all beacons near the camera won't be drawn to prevent vanilla overdraw.
# If false all beacons will be rendered.
#
# Generally this should be left as false. It's main purpose is for debugging
# beacon updating/rendering.
disableBeaconDistanceCulling = false
#
# What the value should vanilla Minecraft's texture LodBias be?
# If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
lodBias = "0.0"
#
# How should the sides and bottom of grass block LODs render?
#
# AS_GRASS: all sides of dirt LOD's render using the top (green) color.
# FADE_TO_DIRT: sides fade from grass to dirt.
# AS_DIRT: sides render entirely as dirt.
grassSideRendering = "FADE_TO_DIRT"
#
# Determines how far from the camera Distant Horizons will start rendering.
# Measured as a percentage of the vanilla render distance.
#
# Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
# but may cause holes to appear in the LODs.
# Holes are most likely to appear when flying through unloaded terrain.
#
# Increasing the vanilla render distance increases the effectiveness of this setting.
overdrawPrevention = "0.4"
#
# How bright LOD colors are.
#
# 0 = black
# 1 = normal
# 2 = near white
brightnessMultiplier = "1.0"
#
# If enabled caves will be culled
#
# NOTE: This feature is under development and
# it is VERY experimental! Please don't report
# any issues related to this feature.
#
# Additional Info: Currently this cull all faces
# with skylight value of 0 in dimensions that
# does not have a ceiling.
enableCaveCulling = true
#
# Identical to the other frustum culling option
# only used when a shader mod is present using the DH API
# and the shadow pass is being rendered.
#
# Disable this if shadows render incorrectly.
disableShadowPassFrustumCulling = false
#
# At what Y value should cave culling start?
# Lower this value if you get walls for areas with 0 light.
caveCullingHeight = 60
#
# How should LODs be shaded?
#
# AUTO: Uses the same side shading as vanilla Minecraft blocks.
# ENABLED: Simulates Minecraft's block shading for LODs.
# Can be used to force LOD shading when using some shaders.
# DISABLED: All LOD sides will be rendered with the same brightness.
lodShading = "AUTO"
#
# How saturated LOD colors are.
#
# 0 = black and white
# 1 = normal
# 2 = very saturated
saturationMultiplier = "1.0"
#
# This is the earth size ratio when applying the curvature shader effect.
# Note: Enabling this feature may cause rendering bugs.
#
# 0 = flat/disabled
# 1 = 1 to 1 (6,371,000 blocks)
# 100 = 1 to 100 (63,710 blocks)
# 10000 = 1 to 10000 (637.1 blocks)
#
# Note: Due to current limitations, the min value is 50
# and the max value is 5000. Any values outside this range
# will be set to 0 (disabled).
earthCurveRatio = 0
#
# If false LODs outside the player's camera
# aren't drawn, increasing GPU performance.
#
# If true all LODs are drawn, even those behind
# the player's camera, decreasing GPU performance.
#
# Disable this if you see LODs disappearing at the corners of your vision.
disableFrustumCulling = false
[client.advanced.graphics.genericRendering]
#
# If true LOD clouds will be rendered.
enableCloudRendering = true
#
# If true LOD beacon beams will be rendered.
enableBeaconRendering = true
#
# If true non terrain objects will be rendered in DH's terrain.
# This includes beacon beams and clouds.
enableRendering = true
[client.advanced.graphics.quality]
#
# What is the maximum detail LODs should be drawn at?
# Higher settings will increase memory and GPU usage.
#
# CHUNK: render 1 LOD for each Chunk.
# HALF_CHUNK: render 4 LODs for each Chunk.
# FOUR_BLOCKS: render 16 LODs for each Chunk.
# TWO_BLOCKS: render 64 LODs for each Chunk.
# BLOCK: render 256 LODs for each Chunk (width of one block).
#
# Lowest Quality: CHUNK
# Highest Quality: BLOCK
maxHorizontalResolution = "BLOCK"
#
# The radius of the mod's render distance. (measured in chunks)
lodChunkRenderDistanceRadius = 128
#
# Should the blocks underneath avoided blocks gain the color of the avoided block?
#
# True: a red flower will tint the grass below it red.
# False: skipped blocks will not change color of surface below them.
tintWithAvoidedBlocks = true
#
# This indicates how quickly LODs decrease in quality the further away they are.
# Higher settings will render higher quality fake chunks farther away,
# but will increase memory and GPU usage.
horizontalQuality = "MEDIUM"
#
# How should LOD transparency be handled.
#
# COMPLETE: LODs will render transparent.
# FAKE: LODs will be opaque, but shaded to match the blocks underneath.
# DISABLED: LODs will be opaque.
transparency = "COMPLETE"
#
# This indicates how well LODs will represent
# overhangs, caves, floating islands, etc.
# Higher options will make the world more accurate, butwill increase memory and GPU usage.
#
# Lowest Quality: HEIGHT_MAP
# Highest Quality: EXTREME
verticalQuality = "MEDIUM"
#
# What blocks shouldn't be rendered as LODs?
#
# NONE: Represent all blocks in the LODs
# NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
blocksToIgnore = "NON_COLLIDING"
[client.advanced.graphics.fog]
#
# When should fog be drawn?
#
# USE_OPTIFINE_SETTING: Use whatever Fog setting Optifine is using.
# If Optifine isn't installed this defaults to FOG_ENABLED.
# FOG_ENABLED: Never draw fog on the LODs
# FOG_DISABLED: Always draw fast fog on the LODs
#
# Disabling fog will improve GPU performance.
drawMode = "FOG_ENABLED"
#
# What color should fog use?
#
# USE_WORLD_FOG_COLOR: Use the world's fog color.
# USE_SKY_COLOR: Use the sky's color.
colorMode = "USE_WORLD_FOG_COLOR"
#
# Should Minecraft's fog be disabled?
#
# Note: Other mods may conflict with this setting.
disableVanillaFog = true
[client.advanced.graphics.fog.advancedFog]
#
# What is the maximum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
farFogMax = "1.0"
#
# At what distance should the far fog start?
#
# 0.0: Fog starts at the player's position.
# 1.0: Fog starts at the closest edge of the vanilla render distance.
# 1.414: Fog starts at the corner of the vanilla render distance.
farFogStart = "0.4"
#
# What is the minimum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
farFogMin = "0.0"
#
# How should the fog thickness should be calculated?
#
# LINEAR: Linear based on distance (will ignore 'density')
# EXPONENTIAL: 1/(e^(distance*density))
# EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
farFogFalloff = "EXPONENTIAL_SQUARED"
#
# Used in conjunction with the Fog Falloff.
farFogDensity = "2.5"
#
# Where should the far fog end?
#
# 0.0: Fog ends at player's position.
# 1.0: Fog ends at the closest edge of the vanilla render distance.
# 1.414: Fog ends at the corner of the vanilla render distance.
farFogEnd = "1.0"
[client.advanced.graphics.fog.advancedFog.heightFog]
#
# What is the minimum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
heightFogMin = "0.0"
#
# Where should the height fog start?
#
# ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky
# BELOW_CAMERA: Height fog starts at the camera and goes towards the void
# ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void
# ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky
# BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void
# ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void
heightFogMode = "ABOVE_AND_BELOW_CAMERA"
#
# If the height fog is calculated around a set height, what is that height position?
heightFogBaseHeight = "70.0"
#
# What is the maximum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
heightFogMax = "1.0"
#
# How should the height fog thickness should be calculated?
#
# LINEAR: Linear based on height (will ignore 'density')
# EXPONENTIAL: 1/(e^(height*density))
# EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
heightFogFalloff = "EXPONENTIAL_SQUARED"
#
# What is the height fog's density?
heightFogDensity = "2.5"
#
# How should height effect the fog thickness?
# Note: height fog is combined with the other fog settings.
#
# BASIC: No special height fog effect. Fog is calculated based on camera distance
# IGNORE_HEIGHT: Ignore height completely. Fog is only calculated with horizontal distance
# ADDITION: heightFog + farFog
# MAX: max(heightFog, farFog)
# MULTIPLY: heightFog * farFog
# INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
# LIMITED_ADDITION: farFog + max(farFog, heightFog)
# MULTIPLY_ADDITION: farFog + farFog * heightFog
# INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
# AVERAGE: farFog*0.5 + heightFog*0.5
#
# Note: height fog settings are ignored if 'BASIC' or 'IGNORE_HEIGHT' are selected.
heightFogMixMode = "BASIC"
#
# Should the start of the height fog be offset?
#
# 0.0: Fog start with no offset.
# 1.0: Fog start with offset of the entire world's height. (Includes depth)
heightFogStart = "0.0"
#
# Should the end of the height fog be offset?
#
# 0.0: Fog end with no offset.
# 1.0: Fog end with offset of the entire world's height. (Include depth)
heightFogEnd = "1.0"
[client.advanced.graphics.noiseTextureSettings]
#
# Defines how far should the noise texture render before it fades away. (in blocks)
# Set to 0 to disable noise from fading away
noiseDropoff = 1024
#
# How many steps of noise should be applied to LODs?
noiseSteps = 4
#
# Should a noise texture be applied to LODs?
#
# This is done to simulate textures and make the LODs appear more detailed.
noiseEnabled = true
#
# How intense should the noise should be?
noiseIntensity = "5.0"
[client.advanced.worldGenerator]
#
# How detailed should LODs be generated outside the vanilla render distance?
#
# PRE_EXISTING_ONLY
# Only create LOD data for already generated chunks.
#
#
# SURFACE
# Generate the world surface,
# this does NOT include trees,
# or structures.
#
# FEATURES
# Generate everything except structures.
# WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
distantGeneratorMode = "FEATURES"
#
# How long should a world generator thread run for before timing out?
# Note: If you are experiencing timeout errors it is better to lower your CPU usage first
# via the thread config before changing this value.
worldGenerationTimeoutLengthInSeconds = 180
#
# Should Distant Horizons slowly generate LODs
# outside the vanilla render distance?
#
# Note: when on a server, distant generation isn't supported
# and will always be disabled.
enableDistantGeneration = true
[client.advanced.multiplayer]
#
# AKA: Multiverse support.
#
# When matching levels (dimensions) of the same type (overworld, nether, etc.) the
# loaded chunks must be at least this percent the same
# in order to be considered the same world.
#
# Note: If you use portals to enter a dimension at two
# different locations the system will think the dimension
# it is two different levels.
#
# 1.0 (100%) the chunks must be identical.
# 0.5 (50%) the chunks must be half the same.
# 0.0 (0%) disables multi-dimension support,
# only one world will be used per dimension.
#
# If multiverse support is needed start with a value of 0.2
# and tweak the sensitivity from there.Lower values mean the matching is less strict.
# Higher values mean the matching is more strict.
multiverseSimilarityRequiredPercent = "0.0"
#
# How should multiplayer save folders should be named?
#
# NAME_ONLY: Example: "Minecraft Server"
# IP_ONLY: Example: "192.168.1.40"
# NAME_IP: Example: "Minecraft Server IP 192.168.1.40"
# NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5"
serverFolderNameMode = "NAME_ONLY"

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#If the voice server is enabled and pushToTalk is disabled, the voice key will act as a toggle instead of requiring to be held while talking.
pushToTalk = true

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#Settings for configuring Obsidian TNT
[obsidian_tnt]
#Fuse time in ticks for Obsidian TNT. Vanilla TNT has a fuse of 80 ticks (4 seconds).
#Range: > 0
delay = 100
#Radius of the explosion of Obsidian TNT. Vanilla TNT has a radius of 4.
#Range: 0.1 ~ 1000.0
blastRadius = 12.0
#Settings for configuring the Voice Server
[voice_server]
#Enables the voice server for Walkie Talkies.
enabled = false
#TCP port for the Voice server to listen on.
#Range: 1 ~ 65535
voicePort = 36123
#Settings for configuring values relating to baby mobs
[baby_mobs]
#Damage multiplier of arrows shot by baby mobs.
#Range: 0.1 ~ 10.0
arrowDamageMultiplier = 0.25
#Config options regarding the spawning of Baby Bogged.
[baby_mobs.baby_bogged]
#Enable the spawning of Baby Bogged. Think baby zombies.
shouldSpawn = true
#The multiplier for minimum group size of Baby Bogged spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of Baby Bogged spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for weight of Baby Bogged spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.05
#The multiplier for spawn cost per entity of Baby Bogged spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of Baby Bogged spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#Config options regarding the spawning of Baby Creeper.
[baby_mobs.baby_creeper]
#Enable the spawning of Baby Creeper. Think baby zombies.
shouldSpawn = true
#The multiplier for minimum group size of Baby Creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of Baby Creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for weight of Baby Creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.05
#The multiplier for spawn cost per entity of Baby Creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of Baby Creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#Config options regarding the spawning of Baby Enderman.
[baby_mobs.baby_enderman]
#Enable the spawning of Baby Enderman. Think baby zombies.
shouldSpawn = true
#The multiplier for minimum group size of Baby Enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of Baby Enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for weight of Baby Enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.05
#The multiplier for spawn cost per entity of Baby Enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of Baby Enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#Config options regarding the spawning of Baby Skeleton.
[baby_mobs.baby_skeleton]
#Enable the spawning of Baby Skeleton. Think baby zombies.
shouldSpawn = true
#The multiplier for minimum group size of Baby Skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of Baby Skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for weight of Baby Skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.05
#The multiplier for spawn cost per entity of Baby Skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of Baby Skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#Config options regarding the spawning of Baby Stray.
[baby_mobs.baby_stray]
#Enable the spawning of Baby Stray. Think baby zombies.
shouldSpawn = true
#The multiplier for minimum group size of Baby Stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of Baby Stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for weight of Baby Stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.05
#The multiplier for spawn cost per entity of Baby Stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of Baby Stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#Config options regarding the spawning of Baby Wither Skeleton.
[baby_mobs.baby_wither_skeleton]
#Enable the spawning of Baby Wither Skeleton. Think baby zombies.
shouldSpawn = true
#The multiplier for minimum group size of Baby Wither Skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of Baby Wither Skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for weight of Baby Wither Skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.05
#The multiplier for spawn cost per entity of Baby Wither Skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of Baby Wither Skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0

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#Settings for configuring Accessibility settings provided by Mekanism. Note: Some settings such as HUD scale, may be located throughout the rest of this config.
[accessibility]
#Tries to force all text rendered as part of radial menus to be white instead of the color of the slice's mode.
whiteRadialText = false
#If true, renders sides for Universal Cables, Mechanical Pipes, Pressurized Tubes, Logistical Transporters, and Thermodynamic Conductors instead of rendering their contents. If transmitters are causing you fps issues, this should hopefully help.
opaqueTransmitters = false
#Allows changing the mode of held items by holding sneak and using the scroll wheel.
allowModeScroll = true
#Settings for configuring Mekanism's Sounds
[sounds]
#Adjust Mekanism sounds' base volume. < 1 is softer, higher is louder.
#Range: 0.0 ~ 10.0
baseVolume = 1.0
#Play sounds for when any player is using a Jetpack, Scuba Mask, Flamethrower, or Gravitational Modulating Unit. This also affects playing the Radiation clicking sound.
enablePlayer = true
#Play sounds for active machines.
enableMachine = true
#Settings for adjusting how Mekanism render's certain blocks and how many particles Mekanism adds.
[rendering]
#The color of energy when displayed as the durability bar on items.
energyColor = 3997338
#Range at which Block Entity Renderer's added by Mekanism can render at, for example the contents of multiblocks. Vanilla defaults the rendering range for BERs to 64 for most blocks (for example chests), but uses a range of 256 for blocks like beacons and end gateways. Lowering this will likely increase your performance, at the cost of multiblock contents and wind generators 'popping' in
#Range: 1 ~ 1024
berRange = 256
#Settings for configuring Mekanism's Particles
[rendering.particle]
#When multiblock forms, represent that by red sparkles around the multiblock. If this is disabled a notification message will display on the action bar instead.
multiblockFormation = true
#Show particles when machines active.
machineEffects = true
#How far (in blocks) from the player radiation particles can spawn.
#Range: 2 ~ 64
radiationParticleRadius = 30
#How many particles spawn when rendering radiation effects (scaled by radiation level).
#Range: 0 ~ 1000
radiationParticleCount = 100
#Show bolts between the player and items when the Magnetic Attraction Unit is pulling items towards a player.
magneticAttraction = true
#Show bolts for various AOE tool behaviors such as tilling, debarking, and vein mining.
toolAOE = true
#Settings for configuring Mekanism's HUD
[hud]
#Enable a HUD that displays information about equipped Mekanism items, and displays additional information when wearing a MekaSuit Helmet.
enabled = false
#Scale of the text displayed on the HUD.
#Range: 0.25 ~ 1.0
scale = 0.6
#Reverses the HUD's text alignment and compass rendering to the right side of the screen, and moves the MekaSuit module rendering to the left side. Warning: This may cause subtitles to overlap parts of the HUD such as the compass.
reverse = false
#Opacity of HUD used by MekaSuit.
#Range: 0.0 ~ 1.0
opacity = 0.4000000059604645
#Color (RGB) of HUD used by MekaSuit.
#Range: 0 ~ 16777215
color = 4257264
#Color (RGB) of warning HUD elements used by MekaSuit.
#Range: 0 ~ 16777215
warningColor = 16768335
#Color (RGB) of danger HUD elements used by MekaSuit.
#Range: 0 ~ 16777215
dangerColor = 16726076
#Visual jitter of the MekaSuit HUD, seen when moving the player's head. Higher values increases the amount of jitter.
#Range: 1.0 ~ 100.0
jitter = 6.0
#Display a fancy compass when the MekaSuit Helmet is worn.
mekaSuitHelmetCompass = true
#Settings for configuring Mekanism's QIO
[qio]
#Sorting strategy when viewing items in a QIO Dashboard.
#Allowed Values: NAME, SIZE, MOD, REGISTRY_NAME
sortType = "NAME"
#Sorting direction when viewing items in a QIO Dashboard.
#Allowed Values: ASCENDING, DESCENDING
sortDirection = "ASCENDING"
#Number of slots to view horizontally on a QIO Dashboard.
#Range: 8 ~ 16
slotsWide = 8
#Number of slots to view vertically on a QIO Dashboard.
#Range: 2 ~ 48
slotsTall = 4
#Determines whether the search bar is automatically focused when a QIO Dashboard is opened.
autoFocusSearchBar = true
#Determines if items in a QIO crafting window should be moved to the player's inventory or the frequency first when replacing the items in the crafting grid using a recipe viewer.
rejectsToInventory = false
#Stores the last position various windows were in when they were closed, and whether they are pinned. In general these values should not be modified manually.
[window]
#The last position the Color window was in when it was closed.
[window.color]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#The last position the Confirmation window was in when it was closed.
[window.confirmation]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#The last position the Crafting window was in when it was closed, and whether it was pinned.
[window.crafting0]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#Determines whether this window is pinned, and should open automatically when the GUI is reopened.
pinned = false
#The last position the Crafting window was in when it was closed, and whether it was pinned.
[window.crafting1]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#Determines whether this window is pinned, and should open automatically when the GUI is reopened.
pinned = false
#The last position the Crafting window was in when it was closed, and whether it was pinned.
[window.crafting2]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#Determines whether this window is pinned, and should open automatically when the GUI is reopened.
pinned = false
#The last position the Mekasuit Helmet window was in when it was closed.
[window.mekasuit_helmet]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#The last position the Rename window was in when it was closed.
[window.rename]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#The last position the Skin Select window was in when it was closed.
[window.skin_select]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#The last position the Side Config window was in when it was closed, and whether it was pinned.
[window.side_config]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#Determines whether this window is pinned, and should open automatically when the GUI is reopened.
pinned = false
#The last position the Transporter Config window was in when it was closed, and whether it was pinned.
[window.transporter_config]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#Determines whether this window is pinned, and should open automatically when the GUI is reopened.
pinned = false
#The last position the Upgrade window was in when it was closed, and whether it was pinned.
[window.upgrade]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#Determines whether this window is pinned, and should open automatically when the GUI is reopened.
pinned = false

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#Displayed energy type in Mekanism GUIs (client) and network reader readings (server).
#Allowed Values: JOULES, FORGE_ENERGY
energyType = "FORGE_ENERGY"
#Displayed temperature unit in Mekanism GUIs (client) and network reader readings (server).
#Allowed Values: KELVIN, CELSIUS, RANKINE, FAHRENHEIT, AMBIENT
temperatureUnit = "KELVIN"
#Display the time it will take for radiation to decay when readings are above safe levels. Set this to false on the client side to disable MekaSuit Geiger and Dosimeter Unit timers. Set this to false on the server side to disable handheld Geiger Counter and Dosimeter timers.
enableDecayTimers = true
#Determines whether machine configuration data is copied when using middle click. If this is set to false no data will be copied and the default instance of the stack will be returned.
copyBlockData = true
#Should holiday greetings and easter eggs play for holidays (ex: Christmas and New Years) on the client. Also controls whether Robit's with the default skin should have their skin randomized on the server.
holidays = true

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#Settings for configuring the Atomic Disassembler
[atomic_disassembler]
#Maximum amount (joules) of energy the Atomic Disassembler can contain.
#Range: 0 ~ 9223372036854775807
maxEnergy = 1000000
#Amount (joules) of energy the Atomic Disassembler can accept per tick.
#Range: 0 ~ 9223372036854775807
chargeRate = 5000
#Base Energy (Joules) usage of the Atomic Disassembler. (Gets multiplied by speed factor)
#Range: 0 ~ 9223372036854775807
energyUsage = 10
#Cost in Joules of using the Atomic Disassembler as a weapon.
#Range: 0 ~ 9223372036854775807
energyUsageWeapon = 2000
#The bonus attack damage of the Atomic Disassembler when it is out of power. (Value is in number of half hearts)
#Range: 0 ~ 1000
minDamage = 4
#The bonus attack damage of the Atomic Disassembler when it has at least energyUsageWeapon power stored. (Value is in number of half hearts)
#Range: 1 ~ 10000
maxDamage = 20
#Attack speed of the Atomic Disassembler.
#Range: -4.0 ~ 100.0
attackSpeed = -2.4
#Enable the 'Slow' mode for the Atomic Disassembler.
slowMode = true
#Enable the 'Fast' mode for the Atomic Disassembler.
fastMode = true
#Enable the 'Vein Mining' mode for the Atomic Disassembler. This mode is limited to vein mining just ores and logs.
veinMining = false
#The max number of blocks the Atomic Disassembler can mine using the 'Vein Mining' mode. Requires veinMining to be enabled.
#Range: 2 ~ 1000000
miningCount = 128
#Settings for configuring the Electric Bow
[electric_bow]
#Maximum amount (joules) of energy the Electric Bow can contain.
#Range: 0 ~ 9223372036854775807
maxEnergy = 120000
#Amount (joules) of energy the Electric Bow can accept per tick.
#Range: 0 ~ 9223372036854775807
chargeRate = 600
#Cost in Joules of using the Electric Bow.
#Range: 0 ~ 9223372036854775807
energyUsage = 120
#Cost in Joules of using the Electric Bow with flame mode active.
#Range: 0 ~ 9223372036854775807
energyUsageFlame = 1200
#Settings for configuring Energy Tablets
[energy_tablet]
#Maximum amount (joules) of energy the Energy Tablet can contain.
#Range: 0 ~ 9223372036854775807
maxEnergy = 1000000
#Amount (joules) of energy the Energy Tablet can accept per tick.
#Range: 0 ~ 9223372036854775807
chargeRate = 5000
#Settings for configuring Gauge Droppers
[gauge_dropper]
#Capacity in mB of gauge droppers.
#Range: > 1
capacity = 16000
#Rate in mB/t at which a gauge dropper can be filled or emptied.
#Range: > 1
transferRate = 250
#Settings for configuring the Flamethrower
[flamethrower]
#Flamethrower tank capacity in mB.
#Range: 1 ~ 9223372036854775807
capacity = 24000
#Rate in mB/t at which a Flamethrower's tank can accept hydrogen.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Determines whether or not the Flamethrower can destroy item entities the flame hits if it fails to smelt them.
destroyItems = true
#Settings for configuring Free Runners
[free_runner]
#Maximum amount (joules) of energy Free Runners can contain.
#Range: 0 ~ 9223372036854775807
maxEnergy = 64000
#Amount (joules) of energy the Free Runners can accept per tick.
#Range: 0 ~ 9223372036854775807
chargeRate = 320
#Energy cost multiplier in Joules for reducing fall damage with free runners. Energy cost is: FallDamage * fallEnergyCost. (1 FallDamage is 1 half heart)
#Range: 0 ~ 9223372036854775807
fallEnergyCost = 50
#Percent of damage taken from falling that can be absorbed by Free Runners when they have enough power.
#Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0
#Settings for configuring Jetpacks
[jetpack]
#Jetpack tank capacity in mB.
#Range: 1 ~ 9223372036854775807
capacity = 24000
#Rate in mB/t at which a Jetpack's tank can accept hydrogen.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Settings for configuring Network Readers
[network_reader]
#Maximum amount (joules) of energy the Network Reader can contain.
#Range: 0 ~ 9223372036854775807
maxEnergy = 60000
#Amount (joules) of energy the Network Reader can accept per tick.
#Range: 0 ~ 9223372036854775807
chargeRate = 300
#Energy usage in joules for each network reading.
#Range: 0 ~ 9223372036854775807
energyUsage = 400
#Settings for configuring the Portable Teleporter
[portable_teleporter]
#Maximum amount (joules) of energy the Portable Teleporter can contain.
#Range: 0 ~ 9223372036854775807
maxEnergy = 1000000
#Amount (joules) of energy the Portable Teleporter can accept per tick.
#Range: 0 ~ 9223372036854775807
chargeRate = 5000
#Delay in ticks before a player is teleported after clicking the Teleport button in the portable teleporter.
#Range: 0 ~ 6000
delay = 0
#Settings for configuring Scuba Tanks
[scuba_tank]
#Scuba Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
capacity = 24000
#Rate in mB/t at which a Scuba Tank can accept oxygen.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Settings for configuring Seismic Readers
[seismic_reader]
#Maximum amount (joules) of energy the Seismic Reader can contain.
#Range: 0 ~ 9223372036854775807
maxEnergy = 12000
#Amount (joules) of energy the Seismic Reader can accept per tick.
#Range: 0 ~ 9223372036854775807
chargeRate = 60
#Energy usage in joules required to use the Seismic Reader.
#Range: 0 ~ 9223372036854775807
energyUsage = 250
#Settings for configuring Canteens
[canteen]
#Maximum amount in mB of Nutritional Paste storable by the Canteen.
#Range: > 1
maxStorage = 64000
#Rate in mB/t at which Nutritional Paste can be transferred into a Canteen.
#Range: > 1
transferRate = 128
#Settings for configuring the Meka-Tool
[mekatool]
#Energy capacity (Joules) of the Meka-Tool without any installed upgrades. Quadratically scaled by upgrades.
#Range: 0 ~ 9223372036854775807
baseEnergyCapacity = 16000000
#Amount (joules) of energy the Meka-Tool can accept per tick. Quadratically scaled by upgrades.
#Range: 0 ~ 9223372036854775807
chargeRate = 100000
#Base bonus damage applied by the Meka-Tool without using any energy.
#Range: 0 ~ 100000
baseDamage = 4
#Attack speed of the Meka-Tool.
#Range: -4.0 ~ 100.0
attackSpeed = -2.4
#Efficiency of the Meka-Tool with energy but without any upgrades.
#Range: 0.1 ~ 100.0
baseEfficiency = 4.0
#Enable the 'Extended Vein Mining' mode for the Meka-Tool. Allows vein mining everything, instead of being limited to just ores and logs.
extendedMining = true
#Maximum distance a player can teleport with the Meka-Tool.
#Range: 3 ~ 1024
maxTeleportReach = 100
#Settings for configuring the Meka-Tool's Energy Usage
[mekatool.energy_usage]
#Base energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
#Range: 0 ~ 9223372036854775807
base = 10
#Silk touch energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
#Range: 0 ~ 9223372036854775807
silk = 100
#Cost in Joules of using the Meka-Tool to deal 4 units of damage.
#Range: 0 ~ 9223372036854775807
weapon = 2000
#Cost in Joules of using the Meka-Tool as a hoe.
#Range: 0 ~ 9223372036854775807
hoe = 10
#Cost in Joules of using the Meka-Tool as a shovel for making paths and dowsing campfires.
#Range: 0 ~ 9223372036854775807
shovel = 10
#Cost in Joules of using the Meka-Tool as an axe for stripping logs, scraping, or removing wax.
#Range: 0 ~ 9223372036854775807
axe = 10
#Cost in Joules of using the Meka-Tool to shear entities.
#Range: 0 ~ 9223372036854775807
shearEntity = 10
#Cost in Joules of using the Meka-Tool to carefully shear and trim blocks.
#Range: 0 ~ 9223372036854775807
shearTrim = 10
#Cost in Joules of using the Meka-Tool to teleport 10 blocks.
#Range: 0 ~ 9223372036854775807
teleport = 1000
#Settings for configuring the MekaSuit
[mekasuit]
#Energy capacity (Joules) of MekaSuit items without any installed upgrades. Quadratically scaled by upgrades.
#Range: 0 ~ 9223372036854775807
baseEnergyCapacity = 16000000
#Amount (joules) of energy the MekaSuit can accept per tick. Quadratically scaled by upgrades.
#Range: 0 ~ 9223372036854775807
chargeRate = 100000
#Charge rate of inventory items in Joules/t when charging the player's inventory with the Charge Distribution Unit.
#Range: 0 ~ 9223372036854775807
inventoryChargeRate = 10000
#Solar recharging rate in Joules/t of the helmet, per upgrade installed.
#Range: 0 ~ 9223372036854775807
solarRechargingRate = 500
#Should the Gravitational Modulation unit give off vibrations that can be detected by Sculk Sensors and Shriekers when in use.
gravitationalVibrations = true
#Maximum amount in mB of Nutritional Paste storable by the nutritional injection unit.
#Range: > 1
nutritionalMaxStorage = 128000
#Rate in mB/t at which Nutritional Paste can be transferred into the nutritional injection unit.
#Range: > 1
nutritionalTransferRate = 256
#Maximum amount in mB of Hydrogen storable per installed jetpack unit.
#Range: 1 ~ 9223372036854775807
jetpackMaxStorage = 24000
#Rate in mB/t at which Hydrogen can be transferred into the jetpack unit.
#Range: 1 ~ 9223372036854775807
jetpackTransferRate = 256
#Settings for configuring the MekaSuit's Energy Usage
[mekasuit.energy_usage]
#Energy usage (Joules) of MekaSuit per unit of damage applied.
#Range: 0 ~ 9223372036854775807
damage = 100000
#Energy cost multiplier in Joules for reducing magic damage via the inhalation purification unit. Energy cost is: MagicDamage * magicReduce. (1 MagicDamage is 1 half heart).
#Range: 0 ~ 9223372036854775807
magicReduce = 1000
#Energy cost multiplier in Joules for reducing fall damage with MekaSuit Boots. Energy cost is: FallDamage * fall. (1 FallDamage is 1 half heart)
#Range: 0 ~ 9223372036854775807
fall = 50
#Energy usage (Joules) of MekaSuit when adding 0.1 to jump motion.
#Range: 0 ~ 9223372036854775807
jump = 1000
#Energy usage (Joules) per second of the MekaSuit when flying with the Elytra Unit.
#Range: 0 ~ 9223372036854775807
elytra = 32000
#Energy usage (Joules) of MekaSuit when lessening a potion effect.
#Range: 0 ~ 9223372036854775807
energyUsagePotionTick = 40000
#Energy usage (Joules) of MekaSuit when adding 0.1 to sprint motion.
#Range: 0 ~ 9223372036854775807
sprintBoost = 100
#Energy usage (Joules) of MekaSuit per tick when flying via Gravitational Modulation.
#Range: 0 ~ 2305843009213693951
gravitationalModulation = 1000
#Energy usage (Joules) of MekaSuit per tick of using vision enhancement.
#Range: 0 ~ 9223372036854775807
visionEnhancement = 500
#Energy usage (Joules) of MekaSuit per tick of using hydrostatic repulsion.
#Range: 0 ~ 9223372036854775807
hydrostaticRepulsion = 500
#Energy usage (Joules) of MekaSuit per half-food of nutritional injection.
#Range: 0 ~ 9223372036854775807
nutritionalInjection = 20000
#Energy usage (Joules) of MekaSuit per tick of attracting a single item.
#Range: 0 ~ 9223372036854775807
itemAttraction = 250
#Settings for configuring damage absorption of the MekaSuit
[mekasuit.damage_absorption]
#Percent of damage taken from falling that can be absorbed by MekaSuit Boots when they have enough power.
#Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0
#Percent of damage taken from magic damage that can be absorbed by MekaSuit Helmet with Purification unit when it has enough power.
#Range: 0.0 ~ 1.0
magicDamageReductionRatio = 1.0
#Percent of damage taken from other non explicitly supported damage types that don't bypass armor when the MekaSuit has enough power and a full suit is equipped. Note: Support for specific damage types can be added by adding an entry for the damage type in the mekanism:mekasuit_absorption data map.
#Range: 0.0 ~ 1.0
unspecifiedDamageReductionRatio = 1.0

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@@ -1,244 +0,0 @@
#Log Mekanism packet names. Debug setting.
logPackets = false
#Controls whether Mekanism allows players to load chunks. If this is disabled, neither the Anchor Upgrade nor the Dimensional Stabilizer will provide any functionality.
allowChunkloading = true
#How many ticks must pass until a block's active state is synced with the client when the block stops being active. This prevents rapid state changes that can cause lag. Note: Mekanism's blocks always sync immediately when they go from inactive to active; this only controls the time it takes to go from active to inactive.
#Range: 0 ~ 1200
blockDeactivationDelay = 60
#If enabled, lasers can break blocks and the flamethrower can start fires.
aestheticWorldDamage = true
#Allow upgrading Universal Cables, Mechanical Pipes, Pressurized Tubes, Logistical Transporters, and Thermodynamic Conductors by right clicking them with the next tier of alloy.
transmitterAlloyUpgrade = true
#Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible).
#Range: > 1
maxUpgradeMultiplier = 10
#Peak processing rate in mB/t for the Solar Neutron Activator. Note: It can go higher than this value in some extreme environments.
#Range: 1 ~ 1024
maxSolarNeutronActivatorRate = 64
#Settings for configuring heaters
[heater]
#Amount of heat produced per fuel tick of a fuel's burn time in the Fuelwood Heater.
#Range: 0.1 ~ 4000000.0
heatPerFuelTick = 400.0
#Number of ticks to burn an item at in a Fuelwood Heater. Use this config option to effectively make Fuelwood Heater's burn faster but produce the same amount of heat per item.
#Range: 1 ~ 1000
fuelwoodTickMultiplier = 1
#How much heat energy is created from one Joule of regular energy in the Resistive Heater.
#Range: 0.0 ~ 1.0
resistiveEfficiency = 0.6
#Settings for configuring Cardboard Boxes
[cardboard_box]
#Enable this to disable unboxing any block that has a fluid that would be vaporized on placement, instead of trying to vaporize it and leave the remainder of the block. For example with this disabled trying to unbox a waterlogged slab in the nether will leave just the slab, but with this enabled the cardboard box won't open.
strictUnboxing = false
#Any modids added to this list will not be able to have any of their blocks, picked up by the cardboard box. For example: ["mekanism"]
modBlacklist = []
#Settings for configuring the fill rates of tanks that are stored on items.
[item_fill_rate]
#Rate in mB/t at which generic fluid storage items can be filled or emptied.
#Range: > 1
fluid = 1024
#Rate in mB/t at which generic chemical storage items can be filled or emptied.
#Range: 1 ~ 9223372036854775807
chemical = 1024
#Settings for configuring Dynamic Tanks
[dynamic_tank]
#Amount of fluid (mB) that each block of the dynamic tank contributes to the volume. Total Fluid Capacity = volume * fluidPerTank
#Range: 1 ~ 368224
fluidPerTank = 350000
#Amount of chemical (mB) that each block of the dynamic tank contributes to the volume. Total Chemical Capacity = volume * chemicalPerTank
#Range: 1 ~ 1581510980256305
chemicalPerTank = 16000000
#Settings for configuring Auto Eject from block entities
[auto_eject]
#Rate in mB/t at which fluid gets auto ejected from block entities.
#Range: > 1
fluid = 1024
#Rate in mB/t at which chemicals gets auto ejected from block entities.
#Range: 1 ~ 9223372036854775807
chemical = 1024
#The percentage of a tank's capacity to leave contents in when set to dumping excess.
#Range: 0.001 ~ 1.0
dumpExcessKeepRatio = 0.85
#Settings for configuring Prefilled Tanks
[prefilled]
#Add filled variants of creative fluid tanks to creative/recipe viewers for all registered fluids.
fluidTanks = true
#Add filled variants of creative chemical tanks to creative/recipe viewers for all registered chemicals. Note: This includes radioactive ones that normally can't be stored in chemical tanks.
chemicalTanks = true
#Settings for configuring Energy Conversions
[energy_conversion]
#Disables Forge Energy (FE/RF) power integration.
blacklistForge = false
#Conversion multiplier from Forge Energy to Joules (FE * feConversionRate = Joules)
#Range: 1.0E-4 ~ 10000.0
feConversionRate = 2.5
#Disables Flux Networks' higher throughput Forge Energy (FE/RF) power integration. Note: Blacklisting Forge Energy also disables this.
blacklistFluxNetworks = false
#Disables Grand Power's higher throughput Forge Energy (FE/RF) power integration. Note: Blacklisting Forge Energy also disables this.
blacklistGrandPower = false
#How much energy is produced per mB of Hydrogen, also affects Electrolytic Separator usage, Ethene burn rate and Gas-Burning Generator energy capacity.
#Range: 1 ~ 92233720368547
hydrogenEnergyDensity = 200
#Maximum Joules per mB of Steam. Also affects Thermoelectric Boiler.
#Range: 0 ~ 9223372036854775807
maxEnergyPerSteam = 10
#Settings for configuring Radiation
[radiation]
#Enable worldwide radiation effects.
enabled = true
#The radius of chunks checked when running radiation calculations. The algorithm is efficient, but don't abuse it by making this crazy high.
#Range: 1 ~ 100
chunkCheckRadius = 5
#Radiation sources are multiplied by this constant roughly once per second to represent their emission decay. At the default rate, it takes roughly 10 hours to remove a 1,000 Sv/h (crazy high) source.
#Range: 0.0 ~ 1.0
sourceDecayRate = 0.9995
#Radiated objects and entities are multiplied by this constant roughly once per second to represent their dosage decay.
#Range: 0.0 ~ 1.0
targetDecayRate = 0.9995
#Defines the minimum severity radiation dosage severity (scale of 0 to 1) for which negative effects can take place. Set to 1 to disable negative effects completely.
#Range: 0.0 ~ 1.0
negativeEffectsMinSeverity = 0.1
#Amount of chemical (mB) that can be stored in a Radioactive Waste Barrel.
#Range: 1 ~ 9223372036854775807
wasteBarrelCapacity = 512000
#Number of ticks required for radioactive chemical stored in a Radioactive Waste Barrel to decay radioactiveWasteBarrelDecayAmount mB.
#Range: > 1
wasteBarrelProcessTicks = 20
#Number of mB of chemical that decay every radioactiveWasteBarrelProcessTicks ticks when stored in a Radioactive Waste Barrel. Set to zero to disable decay all together. (Chemicals in the mekanism:waste_barrel_decay_blacklist tag will not decay).
#Range: 0 ~ 9223372036854775807
wasteBarrelDecayAmount = 1
#Settings for configuring the Digital Miner
[digital_miner]
#Energy multiplier for using silk touch mode with the Digital Miner.
#Range: > 1
silkMultiplier = 12
#Maximum radius in blocks that the Digital Miner can reach. Increasing this may have negative effects on stability and memory usage. We strongly recommend you leave this at the default value.
#Range: > 1
maxRadius = 32
#Number of ticks required to mine a single block with a Digital Miner (without any upgrades).
#Range: > 1
ticksPerMine = 80
#Allows dragging items from recipe viewers into the target slot of Digital Miner filters. This allows selecting specific blocks without having to acquire an instance of the block first.
easyMinerFilters = false
#Settings for configuring Lasers
[laser]
#How far in blocks a laser can travel.
#Range: 1 ~ 1024
range = 64
#Energy needed to destroy or attract blocks with a Laser (per block hardness level).
#Range: 0 ~ 9223372036854775807
energyPerHardness = 100000
#Energy used per half heart of damage being transferred to entities.
#Range: 1 ~ 9223372036854775807
energyPerDamage = 2500
#Settings for configuring the Oredictionificator
[oredictionificator]
#The list of valid tag prefixes for the Oredictionificator. Note: It is highly recommended to only include well known/defined tag prefixes otherwise it is very easy to potentially add accidental conversions for things that are not actually equivalent.
validItemFilters = ["c:dusts/", "c:ingots/", "c:nuggets/", "c:ores/", "c:raw_materials/", "c:storage_blocks/"]
#Settings for configuring Electric Pumps and Fluidic Plenishers
[pump]
#Maximum block distance to pull fluid from for the Electric Pump.
#Range: 1 ~ 512
range = 80
#If enabled and the waterSourceConversion game rule is enabled makes Water blocks be removed from the world on pump. Similarly behavior for the lavaSourceConversion game rule and Lava
pumpInfiniteFluidSources = false
#Amount of Heavy Water in mB that is extracted per block of Water by the Electric Pump with a Filter Upgrade.
#Range: 1 ~ 1000
heavyWaterAmount = 10
#The number of blocks Fluidic Plenisher attempts to place fluid in before stopping.
#Range: 1 ~ 1000000
maxPlenisherNodes = 4000
#Settings for configuring Quantum Entangloporters
[quantum_entangloporter]
#Maximum energy buffer (Joules) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is the ultimate energy cube's capacity.
#Range: 1 ~ 9223372036854775807
energyBuffer = 256000000
#Maximum fluid buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is the ultimate fluid tank's capacity.
#Range: > 1
fluidBuffer = 256000
#Maximum chemical buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is the ultimate chemical tank's capacity.
#Range: 1 ~ 9223372036854775807
chemicalBuffer = 8192000
#Settings for configuring Mekanism's security system
[security]
#Enable the security system. This allows players to prevent other players from accessing their machines. Does NOT affect Frequencies.
allowProtection = true
#If this is enabled then players with the 'mekanism.bypass_security' permission (default for ops) can bypass block and item security restrictions.
opsBypassRestrictions = false
#Settings for configuring Nutritional Paste
[nutritional_paste]
#Saturation level of Nutritional Paste when eaten.
#Range: 0.0 ~ 100.0
saturation = 0.8
#How much mB of Nutritional Paste equates to one 'half-food'.
#Range: > 1
mbPerFood = 50
#Settings for configuring Boilers
[boiler]
#Amount of fluid (mB) that each block of the boiler's water portion contributes to the volume. Max = volume * waterPerTank
#Range: 1 ~ 368224
waterPerTank = 16000
#Amount of steam (mB) that each block of the boiler's steam portion contributes to the volume. Max = volume * steamPerTank
#Range: 10 ~ 1581510980256305
steamPerTank = 160000
#Amount of steam (mB) that each block of the boiler's heated coolant portion contributes to the volume. Max = volume * heatedCoolantPerTank
#Range: 1 ~ 1581510980256305
heatedCoolantPerTank = 256000
#Amount of steam (mB) that each block of the boiler's cooled coolant portion contributes to the volume. Max = volume * cooledCoolantPerTank
#Range: 1 ~ 1581510980256305
cooledCoolantPerTank = 256000
#How much Boiler heat is immediately usable to convert water to steam.
#Range: 0.01 ~ 1.0
waterConductivity = 0.7
#Amount of heat each Boiler heating element produces.
#Range: 0.1 ~ 1.024E9
superheatingHeatTransfer = 1.6E7
#Settings for configuring Thermal Evaporation Plants
[thermal_evaporation]
#Thermal Evaporation Plant heat loss per tick.
#Range: 0.001 ~ 1000.0
heatDissipation = 0.02
#Heat to absorb per Solar Panel array installed on a Thermal Evaporation Plant.
#Range: 0.001 ~ 1000000.0
solarMultiplier = 0.2
#Ratio of temperature to output amount produced.
#Range: 0.001 ~ 1000000.0
tempMultiplier = 0.4
#Heat capacity of Thermal Evaporation Plant layers. This increases the amount of energy needed to increase temperature.
#Range: 1.0 ~ 1000000.0
heatCapacity = 100.0
#Amount of fluid (mB) that each block of the evaporation plant contributes to the input tank capacity. Max = volume * fluidPerTank
#Range: 1 ~ 29826161
fluidPerTank = 64000
#Amount of output fluid (mB) that the evaporation plant can store.
#Range: > 1
outputTankCapacity = 10000
#Settings for configuring the Supercritical Phase Shifter
[sps]
#How much polonium in mB must be processed to make 1 mB of antimatter. The input tank capacity is 2x this value.
#Range: > 1
inputPerAntimatter = 1000
#Amount of antimatter in mB that the SPS can store.
#Range: 1 ~ 9223372036854775807
outputTankCapacity = 1000
#Energy needed to process 1 mB of input (inputPerAntimatter * energyPerInput = energy to produce 1 mB of antimatter).
#Range: 0 ~ 9223372036854775807
energyPerInput = 1000000

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@@ -1,15 +0,0 @@
#Base energy storage in Joules of: Heat Generator
#Range: 1 ~ 9223372036854775807
heatGenerator = 160000
#Base energy storage in Joules of: Bio-Generator
#Range: 1 ~ 9223372036854775807
bioGenerator = 160000
#Base energy storage in Joules of: Solar Generator
#Range: 1 ~ 9223372036854775807
solarGenerator = 96000
#Base energy storage in Joules of: Advanced Solar Generator
#Range: 1 ~ 9223372036854775807
advancedSolarGenerator = 200000
#Base energy storage in Joules of: Wind Generator
#Range: 1 ~ 9223372036854775807
windGenerator = 200000

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@@ -1,11 +0,0 @@
#Settings for configuring the MekaSuit
[mekasuit]
#Geothermal charging rate in Joules per tick, per degree above ambient, per upgrade installed. This value scales down based on how much of the MekaSuit Pants is submerged. Fire is treated as having a temperature of ~200K above ambient, lava has a temperature of 1,000K above ambient.
#Range: 0 ~ 1152921504606846975
geothermalChargingRate = 10
#Settings for configuring damage absorption of the MekaSuit
[mekasuit.damage_absorption]
#Percent of heat damage negated by MekaSuit Pants with maximum geothermal generator units installed. This number scales down linearly based on how many units are actually installed.
#Range: 0.0 ~ 1.0
heatDamageReductionRatio = 0.8

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#Settings for configuring Hohlraum
[hohlraum]
#Hohlraum capacity in mB.
#Range: 1 ~ 9223372036854775807
capacity = 10
#Rate in mB/t at which Hohlraum can accept D-T Fuel.
#Range: 1 ~ 9223372036854775807
fillRate = 1
#Settings for configuring Solar Generators
[solar_generator]
#Peak energy generation in Joules/t for the Solar Generator. Note: It can go higher than this value in some extreme environments.
#Range: 0 ~ 9223372036854775807
solarGeneration = 50
#Peak energy generation in Joules/t for the Advanced Solar Generator. Note: It can go higher than this value in some extreme environments.
#Range: 0 ~ 9223372036854775807
advancedSolarGeneration = 300
#Settings for configuring Bio Generators
[bio_generator]
#Energy produced by the Bio Generator in Joules/t.
#Range: 0 ~ 9223372036854775807
bioGeneration = 350
#The capacity in mB of the fluid tank in the Bio Generator.
#Range: > 1
tankCapacity = 24000
#Settings for configuring Heat Generators
[heat_generator]
#Amount of energy in Joules the Heat Generator produces per tick. heatGeneration + heatGenerationLava * lavaSides + heatGenerationNether. Note: lavaSides is how many sides are adjacent to lava, this includes the block itself if it is lava logged allowing for a max of 7 "sides".
#Range: 0 ~ 9223372036854775807
heatGeneration = 200
#Multiplier of effectiveness of Lava that is adjacent to the Heat Generator.
#Range: 0 ~ 1317624576693539401
heatGenerationLava = 30
#Add this amount of Joules to the energy produced by a heat generator if it is in an 'ultrawarm' dimension, in vanilla this is just the Nether.
#Range: 0 ~ 9223372036854775807
heatGenerationNether = 100
#The capacity in mB of the fluid tank in the Heat Generator.
#Range: > 1
tankCapacity = 24000
#The amount of lava in mB that gets consumed to transfer heatGeneration Joules to the Heat Generator.
heatGenerationFluidRate = 10
#Settings for configuring Gas-Burning Generators
[gas_generator]
#The capacity in mB of the chemical tank in the Gas-Burning Generator.
#Range: 1 ~ 9223372036854775807
tankCapacity = 18000
#The number of ticks each mB of Ethene burns for in the Gas-Burning Generator.
#Range: > 1
etheneBurnTicks = 40
#Multiplier for calculating the energy density of Ethene (1 mB Hydrogen + 2 * bioGeneration * densityMultiplier).
#Range: 1.0 ~ 2.147483647E9
etheneDensityMultiplier = 40.0
#Settings for configuring Wind Generators
[wind_generator]
#Minimum energy generation in Joules/t that the Wind Generator can produce.
#Range: 0 ~ 9223372036854775807
generationMin = 60
#Maximum energy generation in Joules/t that the Wind Generator can produce.
#Range: 0 ~ 9223372036854775807
generationMax = 480
#The minimum Y value that affects the Wind Generators Power generation. This value gets clamped at the world's minimum height.
#Range: -2032 ~ 2030
minY = 24
#The maximum Y value that affects the Wind Generators Power generation. This value gets clamped at the world's logical height. For example for worlds like the nether that are 256 blocks tall, but have a ceiling at 128 blocks, this would be clamped at 128.
maxY = 2031
#Settings for configuring Industrial Turbines
[turbine]
#The number of Turbine Blades supported by each Electromagnetic Coil.
#Range: 1 ~ 12
bladesPerCoil = 4
#The rate in mB/t at which steam is vented into the turbine.
#Range: 0.1 ~ 1024000.0
ventChemicalFlow = 32000.0
#The rate in mB/t at which steam is dispersed into the turbine.
#Range: 0.1 ~ 1024000.0
disperserChemicalFlow = 1280.0
#The rate in mB/t at which steam is condensed into water in the turbine.
#Range: 1 ~ 2000000
condenserRate = 64000
#Amount of energy in Joules that each block of the turbine contributes to the total energy capacity. Max = volume * energyCapacityPerVolume
#Range: 1 ~ 1000000000000
energyCapacityPerVolume = 16000000
#Amount of chemical (mB) that each block of the turbine's steam cavity contributes to the volume. Max = volume * chemicalPerTank
#Range: 1 ~ 1773043451913643
chemicalPerTank = 64000
#Settings for configuring Fission Reactors
[fission_reactor]
#Amount of energy created (in heat) from each whole mB of fission fuel.
#Range: 0 ~ 9223372036854775807
energyPerFissionFuel = 1000000
#The heat capacity added to a Fission Reactor by a single casing block. Increase to require more energy to raise the reactor temperature.
#Range: 1.0 ~ 1000000.0
casingHeatCapacity = 1000.0
#The average surface area of a Fission Reactor's fuel assemblies to reach 100% boil efficiency. Higher values make it harder to cool the reactor.
#Range: 1.0 ~ 1.7976931348623157E308
surfaceAreaTarget = 4.0
#The default burn rate of the fission reactor.
#Range: 0.001 ~ 1.0
defaultBurnRate = 0.1
#The burn rate increase each fuel assembly provides. Max Burn Rate = fuelAssemblies * burnPerAssembly
#Range: 1 ~ 1000000
burnPerAssembly = 1
#Amount of fuel (mB) that each assembly contributes to the fuel and waste capacity. Max = fuelAssemblies * maxFuelPerAssembly
#Range: 1 ~ 2251799813685247
maxFuelPerAssembly = 8000
#Amount of cooled coolant (mB) that each block of the fission reactor contributes to the volume. Max = volume * cooledCoolantPerTank
#Range: 1 ~ 368224
cooledCoolantPerTank = 100000
#Amount of heated coolant (mB) that each block of the fission reactor contributes to the volume. Max = volume * heatedCoolantPerTank
#Range: 1000 ~ 1581510980256305
heatedCoolantPerTank = 1000000
#The percentage of waste in a fission reactor's output waste tank that is necessary to trigger the excess waste.
#Range: 0.001 ~ 1.0
excessWaste = 0.9
#Settings for configuring Fission Reactor Meltdowns.
[fission_reactor.meltdowns]
#Whether catastrophic meltdowns can occur from Fission Reactors. If this is disabled, instead of melting down the reactor will force turn itself off and not be able to be turned back on until the damage level has returned to safe levels.
enabled = true
#The radius of the explosion that occurs from a meltdown.
#Range: 1.0 ~ 500.0
radius = 8.0
#The chance of a catastrophic meltdown occurring once the reactor's damage passes 100%. This will linearly scale as damage continues increasing passed 100%.
#Range: 0.0 ~ 1.0
chance = 0.001
#How much radioactivity of fuel/waste contents are multiplied during a meltdown.
#Range: 0.1 ~ 1000000.0
radiationMultiplier = 50.0
#Percent damage that a reactor will start at after being reconstructed after a meltdown.
#Range: 0.0 ~ 100.0
postMeltdownDamage = 75.0
#Settings for configuring Fusion Reactors
[fusion_reactor]
#Affects the Injection Rate, Max Temp, and Ignition Temp.
#Range: 0 ~ 9223372036854775807
fuelEnergy = 10000000
#The fraction of the heat dissipated from the case that is converted to Joules.
#Range: 0.0 ~ 1.0
thermocoupleEfficiency = 0.05
#The fraction of heat from the casing that can be transferred to all sources that are not water. Will impact max heat, heat transfer to thermodynamic conductors, and power generation.
#Range: 0.001 ~ 1.0
casingThermalConductivity = 0.1
#The fraction of the heat from the casing that is dissipated to water when water cooling is in use. Will impact max heat, and steam generation.
#Range: 0.0 ~ 1.0
waterHeatingRatio = 0.3
#Amount of fuel (mB) that the fusion reactor can store.
#Range: 2 ~ 1000000
fuelCapacity = 1000
#Amount of energy (Joules) the fusion reactor can store.
#Range: 1 ~ 9223372036854775807
energyCapacity = 1000000000
#Amount of water (mB) per injection rate that the fusion reactor can store. Max = injectionRate * waterPerInjection
#Range: 1 ~ 21913098
waterPerInjection = 1000000
#Amount of steam (mB) per injection rate that the fusion reactor can store. Max = injectionRate * steamPerInjection
#Range: 1 ~ 94116041192395671
steamPerInjection = 100000000

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@@ -1,108 +0,0 @@
#Base energy storage in Joules of: Enrichment Chamber
#Range: 1 ~ 9223372036854775807
enrichmentChamber = 20000
#Base energy storage in Joules of: Osmium Compressor
#Range: 1 ~ 9223372036854775807
osmiumCompressor = 80000
#Base energy storage in Joules of: Combiner
#Range: 1 ~ 9223372036854775807
combiner = 40000
#Base energy storage in Joules of: Crusher
#Range: 1 ~ 9223372036854775807
crusher = 20000
#Base energy storage in Joules of: Metallurgic Infuser
#Range: 1 ~ 9223372036854775807
metallurgicInfuser = 20000
#Base energy storage in Joules of: Purification Chamber
#Range: 1 ~ 9223372036854775807
purificationChamber = 80000
#Base energy storage in Joules of: Energized Smelter
#Range: 1 ~ 9223372036854775807
energizedSmelter = 20000
#Base energy storage in Joules of: Digital Miner
#Range: 1 ~ 9223372036854775807
digitalMiner = 50000
#Base energy storage in Joules of: Electric Pump
#Range: 1 ~ 9223372036854775807
electricPump = 40000
#Base energy storage in Joules of: Chargepad
#Range: 1 ~ 9223372036854775807
chargepad = 2048000
#Base energy storage in Joules of: Rotary Condensentrator
#Range: 1 ~ 9223372036854775807
rotaryCondensentrator = 20000
#Base energy storage in Joules of: Chemical Oxidizer
#Range: 1 ~ 9223372036854775807
chemicalOxidizer = 80000
#Base energy storage in Joules of: Chemical Infuser
#Range: 1 ~ 9223372036854775807
chemicalInfuser = 80000
#Base energy storage in Joules of: Chemical Injection Chamber
#Range: 1 ~ 9223372036854775807
chemicalInjectionChamber = 160000
#Base energy storage in Joules of: Electrolytic Separator
#Range: 1 ~ 9223372036854775807
electrolyticSeparator = 160000
#Base energy storage in Joules of: Precision Sawmill
#Range: 1 ~ 9223372036854775807
precisionSawmill = 20000
#Base energy storage in Joules of: Chemical Dissolution Chamber
#Range: 1 ~ 9223372036854775807
chemicalDissolutionChamber = 160000
#Base energy storage in Joules of: Chemical Washer
#Range: 1 ~ 9223372036854775807
chemicalWasher = 80000
#Base energy storage in Joules of: Chemical Crystallizer
#Range: 1 ~ 9223372036854775807
chemicalCrystallizer = 160000
#Base energy storage in Joules of: Seismic Vibrator
#Range: 1 ~ 9223372036854775807
seismicVibrator = 20000
#Base energy storage in Joules of: Pressurized Reaction Chamber
#Range: 1 ~ 9223372036854775807
pressurizedReactionBase = 2000
#Base energy storage in Joules of: Fluidic Plenisher
#Range: 1 ~ 9223372036854775807
fluidicPlenisher = 40000
#Base energy storage in Joules of: Laser
#Range: 1 ~ 9223372036854775807
laser = 2000000
#Base energy storage in Joules of: Laser Amplifier
#Range: 1 ~ 9223372036854775807
laserAmplifier = 5000000000
#Base energy storage in Joules of: Laser Tractor Beam
#Range: 1 ~ 9223372036854775807
laserTractorBeam = 5000000000
#Base energy storage in Joules of: Formulaic Assemblicator
#Range: 1 ~ 9223372036854775807
formulaicAssemblicator = 40000
#Base energy storage in Joules of: Teleporter
#Range: 1 ~ 9223372036854775807
teleporter = 5000000
#Base energy storage in Joules of: Modification Station
#Range: 1 ~ 9223372036854775807
modificationStation = 40000
#Base energy storage in Joules of: Isotopic Centrifuge
#Range: 1 ~ 9223372036854775807
isotopicCentrifuge = 80000
#Base energy storage in Joules of: Nutritional Liquifier
#Range: 1 ~ 9223372036854775807
nutritionalLiquifier = 40000
#Base energy storage in Joules of: Nucleosynthesizer. Also defines max process rate.
#Range: 1 ~ 9223372036854775807
antiprotonicNucleosynthesizer = 1000000000
#Base energy storage in Joules of: Pigment Extractor
#Range: 1 ~ 9223372036854775807
pigmentExtractor = 40000
#Base energy storage in Joules of: Pigment Mixer
#Range: 1 ~ 9223372036854775807
pigmentMixer = 80000
#Base energy storage in Joules of: Painting Machine
#Range: 1 ~ 9223372036854775807
paintingMachine = 40000
#Base energy storage in Joules of: SPS Port. Also defines max output rate.
#Range: 1 ~ 9223372036854775807
spsPort = 1000000000
#Base energy storage in Joules of: Dimensional Stabilizer
#Range: 1 ~ 9223372036854775807
dimensionalStabilizer = 40000

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@@ -1,105 +0,0 @@
#Energy per operation in Joules of: Enrichment Chamber
#Range: 0 ~ 9223372036854775807
enrichmentChamber = 50
#Energy per operation in Joules of: Osmium Compressor
#Range: 0 ~ 9223372036854775807
osmiumCompressor = 100
#Energy per operation in Joules of: Combiner
#Range: 0 ~ 9223372036854775807
combiner = 50
#Energy per operation in Joules of: Crusher
#Range: 0 ~ 9223372036854775807
crusher = 50
#Energy per operation in Joules of: Metallurgic Infuser
#Range: 0 ~ 9223372036854775807
metallurgicInfuser = 50
#Energy per operation in Joules of: Purification Chamber
#Range: 0 ~ 9223372036854775807
purificationChamber = 200
#Energy per operation in Joules of: Energized Smelter
#Range: 0 ~ 9223372036854775807
energizedSmelter = 50
#Energy per operation in Joules of: Digital Miner
#Range: 0 ~ 9223372036854775807
digitalMiner = 1000
#Energy per operation in Joules of: Electric Pump
#Range: 0 ~ 9223372036854775807
electricPump = 100
#Energy in Joules that can be transferred at once per charge operation.
#Range: 0 ~ 9223372036854775807
chargepad = 1024000
#Energy per operation in Joules of: Rotary Condensentrator
#Range: 0 ~ 9223372036854775807
rotaryCondensentrator = 50
#Energy per operation in Joules of: Chemical Oxidizer
#Range: 0 ~ 9223372036854775807
chemicalOxidizer = 200
#Energy per operation in Joules of: Chemical Infuser
#Range: 0 ~ 9223372036854775807
chemicalInfuser = 200
#Energy per operation in Joules of: Chemical Injection Chamber
#Range: 0 ~ 9223372036854775807
chemicalInjectionChamber = 400
#Energy per operation in Joules of: Precision Sawmill
#Range: 0 ~ 9223372036854775807
precisionSawmill = 50
#Energy per operation in Joules of: Chemical Dissolution Chamber
#Range: 0 ~ 9223372036854775807
chemicalDissolutionChamber = 400
#Energy per operation in Joules of: Chemical Washer
#Range: 0 ~ 9223372036854775807
chemicalWasher = 200
#Energy per operation in Joules of: Chemical Crystallizer
#Range: 0 ~ 9223372036854775807
chemicalCrystallizer = 400
#Energy per operation in Joules of: Seismic Vibrator
#Range: 0 ~ 9223372036854775807
seismicVibrator = 50
#Energy per operation in Joules of: Pressurized Reaction Chamber
#Range: 0 ~ 9223372036854775807
pressurizedReactionBase = 5
#Energy per operation in Joules of: Fluidic Plenisher
#Range: 0 ~ 9223372036854775807
fluidicPlenisher = 100
#Energy per operation in Joules of: Laser
#Range: 0 ~ 9223372036854775807
laser = 10000
#Energy per operation in Joules of: Formulaic Assemblicator
#Range: 0 ~ 9223372036854775807
formulaicAssemblicator = 100
#Energy per operation in Joules of: Modification Station
#Range: 0 ~ 9223372036854775807
modificationStation = 400
#Energy per operation in Joules of: Isotopic Centrifuge
#Range: 0 ~ 9223372036854775807
isotopicCentrifuge = 200
#Energy per operation in Joules of: Nutritional Liquifier
#Range: 0 ~ 9223372036854775807
nutritionalLiquifier = 200
#Energy per operation in Joules of: Nucleosynthesizer
#Range: 0 ~ 9223372036854775807
antiprotonicNucleosynthesizer = 100000
#Energy per operation in Joules of: Pigment Extractor
#Range: 0 ~ 9223372036854775807
pigmentExtractor = 200
#Energy per operation in Joules of: Pigment Mixer
#Range: 0 ~ 9223372036854775807
pigmentMixer = 200
#Energy per operation in Joules of: Painting Machine
#Range: 0 ~ 9223372036854775807
paintingMachine = 100
#Energy per chunk per tick in Joules.
#Range: 0 ~ 9223372036854775807
dimensionalStabilizer = 5000
#Settings for configuring Teleporter Energy Usage
[teleporter]
#Base cost in Joules for teleporting an entity.
#Range: 0 ~ 9223372036854775807
base = 1000
#Joules per unit of distance travelled during teleportation - sqrt(xDiff^2 + yDiff^2 + zDiff^2).
#Range: 0 ~ 9223372036854775807
distance = 10
#Flat additional cost for interdimensional teleportation. Distance is still taken into account minimizing energy cost based on dimension scales.
#Range: 0 ~ 9223372036854775807
dimensionPenalty = 10000

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@@ -1,47 +0,0 @@
#Settings for configuring Mekanism's gear settings. This config is not synced automatically between client and server. It is highly recommended to ensure you are using the same values for this config on the server and client.
[gear]
#Settings for configuring Armored Free Runners
[gear.armored_free_runner]
#Armor value of the Armored Free Runners
#Range: > 0
armor = 3
#Toughness value of the Armored Free Runners.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 2.0
#Knockback resistance value of the Armored Free Runners.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.0
#Settings for configuring Armored Jetpacks
[gear.armored_jetpack]
#Armor value of the Armored Jetpacks
#Range: > 0
armor = 8
#Toughness value of the Armored Jetpacks.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 2.0
#Knockback resistance value of the Armored Jetpacks.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.0
#Settings for configuring the MekaSuit
[gear.mekasuit]
#Armor value of MekaSuit Helmets.
#Range: > 0
helmetArmor = 3
#Armor value of MekaSuit BodyArmor.
#Range: > 0
bodyArmorArmor = 8
#Armor value of MekaSuit Pants.
#Range: > 0
pantsArmor = 6
#Armor value of MekaSuit Boots.
#Range: > 0
bootsArmor = 3
#Toughness value of the MekaSuit.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 3.0
#Knockback resistance value of the MekaSuit.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.10000000149011612

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@@ -1,281 +0,0 @@
#Settings for configuring Energy Cubes
[energy_cubes]
#Maximum number of Joules Basic energy cubes can store.
#Range: 1 ~ 9223372036854775807
basicCapacity = 4000000
#Output rate in Joules of Basic energy cubes.
#Range: 1 ~ 9223372036854775807
basicOutput = 4000
#Maximum number of Joules Advanced energy cubes can store.
#Range: 1 ~ 9223372036854775807
advancedCapacity = 16000000
#Output rate in Joules of Advanced energy cubes.
#Range: 1 ~ 9223372036854775807
advancedOutput = 16000
#Maximum number of Joules Elite energy cubes can store.
#Range: 1 ~ 9223372036854775807
eliteCapacity = 64000000
#Output rate in Joules of Elite energy cubes.
#Range: 1 ~ 9223372036854775807
eliteOutput = 64000
#Maximum number of Joules Ultimate energy cubes can store.
#Range: 1 ~ 9223372036854775807
ultimateCapacity = 256000000
#Output rate in Joules of Ultimate energy cubes.
#Range: 1 ~ 9223372036854775807
ultimateOutput = 256000
#Maximum number of Joules Creative energy cubes can store.
#Range: 1 ~ 9223372036854775807
creativeCapacity = 9223372036854775807
#Output rate in Joules of Creative energy cubes.
#Range: 1 ~ 9223372036854775807
creativeOutput = 9223372036854775807
#Settings for configuring Fluid Tanks
[fluid_tanks]
#Storage size of Basic fluid tanks in mB.
#Range: > 1
basicCapacity = 32000
#Output rate of Basic fluid tanks in mB.
#Range: > 1
basicOutput = 1000
#Storage size of Advanced fluid tanks in mB.
#Range: > 1
advancedCapacity = 64000
#Output rate of Advanced fluid tanks in mB.
#Range: > 1
advancedOutput = 4000
#Storage size of Elite fluid tanks in mB.
#Range: > 1
eliteCapacity = 128000
#Output rate of Elite fluid tanks in mB.
#Range: > 1
eliteOutput = 16000
#Storage size of Ultimate fluid tanks in mB.
#Range: > 1
ultimateCapacity = 256000
#Output rate of Ultimate fluid tanks in mB.
#Range: > 1
ultimateOutput = 64000
#Storage size of Creative fluid tanks in mB.
#Range: > 1
creativeCapacity = 2147483647
#Output rate of Creative fluid tanks in mB.
#Range: > 1
creativeOutput = 1073741823
#Settings for configuring Chemical Tanks
[chemical_tanks]
#Storage size of Basic chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicCapacity = 64000
#Output rate of Basic chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicOutput = 1000
#Storage size of Advanced chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedCapacity = 256000
#Output rate of Advanced chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedOutput = 16000
#Storage size of Elite chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteCapacity = 1024000
#Output rate of Elite chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteOutput = 128000
#Storage size of Ultimate chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateCapacity = 8192000
#Output rate of Ultimate chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateOutput = 512000
#Storage size of Creative chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
creativeCapacity = 9223372036854775807
#Output rate of Creative chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
creativeOutput = 4611686018427387903
#Settings for configuring Bins
[bins]
#The number of items Basic bins can store.
#Range: > 1
basicCapacity = 4096
#The number of items Advanced bins can store.
#Range: > 1
advancedCapacity = 8192
#The number of items Elite bins can store.
#Range: > 1
eliteCapacity = 32768
#The number of items Ultimate bins can store.
#Range: > 1
ultimateCapacity = 262144
#The number of items Creative bins can store.
#Range: > 1
creativeCapacity = 2147483647
#Settings for configuring Induction Cells and Providers
[induction]
#Maximum number of Joules Basic induction cells can store.
#Range: 1 ~ 9223372036854775807
basicCapacity = 8000000000
#Maximum number of Joules Advanced induction cells can store.
#Range: 1 ~ 9223372036854775807
advancedCapacity = 64000000000
#Maximum number of Joules Elite induction cells can store.
#Range: 1 ~ 9223372036854775807
eliteCapacity = 512000000000
#Maximum number of Joules Ultimate induction cells can store.
#Range: 1 ~ 9223372036854775807
ultimateCapacity = 4000000000000
#Maximum number of Joules Basic induction providers can output or accept.
#Range: 1 ~ 9223372036854775807
basicOutput = 256000
#Maximum number of Joules Advanced induction providers can output or accept.
#Range: 1 ~ 9223372036854775807
advancedOutput = 2048000
#Maximum number of Joules Elite induction providers can output or accept.
#Range: 1 ~ 9223372036854775807
eliteOutput = 16384000
#Maximum number of Joules Ultimate induction providers can output or accept.
#Range: 1 ~ 9223372036854775807
ultimateOutput = 131072000
#Settings for configuring Transmitters
[transmitters]
#Settings for configuring Universal Cables
[transmitters.energy]
#Internal buffer in Joules of each Basic universal cable.
#Range: 1 ~ 9223372036854775807
basicCapacity = 8000
#Internal buffer in Joules of each Advanced universal cable.
#Range: 1 ~ 9223372036854775807
advancedCapacity = 128000
#Internal buffer in Joules of each Elite universal cable.
#Range: 1 ~ 9223372036854775807
eliteCapacity = 1024000
#Internal buffer in Joules of each Ultimate universal cable.
#Range: 1 ~ 9223372036854775807
ultimateCapacity = 8192000
#Settings for configuring Mechanical Pipes
[transmitters.fluid]
#Capacity of Basic mechanical pipes in mB.
#Range: > 1
basicCapacity = 2000
#Pump rate of Basic mechanical pipes in mB/t.
#Range: > 1
basicPullAmount = 250
#Capacity of Advanced mechanical pipes in mB.
#Range: > 1
advancedCapacity = 8000
#Pump rate of Advanced mechanical pipes in mB/t.
#Range: > 1
advancedPullAmount = 1000
#Capacity of Elite mechanical pipes in mB.
#Range: > 1
eliteCapacity = 32000
#Pump rate of Elite mechanical pipes in mB/t.
#Range: > 1
elitePullAmount = 8000
#Capacity of Ultimate mechanical pipes in mB.
#Range: > 1
ultimateCapacity = 128000
#Pump rate of Ultimate mechanical pipes in mB/t.
#Range: > 1
ultimatePullAmount = 32000
#Settings for configuring Pressurized Tubes
[transmitters.chemical]
#Capacity of Basic pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
basicCapacity = 4000
#Pump rate of Basic pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
basicPullAmount = 750
#Capacity of Advanced pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
advancedCapacity = 16000
#Pump rate of Advanced pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
advancedPullAmount = 2000
#Capacity of Elite pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
eliteCapacity = 256000
#Pump rate of Elite pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
elitePullAmount = 64000
#Capacity of Ultimate pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
ultimateCapacity = 1024000
#Pump rate of Ultimate pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
ultimatePullAmount = 256000
#Settings for configuring Logistical Transporters
[transmitters.items]
#Item throughput rate of Basic logistical transporters in items/half second. This value assumes a target tick rate of 20 ticks per second.
#Range: > 1
basicPullAmount = 1
#Five times the travel speed in m/s of Basic logistical transporter. This value assumes a target tick rate of 20 ticks per second.
#Range: > 1
basicSpeed = 5
#Item throughput rate of Advanced logistical transporters in items/half second. This value assumes a target tick rate of 20 ticks per second.
#Range: > 1
advancedPullAmount = 16
#Five times the travel speed in m/s of Advanced logistical transporter. This value assumes a target tick rate of 20 ticks per second.
#Range: > 1
advancedSpeed = 10
#Item throughput rate of Elite logistical transporters in items/half second. This value assumes a target tick rate of 20 ticks per second.
#Range: > 1
elitePullAmount = 32
#Five times the travel speed in m/s of Elite logistical transporter. This value assumes a target tick rate of 20 ticks per second.
#Range: > 1
eliteSpeed = 20
#Item throughput rate of Ultimate logistical transporters in items/half second. This value assumes a target tick rate of 20 ticks per second.
#Range: > 1
ultimatePullAmount = 64
#Five times the travel speed in m/s of Ultimate logistical transporter. This value assumes a target tick rate of 20 ticks per second.
#Range: > 1
ultimateSpeed = 50
#Settings for configuring Thermodynamic Conductors
[transmitters.heat]
#Conduction value of Basic thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
basicInverseConduction = 5.0
#Heat capacity of Basic thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
basicHeatCapacity = 1.0
#Insulation value of Basic thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
basicInsulation = 10.0
#Conduction value of Advanced thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
advancedInverseConduction = 5.0
#Heat capacity of Advanced thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
advancedHeatCapacity = 1.0
#Insulation value of Advanced thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
advancedInsulation = 400.0
#Conduction value of Elite thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
eliteInverseConduction = 5.0
#Heat capacity of Elite thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
eliteHeatCapacity = 1.0
#Insulation value of Elite thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
eliteInsulation = 8000.0
#Conduction value of Ultimate thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
ultimateInverseConduction = 5.0
#Heat capacity of Ultimate thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
ultimateHeatCapacity = 1.0
#Insulation value of Ultimate thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
ultimateInsulation = 100000.0

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@@ -1,2 +0,0 @@
#Enable durability tooltips for gear provided by Mekanism: Tools.
displayDurabilityTooltips = true

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@@ -1,566 +0,0 @@
#Settings for configuring Mekanism: Tools' material settings. This config is not synced automatically between client and server. It is highly recommended to ensure you are using the same values for this config on the server and client.
[materials]
#Vanilla Material Paxel Settings for Wood.
[materials.wood]
#Attack damage modifier of Wood paxels.
woodPaxelDamage = 7.0
#Attack speed of Wood paxels.
woodPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Wood paxels.
woodPaxelEfficiency = 2.0
#Natural enchantability factor of Wood paxels.
#Range: > 0
woodPaxelEnchantability = 15
#Maximum durability of Wood paxels.
#Range: > 1
woodPaxelDurability = 118
#Vanilla Material Paxel Settings for Stone.
[materials.stone]
#Attack damage modifier of Stone paxels.
stonePaxelDamage = 8.0
#Attack speed of Stone paxels.
stonePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Stone paxels.
stonePaxelEfficiency = 4.0
#Natural enchantability factor of Stone paxels.
#Range: > 0
stonePaxelEnchantability = 5
#Maximum durability of Stone paxels.
#Range: > 1
stonePaxelDurability = 262
#Vanilla Material Paxel Settings for Gold.
[materials.gold]
#Attack damage modifier of Gold paxels.
goldPaxelDamage = 7.0
#Attack speed of Gold paxels.
goldPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Gold paxels.
goldPaxelEfficiency = 12.0
#Natural enchantability factor of Gold paxels.
#Range: > 0
goldPaxelEnchantability = 22
#Maximum durability of Gold paxels.
#Range: > 1
goldPaxelDurability = 64
#Vanilla Material Paxel Settings for Iron.
[materials.iron]
#Attack damage modifier of Iron paxels.
ironPaxelDamage = 7.0
#Attack speed of Iron paxels.
ironPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Iron paxels.
ironPaxelEfficiency = 6.0
#Natural enchantability factor of Iron paxels.
#Range: > 0
ironPaxelEnchantability = 14
#Maximum durability of Iron paxels.
#Range: > 1
ironPaxelDurability = 500
#Vanilla Material Paxel Settings for Diamond.
[materials.diamond]
#Attack damage modifier of Diamond paxels.
diamondPaxelDamage = 6.0
#Attack speed of Diamond paxels.
diamondPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Diamond paxels.
diamondPaxelEfficiency = 8.0
#Natural enchantability factor of Diamond paxels.
#Range: > 0
diamondPaxelEnchantability = 10
#Maximum durability of Diamond paxels.
#Range: > 1
diamondPaxelDurability = 3122
#Vanilla Material Paxel Settings for Netherite.
[materials.netherite]
#Attack damage modifier of Netherite paxels.
netheritePaxelDamage = 6.0
#Attack speed of Netherite paxels.
netheritePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Netherite paxels.
netheritePaxelEfficiency = 9.0
#Natural enchantability factor of Netherite paxels.
#Range: > 0
netheritePaxelEnchantability = 15
#Maximum durability of Netherite paxels.
#Range: > 1
netheritePaxelDurability = 4062
#Material Settings for Lapis Lazuli
[materials.lapis_lazuli]
#Maximum durability of Lapis Lazuli tools.
#Range: > 1
lapis_lazuliToolDurability = 128
#Efficiency of Lapis Lazuli tools.
lapis_lazuliEfficiency = 9.0
#Base attack damage of Lapis Lazuli items.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliAttackDamage = 1.0
#Natural enchantability factor of Lapis Lazuli items.
#Range: > 0
lapis_lazuliEnchantability = 32
#Maximum durability of Lapis Lazuli shields.
#Range: > 0
lapis_lazuliShieldDurability = 224
#Attack damage modifier of Lapis Lazuli swords.
lapis_lazuliSwordDamage = 3.0
#Attack speed of Lapis Lazuli swords.
lapis_lazuliSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Lapis Lazuli shovels.
lapis_lazuliShovelDamage = 1.5
#Attack speed of Lapis Lazuli shovels.
lapis_lazuliShovelAtkSpeed = -3.0
#Attack damage modifier of Lapis Lazuli axes.
lapis_lazuliAxeDamage = 4.0
#Attack speed of Lapis Lazuli axes.
lapis_lazuliAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Lapis Lazuli pickaxes.
lapis_lazuliPickaxeDamage = 1.0
#Attack speed of Lapis Lazuli pickaxes.
lapis_lazuliPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Lapis Lazuli hoes.
lapis_lazuliHoeDamage = -1.0
#Attack speed of Lapis Lazuli hoes.
lapis_lazuliHoeAtkSpeed = -2.0
#Attack damage modifier of Lapis Lazuli paxels.
lapis_lazuliPaxelDamage = 5.0
#Attack speed of Lapis Lazuli paxels.
lapis_lazuliPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Lapis Lazuli paxels.
lapis_lazuliPaxelEfficiency = 9.0
#Natural enchantability factor of Lapis Lazuli paxels.
#Range: > 0
lapis_lazuliPaxelEnchantability = 32
#Maximum durability of Lapis Lazuli paxels.
#Range: > 1
lapis_lazuliPaxelDurability = 256
#Base armor toughness value of Lapis Lazuli armor.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliToughness = 0.0
#Base armor knockback resistance value of Lapis Lazuli armor.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliKnockbackResistance = 0.0
#Maximum durability of Lapis Lazuli boots.
#Range: > 1
lapis_lazuliBootDurability = 130
#Protection value of Lapis Lazuli boots.
#Range: > 0
lapis_lazuliBootArmor = 1
#Maximum durability of Lapis Lazuli leggings.
#Range: > 1
lapis_lazuliLeggingDurability = 150
#Protection value of Lapis Lazuli leggings.
#Range: > 0
lapis_lazuliLeggingArmor = 3
#Maximum durability of Lapis Lazuli chestplates.
#Range: > 1
lapis_lazuliChestplateDurability = 160
#Protection value of Lapis Lazuli chestplates.
#Range: > 0
lapis_lazuliChestplateArmor = 4
#Maximum durability of Lapis Lazuli helmets.
#Range: > 1
lapis_lazuliHelmetDurability = 110
#Protection value of Lapis Lazuli helmets.
#Range: > 0
lapis_lazuliHelmetArmor = 1
#Material Settings for Bronze
[materials.bronze]
#Maximum durability of Bronze tools.
#Range: > 1
bronzeToolDurability = 375
#Efficiency of Bronze tools.
bronzeEfficiency = 7.0
#Base attack damage of Bronze items.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeAttackDamage = 2.0
#Natural enchantability factor of Bronze items.
#Range: > 0
bronzeEnchantability = 10
#Maximum durability of Bronze shields.
#Range: > 0
bronzeShieldDurability = 403
#Attack damage modifier of Bronze swords.
bronzeSwordDamage = 3.0
#Attack speed of Bronze swords.
bronzeSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Bronze shovels.
bronzeShovelDamage = 1.5
#Attack speed of Bronze shovels.
bronzeShovelAtkSpeed = -3.0
#Attack damage modifier of Bronze axes.
bronzeAxeDamage = 7.0
#Attack speed of Bronze axes.
bronzeAxeAtkSpeed = -3.0
#Attack damage modifier of Bronze pickaxes.
bronzePickaxeDamage = 1.0
#Attack speed of Bronze pickaxes.
bronzePickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Bronze hoes.
bronzeHoeDamage = -2.0
#Attack speed of Bronze hoes.
bronzeHoeAtkSpeed = -1.0
#Attack damage modifier of Bronze paxels.
bronzePaxelDamage = 8.0
#Attack speed of Bronze paxels.
bronzePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Bronze paxels.
bronzePaxelEfficiency = 7.0
#Natural enchantability factor of Bronze paxels.
#Range: > 0
bronzePaxelEnchantability = 10
#Maximum durability of Bronze paxels.
#Range: > 1
bronzePaxelDurability = 750
#Base armor toughness value of Bronze armor.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeToughness = 1.0
#Base armor knockback resistance value of Bronze armor.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeKnockbackResistance = 0.0
#Maximum durability of Bronze boots.
#Range: > 1
bronzeBootDurability = 234
#Protection value of Bronze boots.
#Range: > 0
bronzeBootArmor = 2
#Maximum durability of Bronze leggings.
#Range: > 1
bronzeLeggingDurability = 270
#Protection value of Bronze leggings.
#Range: > 0
bronzeLeggingArmor = 6
#Maximum durability of Bronze chestplates.
#Range: > 1
bronzeChestplateDurability = 288
#Protection value of Bronze chestplates.
#Range: > 0
bronzeChestplateArmor = 7
#Maximum durability of Bronze helmets.
#Range: > 1
bronzeHelmetDurability = 198
#Protection value of Bronze helmets.
#Range: > 0
bronzeHelmetArmor = 3
#Material Settings for Osmium
[materials.osmium]
#Maximum durability of Osmium tools.
#Range: > 1
osmiumToolDurability = 1024
#Efficiency of Osmium tools.
osmiumEfficiency = 4.0
#Base attack damage of Osmium items.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumAttackDamage = 4.0
#Natural enchantability factor of Osmium items.
#Range: > 0
osmiumEnchantability = 14
#Maximum durability of Osmium shields.
#Range: > 0
osmiumShieldDurability = 672
#Attack damage modifier of Osmium swords.
osmiumSwordDamage = 3.0
#Attack speed of Osmium swords.
osmiumSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Osmium shovels.
osmiumShovelDamage = 1.5
#Attack speed of Osmium shovels.
osmiumShovelAtkSpeed = -3.0
#Attack damage modifier of Osmium axes.
osmiumAxeDamage = 8.0
#Attack speed of Osmium axes.
osmiumAxeAtkSpeed = -3.299999952316284
#Attack damage modifier of Osmium pickaxes.
osmiumPickaxeDamage = 1.0
#Attack speed of Osmium pickaxes.
osmiumPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Osmium hoes.
osmiumHoeDamage = -4.0
#Attack speed of Osmium hoes.
osmiumHoeAtkSpeed = 1.0
#Attack damage modifier of Osmium paxels.
osmiumPaxelDamage = 9.0
#Attack speed of Osmium paxels.
osmiumPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Osmium paxels.
osmiumPaxelEfficiency = 4.0
#Natural enchantability factor of Osmium paxels.
#Range: > 0
osmiumPaxelEnchantability = 14
#Maximum durability of Osmium paxels.
#Range: > 1
osmiumPaxelDurability = 2048
#Base armor toughness value of Osmium armor.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumToughness = 3.0
#Base armor knockback resistance value of Osmium armor.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumKnockbackResistance = 0.10000000149011612
#Maximum durability of Osmium boots.
#Range: > 1
osmiumBootDurability = 390
#Protection value of Osmium boots.
#Range: > 0
osmiumBootArmor = 3
#Maximum durability of Osmium leggings.
#Range: > 1
osmiumLeggingDurability = 450
#Protection value of Osmium leggings.
#Range: > 0
osmiumLeggingArmor = 6
#Maximum durability of Osmium chestplates.
#Range: > 1
osmiumChestplateDurability = 480
#Protection value of Osmium chestplates.
#Range: > 0
osmiumChestplateArmor = 8
#Maximum durability of Osmium helmets.
#Range: > 1
osmiumHelmetDurability = 330
#Protection value of Osmium helmets.
#Range: > 0
osmiumHelmetArmor = 4
#Material Settings for Steel
[materials.steel]
#Maximum durability of Steel tools.
#Range: > 1
steelToolDurability = 500
#Efficiency of Steel tools.
steelEfficiency = 8.0
#Base attack damage of Steel items.
#Range: 0.0 ~ 3.4028234663852886E38
steelAttackDamage = 3.0
#Natural enchantability factor of Steel items.
#Range: > 0
steelEnchantability = 16
#Maximum durability of Steel shields.
#Range: > 0
steelShieldDurability = 448
#Attack damage modifier of Steel swords.
steelSwordDamage = 3.0
#Attack speed of Steel swords.
steelSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Steel shovels.
steelShovelDamage = 1.5
#Attack speed of Steel shovels.
steelShovelAtkSpeed = -3.0
#Attack damage modifier of Steel axes.
steelAxeDamage = 7.0
#Attack speed of Steel axes.
steelAxeAtkSpeed = -3.0
#Attack damage modifier of Steel pickaxes.
steelPickaxeDamage = 1.0
#Attack speed of Steel pickaxes.
steelPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Steel hoes.
steelHoeDamage = -3.0
#Attack speed of Steel hoes.
steelHoeAtkSpeed = 0.0
#Attack damage modifier of Steel paxels.
steelPaxelDamage = 8.0
#Attack speed of Steel paxels.
steelPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Steel paxels.
steelPaxelEfficiency = 8.0
#Natural enchantability factor of Steel paxels.
#Range: > 0
steelPaxelEnchantability = 16
#Maximum durability of Steel paxels.
#Range: > 1
steelPaxelDurability = 1000
#Base armor toughness value of Steel armor.
#Range: 0.0 ~ 3.4028234663852886E38
steelToughness = 2.0
#Base armor knockback resistance value of Steel armor.
#Range: 0.0 ~ 3.4028234663852886E38
steelKnockbackResistance = 0.0
#Maximum durability of Steel boots.
#Range: > 1
steelBootDurability = 260
#Protection value of Steel boots.
#Range: > 0
steelBootArmor = 3
#Maximum durability of Steel leggings.
#Range: > 1
steelLeggingDurability = 300
#Protection value of Steel leggings.
#Range: > 0
steelLeggingArmor = 6
#Maximum durability of Steel chestplates.
#Range: > 1
steelChestplateDurability = 320
#Protection value of Steel chestplates.
#Range: > 0
steelChestplateArmor = 8
#Maximum durability of Steel helmets.
#Range: > 1
steelHelmetDurability = 220
#Protection value of Steel helmets.
#Range: > 0
steelHelmetArmor = 3
#Material Settings for Refined Glowstone
[materials.refined_glowstone]
#Maximum durability of Refined Glowstone tools.
#Range: > 1
refined_glowstoneToolDurability = 384
#Efficiency of Refined Glowstone tools.
refined_glowstoneEfficiency = 15.0
#Base attack damage of Refined Glowstone items.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneAttackDamage = 2.0
#Natural enchantability factor of Refined Glowstone items.
#Range: > 0
refined_glowstoneEnchantability = 20
#Maximum durability of Refined Glowstone shields.
#Range: > 0
refined_glowstoneShieldDurability = 381
#Attack damage modifier of Refined Glowstone swords.
refined_glowstoneSwordDamage = 3.0
#Attack speed of Refined Glowstone swords.
refined_glowstoneSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Refined Glowstone shovels.
refined_glowstoneShovelDamage = 1.5
#Attack speed of Refined Glowstone shovels.
refined_glowstoneShovelAtkSpeed = -3.0
#Attack damage modifier of Refined Glowstone axes.
refined_glowstoneAxeDamage = 6.0
#Attack speed of Refined Glowstone axes.
refined_glowstoneAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Refined Glowstone pickaxes.
refined_glowstonePickaxeDamage = 1.0
#Attack speed of Refined Glowstone pickaxes.
refined_glowstonePickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Refined Glowstone hoes.
refined_glowstoneHoeDamage = -2.0
#Attack speed of Refined Glowstone hoes.
refined_glowstoneHoeAtkSpeed = -1.0
#Attack damage modifier of Refined Glowstone paxels.
refined_glowstonePaxelDamage = 7.0
#Attack speed of Refined Glowstone paxels.
refined_glowstonePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Refined Glowstone paxels.
refined_glowstonePaxelEfficiency = 15.0
#Natural enchantability factor of Refined Glowstone paxels.
#Range: > 0
refined_glowstonePaxelEnchantability = 20
#Maximum durability of Refined Glowstone paxels.
#Range: > 1
refined_glowstonePaxelDurability = 768
#Base armor toughness value of Refined Glowstone armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneToughness = 0.0
#Base armor knockback resistance value of Refined Glowstone armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneKnockbackResistance = 0.0
#Maximum durability of Refined Glowstone boots.
#Range: > 1
refined_glowstoneBootDurability = 221
#Protection value of Refined Glowstone boots.
#Range: > 0
refined_glowstoneBootArmor = 3
#Maximum durability of Refined Glowstone leggings.
#Range: > 1
refined_glowstoneLeggingDurability = 255
#Protection value of Refined Glowstone leggings.
#Range: > 0
refined_glowstoneLeggingArmor = 6
#Maximum durability of Refined Glowstone chestplates.
#Range: > 1
refined_glowstoneChestplateDurability = 272
#Protection value of Refined Glowstone chestplates.
#Range: > 0
refined_glowstoneChestplateArmor = 8
#Maximum durability of Refined Glowstone helmets.
#Range: > 1
refined_glowstoneHelmetDurability = 187
#Protection value of Refined Glowstone helmets.
#Range: > 0
refined_glowstoneHelmetArmor = 3
#Material Settings for Refined Obsidian
[materials.refined_obsidian]
#Maximum durability of Refined Obsidian tools.
#Range: > 1
refined_obsidianToolDurability = 4096
#Efficiency of Refined Obsidian tools.
refined_obsidianEfficiency = 12.0
#Base attack damage of Refined Obsidian items.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianAttackDamage = 8.0
#Natural enchantability factor of Refined Obsidian items.
#Range: > 0
refined_obsidianEnchantability = 18
#Maximum durability of Refined Obsidian shields.
#Range: > 0
refined_obsidianShieldDurability = 1680
#Attack damage modifier of Refined Obsidian swords.
refined_obsidianSwordDamage = 3.0
#Attack speed of Refined Obsidian swords.
refined_obsidianSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Refined Obsidian shovels.
refined_obsidianShovelDamage = 1.5
#Attack speed of Refined Obsidian shovels.
refined_obsidianShovelAtkSpeed = -3.0
#Attack damage modifier of Refined Obsidian axes.
refined_obsidianAxeDamage = 7.0
#Attack speed of Refined Obsidian axes.
refined_obsidianAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Refined Obsidian pickaxes.
refined_obsidianPickaxeDamage = 1.0
#Attack speed of Refined Obsidian pickaxes.
refined_obsidianPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Refined Obsidian hoes.
refined_obsidianHoeDamage = -8.0
#Attack speed of Refined Obsidian hoes.
refined_obsidianHoeAtkSpeed = 5.0
#Attack damage modifier of Refined Obsidian paxels.
refined_obsidianPaxelDamage = 8.0
#Attack speed of Refined Obsidian paxels.
refined_obsidianPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Refined Obsidian paxels.
refined_obsidianPaxelEfficiency = 12.0
#Natural enchantability factor of Refined Obsidian paxels.
#Range: > 0
refined_obsidianPaxelEnchantability = 18
#Maximum durability of Refined Obsidian paxels.
#Range: > 1
refined_obsidianPaxelDurability = 8192
#Base armor toughness value of Refined Obsidian armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianToughness = 5.0
#Base armor knockback resistance value of Refined Obsidian armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianKnockbackResistance = 0.20000000298023224
#Maximum durability of Refined Obsidian boots.
#Range: > 1
refined_obsidianBootDurability = 975
#Protection value of Refined Obsidian boots.
#Range: > 0
refined_obsidianBootArmor = 5
#Maximum durability of Refined Obsidian leggings.
#Range: > 1
refined_obsidianLeggingDurability = 1125
#Protection value of Refined Obsidian leggings.
#Range: > 0
refined_obsidianLeggingArmor = 8
#Maximum durability of Refined Obsidian chestplates.
#Range: > 1
refined_obsidianChestplateDurability = 1200
#Protection value of Refined Obsidian chestplates.
#Range: > 0
refined_obsidianChestplateArmor = 12
#Maximum durability of Refined Obsidian helmets.
#Range: > 1
refined_obsidianHelmetDurability = 825
#Protection value of Refined Obsidian helmets.
#Range: > 0
refined_obsidianHelmetArmor = 6

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@@ -1,203 +0,0 @@
#Settings for configuring the spawn chance of Mekanism: Tools' gear on mobs
[mobGearSpawnRate]
#The chance that Mekanism: Tools' armor can spawn on mobs. This is multiplied modified by the chunk's difficulty modifier. Vanilla uses 0.15 for its armor spawns, we use 0.1 as default to lower chances of mobs getting some vanilla and some mek armor.
#Range: 0.0 ~ 1.0
general = 0.1
#The chance that Mekanism: Tools' weapons can spawn in a zombie's hand.
#Range: 0.0 ~ 1.0
weapon = 0.01
#The chance that Mekanism: Tools' weapons can spawn in a zombie's hand when on hard difficulty.
#Range: 0.0 ~ 1.0
weaponHard = 0.05000000074505806
#Spawn chances for pieces of Bronze gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[mobGearSpawnRate.bronze]
#If enabled, zombies can spawn with Bronze weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Bronze swords rather than Bronze shovels. Requires canSpawnWeapon to be enabled.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Bronze helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Bronze chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Bronze leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Bronze boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Bronze armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Bronze armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Bronze weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier. Requires canSpawnWeapon to be enabled.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Bronze armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Lapis Lazuli gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[mobGearSpawnRate.lapis_lazuli]
#If enabled, zombies can spawn with Lapis Lazuli weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Lapis Lazuli swords rather than Lapis Lazuli shovels. Requires canSpawnWeapon to be enabled.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Lapis Lazuli helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Lapis Lazuli armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Lapis Lazuli armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Lapis Lazuli weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier. Requires canSpawnWeapon to be enabled.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Lapis Lazuli armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Osmium gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[mobGearSpawnRate.osmium]
#If enabled, zombies can spawn with Osmium weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Osmium swords rather than Osmium shovels. Requires canSpawnWeapon to be enabled.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Osmium helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Osmium chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Osmium leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Osmium boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Osmium armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Osmium armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Osmium weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier. Requires canSpawnWeapon to be enabled.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Osmium armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Refined Glowstone gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[mobGearSpawnRate.refined_glowstone]
#If enabled, zombies can spawn with Refined Glowstone weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Refined Glowstone swords rather than Refined Glowstone shovels. Requires canSpawnWeapon to be enabled.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Refined Glowstone helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Refined Glowstone chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Refined Glowstone leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Refined Glowstone boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Refined Glowstone armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Refined Glowstone armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Refined Glowstone weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier. Requires canSpawnWeapon to be enabled.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Refined Glowstone armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Refined Obsidian gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[mobGearSpawnRate.refined_obsidian]
#If enabled, zombies can spawn with Refined Obsidian weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Refined Obsidian swords rather than Refined Obsidian shovels. Requires canSpawnWeapon to be enabled.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Refined Obsidian helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Refined Obsidian chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Refined Obsidian leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Refined Obsidian boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Refined Obsidian armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Refined Obsidian armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Refined Obsidian weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier. Requires canSpawnWeapon to be enabled.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Refined Obsidian armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Steel gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[mobGearSpawnRate.steel]
#If enabled, zombies can spawn with Steel weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Steel swords rather than Steel shovels. Requires canSpawnWeapon to be enabled.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Steel helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Steel chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Steel leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Steel boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Steel armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Steel armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Steel weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier. Requires canSpawnWeapon to be enabled.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Steel armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5

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#Allows chunks to retrogen Mekanism salt and ore blocks. In general when enabling this you also want to bump the userWorldGenVersion.
enableRegeneration = false
#Change this value to cause Mekanism to regen its ore in all loaded chunks that have a version lower than this.
#Range: > 0
userWorldGenVersion = 0
#Generation Settings for Tin ore.
[tin]
#Determines if Tin ore should be added to world generation.
shouldGenerate = true
#Small Tin Vein Generation Settings.
[tin.small]
#Determines if Small Tin Veins should be added to world generation. Note: Requires generating tin ore to be enabled.
shouldGenerate = true
#Chance that Small Tin Veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 14
#Maximum number of blocks in a Small Tin Vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a Small Tin Vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Small Tin Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Small Tin Veins. This defines the minimum y-level that Small Tin Veins can spawn at.
[tin.small.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = -20
#Maximum (inclusive) height anchor for Small Tin Veins. This defines the maximum y-level that Small Tin Veins can spawn at.
[tin.small.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 94
#Large Tin Vein Generation Settings.
[tin.large]
#Determines if Large Tin Veins should be added to world generation. Note: Requires generating tin ore to be enabled.
shouldGenerate = true
#Chance that Large Tin Veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 12
#Maximum number of blocks in a Large Tin Vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a Large Tin Vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Large Tin Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Large Tin Veins. This defines the minimum y-level that Large Tin Veins can spawn at.
[tin.large.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for Large Tin Veins. This defines the maximum y-level that Large Tin Veins can spawn at.
[tin.large.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 72
#Generation Settings for Osmium ore.
[osmium]
#Determines if Osmium ore should be added to world generation.
shouldGenerate = true
#Upper Osmium Vein Generation Settings.
[osmium.upper]
#Determines if Upper Osmium Veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that Upper Osmium Veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 65
#Maximum number of blocks in a Upper Osmium Vein.
#Range: 1 ~ 64
maxVeinSize = 7
#Chance that blocks that are directly exposed to air in a Upper Osmium Vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Upper Osmium Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 8
#Minimum (inclusive) height anchor for Upper Osmium Veins. This defines the minimum y-level that Upper Osmium Veins can spawn at.
[osmium.upper.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 72
#Maximum (inclusive) height anchor for Upper Osmium Veins. This defines the maximum y-level that Upper Osmium Veins can spawn at.
[osmium.upper.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "BELOW_TOP"
#Value used for calculating the y-level for the anchor based on the type.
value = -24
#Middle Osmium Vein Generation Settings.
[osmium.middle]
#Determines if Middle Osmium Veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that Middle Osmium Veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 6
#Maximum number of blocks in a Middle Osmium Vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a Middle Osmium Vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Middle Osmium Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Middle Osmium Veins. This defines the minimum y-level that Middle Osmium Veins can spawn at.
[osmium.middle.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for Middle Osmium Veins. This defines the maximum y-level that Middle Osmium Veins can spawn at.
[osmium.middle.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 56
#Small Osmium Vein Generation Settings.
[osmium.small]
#Determines if Small Osmium Veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that Small Osmium Veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 8
#Maximum number of blocks in a Small Osmium Vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a Small Osmium Vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Small Osmium Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "UNIFORM"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Small Osmium Veins. This defines the minimum y-level that Small Osmium Veins can spawn at.
[osmium.small.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for Small Osmium Veins. This defines the maximum y-level that Small Osmium Veins can spawn at.
[osmium.small.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 64
#Generation Settings for Uranium ore.
[uranium]
#Determines if Uranium ore should be added to world generation.
shouldGenerate = true
#Small Uranium Vein Generation Settings.
[uranium.small]
#Determines if Small Uranium Veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
shouldGenerate = true
#Chance that Small Uranium Veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 4
#Maximum number of blocks in a Small Uranium Vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a Small Uranium Vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Small Uranium Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Small Uranium Veins. This defines the minimum y-level that Small Uranium Veins can spawn at.
[uranium.small.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for Small Uranium Veins. This defines the maximum y-level that Small Uranium Veins can spawn at.
[uranium.small.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 8
#Buried Uranium Vein Generation Settings.
[uranium.buried]
#Determines if Buried Uranium Veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
shouldGenerate = true
#Chance that Buried Uranium Veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 7
#Maximum number of blocks in a Buried Uranium Vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a Buried Uranium Vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.75
#Distribution shape for placing Buried Uranium Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 16
#Minimum (inclusive) height anchor for Buried Uranium Veins. This defines the minimum y-level that Buried Uranium Veins can spawn at.
[uranium.buried.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for Buried Uranium Veins. This defines the maximum y-level that Buried Uranium Veins can spawn at.
[uranium.buried.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = 56
#Generation Settings for Fluorite ore.
[fluorite]
#Determines if Fluorite ore should be added to world generation.
shouldGenerate = true
#Normal Fluorite Vein Generation Settings.
[fluorite.normal]
#Determines if Normal Fluorite Veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
shouldGenerate = true
#Chance that Normal Fluorite Veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 5
#Maximum number of blocks in a Normal Fluorite Vein.
#Range: 1 ~ 64
maxVeinSize = 5
#Chance that blocks that are directly exposed to air in a Normal Fluorite Vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Normal Fluorite Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "UNIFORM"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Normal Fluorite Veins. This defines the minimum y-level that Normal Fluorite Veins can spawn at.
[fluorite.normal.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for Normal Fluorite Veins. This defines the maximum y-level that Normal Fluorite Veins can spawn at.
[fluorite.normal.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 23
#Buried Fluorite Vein Generation Settings.
[fluorite.buried]
#Determines if Buried Fluorite Veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
shouldGenerate = true
#Chance that Buried Fluorite Veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 3
#Maximum number of blocks in a Buried Fluorite Vein.
#Range: 1 ~ 64
maxVeinSize = 13
#Chance that blocks that are directly exposed to air in a Buried Fluorite Vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 1.0
#Distribution shape for placing Buried Fluorite Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Buried Fluorite Veins. This defines the minimum y-level that Buried Fluorite Veins can spawn at.
[fluorite.buried.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for Buried Fluorite Veins. This defines the maximum y-level that Buried Fluorite Veins can spawn at.
[fluorite.buried.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 4
#Generation Settings for Lead ore.
[lead]
#Determines if Lead ore should be added to world generation.
shouldGenerate = true
#Normal Lead Vein Generation Settings.
[lead.normal]
#Determines if Normal Lead Veins should be added to world generation. Note: Requires generating lead ore to be enabled.
shouldGenerate = true
#Chance that Normal Lead Veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 8
#Maximum number of blocks in a Normal Lead Vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a Normal Lead Vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.25
#Distribution shape for placing Normal Lead Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Normal Lead Veins. This defines the minimum y-level that Normal Lead Veins can spawn at.
[lead.normal.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for Normal Lead Veins. This defines the maximum y-level that Normal Lead Veins can spawn at.
[lead.normal.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 64
#Generation Settings for salt.
[salt]
#Determines if salt should be added to world generation.
shouldGenerate = true
#Chance that salt generates in a chunk.
#Range: 1 ~ 256
perChunk = 2
#Base radius of a vein of salt.
#Range: 1 ~ 4
minRadius = 2
#Extended variability (spread) for the radius in a vein of salt.
maxRadius = 3
#Number of blocks to extend up and down when placing a vein of salt.
#Range: 0 ~ 2031
halfHeight = 1

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RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0

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#General
[general]
#Activate the Update-Checker
update-checker = true

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#General
[general]
#Enables ingame rewards on first spawn for Patreons
patreon_rewards = true

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@@ -1,73 +0,0 @@
#Client Configuration
[client]
[client.visual_options]
# If plaques should show on the top of the screen.
on_top = true
# The distance from the top or bottom of the screen, in pixels.
#Range: 8 ~ 256
distance = 16
# The horizontal offset from the center, in pixels.
#Range: -256 ~ 256
horizontal_offset = 0
# Hide waila/hwyla/jade popups while plaques are showing.
hide_waila = false
# If plaques should show for task advancements (normal advancements).
tasks = true
# If plaques should show for goal advancements (medium-difficulty advancements).
goals = true
# If plaques should show for challenge advancements (high-difficulty advancements).
challenges = true
# Text color to use for plaque titles (like "Advancement made!"). Can be entered as an 8-digit hex color code #AARRGGBB for convenience. If Prism library is installed, any Prism color definition is supported.
title_color = "#FF332200"
# Text color to use for advancement names on plaques. Can be entered as an 8-digit hex color code #AARRGGBB for convenience. If Prism library is installed, any Prism color definition is supported.
name_color = "#FFFFFFFF"
[client.duration_options]
# Duration of the shiny effect fade in for tasks.
#Range: 0.1 ~ 3.0
task_effect_fadein = 0.5
# Duration of the shiny effect fade out for tasks.
#Range: 0.1 ~ 3.0
task_effect_fadeout = 1.5
# Duration of the plaques for tasks (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
task_duration = 7.0
# Duration of the shiny effect fade in for goals.
#Range: 0.1 ~ 3.0
goal_effect_fadein = 0.5
# Duration of the shiny effect fade out for goals.
#Range: 0.1 ~ 3.0
goal_effect_fadeout = 1.5
# Duration of the plaques for goals (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
goal_duration = 7.0
# Duration of the shiny effect fade in for challenges.
#Range: 0.1 ~ 3.0
challenge_effect_fadein = 1.25
# Duration of the shiny effect fade out for challenges.
#Range: 0.1 ~ 3.0
challenge_effect_fadeout = 1.5
# Duration of the plaques for challenges (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
challenge_duration = 7.0
[client.functionality_options]
# Blacklist of advancements to never show plaques for. Takes precedence over whitelist if they conflict.
# Options:
# Advancement ID (eg. "minecraft:adventure/adventuring_time")
# Mod ID (Omit the colon, eg. "minecraft")
# Advancement Category (End with a /, eg. "minecraft:story/")
blacklist = []
# Whitelist of advancements to show plaques for. Leave empty to display for all.
# Same options available as blacklist.
whitelist = []
# Volume of task sounds. Set to 0 to mute.
#Range: 0.0 ~ 1.0
task_volume = 1.0
# Volume of goal sounds. Set to 0 to mute.
#Range: 0.0 ~ 1.0
goal_volume = 1.0
# Volume of challenge sounds. Set to 0 to mute.
#Range: 0.0 ~ 1.0
challenge_volume = 1.0

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[recipeViewers]
disableColoredCableRecipesInRecipeViewer = true
#Show facades in REI/JEI/EMI item list
enableFacadesInRecipeViewer = false
#Show facade recipes in REI/JEI/EMI for supported blocks
enableFacadeRecipesInRecipeViewer = true
[client]
enableEffects = true
useTerminalUseLargeFont = false
useColoredCraftingStatus = true
#Unit of power shown in AE UIs
#Allowed Values: AE, FE
powerUnit = "AE"
#Show debugging GUI overlays
showDebugGuiOverlays = false
#Show a preview of part and facade placement
showPlacementPreview = true
#Show toast when long-running crafting jobs finish.
notifyForFinishedCraftingJobs = true
[terminals]
#Allowed Values: SMALL, MEDIUM, TALL, FULL
terminalStyle = "SMALL"
#Pin items that the player auto-crafts to the top of the terminal
pinAutoCraftedItems = true
#Automatically clear the crafting/encoding grid when closing the terminal
clearGridOnClose = false
#The vertical margin to apply when sizing terminals. Used to make room for centered item mod search bars
#Range: > -2147483648
terminalMargin = 25
[search]
#Should the mod name be included when searching in tooltips.
searchModNameInTooltips = false
#Replaces AEs own search with the search of REI or JEI
useExternalSearch = false
#When using useExternalSearch, clears the search when the terminal opens
clearExternalSearchOnOpen = true
#When REI/JEI is installed, automatically set the AE or REI/JEI search text when either is changed while the terminal is open
syncWithExternalSearch = true
#Remembers the last search term and restores it when the terminal opens
rememberLastSearch = true
#Automatically focuses the search field when the terminal opens
autoFocusSearch = false
[tooltips]
#Show installed upgrades in the tooltips of storage cells, color applicators and matter cannons
showCellUpgrades = true
#Show a preview of the content in the tooltips of storage cells, color applicators and matter cannons
showCellContent = true
#The maximum number of content entries to show in the tooltip of storage cells, color applicators and matter cannons
#Range: 1 ~ 32
maxCellContentShown = 5

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@@ -1,171 +0,0 @@
[general]
unsupportedDeveloperTools = false
#Enables the ability of the Matter Cannon to break blocks.
matterCannonBlockDamage = true
#Enables the ability of Tiny TNT to break blocks.
tinyTntBlockDamage = true
#Changes the channel capacity that cables provide in AE2.
#Allowed Values: INFINITE, DEFAULT, X2, X3, X4
channels = "DEFAULT"
#The number of pathfinding steps that are taken per tick and per grid that is booting. Lower numbers will mean booting takes longer, but less work is done per tick.
#Range: 1 ~ 1024
pathfindingStepsPerTick = 4
#Whether Spatial Anchors should force random chunk ticks and entity spawning.
spatialAnchorEnableRandomTicks = true
[automation]
#Range: > -2147483648
formationPlaneEntityLimit = 128
[facades]
#Unsupported: Allows whitelisting block entities as facades. Could work, have render issues, or corrupt your world. USE AT YOUR OWN RISK.
allowBlockEntities = false
[craftingCPU]
#Range: > -2147483648
craftingCalculationTimePerTick = 5
[crafting]
#Enable shift-clicking with the crafting units in hand to disassemble them.
disassemblyCrafting = true
#Number of ticks between two crystal growth accelerator ticks
#Range: 1 ~ 100
growthAccelerator = 10
#If enabled, an annihilation placed face up at the maximum world height will generate sky stone passively.
annihilationPlaneSkyDustGeneration = true
[spatialio]
#Range: 4.9E-324 ~ 1.7976931348623157E308
spatialPowerMultiplier = 1250.0
#Range: 4.9E-324 ~ 1.7976931348623157E308
spatialPowerExponent = 1.35
[logging]
blockUpdateLog = false
craftingLog = false
debugLog = false
gridLog = false
#Enable stack trace logging for the chunk loading debug command
chunkLoggerTrace = false
[battery]
#The chargers charging rate factor, which is applied to the charged items charge rate. 2 means it charges everything twice as fast. 0.5 half as fast.
#Range: 0.1 ~ 10.0
chargerChargeRate = 1.0
#Range: > -2147483648
wirelessTerminal = 1600000
#Range: > -2147483648
chargedStaff = 8000
#Range: > -2147483648
entropyManipulator = 200000
#Range: > -2147483648
portableCell = 20000
#Range: > -2147483648
colorApplicator = 20000
#Range: > -2147483648
matterCannon = 200000
[worldGen]
spawnPressesInMeteorites = true
spawnFlawlessOnly = false
[wireless]
#Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessBaseCost = 8.0
#Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessCostMultiplier = 1.0
#Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessBaseRange = 16.0
#Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessBoosterRangeMultiplier = 1.0
#Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessBoosterExp = 1.5
#Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessHighWirelessCount = 64.0
#Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessTerminalDrainMultiplier = 1.0
[portableCells]
#Allow disassembly of portable cells into the recipe ingredients using shift+right-click
allowDisassembly = true
[powerRatios]
#Range: 4.9E-324 ~ 1.7976931348623157E308
forgeEnergy = 0.5
#Range: 0.01 ~ 1.7976931348623157E308
usageMultiplier = 1.0
#How much energy can the internal grid buffer storage per node attached to the grid.
#Range: 1.0 ~ 1000000.0
gridEnergyStoragePerNode = 25.0
#How much energy a crystal resonance generator generates per tick.
#Range: 0.0 ~ 1000000.0
crystalResonanceGeneratorRate = 20.0
[condenser]
#Range: > -2147483648
matterBalls = 256
#Range: > -2147483648
singularity = 256000
# Min / Max Tickrates for dynamic ticking, most of these components also use sleeping, to prevent constant ticking, adjust with care, non standard rates are not supported or tested.
[tickRates]
#Range: > -2147483648
InterfaceMin = 5
#Range: > -2147483648
InterfaceMax = 120
#Range: > -2147483648
ImportBusMin = 5
#Range: > -2147483648
ImportBusMax = 40
#Range: > -2147483648
ExportBusMin = 5
#Range: > -2147483648
ExportBusMax = 60
#Range: > -2147483648
AnnihilationPlaneMin = 2
#Range: > -2147483648
AnnihilationPlaneMax = 120
#Range: > -2147483648
METunnelMin = 5
#Range: > -2147483648
METunnelMax = 20
#Range: > -2147483648
InscriberMin = 1
#Range: > -2147483648
InscriberMax = 20
#Range: > -2147483648
ChargerMin = 10
#Range: > -2147483648
ChargerMax = 10
#Range: > -2147483648
IOPortMin = 1
#Range: > -2147483648
IOPortMax = 5
#Range: > -2147483648
VibrationChamberMin = 10
#Range: > -2147483648
VibrationChamberMax = 40
#Range: > -2147483648
StorageBusMin = 5
#Range: > -2147483648
StorageBusMax = 60
#Range: > -2147483648
ItemTunnelMin = 5
#Range: > -2147483648
ItemTunnelMax = 60
#Range: > -2147483648
LightTunnelMin = 5
#Range: > -2147483648
LightTunnelMax = 60
#Settings for the Vibration Chamber
[vibrationChamber]
#AE energy produced per fuel burn tick (reminder: coal = 1600, block of coal = 16000, lava bucket = 20000 burn ticks)
#Range: 0.1 ~ 1000.0
baseEnergyPerFuelTick = 5.0
#Minimum amount of AE/t the vibration chamber can slow down to when energy is being wasted.
#Range: 0 ~ 1000
minEnergyPerGameTick = 4
#Maximum amount of AE/t the vibration chamber can speed up to when generated energy is being fully consumed.
#Range: 1 ~ 1000
baseMaxEnergyPerGameTick = 40

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magnet_card_range = 16.0

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{
"general": {
"engines": 0,
"volume": 1,
"useSoundMasterSource": false,
"scanStepAmount": 100,
"playSoundWithOffset": true
},
"dimensions": {
"abyssalcraft": 1,
"betweenlands": 1,
"cave": 1,
"end": 1,
"galacticraft": 1,
"galacticraft.planets": 1,
"midnight": 1,
"nether": 1,
"surface": 1,
"twilightforest": 1,
"void": 1
},
"regions": {
"abyssalcraft_dark": {
"overall": 1,
"suspense.suspense": 1
},
"end_unknown": {
"overall": 1,
"suspense.suspense": 1
},
"galacticraft_planets_wind": {
"overall": 1,
"wind.light-wind": 1
},
"nether_suspense": {
"overall": 1,
"nether": 1
},
"twilightforest_unknown": {
"overall": 1,
"suspense.suspense": 1
},
"void_dark": {
"overall": 1,
"suspense.suspense": 1
},
"beach": {
"overall": 1,
"beach": 1,
"seagull": 1,
"seagull-long": 1
},
"cave_ambience": {
"overall": 1,
"cave": 1,
"cave-water": 1,
"cave-deep": 1,
"cave-large": 1
},
"cave_deep-dark": {
"overall": 1,
"deep-dark": 1,
"water-droplets": 1
},
"cave": {
"overall": 1
},
"cave_lush": {
"overall": 1,
"cave-lush": 1,
"frog": 1
},
"cold_artic": {
"overall": 1,
"heavy-wind": 1
},
"cold": {
"overall": 1,
"wind.light-wind": 1
},
"desert": {
"overall": 1,
"cicadas-desert": 1,
"wind.light-wind": 1
},
"forest_cold": {
"overall": 1,
"crow": 1
},
"forest": {
"overall": 1,
"bird-ambience": 1,
"owl": 1
},
"forest_roofed": {
"overall": 1,
"bird-ambience-spooky": 1
},
"grass": {
"overall": 1,
"cricket": 1,
"cricket-night": 1,
"cicadas-night": 1
},
"highland": {
"overall": 1,
"heavy-wind": 1,
"wind-in-leaves": 1
},
"jungle": {
"overall": 1,
"cricket-jungle": 1,
"cricket-jungle-night": 1,
"bird-ambience-jungle": 1,
"bird-ambience-jungle-night": 1
},
"mesa": {
"overall": 1,
"wind-mesa": 1
},
"mushroom_fields": {
"overall": 1,
"cicadas-mushroom-fields": 1,
"special-mushroom-fields": 1
},
"ocean": {
"overall": 1,
"ocean": 1,
"wind.light-wind": 1
},
"ocean_deep": {
"overall": 1,
"whale": 1
},
"plains": {
"overall": 1,
"cricket": 1,
"cricket-night": 1,
"cicadas-night": 1
},
"rain": {
"overall": 1,
"rain": 1
},
"savanna": {
"overall": 1,
"cricket": 1,
"cicadas": 1,
"cicadas-desert": 1,
"cricket-warm-night": 1,
"wolf": 1,
"long-wolf": 1,
"bird-warm": 1
},
"sky": {
"overall": 1,
"wind.light-wind": 1
},
"space": {
"overall": 1
},
"storm_away": {
"overall": 1,
"storm-away": 1,
"howling-wind": 1
},
"storm_close": {
"overall": 1,
"storm-close": 1,
"wind": 1
},
"surface": {
"overall": 1
},
"swamp": {
"overall": 1,
"cricket-swamp": 1,
"cricket-warm-night": 1,
"frog": 1,
"mouring_dove": 1
},
"taiga": {
"overall": 1,
"bird-ambience-huge": 1
},
"underwater": {
"overall": 1,
"underwater": 1,
"underwater-deep": 1
},
"underworld": {
"overall": 1,
"underworld": 1
},
"warden": {
"overall": 1,
"warden": 1
}
},
"categories": {
"animal": {
"animal": 1,
"bird": {
"bird": 1,
"bird_day": 1,
"bird_night": 1
},
"cicadas": 1,
"cricket": {
"cricket": 1,
"cricket_day": 1,
"cricket_night": 1
}
},
"cave": 1,
"weather": 1,
"wind": 1
},
"fade-volume": 0.005,
"fade-pitch": 0.005,
"silent-dimensions": []
}

View File

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animated_textures = true

View File

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[client]
#If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
showFoodValuesInTooltip = true
#If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
showFoodValuesInTooltipAlways = true
#If true, shows your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true
#If true, shows the hunger (and saturation if showSaturationHudOverlay is true) that would be restored by food you are currently holding
showFoodValuesHudOverlay = true
#If true, enables the hunger/saturation/health overlays for food in your off-hand
showFoodValuesHudOverlayWhenOffhand = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true
#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true
#If true, shows estimated health restored by food on the health bar
showFoodHealthHudOverlay = true
#If true, health/hunger overlay will shake to match Minecraft's icon animations
showVanillaAnimationsOverlay = true
#Alpha value of the flashing icons at their most visible point (1.0 = fully opaque, 0.0 = fully transparent)
#Range: 0.0 ~ 1.0
maxHudOverlayFlashAlpha = 0.65

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@@ -1,9 +0,0 @@
#Whether to log the dirt block on common setup
logDirtBlock = true
#A magic number
#Range: > 0
magicNumber = 42
#What you want the introduction message to be for the magic number
magicNumberIntroduction = "The magic number is... "
#A list of items to log on common setup.
items = ["minecraft:iron_ingot"]

View File

@@ -1,46 +0,0 @@
{
// When enabled, gives signs without an area name a randomly chosen one from a preset list.
"giveUnnamedAreasRandomName": true,
// The radius in blocks around the player in which to check for area signs.
// min: 0, max: 1000
"radiusAroundPlayerToCheckForSigns": 100,
// The default radius for areas when it's left empty on the sign. It will be added automatically.
// min: 0, max: 1000
"defaultAreaRadius": 30,
// When enabled, sends the player the area notifications in chat.
"sendChatMessages": false,
// When enabled, sends the player the area notifications in the HUD on screen.
"showHUDMessages": true,
// Whether a message should be sent when a player enters an area.
"showEnterMessage": true,
// The prefix of the message whenever a player enters an area.
"enterPrefix": "Entering ",
// The suffix of the message whenever a player enters an area.
"enterSuffix": ".",
// Whether a message should be sent when a player leaves an area.
"showLeaveMessage": true,
// The prefix of the message whenever a player leaves an area.
"leavePrefix": "Leaving ",
// The suffix of the message whenever a player leaves an area.
"leaveSuffix": ".",
// Whether the text shown should be drawn with a shadow.
"showHUDTextShadow": true,
// The delay in ms after which the HUD message should fade out.
// min: 100, max: 360000
"HUDMessageFadeDelayMs": 4000,
// The vertical offset (y coord) for the HUD message. This determines how far down the message should be on the screen. Can be changed to prevent GUIs from overlapping.
// min: 0, max: 3000
"HUDMessageHeightOffset": 10,
// Increases the font size of the text in the HUD message. If you change this value, make sure to test the different GUI scale settings in-game. 6.0 is considered large.
// min: 0.0, max: 10.0
"HUD_FontSizeScaleModifier": 1.0,
// The red RGB value for the HUD message.
// min: 0, max: 255
"HUD_RGB_R": 100,
// The green RGB value for the HUD message.
// min: 0, max: 255
"HUD_RGB_G": 200,
// The blue RGB value for the HUD message.
// min: 0, max: 255
"HUD_RGB_B": 50
}

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@@ -1,76 +0,0 @@
# BadOptimizations configuration
# Here you can configure stuff, mostly enabling/disabling specific optimizations.
# Whether we should cancel updating the lightmap if not needed.
enable_lightmap_caching: true
# How much the in-game time must change in ticks (1/20th of a second)
# for the lightmap to immediately update.
# Higher values will result in less frequent updates
# to block lighting, but better performance.
# Values below 2 will disable hte optimization.
lightmap_time_change_needed_for_update: 80
# Whether the sky's color should be cached unless you're on a biome border.
enable_sky_color_caching: true
# How much the in-game time must change in ticks for the sky color to
# be recalculated with our own calculation. Higher values will result in
# the sky updating less frequently, but slightly better performance.
# Values below 2 will all have the same effect.
skycolor_time_change_needed_for_update: 3
# Whether we should avoid calling debug renderers
# and their calculations if there are no debug entries to render
enable_debug_renderer_disable_if_not_needed: true
#
# Micro optimizations
#
# Whether we should avoid calling the particle manager
# and its calculations if there are no particles.
enable_particle_manager_optimization: true
# Whether we should avoid calling the toast manager
# if there are no toasts
enable_toast_optimizations: true
# Whether the result of getSkyAngle should be cached
# for the entire frame during rendering
enable_sky_angle_caching_in_worldrenderer: true
# Whether entity renderers should be stored directly in EntityType
# instead of a HashMap.
# Disable to fix compatibility with Twilight Forest
enable_entity_renderer_caching: true
# Whether block entity renderers should be stored in BlockEntityType
# instead of a HashMap.
enable_block_entity_renderer_caching: true
# Whether entity flags should be cached instead of calling DataTracker.
# Also removes the unnecessary thread lock in DataTracker
# however this is also done by Lithium (they don't conflict, however).
# This has no effect in 1.20.5+!
enable_entity_flag_caching: true
# Whether we should avoid calling FOV calculations
# if the FOV effect scale is zero.
enable_remove_redundant_fov_calculations: true
# Don't tick the tutorial if the game is not in demo mode.
enable_remove_tutorial_if_not_demo: true
#
# Other
#
# Whether BadOptimizations <version> should be added onto
# the left text of the F3 menu.
show_f3_text: true
# Some config options will be force-disabled if certain mods are present
# due to incompatibilities (e.g. entity rendering caching
# is disabled w/ Twilight Forest).
# However, if you still want to use the optimizations, you can override it
# by setting this to true. Beware of crashes. And Herobrine.
ignore_mod_incompatibilities: false
# Whether to log the entire config into console when booting up.
# If you plan on reporting an issue, please keep this on.
log_config: true
# Do not change this
config_version: 3

View File

@@ -1,28 +0,0 @@
#This is an example boolean property
exampleBoolean = true
#This is an example int property
#Range: > -2147483648
exampleInt = 42
#This is an example string property
exampleString = "Hello World"
#This is an example multiline string property
exampleMultilineString = "Hello World"
#This is an example enum property
#Allowed Values: Hello, World
exampleEnum = "Hello"
#This is an example string list property
exampleStringList = ["Hello", "World"]
#This is an example resource location set property
exampleResourceLocationSet = ["minecraft:diamond", "minecraft:dirt"]
#This is an example int list property
exampleIntList = [12, 24]
#This is an example enum list property
exampleEnumList = ["Hello", "World"]
[exampleCategory]
#This is an example category
#This is an example string inside a category
innerField = "I am inside"
#This is an example float inside a category
#Range: -3.4028234663852886E38 ~ 3.4028234663852886E38
exampleFloat = 42.84000015258789

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@@ -1,16 +0,0 @@
{
// Align player to camera on left & right clicks
"aimOnInteract": true,
// How long player will be aligned to camera after left & right clicks
"aimDuration": 40,
// Angle in degrees within the player will slightly follow camera yaw (while standing still)
"followYaw": 45,
// Does camera should rotate freely during elytra flight
"freeCameraDuringElytraFlight": false,
// Completely remove third-person front view
"skipThirdPersonFrontView": false,
// How fast player changes movement direction in third-person
"playerRotationSpeed": 50,
// How fast player pitch follows camera pitch in third-person
"pitchChangeSpeed": 65
}

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@@ -1,71 +0,0 @@
{
"aspen_glade_enabled": true,
"auroral_garden_enabled": true,
"bayou_enabled": true,
"bog_enabled": true,
"cold_desert_enabled": true,
"coniferous_forest_enabled": true,
"crag_enabled": true,
"crystalline_chasm_enabled": true,
"dead_forest_enabled": true,
"dryland_enabled": true,
"dune_beach_enabled": true,
"end_corruption_enabled": true,
"end_reef_enabled": true,
"end_wilds_enabled": true,
"erupting_inferno_enabled": true,
"field_enabled": true,
"fir_clearing_enabled": true,
"floodplain_enabled": true,
"forested_field_enabled": true,
"fungal_jungle_enabled": true,
"glowing_grotto_enabled": true,
"grassland_enabled": true,
"gravel_beach_enabled": true,
"highland_enabled": true,
"hot_springs_enabled": true,
"jacaranda_glade_enabled": true,
"jade_cliffs_enabled": true,
"lavender_field_enabled": true,
"lush_desert_enabled": true,
"lush_savanna_enabled": true,
"maple_woods_enabled": true,
"marsh_enabled": true,
"mediterranean_forest_enabled": true,
"moor_enabled": true,
"muskeg_enabled": true,
"mystic_grove_enabled": true,
"old_growth_dead_forest_enabled": true,
"old_growth_woodland_enabled": true,
"ominous_woods_enabled": true,
"orchard_enabled": true,
"origin_valley_enabled": true,
"overgrown_greens_enabled": true,
"pasture_enabled": true,
"prairie_enabled": true,
"pumpkin_patch_enabled": true,
"rainforest_enabled": true,
"redwood_forest_enabled": true,
"rocky_rainforest_enabled": true,
"rocky_shrubland_enabled": true,
"scrubland_enabled": true,
"seasonal_forest_enabled": true,
"shrubland_enabled": true,
"snowblossom_grove_enabled": true,
"snowy_coniferous_forest_enabled": true,
"snowy_fir_clearing_enabled": true,
"snowy_maple_woods_enabled": true,
"spider_nest_enabled": true,
"tropics_enabled": true,
"tundra_enabled": true,
"undergrowth_enabled": true,
"visceral_heap_enabled": true,
"volcanic_plains_enabled": true,
"volcano_enabled": true,
"wasteland_enabled": true,
"wasteland_steppe_enabled": true,
"wetland_enabled": true,
"wintry_origin_valley_enabled": true,
"withered_abyss_enabled": true,
"woodland_enabled": true
}

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[general]
#Add various BOP resources to the Wandering Trader trade pool.
wandering_trader_trades = true

View File

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[nether]
#The weighting of bop biome regions in the nether.
bop_nether_region_weight = 13
#The weighting of rare bop biome regions in the nether.
bop_nether_rare_region_weight = 2
[overworld]
#The weighting of primary bop biome regions in the overworld.
bop_primary_overworld_region_weight = 10
#The weighting of rare bop biome regions in the overworld.
bop_overworld_rare_region_weight = 2
#The weighting of secondary bop biome regions in the overworld.
bop_secondary_overworld_region_weight = 8

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{
// Whether to enable BWG Villager Trades
"enable_trades": true,
// Whether to add BWG Villager Trades to Vanilla Villagers
"enable_vanilla_trade_additions": true,
}

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{
// Which biomes are enabled, if disabled the biome will default to its vanilla counterpart for the given region
"enabled_biomes": {
"biomeswevegone:aspen_boreal": true,
"biomeswevegone:sierra_badlands": true,
"biomeswevegone:allium_shrubland": true,
"biomeswevegone:jacaranda_jungle": true,
"biomeswevegone:eroded_borealis": false,
"biomeswevegone:sakura_grove": true,
"biomeswevegone:baobab_savanna": true,
"biomeswevegone:crimson_tundra": true,
"biomeswevegone:zelkova_forest": true,
"biomeswevegone:dacite_shore": true,
"biomeswevegone:coconino_meadow": true,
"biomeswevegone:windswept_desert": true,
"biomeswevegone:red_rock_valley": true,
"biomeswevegone:ebony_woods": true,
"biomeswevegone:atacama_outback": true,
"biomeswevegone:forgotten_forest": true,
"biomeswevegone:dacite_ridges": true,
"biomeswevegone:skyrise_vale": true,
"biomeswevegone:basalt_barrera": true,
"biomeswevegone:white_mangrove_marshes": true,
"biomeswevegone:mojave_desert": true,
"biomeswevegone:cypress_swamplands": true,
"biomeswevegone:canadian_shield": true,
"biomeswevegone:frosted_taiga": true,
"biomeswevegone:maple_taiga": true,
"biomeswevegone:weeping_witch_forest": true,
"biomeswevegone:rugged_badlands": true,
"biomeswevegone:crag_gardens": true,
"biomeswevegone:frosted_coniferous_forest": true,
"biomeswevegone:enchanted_tangle": true,
"biomeswevegone:howling_peaks": true,
"biomeswevegone:fragment_jungle": true,
"biomeswevegone:tropical_rainforest": true,
"biomeswevegone:bayou": true,
"biomeswevegone:rainbow_beach": true,
"biomeswevegone:redwood_thicket": true,
"biomeswevegone:black_forest": true,
"biomeswevegone:dead_sea": true,
"biomeswevegone:cika_woods": true,
"biomeswevegone:temperate_grove": true,
"biomeswevegone:coniferous_forest": true,
"biomeswevegone:orchard": true,
"biomeswevegone:firecracker_chaparral": true,
"biomeswevegone:pumpkin_valley": true,
"biomeswevegone:rose_fields": true,
"biomeswevegone:prairie": true,
"biomeswevegone:lush_stacks": true,
"biomeswevegone:shattered_glacier": true,
"biomeswevegone:ironwood_gour": true,
"biomeswevegone:amaranth_grassland": true,
"biomeswevegone:overgrowth_woodlands": true,
"biomeswevegone:araucaria_savanna": true,
},
// How much each BWG region weighs. This weight applies to all 3 BWG Regions
"region_weight": 8,
// Whether to add bwg flowers and features to Vanilla Biomes (Config Option for Fabric Only)
"vanilla_additions": true,
}

View File

@@ -1,6 +0,0 @@
#Prevent running on blocks with higher speeds from changing the field of view.
#Default Value: true
disable_field_of_view_changes = true
#Add a tooltip to blocks that have an altered block speed with the multiplier.
#Default Value: true
block_speed_multiplier_tooltip = true

View File

@@ -1,21 +0,0 @@
{
"configVersion": 2,
"blurContainers": true,
"fadeTimeMillis": 300,
"fadeOutTimeMillis": 300,
"animationCurve": "FLAT",
"useGradient": true,
"gradientStart": "#000000",
"gradientStartAlpha": 75,
"gradientEnd": "#000000",
"gradientEndAlpha": 75,
"gradientRotation": 0,
"rainbowMode": false,
"excludedScreens": [
"net.irisshaders.iris.gui.screen.ShaderPackScreen"
],
"forceEnabledScreens": [
"dev.emi.emi.screen.RecipeScreen"
],
"forceDisabledScreens": []
}

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@@ -1,5 +0,0 @@
{
// The chance a skeleton that has spawned is of the bogged variant.
// min: 0.0, max: 1.0
"chanceSkeletonIsBogged": 0.1
}

View File

@@ -1,5 +0,0 @@
{
// The chance a blaze that has spawned is a breeze entity.
// min: 0.0, max: 1.0
"chanceBlazeIsBreeze": 0.1
}

View File

@@ -1,164 +0,0 @@
version = 3
# (Default:
# max(
# 1,
# min(
# if( is_windows,
# (cpus / 1.6 - 2),
# (cpus / 1.2 - 2)
# ),
# if( is_j9vm,
# ( ( mem_gb - (if(is_client, 0.6, 0.2)) ) / 0.4 ),
# ( ( mem_gb - (if(is_client, 1.2, 0.6)) ) / 0.6 )
# )
# ) - if(is_client, 2, 0)
# )
# )
# The expression for the default value of global executor parallelism.
# This is used when the parallelism isn't overridden.
# Available variables: is_windows, is_j9vm, is_client, cpus, mem_gb
#
defaultGlobalExecutorParallelismExpression = "default"
# (Default: 6) Configures the parallelism of global executor
globalExecutorParallelism = "default"
[fixes]
# (Default: true) Enforces safe world random access.
# This feature detects unsafe off-thread world random access, helping to find the causes
# of mysterious "Accessing LegacyRandomSource from multiple threads" crash.
# The default behavior is to fail hard when such bad things happens.
# Disabling this option will replace this behavior with a warning.
#
# It is generally not recommended to disable this settings unless you know what you are doing
#
#
enforceSafeWorldRandomAccess = "default"
# (Default: true)
# Whether to disable the shutdown hook of log4j2 on dedicated servers.
# Enabling this also makes the JVM exit when the dedicated server is considered fully shut down.
# This option have no effect on client-side.
# We has historically been doing this, and this config option allows you to disable this behavior.
#
disableLoggingShutdownHook = "default"
[ioSystem]
# (Default: false) EXPERIMENTAL FEATURE
# This replaces the way your chunks are saved.
# Please keep regular backups of your world if you are using this feature,
# and report any world issues you encounter with this feature to our GitHub.
#
# Whether to use the fast reduced allocation chunk serializer
# (may cause incompatibility with other mods)
#
# Set to false for the following reasons:
# Incompatible with architectury@13.0.6 (*) (defined in c2me)
gcFreeChunkSerializer = "default"
# (Default: true) Whether to use the optimized implementation of IO system
replaceImpl = "default"
# (Default: 8192) Soft limit for io worker nbt cache
chunkDataCacheSoftLimit = "default"
# (Default: 32678) Hard limit for io worker nbt cache
chunkDataCacheLimit = "default"
[chunkSystem]
# (Default: true) Whether to enable async serialization
#
asyncSerialization = "default"
# (Default: false) Whether to recover from errors when loading chunks
# This will cause errored chunk to be regenerated entirely, which may cause data loss
# Only applies when async chunk loading is enabled
#
recoverFromErrors = "default"
# (Default: true) Whether to allow POIs (Point of Interest) to be unloaded
# Unloaded POIs are reloaded on-demand or when the corresponding chunks are loaded again,
# which should not cause any behavior change
#
# Note:
# Vanilla never unloads POIs when chunks unload, causing small memory leaks
# These leaks adds up and eventually cause issues after generating millions of chunks
# in a single world instance
#
allowPOIUnloading = "default"
[generalOptimizations]
# (Default: 100000) The task interval of mid-tick chunk tasks in nanoseconds (-1 to disable)
# Mid-tick chunk tasks is to execute chunk tasks during server tick loop
# to speed up chunk loading and generation
# This helps chunks loading and generating under high MSPT but may raise
# MSPT when chunks are loading or generating
#
# It is generally not recommended to adjust this value unless you know
# what you are doing
#
# Incompatible with Dimensional Threading (dimthread)
#
# Set to -1 for the following reasons:
# Incompatible with dimthread@1.0.5 (*) (defined in c2me)
midTickChunkTasksInterval = "default"
# (Default: true) Whether to let async chunk request no longer block server thread
# (may cause incompatibility with other mods)
optimizeAsyncChunkRequest = "default"
[generalOptimizations.autoSave]
# (Default: ENHANCED) Defines how auto save should be handled
# VANILLA: Use vanilla auto-save behavior (auto-save performed every tick during ticking)
# ENHANCED: Use C2ME enhanced auto-save (auto-save performed when the server have spare time after ticking)
# PERIODIC: Use pre-1.18 vanilla auto-save behavior (auto-save performed every 6000 ticks during ticking)
#
# Please preserve quotes so this config don't break
#
mode = "default"
[noTickViewDistance]
# (Default: true) Whether to enable no-tick view distance
enabled = "default"
# (Default: 12) No-tick view distance max concurrent chunk loads
# Lower this for a better latency and higher this for a faster loading
maxConcurrentChunkLoads = "default"
# (Default: true) Whether to use compatibility mode to send chunks
# This may fix some mod compatibility issues
compatibilityMode = "default"
# (Default: true) Enable server-side support for extended render distance protocol (c2me:ext_render_distance_v1)
# This allows requesting render distances higher than 127 chunks from the server
#
# Requires Fabric API (currently available)
#
enableExtRenderDistanceProtocol = "default"
# (Default: false) Whether to ensure correct chunks within normal render distance
# This will send chunks twice increasing network load
ensureChunkCorrectness = "default"
# (Default: 2048) Maximum view distance for no-tick view distance
#
# This allows you to specify the maximum view distance that no-tick view distance can support.
# The maximum supported is 1073741823 and the minimum that make sense is 32,
# This option is purely to save memory, as it needs to reserve memory for the maximum view distance
#
# Note: on the client side, `clientSideConfig.modifyMaxVDConfig.maxViewDistance` should also
# be increased to actually expose the view distance in video settings
#
#
maxViewDistance = "default"
[clientSideConfig.modifyMaxVDConfig]
# (Default: true) Whether to modify maximum view distance
enabled = "default"
# (Default: 65) Max render distance allowed in game options
maxViewDistance = "default"
# (Default: true) Enable client-side support for extended render distance protocol (c2me:ext_render_distance_v1)
# This allows requesting render distances higher than 127 chunks from the server
#
# Requires Fabric API (currently available)
#
# Note: The server must advertise support this protocol for this to work
#
enableExtRenderDistanceProtocol = "default"
[vanillaWorldGenOptimizations]
# (Default: true) Whether to enable aquifer optimizations to accelerate overworld worldgen
# (may cause incompatibility with other mods)
optimizeAquifer = "default"
# (Default: true) Whether to enable End Biome Cache to accelerate The End worldgen
# This is no longer included in lithium-fabric
# (may cause incompatibility with other mods)
#
useEndBiomeCache = "default"

View File

@@ -1,6 +0,0 @@
#If the front of the Tile Entities should face the player or should face outward
facePlayer = false
#Arms should render on sides when carrying. Set to false if you experience issues with mods that replace the player model (like MoBends, etc)
renderArms = true
#Model Overrides based on NBT or Meta. Advanced users only! Read about the format here: https://github.com/Tschipp/CarryOn/wiki/Model-Override-Config
modelOverrides = ["minecraft:redstone_wire->(item)minecraft:redstone", "minecraft:bamboo_sapling->(block)minecraft:bamboo", "minecraft:candle_cake->(block)minecraft:cake"]

View File

@@ -1,79 +0,0 @@
[settings]
#General Settings
#Maximum distance from where Blocks and Entities can be picked up
#Range: 0.0 ~ 1.7976931348623157E308
maxDistance = 2.5
#Max width of entities that can be picked up in survival mode
#Range: 0.0 ~ 10.0
maxEntityWidth = 1.5
#Max height of entities that can be picked up in survival mode
#Range: 0.0 ~ 10.0
maxEntityHeight = 2.5
#Slowness multiplier for blocks
#Range: 0.0 ~ 1.7976931348623157E308
blockSlownessMultiplier = 1.0
#Slowness multiplier for entities
#Range: 0.0 ~ 1.7976931348623157E308
entitySlownessMultiplier = 1.0
#Maximum stack limit for entities
#Range: > 1
maxEntityStackLimit = 10
#More complex Tile Entities slow down the player more
heavyTiles = true
#Allow all blocks to be picked up, not just Tile Entites. White/Blacklist will still be respected.
pickupAllBlocks = false
#Whether Blocks and Entities slow the creative player down when carried
slownessInCreative = true
#Whether hostile mobs should be able to picked up in survival mode
pickupHostileMobs = false
#Larger Entities slow down the player more
heavyEntities = true
#Allow babies to be carried even when adult mob is blacklisted (or not whitelisted)
allowBabies = false
#Use Whitelist instead of Blacklist for Blocks
useWhitelistBlocks = false
#Use Whitelist instead of Blacklist for Entities
useWhitelistEntities = false
#Use Whitelist instead of Blacklist for Stacking
useWhitelistStacking = false
#Whether the player can hit blocks and entities while carrying or not
hitWhileCarrying = false
#Whether the player drops the carried object when hit or not
dropCarriedWhenHit = false
#Use custom Pickup Scripts. Having this set to false, will not allow you to run scripts, but will increase your performance
useScripts = false
#Allows entities to be stacked on top of each other
stackableEntities = true
#Whether entities' size matters when stacking or not. This means that larger entities cannot be stacked on smaller ones
entitySizeMattersStacking = true
#Usually all the block state information is retained when placing a block that was picked up. But some information is changed to a modified property, like rotation or orientation. In this list, add additional properties that should NOT be saved and instead be updated when placed. Format: modid:block[propertyname]. Note: You don't need to add an entry for every subtype of a same block. For example, we only add an entry for one type of slab, but the change is applied to all slabs.
placementStateExceptions = ["minecraft:chest[type]", "minecraft:stone_button[face]", "minecraft:vine[north,east,south,west,up]", "minecraft:creeper_head[rotation]", "minecraft:glow_lichen[north,east,south,west,up,down]", "minecraft:oak_sign[rotation]", "minecraft:oak_trapdoor[half]"]
#Whether Players can be picked up. Creative players can't be picked up in Survival Mode
pickupPlayers = true
#Whether players in Survival Mode can pick up unbreakable blocks. Creative players always can.
pickupUnbreakableBlocks = false
[whitelist]
#Whitelist. Read about the format here: https://github.com/Tschipp/CarryOn/wiki/Black---and-Whitelist-Config
#Entities that CAN be picked up (useWhitelistEntities must be true)
allowedEntities = []
#Blocks that CAN be picked up (useWhitelistBlocks must be true)
allowedBlocks = []
#Entities that CAN have other entities stacked on top of them (useWhitelistStacking must be true)
allowedStacking = []
[blacklist]
#Blacklist. Read about the format here: https://github.com/Tschipp/CarryOn/wiki/Black---and-Whitelist-Config
#Blocks that cannot be picked up
forbiddenTiles = ["#forge:immovable", "#forge:relocation_not_supported", "#neoforge:immovable", "#neoforge:relocation_not_supported", "minecraft:end_portal", "minecraft:piston_head", "#c:relocation_not_supported", "minecraft:end_gateway", "minecraft:tall_grass", "minecraft:large_fern", "minecraft:peony", "minecraft:rose_bush", "minecraft:lilac", "minecraft:sunflower", "minecraft:*_bed", "minecraft:*_door", "minecraft:big_dripleaf_stem", "minecraft:waterlily", "minecraft:cake", "minecraft:nether_portal", "minecraft:tall_seagrass", "animania:block_trough", "animania:block_invisiblock", "colossalchests:*", "ic2:*", "bigreactors:*", "forestry:*", "tconstruct:*", "rustic:*", "botania:*", "astralsorcery:*", "quark:colored_bed_*", "immersiveengineering:*", "embers:block_furnace", "embers:ember_bore", "embers:ember_activator", "embers:mixer", "embers:heat_coil", "embers:large_tank", "embers:crystal_cell", "embers:alchemy_pedestal", "embers:boiler", "embers:combustor", "embers:catalzyer", "embers:field_chart", "embers:inferno_forge", "storagedrawers:framingtable", "skyresources:*", "lootbags:*", "exsartagine:*", "aquamunda:tank", "opencomputers:*", "malisisdoors:*", "industrialforegoing:*", "minecolonies:*", "thaumcraft:pillar*", "thaumcraft:infernal_furnace", "thaumcraft:placeholder*", "thaumcraft:infusion_matrix", "thaumcraft:golem_builder", "thaumcraft:thaumatorium*", "magneticraft:oil_heater", "magneticraft:solar_panel", "magneticraft:steam_engine", "magneticraft:shelving_unit", "magneticraft:grinder", "magneticraft:sieve", "magneticraft:solar_tower", "magneticraft:solar_mirror", "magneticraft:container", "magneticraft:pumpjack", "magneticraft:solar_panel", "magneticraft:refinery", "magneticraft:oil_heater", "magneticraft:hydraulic_press", "magneticraft:multiblock_gap", "refinedstorage:*", "mcmultipart:*", "enderstorage:*", "betterstorage:*", "practicallogistics2:*", "wearablebackpacks:*", "rftools:screen", "rftools:creative_screen", "create:*", "magic_doorknob:*", "iceandfire:*", "ftbquests:*", "waystones:*", "contact:*", "framedblocks:*", "securitycraft:*", "forgemultipartcbe:*", "integrateddynamics:cable", "mekanismgenerators:wind_generator", "cookingforblockheads:cabinet", "cookingforblockheads:corner", "cookingforblockheads:counter", "cookingforblockheads:oven", "cookingforblockheads:toaster", "cookingforblockheads:milk_jar", "cookingforblockheads:cow_jar", "cookingforblockheads:fruit_basket", "cookingforblockheads:cooking_table", "cookingforblockheads:fridge", "cookingforblockheads:sink", "chipped:*", "irons_spellbooks:*", "create*:*", "simple_pipes:*", "libmultipart:*", "quark:tiny_potato", "ait:*", "vampirism:*", "extrastorage:*", "relics:researching_table", "sophisticatedstorage:*chest", "powah:*", "advancementtrophies:trophy", "mekanismgenerators:heat_generator", "mna:filler_block", "create_enchantment_industry:*", "graveyard:*", "immersivepetroleum:*", "tardis:interior_door", "cuffed:*"]
#Entities that cannot be picked up
forbiddenEntities = ["#c:capturing_not_supported", "#c:teleporting_not_supported", "minecraft:end_crystal", "minecraft:ender_dragon", "minecraft:ghast", "minecraft:shulker", "minecraft:leash_knot", "minecraft:armor_stand", "minecraft:item_frame", "minecraft:painting", "minecraft:shulker_bullet", "animania:hamster", "animania:ferret*", "animania:hedgehog*", "animania:cart", "animania:wagon", "mynko:*", "pixelmon:*", "mocreatures:*", "quark:totem", "vehicle:*", "securitycraft:*", "taterzens:npc", "easy_npc:*", "bodiesbodies:dead_body"]
#Entities that cannot have other entities stacked on top of them
forbiddenStacking = ["minecraft:horse"]
[customPickupConditions]
#Custom Pickup Conditions. Read about the format here: https://github.com/Tschipp/CarryOn/wiki/Custom-Pickup-Condition-Config
#Custom Pickup Conditions for Blocks
customPickupConditionsBlocks = []
#Custom Pickup Conditions for Entities
customPickupConditionsEntities = []

View File

@@ -1,12 +0,0 @@
{
// The chance a spider that has spawned is a cave spider.
// min: 0.0, max: 1.0
"chanceSpiderIsCaveSpider": 0.15,
// When enabled, cave spiders will only spawn below the surface.
"onlySpawnCaveSpidersBelowSurface": true,
// When enabled, cave spiders will only spawn below the specific y value set in 'belowSpecificY'.
"onlySpawnCaveSpidersBelowSpecificY": false,
// The specific y value used in 'onlySpawnCaveSpidersBelowSpecificY'.
// min: -1000, max: 1000
"belowSpecificY": 0
}

View File

@@ -1,23 +0,0 @@
{
"sendChatMessages": true,
"enableShootingStars": true,
"shootingStarDistance": 2.0,
"shootingStarMinSize": 25,
"shootingStarMaxSize": 125,
"shootingStarSpeed": 6.0,
"shootingStarPathLength": 50,
"shootingStarChance": 20000,
"shootingStarLuckDuration": 1000,
"shootingStarMessages": [
"celestria.shootingStar.1",
"celestria.shootingStar.2",
"celestria.shootingStar.3"
],
"enableInsomnia": true,
"insomniaChance": 30000,
"insomniaDuration": 1000,
"insomniaMessages": [
"celestria.insomnia.1",
"celestria.insomnia.2"
]
}

View File

@@ -1,8 +0,0 @@
{
"renderPosition": "BEFORE_NAME",
"offsetNonPlayerText": true,
"senderDetection": "UUID_AND_HEURISTIC",
"smartHeuristics": true,
"handleSystemMessages": true,
"nameAliases": { }
}

View File

@@ -1,338 +0,0 @@
{
"BLACK": {
"GOLD, PINK, RED": [
{
"childColor": "GOLD",
"conditions": "bothParentsFedGold",
"random": "above 90"
}
],
"WHITE": [
{
"childColor": "GOLD",
"conditions": "bothParentsFedGold",
"random": "above 50"
},
{
"childColor": "WHITE",
"conditions": "bothParentsFedGold",
"random": "above 25"
},
{
"childColor": "YELLOW",
"conditions": "none",
"random": "above 75"
},
{
"childColor": "WHITE",
"conditions": "none",
"random": "above 38"
}
],
"YELLOW, GREEN, BLUE": [
{
"childColor": "secondParent",
"conditions": "none",
"random": "under 50"
}
]
},
"BLUE": {
"BLACK, WHITE": [
{
"childColor": "YELLOW",
"conditions": "bothParentsFedGold",
"random": "above 70"
},
{
"childColor": "secondParent",
"conditions": "bothParentsFedGold",
"random": "above 35"
},
{
"childColor": "YELLOW",
"conditions": "none",
"random": "above 90"
},
{
"childColor": "secondParent",
"conditions": "none",
"random": "above 45"
}
],
"BLUE": [
{
"childColor": "WHITE",
"conditions": "bothParentsFedGold",
"random": "above 60"
},
{
"childColor": "BLUE",
"conditions": "bothParentsFedGold",
"random": "above 30"
},
{
"childColor": "WHITE",
"conditions": "none",
"random": "above 80"
},
{
"childColor": "BLUE",
"conditions": "none",
"random": "above 40"
}
],
"YELLOW": [
{
"childColor": "YELLOW",
"conditions": "none",
"random": "under 50"
}
]
},
"GOLD": {
"GOLD": [
{
"childColor": "secondParent",
"conditions": "bothParentsFedGold",
"random": "none"
}
],
"PINK, RED": [
{
"childColor": "YELLOW",
"conditions": "bothParentsNotFedGold",
"random": "above 20"
}
],
"YELLOW, GREEN, BLUE, WHITE, BLACK, PURPLE": [
{
"childColor": "secondParent",
"conditions": "none",
"random": "none"
}
]
},
"GREEN": {
"BLACK, WHITE": [
{
"childColor": "YELLOW",
"conditions": "bothParentsFedGold",
"random": "above 70"
},
{
"childColor": "secondParent",
"conditions": "bothParentsFedGold",
"random": "above 35"
},
{
"childColor": "YELLOW",
"conditions": "none",
"random": "above 90"
},
{
"childColor": "secondParent",
"conditions": "none",
"random": "above 45"
}
],
"BLUE": [
{
"childColor": "WHITE",
"conditions": "bothParentsFedGold",
"random": "above 60"
},
{
"childColor": "BLUE",
"conditions": "bothParentsFedGold",
"random": "above 30"
},
{
"childColor": "WHITE",
"conditions": "none",
"random": "above 80"
},
{
"childColor": "BLUE",
"conditions": "none",
"random": "above 40"
}
],
"YELLOW": [
{
"childColor": "YELLOW",
"conditions": "none",
"random": "under 50"
}
]
},
"PINK": {
"GOLD, PINK, RED": [
{
"childColor": "YELLOW",
"conditions": "bothParentsNotFedGold",
"random": "above 20"
}
],
"YELLOW, GREEN, BLUE, WHITE, BLACK, PURPLE": [
{
"childColor": "secondParent",
"conditions": "none",
"random": "none"
}
]
},
"PURPLE": {
"YELLOW, GREEN, BLUE, WHITE, BLACK": [
{
"childColor": "secondParent",
"conditions": "none",
"random": "none"
}
]
},
"RED": {
"GOLD, PINK, RED": [
{
"childColor": "YELLOW",
"conditions": "bothParentsNotFedGold",
"random": "above 20"
}
],
"YELLOW, GREEN, BLUE, WHITE, BLACK, PURPLE": [
{
"childColor": "secondParent",
"conditions": "none",
"random": "none"
}
]
},
"WHITE": {
"BLACK": [
{
"childColor": "GOLD",
"conditions": "bothParentsFedGold",
"random": "above 50"
},
{
"childColor": "BLACK",
"conditions": "bothParentsFedGold",
"random": "above 25"
},
{
"childColor": "YELLOW",
"conditions": "none",
"random": "above 75"
},
{
"childColor": "BLACK",
"conditions": "none",
"random": "above 38"
}
],
"GOLD, PINK, RED": [
{
"childColor": "GOLD",
"conditions": "bothParentsFedGold",
"random": "above 70"
}
],
"GREEN, BLUE": [
{
"childColor": "YELLOW",
"conditions": "bothParentsFedGold",
"random": "above 70"
},
{
"childColor": "secondParent",
"conditions": "bothParentsFedGold",
"random": "above 35"
},
{
"childColor": "YELLOW",
"conditions": "none",
"random": "above 90"
},
{
"childColor": "secondParent",
"conditions": "none",
"random": "above 45"
}
],
"YELLOW": [
{
"childColor": "BLACK",
"conditions": "bothParentsFedGold",
"random": "above 60"
},
{
"childColor": "YELLOW",
"conditions": "bothParentsFedGold",
"random": "above 30"
},
{
"childColor": "BLACK",
"conditions": "none",
"random": "above 80"
},
{
"childColor": "YELLOW",
"conditions": "none",
"random": "above 40"
}
]
},
"YELLOW": {
"GREEN, BLUE, BLACK": [
{
"childColor": "secondParent",
"conditions": "none",
"random": "above 50"
}
],
"WHITE": [
{
"childColor": "BLACK",
"conditions": "bothParentsFedGold",
"random": "above 60"
},
{
"childColor": "WHITE",
"conditions": "bothParentsFedGold",
"random": "above 30"
},
{
"childColor": "BLACK",
"conditions": "none",
"random": "above 80"
},
{
"childColor": "WHITE",
"conditions": "none",
"random": "above 40"
}
],
"YELLOW": [
{
"childColor": "BLUE",
"conditions": "bothParentsFedGold",
"random": "above 80"
},
{
"childColor": "GREEN",
"conditions": "bothParentsFedGold",
"random": "above 60"
},
{
"childColor": "BLUE",
"conditions": "none",
"random": "above 60"
},
{
"childColor": "GREEN",
"conditions": "none",
"random": "above 20"
}
]
}
}

View File

@@ -1,31 +0,0 @@
#Spawning configuration
[spawning]
#Controls Chocobo Spawn Weight [Default: 10]
#Range: > 0
chocoboSpawnWeight = 10
#Controls Chocobo Pack Size Min [Default: 1]
#Range: > 0
chocoboPackSizeMin = 1
#Controls Chocobo Pack Size Max [Default: 3]
#Range: > 0
chocoboPackSizeMax = 3
#Chocobo configuration
[Chocobo]
#This multiplier controls the tame chance per gysahl used, so .15 results in 15% chance to tame [Default: 0.15]
#Range: 0.0 ~ 1.0
tameChance = 0.15
#If certain chocobos are allowed to fly [Default: true]
canChocobosFly = true
#Determines the maximum interval duration for the Chocobo's ambient sound [Default: 100]
#Range: > 1
kwehIntervalLimit = 100
#Naming configuration
[Naming]
#If taming a chocobo will provide them with a name (unless already named) [Default: true]
nameTamedChocobos = true
#The list of male names it can choose from if 'nameTamedChocobos' is enabled
maleNames = ["Arkio", "Boco", "Choco", "Patch", "Eddie", "Big Bird", "Chobi", "Horse Bird", "Mr. Yellowpuffs", "Oscar", "Wild", "Stitch", "Milo", "Lewis", "Simon", "Steed", "Bocobo", "Chobo", "Butter Fingers", "Caspar", "Chubby", "Coco", "Fuzzy", "Hulk", "Flopsy", "Lionel", "Tidus", "Cloud", "Sephiroth", "Butz", "Cecil", "Golbez", "Squall", "Zidane", "Garnet", "Kuja", "Locke", "Celes", "Crafty", "Sparky", "Skippy", "Whiskers", "Mog's Mount", "Ruffles", "Quistis", "Noctis", "Firecracker", "Ballistic", "Blizzard", "Torobo", "Leon", "Firas", "Travis", "Indigo", "Montoya", "Cobalt", "Jinx", "Komet", "Beau", "Bone", "Claw", "Duke", "Easy", "Fire", "Fury", "Idol", "Iron", "Jack", "Mars", "Noir", "Snow", "Star", "Zero", "Ace", "Air", "Ice", "Max", "Neo", "Ray", "Alpha", "Arrow", "Avian", "Black", "Blade", "Blaze", "Blitz", "Chaos", "Dandy", "Jolly", "Omega", "Pluto", "Point", "Quake", "Titan", "Hope", "Ifrit", "Shiva", "Polonium", "Radon", "Sparks", "Lunik"]
#The list of female names it can choose from if 'nameTamedChocobos' is enabled
femaleNames = ["Choco", "Patch", "Chobi", "Wild", "Chubby", "Crystal", "Coco", "Fuzzy", "Flopsy", "Lulu", "Yuna", "Cecil", "Kuja", "Terra", "Locke", "Celes", "Rikku", "Yuffie", "Selphie", "Rinoa", "Sparky", "Skippy", "Whiskers", "Pupu", "Quistis", "Noctis", "Tranquille", "Twinkling", "Capucine", "Heidi", "Danseuse", "Mercedes", "Psyche", "Victory", "Liberty", "Emma", "Fortune", "Soleil", "Luna", "Violet", "Lilith", "Lilli", "Jinx", "Coco", "Fleur", "Feder", "Flora", "Kugel", "Bleu", "Blue", "Chic", "Ciel", "Face", "Fire", "Fury", "Iris", "Jade", "Joli", "Kiku", "Lady", "Miel", "Momo", "Moon", "Nana", "Noir", "Nova", "Rain", "Rose", "Ruby", "Star", "Vega", "Air", "Aki", "Ayu", "Fee", "Sky", "Sun", "Amber", "Angel", "Azure", "Belle", "Clair", "Ebony", "Ember", "Fairy", "Flare", "Glory", "Jaune", "Jeune", "Jolly", "Lucky", "Olive", "Orange", "Venus", "Lightning", "Galindorf"]

View File

@@ -1,38 +0,0 @@
[Limitations]
# How many chunks should players be able to load per world? Use -1 for infinite.
# Allowed range: -1 ~ 1000 - Default: -1
maxLoadedChunksPerPlayer = -1
# After how many minutes of offline time should players' chunk loaders be disabled? Use -1 to disable the inactivity timeout.
# Allowed range: -1 ~ 525600 - Default: 10080
inactivityTimeout = 10080
# Chunk loaders from before version 1.2.0 are not bound to a player. Should these chunk loaders' loaded chunks stay loaded?
# Allowed values: true, false - Default: true
allowLegacyLoadedChunks = true
# Can players use the chunk loader map? If false, players will see the message 'The chunk loader map is disabled on this server'.
# Allowed values: true, false - Default: true
canPlayersUseMap = true
[General]
# In what radius should the Single Chunk Loader be able to load chunks?
# Allowed range: 1 ~ 6 - Default: 1
singleChunkLoaderRadius = 1
# In what radius should the Basic Chunk Loader be able to load chunks?
# Allowed range: 1 ~ 6 - Default: 2
basicChunkLoaderRadius = 2
# In what radius should the Advanced Chunk Loader be able to load chunks?
# Allowed range: 1 ~ 6 - Default: 3
advancedChunkLoaderRadius = 3
# In what radius should the Ultimate Chunk Loader be able to load chunks?
# Allowed range: 1 ~ 6 - Default: 4
ultimateChunkLoaderRadius = 4
# Should chunk loaders do random ticks in loaded chunks?
# Allowed values: true, false - Default: true
doRandomTicks = true

View File

@@ -1,22 +0,0 @@
{
"hardwareMode": "REDUCED",
"hideActiveRenderer": true,
"hideTags": true,
"hideDebugHints": true,
"shyFluids": true,
"hideHelpShortcut": true,
"hideNoiseRouter": true,
"onlyShowNecessary": false,
"hideSodium": true,
"hideIris": true,
"hideLitematica": true,
"hideEntityCulling": true,
"hideViaFabric": true,
"hidePresenceFootsteps": true,
"hideDistantHorizons": true,
"hideModernFix": true,
"hideJourneyMap": true,
"hideLambDynamicLights": true,
"hideDynamicFps": true,
"hideCaveDust": true
}

View File

@@ -1,55 +0,0 @@
[tweaks]
#This option will let you climb ladders automatically by just looking upwards, rather than requiring a key to be held down.
autoClimbLadder = false
#This prevents the last torch in the offhand from being placed.
doNotUseLastTorch = false
#This option will hide your offhand item. It can be toggled via an optional key binding.
hideOffhandItem = false
#This option will hide your own potion particle effects for your client (other players will still see them).
hideOwnParticleEffects = false
#This option will hide your shield unless you are holding a weapon.
hideShieldUnlessHoldingWeapon = true
#This prevents torches from being placed from your offhand at all.
noOffhandTorchAtAll = false
#This prevents torches from being placed from your offhand if you have a block in your main hand.
noOffhandTorchWithBlock = true
#This prevents torches from being placed from your offhand if you have food in your main hand.
noOffhandTorchWithFood = true
#This prevents torches from being placed from your off hand if you have an empty main hand.
noOffhandTorchWithEmptyHand = false
#This restricts torches to be placed from the offhand only when you're holding a tool in your main hand.
offhandTorchWithToolOnly = false
#This prevents fireworks from being launched from your off hand if you are wearing an Elytra, unless you're flying.
noOffhandFireworksWithElytra = true
#This option will disable step assist added by other mods.
disableStepAssist = false
#This option will disable log stripping.
disableLogStripping = false
#This adds back the master volume slider to the options screen. Saves you a click!
masterVolumeSlider = true
#This adds back the music volume slider to the options screen. Saves you a click!
musicVolumeSlider = true
#This option will make iron fences and glass panes have a bigger hitbox while placing them, making it easier to aim.
paneBuildingSupport = true
#This option will make chains have a bigger hitbox while placing them, making it easier to aim.
chainBuildingSupport = true
#This option makes the recipe book not shift the inventory when opened. Works best with smaller GUI scales / bigger resolutions.
noRecipeBookShifting = false
#Prevents accidental mining of certain fragile blocks like budding amethysts.
preventAccidentalMining = false
#This option will increase the hitbox of random-offset blocks in creative mode, making it easier to break them quickly.
creativeBreakingSupport = true
[customization]
#Items that count as torches for the offhand-torch tweak options.
torchItems = ["minecraft:torch", "minecraft:soul_torch", "tconstruct:stone_torch"]
#Items that are allowed to place torches from the offhand if offhandTorchWithToolOnly is enabled.
torchTools = ["minecraft:wooden_pickaxe", "minecraft:stone_pickaxe", "minecraft:iron_pickaxe", "minecraft:golden_pickaxe", "minecraft:diamond_pickaxe", "minecraft:netherite_pickaxe", "tconstruct:pickaxe", "tconstruct:hammer"]
#Items that count as weapons for the offhand-shield hiding tweak options.
shieldWeapons = ["tetra:modular_sword"]
#Items that count as shields for the offhand-shield hiding tweak options.
shieldItems = ["basicshields:wooden_shield", "basicshields:golden_shield", "basicshields:diamond_shield", "basicshields:netherite_shield"]
#Items that count as fireworks for the offhand-firework tweak options.
fireworkItems = ["minecraft:firework_rocket"]
#Blocks that should be protected in the prevent accidental mining tweak.
fragileBlocks = ["minecraft:small_amethyst_bud", "minecraft:budding_amethyst", "minecraft:large_amethyst_bud", "minecraft:medium_amethyst_bud"]

View File

@@ -1,12 +0,0 @@
{
// When enabled, transfer the held items and armour from replaced entities by any of the Entity Spawn mods which depend on Collective.
"transferItemsBetweenReplacedEntities": true,
// The amount of times Collective loops through possible mob drops to get them all procedurally. Drops are only generated when a dependent mod uses them. Lowering this can increase world load time but decrease accuracy.
// min: 1, max: 500
"loopsAmountUsedToGetAllEntityDrops": 100,
// The delay of the is-there-a-block-around-check around entities in ms. Used in mods which depends on a specific blockstate in the world. Increasing this number can increase TPS if needed.
// min: 0, max: 3600000
"findABlockCheckAroundEntitiesDelayMs": 30000,
// Enables pets for Patrons. Will be added in a future release.
"enablePatronPets": true
}

View File

@@ -1,653 +0,0 @@
{
"area_names": [
"Aberdeen",
"Aberdyfi",
"Aberstwyth",
"Aberuthven",
"Aberystwyth",
"Abingdon",
"Accreton",
"Accrington",
"Achnasheen",
"Acomb",
"Acrine",
"Addersfield",
"Aeberuthey",
"Aelinmiley",
"Aempleforth",
"Aeredale",
"Aerilon",
"Aermagh",
"Aeston",
"Aethelney",
"Airedale",
"Alcombey",
"Alderdyfi",
"Alderrdeen",
"Alnerwick",
"Alnwick",
"Alryne",
"Alverton",
"Ampleforth",
"Anghor Thom",
"Anghor Wat",
"Appleby",
"Aquarin",
"Aquarine",
"Aramoor",
"Aramore",
"Archensheen",
"Archmouth",
"Arcton",
"Ardglass",
"Aria",
"Arkala",
"Arkaley",
"Arkkukari",
"Arkmunster",
"Arkney",
"Armagh",
"Armskirk",
"Aroonshire",
"Ascot",
"Ashborne",
"Ashbourne",
"Aston",
"Astrakane",
"Astrakhan",
"Athelney",
"Auchendale",
"Auchendinny",
"Auchenshuggle",
"Auchterarder",
"Auchtermuchty",
"Aucteraden",
"Auctermunty",
"Axminster",
"Aylesbury",
"Aynor",
"Ayrith",
"Aysgarth",
"Azmar",
"Azmarin",
"Baerney",
"Bailymena",
"Balerno",
"Ballachulish",
"Ballaeter",
"Ballater",
"Ballinamallard",
"Ballingsmallard",
"Ballymena",
"Balmoral",
"Bamborourgh",
"Bamburgh",
"Bannockburn",
"Banrockburn",
"Barcombe",
"Bardford",
"Barkamsted",
"Barmwich",
"Barncombe",
"Barnemouth",
"Barnsley",
"Beachcastle",
"Beachmarsh",
"Beckinsale",
"Beckinsdale",
"Beckton",
"Beggar's Hole",
"Bellechulish",
"Bellenau",
"Bellmare",
"Bellmoral",
"Berkhamsted",
"Berkton",
"Berxley",
"Bexley",
"Black Crystal",
"Black Hallows",
"Black Hollow",
"Blackburn",
"Blackpool",
"Blackridgepool",
"Blaenau",
"Blancathey",
"Bleakburn",
"Blencalgo",
"Blencathra",
"Blencogo",
"Blue Field",
"Boatwright",
"Boroughton",
"Bournemouth",
"Bracklewhyte",
"Bradford",
"Bradfordshire",
"Braedon",
"Braedwardith",
"Bredon",
"Bredwardine",
"Briar Glen",
"Brickelwhyte",
"Broken Shield",
"Bromwich",
"Broughton",
"Bullmar",
"Burnsley",
"Burrafirth",
"Bury",
"Butterpond",
"Caelfall",
"Caelkirk",
"Caerdydd",
"Caerfyrddin",
"Caerleon",
"Caershire",
"Caister",
"Calcherth",
"Calchester",
"Calcheth",
"Calmarnock",
"Cappadocia",
"Cardend",
"Cardended",
"Carleone",
"Carlisle",
"Carningsby",
"Carran",
"Cesterfield",
"Cewmann",
"Chaepstow",
"Chepstow",
"Cherrytown",
"Chester",
"Chesterfield",
"Cirencester",
"Cirrane",
"City of Fire",
"Clacton",
"Claethorpes",
"Clarcton",
"Clare View Point",
"Cleethorpes",
"Coalfell",
"Colchester",
"Colkirk",
"Coningsby",
"Coniston",
"Conriston",
"Coombe",
"Crasmere",
"Craydon",
"Cromer",
"Cromerth",
"Crossroads",
"Croydon",
"Crullfeld",
"Culcheth",
"Cullfield",
"Cumdivock",
"Daemarrel",
"Dalelry",
"Dalhurst",
"Dalmellington",
"Dalmerlington",
"Dalry",
"Damerel",
"Dangarnon",
"Darkwell",
"Davenport",
"Dawsbury",
"Deathfall",
"Dewhurst",
"Dewsbury",
"Domburton",
"Doncaster",
"Doonatel",
"Dornwich",
"Doveport",
"Dragontail",
"Draycott",
"Drumchapel",
"Drumnacanvy",
"Drumnadrochit",
"Dry Gulch",
"Dumbarton",
"Duncaster",
"Dundee",
"Dungannon",
"Dunwich",
"Durmchapel",
"Durnatel",
"Eanverness",
"Eastborne",
"Eastbourne",
"Eastcliff",
"Easthallow",
"Easthaven",
"Ecrin",
"Edinborourgh",
"Edinburgh",
"Eelry",
"Eldham",
"Elinmylly",
"Ely",
"Emall",
"Emelle",
"Erast",
"Erith",
"Erostey",
"Erstonia",
"Everton",
"Everwinter",
"Exeter",
"Falcon Haven",
"Falkirk",
"Fallholt",
"Fallkirk",
"Fanfoss",
"Far Water",
"Farncombe",
"Farnfoss",
"Farnworth",
"Faversham",
"Favorsham",
"Ferncombe",
"Ferndochty",
"Fernsworth",
"Ffestiniog",
"Findochty",
"Firebend",
"Fool's March",
"Foolshope",
"Forstford",
"Fortaare",
"Fournemouth",
"Frostford",
"Furness",
"Galssop",
"Garen's Well",
"Garigill",
"Garmsby",
"Garrigill",
"Garthram",
"Gillamoor",
"Gilramore",
"Glaenarm",
"Glanchester",
"Glanyrafon",
"Glarnyraefon",
"Glenarm",
"Glossop",
"Gloucester",
"Goldcrest",
"Goldenleaf",
"Gormsey",
"Goulcrest",
"Gramsby",
"Grasmere",
"Graycott",
"Greenflower",
"Grimsby",
"Guthram",
"Hadleigh",
"Haedleigh",
"Haerndean",
"Haling Cove",
"Halivaara",
"Halsworthy",
"Hammaslahti",
"Hampstead",
"Hankala",
"Haran",
"Hardersfield",
"Harmstead",
"Harnsey",
"Harthwaite",
"Hartlepool",
"Helmfirth",
"Hempholme",
"Hewe",
"Hillfar",
"Hillford",
"Hirane",
"Hogsfeet",
"Holbeck",
"Holden",
"Hollyhead",
"Holmfirth",
"Holsworthy",
"Horndean",
"Hornsey",
"Howe",
"Hull",
"Hullbeck",
"Hurtlepool",
"Huthwaite",
"Hwen",
"Hythe",
"Icemeet",
"Ilfracombe",
"Ilfreycombe",
"Ilragorn",
"Inverness",
"Ironforge",
"Ironhaven",
"Irragin",
"Islesbury",
"Iyesgarth",
"Jarren's Outpost",
"Jedborourgh",
"Jedburgh",
"Jongvale",
"Kald",
"Kameeraska",
"Kamouraska",
"Kara's Vale",
"Keld",
"Kelna",
"Kilead",
"Kilerth",
"Kilkenny",
"Kilmarnock",
"Kinallen",
"Kincardine",
"Kineallen",
"Kinecardine",
"King's Watch",
"Kingcardine",
"Kirekwall",
"Kirkwall",
"Knife's Edge",
"Krosstoen",
"Laencaster",
"Laenteglos",
"Laewaes",
"Lakeshore",
"Lancaster",
"Landow",
"Lanercoast",
"Lanercost",
"Langdale",
"Lanteglos",
"Larcbost",
"Larkinge",
"Larnwick",
"Larton",
"Leefside",
"Leeside",
"Lerwick",
"Leurbost",
"Lewes",
"Lhanbryde",
"Lhanbyrde",
"Limesvilles",
"Lindow",
"Linemell",
"Lingmell",
"Little Ivywood",
"Llaneybyder",
"Llanybydder",
"Llyn",
"Llyne",
"Lockinge",
"Longdale",
"Lowestoft",
"Lullin",
"Lunaris",
"Lundy",
"Luton",
"Lybster",
"Macclesfield",
"Malrton",
"Mansfield",
"Marclesfield",
"Marnmouth",
"Marren's Eve",
"Martslock",
"Matlock",
"Mensfield",
"Merton",
"Middlesborough",
"Middlesbrough",
"MillerVille",
"Millstone",
"Mirefield",
"Mirfield",
"Mirstone",
"Monmouth",
"Moonbright",
"Moressley",
"Mossley",
"Mountmend",
"Mournstead",
"Murkwell",
"Murlayfield",
"Murrayfield",
"Myrefall",
"Nancledra",
"Nantgarth",
"Nantgarw",
"Nantwich",
"Naporia",
"Narfolk",
"Narnclaedra",
"Narthwich",
"Nearon",
"Nerton",
"New Cresthill",
"Newham",
"Newsham",
"Norbury",
"Norfolk",
"Northbury",
"Northon",
"Northpass",
"Northwich",
"Norton",
"Norwich",
"Nuxvar",
"Oakheart",
"Oar's Rest",
"Old Ashton",
"Oldham",
"Onryx",
"Openshaw",
"Orilon",
"Orkney",
"Ormkirk",
"Ormskirk",
"Orrinshire",
"Ozryn",
"Padstow",
"Paendley",
"Paentmarwy",
"Paethsmouth",
"Palperroth",
"Panshaw",
"Pantmawr",
"Pathstow",
"Pavv",
"Peatsland",
"Peltragow",
"Pendle",
"Penketh",
"Penkurth",
"Penrith",
"Penshaw",
"Penzance",
"Perlshaw",
"Pernrith",
"Perthlochry",
"Peterborough",
"Peterbrugh",
"Pinnella Pass",
"Pirn",
"Pitmedden",
"Pitmerden",
"Polperro",
"Poltragow",
"Pontheugh",
"Pontybridge",
"Pontypridd",
"Porthaethwidge",
"Porthaethwy",
"Porthcawl",
"Porthcrawl",
"Portsmouth",
"Pran",
"Putlochry",
"Quan Ma",
"Queenstown",
"Rachdale",
"Ramshorn",
"Red Hawk",
"Redwater",
"Redwick Bush",
"Ritherhithe",
"Rivermouth",
"Rochdale",
"Romsey",
"Roselake",
"Rotherham",
"Rotherhithe",
"Rptherglen",
"Runswick",
"Rutherglen",
"Ruthorham",
"Saker Keep",
"Sanlow",
"Sarton",
"Satbury",
"Saxondale",
"Scrabster",
"Seameet",
"Shadowfen",
"Sharnwick",
"Sharpton",
"Sheffield",
"Shepshed",
"Sherfield",
"Ship's Haven",
"Shipton",
"Silverkeep",
"Sirencester",
"Skargness",
"Skegness",
"Skystead",
"Snake's Canyon",
"Snowbush",
"Snowmelt",
"Solaris",
"Solime",
"South Warren",
"Southwold",
"Spalding",
"Squall's End",
"Stamford",
"Stanlow",
"Stanmore",
"Stathford",
"Stathmore",
"Stawford",
"Stratford",
"Stratham",
"Strathmore",
"Streatham",
"Strongfair",
"Sudbury",
"Sutton",
"Swadlincote",
"Swanford",
"Swindlincote",
"Swindmore",
"Swindon",
"Swinford",
"Swordbreak",
"Taedmorden",
"Taernsby",
"Taewe",
"Tamworth",
"Tardide",
"Tarmsworth",
"Tarnstead",
"Tarrin",
"Tenby",
"Tergaron",
"Thorpeness",
"Thorpes",
"Thralkeld",
"Three Streams",
"Threlkeld",
"Tillicoultry",
"Tillydrone",
"Timeston",
"Todmorden",
"Torrine",
"Tottenham",
"Tow",
"Tranmere",
"Transmere",
"Travercraig",
"Tregaron",
"Troutbeck",
"Troutberk",
"Trudid",
"Tunstead",
"Tylwaerdreath",
"Tywardreath",
"Ubbin Falls",
"Ula'ree",
"Urmkirkey",
"Venzor",
"Veritas",
"Violl's Garden",
"Waekefield",
"Waeldestone",
"Wakefield",
"Walden",
"Wallowdale",
"Wanborne",
"Wandermere",
"Warcester",
"Warlington",
"Warrington",
"Warthford",
"Watford",
"Wavemeet",
"Wealdstone",
"Wellspring",
"Westray",
"Westwend",
"Whaelrdrake",
"Wheldrake",
"Whitebridge",
"Whiteridge",
"Wigston",
"Willesden",
"Willowdale",
"Willsden",
"Wimborne",
"Windermere",
"Windrip",
"Wingston",
"Wintervale",
"Wolfden",
"Wolford",
"Wolfpine",
"Wolfwater",
"Wombourne",
"Woodhaerst",
"Woodhurst",
"Woodpine",
"Woolhope",
"Worcester",
"Xynnar",
"Yarlford",
"Yarrin",
"Yellowseed",
"Zalfari",
"Zeffari"
]
}

File diff suppressed because it is too large Load Diff

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@@ -1,12 +0,0 @@
#The renderer to use for monitors. Generally this should be kept at "best" - if
#monitors have performance issues, you may wish to experiment with alternative
#renderers.
#Allowed Values: BEST, TBO, VBO
monitor_renderer = "BEST"
#The maximum distance monitors will render at. This defaults to the standard tile
#entity limit, but may be extended if you wish to build larger monitors.
#Range: 16 ~ 1024
monitor_distance = 64
#The delay in seconds after which we'll notify about unhandled imports. Set to 0 to disable.
#Range: 0 ~ 60
upload_nag_delay = 5

View File

@@ -1,220 +0,0 @@
#The disk space limit for computers and turtles, in bytes.
computer_space_limit = 1000000
#The disk space limit for floppy disks, in bytes.
floppy_space_limit = 125000
#The file upload size limit, in bytes. Must be in range of 1 KiB and 16 MiB.
#Keep in mind that uploads are processed in a single tick - large files or
#poor network performance can stall the networking thread. And mind the disk space!
#Range: 1024 ~ 16777216
upload_max_size = 524288
#Set how many files a computer can have open at the same time. Set to 0 for unlimited.
#Range: > 0
maximum_open_files = 128
#A comma separated list of default system settings to set on new computers.
#Example: "shell.autocomplete=false,lua.autocomplete=false,edit.autocomplete=false"
#will disable all autocompletion.
default_computer_settings = ""
#Log exceptions thrown by peripherals and other Lua objects. This makes it easier
#for mod authors to debug problems, but may result in log spam should people use
#buggy methods.
log_computer_errors = true
#Require players to be in creative mode and be opped in order to interact with
#command computers. This is the default behaviour for vanilla's Command blocks.
command_require_creative = true
#A list of generic methods or method sources to disable. Generic methods are
#methods added to a block/block entity when there is no explicit peripheral
#provider. This includes inventory methods (i.e. inventory.getItemDetail,
#inventory.pushItems), and (if on Forge), the fluid_storage and energy_storage
#methods.
#Methods in this list can either be a whole group of methods (computercraft:inventory)
#or a single method (computercraft:inventory#pushItems).
#
disabled_generic_methods = []
#Controls execution behaviour of computers. This is largely intended for
#fine-tuning servers, and generally shouldn't need to be touched.
[execution]
#Set the number of threads computers can run on. A higher number means more
#computers can run at once, but may induce lag. Please note that some mods may
#not work with a thread count higher than 1. Use with caution.
#Range: > 1
computer_threads = 1
#The maximum time that can be spent executing tasks in a single tick, in
#milliseconds.
#Note, we will quite possibly go over this limit, as there's no way to tell how
#long a will take - this aims to be the upper bound of the average time.
#Range: > 1
max_main_global_time = 10
#The ideal maximum time a computer can execute for in a tick, in milliseconds.
#Note, we will quite possibly go over this limit, as there's no way to tell how
#long a will take - this aims to be the upper bound of the average time.
#Range: > 1
max_main_computer_time = 5
#Controls the HTTP API
[http]
#Enable the "http" API on Computers. Disabling this also disables the "pastebin" and
#"wget" programs, that many users rely on. It's recommended to leave this on and use
#the "rules" config option to impose more fine-grained control.
enabled = true
#Enable use of http websockets. This requires the "http_enable" option to also be true.
websocket_enabled = true
#The number of http requests a computer can make at one time. Additional requests
#will be queued, and sent when the running requests have finished. Set to 0 for
#unlimited.
#Range: > 0
max_requests = 16
#The number of websockets a computer can have open at one time.
#Range: > 1
max_websockets = 4
#Limits bandwidth used by computers.
[http.bandwidth]
#The number of bytes which can be downloaded in a second. This is shared across all computers. (bytes/s).
#Range: > 1
global_download = 33554432
#The number of bytes which can be uploaded in a second. This is shared across all computers. (bytes/s).
#Range: > 1
global_upload = 33554432
#Tunnels HTTP and websocket requests through a proxy server. Only affects HTTP
#rules with "use_proxy" set to true (off by default).
#If authentication is required for the proxy, create a "computercraft-proxy.pw"
#file in the same directory as "computercraft-server.toml", containing the
#username and password separated by a colon, e.g. "myuser:mypassword". For
#SOCKS4 proxies only the username is required.
[http.proxy]
#The type of proxy to use.
#Allowed Values: HTTP, HTTPS, SOCKS4, SOCKS5
type = "HTTP"
#The hostname or IP address of the proxy server.
host = ""
#The port of the proxy server.
#Range: 1 ~ 65536
port = 8080
#A list of rules which control behaviour of the "http" API for specific domains or
#IPs. Each rule matches against a hostname and an optional port, and then sets several
#properties for the request. Rules are evaluated in order, meaning earlier rules override
#later ones.
#
#Valid properties:
# - "host" (required): The domain or IP address this rule matches. This may be a domain name
# ("pastebin.com"), wildcard ("*.pastebin.com") or CIDR notation ("127.0.0.0/8").
# - "port" (optional): Only match requests for a specific port, such as 80 or 443.
#
# - "action" (optional): Whether to allow or deny this request.
# - "max_download" (optional): The maximum size (in bytes) that a computer can download in this
# request.
# - "max_upload" (optional): The maximum size (in bytes) that a computer can upload in a this request.
# - "max_websocket_message" (optional): The maximum size (in bytes) that a computer can send or
# receive in one websocket packet.
# - "use_proxy" (optional): Enable use of the HTTP/SOCKS proxy if it is configured.
[[http.rules]]
#The magic "$private" host matches all private address ranges, such as localhost and 192.168.0.0/16.
#This rule prevents computers accessing internal services, and is strongly recommended.
host = "$private"
#Deny all requests to private IP addresses.
action = "deny"
#A list of rules which control behaviour of the "http" API for specific domains or
#IPs. Each rule matches against a hostname and an optional port, and then sets several
#properties for the request. Rules are evaluated in order, meaning earlier rules override
#later ones.
#
#Valid properties:
# - "host" (required): The domain or IP address this rule matches. This may be a domain name
# ("pastebin.com"), wildcard ("*.pastebin.com") or CIDR notation ("127.0.0.0/8").
# - "port" (optional): Only match requests for a specific port, such as 80 or 443.
#
# - "action" (optional): Whether to allow or deny this request.
# - "max_download" (optional): The maximum size (in bytes) that a computer can download in this
# request.
# - "max_upload" (optional): The maximum size (in bytes) that a computer can upload in a this request.
# - "max_websocket_message" (optional): The maximum size (in bytes) that a computer can send or
# receive in one websocket packet.
# - "use_proxy" (optional): Enable use of the HTTP/SOCKS proxy if it is configured.
[[http.rules]]
#The wildcard "*" rule matches all remaining hosts.
host = "*"
#The maximum size (in bytes) that a computer can upload in a single request. This
#includes headers and POST text.
max_upload = 4194304
#Allow all non-denied hosts.
action = "allow"
#Enable use of the HTTP/SOCKS proxy if it is configured.
use_proxy = false
#The maximum size (in bytes) that a computer can send or receive in one websocket packet.
max_websocket_message = 131072
#The maximum size (in bytes) that a computer can download in a single request.
#Note that responses may receive more data than allowed, but this data will not
#be returned to the client.
max_download = 16777216
#Various options relating to peripherals.
[peripheral]
#Enable Command Block peripheral support
command_block_enabled = false
#The range of Wireless Modems at low altitude in clear weather, in meters.
#Range: 0 ~ 100000
modem_range = 64
#The range of Wireless Modems at maximum altitude in clear weather, in meters.
#Range: 0 ~ 100000
modem_high_altitude_range = 384
#The range of Wireless Modems at low altitude in stormy weather, in meters.
#Range: 0 ~ 100000
modem_range_during_storm = 64
#The range of Wireless Modems at maximum altitude in stormy weather, in meters.
#Range: 0 ~ 100000
modem_high_altitude_range_during_storm = 384
#Maximum amount of notes a speaker can play at once.
#Range: > 1
max_notes_per_tick = 8
#The limit to how much monitor data can be sent *per tick*. Note:
# - Bandwidth is measured before compression, so the data sent to the client is
# smaller.
# - This ignores the number of players a packet is sent to. Updating a monitor for
# one player consumes the same bandwidth limit as sending to 20.
# - A full sized monitor sends ~25kb of data. So the default (1MB) allows for ~40
# monitors to be updated in a single tick.
#Set to 0 to disable.
#Range: > 0
monitor_bandwidth = 1000000
#Various options relating to turtles.
[turtle]
#Set whether Turtles require fuel to move.
need_fuel = true
#The fuel limit for Turtles.
#Range: > 0
normal_fuel_limit = 20000
#The fuel limit for Advanced Turtles.
#Range: > 0
advanced_fuel_limit = 100000
#If set to true, Turtles will push entities out of the way instead of stopping if
#there is space to do so.
can_push = true
#Configure the size of various computer's terminals.
#Larger terminals require more bandwidth, so use with care.
[term_sizes]
#Terminal size of computers.
[term_sizes.computer]
#Range: 1 ~ 255
width = 51
#Range: 1 ~ 255
height = 19
#Terminal size of pocket computers.
[term_sizes.pocket_computer]
#Range: 1 ~ 255
width = 26
#Range: 1 ~ 255
height = 20
#Maximum size of monitors (in blocks).
[term_sizes.monitor]
#Range: 1 ~ 32
width = 8
#Range: 1 ~ 32
height = 6

View File

@@ -1,20 +0,0 @@
[concentration]
#Whether the window size and pos is customized
customized = false
#Whether the window pos should related to the monitor
related = false
#X coordinate
#Range: > -2147483648
x = 0
#Y coordinate
#Range: > -2147483648
y = 0
#Width
#Range: > 1
width = 800
#Height
#Range: > 1
height = 600
#Fullscreen mode
#Allowed Values: BORDERLESS, NATIVE
fullscreen = "BORDERLESS"

View File

@@ -1,8 +0,0 @@
{
"version": 1,
"hiddenMods": [],
"globalModAliases": {
"cloth_config": "cloth-config2",
"playeranimator": "player-animator"
}
}

View File

@@ -1,7 +0,0 @@
[general]
#The amount of FE (Forge Energy) converted from 1 E (Team Reborn Energy). Setting the value to 0 disables this conversion.
#Range: > 0
fabricToForgeEnergy = 10
#The amount of FE (Forge Energy) required for 1 E (Team Reborn Energy). Setting the value to 0 disables this conversion.
#Range: > 0
forgeToFabricEnergy = 10

View File

@@ -1,150 +0,0 @@
{
"_schemaVersion": 6,
"_lastMCVersionId": 767,
"generalSettings": {
"detectATLauncherInstance": false,
"detectCurseManifest": false,
"detectMultiMCManifest": false,
"detectMCUpdaterInstance": false,
"detectTechnicPack": false,
"detectModrinthPack": true,
"detectBiomeData": true,
"detectDimensionData": true,
"detectWorldData": true,
"clientId": "1288483938079080470",
"defaultIcon": "icon",
"enableJoinRequests": false,
"preferredClientLevel": 3,
"resetTimeOnInit": false,
"autoRegister": false
},
"biomeSettings": {
"fallbackBiomeIcon": "icon",
"biomeData": {
"default": {
"textOverride": "Playing in {biome.name}"
}
}
},
"dimensionSettings": {
"fallbackDimensionIcon": "icon",
"dimensionData": {
"default": {
"textOverride": "In the {dimension.name}"
}
}
},
"serverSettings": {
"fallbackServerIcon": "icon",
"fallbackServerName": "Minecraft Server",
"fallbackServerMotd": "A Minecraft Server",
"serverData": {
"default": {
"textOverride": "Playing on {server.motd.raw}"
}
}
},
"statusMessages": {
"mainMenuData": {
"textOverride": "In the Main Menu"
},
"loadingData": {
"textOverride": "Loading..."
},
"lanData": {
"textOverride": "Playing on a LAN Server"
},
"singleplayerData": {
"textOverride": "Playing Singleplayer"
},
"realmData": {
"textOverride": "Playing on {server.motd.raw}"
}
},
"advancedSettings": {
"enablePerGui": false,
"enablePerItem": false,
"enablePerEntity": false,
"formatWords": true,
"debugMode": false,
"verboseMode": false,
"refreshRate": 2,
"allowPlaceholderPreviews": false,
"guiSettings": {
"fallbackGuiIcon": "icon",
"guiData": {
"default": {
"textOverride": "In {screen.name}"
}
}
},
"itemMessages": {
"default": "Holding {item.message.holding}"
},
"entitySettings": {
"fallbackEntityIcon": "icon",
"targetData": {
"default": {
"textOverride": "Targeting {entity.target.name}"
}
},
"ridingData": {
"default": {
"textOverride": "Riding {entity.riding.name}"
}
}
},
"allowEndpointIcons": true,
"serverIconEndpoint": "https://api.mcsrvstat.us/icon/{server.address.short}",
"playerSkinEndpoint": "https://mc-heads.net/avatar/{getOrDefault(player.uuid.short, player.name)}",
"allowDuplicatePackets": false,
"maxConnectionAttempts": 10,
"enableClassGraph": false
},
"accessibilitySettings": {
"languageId": "en_us",
"stripTranslationColors": false,
"stripTranslationFormatting": false,
"stripExtraGuiElements": false,
"configKeyCode": 96
},
"displaySettings": {
"presenceData": {
"enabled": true,
"useAsMain": false,
"isInstance": false,
"activityType": 0,
"partyPrivacy": 1,
"details": "{getFirst(menu.message, dimension.message)}",
"gameState": "{getOrDefault(server.message)} {getOrDefault(pack.name)}",
"largeImageKey": "{getFirst(menu.icon, dimension.icon)}",
"largeImageText": "{getFirst(menu.message, dimension.message)}",
"smallImageKey": "modrinth",
"smallImageText": "Available on modrinth!",
"startTimestamp": "{data.general.time}",
"endTimestamp": "",
"buttons": {
"default": {
"label": "Show modpack",
"url": "https://modrinth.com/modpack/boundless"
}
}
},
"dynamicIcons": {
"default": "https://via.placeholder.com/256.png",
"Vaporvee": "https://mc-heads.net/avatar/f396e2b9cbb146a0bb7296898a1ca44d"
},
"dynamicVariables": {
"default": "Example Text",
"mods": "{general.mods} Mod(s)",
"player_info_coordinate": "At {player.position.x}, {player.position.z}",
"players": "{server.players.current} / {server.players.max} Players",
"player_info_in": "({custom.player_info.health})",
"player_info_items": "Items: {item.main_hand.message}",
"player_info_out": "As {player.name}",
"player_info_health": "Health: {player.health.current}/{player.health.max}",
"world_info": "On {world.name}",
"pack": "Boundless Horizon"
}
}
}

View File

@@ -1,42 +0,0 @@
{
// The version of the config file. Do not change this unless you know what you are doing.
"rconfig:version": 0,
// Changes the Creeper Overhaul creepers to destroy blocks or not.
"destroyBlocks": true,
"spawning": {
// Change the Creeper Overhaul creepers to spawn or not.
"allowSpawning": true,
// Change the Jungle Creeper to spawn or not.
"allowJungleCreeperSpawning": true,
// Change the Bamboo Creeper to spawn or not.
"allowBambooCreeperSpawning": true,
// Change the Desert Creeper to spawn or not.
"allowDesertCreeperSpawning": true,
// Change the Badlands Creeper to spawn or not.
"allowBadlandsCreeperSpawning": true,
// Change the Hills Creeper to spawn or not.
"allowHillsCreeperSpawning": true,
// Change the Savannah Creeper to spawn or not.
"allowSavannahCreeperSpawning": true,
// Change the Mushroom Creeper to spawn or not.
"allowMushroomCreeperSpawning": true,
// Change the Swamp Creeper to spawn or not.
"allowSwampCreeperSpawning": true,
// Change the Dripstone Creeper to spawn or not.
"allowDripstoneCreeperSpawning": true,
// Change the Cave Creeper to spawn or not.
"allowCaveCreeperSpawning": true,
// Change the Dark Oak Creeper to spawn or not.
"allowDarkOakCreeperSpawning": true,
// Change the Spruce Creeper to spawn or not.
"allowSpruceCreeperSpawning": true,
// Change the Beach Creeper to spawn or not.
"allowBeachCreeperSpawning": true,
// Change the Snowy Creeper to spawn or not.
"allowSnowyCreeperSpawning": true,
// Change the Ocean Creeper to spawn or not.
"allowOceanCreeperSpawning": true,
// Change the Birch Creeper to spawn or not.
"allowBirchCreeperSpawning": true
}
}

View File

@@ -1,11 +0,0 @@
{
// The version of the config file. Do not change this unless you know what you are doing.
"rconfig:version": 0,
/*
* Change the Vanilla Creeper to a new and improved texture with better animations.
* §cNote: Restart required to see changes.
*/
"replaceDefaultCreeper": true,
// Shows your cosmetic on your player for others.
"showCosmetic": true
}

View File

@@ -1,75 +0,0 @@
/*
This config file makes it possible to switch off any Minecraft structure.
To disable a structure, simply set the value of that structure to "false".
To change the rarity of a structure category, use the other file in the folder.
*/
{
"igloos": {
"igloo": true
},
"desert_pyramids": {
"desert_pyramid": true
},
"end_cities": {
"end_city": true
},
"ocean_ruins": {
"ocean_ruin_cold": true,
"ocean_ruin_warm": true
},
"shipwrecks": {
"shipwreck": true,
"shipwreck_beached": true
},
"woodland_mansions": {
"mansion": true
},
"ancient_cities": {
"ancient_city": true
},
"buried_treasures": {
"buried_treasure": true
},
"villages": {
"village_plains": true,
"village_desert": true,
"village_savanna": true,
"village_snowy": true,
"village_taiga": true
},
"nether_complexes": {
"fortress": true,
"bastion_remnant": true
},
"ocean_monuments": {
"monument": true
},
"jungle_temples": {
"jungle_pyramid": true
},
"nether_fossils": {
"nether_fossil": true
},
"mineshafts": {
"mineshaft": true,
"mineshaft_mesa": true
},
"pillager_outposts": {
"pillager_outpost": true
},
"swamp_huts": {
"swamp_hut": true
},
"strongholds": {
"stronghold": true
},
"ruined_portals": {
"ruined_portal": true,
"ruined_portal_desert": true,
"ruined_portal_jungle": true,
"ruined_portal_swamp": true,
"ruined_portal_mountain": true,
"ruined_portal_ocean": true,
"ruined_portal_nether": true
}
}

View File

@@ -1,96 +0,0 @@
/*
This config file makes it possible to change the spacing, separation, salt (and frequency) of Minecraft's structure sets.
SPACING --- controls how far a structure can be from others of its kind
SEPARATION --- controls how close to each other two structures of the same type can be.
KEEP IN MIND THAT SPACING ALWAYS NEEDS TO BE HIGHER THAN SEPARATION.
*/
{
"igloos": {
"spacing": 32,
"separation": 8,
"salt": 14357618
},
"desert_pyramids": {
"spacing": 32,
"separation": 8,
"salt": 14357617
},
"end_cities": {
"spacing": 20,
"separation": 11,
"salt": 10387313
},
"ocean_ruins": {
"spacing": 20,
"separation": 8,
"salt": 14357621
},
"shipwrecks": {
"spacing": 24,
"separation": 4,
"salt": 165745295
},
"woodland_mansions": {
"spacing": 80,
"separation": 20,
"salt": 10387319
},
"ancient_cities": {
"spacing": 24,
"separation": 8,
"salt": 20083232
},
"buried_treasures": {
"spacing": 1,
"separation": 0,
"frequency": 0.01,
"salt": 0
},
"villages": {
"spacing": 34,
"separation": 8,
"salt": 10387312
},
"nether_complexes": {
"spacing": 27,
"separation": 4,
"salt": 30084232
},
"ocean_monuments": {
"spacing": 32,
"separation": 5,
"salt": 10387313
},
"jungle_temples": {
"spacing": 32,
"separation": 8,
"salt": 14357619
},
"nether_fossils": {
"spacing": 2,
"separation": 1,
"salt": 14357921
},
"mineshafts": {
"spacing": 1,
"separation": 0,
"frequency": 0.004,
"salt": 0
},
"pillager_outposts": {
"spacing": 32,
"separation": 8,
"frequency": 0.2,
"salt": 165745296
},
"swamp_huts": {
"spacing": 32,
"separation": 8,
"salt": 14357620
},
"ruined_portals": {
"spacing": 40,
"separation": 15,
"salt": 34222645
}
}

View File

@@ -1,6 +0,0 @@
#General configuration options.
[General]
#Enable tag list tooltips for blocks/items?
tagTooltips = true
#Enable Data Component tooltips for items?
dataComponentTooltips = false

View File

@@ -1,6 +0,0 @@
#General configuration options.
[General]
#Mod ids (in order) to prioritize using items for when generating the cucumber-tags.json file.
modTagPriorities = ["thermal", "mekanism", "tconstruct", "immersiveengineering", "appliedenergistics2"]
#If enabled, any tags in the cucumber-tags.json file set to items that don't exist will be refreshed if possible.
autoRefreshTagOptions = true

View File

@@ -1,3 +0,0 @@
{
"__comment": "Instructions: https://blakesmods.com/docs/cucumber/tags-config"
}

View File

@@ -1,9 +0,0 @@
logMissingOptional = false
logFirstEitherError = false
debugLevel = "INFO"
boxRenderTime = 10000
structureRenderTime = 10000
blockTagCycleTime = 1000
itemSlotCycleTime = 1000
needAdvancedInfoForRecipeID = true
modelFolders = ["machine", "machines"]

View File

@@ -1,5 +0,0 @@
{
// How many ticks in between splash changes when on the title screen. 1 second = 20 ticks
// min: 1, max: 72000
"ticksBetweenSplashCycle": 100
}

View File

@@ -1,5 +0,0 @@
#The default difficulty selected for newly created worlds.
#Allowed Values: PEACEFUL, EASY, NORMAL, HARD
defaultDifficulty = "NORMAL"
#Set to true if the difficulty for new world's should be locked to the specific default. This cannot be unlocked by players without external tools! Probably a bad idea. I don't recommend. Why am I adding this option?
lockDifficulty = false

View File

@@ -1,136 +0,0 @@
key_key.attack:key.mouse.left:
key_key.use:key.mouse.right:
key_key.forward:key.keyboard.w:
key_key.left:key.keyboard.a:
key_key.back:key.keyboard.s:
key_key.right:key.keyboard.d:
key_key.jump:key.keyboard.space:
key_key.sneak:key.keyboard.left.shift:
key_key.sprint:key.keyboard.left.control:
key_key.drop:key.keyboard.q:
key_key.inventory:key.keyboard.e:
key_key.chat:key.keyboard.t:
key_key.playerlist:key.keyboard.tab:
key_key.pickItem:key.mouse.middle:
key_key.command:key.keyboard.slash:
key_key.socialInteractions:key.keyboard.p:
key_key.screenshot:key.keyboard.f2:
key_key.togglePerspective:key.keyboard.f5:
key_key.smoothCamera:key.keyboard.unknown:
key_key.fullscreen:key.keyboard.f11:
key_key.spectatorOutlines:key.keyboard.unknown:
key_key.swapOffhand:key.keyboard.f:
key_key.saveToolbarActivator:key.keyboard.semicolon:
key_key.loadToolbarActivator:key.keyboard.x:
key_key.advancements:key.keyboard.l:
key_key.hotbar.1:key.keyboard.1:
key_key.hotbar.2:key.keyboard.2:
key_key.hotbar.3:key.keyboard.3:
key_key.hotbar.4:key.keyboard.4:
key_key.hotbar.5:key.keyboard.5:
key_key.hotbar.6:key.keyboard.6:
key_key.hotbar.7:key.keyboard.7:
key_key.hotbar.8:key.keyboard.8:
key_key.hotbar.9:key.keyboard.9:
key_keybind.ironjetpacks.engine:key.keyboard.v:
key_keybind.ironjetpacks.hover:key.keyboard.h:
key_keybind.ironjetpacks.ascend:key.keyboard.unknown:
key_keybind.ironjetpacks.descend:key.keyboard.unknown:
key_keybind.ironjetpacks.increment_throttle:key.keyboard.period:
key_keybind.ironjetpacks.decrement_throttle:key.keyboard.comma:
key_key.wailt.show-toast:key.keyboard.m:CONTROL
key_key.modernfix.config:key.keyboard.unknown:
key_iris.keybind.reload:key.keyboard.r:
key_iris.keybind.toggleShaders:key.keyboard.k:
key_iris.keybind.shaderPackSelection:key.keyboard.o:
key_iris.keybind.wireframe:key.keyboard.unknown:
key_key.industrialforegoing.backpack.desc:key.keyboard.unknown:
key_key.dynamic_fps.toggle_forced:key.keyboard.unknown:
key_key.dynamic_fps.toggle_disabled:key.keyboard.unknown:
key_key.the_bumblezone.beehemoth_up:key.keyboard.space:
key_key.the_bumblezone.beehemoth_down:key.keyboard.caps.lock:
key_key.clienttweaks.hideOffhandItem:key.keyboard.unknown:
key_key.clienttweaks.disableStepAssist:key.keyboard.unknown:
key_key.clienttweaks.disableLogStripping:key.keyboard.unknown:
key_key.travelersbackpack.inventory:key.keyboard.b:
key_key.travelersbackpack.sort:key.keyboard.unknown:
key_key.travelersbackpack.ability:key.keyboard.unknown:
key_key.travelersbackpack.cycle_tool:key.keyboard.semicolon:
key_key.travelersbackpack.toggle_tank:key.keyboard.semicolon:
key_key.push_to_talk:key.keyboard.unknown:
key_key.whisper:key.keyboard.unknown:
key_key.mute_microphone:key.mouse.left:
key_key.disable_voice_chat:key.keyboard.b:
key_key.hide_icons:key.keyboard.h:
key_key.voice_chat:key.keyboard.v:
key_key.voice_chat_settings:key.keyboard.unknown:
key_key.voice_chat_group:key.keyboard.g:
key_key.voice_chat_toggle_recording:key.keyboard.unknown:
key_key.voice_chat_adjust_volumes:key.keyboard.unknown:
key_key.securitycraft.cameraZoomIn:key.keyboard.equal:
key_key.securitycraft.cameraZoomOut:key.keyboard.minus:
key_key.securitycraft.cameraEmitRedstone:key.keyboard.r:
key_key.securitycraft.cameraActivateNightVision:key.keyboard.semicolon:
key_key.securitycraft.setDefaultViewingDirection:key.keyboard.u:
key_key.carry.desc:key.keyboard.unknown:
key_key.expandedstorage.config:key.keyboard.g:SHIFT
key_chunkloaders.keys.open_screen:key.keyboard.semicolon:
key_key.vistas.panoramic_screenshot:key.keyboard.h:
key_key.inmis.open_backpack:key.keyboard.z:
key_key.smartblockplacement.switch_smart_placement:key.keyboard.grave.accent:
key_key.presencefootsteps.settings:key.keyboard.f10:
key_key.presencefootsteps.toggle:key.keyboard.unknown:
key_key.journeymap.zoom_in:key.keyboard.equal:
key_key.journeymap.zoom_out:key.keyboard.minus:
key_key.journeymap.minimap_type:key.keyboard.left.bracket:
key_key.journeymap.minimap_preset:key.keyboard.backslash:
key_key.journeymap.create_waypoint:key.keyboard.b:
key_key.journeymap.toggle_render_waypoints:key.keyboard.unknown:
key_key.journeymap.toggle_render_waypoints_world:key.keyboard.unknown:
key_key.journeymap.toggle_render_waypoints_map:key.keyboard.unknown:
key_key.journeymap.toggle_waypoints:key.keyboard.unknown:
key_key.journeymap.fullscreen_create_waypoint:key.keyboard.b:
key_key.journeymap.fullscreen_chat_position:key.keyboard.c:
key_key.journeymap.map_toggle_alt:key.keyboard.m:
key_key.journeymap.fullscreen_waypoints:key.keyboard.semicolon:
key_key.journeymap.minimap_toggle_alt:key.keyboard.j:CONTROL
key_key.journeymap.fullscreen_options:key.keyboard.o:
key_key.journeymap.fullscreen.north:key.keyboard.up:
key_key.journeymap.fullscreen.south:key.keyboard.down:
key_key.journeymap.fullscreen.east:key.keyboard.right:
key_key.journeymap.fullscreen.west:key.keyboard.left:
key_key.journeymap.fullscreen_follow_player:key.keyboard.f:
key_key.journeymap.fullscreen.disable_buttons:key.keyboard.unknown:
key_key.journeymap.toggle_entity_names:key.keyboard.g:
key_key.mekanism.mode:key.keyboard.semicolon:
key_key.mekanism.head_mode:key.keyboard.v:
key_key.mekanism.chest_mode:key.keyboard.g:
key_key.mekanism.legs_mode:key.keyboard.j:
key_key.mekanism.feet_mode:key.keyboard.b:
key_key.mekanism.details:key.keyboard.left.shift:
key_key.mekanism.description:key.keyboard.n:SHIFT
key_key.mekanism.module_tweaker:key.keyboard.backslash:
key_key.mekanism.key_boost:key.keyboard.left.control:
key_key.mekanism.key_hud:key.keyboard.h:
key_key.mekanismadditions.voice:key.keyboard.u:
key_key.jade.config:key.keyboard.keypad.0:
key_key.jade.show_overlay:key.keyboard.keypad.1:
key_key.jade.toggle_liquid:key.keyboard.keypad.2:
key_key.jade.narrate:key.keyboard.keypad.5:
key_key.jade.show_details:key.keyboard.left.shift:
key_key.ae2.guide:key.keyboard.g:
key_key.ae2.mouse_wheel_item_modifier:key.keyboard.left.shift:
key_key.ae2.wireless_pattern_access_terminal:key.keyboard.unknown:
key_key.ae2.ae2wtlib_restock:key.keyboard.unknown:
key_key.ae2.ae2wtlib_magnet:key.keyboard.unknown:
key_key.ae2.portable_item_cell:key.keyboard.unknown:
key_key.ae2.portable_fluid_cell:key.keyboard.unknown:
key_key.ae2.wireless_pattern_encoding_terminal:key.keyboard.unknown:
key_key.ae2.wireless_terminal:key.keyboard.unknown:
key_key.modern_industrialization.toggle_3x3:key.keyboard.y:
key_key.modern_industrialization.toggle_flight:key.keyboard.v:
key_justzoom.keybinds.keybind.zoom:key.keyboard.c:
key_key.craftpresence.config_keycode.name:key.keyboard.grave.accent:
key_key.pickup.item:key.keyboard.unknown:
key_gui.xaero_pac_key_open_menu:key.keyboard.apostrophe:
key_key.entityculling.toggle:key.keyboard.unknown:

View File

@@ -1,106 +0,0 @@
version:3955
ao:true
biomeBlendRadius:2
enableVsync:true
entityDistanceScaling:1.0
entityShadows:true
forceUnicodeFont:false
japaneseGlyphVariants:false
fov:0.0
fovEffectScale:1.0
darknessEffectScale:1.0
glintSpeed:0.5
glintStrength:0.75
prioritizeChunkUpdates:0
fullscreen:false
gamma:1.0
graphicsMode:0
guiScale:4
maxFps:120
mipmapLevels:4
narrator:0
particles:0
reducedDebugInfo:false
renderClouds:"false"
renderDistance:12
simulationDistance:5
screenEffectScale:1.0
soundDevice:""
autoJump:false
operatorItemsTab:true
autoSuggestions:true
chatColors:true
chatLinks:true
chatLinksPrompt:true
discrete_mouse_scroll:false
invertYMouse:false
realmsNotifications:false
showSubtitles:false
directionalAudio:false
touchscreen:false
bobView:true
toggleCrouch:false
toggleSprint:false
darkMojangStudiosBackground:true
hideLightningFlashes:false
hideSplashTexts:false
mouseSensitivity:0.5
damageTiltStrength:1.0
highContrast:false
narratorHotkey:false
resourcePacks:["mod/lootr:resourcepacks/new_textures","mod/the_bumblezone:resourcepacks/anti_tropophobia","mod_resources","vanilla","fabric","file/cubic-sun-moon-v1-8a.zip","celestria:realistic","extended_drawers:alt","extended_drawers:dev","presencefootsteps:default_sound_pack","file/Better-Leaves-8.1-1.20+.zip","file/Enhanced Audio r6.zip","file/MandalasGUI_Dakmode_Vanilla1.20.4.zip","file/§2Overworld§f_§bnoon§f_§bclear§f.zip","black_icons","classic_icons","white_icons","celestria:pixelperfect","file/MinClick.zip"]
incompatibleResourcePacks:["extended_drawers:alt","extended_drawers:dev","file/Enhanced Audio r6.zip","file/MandalasGUI_Dakmode_Vanilla1.20.4.zip"]
lastServer:
lang:en_us
chatVisibility:0
chatOpacity:1.0
chatLineSpacing:0.0
textBackgroundOpacity:0.5
backgroundForChatOnly:true
hideServerAddress:false
advancedItemTooltips:true
pauseOnLostFocus:true
overrideWidth:0
overrideHeight:0
chatHeightFocused:1.0
chatDelay:0.0
chatHeightUnfocused:0.4375
chatScale:1.0
chatWidth:1.0
notificationDisplayTime:1.0
useNativeTransport:true
mainHand:"right"
attackIndicator:1
tutorialStep:none
mouseWheelSensitivity:1.0
rawMouseInput:true
glDebugVerbosity:1
skipMultiplayerWarning:true
hideMatchedNames:true
joinedFirstServer:true
hideBundleTutorial:true
syncChunkWrites:true
showAutosaveIndicator:true
allowServerListing:true
onlyShowSecureChat:false
panoramaScrollSpeed:1.0
telemetryOptInExtra:false
onboardAccessibility:false
menuBackgroundBlurriness:5
soundCategory_master:1.0
soundCategory_music:0.0
soundCategory_record:1.0
soundCategory_weather:1.0
soundCategory_block:1.0
soundCategory_hostile:1.0
soundCategory_neutral:1.0
soundCategory_player:1.0
soundCategory_ambient:1.0
soundCategory_voice:1.0
modelPart_cape:true
modelPart_jacket:true
modelPart_left_sleeve:true
modelPart_right_sleeve:true
modelPart_left_pants_leg:true
modelPart_right_pants_leg:true
modelPart_hat:true

Binary file not shown.

View File

@@ -1,12 +0,0 @@
#Define the initial thread count number of threads
#If the value is 6, new worlds will start with 6 thread counts as a initial value
#This is useful for modpacks with dimensional mods, instead of fallback on default's 3 you can configure how many can use
#ADVICE: Gamerule and this config is capped to max available processors of the server
#if you set the value above available processors, forge will set it back to defaults 3
#This was done to prevent users gameplay got slowed by not having enough threads
#Range: 2 ~ 16
default_gamerule_threads = 3
#WARNING: very VERY EXPERIMENTAL, do not use it (except if you want world corruption)
#This feature is intended to ignore crashes ticking levels, for the good sake of not have to restart your entire server
#Have i mentioned IS EXPERIMENTAL?
ignore_tick_crash = false

View File

@@ -1,11 +0,0 @@
#Client settings
[client]
#Download FFmpeg executable if it's not found in the config folder. USE WITH CAUTION!
#(This option downloads a zip file from a third party websites:
#- https://evermeet.cx/ffmpeg/ffmpeg-6.1.zip (MAC OS)
#- https://www.gyan.dev/ffmpeg/builds/ffmpeg-release-essentials.zip (Windows)
#)
downloadFFmpeg = false
#Download YoutubeDL executable if it's not found in the config folder. USE WITH CAUTION!
#(This option downloads the executable from the https://github.com/yt-dlp/yt-dlp/releases/latest/ github)
downloadYoutubeDL = false

View File

@@ -1,6 +0,0 @@
#Server settings
[server]
#A list of website names to show when a player tries to use an unwhitelisted URL
whitelistedWebsites = ["Youtube", "Discord", "GDrive", "Dropbox"]
#List of whitelisted URLs to allow for playing music
whitelistedUrls = ["https://youtu.be", "https://www.youtube.com", "https://youtube.com", "https://cdn.discordapp.com", "https://drive.google.com/uc", "https://www.dropbox.com/scl", "https://dropbox.com/scl"]

View File

@@ -1,4 +0,0 @@
{
// Whether players can dismount other players from their vehicle.
"beAbleToDismountOtherPlayers": false
}

View File

@@ -1,15 +0,0 @@
{
// Whether the recursive opening feature should be enabled. This allows you to for example build a giant door with trapdoors which will all open at the same time, as long as they are connected. The 'recursiveOpeningMaxBlocksDistance' config option determines how far the function should search.
"enableRecursiveOpening": true,
// How many blocks the recursive function should search when 'enableRecursiveOpening' is enabled.
// min: 1, max: 64
"recursiveOpeningMaxBlocksDistance": 10,
// When enables, the mod works with double doors.
"enableDoors": true,
// When enables, the mod works with double fence gates.
"enableFenceGates": true,
// When enables, the mod works with double trapdoors.
"enableTrapdoors": true,
// Checks if there are other mods loaded with double door functionality, such as Quark. If found, it edits a line in their config to disable double doors. Fixes doors not opening due to code being ran twice.
"enableModIncompatibilityCheck": true
}

View File

@@ -1 +0,0 @@
{}

View File

@@ -1,133 +0,0 @@
{
"dynamicCrosshair": true,
"disableDebugCrosshair": false,
"thirdPersonCrosshair": false,
"hideWithScreen": true,
"hideWithMap": true,
"fixCenteredCrosshair": false,
"crosshairConfig": {
"onBlock": true,
"onInteractableBlock": true,
"onEntity": true,
"holdingTool": "Always",
"displayCorrectTool": true,
"holdingMeleeWeapon": true,
"meleeWeaponOnEntity": false,
"meleeWeaponOnBreakableBlock": false,
"holdingRangedWeapon": "IfInteractable",
"holdingThrowable": "IfInteractable",
"holdingShield": true,
"holdingBlock": "IfInteractable",
"holdingBlockInOffhand": true,
"holdingUsableItem": "IfInteractable",
"forceHoldingSpyglass": false
},
"color": {
"overrideColor": false,
"customColor": -5588020,
"enableBlend": true
},
"dynamicCrosshairStyle": true,
"crosshairStyle": {
"regular": {
"style": "dynamiccrosshair:crosshair/cross-open",
"overrideColor": false,
"customColor": -5588020,
"enableBlend": true,
"coalesce": true
},
"onBlock": {
"style": "dynamiccrosshair:crosshair/cross-open",
"overrideColor": false,
"customColor": -5588020,
"enableBlend": true,
"coalesce": true
},
"onEntity": {
"style": "dynamiccrosshair:crosshair/cross-open-diagonal",
"overrideColor": false,
"customColor": -5588020,
"enableBlend": true,
"coalesce": false
},
"holdingTool": {
"style": "dynamiccrosshair:crosshair/square",
"overrideColor": false,
"customColor": -5588020,
"enableBlend": true,
"coalesce": true
},
"holdingMeleeWeapon": {
"style": "dynamiccrosshair:crosshair/cross-open",
"overrideColor": false,
"customColor": -5588020,
"enableBlend": true,
"coalesce": true
},
"holdingRangedWeapon": {
"style": "dynamiccrosshair:crosshair/cross-open-diagonal",
"overrideColor": false,
"customColor": -5588020,
"enableBlend": true,
"coalesce": false
},
"holdingThrowable": {
"style": "dynamiccrosshair:crosshair/circle-large",
"overrideColor": false,
"customColor": -5588020,
"enableBlend": true,
"coalesce": true
},
"holdingBlock": {
"style": "dynamiccrosshair:crosshair/diamond",
"overrideColor": false,
"customColor": -5588020,
"enableBlend": true,
"coalesce": false
},
"interact": {
"style": "dynamiccrosshair:crosshair/brackets",
"overrideColor": false,
"customColor": -5588020,
"enableBlend": true,
"coalesce": true
},
"useItem": {
"style": "dynamiccrosshair:crosshair/brackets-round",
"overrideColor": false,
"customColor": -5588020,
"enableBlend": true,
"coalesce": true
},
"shield": {
"style": "dynamiccrosshair:crosshair/brackets-bottom",
"overrideColor": false,
"customColor": -5588020,
"enableBlend": true,
"coalesce": true
}
},
"crosshairModifiers": {
"modCorrectTool": {
"style": "dynamiccrosshair:crosshair/dot",
"overrideColor": true,
"customColor": -16711936,
"enableBlend": false,
"coalesce": true
},
"modIncorrectTool": {
"style": "dynamiccrosshair:crosshair/cross-diagonal-small",
"overrideColor": true,
"customColor": -65536,
"enableBlend": false,
"coalesce": true
}
},
"enableTweaks": true,
"additionalTools": [],
"additionalMeleeWeapons": [],
"additionalRangedWeapons": [],
"additionalThrowables": [],
"additionalUsableItems": [],
"additionalInteractableBlocks": []
}

View File

@@ -1,38 +0,0 @@
{
// The maximum amount of an item a player can eat before receiving the weakness effect. A value of -1 disables this feature.
// min: -1, max: 1280
"maxItemUsesPerDaySingleItem": 16,
// The maximum of the total amount of items a player can eat before receiving the weakness effect. A value of -1 disables this feature.
// min: -1, max: 1280
"maxItemUsesPerDayTotal": -1,
// The duration of the weakness effect in seconds when eating too much of an item.
// min: 1, max: 3600
"weaknessDurationSeconds": 45,
// When eating glowstone, the duration in seconds of how long entities around should be glowing with an outline. A value of 0 disables the item use.
// min: 0, max: 3600
"glowEntityDurationSeconds": 20,
// For the glow effect, the radius in blocks around the player of entities affected.
// min: 1, max: 128
"glowEntitiesAroundAffectedRadiusBlocks": 32,
// The time in miliseconds of cooldown in between uses of eating an edible.
// min: 0, max: 3600000
"_cooldownInMsBetweenUses": 1000,
// After eating blaze powder, the duration in seconds of the strength effect the player receives. A value of 0 disables the item use.
// min: 0, max: 3600
"blazePowderStrengthDurationSeconds": 15,
// After eating magma cream, the duration in seconds of the fire resistance effect the player receives. A value of 0 disables the item use.
// min: 0, max: 3600
"magmaCreamFireResistanceDurationSeconds": 15,
// After eating some sugar, the duration in seconds of the speed effect the player receives. A value of 0 disables the item use.
// min: 0, max: 3600
"sugarSpeedDurationSeconds": 15,
// After eating a ghast tear, the duration in seconds of the regeneration effect the player receives. A value of 0 disables the item use.
// min: 0, max: 3600
"ghastTearDurationSeconds": 15,
// After eating some phantom membrane, the duration in seconds of the slow falling effect the player receives. A value of 0 disables the item use.
// min: 0, max: 3600
"phantomMembraneDurationSeconds": 15,
// After eating a rabbit's foot, the duration in seconds of the jump boost effect the player receives. A value of 0 disables the item use.
// min: 0, max: 3600
"rabbitsFootDurationSeconds": 15
}

View File

@@ -1,37 +0,0 @@
# Don't change this! Version used to track needed updates.
version = 1
debugMode = false
parseChestLoot = true
parseBlockLoot = true
parseMobLoot = true
parseGameplayLoot = true
parseArchaeologyLoot = true
skippedKeys = [
"emi_loot.function.set_count_set",
"emi_loot.no_conditions",
"emi_loot.function.limit_count",
"emi_loot.function.set_count_add",
"emi_loot.function.fill_player_head"
]
chestLootAlwaysStackSame = false
mobLootIncludeDirectDrops = true
conditionStyle = "default"
[debugModes]
block = false
chest = false
mob = false
gameplay = false
archaeology = false
[compactLoot]
block = true
chest = true
mob = true
gameplay = true
archaeology = true
[logUnstranslatedTables]
chest = false
gameplay = false
archaeology = false

View File

@@ -1,25 +0,0 @@
[Emojiful]
#Enable Emoji Rendering
enabled = true
#Enable Emoji Selection GUI in the chat text line
emoji_selector = true
#Enable Emoji autocomplete in the chat text line
emoji_autocomplete = true
#Load animated emojis, if disabled they will be a still image
gifs = true
#Replace short versions of emoji like :) into :smile: so they can be rendered as emoji
short_emoji_replacement = true
[Emojiful.EmojiTypes]
#Loads Twemojis used in sites like Twitter and Discord
twemoji = false
#Loads custom emojis provided by Emojiful
custom = true
#Loads datapack emojis provided by the server you join
datapack = true
[ProfanityFilter]
#Enable Profanity Filter, this will replace bad words with emoji
enabled = false
#Replacement word for the profanity filter
replacement = ":swear:"

View File

@@ -1,39 +0,0 @@
[darksteel.darksteelaxe]
energyUsePerFelledLog = 1500
[darksteel.darksteelpickaxe]
obsidianBreakPowerUse = 50
speedBoostWhenObsidian = 50
useObsidianBreakSpeedAtHardness = 30
[darksteel.upgrades]
spoonActivationCost = 4
forkActivationCost = 4
directActivationCost = 4
[darksteel.upgrades.empowered]
efficiencyBoost = 2
energyUsePerDamagePoint = 750
activationCost_l1 = 4
damageAbsorptionChance_l1 = 0.5
maxEnergy_l1 = 100000
activationCost_l2 = 8
damageAbsorptionChance_l2 = 0.6
maxEnergy_l2 = 150000
activationCost_l3 = 12
damageAbsorptionChance_l3 = 0.7
maxEnergy_l3 = 250000
activationCost_l4 = 16
damageAbsorptionChance_l4 = 0.85
maxEnergy_l4 = 1000000
[darksteel.upgrades.explosive]
explosiveEnergyPerBlock = 30
explosiveActivationCostI = 8
explosiveI = 1
explosiveActivationCostII = 12
explosiveII = 2
explosivePenetrationActivationCostI = 8
explosivePenetrationI = 1
explosivePenetrationActivationCostII = 12
explosivePenetrationII = 2

Some files were not shown because too many files have changed in this diff Show More