added config files

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2024-09-25 03:12:49 +02:00
parent 9a84b7a147
commit e028f16b78
373 changed files with 16567 additions and 0 deletions

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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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config/Mekanism/client.toml Normal file
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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 = true
#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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config/Mekanism/gear.toml Normal file
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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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#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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#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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#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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#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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#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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#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

281
config/Mekanism/tiers.toml Normal file
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#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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#Enable durability tooltips for gear provided by Mekanism: Tools.
displayDurabilityTooltips = true

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#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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config/Mekanism/tools.toml Normal file
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#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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config/Mekanism/world.toml Normal file
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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