# Configuration file general { ########################################################################################################## # general #--------------------------------------------------------------------------------------------------------# # General stuff that doesn't fit anywhere else ########################################################################################################## general { # Loss percentage (on average) of Compressed Iron ingots/blocks when exposed to an explosion. Note: this can also be controlled via CraftTweaker. # Min: 0 # Max: 100 I:configCompressedIngotLossRate=20 # DEPRECATED: use Minigun / baseDamage D:configMinigunDamage=4.0 # Enable Drone Suffocation Damage B:enableDroneSuffocationDamage=true # Enables the dungeon loot generation of the Nuke Virus and Stop! Worm (not useful in single-player worlds) B:enableDungeonLoot=true # Enable/disable explosion crafting (iron->compressed iron). If you disable this, you'll need another way to get compressed iron initially. B:explosionCrafting=true # Efficiency of fuel buckets as furnace fuel (default 0.05 means 1 bucket of LPG smelts 450 items in a vanilla furnace D:fuelBucketEfficiencyMultiplier=0.05000000074505806 # Maximum number of blocks in the area defined in an Area Programming Puzzle Piece I:maxProgrammingArea=250000 # DEPRECATED: use Minigun / potionProcChance I:minigunPotionProcChance=15 # Fluids as hot or hotter than this temperature (Kelvin) will be auto-registered as Liquid Compressor fuels, the quality being dependent on fluid temperature. I:minimumFluidFuelTemperature=373 # Chance per chunk in percentage to generate an Oil Lake. Set to 0 for no spawns # Min: 0.0 # Max: 100.0 D:oilGenerationChance=0.0 # Oil worldgen blacklist: add dimension IDs to this list if you don't want oil worldgen to happen there. I:oilWorldGenBlacklist < 0 1 -1 > # Should dyes be used when coloring things (Drones, Logistics Modules, Redstone Modules B:useUpDyesWhenColoring=false } ########################################################################################################## # machine_properties #--------------------------------------------------------------------------------------------------------# # Settings affecting the operation of machines ########################################################################################################## machine_properties { # Aerial Interface backwards compat: allow pre-0.8.0 behaviour of getting player's armor inventory from top face, even with Dispenser Upgrade installed B:aerialInterfaceArmorCompat=true # Chance per tick of Crop Supports causing a growth tick. The default, 0.002, is roughly 2.5 times faster than the vanilla growth rate D:cropSticksGrowthBoostChance=0.002 # Changing this value will alter the pressurized air production of the Electric Compressor. The input, EU, will stay the same I:electricCompressorEfficiency=40 # Base chance (1/x) per tick of a lightning strike on/around the Electrostatic Generator I:electrostaticLightningChance=100000 # The max height of an elevator per stacked Elevator Base. # Min: 1 # Max: 256 I:elevatorBaseBlocksPerBase=4 # Changing this value will alter the pressurized air production of the Flux Compressor. The input, RF, will stay the same I:fluxCompressorEfficiency=40 # Can the Kerosene Lamp burn any kind of fuel? If false, only Kerosene can be burnt B:keroseneLampCanUseAnyFuel=true # Kerosene Lamp fuel efficiency: higher values mean fuel will last longer in the lamp D:keroseneLampFuelEfficiency=1.0 # Can the Liquid Hopper absorb/dispense fluids into the world with a Dispenser Upgrade? B:liquidHopperDispenser=true # Can the Omnidirectional Hopper dispense items into the world with a Dispenser Upgrade? B:omniHopperDispenser=true # The ratio of liquid plastic to solid plastic sheets in the Plastic Mixer, in mB per sheet. If set to 0, no default liquid->solid plastic recipe will be added (but CraftTweaker or API can be used to add recipes) # Min: 0 # Max: 2147483647 I:plasticMixerPlasticRatio=1000 # Changing this value will alter the pressurized air usage of the Pneumatic Dynamo. The output, RF, will stay the same I:pneumaticDynamoEfficiency=40 # Changing this value will alter the pressurized air usage of the Pneumatic Generator. The output, EU, will stay the same. I:pneumaticGeneratorEfficiency=40 # Speed multiplier per speed upgrade: speed mult = speedUpgradeSpeedMultiplier ^ num_of_speed_upgrades # Min: 1.0 # Max: 2.0 D:speedUpgradeSpeedMultiplier=1.5 # Fuel usage / heat gen multiplier per speed upgrade: usage mult = speedUpgradeUsageMultiplier ^ num_of_speed_upgrades # Min: 1.0 # Max: 2.0 D:speedUpgradeUsageMultiplier=1.649999976158142 # Thermal resistance between opposite faces of the Thermal Compressor. Higher values means heat leaks across (equalizes) more slowly, making the compressor better at converting heat differential to pressure. D:thermalCompressorThermalResistance=150.0 } ########################################################################################################## # advanced #--------------------------------------------------------------------------------------------------------# # Advanced settings (shouldn't need to touch under normal circumstances) ########################################################################################################## advanced { # When set to true, the Kerosene Lamp's fake air blocks won't be registered and therefore removed from the world. Useful if this causes trouble (it shouldn't though) B:disableKeroseneLampFakeAirBlock=false # The amount by which any liquid tank's contents must change, as a proportion of the tank's total capacity, to trigger an update to clients. Larger values mean fewer updates but less granularity in client-side fluid rendering. # Min: 1.0E-4 # Max: 1.0 D:liquidTankUpdateThreshold=0.01 # When set to true, Drones will not execute any program. This is useful to set to true when due to a bug Drones are lagging your server or crashing it. Please report the bug if you encounter it. B:stopDroneAI=false } ########################################################################################################## # recipes #--------------------------------------------------------------------------------------------------------# # Enable/disable certain recipes (note: vanilla recipes can be also managed via CraftTweaker) ########################################################################################################## recipes { # 8 Block of Coal --> 1 Diamond (Pressure Chamber) B:enableCoalToDiamondsRecipe=false # Electric Compressor for IC2 B:enableElectricCompressorRecipe=true # Pneumatic Generator for IC2 B:enablePneumaticGeneratorRecipe=true } ########################################################################################################## # client #--------------------------------------------------------------------------------------------------------# # Settings affecting only the client ########################################################################################################## client { # Always show the pressure durability bar for pressurizable items, even when full? B:alwaysShowPressureDurabilityBar=true # Enable Aphorism Tile Drama! http://mc-drama.herokuapp.com/ B:aphorismDrama=false # Drones render their held item (the item in slot 0 of their inventory) ? B:dronesRenderHeldItem=true # Should GUI side tabs be shown with a beveled edge? Setting to false uses a plain black edge, as in earlier versions of the mod B:guiBevel=true # Remote Editor GUI: should GUI controls be snapped to 4x4 grid? B:guiRemoteGridSnap=false # Intensity of the FOV modification when using Pneumatic Leggings speed boost: 0.0 for no FOV modification, higher values zoom out more. Note: non-zero values may cause FOV clashes with other mods. # Min: 0.0 # Max: 1.0 D:leggingsFOVfactor=0.0 # Tint Logistics configuration GUI backgrounds according to the colour of the logistics frame you are configuring B:logisticsGUITint=true # Defines the default difficulty of the Programmer shown to the user. 0 = easy, 1 = medium, 2 = advanced # Min: 0 # Max: 2 I:programmerDifficulty=0 # Use block lighting for semiblocks (logistics frames, heat frames...). May cause occasional lighting issues - semiblocks appearing unlit - disable this if that's a problem. B:semiBlockLighting=true # Show tank fluids with the The One Probe. Note that TOP also has support for showing tanks, which may or may not be enabled. B:topShowsFluids=true # Should tube modules emit redstone play redstone particle effects when active? B:tubeModuleRedstoneParticles=true # When true, the Pneumatic Helmet will be a model. Warning: this model looks far too good to be in MC (currently ignored) B:useHelmetModel=false } ########################################################################################################## # helmet #--------------------------------------------------------------------------------------------------------# # Pneumatic Armor HUD layout; use the Armor GUI and 'Move Stat' buttons ########################################################################################################## helmet { # DEPRECATED: Pneumatic chestplate air conditioning status on left? B:acStatLeft=false # DEPRECATED: Pneumatic chestplate air conditioning status Y I:acStatX=-25 # DEPRECATED: Pneumatic chestplate air conditioning status X I:acStatY=2 # DEPRECATED: Pneumatic helmet block tracker on left? B:blockTrackerLeft=true # DEPRECATED: Pneumatic helmet block tracker X I:blockTrackerX=-1 # DEPRECATED: Pneumatic helmet block tracker Y I:blockTrackerY=46 # DEPRECATED: Pneumatic helmet entity tracker on left? B:entityTrackerLeft=true # DEPRECATED: Pneumatic helmet entity tracker X I:entityTrackerX=-1 # DEPRECATED: Pneumatic helmet entity tracker Y I:entityTrackerY=90 # DEPRECATED: Pneumatic helmet item search on left? B:itemSearchLeft=true # DEPRECATED: Pneumatic helmet item search X I:itemSearchX=-1 # DEPRECATED: Pneumatic helmet item search Y I:itemSearchY=17 # DEPRECATED: Pneumatic helmet message readout on left? B:messageLeft=false # DEPRECATED: Pneumatic helmet message readout X I:messageX=2 # DEPRECATED: Pneumatic helmet message readout Y I:messageY=2 # Pneumatic helmet Path Enabled B:pathEnabled=true # Pneumatic helmet Path Update Rate I:pathUpdateSetting=1 # DEPRECATED: Pneumatic helmet power readout on left? B:powerLeft=true # DEPRECATED: Pneumatic helmet power readout X I:powerX=-1 # DEPRECATED: Pneumatic helmet power readout Y I:powerY=2 # Pneumatic helmet Wire Path B:wirePath=true # Pneumatic helmet X-Ray B:xRayEnabled=false } ########################################################################################################## # minigun #--------------------------------------------------------------------------------------------------------# # Minigun ########################################################################################################## minigun { # Armor Piercing Ammo damage multiplier (relative to standard ammo) D:apAmmoDamageMultiplier=1.25 # Armor Piercing Ammo percentage chance to ignore target's armor # Min: 1 # Max: 100 I:apAmmoIgnoreArmorChance=100 # Armor Piercing Ammo cartridge size # Min: 1 # Max: 30000 I:armorPiercingAmmoCartridgeSize=250 # Base bullet damage of the Sentry Gun, Handheld Minigun, and Drone Minigun, before ammo bonuses are considered D:baseDamage=4.0 # Base range of Minigun, before Range Upgrades are considered # Min: 5 # Max: 100 I:baseRange=50 # Explosive Ammo cartridge size # Min: 1 # Max: 30000 I:explosiveAmmoCartridgeSize=125 # Minigun Explosive Ammo damage multiplier (relative to standard ammo) D:explosiveAmmoDamageMultiplier=0.20000000298023224 # Explosive Ammo base percentage chance to cause an explosion I:explosiveAmmoExplosionChance=50 # Minigun Explosive Ammo explosion power (ref: 2 = creeper, 4 = TNT D:explosiveAmmoExplosionPower=1.5 # Does Minigun Explosive Ammo damage terrain? B:explosiveAmmoTerrainDamage=false # Freezing Ammo base percentage chance to form ice or snow on blocks which have been hit # Min: 0 # Max: 100 I:freezingAmmoBlockIceChance=20 # Freezing Ammo cartridge size I:freezingAmmoCartridgeSize=500 # Freezing Ammo base percentage chance to form ice on entities which have been hit # Min: 0 # Max: 100 I:freezingAmmoEntityIceChance=20 # Damage done to entities within the fake 'ice' blocks cause by freezing ammo D:freezingAmmoFakeIceDamage=1.0 # Incendiary ammo base percentage chance to ignite blocks # Min: 1 # Max: 100 I:incendiaryAmmoBlockIgniteChance=20 # Incendiary Ammo cartridge size # Min: 1 # Max: 30000 I:incendiaryAmmoCartridgeSize=500 # Incendiary ammo base percentage chance to ignite entities # Min: 1 # Max: 100 I:incendiaryAmmoEntityIgniteChance=100 # Incendiary ammo fire duration on target entities (seconds) I:incendiaryAmmoFireDuration=8 # Percentage chance per shot of potion-tipped ammo proc'ing the potion effect, before Dispenser Upgrades are considered # Min: 1 # Max: 100 I:potionProcChance=7 # Standard Ammo cartridge size # Min: 1 # Max: 30000 I:standardAmmoCartridgeSize=1000 # Weighted Ammo air usage multiplier (relative to standard ammo) D:weightedAmmoAirUsageMultiplier=8.0 # Weighted Ammo cartridge size # Min: 1 # Max: 30000 I:weightedAmmoCartridgeSize=250 # Weighted Ammo damage multiplier (relative to standard ammo) D:weightedAmmoDamageMultiplier=2.5 # Weighted Ammo range multiplier (relative to standard ammo) D:weightedAmmoRangeMultiplier=0.20000000298023224 } ########################################################################################################## # micromissile #--------------------------------------------------------------------------------------------------------# # Micromissiles ########################################################################################################## micromissile { # Base explosion damage (modified by missile setup) D:baseExplosionDamage=1.0 # Do micromissile explosions cause terrain damage? B:damageTerrain=false # Cooldown for missile firing in ticks I:launchCooldown=15 # Base missile lifetime in ticks (modified by missile setup) I:lifetime=300 # Number of micromissiles per pod I:missilePodSize=100 } ########################################################################################################## # armor #--------------------------------------------------------------------------------------------------------# # Settings affecting Pneumatic Armor operation (other than helmet HUD settings) ########################################################################################################## armor { # Armor base startup time in ticks (before Speed Upgrades) I:armorStartupTime=200 # Jetboots air usage in mL/tick (per Jet Boots Upgrade) I:jetbootsAirUsage=6 } ########################################################################################################## # integration #--------------------------------------------------------------------------------------------------------# # Mod Integration ########################################################################################################## integration { # Immersive Engineering: External Heater heat/RF. The amount of PneumaticCraft heat added by 1 RF. # Min: 0.0 # Max: 1.7976931348623157E308 D:ieExternalHeaterHeatPerRF=0.01 # Immersive Engineering: External Heater RF/t. Set to 0 to disable External Heater integration entirely. # Min: 0 # Max: 2147483647 I:ieExternalHeaterRFperTick=100 # Mekanism heat conversion efficiency. Smaller values mean Mekanism heat is worth less PneumaticCraft heat. Set to 0.0 to disable Mekanism heat integration entirely. # Min: 0.0 # Max: 1.7976931348623157E308 D:mekHeatEfficiency=0.4 # Mekanism thermal resistance multiplier. Larger values mean slower heat transfer. # Min: 1.0 # Max: 1.7976931348623157E308 D:mekThermalResistanceMult=100.0 # ToughAsNails: air usage multiplier for the Pneumatic Chestplate Air Conditioning Upgrade. # Min: 0.0 # Max: 1.7976931348623157E308 D:tanAirConAirUsageMultiplier=1.5 # Tough As Nails temperature divider; smaller values make PneumaticCraft heat sources have a more pronounced effect on your temperature. Set to 0 to ignore PneumaticCraft heat sources. D:tanHeatDivider=10.0 # Interval in ticks with which to refresh heat information from PneumaticCraft heat sources to Tough As Nails. A larger interval is kinder to the server but will provide less precise temperature data to TAN. # Min: 1 # Max: 200 I:tanRefreshInterval=40 } }