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