Files
sevtech-ages-1.12.2/config/pneumaticcraft.cfg
2025-07-23 08:37:00 +03:00

464 lines
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# 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
}
}