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

238 lines
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INI

# Configuration file
general {
# The basic scan radius without range modules.
# IMPORTANT: some modules such as the block and ore scanner modules will already use
# a reduced radius based on this value. Specifically, the ore scanners multiply this
# value by 0.25, and the block scanner multiplies it by 0.5.
# Range modules will boost the range by half this value.
# Min: 16
# Max: 128
I:baseScanRadius=64
# Registry names of blocks that will never be scanned.
S:blockBlacklist <
minecraft:command_block
>
# Amount of energy that can be stored in a scanner.
# Min: 0
# Max: 2147483647
I:energyCapacityScanner=5000
# Amount of energy used by the animal module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleAnimal=25
# Amount of energy used by the block module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleBlock=100
# Amount of energy used by the entity module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleEntity=75
# Amount of energy used by the fluid module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleFluid=50
# Amount of energy used by the monster module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleMonster=50
# Amount of energy used by the common ore module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleOreCommon=75
# Amount of energy used by the rare ore module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleOreRare=100
# Amount of energy used by the range module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleRange=100
# Amount of energy used by the structure module per scan.
# Min: 0
# Max: 2147483647
I:energyCostModuleStructure=150
# Fluid names of fluids that should be ignored.
S:fluidBlacklist <
>
# The colors for fluids used when rendering their result bounding box.
# See `oreColors` for format entries have to be in.
S:fluidColors <
water=0x4275DC
lava=0xE26723
>
# Whether to try to inject a depth texture into Minecraft's FBO when rendering the
# scan wave effect. This is much faster as it will not have to re-render the world
# geometry to retrieve the depth information required for the effect. However, it
# appears that on some systems this doesn't work. The mod tries to detect that and
# will fall back to re-rendering automatically, but you can force re-rendering by
# setting this to false, e.g. for debugging or just to avoid the one logged warning.
B:injectDepthTexture=true
# Whether to log out failure to determine the item stack dropped by a block.
# Scannable needs to find the item stack representation of a block to get the
# ore dictionary name(s) of blocks, as well as to show a more accurate tooltip
# of the currently bound block in the block module. Scannable attempts to find
# the item stack representation by calling Block.getPickBlock (which is allowed
# to fail, as some blocks require a valid world state) and alternatively by using
# Item.getItemFromBlock+Block.damageDropped, the latter being verified using the
# roundtrip through Block.damageDropped/Item.getMetadata/Block.getStateFromMeta.
# Sadly this fails for a lot of modded blocks because people rarely implement
# Block.damageDropped. As a workaround you can add blocks for which this fails to
# the `statesCommon` and `statesRare` lists.
B:logBlockDropLookupFailures=false
# Ore dictionary entries that match the common ore pattern but should be ignored.
S:oreBlacklist <
>
# The colors for ores used when rendering their result bounding box.
# Each entry must be a key-value pair separated by a `=`, with the.
# key being the ore dictionary name and the value being the hexadecimal
# RGB value of the color.
S:oreColors <
oreCoal=0x433E3B
oreIron=0xA17951
oreGold=0xF4F71F
oreLapis=0x4863F0
oreDiamond=0x48E2F0
oreRedstone=0xE61E1E
oreEmerald=0x12BA16
oreQuartz=0xB3D9D2
glowstone=0xE9E68E
oreCopper=0xE4A020
oreLead=0x8187C3
oreMithril=0x97D5FE
oreNickel=0xD0D3AC
orePlatinum=0x7AC0FD
oreSilver=0xE8F2FB
oreTin=0xCCE4FE
oreAluminum=0xCBE4E2
oreAluminium=0xCBE4E2
orePlutonium=0x9DE054
oreUranium=0x9DE054
oreYellorium=0xD8E054
oreArdite=0xB77E11
oreCobalt=0x413BB8
oreCinnabar=0xF5DA25
oreInfusedAir=0xF7E677
oreInfusedFire=0xDC7248
oreInfusedWater=0x9595D5
oreInfusedEarth=0x49B45A
oreInfusedOrder=0x9FF2DE
oreInfusedEntropy=0x545476
>
# Ore dictionary entries considered common ores, requiring the common ore scanner module.
# Use this to mark ores as common, as opposed to rare (see oresRare).
S:oresCommon <
oreSilicon
oreCoal
oreIron
oreRedstone
glowstone
oreCopper
oreTin
oreLead
oreAluminum
oreAluminium
oreCinnabar
oreGeolosysHematite
oreGeolosysLimonite
oreGeolosysMalachite
oreGeolosysCoal
oreGeolosysAzurite
oreGeolosysCassiterite
oreGeolosysTeallite
oreGeolosysGalena
oreGeolosysBauxite
oreCarbon
>
# Ore dictionary names of ores considered 'rare', requiring the rare ore scanner module.
# Anything matching /ore[A-Z].*/ that isn't in the common ore list is
# automatically considered a rare ore (as opposed to the other way around,
# to make missing entries less likely be a problem). Use this to add rare
# ores that do follow this pattern.
S:oresRare <
oreGeolosysBeryl
oreGeolosysPlatinum
oreGeolosysAutunite
oreGeolosysQuartz
oreGeolosysLapis
oreGeolosysGold
oreGeolosysCinnabar
oreGeolosysOsmium
oreRockCrystal
oreCheese
orePalladium
oreRedGem
oreCrystal
oreWhiteGem
oreZinc
oreBlueGem
oreTungsten
oreDarkIron
oreBlueDiamond
oreRedDiamond
orePurpleDiamond
oreYellowDiamond
oreGreenDiamond
oreIlmenite
oreSlime
>
# Block states considered common ores, requiring the common ore scanner module.
# Use this to mark arbitrary block states as common ores. Format is as follows:
# mod_id:block_name
# or with block properties:
# mod_id:block_name[property1=value1,property2=value2]
# You can look up the properties (as well as name and mod id) in the F3 debug overlay
# in the bottom right.
S:statesCommon <
>
# Block states considered rare ores, requiring the rare ore scanner module.
# Use this to mark arbitrary block states as rare ores. Format is as follows:
# mod_id:block_name
# or with block properties:
# mod_id:block_name[property1=value1,property2=value2]
# You can look up the properties (as well as name and mod id) in the F3 debug overlay
# in the bottom right.
S:statesRare <
>
# The list of structures the structure module scans for.
S:structures <
EndCity
Fortress
Mansion
Mineshaft
Monument
Stronghold
Temple
Village
>
# Whether to consume energy when performing a scan.
# Will make the scanner a chargeable item.
B:useEnergy=true
}