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