#Drones render their held item (the item in slot 0 of their inventory) ? Note: this is in common config since if enabled, server needs to sync the item data to the client.
#Are drones allowed to import Experience Orbs and convert them to Memory Essence fluid?
drones_can_import_xp_orbs=true
#When an Oil Lake would be generated at the surface (see 'oil_generation_chance'), percentage chance that this will actually generate a lake. Set to 0 for no surface oil lakes, and fewer lakes overall. Higher values don't guarantee surface oil lakes, but make them more likely, as well as making oil lakes more likely overall. It is recommended to adjust this value in conjunction with 'oil_generation_chance'.
#Oil worldgen blacklist: add biome IDs to this list if you don't want oil worldgen to happen there. This works in conjunction with 'oil_world_gen_category_blacklist' - if a biome matches either, then no oil lakes will generate there.
#Chance per chunk as a percentage to generate an Oil Lake. Set to 0 for no oil lakes. See also 'surface_oil_generation_chance'.
#Range: 0 ~ 100
oil_generation_chance=15
#Blacklisted entity ID's, which the Vacuum Trap will not try to absorb. Note that players, tamed entities, boss entities, and PneumaticCraft drones may never be absorbed, regardless of config settings.
#Fluids at least as hot as this temperature (Kelvin) will be auto-registered as Liquid Compressor fuels, the quality being dependent on fluid temperature.
#Efficiency of fuel buckets as furnace fuel (default 0.05 means 1 bucket of LPG smelts 450 items in a vanilla furnace)
#Range: 0.0 ~ 1.7976931348623157E308
fuel_bucket_efficiency=0.05
#Oil worldgen blacklist by biome category: add biome categories to this list if you don't want oil worldgen to happen there. Accepted categories are: beach, desert, extreme_hills, forest, icy, jungle, mesa, mushroom, nether, none, ocean, plains, river, savanna, swamp, taiga, the_end. This works in conjunction with 'oil_world_gen_blacklist' - if a biome matches either, then no oil lakes will generate there.
#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)
#Precision to which pressurizable item air levels are synced to client. Default of 10 is precise enough to show pressure to 1 decimal place, which is what is display in client tooltips & pneumatic armor HUD. Lower values will sync less precisely, reducing server->client network traffic. Values higher than 10 are not recommended (will cause extra network traffic for no benefit).
#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)
#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.
stop_drone_ai=false
#Don't remove a water source block when picking up (drones, liquid hoppers, gas lift) if it has at least two water source neighbours. This can reduce lag due to frequent block updates, and can also potentially make water import much faster. Set this to false if you want no-infinite-water rules in a world, or want to limit the speed of water importing to vanilla block update rates.
dont_update_infinite_water_sources=true
#How far will a drone go to find a Charging Station when it's low on air? Note: drones will teleport, possibly across the world to someone else's base, if this range is very large.
#The minimum interval in ticks between which fluid tank contents should be synced to clients. Smaller values mean smoother visual tank updates, but more of a performance cost in terms of network syncing. Note that fluid tank sync packets are also only sent when a fluid tank changes by more than 1% of its capacity, or 1000mB, whichever is smaller.
#Mekanism thermal resistance multiplier. Larger values mean slower heat transfer between Mekanism and PneumaticCraft blocks.
#Range: 1.0 ~ 1.7976931348623157E308
mek_thermal_resistance_factor=5.0
#Mekanism <-> PneumaticCraft heat conversion efficiency. Set to 0 to disable Mekanism heat integration entirely. Note that Mekanism and PNC use a similar heat system, but scale things quite differently (Mekanism heaters produces a LOT of heat by PneumaticCraft standards), so conversion efficiency tuning is important for inter-mod balance.
#Range: 0.0 ~ 2.0
mek_thermal_conversion_efficiency=0.01
[Recipes]
#Enable/disable explosion crafting (iron->compressed iron). If you disable this, you'll need another way to get compressed iron initially.
explosion_crafting=true
#Enable crafting diamonds from coal blocks in the pressure chamber
coal_to_diamonds=true
[Amadron]
#Time in ticks between each periodic offer reshuffle (24000 ticks = one Minecraft day)
#Range: > 1000
reshuffleInterval=24000
#Max number of custom trades a player may add
#Range: > 0
max_trades_per_player=50
#Broadcast a notification when player adds a custom trade
notify_of_trade_addition=true
#Broadcast a notification when player removes a custom trade
notify_of_trade_removal=true
#Broadcast a notification when a custom Amadron trade is made
#Ambient temperature increase by altitude, in degrees per block below 48 (or 75% of sea level). Note that temperature decrease per block above 64 is handled by vanilla.
#Add a village house for the Pressure Mechanic? Note: setting this to false won't affect any already-generated houses, only disable new generation.
addMechanicHouse=true
#Which trades should the Pressure Mechanic offer? ALL will offer all trades. PCB_BLUEPRINT will offer *only* the PCB Blueprint, an item required for normal progression through the mod. NONE will offer nothing (but the PCB Blueprint is also available via Amadron by default). Note that changing this won't affect any already-spawned Pressure Mechanics.