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Enigmatica configs
This commit is contained in:
177
config[common]/Mekanism/general.toml
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177
config[common]/Mekanism/general.toml
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@ -0,0 +1,177 @@
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#General Config. This config is synced from server to client.
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[general]
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#Log Mekanism packet names. Debug setting.
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logPackets = false
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#Disable to make the anchor upgrade not do anything.
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allowChunkloading = true
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#How many ticks must pass until a block's active state is synced with the client, if it has been rapidly changing.
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blockDeactivationDelay = 60
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#Any mod ids added to this list will not be able to have any of their blocks, picked up by the cardboard box. For example: ["mekanism"]
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cardboardModBlacklist = ["refinedstorage", "tetra", "storagedrawers"]
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#Allow right clicking on Cables/Pipes/Tubes with alloys to upgrade the tier.
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transmitterAlloyUpgrade = true
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#Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible).
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#Range: > 1
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maxUpgradeMultiplier = 10
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#How much Boiler heat is immediately usable to convert water to steam.
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boilerWaterConductivity = 0.7
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#Amount of heat produced per fuel tick of a fuel's burn time in the Fuelwood Heater.
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heatPerFuelTick = 400.0
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#How much heat energy is created from one Joule of regular energy in the Resistive Heater.
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#Range: 0.0 ~ 1.0
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resistiveHeaterEfficiency = 0.6
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#Amount of heat each Boiler heating element produces.
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superheatingHeatTransfer = 1.6E7
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#Displayed temperature unit in Mekanism GUIs.
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#Allowed Values: K, C, R, F, STP
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temperatureUnit = "C"
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#Peak processing rate for the Solar Neutron Activator. Note: It can go higher than this value in some extreme environments.
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maxSolarNeutronActivatorRate = 64
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#Auto Eject Settings
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[general.auto_eject]
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#Rate at which fluid gets auto ejected from tiles.
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fluid = 1024
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#Rate at which chemicals gets auto ejected from tiles.
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#Range: 1 ~ 9223372036854775807
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chemical = 1024
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#Prefilled Tanks
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[general.prefilled]
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#Add filled creative fluid tanks to creative/JEI.
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fluidTanks = true
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#Add filled creative gas tanks to creative/JEI.
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gasTanks = true
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#Add filled creative infusion tanks to creative/JEI.
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infusionTanks = true
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#Add filled creative pigment tanks to creative/JEI.
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pigmentTanks = true
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#Add filled creative slurry tanks to creative/JEI.
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slurryTanks = true
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#Energy Conversion Rate Settings
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[general.energy_conversion]
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#Disables IC2 power integration. Requires world restart (server-side option in SMP).
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blacklistIC2 = false
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#Conversion multiplier from EU to Joules (EU * JoulePerEU = Joules)
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JoulePerEU = "10"
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#Conversion multiplier from Joules to EU (Joules * EUPerJoule = EU)
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EUPerJoule = "0.1000"
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#Disables Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP).
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blacklistForge = false
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#Conversion multiplier from Forge Energy to Joules (FE * JoulePerForgeEnergy = Joules)
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JoulePerForgeEnergy = "2.5000"
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#Conversion multiplier from Joules to Forge Energy (Joules * ForgeEnergyPerJoule = FE)
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ForgeEnergyPerJoule = "0.4000"
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#Disables Flux Networks higher throughput Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP). Note: Disabling Forge Energy integration also disables this.
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blacklistFluxNetworks = false
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#How much energy is produced per mB of Hydrogen, also affects Electrolytic Separator usage, Ethylene burn rate and Gas generator energy capacity.
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HydrogenEnergyDensity = "200"
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#Burn time for Ethylene (1mB hydrogen + 2*bioFuel/tick*200ticks/100mB * 20x efficiency bonus).
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EthyleneBurnTime = 40
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#Maximum Joules per mB of Steam. Also affects Thermoelectric Boiler.
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maxEnergyPerSteam = "10"
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#Displayed energy type in Mekanism GUIs.
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#Allowed Values: J, FE, EU
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energyType = "FE"
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#Radiation Settings
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[general.radiation]
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#Enable worldwide radiation effects. Don't be a downer and disable this.
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radiationEnabled = true
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#The radius of chunks checked when running radiation calculations. The algorithm is efficient, but don't abuse it by making this crazy high.
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#Range: 1 ~ 100
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chunkCheckRadius = 5
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#Radiation sources are multiplied by this constant roughly once per second to represent their emission decay. At the default rate, it takes roughly 10 days to remove a 1,000 Sv/h (crazy high) source.
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sourceDecayRate = 0.9995
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#Radiated objects and entities are multiplied by this constant roughly once per second to represent their dosage decay.
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targetDecayRate = 0.9995
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#Defines the minimum severity radiation dosage severity (scale of 0 to 1) for which negative effects can take place. Set to 1 to disable negative effects completely.
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#Range: 0.0 ~ 1.0
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negativeEffectsMinSeverity = 0.1
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#Amount of gas (mB) that can be stored in a Radioactive Waste Barrel.
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#Range: 1 ~ 9223372036854775807
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radioactiveWasteBarrelMaxGas = 64000
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#Number of ticks required for radioactive gas stored in a Radioactive Waste Barrel to decay radioactiveWasteBarrelDecayAmount mB.
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#Range: > 1
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radioactiveWasteBarrelProcessTicks = 1200
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#Number of mB of gas that decay every radioactiveWasteBarrelProcessTicks ticks when stored in a Radioactive Waste Barrel. Set to zero to disable decay all together. (Gases in the mekanism:waste_barrel_decay_blacklist tag will not decay).
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#Range: 0 ~ 9223372036854775807
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radioactiveWasteBarrelDecayAmount = 1
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#Digital Miner Settings
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[general.digital_miner]
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#Energy multiplier for using silk touch mode with the Digital Miner.
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silkMultiplier = 6
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#Maximum radius in blocks that the Digital Miner can reach. (Increasing this may have negative effects on stability and/or performance. We strongly recommend you leave it at the default value).
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#Range: > 1
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maxRadius = 32
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#Number of ticks required to mine a single block with a Digital Miner (without any upgrades).
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#Range: > 1
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ticksPerMine = 80
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#Laser Settings
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[general.laser]
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#If enabled, lasers can break blocks and the flamethrower starts fires.
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aestheticWorldDamage = true
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#How far (in blocks) a laser can travel.
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range = 64
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#Energy needed to destroy or attract blocks with a Laser (per block hardness level).
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energyNeededPerHardness = "100000"
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#Energy used per half heart of damage being transferred to entities.
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energyPerDamage = "2500"
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#Pump Settings
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[general.pump]
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#Maximum block distance to pull fluid from for the Electric Pump.
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maxPumpRange = 80
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#If enabled makes Water and Heavy Water blocks be removed from the world on pump.
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pumpWaterSources = false
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#Fluidic Plenisher stops after this many blocks.
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maxPlenisherNodes = 4000
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#Quantum Entangloporter Settings
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[general.quantum_entangloporter]
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#Maximum energy buffer (Mekanism Joules) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier energy cube capacity.
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energyBuffer = "256000000"
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#Maximum fluid buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
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#Range: > 1
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fluidBuffer = 112000
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#Maximum chemical buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
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#Range: 1 ~ 9223372036854775807
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chemicalBuffer = 512000
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#Block security/protection Settings
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[general.security]
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#Enable the security system for players to prevent others from accessing their machines. Does NOT affect Frequencies.
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allowProtection = true
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#Ops can bypass the block security restrictions if enabled.
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opsBypassRestrictions = false
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#Nutritional PasteSettings
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[general.nutritional_paste]
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#Saturation level of Nutritional Paste when eaten.
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saturation = 0.8
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#How much mB of Nutritional Paste equates to one 'half-food.'
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mbPerFood = 50
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#Thermal Evaporation Plant Settings
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[general.thermal_evaporation]
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#Thermal Evaporation Tower heat loss per tick.
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heatDissipation = 0.02
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#Temperature to amount produced ratio for Thermal Evaporation Tower.
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tempMultiplier = 0.4
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#Heat to absorb per Solar Panel array of Thermal Evaporation Tower.
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solarMultiplier = 0.2
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#Heat capacity of Thermal Evaporation Tower layers (increases amount of energy needed to increase temperature).
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heatCapacity = 100.0
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#SPS Settings
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[general.sps]
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#How much input gas (polonium) in mB must be processed to make 1 mB of antimatter.
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#Range: > 1
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inputPerAntimatter = 1000
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#Energy needed to process 1 mB of input (inputPerAntimatter * energyPerInput = energy to produce 1 mB of antimatter).
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energyPerInput = "1000000"
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@ -7,128 +7,128 @@
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#Range: > 0
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userWorldGenVersion = 0
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#Generation Settings for copper ore.
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[world_generation.copper]
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#Determines if copper ore should be added to world generation.
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shouldGenerate = false
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#Chance that copper generates in a chunk.
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#Range: 1 ~ 128
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perChunk = 16
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#Maximum number of blocks in a vein of copper.
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#Range: 1 ~ 512
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maxVeinSize = 8
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#Maximum height (exclusive) that veins of copper can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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#Range: 1 ~ 256
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maxHeight = 60
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#Top offset for calculating height that veins of copper can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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topOffset = 0
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#Bottom offset for calculating height that veins of copper can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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bottomOffset = 0
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#Generation Settings for tin ore.
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[world_generation.tin]
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#Determines if tin ore should be added to world generation.
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shouldGenerate = false
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#Chance that tin generates in a chunk.
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#Range: 1 ~ 128
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perChunk = 14
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#Maximum number of blocks in a vein of tin.
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#Range: 1 ~ 512
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maxVeinSize = 8
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#Maximum height (exclusive) that veins of tin can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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#Range: 1 ~ 256
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maxHeight = 60
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#Top offset for calculating height that veins of tin can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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topOffset = 0
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#Bottom offset for calculating height that veins of tin can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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bottomOffset = 0
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#Generation Settings for osmium ore.
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[world_generation.osmium]
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#Determines if osmium ore should be added to world generation.
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shouldGenerate = false
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#Chance that osmium generates in a chunk.
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#Range: 1 ~ 128
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perChunk = 12
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#Maximum number of blocks in a vein of osmium.
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#Range: 1 ~ 512
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maxVeinSize = 8
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#Maximum height (exclusive) that veins of osmium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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#Range: 1 ~ 256
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maxHeight = 60
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#Top offset for calculating height that veins of osmium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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topOffset = 0
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#Bottom offset for calculating height that veins of osmium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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bottomOffset = 0
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#Generation Settings for uranium ore.
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[world_generation.uranium]
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#Determines if uranium ore should be added to world generation.
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shouldGenerate = false
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#Chance that uranium generates in a chunk.
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#Range: 1 ~ 128
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perChunk = 8
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#Maximum number of blocks in a vein of uranium.
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#Range: 1 ~ 512
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maxVeinSize = 8
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#Maximum height (exclusive) that veins of uranium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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#Range: 1 ~ 256
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maxHeight = 60
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#Top offset for calculating height that veins of uranium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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topOffset = 0
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#Bottom offset for calculating height that veins of uranium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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bottomOffset = 0
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#Generation Settings for fluorite ore.
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[world_generation.fluorite]
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#Determines if fluorite ore should be added to world generation.
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shouldGenerate = false
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#Chance that fluorite generates in a chunk.
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#Range: 1 ~ 128
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perChunk = 6
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#Maximum number of blocks in a vein of fluorite.
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#Range: 1 ~ 512
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maxVeinSize = 12
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#Maximum height (exclusive) that veins of fluorite can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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#Range: 1 ~ 256
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maxHeight = 32
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#Top offset for calculating height that veins of fluorite can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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topOffset = 0
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#Bottom offset for calculating height that veins of fluorite can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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bottomOffset = 0
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#Generation Settings for lead ore.
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[world_generation.lead]
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#Determines if lead ore should be added to world generation.
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shouldGenerate = false
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#Chance that lead generates in a chunk.
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#Range: 1 ~ 128
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perChunk = 8
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#Maximum number of blocks in a vein of lead.
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#Range: 1 ~ 512
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maxVeinSize = 8
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#Maximum height (exclusive) that veins of lead can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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#Range: 1 ~ 256
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maxHeight = 48
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#Top offset for calculating height that veins of lead can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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topOffset = 0
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#Bottom offset for calculating height that veins of lead can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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bottomOffset = 0
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#Generation Settings for salt.
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[world_generation.salt]
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#Determines if salt should be added to world generation.
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shouldGenerate = false
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#Chance that salt generates in a chunk.
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#Range: 1 ~ 128
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perChunk = 2
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#Base radius of a vein of salt.
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#Range: 1 ~ 4
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baseRadius = 2
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#Determines if salt should be added to world generation.
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shouldGenerate = true
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#Number of blocks to extend up and down when placing a vein of salt.
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#Range: 0 ~ 127
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ySize = 1
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#Extended variability (spread) for the radius in a vein of salt.
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#Range: 1 ~ 4
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spread = 3
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#Generation Settings for tin ore.
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[world_generation.tin]
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#Chance that tin generates in a chunk.
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#Range: 1 ~ 128
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perChunk = 14
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#Top offset for calculating height that veins of tin can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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topOffset = 0
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#Bottom offset for calculating height that veins of tin can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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bottomOffset = 0
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#Maximum height (exclusive) that veins of tin can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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#Range: 1 ~ 256
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maxHeight = 60
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#Determines if tin ore should be added to world generation.
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shouldGenerate = true
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#Maximum number of blocks in a vein of tin.
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#Range: 1 ~ 512
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maxVeinSize = 8
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|
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#Generation Settings for copper ore.
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[world_generation.copper]
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#Chance that copper generates in a chunk.
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#Range: 1 ~ 128
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perChunk = 16
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#Top offset for calculating height that veins of copper can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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topOffset = 0
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#Bottom offset for calculating height that veins of copper can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
|
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bottomOffset = 0
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||||
#Maximum height (exclusive) that veins of copper can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
|
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#Range: 1 ~ 256
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maxHeight = 60
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||||
#Determines if copper ore should be added to world generation.
|
||||
shouldGenerate = true
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#Maximum number of blocks in a vein of copper.
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#Range: 1 ~ 512
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maxVeinSize = 8
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|
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#Generation Settings for osmium ore.
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[world_generation.osmium]
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#Chance that osmium generates in a chunk.
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#Range: 1 ~ 128
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perChunk = 12
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#Top offset for calculating height that veins of osmium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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topOffset = 0
|
||||
#Bottom offset for calculating height that veins of osmium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
|
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bottomOffset = 0
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#Maximum height (exclusive) that veins of osmium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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||||
#Range: 1 ~ 256
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||||
maxHeight = 60
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||||
#Determines if osmium ore should be added to world generation.
|
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shouldGenerate = true
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||||
#Maximum number of blocks in a vein of osmium.
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#Range: 1 ~ 512
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maxVeinSize = 8
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|
||||
#Generation Settings for fluorite ore.
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[world_generation.fluorite]
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#Chance that fluorite generates in a chunk.
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#Range: 1 ~ 128
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perChunk = 6
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#Top offset for calculating height that veins of fluorite can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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topOffset = 0
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#Bottom offset for calculating height that veins of fluorite can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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bottomOffset = 0
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#Maximum height (exclusive) that veins of fluorite can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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#Range: 1 ~ 256
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maxHeight = 32
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||||
#Determines if fluorite ore should be added to world generation.
|
||||
shouldGenerate = true
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||||
#Maximum number of blocks in a vein of fluorite.
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#Range: 1 ~ 512
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maxVeinSize = 12
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|
||||
#Generation Settings for uranium ore.
|
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[world_generation.uranium]
|
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#Chance that uranium generates in a chunk.
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||||
#Range: 1 ~ 128
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perChunk = 8
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#Top offset for calculating height that veins of uranium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
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topOffset = 0
|
||||
#Bottom offset for calculating height that veins of uranium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
|
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bottomOffset = 0
|
||||
#Maximum height (exclusive) that veins of uranium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
|
||||
#Range: 1 ~ 256
|
||||
maxHeight = 60
|
||||
#Determines if uranium ore should be added to world generation.
|
||||
shouldGenerate = true
|
||||
#Maximum number of blocks in a vein of uranium.
|
||||
#Range: 1 ~ 512
|
||||
maxVeinSize = 8
|
||||
|
||||
#Generation Settings for lead ore.
|
||||
[world_generation.lead]
|
||||
#Chance that lead generates in a chunk.
|
||||
#Range: 1 ~ 128
|
||||
perChunk = 8
|
||||
#Top offset for calculating height that veins of lead can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
|
||||
topOffset = 0
|
||||
#Bottom offset for calculating height that veins of lead can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
|
||||
bottomOffset = 0
|
||||
#Maximum height (exclusive) that veins of lead can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
|
||||
#Range: 1 ~ 256
|
||||
maxHeight = 48
|
||||
#Determines if lead ore should be added to world generation.
|
||||
shouldGenerate = true
|
||||
#Maximum number of blocks in a vein of lead.
|
||||
#Range: 1 ~ 512
|
||||
maxVeinSize = 8
|
||||
#Number of blocks to extend up and down when placing a vein of salt.
|
||||
#Range: 0 ~ 127
|
||||
ySize = 1
|
||||
|
||||
|
Reference in New Issue
Block a user