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mirror of https://git.fellies.tech/minecraft/fellies.git synced 2021-02-13 10:18:48 +00:00

v0.10-1.16.5-36.0.22

This commit is contained in:
2021-02-12 15:26:25 +01:00
parent 780dea9568
commit a66e03b267
57 changed files with 506 additions and 339 deletions

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@ -1347,4 +1347,11 @@
active = true
["Stratum Config: quark_slate"]
active = true
active = true
["Stratum Config: byg_mossy_stone"]
active = false
["Stratum Config: astral_marble"]
active = false

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[general]
#Should the SSP game pause when the Programmer GUI is open (does not apply in SMP)?
programmer_gui_pauses = false
#Show tank fluids with the The One Probe. Note that TOP also has support for showing tanks, which may or may not be enabled.
top_shows_fluids = true
#Should widgets in the GUI Remote Editor be snapped to a 4x4 grid?
gui_remote_grid_snap = true
#Enable Aphorism Tile Drama! http://mc-drama.herokuapp.com/
aphorism_drama = 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.
gui_bevel = true
#Tint Logistics configuration GUI backgrounds according to the colour of the logistics frame you are configuring.
logistics_gui_tint = true
#Should tube modules emit redstone play redstone particle effects when active?
tube_module_redstone_particles = true
#Defines which widgets are shown in the Programmer GUI: easy, medium, or advanced
#Allowed Values: EASY, MEDIUM, ADVANCED
programmer_difficulty = "EASY"
#Always show the pressure durability bar for pressurizable items, even when full?
always_show_pressure_durability_bar = true
[armor]
#Use fancy models for Pneumatic Armor (currently unimplemented)
fancy_armor_models = true
#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.
#Range: 0.0 ~ 1.0
leggings_fov_factor = 0.0
#Should enchantment glint be shown on Pneumatic Armor pieces? Disable if you don't like the enchantment glint messing up your carefully chosen colour scheme...
show_enchant_glint = true
#Enable the Pneumatic Helmet Coordinate Tracker pathfinder
path_enabled = false
#True if the Pneumatic Helmet Coordinate Tracker pathfinder should draw lines, false for tiles.
wire_path = false
#Maximum time, as a percentage of the tick, that the Pneumatic Helmet Block Tracker may take when active and scanning blocks. Larger values mean more rapid update of block information, but potentially greater impact on client FPS.
#Range: 1 ~ 100
block_tracker_max_time_per_tick = 10
#Should the Pneumatic Helmet Coordinate Tracker pathfinder path be visible through blocks?
xray_enabled = false
#True: show pressure as numbers. False: show pressure as horizontal bar.
show_pressure_numerically = true
#How frequently should the Pneumatic Helmet Coordinate Tracker pathfinder path be recalculated?
#Allowed Values: SLOW, NORMAL, FAST
path_update_setting = "NORMAL"
[sound]
#Volume level of the Jet Boots in normal flight mode
#Range: 0.0 ~ 2.0
jetboots_volume = 1.0
#Volume level of the hand-held Minigun
#Range: 0.0 ~ 2.0
minigun_volume_held = 0.75
#Volume level of the Sentry Turret's Minigun
#Range: 0.0 ~ 2.0
minigun_volume_sentry_turret = 1.0
#Volume level of the Elevator *clunk* while starting/stopping
#Range: 0.0 ~ 2.0
elevator_volume_start_stop = 1.0
#Volume level of drone-mounted Miniguns
#Range: 0.0 ~ 2.0
minigun_volume_drone = 1.0
#Volume level of the Jet Boots when in Builder Mode
#Range: 0.0 ~ 2.0
jetboots_volume_builder_mode = 0.3
#Volume level of air leaks from unconnected tubes/machines. Beware: turning this off could lead to undetected leaks wasting pressure forever!
#Range: 0.0 ~ 2.0
air_leak_volume = 1.0
#Volume level of the Jackhammer
#Range: 0.0 ~ 2.0
jackhammer_volume = 1.0
#Volume level of the Elevator while running
#Range: 0.0 ~ 2.0
elevator_volume_running = 1.0

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@ -182,6 +182,9 @@
"Enable Blaze Lantern" = true
"Enable Bamboo Block" = true
"Enable Berry Sack" = true
#
#Allowed values: [0,)
"Bamboo Bundle Fuel Time" = 500
"Enable Golden Apple Crate" = true
"Enable Sugar Cane Block" = true
"Enable Bonded Leather" = true

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@ -7,7 +7,7 @@
#Whether the Grid should prevent sorting while the shift key is held down
preventSortingWhileShiftIsDown = true
#Whether the Grid should remember the search query when closing and re-opening the Grid
rememberSearchQuery = true
rememberSearchQuery = false
#The maximum amount of rows that the Grid can show when stretched
#Range: > 3
maxRowsStretch = 2147483647

91
config/tetra.toml Normal file
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[misc]
#Enable modular shields
shield = true
#Enable modular single headed implements
single_headed = true
#Enables commands & data reloading functionality useful for development, has a negative impact on performance
development = false
#If enabled and Curios is installed, Toolbelts will only work in the Curio belt slot
toolbelt_curio_only = false
#Multiplier for magic capacity gains, increasing this may be useful when having a large set enchantments added by other mods
#Range: 0.0 ~ 1.7976931348623157E308
magic_cap_multiplier = 1.0
#Enable modular crossbows
crossbow = true
#Enables the enchantment glint rendering on modular items
glint = true
#Allow the reach attribute to modify the distance at which players can hit entities
entity_reach = true
#Enable the look advancement trigger, used for some advancements.
look_trigger = true
#Enable modular bows
bow = true
#World generation settings
[worldgen]
#Generates features in the world, further configuration available in "tetra/data/structures/"
features = true
#Used to limit how deep the feature generator will recurse into feature children, helps to avoid recursive loops and cascading worldgen in 3d-party generation features
#Range: 0 ~ 64
feature_depth = 8
#The number of geodes that should generate per chunk, set to 0 to disable
#Range: 0 ~ 65536
geode_density = 120
#Allows tetra items to "level up" after being used a certain amount of times, allowing the player to choose from different ways to "hone" 1 module on the item. Major modules also settle after some time, increasing its integrity
[module_progression]
#Integrity multiplier for sword honing, a value of 2 would cause a sword which uses 3 integrity to require 2*3 times as many uses before it can be honed
#Range: > -2147483648
hone_sword_integrity_multiplier = 65
#The base value for number of uses required before a tool can be honed
#Range: > -2147483648
hone_double_base = 140
#Integrity multiplier for tool honing, a value of 2 would cause a sword which uses 3 integrity to require 2*3 times as many uses before it can be honed
#Range: > -2147483648
hone_double_integrity_multiplier = 75
#The base value for number of uses required for a module to settle
#Range: > -2147483648
settle_base = 270
#Level multiplier for settling limit, a value of 3 would cause a module that has settled once to require 3x as many uses before it settles again
#Range: 4.9E-324 ~ 1.7976931348623157E308
settle_level_multiplier = 3.0
#The base value for number of uses required before a sword can be honed
#Range: > -2147483648
hone_sword_base = 110
#Durability multiplier for settling limit, a value of 1 would cause a module with 75 durability to require an additional 75 uses before it settles
#Range: 4.9E-324 ~ 1.7976931348623157E308
settle_durability_multiplier = 0.5
enabled = true
#Toggles & config for experimental features
[experimental]
#The base value for number of uses required before a bow can be honed
#Range: > -2147483648
hone_bow_base = 48
#Integrity multiplier for single headed implement honing, a value of 2 would cause an implement which uses 3 integrity to require 2*3 times as many uses before it can be honed
#Range: > -2147483648
hone_single_headed_integrity_multiplier = 32
#Integrity multiplier for bow honing, a value of 2 would cause a bow which uses 3 integrity to require 2*3 times as many uses before it can be honed
#Range: > -2147483648
hone_bow_integrity_multiplier = 32
#Integrity multiplier for crossbow honing, a value of 2 would cause a crossbow which uses 3 integrity to require 2*3 times as many uses before it can be honed
#Range: > -2147483648
hone_crossbow_integrity_multiplier = 32
#The base value for number of uses required before a crossbow can be honed
#Range: > -2147483648
hone_crossbow_base = 48
#Integrity multiplier for shield honing, a value of 2 would cause a shield which uses 3 integrity to require 2*3 times as many uses before it can be honed
#Range: > -2147483648
hone_shield_integrity_multiplier = 32
#Enable the stonecutter module for swords, the stonecutter has to be removed from loot tables if this is disabled
stonecutter = true
#Enable the extractor bedrock functionality
extractor = true
#The base value for number of uses required before a single headed implement can be honed
#Range: > -2147483648
hone_single_headed_base = 48
#The base value for number of uses required before a shield can be honed
#Range: > -2147483648
hone_shield_base = 48