# Configuration File general { balance { # Angle Placement Segmentation I:AnglePlacementSegmentation=4 # Cost to place down rail bed D:BedCostMultiplier=0.25 # Prevent stock from being built outside the recommended and model gauges B:DesignGaugeLock=false # All gauges require fuel B:FuelRequired=true # MilliBuckets per Liter I:MB_PER_LITER=1 # Models require fuel B:ModelFuelRequired=true # IEnergy cost (RF) per radio transmission per metre I:RadioCostPerMetre=0 # Only select Locomotives with suitable equipment can be radio-controlled B:RadioEquipmentRequired=true # Range of radio-control, positive integer I:RadioRange=500 # Cost to place down a rail D:RailCostMultiplier=0.25 # Cost to place down a tie D:TieCostMultiplier=0.25 # How heavy is a single block in Kg I:blockWeight=10 # Brake Multiplier: Higher numbers increase slowdown, lower numbers decrease slowdown D:brakeMultiplier=1.0 # Allow diesel locomotive engine overheating B:canDieselEnginesOverheat=true ################################################################################## # dieselFuels # # ------------------------------------------------------------------------------ # # Fuels for diesel Locomotives # # Note: Naphtha of Thermal Foundation is internally registered as 'refined oil'. # ################################################################################## dieselFuels { I:diesel=200 I:fuel_mixed_heavy=130 I:lpg=150 I:biofuel=170 I:fuel=180 I:oil_dense=110 I:gasoline=100 I:fuel_light=150 I:oil_distilled=50 I:ethanol=170 I:kerosene=180 I:refined_fuel=150 I:refined_oil=100 I:oil=100 I:oil_heavy=70 I:fuel_dense=110 I:fuel_mixed_light=100 I:biodiesel=170 I:olive_oil=40 } # How fast the diesel locomotive should heat up. 1 is real internal (slow), 72 is scaled to minecraft time I:dieselLocoHeatTimeScale=72 # Diesel Fuel Efficiency I:locoDieselFuelEfficiency=100 # How fast the steam locomotive should heat up. 1 is real internal (slow), 72 is scaled to minecraft time I:locoHeatTimeScale=72 # Steam Fuel Efficiency I:locoSteamFuelEfficiency=100 # How much water the locomotive should use F:locoWaterUsage=10.0 # Machine power factor (0 means no power required) F:machinePowerFactor=1.0 # Slope Multiplier: Higher numbers increase slowdown, lower numbers decrease slowdown D:slopeMultiplier=1.0 # If more than X% of the tracks are above non solid block, break the track D:trackFloatingPercent=0.05 # Traction Multiplier: Higher numbers decreases wheel slip, lower numders increase wheel slip D:tractionMultiplier=1.0 # Distance the villagers will hear the conductor's whistle D:villagerConductorDistance=50.0 # Villager payout items (ore dict) villagerPayoutItems < gemEmerald > # How much you getContents payed per meter the villager traveled (default 1 emerald per km) D:villagerPayoutPerMeter=0.001 # Water Substitutes waterTypes < water dist_water hot_spring_water purified_water > } damage { # Trains should break block B:TrainsBreakBlocks=true # Clear blocsk in creative mode when placing tracks B:creativePlacementClearsBlocks=true # Drop snowballs when the train can't push a block out of the way B:dropSnowBalls=false # Break block around the border of the tracks in creative B:enableSideBlockClearing=true # km/h to damage 1 heart on collision D:entitySpeedDamage=10.0 # Enable environmental damage of Boiler Explosions B:explosionEnvDamageEnabled=true # Enable Boiler Explosions B:explosionsEnabled=true # Requires solid block to be placed under the rails B:requireSolidBlocks=true # Trains getContents destroyed by Mob explosions B:trainMobExplosionDamage=true } debug { # Range between couplers to try coupling D:couplerRange=0.3 # DEBUG: Buckets infinite fill/empty tanks B:debugInfiniteLiquids=false # Print extra chunk loading info B:debugLog=false # Deep Snow on tracks B:deepSnow=false # Keep rolling stock loaded even when it is not moving B:keepStockLoaded=true # DEV ONLY: How much to artifically lag the server (per internal) I:lagServer=0 # Time between open computers poll ticks for augments I:ocPollDelayTicks=1 # Old Narrow track placement (single width instead of 3) B:oldNarrowWidth=false # Speed up IR stock server onTick stepping to compensate for tps lag B:serverTickCompensation=false # How fast snow should accumulate, 0 = disabled, 20 = fast, 400 = slow I:snowAccumulateRate=400 # How fast snow should melt, 0 = disabled, 20 = fast, 400 = slow I:snowMeltRate=0 } performance { # Use multiple threads when loading stock. This is used on Minecraft's initial load or when manually reloading stocks. B:multithreadedStockLoading=true } }