#General Config. This config is synced from server to client. [general] #Log Mekanism packet names. Debug setting. logPackets = false #Disable to make the anchor upgrade not do anything. allowChunkloading = true #How many ticks must pass until a block's active state is synced with the client, if it has been rapidly changing. blockDeactivationDelay = 60 #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"] cardboardModBlacklist = ["refinedstorage", "tetra", "storagedrawers"] #Allow right clicking on Cables/Pipes/Tubes with alloys to upgrade the tier. transmitterAlloyUpgrade = true #Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible). #Range: > 1 maxUpgradeMultiplier = 10 #How much Boiler heat is immediately usable to convert water to steam. boilerWaterConductivity = 0.7 #Amount of heat produced per fuel tick of a fuel's burn time in the Fuelwood Heater. heatPerFuelTick = 400.0 #How much heat energy is created from one Joule of regular energy in the Resistive Heater. #Range: 0.0 ~ 1.0 resistiveHeaterEfficiency = 0.6 #Amount of heat each Boiler heating element produces. superheatingHeatTransfer = 1.6E7 #Displayed temperature unit in Mekanism GUIs. #Allowed Values: K, C, R, F, STP temperatureUnit = "C" #Peak processing rate for the Solar Neutron Activator. Note: It can go higher than this value in some extreme environments. maxSolarNeutronActivatorRate = 64 #Auto Eject Settings [general.auto_eject] #Rate at which fluid gets auto ejected from tiles. fluid = 1024 #Rate at which chemicals gets auto ejected from tiles. #Range: 1 ~ 9223372036854775807 chemical = 1024 #Prefilled Tanks [general.prefilled] #Add filled creative fluid tanks to creative/JEI. fluidTanks = true #Add filled creative gas tanks to creative/JEI. gasTanks = true #Add filled creative infusion tanks to creative/JEI. infusionTanks = true #Add filled creative pigment tanks to creative/JEI. pigmentTanks = true #Add filled creative slurry tanks to creative/JEI. slurryTanks = true #Energy Conversion Rate Settings [general.energy_conversion] #Disables IC2 power integration. Requires world restart (server-side option in SMP). blacklistIC2 = false #Conversion multiplier from EU to Joules (EU * JoulePerEU = Joules) JoulePerEU = "10" #Conversion multiplier from Joules to EU (Joules * EUPerJoule = EU) EUPerJoule = "0.1000" #Disables Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP). blacklistForge = false #Conversion multiplier from Forge Energy to Joules (FE * JoulePerForgeEnergy = Joules) JoulePerForgeEnergy = "2.5000" #Conversion multiplier from Joules to Forge Energy (Joules * ForgeEnergyPerJoule = FE) ForgeEnergyPerJoule = "0.4000" #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. blacklistFluxNetworks = false #How much energy is produced per mB of Hydrogen, also affects Electrolytic Separator usage, Ethylene burn rate and Gas generator energy capacity. HydrogenEnergyDensity = "200" #Burn time for Ethylene (1mB hydrogen + 2*bioFuel/tick*200ticks/100mB * 20x efficiency bonus). EthyleneBurnTime = 40 #Maximum Joules per mB of Steam. Also affects Thermoelectric Boiler. maxEnergyPerSteam = "10" #Displayed energy type in Mekanism GUIs. #Allowed Values: J, FE, EU energyType = "FE" #Radiation Settings [general.radiation] #Enable worldwide radiation effects. Don't be a downer and disable this. radiationEnabled = true #The radius of chunks checked when running radiation calculations. The algorithm is efficient, but don't abuse it by making this crazy high. #Range: 1 ~ 100 chunkCheckRadius = 5 #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. sourceDecayRate = 0.9995 #Radiated objects and entities are multiplied by this constant roughly once per second to represent their dosage decay. targetDecayRate = 0.9995 #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. #Range: 0.0 ~ 1.0 negativeEffectsMinSeverity = 0.1 #Amount of gas (mB) that can be stored in a Radioactive Waste Barrel. #Range: 1 ~ 9223372036854775807 radioactiveWasteBarrelMaxGas = 64000 #Number of ticks required for radioactive gas stored in a Radioactive Waste Barrel to decay radioactiveWasteBarrelDecayAmount mB. #Range: > 1 radioactiveWasteBarrelProcessTicks = 1200 #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). #Range: 0 ~ 9223372036854775807 radioactiveWasteBarrelDecayAmount = 1 #Digital Miner Settings [general.digital_miner] #Energy multiplier for using silk touch mode with the Digital Miner. silkMultiplier = 6 #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). #Range: > 1 maxRadius = 32 #Number of ticks required to mine a single block with a Digital Miner (without any upgrades). #Range: > 1 ticksPerMine = 80 #Laser Settings [general.laser] #If enabled, lasers can break blocks and the flamethrower starts fires. aestheticWorldDamage = true #How far (in blocks) a laser can travel. range = 64 #Energy needed to destroy or attract blocks with a Laser (per block hardness level). energyNeededPerHardness = "100000" #Energy used per half heart of damage being transferred to entities. energyPerDamage = "2500" #Pump Settings [general.pump] #Maximum block distance to pull fluid from for the Electric Pump. maxPumpRange = 80 #If enabled makes Water and Heavy Water blocks be removed from the world on pump. pumpWaterSources = false #Fluidic Plenisher stops after this many blocks. maxPlenisherNodes = 4000 #Quantum Entangloporter Settings [general.quantum_entangloporter] #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. energyBuffer = "256000000" #Maximum fluid buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity. #Range: > 1 fluidBuffer = 112000 #Maximum chemical buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity. #Range: 1 ~ 9223372036854775807 chemicalBuffer = 512000 #Block security/protection Settings [general.security] #Enable the security system for players to prevent others from accessing their machines. Does NOT affect Frequencies. allowProtection = true #Ops can bypass the block security restrictions if enabled. opsBypassRestrictions = false #Nutritional PasteSettings [general.nutritional_paste] #Saturation level of Nutritional Paste when eaten. saturation = 0.8 #How much mB of Nutritional Paste equates to one 'half-food.' mbPerFood = 50 #Thermal Evaporation Plant Settings [general.thermal_evaporation] #Thermal Evaporation Tower heat loss per tick. heatDissipation = 0.02 #Temperature to amount produced ratio for Thermal Evaporation Tower. tempMultiplier = 0.4 #Heat to absorb per Solar Panel array of Thermal Evaporation Tower. solarMultiplier = 0.2 #Heat capacity of Thermal Evaporation Tower layers (increases amount of energy needed to increase temperature). heatCapacity = 100.0 #SPS Settings [general.sps] #How much input gas (polonium) in mB must be processed to make 1 mB of antimatter. #Range: > 1 inputPerAntimatter = 1000 #Energy needed to process 1 mB of input (inputPerAntimatter * energyPerInput = energy to produce 1 mB of antimatter). energyPerInput = "1000000"