#Configuration related to Immersive Engineering wires [wires] #Attempts to make the internal data structures used for wires consistent with the connectors in the world.Use with care and backups and only when suspecting corrupted data. #This option will check and load all connection endpoints and may slow down the world loading process. sanitizeConnections = false #If this is enabled, wires connected to power sources will cause damage to entities touching them #This shouldn't cause significant lag but possibly will. If it does, please report it at https://github.com/BluSunrize/ImmersiveEngineering/issues unless there is a report of it already. enableWireDamage = true #If this is enabled, placing a block in a wire will break it (drop the wire coil) blocksBreakWires = true [wires.copper] #The maximum length of copper wires #Range: > 0 maxLength = 16 #The transfer rate of copper wire in IF/t #Range: > 0 transferRate = 2048 #The percentage of power lost every 16 blocks of distance in copper wire #Range: 0.0 ~ 1.0 loss = 0.05 #In- and output rates of copper wire connectors. This is independant of the transferrate of the wires. #Range: > 0 wireConnectorInput = 256 [wires.electrum] #The maximum length of electrum wires #Range: > 0 maxLength = 16 #The transfer rate of electrum wire in IF/t #Range: > 0 transferRate = 8192 #The percentage of power lost every 16 blocks of distance in electrum wire #Range: 0.0 ~ 1.0 loss = 0.025 #In- and output rates of electrum wire connectors. This is independant of the transferrate of the wires. #Range: > 0 wireConnectorInput = 1024 [wires.hv] #The maximum length of hv wires #Range: > 0 maxLength = 32 #The transfer rate of hv wire in IF/t #Range: > 0 transferRate = 32768 #The percentage of power lost every 16 blocks of distance in hv wire #Range: 0.0 ~ 1.0 loss = 0.025 #In- and output rates of hv wire connectors. This is independant of the transferrate of the wires. #Range: > 0 wireConnectorInput = 4096 [wires.rope] #The maximum length of rope wires #Range: > 0 maxLength = 32 [wires.cable] #The maximum length of cable wires #Range: > 0 maxLength = 32 [wires.redstone] #The maximum length of redstone wires #Range: > 0 maxLength = 32 [wires.insulated_copper] #The maximum length of insulated_copper wires #Range: > 0 maxLength = 16 [wires.insulated_electrum] #The maximum length of insulated_electrum wires #Range: > 0 maxLength = 16 [machines] #The base Flux that is output by the dynamo. This will be modified by the rotation modifier of the attached water- or windmill #Range: 0.0 ~ 2.147483647E9 dynamo_output = 3.0 #Output modifier for the energy created by the Thermoelectric Generator #Range: 0.0 ~ 2.147483647E9 thermoelectric_output = 1.0 #The Flux that will be output by the lightning rod when it is struck #Range: > 0 lightning_output = 16000000 #The Flux per tick that the Diesel Generator will output. The burn time of the fuel determines the total output #Range: > 0 dieselGen_output = 4096 #The Flux per tick the Blast Furnace Preheater will consume to speed up the Blast Furnace #Range: > 1 preheater_consumption = 32 #The Flux per tick the Charging Station can insert into an item #Range: > 1 charger_consumption = 256 #The amount of damage a sawblade in the sawmill takes for a single recipe. #Range: > 1 sawmill_bladeDamage = 5 #The Flux the Assembler will consume to craft an item from a recipe #Range: > 1 assembler_consumption = 80 [machines.capacitors] #Configuration for the low voltage capacitor [machines.capacitors.lv] #Maximum energy stored (Flux) #Range: > 1 storage = 100000 #Maximum energy input (Flux/tick) #Range: > 1 input = 256 #Maximum energy output (Flux/tick) #Range: > 1 output = 256 #Configuration for the medium voltage capacitor [machines.capacitors.mv] #Maximum energy stored (Flux) #Range: > 1 storage = 1000000 #Maximum energy input (Flux/tick) #Range: > 1 input = 1024 #Maximum energy output (Flux/tick) #Range: > 1 output = 1024 #Configuration for the high voltage capacitor [machines.capacitors.hv] #Maximum energy stored (Flux) #Range: > 1 storage = 4000000 #Maximum energy input (Flux/tick) #Range: > 1 input = 4096 #Maximum energy output (Flux/tick) #Range: > 1 output = 4096 [machines.external_heater] #The Flux per tick consumed to add one heat to a furnace. Creates up to 4 heat in the startup time and then 1 heat per tick to keep it running #Range: > 1 consumption = 8 #The Flux per tick consumed to double the speed of the furnace. Only happens if furnace is at maximum heat. #Range: > 1 speedupConsumption = 24 [machines.coredrill] #The length in ticks it takes for the Core Sample Drill to figure out which mineral is found in a chunk #Range: > 1 time = 200 #The Flux per tick consumed by the Core Sample Drill #Range: > 1 consumption = 40 [machines.pump] #The Flux the Fluid Pump will consume to pick up a fluid block in the world #Range: > 1 consumption = 250 #The Flux the Fluid Pump will consume pressurize and accelerate fluids, increasing the transferrate #Range: > 1 consumption_accelerate = 5 #If this is set to true (default) the pump will replace fluids it picks up with cobblestone in order to reduce lag caused by flowing fluids. placeCobble = true [machines.teslacoil] #The Flux per tick the Tesla Coil will consume, simply by being active #Range: > 1 consumption = 256 #The amount of Flux the Tesla Coil will consume when shocking an entity #Range: > 1 consumption_active = 512 #The amount of damage the Tesla Coil will do when shocking an entity #Range: 0.0 ~ 2.147483647E9 damage = 6.0 [machines.turret] #The Flux per tick any turret consumes to monitor the area #Range: > 1 consumption = 64 #The Flux per tick the chemthrower turret consumes to shoot #Range: > 1 chem_consumption = 32 #The Flux per tick the gun turret consumes to shoot #Range: > 1 gun_consumption = 32 [machines.garden_cloche] #The Flux per tick the cloche consumes to grow plants #Range: > 1 consumption = 8 #The amount of ticks one dose of fertilizer lasts in the cloche #Range: > 1 fertilizer = 6000 #The amount of fluid the cloche uses per dose of fertilizer #Range: > 1 fluid = 250 #A modifier to apply to the cloches total growing speed #Range: 0.001 ~ 1000.0 growth_modifier = 1.0 [machines.lantern] #Set this to false to disable the mob-spawn prevention of the Powered Lantern spawnPrevent = true #How much Flux the powered lantern draws per tick #Range: > 1 energyDraw = 1 #How much Flux the powered lantern can hold (should be greater than the power draw) #Range: > 1 maxStorage = 10 [machines.floodlight] #Set this to false to disable the mob-spawn prevention of the Floodlight spawnPrevent = true #How much Flux the floodlight draws per tick #Range: > 1 energyDraw = 5 #How much Flux the floodlight can hold (must be at least 10x the power draw) #Range: > 1 max_storage = 80 [machines.metal_press] #A modifier to apply to the energy costs of every metal press recipe #Range: 0.001 ~ 1000.0 energyModifier = 1.0 #A modifier to apply to the time of every metal press recipe #Range: 0.001 ~ 1000.0 timeModifier = 1.0 [machines.crusher] #A modifier to apply to the energy costs of every crusher recipe #Range: 0.001 ~ 1000.0 energyModifier = 1.0 #A modifier to apply to the time of every crusher recipe #Range: 0.001 ~ 1000.0 timeModifier = 1.0 [machines.squeezer] #A modifier to apply to the energy costs of every squeezer recipe #Range: 0.001 ~ 1000.0 energyModifier = 1.0 #A modifier to apply to the time of every squeezer recipe #Range: 0.001 ~ 1000.0 timeModifier = 1.0 [machines.fermenter] #A modifier to apply to the energy costs of every fermenter recipe #Range: 0.001 ~ 1000.0 energyModifier = 1.0 #A modifier to apply to the time of every fermenter recipe #Range: 0.001 ~ 1000.0 timeModifier = 1.0 [machines.refinery] #A modifier to apply to the energy costs of every refinery recipe #Range: 0.001 ~ 1000.0 energyModifier = 1.0 [machines.auto_workbench] #A modifier to apply to the energy costs of every auto workbench recipe #Range: 0.001 ~ 1000.0 energyModifier = 1.0 #A modifier to apply to the time of every auto workbench recipe #Range: 0.001 ~ 1000.0 timeModifier = 1.0 [machines.bottling_machine] #A modifier to apply to the energy costs of every bottling machine recipe #Range: 0.001 ~ 1000.0 energyModifier = 1.0 #A modifier to apply to the time of every bottling machine recipe #Range: 0.001 ~ 1000.0 timeModifier = 1.0 [machines.mixer] #A modifier to apply to the energy costs of every mixer recipe #Range: 0.001 ~ 1000.0 energyModifier = 1.0 #A modifier to apply to the time of every mixer recipe #Range: 0.001 ~ 1000.0 timeModifier = 1.0 [machines.sawmill] #A modifier to apply to the energy costs of every sawmill recipe #Range: 0.001 ~ 1000.0 energyModifier = 1.0 #A modifier to apply to the time of every sawmill recipe #Range: 0.001 ~ 1000.0 timeModifier = 1.0 [machines.arc_furnace] #A modifier to apply to the energy costs of every arc furnace recipe #Range: 0.001 ~ 1000.0 energyModifier = 1.0 #A modifier to apply to the time of every arc furnace recipe #Range: 0.001 ~ 1000.0 timeModifier = 1.0 #The maximum amount of damage Graphite Electrodes can take. While the furnace is working, electrodes sustain 1 damage per tick, so this is effectively the lifetime in ticks. The default value of 96000 makes them last for 8 consecutive ingame days #Range: > 1 electrodeDamage = 96000 #The recycling functionality of the arc furnace is no longer controlled by a config option. #Like all IE recipes, this is now controlled via a datapack, using the recipe file: #immersiveengineering/recipes/arc_recycling_list.json #To disable recycling, add that file to your datapack and fill it with the following content: #{ # "type": "immersiveengineering:generated_list", # "conditions": [ { "type": "forge:false" } ] #} recycle = "" [machines.excavator] #The Flux per tick the Excavator will consume to dig #Range: > 1 consumption = 4096 #The speed of the Excavator. Basically translates to how many degrees per tick it will turn. #Range: 0.001 ~ 1000.0 speed = 1.0 #Set this to false to disable the ridiculous amounts of particles the Excavator spawns particles = true #The threshold the perlin noise has to cross for a mineral vein to be generated. Higher means less likely. #Range: 0.0 ~ 1.0 chance = 0.9 #The maximum amount of yield one can get out of a chunk with the excavator. Set a number smaller than zero to make it infinite #Range: > -1 yield = 38400 #The maximum depletion a vein can start with, as a decimal value. When a vein generates, a random percentage up to this value is depleted from it #Range: 0.0 ~ 1.0 initial_depletion = 0.2 [ores] #The retrogeneration key. Basically IE checks if this key is saved in the chunks data. If it isn't, it will perform retrogen on all ores marked for retrogen. #Change this in combination with the retrogen booleans to regen only some of the ores. retrogen_key = "DEFAULT" #Set this to false to disable the logging of the chunks that were flagged for retrogen. retrogen_log_flagChunk = true #Set this to false to disable the logging of the chunks that are still left to retrogen. retrogen_log_remaining = true #Ore generation config - bauxite [ores.bauxite] #The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range. #Allowed Values: UNIFORM, TRAPEZOID distribution = "TRAPEZOID" #Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried. #Range: 0.0 ~ 1.0 air_exposure = 0.0 #The maximum size of a vein. Set to 0 to disable generation #Range: > 0 vein_size = 6 #The minimum Y coordinate this ore can spawn at #Range: > -2147483648 min_y = 32 #The maximum Y coordinate this ore can spawn at #Range: > -2147483648 max_y = 112 #The number of veins attempted to be generated per chunk #Range: > 0 attempts_per_chunk = 16 #Set this to true to allow retro-generation of bauxite Ore. retrogen_enable = false #Ore generation config - lead [ores.lead] #The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range. #Allowed Values: UNIFORM, TRAPEZOID distribution = "TRAPEZOID" #Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried. #Range: 0.0 ~ 1.0 air_exposure = 0.0 #The maximum size of a vein. Set to 0 to disable generation #Range: > 0 vein_size = 0 #The minimum Y coordinate this ore can spawn at #Range: > -2147483648 min_y = -32 #The maximum Y coordinate this ore can spawn at #Range: > -2147483648 max_y = 80 #The number of veins attempted to be generated per chunk #Range: > 0 attempts_per_chunk = 12 #Set this to true to allow retro-generation of lead Ore. retrogen_enable = false #Ore generation config - silver [ores.silver] #The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range. #Allowed Values: UNIFORM, TRAPEZOID distribution = "TRAPEZOID" #Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried. #Range: 0.0 ~ 1.0 air_exposure = 0.25 #The maximum size of a vein. Set to 0 to disable generation #Range: > 0 vein_size = 0 #The minimum Y coordinate this ore can spawn at #Range: > -2147483648 min_y = -48 #The maximum Y coordinate this ore can spawn at #Range: > -2147483648 max_y = 32 #The number of veins attempted to be generated per chunk #Range: > 0 attempts_per_chunk = 10 #Set this to true to allow retro-generation of silver Ore. retrogen_enable = false #Ore generation config - nickel [ores.nickel] #The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range. #Allowed Values: UNIFORM, TRAPEZOID distribution = "UNIFORM" #Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried. #Range: 0.0 ~ 1.0 air_exposure = 0.0 #The maximum size of a vein. Set to 0 to disable generation #Range: > 0 vein_size = 0 #The minimum Y coordinate this ore can spawn at #Range: > -2147483648 min_y = -64 #The maximum Y coordinate this ore can spawn at #Range: > -2147483648 max_y = 24 #The number of veins attempted to be generated per chunk #Range: > 0 attempts_per_chunk = 7 #Set this to true to allow retro-generation of nickel Ore. retrogen_enable = false #Ore generation config - deep_nickel [ores.deep_nickel] #The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range. #Allowed Values: UNIFORM, TRAPEZOID distribution = "TRAPEZOID" #Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried. #Range: 0.0 ~ 1.0 air_exposure = 0.0 #The maximum size of a vein. Set to 0 to disable generation #Range: > 0 vein_size = 0 #The minimum Y coordinate this ore can spawn at #Range: > -2147483648 min_y = -120 #The maximum Y coordinate this ore can spawn at #Range: > -2147483648 max_y = -8 #The number of veins attempted to be generated per chunk #Range: > 0 attempts_per_chunk = 11 #Set this to true to allow retro-generation of deep_nickel Ore. retrogen_enable = false #Ore generation config - uranium [ores.uranium] #The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range. #Allowed Values: UNIFORM, TRAPEZOID distribution = "TRAPEZOID" #Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried. #Range: 0.0 ~ 1.0 air_exposure = 0.5 #The maximum size of a vein. Set to 0 to disable generation #Range: > 0 vein_size = 0 #The minimum Y coordinate this ore can spawn at #Range: > -2147483648 min_y = -64 #The maximum Y coordinate this ore can spawn at #Range: > -2147483648 max_y = -16 #The number of veins attempted to be generated per chunk #Range: > 0 attempts_per_chunk = 9 #Set this to true to allow retro-generation of uranium Ore. retrogen_enable = false [tools] #The maximum durability of the Engineer's Hammer. Used up when hammering ingots into plates. #Range: > 1 hammer_durability = 100 #The maximum durability of the Wirecutter. Used up when cutting plates into wire. #Range: > 1 cutter_durability = 250 [tools.bullet_damage] #The amount of base damage a Casull Cartridge inflicts #Range: 0.0 ~ 1.7976931348623157E308 casull = 10.0 #The amount of base damage a armor piercing Cartridge inflicts #Range: 0.0 ~ 1.7976931348623157E308 ap = 10.0 #The amount of base damage a single part of buckshot inflicts #Range: 0.0 ~ 1.7976931348623157E308 buck = 2.0 #The amount of base damage a dragon breath cartridge inflicts #Range: 0.0 ~ 1.7976931348623157E308 dragon = 1.0 #The amount of base damage a homing cartridge inflicts #Range: 0.0 ~ 1.7976931348623157E308 homing = 10.0 #The amount of base damage a wolfpack cartridge inflicts #Range: 0.0 ~ 1.7976931348623157E308 wolfpack = 4.0 #The amount of base damage the sub-projectiles of a wolfpack cartridge inflicts #Range: 0.0 ~ 1.7976931348623157E308 wolfpack_part = 8.0 #The amount of damage a silver bullet inflicts #Range: 0.0 ~ 1.7976931348623157E308 silver = 10.0 #The amount of base damage a phial cartridge inflicts #Range: 0.0 ~ 1.7976931348623157E308 phial = 1.0 [tools.chemthrower] #The mb of fluid the Chemical Thrower will consume per tick of usage #Range: > 1 consumption = 10 #Set this to false to disable the use of Sneak+Scroll to switch Chemthrower tanks. scroll = true [tools.railgun] #The base amount of Flux consumed per shot by the Railgun #Range: > 1 consumption = 800 #A modifier for the damage of all projectiles fired by the Railgun #Range: 0.0 ~ 1.7976931348623157E308 damage_modifier = 1.0