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