# Set this to false to disable the manual's forced change of GUI scale
B:adjustManualScale=false
# Set this to true if you suffer from bad eyesight. The Engineer's manual will be switched to a bold and darker text to improve readability.
# Note that this may lead to a break of formatting and have text go off the page in some instances. This is unavoidable.
B:badEyesight=false
# If this is enabled, placing a block in a wire will break it (drop the wire coil)
B:blocksBreakWires=true
# Support for colourblind people, gives a text-based output on capacitor sides
B:colourblindSupport=false
# Disables most lighting code for certain models that are rendered dynamically (TESR). May improve FPS.
# Affects turrets and garden cloches
B:disableFancyTESR=false
# A config setting to enable debug features. These features may vary between releases, may cause crashes, and are unsupported. Do not enable unless asked to by a developer of IE.
B:enableDebug=false
# Set this to false to remove IE villagers from the game
B:enableVillagers=true
# 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.
B:enableWireDamage=true
# Allows revolvers and other IE items to look properly held in 3rd person. This uses a coremod. Can be disabled in case of conflicts with other animation mods.
B:fancyItemHolding=true
# The weight that hempseeds have when breaking tall grass. 5 by default, set to 0 to disable drops
I:hempSeedWeight=5
# By default all devices that accept cables have increased renderbounds to show cables even if the block itself is not in view.
# Disabling this reduces them to their minimum sizes, which might improve FPS on low-power PCs
B:increasedRenderboxes=true
# Increase the distance at which certain TileEntities (specifically windmills) are still visible. This is a modifier, so set it to 1 for default render distance, to 2 for doubled distance and so on.
D:increasedTileRenderdistance=1.5
# Set this to false to disable the super awesome looking nixie tube front for the voltmeter and other things
B:nixietubeFont=true
# Controls if item tooltips should contain the OreDictionary names of items. These tooltips are only visible in advanced tooltip mod (F3+H)
B:oreTooltips=true
# A list of preferred Mod IDs that results of IE processes should stem from, aka which mod you want the copper to come from.
# This affects the ores dug by the excavator, as well as those crushing recipes that don't have associated IE items. This list is in oreder of priority.
S:preferredOres <
thermalfoundation
tconstruct
immersiveengineering
>
# Set this to false to hide the update news in the manual
B:showUpdateNews=true
# Set to false to disable the stencil buffer. This may be necessary on older GPUs.
B:stencilBufferEnabled=true
# Drop connections with non-existing endpoints when loading 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.
B:validateConnections=false
# Set this to false to stop the IE villager house from spawning
B:villagerHouse=true
# The RGB colourate of the wires.
I:wireColouration <
11758655
15573061
7303023
9862765
7303023
16723759
16445918
10323322
>
I:wireColourationDefault <
11758655
15573061
7303023
9862765
7303023
16723759
16445918
10323322
>
# The maximum length wire can have. Copper and Electrum should be similar, Steel is meant for long range transport, Structural Rope & Cables are purely decorational
I:wireLength <
16
16
32
32
32
32
>
# The percentage of power lost every 16 blocks of distance for the wire tiers (copper, electrum, HV, Structural Rope, Cable & Redstone(no transfer) )
D:wireLossRatio <
0.05
0.025
0.025
1.0
1.0
1.0
>
# The transfer rates in Flux/t for the wire tiers (copper, electrum, HV, Structural Rope, Cable & Redstone(no transfer) )
# Set this to true to make the blueprint for graphite electrodes craftable in addition to villager/dungeon loot
B:arcfurnace_electrodeCrafting=false
# 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
# In- and output rates of LV,MV and HV Wire Conenctors. This is independant of the transferrate of the wires.
I:wireConnectorInput <
256
1024
4096
>
}
ores {
# A blacklist of dimensions in which IE ores won't spawn. By default this is Nether (-1) and End (1)
I:oreDimBlacklist <
-1
1
>
# Generation config for Bauxite Ore.
# Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
I:ore_bauxite <
11
44
99
4
80
>
# Generation config for Copper Ore.
# Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
I:ore_copper <
0
40
72
8
100
>
# Generation config for Lead Ore.
# Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
I:ore_lead <
0
8
36
4
100
>
# Generation config for Nickel Ore.
# Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
I:ore_nickel <
0
8
24
2
100
>
# Generation config for Silver Ore.
# Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
I:ore_silver <
0
8
28
4
80
>
# Generation config for Uranium Ore.
# Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
I:ore_uranium <
5
10
24
2
60
>
# Set this to true to allow retro-generation of Bauxite Ore.
B:retrogen_bauxite=false
# Set this to true to allow retro-generation of Copper Ore.
B:retrogen_copper=false
# 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.
S:retrogen_key=DEFAULT
# Set this to true to allow retro-generation of Lead Ore.
B:retrogen_lead=false
# Set this to false to disable the logging of the chunks that were flagged for retrogen.
B:retrogen_log_flagChunk=true
# Set this to false to disable the logging of the chunks that are still left to retrogen.
B:retrogen_log_remaining=true
# Set this to true to allow retro-generation of Nickel Ore.
B:retrogen_nickel=false
# Set this to true to allow retro-generation of Silver Ore.
B:retrogen_silver=false
# Set this to true to allow retro-generation of Uranium Ore.
B:retrogen_uranium=false
}
tools {
# The amount of base damage an ArmorPiercing Cartridge inflicts