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559 lines
21 KiB
559 lines
21 KiB
6 years ago
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# Configuration file
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general {
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# Set this to false to disable the manual's forced change of GUI scale
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B:adjustManualScale=false
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# 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.
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# Note that this may lead to a break of formatting and have text go off the page in some instances. This is unavoidable.
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B:badEyesight=false
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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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B:blocksBreakWires=true
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# Support for colourblind people, gives a text-based output on capacitor sides
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B:colourblindSupport=false
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# Disables most lighting code for certain models that are rendered dynamically (TESR). May improve FPS.
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# Affects turrets and garden cloches
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B:disableFancyTESR=false
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# 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.
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B:enableDebug=false
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# Set this to false to remove IE villagers from the game
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B:enableVillagers=true
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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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B:enableWireDamage=true
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# 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.
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B:fancyItemHolding=true
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# The weight that hempseeds have when breaking tall grass. 5 by default, set to 0 to disable drops
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I:hempSeedWeight=5
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# By default all devices that accept cables have increased renderbounds to show cables even if the block itself is not in view.
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# Disabling this reduces them to their minimum sizes, which might improve FPS on low-power PCs
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B:increasedRenderboxes=true
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# 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.
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D:increasedTileRenderdistance=1.5
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# Set this to false to disable the super awesome looking nixie tube front for the voltmeter and other things
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B:nixietubeFont=true
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# Controls if item tooltips should contain the OreDictionary names of items. These tooltips are only visible in advanced tooltip mod (F3+H)
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B:oreTooltips=true
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# A list of preferred Mod IDs that results of IE processes should stem from, aka which mod you want the copper to come from.
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# 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.
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S:preferredOres <
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immersiveengineering
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>
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# Set this to false to hide the update news in the manual
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B:showUpdateNews=true
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# Set to false to disable the stencil buffer. This may be necessary on older GPUs.
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B:stencilBufferEnabled=true
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# Drop connections with non-existing endpoints when loading 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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B:validateConnections=false
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# Set this to false to stop the IE villager house from spawning
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B:villagerHouse=true
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# The RGB colourate of the wires.
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I:wireColouration <
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11758655
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15573061
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7303023
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9862765
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7303023
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16723759
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16445918
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10323322
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>
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I:wireColourationDefault <
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11758655
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15573061
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7303023
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9862765
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7303023
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16723759
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16445918
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10323322
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>
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# 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
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I:wireLength <
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16
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16
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32
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32
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32
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32
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>
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# The percentage of power lost every 16 blocks of distance for the wire tiers (copper, electrum, HV, Structural Rope, Cable & Redstone(no transfer) )
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D:wireLossRatio <
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0.05
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0.025
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0.025
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1.0
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1.0
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1.0
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>
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# The transfer rates in Flux/t for the wire tiers (copper, electrum, HV, Structural Rope, Cable & Redstone(no transfer) )
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I:wireTransferRate <
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2048
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8192
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32768
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0
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0
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0
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>
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##########################################################################################################
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# compat
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#--------------------------------------------------------------------------------------------------------#
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# A list of all mods that IE has integrated compatability for
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# Setting any of these to false disables the respective compat
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##########################################################################################################
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compat {
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B:actuallyadditions=true
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B:albedo=true
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B:attaineddrops2=true
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B:baubles=true
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B:betterwithmods=true
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B:bloodmagic=true
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B:botania=true
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B:chisel=true
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B:chiselsandbits=true
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B:cofhcore=true
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B:crafttweaker=true
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B:denseores=true
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B:enderio=true
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B:extrautils2=true
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B:forestry=true
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B:foundry=true
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B:harvestcraft=true
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B:ic2=true
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B:inspirations=true
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B:mysticalagriculture=true
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B:opencomputers=true
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B:railcraft=true
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B:tconstruct=true
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B:thaumcraft=true
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B:theoneprobe=true
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B:thermalfoundation=true
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B:waila=true
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}
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machines {
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# A modifier to apply to the energy costs of every Arc Furnace recipe
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D:arcFurnace_energyModifier=1.0
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# A modifier to apply to the time of every Arc Furnace recipe
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D:arcFurnace_timeModifier=1.0
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# Set this to true to make the blueprint for graphite electrodes craftable in addition to villager/dungeon loot
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B:arcfurnace_electrodeCrafting=false
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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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I:arcfurnace_electrodeDamage=96000
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# Set this to false to disable the Arc Furnace's recycling of armors and tools
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B:arcfurnace_recycle=true
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# The Flux the Assembler will consume to craft an item from a recipe
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I:assembler_consumption=80
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# A modifier to apply to the energy costs of every Automatic Workbench recipe
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D:autoWorkbench_energyModifier=1.0
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# A modifier to apply to the time of every Automatic Workbench recipe
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D:autoWorkbench_timeModifier=1.0
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# The Flux per tick the belljar consumes to grow plants
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I:belljar_consumption=8
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# The amount of ticks one dose of fertilizer lasts in the belljar
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I:belljar_fertilizer=6000
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# The amount of fluid the belljar uses per dose of fertilizer
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I:belljar_fluid=250
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# A base-modifier for all fluid fertilizers in the belljar
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D:belljar_fluid_fertilizer_mod=1.0
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# A modifier to apply to the belljars total growing speed
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D:belljar_growth_mod=1.0
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# A base-modifier for all solid fertilizers in the belljar
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D:belljar_solid_fertilizer_mod=1.0
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# A modifier to apply to the energy costs of every Bottling Machine's process
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D:bottlingMachine_energyModifier=1.0
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# A modifier to apply to the time of every Bottling Machine's process
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D:bottlingMachine_timeModifier=1.0
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# The maximum amount of Flux that can be input into a high-voltage capacitor (by IE net or other means)
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I:capacitorHV_input=4096
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# The maximum amount of Flux that can be output from a high-voltage capacitor (by IE net or other means)
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I:capacitorHV_output=4096
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# The maximum amount of Flux that can be stored in a high-voltage capacitor
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I:capacitorHV_storage=4000000
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# The maximum amount of Flux that can be input into a low-voltage capacitor (by IE net or other means)
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I:capacitorLV_input=256
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# The maximum amount of Flux that can be output from a low-voltage capacitor (by IE net or other means)
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I:capacitorLV_output=256
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# The maximum amount of Flux that can be stored in a low-voltage capacitor
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I:capacitorLV_storage=100000
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# The maximum amount of Flux that can be input into a medium-voltage capacitor (by IE net or other means)
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I:capacitorMV_input=1024
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# The maximum amount of Flux that can be output from a medium-voltage capacitor (by IE net or other means)
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I:capacitorMV_output=1024
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# The maximum amount of Flux that can be stored in a medium-voltage capacitor
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I:capacitorMV_storage=1000000
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# The Flux per tick the Charging Station can insert into an item
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I:charger_consumption=256
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# The Flux per tick consumed by the Core Sample Drill
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I:coredrill_consumption=40
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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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I:coredrill_time=200
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# A modifier to apply to the energy costs of every Crusher recipe
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D:crusher_energyModifier=1.0
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# A modifier to apply to the time of every Crusher recipe
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D:crusher_timeModifier=1.0
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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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I:dieselGen_output=4096
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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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D:dynamo_output=3.0
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# The chance that a given chunk will contain a mineral vein.
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D:excavator_chance=0.2
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# The Flux per tick the Excavator will consume to dig
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I:excavator_consumption=4096
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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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I:excavator_depletion=38400
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# List of dimensions that can't contain minerals. Default: The End.
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I:excavator_dimBlacklist <
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1
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>
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# The chance that the Excavator will not dig up an ore with the currently downward-facing bucket.
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D:excavator_fail_chance=0.05
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# Set this to false to disable the ridiculous amounts of particles the Excavator spawns
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B:excavator_particles=true
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# The speed of the Excavator. Basically translates to how many degrees per tick it will turn.
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D:excavator_speed=1.0
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# A modifier to apply to the energy costs of every Fermenter recipe
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D:fermenter_energyModifier=1.0
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# A modifier to apply to the time of every Fermenter recipe
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D:fermenter_timeModifier=1.0
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# How much Flux the floodlight draws per tick
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I:floodlight_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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I:floodlight_maximumStorage=80
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# Set this to false to disable the mob-spawn prevention of the Floodlight
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B:floodlight_spawnPrevent=true
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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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I:heater_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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I:heater_speedupConsumption=24
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# How much Flux the powered lantern draws per tick
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I:lantern_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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I:lantern_maximumStorage=10
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# Set this to false to disable the mob-spawn prevention of the Powered Lantern
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B:lantern_spawnPrevent=true
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# The Flux that will be output by the lightning rod when it is struck
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I:lightning_output=16000000
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# A modifier to apply to the energy costs of every MetalPress recipe
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D:metalPress_energyModifier=1.0
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# A modifier to apply to the time of every MetalPress recipe
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D:metalPress_timeModifier=1.0
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# A modifier to apply to the energy costs of every Mixer's process
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D:mixer_energyModifier=1.0
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# A modifier to apply to the time of every Mixer's process
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D:mixer_timeModifier=1.0
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# The Flux per tick the Blast Furnace Preheater will consume to speed up the Blast Furnace
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I:preheater_consumption=32
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# The Flux the Fluid Pump will consume to pick up a fluid block in the world
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I:pump_consumption=250
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# The Flux the Fluid Pump will consume pressurize+accellerate fluids, increasing the transferrate
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I:pump_consumption_accelerate=5
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# Set this to false to disable the fluid pump being able to draw infinite water from sources
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B:pump_infiniteWater=true
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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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B:pump_placeCobble=true
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# A modifier to apply to the energy costs of every Refinery recipe
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D:refinery_energyModifier=1.0
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# A modifier to apply to the time of every Refinery recipe. Can't be lower than 1
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D:refinery_timeModifier=1.0
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# A modifier to apply to the energy costs of every Squeezer recipe
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D:squeezer_energyModifier=1.0
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# A modifier to apply to the time of every Squeezer recipe
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D:squeezer_timeModifier=1.0
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# The Flux per tick the Tesla Coil will consume, simply by being active
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I:teslacoil_consumption=256
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# The amount of Flux the Tesla Coil will consume when shocking an entity
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I:teslacoil_consumption_active=512
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# The amount of damage the Tesla Coil will do when shocking an entity
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D:teslacoil_damage=6.0
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# Output modifier for the energy created by the Thermoelectric Generator
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D:thermoelectric_output=1.0
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# The Flux per tick the chemthrower turret consumes to shoot
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I:turret_chem_consumption=32
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# The Flux per tick any turret consumes to monitor the area
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I:turret_consumption=64
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# The Flux per tick the gun turret consumes to shoot
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I:turret_gun_consumption=32
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# In- and output rates of LV,MV and HV Wire Conenctors. This is independant of the transferrate of the wires.
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I:wireConnectorInput <
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256
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1024
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4096
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>
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}
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ores {
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# A blacklist of dimensions in which IE ores won't spawn. By default this is Nether (-1) and End (1)
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I:oreDimBlacklist <
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-1
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1
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>
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# Generation config for Bauxite Ore.
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# 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
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I:ore_bauxite <
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4
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40
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85
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8
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100
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>
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# Generation config for Copper Ore.
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# 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
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I:ore_copper <
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8
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40
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72
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8
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100
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>
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# Generation config for Lead Ore.
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# 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
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I:ore_lead <
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6
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8
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36
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4
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100
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>
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# Generation config for Nickel Ore.
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# 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
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I:ore_nickel <
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6
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8
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24
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2
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100
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>
|
||
|
|
||
|
# 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 <
|
||
|
8
|
||
|
8
|
||
|
40
|
||
|
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 <
|
||
|
4
|
||
|
8
|
||
|
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
|
||
|
D:bulletDamage_AP=10.0
|
||
|
|
||
|
# The amount of base damage a single part of Buckshot inflicts
|
||
|
D:bulletDamage_Buck=2.0
|
||
|
|
||
|
# The amount of base damage a Casull Cartridge inflicts
|
||
|
D:bulletDamage_Casull=10.0
|
||
|
|
||
|
# The amount of base damage a DragonsBreath Cartridge inflicts
|
||
|
D:bulletDamage_Dragon=3.0
|
||
|
|
||
|
# The amount of base damage a Homing Cartridge inflicts
|
||
|
D:bulletDamage_Homing=10.0
|
||
|
|
||
|
# The amount of base damage a Phial Cartridge inflicts
|
||
|
D:bulletDamage_Potion=1.0
|
||
|
|
||
|
# The amount of damage a silver bullet inflicts
|
||
|
D:bulletDamage_Silver=10.0
|
||
|
|
||
|
# The amount of base damage a Wolfpack Cartridge inflicts
|
||
|
D:bulletDamage_Wolfpack=6.0
|
||
|
|
||
|
# The amount of damage the sub-projectiles of the Wolfpack Cartridge inflict
|
||
|
D:bulletDamage_WolfpackPart=4.0
|
||
|
|
||
|
# The mb of fluid the Chemical Thrower will consume per tick of usage
|
||
|
I:chemthrower_consumption=10
|
||
|
|
||
|
# Set this to false to disable the use of Sneak+Scroll to switch Chemthrower tanks.
|
||
|
B:chemthrower_scroll=true
|
||
|
|
||
|
# The maximum durability of the Wirecutter. Used up when cutting plates into wire.
|
||
|
I:cutterDurabiliy=250
|
||
|
|
||
|
# Set this to true to completely disable the ore-crushing recipes with the Engineers Hammer
|
||
|
B:disableHammerCrushing=false
|
||
|
|
||
|
# A list of sounds that should not be muffled by the Ear Defenders. Adding to this list requires knowledge of the correct sound resource names.
|
||
|
S:earDefenders_SoundBlacklist <
|
||
|
>
|
||
|
|
||
|
# The maximum durability of the Engineer's Hammer. Used up when hammering ingots into plates.
|
||
|
I:hammerDurabiliy=100
|
||
|
|
||
|
# A blacklist of armor pieces to allow attaching the capacitor backpack, formatting: [mod id]:[item name]. Whitelist has priority over this
|
||
|
S:powerpack_blacklist <
|
||
|
embers:ashen_cloak_chest
|
||
|
ic2:batpack
|
||
|
ic2:cf_pack
|
||
|
ic2:energy_pack
|
||
|
ic2:jetpack
|
||
|
ic2:jetpack_electric
|
||
|
ic2:lappack
|
||
|
>
|
||
|
|
||
|
# A whitelist of armor pieces to allow attaching the capacitor backpack, formatting: [mod id]:[item name]
|
||
|
S:powerpack_whitelist <
|
||
|
>
|
||
|
|
||
|
# The base amount of Flux consumed per shot by the Railgun
|
||
|
I:railgun_consumption=800
|
||
|
|
||
|
# A modifier for the damage of all projectiles fired by the Railgun
|
||
|
D:railgun_damage=1.0
|
||
|
|
||
|
# A whitelist of foods allowed in the toolbox, formatting: [mod id]:[item name]
|
||
|
S:toolbox_foods <
|
||
|
>
|
||
|
|
||
|
# A whitelist of tools allowed in the toolbox, formatting: [mod id]:[item name]
|
||
|
S:toolbox_tools <
|
||
|
>
|
||
|
|
||
|
# A whitelist of wire-related items allowed in the toolbox, formatting: [mod id]:[item name]
|
||
|
S:toolbox_wiring <
|
||
|
>
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|