# Configuration file general { # 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) ) I:wireTransferRate < 2048 8192 32768 0 0 0 > ########################################################################################################## # compat #--------------------------------------------------------------------------------------------------------# # A list of all mods that IE has integrated compatability for # Setting any of these to false disables the respective compat ########################################################################################################## compat { B:actuallyadditions=true B:albedo=true B:attaineddrops2=true B:baubles=true B:betterwithmods=true B:bloodmagic=true B:botania=true B:chisel=true B:chiselsandbits=true B:cofhcore=true B:crafttweaker=true B:denseores=true B:enderio=true B:extrautils2=true B:forestry=true B:foundry=true B:harvestcraft=true B:ic2=true B:inspirations=true B:mysticalagriculture=true B:opencomputers=true B:railcraft=true B:tconstruct=true B:thaumcraft=true B:theoneprobe=true B:thermalfoundation=true B:waila=true } machines { # A modifier to apply to the energy costs of every Arc Furnace recipe D:arcFurnace_energyModifier=1.0 # A modifier to apply to the time of every Arc Furnace recipe D:arcFurnace_timeModifier=1.0 # 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 I:arcfurnace_electrodeDamage=96000 # Set this to false to disable the Arc Furnace's recycling of armors and tools B:arcfurnace_recycle=true # The Flux the Assembler will consume to craft an item from a recipe I:assembler_consumption=80 # A modifier to apply to the energy costs of every Automatic Workbench recipe D:autoWorkbench_energyModifier=1.0 # A modifier to apply to the time of every Automatic Workbench recipe D:autoWorkbench_timeModifier=1.0 # The Flux per tick the belljar consumes to grow plants I:belljar_consumption=8 # The amount of ticks one dose of fertilizer lasts in the belljar I:belljar_fertilizer=6000 # The amount of fluid the belljar uses per dose of fertilizer I:belljar_fluid=250 # A base-modifier for all fluid fertilizers in the belljar D:belljar_fluid_fertilizer_mod=1.0 # A modifier to apply to the belljars total growing speed D:belljar_growth_mod=1.0 # A base-modifier for all solid fertilizers in the belljar D:belljar_solid_fertilizer_mod=1.0 # A modifier to apply to the energy costs of every Bottling Machine's process D:bottlingMachine_energyModifier=1.0 # A modifier to apply to the time of every Bottling Machine's process D:bottlingMachine_timeModifier=1.0 # The maximum amount of Flux that can be input into a high-voltage capacitor (by IE net or other means) I:capacitorHV_input=4096 # The maximum amount of Flux that can be output from a high-voltage capacitor (by IE net or other means) I:capacitorHV_output=4096 # The maximum amount of Flux that can be stored in a high-voltage capacitor I:capacitorHV_storage=4000000 # The maximum amount of Flux that can be input into a low-voltage capacitor (by IE net or other means) I:capacitorLV_input=256 # The maximum amount of Flux that can be output from a low-voltage capacitor (by IE net or other means) I:capacitorLV_output=256 # The maximum amount of Flux that can be stored in a low-voltage capacitor I:capacitorLV_storage=100000 # The maximum amount of Flux that can be input into a medium-voltage capacitor (by IE net or other means) I:capacitorMV_input=1024 # The maximum amount of Flux that can be output from a medium-voltage capacitor (by IE net or other means) I:capacitorMV_output=1024 # The maximum amount of Flux that can be stored in a medium-voltage capacitor I:capacitorMV_storage=1000000 # The Flux per tick the Charging Station can insert into an item I:charger_consumption=256 # The Flux per tick consumed by the Core Sample Drill I:coredrill_consumption=40 # The length in ticks it takes for the Core Sample Drill to figure out which mineral is found in a chunk I:coredrill_time=200 # A modifier to apply to the energy costs of every Crusher recipe D:crusher_energyModifier=1.0 # A modifier to apply to the time of every Crusher recipe D:crusher_timeModifier=1.0 # The Flux per tick that the Diesel Generator will output. The burn time of the fuel determines the total output I:dieselGen_output=4096 # The base Flux that is output by the dynamo. This will be modified by the rotation modifier of the attached water- or windmill D:dynamo_output=3.0 # The chance that a given chunk will contain a mineral vein. D:excavator_chance=0.2 # The Flux per tick the Excavator will consume to dig I:excavator_consumption=4096 # 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 I:excavator_depletion=38400 # List of dimensions that can't contain minerals. Default: The End. I:excavator_dimBlacklist < 1 > # The chance that the Excavator will not dig up an ore with the currently downward-facing bucket. D:excavator_fail_chance=0.05 # Set this to false to disable the ridiculous amounts of particles the Excavator spawns B:excavator_particles=true # The speed of the Excavator. Basically translates to how many degrees per tick it will turn. D:excavator_speed=1.0 # A modifier to apply to the energy costs of every Fermenter recipe D:fermenter_energyModifier=1.0 # A modifier to apply to the time of every Fermenter recipe D:fermenter_timeModifier=1.0 # How much Flux the floodlight draws per tick I:floodlight_energyDraw=5 # How much Flux the floodlight can hold (must be at least 10x the power draw) I:floodlight_maximumStorage=80 # Set this to false to disable the mob-spawn prevention of the Floodlight B:floodlight_spawnPrevent=true # 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 I:heater_consumption=8 # The Flux per tick consumed to double the speed of the furnace. Only happens if furnace is at maximum heat. I:heater_speedupConsumption=24 # How much Flux the powered lantern draws per tick I:lantern_energyDraw=1 # How much Flux the powered lantern can hold (should be greater than the power draw) I:lantern_maximumStorage=10 # Set this to false to disable the mob-spawn prevention of the Powered Lantern B:lantern_spawnPrevent=true # The Flux that will be output by the lightning rod when it is struck I:lightning_output=16000000 # A modifier to apply to the energy costs of every MetalPress recipe D:metalPress_energyModifier=1.0 # A modifier to apply to the time of every MetalPress recipe D:metalPress_timeModifier=1.0 # A modifier to apply to the energy costs of every Mixer's process D:mixer_energyModifier=1.0 # A modifier to apply to the time of every Mixer's process D:mixer_timeModifier=1.0 # The Flux per tick the Blast Furnace Preheater will consume to speed up the Blast Furnace I:preheater_consumption=32 # The Flux the Fluid Pump will consume to pick up a fluid block in the world I:pump_consumption=250 # The Flux the Fluid Pump will consume pressurize+accellerate fluids, increasing the transferrate I:pump_consumption_accelerate=5 # Set this to false to disable the fluid pump being able to draw infinite water from sources B:pump_infiniteWater=true # 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. B:pump_placeCobble=true # A modifier to apply to the energy costs of every Refinery recipe D:refinery_energyModifier=1.0 # A modifier to apply to the time of every Refinery recipe. Can't be lower than 1 D:refinery_timeModifier=1.0 # A modifier to apply to the energy costs of every Squeezer recipe D:squeezer_energyModifier=1.0 # A modifier to apply to the time of every Squeezer recipe D:squeezer_timeModifier=1.0 # The Flux per tick the Tesla Coil will consume, simply by being active I:teslacoil_consumption=256 # The amount of Flux the Tesla Coil will consume when shocking an entity I:teslacoil_consumption_active=512 # The amount of damage the Tesla Coil will do when shocking an entity D:teslacoil_damage=6.0 # Output modifier for the energy created by the Thermoelectric Generator D:thermoelectric_output=1.0 # The Flux per tick the chemthrower turret consumes to shoot I:turret_chem_consumption=32 # The Flux per tick any turret consumes to monitor the area I:turret_consumption=64 # The Flux per tick the gun turret consumes to shoot I:turret_gun_consumption=32 # 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 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 < > } }