Project home for New Alterlite - A new locaria community pack focused on a different approach of minecrafting.
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NewAlterlite/config/immersiveengineering.cfg.bak

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# 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 <
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 <
4
40
85
8
100
>
# 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 <
8
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 <
6
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 <
6
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 <
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 <
>
}
}