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#Config to adjust general mod settings
[General]
#Enables the debug mode. Only enable it if needed.
enableDebugMode = false
[Core]
#Enables initial cooldown on peripheral initialization
isInitialCooldownEnabled = true
#Determinates initial cooldown sensitive level, values lower then this value will not trigger initial cooldown
# Default: 6000
# Range: > 0
initialCooldownSensitiveLevel = 6000
[Unsafe]
#By setting this value to true, I understand all operations below are danger to my adventure, and if they caused unexpected behavior in my world, I will not consider it as AP's liability
enableUnsafe = false
#Ignore turtle peripheral item's NBT when equipping. **YOU WILL LOSE ALL NBT ON THE ITEM**
ignoreTurtlePeripheralItemNBT = false

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#Config for metaphysics
[Metaphysics]
#Defines energy to fuel rate
# Default: 575
# Range: > 575
energyToFuelRate = 575
enableWeakAutomataCore = true
enableEndAutomataCore = true
enableHusbandryAutomataCore = true
#Defines max warp point stored in warp core. Mostly need to not allow NBT overflow error
# Default: 64
# Range: > 1
endAutomataCoreWarpPointLimit = 64
#Chance that overpowered automata will break after rotation cycle
# Default: 0.002
# Range: 0.0 ~ 1.0
overpoweredAutomataBreakChance = 0.002
# Default: 2
# Range: 1 ~ 64
tier1AutomataCoreInteractionRadius = 2
# Default: 2
# Range: 1 ~ 32
tier1AutomataCoreMaxFuelConsumptionRate = 2
# Default: 4
# Range: 1 ~ 64
tier2AutomataCoreInteractionRadius = 4
# Default: 3
# Range: 1 ~ 32
tier2AutomataCoreMaxFuelConsumptionRate = 3
# Default: 4
# Range: 1 ~ 64
overpoweredTier1AutomataCoreInteractionRadius = 4
# Default: 3
# Range: 1 ~ 32
overpoweredTier1AutomataCoreMaxFuelConsumptionRate = 3
# Default: 6
# Range: 1 ~ 64
overpoweredTier2AutomataCoreInteractionRadius = 6
# Default: 4
# Range: 1 ~ 32
overpoweredTier2AutomataCoreMaxFuelConsumptionRate = 4

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#Peripherals config
[Peripherals]
[Peripherals.Player_Detector]
#Enable the Player Detector or not.
enablePlayerDetector = true
#The max range of the player detector functions. If anyone use a higher range, the detector will use this max range. -1 for unlimited
# Default: -1
# Range: > -1
playerDetMaxRange = -1
#Activates the "getPlayerPos" function of the Player Detector
enablePlayerPosFunction = true
#Returns a play in any function even when they are in spectator
showSpectators = true
#Adds more information to `getPlayerPos` of the Player Detector. Like rotation and dimension
morePlayerInformation = true
#If true, the player detector can observe players which aren't in the same dimension as the detector itself. `playerDetMaxRange` needs to be infinite(-1) for it to work.
chatBoxMultiDimensional = true
#If true, add random error to `getPlayerPos` player position that varies based on how far the player is from the detector. Prevents getting the exact position of players far from the detector.
enablePlayerPosRandomError = false
#The maximum amount of error (in blocks) that can be applied to each axis of the player's position.
# Default: 1000
# Range: > 0
playerPosRandomErrorAmount = 1000
#If random error is enabled: this is the maximum range at which an exact player position is returned, before random error starts to be applied.
# Default: 100
# Range: > 0
playerPosPreciseMaxRange = 100
[Peripherals.Energy_Detector]
#Enable the Energy Detector or not.
enableEnergyDetector = true
#Defines the maximum energy flow of the energy detector.
# Default: 2147483647
# Range: > 1
energyDetectorMaxFlow = 2147483647
[Peripherals.NBT_Storage]
#Enable the nbt storage block or not
enableNBTStorage = true
#Defines max nbt string length that can be stored in nbt storage
# Default: 1048576
# Range: > 0
nbtStorageMaxSize = 1048576
[Peripherals.Chunky_Turtle]
#Enable the Chunky Turtle or not.
enableChunkyTurtle = true
#Time in seconds, while loaded chunk can be consider as valid without touch
# Default: 600
# Range: > 60
chunkLoadValidTime = 600
#Radius in chunks a single chunky turtle will load. The default value (0) only loads the chunk the turtle is in, 1 would also load the 8 surrounding chunks (9 in total) and so on
# Default: 0
# Range: 0 ~ 16
chunkyTurtleRadius = 0
[Peripherals.Chat_Box]
#Enable the Chat Box or not.
enableChatBox = true
#Defines default chatbox prefix
defaultChatBoxPrefix = "AP"
#Defines the maximal range of the chat box in blocks. -1 for infinite. If the range is not -1, players in other dimensions won't able to receive messages
# Default: -1
# Range: -1 ~ 30000000
chatBoxMaxRange = -1
#Defines the maximal number of characters in a message. Depending on the modpack and server, too large messages can't unexpectedly disconnect players
# Default: 1024
# Range: 0 ~ 8192
chatBoxMessageSize = 1024
#If true, the chat box is able to send messages to other dimensions than its own
chatBoxMultiDimensional = true
#If true, the chat box cannot use 'run_command' action
chatBoxPreventRunCommand = false
#If true, the chat box will wrap and execute 'run_command' or 'suggest_command' action with zero permission, in order to prevent operators accidently run dangerous commands.
chatBoxWrapCommand = true
#These commands below will not be able to send by 'run_command' or 'suggest_command' action. It will match as prefix if starts with '/', other wise use regex pattern
chatBoxBannedCommands = ["/execute", "/op", "/deop", "/gamemode", "/gamerule", "/stop", "/give", "/fill", "/setblock", "/summon", "/whitelist", "^/ban-(?:ip)?\\s*", "^/pardon-(?:ip)?\\s*", "^/save-(?:on|off)\\s*"]
[Peripherals.ME_Bridge]
#Enable the Me Bridge or not.
enableMeBridge = true
#Power consumption per tick.
# Default: 10
# Range: > 0
mePowerConsumption = 10
[Peripherals.RS_Bridge]
#Enable the Rs Bridge or not.
enableRsBridge = true
#Power consumption per tick.
# Default: 10
# Range: > 0
rsPowerConsumption = 10
[Peripherals.Environment_Detector]
#Enable the Environment Detector or not.
enableEnvironmentDetector = true
[Peripherals.AR_Controller]
#Enable the AR goggles or not.
enableARGoggles = true
[Peripherals.Inventory_Manager]
#Enable the inventory manager or not.
enableInventoryManager = true
[Peripherals.Redstone_Integrator]
#Enable the redstone integrator or not.
enableRedstoneIntegrator = true
[Peripherals.Block_Reader]
#Enable the block reader or not.
enableBlockReader = true
[Peripherals.Geo_Scanner]
#Enable the geo scanner or not.
enableGeoScanner = true
[Peripherals.Colony_Integrator]
#Enable the colony integrator or not.
enableColonyIntegrator = true
[Peripherals.Compass_Turtle]
#Enable the compass turtle or not.
enableCompassTurtle = true
#The maximum distance the compass can locate accurately with in each axis.
# Default: 3
# Range: 0 ~ 8
compassAccurePlaceRadius = 3
#The free distance the compass can locate accurately with in each axis.
# Default: 1
# Range: 0 ~ 4
compassAccurePlaceFreeRadius = 1
[Peripherals.Powered_Peripherals]
#Enable RF storage for peripherals, that could use it
enablePoweredPeripherals = false
#Defines max energy storage in any powered peripheral
# Default: 100000000
# Range: > 1000000
poweredPeripheralMaxEnergyStored = 100000000
[Peripherals.Pocket_Peripherals]
#If true, pockets will have infinite fuel
disablePocketFuelConsumption = true
[Peripherals.Operations]
# Default: 1000
# Range: > 0
digCooldown = 1000
# Default: 1
# Range: > 0
digCost = 1
# Default: 5000
# Range: > 0
useOnBlockCooldown = 5000
# Default: 1
# Range: > 0
useOnBlockCost = 1
# Default: 1000
# Range: > 0
suckCooldown = 1000
# Default: 1
# Range: > 0
suckCost = 1
# Default: 2500
# Range: > 0
useOnAnimalCooldown = 2500
# Default: 10
# Range: > 0
useOnAnimalCost = 10
# Default: 50000
# Range: > 0
captureAnimalCooldown = 50000
# Default: 100
# Range: > 0
captureAnimalCost = 100
# Default: 1000
# Range: > 0
warpCooldown = 1000
# Default: 1
# Range: > 0
warpCost = 1
# Default: 1000
# Range: > 0
accurePlaceCooldown = 1000
# Default: 1
# Range: > 0
accurePlaceCost = 1
# Default: 2000
# Range: > 0
scanBlocksCooldown = 2000
# Default: 8
# Range: > 1
scanBlocksMaxFreeRadius = 8
# Default: 16
# Range: > 1
scanBlocksMaxCostRadius = 16
# Default: 0.17
# Range: 0.1 ~ 1.7976931348623157E308
scanBlocksExtraBlockCost = 0.17
# Default: 2000
# Range: > 0
scanEntitiesCooldown = 2000
# Default: 8
# Range: > 1
scanEntitiesMaxFreeRadius = 8
# Default: 16
# Range: > 1
scanEntitiesMaxCostRadius = 16
# Default: 0.17
# Range: 0.1 ~ 1.7976931348623157E308
scanEntitiesExtraBlockCost = 0.17
# Default: 100
# Range: > 0
chatMessageCooldown = 100

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#Config to adjust world settings
[World]
#Enable the villager structures for the computer scientist.
enableVillagerStructures = true
#Gives the ap documentation to new players.
givePlayerBookOnJoin = true
#The weight of the villager structures.
# Default: 10
# Range: 0 ~ 16000
villagerStructureWeight = 10
#Enable new wandering trader trades.
enableWanderingTraderTrades = true

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config/DistantHorizons.toml Normal file
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_version = 4
[server]
#
# Defines the distance the player will receive updates around.
realTimeUpdateDistanceRadiusInChunks = 256
#
# Prefix of the level keys sent to the clients.
# If the mod is running behind a proxy, each backend should use a unique value.
# If this value is empty, level key will be based on the server's seed hash.
levelKeyPrefix = ""
#
# Defines the distance allowed to be synchronized around the player.
# Should be the same or larger than maxGenerationRequestDistance in most cases.
maxSyncOnLoadRequestDistance = 4096
#
# If true, clients will receive updated LODs when joining or loading new LODs.
synchronizeOnLoad = true
#
# Custom server key used which can be used to always reuse the same LOD data folder,
# for cases when the server doesn't have a static IP for some reason.
# If this value is empty, the client itself decides which folder name to use.
# Requires rejoining the server to apply after changing.
serverKey = ""
#
# Defines the distance allowed to generate around the player.
maxGenerationRequestDistance = 4096
#
# When enabled, Distant Horizons will attempt to download missing LODs from the server.
#
# Note: the server must have Distant Generation enabled for it to work.
enableServerGeneration = true
#
# Makes the server send level keys for each world.
# Disable this if you use alternative ways to send level keys.
sendLevelKeys = true
#
# DO NOT CHANGE UNLESS YOU KNOW WHAT YOU'RE DOING.
# Autogenerated ID used to prevent multiple independent servers from accidentally
# writing over each other's LODs when the same serverKey is set on both.
serverId = 923166499
#
# How many LOD generation requests per second should a client send?
# Also limits the number of client requests allowed to stay in the server's queue.
generationRequestRateLimit = 20
#
# How many LOD sync requests per second should a client send?
# Also limits the amount of player's requests allowed to stay in the server's queue.
syncOnLoadRateLimit = 50
#
# If true, clients will receive real-time LOD updates for chunks outside the client's render distance.
enableRealTimeUpdates = true
#
# Maximum global speed for uploading LODs to the clients, in KB/s.
# Value of 0 disables the limit.
globalBandwidthLimit = 0
#
# Maximum per-player speed for uploading LODs to the clients, in KB/s.
# Value of 0 disables the limit.
playerBandwidthLimit = 500
#
# Enables adaptive transfer speed based on client performance.
# If true, DH will automatically adjust transfer rate to minimize connection lag.
# If false, transfer speed will remain fixed.
enableAdaptiveTransferSpeed = false
[server.experimental]
#
# When enabled on the client, this allows loading lower detail levels as needed to speed up terrain generation.
# This must also be enabled on the server; otherwise, it will have no effect.
# For better performance when switching LOD detail levels, enabling [upsampleLowerDetailLodsToFillHoles] is recommended.
enableNSizedGeneration = false
[common.lodBuilding]
#
# How should block data be compressed when creating LOD data?
# This setting will only affect new or updated LOD data,
# any data already generated when this setting is changed will be
# unaffected until it is modified or re-loaded.
#
# MERGE_SAME_BLOCKS
# Every block/biome change is recorded in the database.
# This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data.
# Expected Compression Ratio: 1.0
#
# VISUALLY_EQUAL
# Only visible block/biome changes are recorded in the database.
# Hidden blocks (IE ores) are ignored.
# Expected Compression Ratio: 0.7
worldCompression = "VISUALLY_EQUAL"
dataCompression = "Z_STD_BLOCK"
#
# Enabling this will drastically increase chunk processing time
# and you may need to increase your CPU load to handle it.
#
# Normally DH will attempt to skip creating LODs for chunks it's already seen
# and that haven't changed.
#
# However sometimes that logic incorrectly prevents LODs from being updated.
# Disabling this check may fix issues where LODs aren't updated after
# blocks have been changed.
disableUnchangedChunkCheck = false
[common.lodBuilding.experimental]
#
# When active DH will attempt to fill missing LOD data
# with any data that is present in the tree, preventing holes when moving
# when a N-sized generator (or server) is active.
#
# This is only used when N-sized world generation is available
# and/or when on a server where [generateOnlyInHighestDetail] is false.
#
# Experimental:
# Enabling this option will increase CPU and harddrive use
# and may cause rendering bugs.
upsampleLowerDetailLodsToFillHoles = false
[common.multiThreading]
#
# How many threads should be used by Distant Horizons?
numberOfThreads = 16
#
# A value between 1.0 and 0.0 that represents the percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
threadRunTimeRatio = "1.0"
#
# What Java thread priority should DH's primary thread pools run with?
#
# You probably don't need to change this unless you are also
# running C2ME and are seeing thread starvation in either C2ME or DH.
threadPriority = 5
[common.logging]
#
# If enabled, the mod will log information about the renderer setup, cleanup, and any issues it may encounter.
# This can be useful for debugging.
logRendererEventToFile = "INFO"
#
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
logWorldGenEventToFile = "INFO"
#
# If enabled, the mod will log information about the renderer OpenGL process.
# This can be useful for debugging.
logRendererGLEventToChat = "ERROR"
#
#
globalChatMaxLevel = "ERROR"
#
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
logWorldGenChunkLoadEventToFile = "INFO"
#
# If enabled, the mod will log information about the renderer OpenGL process.
# This can be useful for debugging.
logRendererGLEventToFile = "INFO"
#
# If enabled, the mod will log information about network operations.
# This can be useful for debugging.
logNetworkEventToFile = "INFO"
#
# If enabled, config changes sent by the server will be logged.
logConnectionConfigChangesToFile = "WARN"
#
#
globalFileMaxLevel = "INFO"
[common.logging.warning]
#
# If enabled, a message will be displayed in chat if explicit garbage collection
# is disabled.
# This is known to cause out-of-memory issues
# and is better solved with a concurrent garbage collector.
showExplicitGcDisabledWarning = true
#
# If enabled, a chat message will be displayed when DH has too many chunks
# queued for updating.
showSlowWorldGenSettingWarnings = true
#
# If enabled, a chat message will be displayed when DH has too many chunks
# queued for updating.
showUpdateQueueOverloadedChatWarning = false
#
# If enabled, a message will be logged if explicit garbage collection
# is disabled.
# This is known to cause out-of-memory issues
# and is better solved with a concurrent garbage collector.
logExplicitGcDisabledWarning = true
#
# If enabled, a chat message will be displayed if Java doesn't have enough
# memory allocated to run DH well.
showLowMemoryWarningOnStartup = true
#
# If enabled, a chat message will be displayed when a replay is started
# giving some basic information about how DH will function.
showReplayWarningOnStartup = true
#
# If enabled, a chat message will be displayed when a potentially problematic
# mod is installed alongside DH.
showModCompatibilityWarningsOnStartup = true
#
# If enabled, a chat message will be displayed when DH is using
# a deprecated renderer.
showDeprecatedRendererWarningOnStartup = true
#
# If enabled, a chat message will be displayed if vanilla MC's
# render distance is higher than the recommended amount.
showHighVanillaRenderDistanceWarning = true
#
# If enabled, a chat message will be displayed if DH detects
# that any pooled objects have been garbage collected.
showPoolInsufficientMemoryWarning = true
#
# If enabled, a message will be logged if the garbage
# collector Java is currently using is known
# to cause frame stuttering and/or other issues.
logGarbageCollectorWarning = true
#
# If enabled, a chat message will be displayed in chat if the garbage
# collector Java is currently using is known
# to cause frame stuttering and/or other issues.
showGarbageCollectorWarning = true
[common.worldGenerator]
#
# How detailed should LODs be generated outside the vanilla render distance?
#
# PRE_EXISTING_ONLY
# Only create LOD data for already generated chunks.
#
#
# SURFACE
# Generate the world surface,
# this does NOT include trees,
# or structures.
#
# FEATURES
# Generate everything except structures.
# WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
#
# INTERNAL_SERVER
# Ask the local server to generate/load each chunk.
# This is the most compatible and will generate structures correctly,
# but may cause server/simulation lag.
# Note: unlike other modes this option DOES save generated chunks to
# Minecraft's region files.
distantGeneratorMode = "FEATURES"
#
# How should distant generator progress be displayed?
#
# OVERLAY: may be the same as CHAT for some Minecraft versions
# CHAT
# LOG
# DISABLED
showGenerationProgress = "DISABLED"
#
# The max radius in chunks around the central point where world generation is allowed.
# If this value is set to 0, generation bounds are disabled and the render distance will be used.
#
# This should only be set if you have a pre-generated world that has a very limited size.
# Setting this on a normal MC world will prevent the world generator from filling
# out your render distance.
generationMaxChunkRadius = 0
#
# How often should the distant generator progress be displayed?
generationProgressDisplayIntervalInSeconds = 2
#
# When logging generation progress also include the rate at which chunks
# are being generated.
# This can be useful for troubleshooting performance.
generationProgressIncludeChunksPerSecond = true
#
# For how many seconds should instructions for disabling the distant generator progress be displayed?
# Setting this to 0 hides the instructional message so the world gen progress is shown immediately when it starts.
generationProgressDisableMessageDisplayTimeInSeconds = 20
#
# The center Z chunk position that the world gen max radius is centered around.
generationCenterChunkZ = 0
#
# Should Distant Horizons slowly generate LODs
# outside the vanilla render distance?
# Depending on the generator mode, this will import existing chunks
# and/or generating missing chunks.
enableDistantGeneration = true
#
# The center X chunk position that the world gen max radius is centered around.
generationCenterChunkX = 0
[client]
#
# Should Distant Horizon's config button appear in Minecraft's options screen next to the fov slider?
showDhOptionsButtonInMinecraftUi = true
[client.advanced.autoUpdater]
#
# If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build.
# If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar
# and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').
updateBranch = "AUTO"
#
# Automatically check for updates on game launch?
enableAutoUpdater = true
#
# Should Distant Horizons silently, automatically download and install new versions?
# This setting is force disabled on dedicated servers for stability reasons.
enableSilentUpdates = false
[client.advanced.debugging]
#
# If enabled this will disable (most) vanilla Minecraft rendering.
#
# NOTE: Do not report any issues when this mode is on!
# This setting is only for fun and debugging.
# Mod compatibility is not guaranteed.
lodOnlyMode = false
#
# What renderer is active?
#
# DEFAULT: Default lod renderer
# DEBUG_TRIANGLE: Debug testing renderer
# DISABLED: Disable rendering
rendererMode = "DEFAULT"
#
# If true overlapping quads will be rendered as bright red for easy identification.
# If false the quads will be rendered normally.
showOverlappingQuadErrors = false
#
# If true OpenGL Buffer garbage collection will be logged
# this also includes the number of live buffers.
logBufferGarbageCollection = false
#
# Should specialized colors/rendering modes be used?
#
# OFF: LODs will be drawn with their normal colors.
# SHOW_DETAIL: LODs' color will be based on their detail level.
# SHOW_BLOCK_MATERIAL: LODs' color will be based on their material.
# SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.
debugRenderingColors = "OFF"
#
# Stops vertex colors from being passed.
# Useful for debugging shaders
enableWhiteWorld = false
#
# If enabled the LODs will render as wireframe.
renderWireframe = false
#
# If true several keys can be used to toggle debug states.
# F6 - enable/disable LOD rendering
# F7 - enable/disable LOD only rendering
# F8 - cycle through the different debug rendering modes
enableDebugKeybindings = false
[client.advanced.debugging.debugWireframe]
#
# Render LOD section status?
showRenderSectionStatus = false
#
# Render queued network sync on load tasks?
showNetworkSyncOnLoadQueue = false
#
# Render full data update/lock status?
showFullDataUpdateStatus = false
#
# Render queued world gen tasks?
showWorldGenQueue = false
#
# Render Quad Tree Rendering status?
showQuadTreeRenderStatus = false
#
# If enabled, various wireframes for debugging internal functions will be drawn.
#
# NOTE: There WILL be performance hit!
# Additionally, only stuff that's loaded after you enable this
# will render their debug wireframes.
enableRendering = false
[client.advanced.debugging.openGl]
#
# Defines how OpenGL errors are handled.
# Requires rebooting Minecraft to change.
# Will catch OpenGL errors thrown by other mods.
overrideVanillaGLLogger = true
#
# Defines how OpenGL errors are handled.
# May incorrectly catch OpenGL errors thrown by other mods.
#
# IGNORE: Do nothing.
# LOG: write an error to the log.
# LOG_THROW: write to the log and throw an exception.
# Warning: this should only be enabled when debugging the LOD renderer
# as it may break Minecraft's renderer when an exception is thrown.
glErrorHandlingMode = "IGNORE"
#
# If true each Open GL error will only be logged once.
# Enabling this may cause some error logs to be missed.
# Does nothing if overrideVanillaGLLogger is set to false.
#
# Generally this can be kept as 'true' to prevent log spam.
# However, Please set this to 'false' if a developer needs your log to debug a GL issue.
onlyLogGlErrorsOnce = true
[client.advanced.debugging.exampleConfigScreen]
shortTest = "69"
mapTest = "{}"
byteTest = "8"
longTest = "42069"
listTest = ["option 1", "option 2", "option 3"]
boolTest = false
doubleTest = "420.69"
floatTest = "0.42069"
linkableTest = 420
intTest = 69420
stringTest = "Test input box"
[client.advanced.debugging.f3Screen]
#
# Shows info about the render thread tasks.
showRenderThreadTasks = false
#
# Shows how many chunks are queued for processing and the max count that can be queued.
showQueuedChunkUpdateCount = true
#
# Shows the memory use and array counts for each DH object pool.
showSeparatedObjectPools = false
#
# Shows the player's LOD position.
showPlayerPos = true
#
# Shows the combined memory use and array counts for all DH pooled objects.
showCombinedObjectPools = false
#
# Defines what internal detail level the player position will be shown as.
# Internal detail level means: 6 = 1x1 block, 7 = 2x2 blocks, etc.
playerPosSectionDetailLevel = 6
#
# Only show levels that DH is actively rendering.
onlyShowRenderingLevels = true
#
# Shows info about each thread pool.
showThreadPools = true
#
# Shows what levels are loaded and world gen/rendering info about those levels.
showLevelStatus = true
[client.advanced.debugging.positionFinderDebugging]
positionFinderEnable = false
positionFinderMinBlockY = -64
positionFinderZPos = 0
positionFinderXPos = 0
positionFinderMaxBlockY = 125
positionFinderDetailLevel = 6
positionFinderMarginPercent = "0.0"
[client.advanced.graphics]
#
# Enable Screen Space Ambient Occlusion
enableSsao = true
#
# If true some vanilla graphics settings will be automatically changed
# during DH setup to provide a better experience.
#
# IE disabling vanilla clouds (which render on top of DH LODs),
# and chunk fading (DH already fades MC chunks)
overrideVanillaGraphicsSettings = true
[client.advanced.graphics.culling]
#
# Determines how far from the camera Distant Horizons will start rendering.
# Measured as a percentage of the vanilla render distance.
#
# -1 = auto, overdraw will change based on the vanilla render distance.
#
# Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
# but may cause holes in the world.
# Holes are most likely to appear when flying through unloaded terrain.
#
# Increasing the vanilla render distance increases the effectiveness of this setting.
overdrawPrevention = "-1.0"
#
# Identical to the other frustum culling option
# only used when a shader mod is present using the DH API
# and the shadow pass is being rendered.
#
# Disable this if shadows render incorrectly.
disableShadowPassFrustumCulling = false
#
# A comma separated list of block resource locations that will be replaced by water
# if they're visible on the water's surface.
waterSubSurfaceBlockReplacementCsv = "minecraft:kelp,minecraft:tall_seagrass,minecraft:seagrass"
#
# A comma separated list of block resource locations that won't be rendered by DH.
# Air is always included in this list.
#
# Note:
# If you see gaps, or holes you may have to change
# worldCompression to [MERGE_SAME_BLOCKS] and re-generate the LODs.
ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom"
#
# A comma separated list of block resource locations that will be removed
# when on top of water.
waterSurfaceBlockReplacementCsv = "minecraft:lily_pad"
#
# Defines what blocks should be rendered as LODs.
#
# NONE: Include all blocks in the LODs
# NON_COLLIDING: Only render solid blocks in the LODs (tall grass, torches, etc. will be ignored)
blocksToIgnore = "NON_COLLIDING"
#
# If true LODs outside the player's camera
# aren't drawn, increasing GPU performance.
#
# If false all LODs are drawn, even those behind
# the player's camera, decreasing GPU performance.
#
# Disable this if you see LODs disappearing at the corners of your vision.
disableFrustumCulling = false
#
# If false all beacons near the camera won't be drawn to prevent vanilla overdraw.
# If true all beacons will be rendered.
#
# Generally this should be left as true. It's main purpose is for debugging
# beacon updating/rendering.
disableBeaconDistanceCulling = true
#
# Should the blocks underneath avoided blocks gain the color of the avoided block?
#
# True: a red flower will tint the grass below it red.
# False: skipped blocks will not change color of surface below them.
tintWithAvoidedBlocks = true
#
# If enabled caves won't be rendered.
#
# Note: for some world types this can cause
# overhangs or walls for floating objects.
# Tweaking the caveCullingHeight, can resolve some
# of those issues.
enableCaveCulling = true
#
# At what Y value should cave culling start?
# Lower this value if you get walls for areas with 0 light.
caveCullingHeight = 60
#
# A comma separated list of block resource locations that shouldn't be rendered
# if they are in a 0 sky light underground area.
# Air is always included in this list.
#
# Defaults to an empty list since most cave blocks will be automatically ignored due to being:
# transparent, non-solid, or liquids, but new blocks can be added here if needed.
ignoredRenderCaveBlockCsv = ""
#
# If set to true the overdraw prevention radius will get closer
# to the camera when flying/moving quickly.
#
# This helps reduce issues where Minecraft can't load or
# generate chunks fast enough to keep up with DH.
reduceOverdrawWithFastMovement = true
[client.advanced.graphics.texture]
#
# A comma separated list of block resource locations
# that DH will render their sides using the bottom texture.
# Partial matches/incomplete resource locations will also match.
#
# Example: "minecraft:grass_block,nylium"
#
# Changes require a restart.
blocksDontUseSideTextureCsv = "grass_block,mycelium,nylium,dirt_path"
#
# The highest detail level number that can render with block textures.
# At higher detail levels each LOD covers multiple blocks,
# which can essentially make textures smaller than a pixel and therefore invisible.
#
# Larger numbers texture more distant LODs
# but increase memory usage.
maxTexturedLodDetailLevel = 2
#
# If true nearby and zoomed-in LODs will render with their block's
# actual texture instead of a single flat color.
#
# Only applies to high detail LODs where the texture is actually visible,
# distant LODs always use flat colors.
# Some shader packs nay not have an affect.
enableTexturedLods = true
#
# A comma separated list of block resource locations
# that DH won't render textures on.
# Partial matches/incomplete resource locations will also match.
#
# Example: "minecraft:grass_block,nylium"
#
# Changes require a restart.
blocksDontRenderTextureCsv = "minecraft:bamboo"
#
# A comma separated list of tag names
# that DH will render their sides using the bottom texture.
#
# Example: "grass_blocks,nylium"
#
# Changes require a restart.
blockTagsDontUseSideTextureCsv = "grass_blocks,nylium"
#
# A comma separated list of block resource locations
# that DH will use rasterization to determine
# the face textures.
#
# Can be used to fix issues with mods/blocks where
# a side uses just part of a modeled block's texture.
#
# Example: "minecraft:beacon"
#
# Changes require a restart.
blocksAlwaysRasterizeTextureCsv = "minecraft:beacon"
[client.advanced.graphics.noiseTexture]
#
# Should a noise texture be applied to LODs?
#
# This is done to simulate textures and make the LODs appear more detailed.
enableNoiseTexture = true
#
# Defines how far should the noise texture render before it fades away. (in blocks)
# Set to 0 to disable noise from fading away
noiseDropoff = 1024
#
# How many steps of noise should be applied to LODs?
noiseSteps = 4
#
# How intense should the noise should be?
noiseIntensity = "0.05"
[client.advanced.graphics.experimental]
#
# A comma separated list of dimension resource locations where DH won't render.
#
# Example: "minecraft:the_nether,minecraft:the_end"
#
# Note:
# Some DH settings will be disabled and/or changed to improve
# visuals when DH rendering is disabled.
ignoredDimensionCsv = ""
#
# Requires a restart to change.
#
# Options:
# AUTO - changes based on the most likely API for that MC version
# OPEN_GL - The Default for MC 1.21.11 and older (supports Iris shaders)
# BLAZE_3D - The Default for MC 26.1.2 and newer (supports Vulkan)
renderingEngine = "AUTO"
#
# This is the earth size ratio when applying the curvature shader effect.
# Note: Enabling this feature may cause rendering bugs.
#
# 0 = flat/disabled
# 1 = 1 to 1 (6,371,000 blocks)
# 100 = 1 to 100 (63,710 blocks)
# 10000 = 1 to 10000 (637.1 blocks)
#
# Note: Due to current limitations, the min value is [50]
# and the max value is 5000. Any values outside this range
# will be set to 0 (disabled).
earthCurveRatio = 0
[client.advanced.graphics.genericRendering]
#
# A comma separated separated list of dimension resource locations where DH clouds will render.
#
# Example: "minecraft:overworld,minecraft:the_end"
#
# Changes require a world re-load.
dimensionEnabledCloudRenderingCsv = "minecraft:overworld"
#
# If true LOD clouds will be rendered.
enableCloudRendering = true
#
# If true LOD beacon beams will be rendered wider at extreme distances,
# making them easier to see.
# If false all LOD beacon beams will only ever be 1 block wide.
expandDistantBeacons = true
#
# Sets the maximum height beacons will render up to.
#
# Requires a world re-load to take affect.
beaconRenderHeight = 6000
#
# If true LOD beacon beams will be rendered.
enableBeaconRendering = true
#
# If true non terrain objects will be rendered by DH.
# i.e. beacon beams and clouds.
enableGenericRendering = true
#
# False = DH will render a single layer of clouds, like vanilla Minecraft.
# True = DH will render 3 layers of clouds at different heights.
enableMultiLayerClouds = true
[client.advanced.graphics.quality]
#
# What is the maximum detail LODs can render at?
# Higher settings will increase memory and GPU usage.
#
# CHUNK: render 1 LOD for each Chunk.
# HALF_CHUNK: render 4 LODs for each Chunk.
# FOUR_BLOCKS: render 16 LODs for each Chunk.
# TWO_BLOCKS: render 64 LODs for each Chunk.
# BLOCK: render 256 LODs for each Chunk (width of one block).
#
# Fastest: CHUNK
# Fanciest: BLOCK
maxHorizontalResolution = "BLOCK"
#
# If true LODs will fade away as you get closer to them.
# If false LODs will cut off abruptly at a set distance from the camera.
# This setting is affected by the vanilla overdraw prevention config.
ditherDhFade = true
#
# Should DH fade out before reaching the far clip plane?
# This is helpful to prevent DH clouds from cutting off in the distance.
dhFadeFarClipPlane = true
#
# If true DH will try to use the camera position when
# determining LOD quality drop-off.
# If false DH will use the player's position.
#
# Enabling helps free-cam mods render correctly.
# Disabling helps multi-camera mods render correctly (ie Immersive Portals or camera mods).
useCameraPositionForQualityDropOff = true
#
# How bright LOD colors are.
#
# 0 = black
# 1 = normal
# 2 = near white
brightnessMultiplier = "1.0"
#
# How many detail levels zooming in can increase LOD quality by.
# Higher numbers allow stronger zooms to render crisper terrain,
# but will increase memory and GPU usage while zoomed in.
#
# A vanilla spyglass needs 4 detail levels to reach its full quality.
maxZoomQualityIncrease = 4
#
# How should LODs be shaded?
#
# AUTO: Uses the same side shading as vanilla Minecraft blocks.
# ENABLED: Simulates Minecraft's block shading for LODs.
# Can be used to force LOD shading when using some shaders.
# DISABLED: All LOD sides will be rendered with the same brightness.
lodShading = "AUTO"
#
# How saturated LOD colors are.
#
# 0 = black and white
# 1 = normal
# 2 = very saturated
saturationMultiplier = "1.0"
#
# This indicates how well LODs will represent
# overhangs, caves, floating islands, etc.
# Higher options will make the world more accurate, butwill increase memory and GPU usage.
#
# Lowest Quality: HEIGHT_MAP
# Highest Quality: PIXEL_ART
verticalQuality = "MEDIUM"
#
# The radius of the mod's render distance. (measured in chunks)
#
# Note: this is a best effort number.
# The actual render distance may be above or below this number
# depending on your other graphic settings.
lodChunkRenderDistanceRadius = 256
#
# How should the sides and bottom of grass block LODs render?
#
# AS_GRASS: all sides of dirt LOD's render using the top (green) color.
# FADE_TO_DIRT: sides fade from grass to dirt.
# AS_DIRT: sides render entirely as dirt.
grassSideRendering = "FADE_TO_DIRT"
#
# This indicates how far apart drops in LOD quality are.
#
# Higher settings will increase the distance between drops
# but will increase memory and GPU usage.
horizontalQuality = "MEDIUM"
#
# How should LOD transparency be handled.
#
# COMPLETE: LODs will render transparent.
# DISABLED: LODs will be opaque.
transparency = "COMPLETE"
#
# This is the same as vanilla Biome Blending settings for Lod area.
# Note: anything above '0' will slow down LOD loading time.
#
# '0' equals to Vanilla Biome Blending of '1x1' or 'OFF',
# '1' equals to Vanilla Biome Blending of '3x3',
# '2' equals to Vanilla Biome Blending of '5x5'...
lodBiomeBlending = 3
#
# How should vanilla Minecraft fade into Distant Horizons LODs?
#
# NONE: Fastest, there will be a pronounced border between DH and MC rendering.
# SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded.
# DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition.
vanillaFadeMode = "DOUBLE_PASS"
#
# If true LOD quality will increase when the camera is zoomed in,
# IE when using a spyglass or zoom mod.
#
# Only LODs visible through the camera view are affected.
#
# When zoomed in LODs will load to the same detail level
# they would have if you were close to them.
increaseQualityWhenZoomedIn = true
[client.advanced.graphics.fog]
#
# Should Minecraft's fog render?
# Note: Other mods may conflict with this setting.
enableVanillaFog = false
#
# What is the maximum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
farFogMax = "1.0"
#
# Determines if fog is drawn on DH LODs.
enableDhFog = true
#
# At what distance should the far fog start?
#
# 0.0: Fog starts at the player's position.
# 1.0: Fog starts at the closest edge of the vanilla render distance.
# 1.414: Fog starts at the corner of the vanilla render distance.
farFogStart = "0.4"
#
# What is the minimum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
farFogMin = "0.0"
#
# What color should fog use?
#
# USE_WORLD_FOG_COLOR: Use the world's fog color.
# USE_SKY_COLOR: Use the sky's color.
colorMode = "USE_WORLD_FOG_COLOR"
#
# How should the fog thickness should be calculated?
#
# LINEAR: Linear based on distance (will ignore 'density')
# EXPONENTIAL: 1/(e^(distance*density))
# EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
farFogFalloff = "EXPONENTIAL_SQUARED"
#
# Used in conjunction with the Fog Falloff.
farFogDensity = "2.5"
#
# Where should the far fog end?
#
# 0.0: Fog ends at player's position.
# 1.0: Fog ends at the closest edge of the vanilla render distance.
# 1.414: Fog ends at the corner of the vanilla render distance.
farFogEnd = "1.0"
[client.advanced.graphics.fog.heightFog]
#
# Where should the height fog start?
#
# ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky
# BELOW_CAMERA: Height fog starts at the camera and goes towards the void
# ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void
# ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky
# BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void
# ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void
heightFogDirection = "BELOW_SET_HEIGHT"
#
# What is the minimum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
heightFogMin = "0.0"
#
# If the height fog is calculated around a set height, what is that height position?
heightFogBaseHeight = "80.0"
#
# What is the maximum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
heightFogMax = "1.0"
#
# How should the height fog thickness should be calculated?
#
# LINEAR: Linear based on height (will ignore 'density')
# EXPONENTIAL: 1/(e^(height*density))
# EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
heightFogFalloff = "EXPONENTIAL_SQUARED"
#
# What is the height fog's density?
heightFogDensity = "20.0"
#
# How should height effect the fog thickness?
# Note: height fog is combined with the other fog settings.
#
# SPHERICAL: Fog is calculated based on camera distance.
# CYLINDRICAL: Ignore height, fog is calculated based on horizontal distance.
#
# MAX: max(heightFog, farFog)
# ADDITION: heightFog + farFog
# MULTIPLY: heightFog * farFog
# INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
# LIMITED_ADDITION: farFog + max(farFog, heightFog)
# MULTIPLY_ADDITION: farFog + farFog * heightFog
# INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
# AVERAGE: farFog*0.5 + heightFog*0.5
heightFogMixMode = "SPHERICAL"
#
# Should the start of the height fog be offset?
#
# 0.0: Fog start with no offset.
# 1.0: Fog start with offset of the entire world's height. (Includes depth)
heightFogStart = "0.0"
#
# Should the end of the height fog be offset?
#
# 0.0: Fog end with no offset.
# 1.0: Fog end with offset of the entire world's height. (Include depth)
heightFogEnd = "0.6"
[client.advanced.multiplayer]
#
# How should multiplayer save folders should be named?
#
# NAME_ONLY: Example: "Minecraft Server"
# IP_ONLY: Example: "192.168.1.40"
# NAME_IP: Example: "Minecraft Server IP 192.168.1.40"
# NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5"
serverFolderNameMode = "NAME_ONLY"

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#If the voice server is enabled and pushToTalk is disabled, the voice key will act as a toggle instead of requiring to be held while talking.
pushToTalk = true

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#Settings for configuring Obsidian TNT
[obsidian_tnt]
#Fuse time in ticks for Obsidian TNT. Vanilla TNT has a fuse of 80 ticks (4 seconds).
# Default: 100
# Range: > 0
delay = 100
#Radius of the explosion of Obsidian TNT. Vanilla TNT has a radius of 4.
# Default: 12.0
# Range: 0.1 ~ 1000.0
blastRadius = 12.0
#Settings for configuring the Voice Server
[voice_server]
#Enables the voice server for Walkie Talkies.
enabled = false
#TCP port for the Voice server to listen on.
# Default: 36123
# Range: 1 ~ 65535
voicePort = 36123
#Settings for configuring values relating to baby mobs
[baby_mobs]
#Damage multiplier of arrows shot by baby mobs.
# Default: 0.25
# Range: 0.1 ~ 10.0
arrowDamageMultiplier = 0.25
#Config options regarding the spawning of Baby Bogged.
[baby_mobs.baby_bogged]
#Enable the spawning of Baby Bogged. Think baby zombies.
shouldSpawn = true
#The multiplier for minimum group size of Baby Bogged spawns, compared to the adult mob.
# Default: 0.5
# Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of Baby Bogged spawns, compared to the adult mob.
# Default: 0.5
# Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for weight of Baby Bogged spawns, compared to the adult mob.
# Default: 0.05
# Range: 0.0 ~ 100.0
weightPercentage = 0.05
#The multiplier for spawn cost per entity of Baby Bogged spawns, compared to the adult mob.
# Default: 1.0
# Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of Baby Bogged spawns, compared to the adult mob.
# Default: 1.0
# Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#Config options regarding the spawning of Baby Creeper.
[baby_mobs.baby_creeper]
#Enable the spawning of Baby Creeper. Think baby zombies.
shouldSpawn = true
#The multiplier for minimum group size of Baby Creeper spawns, compared to the adult mob.
# Default: 0.5
# Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of Baby Creeper spawns, compared to the adult mob.
# Default: 0.5
# Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for weight of Baby Creeper spawns, compared to the adult mob.
# Default: 0.05
# Range: 0.0 ~ 100.0
weightPercentage = 0.05
#The multiplier for spawn cost per entity of Baby Creeper spawns, compared to the adult mob.
# Default: 1.0
# Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of Baby Creeper spawns, compared to the adult mob.
# Default: 1.0
# Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#Config options regarding the spawning of Baby Enderman.
[baby_mobs.baby_enderman]
#Enable the spawning of Baby Enderman. Think baby zombies.
shouldSpawn = true
#The multiplier for minimum group size of Baby Enderman spawns, compared to the adult mob.
# Default: 0.5
# Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of Baby Enderman spawns, compared to the adult mob.
# Default: 0.5
# Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for weight of Baby Enderman spawns, compared to the adult mob.
# Default: 0.05
# Range: 0.0 ~ 100.0
weightPercentage = 0.05
#The multiplier for spawn cost per entity of Baby Enderman spawns, compared to the adult mob.
# Default: 1.0
# Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of Baby Enderman spawns, compared to the adult mob.
# Default: 1.0
# Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#Config options regarding the spawning of Baby Skeleton.
[baby_mobs.baby_skeleton]
#Enable the spawning of Baby Skeleton. Think baby zombies.
shouldSpawn = true
#The multiplier for minimum group size of Baby Skeleton spawns, compared to the adult mob.
# Default: 0.5
# Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of Baby Skeleton spawns, compared to the adult mob.
# Default: 0.5
# Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for weight of Baby Skeleton spawns, compared to the adult mob.
# Default: 0.05
# Range: 0.0 ~ 100.0
weightPercentage = 0.05
#The multiplier for spawn cost per entity of Baby Skeleton spawns, compared to the adult mob.
# Default: 1.0
# Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of Baby Skeleton spawns, compared to the adult mob.
# Default: 1.0
# Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#Config options regarding the spawning of Baby Stray.
[baby_mobs.baby_stray]
#Enable the spawning of Baby Stray. Think baby zombies.
shouldSpawn = true
#The multiplier for minimum group size of Baby Stray spawns, compared to the adult mob.
# Default: 0.5
# Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of Baby Stray spawns, compared to the adult mob.
# Default: 0.5
# Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for weight of Baby Stray spawns, compared to the adult mob.
# Default: 0.05
# Range: 0.0 ~ 100.0
weightPercentage = 0.05
#The multiplier for spawn cost per entity of Baby Stray spawns, compared to the adult mob.
# Default: 1.0
# Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of Baby Stray spawns, compared to the adult mob.
# Default: 1.0
# Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#Config options regarding the spawning of Baby Wither Skeleton.
[baby_mobs.baby_wither_skeleton]
#Enable the spawning of Baby Wither Skeleton. Think baby zombies.
shouldSpawn = true
#The multiplier for minimum group size of Baby Wither Skeleton spawns, compared to the adult mob.
# Default: 0.5
# Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of Baby Wither Skeleton spawns, compared to the adult mob.
# Default: 0.5
# Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for weight of Baby Wither Skeleton spawns, compared to the adult mob.
# Default: 0.05
# Range: 0.0 ~ 100.0
weightPercentage = 0.05
#The multiplier for spawn cost per entity of Baby Wither Skeleton spawns, compared to the adult mob.
# Default: 1.0
# Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of Baby Wither Skeleton spawns, compared to the adult mob.
# Default: 1.0
# Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0

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config/Mekanism/client.toml Normal file
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#Settings for configuring Accessibility settings provided by Mekanism. Note: Some settings such as HUD scale, may be located throughout the rest of this config.
[accessibility]
#Tries to force all text rendered as part of radial menus to be white instead of the color of the slice's mode.
whiteRadialText = false
#If true, renders sides for Universal Cables, Mechanical Pipes, Pressurized Tubes, Logistical Transporters, and Thermodynamic Conductors instead of rendering their contents. If transmitters are causing you fps issues, this should hopefully help.
opaqueTransmitters = false
#Allows changing the mode of held items by holding sneak and using the scroll wheel.
allowModeScroll = true
#Settings for configuring Mekanism's Sounds
[sounds]
#Adjust Mekanism sounds' base volume. < 1 is softer, higher is louder.
# Default: 1.0
# Range: 0.0 ~ 10.0
baseVolume = 1.0
#Play sounds for when any player is using a Jetpack, Scuba Mask, Flamethrower, or Gravitational Modulating Unit. This also affects playing the Radiation clicking sound.
enablePlayer = true
#Play sounds for active machines.
enableMachine = true
#Settings for adjusting how Mekanism renders certain blocks and how many particles Mekanism adds.
[rendering]
#The color of energy when displayed as the durability bar on items.
energyColor = 3997338
#Range at which Block Entity Renderers added by Mekanism can render at, for example the contents of multiblocks. Vanilla defaults the rendering range for BERs to 64 for most blocks (for example chests), but uses a range of 256 for blocks like beacons and end gateways. Lowering this will likely increase your performance, at the cost of multiblock contents and wind generators 'popping' in
# Default: 256
# Range: 1 ~ 1024
berRange = 256
#Settings for configuring Mekanism's Particles
[rendering.particle]
#When multiblock forms, represent that by red sparkles around the multiblock. If this is disabled a notification message will display on the action bar instead.
multiblockFormation = true
#Show particles when machines active.
machineEffects = true
#How far (in blocks) from the player radiation particles can spawn.
# Default: 30
# Range: 2 ~ 64
radiationParticleRadius = 30
#How many particles spawn when rendering radiation effects (scaled by radiation level).
# Default: 100
# Range: 0 ~ 1000
radiationParticleCount = 100
#Show bolts between the player and items when the Magnetic Attraction Unit is pulling items towards a player.
magneticAttraction = true
#Show bolts for various AOE tool behaviors such as tilling, debarking, and vein mining.
toolAOE = true
#Settings for configuring Mekanism's HUD
[hud]
#Enable a HUD that displays information about equipped Mekanism items, and displays additional information when wearing a MekaSuit Helmet.
enabled = true
#Scale of the text displayed on the HUD.
# Default: 0.6
# Range: 0.25 ~ 1.0
scale = 0.6
#Reverses the HUD's text alignment and compass rendering to the right side of the screen, and moves the MekaSuit module rendering to the left side. Warning: This may cause subtitles to overlap parts of the HUD such as the compass.
reverse = false
#Opacity of HUD used by MekaSuit.
# Default: 0.4000000059604645
# Range: 0.0 ~ 1.0
opacity = 0.4000000059604645
#Color (RGB) of HUD used by MekaSuit.
# Default: 4257264
# Range: 0 ~ 16777215
color = 4257264
#Color (RGB) of warning HUD elements used by MekaSuit.
# Default: 16768335
# Range: 0 ~ 16777215
warningColor = 16768335
#Color (RGB) of danger HUD elements used by MekaSuit.
# Default: 16726076
# Range: 0 ~ 16777215
dangerColor = 16726076
#Visual jitter of the MekaSuit HUD, seen when moving the player's head. Higher values increases the amount of jitter.
# Default: 6.0
# Range: 1.0 ~ 100.0
jitter = 6.0
#Display a fancy compass when the MekaSuit Helmet is worn.
mekaSuitHelmetCompass = true
#Shift the HUD elements when sound subtitles are being displayed to avoid overlap
avoidSoundSubtitleOverlap = true
#Enables rendering an energy bar above the armor bar that displays the total energy of the currently equipped MekaSuit.
renderMekaSuitEnergyBar = true
#Settings for configuring Mekanism's QIO
[qio]
#Sorting strategy when viewing items in a QIO Dashboard.
#Allowed Values: NAME, SIZE, MOD, REGISTRY_NAME
sortType = "NAME"
#Sorting direction when viewing items in a QIO Dashboard.
#Allowed Values: ASCENDING, DESCENDING
sortDirection = "ASCENDING"
#Number of slots to view horizontally on a QIO Dashboard.
# Default: 8
# Range: 8 ~ 16
slotsWide = 8
#Number of slots to view vertically on a QIO Dashboard.
# Default: 4
# Range: 2 ~ 48
slotsTall = 4
#Determines whether the search bar is automatically focused when a QIO Dashboard is opened.
autoFocusSearchBar = true
#Determines if items in a QIO crafting window should be moved to the player's inventory or the frequency first when replacing the items in the crafting grid using a recipe viewer.
rejectsToInventory = false
#Stores the last position various windows were in when they were closed, and whether they are pinned. In general these values should not be modified manually.
[window]
#The last position the Color window was in when it was closed.
[window.color]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#The last position the Confirmation window was in when it was closed.
[window.confirmation]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#The last position the Crafting window was in when it was closed, and whether it was pinned.
[window.crafting0]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#Determines whether this window is pinned, and should open automatically when the GUI is reopened.
pinned = false
#The last position the Crafting window was in when it was closed, and whether it was pinned.
[window.crafting1]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#Determines whether this window is pinned, and should open automatically when the GUI is reopened.
pinned = false
#The last position the Crafting window was in when it was closed, and whether it was pinned.
[window.crafting2]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#Determines whether this window is pinned, and should open automatically when the GUI is reopened.
pinned = false
#The last position the Mekasuit Helmet window was in when it was closed.
[window.mekasuit_helmet]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#The last position the Rename window was in when it was closed.
[window.rename]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#The last position the Skin Select window was in when it was closed.
[window.skin_select]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#The last position the Side Config window was in when it was closed, and whether it was pinned.
[window.side_config]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#Determines whether this window is pinned, and should open automatically when the GUI is reopened.
pinned = false
#The last position the Transporter Config window was in when it was closed, and whether it was pinned.
[window.transporter_config]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#Determines whether this window is pinned, and should open automatically when the GUI is reopened.
pinned = false
#The last position the Upgrade window was in when it was closed, and whether it was pinned.
[window.upgrade]
#The x component of this window's last position.
x = 2147483647
#The y component of this window's last position.
y = 2147483647
#Determines whether this window is pinned, and should open automatically when the GUI is reopened.
pinned = false

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#Displayed energy type in Mekanism GUIs (client) and network reader readings (server).
#Allowed Values: JOULES, FORGE_ENERGY
energyType = "FORGE_ENERGY"
#Displayed temperature unit in Mekanism GUIs (client) and network reader readings (server).
#Allowed Values: KELVIN, CELSIUS, RANKINE, FAHRENHEIT, AMBIENT
temperatureUnit = "KELVIN"
#Display the time it will take for radiation to decay when readings are above safe levels. Set this to false on the client side to disable MekaSuit Geiger and Dosimeter Unit timers. Set this to false on the server side to disable handheld Geiger Counter and Dosimeter timers.
enableDecayTimers = true
#Determines whether machine configuration data is copied when using middle click. If this is set to false no data will be copied and the default instance of the stack will be returned.
copyBlockData = true
#Should holiday greetings and easter eggs play for holidays (ex: Christmas and New Years) on the client. Also controls whether Robits with the default skin should have their skin randomized on the server.
holidays = true

362
config/Mekanism/gear.toml Normal file
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#Settings for configuring the Atomic Disassembler
[atomic_disassembler]
#Maximum amount (joules) of energy the Atomic Disassembler can contain.
# Default: 1000000
# Range: 0 ~ 9223372036854775807
maxEnergy = 1000000
#Amount (joules) of energy the Atomic Disassembler can accept per tick.
# Default: 5000
# Range: 0 ~ 9223372036854775807
chargeRate = 5000
#Base Energy (Joules) usage of the Atomic Disassembler. (Gets multiplied by speed factor)
# Default: 10
# Range: 0 ~ 9223372036854775807
energyUsage = 10
#Cost in Joules of using the Atomic Disassembler as a weapon.
# Default: 2000
# Range: 0 ~ 9223372036854775807
energyUsageWeapon = 2000
#The bonus attack damage of the Atomic Disassembler when it is out of power. (Value is in number of half hearts)
# Default: 4
# Range: 0 ~ 1000
minDamage = 4
#The bonus attack damage of the Atomic Disassembler when it has at least energyUsageWeapon power stored. (Value is in number of half hearts)
# Default: 20
# Range: 1 ~ 10000
maxDamage = 20
#Attack speed of the Atomic Disassembler.
# Default: -2.4
# Range: -4.0 ~ 100.0
attackSpeed = -2.4
#Enable the 'Slow' mode for the Atomic Disassembler.
slowMode = true
#Enable the 'Fast' mode for the Atomic Disassembler.
fastMode = true
#Enable the 'Vein Mining' mode for the Atomic Disassembler. This mode is limited to vein mining just ores and logs.
veinMining = false
#The max number of blocks the Atomic Disassembler can mine using the 'Vein Mining' mode. Requires veinMining to be enabled.
# Default: 128
# Range: 2 ~ 1000000
miningCount = 128
#Settings for configuring the Electric Bow
[electric_bow]
#Maximum amount (joules) of energy the Electric Bow can contain.
# Default: 120000
# Range: 0 ~ 9223372036854775807
maxEnergy = 120000
#Amount (joules) of energy the Electric Bow can accept per tick.
# Default: 600
# Range: 0 ~ 9223372036854775807
chargeRate = 600
#Cost in Joules of using the Electric Bow.
# Default: 120
# Range: 0 ~ 9223372036854775807
energyUsage = 120
#Cost in Joules of using the Electric Bow with flame mode active.
# Default: 1200
# Range: 0 ~ 9223372036854775807
energyUsageFlame = 1200
#Settings for configuring Energy Tablets
[energy_tablet]
#Maximum amount (joules) of energy the Energy Tablet can contain.
# Default: 1000000
# Range: 0 ~ 9223372036854775807
maxEnergy = 1000000
#Amount (joules) of energy the Energy Tablet can accept per tick.
# Default: 5000
# Range: 0 ~ 9223372036854775807
chargeRate = 5000
#Settings for configuring Gauge Droppers
[gauge_dropper]
#Capacity in mB of gauge droppers.
# Default: 16000
# Range: > 1
capacity = 16000
#Rate in mB/t at which a gauge dropper can be filled or emptied.
# Default: 250
# Range: > 1
transferRate = 250
#Settings for configuring the Flamethrower
[flamethrower]
#Flamethrower tank capacity in mB.
# Default: 24000
# Range: 1 ~ 9223372036854775807
capacity = 24000
#Rate in mB/t at which a Flamethrower's tank can accept hydrogen.
# Default: 16
# Range: 1 ~ 9223372036854775807
fillRate = 16
#Determines whether or not the Flamethrower can destroy item entities the flame hits if it fails to smelt them.
destroyItems = true
#Settings for configuring Free Runners
[free_runner]
#Maximum amount (joules) of energy Free Runners can contain.
# Default: 64000
# Range: 0 ~ 9223372036854775807
maxEnergy = 64000
#Amount (joules) of energy the Free Runners can accept per tick.
# Default: 320
# Range: 0 ~ 9223372036854775807
chargeRate = 320
#Energy cost multiplier in Joules for reducing fall damage with free runners. Energy cost is: FallDamage * fallEnergyCost. (1 FallDamage is 1 half heart)
# Default: 50
# Range: 0 ~ 9223372036854775807
fallEnergyCost = 50
#Percent of damage taken from falling that can be absorbed by Free Runners when they have enough power.
# Default: 1.0
# Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0
#Settings for configuring Jetpacks
[jetpack]
#Jetpack tank capacity in mB.
# Default: 24000
# Range: 1 ~ 9223372036854775807
capacity = 24000
#Rate in mB/t at which a Jetpack's tank can accept hydrogen.
# Default: 16
# Range: 1 ~ 9223372036854775807
fillRate = 16
#Settings for configuring Network Readers
[network_reader]
#Maximum amount (joules) of energy the Network Reader can contain.
# Default: 60000
# Range: 0 ~ 9223372036854775807
maxEnergy = 60000
#Amount (joules) of energy the Network Reader can accept per tick.
# Default: 300
# Range: 0 ~ 9223372036854775807
chargeRate = 300
#Energy usage in joules for each network reading.
# Default: 400
# Range: 0 ~ 9223372036854775807
energyUsage = 400
#Settings for configuring the Portable Teleporter
[portable_teleporter]
#Maximum amount (joules) of energy the Portable Teleporter can contain.
# Default: 1000000
# Range: 0 ~ 9223372036854775807
maxEnergy = 1000000
#Amount (joules) of energy the Portable Teleporter can accept per tick.
# Default: 5000
# Range: 0 ~ 9223372036854775807
chargeRate = 5000
#Delay in ticks before a player is teleported after clicking the Teleport button in the portable teleporter.
# Default: 0
# Range: 0 ~ 6000
delay = 0
#Settings for configuring Scuba Tanks
[scuba_tank]
#Scuba Tank capacity in mB.
# Default: 24000
# Range: 1 ~ 9223372036854775807
capacity = 24000
#Rate in mB/t at which a Scuba Tank can accept oxygen.
# Default: 16
# Range: 1 ~ 9223372036854775807
fillRate = 16
#Settings for configuring Seismic Readers
[seismic_reader]
#Maximum amount (joules) of energy the Seismic Reader can contain.
# Default: 12000
# Range: 0 ~ 9223372036854775807
maxEnergy = 12000
#Amount (joules) of energy the Seismic Reader can accept per tick.
# Default: 60
# Range: 0 ~ 9223372036854775807
chargeRate = 60
#Energy usage in joules required to use the Seismic Reader.
# Default: 250
# Range: 0 ~ 9223372036854775807
energyUsage = 250
#Settings for configuring Canteens
[canteen]
#Maximum amount in mB of Nutritional Paste storable by the Canteen.
# Default: 64000
# Range: > 1
maxStorage = 64000
#Rate in mB/t at which Nutritional Paste can be transferred into a Canteen.
# Default: 128
# Range: > 1
transferRate = 128
#Settings for configuring the Meka-Tool
[mekatool]
#Energy capacity (Joules) of the Meka-Tool without any installed upgrades. Quadratically scaled by upgrades.
# Default: 16000000
# Range: 0 ~ 9223372036854775807
baseEnergyCapacity = 16000000
#Amount (joules) of energy the Meka-Tool can accept per tick. Quadratically scaled by upgrades.
# Default: 100000
# Range: 0 ~ 9223372036854775807
chargeRate = 100000
#Base bonus damage applied by the Meka-Tool without using any energy.
# Default: 4
# Range: 0 ~ 100000
baseDamage = 4
#Attack speed of the Meka-Tool.
# Default: -2.4
# Range: -4.0 ~ 100.0
attackSpeed = -2.4
#Efficiency of the Meka-Tool with energy but without any upgrades.
# Default: 4.0
# Range: 0.1 ~ 100.0
baseEfficiency = 4.0
#Enable the 'Extended Vein Mining' mode for the Meka-Tool. Allows vein mining everything, instead of being limited to just ores and logs.
extendedMining = true
#Maximum distance a player can teleport with the Meka-Tool.
# Default: 100
# Range: 3 ~ 1024
maxTeleportReach = 100
#Settings for configuring the Meka-Tool's Energy Usage
[mekatool.energy_usage]
#Base energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
# Default: 10
# Range: 0 ~ 9223372036854775807
base = 10
#Silk touch energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
# Default: 100
# Range: 0 ~ 9223372036854775807
silk = 100
#Cost in Joules of using the Meka-Tool to deal 4 units of damage.
# Default: 2000
# Range: 0 ~ 9223372036854775807
weapon = 2000
#Cost in Joules of using the Meka-Tool as a hoe.
# Default: 10
# Range: 0 ~ 9223372036854775807
hoe = 10
#Cost in Joules of using the Meka-Tool as a shovel for making paths and dowsing campfires.
# Default: 10
# Range: 0 ~ 9223372036854775807
shovel = 10
#Cost in Joules of using the Meka-Tool as an axe for stripping logs, scraping, or removing wax.
# Default: 10
# Range: 0 ~ 9223372036854775807
axe = 10
#Cost in Joules of using the Meka-Tool to shear entities.
# Default: 10
# Range: 0 ~ 9223372036854775807
shearEntity = 10
#Cost in Joules of using the Meka-Tool to carefully shear and trim blocks.
# Default: 10
# Range: 0 ~ 9223372036854775807
shearTrim = 10
#Cost in Joules of using the Meka-Tool to teleport 10 blocks.
# Default: 1000
# Range: 0 ~ 9223372036854775807
teleport = 1000
#Settings for configuring the MekaSuit
[mekasuit]
#Energy capacity (Joules) of MekaSuit items without any installed upgrades. Quadratically scaled by upgrades.
# Default: 16000000
# Range: 0 ~ 9223372036854775807
baseEnergyCapacity = 16000000
#Amount (joules) of energy the MekaSuit can accept per tick. Quadratically scaled by upgrades.
# Default: 100000
# Range: 0 ~ 9223372036854775807
chargeRate = 100000
#Charge rate of inventory items in Joules/t when charging the player's inventory with the Charge Distribution Unit.
# Default: 10000
# Range: 0 ~ 9223372036854775807
inventoryChargeRate = 10000
#Solar recharging rate in Joules/t of the helmet, per upgrade installed.
# Default: 500
# Range: 0 ~ 9223372036854775807
solarRechargingRate = 500
#Should the Gravitational Modulation unit give off vibrations that can be detected by Sculk Sensors and Shriekers when in use.
gravitationalVibrations = true
#Maximum amount in mB of Nutritional Paste storable by the nutritional injection unit.
# Default: 128000
# Range: > 1
nutritionalMaxStorage = 128000
#Rate in mB/t at which Nutritional Paste can be transferred into the nutritional injection unit.
# Default: 256
# Range: > 1
nutritionalTransferRate = 256
#Maximum amount in mB of Hydrogen storable per installed jetpack unit.
# Default: 24000
# Range: 1 ~ 9223372036854775807
jetpackMaxStorage = 24000
#Rate in mB/t at which Hydrogen can be transferred into the jetpack unit.
# Default: 256
# Range: 1 ~ 9223372036854775807
jetpackTransferRate = 256
#Settings for configuring the MekaSuit's Energy Usage
[mekasuit.energy_usage]
#Energy usage (Joules) of MekaSuit per unit of damage applied.
# Default: 100000
# Range: 0 ~ 9223372036854775807
damage = 100000
#Energy cost multiplier in Joules for reducing magic damage via the inhalation purification unit. Energy cost is: MagicDamage * magicReduce. (1 MagicDamage is 1 half heart).
# Default: 1000
# Range: 0 ~ 9223372036854775807
magicReduce = 1000
#Energy cost multiplier in Joules for reducing fall damage with MekaSuit Boots. Energy cost is: FallDamage * fall. (1 FallDamage is 1 half heart)
# Default: 50
# Range: 0 ~ 9223372036854775807
fall = 50
#Energy usage (Joules) of MekaSuit when adding 0.1 to jump motion.
# Default: 1000
# Range: 0 ~ 9223372036854775807
jump = 1000
#Energy usage (Joules) per second of the MekaSuit when flying with the Elytra Unit.
# Default: 32000
# Range: 0 ~ 9223372036854775807
elytra = 32000
#Energy usage (Joules) of MekaSuit when lessening a potion effect.
# Default: 40000
# Range: 0 ~ 9223372036854775807
energyUsagePotionTick = 40000
#Energy usage (Joules) of MekaSuit when adding 0.1 to sprint motion.
# Default: 100
# Range: 0 ~ 9223372036854775807
sprintBoost = 100
#Energy usage (Joules) of MekaSuit per tick when flying via Gravitational Modulation.
# Default: 1000
# Range: 0 ~ 2305843009213693951
gravitationalModulation = 1000
#Energy usage (Joules) of MekaSuit per tick of using vision enhancement.
# Default: 500
# Range: 0 ~ 9223372036854775807
visionEnhancement = 500
#Energy usage (Joules) of MekaSuit per tick of using hydrostatic repulsion.
# Default: 500
# Range: 0 ~ 9223372036854775807
hydrostaticRepulsion = 500
#Energy usage (Joules) of MekaSuit per half-food of nutritional injection.
# Default: 20000
# Range: 0 ~ 9223372036854775807
nutritionalInjection = 20000
#Energy usage (Joules) of MekaSuit per tick of attracting a single item.
# Default: 250
# Range: 0 ~ 9223372036854775807
itemAttraction = 250
#Settings for configuring damage absorption of the MekaSuit
[mekasuit.damage_absorption]
#Percent of damage taken from falling that can be absorbed by MekaSuit Boots when they have enough power.
# Default: 1.0
# Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0
#Percent of damage taken from magic damage that can be absorbed by MekaSuit Helmet with Purification unit when it has enough power.
# Default: 1.0
# Range: 0.0 ~ 1.0
magicDamageReductionRatio = 1.0
#Percent of damage taken from other non explicitly supported damage types that don't bypass armor when the MekaSuit has enough power and a full suit is equipped. Note: Support for specific damage types can be added by adding an entry for the damage type in the mekanism:mekasuit_absorption data map.
# Default: 1.0
# Range: 0.0 ~ 1.0
unspecifiedDamageReductionRatio = 1.0

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#Log Mekanism packet names. Debug setting.
logPackets = false
#Controls whether Mekanism allows players to load chunks. If this is disabled, neither the Anchor Upgrade nor the Dimensional Stabilizer will provide any functionality.
allowChunkloading = true
#How many ticks must pass until a block's active state is synced with the client when the block stops being active. This prevents rapid state changes that can cause lag. Note: Mekanism's blocks always sync immediately when they go from inactive to active; this only controls the time it takes to go from active to inactive.
# Default: 60
# Range: 0 ~ 1200
blockDeactivationDelay = 60
#If enabled, lasers can break blocks and the flamethrower can start fires.
aestheticWorldDamage = true
#Allow upgrading Universal Cables, Mechanical Pipes, Pressurized Tubes, Logistical Transporters, and Thermodynamic Conductors by right clicking them with the next tier of alloy.
transmitterAlloyUpgrade = true
#Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible).
# Default: 10
# Range: > 1
maxUpgradeMultiplier = 10
#Peak processing rate in mB/t for the Solar Neutron Activator. Note: It can go higher than this value in some extreme environments.
# Default: 64
# Range: 1 ~ 1024
maxSolarNeutronActivatorRate = 64
#Settings for configuring heaters
[heater]
#Amount of heat produced per fuel tick of a fuel's burn time in the Fuelwood Heater.
# Default: 400.0
# Range: 0.1 ~ 4000000.0
heatPerFuelTick = 400.0
#Number of ticks to burn an item at in a Fuelwood Heater. Use this config option to effectively make Fuelwood Heaters burn faster but produce the same amount of heat per item.
# Default: 1
# Range: 1 ~ 1000
fuelwoodTickMultiplier = 1
#How much heat energy is created from one Joule of regular energy in the Resistive Heater.
# Default: 0.6
# Range: 0.0 ~ 1.0
resistiveEfficiency = 0.6
#Settings for configuring Cardboard Boxes
[cardboard_box]
#Enable this to disable unboxing any block that has a fluid that would be vaporized on placement, instead of trying to vaporize it and leave the remainder of the block. For example with this disabled trying to unbox a waterlogged slab in the nether will leave just the slab, but with this enabled the cardboard box won't open.
strictUnboxing = false
#Any modids added to this list will not be able to have any of their blocks, picked up by the cardboard box. For example: ["mekanism"]
modBlacklist = []
#Settings for configuring the fill rates of tanks that are stored on items.
[item_fill_rate]
#Rate in mB/t at which generic fluid storage items can be filled or emptied.
# Default: 1024
# Range: > 1
fluid = 1024
#Rate in mB/t at which generic chemical storage items can be filled or emptied.
# Default: 1024
# Range: 1 ~ 9223372036854775807
chemical = 1024
#Settings for configuring Dynamic Tanks
[dynamic_tank]
#Amount of fluid (mB) that each block of the dynamic tank contributes to the volume. Total Fluid Capacity = volume * fluidPerTank
# Default: 350000
# Range: 1 ~ 368224
fluidPerTank = 350000
#Amount of chemical (mB) that each block of the dynamic tank contributes to the volume. Total Chemical Capacity = volume * chemicalPerTank
# Default: 16000000
# Range: 1 ~ 1581510980256305
chemicalPerTank = 16000000
#Settings for configuring Auto Eject from block entities
[auto_eject]
#Rate in mB/t at which fluid gets auto ejected from block entities.
# Default: 1024
# Range: > 1
fluid = 1024
#Rate in mB/t at which chemicals gets auto ejected from block entities.
# Default: 1024
# Range: 1 ~ 9223372036854775807
chemical = 1024
#The percentage of a tank's capacity to leave contents in when set to dumping excess.
# Default: 0.85
# Range: 0.001 ~ 1.0
dumpExcessKeepRatio = 0.85
#Settings for configuring Prefilled Tanks
[prefilled]
#Add filled variants of creative fluid tanks to creative/recipe viewers for all registered fluids.
fluidTanks = true
#Add filled variants of creative chemical tanks to creative/recipe viewers for all registered chemicals. Note: This includes radioactive ones that normally can't be stored in chemical tanks.
chemicalTanks = true
#Settings for configuring Energy Conversions
[energy_conversion]
#Disables Forge Energy (FE/RF) power integration.
blacklistForge = false
#Conversion multiplier from Forge Energy to Joules (FE * feConversionRate = Joules)
# Default: 2.5
# Range: 1.0E-4 ~ 10000.0
feConversionRate = 2.5
#Disables Flux Networks' higher throughput Forge Energy (FE/RF) power integration. Note: Blacklisting Forge Energy also disables this.
blacklistFluxNetworks = false
#Disables Grand Power's higher throughput Forge Energy (FE/RF) power integration. Note: Blacklisting Forge Energy also disables this.
blacklistGrandPower = false
#Maximum Joules per mB of Steam. Also affects Thermoelectric Boiler.
# Default: 10
# Range: 0 ~ 9223372036854775807
maxEnergyPerSteam = 10
#Settings for configuring Radiation
[radiation]
#Enable worldwide radiation effects.
enabled = true
#The radius of chunks checked when running radiation calculations. The algorithm is efficient, but don't abuse it by making this crazy high.
# Default: 5
# Range: 1 ~ 100
chunkCheckRadius = 5
#Radiation sources are multiplied by this constant roughly once per second to represent their emission decay. At the default rate, it takes roughly 10 hours to remove a 1,000 Sv/h (crazy high) source.
# Default: 0.9995
# Range: 0.0 ~ 1.0
sourceDecayRate = 0.9995
#Radiated objects and entities are multiplied by this constant roughly once per second to represent their dosage decay.
# Default: 0.9995
# Range: 0.0 ~ 1.0
targetDecayRate = 0.9995
#Defines the minimum severity radiation dosage severity (scale of 0 to 1) for which negative effects can take place. Set to 1 to disable negative effects completely.
# Default: 0.1
# Range: 0.0 ~ 1.0
negativeEffectsMinSeverity = 0.1
#Amount of chemical (mB) that can be stored in a Radioactive Waste Barrel.
# Default: 512000
# Range: 1 ~ 9223372036854775807
wasteBarrelCapacity = 512000
#Number of ticks required for radioactive chemical stored in a Radioactive Waste Barrel to decay radioactiveWasteBarrelDecayAmount mB.
# Default: 20
# Range: > 1
wasteBarrelProcessTicks = 20
#Number of mB of chemical that decay every radioactiveWasteBarrelProcessTicks ticks when stored in a Radioactive Waste Barrel. Set to zero to disable decay all together. (Chemicals in the mekanism:waste_barrel_decay_blacklist tag will not decay).
# Default: 1
# Range: 0 ~ 9223372036854775807
wasteBarrelDecayAmount = 1
#Settings for configuring the Digital Miner
[digital_miner]
#Energy multiplier for using silk touch mode with the Digital Miner.
# Default: 12
# Range: > 1
silkMultiplier = 12
#Maximum radius in blocks that the Digital Miner can reach. Increasing this may have negative effects on stability and memory usage. We strongly recommend you leave this at the default value.
# Default: 32
# Range: > 1
maxRadius = 32
#Number of ticks required to mine a single block with a Digital Miner (without any upgrades).
# Default: 80
# Range: > 1
ticksPerMine = 80
#Allows dragging items from recipe viewers into the target slot of Digital Miner filters. This allows selecting specific blocks without having to acquire an instance of the block first.
easyMinerFilters = false
#Settings for configuring Lasers
[laser]
#How far in blocks a laser can travel.
# Default: 64
# Range: 1 ~ 1024
range = 64
#Energy needed to destroy or attract blocks with a Laser (per block hardness level).
# Default: 100000
# Range: 0 ~ 9223372036854775807
energyPerHardness = 100000
#Energy used per half heart of damage being transferred to entities.
# Default: 2500
# Range: 1 ~ 9223372036854775807
energyPerDamage = 2500
#Settings for configuring the Oredictionificator
[oredictionificator]
#The list of valid tag prefixes for the Oredictionificator. Note: It is highly recommended to only include well known/defined tag prefixes otherwise it is very easy to potentially add accidental conversions for things that are not actually equivalent.
validItemFilters = ["c:dusts/", "c:ingots/", "c:nuggets/", "c:ores/", "c:raw_materials/", "c:storage_blocks/"]
#Settings for configuring Electric Pumps and Fluidic Plenishers
[pump]
#Maximum block distance to pull fluid from for the Electric Pump.
# Default: 80
# Range: 1 ~ 512
range = 80
#If enabled and the waterSourceConversion game rule is enabled makes Water blocks be removed from the world on pump. Similarly behavior for the lavaSourceConversion game rule and Lava
pumpInfiniteFluidSources = false
#Amount of Heavy Water in mB that is extracted per block of Water by the Electric Pump with a Filter Upgrade.
# Default: 10
# Range: 1 ~ 1000
heavyWaterAmount = 10
#The number of blocks Fluidic Plenisher attempts to place fluid in before stopping.
# Default: 4000
# Range: 1 ~ 1000000
maxPlenisherNodes = 4000
#Settings for configuring Quantum Entangloporters
[quantum_entangloporter]
#Maximum energy buffer (Joules) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is the ultimate energy cube's capacity.
# Default: 256000000
# Range: 1 ~ 9223372036854775807
energyBuffer = 256000000
#Maximum fluid buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is the ultimate fluid tank's capacity.
# Default: 256000
# Range: > 1
fluidBuffer = 256000
#Maximum chemical buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is the ultimate chemical tank's capacity.
# Default: 8192000
# Range: 1 ~ 9223372036854775807
chemicalBuffer = 8192000
#Settings for configuring Mekanism's security system
[security]
#Enable the security system. This allows players to prevent other players from accessing their machines. Does NOT affect Frequencies.
allowProtection = true
#If this is enabled then players with the 'mekanism.bypass_security' permission (default for ops) can bypass block and item security restrictions.
opsBypassRestrictions = false
#Settings for configuring Nutritional Paste
[nutritional_paste]
#Saturation level of Nutritional Paste when eaten.
# Default: 0.8
# Range: 0.0 ~ 100.0
saturation = 0.8
#How much mB of Nutritional Paste equates to one 'half-food'.
# Default: 50
# Range: > 1
mbPerFood = 50
#Settings for configuring Boilers
[boiler]
#Amount of fluid (mB) that each block of the boiler's water portion contributes to the volume. Max = volume * waterPerTank
# Default: 16000
# Range: 1 ~ 368224
waterPerTank = 16000
#Amount of steam (mB) that each block of the boiler's steam portion contributes to the volume. Max = volume * steamPerTank
# Default: 160000
# Range: 10 ~ 1581510980256305
steamPerTank = 160000
#Amount of steam (mB) that each block of the boiler's heated coolant portion contributes to the volume. Max = volume * heatedCoolantPerTank
# Default: 256000
# Range: 1 ~ 1581510980256305
heatedCoolantPerTank = 256000
#Amount of steam (mB) that each block of the boiler's cooled coolant portion contributes to the volume. Max = volume * cooledCoolantPerTank
# Default: 256000
# Range: 1 ~ 1581510980256305
cooledCoolantPerTank = 256000
#How much Boiler heat is immediately usable to convert water to steam.
# Default: 0.7
# Range: 0.01 ~ 1.0
waterConductivity = 0.7
#Amount of heat each Boiler heating element produces.
# Default: 1.6E7
# Range: 0.1 ~ 1.024E9
superheatingHeatTransfer = 1.6E7
#Settings for configuring Thermal Evaporation Plants
[thermal_evaporation]
#Thermal Evaporation Plant heat loss per tick.
# Default: 0.02
# Range: 0.001 ~ 1000.0
heatDissipation = 0.02
#Heat to absorb per Solar Panel array installed on a Thermal Evaporation Plant.
# Default: 0.2
# Range: 0.001 ~ 1000000.0
solarMultiplier = 0.2
#Ratio of temperature to output amount produced.
# Default: 0.4
# Range: 0.001 ~ 1000000.0
tempMultiplier = 0.4
#Heat capacity of Thermal Evaporation Plant layers. This increases the amount of energy needed to increase temperature.
# Default: 100.0
# Range: 1.0 ~ 1000000.0
heatCapacity = 100.0
#Amount of fluid (mB) that each block of the evaporation plant contributes to the input tank capacity. Max = volume * fluidPerTank
# Default: 64000
# Range: 1 ~ 29826161
fluidPerTank = 64000
#Amount of output fluid (mB) that the evaporation plant can store.
# Default: 10000
# Range: > 1
outputTankCapacity = 10000
#Settings for configuring the Supercritical Phase Shifter
[sps]
#How much polonium in mB must be processed to make 1 mB of antimatter. The input tank capacity is 2x this value.
# Default: 1000
# Range: > 1
inputPerAntimatter = 1000
#Amount of antimatter in mB that the SPS can store.
# Default: 1000
# Range: 1 ~ 9223372036854775807
outputTankCapacity = 1000
#Energy needed to process 1 mB of input (inputPerAntimatter * energyPerInput = energy to produce 1 mB of antimatter).
# Default: 1000000
# Range: 0 ~ 9223372036854775807
energyPerInput = 1000000

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#Base energy storage in Joules of: Heat Generator
# Default: 160000
# Range: 1 ~ 9223372036854775807
heatGenerator = 160000
#Base energy storage in Joules of: Bio-Generator
# Default: 160000
# Range: 1 ~ 9223372036854775807
bioGenerator = 160000
#Base energy storage in Joules of: Solar Generator
# Default: 96000
# Range: 1 ~ 9223372036854775807
solarGenerator = 96000
#Base energy storage in Joules of: Advanced Solar Generator
# Default: 200000
# Range: 1 ~ 9223372036854775807
advancedSolarGenerator = 200000
#Base energy storage in Joules of: Wind Generator
# Default: 200000
# Range: 1 ~ 9223372036854775807
windGenerator = 200000

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#Settings for configuring the MekaSuit
[mekasuit]
#Geothermal charging rate in Joules per tick, per degree above ambient, per upgrade installed. This value scales down based on how much of the MekaSuit Pants is submerged. Fire is treated as having a temperature of ~200K above ambient, lava has a temperature of 1,000K above ambient.
# Default: 10
# Range: 0 ~ 1152921504606846975
geothermalChargingRate = 10
#Settings for configuring damage absorption of the MekaSuit
[mekasuit.damage_absorption]
#Percent of heat damage negated by MekaSuit Pants with maximum geothermal generator units installed. This number scales down linearly based on how many units are actually installed.
# Default: 0.8
# Range: 0.0 ~ 1.0
heatDamageReductionRatio = 0.8

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#Settings for configuring Hohlraum
[hohlraum]
#Hohlraum capacity in mB.
# Default: 10
# Range: 1 ~ 9223372036854775807
capacity = 10
#Rate in mB/t at which Hohlraum can accept D-T Fuel.
# Default: 1
# Range: 1 ~ 9223372036854775807
fillRate = 1
#Settings for configuring Solar Generators
[solar_generator]
#Peak energy generation in Joules/t for the Solar Generator. Note: It can go higher than this value in some extreme environments.
# Default: 50
# Range: 0 ~ 9223372036854775807
solarGeneration = 50
#Peak energy generation in Joules/t for the Advanced Solar Generator. Note: It can go higher than this value in some extreme environments.
# Default: 300
# Range: 0 ~ 9223372036854775807
advancedSolarGeneration = 300
#Settings for configuring Bio Generators
[bio_generator]
#Energy produced by the Bio Generator in Joules/t.
# Default: 350
# Range: 0 ~ 9223372036854775807
bioGeneration = 350
#The capacity in mB of the fluid tank in the Bio Generator.
# Default: 24000
# Range: > 1
tankCapacity = 24000
#Settings for configuring Heat Generators
[heat_generator]
#Amount of energy in Joules the Heat Generator produces per tick. heatGeneration + heatGenerationLava * lavaSides + heatGenerationNether. Note: lavaSides is how many sides are adjacent to lava, this includes the block itself if it is lava logged allowing for a max of 7 "sides".
# Default: 200
# Range: 0 ~ 9223372036854775807
heatGeneration = 200
#Multiplier of effectiveness of Lava that is adjacent to the Heat Generator.
# Default: 30
# Range: 0 ~ 1317624576693539401
heatGenerationLava = 30
#Add this amount of Joules to the energy produced by a heat generator if it is in an 'ultrawarm' dimension, in vanilla this is just the Nether.
# Default: 100
# Range: 0 ~ 9223372036854775807
heatGenerationNether = 100
#The capacity in mB of the fluid tank in the Heat Generator.
# Default: 24000
# Range: > 1
tankCapacity = 24000
#The amount of lava in mB that gets consumed to transfer heatGeneration Joules to the Heat Generator.
heatGenerationFluidRate = 10
#Settings for configuring Gas-Burning Generators
[gas_generator]
#The capacity in mB of the chemical tank in the Gas-Burning Generator.
# Default: 18000
# Range: 1 ~ 9223372036854775807
tankCapacity = 18000
#Settings for configuring Wind Generators
[wind_generator]
#Minimum energy generation in Joules/t that the Wind Generator can produce.
# Default: 60
# Range: 0 ~ 9223372036854775807
generationMin = 60
#Maximum energy generation in Joules/t that the Wind Generator can produce.
# Default: 480
# Range: 0 ~ 9223372036854775807
generationMax = 480
#The minimum Y value that affects the Wind Generators Power generation. This value gets clamped at the world's minimum height.
# Default: 24
# Range: -2032 ~ 2030
minY = 24
#The maximum Y value that affects the Wind Generators Power generation. This value gets clamped at the world's logical height. For example for worlds like the nether that are 256 blocks tall, but have a ceiling at 128 blocks, this would be clamped at 128.
maxY = 2031
#Settings for configuring Industrial Turbines
[turbine]
#The number of Turbine Blades supported by each Electromagnetic Coil.
# Default: 4
# Range: 1 ~ 12
bladesPerCoil = 4
#The rate in mB/t at which steam is vented into the turbine.
# Default: 32000.0
# Range: 0.1 ~ 1024000.0
ventChemicalFlow = 32000.0
#The rate in mB/t at which steam is dispersed into the turbine.
# Default: 1280.0
# Range: 0.1 ~ 1024000.0
disperserChemicalFlow = 1280.0
#The rate in mB/t at which steam is condensed into water in the turbine.
# Default: 64000
# Range: 1 ~ 2000000
condenserRate = 64000
#Amount of energy in Joules that each block of the turbine contributes to the total energy capacity. Max = volume * energyCapacityPerVolume
# Default: 16000000
# Range: 1 ~ 1000000000000
energyCapacityPerVolume = 16000000
#Amount of chemical (mB) that each block of the turbine's steam cavity contributes to the volume. Max = volume * chemicalPerTank
# Default: 64000
# Range: 1 ~ 1773043451913643
chemicalPerTank = 64000
#Settings for configuring Fission Reactors
[fission_reactor]
#Amount of energy created (in heat) from each whole mB of fission fuel.
# Default: 1000000
# Range: 0 ~ 9223372036854775807
energyPerFissionFuel = 1000000
#The heat capacity added to a Fission Reactor by a single casing block. Increase to require more energy to raise the reactor temperature.
# Default: 1000.0
# Range: 1.0 ~ 1000000.0
casingHeatCapacity = 1000.0
#The average surface area of a Fission Reactor's fuel assemblies to reach 100% boil efficiency. Higher values make it harder to cool the reactor.
# Default: 4.0
# Range: 1.0 ~ 1.7976931348623157E308
surfaceAreaTarget = 4.0
#The default burn rate of the fission reactor.
# Default: 0.1
# Range: 0.001 ~ 1.0
defaultBurnRate = 0.1
#The burn rate increase each fuel assembly provides. Max Burn Rate = fuelAssemblies * burnPerAssembly
# Default: 1
# Range: 1 ~ 1000000
burnPerAssembly = 1
#Amount of fuel (mB) that each assembly contributes to the fuel and waste capacity. Max = fuelAssemblies * maxFuelPerAssembly
# Default: 8000
# Range: 1 ~ 2251799813685247
maxFuelPerAssembly = 8000
#Amount of cooled coolant (mB) that each block of the fission reactor contributes to the volume. Max = volume * cooledCoolantPerTank
# Default: 100000
# Range: 1 ~ 368224
cooledCoolantPerTank = 100000
#Amount of heated coolant (mB) that each block of the fission reactor contributes to the volume. Max = volume * heatedCoolantPerTank
# Default: 1000000
# Range: 1000 ~ 1581510980256305
heatedCoolantPerTank = 1000000
#The percentage of waste in a fission reactor's output waste tank that is necessary to trigger the excess waste.
# Default: 0.9
# Range: 0.001 ~ 1.0
excessWaste = 0.9
#Settings for configuring Fission Reactor Meltdowns.
[fission_reactor.meltdowns]
#Whether catastrophic meltdowns can occur from Fission Reactors. If this is disabled, instead of melting down the reactor will force turn itself off and not be able to be turned back on until the damage level has returned to safe levels.
enabled = true
#The radius of the explosion that occurs from a meltdown.
# Default: 8.0
# Range: 1.0 ~ 500.0
radius = 8.0
#The chance of a catastrophic meltdown occurring once the reactor's damage passes 100%. This will linearly scale as damage continues increasing passed 100%.
# Default: 0.001
# Range: 0.0 ~ 1.0
chance = 0.001
#How much radioactivity of fuel/waste contents are multiplied during a meltdown.
# Default: 50.0
# Range: 0.1 ~ 1000000.0
radiationMultiplier = 50.0
#Percent damage that a reactor will start at after being reconstructed after a meltdown.
# Default: 75.0
# Range: 0.0 ~ 100.0
postMeltdownDamage = 75.0
#Settings for configuring Fusion Reactors
[fusion_reactor]
#Affects the Injection Rate, Max Temp, and Ignition Temp.
# Default: 10000000
# Range: 0 ~ 9223372036854775807
fuelEnergy = 10000000
#The fraction of the heat dissipated from the case that is converted to Joules.
# Default: 0.05
# Range: 0.0 ~ 1.0
thermocoupleEfficiency = 0.05
#The fraction of heat from the casing that can be transferred to all sources that are not water. Will impact max heat, heat transfer to thermodynamic conductors, and power generation.
# Default: 0.1
# Range: 0.001 ~ 1.0
casingThermalConductivity = 0.1
#The fraction of the heat from the casing that is dissipated to water when water cooling is in use. Will impact max heat, and steam generation.
# Default: 0.3
# Range: 0.0 ~ 1.0
waterHeatingRatio = 0.3
#Amount of fuel (mB) that the fusion reactor can store.
# Default: 1000
# Range: 2 ~ 1000000
fuelCapacity = 1000
#Amount of energy (Joules) the fusion reactor can store.
# Default: 1000000000
# Range: 1 ~ 9223372036854775807
energyCapacity = 1000000000
#Amount of water (mB) per injection rate that the fusion reactor can store. Max = injectionRate * waterPerInjection
# Default: 1000000
# Range: 1 ~ 21913098
waterPerInjection = 1000000
#Amount of steam (mB) per injection rate that the fusion reactor can store. Max = injectionRate * steamPerInjection
# Default: 100000000
# Range: 1 ~ 94116041192395671
steamPerInjection = 100000000

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#Base energy storage in Joules of: Enrichment Chamber
# Default: 20000
# Range: 1 ~ 9223372036854775807
enrichmentChamber = 20000
#Base energy storage in Joules of: Osmium Compressor
# Default: 80000
# Range: 1 ~ 9223372036854775807
osmiumCompressor = 80000
#Base energy storage in Joules of: Combiner
# Default: 40000
# Range: 1 ~ 9223372036854775807
combiner = 40000
#Base energy storage in Joules of: Crusher
# Default: 20000
# Range: 1 ~ 9223372036854775807
crusher = 20000
#Base energy storage in Joules of: Metallurgic Infuser
# Default: 20000
# Range: 1 ~ 9223372036854775807
metallurgicInfuser = 20000
#Base energy storage in Joules of: Purification Chamber
# Default: 80000
# Range: 1 ~ 9223372036854775807
purificationChamber = 80000
#Base energy storage in Joules of: Energized Smelter
# Default: 20000
# Range: 1 ~ 9223372036854775807
energizedSmelter = 20000
#Base energy storage in Joules of: Digital Miner
# Default: 50000
# Range: 1 ~ 9223372036854775807
digitalMiner = 50000
#Base energy storage in Joules of: Electric Pump
# Default: 40000
# Range: 1 ~ 9223372036854775807
electricPump = 40000
#Base energy storage in Joules of: Chargepad
# Default: 2048000
# Range: 1 ~ 9223372036854775807
chargepad = 2048000
#Base energy storage in Joules of: Rotary Condensentrator
# Default: 20000
# Range: 1 ~ 9223372036854775807
rotaryCondensentrator = 20000
#Base energy storage in Joules of: Chemical Oxidizer
# Default: 80000
# Range: 1 ~ 9223372036854775807
chemicalOxidizer = 80000
#Base energy storage in Joules of: Chemical Infuser
# Default: 80000
# Range: 1 ~ 9223372036854775807
chemicalInfuser = 80000
#Base energy storage in Joules of: Chemical Injection Chamber
# Default: 160000
# Range: 1 ~ 9223372036854775807
chemicalInjectionChamber = 160000
#Base energy storage in Joules of: Electrolytic Separator
# Default: 160000
# Range: 1 ~ 9223372036854775807
electrolyticSeparator = 160000
#Base energy storage in Joules of: Precision Sawmill
# Default: 20000
# Range: 1 ~ 9223372036854775807
precisionSawmill = 20000
#Base energy storage in Joules of: Chemical Dissolution Chamber
# Default: 160000
# Range: 1 ~ 9223372036854775807
chemicalDissolutionChamber = 160000
#Base energy storage in Joules of: Chemical Washer
# Default: 80000
# Range: 1 ~ 9223372036854775807
chemicalWasher = 80000
#Base energy storage in Joules of: Chemical Crystallizer
# Default: 160000
# Range: 1 ~ 9223372036854775807
chemicalCrystallizer = 160000
#Base energy storage in Joules of: Seismic Vibrator
# Default: 20000
# Range: 1 ~ 9223372036854775807
seismicVibrator = 20000
#Base energy storage in Joules of: Pressurized Reaction Chamber
# Default: 2000
# Range: 1 ~ 9223372036854775807
pressurizedReactionBase = 2000
#Base energy storage in Joules of: Fluidic Plenisher
# Default: 40000
# Range: 1 ~ 9223372036854775807
fluidicPlenisher = 40000
#Base energy storage in Joules of: Laser
# Default: 2000000
# Range: 1 ~ 9223372036854775807
laser = 2000000
#Base energy storage in Joules of: Laser Amplifier
# Default: 5000000000
# Range: 1 ~ 9223372036854775807
laserAmplifier = 5000000000
#Base energy storage in Joules of: Laser Tractor Beam
# Default: 5000000000
# Range: 1 ~ 9223372036854775807
laserTractorBeam = 5000000000
#Base energy storage in Joules of: Formulaic Assemblicator
# Default: 40000
# Range: 1 ~ 9223372036854775807
formulaicAssemblicator = 40000
#Base energy storage in Joules of: Teleporter
# Default: 5000000
# Range: 1 ~ 9223372036854775807
teleporter = 5000000
#Base energy storage in Joules of: Modification Station
# Default: 40000
# Range: 1 ~ 9223372036854775807
modificationStation = 40000
#Base energy storage in Joules of: Isotopic Centrifuge
# Default: 80000
# Range: 1 ~ 9223372036854775807
isotopicCentrifuge = 80000
#Base energy storage in Joules of: Nutritional Liquifier
# Default: 40000
# Range: 1 ~ 9223372036854775807
nutritionalLiquifier = 40000
#Base energy storage in Joules of: Nucleosynthesizer. Also defines max process rate.
# Default: 1000000000
# Range: 1 ~ 9223372036854775807
antiprotonicNucleosynthesizer = 1000000000
#Base energy storage in Joules of: Pigment Extractor
# Default: 40000
# Range: 1 ~ 9223372036854775807
pigmentExtractor = 40000
#Base energy storage in Joules of: Pigment Mixer
# Default: 80000
# Range: 1 ~ 9223372036854775807
pigmentMixer = 80000
#Base energy storage in Joules of: Painting Machine
# Default: 40000
# Range: 1 ~ 9223372036854775807
paintingMachine = 40000
#Base energy storage in Joules of: SPS Port. Also defines max output rate.
# Default: 1000000000
# Range: 1 ~ 9223372036854775807
spsPort = 1000000000
#Base energy storage in Joules of: Dimensional Stabilizer
# Default: 40000
# Range: 1 ~ 9223372036854775807
dimensionalStabilizer = 40000

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#Energy per operation in Joules of: Enrichment Chamber
# Default: 50
# Range: 0 ~ 9223372036854775807
enrichmentChamber = 50
#Energy per operation in Joules of: Osmium Compressor
# Default: 100
# Range: 0 ~ 9223372036854775807
osmiumCompressor = 100
#Energy per operation in Joules of: Combiner
# Default: 50
# Range: 0 ~ 9223372036854775807
combiner = 50
#Energy per operation in Joules of: Crusher
# Default: 50
# Range: 0 ~ 9223372036854775807
crusher = 50
#Energy per operation in Joules of: Metallurgic Infuser
# Default: 50
# Range: 0 ~ 9223372036854775807
metallurgicInfuser = 50
#Energy per operation in Joules of: Purification Chamber
# Default: 200
# Range: 0 ~ 9223372036854775807
purificationChamber = 200
#Energy per operation in Joules of: Energized Smelter
# Default: 50
# Range: 0 ~ 9223372036854775807
energizedSmelter = 50
#Energy per operation in Joules of: Digital Miner
# Default: 1000
# Range: 0 ~ 9223372036854775807
digitalMiner = 1000
#Energy per operation in Joules of: Electric Pump
# Default: 100
# Range: 0 ~ 9223372036854775807
electricPump = 100
#Energy in Joules that can be transferred at once per charge operation.
# Default: 1024000
# Range: 0 ~ 9223372036854775807
chargepad = 1024000
#Energy per operation in Joules of: Rotary Condensentrator
# Default: 50
# Range: 0 ~ 9223372036854775807
rotaryCondensentrator = 50
#Energy per operation in Joules of: Chemical Oxidizer
# Default: 200
# Range: 0 ~ 9223372036854775807
chemicalOxidizer = 200
#Energy per operation in Joules of: Chemical Infuser
# Default: 200
# Range: 0 ~ 9223372036854775807
chemicalInfuser = 200
#Energy per operation in Joules of: Chemical Injection Chamber
# Default: 400
# Range: 0 ~ 9223372036854775807
chemicalInjectionChamber = 400
#Energy per operation in Joules of: Precision Sawmill
# Default: 50
# Range: 0 ~ 9223372036854775807
precisionSawmill = 50
#Energy per operation in Joules of: Chemical Dissolution Chamber
# Default: 400
# Range: 0 ~ 9223372036854775807
chemicalDissolutionChamber = 400
#Energy per operation in Joules of: Chemical Washer
# Default: 200
# Range: 0 ~ 9223372036854775807
chemicalWasher = 200
#Energy per operation in Joules of: Chemical Crystallizer
# Default: 400
# Range: 0 ~ 9223372036854775807
chemicalCrystallizer = 400
#Energy per operation in Joules of: Seismic Vibrator
# Default: 50
# Range: 0 ~ 9223372036854775807
seismicVibrator = 50
#Energy per operation in Joules of: Pressurized Reaction Chamber
# Default: 5
# Range: 0 ~ 9223372036854775807
pressurizedReactionBase = 5
#Energy per operation in Joules of: Fluidic Plenisher
# Default: 100
# Range: 0 ~ 9223372036854775807
fluidicPlenisher = 100
#Energy per operation in Joules of: Laser
# Default: 10000
# Range: 0 ~ 9223372036854775807
laser = 10000
#Energy per operation in Joules of: Formulaic Assemblicator
# Default: 100
# Range: 0 ~ 9223372036854775807
formulaicAssemblicator = 100
#Energy per operation in Joules of: Modification Station
# Default: 400
# Range: 0 ~ 9223372036854775807
modificationStation = 400
#Energy per operation in Joules of: Isotopic Centrifuge
# Default: 200
# Range: 0 ~ 9223372036854775807
isotopicCentrifuge = 200
#Energy per operation in Joules of: Nutritional Liquifier
# Default: 200
# Range: 0 ~ 9223372036854775807
nutritionalLiquifier = 200
#Energy per operation in Joules of: Nucleosynthesizer
# Default: 100000
# Range: 0 ~ 9223372036854775807
antiprotonicNucleosynthesizer = 100000
#Energy per operation in Joules of: Pigment Extractor
# Default: 200
# Range: 0 ~ 9223372036854775807
pigmentExtractor = 200
#Energy per operation in Joules of: Pigment Mixer
# Default: 200
# Range: 0 ~ 9223372036854775807
pigmentMixer = 200
#Energy per operation in Joules of: Painting Machine
# Default: 100
# Range: 0 ~ 9223372036854775807
paintingMachine = 100
#Energy per chunk per tick in Joules.
# Default: 5000
# Range: 0 ~ 9223372036854775807
dimensionalStabilizer = 5000
#If enabled, Chemical Injectors and Purification Chambers will consume a semi randomized amount of chemical each operation.
randomizedConsumption = true
#Settings for configuring Teleporter Energy Usage
[teleporter]
#Base cost in Joules for teleporting an entity.
# Default: 1000
# Range: 0 ~ 9223372036854775807
base = 1000
#Joules per unit of distance travelled during teleportation - sqrt(xDiff^2 + yDiff^2 + zDiff^2).
# Default: 10
# Range: 0 ~ 9223372036854775807
distance = 10
#Flat additional cost for interdimensional teleportation. Distance is still taken into account minimizing energy cost based on dimension scales.
# Default: 10000
# Range: 0 ~ 9223372036854775807
dimensionPenalty = 10000

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#Settings for configuring Mekanism's gear settings. This config is not synced automatically between client and server. It is highly recommended to ensure you are using the same values for this config on the server and client.
[gear]
#Settings for configuring Armored Free Runners
[gear.armored_free_runner]
#Armor value of the Armored Free Runners
# Default: 3
# Range: > 0
armor = 3
#Toughness value of the Armored Free Runners.
# Default: 2.0
# Range: 0.0 ~ 3.4028234663852886E38
toughness = 2.0
#Knockback resistance value of the Armored Free Runners.
# Default: 0.0
# Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.0
#Settings for configuring Armored Jetpacks
[gear.armored_jetpack]
#Armor value of the Armored Jetpacks
# Default: 8
# Range: > 0
armor = 8
#Toughness value of the Armored Jetpacks.
# Default: 2.0
# Range: 0.0 ~ 3.4028234663852886E38
toughness = 2.0
#Knockback resistance value of the Armored Jetpacks.
# Default: 0.0
# Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.0
#Settings for configuring the MekaSuit
[gear.mekasuit]
#Armor value of MekaSuit Helmets.
# Default: 3
# Range: > 0
helmetArmor = 3
#Armor value of MekaSuit BodyArmor.
# Default: 8
# Range: > 0
bodyArmorArmor = 8
#Armor value of MekaSuit Pants.
# Default: 6
# Range: > 0
pantsArmor = 6
#Armor value of MekaSuit Boots.
# Default: 3
# Range: > 0
bootsArmor = 3
#Toughness value of the MekaSuit.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
toughness = 3.0
#Knockback resistance value of the MekaSuit.
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.10000000149011612

364
config/Mekanism/tiers.toml Normal file
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#Settings for configuring Energy Cubes
[energy_cubes]
#Maximum number of Joules Basic energy cubes can store.
# Default: 4000000
# Range: 1 ~ 9223372036854775807
basicCapacity = 4000000
#Output rate in Joules of Basic energy cubes.
# Default: 4000
# Range: 1 ~ 9223372036854775807
basicOutput = 4000
#Maximum number of Joules Advanced energy cubes can store.
# Default: 16000000
# Range: 1 ~ 9223372036854775807
advancedCapacity = 16000000
#Output rate in Joules of Advanced energy cubes.
# Default: 16000
# Range: 1 ~ 9223372036854775807
advancedOutput = 16000
#Maximum number of Joules Elite energy cubes can store.
# Default: 64000000
# Range: 1 ~ 9223372036854775807
eliteCapacity = 64000000
#Output rate in Joules of Elite energy cubes.
# Default: 64000
# Range: 1 ~ 9223372036854775807
eliteOutput = 64000
#Maximum number of Joules Ultimate energy cubes can store.
# Default: 256000000
# Range: 1 ~ 9223372036854775807
ultimateCapacity = 256000000
#Output rate in Joules of Ultimate energy cubes.
# Default: 256000
# Range: 1 ~ 9223372036854775807
ultimateOutput = 256000
#Maximum number of Joules Creative energy cubes can store.
# Default: 9223372036854775807
# Range: 1 ~ 9223372036854775807
creativeCapacity = 9223372036854775807
#Output rate in Joules of Creative energy cubes.
# Default: 9223372036854775807
# Range: 1 ~ 9223372036854775807
creativeOutput = 9223372036854775807
#Settings for configuring Fluid Tanks
[fluid_tanks]
#Storage size of Basic fluid tanks in mB.
# Default: 32000
# Range: > 1
basicCapacity = 32000
#Output rate of Basic fluid tanks in mB.
# Default: 1000
# Range: > 1
basicOutput = 1000
#Storage size of Advanced fluid tanks in mB.
# Default: 64000
# Range: > 1
advancedCapacity = 64000
#Output rate of Advanced fluid tanks in mB.
# Default: 4000
# Range: > 1
advancedOutput = 4000
#Storage size of Elite fluid tanks in mB.
# Default: 128000
# Range: > 1
eliteCapacity = 128000
#Output rate of Elite fluid tanks in mB.
# Default: 16000
# Range: > 1
eliteOutput = 16000
#Storage size of Ultimate fluid tanks in mB.
# Default: 256000
# Range: > 1
ultimateCapacity = 256000
#Output rate of Ultimate fluid tanks in mB.
# Default: 64000
# Range: > 1
ultimateOutput = 64000
#Storage size of Creative fluid tanks in mB.
# Default: 2147483647
# Range: > 1
creativeCapacity = 2147483647
#Output rate of Creative fluid tanks in mB.
# Default: 1073741823
# Range: > 1
creativeOutput = 1073741823
#Settings for configuring Chemical Tanks
[chemical_tanks]
#Storage size of Basic chemical tanks in mB.
# Default: 64000
# Range: 1 ~ 9223372036854775807
basicCapacity = 64000
#Output rate of Basic chemical tanks in mB.
# Default: 1000
# Range: 1 ~ 9223372036854775807
basicOutput = 1000
#Storage size of Advanced chemical tanks in mB.
# Default: 256000
# Range: 1 ~ 9223372036854775807
advancedCapacity = 256000
#Output rate of Advanced chemical tanks in mB.
# Default: 16000
# Range: 1 ~ 9223372036854775807
advancedOutput = 16000
#Storage size of Elite chemical tanks in mB.
# Default: 1024000
# Range: 1 ~ 9223372036854775807
eliteCapacity = 1024000
#Output rate of Elite chemical tanks in mB.
# Default: 128000
# Range: 1 ~ 9223372036854775807
eliteOutput = 128000
#Storage size of Ultimate chemical tanks in mB.
# Default: 8192000
# Range: 1 ~ 9223372036854775807
ultimateCapacity = 8192000
#Output rate of Ultimate chemical tanks in mB.
# Default: 512000
# Range: 1 ~ 9223372036854775807
ultimateOutput = 512000
#Storage size of Creative chemical tanks in mB.
# Default: 9223372036854775807
# Range: 1 ~ 9223372036854775807
creativeCapacity = 9223372036854775807
#Output rate of Creative chemical tanks in mB.
# Default: 4611686018427387903
# Range: 1 ~ 9223372036854775807
creativeOutput = 4611686018427387903
#Settings for configuring Bins
[bins]
#The number of items Basic bins can store.
# Default: 4096
# Range: > 1
basicCapacity = 4096
#The number of items Advanced bins can store.
# Default: 8192
# Range: > 1
advancedCapacity = 8192
#The number of items Elite bins can store.
# Default: 32768
# Range: > 1
eliteCapacity = 32768
#The number of items Ultimate bins can store.
# Default: 262144
# Range: > 1
ultimateCapacity = 262144
#The number of items Creative bins can store.
# Default: 2147483647
# Range: > 1
creativeCapacity = 2147483647
#Settings for configuring Induction Cells and Providers
[induction]
#Maximum number of Joules Basic induction cells can store.
# Default: 8000000000
# Range: 1 ~ 9223372036854775807
basicCapacity = 8000000000
#Maximum number of Joules Advanced induction cells can store.
# Default: 64000000000
# Range: 1 ~ 9223372036854775807
advancedCapacity = 64000000000
#Maximum number of Joules Elite induction cells can store.
# Default: 512000000000
# Range: 1 ~ 9223372036854775807
eliteCapacity = 512000000000
#Maximum number of Joules Ultimate induction cells can store.
# Default: 4000000000000
# Range: 1 ~ 9223372036854775807
ultimateCapacity = 4000000000000
#Maximum number of Joules Basic induction providers can output or accept.
# Default: 256000
# Range: 1 ~ 9223372036854775807
basicOutput = 256000
#Maximum number of Joules Advanced induction providers can output or accept.
# Default: 2048000
# Range: 1 ~ 9223372036854775807
advancedOutput = 2048000
#Maximum number of Joules Elite induction providers can output or accept.
# Default: 16384000
# Range: 1 ~ 9223372036854775807
eliteOutput = 16384000
#Maximum number of Joules Ultimate induction providers can output or accept.
# Default: 131072000
# Range: 1 ~ 9223372036854775807
ultimateOutput = 131072000
#Settings for configuring Transmitters
[transmitters]
#Settings for configuring Universal Cables
[transmitters.energy]
#Internal buffer in Joules of each Basic universal cable.
# Default: 8000
# Range: 1 ~ 9223372036854775807
basicCapacity = 8000
#Internal buffer in Joules of each Advanced universal cable.
# Default: 128000
# Range: 1 ~ 9223372036854775807
advancedCapacity = 128000
#Internal buffer in Joules of each Elite universal cable.
# Default: 1024000
# Range: 1 ~ 9223372036854775807
eliteCapacity = 1024000
#Internal buffer in Joules of each Ultimate universal cable.
# Default: 8192000
# Range: 1 ~ 9223372036854775807
ultimateCapacity = 8192000
#Settings for configuring Mechanical Pipes
[transmitters.fluid]
#Capacity of Basic mechanical pipes in mB.
# Default: 2000
# Range: > 1
basicCapacity = 2000
#Pump rate of Basic mechanical pipes in mB/t.
# Default: 250
# Range: > 1
basicPullAmount = 250
#Capacity of Advanced mechanical pipes in mB.
# Default: 8000
# Range: > 1
advancedCapacity = 8000
#Pump rate of Advanced mechanical pipes in mB/t.
# Default: 1000
# Range: > 1
advancedPullAmount = 1000
#Capacity of Elite mechanical pipes in mB.
# Default: 32000
# Range: > 1
eliteCapacity = 32000
#Pump rate of Elite mechanical pipes in mB/t.
# Default: 8000
# Range: > 1
elitePullAmount = 8000
#Capacity of Ultimate mechanical pipes in mB.
# Default: 128000
# Range: > 1
ultimateCapacity = 128000
#Pump rate of Ultimate mechanical pipes in mB/t.
# Default: 32000
# Range: > 1
ultimatePullAmount = 32000
#Settings for configuring Pressurized Tubes
[transmitters.chemical]
#Capacity of Basic pressurized tubes in mB.
# Default: 4000
# Range: 1 ~ 9223372036854775807
basicCapacity = 4000
#Pump rate of Basic pressurized tubes in mB/t.
# Default: 750
# Range: 1 ~ 9223372036854775807
basicPullAmount = 750
#Capacity of Advanced pressurized tubes in mB.
# Default: 16000
# Range: 1 ~ 9223372036854775807
advancedCapacity = 16000
#Pump rate of Advanced pressurized tubes in mB/t.
# Default: 2000
# Range: 1 ~ 9223372036854775807
advancedPullAmount = 2000
#Capacity of Elite pressurized tubes in mB.
# Default: 256000
# Range: 1 ~ 9223372036854775807
eliteCapacity = 256000
#Pump rate of Elite pressurized tubes in mB/t.
# Default: 64000
# Range: 1 ~ 9223372036854775807
elitePullAmount = 64000
#Capacity of Ultimate pressurized tubes in mB.
# Default: 1024000
# Range: 1 ~ 9223372036854775807
ultimateCapacity = 1024000
#Pump rate of Ultimate pressurized tubes in mB/t.
# Default: 256000
# Range: 1 ~ 9223372036854775807
ultimatePullAmount = 256000
#Settings for configuring Logistical Transporters
[transmitters.items]
#Item throughput rate of Basic logistical transporters in items/half second. This value assumes a target tick rate of 20 ticks per second.
# Default: 1
# Range: > 1
basicPullAmount = 1
#Five times the travel speed in m/s of Basic logistical transporter. This value assumes a target tick rate of 20 ticks per second.
# Default: 5
# Range: > 1
basicSpeed = 5
#Item throughput rate of Advanced logistical transporters in items/half second. This value assumes a target tick rate of 20 ticks per second.
# Default: 16
# Range: > 1
advancedPullAmount = 16
#Five times the travel speed in m/s of Advanced logistical transporter. This value assumes a target tick rate of 20 ticks per second.
# Default: 10
# Range: > 1
advancedSpeed = 10
#Item throughput rate of Elite logistical transporters in items/half second. This value assumes a target tick rate of 20 ticks per second.
# Default: 32
# Range: > 1
elitePullAmount = 32
#Five times the travel speed in m/s of Elite logistical transporter. This value assumes a target tick rate of 20 ticks per second.
# Default: 20
# Range: > 1
eliteSpeed = 20
#Item throughput rate of Ultimate logistical transporters in items/half second. This value assumes a target tick rate of 20 ticks per second.
# Default: 64
# Range: > 1
ultimatePullAmount = 64
#Five times the travel speed in m/s of Ultimate logistical transporter. This value assumes a target tick rate of 20 ticks per second.
# Default: 50
# Range: > 1
ultimateSpeed = 50
#Settings for configuring Thermodynamic Conductors
[transmitters.heat]
#Conduction value of Basic thermodynamic conductors.
# Default: 5.0
# Range: 1.0 ~ 1.7976931348623157E308
basicInverseConduction = 5.0
#Heat capacity of Basic thermodynamic conductors.
# Default: 1.0
# Range: 1.0 ~ 1.7976931348623157E308
basicHeatCapacity = 1.0
#Insulation value of Basic thermodynamic conductor.
# Default: 10.0
# Range: 0.0 ~ 1.7976931348623157E308
basicInsulation = 10.0
#Conduction value of Advanced thermodynamic conductors.
# Default: 5.0
# Range: 1.0 ~ 1.7976931348623157E308
advancedInverseConduction = 5.0
#Heat capacity of Advanced thermodynamic conductors.
# Default: 1.0
# Range: 1.0 ~ 1.7976931348623157E308
advancedHeatCapacity = 1.0
#Insulation value of Advanced thermodynamic conductor.
# Default: 400.0
# Range: 0.0 ~ 1.7976931348623157E308
advancedInsulation = 400.0
#Conduction value of Elite thermodynamic conductors.
# Default: 5.0
# Range: 1.0 ~ 1.7976931348623157E308
eliteInverseConduction = 5.0
#Heat capacity of Elite thermodynamic conductors.
# Default: 1.0
# Range: 1.0 ~ 1.7976931348623157E308
eliteHeatCapacity = 1.0
#Insulation value of Elite thermodynamic conductor.
# Default: 8000.0
# Range: 0.0 ~ 1.7976931348623157E308
eliteInsulation = 8000.0
#Conduction value of Ultimate thermodynamic conductors.
# Default: 5.0
# Range: 1.0 ~ 1.7976931348623157E308
ultimateInverseConduction = 5.0
#Heat capacity of Ultimate thermodynamic conductors.
# Default: 1.0
# Range: 1.0 ~ 1.7976931348623157E308
ultimateHeatCapacity = 1.0
#Insulation value of Ultimate thermodynamic conductor.
# Default: 100000.0
# Range: 0.0 ~ 1.7976931348623157E308
ultimateInsulation = 100000.0

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#Enable durability tooltips for gear provided by Mekanism: Tools.
displayDurabilityTooltips = true

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#Settings for configuring Mekanism: Tools' material settings. This config is not synced automatically between client and server. It is highly recommended to ensure you are using the same values for this config on the server and client.
[materials]
#Vanilla Material Paxel Settings for Wood.
[materials.wood]
#Attack damage modifier of Wood paxels. Must be greater than or equal to negative Base Damage.
woodPaxelDamage = 7.0
#Attack speed of Wood paxels.
woodPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Wood paxels.
woodPaxelEfficiency = 2.0
#Natural enchantability factor of Wood paxels.
# Default: 15
# Range: > 0
woodPaxelEnchantability = 15
#Maximum durability of Wood paxels.
# Default: 118
# Range: > 1
woodPaxelDurability = 118
#Vanilla Material Paxel Settings for Stone.
[materials.stone]
#Attack damage modifier of Stone paxels. Must be greater than or equal to negative Base Damage.
stonePaxelDamage = 8.0
#Attack speed of Stone paxels.
stonePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Stone paxels.
stonePaxelEfficiency = 4.0
#Natural enchantability factor of Stone paxels.
# Default: 5
# Range: > 0
stonePaxelEnchantability = 5
#Maximum durability of Stone paxels.
# Default: 262
# Range: > 1
stonePaxelDurability = 262
#Vanilla Material Paxel Settings for Gold.
[materials.gold]
#Attack damage modifier of Gold paxels. Must be greater than or equal to negative Base Damage.
goldPaxelDamage = 7.0
#Attack speed of Gold paxels.
goldPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Gold paxels.
goldPaxelEfficiency = 12.0
#Natural enchantability factor of Gold paxels.
# Default: 22
# Range: > 0
goldPaxelEnchantability = 22
#Maximum durability of Gold paxels.
# Default: 64
# Range: > 1
goldPaxelDurability = 64
#Vanilla Material Paxel Settings for Iron.
[materials.iron]
#Attack damage modifier of Iron paxels. Must be greater than or equal to negative Base Damage.
ironPaxelDamage = 7.0
#Attack speed of Iron paxels.
ironPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Iron paxels.
ironPaxelEfficiency = 6.0
#Natural enchantability factor of Iron paxels.
# Default: 14
# Range: > 0
ironPaxelEnchantability = 14
#Maximum durability of Iron paxels.
# Default: 500
# Range: > 1
ironPaxelDurability = 500
#Vanilla Material Paxel Settings for Diamond.
[materials.diamond]
#Attack damage modifier of Diamond paxels. Must be greater than or equal to negative Base Damage.
diamondPaxelDamage = 6.0
#Attack speed of Diamond paxels.
diamondPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Diamond paxels.
diamondPaxelEfficiency = 8.0
#Natural enchantability factor of Diamond paxels.
# Default: 10
# Range: > 0
diamondPaxelEnchantability = 10
#Maximum durability of Diamond paxels.
# Default: 3122
# Range: > 1
diamondPaxelDurability = 3122
#Vanilla Material Paxel Settings for Netherite.
[materials.netherite]
#Attack damage modifier of Netherite paxels. Must be greater than or equal to negative Base Damage.
netheritePaxelDamage = 6.0
#Attack speed of Netherite paxels.
netheritePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Netherite paxels.
netheritePaxelEfficiency = 9.0
#Natural enchantability factor of Netherite paxels.
# Default: 15
# Range: > 0
netheritePaxelEnchantability = 15
#Maximum durability of Netherite paxels.
# Default: 4062
# Range: > 1
netheritePaxelDurability = 4062
#Material Settings for Lapis Lazuli
[materials.lapis_lazuli]
#Maximum durability of Lapis Lazuli tools.
# Default: 128
# Range: > 1
lapis_lazuliToolDurability = 128
#Efficiency of Lapis Lazuli tools.
lapis_lazuliEfficiency = 9.0
#Base attack damage of Lapis Lazuli items.
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliAttackDamage = 1.0
#Natural enchantability factor of Lapis Lazuli items.
# Default: 32
# Range: > 0
lapis_lazuliEnchantability = 32
#Maximum durability of Lapis Lazuli shields.
# Default: 224
# Range: > 0
lapis_lazuliShieldDurability = 224
#Attack damage modifier of Lapis Lazuli swords. Must be less than or equal to Base Damage.
lapis_lazuliSwordDamage = 3.0
#Attack speed of Lapis Lazuli swords.
lapis_lazuliSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Lapis Lazuli shovels. Must be greater than or equal to negative Base Damage.
lapis_lazuliShovelDamage = 1.5
#Attack speed of Lapis Lazuli shovels.
lapis_lazuliShovelAtkSpeed = -3.0
#Attack damage modifier of Lapis Lazuli axes.
lapis_lazuliAxeDamage = 4.0
#Attack speed of Lapis Lazuli axes.
lapis_lazuliAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Lapis Lazuli pickaxes. Must be greater than or equal to negative Base Damage.
lapis_lazuliPickaxeDamage = 1.0
#Attack speed of Lapis Lazuli pickaxes.
lapis_lazuliPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Lapis Lazuli hoes. Must be greater than or equal to negative Base Damage.
lapis_lazuliHoeDamage = -1.0
#Attack speed of Lapis Lazuli hoes.
lapis_lazuliHoeAtkSpeed = -2.0
#Attack damage modifier of Lapis Lazuli paxels. Must be greater than or equal to negative Base Damage.
lapis_lazuliPaxelDamage = 5.0
#Attack speed of Lapis Lazuli paxels.
lapis_lazuliPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Lapis Lazuli paxels.
lapis_lazuliPaxelEfficiency = 9.0
#Natural enchantability factor of Lapis Lazuli paxels.
# Default: 32
# Range: > 0
lapis_lazuliPaxelEnchantability = 32
#Maximum durability of Lapis Lazuli paxels.
# Default: 256
# Range: > 1
lapis_lazuliPaxelDurability = 256
#Base armor toughness value of Lapis Lazuli armor.
# Default: 0.0
# Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliToughness = 0.0
#Base armor knockback resistance value of Lapis Lazuli armor.
# Default: 0.0
# Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliKnockbackResistance = 0.0
#Maximum durability of Lapis Lazuli boots.
# Default: 130
# Range: > 1
lapis_lazuliBootDurability = 130
#Protection value of Lapis Lazuli boots.
# Default: 1
# Range: > 0
lapis_lazuliBootArmor = 1
#Maximum durability of Lapis Lazuli leggings.
# Default: 150
# Range: > 1
lapis_lazuliLeggingDurability = 150
#Protection value of Lapis Lazuli leggings.
# Default: 3
# Range: > 0
lapis_lazuliLeggingArmor = 3
#Maximum durability of Lapis Lazuli chestplates.
# Default: 160
# Range: > 1
lapis_lazuliChestplateDurability = 160
#Protection value of Lapis Lazuli chestplates.
# Default: 4
# Range: > 0
lapis_lazuliChestplateArmor = 4
#Maximum durability of Lapis Lazuli helmets.
# Default: 110
# Range: > 1
lapis_lazuliHelmetDurability = 110
#Protection value of Lapis Lazuli helmets.
# Default: 1
# Range: > 0
lapis_lazuliHelmetArmor = 1
#Material Settings for Bronze
[materials.bronze]
#Maximum durability of Bronze tools.
# Default: 375
# Range: > 1
bronzeToolDurability = 375
#Efficiency of Bronze tools.
bronzeEfficiency = 7.0
#Base attack damage of Bronze items.
# Default: 2.0
# Range: 0.0 ~ 3.4028234663852886E38
bronzeAttackDamage = 2.0
#Natural enchantability factor of Bronze items.
# Default: 10
# Range: > 0
bronzeEnchantability = 10
#Maximum durability of Bronze shields.
# Default: 403
# Range: > 0
bronzeShieldDurability = 403
#Attack damage modifier of Bronze swords. Must be less than or equal to Base Damage.
bronzeSwordDamage = 3.0
#Attack speed of Bronze swords.
bronzeSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Bronze shovels. Must be greater than or equal to negative Base Damage.
bronzeShovelDamage = 1.5
#Attack speed of Bronze shovels.
bronzeShovelAtkSpeed = -3.0
#Attack damage modifier of Bronze axes.
bronzeAxeDamage = 7.0
#Attack speed of Bronze axes.
bronzeAxeAtkSpeed = -3.0
#Attack damage modifier of Bronze pickaxes. Must be greater than or equal to negative Base Damage.
bronzePickaxeDamage = 1.0
#Attack speed of Bronze pickaxes.
bronzePickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Bronze hoes. Must be greater than or equal to negative Base Damage.
bronzeHoeDamage = -2.0
#Attack speed of Bronze hoes.
bronzeHoeAtkSpeed = -1.0
#Attack damage modifier of Bronze paxels. Must be greater than or equal to negative Base Damage.
bronzePaxelDamage = 8.0
#Attack speed of Bronze paxels.
bronzePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Bronze paxels.
bronzePaxelEfficiency = 7.0
#Natural enchantability factor of Bronze paxels.
# Default: 10
# Range: > 0
bronzePaxelEnchantability = 10
#Maximum durability of Bronze paxels.
# Default: 750
# Range: > 1
bronzePaxelDurability = 750
#Base armor toughness value of Bronze armor.
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
bronzeToughness = 1.0
#Base armor knockback resistance value of Bronze armor.
# Default: 0.0
# Range: 0.0 ~ 3.4028234663852886E38
bronzeKnockbackResistance = 0.0
#Maximum durability of Bronze boots.
# Default: 234
# Range: > 1
bronzeBootDurability = 234
#Protection value of Bronze boots.
# Default: 2
# Range: > 0
bronzeBootArmor = 2
#Maximum durability of Bronze leggings.
# Default: 270
# Range: > 1
bronzeLeggingDurability = 270
#Protection value of Bronze leggings.
# Default: 6
# Range: > 0
bronzeLeggingArmor = 6
#Maximum durability of Bronze chestplates.
# Default: 288
# Range: > 1
bronzeChestplateDurability = 288
#Protection value of Bronze chestplates.
# Default: 7
# Range: > 0
bronzeChestplateArmor = 7
#Maximum durability of Bronze helmets.
# Default: 198
# Range: > 1
bronzeHelmetDurability = 198
#Protection value of Bronze helmets.
# Default: 3
# Range: > 0
bronzeHelmetArmor = 3
#Material Settings for Osmium
[materials.osmium]
#Maximum durability of Osmium tools.
# Default: 1024
# Range: > 1
osmiumToolDurability = 1024
#Efficiency of Osmium tools.
osmiumEfficiency = 4.0
#Base attack damage of Osmium items.
# Default: 4.0
# Range: 0.0 ~ 3.4028234663852886E38
osmiumAttackDamage = 4.0
#Natural enchantability factor of Osmium items.
# Default: 14
# Range: > 0
osmiumEnchantability = 14
#Maximum durability of Osmium shields.
# Default: 672
# Range: > 0
osmiumShieldDurability = 672
#Attack damage modifier of Osmium swords. Must be less than or equal to Base Damage.
osmiumSwordDamage = 3.0
#Attack speed of Osmium swords.
osmiumSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Osmium shovels. Must be greater than or equal to negative Base Damage.
osmiumShovelDamage = 1.5
#Attack speed of Osmium shovels.
osmiumShovelAtkSpeed = -3.0
#Attack damage modifier of Osmium axes.
osmiumAxeDamage = 8.0
#Attack speed of Osmium axes.
osmiumAxeAtkSpeed = -3.299999952316284
#Attack damage modifier of Osmium pickaxes. Must be greater than or equal to negative Base Damage.
osmiumPickaxeDamage = 1.0
#Attack speed of Osmium pickaxes.
osmiumPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Osmium hoes. Must be greater than or equal to negative Base Damage.
osmiumHoeDamage = -4.0
#Attack speed of Osmium hoes.
osmiumHoeAtkSpeed = 1.0
#Attack damage modifier of Osmium paxels. Must be greater than or equal to negative Base Damage.
osmiumPaxelDamage = 9.0
#Attack speed of Osmium paxels.
osmiumPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Osmium paxels.
osmiumPaxelEfficiency = 4.0
#Natural enchantability factor of Osmium paxels.
# Default: 14
# Range: > 0
osmiumPaxelEnchantability = 14
#Maximum durability of Osmium paxels.
# Default: 2048
# Range: > 1
osmiumPaxelDurability = 2048
#Base armor toughness value of Osmium armor.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
osmiumToughness = 3.0
#Base armor knockback resistance value of Osmium armor.
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
osmiumKnockbackResistance = 0.10000000149011612
#Maximum durability of Osmium boots.
# Default: 390
# Range: > 1
osmiumBootDurability = 390
#Protection value of Osmium boots.
# Default: 3
# Range: > 0
osmiumBootArmor = 3
#Maximum durability of Osmium leggings.
# Default: 450
# Range: > 1
osmiumLeggingDurability = 450
#Protection value of Osmium leggings.
# Default: 6
# Range: > 0
osmiumLeggingArmor = 6
#Maximum durability of Osmium chestplates.
# Default: 480
# Range: > 1
osmiumChestplateDurability = 480
#Protection value of Osmium chestplates.
# Default: 8
# Range: > 0
osmiumChestplateArmor = 8
#Maximum durability of Osmium helmets.
# Default: 330
# Range: > 1
osmiumHelmetDurability = 330
#Protection value of Osmium helmets.
# Default: 4
# Range: > 0
osmiumHelmetArmor = 4
#Material Settings for Steel
[materials.steel]
#Maximum durability of Steel tools.
# Default: 500
# Range: > 1
steelToolDurability = 500
#Efficiency of Steel tools.
steelEfficiency = 8.0
#Base attack damage of Steel items.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
steelAttackDamage = 3.0
#Natural enchantability factor of Steel items.
# Default: 16
# Range: > 0
steelEnchantability = 16
#Maximum durability of Steel shields.
# Default: 448
# Range: > 0
steelShieldDurability = 448
#Attack damage modifier of Steel swords. Must be less than or equal to Base Damage.
steelSwordDamage = 3.0
#Attack speed of Steel swords.
steelSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Steel shovels. Must be greater than or equal to negative Base Damage.
steelShovelDamage = 1.5
#Attack speed of Steel shovels.
steelShovelAtkSpeed = -3.0
#Attack damage modifier of Steel axes.
steelAxeDamage = 7.0
#Attack speed of Steel axes.
steelAxeAtkSpeed = -3.0
#Attack damage modifier of Steel pickaxes. Must be greater than or equal to negative Base Damage.
steelPickaxeDamage = 1.0
#Attack speed of Steel pickaxes.
steelPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Steel hoes. Must be greater than or equal to negative Base Damage.
steelHoeDamage = -3.0
#Attack speed of Steel hoes.
steelHoeAtkSpeed = 0.0
#Attack damage modifier of Steel paxels. Must be greater than or equal to negative Base Damage.
steelPaxelDamage = 8.0
#Attack speed of Steel paxels.
steelPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Steel paxels.
steelPaxelEfficiency = 8.0
#Natural enchantability factor of Steel paxels.
# Default: 16
# Range: > 0
steelPaxelEnchantability = 16
#Maximum durability of Steel paxels.
# Default: 1000
# Range: > 1
steelPaxelDurability = 1000
#Base armor toughness value of Steel armor.
# Default: 2.0
# Range: 0.0 ~ 3.4028234663852886E38
steelToughness = 2.0
#Base armor knockback resistance value of Steel armor.
# Default: 0.0
# Range: 0.0 ~ 3.4028234663852886E38
steelKnockbackResistance = 0.0
#Maximum durability of Steel boots.
# Default: 260
# Range: > 1
steelBootDurability = 260
#Protection value of Steel boots.
# Default: 3
# Range: > 0
steelBootArmor = 3
#Maximum durability of Steel leggings.
# Default: 300
# Range: > 1
steelLeggingDurability = 300
#Protection value of Steel leggings.
# Default: 6
# Range: > 0
steelLeggingArmor = 6
#Maximum durability of Steel chestplates.
# Default: 320
# Range: > 1
steelChestplateDurability = 320
#Protection value of Steel chestplates.
# Default: 8
# Range: > 0
steelChestplateArmor = 8
#Maximum durability of Steel helmets.
# Default: 220
# Range: > 1
steelHelmetDurability = 220
#Protection value of Steel helmets.
# Default: 3
# Range: > 0
steelHelmetArmor = 3
#Material Settings for Refined Glowstone
[materials.refined_glowstone]
#Maximum durability of Refined Glowstone tools.
# Default: 384
# Range: > 1
refined_glowstoneToolDurability = 384
#Efficiency of Refined Glowstone tools.
refined_glowstoneEfficiency = 15.0
#Base attack damage of Refined Glowstone items.
# Default: 2.0
# Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneAttackDamage = 2.0
#Natural enchantability factor of Refined Glowstone items.
# Default: 20
# Range: > 0
refined_glowstoneEnchantability = 20
#Maximum durability of Refined Glowstone shields.
# Default: 381
# Range: > 0
refined_glowstoneShieldDurability = 381
#Attack damage modifier of Refined Glowstone swords. Must be less than or equal to Base Damage.
refined_glowstoneSwordDamage = 3.0
#Attack speed of Refined Glowstone swords.
refined_glowstoneSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Refined Glowstone shovels. Must be greater than or equal to negative Base Damage.
refined_glowstoneShovelDamage = 1.5
#Attack speed of Refined Glowstone shovels.
refined_glowstoneShovelAtkSpeed = -3.0
#Attack damage modifier of Refined Glowstone axes.
refined_glowstoneAxeDamage = 6.0
#Attack speed of Refined Glowstone axes.
refined_glowstoneAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Refined Glowstone pickaxes. Must be greater than or equal to negative Base Damage.
refined_glowstonePickaxeDamage = 1.0
#Attack speed of Refined Glowstone pickaxes.
refined_glowstonePickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Refined Glowstone hoes. Must be greater than or equal to negative Base Damage.
refined_glowstoneHoeDamage = -2.0
#Attack speed of Refined Glowstone hoes.
refined_glowstoneHoeAtkSpeed = -1.0
#Attack damage modifier of Refined Glowstone paxels. Must be greater than or equal to negative Base Damage.
refined_glowstonePaxelDamage = 7.0
#Attack speed of Refined Glowstone paxels.
refined_glowstonePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Refined Glowstone paxels.
refined_glowstonePaxelEfficiency = 15.0
#Natural enchantability factor of Refined Glowstone paxels.
# Default: 20
# Range: > 0
refined_glowstonePaxelEnchantability = 20
#Maximum durability of Refined Glowstone paxels.
# Default: 768
# Range: > 1
refined_glowstonePaxelDurability = 768
#Base armor toughness value of Refined Glowstone armor.
# Default: 0.0
# Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneToughness = 0.0
#Base armor knockback resistance value of Refined Glowstone armor.
# Default: 0.0
# Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneKnockbackResistance = 0.0
#Maximum durability of Refined Glowstone boots.
# Default: 221
# Range: > 1
refined_glowstoneBootDurability = 221
#Protection value of Refined Glowstone boots.
# Default: 3
# Range: > 0
refined_glowstoneBootArmor = 3
#Maximum durability of Refined Glowstone leggings.
# Default: 255
# Range: > 1
refined_glowstoneLeggingDurability = 255
#Protection value of Refined Glowstone leggings.
# Default: 6
# Range: > 0
refined_glowstoneLeggingArmor = 6
#Maximum durability of Refined Glowstone chestplates.
# Default: 272
# Range: > 1
refined_glowstoneChestplateDurability = 272
#Protection value of Refined Glowstone chestplates.
# Default: 8
# Range: > 0
refined_glowstoneChestplateArmor = 8
#Maximum durability of Refined Glowstone helmets.
# Default: 187
# Range: > 1
refined_glowstoneHelmetDurability = 187
#Protection value of Refined Glowstone helmets.
# Default: 3
# Range: > 0
refined_glowstoneHelmetArmor = 3
#Material Settings for Refined Obsidian
[materials.refined_obsidian]
#Maximum durability of Refined Obsidian tools.
# Default: 4096
# Range: > 1
refined_obsidianToolDurability = 4096
#Efficiency of Refined Obsidian tools.
refined_obsidianEfficiency = 12.0
#Base attack damage of Refined Obsidian items.
# Default: 8.0
# Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianAttackDamage = 8.0
#Natural enchantability factor of Refined Obsidian items.
# Default: 18
# Range: > 0
refined_obsidianEnchantability = 18
#Maximum durability of Refined Obsidian shields.
# Default: 1680
# Range: > 0
refined_obsidianShieldDurability = 1680
#Attack damage modifier of Refined Obsidian swords. Must be less than or equal to Base Damage.
refined_obsidianSwordDamage = 3.0
#Attack speed of Refined Obsidian swords.
refined_obsidianSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Refined Obsidian shovels. Must be greater than or equal to negative Base Damage.
refined_obsidianShovelDamage = 1.5
#Attack speed of Refined Obsidian shovels.
refined_obsidianShovelAtkSpeed = -3.0
#Attack damage modifier of Refined Obsidian axes.
refined_obsidianAxeDamage = 7.0
#Attack speed of Refined Obsidian axes.
refined_obsidianAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Refined Obsidian pickaxes. Must be greater than or equal to negative Base Damage.
refined_obsidianPickaxeDamage = 1.0
#Attack speed of Refined Obsidian pickaxes.
refined_obsidianPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Refined Obsidian hoes. Must be greater than or equal to negative Base Damage.
refined_obsidianHoeDamage = -8.0
#Attack speed of Refined Obsidian hoes.
refined_obsidianHoeAtkSpeed = 5.0
#Attack damage modifier of Refined Obsidian paxels. Must be greater than or equal to negative Base Damage.
refined_obsidianPaxelDamage = 8.0
#Attack speed of Refined Obsidian paxels.
refined_obsidianPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Refined Obsidian paxels.
refined_obsidianPaxelEfficiency = 12.0
#Natural enchantability factor of Refined Obsidian paxels.
# Default: 18
# Range: > 0
refined_obsidianPaxelEnchantability = 18
#Maximum durability of Refined Obsidian paxels.
# Default: 8192
# Range: > 1
refined_obsidianPaxelDurability = 8192
#Base armor toughness value of Refined Obsidian armor.
# Default: 5.0
# Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianToughness = 5.0
#Base armor knockback resistance value of Refined Obsidian armor.
# Default: 0.20000000298023224
# Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianKnockbackResistance = 0.20000000298023224
#Maximum durability of Refined Obsidian boots.
# Default: 975
# Range: > 1
refined_obsidianBootDurability = 975
#Protection value of Refined Obsidian boots.
# Default: 5
# Range: > 0
refined_obsidianBootArmor = 5
#Maximum durability of Refined Obsidian leggings.
# Default: 1125
# Range: > 1
refined_obsidianLeggingDurability = 1125
#Protection value of Refined Obsidian leggings.
# Default: 8
# Range: > 0
refined_obsidianLeggingArmor = 8
#Maximum durability of Refined Obsidian chestplates.
# Default: 1200
# Range: > 1
refined_obsidianChestplateDurability = 1200
#Protection value of Refined Obsidian chestplates.
# Default: 12
# Range: > 0
refined_obsidianChestplateArmor = 12
#Maximum durability of Refined Obsidian helmets.
# Default: 825
# Range: > 1
refined_obsidianHelmetDurability = 825
#Protection value of Refined Obsidian helmets.
# Default: 6
# Range: > 0
refined_obsidianHelmetArmor = 6

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#Settings for configuring the spawn chance of Mekanism: Tools' gear on mobs
[mobGearSpawnRate]
#The chance that Mekanism: Tools' armor can spawn on mobs. This is multiplied modified by the chunk's difficulty modifier. Vanilla uses 0.15 for its armor spawns, we use 0.1 as default to lower chances of mobs getting some vanilla and some mek armor.
# Default: 0.1
# Range: 0.0 ~ 1.0
general = 0.1
#The chance that Mekanism: Tools' weapons can spawn in a zombie's hand.
# Default: 0.01
# Range: 0.0 ~ 1.0
weapon = 0.01
#The chance that Mekanism: Tools' weapons can spawn in a zombie's hand when on hard difficulty.
# Default: 0.05000000074505806
# Range: 0.0 ~ 1.0
weaponHard = 0.05000000074505806
#Spawn chances for pieces of Bronze gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[mobGearSpawnRate.bronze]
#If enabled, zombies can spawn with Bronze weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Bronze swords rather than Bronze shovels. Requires canSpawnWeapon to be enabled.
# Default: 0.33
# Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Bronze helmets.
# Default: 1.0
# Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Bronze chestplates.
# Default: 1.0
# Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Bronze leggings.
# Default: 1.0
# Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Bronze boots.
# Default: 1.0
# Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Bronze armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
# Default: 0.25
# Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Bronze armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
# Default: 0.1
# Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Bronze weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier. Requires canSpawnWeapon to be enabled.
# Default: 0.25
# Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Bronze armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
# Default: 0.5
# Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Lapis Lazuli gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[mobGearSpawnRate.lapis_lazuli]
#If enabled, zombies can spawn with Lapis Lazuli weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Lapis Lazuli swords rather than Lapis Lazuli shovels. Requires canSpawnWeapon to be enabled.
# Default: 0.33
# Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Lapis Lazuli helmets.
# Default: 1.0
# Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli chestplates.
# Default: 1.0
# Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli leggings.
# Default: 1.0
# Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli boots.
# Default: 1.0
# Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Lapis Lazuli armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
# Default: 0.25
# Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Lapis Lazuli armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
# Default: 0.1
# Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Lapis Lazuli weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier. Requires canSpawnWeapon to be enabled.
# Default: 0.25
# Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Lapis Lazuli armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
# Default: 0.5
# Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Osmium gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[mobGearSpawnRate.osmium]
#If enabled, zombies can spawn with Osmium weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Osmium swords rather than Osmium shovels. Requires canSpawnWeapon to be enabled.
# Default: 0.33
# Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Osmium helmets.
# Default: 1.0
# Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Osmium chestplates.
# Default: 1.0
# Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Osmium leggings.
# Default: 1.0
# Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Osmium boots.
# Default: 1.0
# Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Osmium armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
# Default: 0.25
# Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Osmium armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
# Default: 0.1
# Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Osmium weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier. Requires canSpawnWeapon to be enabled.
# Default: 0.25
# Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Osmium armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
# Default: 0.5
# Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Refined Glowstone gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[mobGearSpawnRate.refined_glowstone]
#If enabled, zombies can spawn with Refined Glowstone weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Refined Glowstone swords rather than Refined Glowstone shovels. Requires canSpawnWeapon to be enabled.
# Default: 0.33
# Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Refined Glowstone helmets.
# Default: 1.0
# Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Refined Glowstone chestplates.
# Default: 1.0
# Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Refined Glowstone leggings.
# Default: 1.0
# Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Refined Glowstone boots.
# Default: 1.0
# Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Refined Glowstone armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
# Default: 0.25
# Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Refined Glowstone armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
# Default: 0.1
# Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Refined Glowstone weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier. Requires canSpawnWeapon to be enabled.
# Default: 0.25
# Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Refined Glowstone armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
# Default: 0.5
# Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Refined Obsidian gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[mobGearSpawnRate.refined_obsidian]
#If enabled, zombies can spawn with Refined Obsidian weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Refined Obsidian swords rather than Refined Obsidian shovels. Requires canSpawnWeapon to be enabled.
# Default: 0.33
# Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Refined Obsidian helmets.
# Default: 1.0
# Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Refined Obsidian chestplates.
# Default: 1.0
# Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Refined Obsidian leggings.
# Default: 1.0
# Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Refined Obsidian boots.
# Default: 1.0
# Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Refined Obsidian armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
# Default: 0.25
# Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Refined Obsidian armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
# Default: 0.1
# Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Refined Obsidian weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier. Requires canSpawnWeapon to be enabled.
# Default: 0.25
# Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Refined Obsidian armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
# Default: 0.5
# Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Steel gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[mobGearSpawnRate.steel]
#If enabled, zombies can spawn with Steel weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Steel swords rather than Steel shovels. Requires canSpawnWeapon to be enabled.
# Default: 0.33
# Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Steel helmets.
# Default: 1.0
# Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Steel chestplates.
# Default: 1.0
# Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Steel leggings.
# Default: 1.0
# Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Steel boots.
# Default: 1.0
# Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Steel armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
# Default: 0.25
# Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Steel armor a mob spawns with no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
# Default: 0.1
# Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Steel weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier. Requires canSpawnWeapon to be enabled.
# Default: 0.25
# Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Steel armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
# Default: 0.5
# Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5

490
config/Mekanism/world.toml Normal file
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#Allows chunks to retrogen Mekanism salt and ore blocks. In general when enabling this you also want to bump the userWorldGenVersion.
enableRegeneration = false
#Change this value to cause Mekanism to regen its ore in all loaded chunks that have a version lower than this.
# Default: 0
# Range: > 0
userWorldGenVersion = 0
#Generation Settings for Tin ore.
[tin]
#Determines if Tin ore should be added to world generation.
shouldGenerate = true
#Small Tin Vein Generation Settings.
[tin.small]
#Determines if Small Tin Veins should be added to world generation. Note: Requires generating tin ore to be enabled.
shouldGenerate = true
#Chance that Small Tin Veins generates in a chunk.
# Default: 14
# Range: 1 ~ 256
perChunk = 14
#Maximum number of blocks in a Small Tin Vein.
# Default: 4
# Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a Small Tin Vein are not placed.
# Default: 0.0
# Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Small Tin Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Small Tin Veins. This defines the minimum y-level that Small Tin Veins can spawn at.
[tin.small.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = -20
#Maximum (inclusive) height anchor for Small Tin Veins. This defines the maximum y-level that Small Tin Veins can spawn at.
[tin.small.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 94
#Large Tin Vein Generation Settings.
[tin.large]
#Determines if Large Tin Veins should be added to world generation. Note: Requires generating tin ore to be enabled.
shouldGenerate = true
#Chance that Large Tin Veins generates in a chunk.
# Default: 12
# Range: 1 ~ 256
perChunk = 12
#Maximum number of blocks in a Large Tin Vein.
# Default: 9
# Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a Large Tin Vein are not placed.
# Default: 0.0
# Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Large Tin Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Large Tin Veins. This defines the minimum y-level that Large Tin Veins can spawn at.
[tin.large.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for Large Tin Veins. This defines the maximum y-level that Large Tin Veins can spawn at.
[tin.large.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 72
#Generation Settings for Osmium ore.
[osmium]
#Determines if Osmium ore should be added to world generation.
shouldGenerate = true
#Upper Osmium Vein Generation Settings.
[osmium.upper]
#Determines if Upper Osmium Veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that Upper Osmium Veins generates in a chunk.
# Default: 65
# Range: 1 ~ 256
perChunk = 65
#Maximum number of blocks in a Upper Osmium Vein.
# Default: 7
# Range: 1 ~ 64
maxVeinSize = 7
#Chance that blocks that are directly exposed to air in a Upper Osmium Vein are not placed.
# Default: 0.0
# Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Upper Osmium Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 8
#Minimum (inclusive) height anchor for Upper Osmium Veins. This defines the minimum y-level that Upper Osmium Veins can spawn at.
[osmium.upper.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 72
#Maximum (inclusive) height anchor for Upper Osmium Veins. This defines the maximum y-level that Upper Osmium Veins can spawn at.
[osmium.upper.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "BELOW_TOP"
#Value used for calculating the y-level for the anchor based on the type.
value = -24
#Middle Osmium Vein Generation Settings.
[osmium.middle]
#Determines if Middle Osmium Veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that Middle Osmium Veins generates in a chunk.
# Default: 6
# Range: 1 ~ 256
perChunk = 6
#Maximum number of blocks in a Middle Osmium Vein.
# Default: 9
# Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a Middle Osmium Vein are not placed.
# Default: 0.0
# Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Middle Osmium Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Middle Osmium Veins. This defines the minimum y-level that Middle Osmium Veins can spawn at.
[osmium.middle.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for Middle Osmium Veins. This defines the maximum y-level that Middle Osmium Veins can spawn at.
[osmium.middle.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 56
#Small Osmium Vein Generation Settings.
[osmium.small]
#Determines if Small Osmium Veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that Small Osmium Veins generates in a chunk.
# Default: 8
# Range: 1 ~ 256
perChunk = 8
#Maximum number of blocks in a Small Osmium Vein.
# Default: 4
# Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a Small Osmium Vein are not placed.
# Default: 0.0
# Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Small Osmium Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "UNIFORM"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Small Osmium Veins. This defines the minimum y-level that Small Osmium Veins can spawn at.
[osmium.small.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for Small Osmium Veins. This defines the maximum y-level that Small Osmium Veins can spawn at.
[osmium.small.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 64
#Generation Settings for Uranium ore.
[uranium]
#Determines if Uranium ore should be added to world generation.
shouldGenerate = true
#Small Uranium Vein Generation Settings.
[uranium.small]
#Determines if Small Uranium Veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
shouldGenerate = true
#Chance that Small Uranium Veins generates in a chunk.
# Default: 4
# Range: 1 ~ 256
perChunk = 4
#Maximum number of blocks in a Small Uranium Vein.
# Default: 4
# Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a Small Uranium Vein are not placed.
# Default: 0.0
# Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Small Uranium Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Small Uranium Veins. This defines the minimum y-level that Small Uranium Veins can spawn at.
[uranium.small.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for Small Uranium Veins. This defines the maximum y-level that Small Uranium Veins can spawn at.
[uranium.small.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 8
#Buried Uranium Vein Generation Settings.
[uranium.buried]
#Determines if Buried Uranium Veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
shouldGenerate = true
#Chance that Buried Uranium Veins generates in a chunk.
# Default: 7
# Range: 1 ~ 256
perChunk = 7
#Maximum number of blocks in a Buried Uranium Vein.
# Default: 9
# Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a Buried Uranium Vein are not placed.
# Default: 0.75
# Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.75
#Distribution shape for placing Buried Uranium Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 16
#Minimum (inclusive) height anchor for Buried Uranium Veins. This defines the minimum y-level that Buried Uranium Veins can spawn at.
[uranium.buried.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for Buried Uranium Veins. This defines the maximum y-level that Buried Uranium Veins can spawn at.
[uranium.buried.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = 56
#Generation Settings for Fluorite ore.
[fluorite]
#Determines if Fluorite ore should be added to world generation.
shouldGenerate = true
#Normal Fluorite Vein Generation Settings.
[fluorite.normal]
#Determines if Normal Fluorite Veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
shouldGenerate = true
#Chance that Normal Fluorite Veins generates in a chunk.
# Default: 5
# Range: 1 ~ 256
perChunk = 5
#Maximum number of blocks in a Normal Fluorite Vein.
# Default: 5
# Range: 1 ~ 64
maxVeinSize = 5
#Chance that blocks that are directly exposed to air in a Normal Fluorite Vein are not placed.
# Default: 0.0
# Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing Normal Fluorite Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "UNIFORM"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Normal Fluorite Veins. This defines the minimum y-level that Normal Fluorite Veins can spawn at.
[fluorite.normal.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for Normal Fluorite Veins. This defines the maximum y-level that Normal Fluorite Veins can spawn at.
[fluorite.normal.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 23
#Buried Fluorite Vein Generation Settings.
[fluorite.buried]
#Determines if Buried Fluorite Veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
shouldGenerate = true
#Chance that Buried Fluorite Veins generates in a chunk.
# Default: 3
# Range: 1 ~ 256
perChunk = 3
#Maximum number of blocks in a Buried Fluorite Vein.
# Default: 13
# Range: 1 ~ 64
maxVeinSize = 13
#Chance that blocks that are directly exposed to air in a Buried Fluorite Vein are not placed.
# Default: 1.0
# Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 1.0
#Distribution shape for placing Buried Fluorite Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Buried Fluorite Veins. This defines the minimum y-level that Buried Fluorite Veins can spawn at.
[fluorite.buried.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for Buried Fluorite Veins. This defines the maximum y-level that Buried Fluorite Veins can spawn at.
[fluorite.buried.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 4
#Generation Settings for Lead ore.
[lead]
#Determines if Lead ore should be added to world generation.
shouldGenerate = true
#Normal Lead Vein Generation Settings.
[lead.normal]
#Determines if Normal Lead Veins should be added to world generation. Note: Requires generating lead ore to be enabled.
shouldGenerate = true
#Chance that Normal Lead Veins generates in a chunk.
# Default: 8
# Range: 1 ~ 256
perChunk = 8
#Maximum number of blocks in a Normal Lead Vein.
# Default: 9
# Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a Normal Lead Vein are not placed.
# Default: 0.25
# Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.25
#Distribution shape for placing Normal Lead Veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Normal Lead Veins. This defines the minimum y-level that Normal Lead Veins can spawn at.
[lead.normal.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating the y-level for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for Normal Lead Veins. This defines the maximum y-level that Normal Lead Veins can spawn at.
[lead.normal.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#Absolute (y = value)
#Above Bottom (y = minY + value)
#Below Top (y = depth - 1 + minY - value)
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating the y-level for the anchor based on the type.
value = 64
#Generation Settings for salt.
[salt]
#Determines if salt should be added to world generation.
shouldGenerate = true
#Chance that salt generates in a chunk.
# Default: 2
# Range: 1 ~ 256
perChunk = 2
#Base radius of a vein of salt.
# Default: 2
# Range: 1 ~ 4
minRadius = 2
#Extended variability (spread) for the radius in a vein of salt.
maxRadius = 3
#Number of blocks to extend up and down when placing a vein of salt.
# Default: 1
# Range: 0 ~ 2031
halfHeight = 1

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config/MouseTweaks.cfg Normal file
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RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0

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["quantum computer"]
enableEffects = true

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["quantum computer"]
#Define the maximum dimensions of the Quantum Computer Multiblock.
# Default: 7
# Range: 5 ~ 12
quantumComputerMaxSize = 7
#Define the amount of Threads per Quantum Computer Accelerator.
# Default: 8
# Range: 4 ~ 16
quantumComputerAcceleratorThreads = 8
#Define the maximum amount of Multi Threaders per Quantum Computer Multiblock.
# Default: 1
# Range: 1 ~ 2
quantumComputerMaxMultiThreaders = 1
#Define the maximum amount of Data Entanglers per Quantum Computer Multiblock.
# Default: 1
# Range: 1 ~ 2
quantumComputermaxDataEntanglers = 1
#Define the multiplication factor of the multi threaders.
# Default: 4
# Range: 2 ~ 8
quantumComputerMultiThreaderMultiplication = 4
#Define the multiplication factor of the data entanglers.
# Default: 4
# Range: 2 ~ 8
quantumComputerDataEntanglerMultiplication = 4
["quantum armor"]
#Define the maximum walk speed increase. Values are divided by 10 before use.
# Default: 60
# Range: 10 ~ 100
quantumArmorMaxWalkSpeed = 60
#Define the maximum sprint speed increase. Values are divided by 10 before use.
# Default: 80
# Range: 10 ~ 150
quantumArmorMaxSprintSpeed = 80
#Define the maximum increase in step height.
# Default: 3
# Range: 1 ~ 5
quantumArmorMaxStepHeight = 3
#Define the maximum increase in jump height.
# Default: 3
# Range: 1 ~ 5
quantumArmorMaxJumpHeight = 3
#Define the maximum swim speed increase. Values are divided by 10 before use.
# Default: 80
# Range: 10 ~ 150
quantumArmorSwimSpeedBoost = 80
#Define the HP increased of the HP Buffer card.
# Default: 20
# Range: 5 ~ 50
quantumArmorHpBuffer = 20
#Define the maximum speed boost of the Flight Card.
# Default: 10
# Range: 1 ~ 15
quantumArmorMaxFlightSpeed = 10
#Define the evasion % chance of the evasion card.
# Default: 30
# Range: 0 ~ 100
quantumArmorEvasionChance = 30
#Define the max range of the magnet card.
# Default: 12
# Range: 5 ~ 15
quantumArmorMagnetRange = 12
#Define the Attack Damage boost of the Strength Card.
# Default: 10
# Range: 5 ~ 50
quantumArmorStrengthBoost = 10
#Define the Attack Speed Damage boost of the Attack Speed Card.
# Default: 5
# Range: 1 ~ 10
quantumArmorAttackSpeedBoost = 5
#Define the luck boost of the Luck Card.
# Default: 2
# Range: 1 ~ 5
quantumArmorLuckBoost = 2
#Define the max additional reach of the Reach Card.
# Default: 5
# Range: 1 ~ 8
quantumArmorMaxReachBoost = 5
#Define the amount of hearts regenerated per tick with the Regeneration Card. Value will be divided by 10 before use.
# Default: 10
# Range: 1 ~ 20
quantumArmorRenegerationPerTick = 10
#Define the maximum percentage of incoming damage absorbed by the Quantum Armor. This value is still limited by the energy buffer in the equipment.
# Default: 30
# Range: 5 ~ 100
quantumArmorPercentageDamageAbsorption = 30
[Miscellaneous]
#Define the size of the cache for the Throughput Monitor. Only affects "Per minute" and "Per 10 minutes" configurations. Higher values will increase precison, but will make the monitor react slower to changes.
# Default: 80
# Range: 40 ~ 400
throughputMonitorCacheSize = 80

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[recipeViewers]
disableColoredCableRecipesInRecipeViewer = true
#Show facades in REI/JEI/EMI item list
enableFacadesInRecipeViewer = false
#Show facade recipes in REI/JEI/EMI for supported blocks
enableFacadeRecipesInRecipeViewer = true
#Expose the full network inventory to EMI, which might cause performance problems.
provideNetworkInventoryToEmi = false
[client]
enableEffects = true
useTerminalUseLargeFont = false
useColoredCraftingStatus = true
#Unit of power shown in AE UIs
#Allowed Values: AE, FE
powerUnit = "AE"
#Show debugging GUI overlays
showDebugGuiOverlays = false
#Show a preview of part and facade placement
showPlacementPreview = true
#Show toast when long-running crafting jobs finish.
notifyForFinishedCraftingJobs = true
[terminals]
#Allowed Values: SMALL, MEDIUM, TALL, FULL
terminalStyle = "SMALL"
#Pin items that the player auto-crafts to the top of the terminal
pinAutoCraftedItems = true
#Automatically clear the crafting/encoding grid when closing the terminal
clearGridOnClose = false
#The vertical margin to apply when sizing terminals. Used to make room for centered item mod search bars
# Default: 25
# Range: > -2147483648
terminalMargin = 25
[search]
#Should the mod name be included when searching in tooltips.
searchModNameInTooltips = false
#Replaces AEs own search with the search of REI or JEI
useExternalSearch = false
#When using useExternalSearch, clears the search when the terminal opens
clearExternalSearchOnOpen = true
#When REI/JEI is installed, automatically set the AE or REI/JEI search text when either is changed while the terminal is open
syncWithExternalSearch = true
#Remembers the last search term and restores it when the terminal opens
rememberLastSearch = true
#Automatically focuses the search field when the terminal opens
autoFocusSearch = false
[tooltips]
#Show installed upgrades in the tooltips of storage cells, color applicators and matter cannons
showCellUpgrades = true
#Show a preview of the content in the tooltips of storage cells, color applicators and matter cannons
showCellContent = true
#The maximum number of content entries to show in the tooltip of storage cells, color applicators and matter cannons
# Default: 5
# Range: 1 ~ 32
maxCellContentShown = 5

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[general]
unsupportedDeveloperTools = false
#Enables the ability of the Matter Cannon to break blocks.
matterCannonBlockDamage = true
#Enables the ability of Tiny TNT to break blocks.
tinyTntBlockDamage = true
#Changes the channel capacity that cables provide in AE2.
#Allowed Values: INFINITE, DEFAULT, X2, X3, X4
channels = "DEFAULT"
#Whether Spatial Anchors should force random chunk ticks and entity spawning.
spatialAnchorEnableRandomTicks = true
[automation]
# Default: 128
# Range: > -2147483648
formationPlaneEntityLimit = 128
[craftingCPU]
# Default: 5
# Range: > -2147483648
craftingCalculationTimePerTick = 5
[crafting]
#Number of ticks between two crystal growth accelerator ticks
# Default: 10
# Range: 1 ~ 100
growthAccelerator = 10
#If enabled, an annihilation placed face up at the maximum world height will generate sky stone passively.
annihilationPlaneSkyDustGeneration = true
[spatialio]
# Default: 1250.0
# Range: 4.9E-324 ~ 1.7976931348623157E308
spatialPowerMultiplier = 1250.0
# Default: 1.35
# Range: 4.9E-324 ~ 1.7976931348623157E308
spatialPowerExponent = 1.35
[logging]
blockUpdateLog = false
craftingLog = false
debugLog = false
gridLog = false
#Enable stack trace logging for the chunk loading debug command
chunkLoggerTrace = false
[battery]
#The chargers charging rate factor, which is applied to the charged items charge rate. 2 means it charges everything twice as fast. 0.5 half as fast.
# Default: 1.0
# Range: 0.1 ~ 10.0
chargerChargeRate = 1.0
# Default: 1600000
# Range: > -2147483648
wirelessTerminal = 1600000
# Default: 8000
# Range: > -2147483648
chargedStaff = 8000
# Default: 200000
# Range: > -2147483648
entropyManipulator = 200000
# Default: 20000
# Range: > -2147483648
portableCell = 20000
# Default: 20000
# Range: > -2147483648
colorApplicator = 20000
# Default: 200000
# Range: > -2147483648
matterCannon = 200000
[worldGen]
spawnPressesInMeteorites = true
spawnFlawlessOnly = false
[wireless]
# Default: 8.0
# Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessBaseCost = 8.0
# Default: 1.0
# Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessCostMultiplier = 1.0
# Default: 16.0
# Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessBaseRange = 16.0
# Default: 1.0
# Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessBoosterRangeMultiplier = 1.0
# Default: 1.5
# Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessBoosterExp = 1.5
# Default: 64.0
# Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessHighWirelessCount = 64.0
# Default: 1.0
# Range: 4.9E-324 ~ 1.7976931348623157E308
wirelessTerminalDrainMultiplier = 1.0
[powerRatios]
# Default: 0.5
# Range: 4.9E-324 ~ 1.7976931348623157E308
forgeEnergy = 0.5
# Default: 1.0
# Range: 0.01 ~ 1.7976931348623157E308
usageMultiplier = 1.0
#How much energy can the internal grid buffer storage per node attached to the grid.
# Default: 25.0
# Range: 1.0 ~ 1000000.0
gridEnergyStoragePerNode = 25.0
#How much energy a crystal resonance generator generates per tick.
# Default: 20.0
# Range: 0.0 ~ 1000000.0
crystalResonanceGeneratorRate = 20.0
#The cost to transport energy through an energy P2P tunnel expressed as a factor of the transported energy.
# Default: 0.025
# Range: 0.0 ~ 1.0
p2pTunnelEnergyTax = 0.025
#The cost to transport items/fluids/etc. through P2P tunnels, expressed in AE energy per equivalent I/O bus operation for the transported object type (i.e. items=per 1 item, fluids=per 125mb).
# Default: 0.025
# Range: 0.0 ~ 1.0
p2pTunnelTransportTax = 0.025
[condenser]
# Default: 256
# Range: > -2147483648
matterBalls = 256
# Default: 256000
# Range: > -2147483648
singularity = 256000
# Min / Max Tickrates for dynamic ticking, most of these components also use sleeping, to prevent constant ticking, adjust with care, non standard rates are not supported or tested.
[tickRates]
# Default: 5
# Range: > -2147483648
InterfaceMin = 5
# Default: 120
# Range: > -2147483648
InterfaceMax = 120
# Default: 5
# Range: > -2147483648
ImportBusMin = 5
# Default: 40
# Range: > -2147483648
ImportBusMax = 40
# Default: 5
# Range: > -2147483648
ExportBusMin = 5
# Default: 60
# Range: > -2147483648
ExportBusMax = 60
# Default: 2
# Range: > -2147483648
AnnihilationPlaneMin = 2
# Default: 120
# Range: > -2147483648
AnnihilationPlaneMax = 120
# Default: 5
# Range: > -2147483648
METunnelMin = 5
# Default: 20
# Range: > -2147483648
METunnelMax = 20
# Default: 1
# Range: > -2147483648
InscriberMin = 1
# Default: 20
# Range: > -2147483648
InscriberMax = 20
# Default: 10
# Range: > -2147483648
ChargerMin = 10
# Default: 10
# Range: > -2147483648
ChargerMax = 10
# Default: 1
# Range: > -2147483648
IOPortMin = 1
# Default: 5
# Range: > -2147483648
IOPortMax = 5
# Default: 10
# Range: > -2147483648
VibrationChamberMin = 10
# Default: 40
# Range: > -2147483648
VibrationChamberMax = 40
# Default: 5
# Range: > -2147483648
StorageBusMin = 5
# Default: 60
# Range: > -2147483648
StorageBusMax = 60
# Default: 5
# Range: > -2147483648
ItemTunnelMin = 5
# Default: 60
# Range: > -2147483648
ItemTunnelMax = 60
# Default: 5
# Range: > -2147483648
LightTunnelMin = 5
# Default: 60
# Range: > -2147483648
LightTunnelMax = 60
#Settings for the Vibration Chamber
[vibrationChamber]
#AE energy produced per fuel burn tick (reminder: coal = 1600, block of coal = 16000, lava bucket = 20000 burn ticks)
# Default: 5.0
# Range: 0.1 ~ 1000.0
baseEnergyPerFuelTick = 5.0
#Minimum amount of AE/t the vibration chamber can slow down to when energy is being wasted.
# Default: 4
# Range: 0 ~ 1000
minEnergyPerGameTick = 4
#Maximum amount of AE/t the vibration chamber can speed up to when generated energy is being fully consumed.
# Default: 40
# Range: 1 ~ 1000
baseMaxEnergyPerGameTick = 40

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#true: compact, false: loose
use_compact_tree = false
#show count in screenshot
screenshot_show_count = false
#show missing only by default
show_missing_only_by_default = false

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#Energy capacity of the docking connector energy buffer
# Default: 80000
# Range: > 1
dockEnergyCapacity = 80000

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#.
#Parameters related to the physics of Aeronautics blocks
[physics]
#.
#.
#The recoil magnitude used whenever the Mounted Potato Cannon shoots
# Default: 0.20000000298023224
# Range: 0.0 ~ 3.4028234663852886E38
recoil_magnitude = 0.20000000298023224
#.
#Thrust scaling for Propeller Bearings
# Default: 0.20000000298023224
# Range: 0.0 ~ 3.4028234663852886E38
propellerBearingThrust = 0.20000000298023224
#.
#Airflow scaling for Propeller Bearings
# Default: 0.05000000074505806
# Range: 0.0 ~ 3.4028234663852886E38
propellerBearingAirflow = 0.05000000074505806
#.
#Thrust scaling for Wooden Propellers
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
woodenPropellerThrust = 1.0
#.
#Airflow scaling for Wooden Propellers
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
woodenPropellerAirflow = 0.10000000149011612
#.
#Thrust scaling for Andesite Propellers
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
andesitePropellerThrust = 1.0
#.
#Airflow scaling for Andesite Propellers
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
andesitePropellerAirflow = 0.10000000149011612
#.
#Thrust scaling for Smart Propellers
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
smartPropellerThrust = 1.0
#.
#Airflow scaling for Smart Propellers
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
smartPropellerAirflow = 0.10000000149011612
#.
#kpg lifted per cubic meter of Hot Air
# Default: 1.5
# Range: 0.0 ~ 3.4028234663852886E38
hotAirStrength = 1.5
#.
#kpg lifted per cubic meter of Steam
# Default: 1.5
# Range: 0.0 ~ 3.4028234663852886E38
steamStrength = 1.5
#.
#Parameters and abilities of Aeronautics Blocks
[blocks]
#.
#.
#If Levitite Blend should break adjacent blocks with the appropriate tag
break_blocks_on_levitite_crystallize = true
#.
#The maximum hot air a Hot Air Burner can output
# Default: 500
# Range: > -2147483648
hot_air_burner_max = 500
#.
#The maximum distance a Hot Air Burner is allowed to search to find a balloon
# Default: 80
# Range: > -2147483648
hot_air_burner_max_range = 80
#.
#The maximum steam a Steam Vent can output
# Default: 5000
# Range: > 0
steam_vent_hot_air_amount = 5000
#.
#The maximum distance a Steam Vent is allowed to search to find a balloon
# Default: 80
# Range: > -2147483648
steam_vent_max_range = 80
#.
#Parameters and abilities of Aeronautics's kinetic mechanisms
[kinetics]
#.
#.
#Fine tune the kinetic stats of individual components
[kinetics.stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
smart_propeller = 4.0
gyroscopic_propeller_bearing = 2.0
mounted_potato_cannon = 2.0
propeller_bearing = 2.0
andesite_propeller = 4.0
wooden_propeller = 4.0

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[damping_stress_bearing]
#Maximum damping resistance selectable in the bearing GUI.
# Default: 256
# Range: 1 ~ 4096
max_resistance = 256
#Default damping resistance for newly placed damping stress bearings.
# Default: 64
# Range: 0 ~ 4096
default_resistance = 64
#RPM at which full configured stress output is reached at maximum resistance.
# Default: 256.0
# Range: 1.0 ~ 4096.0
rated_output_speed_rpm = 256.0
#Maximum stress capacity output at rated speed and maximum resistance.
# Default: 200000.0
# Range: 0.0 ~ 1.0E7
max_full_speed_stress_output = 200000.0
#Stress capacity cap while a blacklisted block is attached. Speed output is preserved.
# Default: 40000.0
# Range: 0.0 ~ 1.0E7
suppressed_stress_output = 40000.0
#Physical damping impulse strength per resistance point.
# Default: 20.0
# Range: 0.0 ~ 10000.0
resistance_torque_per_unit = 20.0
#RPM above which damping grows faster to tame high speed assemblies.
# Default: 128.0
# Range: 1.0 ~ 4096.0
speed_damping_base_rpm = 128.0
#Blocks that disable damping bearing stress output when found on the attached child sublevel or an adjacent physical structure.
#Speed output is preserved; stress capacity is limited by suppressed_stress_output.
#Use full block ids such as simulated:swivel_bearing.
#Required safety entries are always included even if old configs do not list them.
stress_output_blacklist = ["simulated:swivel_bearing", "simulated:swivel_bearing_link_block", "offroad:wheel_mount", "simulated:spring", "simulated:docking_connector", "simulated:paired_docking_connector"]
[hydraulic_rod]
#Minimum allowed hydraulic rod length, in blocks.
# Default: 2.0
# Range: 0.5 ~ 128.0
min_link_length = 2.0
#Maximum normal hydraulic rod length before limit force starts, in blocks.
# Default: 15.0
# Range: 0.5 ~ 128.0
max_link_length = 15.0
#Hydraulic rod length that breaks the link, in blocks.
# Default: 17.0
# Range: 0.5 ~ 128.0
break_link_length = 17.0
#Hydraulic rod length that starts the red strain warning effect, in blocks.
# Default: 16.5
# Range: 0.5 ~ 128.0
strain_link_length = 16.5
#Maximum stretch resistance value available in the hydraulic rod GUI.
# Default: 65536
# Range: 1 ~ 1048576
max_stretch_resistance = 65536
#Default stretch resistance for newly linked hydraulic rods.
# Default: 256
# Range: 0 ~ 1048576
default_stretch_resistance = 256
#Maximum return force value available in the hydraulic rod GUI.
# Default: 4096
# Range: 1 ~ 1048576
max_return_force = 4096
#Default return force for newly linked hydraulic rods.
# Default: 1024
# Range: 0 ~ 1048576
default_return_force = 1024
#Physical stiffness applied when the rod is pushed shorter than min_link_length or longer than max_link_length.
# Default: 48.0
# Range: 0.0 ~ 100000.0
length_limit_stiffness = 48.0
#Exponential curve for hydraulic rod length limit force.
# Default: 4.0
# Range: 0.0 ~ 32.0
length_limit_curve = 4.0
#Constraint motor damping contributed by each stretch resistance point.
# Default: 0.5
# Range: 0.0 ~ 10000.0
stretch_damping_per_unit = 0.5
#Maximum constraint motor force contributed by each stretch resistance point.
# Default: 12.0
# Range: 0.0 ~ 100000.0
stretch_max_force_per_unit = 12.0
#Restoring force contributed by each return force point.
# Default: 2.0
# Range: 0.0 ~ 100000.0
return_force_per_unit = 2.0
#Exponential curve for expected-length return force.
# Default: 0.5
# Range: 0.0 ~ 32.0
return_force_curve = 0.5
#Blocks per second that expected length can move before regulator speed multipliers.
# Default: 3.0
# Range: 0.0 ~ 128.0
expected_length_approach_rate = 3.0
#Return force points per second used when smoothing GUI changes.
# Default: 1024.0
# Range: 0.0 ~ 1048576.0
return_force_approach_rate = 1024.0
#Maximum per-tick impulse applied by hydraulic rod length limit force.
# Default: 256.0
# Range: 0.0 ~ 1000000.0
max_length_limit_impulse = 256.0
#Maximum per-tick impulse applied by expected-length return force.
# Default: 256.0
# Range: 0.0 ~ 1000000.0
max_expected_return_impulse = 256.0
#Maximum combined per-tick impulse from hydraulic rod length control.
# Default: 512.0
# Range: 0.0 ~ 1000000.0
max_combined_length_control_impulse = 512.0
[hydraulic_regulator]
#Create stress impact of each pneumatic regulator.
# Default: 8.0
# Range: 0.0 ~ 1024.0
stress_impact = 8.0
#RPM mapped to the minimum hydraulic length transition multiplier.
# Default: 16.0
# Range: 0.0 ~ 4096.0
min_transition_speed = 16.0
#RPM mapped to the maximum hydraulic length transition multiplier.
# Default: 256.0
# Range: 1.0 ~ 4096.0
max_transition_speed = 256.0
#Slowest hydraulic length transition multiplier applied by a powered regulator.
# Default: 0.5
# Range: 0.01 ~ 64.0
min_transition_multiplier = 0.5
#Fastest hydraulic length transition multiplier applied by a powered regulator.
# Default: 4.0
# Range: 0.01 ~ 64.0
max_transition_multiplier = 4.0
[universal_joint.andesite]
#Maximum distance for creating an andesite universal joint link.
# Default: 15.0
# Range: 0.5 ~ 128.0
link_range = 15.0
#Allowed stretch or compression from rest length before andesite elastic pull starts.
# Default: 1.0
# Range: 0.0 ~ 128.0
soft_range = 1.0
#Stretch or compression from rest length that breaks an andesite joint link.
# Default: 2.5
# Range: 0.01 ~ 128.0
disconnect_range = 2.5
#Elastic pull stiffness for andesite joint links beyond the soft range.
# Default: 1320.0
# Range: 0.0 ~ 100000.0
pull_stiffness = 1320.0
#Elastic damping for andesite joint links beyond the soft range.
# Default: 18.0
# Range: 0.0 ~ 10000.0
pull_damping = 18.0
[universal_joint.brass]
#Maximum distance for creating a brass universal joint link.
# Default: 5.0
# Range: 0.5 ~ 128.0
link_range = 5.0
#Distance before brass joint elastic pull starts.
# Default: 4.0
# Range: 0.0 ~ 128.0
soft_range = 4.0
#Distance that breaks a brass joint link.
# Default: 5.5
# Range: 0.01 ~ 128.0
disconnect_range = 5.5
#Elastic pull stiffness for brass joint links beyond the soft range.
# Default: 12.0
# Range: 0.0 ~ 100000.0
pull_stiffness = 12.0
#Exponential pull curve for brass joint links beyond the soft range.
# Default: 4.0
# Range: 0.0 ~ 32.0
pull_curve = 4.0
#Base damping for brass joint links beyond the soft range.
# Default: 7.0
# Range: 0.0 ~ 10000.0
pull_damping = 7.0
#Additional damping per block of brass joint overshoot.
# Default: 3.0
# Range: 0.0 ~ 10000.0
pull_damping_gain = 3.0
#Extra pull multiplier as brass links approach disconnect range.
# Default: 4.0
# Range: 1.0 ~ 128.0
endpoint_pull_multiplier = 4.0

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#Client-only console feel settings (input pacing).
[console]
#Milliseconds between repeat steps while a bound direction key is held on a module axis. Lower = full deflection reached faster (snappier). Higher = slower sweep.
# Default: 100
# Range: 10 ~ 2000
keyRepeatDelayMs = 100

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#Settings for the Gyroscope block.
[gyroscope]
#Target natural frequency of the closed loop in rad/s. Higher = snappier correction. 3.0 rad/s gives ~2 second natural period. Goes up to ~10 before discretization at 80 Hz starts to bite.
# Default: 3.0
# Range: 0.1 ~ 10.0
omegaTarget = 3.0
#Target damping ratio of the closed loop. 0.9 settles fast with negligible overshoot, 0.7 is faster to first peak but bounces ~5%, 1.0 is critically damped (no overshoot, slower).
# Default: 0.9
# Range: 0.1 ~ 2.0
dampingRatio = 0.9
#How much ship inertia (kg*m^2) one gyro fully stabilizes at reference RPM. Bigger ship needs more gyros, ratio determines how many. Under-powered fleets degrade gracefully (slower correction, still stable).
# Default: 5000.0
# Range: 100.0 ~ 1000000.0
authorityPerUnit = 5000.0
#Fraction of the observed external disturbance the controller cancels via feed-forward. 1.0 = full cancellation (firmest hold on unbalanced ships), 0.0 = disable feed-forward, leaving only the PD loop. Lower if the controller feels too aggressive on heavily unbalanced contraptions.
# Default: 1.0
# Range: 0.0 ~ 1.0
feedForwardGain = 1.0
#Exponential moving average factor for the disturbance estimate. Lower = smoother but slower to track changes, higher = more responsive but noisier. 0.2 (default) corresponds to a ~5-substep time constant at 80 Hz.
# Default: 0.2
# Range: 0.01 ~ 1.0
feedForwardSmoothing = 0.2
#Yaw-rate damping strength, as the fraction of yaw rate bled off per second at full fleet authority. 1.0 settles a spin in ~1-2 seconds. 0.0 disables it.
# Default: 1.0
# Range: 0.0 ~ 20.0
yawDamping = 1.0
#RPM at which the gyroscope reaches 100% effectiveness. Above this, output is capped.
# Default: 256.0
# Range: 1.0 ~ 4096.0
referenceRpm = 256.0
#Base stress impact in SU per RPM. Total SU draw is roughly impact * |RPM|.
# Default: 16.0
# Range: 0.0 ~ 1024.0
stressImpact = 16.0
#Settings for the Mechanical Servo block.
[mechanical_servo]
#Stress impact in SU per RPM. Applied whenever the input shaft has nonzero speed, including while the servo is held at its target.
# Default: 4.0
# Range: 0.0 ~ 1024.0
stressImpact = 4.0
#Settings for the Stepper Servo block.
[stepper_servo]
#Stress impact in SU per RPM. Applied whenever the input shaft has nonzero speed, including while the servo is held at its target.
# Default: 4.0
# Range: 0.0 ~ 1024.0
stressImpact = 4.0
#Settings for modular control consoles.
[console]
#Raw mouse pixels per axis step for mouse-driven modules. Lower = more sensitive. Full deflection (15 steps) is reached after 15x this many pixels of mouse movement.
# Default: 30.0
# Range: 1.0 ~ 500.0
pixelsPerStep = 30.0

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#Entity Settings
[entity]
#General
[entity.general]
#Allow AI tasks to be removed from entities at runtime. If this is disable no per mob or per mob type removes will run.
allow_remove_calls = true
#Allows repeat remove calls to bubble to the top of the list to improve performance of repeat mob spawning.
enable_call_bubbling = true
#Entity Mob
[entity.mob]
#Remove Look Goal
[entity.mob.remove_look_goal]
#Remove the look at goal (player or attack target) AI task. This will cause AIs to not face targets or walking directions.
remove_look_goal = false
#Set this to true to apply this setting to all mobs on the filter list. Set this to false to NOT apply this to mobs on the filter list.
is_allowlist = false
#The list of mobs that is affected by this setting according to is_allowlist
filter_list = []
#Remove Look Random
[entity.mob.remove_look_random]
#Remove the look at random position AI task. This will cause AIs to feel a little lifeless as they do not animate head movement while idle.
remove_look_random = false
#Set this to true to apply this setting to all mobs on the filter list. Set this to false to NOT apply this to mobs on the filter list.
is_allowlist = false
#The list of mobs that is affected by this setting according to is_allowlist
filter_list = []
#Replace Look Controller
[entity.mob.replace_look_controller]
#Replaces the default look controller with a version featuring cached tan math improving performance. Only works on vanilla style mobs, if a mod overrides the look controller it will skip.
replace_look_controller = true
#Set this to true to apply this setting to all mobs on the filter list. Set this to false to NOT apply this to mobs on the filter list.
is_allowlist = false
#The list of mobs that is affected by this setting according to is_allowlist
filter_list = []
#Entity Fish
[entity.fish]
#Remove the fish's random swimming pathfinder. This will cause fish to stay in position more often.
remove_swim = false
#Remove the fish's panic pathfinder. This will cause fish to not run away.
remove_panic = false
#Remove the fish's AI task to avoid players.
remove_avoid_player = false
#Remove the fish's AI task to follow a leader fish to act as a group of fish.
remove_follow_leader = false
#Remove the fish's AI task to puff up when entities are nearby
remove_puff = false
#Squid Fish
[entity.squid]
#Remove the squid's flee pathfinder. This will cause squid to not run away.
remove_flee = false
#Remove the squid's random movement pathfinder. This will cause squid to swim around randomly.
remove_random_move = false
#Cow
[entity.cow]
#Remove the cow's float AI task. This causes cows to no longer swim in water.
remove_float = false
#Remove the cow's panic AI task. This causes cows to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the cow's breed AI task. This causes cows to be unable to breed to create offspring.
remove_breed = false
#Remove the cow's tempt AI task. This causes cows to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the cow's follow parent AI task. This causes baby cows to no longer follow their parents.
remove_follow_parent = false
#Remove the cow's random stroll AI task. This causes cows to no longer walk around randomly.
remove_stroll = false
#Chicken
[entity.chicken]
#Remove the chicken's float AI task. This causes chickens to no longer swim in water.
remove_float = false
#Remove the chicken's panic AI task. This causes chickens to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the chicken's breed AI task. This causes chickens to be unable to breed to create offspring.
remove_breed = false
#Remove the chicken's tempt AI task. This causes chickens to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the chicken's follow parent AI task. This causes baby chickens to no longer follow their parents.
remove_follow_parent = false
#Remove the chicken's random stroll AI task. This causes chickens to no longer walk around randomly.
remove_stroll = false
#Pig
[entity.pig]
#Remove the pig's float AI task. This causes pigs to no longer swim in water.
remove_float = false
#Remove the pig's panic AI task. This causes pigs to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the pig's breed AI task. This causes pigs to be unable to breed to create offspring.
remove_breed = false
#Remove the pig's tempt AI task. This causes pigs to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the pig's follow parent AI task. This causes baby pigs to no longer follow their parents.
remove_follow_parent = false
#Remove the pig's random stroll AI task. This causes pigs to no longer walk around randomly.
remove_stroll = false
#Sheep
[entity.sheep]
#Remove the sheep's float AI task. This causes sheep to no longer swim in water.
remove_float = false
#Remove the sheep's panic AI task. This causes sheep to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the sheep's breed AI task. This causes sheep to be unable to breed to create offspring.
remove_breed = false
#Remove the sheep's tempt AI task. This causes sheep to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the sheep's follow parent AI task. This causes baby sheep to no longer follow their parents.
remove_follow_parent = false
#Remove the sheep's random stroll AI task. This causes sheep to no longer walk around randomly.
remove_stroll = false
#Remove the sheep's eat block AI task. This causes sheep to no longer eat grass, and thus be unable to regenerate their wool.
remove_eat_block = false

14
config/alltheleaks.json Normal file
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{
"ingredientDedupe": false,
"debugItemStackModifications": false,
"version": 1,
"debugNativeImage": false,
"disableSearchTree": false,
"logIntervalInMinutes": 10,
"showSummaryOnDebugScreen": true,
"memoryUsageWarningPercentage": 90,
"debugChunkLoading": false,
"debugThreadsStuck": false,
"disableEternalStarlightProgress": false,
"skipTickingUnloadedFluxNetworks": false
}

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#Almanac Config file for empty Nbt Bug Fix
[blacklist_settings]
# Items in this list will not be modified by Almanac.
# Supports wildcard '*'. For example:
# - 'minecraft:diamond' matches exactly 'minecraft:diamond'
# - '*:diamond*' matches any item from any mod that contains 'diamond'
# - 'minecraft:*' matches all items from minecraft namespace
# - '*nec*' matches any item that contains 'nec', eg. 'necromancy:abc', 'my_mod:necklace'
blacklist = ["alexscaves:sack_of_sating", "hexerei:*", "spelunkery:*", "minecraft:spyglass", "technicalcores:*"]

1
config/almostunified/.gitignore vendored Normal file
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debug.json

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{
"ignored_recipe_types": [
"cucumber:shaped_tag"
],
"ignored_recipe_ids": [],
"default_duplicate_rules": {
"ignored_fields": [
"neoforge:conditions",
"show_notification",
"category",
"group"
],
"rules": {
"cookingtime": "HigherRule",
"energy": "HigherRule",
"experience": "HigherRule"
},
"handle_implicit_counts": false
},
"override_duplicate_rules": {
"minecraft:crafting_shaped": {
"ignored_fields": [
"neoforge:conditions",
"pattern",
"show_notification",
"category",
"key",
"group"
],
"rules": {},
"handle_implicit_counts": false
}
},
"compare_all": false
}

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{
"material": [
"aeternium",
"aluminum",
"amber",
"apatite",
"bitumen",
"brass",
"bronze",
"chrome",
"cinnabar",
"cobalt",
"constantan",
"copper",
"diamond",
"electrum",
"elementium",
"emerald",
"enderium",
"fluorite",
"gold",
"graphite",
"invar",
"iridium",
"iron",
"lapis",
"lead",
"lumium",
"mithril",
"netherite",
"nickel",
"obsidian",
"osmium",
"peridot",
"platinum",
"potassium_nitrate",
"ruby",
"sapphire",
"signalum",
"silver",
"steel",
"sulfur",
"tin",
"tungsten",
"uranium",
"zinc"
]
}

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{
"server_only": false,
"world_gen_unification": true
}

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{
"custom_tags": {},
"tag_substitutions": {},
"item_tag_inheritance_mode": "ALLOW",
"item_tag_inheritance": {},
"block_tag_inheritance_mode": "ALLOW",
"block_tag_inheritance": {},
"emi_strict_hiding": true
}

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{
"mod_priorities": [
"minecraft",
"create",
"mekanism",
"modern_industrialization"
],
"priority_overrides": {},
"stone_variants": [
"stone",
"andesite",
"deepslate",
"diorite",
"granite",
"netherrack",
"end_stone"
],
"tags": [
"c:dusts/{material}",
"c:gears/{material}",
"c:gems/{material}",
"c:ingots/{material}",
"c:nuggets/{material}",
"c:ores/{material}",
"c:plates/{material}",
"c:raw_materials/{material}",
"c:rods/{material}",
"c:storage_blocks/raw_{material}",
"c:storage_blocks/{material}",
"c:wires/{material}"
],
"ignored_tags": [],
"ignored_items": [],
"ignored_recipe_types": [
"cucumber:shaped_tag"
],
"ignored_recipe_ids": [],
"recipe_viewer_hiding": true,
"loot_unification": false,
"ignored_loot_tables": []
}

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[client]
#If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
showFoodValuesInTooltip = true
#If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
showFoodValuesInTooltipAlways = true
#If true, shows your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true
#If true, shows the hunger (and saturation if showSaturationHudOverlay is true) that would be restored by food you are currently holding
showFoodValuesHudOverlay = true
#If true, enables the hunger/saturation/health overlays for food in your off-hand
showFoodValuesHudOverlayWhenOffhand = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true
#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true
#If true, shows estimated health restored by food on the health bar
showFoodHealthHudOverlay = true
#If true, health/hunger overlay will shake to match Minecraft's icon animations
showVanillaAnimationsOverlay = true
#Alpha value of the flashing icons at their most visible point (1.0 = fully opaque, 0.0 = fully transparent)
# Default: 0.65
# Range: 0.0 ~ 1.0
maxHudOverlayFlashAlpha = 0.65

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{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": true,
"value": true
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1000000.0,
"value": 1000000.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": true,
"value": true
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1000000.0,
"value": 1000000.0
}
}

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{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": true,
"value": true
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1000000.0,
"value": 1000000.0
}
}

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{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": true,
"value": true
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1000000.0,
"value": 1000000.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}

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{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 100.0,
"value": 100.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 2048.0,
"value": 2048.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": -1.0,
"value": -1.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 32.0,
"value": 32.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": -1024.0,
"value": -1024.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 2048.0,
"value": 2048.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": true,
"value": true
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1000000.0,
"value": 1000000.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": -1024.0,
"value": -1024.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0625,
"value": 0.0625
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 16.0,
"value": 16.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 10.0,
"value": 10.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 64.0,
"value": 64.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 64.0,
"value": 64.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 20.0,
"value": 20.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 64.0,
"value": 64.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 10.0,
"value": 10.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": -100.0,
"value": -100.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 100.0,
"value": 100.0
}
}

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@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
}
}

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#.
#Tooltip Builder
[tooltipBuilder]
#.
#Render goggle tooltip translation keys literally for live updates.
tooltipBuilderDebug = false

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#.
#Common Settings
[common]
#.
#Whether to log the dirt block on common setup.
logDirtBlock = true

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# BadOptimizations configuration
# Toggle and configure optimizations here.
# *All* of these require restarts.
# Whether we should cancel updating the lightmap if not needed.
enable_lightmap_caching: true
# How much the in-game time must change in ticks (default tick rate = 1/20th of a second)
# for the lightmap to update.
# Higher values will result in less frequent updates
# to block lighting, but slightly better performance.
# Values below 2 will disable the optimization.
# Has no effect in Minecraft 1.21.11+ as lightmap caching no longer directly uses time.
lightmap_time_change_needed_for_update: 80
# Whether the sky's color should be cached unless you're on a biome border.
# Has no effect in Minecraft 1.21.11+ as the sky color was made data-driven.
enable_sky_color_caching: true
# How much the in-game time must change in ticks for the sky color to
# be recalculated when not between biome borders. Higher values will result in
# the sky updating less frequently, but slightly better performance.
# Values below 2 will all have the same effect.
skycolor_time_change_needed_for_update: 3
# Whether we should avoid calling debug renderers
# if there are no debug entries to render or process.
enable_debug_renderer_disable_if_not_needed: true
#
# Micro optimizations
#
# Whether we should avoid calling the particle manager
# and its calculations if there are no particles.
enable_particle_manager_optimization: true
# Whether we should avoid calling the toast manager if there are no toasts.
enable_toast_optimizations: true
# Whether the result of getSkyAngle should be cached
# for the entire frame during rendering.
enable_sky_angle_caching_in_worldrenderer: true
# Whether entity renderers should be stored directly in EntityType instead of a HashMap.
# If your entity-adding mod crashes with BadOptimizations, try disabling this first.
enable_entity_renderer_caching: true
# Whether block entity renderers should be stored in BlockEntityType instead of a HashMap.
enable_block_entity_renderer_caching: true
# Whether entity flags should be cached instead of calling DataTracker.
# Also removes the unnecessary thread lock in DataTracker.
# Unneeded with Lithium. Has no effect in Minecraft 1.20.5+.
enable_entity_flag_caching: true
# Whether we should avoid calling FOV calculations
# if the FOV effect scale is zero.
enable_remove_redundant_fov_calculations: true
# Don't tick the tutorial if the game is not in demo mode.
enable_remove_tutorial_if_not_demo: true
#
# Other
#
# Whether BadOptimizations <version> should be added onto
# the left text of the F3 menu.
# In 1.21.9+, enabling this puts it into the F3 customizer screen.
show_f3_text: true
# Some config options will be force-disabled if certain mods are present
# due to incompatibilities (e.g. entity rendering caching
# is disabled w/ Twilight Forest / BedrockSkinUtility / SkinShuffle).
# However, if you still want to use the optimizations, you can override it
# by setting this to true. Beware of crashes. And Herobrine.
ignore_mod_incompatibilities: false
# Some mods add hooks that add extra conditions to lightmap/skycolor caching.
# Set this to true to ignore loading them. Enabling may cause issues with
# lighting mods and is not recommended.
ignore_mod_cache_hooks: false
# Whether to log the entire config into console when booting up.
# If you plan on reporting an issue, please keep this on.
log_config: true
# Do not change this
config_version: 6

106
config/betterf3.toml Normal file
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general = {disable_mod = false, hide_bossbar = true, shadow_text = true, auto_start = false, animationSpeed = 1.0, always_show_ping = false, hide_debug_crosshair = false, background_color = 1867534416, space_modules = false, always_show_profiler = false, animations = false, fontScale = 0.5, hide_sidebar = true, always_show_tps = false}
[[modules_right]]
name = "system"
name_color = 16755200
value_color = 5636095
lines = {opengl_version = true, allocation_rate = true, display = true, java_version = true, gpu_driver = true, memory_usage = true, allocated_memory = true, cpu = true, gpu_utilization = true, time = true, gpu = true}
enabled = true
[[modules_right]]
name = "miscright"
name_color = 16645526
value_color = 5636095
lines = {misc_right = true}
enabled = true
[[modules_right]]
empty_lines = 1
name = "empty"
lines = {nothing = true}
enabled = true
[[modules_right]]
name = "target"
name_color = 43775
value_color = 16777045
lines = {id_fluid = true, fluid_tags = true, block_states = true, targeted_block = true, block_tags = true, id_block = true, nothing = true, nothing2 = true, targeted_fluid = true, targeted_entity = true, fluid_states = true}
enabled = true
[[modules_left]]
name = "minecraft"
name_color = 10506797
value_color = 43520
lines = {minecraft = true}
enabled = true
[[modules_left]]
color_high = 5635925
color_med = 16777045
name = "fps"
lines = {fps = true}
enabled = true
color_low = 16733525
[[modules_left]]
name = "graphics"
name_color = 16755200
value_color = 5636095
lines = {shader = true, render_distance = true, graphics = true, clouds = true, biome_blend_radius = true}
enabled = true
[[modules_left]]
name = "server"
name_color = 11184810
value_color = 16777045
lines = {server_tick = true, packets_sent = true, packets_received = true, tick_manager_status = true}
enabled = true
[[modules_left]]
color_x = 16733525
color_y = 5635925
color_z = 5636095
name = "coords"
name_color = 16733525
lines = {chunk_coords = false, player_coords = true, block_coords = true, absolute_velocity = false, velocity = false, chunk_relative_coords = false, horizontal_velocity = false}
enabled = true
[[modules_left]]
name = "chunks"
chunks_disabled_color = 16733525
name_color = 43775
value_color = 16777045
total_chunks_color = 16755200
lines = {chunk_file = true, available_buffers = true, loaded_chunks_server = true, forceloaded_chunks = true, chunk_culling = true, pending_uploads = true, pending_chunks = true, loaded_chunks = true, spawn_chunks = true, client_chunk_cache = true, chunk_sections = true}
chunks_enabled_color = 5635925
enabled = true
[[modules_left]]
name = "location"
name_color = 43520
value_color = 5636095
lines = {light = true, biome = true, rotation = false, facing = false, slime_chunk = true, local_difficulty = true, day_ticks = false, days_played = true, dimension = true, highest_block = false, highest_block_server = false, light_server = true}
enabled = true
[[modules_left]]
name = "entity"
name_color = 16733525
value_color = 16777045
total_entities_color = 16755200
lines = {entities = true, water_creature = false, underground_water_creature = false, ambient = false, particles = true, axolotls = false, creature = false, water_ambient = false, monster = false, misc = false}
enabled = true
[[modules_left]]
maximum_color = 43690
name = "sound"
name_color = 16755200
value_color = 5636095
lines = {ambient_sounds = false, sounds = true, mood = false}
enabled = true
[[modules_left]]
enabled_color = 5635925
name = "help"
name_color = 16645526
value_color = 5636095
disabled_color = 16733525
lines = {help = true, fps_tps_new = true, ping = true, pie_graph_new = true}
enabled = true
[[modules_left]]
empty_lines = 1
name = "empty"
lines = {nothing = true}
enabled = true
[[modules_left]]
name = "miscleft"
name_color = 16645526
value_color = 5636095
lines = {misc_left = true}
enabled = true

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#.
#Options to help improve the behaviour of Bits 'n' Bobs alongside other mods. (Opt-in)
[compatabilityOptions]
#.
#Suppresses wooden cogwheels from other mods in favour of Bits 'n' Bobs' behaviour system. Intended for Create: Encased but may work with other mods with proper tags.
suppressExternalWoodenCogwheels = true
#.
#Feature flags to enable or disable certain features of the mod.
[featureFlags]
#.
#Block feature toggles.
[featureFlags.blocks]
#.
#Ability for the player to create chain drives using the flanged gear cogwheels.
flangedChainDrives = true
#.
#Availability of the Chain Pulley block.
chainPulley = true
#.
#Availability of the Flywheel Bearing block.
flywheelBearing = true
#.
#Availability of the weathered girder block.
weatheredGirder = true
#.
#Availability of the girder strut blocks.
girderStrut = true
#.
#Availability of Nixie Board block.
nixieBoard = true
#.
#Availability of Large Nixie Tube block.
largeNixieTube = true
#.
#Availability of the Lightbulb block.
lightbulb = true
#.
#Availability of the Brass Lamp block. (Legacy)
brassLamp = false
#.
#Availability of the Headlamp block.
headlamp = true
#.
#Availability of the Chair blocks.
chairs = true
#.
#Availability of the tile decoration blocks.
tiles = true
#.
#Availability of the industrial grating blocks.
industrialGrating = true
#.
#Availability of the industrial truss blocks.
industrialTruss = true
#.
#Availability of the Cogwheel Chain Carriage block.
cogwheelChainCarriage = true
#.
#Availability of the Cable Girder Strut block.
cableGirderStrut = true
#.
#Availability of the Weathered Metal Bracket block.
weatheredMetalBracket = true
#.
#Availability of the Industrial Iron encased block variants.
industrialIronEncasing = true
#.
#Availability of the Weathered Iron encased block variants.
weatheredIronEncasing = true
#.
#Behaviour feature toggles.
[featureFlags.behaviours]
#.
#Ability for the player to create chain drives on components that are not dedicated for chains (i.e. not flanged)
undedicatedCogwheelChainDrives = true
#.
#Ability to dye fluid pipes.
dyeablePipes = true
#.
#Ability to dye fluid tanks.
dyeableTanks = true

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#.
#(This block is in development, and disabled in feature flags by default) Determines whether the flywheel bearing should be able to function as kinetic storage, setting this to false this means it will be purely decorative.
flywheelBearingStorageCapability = false
#.
#(This block is in development, and disabled in feature flags by default) Multiplier for the kinetic storage capacity of flywheels mounted on flywheel bearings (if enabled). Values higher than one increase capacity. It is not recommended to set the value to 0, as you should disable the storage feature entirely.
# Default: 1.0
# Range: 0.0 ~ 100.0
flywheelStorageFactor = 1.0
#.
#Stress units per tick per angular mass the flywheel can transfer. Higher values let a flywheel with a large storage factor fill and drain faster. Default 5 matches pre-config behaviour.
# Default: 5.0
# Range: 0.10000000149011612 ~ 100.0
flywheelTransferCapacityPerAngularMass = 5.0
#.
#Multiplier of Create's maxRotationSpeed (default 256) for the flywheel bearing's maximum RPM when storage is enabled. 0.25 -> 64 RPM (legacy default), 1.0 -> 256 RPM, 4.0 -> 1024 RPM.
# Default: 0.25
# Range: 0.10000000149011612 ~ 64.0
flywheelMaxRpmFactor = 0.25
#.
#Multiplier for the number of chains required for a cogwheel chain. Minimum cost is always 1 chain, unless this value is set to 0. Does not affect the number of chains returned by existing chain drives.
# Default: 1.0
# Range: 0.0 ~ 10.0
cogwheelChainDriveCostFactor = 1.0
#.
#Maximum range in blocks for the CC peripheral setLamp function. Lamp coordinates must be within [3 - blockRange * 2, blockRange * 2].
# Default: 32
# Range: 1 ~ 128
headlampCCBlockRange = 32
#.
#Maximum bounds for cogwheel chain drives. May have undefined behaviour at large values.
# Default: 64
# Range: 1 ~ 256
cogwheelMaxBounds = 64
#.
#Maximum number of nodes in a cogwheel chain.
# Default: 64
# Range: 1 ~ 256
cogwheelMaxNodeCount = 64

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#General settings
[general]
#Maximum distance you can build at
# Default: 32
# Range: 1 ~ 64
rayTraceRange = 32
#Power settings
[power]
#Building Gadget
[power.building_gadget]
#Maximum power for the Building Gadget
# Default: 500000
# Range: > 0
maxPower = 500000
#Base cost per block placed
# Default: 50
# Range: > 0
baseCost = 50
#Exchanging Gadget
[power.exchanging_gadget]
#Maximum power for the Exchanging Gadget
# Default: 500000
# Range: > 0
maxPower = 500000
#Base cost per block exchanged
# Default: 100
# Range: > 0
baseCost = 100
#Cut Paste Gadget
[power.cutpaste_gadget]
#Maximum power for the Cut and Paste Gadget
# Default: 5000000
# Range: > 0
maxPower = 5000000
#Base cost per block - Checked during CUT, Charged during PASTE
# Default: 50
# Range: > 0
baseCost = 50
#Copy Paste Gadget
[power.copypaste_gadget]
#Maximum power for the Copy and Paste Gadget
# Default: 1000000
# Range: > 0
maxPower = 1000000
#Base cost per block Paste (Copy is Free)
# Default: 50
# Range: > 0
baseCost = 50
#Destruction Gadget
[power.destruction_gadget]
#Maximum power for the Destruction Gadget
# Default: 2000000
# Range: > 0
maxPower = 2000000
#Base cost per block Destroyed
# Default: 50
# Range: > 0
baseCost = 50

208
config/c2me.toml Normal file
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version = 3
# (Default:
# max(
# 1,
# min(
# if( is_windows,
# (cpus / 1.6),
# (cpus / 1.3)
# ) - if(is_client, 1, 0),
# ( ( mem_gb - (if(is_client, 1.0, 0.5)) ) / 0.6 )
# )
# )
# )
# The expression for the default value of global executor parallelism.
# This is used when the parallelism isn't overridden.
# Available variables: is_windows, is_j9vm, is_client, cpus, mem_gb
#
defaultGlobalExecutorParallelismExpression = "default"
# (Default: 4) Sets the thread priority for worker threads
#
# References:
# - https://docs.oracle.com/en/java/javase/21/docs/api/java.base/java/lang/Thread.html#setPriority(int)
#
threadPoolPriority = "default"
# (Default: 19) Configures the parallelism of global executor
globalExecutorParallelism = "default"
[fixes]
# (Default: true) Enforces safe world random access.
# This feature detects unsafe off-thread world random access, helping to find the causes
# of mysterious "Accessing LegacyRandomSource from multiple threads" crash.
# The default behavior is to fail hard when such bad things happens.
# Disabling this option will replace this behavior with a warning.
#
# It is generally not recommended to disable this settings unless you know what you are doing
#
#
enforceSafeWorldRandomAccess = "default"
# (Default: true)
# Whether to disable the shutdown hook of log4j2 on dedicated servers.
# Enabling this also makes the JVM exit when the dedicated server is considered fully shut down.
# This option have no effect on client-side.
# We has historically been doing this, and this config option allows you to disable this behavior.
#
disableLoggingShutdownHook = "default"
[clientSideConfig.modifyMaxVDConfig]
# (Default: true) Whether to modify maximum view distance
enabled = "default"
# (Default: 97) Max render distance allowed in game options
maxViewDistance = "default"
# (Default: true) Enable client-side support for extended render distance protocol (c2me:ext_render_distance_v1)
# This allows requesting render distances higher than 127 chunks from the server
#
# Note: The server must advertise support this protocol for this to work
#
enableExtRenderDistanceProtocol = "default"
[vanillaWorldGenOptimizations]
# (Default: true) Whether to use density function compiler to accelerate world generation
#
# Density function: https://minecraft.wiki/w/Density_function
#
# This functionality compiles density functions from world generation
# datapacks (including vanilla generation) to JVM bytecode to increase
# performance by allowing JVM JIT to better optimize the code
#
# Currently, all functions provided by vanilla are implemented.
# Chunk upgrades from pre-1.18 versions are not implemented and will
# fall back to the unoptimized version of density functions.
#
useDensityFunctionCompiler = "default"
# (Default: true) Enables the built-in integrations with other worldgen mods in density function compiler.
#
# Depends on vanillaWorldGenOptimizations.useDensityFunctionCompiler
#
enableBuiltinDFCIntegrations = "default"
# (Default: true) Whether to enable aquifer optimizations to accelerate overworld worldgen
# (may cause incompatibility with other mods)
optimizeAquifer = "default"
# (Default: true) Whether to enable End Biome Cache to accelerate The End worldgen
# This is no longer included in lithium-fabric
# (may cause incompatibility with other mods)
#
useEndBiomeCache = "default"
# (Default: true) Whether to enable StructureWeightSampler optimizations to accelerate world generation
#
optimizeStructureWeightSampler = "default"
[ioSystem]
# (Default: true) Whether to use the optimized implementation of IO system
replaceImpl = "default"
# (Default: 8192) Soft limit for io worker nbt cache
chunkDataCacheSoftLimit = "default"
# (Default: 32678) Hard limit for io worker nbt cache
chunkDataCacheLimit = "default"
[chunkSystem]
# (Default: true) Whether to enable async serialization
#
asyncSerialization = "default"
# (Default: false) Whether to recover from errors when loading chunks
# This will cause errored chunk to be regenerated entirely, which may cause data loss
# Only applies when async chunk loading is enabled
#
recoverFromErrors = "default"
# (Default: true) Whether to allow POIs (Point of Interest) to be unloaded
# Unloaded POIs are reloaded on-demand or when the corresponding chunks are loaded again,
# which should not cause any behavior change
#
# Note:
# Vanilla never unloads POIs when chunks unload, causing small memory leaks
# These leaks adds up and eventually cause issues after generating millions of chunks
# in a single world instance
#
allowPOIUnloading = "default"
# (Default: true) This option workarounds MC-276863, a bug that makes mushrooms appear in non-postprocessed chunks
# This bug is amplified with notickvd as it exposes non-postprocessed chunks to players
#
# This should not affect other worldgen behavior and game mechanics in general
#
suppressGhostMushrooms = "default"
# (Default: true) Whether to synchronize the management of player tickets
#
# In vanilla Minecraft, player tickets are not always removed immediately when players leave an area.
# The delay in removal increases with the chunk systems throughput, but due to vanillas typically
# slow chunk loading, tickets are almost always removed immediately. However, some contraptions rely
# on this immediate removal behavior and tend to be broken with the increased chunk throughput.
# Enabling this option synchronizes player ticket handling, making it more predictable and
# thus improving compatibility with these contraptions.
#
syncPlayerTickets = "default"
# (Default: true) Whether to turn fluid postprocessing into scheduled tick
#
# Fluid post-processing is very expensive when loading in new chunks, and this can affect
# MSPT significantly. This option delays fluid post-processing to scheduled tick to hopefully
# mitigate this issue.
#
fluidPostProcessingToScheduledTick = "default"
# (Default: true) Whether to filter fluid post-processing on worldgen threads
#
# The worldgen processes creates a lot of unnecessary fluid post-processing tasks,
# which can overload the server thread and cause stutters.
# This applies a rough filter to filter out fluids that are definitely not going to flow
#
filterFluidPostProcessing = "default"
# (Default: false) Whether to use legacy scheduling for neighbor chunks
#
# Enabling this restores the behavior of always loading in neighbor chunks when a chunk is loaded.
#
# This is currently deprecated and will be removed in the future.
#
useLegacyScheduling = "default"
# (Default: false) Whether to enable low memory mode
#
# This option will attempt to aggressively unload unused chunks.
# Only applies when useLegacyScheduling is disabled.
#
lowMemoryMode = "default"
# (Default: true) Whether to delay full chunk events to after full chunk future have been completed
# This restores the buggy behavior in NeoForge that the ecosystem have been relying on
#
# Enabling this will almost certainly break vanilla behavior, disabled by default on fabric
# Do not change this unless you know what you are doing
#
delayFullChunkEvents = "default"
[generalOptimizations]
# (Default: 100000) The task interval of mid-tick chunk tasks in nanoseconds (-1 to disable)
# Mid-tick chunk tasks is to execute chunk tasks during server tick loop
# to speed up chunk loading and generation
# This helps chunks loading and generating under high MSPT but may raise
# MSPT when chunks are loading or generating
#
# It is generally not recommended to adjust this value unless you know
# what you are doing
#
# Incompatible with Dimensional Threading (dimthread)
#
midTickChunkTasksInterval = "default"
[generalOptimizations.autoSave]
# (Default: ENHANCED) Defines how auto save should be handled
# VANILLA: Use vanilla auto-save behavior (auto-save performed every tick during ticking)
# ENHANCED: Use C2ME enhanced auto-save (auto-save performed when the server have spare time after ticking)
# PERIODIC: Use pre-1.18 vanilla auto-save behavior (auto-save performed every 6000 ticks during ticking)
#
# Please preserve quotes so this config don't break
#
mode = "default"
[noTickViewDistance]
# (Default: 57) No-tick view distance max concurrent chunk loads
# Lower this for a better latency and higher this for a faster loading
maxConcurrentChunkLoads = "default"
# (Default: true) Enable server-side support for extended render distance protocol (c2me:ext_render_distance_v1)
# This allows requesting render distances higher than 127 chunks from the server
#
enableExtRenderDistanceProtocol = "default"
# (Default: false) Whether to ensure correct chunks within normal render distance
# This will send chunks twice increasing network load
ensureChunkCorrectness = "default"
# (Default: 200) Applies a multiplier *in percentage* to the target chunk sending rate from vanilla
# Setting this to 0 disables rate limiting
#
# Defaults to 200, which is 200%
#
chunkSendingSpeedMultiplierPercentage = "default"

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#The renderer to use for monitors. Generally this should be kept at "best" - if
#monitors have performance issues, you may wish to experiment with alternative
#renderers.
#Allowed Values: BEST, TBO, VBO
monitor_renderer = "BEST"
#The maximum distance monitors will render at. This defaults to the standard tile
#entity limit, but may be extended if you wish to build larger monitors.
# Default: 64
# Range: 16 ~ 1024
monitor_distance = 64
#The delay in seconds after which we'll notify about unhandled imports. Set to 0 to disable.
# Default: 5
# Range: 0 ~ 60
upload_nag_delay = 5

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#The disk space limit for computers and turtles, in bytes.
computer_space_limit = 1000000
#The disk space limit for floppy disks, in bytes.
floppy_space_limit = 125000
#The file upload size limit, in bytes. Must be in range of 1 KiB and 16 MiB.
#Keep in mind that uploads are processed in a single tick - large files or
#poor network performance can stall the networking thread. And mind the disk space!
# Default: 524288
# Range: 1024 ~ 16777216
upload_max_size = 524288
#Set how many files a computer can have open at the same time. Set to 0 for unlimited.
# Default: 128
# Range: > 0
maximum_open_files = 128
#A comma separated list of default system settings to set on new computers.
#Example: "shell.autocomplete=false,lua.autocomplete=false,edit.autocomplete=false"
#will disable all autocompletion.
default_computer_settings = ""
#Log exceptions thrown by peripherals and other Lua objects. This makes it easier
#for mod authors to debug problems, but may result in log spam should people use
#buggy methods.
log_computer_errors = true
#Require players to be in creative mode and be opped in order to interact with
#command computers. This is the default behaviour for vanilla's Command blocks.
command_require_creative = true
#A list of generic methods or method sources to disable. Generic methods are
#methods added to a block/block entity when there is no explicit peripheral
#provider. This includes inventory methods (i.e. inventory.getItemDetail,
#inventory.pushItems), and (if on Forge), the fluid_storage and energy_storage
#methods.
#Methods in this list can either be a whole group of methods (computercraft:inventory)
#or a single method (computercraft:inventory#pushItems).
#
disabled_generic_methods = []
#Controls execution behaviour of computers. This is largely intended for
#fine-tuning servers, and generally shouldn't need to be touched.
[execution]
#Set the number of threads computers can run on. A higher number means more
#computers can run at once, but may induce lag. Please note that some mods may
#not work with a thread count higher than 1. Use with caution.
# Default: 1
# Range: > 1
computer_threads = 1
#The maximum time that can be spent executing tasks in a single tick, in
#milliseconds.
#Note, we will quite possibly go over this limit, as there's no way to tell how
#long a will take - this aims to be the upper bound of the average time.
# Default: 10
# Range: > 1
max_main_global_time = 10
#The ideal maximum time a computer can execute for in a tick, in milliseconds.
#Note, we will quite possibly go over this limit, as there's no way to tell how
#long a will take - this aims to be the upper bound of the average time.
# Default: 5
# Range: > 1
max_main_computer_time = 5
#Controls the HTTP API
[http]
#Enable the "http" API on Computers. Disabling this also disables the "pastebin" and
#"wget" programs, that many users rely on. It's recommended to leave this on and use
#the "rules" config option to impose more fine-grained control.
enabled = true
#Enable use of http websockets. This requires the "http_enable" option to also be true.
websocket_enabled = true
#The number of http requests a computer can make at one time. Additional requests
#will be queued, and sent when the running requests have finished. Set to 0 for
#unlimited.
# Default: 16
# Range: > 0
max_requests = 16
#The number of websockets a computer can have open at one time.
# Default: 4
# Range: > 1
max_websockets = 4
#Limits bandwidth used by computers.
[http.bandwidth]
#The number of bytes which can be downloaded in a second. This is shared across all computers. (bytes/s).
# Default: 33554432
# Range: > 1
global_download = 33554432
#The number of bytes which can be uploaded in a second. This is shared across all computers. (bytes/s).
# Default: 33554432
# Range: > 1
global_upload = 33554432
#Tunnels HTTP and websocket requests through a proxy server. Only affects HTTP
#rules with "use_proxy" set to true (off by default).
#If authentication is required for the proxy, create a "computercraft-proxy.pw"
#file in the same directory as "computercraft-server.toml", containing the
#username and password separated by a colon, e.g. "myuser:mypassword". For
#SOCKS4 proxies only the username is required.
[http.proxy]
#The type of proxy to use.
#Allowed Values: HTTP, HTTPS, SOCKS4, SOCKS5
type = "HTTP"
#The hostname or IP address of the proxy server.
host = ""
#The port of the proxy server.
# Default: 8080
# Range: 1 ~ 65536
port = 8080
#A list of rules which control behaviour of the "http" API for specific domains or
#IPs. Each rule matches against a hostname and an optional port, and then sets several
#properties for the request. Rules are evaluated in order, meaning earlier rules override
#later ones.
#
#Valid properties:
# - "host" (required): The domain or IP address this rule matches. This may be a domain name
# ("pastebin.com"), wildcard ("*.pastebin.com") or CIDR notation ("127.0.0.0/8").
# - "port" (optional): Only match requests for a specific port, such as 80 or 443.
#
# - "action" (optional): Whether to allow or deny this request.
# - "max_download" (optional): The maximum size (in bytes) that a computer can download in this
# request.
# - "max_upload" (optional): The maximum size (in bytes) that a computer can upload in a this request.
# - "max_websocket_message" (optional): The maximum size (in bytes) that a computer can send or
# receive in one websocket packet.
# - "use_proxy" (optional): Enable use of the HTTP/SOCKS proxy if it is configured.
[[http.rules]]
#The magic "$private" host matches all private address ranges, such as localhost and 192.168.0.0/16.
#This rule prevents computers accessing internal services, and is strongly recommended.
host = "$private"
#Deny all requests to private IP addresses.
action = "deny"
#A list of rules which control behaviour of the "http" API for specific domains or
#IPs. Each rule matches against a hostname and an optional port, and then sets several
#properties for the request. Rules are evaluated in order, meaning earlier rules override
#later ones.
#
#Valid properties:
# - "host" (required): The domain or IP address this rule matches. This may be a domain name
# ("pastebin.com"), wildcard ("*.pastebin.com") or CIDR notation ("127.0.0.0/8").
# - "port" (optional): Only match requests for a specific port, such as 80 or 443.
#
# - "action" (optional): Whether to allow or deny this request.
# - "max_download" (optional): The maximum size (in bytes) that a computer can download in this
# request.
# - "max_upload" (optional): The maximum size (in bytes) that a computer can upload in a this request.
# - "max_websocket_message" (optional): The maximum size (in bytes) that a computer can send or
# receive in one websocket packet.
# - "use_proxy" (optional): Enable use of the HTTP/SOCKS proxy if it is configured.
[[http.rules]]
#The wildcard "*" rule matches all remaining hosts.
host = "*"
#The maximum size (in bytes) that a computer can upload in a single request. This
#includes headers and POST text.
max_upload = 4194304
#Allow all non-denied hosts.
action = "allow"
#Enable use of the HTTP/SOCKS proxy if it is configured.
use_proxy = false
#The maximum size (in bytes) that a computer can send or receive in one websocket packet.
max_websocket_message = 131072
#The maximum size (in bytes) that a computer can download in a single request.
#Note that responses may receive more data than allowed, but this data will not
#be returned to the client.
max_download = 16777216
#Various options relating to peripherals.
[peripheral]
#Enable Command Block peripheral support
command_block_enabled = false
#The range of Wireless Modems at low altitude in clear weather, in meters.
# Default: 64
# Range: 0 ~ 100000
modem_range = 64
#The range of Wireless Modems at maximum altitude in clear weather, in meters.
# Default: 384
# Range: 0 ~ 100000
modem_high_altitude_range = 384
#The range of Wireless Modems at low altitude in stormy weather, in meters.
# Default: 64
# Range: 0 ~ 100000
modem_range_during_storm = 64
#The range of Wireless Modems at maximum altitude in stormy weather, in meters.
# Default: 384
# Range: 0 ~ 100000
modem_high_altitude_range_during_storm = 384
#Maximum amount of notes a speaker can play at once.
# Default: 8
# Range: > 1
max_notes_per_tick = 8
#The limit to how much monitor data can be sent *per tick*. Note:
# - Bandwidth is measured before compression, so the data sent to the client is
# smaller.
# - This ignores the number of players a packet is sent to. Updating a monitor for
# one player consumes the same bandwidth limit as sending to 20.
# - A full sized monitor sends ~25kb of data. So the default (1MB) allows for ~40
# monitors to be updated in a single tick.
#Set to 0 to disable.
# Default: 1000000
# Range: > 0
monitor_bandwidth = 1000000
#Various options relating to turtles.
[turtle]
#Set whether Turtles require fuel to move.
need_fuel = true
#The fuel limit for Turtles.
# Default: 20000
# Range: > 0
normal_fuel_limit = 20000
#The fuel limit for Advanced Turtles.
# Default: 100000
# Range: > 0
advanced_fuel_limit = 100000
#If set to true, Turtles will push entities out of the way instead of stopping if
#there is space to do so.
can_push = true
#Configure the size of various computer's terminals.
#Larger terminals require more bandwidth, so use with care.
[term_sizes]
#Terminal size of computers.
[term_sizes.computer]
#Width of computer terminal
# Default: 51
# Range: 1 ~ 255
width = 51
#Height of computer terminal
# Default: 19
# Range: 1 ~ 255
height = 19
#Terminal size of pocket computers.
[term_sizes.pocket_computer]
#Width of pocket computer terminal
# Default: 26
# Range: 1 ~ 255
width = 26
#Height of pocket computer terminal
# Default: 20
# Range: 1 ~ 255
height = 20
#Maximum size of monitors (in blocks).
[term_sizes.monitor]
#Maximum width of monitors
# Default: 8
# Range: 1 ~ 32
width = 8
#Maximum height of monitors
# Default: 6
# Range: 1 ~ 32
height = 6

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#.
#Use more complex copycat models to improve appearance with certain materials.
useEnhancedModels = true
#.
#Disable warnings about graphics settings that may cause issues with the mod.
disableGraphicsWarnings = false
#.
#Colorize different parts of multi-state copycats to distinguish them visually.
colorizeMultiStates = false

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#.
#Disables the migration of placed copycats from old versions to new ones. Setting this to true may cause copycats to lose their textures when you upgrade this mod. Restart the game to apply changes.
disableMigration = false
#.
#Enable/disable features. Values on server override clients
[features]
#.
copycat_stacked_half_layer = true
copycat_vertical_stairs = true
copycat_byte = true
copycat_vertical_slice = true
copycat_wooden_pressure_plate = true
copycat_block = true
copycat_shaft = true
copycat_large_cogwheel = true
copycat_fence = true
copycat_wall = true
copycat_cogwheel = true
copycat_vertical_step = true
copycat_sliding_door = true
copycat_folding_door = true
copycat_slope_layer = true
copycat_light_weighted_pressure_plate = true
copycat_stairs = true
copycat_fence_gate = true
copycat_slab = true
copycat_board = true
copycat_wooden_button = true
copycat_trapdoor = true
copycat_stone_pressure_plate = true
copycat_pane = true
copycat_half_panel = true
copycat_slice = true
copycat_beam = true
copycat_door = true
copycat_iron_door = true
copycat_byte_panel = true
copycat_corner_slice = true
copycat_flat_pane = true
copycat_ghost_block = true
copycat_fluid_pipe = true
copycat_heavy_weighted_pressure_plate = true
copycat_iron_trapdoor = true
copycat_half_layer = true
copycat_stone_button = true
copycat_ladder = true
copycat_layer = true
copycat_slope = true
copycat_vertical_slope = true
copycat_vertical_half_layer = true
#.
#Enable/disable categories of features. Disabling a category hides all related features. Values on server override clients
[feature_categories]
#.
#.
#All copycats with a sloped surface
slopes = true
#.
#All copycats that support multiple materials in a single block
multistates = true
#.
#All copycats that can be resized by putting in more of the same copycat
stackables = true
#.
#All copycats that can emit a redstone signal
redstone = true
#.
#All copycats with extra functions/interactions
functional = true
#.
#All copycats mimicking blocks from Create
create = true

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#.
#Fine tune the kinetic stats of individual components
[stressValues.v1]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[stressValues.v1.impact]
copycat_cogwheel = 0.0
copycat_large_cogwheel = 0.0
copycat_shaft = 0.0

36
config/corpse-server.toml Normal file
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#The time (in real life days) deaths get stored
#-1 for infinite storage
#0 for not storing deaths at all
# Default: -1
# Range: > -1
death_storage_duration = -1
[corpse]
#The time passed (in ticks) after a corpse turns into a skeleton
# Default: 72000
# Range: > 0
skeleton_time = 72000
#If the corpse should lie on its face
lie_on_face = false
#If the corpse should wear the players equipment
show_equipment = true
#If the corpse should fall into the void
fall_into_void = false
#If the corpse should get removed when in lava
lava_damage = false
[corpse.access]
#If only the owner of the corpse can access the inventory
only_owner = false
#If everybody can access the corpse in the skeleton stage (Only if only_owner_access is set to true)
skeleton = false
[corpse.despawn]
#The time passed (in ticks) after a corpse despawns (only if empty)
# Default: 600
# Range: > 20
time = 600
#The time passed (in ticks) after a corpse despawns even if its not empty (-1 = never)
# Default: -1
# Range: > -1
force_time = -1

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{
"CosArmorGuiButton_Hidden": false,
"CosArmorGuiButton_Left": 65,
"CosArmorGuiButton_Top": 67,
"CosArmorToggleButton_Hidden": false,
"CosArmorToggleButton_Left": 59,
"CosArmorToggleButton_Top": 72,
"CosArmorCreativeGuiButton_Hidden": false,
"CosArmorCreativeGuiButton_Left": 95,
"CosArmorCreativeGuiButton_Top": 38,
"CosArmorStackRendering": false
}

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{
"CosArmorKeepThroughDeath": false,
"CosArmorDisableRecipeBook": false,
"CosArmorDisableCosHatCommand": false
}

147
config/create-client.toml Normal file
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#.
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
[client]
#.
#Show item descriptions on Shift and controls on Ctrl.
enableTooltips = true
#.
#Display a tooltip when looking at overstressed components.
enableOverstressedTooltip = true
#.
#Log a stack-trace when rendering issues happen within a moving contraption.
explainRenderErrors = false
#.
#Higher density means more spawned particles.
# Default: 0.5
# Range: 0.0 ~ 1.0
fanParticleDensity = 0.5
#.
#[in Blocks]
#Maximum Distance to the player at which items in Blocks' filter slots will be displayed
# Default: 10.0
# Range: 1.0 ~ 3.4028234663852886E38
filterItemRenderDistance = 10.0
#.
#Choose the menu row that the Create config button appears on in the main menu
#Set to 0 to disable the button altogether
# Default: 2
# Range: 0 ~ 4
mainMenuConfigButtonRow = 2
#.
#Offset the Create config button in the main menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
# Default: -4
# Range: > -2147483648
mainMenuConfigButtonOffsetX = -4
#.
#Choose the menu row that the Create config button appears on in the in-game menu
#Set to 0 to disable the button altogether
# Default: 3
# Range: 0 ~ 5
ingameMenuConfigButtonRow = 3
#.
#Offset the Create config button in the in-game menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
# Default: -4
# Range: > -2147483648
ingameMenuConfigButtonOffsetX = -4
#.
#Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled
ignoreFabulousWarning = false
#.
#Disable to prevent being rotated while seated on a Moving Contraption
rotateWhenSeated = true
#.
#Configure your vision range when submerged in Create's custom fluids
[client.fluidFogSettings]
#.
#The vision range through honey will be multiplied by this factor
# Default: 1.0
# Range: 0.125 ~ 256.0
honey = 1.0
#.
#The vision range though chocolate will be multiplied by this factor
# Default: 1.0
# Range: 0.125 ~ 256.0
chocolate = 1.0
#.
#Settings for the Goggle Overlay
[client.goggleOverlay]
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
# Default: 20
# Range: > -2147483648
overlayOffsetX = 20
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
# Default: 0
# Range: > -2147483648
overlayOffsetY = 0
#.
#Enable this to use your custom colors for the Goggle- and Hover- Overlay
customColorsOverlay = false
#.
#The custom background color to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
# Default: -267386864
# Range: > -2147483648
customBackgroundOverlay = -267386864
#.
#The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
# Default: 1347420415
# Range: > -2147483648
customBorderTopOverlay = 1347420415
#.
#The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
# Default: 1344798847
# Range: > -2147483648
customBorderBotOverlay = 1344798847
#.
#Sound settings
[client.sound]
#.
#Make cogs rumble and machines clatter.
enableAmbientSounds = true
#.
#Maximum volume modifier of Ambient noise
# Default: 0.10000000149011612
# Range: 0.0 ~ 1.0
ambientVolumeCap = 0.10000000149011612
#.
#Mod Integration and Recipe Viewer
[client.recipeViewerIntegration]
#.
#How Recipe Viewer search should interact with Stock Keepers
#Allowed Values: SYNC_BOTH, SYNC_FROM_JEI, SYNC_FROM_STOCK_KEEPER, NONE
syncRecipeViewerSearch = "SYNC_BOTH"
#.
#Railway related settings
[client.trains]
#.
#How far away the Camera should zoom when seated on a train
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
mountedZoomMultiplier = 3.0
#.
#Display nodes and edges of a Railway Network while f3 debug mode is active
showTrackGraphOnF3 = false
#.
#Additionally display materials of a Rail Network while f3 debug mode is active
showExtendedTrackGraphOnF3 = false
#.
#Display Track Networks and Trains on supported map mods
showTrainMapOverlay = true
#.
#Track Network Color on maps
#Allowed Values: RED, GREY, WHITE
trainMapColorTheme = "RED"

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#.
#Modify Create's impact on your terrain
[worldgen]
#.
#.
#Prevents all worldgen added by Create from taking effect
disableWorldGen = false

604
config/create-server.toml Normal file
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#.
#The Backbone of Create
[infrastructure]
#.
#[in Ticks]
#The amount of time a server waits before sending out tickrate synchronization packets.
#These packets help animations to be more accurate when tps is below 20.
# Default: 20
# Range: > 5
tickrateSyncTimer = 20
#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#Allow the Mechanical Press to process entire stacks at a time.
bulkPressing = false
#.
#Allow the Mechanical Saw to process entire stacks at a time.
bulkCutting = false
#.
#Allow supported potions to be brewed by a Mechanical Mixer + Basin.
allowBrewingInMixer = true
#.
#Allow any shapeless crafting recipes to be processed by a Mechanical Mixer + Basin.
allowShapelessInMixer = true
#.
#Allow any single-ingredient 2x2 or 3x3 crafting recipes to be processed by a Mechanical Press + Basin.
allowShapedSquareInPress = true
#.
#Allow any standard crafting recipes to be processed by Mechanical Crafters.
allowRegularCraftingInCrafter = true
#.
#The Maximum amount of ingredients that can be used to craft Firework Rockets using Mechanical Crafters.
# Default: 9
# Range: > 1
maxFireworkIngredientsInCrafter = 9
#.
#Allow any stonecutting recipes to be processed by a Mechanical Saw.
allowStonecuttingOnSaw = true
#.
#Allow Spouts to interact with Casting Tables and Basins from Tinkers' Construct.
allowCastingBySpout = true
#.
#Display vanilla Log-stripping interactions in JEI.
displayLogStrippingRecipes = true
#.
#The amount of Light sources destroyed before Chromatic Compound turns into Refined Radiance.
# Default: 10
# Range: > 1
lightSourceCountForRefinedRadiance = 10
#.
#Allow the standard in-world Refined Radiance recipes.
enableRefinedRadianceRecipe = true
#.
#Allow the standard in-world Shadow Steel recipe.
enableShadowSteelRecipe = true
#.
#Parameters and abilities of Create's kinetic mechanisms
[kinetics]
#.
#.
#Disable the Stress mechanic altogether.
disableStress = false
#.
#Maximum length in blocks of mechanical belts.
# Default: 20
# Range: > 5
maxBeltLength = 20
#.
#Maximum length in blocks of chain conveyor connections.
# Default: 32
# Range: > 5
maxChainConveyorLength = 32
#.
#Maximum amount of connections each chain conveyor can have.
# Default: 4
# Range: > 1
maxChainConveyorConnections = 4
#.
#Damage dealt by active Crushing Wheels.
# Default: 4
# Range: > 0
crushingDamage = 4
#.
#[in Revolutions per Minute]
#Maximum allowed rotation speed for any Kinetic Block.
# Default: 256
# Range: > 64
maxRotationSpeed = 256
#.
#Select what mobs should ignore Deployers when attacked by them.
#Allowed Values: ALL, CREEPERS, NONE
ignoreDeployerAttacks = "CREEPERS"
#.
#Game ticks between Kinetic Blocks checking whether their source is still valid.
# Default: 60
# Range: > 5
kineticValidationFrequency = 60
#.
#multiplier used for calculating exhaustion from speed when a crank is turned.
# Default: 0.009999999776482582
# Range: 0.0 ~ 1.0
crankHungerMultiplier = 0.009999999776482582
#.
#Amount of sail-type blocks required for a windmill to assemble successfully.
# Default: 8
# Range: > 0
minimumWindmillSails = 8
#.
#Number of sail-type blocks required to increase windmill speed by 1RPM.
# Default: 8
# Range: > 1
windmillSailsPerRPM = 8
#.
#Max Distance in blocks a Weighted Ejector can throw
# Default: 32
# Range: > 0
maxEjectorDistance = 32
#.
#Time in ticks until the next item launched by an ejector scans blocks for potential collisions
# Default: 120
# Range: > 10
ejectorScanInterval = 120
#.
#Encased Fan
[kinetics.encasedFan]
#.
#Maximum distance in blocks Fans can push entities.
# Default: 20
# Range: > 5
fanPushDistance = 20
#.
#Maximum distance in blocks from where Fans can pull entities.
# Default: 20
# Range: > 5
fanPullDistance = 20
#.
#Game ticks between Fans checking for anything blocking their air flow.
# Default: 30
# Range: > 10
fanBlockCheckRate = 30
#.
#[in Revolutions per Minute]
#Rotation speed at which the maximum stats of fans are reached.
# Default: 256
# Range: > 64
fanRotationArgmax = 256
#.
#Game ticks required for a Fan-based processing recipe to take effect.
# Default: 150
# Range: > 0
fanProcessingTime = 150
#.
#Moving Contraptions
[kinetics.contraptions]
#.
#Maximum amount of blocks in a structure movable by Pistons, Bearings or other means.
# Default: 2048
# Range: > 1
maxBlocksMoved = 2048
#.
#Maximum value of a chassis attachment range.
# Default: 16
# Range: > 1
maxChassisRange = 16
#.
#Maximum amount of extension poles behind a Mechanical Piston.
# Default: 64
# Range: > 1
maxPistonPoles = 64
#.
#Max length of rope available off a Rope Pulley.
# Default: 384
# Range: > 1
maxRopeLength = 384
#.
#Maximum allowed distance of two coupled minecarts.
# Default: 32
# Range: > 1
maxCartCouplingLength = 32
#.
#Maximum depth of blocks filled in using a Mechanical Roller.
# Default: 12
# Range: > 1
rollerFillDepth = 12
#.
#Whether minecart contraptions can be picked up in survival mode.
survivalContraptionPickup = true
#.
#Configure how Spawner blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableSpawners = "NO_PICKUP"
#.
#Configure how Budding Amethyst can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
amethystMovement = "NO_PICKUP"
#.
#Configure how Obsidian blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableObsidian = "UNMOVABLE"
#.
#Configure how Reinforced Deepslate blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableReinforcedDeepslate = "UNMOVABLE"
#.
#Whether items mined or harvested by contraptions should be placed in their mounted storage.
moveItemsToStorage = true
#.
#Whether harvesters should break crops that aren't fully grown.
harvestPartiallyGrown = false
#.
#Whether harvesters should replant crops after harvesting.
harvesterReplants = true
#.
#Whether minecart contraptions can be placed into container items.
minecartContraptionInContainers = false
#.
#Whether stabilised bearings create a separated entity even on non-rotating contraptions.
#[Technical]
stabiliseStableContraptions = false
#.
#Whether the players hitbox should be expanded to the size of the contraption hitbox.
#[Technical]
syncPlayerPickupHitboxWithContraptionHitbox = false
#.
#Whether to prevent block dropping when contraption is placed inside in-world blocks.
noDropWhenContraptionReplaceBlocks = false
#.
#Configure speed/capacity levels for requirements and indicators.
[kinetics.stats]
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'medium'
# Default: 30.0
# Range: 0.0 ~ 4096.0
mediumSpeed = 30.0
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'fast'
# Default: 100.0
# Range: 0.0 ~ 65535.0
fastSpeed = 100.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'medium'
# Default: 4.0
# Range: 0.0 ~ 4096.0
mediumStressImpact = 4.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'high'
# Default: 8.0
# Range: 0.0 ~ 65535.0
highStressImpact = 8.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'medium'
# Default: 256.0
# Range: 0.0 ~ 4096.0
mediumCapacity = 256.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'high'
# Default: 1024.0
# Range: 0.0 ~ 65535.0
highCapacity = 1024.0
#.
#Fine tune the kinetic stats of individual components
[kinetics.stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
brass_encased_shaft = 0.0
turntable = 4.0
clutch = 0.0
mechanical_mixer = 4.0
gearbox = 0.0
mechanical_bearing = 4.0
copper_backtank = 4.0
hose_pulley = 4.0
display_board = 0.0
crushing_wheel = 8.0
adjustable_chain_gearshift = 0.0
millstone = 4.0
rotation_speed_controller = 0.0
sticky_mechanical_piston = 4.0
mechanical_crafter = 2.0
deployer = 4.0
elevator_pulley = 4.0
stressometer = 0.0
cogwheel = 0.0
encased_chain_drive = 0.0
belt = 0.0
brass_encased_large_cogwheel = 0.0
weighted_ejector = 2.0
chain_conveyor = 1.0
mechanical_saw = 4.0
flywheel = 0.0
mechanical_piston = 4.0
speedometer = 0.0
brass_encased_cogwheel = 0.0
clockwork_bearing = 4.0
mechanical_press = 8.0
mechanical_drill = 4.0
andesite_encased_shaft = 0.0
netherite_backtank = 4.0
mechanical_arm = 2.0
sequenced_gearshift = 0.0
andesite_encased_large_cogwheel = 0.0
shaft = 0.0
cuckoo_clock = 1.0
gearshift = 0.0
rope_pulley = 4.0
andesite_encased_cogwheel = 0.0
large_cogwheel = 0.0
encased_fan = 2.0
mysterious_cuckoo_clock = 1.0
gantry_shaft = 0.0
mechanical_pump = 4.0
#.
#[in Stress Units]
#Configure how much stress a source can accommodate for.
[kinetics.stressValues.v2.capacity]
steam_engine = 1024.0
water_wheel = 32.0
copper_valve_handle = 8.0
hand_crank = 8.0
creative_motor = 16384.0
large_water_wheel = 128.0
windmill_bearing = 512.0
#.
#Create's liquid manipulation tools
[fluids]
#.
#.
#[in Buckets]
#The amount of liquid a tank can hold per block.
# Default: 8
# Range: > 1
fluidTankCapacity = 8
#.
#[in Blocks]
#The maximum height a fluid tank can reach.
# Default: 32
# Range: > 1
fluidTankMaxHeight = 32
#.
#[in Blocks]
#The maximum distance a mechanical pump can push or pull liquids on either side.
# Default: 16
# Range: > 1
mechanicalPumpRange = 16
#.
#[in Blocks]
#The maximum distance a hose pulley can draw fluid blocks from.
# Default: 128
# Range: > 1
hosePulleyRange = 128
#.
#[in Blocks]
#[-1 to disable this behaviour]
#The minimum amount of fluid blocks the hose pulley needs to find before deeming it an infinite source.
# Default: 10000
# Range: > -1
hosePulleyBlockThreshold = 10000
#.
#Whether hose pulleys should continue filling up above-threshold sources.
fillInfinite = false
#.
#Configure which fluids can be drained infinitely.
#Allowed Values: ALLOW_ALL, DENY_ALL, ALLOW_BY_TAG, DENY_BY_TAG
bottomlessFluidMode = "ALLOW_BY_TAG"
#.
#Whether hose pulleys should be allowed to place fluid sources.
fluidFillPlaceFluidSourceBlocks = true
#.
#Whether open-ended pipes should be allowed to place fluid sources.
pipesPlaceFluidSourceBlocks = true
#.
#Tweaks for logistical components
[logistics]
#.
#.
#The amount of ticks a funnel waits between item transferrals, when it is not re-activated by redstone.
# Default: 8
# Range: > 1
defaultExtractionTimer = 8
#.
#The amount of ticks a portable storage interface waits for transfers until letting contraptions move along.
# Default: 60
# Range: > 1
psiTimeout = 60
#.
#Maximum distance in blocks a Mechanical Arm can reach across.
# Default: 5
# Range: > 1
mechanicalArmRange = 5
#.
#Maximum distance in blocks a Package Port can be placed at from its target.
# Default: 5
# Range: > 1
packagePortRange = 5
#.
#Maximum possible range in blocks of redstone link connections.
# Default: 256
# Range: > 1
linkRange = 256
#.
#Maximum possible distance in blocks between display links and their target.
# Default: 64
# Range: > 1
displayLinkRange = 64
#.
#The total amount of stacks a vault can hold per block in size.
# Default: 20
# Range: 1 ~ 2048
vaultCapacity = 20
#.
#The amount of packages a chain conveyor can carry at a time.
# Default: 20
# Range: > 1
chainConveyorCapacity = 20
#.
#The amount of ticks a brass tunnel waits between distributions.
# Default: 10
# Range: 1 ~ 10
brassTunnelTimer = 10
#.
#The amount of ticks a factory gauge waits between requests.
# Default: 100
# Range: > 5
factoryGaugeTimer = 100
#.
#Whether hostile mobs walking near a seat will start riding it.
seatHostileMobs = true
#.
#Everything related to Schematic tools
[schematics]
#.
#.
#Whether placing a Schematic directly in Creative Mode should replace world blocks with Air
creativePrintIncludesAir = false
#.
#The amount of Schematics a player can upload until previous ones are overwritten.
# Default: 10
# Range: > 1
maxSchematics = 10
#.
#[in KiloBytes]
#The maximum allowed file size of uploaded Schematics.
# Default: 256
# Range: > 16
maxTotalSchematicSize = 256
#.
#[in Bytes]
#The maximum packet size uploaded Schematics are split into.
# Default: 1024
# Range: 256 ~ 32767
maxSchematicPacketSize = 1024
#.
#Amount of game ticks without new packets arriving until an active schematic upload process is discarded.
# Default: 600
# Range: > 100
schematicIdleTimeout = 600
#.
#Schematicannon
[schematics.schematicannon]
#.
#Amount of game ticks between shots of the cannon. Higher => Slower
# Default: 10
# Range: > 1
schematicannonDelay = 10
#.
#Amount of blocks a Schematicannon can print per Gunpowder item provided.
# Default: 400
# Range: > 1
schematicannonShotsPerGunpowder = 400
#.
#Equipment and gadgets added by Create
[equipment]
#.
#.
#The Maximum Distance to an active mirror for the symmetry wand to trigger.
# Default: 50
# Range: > 10
maxSymmetryWandRange = 50
#.
#The Maximum Distance a Block placed by Create's placement assist will have to its interaction point.
# Default: 12
# Range: > 3
placementAssistRange = 12
#.
#The Maximum Distance at which a Toolbox can interact with Players' Inventories.
# Default: 10
# Range: > 1
toolboxRange = 10
#.
#The Maximum volume of Air that can be stored in a backtank = Seconds of underwater breathing
# Default: 900
# Range: > 1
airInBacktank = 900
#.
#The volume of Air added by each level of the backtanks Capacity Enchantment
# Default: 300
# Range: > 1
enchantedBacktankCapacity = 300
#.
#Amount of free Extendo Grip actions provided by one filled Copper Backtank. Set to 0 makes Extendo Grips unbreakable
# Default: 1000
# Range: > 0
maxExtendoGripActions = 1000
#.
#Amount of free Potato Cannon shots provided by one filled Copper Backtank. Set to 0 makes Potato Cannons unbreakable
# Default: 200
# Range: > 0
maxPotatoCannonShots = 200
#.
#Create's builtin Railway systems
[trains]
#.
#.
#Whether moving Trains can hurt colliding mobs and players.
trainsCauseDamage = true
#.
#Maximum length of track that can be placed as one batch or turn.
# Default: 32
# Range: 16 ~ 128
maxTrackPlacementLength = 32
#.
#Maximum length of a Train Stations' assembly track.
# Default: 128
# Range: 5 ~ 512
maxAssemblyLength = 128
#.
#Maximum amount of bogeys assembled as a single Train.
# Default: 20
# Range: 1 ~ 200
maxBogeyCount = 20
#.
#Relative speed of a manually controlled Train compared to a Scheduled one.
# Default: 0.75
# Range: 0.0 ~ 3.4028234663852886E38
manualTrainSpeedModifier = 0.75
#.
#Standard Trains
[trains.trainStats]
#.
#[in Blocks/Second]
#The top speed of any assembled Train.
# Default: 28.0
# Range: 0.0 ~ 3.4028234663852886E38
trainTopSpeed = 28.0
#.
#[in Blocks/Second]
#The top speed of Trains during a turn.
# Default: 14.0
# Range: 0.0 ~ 3.4028234663852886E38
trainTurningTopSpeed = 14.0
#.
#[in Blocks/Second²]
#The acceleration of any assembled Train.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
trainAcceleration = 3.0
#.
#Powered Trains
[trains.poweredTrainStats]
#.
#[in Blocks/Second]
#The top speed of powered Trains.
# Default: 40.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTopSpeed = 40.0
#.
#[in Blocks/Second]
#The top speed of powered Trains during a turn.
# Default: 20.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTurningTopSpeed = 20.0
#.
#[in Blocks/Second²]
#The acceleration of powered Trains.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainAcceleration = 3.0

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@@ -0,0 +1,33 @@
["Jetpack Height Restriction"]
brassJetpackMaxHeight = 28.0
andesiteJetpackMaxHeight = 18.0
copperJetpackMaxHeight = 18.0
netheriteJetpackMaxHeight = 28.0
enableAboveCloudEnchant = false
["Jetpack/Grapplin Speed"]
brassJetpackSpeed = 0.06
andesiteJetpackSpeed = 0.08
copperJetpackSpeed = 0.02
netheriteJetpackSpeed = 0.08
grapplinWhiskSpeed = 0.2
["Fuel/Water Capacity"]
gadgetCapacity = 1600.0
smallTankCapacity = 800.0
mediumTankCapacity = 1600.0
largeTankCapacity = 3200.0
[Enchantments]
enableDiggingEnchant = true
enableImpactEnchant = true
enableGravityGunEnchant = true
enableHellfireEnchant = true
enableChunkEaterEnchant = true
["Drone Module"]
enableDrillDroneModule = true
enableFanDroneModule = true
enableMagnetDroneModule = true
enableVaultDroneModule = true
MagnetModuleBlockLimitation = false

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@@ -0,0 +1,7 @@
#Contraption force loading settings. These are dangerous — misuse can cause severe server lag.
[force_loading]
#Allow players to force-load the plot chunks (the real-world anchor chunks) of a claimed contraption via FTB Chunks.
#This adds a persistent Sable loading ticket so the contraption remains loaded and ticking when no players are nearby.
#Respects FTB Chunks force-load limits and offline force-load settings.
#WARNING: Force-loaded contraptions continue simulating physics and can cause server lag if overused.
allow_plot_chunk_force_load = true

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