clientstuff

This commit is contained in:
2025-10-27 11:53:18 +01:00
parent 503b04656d
commit d22cef5355
1575 changed files with 795737 additions and 610 deletions

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@@ -0,0 +1,2 @@
# Configuration file

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@@ -17,30 +17,13 @@ client {
##########################################################################################################
cableinsulation {
# [range: -2147483648 ~ 2147483647, default: 64]
# [range: 0 ~ 255, default: 64]
I:blue=64
# [range: -2147483648 ~ 2147483647, default: 64]
# [range: 0 ~ 255, default: 64]
I:green=64
# [range: -2147483648 ~ 2147483647, default: 64]
I:red=64
}
##########################################################################################################
# constructionfoam
#--------------------------------------------------------------------------------------------------------#
# RGB values for the construction foam color modulation.
##########################################################################################################
constructionfoam {
# [range: -2147483648 ~ 2147483647, default: 64]
I:blue=64
# [range: -2147483648 ~ 2147483647, default: 64]
I:green=64
# [range: -2147483648 ~ 2147483647, default: 64]
# [range: 0 ~ 255, default: 64]
I:red=64
}
@@ -51,13 +34,13 @@ client {
##########################################################################################################
machinemetal {
# [range: -2147483648 ~ 2147483647, default: 255]
# [range: 0 ~ 255, default: 255]
I:blue=255
# [range: -2147483648 ~ 2147483647, default: 220]
# [range: 0 ~ 255, default: 220]
I:green=220
# [range: -2147483648 ~ 2147483647, default: 210]
# [range: 0 ~ 255, default: 210]
I:red=210
}
@@ -102,6 +85,9 @@ client {
# if true, input filter will initially be on when input buses are placed in the world. [default: false]
B:inputBusInitialFilter=false
# if true, input filter will initially be on when input hatches are placed in the world. [default: false]
B:inputHatchInitialFilter=false
# If true, scrolling up while hovering a ghost circuit in a machine UI will increment the circuit number. [default: false]
B:invertCircuitScrollDirection=false
@@ -109,7 +95,7 @@ client {
# If sounds are causing large amounts of lag, try lowering this.
# If sounds are not working at all, try setting this to the lowest value (28).
# Default: 512 [range: 28 ~ 2048, default: 512]
I:maxNumSounds=128
I:maxNumSounds=512
# if true, allow multistacks on single blocks by default when they are first placed in the world. [default: false]
B:singleBlockInitialAllowMultiStack=false
@@ -125,6 +111,15 @@ client {
##########################################################################################################
render {
# When >0, powerfail notifications will stop rendering after this many seconds. [range: -2147483648 ~ 2147483647, default: 0]
I:"Powerfail Notification Timeout"=0
# Render lines to MagLev Pylons when tethering [default: true]
B:"Render MagLev Tethers"=true
# [default: true]
B:"Render Powerfail Notifications"=true
# Disables coil lighting. Requires world reload (f3 + a or relog). [default: false]
B:"Use Old Coil Textures"=false
@@ -152,6 +147,9 @@ client {
# if true, enables ambient-occlusion smooth lighting on tiles. [default: true]
B:renderTileAmbientOcclusion=true
# Enables or disables Trans Metal rendering, also impacts motors, pistons etc with same rendering. Accessibility option. [default: true]
B:renderTransMetalFancy=true
# enables BaseMetaTileEntity block updates handled by BlockUpdateHandler. [default: false]
B:useBlockUpdateHandler=false
}
@@ -244,6 +242,43 @@ client {
}
##########################################################################################################
# blockoverlay
#--------------------------------------------------------------------------------------------------------#
# GT Tool Block Overlay section
##########################################################################################################
blockoverlay {
# The alpha for the color of the block overlay [range: 0 ~ 255, default: 127]
I:alpha=127
# The blue color of the block overlay [range: 0 ~ 255, default: 0]
I:blue=0
# The green color of the block overlay [range: 0 ~ 255, default: 0]
I:green=0
# The line width of the block overlay [range: 0.0 ~ 30.0, default: 2.5]
S:lineWidth=2.5
# The red color of the block overlay [range: 0 ~ 255, default: 0]
I:red=0
}
##########################################################################################################
# chat
#--------------------------------------------------------------------------------------------------------#
# Chat message section
##########################################################################################################
chat {
# Prints the powerfail command help text when receiving a powerfail. The message is only printed once per game session. [default: true]
B:"Print Powerfail Help Text"=true
# Displays a chat message when a powerfail occurs. [default: true]
B:"Print Powerfail Notifications"=true
}
}

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@@ -0,0 +1,249 @@
# Configuration file
client {
##########################################################################################################
# colormodulation
#--------------------------------------------------------------------------------------------------------#
# Color Modulation section
##########################################################################################################
colormodulation {
##########################################################################################################
# cableinsulation
#--------------------------------------------------------------------------------------------------------#
# RGB values for the cable insulation color modulation.
##########################################################################################################
cableinsulation {
# [range: -2147483648 ~ 2147483647, default: 64]
I:blue=64
# [range: -2147483648 ~ 2147483647, default: 64]
I:green=64
# [range: -2147483648 ~ 2147483647, default: 64]
I:red=64
}
##########################################################################################################
# constructionfoam
#--------------------------------------------------------------------------------------------------------#
# RGB values for the construction foam color modulation.
##########################################################################################################
constructionfoam {
# [range: -2147483648 ~ 2147483647, default: 64]
I:blue=64
# [range: -2147483648 ~ 2147483647, default: 64]
I:green=64
# [range: -2147483648 ~ 2147483647, default: 64]
I:red=64
}
##########################################################################################################
# machinemetal
#--------------------------------------------------------------------------------------------------------#
# RGB values for the machine metal color modulation (default GUI color).
##########################################################################################################
machinemetal {
# [range: -2147483648 ~ 2147483647, default: 255]
I:blue=255
# [range: -2147483648 ~ 2147483647, default: 220]
I:green=220
# [range: -2147483648 ~ 2147483647, default: 210]
I:red=210
}
}
##########################################################################################################
# iface
#--------------------------------------------------------------------------------------------------------#
# Interface section
##########################################################################################################
iface {
# if true, puts the cover tabs display on the right of the UI instead of the left. [default: false]
B:coverTabsFlipped=false
# if true, makes cover tabs visible on GregTech machines. [default: true]
B:coverTabsVisible=true
# Which style should tooltip separator lines have? 0: empty line, 1: dashed line, 2+: continuous line. [range: -2147483648 ~ 2147483647, default: 2]
I:separatorStyle=2
# Which style to use for title tab on machine GUI? 0: text tab split-dark, 1: text tab unified, 2: item icon tab. [range: -2147483648 ~ 2147483647, default: 0]
I:titleTabStyle=0
# Which style should tooltip finisher separator lines have? 0: no line, 1: empty line, 2: dashed line, 3+: continuous line. [range: -2147483648 ~ 2147483647, default: 3]
I:tooltipFinisherStyle=3
# How verbose should tooltips be when LSHIFT is held? 0: disabled, 1: one-line, 2: normal, 3+: extended. [range: -2147483648 ~ 2147483647, default: 3]
I:tooltipShiftVerbosity=3
# How verbose should tooltips be? 0: disabled, 1: one-line, 2: normal, 3+: extended. [range: -2147483648 ~ 2147483647, default: 2]
I:tooltipVerbosity=2
}
##########################################################################################################
# preference
#--------------------------------------------------------------------------------------------------------#
# Preference section
##########################################################################################################
preference {
# if true, input filter will initially be on when input buses are placed in the world. [default: false]
B:inputBusInitialFilter=false
# If true, scrolling up while hovering a ghost circuit in a machine UI will increment the circuit number. [default: false]
B:invertCircuitScrollDirection=false
# Overrides the MC total playable sounds limit. MC's default is 28, which causes problems with many machine sounds at once
# If sounds are causing large amounts of lag, try lowering this.
# If sounds are not working at all, try setting this to the lowest value (28).
# Default: 512 [range: 28 ~ 2048, default: 512]
I:maxNumSounds=128
# if true, allow multistacks on single blocks by default when they are first placed in the world. [default: false]
B:singleBlockInitialAllowMultiStack=false
# if true, input filter will initially be on when machines are placed in the world. [default: false]
B:singleBlockInitialFilter=false
}
##########################################################################################################
# render
#--------------------------------------------------------------------------------------------------------#
# Render section
##########################################################################################################
render {
# Disables coil lighting. Requires world reload (f3 + a or relog). [default: false]
B:"Use Old Coil Textures"=false
# if true, enables dirt particles when pollution reaches the threshold. [default: true]
B:renderDirtParticles=true
# if true, render flipped machine with flipped textures. [default: true]
B:renderFlippedMachinesFlipped=true
# if true, enables glowing of the machine controllers. [default: true]
B:renderGlowTextures=true
# if true, render indicators on hatches. [default: true]
B:renderIndicatorsOnHatch=true
# if true, enables the blue charge bar for an electric item's charge. [default: true]
B:renderItemChargeBar=true
# if true, enables the green -> red durability for an item's damage value. [default: true]
B:renderItemDurabilityBar=true
# if true, enables pollution fog when pollution reaches the threshold. [default: true]
B:renderPollutionFog=true
# if true, enables ambient-occlusion smooth lighting on tiles. [default: true]
B:renderTileAmbientOcclusion=true
# enables BaseMetaTileEntity block updates handled by BlockUpdateHandler. [default: false]
B:useBlockUpdateHandler=false
}
##########################################################################################################
# waila
#--------------------------------------------------------------------------------------------------------#
# Waila section
##########################################################################################################
waila {
# if true, enables showing voltage tier of transformer for Waila, instead of raw voltage number. [default: false]
B:wailaAverageNS=false
# if true, enables showing voltage tier of transformer for Waila, instead of raw voltage number. [default: true]
B:wailaTransformerVoltageTier=true
}
##########################################################################################################
# nei
#--------------------------------------------------------------------------------------------------------#
# NEI section
##########################################################################################################
nei {
# if true, show original voltage when overclocked. [default: false]
B:NEIOriginalVoltage=false
# if true, shows the mod which added the recipe. [default: false]
B:NEIRecipeOwner=false
# if true, show the stacktrace related to the recipe addition. [default: false]
B:NEIRecipeOwnerStackTrace=false
# if true, shows the recipes using seconds (as opposed to ticks). [default: true]
B:NEIRecipeSecondMode=true
##########################################################################################################
# recipecategories
#--------------------------------------------------------------------------------------------------------#
# Recipe category section
##########################################################################################################
recipecategories {
#
# Possible values: [ENABLE, MERGE, HIDE]
# [default: ENABLE]
S:absNonAlloyRecipes=ENABLE
#
# Possible values: [ENABLE, MERGE, HIDE]
# [default: ENABLE]
S:alloySmelterMolding=ENABLE
#
# Possible values: [ENABLE, MERGE, HIDE]
# [default: ENABLE]
S:alloySmelterRecycling=ENABLE
#
# Possible values: [ENABLE, MERGE, HIDE]
# [default: ENABLE]
S:arcFurnaceRecycling=ENABLE
#
# Possible values: [ENABLE, MERGE, HIDE]
# [default: ENABLE]
S:fluidExtractorRecycling=ENABLE
#
# Possible values: [ENABLE, MERGE, HIDE]
# [default: ENABLE]
S:forgeHammerRecycling=ENABLE
#
# Possible values: [ENABLE, MERGE, HIDE]
# [default: ENABLE]
S:maceratorRecycling=ENABLE
#
# Possible values: [ENABLE, MERGE, HIDE]
# [default: ENABLE]
S:ticBoltMolding=ENABLE
#
# Possible values: [ENABLE, MERGE, HIDE]
# [default: ENABLE]
S:ticPartExtruding=ENABLE
}
}
}

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@@ -0,0 +1,39 @@
# Configuration file
general {
I:"Bad Gradient"=-52686
I:"Bad Text"=-65536
# Available options: SI, SCIENTIFIC, ENGINEERING
I:"Format Index"=1
I:"Good Gradient"=-13487361
I:"Good Text"=-16711936
# Available options: NORMAL, DEUTERANOPIA
I:"Gradient Index"=0
# Available options: NORMAL
S:"Gradient Preset"=NORMAL
D:"HUD Scale"=1.0
# Hide the HUD when the in-game chat is open
B:"Hide HUD"=true
I:"Ok Gradient"=-13435086
I:"Ok Text"=-1
I:"Power Rectangle Height"=4
I:"Power Rectangle Width"=120
# Available options: TOTAL, EUT, BOTH
I:"Reading Index"=0
I:"Render Offset X"=5
I:"Render Offset Y"=179
B:"Show Power Chart"=true
# Text size of the storage EU reading
I:"Storage Text Scale"=1
# Text size of the 5m and 1h readings
D:"Timed Reading Text Scale"=0.75
}

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@@ -71,6 +71,9 @@ gregtech {
# Controls the stacksize of oredicted planks. [range: -2147483648 ~ 2147483647, default: 64]
I:maxPlankStackSize=64
# Speed up machine update thread by skipping cables. Warning: this can cause weird side effects. [default: false]
B:speedupMachineUpdateThread=false
# Controls the stacksize of IC2 overclocker upgrades. [range: -2147483648 ~ 2147483647, default: 4]
I:upgradeStackSize=4
}
@@ -108,6 +111,9 @@ gregtech {
# If true, spawns an axe at the start in adventure mode. Does nothing if the advanture mode isn't forced. [default: true]
B:axeWhenAdventure=true
# if true, batch mode will initially be enabled when multiblocks are placed in the world. [default: true]
B:batchModeInitialValue=true
# if true, change the default durability of wooden vanilla tools to 64 and increase speed to match stone [default: true]
B:changedWoodenVanillaTools=true
@@ -256,6 +262,12 @@ gregtech {
##########################################################################################################
machines {
# Enables the powerfail notification system. [default: true]
B:"Enable Powerfail Notifications"=true
# If true, Crafting Input Bus/Buffer will drop items and fluids if they cannot be returned to the AE network. [default: true]
B:allowCribDropItems=true
# This will make all chunkloading machines act as World Anchors (true) or Passive Anchors (false). [default: false]
B:alwaysReloadChunkloaders=false

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@@ -0,0 +1,68 @@
# Configuration file
crops {
I:Argentia=145
I:Bauxia=154
I:Blazereed=130
I:Bobsyeruncleranks=127
I:Brown_Mushrooms=143
I:Chilly=172
I:Coppon=142
I:Corium=132
I:Corpseplant=133
I:Creeperweed=134
I:Cucumber=176
I:Diareed=128
I:Eggplant=131
I:Enderbloom=135
I:Evil_Ore=163
I:Fertilia=153
I:Flax=125
I:Galvania=162
I:Glowheat=151
I:God_of_Thunder=157
I:Grape=174
I:Indigo=124
I:Lazulia=150
I:Lemon=171
I:Liveroots=148
I:Meatrose=136
I:Micadia=179
I:Milkwart=137
I:Nickelback=161
I:Oilberries=126
I:Olivia=164
I:Onion=175
I:Platina=168
I:Plumbilia=146
I:Pyrolusium=166
I:Quantaria=169
I:Rape=178
I:Reactoria=156
I:Red_Mushrooms=144
I:Sapphirum=165
I:Scheelinium=167
I:Slimeplant=138
I:Spidernip=139
I:Stargatium=170
I:Starwart=159
I:Steeleafranks=147
I:Tea=177
I:Tearstalks=140
I:Tine=141
I:Titania=155
I:Tomato=173
I:Transformium=158
I:Trollplant=149
I:Withereed=129
I:Zomplant=160
}
enchantments {
I:Disjunction=15
I:Hazmat=13
I:Radioactivity=14
}

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@@ -188,15 +188,6 @@ pollution {
# pollution rate in gibbl/s for the Industrial mixing machine [range: -2147483648 ~ 2147483647, default: 800]
I:pollutionPerSecondMultiIndustrialMixer=800
# pollution rate in gibbl/s for the Large processing factory in fluid mode [range: -2147483648 ~ 2147483647, default: 400]
I:pollutionPerSecondMultiIndustrialMultiMachine_ModeFluid=400
# pollution rate in gibbl/s for the Large processing factory in metal mode [range: -2147483648 ~ 2147483647, default: 400]
I:pollutionPerSecondMultiIndustrialMultiMachine_ModeMetal=400
# pollution rate in gibbl/s for the Large processing factory in misc mode [range: -2147483648 ~ 2147483647, default: 600]
I:pollutionPerSecondMultiIndustrialMultiMachine_ModeMisc=600
# pollution rate in gibbl/s for the Industrial material press in bending mode [range: -2147483648 ~ 2147483647, default: 480]
I:pollutionPerSecondMultiIndustrialPlatePress_ModeBending=480

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@@ -0,0 +1,960 @@
# Configuration file
undergroundfluid {
# Dimension IDs Black List
I:DimBlackList <
-1
1
>
overworld {
# Dimension ID or Class Name
S:Dimension=0
naturalgas {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=20
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=350
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=10
# Fluid registry name
S:Registry=gas_natural_gas
}
lightoil {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=20
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=350
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=10
# Fluid registry name
S:Registry=liquid_light_oil
}
mediumoil {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=20
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=625
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=liquid_medium_oil
}
heavyoil {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=20
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=625
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=liquid_heavy_oil
}
oil {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=20
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=625
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=oil
}
}
moon {
# Dimension ID or Class Name
S:Dimension=Moon
helium3 {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=425
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=helium-3
}
saltwater {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=20
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=200
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=saltwater
}
}
mercury {
# Dimension ID or Class Name
S:Dimension=Mercury
helium3 {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=800
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=helium-3
}
molteniron {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=30
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=400
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=molten.iron
}
}
venus {
# Dimension ID or Class Name
S:Dimension=Venus
moltenlead {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=1600
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=molten.lead
}
sulfuricacid {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=250
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=sulfuricacid
}
carbondioxide {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=1500
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=carbondioxide
}
}
mars {
# Dimension ID or Class Name
S:Dimension=Mars
saltwater {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=400
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=saltwater
}
chlorobenzene {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=400
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=chlorobenzene
}
}
io {
# Dimension ID or Class Name
S:Dimension=Io
moltenlead {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=20
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=650
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=molten.lead
}
sulfuricacid {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=80
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=350
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=sulfuricacid
}
carbondioxide {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=80
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=750
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=carbondioxide
}
}
europa {
# Dimension ID or Class Name
S:Dimension=Europa
saltwater {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=800
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=saltwater
}
veryheavyoil {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=20
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=200
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=liquid_extra_heavy_oil
}
distilledwater {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=80
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=3500
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=ic2distilledwater
}
}
callisto {
# Dimension ID or Class Name
S:Dimension=Callisto
oxygen {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=200
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=oxygen
}
liquidair {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=200
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=liquidair
}
}
titan {
# Dimension ID or Class Name
S:Dimension=Titan
methane {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=800
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=methane
}
ethane {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=200
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=ethane
}
}
miranda {
# Dimension ID or Class Name
S:Dimension=Miranda
hydrogensulfide {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=900
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=liquid_hydricsulfur
}
}
oberon {
# Dimension ID or Class Name
S:Dimension=oberon
carbonmonoxide {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=2000
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=carbonmonoxide
}
}
triton {
# Dimension ID or Class Name
S:Dimension=Triton
nitrogen {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=800
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=nitrogen
}
ethylene {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=800
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=ethylene
}
}
proteus {
# Dimension ID or Class Name
S:Dimension=Proteus
deuterium {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=700
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=deuterium
}
}
pluto {
# Dimension ID or Class Name
S:Dimension=Pluto
nitrogen {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=800
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=nitrogen
}
oxygen {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=800
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=oxygen
}
liquidair {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=40
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=300
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=4
# Fluid registry name
S:Registry=liquidair
}
fluorine {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=80
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=800
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=4
# Fluid registry name
S:Registry=fluorine
}
}
makemake {
# Dimension ID or Class Name
S:Dimension=Makemake
hydrofluoricacid {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=80
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=300
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=hydrofluoricacid_gt5u
}
}
alphacentauribb {
# Dimension ID or Class Name
S:Dimension=aCentauriBb
moltencopper {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=10
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=300
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=molten.copper
}
}
barnardac {
# Dimension ID or Class Name
S:Dimension=BarnardaC
veryheavyoil {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=800
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=liquid_extra_heavy_oil
}
unknownwater {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=300
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=unknowwater
}
}
barnardae {
# Dimension ID or Class Name
S:Dimension=BarnardaE
liquidair {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=20
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=400
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=liquidair
}
}
barnardaf {
# Dimension ID or Class Name
S:Dimension=BarnardaF
moltentin {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=15
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=400
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=molten.tin
}
}
tcetie {
# Dimension ID or Class Name
S:Dimension=TCetiE
veryheavyoil {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=200
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=liquid_extra_heavy_oil
}
hydrogen {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=50
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=700
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=hydrogen
}
distilledwater {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=10000
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=ic2distilledwater
}
}
ross128b {
# Dimension ID or Class Name
S:Dimension=Ross128b
veryheavyoil {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=40
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=625
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=liquid_extra_heavy_oil
}
lava {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=5
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=820
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=lava
}
naturalgas {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=65
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=625
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=gas_natural_gas
}
distilledwater {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=100
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=5000
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=ic2distilledwater
}
}
ross128ba {
# Dimension ID or Class Name
S:Dimension=Ross128ba
saltwater {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=40
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=1250
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=saltwater
}
helium3 {
# Chance generating (weighted chance!, there will be a fluid in chunk always!)
I:Chance=60
# Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
I:DecreasePerOperationAmount=5
# Max amount generation (per operation, sets the VeinData) 80000 MAX
I:MaxAmount=1250
# Min amount generation (per operation, sets the VeinData) 0 MIN
I:MinAmount=0
# Fluid registry name
S:Registry=helium-3
}
}
}