clientstuff
This commit is contained in:
2
.minecraft/config/GregTech/Cleanroom.cfg
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2
.minecraft/config/GregTech/Cleanroom.cfg
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@@ -0,0 +1,2 @@
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# Configuration file
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@@ -17,30 +17,13 @@ client {
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##########################################################################################################
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cableinsulation {
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# [range: -2147483648 ~ 2147483647, default: 64]
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# [range: 0 ~ 255, default: 64]
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I:blue=64
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# [range: -2147483648 ~ 2147483647, default: 64]
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# [range: 0 ~ 255, default: 64]
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I:green=64
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# [range: -2147483648 ~ 2147483647, default: 64]
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I:red=64
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}
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##########################################################################################################
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# constructionfoam
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#--------------------------------------------------------------------------------------------------------#
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# RGB values for the construction foam color modulation.
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##########################################################################################################
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constructionfoam {
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# [range: -2147483648 ~ 2147483647, default: 64]
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I:blue=64
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# [range: -2147483648 ~ 2147483647, default: 64]
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I:green=64
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# [range: -2147483648 ~ 2147483647, default: 64]
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# [range: 0 ~ 255, default: 64]
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I:red=64
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}
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@@ -51,13 +34,13 @@ client {
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##########################################################################################################
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machinemetal {
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# [range: -2147483648 ~ 2147483647, default: 255]
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# [range: 0 ~ 255, default: 255]
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I:blue=255
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# [range: -2147483648 ~ 2147483647, default: 220]
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# [range: 0 ~ 255, default: 220]
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I:green=220
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# [range: -2147483648 ~ 2147483647, default: 210]
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# [range: 0 ~ 255, default: 210]
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I:red=210
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}
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@@ -102,6 +85,9 @@ client {
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# if true, input filter will initially be on when input buses are placed in the world. [default: false]
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B:inputBusInitialFilter=false
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# if true, input filter will initially be on when input hatches are placed in the world. [default: false]
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B:inputHatchInitialFilter=false
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# If true, scrolling up while hovering a ghost circuit in a machine UI will increment the circuit number. [default: false]
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B:invertCircuitScrollDirection=false
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@@ -109,7 +95,7 @@ client {
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# If sounds are causing large amounts of lag, try lowering this.
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# If sounds are not working at all, try setting this to the lowest value (28).
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# Default: 512 [range: 28 ~ 2048, default: 512]
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I:maxNumSounds=128
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I:maxNumSounds=512
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# if true, allow multistacks on single blocks by default when they are first placed in the world. [default: false]
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B:singleBlockInitialAllowMultiStack=false
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@@ -125,6 +111,15 @@ client {
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##########################################################################################################
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render {
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# When >0, powerfail notifications will stop rendering after this many seconds. [range: -2147483648 ~ 2147483647, default: 0]
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I:"Powerfail Notification Timeout"=0
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# Render lines to MagLev Pylons when tethering [default: true]
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B:"Render MagLev Tethers"=true
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# [default: true]
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B:"Render Powerfail Notifications"=true
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# Disables coil lighting. Requires world reload (f3 + a or relog). [default: false]
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B:"Use Old Coil Textures"=false
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@@ -152,6 +147,9 @@ client {
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# if true, enables ambient-occlusion smooth lighting on tiles. [default: true]
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B:renderTileAmbientOcclusion=true
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# Enables or disables Trans Metal rendering, also impacts motors, pistons etc with same rendering. Accessibility option. [default: true]
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B:renderTransMetalFancy=true
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# enables BaseMetaTileEntity block updates handled by BlockUpdateHandler. [default: false]
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B:useBlockUpdateHandler=false
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}
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@@ -244,6 +242,43 @@ client {
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}
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##########################################################################################################
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# blockoverlay
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#--------------------------------------------------------------------------------------------------------#
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# GT Tool Block Overlay section
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##########################################################################################################
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blockoverlay {
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# The alpha for the color of the block overlay [range: 0 ~ 255, default: 127]
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I:alpha=127
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# The blue color of the block overlay [range: 0 ~ 255, default: 0]
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I:blue=0
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# The green color of the block overlay [range: 0 ~ 255, default: 0]
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I:green=0
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# The line width of the block overlay [range: 0.0 ~ 30.0, default: 2.5]
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S:lineWidth=2.5
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# The red color of the block overlay [range: 0 ~ 255, default: 0]
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I:red=0
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}
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##########################################################################################################
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# chat
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#--------------------------------------------------------------------------------------------------------#
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# Chat message section
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##########################################################################################################
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chat {
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# Prints the powerfail command help text when receiving a powerfail. The message is only printed once per game session. [default: true]
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B:"Print Powerfail Help Text"=true
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# Displays a chat message when a powerfail occurs. [default: true]
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B:"Print Powerfail Notifications"=true
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}
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}
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249
.minecraft/config/GregTech/Client.cfg.bak
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249
.minecraft/config/GregTech/Client.cfg.bak
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@@ -0,0 +1,249 @@
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# Configuration file
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client {
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##########################################################################################################
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# colormodulation
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#--------------------------------------------------------------------------------------------------------#
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# Color Modulation section
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##########################################################################################################
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colormodulation {
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##########################################################################################################
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# cableinsulation
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#--------------------------------------------------------------------------------------------------------#
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# RGB values for the cable insulation color modulation.
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##########################################################################################################
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cableinsulation {
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# [range: -2147483648 ~ 2147483647, default: 64]
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I:blue=64
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# [range: -2147483648 ~ 2147483647, default: 64]
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I:green=64
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# [range: -2147483648 ~ 2147483647, default: 64]
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I:red=64
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}
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##########################################################################################################
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# constructionfoam
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#--------------------------------------------------------------------------------------------------------#
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# RGB values for the construction foam color modulation.
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##########################################################################################################
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constructionfoam {
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# [range: -2147483648 ~ 2147483647, default: 64]
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I:blue=64
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# [range: -2147483648 ~ 2147483647, default: 64]
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I:green=64
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# [range: -2147483648 ~ 2147483647, default: 64]
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I:red=64
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}
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##########################################################################################################
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# machinemetal
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#--------------------------------------------------------------------------------------------------------#
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# RGB values for the machine metal color modulation (default GUI color).
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##########################################################################################################
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machinemetal {
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# [range: -2147483648 ~ 2147483647, default: 255]
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I:blue=255
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# [range: -2147483648 ~ 2147483647, default: 220]
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I:green=220
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# [range: -2147483648 ~ 2147483647, default: 210]
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I:red=210
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}
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}
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##########################################################################################################
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# iface
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#--------------------------------------------------------------------------------------------------------#
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# Interface section
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##########################################################################################################
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iface {
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# if true, puts the cover tabs display on the right of the UI instead of the left. [default: false]
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B:coverTabsFlipped=false
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# if true, makes cover tabs visible on GregTech machines. [default: true]
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B:coverTabsVisible=true
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# Which style should tooltip separator lines have? 0: empty line, 1: dashed line, 2+: continuous line. [range: -2147483648 ~ 2147483647, default: 2]
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I:separatorStyle=2
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# 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]
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I:titleTabStyle=0
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# 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]
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I:tooltipFinisherStyle=3
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# How verbose should tooltips be when LSHIFT is held? 0: disabled, 1: one-line, 2: normal, 3+: extended. [range: -2147483648 ~ 2147483647, default: 3]
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I:tooltipShiftVerbosity=3
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# How verbose should tooltips be? 0: disabled, 1: one-line, 2: normal, 3+: extended. [range: -2147483648 ~ 2147483647, default: 2]
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I:tooltipVerbosity=2
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}
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##########################################################################################################
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# preference
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#--------------------------------------------------------------------------------------------------------#
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# Preference section
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##########################################################################################################
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preference {
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# if true, input filter will initially be on when input buses are placed in the world. [default: false]
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B:inputBusInitialFilter=false
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# If true, scrolling up while hovering a ghost circuit in a machine UI will increment the circuit number. [default: false]
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B:invertCircuitScrollDirection=false
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# Overrides the MC total playable sounds limit. MC's default is 28, which causes problems with many machine sounds at once
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# If sounds are causing large amounts of lag, try lowering this.
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# If sounds are not working at all, try setting this to the lowest value (28).
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# Default: 512 [range: 28 ~ 2048, default: 512]
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I:maxNumSounds=128
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# if true, allow multistacks on single blocks by default when they are first placed in the world. [default: false]
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B:singleBlockInitialAllowMultiStack=false
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# if true, input filter will initially be on when machines are placed in the world. [default: false]
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B:singleBlockInitialFilter=false
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}
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##########################################################################################################
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# render
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#--------------------------------------------------------------------------------------------------------#
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# Render section
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##########################################################################################################
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render {
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# Disables coil lighting. Requires world reload (f3 + a or relog). [default: false]
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B:"Use Old Coil Textures"=false
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# if true, enables dirt particles when pollution reaches the threshold. [default: true]
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B:renderDirtParticles=true
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# if true, render flipped machine with flipped textures. [default: true]
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B:renderFlippedMachinesFlipped=true
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# if true, enables glowing of the machine controllers. [default: true]
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B:renderGlowTextures=true
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# if true, render indicators on hatches. [default: true]
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B:renderIndicatorsOnHatch=true
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# if true, enables the blue charge bar for an electric item's charge. [default: true]
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B:renderItemChargeBar=true
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# if true, enables the green -> red durability for an item's damage value. [default: true]
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B:renderItemDurabilityBar=true
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# if true, enables pollution fog when pollution reaches the threshold. [default: true]
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B:renderPollutionFog=true
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# if true, enables ambient-occlusion smooth lighting on tiles. [default: true]
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B:renderTileAmbientOcclusion=true
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# enables BaseMetaTileEntity block updates handled by BlockUpdateHandler. [default: false]
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B:useBlockUpdateHandler=false
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}
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##########################################################################################################
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# waila
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#--------------------------------------------------------------------------------------------------------#
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# Waila section
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##########################################################################################################
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waila {
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# if true, enables showing voltage tier of transformer for Waila, instead of raw voltage number. [default: false]
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B:wailaAverageNS=false
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# if true, enables showing voltage tier of transformer for Waila, instead of raw voltage number. [default: true]
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B:wailaTransformerVoltageTier=true
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}
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##########################################################################################################
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# nei
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#--------------------------------------------------------------------------------------------------------#
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# NEI section
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##########################################################################################################
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nei {
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# if true, show original voltage when overclocked. [default: false]
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B:NEIOriginalVoltage=false
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# if true, shows the mod which added the recipe. [default: false]
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B:NEIRecipeOwner=false
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# if true, show the stacktrace related to the recipe addition. [default: false]
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B:NEIRecipeOwnerStackTrace=false
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# if true, shows the recipes using seconds (as opposed to ticks). [default: true]
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B:NEIRecipeSecondMode=true
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##########################################################################################################
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# recipecategories
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#--------------------------------------------------------------------------------------------------------#
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# Recipe category section
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##########################################################################################################
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recipecategories {
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#
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# Possible values: [ENABLE, MERGE, HIDE]
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# [default: ENABLE]
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S:absNonAlloyRecipes=ENABLE
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#
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# Possible values: [ENABLE, MERGE, HIDE]
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# [default: ENABLE]
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S:alloySmelterMolding=ENABLE
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#
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# Possible values: [ENABLE, MERGE, HIDE]
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# [default: ENABLE]
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S:alloySmelterRecycling=ENABLE
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#
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# Possible values: [ENABLE, MERGE, HIDE]
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# [default: ENABLE]
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S:arcFurnaceRecycling=ENABLE
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#
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# Possible values: [ENABLE, MERGE, HIDE]
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# [default: ENABLE]
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S:fluidExtractorRecycling=ENABLE
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#
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# Possible values: [ENABLE, MERGE, HIDE]
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# [default: ENABLE]
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S:forgeHammerRecycling=ENABLE
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#
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# Possible values: [ENABLE, MERGE, HIDE]
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# [default: ENABLE]
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S:maceratorRecycling=ENABLE
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#
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# Possible values: [ENABLE, MERGE, HIDE]
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# [default: ENABLE]
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S:ticBoltMolding=ENABLE
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#
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# Possible values: [ENABLE, MERGE, HIDE]
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# [default: ENABLE]
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S:ticPartExtruding=ENABLE
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}
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}
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}
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0
.minecraft/config/GregTech/DynamicConfig.cfg
Normal file
0
.minecraft/config/GregTech/DynamicConfig.cfg
Normal file
39
.minecraft/config/GregTech/Goggles.cfg
Normal file
39
.minecraft/config/GregTech/Goggles.cfg
Normal file
@@ -0,0 +1,39 @@
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# Configuration file
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general {
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I:"Bad Gradient"=-52686
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I:"Bad Text"=-65536
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# Available options: SI, SCIENTIFIC, ENGINEERING
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I:"Format Index"=1
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I:"Good Gradient"=-13487361
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I:"Good Text"=-16711936
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# Available options: NORMAL, DEUTERANOPIA
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I:"Gradient Index"=0
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# Available options: NORMAL
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S:"Gradient Preset"=NORMAL
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D:"HUD Scale"=1.0
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# Hide the HUD when the in-game chat is open
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B:"Hide HUD"=true
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I:"Ok Gradient"=-13435086
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I:"Ok Text"=-1
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I:"Power Rectangle Height"=4
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I:"Power Rectangle Width"=120
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# Available options: TOTAL, EUT, BOTH
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I:"Reading Index"=0
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I:"Render Offset X"=5
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I:"Render Offset Y"=179
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B:"Show Power Chart"=true
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# Text size of the storage EU reading
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I:"Storage Text Scale"=1
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# Text size of the 5m and 1h readings
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D:"Timed Reading Text Scale"=0.75
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}
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||||
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@@ -71,6 +71,9 @@ gregtech {
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# Controls the stacksize of oredicted planks. [range: -2147483648 ~ 2147483647, default: 64]
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I:maxPlankStackSize=64
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# Speed up machine update thread by skipping cables. Warning: this can cause weird side effects. [default: false]
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B:speedupMachineUpdateThread=false
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||||
# Controls the stacksize of IC2 overclocker upgrades. [range: -2147483648 ~ 2147483647, default: 4]
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I:upgradeStackSize=4
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}
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@@ -108,6 +111,9 @@ gregtech {
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# If true, spawns an axe at the start in adventure mode. Does nothing if the advanture mode isn't forced. [default: true]
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B:axeWhenAdventure=true
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||||
# if true, batch mode will initially be enabled when multiblocks are placed in the world. [default: true]
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B:batchModeInitialValue=true
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||||
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||||
# if true, change the default durability of wooden vanilla tools to 64 and increase speed to match stone [default: true]
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B:changedWoodenVanillaTools=true
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||||
@@ -256,6 +262,12 @@ gregtech {
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||||
##########################################################################################################
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||||
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machines {
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# Enables the powerfail notification system. [default: true]
|
||||
B:"Enable Powerfail Notifications"=true
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||||
|
||||
# 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
|
||||
|
||||
|
||||
68
.minecraft/config/GregTech/IDs.cfg
Normal file
68
.minecraft/config/GregTech/IDs.cfg
Normal file
@@ -0,0 +1,68 @@
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||||
# 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
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
960
.minecraft/config/GregTech/UndergroundFluids.cfg
Normal file
960
.minecraft/config/GregTech/UndergroundFluids.cfg
Normal file
@@ -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
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user