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

5
.minecraft/.healer.log Normal file
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Mon Oct 27 09:02:38 CET 2025 PatchStage selected: PRELOAD
Mon Oct 27 09:02:38 CET 2025 Processing context: com.gtnewhorizons.retrofuturabootstrap.RfbSystemClassLoader@30dae81@645089403
Mon Oct 27 09:02:38 CET 2025 Processing context: jdk.internal.loader.ClassLoaders$AppClassLoader@64729b1e@755477196
Mon Oct 27 09:02:38 CET 2025 Processing context: net.minecraft.launchwrapper.LaunchClassLoader@11c9af63@267769073
Mon Oct 27 09:02:38 CET 2025 Replaced factory

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.minecraft/BotaniaVars.dat Normal file

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{
"minecraft:random.orb": 0.10659899,
"gregtech:machines.MTEVacuumFreezer": 0.11675127,
"minecraft:random.anvil_use": 0.055837564,
"gregtech:machines.MTEIndustrialSifter": 0.10152284,
"gregtech:machines.MTEExtremeEntityCrusher": 0.10659899,
"nuclearcontrol:alarm-default": 0.0,
"ic2:machines.ElectroFurnaceLoop": 0.04568528,
"ic2:machines.CompressorOp": 0.04568528,
"bartworks:hatch.RadOn": 0.08629441,
"gregtech:machines.MTEElectricBlastFurnace": 0.05076142,
"ic2:machines.ExtractorOp": 0.020304568,
"gregtech:machines.MTEAdvEBF": 0.04568528,
"gregtech:machines.MTEIndustrialCuttingMachine": 0.10659899,
"gregtech:machines.MTELargeTurbine": 0.11167513,
"dsurround:bees": 0.10152284,
"gregtech:machines.SteamCentrifugeLoop": 0.060913704,
"gregtech:machines.MTEOilDrillBase": 0.0964467,
"gregtech:machines.MTEIndustrialVacuumFreezer": 0.10659899,
"gregtech:machines.MTEPreciseAssembler": 0.11167513,
"ic2:machines.InductionLoop": 0.02538071,
"gregtech:machines.MTEIndustrialWashPlant": 0.10659899,
"botania:equipBauble": 0.6751269,
"gregtech:machines.MTEIndustrialThermalCentrifuge": 0.10152284,
"gregtech:machines.DistilleryLoop": 0.05076142,
"ic2:machines.MaceratorOp": 0.030456852
}

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.minecraft/GregTech.lang Normal file

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# Configuration file
containergui {
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 152]
I:ArmXDispPosition=152
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 5]
I:ArmYDispPosition=5
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 128]
I:CXDispPosition=128
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 14]
I:CYDispPosition=14
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 128]
I:DXDispPosition=128
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 50]
I:DYDispPosition=50
}
gui {
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [default: true]
B:GuiButtonDrawQuantity1=true
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 20]
I:GuiButtonH=20
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 20]
I:GuiButtonW=20
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: -2147483648 ~ 2147483647, default: 10]
I:GuiButtonXPart=10
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: -2147483648 ~ 2147483647, default: 7]
I:GuiButtonYPart=7
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: -2147483648 ~ 2147483647, default: 0]
I:GuiButtonid1=0
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 5]
I:barHeight=5
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0.0 ~ 2.1474836E9, default: 176.0]
S:barWidth=176.0
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 0]
I:barXLocation=0
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 8]
I:barXPlacement=8
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 251]
I:barYLocation=251
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 73]
I:barYPlacement=73
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: -2147483648 ~ 2147483647, default: 16448255]
I:textColor=16448255
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 29]
I:toolTipMaxX=29
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 26]
I:toolTipMaxY=26
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 10]
I:toolTipMinX=10
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 7]
I:toolTipMinY=7
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 37]
I:xEnergy=37
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 37]
I:xEnergy2=37
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 26]
I:xEnergy3=26
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 16]
I:xLevel=16
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 176]
I:xSize=176
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 39]
I:yEnergy=39
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 49]
I:yEnergy2=49
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 60]
I:yEnergy3=60
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 29]
I:yLevel=29
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 8]
I:yName=8
# DO NOT CHANGE THIS IF YOU DONT KNOW WHAT YOU ARE DOING [range: 0 ~ 2147483647, default: 166]
I:ySize=166
}
textures {
# Changes the texture of the AFB. Possible values: default [default: default]
S:"AFB Texture"=default
# Changes the texture of the AFSU. Possible values: default, blue, yellow, black, old, chloe1, chloe2, chloe3, freezy [default: default]
S:"AFSU Texture"=chloe1
}

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@@ -31,23 +31,37 @@
"altar blocks" {
# Valid blocks for the Blood Altar's tier 5 beacons:
# Use the following format for all of these entries: mod:block(:meta). Meta * or 32767 allows for any meta.
# An empty entry allows for any non-air block to be used for that part of the structure.
# Invalid or missing blocks are skipped. If all entries are invalid, any block can be used as a fallback.
S:fifthTierBeacons <
minecraft:beacon
etfuturum:beacon
chisel:beacon:*
>
# Valid blocks for the Blood Altar's tier 4 caps:
S:fourthTierCaps <
AWWayofTime:largeBloodStoneBrick
>
# Valid blocks for the Blood Altar's tier 4 pillars.
S:fourthTierPillars <
dreamcraft:tile.BloodyVoid:0
>
# Valid blocks for the Blood Altar's tier 6 caps:
S:sixthTierCaps <
AWWayofTime:blockCrystal
>
# Valid blocks for the Blood Altar's tier 6 pillars:
S:sixthTierPillars <
dreamcraft:tile.BloodyIchorium:0
>
# Valid blocks for the Blood Altar's tier 3 caps:
S:thirdTierCaps <
minecraft:glowstone
BloodArsenal:blood_infused_glowstone
@@ -57,6 +71,8 @@
etfuturum:shroomlight
ExtraUtilities:color_lightgem:*
>
# Valid blocks for the Blood Altar's tier 3 pillars:
S:thirdTierPillars <
dreamcraft:tile.BloodyThaumium:0
>

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@@ -34,7 +34,6 @@ client {
##########################################################################################################
general {
# Subset of TargetMods that are required
S:required.mods <
Minecraft
CodeChickenLib

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# Configuration file
##########################################################################################################
# client
#--------------------------------------------------------------------------------------------------------#
# These config settings are client-side only
##########################################################################################################
client {
# If true, shows your food exhaustion as a progress bar behind the hunger bars
B:show.food.exhaustion.hud.underlay=true
# If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
B:show.food.stats.in.debug.overlay=true
# If true, shows the hunger (and saturation if show.saturation.hud.overlay is true) that would be restored by food you are currently holding
B:show.food.values.hud.overlay=true
# If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
B:show.food.values.in.tooltip=true
# If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
B:show.food.values.in.tooltip.always=true
# If true, shows your current saturation level overlayed on the hunger bar
B:show.saturation.hud.overlay=true
}
##########################################################################################################
# general
#--------------------------------------------------------------------------------------------------------#
# These config settings are for both server and client-side
##########################################################################################################
general {
# Subset of TargetMods that are required
S:required.mods <
Minecraft
CodeChickenLib
Pam's Harvestcraft
Natura
>
}
##########################################################################################################
# server
#--------------------------------------------------------------------------------------------------------#
# These config settings are server-side only
##########################################################################################################
server {
# The maximum difference between the server's value for exhaustion and the client's before the value is syncronized from the server to the client.
# Raising this value will cause fewer packets to be sent, but will make the client's exhaustion values appear more choppy
D:exhaustion.sync.threshold=0.01
}

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@@ -20,36 +20,39 @@ battery {
client {
# Possible Values: NAME, AMOUNT, CRAFTS, MOD, PERCENT
S:CRAFTING_SORT_BY=NAME
S:CRAFTING_SORT_BY=PERCENT
# Possible Values: BUTTON, TILE
S:CRAFTING_STATUS=TILE
# Possible Values: YES, NO, UNDECIDED
S:HIDE_STORED=NO
S:HIDE_STORED=YES
# Possible Values: NATURAL, ALPHANUM
S:INTERFACE_TERMINAL_SECTION_ORDER=NATURAL
I:InterfaceTerminalSmallSize=6
I:MEMonitorableSmallSize=6
# Possible Values: ACTIVE, DISABLED
# Possible Values: DISABLED, ONE, TWO, THREE, FOUR
S:PINS_STATE=DISABLED
# Possible Values: AE, EU, WA, RF, MK
S:PowerUnit=AE
S:PowerUnit=EU
# Possible Values: YES, NO, UNDECIDED
S:SAVE_SEARCH=NO
# Possible Values: MANUAL_SEARCH, AUTOSEARCH, NEI_AUTOSEARCH, NEI_MANUAL_SEARCH
S:SEARCH_MODE=AUTOSEARCH
S:SEARCH_MODE=MANUAL_SEARCH
# Possible Values: YES, NO, UNDECIDED
S:SEARCH_TOOLTIPS=YES
# Possible Values: ASCENDING, DESCENDING
S:SORT_DIRECTION=ASCENDING
S:SORT_DIRECTION=DESCENDING
# Possible Values: ALWAYS, NO_AUTOSEARCH, NEVER
S:SearchBoxFocusPriority=NEVER
# Possible Values: SMALL, DYNAMIC, LARGE
S:TERMINAL_FONT_SIZE=SMALL
@@ -329,6 +332,12 @@ modintegration {
}
networksearch {
I:maxMachineChecks=10000
I:maxRecursiveDepth=100
}
##########################################################################################################
# orecamouflage
#--------------------------------------------------------------------------------------------------------#
@@ -454,7 +463,6 @@ wireless {
# The meteorite (in)valid spawn blocks list can be used alone or in unison with the meteorite dimension whitelist. Format: modId:blockID, modId:blockID, etc.
##########################################################################################################
worldgen {
S:meteoriteDimensionWhitelist <
0, DEFAULT, DEFAULT, DEFAULT, DEFAULT, DEFAULT
@@ -476,3 +484,4 @@ worldgen {
D:spawnChargedChance=0.07999998331069946
}

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# Configuration file
automation {
I:formationPlaneEntityLimit=128
# #Network bytes information update Frequency(s) default:1.0
D:networkBytesUpdateFrequency=1.0
}
battery {
I:chargedStaff=8000
I:colorApplicator=20000
I:entropyManipulator=200000
I:matterCannon=200000
I:portableCell=200000
I:wirelessTerminal=1600000
}
client {
# Possible Values: NAME, AMOUNT, CRAFTS, MOD, PERCENT
S:CRAFTING_SORT_BY=NAME
# Possible Values: BUTTON, TILE
S:CRAFTING_STATUS=TILE
# Possible Values: YES, NO, UNDECIDED
S:HIDE_STORED=NO
# Possible Values: NATURAL, ALPHANUM
S:INTERFACE_TERMINAL_SECTION_ORDER=NATURAL
I:InterfaceTerminalSmallSize=6
I:MEMonitorableSmallSize=6
# Possible Values: ACTIVE, DISABLED
S:PINS_STATE=DISABLED
# Possible Values: AE, EU, WA, RF, MK
S:PowerUnit=AE
# Possible Values: YES, NO, UNDECIDED
S:SAVE_SEARCH=NO
# Possible Values: MANUAL_SEARCH, AUTOSEARCH, NEI_AUTOSEARCH, NEI_MANUAL_SEARCH
S:SEARCH_MODE=AUTOSEARCH
# Possible Values: YES, NO, UNDECIDED
S:SEARCH_TOOLTIPS=YES
# Possible Values: ASCENDING, DESCENDING
S:SORT_DIRECTION=ASCENDING
# Possible Values: SMALL, DYNAMIC, LARGE
S:TERMINAL_FONT_SIZE=SMALL
# Possible Values: TALL, FULL, SMALL
S:TERMINAL_STYLE=TALL
# Controls buttons on Crafting Screen : Capped at 9
I:craftAmtButton1=1
# Controls buttons on Crafting Screen : Capped at 99
I:craftAmtButton2=10
# Controls buttons on Crafting Screen : Capped at 999
I:craftAmtButton3=100
# Controls buttons on Crafting Screen : Capped at 9999
I:craftAmtButton4=1000
B:disableColoredCableRecipesInNEI=true
B:enableEffects=true
# Controls buttons on Level Emitter Screen : Capped at 9
I:levelAmtButton1=1
# Controls buttons on Level Emitter Screen : Capped at 99
I:levelAmtButton2=10
# Controls buttons on Level Emitter Screen : Capped at 999
I:levelAmtButton3=100
# Controls buttons on Level Emitter Screen : Capped at 9999
I:levelAmtButton4=1000
B:preserveSearchBar=true
# Controls buttons on Priority Screen : Capped at 9
I:priorityAmtButton1=1
# Controls buttons on Priority Screen : Capped at 99
I:priorityAmtButton2=10
# Controls buttons on Priority Screen : Capped at 999
I:priorityAmtButton3=100
# Controls buttons on Priority Screen : Capped at 9999
I:priorityAmtButton4=1000
B:showOnlyInterfacesWithFreeSlotsInInterfaceTerminal=false
B:useColoredCraftingStatus=true
B:useTerminalUseLargeFont=false
}
condenser {
I:MatterBalls=512
I:Singularity=512000
}
craftingcpu {
I:craftingCalculationTimePerTick=5
}
debug {
B:CaptureGridAccessExceptionStacks=false
I:CraftingCalculatorVersion=2
B:LogPathFinding=false
B:LogTiming=false
}
features {
world {
B:CertusQuartzWorldGen=false
B:ChestLoot=true
B:DecorativeLights=true
B:DecorativeQuartzBlocks=true
B:Flour=true
B:GrindStone=false
B:Inscriber=true
B:MeteoriteWorldGen=true
B:SkyStoneChests=true
B:SpawnPressesInMeteorites=true
B:TinyTNT=true
B:VillagerTrading=true
}
toolsclassifications {
B:CertusQuartzTools=true
B:NetherQuartzTools=true
B:PoweredTools=true
}
tools {
B:ChargedStaff=true
B:ColorApplicator=true
B:EntropyManipulator=true
B:MatterCannon=true
B:MeteoriteCompass=true
B:PaintBalls=true
B:QuartzAxe=true
B:QuartzHoe=true
B:QuartzKnife=true
B:QuartzPickaxe=true
B:QuartzSpade=true
B:QuartzSword=true
B:QuartzWrench=true
B:WirelessAccessTerminal=true
}
networkfeatures {
B:Channels=true
B:PowerGen=true
B:QuantumNetworkBridge=true
B:Security=true
B:SpatialIO=true
}
networkbuses {
B:AnnihilationPlane=true
B:CraftingTerminal=true
B:ExportBus=true
B:FormationPlane=true
B:IdentityAnnihilationPlane=true
B:ImportBus=true
B:LevelEmitter=true
B:P2PTunnel=true
B:PartConversionMonitor=true
B:PartThroughputMonitor=true
B:StorageBus=true
B:StorageMonitor=true
}
portablecell {
B:PortableCell=true
}
storage {
B:IOPort=true
B:MEChest=true
B:MEDrive=true
B:StorageCells=true
B:XtremeStorageCells=true
}
networktool {
B:NetworkTool=true
}
highercapacity {
B:DenseCables=true
B:DenseEnergyCells=true
}
p2ptunnels {
B:P2PTunnelEU=true
B:P2PTunnelGregtech=true
B:P2PTunnelItems=true
B:P2PTunnelLight=true
B:P2PTunnelLiquids=true
B:P2PTunnelME=true
B:P2PTunnelOpenComputers=true
B:P2PTunnelPressure=true
B:P2PTunnelRF=true
B:P2PTunnelRedstone=true
B:P2PTunnelSound=true
}
blockfeatures {
B:MassCannonBlockDamage=true
B:TinyTNTBlockDamage=true
}
facades {
B:Facades=true
}
misc {
B:Achievements=true
B:ComplexPatternLog=false
B:CraftingLog=false
B:Creative=true
B:DebugLogging=false
B:GrinderLogging=false
B:IntegrationLogging=false
B:LightDetector=true
B:LogSecurityAudits=false
B:Logging=true
B:PacketLogging=false
B:UnsupportedDeveloperTools=false
B:UpdateLogging=false
B:WebsiteRecipes=false
}
crafting {
B:CustomRecipes=false
B:EnableDisassemblyCrafting=true
B:EnableFacadeCrafting=true
B:InWorldFluix=true
B:InWorldPurification=true
B:InWorldSingularity=true
B:InterfaceTerminal=true
}
rendering {
B:AlphaPass=true
}
craftingfeatures {
B:CraftingCPU=true
B:MolecularAssembler=true
B:Patterns=true
B:PatternsOptimizer=true
B:XtremeCraftingCPU=true
}
commands {
B:ChunkLoggerTrace=false
}
advancednetworktool {
B:AdvancedNetworkTool=true
}
}
grindstone {
S:grinderOres <
>
D:oreDoublePercentage=0.0
}
misc {
B:LimitCraftingCPUSpill=true
I:MaxCraftingSteps=2000000
I:MaxCraftingTreeVisualizationSize=33554432
}
##########################################################################################################
# modintegration
#--------------------------------------------------------------------------------------------------------#
# Valid Values are 'AUTO', 'ON', or 'OFF' - defaults to 'AUTO' ; Suggested that you leave this alone unless your experiencing an issue, or wish to disable the integration for a reason.
##########################################################################################################
modintegration {
S:BetterStorage=AUTO
S:BuildCraftBuilders=AUTO
S:BuildCraftCore=AUTO
S:BuildCraftTransport=AUTO
S:Chisel=AUTO
S:CoFHWrench=AUTO
S:ColoredLightsCore=AUTO
S:CraftGuide=AUTO
S:DeepStorageUnit=AUTO
S:Factorization=AUTO
S:ForgeMultiPart=AUTO
S:GregTech=AUTO
S:ImmibisMicroblocks=AUTO
S:IndustrialCraft2=OFF
S:InventoryTweaks=AUTO
S:Jabba=AUTO
S:Mekanism=AUTO
S:MineFactoryReloaded=AUTO
S:NotEnoughItems=AUTO
S:OpenComputers=AUTO
S:PneumaticCraft=AUTO
S:Railcraft=OFF
S:RedstoneFluxPower-Items=AUTO
S:RedstoneFluxPower-Tiles=AUTO
S:RotaryCraft=AUTO
S:RotatableBlocks=AUTO
S:ThaumicTinkerer=AUTO
S:Waila=AUTO
}
##########################################################################################################
# orecamouflage
#--------------------------------------------------------------------------------------------------------#
# AE2 Automatically uses alternative ores present in your instance of MC to blend better with its surroundings, if you prefer you can disable this selectively using these flags; Its important to note, that some if these items even if enabled may not be craftable in game because other items are overriding their recipes.
##########################################################################################################
orecamouflage {
# OreDictionary Names: crystalCertusQuartz
B:CertusQuartzCrystal=true
# OreDictionary Names: dustCertusQuartz
B:CertusQuartzDust=true
# OreDictionary Names: dustEnder,dustEnderPearl
B:EnderDust=true
# OreDictionary Names: dustWheat
B:Flour=true
# OreDictionary Names: dustGold
B:GoldDust=true
# OreDictionary Names: dustIron
B:IronDust=true
# OreDictionary Names: nuggetIron
B:IronNugget=true
# OreDictionary Names: dustNetherQuartz
B:NetherQuartzDust=true
# OreDictionary Names: itemSilicon
B:Silicon=true
B:WoodenGear=true
}
powerratios {
D:IC2=2.0
D:Mekanism=0.2
D:RotaryCraft=8.884150675195451E-5
D:ThermalExpansion=0.5
D:TunnelPowerLoss=0.05
D:UsageMultiplier=10.0
}
spatialio {
D:spatialPowerExponent=1.35
D:spatialPowerMultiplier=1250.0
I:storageBiomeID=135
I:storageProviderID=-11
}
##########################################################################################################
# tickrates
#--------------------------------------------------------------------------------------------------------#
# Min / Max Tickrates for dynamic ticking, most of these components also use sleeping, to prevent constant ticking, adjust with care, non standard rates are not supported or tested.
##########################################################################################################
tickrates {
I:AnnihilationPlane.max=120
I:AnnihilationPlane.min=2
I:ExportBus.max=60
I:ExportBus.min=5
I:IOPort.max=5
I:IOPort.min=1
I:ImportBus.max=40
I:ImportBus.min=5
I:Inscriber.max=1
I:Inscriber.min=1
I:Interface.max=120
I:Interface.min=5
I:ItemTunnel.max=60
I:ItemTunnel.min=5
I:LevelEmitterDelay=40
I:LightTunnel.max=120
I:LightTunnel.min=5
I:METunnel.max=20
I:METunnel.min=5
I:OpenComputersTunnel.max=5
I:OpenComputersTunnel.min=1
I:PressureTunnel.max=120
I:PressureTunnel.min=1
I:SoundTunnel.max=120
I:SoundTunnel.min=20
I:StorageBus.max=60
I:StorageBus.min=5
I:ThroughputMonitor.max=100
I:ThroughputMonitor.min=20
I:VibrationChamber.max=40
I:VibrationChamber.min=10
}
##########################################################################################################
# wireless
#--------------------------------------------------------------------------------------------------------#
# Range= WirelessBaseRange + WirelessBoosterRangeMultiplier * Math.pow( boosters, WirelessBoosterExp )
# PowerDrain= WirelessBaseCost + WirelessCostMultiplier * Math.pow( boosters, 1 + boosters / WirelessHighWirelessCount )
##########################################################################################################
wireless {
D:WirelessBaseCost=8.0
D:WirelessBaseRange=16.0
D:WirelessBoosterExp=1.5
D:WirelessBoosterRangeMultiplier=1.0
D:WirelessConnectorPowerBase=1.0
D:WirelessConnectorPowerDistanceMultiplier=0.1
D:WirelessCostMultiplier=1.0
D:WirelessTerminalDrainMultiplier=1.0
}
##########################################################################################################
# worldgen
#--------------------------------------------------------------------------------------------------------#
# The meteorite dimension whitelist list can be used alone or in unison with the meteorite (in)valid blocks whitelist.
# Default debris is the following (in this order) Stone, Cobblestone, biomeFillerBlock (what's under the top block, usually dirt), Gravel, biomeTopBlock (usually grass)
# Format: dimensionID, modID:blockID:metadata, modID:blockID:metadata, modID:blockID:metadata, modID:blockID:metadata, modID:blockID:metadata
# --------------------------------------------------------------------------------------------------------#
# The meteorite (in)valid spawn blocks list can be used alone or in unison with the meteorite dimension whitelist. Format: modId:blockID, modId:blockID, etc.
##########################################################################################################
worldgen {
S:meteoriteDimensionWhitelist <
0, DEFAULT, DEFAULT, DEFAULT, DEFAULT, DEFAULT
29, GalacticraftMars:tile.mars:9, GalacticraftMars:tile.mars:4, GalacticraftMars:tile.mars:6, minecraft:sand:1, GalacticraftMars:tile.mars:5
>
S:meteoriteInvalidSpawnBlocks <
>
S:meteoriteSpawnChance <
0=0.3
>
S:meteoriteValidSpawnBlocks <
GalacticraftMars:tile.mars
>
S:minMeteoriteDistance <
0=707
>
I:quartzOresClusterAmount=15
I:quartzOresPerCluster=4
D:spawnChargedChance=0.07999998331069946
}

View File

@@ -0,0 +1,25 @@
# Configuration file
cache {
S:digest=6975f0a8dc774d9f9e8afe807fcc3d31
# Caching can save processing time, if there are a lot of items. [default: true]
B:enableCache=true
}
general {
# Will output more detailed information into the CSV like corresponding items [default: false]
B:enableAdditionalInfo=false
# If true, the CSV exporting will always happen. This will not use the cache to reduce the computation. [default: false]
B:enableForceRefresh=false
# If true, the custom recipes are enabled. Acts as a master switch. [default: true]
B:enabled=true
# If true, all registered items will be exported containing the internal minecraft name and the localized name to actually find the item you are using. This also contains the item representation of the blocks, but are missing items, which are too much to display e.g. FMP. [default: true]
B:exportItemNames=true
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,477 @@
{
"Info and Tips:": [
"Parameters:",
"item: TYPE: STRING DEFAULT VALUE: NONE. PARAMETER IS REQUIRED DESCRIPTION: The name of the item as used by the /give command EXAMPLE: \"minecraft:dirt\"",
"meta_data: TYPE: NON-NEGATIVE INTEGER DEFAULT VALUE: 0 DESCRIPTION: Metadata value for the item, the 3rd parameter in the /give command EXAMPLE: 3",
"min_value: TYPE: NON-NEGATIVE INTEGER DEFAULT VALUE: 0 DESCRIPTION: The minimum amount of that item that is inserted when that item is selected (SETTING TO 1 DOES NOT GUARANTEE THAT ITEM IN EVERY CHEST) EXAMPLE: 4",
"max_value: TYPE: NON-NEGATIVE INTEGER DEFAULT VALUE: 1 DESCRIPTION: The maximum amount of that item that is inserted when that item is selected EXAMPLE: 72",
"weight: TYPE: NON-NEGATIVE INTEGER DEFAULT VALUE: 1 DESCRIPTION: The weighted chance the item is chosen. (Weights are compared between entries with the same exclusive group) EXAMPLE: 40",
"exclusiveGroupID: TYPE: INTEGER DEFAULT VALUE: -1 DESCRIPTION: exclusiveGroupID lets you group entries so only one from the group can appear, chosen based on weight. If multiple entries share the same group ID, only one will be picked. If an entry is the only one in its group, its guaranteed to appear. Setting this parameter to -1 will cause it to ignore exclusivity EXAMPLE: 154",
"",
"Notes:",
"The Key Value: For the dimension_loot_tables a key value is required, this value represents the dimensionID for the loot tables. For example, -29 is Galacticraft Mars, the loot tables under that id will only spawn in that dimension (if meteorites spawn there)",
"The list of loot tables: The chance of a loot table within a dimension being selected is weighted by the total weight of every entry in that loot table against every other loot tables total weights",
"Format: {",
" \"dimension_loot_tables\": {",
" \"0\": [ This is the start of a list of loot tables",
" [ this is the start of a loot table,",
" {",
" ENTRY",
" },",
" {",
" ANOTHER ENTRY",
" }",
" ], this is the end of a loot table",
" [ this is the start of another separate loot table",
" {",
" ENTRY",
" },",
" {",
" ANOTHER ENTRY",
" }",
" ] this is the end of a loot table",
" ], this is the end of the list of loot tables",
" \"-29\": [ this is the start of a list of loot tables for another dimension, and so on",
" [",
" {",
" }"
],
"dimension_loot_tables": {
"0": [
[
{
"item": "appliedenergistics2:item.ItemMultiMaterial",
"meta_data": 13,
"min_value": 1,
"max_value": 1,
"weight": 3,
"exclusiveGroupID": 1
},
{
"item": "ore#nuggetCopper",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 3
},
{
"item": "ore#nuggetPlatinum",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 3
},
{
"item": "ore#nuggetIron",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "minecraft:gold_nugget",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "appliedenergistics2:tile.BlockSkyStone",
"meta_data": 0,
"min_value": 0,
"max_value": 12,
"weight": 1,
"exclusiveGroupID": -1
}
],
[
{
"item": "appliedenergistics2:item.ItemMultiMaterial",
"meta_data": 14,
"min_value": 1,
"max_value": 1,
"weight": 3,
"exclusiveGroupID": 1
},
{
"item": "ore#nuggetTin",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 4
},
{
"item": "ore#nuggetNickel",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 4
},
{
"item": "ore#nuggetIron",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "minecraft:gold_nugget",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "appliedenergistics2:tile.BlockSkyStone",
"meta_data": 0,
"min_value": 0,
"max_value": 12,
"weight": 1,
"exclusiveGroupID": -1
}
],
[
{
"item": "appliedenergistics2:item.ItemMultiMaterial",
"meta_data": 15,
"min_value": 1,
"max_value": 1,
"weight": 3,
"exclusiveGroupID": 1
},
{
"item": "ore#nuggetSilver",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 5
},
{
"item": "ore#nuggetAluminium",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 5
},
{
"item": "ore#nuggetIron",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "minecraft:gold_nugget",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "appliedenergistics2:tile.BlockSkyStone",
"meta_data": 0,
"min_value": 0,
"max_value": 12,
"weight": 1,
"exclusiveGroupID": -1
}
],
[
{
"item": "appliedenergistics2:item.ItemMultiMaterial",
"meta_data": 19,
"min_value": 1,
"max_value": 1,
"weight": 3,
"exclusiveGroupID": 1
},
{
"item": "ore#nuggetLead",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 2
},
{
"item": "ore#nuggetElectrum",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 2
},
{
"item": "ore#nuggetIron",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "minecraft:gold_nugget",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "appliedenergistics2:tile.BlockSkyStone",
"meta_data": 0,
"min_value": 0,
"max_value": 12,
"weight": 1,
"exclusiveGroupID": -1
}
]
],
"-29": [
[
{
"item": "appliedenergistics2:item.ItemMultiMaterial",
"meta_data": 13,
"min_value": 1,
"max_value": 1,
"weight": 3,
"exclusiveGroupID": 1
},
{
"item": "ore#nuggetCopper",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 3
},
{
"item": "ore#nuggetPlatinum",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 3
},
{
"item": "ore#nuggetIron",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "minecraft:gold_nugget",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "appliedenergistics2:tile.BlockSkyStone",
"meta_data": 0,
"min_value": 0,
"max_value": 12,
"weight": 1,
"exclusiveGroupID": -1
},
{
"item": "minecraft:diamond",
"meta_data": 0,
"min_value": 2,
"max_value": 4,
"weight": 1,
"exclusiveGroupID": -1
}
],
[
{
"item": "appliedenergistics2:item.ItemMultiMaterial",
"meta_data": 14,
"min_value": 1,
"max_value": 1,
"weight": 3,
"exclusiveGroupID": 1
},
{
"item": "ore#nuggetTin",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 4
},
{
"item": "ore#nuggetNickel",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 4
},
{
"item": "ore#nuggetIron",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "minecraft:gold_nugget",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "appliedenergistics2:tile.BlockSkyStone",
"meta_data": 0,
"min_value": 0,
"max_value": 12,
"weight": 1,
"exclusiveGroupID": -1
},
{
"item": "minecraft:diamond",
"meta_data": 0,
"min_value": 2,
"max_value": 4,
"weight": 1,
"exclusiveGroupID": -1
}
],
[
{
"item": "appliedenergistics2:item.ItemMultiMaterial",
"meta_data": 15,
"min_value": 1,
"max_value": 1,
"weight": 3,
"exclusiveGroupID": 1
},
{
"item": "ore#nuggetSilver",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 5
},
{
"item": "ore#nuggetAluminium",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 5
},
{
"item": "ore#nuggetIron",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "minecraft:gold_nugget",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "appliedenergistics2:tile.BlockSkyStone",
"meta_data": 0,
"min_value": 0,
"max_value": 12,
"weight": 1,
"exclusiveGroupID": -1
},
{
"item": "minecraft:diamond",
"meta_data": 0,
"min_value": 2,
"max_value": 4,
"weight": 1,
"exclusiveGroupID": -1
}
],
[
{
"item": "appliedenergistics2:item.ItemMultiMaterial",
"meta_data": 19,
"min_value": 1,
"max_value": 1,
"weight": 3,
"exclusiveGroupID": 1
},
{
"item": "ore#nuggetLead",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 2
},
{
"item": "ore#nuggetElectrum",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": 2
},
{
"item": "ore#nuggetIron",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "minecraft:gold_nugget",
"meta_data": 0,
"min_value": 1,
"max_value": 12,
"weight": 3,
"exclusiveGroupID": -1
},
{
"item": "appliedenergistics2:tile.BlockSkyStone",
"meta_data": 0,
"min_value": 0,
"max_value": 12,
"weight": 1,
"exclusiveGroupID": -1
},
{
"item": "minecraft:diamond",
"meta_data": 0,
"min_value": 2,
"max_value": 4,
"weight": 1,
"exclusiveGroupID": -1
}
]
]
}
}

View File

@@ -0,0 +1,2 @@
alias=mc -> minecraft
alias=ae2 -> appliedenergistics2

View File

@@ -0,0 +1,4 @@
shaped=
ae2:BlockQuartz,
ae2:BlockQuartz
-> 2 ae2:BlockQuartzPillar

View File

@@ -0,0 +1,4 @@
import=decorative/certus.recipe
import=decorative/slabs.recipe
import=decorative/skystone.recipe
import=decorative/stairs.recipe

View File

@@ -0,0 +1,2 @@
smelt=
ae2:BlockSkyStone -> ae2:BlockSkyStone:1

View File

@@ -0,0 +1,31 @@
shaped=
ae2:BlockQuartzChiseled ae2:BlockQuartzChiseled ae2:BlockQuartzChiseled
-> 6 ae2:ChiseledQuartzSlabBlock
shaped=
ae2:BlockFluix ae2:BlockFluix ae2:BlockFluix
-> 6 ae2:FluixSlabBlock
shaped=
ae2:BlockQuartzPillar ae2:BlockQuartzPillar ae2:BlockQuartzPillar
-> 6 ae2:QuartzPillarSlabBlock
shaped=
ae2:BlockQuartz ae2:BlockQuartz ae2:BlockQuartz
-> 6 ae2:QuartzSlabBlock
shaped=
ae2:BlockSkyStone ae2:BlockSkyStone ae2:BlockSkyStone
-> 6 ae2:SkyStoneSlabBlock
shaped=
ae2:BlockSkyStone:1 ae2:BlockSkyStone:1 ae2:BlockSkyStone:1
-> 6 ae2:SkyStoneBlockSlabBlock
shaped=
ae2:BlockSkyStone:2 ae2:BlockSkyStone:2 ae2:BlockSkyStone:2
-> 6 ae2:SkyStoneBrickSlabBlock
shaped=
ae2:BlockSkyStone:3 ae2:BlockSkyStone:3 ae2:BlockSkyStone:3
-> 6 ae2:SkyStoneSmallBrickSlabBlock

View File

@@ -0,0 +1,47 @@
shaped=
ae2:BlockQuartzChiseled _ _,
ae2:BlockQuartzChiseled ae2:BlockQuartzChiseled _,
ae2:BlockQuartzChiseled ae2:BlockQuartzChiseled ae2:BlockQuartzChiseled
-> 4 ae2:ChiseledQuartzStairBlock
shaped=
ae2:BlockFluix _ _,
ae2:BlockFluix ae2:BlockFluix _,
ae2:BlockFluix ae2:BlockFluix ae2:BlockFluix
-> 4 ae2:FluixStairBlock
shaped=
ae2:BlockQuartzPillar _ _,
ae2:BlockQuartzPillar ae2:BlockQuartzPillar _,
ae2:BlockQuartzPillar ae2:BlockQuartzPillar ae2:BlockQuartzPillar
-> 4 ae2:QuartzPillarStairBlock
shaped=
ae2:BlockQuartz _ _,
ae2:BlockQuartz ae2:BlockQuartz _,
ae2:BlockQuartz ae2:BlockQuartz ae2:BlockQuartz
-> 4 ae2:QuartzStairBlock
shaped=
ae2:BlockSkyStone _ _,
ae2:BlockSkyStone ae2:BlockSkyStone _,
ae2:BlockSkyStone ae2:BlockSkyStone ae2:BlockSkyStone
-> 4 ae2:SkyStoneStairBlock
shaped=
ae2:BlockSkyStone:1 _ _,
ae2:BlockSkyStone:1 ae2:BlockSkyStone:1 _,
ae2:BlockSkyStone:1 ae2:BlockSkyStone:1 ae2:BlockSkyStone:1
-> 4 ae2:SkyStoneBlockStairBlock
shaped=
ae2:BlockSkyStone:2 _ _,
ae2:BlockSkyStone:2 ae2:BlockSkyStone:2 _,
ae2:BlockSkyStone:2 ae2:BlockSkyStone:2 ae2:BlockSkyStone:2
-> 4 ae2:SkyStoneBrickStairBlock
shaped=
ae2:BlockSkyStone:3 _ _,
ae2:BlockSkyStone:3 ae2:BlockSkyStone:3 _,
ae2:BlockSkyStone:3 ae2:BlockSkyStone:3 ae2:BlockSkyStone:3
-> 4 ae2:SkyStoneSmallBrickStairBlock

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@@ -0,0 +1,21 @@
group= oredictionary:itemIlluminatedPanel -> monitor
group= ae2:BlockInterface ae2:ItemPart.Interface -> interface
group= ae2:ToolCertusQuartzCuttingKnife:* ae2:ToolNetherQuartzCuttingKnife:* -> knife
group= ae2:ToolCertusQuartzWrench ae2:ToolNetherQuartzWrench -> wrench
group= ae2:CableGlass ae2:CableCovered ae2:CableSmart -> cable
group= ae2:CableDense -> densecable
group= mc:iron_ingot oredictionary:ingotCopper oredictionary:ingotTin oredictionary:ingotSilver oredictionary:ingotLead oredictionary:ingotBronze oredictionary:ingotBrass oredictionary:ingotNickel oredictionary:ingotInvar oredictionary:ingotAluminium -> metalIngots
group= oredictionary:dustEnder oredictionary:dustEnderPearl -> dustEnder
group=oredictionary:blockGlass oredictionary:glass mc:glass -> glass
group=oredictionary:wool mc:wool:* -> wool
group=oredictionary:crystalCertusQuartz oredictionary:crystalNetherQuartz ae2:ItemMaterial.CertusQuartzCrystalCharged -> crystalQuartz
group=oredictionary:dustCertusQuartz oredictionary:dustNetherQuartz -> dustQuartz
group=oredictionary:crystalCertusQuartz ae2:ItemMaterial.CertusQuartzCrystalCharged ae2:ItemMaterial.PurifiedCertusQuartzCrystal -> certusCrystal
group=oredictionary:crystalNetherQuartz ae2:ItemMaterial.PurifiedNetherQuartzCrystal -> netherCrystal
group=oredictionary:crystalFluix ae2:ItemMaterial.PurifiedFluixCrystal -> fluixCrystal

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@@ -0,0 +1,21 @@
# Crash on Issues
crash=false
# Hides Exceptions and just display messages.
exceptions=false
# Error on Missing Items ( default is no because AE2 allows you to enable/disable items without modifying recipes. )
erroronmissing=true
# Important, keep in this order
import=aliases.recipe
import=oredict.recipe
import=groups.recipe
# All actual recipes
import=decorative/index.recipe
import=materials/index.recipe
import=misc/index.recipe
import=network/index.recipe
import=processing/index.recipe
import=tools/index.recipe

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@@ -0,0 +1,23 @@
shaped=
ae2:ItemMaterial.AdvCard ae2:ItemMaterial.Cell16kPart _,
ae2:ItemMaterial.Cell16kPart ae2:ItemPart.Interface _,
_ _ _
-> ae2:ItemMaterial.CardPatternCapacity
shaped=
ae2:ItemMaterial.AdvCard ae2:ItemMaterial.Cell16kPart _,
ae2:ItemMaterial.Cell16kPart ae2:BlockInterface _,
_ _ _
-> ae2:ItemMaterial.CardPatternCapacity
shapeless=
ae2:ItemMaterial.BasicCard ae2:ItemPart.ImportBus ae2:ItemMaterial.BlankPattern
-> ae2:ItemMaterial.CardPatternRefiller
shapeless=
ae2:ItemMaterial.AdvCard ae2:ItemPart.StorageBus ae2:ItemPart.LevelEmitter
-> ae2:ItemMaterial.CardAdvancedBlocking
shapeless=
ae2:ItemMaterial.AdvCard ae2:ItemMaterial.BlankPattern ae2:ItemMaterial.EngProcessor
-> ae2:ItemMaterial.CardLockCrafting

View File

@@ -0,0 +1,15 @@
inscribe=
oredictionary:ingotGold ae2:ItemMaterial.LogicProcessorPress
-> ae2:ItemMaterial.LogicProcessorPrint
inscribe=
ae2:ItemMaterial.PurifiedCertusQuartzCrystal ae2:ItemMaterial.CalcProcessorPress
-> ae2:ItemMaterial.CalcProcessorPrint
inscribe=
oredictionary:gemDiamond ae2:ItemMaterial.EngProcessorPress
-> ae2:ItemMaterial.EngProcessorPrint
inscribe=
oredictionary:itemSilicon ae2:ItemMaterial.SiliconPress
-> ae2:ItemMaterial.SiliconPrint

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@@ -0,0 +1,4 @@
import=materials/cards.recipe
import=materials/circuits.recipe
import=materials/presses.recipe
import=materials/processors.recipe

View File

@@ -0,0 +1,15 @@
inscribe=
oredictionary:blockIron ae2:ItemMaterial.LogicProcessorPress
-> ae2:ItemMaterial.LogicProcessorPress
inscribe=
oredictionary:blockIron ae2:ItemMaterial.CalcProcessorPress
-> ae2:ItemMaterial.CalcProcessorPress
inscribe=
oredictionary:blockIron ae2:ItemMaterial.EngProcessorPress
-> ae2:ItemMaterial.EngProcessorPress
inscribe=
oredictionary:blockIron ae2:ItemMaterial.SiliconPress
-> ae2:ItemMaterial.SiliconPress

View File

@@ -0,0 +1,11 @@
press=
oredictionary:dustRedstone ae2:ItemMaterial.LogicProcessorPrint ae2:ItemMaterial.SiliconPrint
-> ae2:ItemMaterial.LogicProcessor
press=
oredictionary:dustRedstone ae2:ItemMaterial.CalcProcessorPrint ae2:ItemMaterial.SiliconPrint
-> ae2:ItemMaterial.CalcProcessor
press=
oredictionary:dustRedstone ae2:ItemMaterial.EngProcessorPrint ae2:ItemMaterial.SiliconPrint
-> ae2:ItemMaterial.EngProcessor

View File

@@ -0,0 +1,11 @@
shapeless=
ae2:BlockQuartz
-> 4 ae2:ItemMaterial.CertusQuartzCrystal
shapeless=
ae2:BlockQuartzPillar
-> 4 ae2:ItemMaterial.CertusQuartzCrystal
shapeless=
ae2:BlockQuartzChiseled
-> 4 ae2:ItemMaterial.CertusQuartzCrystal

View File

@@ -0,0 +1,17 @@
shaped=
_ oredictionary:stickWood _,
oredictionary:stickWood _ oredictionary:stickWood,
_ oredictionary:stickWood _
-> ae2:ItemMaterial.WoodenGear
shaped=
oredictionary:stickWood oredictionary:stickWood oredictionary:stickWood,
_ _ oredictionary:stickWood,
_ _ oredictionary:stickWood
-> ae2:BlockCrank
shaped=
oredictionary:stone oredictionary:gearWood oredictionary:stone,
crystalQuartz oredictionary:stone crystalQuartz,
oredictionary:cobblestone crystalQuartz oredictionary:cobblestone
-> ae2:BlockGrinder

View File

@@ -0,0 +1,3 @@
import=misc/deconstruction.recipe
import=misc/grindstone.recipe
import=misc/vanilla.recipe

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@@ -0,0 +1,21 @@
shaped=
glass glass glass,
netherCrystal netherCrystal netherCrystal,
oredictionary:slabWood oredictionary:slabWood oredictionary:slabWood
-> mc:daylight_detector
shaped=
_ mc:redstone_torch _,
mc:redstone_torch netherCrystal mc:redstone_torch,
oredictionary:stone oredictionary:stone oredictionary:stone
-> mc:comparator
shaped=
ae2:ItemMaterial.IronNugget ae2:ItemMaterial.IronNugget ae2:ItemMaterial.IronNugget,
ae2:ItemMaterial.IronNugget ae2:ItemMaterial.IronNugget ae2:ItemMaterial.IronNugget,
ae2:ItemMaterial.IronNugget ae2:ItemMaterial.IronNugget ae2:ItemMaterial.IronNugget
-> mc:iron_ingot
shapeless=
oredictionary:ingotIron
-> 9 ae2:ItemMaterial.IronNugget

View File

@@ -0,0 +1 @@
import=network/blocks/interfaces.recipe

View File

@@ -0,0 +1,3 @@
shapeless=
ae2:BlockInterface
-> ae2:ItemPart.Interface

View File

@@ -0,0 +1,99 @@
shapeless=
ae2:CableCovered mc:water_bucket
-> ae2:CableCovered.Fluix
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeWhite ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.White
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeBlack ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Black
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeRed ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Red
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeGreen ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Green
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeBrown ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Brown
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeBlue ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Blue
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyePurple ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Purple
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeCyan ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Cyan
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeLightGray ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.LightGray
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeGray ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Gray
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyePink ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Pink
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeLime ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Lime
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeYellow ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Yellow
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeLightBlue ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.LightBlue
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeMagenta ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Magenta
shaped=
ae2:CableCovered ae2:CableCovered ae2:CableCovered,
ae2:CableCovered oredictionary:dyeOrange ae2:CableCovered,
ae2:CableCovered ae2:CableCovered ae2:CableCovered
-> 8 ae2:CableCovered.Orange

View File

@@ -0,0 +1,99 @@
shapeless=
ae2:CableDenseCovered mc:water_bucket
-> ae2:CableDenseCovered.Fluix
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeWhite ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.White
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeBlack ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Black
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeRed ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Red
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeGreen ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Green
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeBrown ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Brown
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeBlue ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Blue
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyePurple ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Purple
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeCyan ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Cyan
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeLightGray ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.LightGray
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeGray ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Gray
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyePink ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Pink
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeLime ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Lime
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeYellow ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Yellow
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeLightBlue ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.LightBlue
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeMagenta ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Magenta
shaped=
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered,
ae2:CableDenseCovered oredictionary:dyeOrange ae2:CableDenseCovered,
ae2:CableDenseCovered ae2:CableDenseCovered ae2:CableDenseCovered
-> 8 ae2:CableDenseCovered.Orange

View File

@@ -0,0 +1,99 @@
shapeless=
ae2:CableDense mc:water_bucket
-> ae2:CableDense.Fluix
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeWhite ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.White
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeBlack ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Black
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeRed ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Red
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeGreen ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Green
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeBrown ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Brown
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeBlue ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Blue
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyePurple ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Purple
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeCyan ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Cyan
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeLightGray ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.LightGray
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeGray ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Gray
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyePink ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Pink
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeLime ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Lime
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeYellow ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Yellow
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeLightBlue ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.LightBlue
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeMagenta ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Magenta
shaped=
ae2:CableDense ae2:CableDense ae2:CableDense,
ae2:CableDense oredictionary:dyeOrange ae2:CableDense,
ae2:CableDense ae2:CableDense ae2:CableDense
-> 8 ae2:CableDense.Orange

View File

@@ -0,0 +1,99 @@
shapeless=
ae2:CableGlass mc:water_bucket
-> ae2:CableGlass.Fluix
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeWhite ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.White
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeBlack ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Black
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeRed ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Red
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeGreen ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Green
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeBrown ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Brown
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeBlue ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Blue
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyePurple ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Purple
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeCyan ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Cyan
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeLightGray ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.LightGray
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeGray ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Gray
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyePink ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Pink
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeLime ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Lime
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeYellow ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Yellow
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeLightBlue ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.LightBlue
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeMagenta ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Magenta
shaped=
ae2:CableGlass ae2:CableGlass ae2:CableGlass,
ae2:CableGlass oredictionary:dyeOrange ae2:CableGlass,
ae2:CableGlass ae2:CableGlass ae2:CableGlass
-> 8 ae2:CableGlass.Orange

View File

@@ -0,0 +1,5 @@
import=network/cables/covered.recipe
import=network/cables/dense.recipe
import=network/cables/dense-covered.recipe
import=network/cables/glass.recipe
import=network/cables/smart.recipe

View File

@@ -0,0 +1,99 @@
shapeless=
ae2:CableSmart mc:water_bucket
-> ae2:CableSmart.Fluix
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeWhite ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.White
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeBlack ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Black
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeRed ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Red
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeGreen ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Green
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeBrown ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Brown
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeBlue ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Blue
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyePurple ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Purple
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeCyan ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Cyan
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeLightGray ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.LightGray
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeGray ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Gray
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyePink ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Pink
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeLime ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Lime
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeYellow ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Yellow
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeLightBlue ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.LightBlue
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeMagenta ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Magenta
shaped=
ae2:CableSmart ae2:CableSmart ae2:CableSmart,
ae2:CableSmart oredictionary:dyeOrange ae2:CableSmart,
ae2:CableSmart ae2:CableSmart ae2:CableSmart
-> 8 ae2:CableSmart.Orange

View File

@@ -0,0 +1,27 @@
shapeless=
ae2:BlockCraftingUnit:3
ae2:BlockCraftingUnit:3
ae2:BlockCraftingUnit:3
ae2:BlockCraftingUnit:3
-> ae2:BlockAdvancedCraftingUnit:0
shapeless=
ae2:BlockAdvancedCraftingUnit:0
ae2:BlockAdvancedCraftingUnit:0
ae2:BlockAdvancedCraftingUnit:0
ae2:BlockAdvancedCraftingUnit:0
-> ae2:BlockAdvancedCraftingUnit:1
shapeless=
ae2:BlockAdvancedCraftingUnit:1
ae2:BlockAdvancedCraftingUnit:1
ae2:BlockAdvancedCraftingUnit:1
ae2:BlockAdvancedCraftingUnit:1
-> ae2:BlockAdvancedCraftingUnit:2
shapeless=
ae2:BlockAdvancedCraftingUnit:2
ae2:BlockAdvancedCraftingUnit:2
ae2:BlockAdvancedCraftingUnit:2
ae2:BlockAdvancedCraftingUnit:2
-> ae2:BlockAdvancedCraftingUnit:3

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import=network/crafting/cpu.recipe

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import=network/blocks/index.recipe
import=network/cables/index.recipe
import=network/crafting/index.recipe
import=network/parts/index.recipe

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import=network/parts/planes.recipe
import=network/parts/tunnels.recipe

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shapeless=
ae2:ItemPart.AnnihilationPlane ae2:ItemMaterial.FluixPearl
-> ae2:ItemPart.IdentityAnnihilationPlane

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shapeless=
ae2:ItemPart.P2PTunnelME ae2:ItemPart.Interface
-> ae2:ItemPart.P2PTunnelInterface
shapeless=
ae2:ItemPart.P2PTunnelME ae2:BlockInterface
-> ae2:ItemPart.P2PTunnelInterface

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# Forge Ore Dictionary
# logWood, slabWood, stairWood, treeSapling, treeLeaves,
# oreGold, oreIron, oreLapis, oreDiamond, oreRedstone, oreEmerald, oreQuartz, oreCoal,
# stone, cobblestone, record, stickWood, plankWood,
# dyeBlack, dyeRed, dyeGreen, dyeBrown, dyeBlue, dyePurple, dyeCyan, dyeLightGray, dyeGray, dyePink, dyeLime, dyeYellow, dyeLightBlue, dyeMagenta, dyeOrange, dyeWhite
# Minecraft Ore Dict Entries
# Renamed for less clashing
ore=mc:quartz -> crystalNetherQuartz
ore=mc:wool:* -> blockWool
ore=mc:stained_hardened_clay:* -> blockStainedHardenedClay
ore=mc:crafting_table -> craftingTableWood
ore=mc:chest -> chestWood
# AE2 Ore Dictionary
# Materials for processing in other machines
ore=ae2:ItemMaterial.CertusQuartzCrystal -> crystalCertusQuartz
ore=ae2:ItemMaterial.FluixCrystal -> crystalFluix
ore=ae2:ItemMaterial.PurifiedFluixCrystal -> crystalPureFluix
ore=ae2:ItemMaterial.NetherQuartzDust -> dustNetherQuartz
ore=ae2:ItemMaterial.CertusQuartzDust -> dustCertusQuartz
ore=ae2:ItemMaterial.FluixDust -> dustFluix
# Ores of AE2
ore=ae2:tile.OreQuartz -> oreCertusQuartz
ore=ae2:tile.OreQuartzCharged -> oreChargedCertusQuartz
# Parts to be used
ore= ae2:ItemPart.SemiDarkMonitor -> itemIlluminatedPanel
ore= ae2:ItemPart.Monitor -> itemIlluminatedPanel
ore= ae2:ItemPart.DarkMonitor -> itemIlluminatedPanel

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grindfz= ae2:ItemMaterial.FluixCrystal -> ae2:ItemMaterial.FluixDust
grindfz= ae2:BlockSkyStone:0 -> ae2:ItemMaterial.SkyDust
grindfz= mc:ender_pearl -> ae2:ItemMaterial.EnderDust
# grindfz= oredictionary:cropWheat -> ae2:ItemMaterial.Flour
grindfz= ae2:ItemMaterial.CertusQuartzCrystalCharged -> ae2:ItemMaterial.CertusQuartzDust
grindfz= ae2:ItemMaterial.CertusQuartzCrystal -> ae2:ItemMaterial.CertusQuartzDust
# grindfz= mc:quartz -> ae2:ItemMaterial.NetherQuartzDust
grindfz= ae2:OreQuartz -> 2 ae2:ItemMaterial.CertusQuartzDust
grindfz= ae2:OreQuartzCharged -> 2 ae2:ItemMaterial.CertusQuartzDust

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grind= ae2:ItemMaterial.FluixCrystal -> ae2:ItemMaterial.FluixDust
grind= ae2:BlockSkyStone:0 -> ae2:ItemMaterial.SkyDust
grind= mc:gravel -> mc:flint
grind= mc:bone -> 4 mc:dye:15

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hccrusher= ae2:ItemMaterial.FluixCrystal -> ae2:ItemMaterial.FluixDust
hccrusher= ae2:BlockSkyStone:0 -> ae2:ItemMaterial.SkyDust
hccrusher= mc:ender_pearl -> ae2:ItemMaterial.EnderDust
hccrusher= oredictionary:cropWheat -> ae2:ItemMaterial.Flour
hccrusher= ae2:ItemMaterial.CertusQuartzCrystalCharged -> ae2:ItemMaterial.CertusQuartzDust
hccrusher= ae2:ItemMaterial.CertusQuartzCrystal -> ae2:ItemMaterial.CertusQuartzDust
hccrusher= mc:quartz -> ae2:ItemMaterial.NetherQuartzDust
hccrusher= ae2:OreQuartz -> 2 ae2:ItemMaterial.CertusQuartzDust
hccrusher= ae2:OreQuartzCharged -> 2 ae2:ItemMaterial.CertusQuartzDust

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macerator= ae2:ItemMaterial.FluixCrystal -> ae2:ItemMaterial.FluixDust
macerator= ae2:BlockSkyStone:0 -> ae2:ItemMaterial.SkyDust
macerator= mc:ender_pearl -> ae2:ItemMaterial.EnderDust
# macerator= oredictionary:cropWheat -> ae2:ItemMaterial.Flour
macerator= ae2:ItemMaterial.CertusQuartzCrystalCharged -> ae2:ItemMaterial.CertusQuartzDust
macerator= ae2:ItemMaterial.CertusQuartzCrystal -> ae2:ItemMaterial.CertusQuartzDust
macerator= mc:quartz -> ae2:ItemMaterial.NetherQuartzDust
macerator= ae2:OreQuartz -> 2 ae2:ItemMaterial.CertusQuartzDust
macerator= ae2:OreQuartzCharged -> 2 ae2:ItemMaterial.CertusQuartzDust

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import=processing/factorization.recipe
import=processing/grind.recipe
import=processing/hydraulicraft.recipe
import=processing/ic2.recipe
import=processing/mekanism.recipe
import=processing/rotarycraft.recipe
import=processing/te.recipe
import=processing/vanilla.recipe

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mekcrusher= ae2:ItemMaterial.FluixCrystal -> ae2:ItemMaterial.FluixDust
#bug mekcrusher= ae2:BlockSkyStone:0 -> ae2:ItemMaterial.SkyDust
#bug mekcrusher= mc:ender_pearl -> ae2:ItemMaterial.EnderDust
# mekcrusher= oredictionary:cropWheat -> ae2:ItemMaterial.Flour
#bug mekcrusher= ae2:ItemMaterial.CertusQuartzCrystalCharged -> ae2:ItemMaterial.CertusQuartzDust
mekcrusher= ae2:ItemMaterial.CertusQuartzCrystal -> ae2:ItemMaterial.CertusQuartzDust
mekcrusher= mc:quartz -> ae2:ItemMaterial.NetherQuartzDust
mekechamber= ae2:OreQuartz -> 2 ae2:ItemMaterial.CertusQuartzDust
mekechamber= ae2:OreQuartzCharged -> 2 ae2:ItemMaterial.CertusQuartzDust

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crusher= ae2:ItemMaterial.FluixCrystal -> ae2:ItemMaterial.FluixDust
crusher= ae2:BlockSkyStone:0 -> ae2:ItemMaterial.SkyDust
crusher= mc:ender_pearl -> ae2:ItemMaterial.EnderDust
crusher= oredictionary:cropWheat -> ae2:ItemMaterial.Flour
crusher= ae2:ItemMaterial.CertusQuartzCrystalCharged -> ae2:ItemMaterial.CertusQuartzDust
crusher= ae2:ItemMaterial.CertusQuartzCrystal -> ae2:ItemMaterial.CertusQuartzDust
crusher= mc:quartz -> ae2:ItemMaterial.NetherQuartzDust
crusher= ae2:OreQuartz -> 2 ae2:ItemMaterial.CertusQuartzDust
crusher= ae2:OreQuartzCharged -> 2 ae2:ItemMaterial.CertusQuartzDust

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pulverizer= ae2:ItemMaterial.FluixCrystal -> ae2:ItemMaterial.FluixDust
pulverizer= ae2:BlockSkyStone:0 -> ae2:ItemMaterial.SkyDust
pulverizer= mc:ender_pearl -> ae2:ItemMaterial.EnderDust
pulverizer= oredictionary:cropWheat -> ae2:ItemMaterial.Flour
pulverizer= ae2:ItemMaterial.CertusQuartzCrystalCharged -> ae2:ItemMaterial.CertusQuartzDust
pulverizer= ae2:ItemMaterial.CertusQuartzCrystal -> ae2:ItemMaterial.CertusQuartzDust
pulverizer= mc:quartz -> ae2:ItemMaterial.NetherQuartzDust
pulverizer= ae2:OreQuartz -> 2 ae2:ItemMaterial.CertusQuartzDust
pulverizer= ae2:OreQuartzCharged -> 2 ae2:ItemMaterial.CertusQuartzDust

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# Ore Processing
smelt= ae2:ItemMaterial.GoldDust -> mc:gold_ingot
smelt= ae2:ItemMaterial.IronDust -> mc:iron_ingot
smelt= ae2:ItemMaterial.Flour -> mc:bread
# Silicon
smelt= ae2:ItemMaterial.NetherQuartzDust -> ae2:ItemMaterial.Silicon
smelt= ae2:ItemMaterial.CertusQuartzDust -> ae2:ItemMaterial.Silicon

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shaped=
oredictionary:crystalCertusQuartz oredictionary:crystalCertusQuartz,
oredictionary:crystalCertusQuartz oredictionary:stickWood,
_ oredictionary:stickWood
-> ae2:ToolCertusQuartzAxe
shaped=
oredictionary:crystalCertusQuartz oredictionary:crystalCertusQuartz oredictionary:crystalCertusQuartz,
_ oredictionary:stickWood _,
_ oredictionary:stickWood _
-> ae2:ToolCertusQuartzPickaxe
shaped=
oredictionary:crystalCertusQuartz,
oredictionary:stickWood,
oredictionary:stickWood
-> ae2:ToolCertusQuartzSpade
shaped=
oredictionary:crystalCertusQuartz,
oredictionary:crystalCertusQuartz,
oredictionary:stickWood
-> ae2:ToolCertusQuartzSword
shaped=
oredictionary:crystalCertusQuartz oredictionary:crystalCertusQuartz,
_ oredictionary:stickWood,
_ oredictionary:stickWood
-> ae2:ToolCertusQuartzHoe

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import=tools/certus-quartz.recipe
import=tools/matter-cannon.recipe
import=tools/misctools.recipe
import=tools/nether-quartz.recipe
import=tools/network.recipe
import=tools/paintballs.recipe

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shaped=
oredictionary:crystalNetherQuartz oredictionary:crystalNetherQuartz,
oredictionary:crystalNetherQuartz oredictionary:stickWood,
_ oredictionary:stickWood
-> ae2:ToolNetherQuartzAxe
shaped=
oredictionary:crystalNetherQuartz oredictionary:crystalNetherQuartz oredictionary:crystalNetherQuartz,
_ oredictionary:stickWood _,
_ oredictionary:stickWood _
-> ae2:ToolNetherQuartzPickaxe
shaped=
oredictionary:crystalNetherQuartz,
oredictionary:stickWood,
oredictionary:stickWood
-> ae2:ToolNetherQuartzSpade
shaped=
oredictionary:crystalNetherQuartz,
oredictionary:crystalNetherQuartz,
oredictionary:stickWood
-> ae2:ToolNetherQuartzSword
shaped=
oredictionary:crystalNetherQuartz oredictionary:crystalNetherQuartz,
_ oredictionary:stickWood,
_ oredictionary:stickWood
-> ae2:ToolNetherQuartzHoe

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shapeless=
wrench monitor ae2:ItemMaterial.CalcProcessor oredictionary:chestWood
-> ae2:ToolNetworkTool
shapeless=
ae2:ToolNetworkTool ae2:ItemPart.ConversionMonitor ae2:ItemMaterial.Cell64kPart ae2:ItemMaterial.CardCapacity
-> ae2:ToolAdvancedNetworkTool

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shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeWhite ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.White
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeBlack ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Black
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeRed ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Red
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeGreen ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Green
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeBrown ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Brown
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeBlue ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Blue
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyePurple ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Purple
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeCyan ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Cyan
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeLightGray ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.LightGray
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeGray ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Gray
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyePink ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Pink
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeLime ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Lime
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeYellow ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Yellow
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeLightBlue ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.LightBlue
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeMagenta ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Magenta
shaped=
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall oredictionary:dyeOrange ae2:ItemMaterial.MatterBall,
ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall ae2:ItemMaterial.MatterBall
-> 8 ae2:PaintBall.Orange
shaped=
ae2:PaintBall.White ae2:PaintBall.White ae2:PaintBall.White,
ae2:PaintBall.White oredictionary:dustGlowstone ae2:PaintBall.White,
ae2:PaintBall.White ae2:PaintBall.White ae2:PaintBall.White
-> 8 ae2:LumenPaintBall.White
shaped=
ae2:PaintBall.Black ae2:PaintBall.Black ae2:PaintBall.Black,
ae2:PaintBall.Black oredictionary:dustGlowstone ae2:PaintBall.Black,
ae2:PaintBall.Black ae2:PaintBall.Black ae2:PaintBall.Black
-> 8 ae2:LumenPaintBall.Black
shaped=
ae2:PaintBall.Red ae2:PaintBall.Red ae2:PaintBall.Red,
ae2:PaintBall.Red oredictionary:dustGlowstone ae2:PaintBall.Red,
ae2:PaintBall.Red ae2:PaintBall.Red ae2:PaintBall.Red
-> 8 ae2:LumenPaintBall.Red
shaped=
ae2:PaintBall.Green ae2:PaintBall.Green ae2:PaintBall.Green,
ae2:PaintBall.Green oredictionary:dustGlowstone ae2:PaintBall.Green,
ae2:PaintBall.Green ae2:PaintBall.Green ae2:PaintBall.Green
-> 8 ae2:LumenPaintBall.Green
shaped=
ae2:PaintBall.Brown ae2:PaintBall.Brown ae2:PaintBall.Brown,
ae2:PaintBall.Brown oredictionary:dustGlowstone ae2:PaintBall.Brown,
ae2:PaintBall.Brown ae2:PaintBall.Brown ae2:PaintBall.Brown
-> 8 ae2:LumenPaintBall.Brown
shaped=
ae2:PaintBall.Blue ae2:PaintBall.Blue ae2:PaintBall.Blue,
ae2:PaintBall.Blue oredictionary:dustGlowstone ae2:PaintBall.Blue,
ae2:PaintBall.Blue ae2:PaintBall.Blue ae2:PaintBall.Blue
-> 8 ae2:LumenPaintBall.Blue
shaped=
ae2:PaintBall.Purple ae2:PaintBall.Purple ae2:PaintBall.Purple,
ae2:PaintBall.Purple oredictionary:dustGlowstone ae2:PaintBall.Purple,
ae2:PaintBall.Purple ae2:PaintBall.Purple ae2:PaintBall.Purple
-> 8 ae2:LumenPaintBall.Purple
shaped=
ae2:PaintBall.Cyan ae2:PaintBall.Cyan ae2:PaintBall.Cyan,
ae2:PaintBall.Cyan oredictionary:dustGlowstone ae2:PaintBall.Cyan,
ae2:PaintBall.Cyan ae2:PaintBall.Cyan ae2:PaintBall.Cyan
-> 8 ae2:LumenPaintBall.Cyan
shaped=
ae2:PaintBall.LightGray ae2:PaintBall.LightGray ae2:PaintBall.LightGray,
ae2:PaintBall.LightGray oredictionary:dustGlowstone ae2:PaintBall.LightGray,
ae2:PaintBall.LightGray ae2:PaintBall.LightGray ae2:PaintBall.LightGray
-> 8 ae2:LumenPaintBall.LightGray
shaped=
ae2:PaintBall.Gray ae2:PaintBall.Gray ae2:PaintBall.Gray,
ae2:PaintBall.Gray oredictionary:dustGlowstone ae2:PaintBall.Gray,
ae2:PaintBall.Gray ae2:PaintBall.Gray ae2:PaintBall.Gray
-> 8 ae2:LumenPaintBall.Gray
shaped=
ae2:PaintBall.Pink ae2:PaintBall.Pink ae2:PaintBall.Pink,
ae2:PaintBall.Pink oredictionary:dustGlowstone ae2:PaintBall.Pink,
ae2:PaintBall.Pink ae2:PaintBall.Pink ae2:PaintBall.Pink
-> 8 ae2:LumenPaintBall.Pink
shaped=
ae2:PaintBall.Lime ae2:PaintBall.Lime ae2:PaintBall.Lime,
ae2:PaintBall.Lime oredictionary:dustGlowstone ae2:PaintBall.Lime,
ae2:PaintBall.Lime ae2:PaintBall.Lime ae2:PaintBall.Lime
-> 8 ae2:LumenPaintBall.Lime
shaped=
ae2:PaintBall.Yellow ae2:PaintBall.Yellow ae2:PaintBall.Yellow,
ae2:PaintBall.Yellow oredictionary:dustGlowstone ae2:PaintBall.Yellow,
ae2:PaintBall.Yellow ae2:PaintBall.Yellow ae2:PaintBall.Yellow
-> 8 ae2:LumenPaintBall.Yellow
shaped=
ae2:PaintBall.LightBlue ae2:PaintBall.LightBlue ae2:PaintBall.LightBlue,
ae2:PaintBall.LightBlue oredictionary:dustGlowstone ae2:PaintBall.LightBlue,
ae2:PaintBall.LightBlue ae2:PaintBall.LightBlue ae2:PaintBall.LightBlue
-> 8 ae2:LumenPaintBall.LightBlue
shaped=
ae2:PaintBall.Magenta ae2:PaintBall.Magenta ae2:PaintBall.Magenta,
ae2:PaintBall.Magenta oredictionary:dustGlowstone ae2:PaintBall.Magenta,
ae2:PaintBall.Magenta ae2:PaintBall.Magenta ae2:PaintBall.Magenta
-> 8 ae2:LumenPaintBall.Magenta
shaped=
ae2:PaintBall.Orange ae2:PaintBall.Orange ae2:PaintBall.Orange,
ae2:PaintBall.Orange oredictionary:dustGlowstone ae2:PaintBall.Orange,
ae2:PaintBall.Orange ae2:PaintBall.Orange ae2:PaintBall.Orange
-> 8 ae2:LumenPaintBall.Orange

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# Configuration file
general {
# Allow Advanced Node Jarring
B:adv_node_jarring=true
# Setting this to false will disable Dimensional Lure research and crafting recipes
B:allow_dimension_lure=true
# A list of any item names that the Amnesiac's Stone should convert into XP along with the XP value and (optionally) replacement items (e.g. empty bottles). Format: "<String Mod ID>:<String Item ID>[,<Integer Metadata>]=<Integer XP>[,<String Mod ID>:<String Item ID>[,<Integer Metadata>]]". Put each of these on a separate line. The item indicated before the equals sign will turn into the amount of XP indicated after it. If another item is indicated after the XP amount, then it will be dropped in the first's place. Alternatively, use a "*" for the second item to automatically use the first's container item.
S:amnesiac_drain_item <
minecraft:experience_bottle=8,minecraft:glass_bottle
Automagy:phialExtra,0=95,*
TConstruct:oreBerries,5=13
>
# Prevent Botania's Loonium from generating phials of enchanter's concentrate
B:botania_blacklist_phial_xp=false
# Number of ticks that must pass after a thirsty tank milks a cow before it can be milked again.
I:cow_milking_cooldown=2000
# Make blaze spawners drop an ember heart
B:emberheart_spawnerdrop=true
# Only drop ember heart from spawners in the Nether
B:emberheart_spawnerdrop_netheronly=true
I:focus_id_gratis=81
I:focus_id_storage=83
I:focus_id_transposing=82
# Should Forestry's milk be created when the thirsty tank milks cows rather than Automagy's own (this is ignored if MFR milk exists and config is set to use it)
B:forestry_milk_used=true
# Should Automagy assign Aspects to Forestry's milk
B:forestry_override_aspect_milk=true
# A list of any block names for containers that the Inventarium / Unseen Scribes should ignore.
S:inventarium_container_blacklist <
Automagy:blockTally
>
# A list of any block names that the Inventarium should treat as bookshelves that can increase its maximum slot count.
S:inventarium_other_bookshelves <
Natura:Natura.bookshelf
chisel:bookshelf
>
# Show the Infinity Jar in Creative Tab and NEI
B:list_creative_jar=true
# Show the thinking cap in Creative Tab and NEI
B:list_thinking_cap=true
# Should MineFactory Reloaded's milk be created when the thirsty tank milks cows rather than Automagy's own
B:mfr_milk_used=true
# Should MineFactory Reloaded's mushroom soup be created when the thirsty tank milks mooshrooms rather than Automagy's own
B:mfr_mushroom_soup_used=true
# Should Automagy change the Aspects associated with MineFactory Reloaded's milk (arguably more balanced if we do, given what Automagy can do with it)
B:mfr_override_aspect_milk=true
# Should Automagy change the Aspects associated with MineFactory Reloaded's mushroom soup
B:mfr_override_aspect_mushroom_soup=true
# Should redcrystal emit light when it has a redstone signal
B:redcrystal_emits_light=true
# Number of slivers Entropic Refining yields from infused stone. Default 11. Set to 0 to disabled Entropic Refining research and recipes.
I:slivers_from_infused_stone=0
# Allow the thinking cap to be used to craft advanced golems
B:thinking_cap_usable=true
# Should thirsty tanks slowly fill with water if exposed to the sky while it is raining
B:thirstytank_drink_rain=true
# Should thirsty tanks preserve water source blocks next to them
B:thirstytank_preserve_water_source=true
# On startup, check whether a newer version of the mod exists
B:version_checking=false
# Use Waila to add information about how much experience a brain in a jar is holding.
B:waila_brain_jar=true
# Use Waila to add information about how much experience a soul stone is holding.
B:waila_soul_stone=true
# How much water (in mB) a water bottle is considered to contain. 0 (default) means bottles can be filled from and emptied into Automagy tanks without changing the amount in a tank. -1 means empty and water bottles won't interact with Automagy tanks. -2 means bottles should use the fluid amount registered with Forge (normally 1000).
I:waterbottle_amount=0
# World gen: Chance that a Nether Spire is generated where possible. 0 disables. 1 is 100% of the time. Higher number means less likely. Default 140.
I:worldgen_nether_spire_chance=140
}
##########################################################################################################
# keys
#--------------------------------------------------------------------------------------------------------#
# Default keybindings. Can still be adjusted by the player in-game.
##########################################################################################################
keys {
# Wand Focus: Crafting - open GUI
S:focus_craft=NONE
}
##########################################################################################################
# loot
#--------------------------------------------------------------------------------------------------------#
# Loot weights. Higher for higher chance. 1 is rare. 0 disables.
##########################################################################################################
loot {
# Lesser Ring of Ender Disjunction
I:lesser_disjunction=1
# Phial of Enchanter's Concentrate
I:phial_xp=3
# Phial of Enchanter's Concentrate (village blacksmith chest)
I:phial_xp_blacksmith=3
}
nethermind {
# Nethermind's essentia cost to generate glowstone.
S:glowstone_cost <
lux:10
sensus:3
>
I:glowstone_speed=100
# IMPORTANT: If true, this section's customizations will be ignored. (This is useful for those who want to use the default settings since the defaults may change with a newer version of Automagy. Otherwise, you'd need to delete this section each time such an update is applied.)
B:ignore_section=true
# Percentage chance that a basic rune results in conjuring lava instead of netherrack.
I:lava_basic_chance=15
# Nethermind's essentia cost to generate lava.
S:lava_cost <
ignis:6
terra:2
>
I:lava_speed=90
# Nethermind's essentia cost to generate netherrack without the Rock rune.
S:netherrack_basic_cost <
ignis:2
terra:4
>
# Nethermind's essentia cost to generate netherrack using the Rock rune.
S:netherrack_cost <
ignis:1
terra:2
>
I:netherrack_speed=60
# Nethermind's essentia cost to generate quartz ore.
S:quartz_cost <
vitreus:3
terra:1
>
I:quartz_speed=100
# Nethermind's essentia cost to generate soul sand.
S:soulsand_cost <
terra:1
vinculum:1
spiritus:1
>
I:soulsand_speed=100
S:spawn_bat_cost1 <
bestia:1
ignis:1
perditio:1
>
S:spawn_bat_cost2 <
fames:10
humanus:1
>
I:spawn_bat_uses=10
S:spawn_blaze_cost1 <
ignis:4
praecantatio:2
>
S:spawn_blaze_cost2 <
fames:10
victus:5
>
I:spawn_blaze_uses=10
S:spawn_ghast_cost1 <
exanimis:1
spiritus:2
>
S:spawn_ghast_cost2 <
fames:6
permutatio:1
spiritus:4
aqua:4
>
I:spawn_ghast_uses=6
S:spawn_skeleton_cost1 <
mortuus:1
corpus:1
>
S:spawn_skeleton_cost2 <
fames:20
telum:5
sensus:5
>
I:spawn_skeleton_uses=20
S:spawn_slime_cost1 <
limus:1
ignis:2
>
S:spawn_slime_cost2 <
fames:16
limus:1
>
I:spawn_slime_uses=8
S:spawn_wisp_cost1 <
auram:1
ignis:2
aer:1
>
S:spawn_wisp_cost2 <
fames:8
auram:3
>
I:spawn_wisp_uses=8
# Cost to spawn each zombie pigman, used by Nethermind. Also see spawn_zombiepigman_cost2.
S:spawn_zombiepigman_cost1 <
corpus:2
ignis:2
>
# Used by Dimensional Lure to spawn multiple zombie pigmen, in addition to the cost specified in spawn_zombiepigman_cost1.
S:spawn_zombiepigman_cost2 <
fames:15
cognitio:9
lucrum:3
>
# The number of zombie pigman spawns that the essentia specified by spawn_zombiepigman_cost2 is good for.
I:spawn_zombiepigman_uses=15
# Time in ticks for Nethermind + Dimensional Lure to spawn creatures (before upgrades)
I:spawner_speed=360
}

View File

@@ -47,6 +47,9 @@ compatibility {
general {
# Disable if the Infinity Boots' step assist is annoying
B:"Boots step up"=true
# Enable to keep the Ultimate Stew and Cosmic Meatballs from grabbing more ingredients
B:"Boring Food"=false

View File

@@ -0,0 +1,107 @@
# Configuration file
general {
# ##############
# If true normal backpack requires a chest in the middle
# ##############
B:airshipModCompatibility=false
# ##############
# If true backpack will stay in your backpack slot on death when enchanted with EnderIO soulbound.
# ##############
B:allowSoulbound=true
# ##############
# Number of slots a large backpack has
# valid: integers 1-128
# ##############
I:backpackSlotsL=90
# ##############
# Number of slots a medium backpack has
# valid: integers 1-128
# ##############
I:backpackSlotsM=63
# ##############
# Number of slots a small backpack has
# valid: integers 1-128
# ##############
I:backpackSlotsS=36
# ##############
# If true big backpacks can only crafted by upgrading a small one
# ##############
B:bigByUpgradeOnly=false
# ##############
# If true small backpacks are not craftable
# ##############
B:disableBackpacks=false
# ##############
# If true big backpacks are not craftable
# ##############
B:disableBigBackpacks=true
# ##############
# If true ender backpacks are not craftable
# ##############
B:disableEnderBackpack=false
# ##############
# If true workbench backpacks are not craftable
# ##############
B:disableWorkbenchBackpack=false
# ##############
# Example:
# disallowItems: minecraft:dirt
#
# This will disallow dirt in backpacks.
# ##############
S:disallowItems <
etfuturum:shulker_box
>
# ##############
# Recipe to craft ender backpack
# 0 ender chest
# 1 eye of the ender
# ##############
I:enderRecipe=0
# ##############
# Example:
# forbiddenDimensions: 0
#
# This will disallow backpacks inventory for Overworld (id = 0).
# ##############
S:forbiddenDimensions <
55
>
# ##############
# Number of backpacks a player can have in his inventory
# valid: integers 0-36
# 0 = unlimited
# ##############
I:maxBackpackAmount=4
# ##############
# If true you can only open a backpack that you wear in the extra slot
# ##############
B:openOnlyWornBackpacks=false
# ##############
# If true backpack will play opening sound effect
# ##############
B:playSound=true
# ##############
# If true the backpack 3D model will be rendered.
# ##############
B:renderBackpackModel=true
}

View File

@@ -49,6 +49,7 @@ override {
belt
Terminal
quiver
quiver
charm_pouch
wings
focus_pouch
@@ -62,7 +63,6 @@ override {
unknown
unknown
unknown
unknown
>
# Slot assignments to use if manualSlotSelection is enabled.

View File

@@ -0,0 +1,27 @@
# Configuration file
general {
# Colour of the arrow pointing to an achievement that can be unlocked in #RRGGBB format
S:canUnlockArrowColour=#00FF00
# Colour of the arrow pointing to an achievement that can't be unlocked in #RRGGBB format
S:cantUnlockArrowColour=#000000
# Colour of the arrow pointing to an achievement that is unlocked in #RRGGBB format
S:completeArrowColour=#A0A0A0
# Change a tab icon ingame by middle clicking on an achievement on the page
B:iconReset=false
# A list that defines the user set tab icons this will override all code set icons
S:listTabIcons <
>
# On false the buttons won't be displayed, all other functionality will work
B:scrollButtons=true
# Overrides mod set colours for arrows
B:userColourOverride=false
}

View File

@@ -0,0 +1,405 @@
# Configuration file
algae {
B:enabled=true
I:distance=1000
D:hOffset=0.1
D:size=1.0
D:heightMin=0.5
D:heightMax=1.0
I:population=48
I:biomes <
0
7
10
11
24
54
60
73
78
126
200
202
205
207
209
211
213
214
216
218
223
235
237
>
B:shaderWind=true
}
blocks {
S:dirtWhitelist <
net.minecraft.block.BlockDirt
biomesoplenty.common.blocks.BlockNewDirt
enhancedbiomes.blocks.BlockSoilEB
com.bioxx.tfc.Blocks.Terrain.BlockDirt
net.aetherteam.aether.blocks.natural.BlockAetherDirt
>
S:dirtBlacklist <
>
S:grassWhitelist <
net.minecraft.block.BlockGrass
biomesoplenty.common.blocks.BlockOriginGrass
biomesoplenty.common.blocks.BlockLongGrass
biomesoplenty.common.blocks.BlockNewGrass
tconstruct.blocks.slime.SlimeGrass
enhancedbiomes.blocks.BlockGrassEB
com.bioxx.tfc.Blocks.Terrain.BlockGrass
net.aetherteam.aether.blocks.natural.BlockAetherGrass
>
S:grassBlacklist <
>
S:leavesWhitelist <
net.minecraft.block.BlockLeavesBase
forestry.arboriculture.gadgets.BlockLeaves
thaumcraft.common.blocks.BlockMagicalLeaves
>
S:leavesBlacklist <
>
S:cropsWhitelist <
net.minecraft.block.BlockTallGrass
net.minecraft.block.BlockCrops
net.minecraft.block.BlockReed
net.minecraft.block.BlockDoublePlant
biomesoplenty.common.blocks.BlockBOPFlower
biomesoplenty.common.blocks.BlockBOPFlower2
tconstruct.blocks.slime.SlimeTallGrass
plantmegapack.block.PMPBlockBerrybush
plantmegapack.block.PMPBlockCrops
plantmegapack.block.PMPBlockDesert
plantmegapack.block.PMPBlockFern
plantmegapack.block.PMPBlockFlowerMulti
plantmegapack.block.PMPBlockFlowerSingle
plantmegapack.block.PMPBlockForest
plantmegapack.block.PMPBlockGrass
plantmegapack.block.PMPBlockJungle
plantmegapack.block.PMPBlockMountain
plantmegapack.block.PMPBlockSavanna
plantmegapack.block.PMPBlockShrub
plantmegapack.block.PMPBlockWetlands
com.pam.harvestcraft.BlockPamCrop
com.pam.harvestcraft.BlockPamDesertGarden
com.pam.harvestcraft.BlockPamNormalGarden
com.pam.harvestcraft.BlockPamWaterGarden
>
S:cropsBlacklist <
net.minecraft.block.BlockCarrot
net.minecraft.block.BlockPotato
>
S:logsWhitelist <
net.minecraft.block.BlockLog
biomesoplenty.common.blocks.BlockBOPLog
mods.natura.blocks.trees.DarkTreeBlock
mods.natura.blocks.trees.LogTwoxTwo
mods.natura.blocks.trees.SimpleLog
thaumcraft.common.blocks.BlockMagicalLog
forestry.arboriculture.gadgets.BlockLog
com.bioxx.tfc.Blocks.Flora.BlockLogVert
com.bioxx.tfc.Blocks.Flora.BlockLogNatural
ic2.core.block.BlockRubWood
>
S:logsBlacklist <
extrabiomes.blocks.BlockMiniLog
>
S:sandWhitelist <
net.minecraft.block.BlockSand
com.bioxx.tfc.Blocks.Terrain.BlockSand
>
S:sandBlacklist <
>
S:lilypadWhitelist <
net.minecraft.block.BlockLilyPad
com.bioxx.tfc.Blocks.Vanilla.BlockCustomLilyPad
>
S:lilypadBlacklist <
>
S:cactusWhitelist <
net.minecraft.block.BlockCactus
com.bioxx.tfc.Blocks.Vanilla.BlockCustomCactus
>
S:cactusBlacklist <
>
}
cactus {
B:enabled=true
I:distance=1000
D:size=0.8
D:sizeVariation=0.1
D:hOffset=0.1
}
connectedGrass {
B:enabled=true
B:snowEnabled=false
}
coral {
B:enabled=true
I:distance=1000
B:shallowWater=false
D:hOffset=0.2
D:vOffset=0.1
D:size=0.7
D:crustSize=1.4
I:chance=32
I:population=48
I:biomes <
0
7
10
11
16
24
25
26
54
60
73
78
126
200
202
205
207
209
211
213
214
216
218
223
235
237
>
}
fallingLeaves {
B:enabled=true
D:speed=0.05
D:windStrength=0.5
D:stormStrength=0.8
D:size=0.75
D:chance=0.05
D:perturb=0.25
D:lifetime=5.0
B:opacityHack=true
}
global {
B:enabled=true
}
leaves {
B:enabled=true
B:snowEnabled=true
I:distance=1000
D:hOffset=0.2
D:vOffset=0.1
D:size=1.4
B:dense=false
}
lilypad {
B:enabled=true
I:distance=1000
D:hOffset=0.1
I:flowerChance=16
}
netherrack {
B:enabled=true
I:distance=1000
D:hOffset=0.2
D:heightMin=0.6
D:heightMax=0.8
D:size=1.0
}
reed {
B:enabled=true
I:distance=1000
D:hOffset=0.2
D:heightMin=1.7
D:heightMax=2.2
I:population=32
I:biomes <
0
1
4
6
7
9
14
15
16
18
21
22
23
24
27
28
29
43
44
45
47
51
52
53
54
58
59
61
62
63
65
66
68
69
71
72
73
74
75
76
77
78
79
80
82
83
84
85
87
89
90
91
96
97
98
99
101
102
103
105
106
109
111
113
114
120
121
123
126
129
132
134
149
151
155
156
157
170
171
172
173
175
177
179
180
181
184
185
187
188
189
190
191
192
193
199
202
205
209
211
214
216
223
227
231
232
233
234
235
236
237
>
B:shaderWind=true
}
risingSoul {
B:enabled=true
D:chance=0.02
D:perturb=0.05
D:headSize=1.0
D:trailSize=0.75
D:opacity=0.5
D:sizeDecay=0.97
D:opacityDecay=0.97
D:lifetime=4.0
I:trailLength=48
I:trailDensity=3
}
roundLogs {
B:enabled=true
I:distance=1000
D:radiusSmall=0.25
D:radiusLarge=0.44
D:dimming=0.7
B:connectSolids=false
B:lenientConnect=true
B:connectPerpendicular=true
B:connectGrass=true
D:zProtection=0.99
}
shortGrass {
B:grassEnabled=true
B:myceliumEnabled=true
B:snowEnabled=true
I:distance=1000
D:hOffset=0.2
D:heightMin=0.6
D:heightMax=0.8
D:size=1.0
B:useGenerated=false
B:shaderWind=true
D:saturationThreshold=0.1
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,44 @@
#CodeChickenCore configuration file.
checkUpdates=false
#set to true to completely deobfuscate mcp names
dev.deobfuscate=false
#Enabling this setting will make all minecraft classes public at runtime in MCP just as they are in modloader.
#You should ONLY use this when you are testing with a mod that relies on runtime publicity and doesn't include access transformers.
#Such mods are doing the wrong thing and should be fixed.
dev.runtimePublic=false
#Configuration options for checking various requirements for a modpack.
checks
{
#If set to true, check RAM available for Minecraft before continuing to load
checkRAM=true
#Amount of RAM minimum this modpack needs to load
minRAM=3GB
#Name of the modpack
modPack=GTNH
#Lower bound of recommended RAM
recRAM=4GB
#Upper bound of recommended RAM
recRAMUpper=6GB
#Webpage describing RAM settings
wiki=See <a href="https://gtnh.miraheze.org/m/3S2">the Wiki</a> for details.
}
#Various tweaks that can be applied to game mechanics.
tweaks
{
#If set to true and doFireTick is disabled in the game rules, fire will still dissipate if it's not over a fire source
doFireTickOut=true
#If set to true, creepers will not destroy landscape. (A version of mobGriefing setting just for creepers)
environmentallyFriendlyCreepers=false
#If set to true two adjacent water source blocks will not generate a third.
finiteWater=true
#Set this to true to use the pre1.5 lava textures
replaceLavaFX=false
#Set this to true to use the pre1.5 water textures
replaceWaterFX=false
#If set to false, leaves will only replace air when growing
softLeafReplace=false
}

View File

@@ -37,6 +37,9 @@ general {
# This sets how far apart the chaos islands will spawn. The islands spawn in a grid pattern.
I:"Chaos Island Separation"=10000
# Rarity of draconium ore in other dimensions in whitelist (higher = more common), does not support fractions
I:"Default Draconium Ore Weight"=2
# (Wuss mode) Setting this to true will disable the chaos guardians ability to respawn healing crystals. Under certain circumstances such as on a Spigot server where entity render distance is significantly lower this may be required.
B:"Disable Guardian Crystal Respawn"=false
@@ -71,6 +74,9 @@ general {
B:"Enable HUD info"=true
B:"Enable version checker"=false
# Rarity of draconium ore in end (higher = more common), does not support fractions
I:"End Draconium Ore Weight"=10
# Ender Comet has a 1 in {this number} chance to spawn in each chunk
I:"Ender Comet Rarity"=10000
@@ -96,6 +102,9 @@ general {
# Disable item dislocator sound
B:"Item Dislocator Disable Sound"=false
# Rarity of draconium ore in nether (higher = more common), does not support fractions
I:"Nether Draconium Ore Weight"=5
# Add the id's of dimensions you do not want draconium ore to spawn in
I:"Ore gen dimension blacklist" <
7
@@ -107,6 +116,9 @@ general {
1
>
# Rarity of draconium ore in overworld (higher = more common), does not support fractions
I:"Overworld Draconium Ore Weight"=2
# Is Pigmen blood rage active
B:"Pigmen Blood Rage"=true

View File

@@ -0,0 +1,193 @@
# Configuration file
"draconic reactor" {
# Setting this to false will reduce the reactor explosion to little more then a tnt blast
B:EnableBigExplosion=true
# Use this to adjust the output of the reactor
I:EnergyOutputMultiplier=1
# Use this to adjust how quickly the reactor uses fuel
I:FuelUsageMultiplier=3035
# Use this to adjust the fuel value of awakened draconium nugget
I:awakenedDraconiumFuelValue=2
# Use this to adjust how much fuel value one tiny chaos shard takes
I:chaosShardOutputValue=36
# Sets whether the reactor is automatable or not
B:enableAutomation=true
# Sets whether the reactor should use linear (true) fuel usage formula or exponential (false)
B:linearReactorFuelUsage=true
# Use this to adjust the maximum fuel storage of the reactor
I:maxFuelStorage=524880
}
general {
# Dose Draconic bow explosion damage blocks
B:"Bow Block Damage"=true
# Set to false to disable the DE dragons ability to break blocks (dose not effect vanilla dragon)
B:"Can dragon break blocks"=true
# This sets how far apart the chaos islands will spawn. The islands spawn in a grid pattern.
I:"Chaos Island Separation"=10000
# (Wuss mode) Setting this to true will disable the chaos guardians ability to respawn healing crystals. Under certain circumstances such as on a Spigot server where entity render distance is significantly lower this may be required.
B:"Disable Guardian Crystal Respawn"=false
# Set to true to disable all item lore
B:"Disable Item Lore"=false
# If you are having issued with console spam that you cant fix setting this to true will disable all log output from Draconic Evolution (Not recommended)
B:"Disable Log"=true
# Set to true to prevent draconium ore from spawning in the end
B:"Disable Ore Spawn (End)"=false
# Set to true to prevent draconium ore from spawning in the nether
B:"Disable Ore Spawn (Nether)"=true
# Set to true to prevent draconium ore from spawning in the overworld
B:"Disable Ore Spawn (Overworld)"=true
# add the unlocalized name of a block or item to this list to disable it [default: ]
S:"Disabled Blocks & Items" <
>
# Sets the exact location to spawn the dragon egg and disables the portal spawn (dose not effect vanilla dragon)
I:"Dragon egg spawn location" <
0
0
0
>
# Set this to false to disable flight given by draconic armor.
B:"Enable Flight"=true
B:"Enable HUD info"=true
B:"Enable version checker"=false
# Ender Comet has a 1 in {this number} chance to spawn in each chunk
I:"Ender Comet Rarity"=10000
# If true the resurrection ritual will be a lot faster
B:"Fast Summon Ritual"=false
# Should Chaos Islands be generated
B:"Generate Chaos Islands"=true
# Should Ender comets be generated
B:"Generate Ender Comets"=true
I:"Hud Display X pos"=7
I:"Hud Display Y pos"=874
# Invert Dislocator Pedestal display name shift behavior
B:InvertDPDSB=false
# A list of items of items that should be ignored by the item dislocator. Use the items registry name e.g. minecraft:apple you can also add a meta value like so minecraft:wool|4 [default: [appliedenergistics2:item.ItemCrystalSeed]]
S:"Item Dislocator Blacklist" <
appliedenergistics2:item.ItemCrystalSeed
>
# Disable item dislocator sound
B:"Item Dislocator Disable Sound"=false
# Add the id's of dimensions you do not want draconium ore to spawn in
I:"Ore gen dimension blacklist" <
7
100
>
# Add the id's of dimensions you do want draconium ore to spawn in (if empty, uses only the blacklist)
I:"Ore gen dimension whitelist" <
1
>
# Is Pigmen blood rage active
B:"Pigmen Blood Rage"=true
# Limits the max speed of players. Recommend between 0.5 - 1.0 for servers
D:"Player speed cap"=10.0
# If true items dropped by a tool in aoe mode will despawn after 5 seconds
B:"Rapidly despawn aoe mined items"=false
# If set to true the unlocalized name of every block and item will be displayed in its tool tip
B:"Show Unlocalized Names"=false
# A list of dimensions the speed limit will not effect (speed limit is not so really required in the end)
I:"Speed limit Dim black lack list" <
1
>
# Dose the speed limit effect ops
B:"Speed limit effects ops"=false
# Charm of Dislocation uses per Ender pearl
I:"Teleporter Uses PerPearl"=1
# If true the 3D tool models will be replaced with standard 2D textures
B:"Use old 2D tool textures"=false
# If true the armor will use the original vanilla 2D model instead of the new 3D models
B:"Use old armor model"=false
# If true the original 3D armor models created by Skeletonpunk will be used instead of the current ones
B:"Use the original 3D armor models"=false
# Passive (Animals) Mobs have a 1 in this number chance to drop a soul
I:passiveSoulDropChance=800
# Mobs have a 1 in this number chance to drop a soul
I:soulDropChance=1000
}
"gui stuff" {
# Used to store the position of the armor ant tool HUD's. This should not be modified
I:"HUD Settings" <
996
825
69
907
90
100
3
0
1
1
1
1
>
}
"long range dislocator" {
I:"Admin Dislocator Detect Range"=5
I:"Dislocator Max Range"=10000
I:"Dislocator Min Range"=1000
}
"magicid's" {
I:"Reaper Enchant id"=180
}
spawner {
# List of names that will be ether accepted or rejected by the spawner depending on the list type [default: [ExampleMob1], [ExampleMob2], [ExampleMob3 (these examples can be deleted)]]
S:"Spawn List" <
ExampleMob1
ExampleMob2
ExampleMob3 (these examples can be deleted)
>
# Sets weather the spawner list is a white list or a black list (true = white list false = black list)
B:listType=false
}

View File

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#Config file for the ASM part of GTNHCoreMod
#Mon Oct 27 11:48:39 CET 2025
debug=false
downloadOnlyOnce=true
patchItemFocusWarding=true
showConfirmExitWindow=false

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# Configuration file
global {
# [default: true]
B:enableNotifierLogging=true
# [default: false]
B:hideSwitchMenuButton=false
# [range: 0 ~ 2147483647, default: 0]
I:mainMenuID=0
# [default: true]
B:removeMissingTexturesErrors=true
# [default: true]
B:shouldChangeImageInCreativeTabs=true
# Time inbetween syncing of data. The more the number is, the worse the sync is going to be, hwever, the less packets will be sent, and, therefore, the less annoying the server lag will be. [range: 10 ~ 1000, default: 100]
I:syncTimer=100
}

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# Configuration file
##########################################################################################################
# essentia generator outputs
#--------------------------------------------------------------------------------------------------------#
# Change outputs linked to different Essentias here
##########################################################################################################
"essentia generator outputs" {
I:"Aer Output"=15000
I:"Aqua Output"=5000
I:"Ignis Output"=20000
I:"Ordo Output"=16000
I:"Output Cap"=-1
I:"Perditio Output"=10000
I:"Terra Output"=2000
}
##########################################################################################################
# numeric values
#--------------------------------------------------------------------------------------------------------#
# The only way to change some numbers that my machines uses.
##########################################################################################################
"numeric values" {
I:"Aer generator"=300
I:"Arbor generator"=450
# Default is 32
I:"Armor Charging Ring production"=32
I:"Auram generator"=400
# This is the number you have to modify if you want to make the Compressed Solar Panel yield more or less EU per tick. Really, you shouldn't touch that, since it's pretty balanced as it is.
I:"Compressed Solar Panel Output"=10
# This is the number you have to modify if you want to make the Double Compressed Solar Panel yield more or less EU per tick. Really, you shouldn't touch that, since it's pretty balanced as it is.
I:"Double Compressed Solar Panel Output"=100
# This is the number you have to modify if you want to change the size of the internal buffer of the Essentia Generator
I:"Essentia Generator Storage"=1000000
I:"Essentia Generators draw rate"=120
# Default is 400, the double of a regular furnace
I:"Etheral Processor speed"=400
# This number is the chance of getting a Thaumium Ingot as a bonus when processing an item in the machine. It is 1 out of the number you will enter. The default is 1/10 chance.
I:"Ethereal Processor Bonus"=10
I:"Ignis generator"=400
# Default is 32
I:"Inventory Charging Ring production"=32
# Watch out, that goes up REALLY quickly.
D:"Nano Boots of the Traveller Speed"=0.25
# Watch out, that goes up REALLY quickly.
D:"Nano Boots of the Traveller jump"=0.6
# Energy amount drained will tripled if player drops more than this amount of blocks
D:"Nano Boots of the Traveller maximum healthy drop"=35.0
# The distance allowed to fall without any damage
D:"Nano Boots of the Traveller minimum drop"=6.0
# This is the number you have to modify if you want to make the Octtouple Compressed Solar Panel yield more or less EU per tick. Really, you shouldn't touch that, since it's pretty balanced as it is.
I:"Octtouple Compressed Solar Panel Output"=100000000
I:"Potentia generator"=200
# This is the number you have to modify if you want to make the Quadruple Compressed Solar Panel yield more or less EU per tick. Really, you shouldn't touch that, since it's pretty balanced as it is.
I:"Quadruple Compressed Solar Panel Output"=10000
# Watch out, that goes up REALLY quickly.
D:"Quantum Boots of the Traveller Speed"=0.5
# Watch out, that goes up REALLY quickly.
D:"Quantum Boots of the Traveller jump"=0.9
# Energy amount drained will tripled if player drops more than this amount of blocks
D:"Quantum Boots of the Traveller maximum healthy drop"=100.0
# The distance allowed to fall without any damage
D:"Quantum Boots of the Traveller minimum drop"=10.0
# This is the number you have to modify if you want to make the Quintouple Compressed Solar Panel yield more or less EU per tick. Really, you shouldn't touch that, since it's pretty balanced as it is.
I:"Quintouple Compressed Solar Panel Output"=100000
# This is the number you have to modify if you want to make the Septouple Compressed Solar Panel yield more or less EU per tick. Really, you shouldn't touch that, since it's pretty balanced as it is.
I:"Septouple Compressed Solar Panel Output"=10000000
# This is the number you have to modify if you want to make the Sextouple Compressed Solar Panel yield more or less EU per tick. Really, you shouldn't touch that, since it's pretty balanced as it is.
I:"Sextouple Compressed Solar Panel Output"=1000000
# This is the number you have to modify if you want to make the Triple Compressed Solar Panel yield more or less EU per tick. Really, you shouldn't touch that, since it's pretty balanced as it is.
I:"Triple Compressed Solar Panel Output"=1000
# This is the number you have to modify if you want to make the Industrial Wand Charging Station use more or less EU to charge 1 unit of Vis on your wand.
I:"Wand Charging Station Consumption"=50000
# Default is 64
I:"Wand Focus: Charge production"=64
# Default is 40000
I:"Wand Focus: Wand Charging Cost"=40000
# This Mod will use 17 IDs, do not change if you dont know what you are doing!
I:"aID offset for Gregetch Machinery"=12983
}
##########################################################################################################
# random configs
#--------------------------------------------------------------------------------------------------------#
# Options that don't fit into the other categories.
##########################################################################################################
"random configs" {
# This is here because of conflicts between mods that add the same input and different outputs
B:"Clear Amber/Cinnabar Macerating"=true
# There is a recipe to get this item.
B:"Disable One Ring in dungeon chests"=true
# This was added because of mods making you totally blind if using nightvision. For example, enable that when in the Deep Dark.
B:"Disable nightvision helmets"=false
# This effect only appears when the player isn't on the ground
B:"Disable smoke effect for boots"=false
# This config option is to enable or disable capes for people who have them. Seriously, you shouldn't touch that unless you have another cape and it conflicts with it.
B:"Enable capes"=true
# Warning: the enchantability is low.
B:"Enable enchanting tools"=true
# The impact of rain on all wings
B:"Impact of rain"=true
# If you have a lot of mods adding dungeon loot, you should definetely increase this
I:"One Ring spawning chance"=5
# If you have a lot of mods adding dungeon loot, you should definetely increase this
I:"Tainted Mjolnir spawning change"=25
# This will augment the durablilty of the tools, and will also decrease the EU cost to 1. The tools should have the same number of uses than before.
B:"Tools for Arcane Bore"=false
# The allowed ore dictionary prefix for Ethereal Processor.
S:"White List for Ethereal Processor" <
ore
cluster
>
}
##########################################################################################################
# research
#--------------------------------------------------------------------------------------------------------#
# The only way to disable some researches. Be careful, if you disable some researches, all researches linked to it will be removed too. Really, don't touch that unless you know exactly what you are doing.
##########################################################################################################
research {
B:"Aer Generator"=false
B:"Air Solar Panels"=false
B:"Arbor Generator"=false
B:"Armor Charging Ring"=false
B:"Auram Generator"=false
B:"Chainsaw of the Stream"=false
B:"Compressed Solars"=false
B:"Diamond Omnitool"=false
B:"Drill of the Rockbreaker"=false
B:"Earth Solar Panels"=false
B:"Electric Boots of the Traveller"=false
B:"Electric Googles of Revealing"=false
B:"Electric Hoe of Growth"=false
B:"Electric Scribing Tools"=false
B:"EnergyBall Focus"=false
B:"Entropy Solar Panels"=false
B:"Ethereal Processor"=false
B:"Explosion Focus"=false
B:"Fire Solar Panels"=false
B:"Ignis Generator"=false
B:"Industrial Wand Charging Station"=false
B:"Infused Quantum Chestplate"=false
B:"Inventory Charging Ring"=false
B:"Kris-tmas Focus"=false
B:"Lucrum Generator"=false
B:"Maintenance Focus"=false
B:Mjolnir=false
B:"Nano Boots of the Traveller"=false
B:"Nanosuit Googles of Revealing"=false
B:"Nanosuit Wings"=false
B:Omnitool=false
B:"Order Solar Panels"=false
B:"Portable Node"=false
B:"Potentia Generator"=false
B:"Quantum Boots of the Traveller"=false
B:"Quantum Googles of Revealing"=false
B:"Quantum Wings"=false
B:"Saxum Generator"=false
B:"Shield Block"=false
B:"Shield Focus"=false
B:"Solar Helmet of Revealing"=false
B:"Supercharged Mjolnir"=false
B:"Thaumium Chainsaw"=false
B:"Thaumium Drill"=false
B:"Thaumium Omnitool"=false
B:"Thaumium Reinforced Wings"=false
B:"Tiny Piles of Uranium"=false
B:"UU-Mater Infusion"=false
B:"Wand Focus: Charging"=false
B:"Wand Focus: Wand Charging"=false
B:"Water Solar Panels"=false
}

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#EnderStorage Configuration File
#Deleting any element will restore it to it's default value
#Block ID's will be automatically generated the first time it's run
#Causes chests to lose personal settings and drop the diamond on break
anarchy-mode=false
checkUpdates=false
#Set to true to make the vanilla enderchest unplaceable.
disable-vanilla=false
#Set to true to make the vanilla enderchest uncraftable.
disable-vanilla_recipe=true
#Disable the end portal effect in ES ender chests. May help with FPS (not TPS!) problems.
disableFXChest=false
#Disable the end portal effect in ender tanks. May help with FPS (not TPS!) problems.
disableFXTank=false
#Set the size of ender tanks in buckets (x1000)
enderTankSize=256
#The size of each inventory of EnderStorage. 0 = 3x3, 1 = 3x9, 2 = 6x9
item.storage-size=1
#The name of the item used to set the chest to personal. Diamond by default
personalItemID=diamond

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@@ -0,0 +1,14 @@
# Configuration file
debug {
# Enable debug output to fml-client-latest.log [default: false]
B:DoDebugMessages=false
}
generic {
# Set to true to disable the TrashGroup merging if FortuneIII is applied to a lootbag [default: true]
B:AllowFortuneBags=true
}

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@@ -0,0 +1,183 @@
# Configuration file
blocks {
B:AngelBlockEnabled=true
B:BUDBlockEnabled=true
B:BedrockiumBlockEnabled=true
B:ChandelierEnabled=true
B:CobblestoneComprEnabled=true
B:ColorBlockDataEnabled=true
B:ConveyorEnabled=true
B:CursedEarthEnabled=true
B:CurtainEnabled=true
B:Decorative_1Enabled=true
B:Decorative_2Enabled=true
B:DrumEnabled=true
B:EnderCollectorEnabled=true
B:EnderLilyEnabled=false
B:EnderMarkerEnabled=true
B:EnderQuarryEnabled=true
B:EnderQuarryUpgradeEnabled=true
B:EnderThermicPumpEnabled=true
B:EtherealBlockEnabled=true
B:FilingCabinetEnabled=true
B:Generator64Enabled=true
B:Generator8Enabled=true
B:GeneratorEnabled=true
B:GreenScreenEnabled=true
B:MagnumTorchEnabled=true
B:MiniChestEnabled=true
B:PeacefultableEnabled=false
B:PortalEnabled=true
B:PureLoveBlockEnabled=true
B:QEDEnabled=true
B:SlightlyLargerChestEnabled=true
B:SoundMufflerEnabled=true
B:SpikeDiamondEnabled=true
B:SpikeEnabled=true
B:SpikeGoldEnabled=true
B:SpikeWoodEnabled=true
B:TimerBlockEnabled=true
B:TradingPostEnabled=true
B:TransferNodeEnabled=true
B:TransferNodeRemoteEnabled=true
B:TransferPipeEnabled=true
B:TrashCanEnabled=true
}
client_options {
B:disablePortalAnimation=false
}
"ender quarry power" {
I:baseDrain=28800
I:hardnessDrain=2800
}
items {
B:AngelRingEnabled=true
B:BedrockiumIngotEnabled=true
B:BuildersWandEnabled=true
B:CreativeBuildersWandEnabled=true
B:DestructionPickaxeEnabled=true
B:DivisionSigilEnabled=true
B:ErosionShovelEnabled=true
B:EthericSwordEnabled=true
B:GloveEnabled=true
B:GoldenBagEnabled=false
B:GoldenLassoEnabled=true
B:HealingAxeEnabled=true
B:HeatingCoilEnabled=true
B:LawSwordEnabled=true
B:MicroBlocksEnabled=true
B:PaintBrushEnabled=true
B:PrecisionShearsIdEnabled=true
B:ScannerEnabled=true
B:SonarGogglesEnabled=true
B:SoulEnabled=true
B:TemporalHoeEnabled=true
B:UnstableIngotEnabled=true
B:UpgradeNodeEnabled=true
B:WateringCanEnabled=true
}
options {
I:EnderPumpDimensionExceptions <
>
I:deepDarkDimensionID=100
B:disableEnderPumpInAllDimensions=false
B:disableMultiBlocksCreativeTab=false
B:disableTransferNodeCobblegen=false
B:disableTransferNodeParticles=false
B:disableTransferNodeWatergen=true
B:disableWitherNoisesIfNotNearby=true
I:lastMilleniumDimensionID=112
B:peacefulTableInAllDifficulties=false
B:soulDrainResetsOnDeath=false
B:unstableIngotsExplode=true
}
qedcrafting {
# ItemStack names to enforce crafting in the QED
S:QEDItems <
>
# Internal version number to add/remove items in future updates. Set to -1 to disable auto-updates.
I:QEDVersion=3
}
recipes {
B:disableAdvFilingCabinet=false
B:disableAltChestRecipe=false
B:disableBuildersWandRecipe=false
B:disableChandelierRecipe=false
B:disableColoredBlocksRecipes=false
B:disableCompressedCobblestoneRecipe=false
B:disableConveyorRecipe=false
B:disableCurtainRecipe=false
B:disableDestructionPickaxeRecipe=false
B:disableDivisionSiginInChests=false
B:disableDrumRecipe=false
B:disableEnderLiliesInDungeons=false
B:disableEnderQuarryUpgradesRecipes=false
B:disableEnderThermicPumpRecipe=false
B:disableEnergyExtractionPipeRecipe=false
B:disableEnergyPipeRecipe=false
B:disableErosionShovelRecipe=false
B:disableEtherealGlassRecipe=false
B:disableEthericSwordRecipe=false
B:disableFilingCabinet=false
B:disableFilterPipeRecipe=false
B:disableFilterRecipe=false
B:disableGeneratorRecipe=false
B:disableGoldenBagRecipe=false
B:disableGoldenLassoRecipe=false
B:disableHealingAxeRecipe=false
B:disableMagnumTorchRecipe=false
B:disableModSortingPipeRecipe=false
B:disableNodeUpgradeSpeedRecipe=false
B:disablePaintbrushRecipe=false
B:disablePeacefulTableRecipe=false
B:disablePeacefulWitherRecipe=false
B:disableQEDIngotSmeltRecipes=false
B:disableRainMufflerRecipe=false
B:disableRationingPipeRecipe=false
B:disableRedstoneClockRecipe=false
B:disableRetrievalNodeLiquidRecipe=false
B:disableRetrievalNodeRecipe=false
B:disableReversingHoeRecipe=false
B:disableSonarGogglesRecipe=false
B:disableSortingPipeRecipe=false
B:disableSoundMufflerRecipe=false
B:disableSpikeRecipe=false
B:disableSuperWateringCanRecipe=false
B:disableTradingPostRecipe=false
B:disableTransferNodeEnergyRecipe=false
B:disableTransferNodeLiquidRecipe=false
B:disableTransferNodeRecipe=false
B:disableTransferPipeRecipe=false
B:disableTrashCanRecipe=false
B:disableUnstableIngotRecipe=false
B:disableWateringCanRecipe=false
}
tinkersintegration {
I:tcon_bedrock_material_id=315
I:tcon_magical_wood_id=316
I:tcon_unstable_material_id=314
}
worldgen {
I:retrogen_enderlillies=0
}

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# Configuration file
chunkloading {
# If you don't want each player's chunks to load when they log in, set to false.
B:LoadOnLogin=true
}

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@@ -45,6 +45,9 @@ dimensions {
general {
# Enable/Disable Fetching Donator Capes
B:"Enable donator capes"=true
# If this is enabled, debug messages will appear in the console. This is useful for finding bugs in the mod.
B:"Enable Debug Messages"=false
@@ -262,8 +265,8 @@ general {
# Space Race Manager will show on-screen after login, if enabled.
B:"Enable Space Race Manager Popup"=false
B:"Adventure Game Mode Spawn Handling"=false
S:"Open Fuel GUI"=KEY_F
B:"Adventure Game Mode Spawn Handling"=false
B:"Adventure Game Mode Recipes"=false
B:"Adventure Game Mode Asteroid Population"=false
B:"Force the use of Galacticraft's own Meteoric Iron, Desh, Titanium etc in recipes (not their OreDict equivalents)"=true

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# Configuration file
achievements {
# Base Achievement ID. All achievement IDs will start at this number.
I:idAchievBase=1784
}
dimensions {
# IDs of dimensions where rockets should not launch - this should always include the Nether.
I:"Dimensions where rockets cannot launch" <
-1
1
7
>
# If true, rockets will be unable to reach the Overworld (only use this in special modpacks!)
B:"Disable rockets from returning to Overworld"=false
# Set this to true to have an automatic /gckeeploaded for any new Space Station created.
B:"Set new Space Stations to be static loaded"=true
# IDs to load at startup, and keep loaded until server stops. Can be added via /gckeeploaded
I:"Static Loaded Dimensions" <
>
# Set this to 0 for no borders (default). If set to e.g. 2000, players will land on the Moon inside the x,z range -2000 to 2000.)
B:"World border for landing location on other planets (Moon, Mars, etc)"=0
# Biome ID for Moon (Mars will be this + 1, Asteroids + 2 etc). Allowed range 40-250.
I:biomeIDBase=141
# Dimension ID for the Moon
I:idDimensionMoon=28
# Dimension ID for the Overworld (as seen in the Celestial Map)
I:idDimensionOverworld=0
# WorldProvider ID for Overworld Space Stations (advanced: do not change unless you have conflicts)
I:idDimensionOverworldOrbit=27
# WorldProvider ID for Static Space Stations (advanced: do not change unless you have conflicts)
I:idDimensionOverworldOrbitStatic=26
}
general {
# If this is enabled, debug messages will appear in the console. This is useful for finding bugs in the mod.
B:"Enable Debug Messages"=false
# By default, you will respawn on galacticraft dimensions if you die. If you set this to true, you will respawn back on earth.
B:"Force Overworld Spawn"=true
# Setting this to false will revert night skies back to default minecraft star count
B:"More Stars"=true
# If you have FPS problems, setting this to true will help if rocket particles are in your sights
B:"Disable Spaceship Particles"=false
# If you're using this mod in virtual reality, or if you don't want the camera changes when entering a Galacticraft vehicle, set this to true.
B:"Disable Vehicle Third-Person and Zoom"=false
# If true, this will move the Oxygen Indicator to the left side. You can combine this with "Minimap Bottom"
B:"Minimap Left"=true
# If true, this will move the Oxygen Indicator to the bottom. You can combine this with "Minimap Left"
B:"Minimap Bottom"=false
# Increasing this will increase amount of oil that will generate in each chunk.
D:"Oil Generation Factor"=0
# List of non-galacticraft dimension IDs to generate oil in.
I:"Oil gen in external dimensions" <
0
>
# If this is enabled, GC oil will be added to existing Overworld maps where possible.
B:"Retro Gen of GC Oil in existing map chunks"=false
# If this is enabled, copper ore will generate on the overworld.
B:"Enable Copper Ore Gen"=false
# If this is enabled, tin ore will generate on the overworld.
B:"Enable Tin Ore Gen"=false
# If this is enabled, aluminum ore will generate on the overworld.
B:"Enable Aluminum Ore Gen"=false
# If this is enabled, silicon ore will generate on the overworld.
B:"Enable Silicon Ore Gen"=false
# Disable Cheese Ore Gen on Moon.
B:"Disable Cheese Ore Gen on Moon"=true
# Disable Tin Ore Gen on Moon.
B:"Disable Tin Ore Gen on Moon"=true
# Disable Copper Ore Gen on Moon.
B:"Disable Copper Ore Gen on Moon"=true
# If true, moon villages will not generate.
B:"Disable Moon Village Gen"=false
# If this is enabled, other mods' standard ores and all other features (eg. plants) can generate on the Moon and planets. Apart from looking wrong, this make cause 'Already Decorating!' type crashes. NOT RECOMMENDED! See Wiki.
B:"Generate all other mods features on planets"=false
# If generate other mods features is disabled as recommended, this setting can whitelist CoFHCore custom worldgen on planets.
B:"Whitelist CoFHCore worldgen to generate its ores and lakes on planets"=false
# If ThaumCraft is installed, ThaumCraft wild nodes can generate on the Moon and planets.
B:"Generate ThaumCraft wild nodes on planetary surfaces"=true
# Enter IDs of other mods' ores here for Galacticraft to generate them on the Moon and other planets. Format is BlockName or BlockName:metadata. Use optional parameters at end of each line: /RARE /UNCOMMON or /COMMON for rarity in a chunk; /DEEP /SHALLOW or /BOTH for height; /SINGLE /STANDARD or /LARGE for clump size; /XTRARANDOM for ores sometimes there sometimes not at all. /ONLYMOON or /ONLYMARS if wanted on one planet only. If nothing specified, defaults are /COMMON, /BOTH and /STANDARD. Repeat lines to generate a huge quantity of ores.
S:"Other mods ores for GC to generate on the Moon and planets" <
>
# Set to true to make Galacticraft oil register as oilgc, for backwards compatibility with previously generated worlds.
B:"Use legacy oilgc fluid registration"=false
# Set to true to make Galacticraft fuel register as fuelgc, for backwards compatibility with previously generated worlds.
B:"Use legacy fuelgc fluid registration"=false
# If this is true, the player will parachute onto the Moon instead - use only in debug situations.
B:"Disable lander on Moon and other planets"=false
# Spaceships will not explode on contact if set to true.
B:"Disable Spaceship Explosion"=false
# While true, space stations require you to invite other players using /ssinvite <playername>
B:"Space Stations Require Permission"=true
# If set to true on a server, players will be completely unable to create space stations.
B:"Disable Space Station creation"=false
# By default, Galacticraft will override capes with the mod's donor cape. Set to false to disable.
B:"Override Capes"=true
# Solar panels will work (default 2x) more effective on space stations.
D:"Space Station Solar Energy Multiplier"=2.0
# List non-opaque blocks from other mods (for example, special types of glass) that the Oxygen Sealer should recognize as solid seals. Format is BlockName or BlockName:metadata
S:"External Sealable IDs" <
minecraft:glass_pane:0
TConstruct:GlassBlock:0
TConstruct:GlassPane:0
IC2:blockAlloyGlass:0
ProjRed|Illumination:projectred.illumination.lamp:*
Ztones:tile.lairBlock:*
Ztones:tile.bittBlock:*
Ztones:tile.zechBlock:*
Ztones:tile.agonBlock:*
Ztones:tile.crayBlock:*
Ztones:tile.venaBlock:*
Ztones:tile.auroraBlock:*
Ztones:tile.solsBlock:*
Ztones:tile.mystBlock:*
Ztones:tile.mintBlock:*
Ztones:tile.vectBlock:*
Ztones:tile.zomeBlock:*
Ztones:tile.zionBlock:*
Ztones:tile.zorgBlock:*
Ztones:tile.tankBlock:*
Ztones:tile.ztylBlock:*
Ztones:tile.jeltBlock:*
Ztones:tile.korpBlock:*
Ztones:tile.krypBlock:*
Ztones:tile.laveBlock:*
Ztones:tile.zoneBlock:*
Ztones:tile.fortBlock:*
Ztones:tile.roenBlock:*
Ztones:tile.redsBlock:*
Ztones:tile.venaBlock:*
Ztones:tile.iszmBlock:*
Ztones:tile.zkulBlock:*
Ztones:tile.glaxx:*
Ztones:tile.reedBlock:*
Ztones:tile.syncBlock:*
Ztones:tile.azurBlock:*
Ztones:tile.zestBlock:*
Ztones:tile.zythBlock:*
Ztones:tile.zaneBlock:*
Ztones:tile.zoeaBlock:*
Ztones:tile.zetaBlock:*
>
# List blocks from other mods that the Sensor Glasses should recognize as solid blocks. Format is BlockName or BlockName:metadata.
S:"External Detectable IDs" <
minecraft:coal_ore
minecraft:diamond_ore
minecraft:gold_ore
minecraft:iron_ore
minecraft:lapis_ore
minecraft:redstone_ore
minecraft:lit_redstone_ore
>
# Lower/Raise this value to change time between suffocation damage ticks
I:"Suffocation Cooldown"=100
# Change this value to modify the damage taken per suffocation tick
I:"Suffocation Damage"=10
# Change this if you wish to balance the mod (if you have more powerful weapon mods).
D:"Dungeon Boss Health Modifier"=3.0
# Set this to true for increased difficulty in modpacks (see forum for more info).
B:"Harder Difficulty"=true
# Set this to true for less metal use in Galacticraft recipes (makes the game easier).
B:"Quick Game Mode"=false
# Set this to true for a challenging adventure where the player starts the game stranded in the Asteroids dimension with low resources (only effective if Galacticraft Planets installed).
B:"Adventure Game Mode"=false
# Add together flags 8, 4, 2, 1 to enable the four elements of adventure game mode. Default 15. 1 = extended compressor recipes. 2 = mob drops and spawning. 4 = more trees in hollow asteroids. 8 = start stranded in Asteroids.
I:"Adventure Game Mode Flags"=15
# If this is enabled, areas sealed by Oxygen Sealers will run a seal check when the player breaks or places a block (or on block updates). This should be enabled for a 100% accurate sealed status, but can be disabled on servers for performance reasons.
B:"Enable Sealed edge checks"=true
# Enable this if the standard canister recipe causes a conflict.
B:"Alternate recipe for canisters"=false
# This needs to match the OreDictionary name used in the other mod. Set a nonsense name to disable.
S:"OreDict name of other mod's silicon usable in Galacticraft"=itemSilicon
# Should normally be true. If you set this to false, in a modpack with other mods with the same metals, players may be able to craft advanced GC items without travelling to Moon, Mars, Asteroids etc.
B:"Must use GC's own space metals in recipes"=true
# Toggle this to always display the Oxygen HUD, if off it will only be shown on GC planets which require Oxygen.
B:"Always show Oxygen HUD"=false
# Toggle this to disable rendering the GC gear on your body.
B:"Disable Gear Render"=false
# Allow the creation of Space Station at unreachable Celestial Bodies
B:"Allow Stations at Unreachables"=true
# The normal factor is 1. Increase this to 2 - 5 if other mods with a lot of oil (e.g. BuildCraft) are installed to increase GC rocket fuel requirement.
I:"Rocket fuel factor"=5
# Increase to make the mouse drag scroll more sensitive, decrease to lower sensitivity.
D:"Map Scroll Mouse Sensitivity"=1.0
# Set to true to invert the mouse scroll feature on the galaxy map.
B:"Map Scroll Mouse Invert"=false
# Set to a value between 0.0 and 1.0 to decrease meteor spawn chance (all dimensions).
D:"Meteor Spawn Modifier"=1.0
# Set to false to stop meteors from breaking blocks on contact.
B:"Meteor Block Damage Enabled"=true
# You will be able to refill oxygen tank by crafting it with LOX cells if this is set to true.
B:"Enable Hand fill"=false
# Update check will not run if this is set to true.
B:"Disable Update Check"=true
# Biome Types will not be registered in the BiomeDictionary if this is set to true. Ignored (always true) for MC 1.7.2.
B:"Disable Biome Type Registrations"=false
# Space Race Manager will show on-screen after login, if enabled.
B:"Enable Space Race Manager Popup"=false
B:"Adventure Game Mode Spawn Handling"=false
S:"Open Fuel GUI"=KEY_F
B:"Adventure Game Mode Recipes"=false
B:"Adventure Game Mode Asteroid Population"=false
B:"Force the use of Galacticraft's own Meteoric Iron, Desh, Titanium etc in recipes (not their OreDict equivalents)"=true
S:"Toggle Advanced Goggles"=KEY_K
B:"Adventure Game Mode Mob Drops and Spawning"=false
S:"Open Galaxy Map"=KEY_M
}
schematic {
# Schematic ID for "Add Schematic" Page, must be unique
I:idSchematicAddSchematic=2147483647
# Schematic ID for Moon Buggy, must be unique.
I:idSchematicMoonBuggy=1
# Schematic ID for Tier 1 Rocket, must be unique.
I:idSchematicRocketT1=0
}

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# Configuration file
dimension_ids {
I:Anubis=92
I:Horus=93
I:Maahes=91
I:Mehen=95
I:Neper=90
I:Seth=94
}
general {
# Default tier for AmunRa planets and moons [range: 0 ~ 1000, default: 3]
I:default_tier=9
# If ores should be generated on planets/moons [default: false]
B:generateOres=false
# Multiplier for the oxygen production of the hydroponics unit [range: 1.4E-45 ~ 3.4028235E38, default: 1.0]
S:hydroponicsFactor=5.0
}
motherships {
# Bodies which should not be orbitable by motherships [default: ]
S:bodiesNoOrbit <
>
# Maximal tier which can be reached from a mothership. Motherships will pretty much ignore the tier system otherwise. [range: 1 ~ 2147483647, default: 10]
I:maxMothershipTier=10
# Maximal travel time (in ticks) for a mothership. Destinations with a longer travel time are unreachable. 24000 = one Overworld day [range: 1 ~ 2147483647, default: 24000]
I:maxMothershipTravelTime=24000
# A factor to be multiplied onto the fuel usages of mothership engines. Higher values = higher fuel usage [range: 1.4E-45 ~ 3.4028235E38, default: 1.0]
S:mothershipFuelFactor=1.0
# If greater than zero, overrides the mothership's mass. If zero, the mass will be calculated based on the blocks used to build the mothership. [range: 0 ~ 2147483647, default: 0]
I:mothershipMass=1500
# ID for the Mothership World Provider [range: -2147483648 ~ 2147483647, default: -39]
I:mothershipProviderID=-39
# A factor to be multiplied onto the mothership speed. Higher values = faster motherships. [range: 1.4E-45 ~ 3.4028235E38, default: 1.0]
S:mothershipSpeedFactor=1.0
# Maximal amount of motherships one single player can have. Set to -1 to remove the restriction. [range: -1 ~ 1000, default: -1]
I:numMothershipsPerPlayer=-1
# This fluid can be used by Ion Thrusters [default: liquidnitrogen]
S:validIonThrusterCoolant=xenon
# This fluid can be used by Jet Engines [default: fuel]
S:validJetEngineFuel=naquadah based liquid fuel mkii
}
rendering {
# Additional bodies to render with a colored aura, or set the aura of a specific star.
# The bodies in here will be considered stars on motherships as well.
# Format: '<bodyName>:<r>/<g>/<b>' with the colors as floats between 0 and 1.
# Example: 'myPlanet:1/0.6/0.1' [default: [tbn36b:0/0.1/1], [selpin:0/0.1/1], [tbn36a:1/0/0], [centaurib:1/0.7/0.8], [vega:0.8/0.8/1], [sirius:0.6/0.8/1], [siriusb:1/1/1], [dark:0.1/0.1/0.1], [kapteyn:0.70/0.1/0.1]]
S:additionalSuns <
tbn36b:0/0.1/1
selpin:0/0.1/1
tbn36a:1/0/0
centaurib:1/0.7/0.8
vega:0.8/0.8/1
sirius:0.6/0.8/1
siriusb:1/1/1
dark:0.1/0.1/0.1
kapteyn:0.70/0.1/0.1
CentauriA:0.9411765/0.8627451/0.8627451
Barnarda:1/0.5647059/0.19607843
TCetiA:1/0.7607843/0.7058824
Vega:0.5882353/0.8352941/1
>
# Names of bodies to be considered asteroid belts. These values are automatically added to skyRenderExclude, so it is not necessary to add them to both. [default: [okblekbelt], [saturnrings]]
S:asteroidBelts <
okblekbelt
saturnrings
kuiperbelt
BarnardaAsteroids
TCetiAsteroids
VegaAsteroids
VegaAsteroids2
>
# Number of speed lines to display while in transit. A lower number might improve performance, while a higher might look nicer. [range: 0 ~ 2147483647, default: 400]
I:mothershipStarLines=400
# Approximate number of asteroids drawn in the sky when 'orbiting' an asteroid belt. [range: 0 ~ 2147483647, default: 600]
I:numAsteroids=600
# Bodies to render with rings.
# The format is: <bodyName>:<gapStart>:<gapEnd>:<Mod_Asset_Prefix>:<textureName>.
# The 'gapStart' and 'gapEnd' is the number of pixels from the left or the top to the start of the gap for the planet and the end, respectively.
# Example: 'uranus:8:20:galacticraftcore:textures/gui/celestialbodies/uranusRings.png' [default: [barnarda5:171:301:galaxyspace:textures/gui/celestialbodies/barnardaRings.png], [barnarda6:177:305:galaxyspace:textures/gui/celestialbodies/barnardaRings2.png], [appleapachia:8:20:extendedplanets:textures/gui/celestialbodies/appleapachiaRings.png]]
S:planetsWithRings <
barnarda5:171:301:galaxyspace:textures/gui/celestialbodies/barnardaRings.png
barnarda6:177:305:galaxyspace:textures/gui/celestialbodies/barnardaRings2.png
appleapachia:8:20:extendedplanets:textures/gui/celestialbodies/appleapachiaRings.png
>
# Names of bodies to exclude from rendering in the sky, for reasons other than being asteroid belts [default: ]
S:skyRenderExclude <
>
}
schematics {
# ID of the Shuttle schematics GUI, must be unique. 0-7 are used by Galacticraft already. [range: 8 ~ 2147483647, default: 8]
I:shuttleGuiId=8
# ID of the Shuttle schematics, must be unique. 0-5 are used by Galacticraft already. [range: 6 ~ 2147483647, default: 11]
I:shuttleSchematicsId=11
}
villages {
# If true, robot villages will have advanced solar collectors, storage clusters and heavy wires
B:UseAdvancedMachines=true
}

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@@ -0,0 +1,85 @@
# Configuration file
dimensions {
# Enable/Disable aCentauri System.
B:enableACentauri=true
# Enable/Disable Barnarda System.
B:enableBarnarda=true
# Enable/Disable Fog on Venus.
B:enableFogVenus=true
# Enable/Disable Methane Particles.
B:enableMethaneParticle=true
# Enable/Disable tCeti System.
B:enableTCeti=true
# Enable/Disable Vega System.
B:enableVega=true
# How bright stars are rendered on skyboxes of space stations.
D:spaceStationStarBrightness=0.8
}
general {
# Enable/Disable advanced recipes rocket (Tier 1-8).
B:"Advanced Recipes Rocket"=true
# Enable/Disable Check Version.
B:enableCheckVersion=false
# Enable/Disable Fetching Donator Capes
B:enableCapes=true
B:enableACentauri=true
B:enableBarnarda=true
B:enableVega=true
B:enableTCeti=true
# Enable/Disable new Main Menu.
B:enableNewMenu=false
# Fuel Generator power factor
I:coefficientFuelGenerator=3
# Geothermal Generator power factor
I:coefficientGeothermalGenerator=3
# Solar Wind Panel power factor
I:coefficientSolarWindPanel=3
# Gybrid Solar Panel power factor
I:coefficientSolarPanel=10
# ID Potion 'Solar Radiation'
I:idSolarRadiation=125
# Every x ticks, the Crystal Boss tries to make itself invisible
I:crystalBossInvisibilityInterval=100
# How long the Crystal Boss can make itself invisible
I:crystalBossInvisibilityDuration=60
# How high the probability is, that the Crystal Boss will make itself invisible
D:crystalBossInvisibilityProbability=0.5
# How much damage the player can deal at most to Evolved Crystal Boss, Evolved Blaze Boss and Evolved Ghast Boss (These bosses are supposed to be beaten by their own fireballs!)
D:baseBossDamage=100.0
}
worldgen {
# /ONLYPHOBOS, /ONLYDEIMOS, /ONLYEUROPA, /ONLYIO, /ONLYENCELADUS, /ONLYVENUS, /ONLYMERCURY, /ONLYCERES if wanted on one planet only.
S:"Other mods ores for GC to generate on GS planets" <
>
# Enable/Disable Generation Lead on Overworld.
B:enableLeadGeneration=false
# Enable/Disable Generation Ores on Planets/Moon (Global Config).
B:enableOresGeneration=false
}

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@@ -0,0 +1,50 @@
# Configuration file
##########################################################################################################
# largenaquadahreactor
#--------------------------------------------------------------------------------------------------------#
# Set fuel value, coolant or excited liquid property.
##########################################################################################################
largenaquadahreactor {
I:"Atomic Separation Catalyst Magnification"=16
I:"Caesium Magnification"=2
I:"Cryotheum Efficiency"=275
I:"IC2 Coolant Efficiency"=105
I:"Liquid Air Consumption Per Second"=2400
I:"Naquadah Fuel MkI Basic Output Voltage"=975000
I:"Naquadah Fuel MkI Burning Time"=60
I:"Naquadah Fuel MkII Basic Output Voltage"=2300000
I:"Naquadah Fuel MkII Burning Time"=70
I:"Naquadah Fuel MkIII Basic Output Voltage"=9511000
I:"Naquadah Fuel MkIII Burning Time"=80
I:"Naquadah Fuel MkIV Basic Output Voltage"=88540000
I:"Naquadah Fuel MkIV Burning Time"=100
I:"Naquadah Fuel MkV Basic Output Voltage"=399576000
I:"Naquadah Fuel MkV Burning Time"=160
I:"Naquadah Fuel MkVI Basic Output Voltage"=2077795200
I:"Naquadah Fuel MkVI Burning Time"=240
I:"Naquadah Magnification"=4
I:"Plutonium Based Liquid Fuel Basic Output Voltage"=32400
I:"Plutonium Based Liquid Fuel Burning Time"=150
I:"Spatially Enlarged Fluid Magnification"=64
I:"Super Coolant Efficiency"=150
I:"Tachyon Fluid Efficiency"=500
I:"Thorium Based Liquid Fuel Basic Output Voltage"=2200
I:"Thorium Based Liquid Fuel Burning Time"=500
I:"Uranium Based Liquid Fuel Basic Output Voltage"=12960
I:"Uranium Based Liquid Fuel Burning Time"=100
I:"Uranium-235 Magnification"=3
}
##########################################################################################################
# naquadahrework
#--------------------------------------------------------------------------------------------------------#
# About the naquadah line
##########################################################################################################
naquadahrework {
}

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@@ -0,0 +1,337 @@
# Configuration file
"additional tweaks" {
# List of blocks the Advanced Chainsaw should be able to break. (Note: The Advanced Chainsaw can also break the same blocks as Diamond Axe and Diamond Sword) [default: [minecraft:leaves], [minecraft:wool], [minecraft:melon_block], [minecraft:cactus], [minecraft:snow], [IC2:blockRubLeaves]]
S:AdvChainsawAdditionalMineableBlocks <
minecraft:leaves
minecraft:wool
minecraft:melon_block
minecraft:cactus
minecraft:snow
IC2:blockRubLeaves
>
# These items can be used in place of the Quantum Boots and still allow the usage of the Quantum Shield [default: [EMT:QuantumBootsTraveller]]
S:AllowedShieldBoots <
EMT:QuantumBootsTraveller
thaumicboots:item.ItemQuantumComet
thaumicboots:item.ItemQuantumVoid
thaumicboots:item.ItemQuantumMeteor
>
# These items can be used in place of the Quantum Helmet and still allow the usage of the Quantum Shield [default: [AdvancedSolarPanel:hybrid_solar_helmet], [AdvancedSolarPanel:ultimate_solar_helmet], [EMT:QuantumGogglesRevealing], [EMT:SolarHelmetRevealing]]
S:AllowedShieldHelmets <
AdvancedSolarPanel:hybrid_solar_helmet
AdvancedSolarPanel:ultimate_solar_helmet
EMT:QuantumGogglesRevealing
EMT:SolarHelmetRevealing
>
# These items can be used in place of the Quantum Leggins and still allow the usage of the Quantum Shield [default: ]
S:AllowedShieldLeggins <
>
# The chance each tick that the epic lappack will scan a players inventory for chargeable items. 1 means it will scan every tick and thus charge a lot quicker. 20 is about each second [range: 1 ~ 999, default: 10]
I:EpicLapPackChargeTickChance=10
# Set the maximum tool-level here. Only required if you have Tinkers/Iguana and want pretty tooltips [range: 0 ~ 999, default: 3]
I:MaxToolLevelAvailable=9
# List of fluids usable in the Plasma Launcher. Formatting: fluidName:damageMultiplier [default: ]
S:PlasmaLauncherFluids <
>
S:ThisIsAHackedMod=i know and its ok
# Max speed at which the player falls when wearing an Advanced Jetpack using hover-mode (GS default is 0.03) [range: 0.0 ~ 1.0, default: 0.0]
S:hoverModeFallSpeed=0.0
# Base XP factor for levelable tools. Needed XP for the next level is xpGainFactor*(currentLevel + 1)^2 [range: 1 ~ 150000000, default: 10000]
I:xpGainFactor=10000
}
"armor presets" {
advjetpack {
# How much damage this armor pieve can absorb [range: 0.0 ~ 1.0, default: 0.0]
D:absorptionRatio=0.0
}
advlappack {
# How much damage this armor pieve can absorb [range: 0.0 ~ 1.0, default: 0.0]
D:absorptionRatio=0.0
}
advnanochestplate {
# How much damage this armor pieve can absorb [range: 0.0 ~ 1.0, default: 0.36]
D:absorptionRatio=0.36
}
gravichestplate {
# How much damage this armor pieve can absorb [range: 0.0 ~ 1.0, default: 0.44]
D:absorptionRatio=0.44
}
}
"electric presets" {
advjetpack {
# How many Energy Units this item will consume per operation (items with multiple modes may consume a different amount) [range: 0 ~ 2147483647, default: 12]
I:EnergyPerOperation=12
# How many Energy Units this item is able to store [range: 0 ~ 2147483647, default: 3000000]
I:MaxCharge=3000000
# This item's electric tier [range: 0 ~ 14, default: 3]
I:Tier=3
# How many Energy Units can be stored in/retrieved from this item per transfer [range: 0 ~ 2147483647, default: 3000]
I:TransferLimit=3000
}
advchainsaw {
# How many Energy Units this item will consume per operation (items with multiple modes may consume a different amount) [range: 0 ~ 2147483647, default: 100]
I:EnergyPerOperation=100
# How many Energy Units this item is able to store [range: 0 ~ 2147483647, default: 1000000]
I:MaxCharge=1000000
# This item's electric tier [range: 0 ~ 14, default: 2]
I:Tier=2
# How many Energy Units can be stored in/retrieved from this item per transfer [range: 0 ~ 2147483647, default: 500]
I:TransferLimit=500
}
advdrill {
# How many Energy Units this item will consume per operation (items with multiple modes may consume a different amount) [range: 0 ~ 2147483647, default: 3333]
I:EnergyPerOperation=3333
# How many Energy Units this item is able to store [range: 0 ~ 2147483647, default: 10000000]
I:MaxCharge=10000000
# This item's electric tier [range: 0 ~ 14, default: 4]
I:Tier=4
# How many Energy Units can be stored in/retrieved from this item per transfer [range: 0 ~ 2147483647, default: 100000]
I:TransferLimit=100000
}
gravichestplate {
# How many Energy Units this item will consume per operation (items with multiple modes may consume a different amount) [range: 0 ~ 2147483647, default: 278]
I:EnergyPerOperation=278
# How many Energy Units this item is able to store [range: 0 ~ 2147483647, default: 30000000]
I:MaxCharge=30000000
# This item's electric tier [range: 0 ~ 14, default: 4]
I:Tier=4
# How many Energy Units can be stored in/retrieved from this item per transfer [range: 0 ~ 2147483647, default: 300000]
I:TransferLimit=300000
}
gravitool {
# How many Energy Units this item will consume per operation (items with multiple modes may consume a different amount) [range: 0 ~ 2147483647, default: 500]
I:EnergyPerOperation=500
# How many Energy Units this item is able to store [range: 0 ~ 2147483647, default: 300000]
I:MaxCharge=300000
# This item's electric tier [range: 0 ~ 14, default: 2]
I:Tier=2
# How many Energy Units can be stored in/retrieved from this item per transfer [range: 0 ~ 2147483647, default: 3000]
I:TransferLimit=3000
}
relocator {
# How many Energy Units this item will consume per operation (items with multiple modes may consume a different amount) [range: 0 ~ 2147483647, default: 0]
I:EnergyPerOperation=0
# How many Energy Units this item is able to store [range: 0 ~ 2147483647, default: 10000000]
I:MaxCharge=10000000
# This item's electric tier [range: 0 ~ 14, default: 4]
I:Tier=4
# How many Energy Units can be stored in/retrieved from this item per transfer [range: 0 ~ 2147483647, default: 100000]
I:TransferLimit=100000
}
advlappack {
# How many Energy Units this item will consume per operation (items with multiple modes may consume a different amount) [range: 0 ~ 2147483647, default: 0]
I:EnergyPerOperation=0
# How many Energy Units this item is able to store [range: 0 ~ 2147483647, default: 3000000]
I:MaxCharge=3000000
# This item's electric tier [range: 0 ~ 14, default: 3]
I:Tier=3
# How many Energy Units can be stored in/retrieved from this item per transfer [range: 0 ~ 2147483647, default: 30000]
I:TransferLimit=30000
}
ultimatelappack {
# How many Energy Units this item will consume per operation (items with multiple modes may consume a different amount) [range: 0 ~ 2147483647, default: 0]
I:EnergyPerOperation=0
# How many Energy Units this item is able to store [range: 0 ~ 2147483647, default: 30000000]
I:MaxCharge=30000000
# This item's electric tier [range: 0 ~ 14, default: 4]
I:Tier=4
# How many Energy Units can be stored in/retrieved from this item per transfer [range: 0 ~ 2147483647, default: 300000]
I:TransferLimit=300000
}
epiclappack {
# How many Energy Units this item will consume per operation (items with multiple modes may consume a different amount) [range: 0 ~ 2147483647, default: 0]
I:EnergyPerOperation=0
# How many Energy Units this item is able to store [range: 0 ~ 2147483647, default: 300000000]
I:MaxCharge=300000000
# This item's electric tier [range: 0 ~ 14, default: 5]
I:Tier=5
# How many Energy Units can be stored in/retrieved from this item per transfer [range: 0 ~ 2147483647, default: 3000000]
I:TransferLimit=3000000
}
vajra {
# How many Energy Units this item will consume per operation (items with multiple modes may consume a different amount) [range: 0 ~ 2147483647, default: 3333]
I:EnergyPerOperation=3333
# How many Energy Units this item is able to store [range: 0 ~ 2147483647, default: 10000000]
I:MaxCharge=10000000
# This item's electric tier [range: 0 ~ 14, default: 4]
I:Tier=4
# How many Energy Units can be stored in/retrieved from this item per transfer [range: 0 ~ 2147483647, default: 100000]
I:TransferLimit=100000
}
plasmalauncher {
# How many Energy Units this item will consume per operation (items with multiple modes may consume a different amount) [range: 0 ~ 2147483647, default: 1000000]
I:EnergyPerOperation=1000000
# How many Energy Units this item is able to store [range: 0 ~ 2147483647, default: 10000000]
I:MaxCharge=10000000
# This item's electric tier [range: 0 ~ 14, default: 5]
I:Tier=5
# How many Energy Units can be stored in/retrieved from this item per transfer [range: 0 ~ 2147483647, default: 375000]
I:TransferLimit=375000
}
plasmacell {
# How many Energy Units this item will consume per operation (items with multiple modes may consume a different amount) [range: 0 ~ 2147483647, default: 0]
I:EnergyPerOperation=0
# How many Energy Units this item is able to store [range: 0 ~ 2147483647, default: 100000000]
I:MaxCharge=100000000
# This item's electric tier [range: 0 ~ 14, default: 5]
I:Tier=5
# How many Energy Units can be stored in/retrieved from this item per transfer [range: 0 ~ 2147483647, default: 375000]
I:TransferLimit=375000
}
}
"hud settings" {
# [default: true]
B:"Display hud"=true
# [range: 1 ~ 4, default: 1]
I:hudPosition=3
}
"recipes settings" {
# [default: false]
B:"Disable Advanced Chainsaw recipe"=true
# [default: false]
B:"Disable Advanced Dimond Drill recipe"=true
# [default: false]
B:"Disable Advanced Jetpack recipe"=true
# [default: false]
B:"Disable Advanced NanoChestPlate recipe"=true
# [default: false]
B:"Disable AdvancedLappack recipe"=true
# [default: false]
B:"Disable Basic recipes"=true
# [default: false]
B:"Disable EpicLappack recipe"=true
# [default: false]
B:"Disable GraviChestPlate recipe"=true
# [default: false]
B:"Disable GraviTool recipe"=true
# [default: false]
B:"Disable Nanobot recipe"=false
# [default: false]
B:"Disable Relocator recipe"=true
# [default: false]
B:"Disable UltimateLappack recipe"=true
# [default: false]
B:"Disable UltimateSolarHelmet recipe"=true
# [default: false]
B:"Disable Vajra recipe"=true
}
"relocator settings" {
# [default: false]
B:"Disable portal mode"=false
# [default: false]
B:"Disable translocator mode"=false
# [range: 0 ~ 2147483647, default: 1500000]
I:relocatorEnergyPerDimesionTp=5000000
# [range: 0 ~ 2147483647, default: 2500000]
I:relocatorEnergyPerPortal=2500000
# [range: 0 ~ 2147483647, default: 1000000]
I:relocatorEnergyPerStandartTp=2500000
# [range: 0 ~ 2147483647, default: 2000000]
I:relocatorEnergyPerTranslocator=2000000
}
"sounds settings" {
# [default: false]
B:"Disable all sounds"=false
}
"vajra settings" {
# [default: false]
B:"Disable Vajra accurate mode"=false
}

View File

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

View File

@@ -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
}
}

View File

@@ -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
}
}
}

View File

@@ -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
}

View File

@@ -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

View File

@@ -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
}

View File

@@ -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

View 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
}
}
}

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