# 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 } } }