# Configuration file ~CONFIG_VERSION: V3 client { # If true, a button will be shown when there is any amount of tc4 notifications AND when sending chat. # [default: true] B:addClearButton=true # If true, a search box will appear on the top right bar of thaumonomicon gui. # This feature is taken from WitchingGadgets due to the said GUI is being upsized by this mod and without modifying its code, the search box would not be positioned correctly. # Will disable WitchingGadget's search feature (if it is present) regardless of whether this is true. # [default: true] B:addResearchSearch=true # If false, no tooltip will be added. # [default: true] B:addTooltip=true # Specify a full sorting order of research tabs. # An empty list here means the feature is disabled. # any research tab not listed here will be appended to the end in their original order. # Use NEI utility to dump a list of all research tabs. # Default is the list of all vanilla thaumcraft tabs. # [default: [BASICS], [THAUMATURGY], [ALCHEMY], [ARTIFICE], [GOLEMANCY], [ELDRITCH]] S:categoryOrder < BASICS THAUMATURGY ALCHEMY ARTIFICE GOLEMANCY ELDRITCH > # Select the style of completion counter. # None: disable completion progress counter. # Current: display how many you have completed already, and only show the total count for this tab when everything here has been learnt. # All: show all counters at all times. # [default: Current] S:completionCounterStyle=Current # Flip it if you find the scrolling unintuitive [default: false] B:inverted=false # Whether the book gui search should search current tab only. # [default: false] B:limitBookSearchToCategory=false # The upper limit on how big nodes can be rendered. # This is purely a visual thing and will not affect how big your node can actually grow. # Setting a value like 10000.0 will effectively turn off this functionality, i.e. # not limit the rendered size. # [range: 0.5 ~ 1.0E10, default: 1.0] S:limitOversizedNodeRender=1.0 # Whether to adjust mapping thread priority. # 0 means auto. # 1 means force enable. # 2 means force disable. # [range: 0 ~ 2, default: 0] I:mappingThreadNiceType=0 # How often should Arcane Workbench update displayed crafting result. # Unit is in game ticks. # [range: 0 ~ 40, default: 4] I:updateInterval=4 browser_scale { # The search result area, even if it's not disabled, will be considered while inferring browserScale. # [default: true] B:considerSearchArea=true # Tweak the size of the book gui based on screen size automatically. # The value of browserScale set manually will not function any more. # [default: true] B:infer=true # The minimum inferred scale. # Cannot be smaller than the value of inferBrowserScaleLowerBound. # This shouldn't be too high as a huge browser would be rendered with really poor image quality. # [range: 1.0 ~ 16.0, default: 4.0] S:maximum=4.0 # The maximum inferred scale. # Cannot be bigger than the value of inferBrowserScaleUpperBound. # [range: 1.0 ~ 16.0, default: 1.0] S:minimum=1.0 # Tweak the size of the book gui. # No longer works if inferBrowserScale is set to true. # [range: 1.0 ~ 4.0, default: 1.0] S:scale=1.0 } } general { # When enabled, using a phial will cause the new stack to be added to current player inventory using an alternative rule that prefers partial stacks and current slot. # [default: true] B:alternativeAddStack=true # The maximum size of arcane crafting cache. # 0 will effectively turn off the cache. # It is suggested to keep a size of at least 1 to ensure shift crafting does not lag the server. # [range: 0 ~ 256, default: 16] I:arcaneCraftingHistorySize=16 # When false, Arcane Workbench will not perform vanilla crafting bench recipes. # Arcane Workbench GUI will behave slightly awkwardly if the client has it false but not on server, but nothing would be broken. # [default: true] B:checkWorkbenchRecipes=true # Max blocks in queue of decant golem. # High values can lead to severe server lag if golem is marked to empty very large body of fluid and has very long visibility range [range: 1 ~ 2147483647, default: 1000] I:decantMaxBlocks=1000 # If true, dispenser will shoot primal arrow instead of dropping it into world. # [default: false] B:dispenserShootPrimalArrow=false # Select the entities to be damaged by earth shock. # Note: certain entity (e.g. # most projectiles) cannot be damaged even if it's on the list. # OnlyLiving: only harm living entities, e.g. # cows, players, zombies, the most intuitive behavior. # ExceptItemXp: harm everything except items and xp orbs, e.g. # item frames, all living entities like mentioned before. # AllEntity: harm everything, like thaumcraft does out of box [default: OnlyLiving] S:earthShockHarmMode=OnlyLiving # If true, enchanted books will have randomized enchantment and vis stone will have different vis stored even without server restart. # [default: true] B:moreRandomizedLoot=true # When enabled, will try harder at sending server side states for some particular tile entities. # Enabling this might leads to very slight bandwidth usage increase, but can fix some rare desync. # [default: true] B:sendSupplementaryS35=true # If true, jars (brain in jar, essentia jars, etc) will have a collision box the same as block outline. # Otherwise it will have a collision box of 1x1x1, which is the vanilla tc4 behavior. # [default: false] B:smallerJars=false ########################################################################################################## # infusion_recipes #--------------------------------------------------------------------------------------------------------# # Tweak how TC4Tweaks changes the behavior of infusion recipes. ########################################################################################################## infusion_recipes { # Select the infusion oredict mode. # Default: vanilla TC4 behavior. # Strict: all oredict names must match to count as oredict substitute. # Relaxed: oredict names needs only overlaps to count as oredict substitute. # None: no oredict substitute at all. # [default: Default] S:oreDictMode=Default ########################################################################################################## # nbtcarryover #--------------------------------------------------------------------------------------------------------# # Tweak how TC4Tweaks make NBT tags present on center item to be carried over to output item. ########################################################################################################## nbtcarryover { # When enabled, will only affect inputs and outputs that are both armor/tools. # If you need more custom behavior, then calling TC4Tweaks api via java or ZenScript would become necessary. # [default: true] B:armorToolOnly=true # When not empty, will only carry over named NBT values. # [default: ] S:carryOverWhitelist < > # Set to true to enable this feature. # Typically, this would carry over enchantments and custom names, but can also carry over stuff like runic shielding [default: true] B:enable=true } } ########################################################################################################## # saved_link #--------------------------------------------------------------------------------------------------------# # Persist the parents of vis relays into save file and use it as a hint when it is loaded back to memory. ########################################################################################################## saved_link { # When enabled, print more debug info for this feature. # You probably don't want to change this. # [default: false] B:debug=false # Enable this feature. # When disabled, no additional data will be saved to disk [default: true] B:enable=true # When enabled, save the entire link up to source node. # There is no actual benefit of this beyond more debug info. # You probably don't want to change this. # [default: false] B:saveCompleteLink=false } ########################################################################################################## # champion_mods #--------------------------------------------------------------------------------------------------------# # Tweak the stat buffs applied to champion mobs. Do note that those boss buffs can stack. If 5 player is present then all of DAMAGE BUFF 1 to DAMAGE BUFF 5 will be applied! ########################################################################################################## champion_mods { # Bold speed boost. # Multiplier, i.e. # if configured as 2, the mob will have double speed. D:"Bold speed boost"=0.3 # Champion damage buff. # +x%, i.e. # if configured as 1, the mob will deal double damage. D:"Champion damage buff"=2.0 # Champion health buff. # Plain add. D:"Champion health buff"=30.0 # Boss damage buff when at least 1 player present when spawned. # Plain add. D:"DAMAGE BUFF 1"=0.5 # Boss damage buff when at least 2 player present when spawned. # Plain add. D:"DAMAGE BUFF 2"=0.5 # Boss damage buff when at least 3 player present when spawned. # Plain add. D:"DAMAGE BUFF 3"=0.5 # Boss damage buff when at least 4 player present when spawned. # Plain add. D:"DAMAGE BUFF 4"=0.5 # Boss damage buff when at least 5 player present when spawned. # Plain add. D:"DAMAGE BUFF 5"=0.5 # Boss health buff when at least 1 player present when spawned. # Plain add. D:"HEALTH BUFF 1"=50.0 # Boss health buff when at least 2 player present when spawned. # Plain add. D:"HEALTH BUFF 2"=50.0 # Boss health buff when at least 3 player present when spawned. # Plain add. D:"HEALTH BUFF 3"=50.0 # Boss health buff when at least 4 player present when spawned. # Plain add. D:"HEALTH BUFF 4"=50.0 # Boss health buff when at least 5 player present when spawned. # Plain add. D:"HEALTH BUFF 5"=50.0 # Mighty damage boost. # +x%, i.e. # if configured as 1, the mob will deal double damage. D:"Mighty damage boost"=3.0 } }