Files
Gregtech-New-Bastards/.minecraft/config/GregTech/UndergroundFluids.cfg
2025-10-27 11:53:18 +01:00

961 lines
29 KiB
INI

# 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
}
}
}