Files
Gregtech-New-Bastards/.minecraft/config/tc4tweak.cfg
2025-10-27 11:53:18 +01:00

278 lines
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INI

# 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
}
}