# Configuration file
accelerator {
# Enable accelerator blocks. Requires a compatible server, as it won't work in single player
B:enable=true
# Maximum number of particle bunches per accelerator controller
I:max_particle_bunches=20
}
breathing {
# Update speed of air generation
I:air_generation_interval_ticks=40
# Maximum range of an air generator for each tier, measured in block
I:air_generation_range_blocks <
200
16
48
144
>
# Duration of a single breath cycle measured in ticks.
I:air_tank_breath_duration_ticks=300
# Number of breaths cycles available in a air tank, by tier (canister, normal, advanced, superior).
I:air_tank_capacity_by_tier <
20
32
64
128
>
# Spam creative players with air status around them, use at your own risk.
B:enable_air_at_entity_debug=false
# Energy cost per air canister refilled
I:energy_per_canister=200
# Energy cost to sustain air distribution per open side per interval
I:energy_per_existing_air_block_by_tier <
0
4
60
870
>
# Energy cost to start air distribution per open side per interval for a given tier
I:energy_per_new_air_block_by_tier <
0
12
180
2610
>
# Maximum energy stored for a given tier
I:max_energy_stored_by_tier <
0
1400
21000
304500
>
# Minimum delay between consecutive air propagation updates of the same block.
I:simulation_delay_ticks=30
# Maximum depth of blocks to update when a volume has changed.
# Higher values may cause TPS lag spikes, Lower values will exponentially increase the repressurization time
I:volume_update_depth_blocks=256
}
capacitor {
# Energy transfer efficiency for each upgrade apply, first value is without upgrades (0.8 means 20% loss)
D:efficiency_per_upgrade <
0.95
0.98
1.0
>
# Flux energy transferred per tick for each subspace capacitor tier
I:flux_rate_input_per_tick_by_tier <
1073741823
800
4000
20000
>
# Flux energy transferred per tick for each subspace capacitor tier
I:flux_rate_output_per_tick_by_tier <
1073741823
800
4000
20000
>
# IC2 energy sink tier (ULV, LV, MV, HV, EV, IV, LuV, ZPMV, UV, MaxV) for each subspace capacitor tier
S:ic2_sink_tier_name_by_tier <
MaxV
MV
HV
EV
>
# IC2 energy source tier (ULV, LV, MV, HV, EV, IV, LuV, ZPMV, UV, MaxV) for each subspace capacitor tier
S:ic2_source_tier_name_by_tier <
MaxV
MV
HV
EV
>
# Maximum energy stored for each subspace capacitor tier
I:max_energy_stored_by_tier <
20000000
800000
4000000
20000000
>
}
chunk_loader {
# Energy consumed per chunk loaded
I:energy_per_chunk=8
# Maximum energy stored
I:max_energy_stored=1000000
# Maximum radius when loading a square shape, measured in chunks. A linear shape can be up to 1 chunk wide by (radius + 1 + radius) ^ 2 chunks long.
I:max_radius=2
}
client {
# Force rendering the breathing overlay to compensate HUD modifications
B:breathing_overlay_forced=true
# Hexadecimal color code for location background (0xAARRGGBB where AA is alpha, RR is Red, GG is Green and BB is Blue component)
S:location_background_color=0x40303030
# Shadow casting option for current celestial object name
B:location_has_shadow=true
# Prefix for location name, useful to add formatting
S:location_name_prefix=§l
# Horizontal offset on screen, increase to move to the right
I:location_offset_x=0
# Vertical offset on screen, increase to move down
I:location_offset_y=-20
# Scale for location text font
D:location_scale=1.0
# Alignment on screen: TOP_LEFT, TOP_CENTER, TOP_RIGHT, MIDDLE_LEFT, MIDDLE_CENTER, MIDDLE_RIGHT, BOTTOM_LEFT, BOTTOM_CENTER or BOTTOM_RIGHT
S:location_screen_alignment=MIDDLE_RIGHT
# Text alignment: TOP_LEFT, TOP_CENTER, TOP_RIGHT, MIDDLE_LEFT, MIDDLE_CENTER, MIDDLE_RIGHT, BOTTOM_LEFT, BOTTOM_CENTER or BOTTOM_RIGHT
S:location_text_alignment=TOP_RIGHT
# Hexadecimal color code for location foreground (0xAARRGGBB where AA is alpha, RR is Red, GG is Green and BB is Blue component)
S:location_text_color=0xE6B4B4F0
# Text width as a minimum 'pixel' count
I:location_width_min=90
# Text width as a ratio of full screen width
D:location_width_ratio=0.0
}
cloaking {
# Extra blocks covered after the outer coils
I:coil_capture_blocks=5
# Maximum energy stored
I:max_energy_stored=500000000
# Maximum distance between cloaking core and any cloaked side
I:max_field_radius=63
# Energy cost per non-air block in a Tier1 cloak
I:tier1_energy_per_block=32
# Update speed of a Tier1 cloak
I:tier1_field_refresh_interval_ticks=60
# Energy cost per non-air block in a Tier2 cloak
I:tier2_energy_per_block=128
# Update speed of a Tier2 cloak
I:tier2_field_refresh_interval_ticks=30
# Cloak volume won't be refreshed unless it's older than that many seconds
I:volume_scan_age_tolerance=120
# Number of blocks to scan per tick when getting cloak bounds, too high will cause lag spikes when resizing a cloak
I:volume_scan_blocks_per_tick=1000
}
enantiomorphic_reactor {
# Maximum energy stored in the core for a given tier
I:max_energy_stored_by_tier <
100000000
100000000
500000000
2000000000
>
# Maximum energy added to the core when enabled, measured in RF/t, for a given tier
I:max_generation_RF_by_tier <
64000
64000
192000
576000
>
# Maximum number of stabilisation laser shots per seconds before loosing efficiency
I:max_lasers <
64
6
12
24
>
# Minimum energy added to the core when enabled, measured in RF/t, for a given tier
I:min_generation_RF_by_tier <
4
4
4
4
>
}
energy {
# display units for energy (EU, RF, FE, ȰI)
S:display_units=FE
# Enable Forge energy support, disable it for a pure EU or RF energy support
B:enable_FE=true
# Enable Gregtech EU energy support when the GregtechCE mod is present, disable otherwise
B:enable_GTCE_EU=true
# Enable IC2 EU energy support when the IndustrialCraft2 mod is present, disable otherwise
B:enable_IC2_EU=true
# Enable RF energy support when the RedstoneFlux mod is present, disable otherwise
B:enable_RF=true
# Explosion strength factor in case of EU voltage overload, set to 0 to disable completely
D:overvoltage_explosion_factor=1.0
# Shock damage factor to entities in case of EU voltage overload, set to 0 to disable completely
D:overvoltage_shock_factor=1.0
# delay between scan for energy receivers (measured in ticks)
I:scan_interval_ticks=20
}
force_field {
# Maximum strength for vanilla explosion object used by simple explosives like TechGuns rockets.
D:explosion_strength_vanilla_cap=15.0
# Scale applied to explosion strength, increase the value to reduce explosion impact on a force field. Enable weapon logs to see the damage level.
D:projector_explosion_scale=1000.0
# Maximum energy stored for each projector tier
I:projector_max_energy_stored_by_tier <
20000000
30000
90000
150000
>
# Number of maxed out laser cannons required to break a superior force field.
D:projector_max_laser_required=10.0
}
general {
# Reaction delay when updating blocks in an assembly (measured in seconds)
I:assembly_scanning_interval=10
# Maximum allowed blast resistance for non-hull, breakable blocks from other mods. Required to fix non-sense scaling in modded fluids, etc. Default is basic hull resistance (60).
D:blast_resistance_cap=60.0
# Number of blocks to move per ticks, too high will cause lag spikes on ship jumping or deployment, too low may break the ship wirings
I:blocks_per_tick=3500
# Enable experimental refresh during jump to prevent duping, use at your own risk
B:enable_experimental_refresh=false
# Enable experimental tile entity unloading during jump to force a cleanup, required for IC2 Classic, may cause issues with other mods
B:enable_experimental_unload=true
# Enable fast blockstate placement, skipping light computation. Disable if you have world implementations conflicts
B:enable_fast_set_blockstate=false
# Enable automatic configuration of Forge's ChunkManager for WarpDrive. Disable to control manually WarpDrive specific settings.
B:enable_forge_chunk_manager=true
# Enable area protection checks from other mods or plugins, disable if you use the event system exclusively
B:enable_protection_checks=true
# Disable to boot the game even when celestial objects are invalid. Use at your own risk!
B:enforce_valid_celestial_objects=true
# Entity NPC ID
I:entity_NPC_id=246
# Entity camera ID
I:entity_camera_id=243
# Entity laser exploder ID
I:entity_laser_exploder_id=245
# Entity offline avatar ID
I:entity_offline_avatar_id=247
# Entity particle bunch ID
I:entity_particle_bunch_id=244
# Entity seat ID
I:entity_seat_id=248
# Entity sphere generator ID
I:entity_sphere_generator_id=241
# Entity star core ID
I:entity_star_core_id=242
# Hyperspace dimension provider ID
I:hyperspace_provider_id=15
# LUA scripts to load when connecting machines: 0 = none, 1 = templates in a subfolder, 2 = ready to roll (templates are still provided)
I:lua_scripts=2
# Enforce a minimum value for Forge's dimensionUnloadQueueDelay to fix various dimension transition issues from unloading the world too soon (set below 100 at your own risk)
I:minimum_dimension_unload_queue_delay_ticks=100
# Complex computation delay in an assembly (measured in ticks)
I:parameters_update_interval=20
# Registration period for an assembly (measured in seconds)
I:registry_update_interval=10
# Root folder where to load and save ship schematics
S:schematics_location=warpDrive_schematics
# Space biome ID
I:space_biome_id=95
# Space dimension provider ID
I:space_provider_id=14
}
ic2_reactor_laser {
# Maximum component heat added to the focus every reactor tick
I:component_heat_transfer_per_tick=54
# Update speed of the check for reactors to cool down. Use 10 to tick as fast as the reactor simulation
I:cooling_interval_ticks=10
# Heat extracted from the focus by interval
I:cooling_per_interval=1080
# Energy cost per heat absorbed
D:energy_per_heat=2.0
# Maximum heat transferred between 2 connected focus every reactor tick
I:focus_heat_transfer_per_tick=648
# Maximum heat stored in the focus
I:max_heat_stored=30000
# Maximum reactor heat added to the focus every reactor tick
I:reactor_heat_transfer_per_tick=54
}
jump_gate {
# Maximum jump gate size on each axis in blocks, for a given tier
I:size_max_per_side_by_tier <
127
32
64
127
>
}
laser_cannon {
# Maximum probability of energy absorption (i.e. block not breaking)
D:block_hit_absorption_max=0.8
# Probability of energy absorption (i.e. block not breaking) per block hardness. Set to 1.0 to always break the block.
D:block_hit_absorption_per_block_hardness=0.01
# Maximum energy required for breaking a block
I:block_hit_energy_max=750000
# Minimum energy required for breaking a block
I:block_hit_energy_min=75000
# Energy cost per block hardness for breaking a block
I:block_hit_energy_per_block_hardness=150000
# Explosion base strength, 4 is Vanilla TNT
D:block_hit_explosion_base_strength=8.0
# Energy per added explosion strength
I:block_hit_explosion_energy_per_strength=125000
# Minimum block hardness required to cause an explosion
D:block_hit_explosion_hardness_threshold=5.0
# Maximum explosion strength, set to 0 to disable explosion completely
D:block_hit_explosion_max_strength=50.0
# Energy factor applied from boosting to main laser
D:booster_beam_energy_efficiency=0.6
# Delay while booster beams are accepted, before actually shooting
I:emit_fire_delay_ticks=5
# Delay while booster beams are accepted, before actually scanning
I:emit_scan_delay_ticks=1
# Energy attenuation when going through air blocks (on a planet or any gas in space)
D:energy_attenuation_per_air_block=2.0E-4
# Energy attenuation when going through a broken block
D:energy_attenuation_per_broken_block=0.23
# Energy attenuation when going through void blocks (in space or hyperspace)
D:energy_attenuation_per_void_block=5.0E-6
# Minimum damage to entity hit (measured in half hearts)
I:entity_hit_base_damage=3
# Base energy consumed from hitting an entity
I:entity_hit_energy=15000
# Energy required by additional hit point (won't be consumed)
I:entity_hit_energy_per_damage=30000
# Minimum energy to cause explosion effect
I:entity_hit_energy_threshold_for_explosion=900000
# Explosion base strength, 4 is Vanilla TNT
D:entity_hit_explosion_base_strength=4.0
# Energy per added explosion strength
I:entity_hit_explosion_energy_per_strength=125000
# Maximum explosion strength, set to 0 to disable explosion completely
D:entity_hit_explosion_max_strength=4.0
# Maximum damage to entity hit, set to 0 to disable damage completely
I:entity_hit_max_damage=100
# Duration of fire effect on entity hit (in seconds)
I:entity_hit_set_on_fire_seconds=20
# Maximum energy in beam after accounting for boosters beams
I:max_laser_energy=3400000
# Maximum number of laser mediums per laser
I:max_mediums_count=10
# Maximum distance travelled
I:range_max=500
}
laser_medium {
# Bonus multiplier of a laser medium line for a given tier
D:bonus_factor_by_tier <
1.25
0.5
1.0
1.5
>
# Maximum energy stored for a given tier
I:max_energy_stored_by_tier <
1000000
10000
30000
100000
>
}
lift {
# Energy consumed per entity moved
I:energy_per_entity=150
# Cooldown after moving an entity
I:entity_cooldown_ticks=40
# Maximum energy stored
I:max_energy_stored=900
# Update speed of the check for entities
I:update_interval_ticks=10
}
logging {
# Detailed LUA logs to help debug the mod, enable it before reporting a bug
B:enable_LUA_logs=false
# Save XML preprocessor results as output*.xml file, enable it to debug your XML configuration files
B:enable_XML_preprocessor_logs=false
# Detailed accelerator logs to help debug the mod, enable it before reporting a bug
B:enable_accelerator_logs=false
# Detailed break/place event logs to help debug the mod, enable it before reporting a bug
B:enable_break_place_logs=false
# Detailed breathing logs to help debug the mod, enable it before reporting a bug
B:enable_breathing_logs=false
# Detailed building logs to help debug the mod, enable it before reporting a bug
B:enable_building_logs=false
# Detailed camera logs to help debug the mod, enable it before reporting a bug
B:enable_camera_logs=false
# Detailed chunk data logs to help debug the mod.
B:enable_chunk_handler_logs=false
# Chunk loading logs, enable it to report chunk loaders updates
B:enable_chunk_loading_logs=true
# Detailed collection logs to help debug the mod, enable it before reporting a bug
B:enable_collection_logs=false
# Dictionary logs, enable it to dump blocks hardness and blast resistance at boot
B:enable_dictionary_logs=false
# Detailed energy logs to help debug the mod, enable it before reporting a bug
B:enable_energy_logs=false
# EntityFX logs, enable it to dump entityFX registry updates
B:enable_entity_fx_logs=false
# Report in logs when a chunk is reloaded shortly after being unloaded, usually associated with server lag.
B:enable_experimental_chunk_reloading_logs=false
# Detailed force field logs to help debug the mod, enable it before reporting a bug
B:enable_force_field_logs=false
# ForceField registry logs, enable it to dump force field registry updates
B:enable_force_field_registry_logs=false
# GlobalRegion registry logs, enable it to dump global region registry updates
B:enable_global_region_registry_logs=false
# Gravity logs, enable it before reporting fall damage and related issues
B:enable_gravity_logs=false
# Basic jump logs, should always be enabled
B:enable_jump_logs=true
# Detailed jump logs to help debug the mod, will spam your logs...
B:enable_jumpblocks_logs=false
# Offline avatar logs, enable it before reporting related issues
B:enable_offline_avatar_logs=true
# Profiling logs for CPU time, enable it to check for lag
B:enable_profiling_CPU_time=true
# Profiling logs for memory allocation, enable it to check for lag
B:enable_profiling_memory_allocation=false
# Profiling logs for multi-threading, enable it to check for ConcurrentModificationException
B:enable_profiling_thread_safety=false
# Detailed radar logs to help debug the mod, enable it before reporting a bug
B:enable_radar_logs=false
# Detailed rendering logs to help debug the mod.
B:enable_rendering_logs=false
# Detailed transporter logs to help debug the mod, enable it before reporting a bug
B:enable_transporter_logs=false
# Detailed weapon logs to help debug the mod, enable it before reporting a bug
B:enable_weapon_logs=false
# Detailed world generation logs to help debug the mod, enable it before reporting a bug
B:enable_world_generation_logs=false
# How many milliseconds to wait before logging another occurrence in a time sensitive section of the mod (rendering, events, etc.)
D:throttle_ms=5000.0
}
mining_laser {
# Maximum number of laser mediums
I:max_mediums_count=3
# Mining duration per scanned block
I:mine_delay_ticks=3
# Energy cost per block on a planet with atmosphere
I:mine_energy_per_block_in_atmosphere=2500
# Energy cost per block in space or a planet without atmosphere
I:mine_energy_per_block_in_void=1500
# Energy cost multiplier per block when mining only ores
D:mine_ores_only_energy_factor=15.0
# Energy cost multiplier per block when mining with silktouch
D:mine_silktouch_energy_factor=1.5
# Mining radius without any laser medium, measured in blocks
I:radius_no_laser_medium=4
# Bonus to mining radius per laser medium, measured in blocks
I:radius_per_laser_medium=1
# Scan duration per layer
I:scan_delay_ticks=20
# Energy cost per layer on a planet with atmosphere
I:scan_energy_per_layer_in_atmosphere=30000
# Energy cost per layer in space or a planet without atmosphere
I:scan_energy_per_layer_in_void=20000
# Warmup duration (buffer on startup when energy source is weak)
I:warmup_delay_ticks=20
}
offline_avatar {
# Should avatar name tag always be visible?
B:always_render_name_tag=false
# Only create an offline avatar when player disconnects while inside a ship. Disabling may cause lag in spawn areas...
B:create_only_aboard_ships=true
# Delay before removing an avatar when their related player is in range (measured in seconds)
I:delay_for_removal_s=1
# Enable creation of offline avatars to follow ship movements. This only disable creating new ones.
B:enable=true
# Enable to forget current avatar position when it's killed, or disable player teleportation to last known avatar's position
B:forget_on_death=false
# Maximum range between a player and his/her avatar to consider it for removal
D:max_range_for_removal=5.0
# Minimum range between a player and their avatar to consider it for removal (i.e. ensuring connection was successful)
D:min_range_for_removal=1.0
# Scale of offline avatar compared to a normal player
D:model_scale=0.5
}
radar {
# energy cost factors {a, b, c, d}. You need to provide exactly 4 values.
# The equation used is a + b * radius + c * radius^2 + d * radius^3
D:factors_energy_cost <
0.0
0.0
0.0
1.0E-4
>
# maximum energy stored
I:max_energy_stored=100000000
# number of isolation blocks required to reach maximum effect (5 to 94)
I:max_isolation_blocks=16
# isolation effect achieved with max number of isolation blocks (0.01 to 1.00)
D:max_isolation_effect=1.0
# radius around core where isolation blocks count (2 to 8), higher is lagger
I:max_isolation_range=2
# minimum energy cost per scan (0+), independently of radius
I:min_energy_cost=10000
# number of isolation blocks required to get some isolation (0 to 20)
I:min_isolation_blocks=2
# isolation effect achieved with min number of isolation blocks (0.01 to 0.95)
D:min_isolation_effect=0.12
# scan delay factors {a, b, c, d}. You need to provide exactly 4 values.
# The equation used is a + b * radius + c * radius^2 + d * radius^3, (measured in seconds)
D:scan_delay_factors_seconds <
1.0
0.001
0.0
0.0
>
# minimum scan delay per scan (1+), (measured in seconds)
I:scan_min_delay_seconds=1
}
ship {
# Tolerance in block in case of collision before causing damages...
I:collision_tolerance_blocks=3
# Maximum ship mass (in blocks) for a given tier
I:mass_max_by_tier <
2000000
3456
13824
110592
>
# Minimum ship mass (in blocks) for a given tier
I:mass_min_by_tier <
0
64
1728
6912
>
# List of player names which have unlimited block counts to their ship
S:mass_unlimited_player_names <
notch
someone
>
# Maximum energy stored for a given tier
I:max_energy_stored_by_tier <
0
500000
10000000
100000000
>
# Maximum ship size on each axis in blocks, for a given tier
I:size_max_per_side_by_tier <
127
24
48
96
>
# Maximum ship mass (in blocks) to jump on a planet
I:volume_max_on_planet_surface=3000
# Minimum ship mass (in blocks) to enter or exit hyperspace without a jumpgate
I:volume_min_for_hyperspace=4000
# Ship volume won't be refreshed unless it's older than that many seconds
I:volume_scan_age_tolerance=120
# Number of blocks to scan per tick when getting ship bounds, too high will cause lag spikes when resizing a ship
I:volume_scan_blocks_per_tick=1000
# Random variation added to warm-up (measured in ticks)
I:warmup_random_ticks=60
}
ship_movement_costs {
# Cooldown seconds to wait after jumping activating a jumpgate.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:gate_activating_cooldown_interval_seconds <
20.0
0.0
0.0
0.0
0.0
>
# energy required measured in internal units activating a jumpgate.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:gate_activating_energyRequired_factors <
20000.0
10.0
100.0
0.0
0.0
>
# Maximum jump length value in blocks activating a jumpgate.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:gate_activating_max_jump_distance <
100000.0
0.1
0.0
0.0
0.0
>
# Motion sickness duration measured in seconds activating a jumpgate.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:gate_activating_sickness_seconds <
3.0
0.0
0.0
0.0
0.0
>
# Warmup seconds to wait before starting jump activating a jumpgate.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:gate_activating_warmup_seconds <
10.0
0.0
0.0
0.0
0.0
>
# Cooldown seconds to wait after jumping entering hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_entering_cooldown_interval_seconds <
60.0
0.0
0.0
0.0
0.0
>
# energy required measured in internal units entering hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_entering_energyRequired_factors <
1.0E7
0.0
0.0
0.0
0.0
>
# Maximum jump length value in blocks entering hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_entering_max_jump_distance <
100.0
0.1
0.0
0.0
0.0
>
# Motion sickness duration measured in seconds entering hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_entering_sickness_seconds <
10.0
0.0
0.0
0.0
0.0
>
# Warmup seconds to wait before starting jump entering hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_entering_warmup_seconds <
40.0
0.0
0.0
0.0
0.0
>
# Cooldown seconds to wait after jumping existing hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_exiting_cooldown_interval_seconds <
60.0
0.0
0.0
0.0
0.0
>
# energy required measured in internal units existing hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_exiting_energyRequired_factors <
1.0E7
0.0
0.0
0.0
0.0
>
# Maximum jump length value in blocks existing hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_exiting_max_jump_distance <
100.0
0.1
0.0
0.0
0.0
>
# Motion sickness duration measured in seconds existing hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_exiting_sickness_seconds <
10.0
0.0
0.0
0.0
0.0
>
# Warmup seconds to wait before starting jump existing hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_exiting_warmup_seconds <
40.0
0.0
0.0
0.0
0.0
>
# Cooldown seconds to wait after jumping moving in hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_moving_cooldown_interval_seconds <
30.0
0.0
0.0
0.0
0.0
>
# energy required measured in internal units moving in hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_moving_energyRequired_factors <
10000.0
1.0
10.0
0.0
0.0
>
# Maximum jump length value in blocks moving in hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_moving_max_jump_distance <
200.0
0.5
0.0
0.0
0.0
>
# Motion sickness duration measured in seconds moving in hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_moving_sickness_seconds <
10.0
0.0
0.0
0.0
0.0
>
# Warmup seconds to wait before starting jump moving in hyperspace.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:hyperspace_moving_warmup_seconds <
20.0
0.0
0.0
0.0
0.0
>
# Cooldown seconds to wait after jumping landing on a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_landing_cooldown_interval_seconds <
60.0
0.0
0.0
0.0
0.0
>
# energy required measured in internal units landing on a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_landing_energyRequired_factors <
10000.0
10.0
100.0
0.0
0.0
>
# Maximum jump length value in blocks landing on a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_landing_max_jump_distance <
50.0
0.1
0.0
0.0
0.0
>
# Motion sickness duration measured in seconds landing on a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_landing_sickness_seconds <
0.0
0.0
0.0
0.0
0.0
>
# Warmup seconds to wait before starting jump landing on a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_landing_warmup_seconds <
20.0
0.0
0.0
0.0
0.0
>
# Cooldown seconds to wait after jumping moving on a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_moving_cooldown_interval_seconds <
40.0
0.0
0.0
0.0
0.0
>
# energy required measured in internal units moving on a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_moving_energyRequired_factors <
100.0
10.0
100.0
0.0
0.0
>
# Maximum jump length value in blocks moving on a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_moving_max_jump_distance <
50.0
0.1
0.0
0.0
0.0
>
# Motion sickness duration measured in seconds moving on a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_moving_sickness_seconds <
0.0
0.0
0.0
0.0
0.0
>
# Warmup seconds to wait before starting jump moving on a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_moving_warmup_seconds <
20.0
0.0
0.0
0.0
0.0
>
# Cooldown seconds to wait after jumping taking off a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_takeoff_cooldown_interval_seconds <
90.0
0.0
0.0
0.0
0.0
>
# energy required measured in internal units taking off a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_takeoff_energyRequired_factors <
10000.0
10.0
100.0
0.0
0.0
>
# Maximum jump length value in blocks taking off a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_takeoff_max_jump_distance <
50.0
0.1
0.0
0.0
0.0
>
# Motion sickness duration measured in seconds taking off a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_takeoff_sickness_seconds <
0.0
0.0
0.0
0.0
0.0
>
# Warmup seconds to wait before starting jump taking off a planet.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:planet_takeoff_warmup_seconds <
20.0
0.0
0.0
0.0
0.0
>
# Cooldown seconds to wait after jumping moving in space.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:space_moving_cooldown_interval_seconds <
30.0
0.0
0.0
0.0
0.0
>
# energy required measured in internal units moving in space.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:space_moving_energyRequired_factors <
1000.0
10.0
100.0
0.0
0.0
>
# Maximum jump length value in blocks moving in space.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:space_moving_max_jump_distance <
100.0
0.1
0.0
0.0
0.0
>
# Motion sickness duration measured in seconds moving in space.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:space_moving_sickness_seconds <
0.0
0.0
0.0
0.0
0.0
>
# Warmup seconds to wait before starting jump moving in space.
# You need to provide exactly 5 values < A B C D E >. The equation used is A + B * mass + C * distance + D * ln( mass ) * exp( distance / E )
# Result is rounded up to an integer. Use 0 to ignore that part of the equation.
D:space_moving_warmup_seconds <
10.0
0.0
0.0
0.0
0.0
>
}
ship_scanner {
# Deployment speed, measured in blocks (1-3000)
I:deploy_blocks_per_interval=10
# Delay between deployment of 2 sets of blocks, measured in ticks (1-60)
I:deploy_interval_ticks=4
# Max distance from ship scanner to ship core, measured in blocks (5-150)
I:max_deploy_radius_blocks=100
# Scanning speed, measured in blocks (1-5000)
I:scan_blocks_per_second=10
# Max distance from ship scanner to ship core, measured in blocks (5-150)
I:search_interval_ticks=20
}
tooltip {
# When to show armor points in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_armor_points=NEVER
# When to show block material in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_block_material=ADVANCED_TOOLTIPS
# When to show burn time in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_burn_time=ADVANCED_TOOLTIPS
# When to show durability in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_durability=ALWAYS
# When to show armor & tool enchantability in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_enchantability=ON_SNEAK
# When to show entity id in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_entity_id=ADVANCED_TOOLTIPS
# When to show flammability in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_flammability=ADVANCED_TOOLTIPS
# When to show fluid stats in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_fluid_stats=ALWAYS
# When to show hardness & explosion resistance in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_hardness=ADVANCED_TOOLTIPS
# When to show harvesting stats in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_harvesting_stats=ALWAYS
# When to show opacity in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_opacity=ADVANCED_TOOLTIPS
# When to show ore dictionary names in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_ore_dictionary_name=ALWAYS
# When to show registry name in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_registry_name=ADVANCED_TOOLTIPS
# When to show repair material in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:add_repair_material=ON_SNEAK
# List of lines to remove from tooltips before adding ours. This can be a partial match in a line. Must be lowercase without formatting.
S:cleanup_list <
fuel details
burn time
durability
>
# When to remove duplicate lines in tooltips. Valid values are NEVER, ON_SNEAK, ADVANCED_TOOLTIPS, CREATIVE_ONLY, ALWAYS.
S:enable_deduplication=ALWAYS
}
transporter {
# Maximum energy stored
I:max_energy_stored=1000000
}
tree_farm {
# Maximum number of laser mediums
I:max_mediums_count=5
# Maximum scan radius without any laser medium, on X and Z axis, measured in blocks
I:max_radius_no_laser_medium=3
# Bonus to maximum scan radius per laser medium, on X and Z axis, measured in blocks
I:max_radius_per_laser_medium=2
# Maximum reach distance of the laser without any laser medium, measured in blocks
I:max_reach_distance_no_laser_medium=8
# Bonus to maximum reach distance per laser medium, measured in blocks
I:max_reach_distance_per_laser_medium=6
}