aboutsummaryrefslogtreecommitdiff
path: root/packs/142/config/warpdrive/config.yml
diff options
context:
space:
mode:
authorCara Salter <cara@devcara.com>2023-02-16 13:44:11 -0500
committerCara Salter <cara@devcara.com>2023-10-30 14:32:00 -0400
commita84bb57691bc8b5ef7522acd087ff8d3d271ac90 (patch)
tree5fdafbccf38d36e44851197e7ea91b3416dc2252 /packs/142/config/warpdrive/config.yml
parent8678792e58cb4b3450240b7e226d300b7d7902bf (diff)
downloadmodpackman-a84bb57691bc8b5ef7522acd087ff8d3d271ac90.tar.gz
modpackman-a84bb57691bc8b5ef7522acd087ff8d3d271ac90.zip
Update config installer
Diffstat (limited to 'packs/142/config/warpdrive/config.yml')
-rw-r--r--packs/142/config/warpdrive/config.yml1320
1 files changed, 1320 insertions, 0 deletions
diff --git a/packs/142/config/warpdrive/config.yml b/packs/142/config/warpdrive/config.yml
new file mode 100644
index 0000000..19e2c26
--- /dev/null
+++ b/packs/142/config/warpdrive/config.yml
@@ -0,0 +1,1320 @@
+# 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
+}
+
+