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Diffstat (limited to 'packs/142/config/warpdrive')
-rw-r--r-- | packs/142/config/warpdrive/config.yml | 1320 |
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 +} + + |