# 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 }