aboutsummaryrefslogtreecommitdiff
path: root/packs/142/config/warpdrive/config.yml
blob: 19e2c2622bec10aa61f38c103ea7963212dec154 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
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
}