Initial commit
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306
both/config/SolarFlux.cfg
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306
both/config/SolarFlux.cfg
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# Configuration file
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general {
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# Neighbor solar panels share their energy if set to true. [default: true]
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B:BalanceEnergy=true
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# Use connected textures for the solar panels. [default: true]
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B:ConnectedTextures=true
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# Whether or not the solar panels keep their internal energy when dismantled with a wrench. [default: true]
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B:KeepEnergyWhenDismantled=true
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# Whether or not the solar panels keep their internal inventory when dismantled with a wrench. [default: true]
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B:KeepInventoryWhenDismantled=true
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# Factor used to reduce the energy generation during rainy weather. [range: 0.0 ~ 1.0, default: 0.4]
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S:RainProductionFactor=0.8
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# Display Solar Panel information on right click while sneaking. [default: false]
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B:SneakClickInfo=false
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# The height of the Solar Panel blocks. [range: 0.01 ~ 1.0, default: 0.375]
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S:SolarPanelHeight=0.2
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# Factor used to reduce the energy generation during stormy weather. [range: 0.0 ~ 1.0, default: 0.4]
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S:ThunderProductionFactor=0.6
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# Use Thermal Expansion recipes. [default: true]
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B:UseThermalExpansionRecipes=false
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}
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solar_panel_tier0 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: true]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 50000]
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I:Capacity=50000
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 2]
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I:MaximumEnergyGeneration=2
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 16]
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I:MaximumEnergyTransfer=16
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}
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solar_panel_tier1 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: true]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 250000]
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I:Capacity=250000
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 16]
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I:MaximumEnergyGeneration=16
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 128]
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I:MaximumEnergyTransfer=128
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}
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solar_panel_tier10 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: false]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 149299199]
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I:Capacity=149299199
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 131072]
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I:MaximumEnergyGeneration=131072
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 1048576]
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I:MaximumEnergyTransfer=1048576
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}
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solar_panel_tier11 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: false]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 179159039]
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I:Capacity=179159039
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 262144]
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I:MaximumEnergyGeneration=262144
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 2097152]
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I:MaximumEnergyTransfer=2097152
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}
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solar_panel_tier12 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: false]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 214990847]
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I:Capacity=214990847
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 524288]
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I:MaximumEnergyGeneration=524288
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 4194304]
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I:MaximumEnergyTransfer=4194304
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}
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solar_panel_tier13 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: false]
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B:Active=false
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}
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solar_panel_tier14 {
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B:Active=false
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}
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solar_panel_tier15 {
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B:Active=false
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}
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solar_panel_tier2 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: true]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 850000]
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I:Capacity=850000
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 64]
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I:MaximumEnergyGeneration=64
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 512]
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I:MaximumEnergyTransfer=512
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}
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solar_panel_tier3 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: true]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 4000000]
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I:Capacity=4000000
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 256]
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I:MaximumEnergyGeneration=256
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 2048]
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I:MaximumEnergyTransfer=2048
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}
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solar_panel_tier4 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: true]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 16000000]
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I:Capacity=16000000
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 1024]
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I:MaximumEnergyGeneration=1024
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 8192]
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I:MaximumEnergyTransfer=8192
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}
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solar_panel_tier5 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: true]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 60000000]
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I:Capacity=60000000
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 4096]
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I:MaximumEnergyGeneration=4096
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 32768]
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I:MaximumEnergyTransfer=32768
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}
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solar_panel_tier6 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: false]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 72000000]
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I:Capacity=72000000
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 8192]
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I:MaximumEnergyGeneration=8192
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 65536]
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I:MaximumEnergyTransfer=65536
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}
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solar_panel_tier7 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: false]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 86400000]
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I:Capacity=86400000
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 16384]
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I:MaximumEnergyGeneration=16384
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 131072]
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I:MaximumEnergyTransfer=131072
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}
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solar_panel_tier8 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: false]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 103679999]
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I:Capacity=103679999
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 32768]
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I:MaximumEnergyGeneration=32768
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 262144]
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I:MaximumEnergyTransfer=262144
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}
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solar_panel_tier9 {
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# Whether or not this tier of Solar Panel should be added to the game. [default: false]
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B:Active=true
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# Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 124416000]
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I:Capacity=124416000
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# Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 65536]
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I:MaximumEnergyGeneration=65536
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# Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 524288]
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I:MaximumEnergyTransfer=524288
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}
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upgrades {
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# Whether or not capacity upgrades should be added to the game. [default: true]
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B:CapacityUpgradeActive=true
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# Factor by which the capacity is increased per upgrade. [range: 0.01 ~ 10.0, default: 0.1]
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S:CapacityUpgradeIncrease=0.1
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# Maximum number of capacity upgrade that can be added to a single solar panel. [range: 1 ~ 256, default: 16]
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I:CapacityUpgradeMax=16
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# Returns to scale. How does the transfer rate scales as you add more upgrades. 1 is linear. Below 1 reduces the efficiency as you add upgrades, Above 1 does the opposite. [range: 0.1 ~ 2.0, default: 1.0]
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S:CapacityUpgradeReturnsToScale=1.0
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# Whether or not efficiency upgrades should be added to the game. [default: true]
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B:EfficiencyUpgradeActive=true
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# Factor by which the energy production is increased per upgrade. [range: 0.01 ~ 10.0, default: 0.05]
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S:EfficiencyUpgradeIncrease=0.05
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# Maximum number of efficiency upgrade that can be added to a single solar panel. [range: 1 ~ 256, default: 8]
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I:EfficiencyUpgradeMax=8
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# Returns to scale. How does the efficiency scales as you add more upgrades. 1 is linear. Below 1 reduces the efficiency as you add upgrades, Above 1 does the opposite. [range: 0.1 ~ 2.0, default: 0.9]
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S:EfficiencyUpgradeReturnsToScale=1.0
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# Whether or not furnace upgrades should be added to the game. [default: true]
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B:FurnaceUpgradeActive=true
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# Amount of RF per tick used to heat up a furnace. [range: 1 ~ 64000, default: 8]
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I:FurnaceUpgradeHeatingConsumption=8
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# Whether or not low light upgrades should be added to the game. [default: true]
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B:LowLightUpgradeActive=true
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# Maximum number of low light upgrade that can be added to a single solar panel. [range: 1 ~ 256, default: 8]
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I:LowLightUpgradeMax=8
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# Whether or not transfer rate upgrades should be added to the game. [default: true]
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B:TransferRateUpgradeActive=true
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# Factor by which the transfer rate is increased per upgrade. [range: 0.01 ~ 10.0, default: 0.1]
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S:TransferRateUpgradeIncrease=0.1
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# Maximum number of transfer rate upgrade that can be added to a single solar panel. [range: 1 ~ 256, default: 8]
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I:TransferRateUpgradeMax=8
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# Returns to scale. How does the transfer rate scales as you add more upgrades. 1 is linear. Below 1 reduces the efficiency as you add upgrades, Above 1 does the opposite. [range: 0.1 ~ 2.0, default: 0.9]
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S:TransferRateUpgradeReturnsToScale=1.0
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# Whether or not traversal upgrades should be added to the game. [default: true]
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B:TraversalUpgradeActive=true
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# How many extra machines can be traversed per extra upgrade. [range: 1 ~ 10, default: 1]
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I:TraversalUpgradeIncrease=1
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# Maximum number of traversal upgrade that can be added to a single solar panel. [range: 1 ~ 256, default: 64]
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I:TraversalUpgradeMax=64
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# Update rate of traversal. Increase to reduce lag. But machines will be discovered slower. [range: 1 ~ 1200, default: 25]
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I:TraversalUpgradeUpdateRate=25
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}
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