Initial commit
This commit is contained in:
14
both/config/powercrystals/minefactoryreloaded/client.cfg
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14
both/config/powercrystals/minefactoryreloaded/client.cfg
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# Configuration file
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general {
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# If true, RedNet color bands will always be bright.
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B:BrightRedNetColors=false
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# Set to true to disable RedNet cables switching to TESRs when they detect that they are updating too rapidly.
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B:DisableRedNetFramerateStabilization=false
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# The maximum number of blocks the spyglass and ruler can look to find something. This calculation is performed only on the client side.
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I:SpyglassRange=200
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}
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527
both/config/powercrystals/minefactoryreloaded/common.cfg
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527
both/config/powercrystals/minefactoryreloaded/common.cfg
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@@ -0,0 +1,527 @@
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# Configuration file
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Entity {
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# If true, using a portaspawner on an empty minecart will make it into a spawner cart
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B:EnableSpawnerCarts=true
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I:ID.Zoologist=330
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}
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Machine {
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Conveyor {
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# If false, conveyors will not grab non-item entities. Breaks conveyor mob grinders but makes them safe for golems, etc.
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B:CaptureNonItems=true
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# If true, conveyors will NEVER capture players regardless of other settings.
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B:NeverCapturePlayers=false
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# If true, conveyors will NEVER capture ThaumCraft golems regardless of other settings.
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B:NeverCaptureTCGolems=false
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}
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ChunkLoader {
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# If true, the Chunk Loader will use the activation energy config in this section. WARNING: this makes it much more expensive at lower values. (non-configurable is exponential)
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B:EnableConfigurableActivationEnergy=false
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# If true, the Chunk Loader will ignore forgeChunkLoading.cfg.
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B:IgnoreChunkLimit=false
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B:Recipe.Enabled=false
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# If true, the Chunk Loader will require that the player who placed it be online to function
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B:RequiresOwnerOnline=true
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}
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AutoSpawner {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=60
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# A list of entity IDs (e.g.: CaveSpider or VillagerGolem or Forestry.butterflyGE) to blacklist from the AutoSpawner. The Debugger item will display an entity's ID when used.
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S:Blacklist <
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VillagerGolem
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>
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B:Recipe.Enabled=true
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Cost {
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# The multiplier for work required to generate a mob in exact mode.
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I:Exact=5
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# The multiplier for work required to generate a mob in standard (non-exact) mode.
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I:Standard=1
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##########################################################################################################
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# Custom
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#--------------------------------------------------------------------------------------------------------#
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# Custom base XP costs for entities. format: I:<entityid> = #. e.g.:
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# I:VillagerGolem = 25
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# I:Slime = 50
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##########################################################################################################
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Custom {
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}
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}
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}
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Harvester {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=24
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B:Recipe.Enabled=true
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# If true, the harvester will skip scanning some bocks when filled with sludge
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B:SkipWork=false
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}
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LaserDrill {
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B:Recipe.Enabled=true
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# The work required by the drill to generate a single ore.
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I:Work=300
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}
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Unifier {
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# A list of ore dictionary entrys to disable unifying for. By default, MFR will not attempt to unify anything with more than one oredict name.
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S:Blacklist <
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dyeBlue
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dyeWhite
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dyeBrown
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dyeBlack
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listAllwater
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listAllmilk
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>
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B:Recipe.Enabled=true
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}
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Breeder {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=64
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B:Recipe.Enabled=true
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# If the number of entities in the breeder's target area exceeds this value, the breeder will cease operating. This is provided to control server lag.
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I:ShutdownThreshold=50
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}
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Fertilizer {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=96
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# If true, the fertilizer will use bonemeal as well as MFR fertilizer. Provided for those who want a less work-intensive farm.
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B:EnableBonemeal=false
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B:Recipe.Enabled=true
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}
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AutoDisenchanter {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=32
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# If true, the disenchanter will use essence to disenchant items. Provided for those who want a more work-intensive enchanting system.
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B:EnableEssence=false
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B:Recipe.Enabled=true
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}
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SteamBoiler {
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# If true, the steam boiler will explode if it's hot and dry when you try to pump water into it.
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B:Explodes=false
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B:Recipe.Enabled=true
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}
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Fisher {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=2
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B:Recipe.Enabled=true
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# If true, the fisher will require a fishing rod to function.
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B:RequiresFishingRod=false
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}
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AutoBrewer {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=4
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B:Recipe.Enabled=true
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# The amount of water used by the Auto-Brewer to fill a bottle with water
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I:WaterPerBottle=250
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}
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Planter {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=16
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B:Recipe.Enabled=true
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}
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Rancher {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=32
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B:Recipe.Enabled=true
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}
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Vet {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=32
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B:Recipe.Enabled=true
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}
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ItemCollector {
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B:Recipe.Enabled=true
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}
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BlockBreaker {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=96
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B:Recipe.Enabled=true
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}
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WeatherCollector {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=1
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B:Recipe.Enabled=true
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}
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SludgeBoiler {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=3
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B:Recipe.Enabled=true
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}
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Sewer {
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B:Recipe.Enabled=true
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}
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Composter {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=4
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B:Recipe.Enabled=true
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}
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Grinder {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=320
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B:Recipe.Enabled=true
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}
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AutoEnchanter {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=16
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B:Recipe.Enabled=true
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}
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Chronotyper {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=128
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B:Recipe.Enabled=true
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}
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Ejector {
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B:Recipe.Enabled=true
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}
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ItemRouter {
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B:Recipe.Enabled=true
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}
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LiquidRouter {
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B:Recipe.Enabled=true
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}
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DeepStorageUnit {
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B:Recipe.Enabled=true
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}
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LiquiCrafter {
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B:Recipe.Enabled=true
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}
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LavaFabricator {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=80
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B:Recipe.Enabled=true
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}
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AutoJukebox {
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B:Recipe.Enabled=true
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}
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BioReactor {
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B:Recipe.Enabled=true
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}
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BioFuelGenerator {
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# The amount of energy generated by this machine in one tick, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=16
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B:Recipe.Enabled=true
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}
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Slaughterhouse {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=100
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B:Recipe.Enabled=true
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}
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MeatPacker {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=2
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B:Recipe.Enabled=true
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}
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EnchantmentRouter {
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B:Recipe.Enabled=true
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}
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LaserDrillPrecharger {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=500
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B:Recipe.Enabled=true
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}
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AutoAnvil {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=16
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B:Recipe.Enabled=true
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}
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BlockSmasher {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=1
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B:Recipe.Enabled=true
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}
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RedNote {
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B:Recipe.Enabled=true
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}
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FruitPicker {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=32
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B:Recipe.Enabled=true
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}
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BlockPlacer {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=1
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B:Recipe.Enabled=true
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}
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MobCounter {
|
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B:Recipe.Enabled=true
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||||
}
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||||
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SteamTurbine {
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# The amount of energy generated by this machine in one tick, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=16
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B:Recipe.Enabled=true
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}
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Fountain {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=8
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B:Recipe.Enabled=true
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}
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MobRouter {
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# The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
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I:ActivationCostDaRF=256
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B:Recipe.Enabled=true
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||||
}
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|
||||
}
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|
||||
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RecipeSets {
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# If true, MFR will register its EnderIO-based recipes.
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B:EnderIO=false
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# If true, MFR will register its Thermal Expansion-based recipes.
|
||||
B:ThermalExpansion=true
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||||
|
||||
# If true, MFR will register its standard (vanilla-item-only) recipes.
|
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B:Vanilla=false
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||||
}
|
||||
|
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general {
|
||||
# If true, MFR will attempt to automatically detect harvestable blocks and register them.
|
||||
B:Harvestables.Automatic=false
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||||
# Set to false to disable various sounds and particle effects, such as when a block is harvested.
|
||||
B:PlaySounds=true
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||||
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# A list of entity IDs (e.g.: CaveSpider or VillagerGolem or Forestry.butterflyGE) to blacklist from being captured by the SafariNet. The Debugger item will display an entity's ID when used.
|
||||
S:SafariNetBlacklist <
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||||
>
|
||||
|
||||
# If true, when you have no empty slots in your inventory, you will continue filling buckets from tanks and drop them on the ground.
|
||||
B:Tanks.FillWithoutEmptySlots=true
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|
||||
SearchDistance {
|
||||
# When searching for parts of a fruit tree, how far out to the sides (radius) to search
|
||||
I:FruitTree.MaxHoriztonal=5
|
||||
|
||||
# When searching for parts of a fruit tree, how far up to search
|
||||
I:FruitTree.MaxVertical=20
|
||||
|
||||
# When searching for players or dropoff locations, how far out to the sides (radius) to search
|
||||
I:PassengerRail.MaxHorizontal=3
|
||||
|
||||
# When searching for players or dropoff locations, how far up to search
|
||||
I:PassengerRail.MaxVertical=2
|
||||
|
||||
# How far upward to search for members of "stacking" blocks, like cactus and sugarcane
|
||||
I:StackingBlock.MaxVertical=5
|
||||
|
||||
# When searching for parts of a tree, how far out to the sides (radius) to search
|
||||
I:Tree.MaxHorizontal=512
|
||||
|
||||
# When searching for parts of a tree, how far up to search
|
||||
I:Tree.MaxVertical=256
|
||||
}
|
||||
|
||||
RedNet {
|
||||
# If true, placed rednet cable will default to cable-only connections.
|
||||
B:CableOnly=false
|
||||
|
||||
# A list of block IDs to prevent RedNet cables from connecting to. (e.g., minecraft:torch)
|
||||
S:ConnectionBlackList <
|
||||
>
|
||||
|
||||
# If true, RedNet cables will dump a massive amount of data to the log file. You should probably only use this if PC tells you to.
|
||||
B:Debug=false
|
||||
}
|
||||
|
||||
WorldGen {
|
||||
# A list of dimension IDs to disable MFR worldgen in.
|
||||
I:Dimension.Blacklist <
|
||||
>
|
||||
|
||||
##########################################################################################################
|
||||
# RetroGen
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Enable or disable specific retrogen items.
|
||||
# Only has an effect if retroactive geneneration is enabled in CoFHCore.
|
||||
##########################################################################################################
|
||||
|
||||
RetroGen {
|
||||
B:RubberTrees=true
|
||||
B:SewageLakes=false
|
||||
B:SludgeLakes=false
|
||||
}
|
||||
|
||||
RubberTrees {
|
||||
# A list of biomes to disallow rubber trees to spawn in. Overrides any other biomes added.
|
||||
S:Biome.Blacklist <
|
||||
>
|
||||
|
||||
# A list of biomes to allow rubber trees to spawn in. Does nothing if rubber tree worldgen is disabled.
|
||||
S:Biome.Whitelist <
|
||||
>
|
||||
|
||||
# Whether or not to generate MFR rubber trees during map generation
|
||||
B:Enable=true
|
||||
|
||||
# If true, enable adding Enchanted Sacred Rubber Saplings to stronghold library loot.
|
||||
B:SacredRubberSapling=true
|
||||
}
|
||||
|
||||
Lakes {
|
||||
# Whether or not to generate MFR lakes during map generation. By default, MFR will not attempt lake worldgen in dimensions where the player cannot respawn.
|
||||
B:Enable=true
|
||||
|
||||
Sludge {
|
||||
# A list of biomes to allow/disallow Sludge lakes to spawn in. Does nothing if lake worldgen is disabled.
|
||||
S:BiomeList <
|
||||
>
|
||||
|
||||
# If false, the biome list is a blacklist. If true, the biome list is a whitelist.
|
||||
B:BiomeList.Mode=false
|
||||
|
||||
# Higher numbers make sludge lakes rarer. A value of one will be approximately one per chunk. 0 will disable.
|
||||
I:Rarity=32
|
||||
}
|
||||
|
||||
Sewage {
|
||||
# A list of biomes to allow/disallow Sewage lakes to spawn in. Does nothing if lake worldgen is disabled.
|
||||
S:BiomeList <
|
||||
>
|
||||
|
||||
# If false, the biome list is a blacklist. If true, the biome list is a whitelist.
|
||||
B:BiomeList.Mode=false
|
||||
|
||||
# Higher numbers make Sewage lakes rarer. A value of one will be approximately one per chunk. 0 will disable.
|
||||
I:Rarity=32
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
item {
|
||||
# If true, Plastic Armor will stack to 4
|
||||
B:ArmorStacks=false
|
||||
|
||||
# If true, biofuel will explode when in the nether.
|
||||
B:Biofuel.Exploding=true
|
||||
|
||||
# The rate at which fish are dropped from the fishing rod. The drop rate is 1 / this number. Must be greater than 0.
|
||||
I:FishDropRate=5
|
||||
|
||||
# If true, only pink slimes larger than tiny will drop pink slimeballs. Provided for those who want a more work-intensive laser drill. (slimes can only be made larger through the slime embiggening syringe)
|
||||
B:LargeSlimeDrop=false
|
||||
|
||||
# If true, Empty Syringes will be able to contain liquids and inject players.
|
||||
B:LiquidSyringes=true
|
||||
|
||||
# If true, meat will be worth steak saturation instead of cookie saturation.
|
||||
B:Meat.IncreasedSaturation=false
|
||||
|
||||
# If true, SPAMRs will explode when they run out of fuel.
|
||||
B:SPAMR.Exploding=true
|
||||
|
||||
VanillaOverride {
|
||||
# If true, replaces the vanilla milk bucket so milk can be placed in the world.
|
||||
B:MilkBucket=true
|
||||
}
|
||||
|
||||
Recipe {
|
||||
# If true, the ChunkLoader can be built out of cheaper materials. Does nothing if the recipe is disabled.
|
||||
B:CheaperChunkLoader=true
|
||||
|
||||
# If true, the DSU can be built out of chests instead of ender pearls. Does nothing if the recipe is disabled.
|
||||
B:CheaperDSU=true
|
||||
|
||||
# If true, upgrades will require the previous level upgrade and a diamond. NOTE: this option requires all upgrades have recipes
|
||||
B:ExpensiveRangeUpgrades=false
|
||||
|
||||
# If true, the reusable safarinet will require a portaspawner to craft. The portaspawner must be enabled for the safarinet to be craftable.
|
||||
B:ExpensiveSafariNet=false
|
||||
|
||||
# If true, the golden jailer safarinet will be craftable. It causes released mobs to always render their nametag, like a player would.
|
||||
B:GoldenJailerSafariNet=true
|
||||
|
||||
# If true, the Guns will be craftable.
|
||||
B:Guns=true
|
||||
|
||||
# If true, mossy cobble can be crafted.
|
||||
B:MossyCobble=true
|
||||
|
||||
# If true, the safarinet launcher will be craftable.
|
||||
B:NetLauncher=true
|
||||
|
||||
# If true, the PortaSpawner will be craftable.
|
||||
B:PortaSpawner=true
|
||||
|
||||
# DSU recipes will always craft one DSU. Does nothing for recipes that already only craft one DSU (cheap mode, etc).
|
||||
B:SingleDSU=true
|
||||
|
||||
# If true, smooth double stone slabs can be craftable.
|
||||
B:SmoothSlab=true
|
||||
|
||||
# If true, the Syringes will be craftable.
|
||||
B:Syringes=true
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user