Files
modpack-files/both/config/SolarFlux.cfg
2025-03-24 19:54:03 +01:00

307 lines
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INI

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