mistress
Yuki 11 months ago
commit 37ca064032

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.gitattributes vendored

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# Disable Git line ending conversion, to prevent packwiz index hashes changing when committing from Windows
* -text

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.gitignore vendored

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# Exclude exported CurseForge zip files
*.zip
# Exclude exported Modrinth modpacks
*.mrpack

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# .packwizignore follows the same format as .gitignore, and can be used to exclude unwanted files from pack exports
# See https://git-scm.com/docs/gitignore
# Exclude README
/README.md

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{
// Client-side settings
"client": {
// If true, floating tooltips are shown above trading stations.
"showTradingStationTooltips": true,
// If true, Adorn items will also be shown in matching vanilla item tabs.
"showItemsInStandardGroups": true,
// The fluid unit to show fluid amounts in. Options: [litres, droplets]
"displayedFluidUnit": "litres"
},
// Default values for game rules in new worlds
"gameRuleDefaults": {
// If true, sleeping on sofas can skip the night.
"skipNightOnSofas": true,
// If true, kitchen sinks are infinite sources for infinite fluids.
"infiniteKitchenSinks": true,
// If true, broken trading stations drop a locked version with their contents inside.
"dropLockedTradingStations": true
},
// Mod compatibility toggles (enabled: true, disabled: false)
"compat": {
"byg": true,
"architects_palette": true,
"biomemakeover": true,
"biomesoplenty": true,
"ecologics": true
}
}

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#Mekanism Additions Client Config. This config only exists on the client.
[additions-client]
#If the voice server is enabled and voiceKeyIsToggle is also enabled, the voice key will act as a toggle instead of requiring to be held while talking.
voiceKeyIsToggle = false

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#Mekanism Additions Config. This config is synced between server and client.
[additions]
#Fuse time for Obsidian TNT.
#Range: > 0
obsidianTNTDelay = 100
#Radius of the explosion of Obsidian TNT.
#Range: 0.1 ~ 1000.0
obsidianTNTBlastRadius = 12.0
#Enables the voice server for Walkie Talkies.
voiceServerEnabled = false
#TCP port for the Voice server to listen on.
#Range: 1 ~ 65535
VoicePort = 36123
#Config options regarding spawning of entities.
[additions.spawning]
#Config options regarding baby creeper.
[additions.spawning.baby-creeper]
#Enable the spawning of baby creeper. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby creeper will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby creeper will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
#Config options regarding baby enderman.
[additions.spawning.baby-enderman]
#Enable the spawning of baby enderman. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby enderman will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby enderman will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
#Config options regarding baby skeleton.
[additions.spawning.baby-skeleton]
#Enable the spawning of baby skeleton. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby skeleton will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby skeleton will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
#Config options regarding baby stray.
[additions.spawning.baby-stray]
#Enable the spawning of baby stray. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby stray will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby stray will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
#Config options regarding baby wither skeleton.
[additions.spawning.baby-wither-skeleton]
#Enable the spawning of baby wither skeleton. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby wither skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby wither skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby wither skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby wither skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby wither skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby wither skeleton will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby wither skeleton will not spawn in even if the normal mob variant can spawn.
structureBlackList = []

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#Client Config. This config only exists on the client
[client]
#Play sounds for Jetpack/Gas Mask/Flamethrower/Radiation (all players).
enablePlayerSounds = true
#If enabled machines play their sounds while running.
enableMachineSounds = true
#If enabled tries to force all radial menu text to be white.
whiteRadialText = false
#Should holiday greetings and easter eggs play for holidays (ex: Christmas and New Years).
holidays = true
#Adjust Mekanism sounds' base volume. < 1 is softer, higher is louder.
#Range: 0.0 ~ 10.0
baseSoundVolume = 1.0
#If true, don't render Cables/Pipes/Tubes as transparent and don't render their contents.
opaqueTransmitters = false
#Allow sneak + scroll to change item modes.
allowModeScroll = true
#If true will move HUD text alignment and compass rendering to the right side of the screen, and move the MekaSuit module rendering to the left side.
reverseHUD = false
#Scale of the text displayed on the HUD.
#Range: 0.25 ~ 1.0
hudScale = 0.6
#Enable item information HUD during gameplay
enableHUD = true
#Color of energy in item durability display.
energyColor = 3997338
#Range at which Tile Entity Renderer's added by Mekanism can render at, for example the contents of multiblocks. Vanilla defaults the rendering range for TERs to 64 for most blocks, but uses a range of 256 for beacons and end gateways.
#Range: 1 ~ 1024
terRange = 256
#Particle Config
[client.particle]
#Set to false to prevent particle spam when loading multiblocks (notification message will display instead).
enableMultiblockFormationParticles = true
#Show particles when machines active.
machineEffects = true
#How far (in blocks) from the player radiation particles can spawn.
#Range: 2 ~ 64
radiationParticleRadius = 30
#How many particles spawn when rendering radiation effects (scaled by radiation level).
#Range: 0 ~ 1000
radiationParticleCount = 100
#Show bolts when the Magnetic Attraction Unit is pulling items.
magneticAttraction = true
#Show bolts for various AOE tool behaviors such as tilling, debarking, and vein mining.
toolAOE = true
#GUI Config
[client.gui]
#Opacity of HUD used by MekaSuit.
#Range: 0.0 ~ 1.0
hudOpacity = 0.4000000059604645
#Color of HUD used by MekaSuit.
hudColor = 4257264
#Color of warning HUD elements used by MekaSuit.
hudWarningColor = 16768335
#Color of danger HUD elements used by MekaSuit.
hudDangerColor = 16726076
#Visual jitter of MekaSuit HUD, seen when moving the player's head. Bigger value = more jitter.
#Range: 1.0 ~ 100.0
hudJitter = 6.0
#Display a fancy compass when the MekaSuit is worn.
mekaSuitHelmetCompass = true
#Last Window Positions. In general these values should not be modified manually.
[client.gui.window]
[client.gui.window.color]
x = 2147483647
y = 2147483647
[client.gui.window.confirmation]
x = 2147483647
y = 2147483647
[client.gui.window.crafting0]
x = 2147483647
y = 2147483647
[client.gui.window.crafting1]
x = 2147483647
y = 2147483647
[client.gui.window.crafting2]
x = 2147483647
y = 2147483647
[client.gui.window.mekaSuitHelmet]
x = 2147483647
y = 2147483647
[client.gui.window.rename]
x = 2147483647
y = 2147483647
[client.gui.window.skinSelect]
x = 2147483647
y = 2147483647
[client.gui.window.sideConfig]
x = 10
y = 15
[client.gui.window.transporterConfig]
x = 10
y = 15
[client.gui.window.upgrade]
x = 2147483647
y = 2147483647
#QIO Config
[client.qio]
#Sorting strategy when viewing items in a QIO Item Viewer.
#Allowed Values: NAME, SIZE, MOD
itemViewerSortType = "NAME"
#Sorting direction when viewing items in a QIO Item Viewer.
#Allowed Values: ASCENDING, DESCENDING
itemViewerSortDirection = "ASCENDING"
#Number of slots to view horizontally on a QIO Item Viewer.
#Range: 8 ~ 16
itemViewerSlotsX = 8
#Number of slots to view vertically on a QIO Item Viewer.
#Range: 2 ~ 48
itemViewerSlotsY = 4

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#Mekanism Common Config. This config is not synced between server and client.
[common]
#Displayed energy type in Mekanism GUIs and network reader readings.
#Allowed Values: JOULES, FORGE_ENERGY, ELECTRICAL_UNITS
energyType = "FORGE_ENERGY"
#Displayed temperature unit in Mekanism GUIs and network reader readings.
#Allowed Values: KELVIN, CELSIUS, RANKINE, FAHRENHEIT, AMBIENT
temperatureUnit = "KELVIN"
#Show time to decay radiation when readings are above safe levels. Set to false on the client side to disable MekaSuit Geiger and Dosimeter Unit timers. Set to false on the server side to disable handheld Geiger Counter and Dosimeter timers.
enableDecayTimers = true

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#Gear Config. This config is synced from server to client.
[gear]
#Atomic Disassembler Settings
[gear.atomic_disassembler]
#Base Energy (Joules) usage of the Atomic Disassembler. (Gets multiplied by speed factor)
energyUsage = "10"
#Cost in Joules of using the Atomic Disassembler as a weapon.
energyUsageWeapon = "2000"
#The max Atomic Disassembler Vein Mining Block Count.
#Range: 2 ~ 1000000
miningCount = 128
#Enable the 'Slow' mode for the Atomic Disassembler.
slowMode = true
#Enable the 'Fast' mode for the Atomic Disassembler.
fastMode = true
#Enable the 'Vein Mining' mode for the Atomic Disassembler.
veinMining = false
#The bonus attack damage of the Atomic Disassembler when it is out of power. (Value is in number of half hearts)
#Range: 0 ~ 1000
minDamage = 4
#The bonus attack damage of the Atomic Disassembler when it has at least energyUsageWeapon power stored. (Value is in number of half hearts)
#Range: 1 ~ 10000
maxDamage = 20
#Attack speed of the Atomic Disassembler.
#Range: -4.0 ~ 100.0
attackSpeed = -2.4
#Maximum amount (joules) of energy the Atomic Disassembler can contain.
maxEnergy = "1000000"
#Amount (joules) of energy the Atomic Disassembler can accept per tick.
chargeRate = "5000"
#Configurator Settings
[gear.configurator]
#Maximum amount (joules) of energy the Configurator can contain.
maxEnergy = "60000"
#Amount (joules) of energy the Configurator can accept per tick.
chargeRate = "300"
#Energy usage in joules of using the configurator to configure machines.
energyPerConfigure = "400"
#Energy cost in joules for each item the configurator ejects from a machine on empty mode.
energyPerItem = "8"
#Electric Bow Settings
[gear.electric_bow]
#Maximum amount (joules) of energy the Electric Bow can contain.
maxEnergy = "120000"
#Amount (joules) of energy the Electric Bow can accept per tick.
chargeRate = "600"
#Cost in Joules of using the Electric Bow.
energyUsage = "120"
#Cost in Joules of using the Electric Bow with flame mode active.
energyUsageFire = "1200"
#Energy Tablet Settings
[gear.energy_tablet]
#Maximum amount (joules) of energy the Energy Tablet can contain.
maxEnergy = "1000000"
#Amount (joules) of energy the Energy Tablet can accept per tick.
chargeRate = "5000"
#Flamethrower Settings
[gear.flamethrower]
#Flamethrower Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 24000
#Amount of hydrogen the Flamethrower can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Determines whether or not the Flamethrower can destroy items if it fails to smelt them.
destroyItems = true
#Free Runner Settings
[gear.free_runner]
#Energy cost/multiplier in Joules for reducing fall damage with free runners. Energy cost is: FallDamage * freeRunnerFallEnergyCost. (1 FallDamage is 1 half heart)
fallEnergyCost = "50"
#Percent of damage taken from falling that can be absorbed by Free Runners when they have enough power.
#Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0
#Maximum amount (joules) of energy Free Runners can contain.
maxEnergy = "64000"
#Amount (joules) of energy the Free Runners can accept per tick.
chargeRate = "320"
#Armored Free Runner Settings
[gear.free_runner.armored]
#Armor value of the Armored Free Runners
#Range: > 0
armor = 3
#Toughness value of the Armored Free Runners.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 2.0
#Knockback resistance value of the Armored Free Runners.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.0
#Jetpack Settings
[gear.jetpack]
#Jetpack Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 24000
#Amount of hydrogen the Jetpack can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Armored Jetpack Settings
[gear.jetpack.armored]
#Armor value of the Armored Jetpack.
#Range: > 0
armor = 8
#Toughness value of the Armored Jetpack.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 2.0
#Knockback resistance value of the Armored Jetpack.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.0
#Network Reader Settings
[gear.network_reader]
#Maximum amount (joules) of energy the Network Reader can contain.
maxEnergy = "60000"
#Amount (joules) of energy the Network Reader can accept per tick.
chargeRate = "300"
#Energy usage in joules for each network reading.
energyUsage = "400"
#Portable Teleporter Settings
[gear.portable_teleporter]
#Maximum amount (joules) of energy the Portable Teleporter can contain.
maxEnergy = "1000000"
#Amount (joules) of energy the Portable Teleporter can accept per tick.
chargeRate = "5000"
#Delay in ticks before a player is teleported after clicking the Teleport button in the portable teleporter.
#Range: 0 ~ 6000
delay = 0
#Scuba Tank Settings
[gear.scuba_tank]
#Scuba Tank Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 24000
#Amount of oxygen the Scuba Tank Gas Tank can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Seismic Reader Settings
[gear.seismic_reader]
#Maximum amount (joules) of energy the Seismic Reader can contain.
maxEnergy = "12000"
#Amount (joules) of energy the Seismic Reader can accept per tick.
chargeRate = "60"
#Energy usage in joules required to use the Seismic Reader.
energyUsage = "250"
#Canteen Settings
[gear.canteen]
#Maximum amount of Nutritional Paste storable by the Canteen.
#Range: > 1
maxStorage = 64000
#Rate at which Nutritional Paste can be transferred into a Canteen.
#Range: > 1
transferRate = 128
#Meka-Tool Settings
[gear.mekatool]
#Base energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
energyUsage = "10"
#Silk touch energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
energyUsageSilk = "100"
#Cost in Joules of using the Meka-Tool to deal 4 units of damage.
energyUsageWeapon = "2000"
#Cost in Joules of using the Meka-Tool to teleport 10 blocks.
energyUsageTeleport = "1000"
#Maximum distance a player can teleport with the Meka-Tool.
#Range: 2 ~ 1024
maxTeleportReach = 100
#Base bonus damage applied by the Meka-Tool without using any energy.
#Range: 0 ~ 100000
baseDamage = 4
#Attack speed of the Meka-Tool.
#Range: -4.0 ~ 100.0
attackSpeed = -2.4
#Efficiency of the Meka-Tool with energy but without any upgrades.
#Range: 0.1 ~ 100.0
baseEfficiency = 4.0
#Energy capacity (Joules) of the Meka-Tool without any installed upgrades. Quadratically scaled by upgrades.
baseEnergyCapacity = "16000000"
#Amount (joules) of energy the Meka-Tool can accept per tick. Quadratically scaled by upgrades.
chargeRate = "100000"
#Cost in Joules of using the Meka-Tool as a hoe.
energyUsageHoe = "10"
#Cost in Joules of using the Meka-Tool as a shovel for making paths and dowsing campfires.
energyUsageShovel = "10"
#Cost in Joules of using the Meka-Tool as an axe for stripping logs, scraping, or removing wax.
energyUsageAxe = "10"
#Cost in Joules of using the Meka-Tool to shear entities.
energyUsageShearEntity = "10"
#Enable the 'Extended Vein Mining' mode for the Meka-Tool. (Allows vein mining everything not just ores/logs)
extendedMining = true
#MekaSuit Settings
[gear.mekasuit]
#Energy capacity (Joules) of MekaSuit items without any installed upgrades. Quadratically scaled by upgrades.
baseEnergyCapacity = "16000000"
#Amount (joules) of energy the MekaSuit can accept per tick. Quadratically scaled by upgrades.
chargeRate = "100000"
#Energy usage (Joules) of MekaSuit when adding 0.1 to jump motion.
baseJumpEnergyUsage = "1000"
#Energy usage (Joules) per second of the MekaSuit when flying with the Elytra Unit.
elytraEnergyUsage = "32000"
#Energy usage (Joules) of MekaSuit when lessening a potion effect.
energyUsagePotionTick = "40000"
#Energy cost/multiplier in Joules for reducing magic damage via the inhalation purification unit. Energy cost is: MagicDamage * energyUsageMagicPrevent. (1 MagicDamage is 1 half heart).
energyUsageMagicReduce = "1000"
#Energy cost/multiplier in Joules for reducing fall damage with MekaSuit Boots. Energy cost is: FallDamage * freeRunnerFallEnergyCost. (1 FallDamage is 1 half heart)
energyUsageFall = "50"
#Energy usage (Joules) of MekaSuit when adding 0.1 to sprint motion.
energyUsageSprintBoost = "100"
#Energy usage (Joules) of MekaSuit per tick when flying via Gravitational Modulation.
energyUsageGravitationalModulation = "1000"
#Charge rate of inventory items (Joules) per tick.
inventoryChargeRate = "10000"
#Solar recharging rate (Joules) of helmet per tick, per upgrade installed.
solarRechargingRate = "500"
#Energy usage (Joules) of MekaSuit per tick of using vision enhancement.
energyUsageVisionEnhancement = "500"
#Energy usage (Joules) of MekaSuit per tick of using hydrostatic repulsion.
energyUsageHydrostaticRepulsion = "500"
#Energy usage (Joules) of MekaSuit per half-food of nutritional injection.
energyUsageNutritionalInjection = "20000"
#Energy usage (Joules) of MekaSuit per unit of damage applied.
energyUsageDamage = "100000"
#Energy usage (Joules) of MekaSuit per tick of attracting a single item.
energyUsageItemAttraction = "250"
#Should the Gravitational Modulation unit give off vibrations when in use.
gravitationalVibrations = true
#Maximum amount of Nutritional Paste storable by the nutritional injection unit.
#Range: > 1
nutritionalMaxStorage = 128000
#Rate at which Nutritional Paste can be transferred into the nutritional injection unit.
#Range: > 1
nutritionalTransferRate = 256
#Maximum amount of Hydrogen storable in the jetpack unit.
#Range: 1 ~ 9223372036854775807
jetpackMaxStorage = 48000
#Rate at which Hydrogen can be transferred into the jetpack unit.
#Range: 1 ~ 9223372036854775807
jetpackTransferRate = 256
#Armor value of MekaSuit Helmets.
#Range: > 0
helmetArmor = 3
#Armor value of MekaSuit BodyArmor.
#Range: > 0
bodyArmorArmor = 8
#Armor value of MekaSuit Pants.
#Range: > 0
pantsArmor = 6
#Armor value of MekaSuit Boots.
#Range: > 0
bootsArmor = 3
#Toughness value of the MekaSuit.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 3.0
#Knockback resistance value of the MekaSuit.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.10000000149011612
[gear.mekasuit.damage_absorption]
#Percent of damage taken from fall that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0
#Percent of damage taken from magic damage that can be absorbed by MekaSuit Helmet with Purification unit when it has enough power.
#Range: 0.0 ~ 1.0
magicDamageReductionRatio = 1.0
#Percent of damage taken from other non explicitly supported damage types that don't bypass armor when the MekaSuit has enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
unspecifiedDamageReductionRatio = 1.0
#Percent of damage taken from anvil that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
anvilDamageReductionRatio = 1.0
#Percent of damage taken from cactus that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
cactusDamageReductionRatio = 1.0
#Percent of damage taken from cramming that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
crammingDamageReductionRatio = 1.0
#Percent of damage taken from dragonBreath that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
dragonBreathDamageReductionRatio = 1.0
#Percent of damage taken from dryout that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
dryoutDamageReductionRatio = 1.0
#Percent of damage taken from fallingBlock that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
fallingBlockDamageReductionRatio = 1.0
#Percent of damage taken from flyIntoWall that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
flyIntoWallDamageReductionRatio = 1.0
#Percent of damage taken from generic that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
genericDamageReductionRatio = 1.0
#Percent of damage taken from hotFloor that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
hotFloorDamageReductionRatio = 1.0
#Percent of damage taken from inFire that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
inFireDamageReductionRatio = 1.0
#Percent of damage taken from inWall that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
inWallDamageReductionRatio = 1.0
#Percent of damage taken from lava that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
lavaDamageReductionRatio = 1.0
#Percent of damage taken from lightningBolt that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
lightningBoltDamageReductionRatio = 1.0
#Percent of damage taken from onFire that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
onFireDamageReductionRatio = 1.0
#Percent of damage taken from sweetBerryBush that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
sweetBerryBushDamageReductionRatio = 1.0
#Percent of damage taken from wither that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
witherDamageReductionRatio = 1.0
#Percent of damage taken from freeze that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
freezeDamageReductionRatio = 1.0
#Percent of damage taken from fallingStalactite that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
fallingStalactiteDamageReductionRatio = 1.0
#Percent of damage taken from stalagmite that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Range: 0.0 ~ 1.0
stalagmiteDamageReductionRatio = 1.0

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#General Config. This config is synced from server to client.
[general]
#Log Mekanism packet names. Debug setting.
logPackets = false
#Disable to make the anchor upgrade not do anything.
allowChunkloading = true
#Enable this to allow dragging items from JEI into the target slot of Digital Miner filters.
easyMinerFilters = false
#How many ticks must pass until a block's active state is synced with the client, if it has been rapidly changing.
#Range: 0 ~ 1200
blockDeactivationDelay = 60
#Any mod ids added to this list will not be able to have any of their blocks, picked up by the cardboard box. For example: ["mekanism"]
cardboardModBlacklist = []
#Allow right clicking on Cables/Pipes/Tubes with alloys to upgrade the tier.
transmitterAlloyUpgrade = true
#Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible).
#Range: > 1
maxUpgradeMultiplier = 10
#How much Boiler heat is immediately usable to convert water to steam.
#Range: 0.01 ~ 1.0
boilerWaterConductivity = 0.7
#Amount of heat produced per fuel tick of a fuel's burn time in the Fuelwood Heater.
#Range: 0.1 ~ 4000000.0
heatPerFuelTick = 400.0
#Number of ticks to burn an item at in a Fuelwood Heater. Use this config option to effectively make Fuelwood Heater's burn faster but produce the same amount of heat per item.
#Range: 1 ~ 1000
fuelwoodTickMultiplier = 1
#How much heat energy is created from one Joule of regular energy in the Resistive Heater.
#Range: 0.0 ~ 1.0
resistiveHeaterEfficiency = 0.6
#Amount of heat each Boiler heating element produces.
#Range: 0.1 ~ 1.024E9
superheatingHeatTransfer = 1.6E7
#Peak processing rate for the Solar Neutron Activator. Note: It can go higher than this value in some extreme environments.
#Range: 1 ~ 1024
maxSolarNeutronActivatorRate = 64
#Dynamic Tank Settings
[general.dynamic_tank]
#Amount of fluid (mB) that each block of the dynamic tank contributes to the volume. Max = volume * fluidPerTank
#Range: 1 ~ 368224
fluidPerTank = 350000
#Amount of chemical (mB) that each block of the dynamic tank contributes to the volume. Max = volume * chemicalPerTank
#Range: 1 ~ 1581510980256305
chemicalPerTank = 16000000
#Auto Eject Settings
[general.auto_eject]
#Rate at which fluid gets auto ejected from tiles.
#Range: > 1
fluid = 1024
#Rate at which chemicals gets auto ejected from tiles.
#Range: 1 ~ 9223372036854775807
chemical = 1024
#The percentage of a tank's capacity to leave contents in when set to dumping excess.
#Range: 0.001 ~ 1.0
dumpExcessKeepRatio = 0.9
#Prefilled Tanks
[general.prefilled]
#Add filled creative fluid tanks to creative/JEI.
fluidTanks = true
#Add filled creative gas tanks to creative/JEI.
gasTanks = true
#Add filled creative infusion tanks to creative/JEI.
infusionTanks = true
#Add filled creative pigment tanks to creative/JEI.
pigmentTanks = true
#Add filled creative slurry tanks to creative/JEI.
slurryTanks = true
#Energy Conversion Rate Settings
[general.energy_conversion]
#Disables IC2 power integration. Requires world restart (server-side option in SMP).
blacklistIC2 = false
#Conversion multiplier from EU to Joules (EU * JoulePerEU = Joules)
JoulePerEU = "10"
#Disables Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP).
blacklistForge = false
#Conversion multiplier from Forge Energy to Joules (FE * JoulePerForgeEnergy = Joules)
JoulePerForgeEnergy = "2.5000"
#Disables Flux Networks higher throughput Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP). Note: Disabling Forge Energy integration also disables this.
blacklistFluxNetworks = false
#How much energy is produced per mB of Hydrogen, also affects Electrolytic Separator usage, Ethylene burn rate and Gas generator energy capacity.
HydrogenEnergyDensity = "200"
#Maximum Joules per mB of Steam. Also affects Thermoelectric Boiler.
maxEnergyPerSteam = "10"
#Radiation Settings
[general.radiation]
#Enable worldwide radiation effects. Don't be a downer and disable this.
radiationEnabled = true
#The radius of chunks checked when running radiation calculations. The algorithm is efficient, but don't abuse it by making this crazy high.
#Range: 1 ~ 100
chunkCheckRadius = 5
#Radiation sources are multiplied by this constant roughly once per second to represent their emission decay. At the default rate, it takes roughly 10 hours to remove a 1,000 Sv/h (crazy high) source.
#Range: 0.0 ~ 1.0
sourceDecayRate = 0.9995
#Radiated objects and entities are multiplied by this constant roughly once per second to represent their dosage decay.
#Range: 0.0 ~ 1.0
targetDecayRate = 0.9995
#Defines the minimum severity radiation dosage severity (scale of 0 to 1) for which negative effects can take place. Set to 1 to disable negative effects completely.
#Range: 0.0 ~ 1.0
negativeEffectsMinSeverity = 0.1
#Amount of gas (mB) that can be stored in a Radioactive Waste Barrel.
#Range: 1 ~ 9223372036854775807
radioactiveWasteBarrelMaxGas = 512000
#Number of ticks required for radioactive gas stored in a Radioactive Waste Barrel to decay radioactiveWasteBarrelDecayAmount mB.
#Range: > 1
radioactiveWasteBarrelProcessTicks = 20
#Number of mB of gas that decay every radioactiveWasteBarrelProcessTicks ticks when stored in a Radioactive Waste Barrel. Set to zero to disable decay all together. (Gases in the mekanism:waste_barrel_decay_blacklist tag will not decay).
#Range: 0 ~ 9223372036854775807
radioactiveWasteBarrelDecayAmount = 1
#Digital Miner Settings
[general.digital_miner]
#Energy multiplier for using silk touch mode with the Digital Miner.
#Range: > 1
silkMultiplier = 12
#Maximum radius in blocks that the Digital Miner can reach. (Increasing this may have negative effects on stability and/or performance. We strongly recommend you leave it at the default value).
#Range: > 1
maxRadius = 32
#Number of ticks required to mine a single block with a Digital Miner (without any upgrades).
#Range: > 1
ticksPerMine = 80
#Laser Settings
[general.laser]
#If enabled, lasers can break blocks and the flamethrower starts fires.
aestheticWorldDamage = true
#How far (in blocks) a laser can travel.
#Range: 1 ~ 1024
range = 64
#Energy needed to destroy or attract blocks with a Laser (per block hardness level).
energyNeededPerHardness = "100000"
#Energy used per half heart of damage being transferred to entities.
energyPerDamage = "2500"
#Oredictionificator Settings
[general.oredictionificator]
#The list of valid tag prefixes for the Oredictionificator. Note: It is highly recommended to only include well known/defined tag prefixes otherwise it is very easy to potentially add in accidental conversions of things that are not actually equivalent.
validItemFilters = ["forge:dusts/", "forge:ingots/", "forge:nuggets/", "forge:ores/", "forge:storage_blocks/"]
#Pump Settings
[general.pump]
#Maximum block distance to pull fluid from for the Electric Pump.
#Range: 1 ~ 512
maxPumpRange = 80
#If enabled makes Water and Heavy Water blocks be removed from the world on pump.
pumpWaterSources = false
#Fluidic Plenisher stops after this many blocks.
#Range: 1 ~ 1000000
maxPlenisherNodes = 4000
#Quantum Entangloporter Settings
[general.quantum_entangloporter]
#Maximum energy buffer (Mekanism Joules) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier energy cube capacity.
energyBuffer = "256000000"
#Maximum fluid buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
#Range: > 1
fluidBuffer = 256000
#Maximum chemical buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
#Range: 1 ~ 9223372036854775807
chemicalBuffer = 8192000
#Block security/protection Settings
[general.security]
#Enable the security system for players to prevent others from accessing their machines. Does NOT affect Frequencies.
allowProtection = true
#If this is enabled then players with the 'mekanism.bypass_security' permission (default ops) can bypass the block and item security restrictions.
opsBypassRestrictions = false
#Nutritional Paste Settings
[general.nutritional_paste]
#Saturation level of Nutritional Paste when eaten.
#Range: 0.0 ~ 100.0
saturation = 0.8
#How much mB of Nutritional Paste equates to one 'half-food.'
#Range: > 1
mbPerFood = 50
#Boiler Settings
[general.boiler]
#Amount of fluid (mB) that each block of the boiler's water portion contributes to the volume. Max = volume * waterPerTank
#Range: 1 ~ 368224
waterPerTank = 16000
#Amount of steam (mB) that each block of the boiler's steam portion contributes to the volume. Max = volume * steamPerTank
#Range: 10 ~ 1581510980256305
steamPerTank = 160000
#Amount of steam (mB) that each block of the boiler's heated coolant portion contributes to the volume. Max = volume * heatedCoolantPerTank
#Range: 1 ~ 1581510980256305
heatedCoolantPerTank = 256000
#Amount of steam (mB) that each block of the boiler's cooled coolant portion contributes to the volume. Max = volume * cooledCoolantPerTank
#Range: 1 ~ 1581510980256305
cooledCoolantPerTank = 256000
#Thermal Evaporation Plant Settings
[general.thermal_evaporation]
#Thermal Evaporation Tower heat loss per tick.
#Range: 0.001 ~ 1000.0
heatDissipation = 0.02
#Temperature to amount produced ratio for Thermal Evaporation Tower.
#Range: 0.001 ~ 1000000.0
tempMultiplier = 0.4
#Heat to absorb per Solar Panel array of Thermal Evaporation Tower.
#Range: 0.001 ~ 1000000.0
solarMultiplier = 0.2
#Heat capacity of Thermal Evaporation Tower layers (increases amount of energy needed to increase temperature).
#Range: 1.0 ~ 1000000.0
heatCapacity = 100.0
#Amount of fluid (mB) that each block of the evaporation plant contributes to the input tank capacity. Max = volume * fluidPerTank
#Range: 1 ~ 29826161
fluidPerTank = 64000
#Amount of output fluid (mB) that the evaporation plant can store.
#Range: > 1
outputTankCapacity = 10000
#SPS Settings
[general.sps]
#How much input gas (polonium) in mB must be processed to make 1 mB of antimatter. Input tank capacity is 2x this value.
#Range: > 1
inputPerAntimatter = 1000
#Amount of output gas (mB, antimatter) that the SPS can store.
#Range: 1 ~ 9223372036854775807
outputTankCapacity = 1000
#Energy needed to process 1 mB of input (inputPerAntimatter * energyPerInput = energy to produce 1 mB of antimatter).
energyPerInput = "1000000"

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#Generator Energy Storage Config. This config is synced from server to client.
[storage]
#Base energy storage (Joules).
heatGenerator = "160000"
#Base energy storage (Joules).
bioGenerator = "160000"
#Base energy storage (Joules).
solarGenerator = "96000"
#Base energy storage (Joules).
advancedSolarGenerator = "200000"
#Base energy storage (Joules).
windGenerator = "200000"

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#Mekanism Generators Gear Config. This config is synced from server to client.
[generators-gear]
#MekaSuit Settings
[generators-gear.mekasuit]
#Geothermal charging rate (Joules) of pants per tick, per degree above ambient, per upgrade installed. This value scales down based on how much of the MekaSuit Pants is submerged. Fire is treated as having a temperature of ~200K above ambient, lava has a temperature of 1,000K above ambient.
geothermalChargingRate = "10.5000"
[generators-gear.mekasuit.damage_absorption]
#Percent of heat damage negated by MekaSuit Pants with maximum geothermal generator units installed. This number scales down linearly based on how many units are actually installed.
#Range: 0.0 ~ 1.0
heatDamageReductionRatio = 0.8

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#Mekanism Generators Config. This config is synced between server and client.
[generators]
#Affects the Injection Rate, Max Temp, and Ignition Temp.
energyPerFusionFuel = "10000000"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
solarGeneration = "50"
#Peak output for the Advanced Solar Generator. Note: It can go higher than this value in some extreme environments.
advancedSolarGeneration = "300"
#Bio Generator Settings
[generators.bio_generator]
#Amount of energy in Joules the Bio Generator produces per tick.
bioGeneration = "350"
#The capacity in mB of the fluid tank in the Bio Generator.
#Range: > 1
tankCapacity = 24000
#Heat Generator Settings
[generators.heat_generator]
#Amount of energy in Joules the Heat Generator produces per tick. heatGeneration + heatGenerationLava * lavaSides + heatGenerationNether. Note: lavaSides is how many sides are adjacent to lava, this includes the block itself if it is lava logged allowing for a max of 7 "sides".
heatGeneration = "200"
#Multiplier of effectiveness of Lava that is adjacent to the Heat Generator.
heatGenerationLava = "30"
#Add this amount of Joules to the energy produced by a heat generator if it is in an 'ultrawarm' dimension, in vanilla this is just the Nether.
heatGenerationNether = "100"
#The capacity in mB of the fluid tank in the Heat Generator.
#Range: > 1
tankCapacity = 24000
#The amount of lava in mB that gets consumed to transfer heatGeneration Joules to the Heat Generator.
heatGenerationFluidRate = 10
#Gas-Burning Generator Settings
[generators.gas_generator]
#The capacity in mB of the gas tank in the Gas-Burning Generator.
#Range: 1 ~ 9223372036854775807
tankCapacity = 18000
#The number of ticks each mB of Ethylene burns for in the Gas-Burning Generator.
#Range: > 1
ethyleneBurnTicks = 40
#Multiplier for calculating the energy density of Ethylene (1 mB Hydrogen + 2 * bioGeneration * densityMultiplier).
ethyleneDensityMultiplier = "40"
#Turbine Settings
[generators.turbine]
#The number of blades on each turbine coil per blade applied.
#Range: 1 ~ 12
turbineBladesPerCoil = 4
#The rate at which steam is vented into the turbine.
#Range: 0.1 ~ 1024000.0
turbineVentGasFlow = 32000.0
#The rate at which steam is dispersed into the turbine.
#Range: 0.1 ~ 1024000.0
turbineDisperserGasFlow = 1280.0
#Amount of energy (J) that each block of the turbine contributes to the total energy capacity. Max = volume * energyCapacityPerVolume
energyCapacityPerVolume = "16000000"
#Amount of gas (mB) that each block of the turbine's steam cavity contributes to the volume. Max = volume * gasPerTank
#Range: 1 ~ 1773043451913643
gasPerTank = 64000
#The rate at which steam is condensed in the turbine.
#Range: 1 ~ 2000000
condenserRate = 64000
#Wind Generator Settings
[generators.wind_generator]
#Minimum base generation value of the Wind Generator.
windGenerationMin = "60"
#Maximum base generation value of the Wind Generator.
generationMax = "480"
#The minimum Y value that affects the Wind Generators Power generation. This value gets clamped at the world's min height.
#Range: -2032 ~ 2030
minY = 24
#The maximum Y value that affects the Wind Generators Power generation. This value gets clamped at the world's logical height.
maxY = 2031
#The list of dimension ids that the Wind Generator will not generate power in.
windGenerationDimBlacklist = []
#Fusion Settings
[generators.fusion_reactor]
#The fraction of the heat dissipated from the case that is converted to Joules.
#Range: 0.0 ~ 1.0
thermocoupleEfficiency = 0.05
#The fraction fraction of heat from the casing that can be transferred to all sources that are not water. Will impact max heat, heat transfer to thermodynamic conductors, and power generation.
#Range: 0.001 ~ 1.0
casingThermalConductivity = 0.1
#The fraction of the heat from the casing that is dissipated to water when water cooling is in use. Will impact max heat, and steam generation.
#Range: 0.0 ~ 1.0
waterHeatingRatio = 0.3
#Amount of fuel (mB) that the fusion reactor can store.
#Range: 2 ~ 1000000
fuelCapacity = 1000
#Amount of energy (J) the fusion reactor can store.
energyCapacity = "1000000000"
#Amount of water (mB) per injection rate that the fusion reactor can store. Max = injectionRate * waterPerInjection
#Range: 1 ~ 21913098
waterPerInjection = 1000000
#Amount of steam (mB) per injection rate that the fusion reactor can store. Max = injectionRate * steamPerInjection
#Range: 1 ~ 94116041192395671
steamPerInjection = 100000000
#Hohlraum Settings
[generators.hohlraum]
#Hohlraum capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 10
#Amount of DT-Fuel Hohlraum can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 1
#Fission Reactor Settings
[generators.fission_reactor]
#Amount of energy created (in heat) from each whole mB of fission fuel.
energyPerFissionFuel = "1000000"
#The heat capacity added to a Fission Reactor by a single casing block. Increase to require more energy to raise the reactor temperature.
#Range: 1.0 ~ 1000000.0
casingHeatCapacity = 1000.0
#The average surface area of a Fission Reactor's fuel assemblies to reach 100% boil efficiency. Higher values make it harder to cool the reactor.
#Range: 1.0 ~ 1.7976931348623157E308
surfaceAreaTarget = 4.0
#Whether catastrophic meltdowns can occur from Fission Reactors. If disabled instead of melting down the reactor will turn off and not be able to be turned back on until the damage level decreases.
meltdownsEnabled = true
#The radius of the explosion that occurs from a meltdown.
#Range: 1.0 ~ 500.0
meltdownRadius = 8.0
#The chance of a meltdown occurring once damage passes 100%. Will linearly scale as damage continues increasing.
#Range: 0.0 ~ 1.0
meltdownChance = 0.001
#How much radioactivity of fuel/waste contents are multiplied during a meltdown.
#Range: 0.1 ~ 1000000.0
meltdownRadiationMultiplier = 50.0
#Damage to reset the reactor to after a meltdown.
#Range: 0.0 ~ 100.0
postMeltdownDamage = 75.0
#The default burn rate of the fission reactor.
#Range: 0.001 ~ 1.0
defaultBurnRate = 0.1
#The burn rate increase each fuel assembly provides. Max Burn Rate = fuelAssemblies * burnPerAssembly
#Range: 1 ~ 1000000
burnPerAssembly = 1
#Amount of fuel (mB) that each assembly contributes to the fuel and waste capacity. Max = fuelAssemblies * maxFuelPerAssembly
#Range: 1 ~ 2251799813685247
maxFuelPerAssembly = 8000
#Amount of cooled coolant (mB) that each block of the fission reactor contributes to the volume. Max = volume * cooledCoolantPerTank
#Range: 1 ~ 368224
cooledCoolantPerTank = 100000
#Amount of heated coolant (mB) that each block of the fission reactor contributes to the volume. Max = volume * heatedCoolantPerTank
#Range: 1000 ~ 1581510980256305
heatedCoolantPerTank = 1000000

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#Machine Energy Storage Config. This config is synced from server to client.
[storage]
#Base energy storage (Joules).
enrichmentChamber = "20000"
#Base energy storage (Joules).
osmiumCompressor = "80000"
#Base energy storage (Joules).
combiner = "40000"
#Base energy storage (Joules).
crusher = "20000"
#Base energy storage (Joules).
metallurgicInfuser = "20000"
#Base energy storage (Joules).
purificationChamber = "80000"
#Base energy storage (Joules).
energizedSmelter = "20000"
#Base energy storage (Joules).
digitalMiner = "50000"
#Base energy storage (Joules).
electricPump = "40000"
#Base energy storage (Joules).
chargePad = "2048000"
#Base energy storage (Joules).
rotaryCondensentrator = "20000"
#Base energy storage (Joules).
oxidationChamber = "80000"
#Base energy storage (Joules).
chemicalInfuser = "80000"
#Base energy storage (Joules).
chemicalInjectionChamber = "160000"
#Base energy storage (Joules).
electrolyticSeparator = "160000"
#Base energy storage (Joules).
precisionSawmill = "20000"
#Base energy storage (Joules).
chemicalDissolutionChamber = "160000"
#Base energy storage (Joules).
chemicalWasher = "80000"
#Base energy storage (Joules).
chemicalCrystallizer = "160000"
#Base energy storage (Joules).
seismicVibrator = "20000"
#Base energy storage (Joules).
pressurizedReactionBase = "2000"
#Base energy storage (Joules).
fluidicPlenisher = "40000"
#Base energy storage (Joules).
laser = "2000000"
#Base energy storage (Joules).
laserAmplifier = "5000000000"
#Base energy storage (Joules).
laserTractorBeam = "5000000000"
#Base energy storage (Joules).
formulaicAssemblicator = "40000"
#Base energy storage (Joules).
teleporter = "5000000"
#Base energy storage (Joules).
modificationStation = "40000"
#Base energy storage (Joules).
isotopicCentrifuge = "80000"
#Base energy storage (Joules).
nutritionalLiquifier = "40000"
#Base energy storage (Joules). Also defines max process rate.
antiprotonicNucleosynthesizer = "1000000000"
#Base energy storage (Joules).
pigmentExtractor = "40000"
#Base energy storage (Joules).
pigmentMixer = "80000"
#Base energy storage (Joules).
paintingMachine = "40000"
#Base energy storage (Joules). Also defines max output rate.
spsPort = "1000000000"
#Base energy storage (Joules).
dimensionalStabilizer = "40000"

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#Machine Energy Usage Config. This config is synced from server to client.
[usage]
#Energy per operation tick (Joules).
enrichmentChamber = "50"
#Energy per operation tick (Joules).
osmiumCompressor = "100"
#Energy per operation tick (Joules).
combiner = "50"
#Energy per operation tick (Joules).
crusher = "50"
#Energy per operation tick (Joules).
metallurgicInfuser = "50"
#Energy per operation tick (Joules).
purificationChamber = "200"
#Energy per operation tick (Joules).
energizedSmelter = "50"
#Energy per operation tick (Joules).
digitalMiner = "1000"
#Energy per operation tick (Joules).
electricPump = "100"
#Energy that can be transferred at once per charge operation (Joules).
chargePad = "1024000"
#Energy per operation tick (Joules).
rotaryCondensentrator = "50"
#Energy per operation tick (Joules).
oxidationChamber = "200"
#Energy per operation tick (Joules).
chemicalInfuser = "200"
#Energy per operation tick (Joules).
chemicalInjectionChamber = "400"
#Energy per operation tick (Joules).
precisionSawmill = "50"
#Energy per operation tick (Joules).
chemicalDissolutionChamber = "400"
#Energy per operation tick (Joules).
chemicalWasher = "200"
#Energy per operation tick (Joules).
chemicalCrystallizer = "400"
#Energy per operation tick (Joules).
seismicVibrator = "50"
#Energy per operation tick (Joules).
pressurizedReactionBase = "5"
#Energy per operation tick (Joules).
fluidicPlenisher = "100"
#Energy per operation tick (Joules).
laser = "10000"
#Energy per operation tick (Joules).
formulaicAssemblicator = "100"
#Energy per operation tick (Joules).
modificationStation = "100"
#Energy per operation tick (Joules).
isotopicCentrifuge = "200"
#Energy per operation tick (Joules).
nutritionalLiquifier = "200"
#Energy per operation tick (Joules).
antiprotonicNucleosynthesizer = "100000"
#Energy per operation tick (Joules).
pigmentExtractor = "200"
#Energy per operation tick (Joules).
pigmentMixer = "200"
#Energy per operation tick (Joules).
paintingMachine = "100"
#Energy per chunk per tick (Joules).
dimensionalStabilizer = "5000"
#Teleporter
[usage.teleporter]
#Base Joules cost for a teleportation.
teleporterBase = "1000"
#Joules per unit of distance travelled during teleportation - sqrt(xDiff^2 + yDiff^2 + zDiff^2).
teleporterDistance = "10"
#Flat additional cost for interdimensional teleportation. Distance is still taken into account minimizing energy cost based on dimension scales.
teleporterDimensionPenalty = "10000"

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#Generator Energy Storage Config. This config is synced from server to client.
[storage]
#Base energy storage (Joules).
advancedSolarPanel = "288000"
#Base energy storage (Joules).
hybridSolarPanel = "864000"
#Base energy storage (Joules).
ultimateHybridSolarPanel = "2592000"
#Base energy storage (Joules).
quantumSolarPanel = "7776000"
#Base energy storage (Joules).
spectralSolarPanel = "23328000"
#Base energy storage (Joules).
singularSolarPanel = "69984000"
#Base energy storage (Joules).
lightAbsorbingSolarPanel = "209952000"
#Base energy storage (Joules).
photonicSolarPanel = "629856000"
#Base energy storage (Joules).
creativeSolarPanel = "2000000000"

@ -0,0 +1,22 @@
#MoreSolarPanels Config. This config is synced between server and client.
[solarpanels]
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
advancedSolarPanel = "150"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
hybridSolarPanel = "450"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
ultimateHybridSolarPanel = "1350"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
quantumSolarPanel = "4050"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
spectralSolarPanel = "12150"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
singularSolarPanel = "36450"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
lightAbsorbingSolarPanel = "109350"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
photonicSolarPanel = "328050"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
creativeSolarPanel = "10000000"

@ -0,0 +1,264 @@
#Tier Config. This config is synced from server to client.
[tier]
#Energy Cubes
[tier.energy_cubes]
#Maximum number of Joules Basic energy cubes can store.
basicStorage = "4000000"
#Output rate in Joules of Basic energy cubes.
basicOutput = "4000"
#Maximum number of Joules Advanced energy cubes can store.
advancedStorage = "16000000"
#Output rate in Joules of Advanced energy cubes.
advancedOutput = "16000"
#Maximum number of Joules Elite energy cubes can store.
eliteStorage = "64000000"
#Output rate in Joules of Elite energy cubes.
eliteOutput = "64000"
#Maximum number of Joules Ultimate energy cubes can store.
ultimateStorage = "256000000"
#Output rate in Joules of Ultimate energy cubes.
ultimateOutput = "256000"
#Maximum number of Joules Creative energy cubes can store.
creativeStorage = "18446744073709551615.9999"
#Output rate in Joules of Creative energy cubes.
creativeOutput = "18446744073709551615.9999"
#Fluid Tanks
[tier.fluid_tanks]
#Storage size of Basic fluid tanks in mB.
#Range: > 1
basicStorage = 32000
#Output rate of Basic fluid tanks in mB.
#Range: > 1
basicOutput = 1000
#Storage size of Advanced fluid tanks in mB.
#Range: > 1
advancedStorage = 64000
#Output rate of Advanced fluid tanks in mB.
#Range: > 1
advancedOutput = 4000
#Storage size of Elite fluid tanks in mB.
#Range: > 1
eliteStorage = 128000
#Output rate of Elite fluid tanks in mB.
#Range: > 1
eliteOutput = 16000
#Storage size of Ultimate fluid tanks in mB.
#Range: > 1
ultimateStorage = 256000
#Output rate of Ultimate fluid tanks in mB.
#Range: > 1
ultimateOutput = 64000
#Storage size of Creative fluid tanks in mB.
#Range: > 1
creativeStorage = 2147483647
#Output rate of Creative fluid tanks in mB.
#Range: > 1
creativeOutput = 1073741823
#Chemical Tanks
[tier.chemical_tanks]
#Storage size of Basic chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicStorage = 64000
#Output rate of Basic chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicOutput = 1000
#Storage size of Advanced chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedStorage = 256000
#Output rate of Advanced chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedOutput = 16000
#Storage size of Elite chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteStorage = 1024000
#Output rate of Elite chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteOutput = 128000
#Storage size of Ultimate chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateStorage = 8192000
#Output rate of Ultimate chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateOutput = 512000
#Storage size of Creative chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
creativeStorage = 9223372036854775807
#Output rate of Creative chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
creativeOutput = 4611686018427387903
#Bins
[tier.bins]
#The number of items Basic bins can store.
#Range: > 1
basicStorage = 4096
#The number of items Advanced bins can store.
#Range: > 1
advancedStorage = 8192
#The number of items Elite bins can store.
#Range: > 1
eliteStorage = 32768
#The number of items Ultimate bins can store.
#Range: > 1
ultimateStorage = 262144
#The number of items Creative bins can store.
#Range: > 1
creativeStorage = 2147483647
#Induction
[tier.induction]
#Maximum number of Joules Basic induction cells can store.
basicStorage = "8000000000"
#Maximum number of Joules Advanced induction cells can store.
advancedStorage = "64000000000"
#Maximum number of Joules Elite induction cells can store.
eliteStorage = "512000000000"
#Maximum number of Joules Ultimate induction cells can store.
ultimateStorage = "4000000000000"
#Maximum number of Joules Basic induction providers can output or accept.
basicOutput = "256000"
#Maximum number of Joules Advanced induction providers can output or accept.
advancedOutput = "2048000"
#Maximum number of Joules Elite induction providers can output or accept.
eliteOutput = "16384000"
#Maximum number of Joules Ultimate induction providers can output or accept.
ultimateOutput = "131072000"
#Transmitters
[tier.transmitters]
#Universal Cables
[tier.transmitters.energy]
#Internal buffer in Joules of each Basic universal cable.
basicCapacity = "8000"
#Internal buffer in Joules of each Advanced universal cable.
advancedCapacity = "128000"
#Internal buffer in Joules of each Elite universal cable.
eliteCapacity = "1024000"
#Internal buffer in Joules of each Ultimate universal cable.
ultimateCapacity = "8192000"
#Mechanical Pipes
[tier.transmitters.fluid]
#Capacity of Basic mechanical pipes in mB.
#Range: > 1
basicCapacity = 2000
#Pump rate of Basic mechanical pipes in mB/t.
#Range: > 1
basicPullAmount = 250
#Capacity of Advanced mechanical pipes in mB.
#Range: > 1
advancedCapacity = 8000
#Pump rate of Advanced mechanical pipes in mB/t.
#Range: > 1
advancedPullAmount = 1000
#Capacity of Elite mechanical pipes in mB.
#Range: > 1
eliteCapacity = 32000
#Pump rate of Elite mechanical pipes in mB/t.
#Range: > 1
elitePullAmount = 8000
#Capacity of Ultimate mechanical pipes in mB.
#Range: > 1
ultimateCapacity = 128000
#Pump rate of Ultimate mechanical pipes in mB/t.
#Range: > 1
ultimatePullAmount = 32000
#Pressurized Tubes
[tier.transmitters.chemical]
#Capacity of Basic pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
basicCapacity = 4000
#Pump rate of Basic pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
basicPullAmount = 750
#Capacity of Advanced pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
advancedCapacity = 16000
#Pump rate of Advanced pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
advancedPullAmount = 2000
#Capacity of Elite pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
eliteCapacity = 256000
#Pump rate of Elite pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
elitePullAmount = 64000
#Capacity of Ultimate pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
ultimateCapacity = 1024000
#Pump rate of Ultimate pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
ultimatePullAmount = 256000
#Logistical Transporters
[tier.transmitters.items]
#Item throughput rate of Basic logistical transporters in items/half second.
#Range: > 1
basicPullAmount = 1
#Five times the travel speed in m/s of Basic logistical transporter.
#Range: > 1
basicSpeed = 5
#Item throughput rate of Advanced logistical transporters in items/half second.
#Range: > 1
advancedPullAmount = 16
#Five times the travel speed in m/s of Advanced logistical transporter.
#Range: > 1
advancedSpeed = 10
#Item throughput rate of Elite logistical transporters in items/half second.
#Range: > 1
elitePullAmount = 32
#Five times the travel speed in m/s of Elite logistical transporter.
#Range: > 1
eliteSpeed = 20
#Item throughput rate of Ultimate logistical transporters in items/half second.
#Range: > 1
ultimatePullAmount = 64
#Five times the travel speed in m/s of Ultimate logistical transporter.
#Range: > 1
ultimateSpeed = 50
#Thermodynamic Conductors
[tier.transmitters.heat]
#Conduction value of Basic thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
basicInverseConduction = 5.0
#Heat capacity of Basic thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
basicHeatCapacity = 1.0
#Insulation value of Basic thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
basicInsulation = 10.0
#Conduction value of Advanced thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
advancedInverseConduction = 5.0
#Heat capacity of Advanced thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
advancedHeatCapacity = 1.0
#Insulation value of Advanced thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
advancedInsulation = 400.0
#Conduction value of Elite thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
eliteInverseConduction = 5.0
#Heat capacity of Elite thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
eliteHeatCapacity = 1.0
#Insulation value of Elite thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
eliteInsulation = 8000.0
#Conduction value of Ultimate thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
ultimateInverseConduction = 5.0
#Heat capacity of Ultimate thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
ultimateHeatCapacity = 1.0
#Insulation value of Ultimate thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
ultimateInsulation = 100000.0

@ -0,0 +1,6 @@
#Mekanism Tools Client Config. This config only exists on the client
[tools-client]
#Enable durability tooltips for Mekanism Tools gear.
displayDurabilityTooltips = true

@ -0,0 +1,681 @@
#Mekanism Tools Config. This config is synced from server to client.
[tools]
[tools.mobArmorSpawnRate]
#The chance that Mekanism Armor can spawn on mobs.
#Range: 0.0 ~ 1.0
general = 0.03
#Spawn chances for pieces of Bronze gear. Note: These values are after the general mobArmorSpawnRate has been checked, and after an even split between armor types has been done.
[tools.mobArmorSpawnRate.bronze]
#The chance that mobs can spawn with Bronze Swords.
#Range: 0.0 ~ 1.0
swordChance = 0.5
#The chance that mobs can spawn with Bronze Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 0.5
#The chance that mobs can spawn with Bronze Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 0.5
#The chance that mobs can spawn with Bronze Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 0.5
#The chance that mobs can spawn with Bronze Boots.
#Range: 0.0 ~ 1.0
bootsChance = 0.5
#Spawn chances for pieces of Lapis Lazuli gear. Note: These values are after the general mobArmorSpawnRate has been checked, and after an even split between armor types has been done.
[tools.mobArmorSpawnRate.lapis_lazuli]
#The chance that mobs can spawn with Lapis Lazuli Swords.
#Range: 0.0 ~ 1.0
swordChance = 0.5
#The chance that mobs can spawn with Lapis Lazuli Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 0.5
#The chance that mobs can spawn with Lapis Lazuli Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 0.5
#The chance that mobs can spawn with Lapis Lazuli Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 0.5
#The chance that mobs can spawn with Lapis Lazuli Boots.
#Range: 0.0 ~ 1.0
bootsChance = 0.5
#Spawn chances for pieces of Osmium gear. Note: These values are after the general mobArmorSpawnRate has been checked, and after an even split between armor types has been done.
[tools.mobArmorSpawnRate.osmium]
#The chance that mobs can spawn with Osmium Swords.
#Range: 0.0 ~ 1.0
swordChance = 0.5
#The chance that mobs can spawn with Osmium Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 0.5
#The chance that mobs can spawn with Osmium Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 0.5
#The chance that mobs can spawn with Osmium Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 0.5
#The chance that mobs can spawn with Osmium Boots.
#Range: 0.0 ~ 1.0
bootsChance = 0.5
#Spawn chances for pieces of Refined Glowstone gear. Note: These values are after the general mobArmorSpawnRate has been checked, and after an even split between armor types has been done.
[tools.mobArmorSpawnRate.refined_glowstone]
#The chance that mobs can spawn with Refined Glowstone Swords.
#Range: 0.0 ~ 1.0
swordChance = 0.5
#The chance that mobs can spawn with Refined Glowstone Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 0.5
#The chance that mobs can spawn with Refined Glowstone Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 0.5
#The chance that mobs can spawn with Refined Glowstone Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 0.5
#The chance that mobs can spawn with Refined Glowstone Boots.
#Range: 0.0 ~ 1.0
bootsChance = 0.5
#Spawn chances for pieces of Refined Obsidian gear. Note: These values are after the general mobArmorSpawnRate has been checked, and after an even split between armor types has been done.
[tools.mobArmorSpawnRate.refined_obsidian]
#The chance that mobs can spawn with Refined Obsidian Swords.
#Range: 0.0 ~ 1.0
swordChance = 0.5
#The chance that mobs can spawn with Refined Obsidian Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 0.5
#The chance that mobs can spawn with Refined Obsidian Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 0.5
#The chance that mobs can spawn with Refined Obsidian Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 0.5
#The chance that mobs can spawn with Refined Obsidian Boots.
#Range: 0.0 ~ 1.0
bootsChance = 0.5
#Spawn chances for pieces of Steel gear. Note: These values are after the general mobArmorSpawnRate has been checked, and after an even split between armor types has been done.
[tools.mobArmorSpawnRate.steel]
#The chance that mobs can spawn with Steel Swords.
#Range: 0.0 ~ 1.0
swordChance = 0.5
#The chance that mobs can spawn with Steel Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 0.5
#The chance that mobs can spawn with Steel Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 0.5
#The chance that mobs can spawn with Steel Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 0.5
#The chance that mobs can spawn with Steel Boots.
#Range: 0.0 ~ 1.0
bootsChance = 0.5
#Vanilla Material Paxel Settings for Wood
[tools.wood]
#Attack damage modifier of Wood paxels.
woodPaxelDamage = 7.0
#Attack speed of Wood paxels.
woodPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Wood paxels.
woodPaxelEfficiency = 2.0
#Natural enchantability factor of Wood paxels.
#Range: > 0
woodPaxelEnchantability = 15
#Maximum durability of Wood paxels.
#Range: > 1
woodPaxelMaxUses = 118
#Vanilla Material Paxel Settings for Stone
[tools.stone]
#Attack damage modifier of Stone paxels.
stonePaxelDamage = 8.0
#Attack speed of Stone paxels.
stonePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Stone paxels.
stonePaxelEfficiency = 4.0
#Natural enchantability factor of Stone paxels.
#Range: > 0
stonePaxelEnchantability = 5
#Maximum durability of Stone paxels.
#Range: > 1
stonePaxelMaxUses = 262
#Vanilla Material Paxel Settings for Iron
[tools.iron]
#Attack damage modifier of Iron paxels.
ironPaxelDamage = 7.0
#Attack speed of Iron paxels.
ironPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Iron paxels.
ironPaxelEfficiency = 6.0
#Natural enchantability factor of Iron paxels.
#Range: > 0
ironPaxelEnchantability = 14
#Maximum durability of Iron paxels.
#Range: > 1
ironPaxelMaxUses = 500
#Vanilla Material Paxel Settings for Diamond
[tools.diamond]
#Attack damage modifier of Diamond paxels.
diamondPaxelDamage = 6.0
#Attack speed of Diamond paxels.
diamondPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Diamond paxels.
diamondPaxelEfficiency = 8.0
#Natural enchantability factor of Diamond paxels.
#Range: > 0
diamondPaxelEnchantability = 10
#Maximum durability of Diamond paxels.
#Range: > 1
diamondPaxelMaxUses = 3122
#Vanilla Material Paxel Settings for Gold
[tools.gold]
#Attack damage modifier of Gold paxels.
goldPaxelDamage = 7.0
#Attack speed of Gold paxels.
goldPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Gold paxels.
goldPaxelEfficiency = 12.0
#Natural enchantability factor of Gold paxels.
#Range: > 0
goldPaxelEnchantability = 22
#Maximum durability of Gold paxels.
#Range: > 1
goldPaxelMaxUses = 64
#Vanilla Material Paxel Settings for Netherite
[tools.netherite]
#Attack damage modifier of Netherite paxels.
netheritePaxelDamage = 6.0
#Attack speed of Netherite paxels.
netheritePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Netherite paxels.
netheritePaxelEfficiency = 9.0
#Natural enchantability factor of Netherite paxels.
#Range: > 0
netheritePaxelEnchantability = 15
#Maximum durability of Netherite paxels.
#Range: > 1
netheritePaxelMaxUses = 4062
#Material Settings for Bronze
[tools.bronze]
#Base attack damage of Bronze items.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeAttackDamage = 2.0
#Maximum durability of Bronze shields.
#Range: > 0
bronzeShieldDurability = 403
#Attack damage modifier of Bronze swords.
bronzeSwordDamage = 3.0
#Attack speed of Bronze swords.
bronzeSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Bronze shovels.
bronzeShovelDamage = 1.5
#Attack speed of Bronze shovels.
bronzeShovelAtkSpeed = -3.0
#Attack damage modifier of Bronze axes.
bronzeAxeDamage = 7.0
#Attack speed of Bronze axes.
bronzeAxeAtkSpeed = -3.0
#Attack damage modifier of Bronze pickaxes.
bronzePickaxeDamage = 1.0
#Attack speed of Bronze pickaxes.
bronzePickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Bronze hoes.
bronzeHoeDamage = -2.0
#Attack speed of Bronze hoes.
bronzeHoeAtkSpeed = -1.0
#Maximum durability of Bronze tools.
#Range: > 1
bronzeToolMaxUses = 375
#Efficiency of Bronze tools.
bronzeEfficiency = 7.0
#Attack damage modifier of Bronze paxels.
bronzePaxelDamage = 8.0
#Attack speed of Bronze paxels.
bronzePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Bronze paxels.
bronzePaxelEfficiency = 7.0
#Natural enchantability factor of Bronze paxels.
#Range: > 0
bronzePaxelEnchantability = 10
#Maximum durability of Bronze paxels.
#Range: > 1
bronzePaxelMaxUses = 750
#Natural enchantability factor of Bronze items.
#Range: > 0
bronzeEnchantability = 10
#Base armor toughness value of Bronze armor.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeToughness = 1.0
#Base armor knockback resistance value of Bronze armor.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeKnockbackResistance = 0.0
#Maximum durability of Bronze boots.
#Range: > 1
bronzeBootDurability = 234
#Maximum durability of Bronze leggings.
#Range: > 1
bronzeLeggingDurability = 270
#Maximum durability of Bronze chestplates.
#Range: > 1
bronzeChestplateDurability = 288
#Maximum durability of Bronze helmets.
#Range: > 1
bronzeHelmetDurability = 198
#Protection value of Bronze boots.
#Range: > 0
bronzeBootArmor = 2
#Protection value of Bronze leggings.
#Range: > 0
bronzeLeggingArmor = 6
#Protection value of Bronze chestplates.
#Range: > 0
bronzeChestplateArmor = 7
#Protection value of Bronze helmets.
#Range: > 0
bronzeHelmetArmor = 3
#Material Settings for Lapis Lazuli
[tools.lapis_lazuli]
#Base attack damage of Lapis Lazuli items.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliAttackDamage = 1.0
#Maximum durability of Lapis Lazuli shields.
#Range: > 0
lapis_lazuliShieldDurability = 224
#Attack damage modifier of Lapis Lazuli swords.
lapis_lazuliSwordDamage = 3.0
#Attack speed of Lapis Lazuli swords.
lapis_lazuliSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Lapis Lazuli shovels.
lapis_lazuliShovelDamage = 1.5
#Attack speed of Lapis Lazuli shovels.
lapis_lazuliShovelAtkSpeed = -3.0
#Attack damage modifier of Lapis Lazuli axes.
lapis_lazuliAxeDamage = 4.0
#Attack speed of Lapis Lazuli axes.
lapis_lazuliAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Lapis Lazuli pickaxes.
lapis_lazuliPickaxeDamage = 1.0
#Attack speed of Lapis Lazuli pickaxes.
lapis_lazuliPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Lapis Lazuli hoes.
lapis_lazuliHoeDamage = -1.0
#Attack speed of Lapis Lazuli hoes.
lapis_lazuliHoeAtkSpeed = -2.0
#Maximum durability of Lapis Lazuli tools.
#Range: > 1
lapis_lazuliToolMaxUses = 128
#Efficiency of Lapis Lazuli tools.
lapis_lazuliEfficiency = 9.0
#Attack damage modifier of Lapis Lazuli paxels.
lapis_lazuliPaxelDamage = 5.0
#Attack speed of Lapis Lazuli paxels.
lapis_lazuliPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Lapis Lazuli paxels.
lapis_lazuliPaxelEfficiency = 9.0
#Natural enchantability factor of Lapis Lazuli paxels.
#Range: > 0
lapis_lazuliPaxelEnchantability = 32
#Maximum durability of Lapis Lazuli paxels.
#Range: > 1
lapis_lazuliPaxelMaxUses = 256
#Natural enchantability factor of Lapis Lazuli items.
#Range: > 0
lapis_lazuliEnchantability = 32
#Base armor toughness value of Lapis Lazuli armor.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliToughness = 0.0
#Base armor knockback resistance value of Lapis Lazuli armor.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliKnockbackResistance = 0.0
#Maximum durability of Lapis Lazuli boots.
#Range: > 1
lapis_lazuliBootDurability = 130
#Maximum durability of Lapis Lazuli leggings.
#Range: > 1
lapis_lazuliLeggingDurability = 150
#Maximum durability of Lapis Lazuli chestplates.
#Range: > 1
lapis_lazuliChestplateDurability = 160
#Maximum durability of Lapis Lazuli helmets.
#Range: > 1
lapis_lazuliHelmetDurability = 110
#Protection value of Lapis Lazuli boots.
#Range: > 0
lapis_lazuliBootArmor = 1
#Protection value of Lapis Lazuli leggings.
#Range: > 0
lapis_lazuliLeggingArmor = 3
#Protection value of Lapis Lazuli chestplates.
#Range: > 0
lapis_lazuliChestplateArmor = 4
#Protection value of Lapis Lazuli helmets.
#Range: > 0
lapis_lazuliHelmetArmor = 1
#Material Settings for Osmium
[tools.osmium]
#Base attack damage of Osmium items.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumAttackDamage = 4.0
#Maximum durability of Osmium shields.
#Range: > 0
osmiumShieldDurability = 672
#Attack damage modifier of Osmium swords.
osmiumSwordDamage = 3.0
#Attack speed of Osmium swords.
osmiumSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Osmium shovels.
osmiumShovelDamage = 1.5
#Attack speed of Osmium shovels.
osmiumShovelAtkSpeed = -3.0
#Attack damage modifier of Osmium axes.
osmiumAxeDamage = 8.0
#Attack speed of Osmium axes.
osmiumAxeAtkSpeed = -3.299999952316284
#Attack damage modifier of Osmium pickaxes.
osmiumPickaxeDamage = 1.0
#Attack speed of Osmium pickaxes.
osmiumPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Osmium hoes.
osmiumHoeDamage = -4.0
#Attack speed of Osmium hoes.
osmiumHoeAtkSpeed = 1.0
#Maximum durability of Osmium tools.
#Range: > 1
osmiumToolMaxUses = 1024
#Efficiency of Osmium tools.
osmiumEfficiency = 4.0
#Attack damage modifier of Osmium paxels.
osmiumPaxelDamage = 9.0
#Attack speed of Osmium paxels.
osmiumPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Osmium paxels.
osmiumPaxelEfficiency = 4.0
#Natural enchantability factor of Osmium paxels.
#Range: > 0
osmiumPaxelEnchantability = 14
#Maximum durability of Osmium paxels.
#Range: > 1
osmiumPaxelMaxUses = 2048
#Natural enchantability factor of Osmium items.
#Range: > 0
osmiumEnchantability = 14
#Base armor toughness value of Osmium armor.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumToughness = 3.0
#Base armor knockback resistance value of Osmium armor.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumKnockbackResistance = 0.10000000149011612
#Maximum durability of Osmium boots.
#Range: > 1
osmiumBootDurability = 390
#Maximum durability of Osmium leggings.
#Range: > 1
osmiumLeggingDurability = 450
#Maximum durability of Osmium chestplates.
#Range: > 1
osmiumChestplateDurability = 480
#Maximum durability of Osmium helmets.
#Range: > 1
osmiumHelmetDurability = 330
#Protection value of Osmium boots.
#Range: > 0
osmiumBootArmor = 3
#Protection value of Osmium leggings.
#Range: > 0
osmiumLeggingArmor = 6
#Protection value of Osmium chestplates.
#Range: > 0
osmiumChestplateArmor = 8
#Protection value of Osmium helmets.
#Range: > 0
osmiumHelmetArmor = 4
#Material Settings for Refined Glowstone
[tools.refined_glowstone]
#Base attack damage of Refined Glowstone items.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneAttackDamage = 2.0
#Maximum durability of Refined Glowstone shields.
#Range: > 0
refined_glowstoneShieldDurability = 381
#Attack damage modifier of Refined Glowstone swords.
refined_glowstoneSwordDamage = 3.0
#Attack speed of Refined Glowstone swords.
refined_glowstoneSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Refined Glowstone shovels.
refined_glowstoneShovelDamage = 1.5
#Attack speed of Refined Glowstone shovels.
refined_glowstoneShovelAtkSpeed = -3.0
#Attack damage modifier of Refined Glowstone axes.
refined_glowstoneAxeDamage = 6.0
#Attack speed of Refined Glowstone axes.
refined_glowstoneAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Refined Glowstone pickaxes.
refined_glowstonePickaxeDamage = 1.0
#Attack speed of Refined Glowstone pickaxes.
refined_glowstonePickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Refined Glowstone hoes.
refined_glowstoneHoeDamage = -2.0
#Attack speed of Refined Glowstone hoes.
refined_glowstoneHoeAtkSpeed = -1.0
#Maximum durability of Refined Glowstone tools.
#Range: > 1
refined_glowstoneToolMaxUses = 384
#Efficiency of Refined Glowstone tools.
refined_glowstoneEfficiency = 15.0
#Attack damage modifier of Refined Glowstone paxels.
refined_glowstonePaxelDamage = 7.0
#Attack speed of Refined Glowstone paxels.
refined_glowstonePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Refined Glowstone paxels.
refined_glowstonePaxelEfficiency = 15.0
#Natural enchantability factor of Refined Glowstone paxels.
#Range: > 0
refined_glowstonePaxelEnchantability = 20
#Maximum durability of Refined Glowstone paxels.
#Range: > 1
refined_glowstonePaxelMaxUses = 768
#Natural enchantability factor of Refined Glowstone items.
#Range: > 0
refined_glowstoneEnchantability = 20
#Base armor toughness value of Refined Glowstone armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneToughness = 0.0
#Base armor knockback resistance value of Refined Glowstone armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneKnockbackResistance = 0.0
#Maximum durability of Refined Glowstone boots.
#Range: > 1
refined_glowstoneBootDurability = 221
#Maximum durability of Refined Glowstone leggings.
#Range: > 1
refined_glowstoneLeggingDurability = 255
#Maximum durability of Refined Glowstone chestplates.
#Range: > 1
refined_glowstoneChestplateDurability = 272
#Maximum durability of Refined Glowstone helmets.
#Range: > 1
refined_glowstoneHelmetDurability = 187
#Protection value of Refined Glowstone boots.
#Range: > 0
refined_glowstoneBootArmor = 3
#Protection value of Refined Glowstone leggings.
#Range: > 0
refined_glowstoneLeggingArmor = 6
#Protection value of Refined Glowstone chestplates.
#Range: > 0
refined_glowstoneChestplateArmor = 8
#Protection value of Refined Glowstone helmets.
#Range: > 0
refined_glowstoneHelmetArmor = 3
#Material Settings for Refined Obsidian
[tools.refined_obsidian]
#Base attack damage of Refined Obsidian items.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianAttackDamage = 8.0
#Maximum durability of Refined Obsidian shields.
#Range: > 0
refined_obsidianShieldDurability = 1680
#Attack damage modifier of Refined Obsidian swords.
refined_obsidianSwordDamage = 3.0
#Attack speed of Refined Obsidian swords.
refined_obsidianSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Refined Obsidian shovels.
refined_obsidianShovelDamage = 1.5
#Attack speed of Refined Obsidian shovels.
refined_obsidianShovelAtkSpeed = -3.0
#Attack damage modifier of Refined Obsidian axes.
refined_obsidianAxeDamage = 7.0
#Attack speed of Refined Obsidian axes.
refined_obsidianAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Refined Obsidian pickaxes.
refined_obsidianPickaxeDamage = 1.0
#Attack speed of Refined Obsidian pickaxes.
refined_obsidianPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Refined Obsidian hoes.
refined_obsidianHoeDamage = -8.0
#Attack speed of Refined Obsidian hoes.
refined_obsidianHoeAtkSpeed = 5.0
#Maximum durability of Refined Obsidian tools.
#Range: > 1
refined_obsidianToolMaxUses = 4096
#Efficiency of Refined Obsidian tools.
refined_obsidianEfficiency = 12.0
#Attack damage modifier of Refined Obsidian paxels.
refined_obsidianPaxelDamage = 8.0
#Attack speed of Refined Obsidian paxels.
refined_obsidianPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Refined Obsidian paxels.
refined_obsidianPaxelEfficiency = 12.0
#Natural enchantability factor of Refined Obsidian paxels.
#Range: > 0
refined_obsidianPaxelEnchantability = 18
#Maximum durability of Refined Obsidian paxels.
#Range: > 1
refined_obsidianPaxelMaxUses = 8192
#Natural enchantability factor of Refined Obsidian items.
#Range: > 0
refined_obsidianEnchantability = 18
#Base armor toughness value of Refined Obsidian armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianToughness = 5.0
#Base armor knockback resistance value of Refined Obsidian armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianKnockbackResistance = 0.20000000298023224
#Maximum durability of Refined Obsidian boots.
#Range: > 1
refined_obsidianBootDurability = 975
#Maximum durability of Refined Obsidian leggings.
#Range: > 1
refined_obsidianLeggingDurability = 1125
#Maximum durability of Refined Obsidian chestplates.
#Range: > 1
refined_obsidianChestplateDurability = 1200
#Maximum durability of Refined Obsidian helmets.
#Range: > 1
refined_obsidianHelmetDurability = 825
#Protection value of Refined Obsidian boots.
#Range: > 0
refined_obsidianBootArmor = 5
#Protection value of Refined Obsidian leggings.
#Range: > 0
refined_obsidianLeggingArmor = 8
#Protection value of Refined Obsidian chestplates.
#Range: > 0
refined_obsidianChestplateArmor = 12
#Protection value of Refined Obsidian helmets.
#Range: > 0
refined_obsidianHelmetArmor = 6
#Material Settings for Steel
[tools.steel]
#Base attack damage of Steel items.
#Range: 0.0 ~ 3.4028234663852886E38
steelAttackDamage = 3.0
#Maximum durability of Steel shields.
#Range: > 0
steelShieldDurability = 448
#Attack damage modifier of Steel swords.
steelSwordDamage = 3.0
#Attack speed of Steel swords.
steelSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Steel shovels.
steelShovelDamage = 1.5
#Attack speed of Steel shovels.
steelShovelAtkSpeed = -3.0
#Attack damage modifier of Steel axes.
steelAxeDamage = 7.0
#Attack speed of Steel axes.
steelAxeAtkSpeed = -3.0
#Attack damage modifier of Steel pickaxes.
steelPickaxeDamage = 1.0
#Attack speed of Steel pickaxes.
steelPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Steel hoes.
steelHoeDamage = -3.0
#Attack speed of Steel hoes.
steelHoeAtkSpeed = 0.0
#Maximum durability of Steel tools.
#Range: > 1
steelToolMaxUses = 500
#Efficiency of Steel tools.
steelEfficiency = 8.0
#Attack damage modifier of Steel paxels.
steelPaxelDamage = 8.0
#Attack speed of Steel paxels.
steelPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Steel paxels.
steelPaxelEfficiency = 8.0
#Natural enchantability factor of Steel paxels.
#Range: > 0
steelPaxelEnchantability = 16
#Maximum durability of Steel paxels.
#Range: > 1
steelPaxelMaxUses = 1000
#Natural enchantability factor of Steel items.
#Range: > 0
steelEnchantability = 16
#Base armor toughness value of Steel armor.
#Range: 0.0 ~ 3.4028234663852886E38
steelToughness = 2.0
#Base armor knockback resistance value of Steel armor.
#Range: 0.0 ~ 3.4028234663852886E38
steelKnockbackResistance = 0.0
#Maximum durability of Steel boots.
#Range: > 1
steelBootDurability = 260
#Maximum durability of Steel leggings.
#Range: > 1
steelLeggingDurability = 300
#Maximum durability of Steel chestplates.
#Range: > 1
steelChestplateDurability = 320
#Maximum durability of Steel helmets.
#Range: > 1
steelHelmetDurability = 220
#Protection value of Steel boots.
#Range: > 0
steelBootArmor = 3
#Protection value of Steel leggings.
#Range: > 0
steelLeggingArmor = 6
#Protection value of Steel chestplates.
#Range: > 0
steelChestplateArmor = 8
#Protection value of Steel helmets.
#Range: > 0
steelHelmetArmor = 3

@ -0,0 +1,460 @@
#World generation settings for Mekanism. This config is synced from server to client
[world_generation]
#Allows chunks to retrogen Mekanism ore blocks.
enableRegeneration = false
#Change this value to cause Mekanism to regen its ore in all loaded chunks.
#Range: > 0
userWorldGenVersion = 0
#Generation Settings for tin ore.
[world_generation.tin]
#Determines if tin ore should be added to world generation.
shouldGenerate = true
#small tin vein Generation Settings.
[world_generation.tin.small]
#Determines if small tin veins should be added to world generation. Note: Requires generating tin ore to be enabled.
shouldGenerate = true
#Chance that small tin veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 14
#Maximum number of blocks in a small tin vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a small tin vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing small tin veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for small tin veins.
[world_generation.tin.small.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = -20
#Maximum (inclusive) height anchor for small tin veins.
[world_generation.tin.small.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 94
#large tin vein Generation Settings.
[world_generation.tin.large]
#Determines if large tin veins should be added to world generation. Note: Requires generating tin ore to be enabled.
shouldGenerate = true
#Chance that large tin veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 12
#Maximum number of blocks in a large tin vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a large tin vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing large tin veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for large tin veins.
[world_generation.tin.large.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for large tin veins.
[world_generation.tin.large.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 72
#Generation Settings for osmium ore.
[world_generation.osmium]
#Determines if osmium ore should be added to world generation.
shouldGenerate = true
#upper osmium vein Generation Settings.
[world_generation.osmium.upper]
#Determines if upper osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that upper osmium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 65
#Maximum number of blocks in a upper osmium vein.
#Range: 1 ~ 64
maxVeinSize = 7
#Chance that blocks that are directly exposed to air in a upper osmium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing upper osmium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 8
#Minimum (inclusive) height anchor for upper osmium veins.
[world_generation.osmium.upper.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 72
#Maximum (inclusive) height anchor for upper osmium veins.
[world_generation.osmium.upper.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "BELOW_TOP"
#Value used for calculating y for the anchor based on the type.
value = -24
#middle osmium vein Generation Settings.
[world_generation.osmium.middle]
#Determines if middle osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that middle osmium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 6
#Maximum number of blocks in a middle osmium vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a middle osmium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing middle osmium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for middle osmium veins.
[world_generation.osmium.middle.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for middle osmium veins.
[world_generation.osmium.middle.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 56
#small osmium vein Generation Settings.
[world_generation.osmium.small]
#Determines if small osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that small osmium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 8
#Maximum number of blocks in a small osmium vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a small osmium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing small osmium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "UNIFORM"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for small osmium veins.
[world_generation.osmium.small.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for small osmium veins.
[world_generation.osmium.small.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 64
#Generation Settings for uranium ore.
[world_generation.uranium]
#Determines if uranium ore should be added to world generation.
shouldGenerate = true
#small uranium vein Generation Settings.
[world_generation.uranium.small]
#Determines if small uranium veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
shouldGenerate = true
#Chance that small uranium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 4
#Maximum number of blocks in a small uranium vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a small uranium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing small uranium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for small uranium veins.
[world_generation.uranium.small.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for small uranium veins.
[world_generation.uranium.small.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 8
#buried uranium vein Generation Settings.
[world_generation.uranium.buried]
#Determines if buried uranium veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
shouldGenerate = true
#Chance that buried uranium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 7
#Maximum number of blocks in a buried uranium vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a buried uranium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.75
#Distribution shape for placing buried uranium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 16
#Minimum (inclusive) height anchor for buried uranium veins.
[world_generation.uranium.buried.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for buried uranium veins.
[world_generation.uranium.buried.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 56
#Generation Settings for fluorite ore.
[world_generation.fluorite]
#Determines if fluorite ore should be added to world generation.
shouldGenerate = true
#normal fluorite vein Generation Settings.
[world_generation.fluorite.normal]
#Determines if normal fluorite veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
shouldGenerate = true
#Chance that normal fluorite veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 5
#Maximum number of blocks in a normal fluorite vein.
#Range: 1 ~ 64
maxVeinSize = 5
#Chance that blocks that are directly exposed to air in a normal fluorite vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing normal fluorite veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "UNIFORM"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for normal fluorite veins.
[world_generation.fluorite.normal.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for normal fluorite veins.
[world_generation.fluorite.normal.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 23
#buried fluorite vein Generation Settings.
[world_generation.fluorite.buried]
#Determines if buried fluorite veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
shouldGenerate = true
#Chance that buried fluorite veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 3
#Maximum number of blocks in a buried fluorite vein.
#Range: 1 ~ 64
maxVeinSize = 13
#Chance that blocks that are directly exposed to air in a buried fluorite vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 1.0
#Distribution shape for placing buried fluorite veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for buried fluorite veins.
[world_generation.fluorite.buried.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for buried fluorite veins.
[world_generation.fluorite.buried.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 4
#Generation Settings for lead ore.
[world_generation.lead]
#Determines if lead ore should be added to world generation.
shouldGenerate = true
#normal lead vein Generation Settings.
[world_generation.lead.normal]
#Determines if normal lead veins should be added to world generation. Note: Requires generating lead ore to be enabled.
shouldGenerate = true
#Chance that normal lead veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 8
#Maximum number of blocks in a normal lead vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a normal lead vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.25
#Distribution shape for placing normal lead veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for normal lead veins.
[world_generation.lead.normal.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for normal lead veins.
[world_generation.lead.normal.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 64
#Generation Settings for salt.
[world_generation.salt]
#Determines if salt should be added to world generation.
shouldGenerate = true
#Chance that salt generates in a chunk.
#Range: 1 ~ 256
perChunk = 2
#Base radius of a vein of salt.
#Range: 1 ~ 4
minRadius = 2
#Extended variability (spread) for the radius in a vein of salt.
maxRadius = 3
#Number of blocks to extend up and down when placing a vein of salt.
#Range: 0 ~ 2031
halfHeight = 1

@ -0,0 +1,8 @@
RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0

@ -0,0 +1,22 @@
{
"demandOnServer": false,
"showServerSafety": true,
"hideRedChatIndicators": true,
"hideYellowChatIndicators": true,
"hideGrayChatIndicators": true,
"hideWarningToast": true,
"alwaysHideReportButton": false,
"disableTelemetry": true,
"showReloadButton": true,
"whitelistAllServers": false,
"verifiedIconEnabled": true,
"showNCRButton": true,
"enableMod": true,
"skipRealmsWarning": false,
"verifiedIconOffsetX": 0,
"verifiedIconOffsetY": 0,
"reconnectAwaitSeconds": 4,
"postDisconnectAwaitSeconds": 10,
"signingCheckDelaySeconds": 43200,
"serverSigningChecks": {}
}

@ -0,0 +1,7 @@
{
"demandOnClientMessage": "You do not have No Chat Reports, and this server is configured to require it on client!",
"demandOnClient": true,
"enableDebugLog": false,
"convertToGameMessage": false,
"addQueryData": true
}

@ -0,0 +1,26 @@
{
"skipWarning": false,
"enableEncryption": false,
"encryptPublic": true,
"showEncryptionButton": true,
"showEncryptionIndicators": true,
"encryptionKey": "blfrngArk3chG6wzncOZ5A\u003d\u003d",
"encryptionPassphrase": "",
"algorithmName": "AES/CFB8+Base64",
"encryptableCommands": [
"msg:1",
"w:1",
"whisper:1",
"tell:1",
"r:0",
"dm:1",
"me:0",
"m:1",
"t:1",
"pm:1",
"emsg:1",
"epm:1",
"etell:1",
"ewhisper:1"
]
}

@ -0,0 +1,3 @@
{
"whitelistedServers": []
}

@ -0,0 +1,3 @@
# No Chat Reports
You can find updated documentation of configuration files on the wiki:
https://github.com/Aizistral-Studios/No-Chat-Reports/wiki/Configuration-Files

@ -0,0 +1,20 @@
# This file contains core configuration options for Terra
#
# As you can see, there is not that much to configure here.
# For advanced configuration, use config packs. Config
# packs are loaded from the packs directory. Check the
# wiki for information regarding config pack development.
debug:
commands: false
log: false
profiler: false
script: false
dump-default: true
biome-search-resolution: 4
cache:
structure: 32
sampler: 128
biome-provider: 32
script:
max-recursion: 1000

@ -0,0 +1,139 @@
#If true, entities will be affected by gravity.
doEntityGravity = true
#Do gravity for mobs, players etc.
doLivingEntityGravity = true
acidRainBurns = true
doOxygen = true
#Do sound suppression in orbit dimensions. If it gets annoying, you can turn it off.
doSpaceMuffler = true
oxygenTankSize = 500
hammerDurability = 64
giveAstroduxAtSpawn = false
oxygenBarXOffset = 0
oxygenBarYOffset = 0
oxygenBarScale = 1.0
energyBarXOffset = 0
energyBarYOffset = 0
energyBarScale = 1.0
orbitGravity = 3.26
oxygenDamage = 1
freezeDamage = 1
heatDamage = 2
acidRainDamage = 3
allowFlagImages = true
#A list of planets that should be disabled. This is a comma-separated list of planet ids.
disabledPlanets = ""
#Prevents stuff like gravity and oxygen checks in the overworld as that's normally not used in Ad Astra. enable if you're making an addon or something that transforms the overworld into some sort of planet.
avoidOverworldChecks = true
[spawning]
spawnCorruptedLunarians = true
spawnStarCrawlers = true
spawnMartianRaptors = true
spawnMoglers = true
spawnSulfurCreepers = true
spawnLunarianWanderingTrader = true
[spaceSuit]
spaceSuitTankSize = 1000
netheriteSpaceSuitTankSize = 2000
netheriteSpaceSuitHasFireResistance = true
#The speed when flying forward.
jetSuitSpeed = 0.8
#The speed when idle flying up.
jetSuitUpwardsSpeed = 0.5
jetSuitEnergyPerTick = 60
jetSuitTankSize = 4000
jetSuitMaxEnergy = 1000000
enableJetSuitFlight = true
jetSuitProtectionMultiplier = 1
jetSuitArmorToughness = 5
spawnJetSuitParticles = true
[vehicles]
#The velocity to trigger a vehicle explosion while falling.
fallingExplosionThreshold = -1.2
#How much the explosion should be multiplied by when the vehicle has fallen.
fallingExplosionMultiplier = 0.7
gravity = -2.0
#Should the camera move in 3rd person in the rocket and lander for a better view?
moveCameraInVehicle = true
[vehicles.lander]
boosterThreshold = -0.1
boosterSpeed = 0.1
[vehicles.rover]
explodeRoverInLava = true
fuelPerSecond = 10
turnSpeed = 3.0
maxTurnSpeed = 6.0
deceleration = 0.9
minSpeed = -0.2
maxSpeed = 0.3
tankSize = 3000
[vehicles.rocket]
atmosphereLeave = 600
countDownTicks = 200
acceleration = 0.005
maxSpeed = 0.5
entitiesBurnUnderRocket = true
tankSize = 3000
fuelLaunchCost = 3000
efficientFuelLaunchCost = 1000
takeDamageInRocket = true
[coalGenerator]
maxEnergy = 9000
energyPerTick = 10
[compressor]
maxEnergy = 9000
energyPerTick = 10
[fuelRefinery]
maxEnergy = 9000
energyPerTick = 30
tankSize = 3000
[oxygenLoader]
maxEnergy = 9000
energyPerTick = 10
tankSize = 3000
[oxygenDistributor]
maxEnergy = 20000
fluidConversionEnergyPerTick = 5
tankSize = 6000
#How many blocks the distributor can distribute oxygen in. Be careful increasing this number, as it can reduce server performance significantly. If you are adamant about increasing this value, consider increasing the Oxygen Loader refresh ticks so the server is not constantly checking thousands of blocks.
#Range: 1 ~ 50000
maxBlockChecks = 3000
#How often the oxygen loader checks if the structure is sealed. Performing this operation too often can kill server TPS, so be wary.
#Range: 0 ~ 500
refreshTicks = 60
#Increases the oxygen requirements as the distributor covers more blocks.
oxygenMultiplier = 1.0
#Increases the energy requirements as the distributor covers more blocks.
energyMultiplier = 3.0
[solarPanel]
maxEnergy = 18000
energyMultiplier = 1.0
[waterPump]
maxEnergy = 9000
energyPerTick = 10
tankSize = 6000
transferPerTick = 100
deleteWaterBelowWaterPump = true
[energizer]
maxEnergy = 2000000
energyPerTick = 600
[cryoFreezer]
maxEnergy = 30000
energyPerTick = 18
tankSize = 3000

@ -0,0 +1,5 @@
[client]
#If true, renders enchanted guns from Additional Guns with the enchantment glint. True by default.
enableGunEnchantmentGlint = true

@ -0,0 +1,6 @@
#General
[general]
#Activate the Update-Checker
update-checker = true

@ -0,0 +1,53 @@
{
"client": {
"disableColoredCableRecipesInJEI": true,
"enableFacadesInJEI_comment": "Show facades in JEI ingredient list",
"enableFacadesInJEI": true,
"enableFacadeRecipesInJEI_comment": "Show facade recipes in JEI for supported blocks",
"enableFacadeRecipesInJEI": true,
"enableEffects": true,
"useTerminalUseLargeFont": false,
"useColoredCraftingStatus": true,
"PowerUnit_comment": "Power unit shown in AE UIs",
"PowerUnit": "ae",
"showDebugGuiOverlays_comment": "Show debugging GUI overlays",
"showDebugGuiOverlays": false,
"showPlacementPreview_comment": "Show a preview of part and facade placement",
"showPlacementPreview": true,
"notifyForFinishedCraftingJobs_comment": "Show toast when long-running crafting jobs finish.",
"notifyForFinishedCraftingJobs": true,
"clearGridOnClose_comment": "Automatically clear the crafting/encoding grid when closing the terminal",
"clearGridOnClose": false,
"terminalMargin_comment": "The vertical margin to apply when sizing terminals. Used to make room for centered item mod search bars",
"terminalMargin": 25
},
"terminals": {
"terminalStyle": "small",
"pinAutoCraftedItems_comment": "Pin items that the player auto-crafts to the top of the terminal",
"pinAutoCraftedItems": true
},
"search": {
"searchTooltips_comment": "Should tooltips be searched. Performance impact",
"searchTooltips": true,
"searchModNameInTooltips_comment": "Should the mod name be included when searching in tooltips.",
"searchModNameInTooltips": false,
"useExternalSearch_comment": "Replaces AEs own search with the search of REI or JEI",
"useExternalSearch": false,
"clearExternalSearchOnOpen_comment": "When using useExternalSearch, clears the search when the terminal opens",
"clearExternalSearchOnOpen": true,
"syncWithExternalSearch_comment": "When REI/JEI is installed, automatically set the AE or REI/JEI search text when either is changed while the terminal is open",
"syncWithExternalSearch": true,
"rememberLastSearch_comment": "Remembers the last search term and restores it when the terminal opens",
"rememberLastSearch": true,
"autoFocusSearch_comment": "Automatically focuses the search field when the terminal opens",
"autoFocusSearch": false
},
"tooltips": {
"showCellUpgrades_comment": "Show installed upgrades in the tooltips of storage cells, color applicators and matter cannons",
"showCellUpgrades": true,
"showCellContent_comment": "Show a preview of the content in the tooltips of storage cells, color applicators and matter cannons",
"showCellContent": true,
"maxCellContentShown_comment": "The maximum number of content entries to show in the tooltip of storage cells, color applicators and matter cannons",
"maxCellContentShown": 5
}
}

@ -0,0 +1,118 @@
{
"general": {
"unsupportedDeveloperTools": false,
"matterCannonBlockDamage_comment": "Enables the ability of the Matter Cannon to break blocks.",
"matterCannonBlockDamage": true,
"tinyTntBlockDamage_comment": "Enables the ability of Tiny TNT to break blocks.",
"tinyTntBlockDamage": true,
"serverOpsIgnoreSecurity_comment": "Server operators are not restricted by ME security terminal settings.",
"serverOpsIgnoreSecurity": true,
"channels_comment": "Changes the channel capacity that cables provide in AE2.",
"channels": "default",
"pathfindingStepsPerTick_comment": "The number of pathfinding steps that are taken per tick and per grid that is booting. Lower numbers will mean booting takes longer, but less work is done per tick.",
"pathfindingStepsPerTick": 4
},
"automation": {
"formationPlaneEntityLimit": 128
},
"facades": {
"allowBlockEntities_comment": "Unsupported: Allows whitelisting block entities as facades. Could work, have render issues, or corrupt your world. USE AT YOUR OWN RISK.",
"allowBlockEntities": false
},
"craftingCPU": {
"craftingCalculationTimePerTick": 5,
"craftingSimulatedExtraction_comment": "When true: simulate extraction of all the network\u0027s contents when starting a crafting job calculation. When false: use the cached available content list (same as terminals). Enabling might work a bit better, but it will significantly reduce performance.",
"craftingSimulatedExtraction": false
},
"crafting": {
"disassemblyCrafting_comment": "Enable shift-clicking with the crafting units in hand to disassemble them.",
"disassemblyCrafting": true,
"growthAccelerator_comment": "Number of ticks between two crystal growth accelerator ticks",
"growthAccelerator": 10
},
"spatialio": {
"spatialPowerMultiplier": 1250.0,
"spatialPowerExponent": 1.35
},
"logging": {
"securityAuditLog": false,
"blockUpdateLog": false,
"packetLog": false,
"craftingLog": false,
"debugLog": false,
"gridLog": false,
"chunkLoggerTrace_comment": "Enable stack trace logging for the chunk loading debug command",
"chunkLoggerTrace": false
},
"battery": {
"chargerChargeRate_comment": "The chargers charging rate factor, which is applied to the charged items charge rate. 2 means it charges everything twice as fast. 0.5 half as fast.",
"chargerChargeRate": 1.0,
"wirelessTerminal": 1600000,
"chargedStaff": 8000,
"entropyManipulator": 200000,
"portableCell": 20000,
"colorApplicator": 20000,
"matterCannon": 200000
},
"worldGen": {
"spawnPressesInMeteorites": true,
"generateMeteorites": true
},
"wireless": {
"wirelessBaseCost": 8.0,
"wirelessCostMultiplier": 1.0,
"wirelessBaseRange": 16.0,
"wirelessBoosterRangeMultiplier": 1.0,
"wirelessBoosterExp": 1.5,
"wirelessHighWirelessCount": 64.0,
"wirelessTerminalDrainMultiplier": 1.0
},
"PortableCells": {
"allowDisassembly_comment": "Allow disassembly of portable cells into the recipe ingredients using shift+right-click",
"allowDisassembly": true
},
"PowerRatios": {
"ForgeEnergy": 0.5,
"UsageMultiplier": 1.0
},
"Condenser": {
"MatterBalls": 256,
"Singularity": 256000
},
"tickRates": {
"_comment": " Min / Max Tickrates for dynamic ticking, most of these components also use sleeping, to prevent constant ticking, adjust with care, non standard rates are not supported or tested.",
"InterfaceMin": 5,
"InterfaceMax": 120,
"ImportBusMin": 5,
"ImportBusMax": 40,
"ExportBusMin": 5,
"ExportBusMax": 60,
"AnnihilationPlaneMin": 2,
"AnnihilationPlaneMax": 120,
"METunnelMin": 5,
"METunnelMax": 20,
"InscriberMin": 1,
"InscriberMax": 1,
"ChargerMin": 10,
"ChargerMax": 10,
"IOPortMin": 1,
"IOPortMax": 5,
"VibrationChamberMin": 10,
"VibrationChamberMax": 40,
"StorageBusMin": 5,
"StorageBusMax": 60,
"ItemTunnelMin": 5,
"ItemTunnelMax": 60,
"LightTunnelMin": 5,
"LightTunnelMax": 60
},
"vibrationChamber": {
"_comment": "Settings for the Vibration Chamber",
"energyPerFuelTick_comment": "AE energy produced per fuel burn tick (reminder: coal \u003d 1600, block of coal \u003d 16000, lava bucket \u003d 20000 burn ticks)",
"energyPerFuelTick": 5.0,
"minEnergyPerGameTick_comment": "Minimum amount of AE/t the vibration chamber can slow down to when energy is being wasted.",
"minEnergyPerGameTick": 4,
"maxEnergyPerGameTick_comment": "Maximum amount of AE/t the vibration chamber can speed up to when generated energy is being fully consumed.",
"maxEnergyPerGameTick": 40
}
}

@ -0,0 +1,11 @@
{
"enableLooting": true,
"enableKnockback": false,
"enableFireAspect": false,
"enableModded": false,
"enableForEnchantingTable": true,
"enableDamageInEnchantingTable": true,
"allowSilkTouchWithLooting": true,
"fastCobWebBreaking": false,
"allToolsAreWeapons": false
}

@ -0,0 +1,190 @@
[general]
#Block range for sound detection system to look for a mob that made a certain sound on the server, so the client may play an animation.
#The client is not sent an exact position, so the mob's location must be estimated.
#Range: 0.5 ~ 8.0
sound_detection_range = 1.5
#Mob variants that shouldn't have any model changes applied to them.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_blacklist = []
[models]
#This makes the udders on cows wobble around when they walk.
#Also makes their udders have nipples.
oinky_pig = true
#This one makes the knees of zombie-like and piglin-like mobs bend when they walk around.
#Looks pretty fluid and nice. You'll like it, trust me.
bending_humanoid_knees = true
#This one makes chicken beaks open and close when they cluck.
#When they strut their heads move back and forth, the red thing under their beak swings around and their wings flap a little. Just like the real deal!
bucka_bucka_chicken = true
#This one makes llamas open their mouth when spitting. How have they been doing that before?!
spitful_llama = true
#A truly stunning visual addition. Spiders now finally have the knees they've always dreamed of.
spider_knees = true
#Gives a jellyfish-like effect to the swimming animation of squids; generally just makes their tentacles flow more while moving.
squiggly_squid_tentacles = true
#A pleasing visual change; this makes the insides of slimes flow around like liquid.
#They splish-splosh about even more when they jump. The eyes, the mouth, and the core itself all move independently.
jiggly_liquidy_slime = true
#Remember that one very popular "TNT" music video by CaptainSparklez with the really cute wobbly Creeper?
#Well, it's in the game now. The full thing, the real deal, exactly like the video.
wobbly_creeper = true
#This makes the udders on cows wobble around when they walk.
#Also makes their udders have nipples.
wobbly_cow_udder = true
#Changes wolf tails to be fluffier and flowier, wagging realistically while they stand and run.
#Also makes tamed wolves lie down instead of sitting. Hold up some meat and they'll roll over, too.
playful_doggy = true
#This one is pretty kneat. It makes sheep actually bend down to eat grass.
#It's no longer just their head lowering, their whole body lowers down to get a sweet sample of that succulent cellulose.
#Did you notice their KNEES bend too when they kneel?
kneeling_sheep = true
#If an enderman is angry it will wave its arms around wildly while chasing its target.
#Suits their twisted nature very well.
arm_flailing_enderman = true
#Takes away the stick tails of the current cats and gives them something nicer instead.
#Fully animated flowing tails that move while they stand or run, and even curl around their bodies when they sit.
curly_cat_tail = true
#This makes a snowman's arm swing when it throws a snowball.
animated_snow_man_stick = true
#Divides ghast tentacles into parts and makes them wiggle realistically, like those tentacle monsters you always see at the movies.
#Makes them a little more scary, but ultimately nicer to look at.
wiggly_ghast_tentacles = true
#Takes away the stick tails of the current ocelots and gives them something nicer instead.
#Fully animated flowing tails that move while they stand or run.
flowy_ocelot_tail = true
#Adds a custom death animation to magma cubes, which causes their bodies to form into a pile of steamy, delicious hamburger patties when they die.
#Unfortunately, you can't eat them because they're way too hot.
magma_cube_burger = true
#A subtle change; this makes iron golems wiggle their big noses whenever they're hurt.
#Exactly the same animation as for villagers, except for iron golems!
wiggly_iron_golem_nose = true
#A subtle change; this makes villagers wiggle their big noses whenever they make their iconic sound.
#It's a small change, but who doesn't get a kick out of it?
wiggly_villager_nose = true
#Makes horses more lively again, just like they used to be in older versions.
#Does this by adding back their mouth and knees while staying true to the vanilla model style.
familiar_horse = true
[oinky_pig]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.pig.ambient"]
#Fancy ears for pigs, just like piglins have them.
floaty_ears = true
#Animation swing speed for ear floatiness.
#Range: 1 ~ 20
ear_animation_speed = 10
[bucka_bucka_chicken]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.chicken.ambient"]
#Make bill a lot slimmer so chickens look less like ducks.
slim_bill = true
#Move head back and forth when chicken is walking.
move_head = true
#Wiggle chin when chicken is walking.
wiggle_wattles = true
#Flap wings when chicken is walking.
flap_wings = true
#Move head back and forth when chicken is walking.
#Range: 1 ~ 20
head_animation_speed = 4
#Animation swing speed for wattles movement.
#Range: 1 ~ 20
wattles_animation_speed = 5
#Animation swing speed of wing flapping.
#Range: 1 ~ 20
wing_animation_speed = 3
[spitful_llama]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.llama.spit"]
[squiggly_squid_tentacles]
#Define length for squid tentacles.
#Range: 1 ~ 8
tentacles_length = 8
[jiggly_liquidy_slime]
#Animation swing speed of inner slime parts.
#Range: 1 ~ 20
animation_speed = 5
[wobbly_creeper]
#Different directional behaviour modes for the walking animation.
#Allowed Values: SIDE, FRONT, CIRCLE, RANDOM
wobble_direction = "SIDE"
[wobbly_cow_udder]
#Animation swing speed of utter when the cow is walking.
#Range: 1 ~ 20
animation_speed = 5
#Render tiny nipples on a cow's utter.
show_nipples = true
#Should calves show an utter.
calf_utter = false
[playful_doggy]
#Define tail length.
#Range: 1 ~ 7
tail_length = 7
#Make wolf tail fluffy.
fluffy_tail = true
#Animation swing speed for tail.
#Range: 1 ~ 20
animation_speed = 5
#Pose and behaviour when sitting.
#By default makes wolves lie down instead, and roll over when a nearby player is holding a piece meat.
#Allowed Values: DEFAULT, LIE_DOWN, ROLL_OVER, LIE_DOWN_AND_BEG_FOR_MEAT
sitting_behaviour = "LIE_DOWN_AND_BEG_FOR_MEAT"
[arm_flailing_enderman]
#Animation swing speed for arms.
#Range: 1 ~ 20
animation_speed = 5
#Flail arms while carrying a block.
fail_while_carrying = true
[curly_cat_tail]
#Define tail length.
#Range: 1 ~ 15
tail_length = 15
#Animation swing speed for tail.
#Range: 1 ~ 20
animation_speed = 7
[animated_snow_man_stick]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.snow_golem.shoot"]
[wiggly_ghast_tentacles]
#Define the max length of tentacles.
#Range: 2 ~ 14
max_tentacles_length = 14
#Animation swing speed of tentacles.
#Range: 1 ~ 20
animation_speed = 5
[flowy_ocelot_tail]
#Define tail length.
#Range: 1 ~ 15
tail_length = 15
#Animation swing speed for tail.
#Range: 1 ~ 20
animation_speed = 7
[wiggly_villager_nose]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.villager.ambient", "minecraft:entity.villager.trade", "minecraft:entity.wandering_trader.ambient", "minecraft:entity.wandering_trader.trade"]

@ -0,0 +1,15 @@
{
"isHoldToAttackEnabled": true,
"isMiningWithWeaponsEnabled": true,
"isSwingThruGrassEnabled": true,
"isAttackInsteadOfMineWhenEnemiesCloseEnabled": true,
"isHighlightCrosshairEnabled": true,
"hudHighlightColor": 16711680,
"isShowingArmsInFirstPerson": false,
"isShowingOtherHandFirstPerson": true,
"isSweepingParticleEnabled": true,
"isTooltipAttackRangeEnabled": true,
"weaponSwingSoundVolume": 100,
"isDebugOBBEnabled": true,
"swingThruGrassBlacklist": "farmersdelight"
}

@ -0,0 +1,106 @@
{
"schema_version": 1,
"blacklist_item_id_regex": "pickaxe|farmersdelight",
"fallback_compatibility": [
{
"item_id_regex": "claymore|great_sword|greatsword",
"weapon_attributes": "bettercombat:claymore"
},
{
"item_id_regex": "great_hammer|greathammer|war_hammer|warhammer|maul",
"weapon_attributes": "bettercombat:hammer"
},
{
"item_id_regex": "double_axe|doubleaxe|war_axe|waraxe|great_axe|greataxe",
"weapon_attributes": "bettercombat:double_axe"
},
{
"item_id_regex": "scythe",
"weapon_attributes": "bettercombat:scythe"
},
{
"item_id_regex": "halberd",
"weapon_attributes": "bettercombat:halberd"
},
{
"item_id_regex": "glaive",
"weapon_attributes": "bettercombat:glaive"
},
{
"item_id_regex": "spear",
"weapon_attributes": "bettercombat:spear"
},
{
"item_id_regex": "lance",
"weapon_attributes": "bettercombat:lance"
},
{
"item_id_regex": "anchor",
"weapon_attributes": "bettercombat:anchor"
},
{
"item_id_regex": "battlestaff|battle_staff",
"weapon_attributes": "bettercombat:battlestaff"
},
{
"item_id_regex": "claw",
"weapon_attributes": "bettercombat:claw"
},
{
"item_id_regex": "fist|gauntlet",
"weapon_attributes": "bettercombat:fist"
},
{
"item_id_regex": "trident|impaled",
"weapon_attributes": "bettercombat:trident"
},
{
"item_id_regex": "katana",
"weapon_attributes": "bettercombat:katana"
},
{
"item_id_regex": "rapier",
"weapon_attributes": "bettercombat:rapier"
},
{
"item_id_regex": "sickle",
"weapon_attributes": "bettercombat:sickle"
},
{
"item_id_regex": "soul_knife",
"weapon_attributes": "bettercombat:soul_knife"
},
{
"item_id_regex": "dagger|knife",
"weapon_attributes": "bettercombat:dagger"
},
{
"item_id_regex": "staff|wand|sceptre|stave|rod",
"weapon_attributes": "bettercombat:wand"
},
{
"item_id_regex": "mace|hammer|flail",
"weapon_attributes": "bettercombat:mace"
},
{
"item_id_regex": "axe",
"weapon_attributes": "bettercombat:axe"
},
{
"item_id_regex": "coral_blade",
"weapon_attributes": "bettercombat:coral_blade"
},
{
"item_id_regex": "twin_blade|twinblade",
"weapon_attributes": "bettercombat:twin_blade"
},
{
"item_id_regex": "cutlass|scimitar|machete",
"weapon_attributes": "bettercombat:cutlass"
},
{
"item_id_regex": "sword|blade",
"weapon_attributes": "bettercombat:sword"
}
]
}

@ -0,0 +1,74 @@
{
/* Upswing (aka windup) is the first phase of the attack (between clicking and performing the damage).
Typical duration of upswing is `weapon cooldown * 0.5`. (Weapon specific upswing values can be defined in weapon attributes)
This config allows you to change upswing duration.
Example values:
- `0.5` (default, fast paced attack initiation) upswing typically lasts 25% of the attack cooldown
- `1.0` (classic setting, realistic attack initiation) upswing typically lasts 50% of the attack cooldown
*/
"upswing_multiplier": 0.5,
// Bypass damage receive throttling of LivingEntity from player attacks.
"allow_fast_attacks": true,
// Allows client-side target search and server-side attack request execution against currently mounted entity of the player
"allow_attacking_mount": false,
// The minimum number of ticks between two attacks
"attack_interval_cap": 2,
/* Blacklist for entities that are acting as vehicle but should not be treated as protected mounts.
Classical example is an alexsmobs:crocodile attempting a death spin.
(Note all hostile mobs hittable by default, this config is to fix faulty mobs)
*/
"hostile_player_vehicles": [
"alexsmobs:crocodile"
],
// Allows vanilla sweeping mechanic to work and Sweeping Edge enchantment
"allow_vanilla_sweeping": false,
// Allows new sweeping mechanic (by Better Combat) to work, including Sweeping Edge enchantment
"allow_reworked_sweeping": true,
/* The more additional targets a weapon swing hits, the weaker it will get.
Entities struck (+1) in a swing more than this, won't get weakened any further.
*/
"reworked_sweeping_extra_target_count": 4,
/* Determines how weak the attack becomes when striking `reworked_sweeping_extra_target_count + 1` targets.
Example values:
- `0.5` -50% damage
*/
"reworked_sweeping_maximum_damage_penalty": 0.5,
/* The maximum level Sweeping Edge enchantment applied to the attackers weapon will restore this amount of penalty.
Example values:
- `0.5` restores 50% damage penalty when 3 levels are applied, so 16.66% when 1 level is applied
*/
"reworked_sweeping_enchant_restores": 0.5,
"reworked_sweeping_plays_sound": true,
"reworked_sweeping_emits_particles": true,
"reworked_sweeping_sound_and_particles_only_for_swords": true,
// Allows client-side target search to ignore obstacles. WARNING! Setting this to `false` significantly increases the load on clients.
"allow_attacking_thru_walls": false,
// Applies movement speed multiplier while attacking. (Min: 0, Max: 1). Use `0` for a full stop while attacking. Use `1` for no movement speed penalty
"movement_speed_while_attacking": 0.5,
// Determines if applying the movement speed multiplier while attacking is done smoothly or instantly
"movement_speed_applied_smoothly": true,
// Determines whether or not to apply movement speed reduction while attacking mounted
"movement_speed_effected_while_mounting": false,
// Attacks faster than a vanilla sword will do smaller knockback, proportionally.
"knockback_reduced_for_fast_attacks": true,
// Combo is reset after idling `combo_reset_rate * weapon_cooldown`
"combo_reset_rate": 3.0,
// Multiplier for `attack_range`, during target lookup on both sides. Large sized entities may be colliding with weapon hitbox, but center of entities can have bigger distance than `attack_range`
"target_search_range_multiplier": 2.0,
// Total multiplier, (examples: +30% = 1.3, -30% = 0.7)
"dual_wielding_attack_speed_multiplier": 1.2000000476837158,
// Total multiplier, (examples: +30% = 1.3, -30% = 0.7)
"dual_wielding_main_hand_damage_multiplier": 1.0,
// Total multiplier, (examples: +30% = 1.3, -30% = 0.7)
"dual_wielding_off_hand_damage_multiplier": 1.0,
// Entities with `HOSTILE` relation will be hit by undirected weapon swings. NOTE: Vanilla sweeping will still happen, if not disabled via `allow_sweeping`
"player_relation_to_teamless_players": "NEUTRAL",
"player_relation_to_villagers": "NEUTRAL",
"player_relation_to_passives": "HOSTILE",
"player_relation_to_hostiles": "HOSTILE",
"player_relation_to_other": "HOSTILE",
// Try to guess and apply a preset for items without weapon attributes data file
"fallback_compatibility_enabled": true,
// Allow printing the content of weapon attributes registry
"weapon_registry_logging": false
}

@ -0,0 +1,67 @@
{
"auroral_garden_enabled": true,
"bamboo_grove_enabled": true,
"bayou_enabled": true,
"bog_enabled": true,
"cherry_blossom_grove_enabled": true,
"clover_patch_enabled": true,
"cold_desert_enabled": true,
"coniferous_forest_enabled": true,
"crag_enabled": true,
"crystalline_chasm_enabled": true,
"dead_forest_enabled": true,
"dryland_enabled": true,
"dune_beach_enabled": true,
"erupting_inferno_enabled": true,
"field_enabled": true,
"fir_clearing_enabled": true,
"floodplain_enabled": true,
"forested_field_enabled": true,
"fungal_jungle_enabled": true,
"glowing_grotto_enabled": true,
"grassland_enabled": true,
"highland_enabled": true,
"highland_moor_enabled": true,
"jade_cliffs_enabled": true,
"lavender_field_enabled": true,
"lavender_forest_enabled": true,
"lush_desert_enabled": true,
"lush_savanna_enabled": true,
"maple_woods_enabled": true,
"marsh_enabled": true,
"mediterranean_forest_enabled": true,
"muskeg_enabled": true,
"mystic_grove_enabled": true,
"old_growth_dead_forest_enabled": true,
"old_growth_woodland_enabled": true,
"ominous_woods_enabled": true,
"orchard_enabled": true,
"origin_valley_enabled": true,
"pasture_enabled": true,
"prairie_enabled": true,
"pumpkin_patch_enabled": true,
"rainforest_enabled": true,
"redwood_forest_enabled": true,
"rocky_rainforest_enabled": true,
"rocky_shrubland_enabled": true,
"scrubland_enabled": true,
"seasonal_forest_enabled": true,
"seasonal_orchard_enabled": true,
"shrubland_enabled": true,
"snowy_coniferous_forest_enabled": true,
"snowy_fir_clearing_enabled": true,
"snowy_maple_woods_enabled": true,
"spider_nest_enabled": true,
"tropics_enabled": true,
"tundra_enabled": true,
"undergrowth_enabled": true,
"visceral_heap_enabled": true,
"volcanic_plains_enabled": true,
"volcano_enabled": true,
"wasteland_enabled": true,
"wetland_enabled": true,
"withered_abyss_enabled": true,
"wooded_scrubland_enabled": true,
"wooded_wasteland_enabled": true,
"woodland_enabled": true
}

@ -0,0 +1,19 @@
#World generation related options.
[overworld]
#The weighting of primary bop biome regions in the overworld.
#Range: > 0
bop_primary_overworld_region_weight = 10
#The weighting of secondary bop biome regions in the overworld.
#Range: > 0
bop_secondary_overworld_region_weight = 8
#The weighting of bop biome regions in the nether.
#Range: > 0
bop_nether_region_weight = 13
#The weighting of rare bop biome regions in the overworld.
#Range: > 0
bop_overworld_rare_region_weight = 2
#The weighting of rare bop biome regions in the nether.
#Range: > 0
bop_nether_rare_region_weight = 2

@ -0,0 +1,20 @@
#Scale for screen shake effects
#Range: 0.0 ~ 1.0
screenShakeScale = 1.0
#Max amount of sources that can contribute to screen shaking, adjustable for performance and preference reasons. 0 will disable the addition of shake sources
#Range: > 0
maxScreenShakers = 256
#Determines if the experimental settings screen should be disabled
disableExperimentalSettingsScreen = true
#Slabfish patron hat settings.
[slabfishSettings]
#If the slabfish hat should be enabled
enabled = true
#If the slabfish hat's backpack should be enabled
backpackEnabled = true
#If the slabfish hat's sweater should be enabled
sweaterEnabled = true
#If the slabfish hat's custom type should be enabled. If false, the default swamp slabfish appears
typeEnabled = true

@ -0,0 +1,11 @@
#The modded biome slice sizes for dimensions
#Blueprint's Modded Biome Slice System allows for datapacks and mods to add new biome areas to any dimension
#Changing the size values will affect the size of all modded biome areas in their respected dimension
#If a slice size isn't a positive integer, it will get ignored and the default slice size will get used instead
[modded_biome_slice_sizes]
#For example, the overworld's slice size would be formatted like this
"minecraft:overworld" = 8
#If the slice size for a dimension isn't defined, this value will get used for that dimension
default = 8

@ -0,0 +1,8 @@
# This is the configuration file for Canary.
# This file exists for debugging purposes and should not be configured otherwise.
# Before configuring anything, take a backup of the worlds that will be opened.
#
# You can find information on editing this file and all the available options here:
# https://github.com/AbdElAziz333/Canary/wiki/Configuration-File
#
# By default, this file will be empty except for this notice.

@ -0,0 +1,10 @@
{
"clientCapeType": "OPTIFINE",
"enableOptifine": true,
"enableLabyMod": true,
"enableWynntils": true,
"enableMinecraftCapesMod": true,
"enableCosmetica": true,
"enableCloaksPlus": true,
"enableElytraTexture": true
}

@ -0,0 +1,74 @@
#If enabled, hides the config button from the backpack screen
hideConfigButton = false
#The alignment of the buttons in the backpack inventory screen
#Allowed Values: LEFT, RIGHT
buttonAlignment = "RIGHT"
[client]
#Control sounds triggered by guns
[client.sounds]
#If true, a sound will play when you successfully hit a headshot on a entity with a gun
playSoundWhenHeadshot = true
#The sound to play when a headshot occurs
headshotSound = "minecraft:entity.player.attack.knockback"
#If true, a sound will play when you successfully hit a critical on a entity with a gun
playSoundWhenCritical = true
#The sound to play when a critical occurs
criticalSound = "minecraft:entity.player.attack.crit"
#The maximum distance impact sounds from bullet can be heard
#Range: 0.0 ~ 32.0
impactSoundDistance = 32.0
#Configuration for display related options
[client.display]
#If true, uses the old animation poses for weapons. This is only for nostalgic reasons and not recommended to switch back.
oldAnimations = false
#The custom crosshair to use for weapons. Go to (Options > Controls > Mouse Settings > Crosshair) in game to change this!
crosshair = "minecraft:default"
#If enabled, renders a cooldown indicator to make it easier to learn when you fire again.
cooldownIndicator = true
#If enabled, the weapon will sway when the player moves their look direction. This does not affect aiming and is only visual.
weaponSway = true
#The sensistivity of the visual weapon sway when the player moves their look direciton. The higher the value the more sway.
#Range: 0.0 ~ 1.0
swaySensitivity = 0.3
#The animation to use for sway. Directional follows the camera better while Drag is more immersive
#Allowed Values: DIRECTIONAL, DRAG
swayType = "DRAG"
#If enabled, the camera will roll when strafing while holding a gun. This creates a more immersive feeling.
cameraRollEffect = true
#When Camera Roll Effect is enabled, this is the absolute maximum angle the roll on the camera can approach.
#Range: 0.0 ~ 45.0
cameraRollAngle = 1.5
#When enabled, the Camera Roll Effect is only applied when holding a weapon.
restrictCameraRollToWeapons = true
#Enables the sprinting animation on weapons for better immersion. This only applies to weapons that support a sprinting animation.
sprintingAnimation = true
#The intensity of the custom bobbing animation while holding a gun
#Range: 0.0 ~ 2.0
bobbingIntensity = 1.0
#Properties relating to particles
[client.particle]
#The minimum duration in ticks before bullet holes will disappear
#Range: > 0
bulletHoleLifeMin = 150
#The maximum duration in ticks before bullet holes will disappear
#Range: > 0
bulletHoleLifeMax = 200
#The percentage of the maximum life that must pass before particles begin fading away. 0 makes the particles always fade and 1 removes facing completely
#Range: 0.0 ~ 1.0
bulletHoleFadeThreshold = 0.98
#If true, blood will will spawn from entities that are hit from a projectile
enableBlood = false
#The maximum distance impact particles can be seen from the player
#Range: 0.0 ~ 64.0
impactParticleDistance = 32.0
#Properties relating to controls
[client.controls]
#A value to multiple the mouse sensitivity by when aiming down weapon sights. Go to (Options > Controls > Mouse Settings > ADS Sensitivity) in game to change this!
#Range: 0.0 ~ 1.0
aimDownSightSensitivity = 0.75

@ -0,0 +1,130 @@
[common]
#Properties relating to gameplay
[common.gameplay]
#The extra amount to expand an entity's bounding box when checking for projectile collision. Setting this value higher will make it easier to hit entities
#Range: 0.0 ~ 1.0
growBoundingBoxAmount = 0.3
#Enables the check for head shots for players. Projectiles that hit the head of a player will have increased damage.
enableHeadShots = true
#The value to multiply the damage by if projectile hit the players head
#Range: 1.0 ~ 1.7976931348623157E308
headShotDamageMultiplier = 1.25
#The value to multiply the damage by if projectile is a critical hit
#Range: 1.0 ~ 1.7976931348623157E308
criticalDamageMultiplier = 1.5
#If true, projectiles will ignore leaves when checking for collision
ignoreLeaves = true
#If true, projectiles will cause knockback when an entity is hit. By default this is set to true to match the behaviour of Minecraft.
enableKnockback = true
#Sets the strengthof knockback when shot by a bullet projectile. Knockback must be enabled for this to take effect. If value is equal to zero, knockback will use default minecraft value
#Range: 0.0 ~ 1.0
knockbackStrength = 0.15
#If true, improves the accuracy of weapons by considering the ping of the player. This has no affect on singleplayer. This will add a little overhead if enabled.
improvedHitboxes = false
#Properties related to gun griefing
[common.gameplay.griefing]
#If enabled, allows block removal on explosions
enableBlockRemovalOnExplosions = true
#If enabled, allows guns to shoot out glass and other fragile objects
enableGlassBreaking = true
#If enabled, fragile blocks will drop their loot when broken
fragileBlockDrops = true
#The base chance that a fragile block is broken when impacted by a bullet. The hardness of a block will scale this value; the harder the block, the lower the final calculated chance will be.
#Range: 0.0 ~ 1.0
fragileBlockBreakChance = 1.0
#If true, allows guns enchanted with Fire Starter to light and spread fires on blocks
setFireToBlocks = true
#Properties relating to network
[common.network]
#The distance players need to be within to be able to track new projectiles trails. Higher values means you can see projectiles from that start from further away.
#Range: 1.0 ~ 1.7976931348623157E308
projectileTrackingRange = 200.0
#Properties relating to mob aggression
[common.aggro_mobs]
#If true, nearby mobs are angered and/or scared by the firing of guns.
enabled = true
#If true, in addition to causing peaceful mobs to panic, firing a gun will also cause nearby hostile mobs to target the shooter.
angerHostileMobs = true
#Any mobs within a sphere of this radius will aggro on the shooter of an unsilenced gun.
#Range: 0.0 ~ 1.7976931348623157E308
unsilencedRange = 20.0
#Any mobs of defined will not aggro on shooters
exemptMobs = []
#Properties relating to missiles
[common.missiles]
#The max distance which the explosion is effective to
#Range: 0.0 ~ 1.7976931348623157E308
explosionRadius = 5.0
#Properties relating to grenades
[common.grenades]
#The max distance which the explosion is effective to
#Range: 0.0 ~ 1.7976931348623157E308
explosionRadius = 5.0
#Properties relating to stun grenades
[common.stun_grenades]
#Blinding properties of stun grenades
[common.stun_grenades.blind]
#If true, hostile mobs will be unable to target entities while they are blinded by a stun grenade.
blindMobs = true
[common.stun_grenades.blind.effect_criteria]
#Grenade must be no more than this many meters away to have an effect.
#Range: 0.0 ~ 1.7976931348623157E308
radius = 15.0
#Effect will have this duration (in ticks) if the grenade is directly at the player's eyes while looking directly at it.
#Range: > 0
durationMax = 220
#Effect will have this duration (in ticks) if the grenade is the maximum distance from the player's eyes while looking directly at it.
#Range: > 0
durationMin = 10
#Angle between the eye/looking direction and the eye/grenade direction must be no more than half this many degrees to have an effect.
#Range: 0.0 ~ 360.0
angleEffect = 170.0
#After duration is attenuated by distance, it will be further attenuated depending on the angle (in degrees) between the eye/looking direction and the eye/grenade direction. This is done by multiplying it by 1 (no attenuation) if the angle is 0; and by this value if the angle is the maximum within the angle of effect.
#Range: 0.0 ~ 1.0
angleAttenuationMax = 0.75
#If true, the effect is only applied if the line between the eyes and the grenade does not intersect any non-liquid blocks with an opacity greater than 0.
raytraceOpaqueBlocks = true
#Deafening properties of stun grenades
[common.stun_grenades.deafen]
#If true, peaceful mobs will panic upon being deafened by a stun grenade.
panicMobs = true
[common.stun_grenades.deafen.effect_criteria]
#Grenade must be no more than this many meters away to have an effect.
#Range: 0.0 ~ 1.7976931348623157E308
radius = 15.0
#Effect will have this duration (in ticks) if the grenade is directly at the player's eyes while looking directly at it.
#Range: > 0
durationMax = 280
#Effect will have this duration (in ticks) if the grenade is the maximum distance from the player's eyes while looking directly at it.
#Range: > 0
durationMin = 100
#Angle between the eye/looking direction and the eye/grenade direction must be no more than half this many degrees to have an effect.
#Range: 0.0 ~ 360.0
angleEffect = 360.0
#After duration is attenuated by distance, it will be further attenuated depending on the angle (in degrees) between the eye/looking direction and the eye/grenade direction. This is done by multiplying it by 1 (no attenuation) if the angle is 0; and by this value if the angle is the maximum within the angle of effect.
#Range: 0.0 ~ 1.0
angleAttenuationMax = 0.75
#If true, the effect is only applied if the line between the eyes and the grenade does not intersect any non-liquid blocks with an opacity greater than 0.
raytraceOpaqueBlocks = false
#Properties relating to projectile spread
[common.projectile_spread]
#The amount of time in milliseconds before logic to apply spread is skipped. The value indicates a reasonable amount of time before a weapon is considered stable again.
#Range: 0 ~ 1000
spreadThreshold = 300
#The amount of times a player has to shoot within the spread threshold before the maximum amount of spread is applied. Setting the value higher means it will take longer for the spread to be applied.
#Range: > 1
maxCount = 10

@ -0,0 +1,6 @@
#Client Configuration Settings
[client_configs]
#Enable a red box showing which blocks will be destroyed?
enableExplosionPreviewRender = true

@ -0,0 +1,28 @@
#Miscellaneous
[common_configuration]
#The max explosion depth a user can set in their explosive
#Range: 1 ~ 128
maxExplosionDepth = 11
#The number of warning beeps given after setting an explosive off to detonate. Time is distributed evenly across the value configured in 'detonationCountdownTime'
#Range: > 0
detonationBeepCount = 5
#Controls if a charge's explosion should provide drops. Setting this to true will drop items, false will not
explosionsDropItems = true
#A percentage (decimal from 0-1) of how much concussive damage should be done by charges. 0 disables concussive damage.
#Values greater than 0 will hurt anything in a radius of the blast by an amount (calculated by the explosive's width, depth and height) times this value.
#Range: 0.0 ~ 1.0
concussiveDamageScale = 0.1
#The number of blocks outside of the blast radius that a blast can give concussive damage. Set to 0 to disable extra concussive damage range
#Range: 0 ~ 64
extraConcussiveDamageRange = 2
#The amount of time between activating an explosive and when it detonates, in seconds. Setting to 0 makes it instant
#Range: > 0
detonationCountdownTime = 5
#The max explosion height a user can set in their explosive
#Range: 1 ~ 128
maxExplosionHeight = 11
#The max explosion width a user can set in their explosive
#Range: 1 ~ 128
maxExplosionWidth = 11

@ -0,0 +1,53 @@
{
"ORGAN_BUNDLE_LOOTING_BOOST": 0.04,
"UNIVERSAL_DONOR_RATE": 0.1,
"ORGAN_REJECTION_DAMAGE": 2,
"ORGAN_REJECTION_RATE": 600,
"HEARTBLEED_RATE": 20,
"KIDNEY_RATE": 60,
"FILTRATION_DURATION_FACTOR": 1.0,
"APPENDIX_LUCK": 0.1,
"HEART_HP": 4.0,
"MUSCLE_STRENGTH": 1.0,
"MUSCLE_SPEED": 0.5,
"NERVES_HASTE": 0.1,
"BONE_DEFENSE": 0.5,
"RISK_OF_PRIONS": 0.01,
"CHEST_OPENER_ABSOLUTE_HEALTH_THRESHOLD": 20,
"CHEST_OPENER_FRACTIONAL_HEALTH_THRESHOLD": 0.5,
"CAN_OPEN_OTHER_PLAYERS": false,
"KEEP_CHEST_CAVITY": false,
"DISABLE_ORGAN_REJECTION": false,
"ARROW_DODGE_DISTANCE": 32,
"BUFF_PURGING_DURATION_FACTOR": 0.5,
"CRYSTALSYNTHESIS_RANGE": 32,
"CRYSTALSYNTHESIS_FREQUENCY": 10,
"FIREPROOF_DEFENSE": 0.75,
"IMPACT_DEFENSE": 0.75,
"IRON_REPAIR_PERCENT": 0.25,
"LAUNCHING_POWER": 0.1,
"MAX_TELEPORT_ATTEMPTS": 5,
"PHOTOSYNTHESIS_FREQUENCY": 50,
"RUMINATION_TIME": 400,
"RUMINATION_GRASS_PER_SQUARE": 2,
"RUMINATION_SQUARES_PER_STOMACH": 3,
"SHULKER_BULLET_TARGETING_RANGE": 20,
"SWIMSPEED_FACTOR": 1.0,
"WITHERED_DURATION_FACTOR": 0.5,
"ARROW_DODGE_COOLDOWN": 200,
"DRAGON_BOMB_COOLDOWN": 200,
"DRAGON_BREATH_COOLDOWN": 200,
"EXPLOSION_COOLDOWN": 200,
"FORCEFUL_SPIT_COOLDOWN": 20,
"GHASTLY_COOLDOWN": 60,
"IRON_REPAIR_COOLDOWN": 1200,
"PYROMANCY_COOLDOWN": 78,
"SHULKER_BULLET_COOLDOWN": 100,
"SILK_COOLDOWN": 20,
"VENOM_COOLDOWN": 40,
"BACKROOMS_INTEGRATION": true,
"BACKROOMS_CHEST_ORGAN_LOOT_ATTEMPTS": 2,
"BACKROOMS_CHEST_ORGAN_LOOT_CHANCE": 0.2,
"BEWITCHMENT_INTEGRATION": true,
"BIOME_MAKEOVER_INTEGRATION": true
}

@ -0,0 +1,14 @@
{
// When enabled, transfer the held items and armour from replaced entities by any of the Entity Spawn mods which depend on Collective.
"transferItemsBetweenReplacedEntities": true,
// The amount of times Collective loops through possible mob drops to get them all procedurally. Drops are only generated when a dependent mod uses them. Lowering this can increase world load time but decrease accuracy.
// min: 1, max: 500
"loopsAmountUsedToGetAllEntityDrops": 100,
// The delay of the is-there-a-block-around-check around entities in ms. Used in mods which depends on a specific blockstate in the world. Increasing this number can increase TPS if needed.
// min: 0, max: 3600000
"findABlockCheckAroundEntitiesDelayMs": 30000,
// Please check out https://stopmodreposts.org/ for more information on why this feature exists.
"enableAntiRepostingCheck": true,
// Enables pets for Patrons. Will be added in a future release.
"enablePatronPets": true
}

@ -0,0 +1,21 @@
[server]
#Set to true to automatically use sleeping bags when placed
autoUse = true
#Set to true to prevent sleeping depending on how long you previously slept
wellRested = false
#If well rested is true, this value is used to determine how long you need before being able to sleep again (larger numbers = can sleep sooner)
#Range: 1.0 ~ 20.0
sleepyFactor = 2.0
#Set to true to enable sleeping in hammocks at night
nightHammocks = false
#The chance that a sleeping bag will break upon usage
#Range: 0.0 ~ 1.0
sleepingBagBreakage = 0.0
#The value that will be multiplied by a player's luck then added/subtracted from the sleepingBagBreakage value
#Range: -1.0 ~ 1.0
sleepingBagBreakageLuckMultiplier = 0.0
#List of debuffs to apply to players after using the sleeping bag
#Format: effect;duration(secs);power
sleepingBagDebuffs = []

@ -0,0 +1,13 @@
#The renderer to use for monitors. Generally this should be kept at "best" - if
#monitors have performance issues, you may wish to experiment with alternative
#renderers.
#Allowed Values: BEST, TBO, VBO
monitor_renderer = "BEST"
#The maximum distance monitors will render at. This defaults to the standard tile
#entity limit, but may be extended if you wish to build larger monitors.
#Range: 16 ~ 1024
monitor_distance = 64
#The delay in seconds after which we'll notify about unhandled imports. Set to 0 to disable.
#Range: 0 ~ 60
upload_nag_delay = 5

@ -0,0 +1,7 @@
#The formatting to apply to the label of a config property that has been changed
changed_formatting = "ITALIC"
#Forces all config menus to be overridden and generated by Configured. This requires the game to be restarted for the changes to apply.
force_configured_menu = false
#Include folders when searching in config menus. By default, only entries that link to a config property are shown in searches.
include_folders_in_search = false

@ -0,0 +1,6 @@
{
"connected_textures": true,
"emissive_textures": true,
"custom_block_layers": true,
"use_manual_culling": true
}

@ -0,0 +1,27 @@
#If true, a cow can be squished into a Milk Jar by dropping an anvil on top.
cowJarEnabled = true
#The amount of milk the cow in a jar generates per tick.
#Range: > -2147483648
cowJarMilkPerTick = 1
#Ex Compressum compatibility. Multiplier applied to the milk per tick for Compressed Cow in a Jar.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
compressedCowJarMilkMultiplier = 9.0
#Set this to true if you'd like the sink to require water to be piped in, instead of providing infinite of it.
sinkRequiresWater = false
#Enabling this will make the kitchen counters have twice as much inventory space.
largeCounters = false
#Set this to true if you'd like to disallow automation of the oven (pipes and such won't be able to insert/extract)
disallowOvenAutomation = false
#The fuel multiplier for the cooking oven. Higher values means fuel lasts longer, 1.0 is furnace default.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
ovenFuelTimeMultiplier = 0.33000001311302185
#The cooking time multiplier for the cooking oven. Higher values means it will take longer.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
ovenCookTimeMultiplier = 1.0
#Set this to true if you'd like the oven to only accept cooking oil as fuel (requires Pam's Harvestcraft)
ovenRequiresCookingOil = false
#Set to false if you don't want ingredients to be marked with a special icon in the recipe book.
showIngredientIcon = true
#Toasting toasted bread again will turn into charcoal (only if no other mod adding toast is present). Set to false to disable.
allowVeryToastedBread = true

@ -0,0 +1,381 @@
{
"_README": "https://gitlab.com/CDAGaming/CraftPresence/-/wikis/home",
"_SOURCE": "https://gitlab.com/CDAGaming/CraftPresence",
"_schemaVersion": 4,
"_lastMCVersionId": 760,
"generalSettings": {
"detectATLauncherInstance": true,
"detectCurseManifest": true,
"detectMultiMCManifest": true,
"detectMCUpdaterInstance": true,
"detectTechnicPack": true,
"detectBiomeData": true,
"detectDimensionData": true,
"detectWorldData": true,
"clientId": "450485984333660181",
"defaultIcon": "grass",
"enableJoinRequests": true,
"partyPrivacyLevel": 1,
"preferredClientLevel": 3,
"resetTimeOnInit": false,
"autoRegister": true
},
"biomeSettings": {
"fallbackBiomeIcon": "unknown",
"biomeData": {
"default": {
"textOverride": "Playing in {biome.name}",
"data": {
"enabled": true,
"useAsMain": false,
"details": "",
"gameState": "",
"largeImageKey": "",
"largeImageText": "",
"smallImageKey": "",
"smallImageText": "",
"startTimestamp": "",
"endTimestamp": "",
"buttons": {
"default": {
"label": "Example Text",
"url": "https://google.com"
}
}
}
}
}
},
"dimensionSettings": {
"fallbackDimensionIcon": "default",
"dimensionData": {
"default": {
"textOverride": "In the {dimension.name}",
"data": {
"enabled": true,
"useAsMain": false,
"details": "",
"gameState": "",
"largeImageKey": "",
"largeImageText": "",
"smallImageKey": "",
"smallImageText": "",
"startTimestamp": "",
"endTimestamp": "",
"buttons": {
"default": {
"label": "Example Text",
"url": "https://google.com"
}
}
}
}
}
},
"serverSettings": {
"fallbackServerIcon": "default",
"fallbackServerName": "Minecraft Server",
"fallbackServerMotd": "A Minecraft Server",
"serverData": {
"default": {
"textOverride": "Playing on {server.motd.raw}",
"data": {
"enabled": true,
"useAsMain": false,
"details": "",
"gameState": "",
"largeImageKey": "",
"largeImageText": "",
"smallImageKey": "",
"smallImageText": "",
"startTimestamp": "",
"endTimestamp": "",
"buttons": {
"default": {
"label": "Example Text",
"url": "https://google.com"
}
}
}
}
}
},
"statusMessages": {
"mainMenuData": {
"textOverride": "In the Main Menu",
"data": {
"enabled": true,
"useAsMain": false,
"details": "",
"gameState": "",
"largeImageKey": "",
"largeImageText": "",
"smallImageKey": "",
"smallImageText": "",
"startTimestamp": "",
"endTimestamp": "",
"buttons": {
"default": {
"label": "Example Text",
"url": "https://google.com"
}
}
}
},
"loadingData": {
"textOverride": "Loading...",
"data": {
"enabled": true,
"useAsMain": false,
"details": "",
"gameState": "",
"largeImageKey": "",
"largeImageText": "",
"smallImageKey": "",
"smallImageText": "",
"startTimestamp": "",
"endTimestamp": "",
"buttons": {
"default": {
"label": "Example Text",
"url": "https://google.com"
}
}
}
},
"lanData": {
"textOverride": "Playing on a LAN Server",
"data": {
"enabled": true,
"useAsMain": false,
"details": "",
"gameState": "",
"largeImageKey": "",
"largeImageText": "",
"smallImageKey": "",
"smallImageText": "",
"startTimestamp": "",
"endTimestamp": "",
"buttons": {
"default": {
"label": "Example Text",
"url": "https://google.com"
}
}
}
},
"singleplayerData": {
"textOverride": "Playing Singleplayer",
"data": {
"enabled": true,
"useAsMain": false,
"details": "",
"gameState": "",
"largeImageKey": "",
"largeImageText": "",
"smallImageKey": "",
"smallImageText": "",
"startTimestamp": "",
"endTimestamp": "",
"buttons": {
"default": {
"label": "Example Text",
"url": "https://google.com"
}
}
}
}
},
"advancedSettings": {
"enablePerGui": false,
"enablePerItem": false,
"enablePerEntity": false,
"renderTooltips": true,
"formatWords": true,
"debugMode": false,
"verboseMode": false,
"refreshRate": 2,
"roundSize": 3,
"includeExtraGuiClasses": false,
"allowPlaceholderPreviews": false,
"guiSettings": {
"fallbackGuiIcon": "unknown",
"guiData": {
"default": {
"textOverride": "In {screen.name}",
"data": {
"enabled": true,
"useAsMain": false,
"details": "",
"gameState": "",
"largeImageKey": "",
"largeImageText": "",
"smallImageKey": "",
"smallImageText": "",
"startTimestamp": "",
"endTimestamp": "",
"buttons": {
"default": {
"label": "Example Text",
"url": "https://google.com"
}
}
}
}
}
},
"itemMessages": {
"default": "Holding {item.message.holding}"
},
"entitySettings": {
"fallbackEntityIcon": "unknown",
"targetData": {
"default": {
"textOverride": "Targeting {entity.target.name}",
"data": {
"enabled": true,
"useAsMain": false,
"details": "",
"gameState": "",
"largeImageKey": "",
"largeImageText": "",
"smallImageKey": "",
"smallImageText": "",
"startTimestamp": "",
"endTimestamp": "",
"buttons": {
"default": {
"label": "Example Text",
"url": "https://google.com"
}
}
}
}
},
"ridingData": {
"default": {
"textOverride": "Riding {entity.riding.name}",
"data": {
"enabled": true,
"useAsMain": false,
"details": "",
"gameState": "",
"largeImageKey": "",
"largeImageText": "",
"smallImageKey": "",
"smallImageText": "",
"startTimestamp": "",
"endTimestamp": "",
"buttons": {
"default": {
"label": "Example Text",
"url": "https://google.com"
}
}
}
}
}
},
"allowEndpointIcons": true,
"serverIconEndpoint": "https://api.mcsrvstat.us/icon/{server.address.short}",
"playerSkinEndpoint": "https://mc-heads.net/avatar/{getOrDefault(player.uuid.short, player.name)}"
},
"accessibilitySettings": {
"tooltipBackground": {
"start": {
"red": 16,
"green": 0,
"blue": 16,
"alpha": 240
}
},
"tooltipBorder": {
"start": {
"red": 80,
"green": 0,
"blue": 255,
"alpha": 80
},
"end": {
"red": 40,
"green": 0,
"blue": 127,
"alpha": 80
}
},
"guiBackground": {
"start": {
"red": 64,
"green": 64,
"blue": 64,
"alpha": 255
},
"texLocation": "minecraft:textures/gui/options_background.png"
},
"worldGuiBackground": {
"start": {
"red": 16,
"green": 16,
"blue": 16,
"alpha": 192
},
"end": {
"red": 16,
"green": 16,
"blue": 16,
"alpha": 208
}
},
"buttonBackground": {
"start": {
"red": 255,
"green": 255,
"blue": 255,
"alpha": 255
},
"texLocation": "minecraft:textures/gui/widgets.png"
},
"languageId": "en_us",
"stripTranslationColors": false,
"showLoggingInChat": false,
"stripExtraGuiElements": false,
"configKeyCode": -1
},
"displaySettings": {
"presenceData": {
"enabled": true,
"useAsMain": false,
"details": "{getFirst(menu.message, dimension.message)}",
"gameState": "{getOrDefault(server.message)} {getOrDefault(pack.name)}",
"largeImageKey": "{getFirst(menu.icon, dimension.icon)}",
"largeImageText": "{getFirst(menu.message, dimension.message)}",
"smallImageKey": "{getFirst(server.icon, pack.icon)}",
"smallImageText": "{getOrDefault(server.message)} {getOrDefault(pack.name)}",
"startTimestamp": "{data.general.time}",
"endTimestamp": "",
"buttons": {
"default": {
"label": "Example Text",
"url": "https://google.com"
}
}
},
"dynamicIcons": {
"default": "https://via.placeholder.com/256.png",
"utime": "https://mc-heads.net/avatar/117459cda223448fbe6ac3792f132c99",
"5.161.126.146": "https://api.mcsrvstat.us/icon/5.161.126.146"
},
"dynamicVariables": {
"default": "Example Text",
"mods": "{general.mods} Mod(s)",
"player_info_coordinate": "At {player.position.x}, {player.position.z}",
"players": "{server.players.current} / {server.players.max} Players",
"player_info_in": "({custom.player_info.health})",
"player_info_items": "Items: {item.main_hand.message}",
"player_info_out": "As {player.name}",
"player_info_health": "Health: {player.health.current}/{player.health.max}",
"world_info": "On {world.name}",
"pack": "{pack.name}"
}
}
}

@ -0,0 +1,146 @@
#.
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
[client]
#.
#Show item descriptions on Shift and controls on Ctrl.
enableTooltips = true
#.
#Display a tooltip when looking at overstressed components.
enableOverstressedTooltip = true
#.
#Log a stack-trace when rendering issues happen within a moving contraption.
explainRenderErrors = false
#.
#Higher density means more spawned particles.
#Range: 0.0 ~ 1.0
fanParticleDensity = 0.5
#.
#[in Blocks]
#Maximum Distance to the player at which items in Blocks' filter slots will be displayed
#Range: 1.0 ~ 3.4028234663852886E38
filterItemRenderDistance = 10.0
#.
#Show kinetic debug information on blocks while the F3-Menu is open.
enableRainbowDebug = false
#.
#The maximum amount of blocks for which to try and calculate dynamic contraption lighting. Decrease if large contraption cause too much lag
#Range: > 0
maximumContraptionLightVolume = 16384
#.
#Choose the menu row that the Create config button appears on in the main menu
#Set to 0 to disable the button altogether
#Range: 0 ~ 4
mainMenuConfigButtonRow = 2
#.
#Offset the Create config button in the main menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
#Range: > -2147483648
mainMenuConfigButtonOffsetX = -4
#.
#Choose the menu row that the Create config button appears on in the in-game menu
#Set to 0 to disable the button altogether
#Range: 0 ~ 5
ingameMenuConfigButtonRow = 3
#.
#Offset the Create config button in the in-game menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
#Range: > -2147483648
ingameMenuConfigButtonOffsetX = -4
#.
#Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled
ignoreFabulousWarning = false
#.
#Configure your vision range when submerged in Create's custom fluids
[client.fluidFogSettings]
#.
#The vision range through honey will be multiplied by this factor
#Range: 0.125 ~ 256.0
honey = 1.0
#.
#The vision range though chocolate will be multiplied by this factor
#Range: 0.125 ~ 256.0
chocolate = 1.0
#.
#Settings for the Goggle Overlay
[client.goggleOverlay]
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetX = 20
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetY = 0
#.
#Enable this to use your custom colors for the Goggle- and Hover- Overlay
customColorsOverlay = false
#.
#The custom background color to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBackgroundOverlay = -267386864
#.
#The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBorderTopOverlay = 1347420415
#.
#The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBorderBotOverlay = 1344798847
#.
#Settings for the Placement Assist
[client.placementAssist]
#.
#What indicator should be used when showing where the assisted placement ends up relative to your crosshair
#Choose 'NONE' to disable the Indicator altogether
#Allowed Values: TEXTURE, TRIANGLE, NONE
indicatorType = "TEXTURE"
#.
#Change the size of the Indicator by this multiplier
#Range: 0.0 ~ 3.4028234663852886E38
indicatorScale = 1.0
#.
#Ponder settings
[client.ponder]
#.
#Slow down a ponder scene whenever there is text on screen.
comfyReading = false
#.
#Show additional info in the ponder view and reload scene scripts more frequently.
editingMode = false
#.
#Sound settings
[client.sound]
#.
#Make cogs rumble and machines clatter.
enableAmbientSounds = true
#.
#Maximum volume modifier of Ambient noise
#Range: 0.0 ~ 1.0
ambientVolumeCap = 0.10000000149011612
#.
#Railway related settings
[client.trains]
#.
#How far away the Camera should zoom when seated on a train
#Range: 0.0 ~ 3.4028234663852886E38
mountedZoomMultiplier = 3.0
#.
#Display nodes and edges of a Railway Network while f3 debug mode is active
showTrackGraphOnF3 = false
#.
#Additionally display materials of a Rail Network while f3 debug mode is active
showExtendedTrackGraphOnF3 = false

@ -0,0 +1,65 @@
[worldgen]
#.
#Modify Create's impact on your terrain
[worldgen.v2]
#.
#.
#Prevents all worldgen added by Create from taking effect
disableWorldGen = false
[worldgen.v2.striated_ores_nether]
#.
#Range: > 0
clusterSize = 32
#.
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.0555555559694767
#.
#Range: > -2147483648
minHeight = 40
#.
#Range: > -2147483648
maxHeight = 90
[worldgen.v2.striated_ores_overworld]
#.
#Range: > 0
clusterSize = 32
#.
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.0555555559694767
#.
#Range: > -2147483648
minHeight = -30
#.
#Range: > -2147483648
maxHeight = 70
[worldgen.v2.zinc_ore]
#.
#Range: > 0
clusterSize = 12
#.
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 8.0
#.
#Range: > -2147483648
minHeight = -63
#.
#Range: > -2147483648
maxHeight = 70

@ -0,0 +1,26 @@
#Create Unlimited Config
[CreateUnlimited]
#Train Settings
[CreateUnlimited.Trains]
#Whether or not to enable the placement checks for train tracks.
#Allowed Values: ON, SURVIVAL_ONLY, OFF
placementChecksEnabled = "ON"
#Maximum stress from couplings before train derails. Set to -1 to disable.
#Range: -1.0 ~ 1.7976931348623157E308
maxAllowedStress = 4.0
#Whether or not to allow trains to drive on "very illegal" tracks. Slightly buggy.
extendedDriving = false
#Maximum distance a train can be relocated using the wrench.
#Range: > 0
maxTrainRelocatingDistance = 24
#Glue Settings
[CreateUnlimited.SuperGlue]
#Maximum distance between two blocks for them to be considered for glue connections.
#Range: > 0
maxGlueConnectionRange = 24
#Require blocks to be connected for glue connections.
blocksMustBeConnectedForConnection = true

@ -0,0 +1,21 @@
#Client only settings, mostly things related to rendering
[client]
#Set to true to enable rendering curios
renderCurios = true
#The X-Offset for the Curios GUI button
#Range: -100 ~ 100
buttonXOffset = 0
#The Y-Offset for the Curios GUI button
#Range: -100 ~ 100
buttonYOffset = 0
#The X-Offset for the Creative Curios GUI button
#Range: -100 ~ 100
creativeButtonXOffset = 0
#The Y-Offset for the Creative Curios GUI button
#Range: -100 ~ 100
creativeButtonYOffset = 0
#The corner for the Curios GUI button
#Allowed Values: TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT
buttonCorner = "TOP_LEFT"

@ -0,0 +1,4 @@
{
"outOfRangePowerMultiplier": 2.0,
"magnetCardRange": 16.0
}

@ -0,0 +1,24 @@
{
// Whether the Sculk Jaw can eat items or not (eating an item will cause it to disappear forever)
"sculk_jaw_eats_items": false,
"warden_armor": {
"warden_armor_toughness": 3.0,
"warden_armor_durability": 45,
"warden_armor_knockback_resistance": 0.5,
// How much strength/armor you get from the Soul Elytra
"soul_elytra_armor_modifier": 4.0,
},
"warden_tools": {
"warden_tools_durability": 2464,
"warden_tools_damage": 7.0,
"warden_tools_speed": 11.0,
},
"otherside": {
"sculk_centipede_spawning": true,
// Whether Sculk Blocks can spawn in the Otherside or not (Sculk Sensor, Sculk Vein, and Sculk Catalyst)
"sculk_blocks_in_otherside": true,
"phantom_spawning": true,
"sculk_snapper_spawning": true,
"shattered_spawning": true,
},
}

@ -0,0 +1,17 @@
{
"effectType": "AURA",
"effectSpeed": "NORMAL",
"effectThorn": "ANIMATION",
"toggleEnchants": true,
"toggleNetherites": true,
"toggleArmorTypes": true,
"toggleThorns": true,
"toggleDurability": true,
"toggleMending": true,
"toggleEmptyBar": true,
"toggleItemBar": true,
"toggleVanillaTexture": true,
"toggleCompatibleHeartMod": false,
"toggleInverseSlot": false,
"toggleSortSpecialItem": true
}

@ -0,0 +1,13 @@
{
// Whether the recursive opening feature should be enabled. This allows you to for example build a giant door with trapdoors which will all open at the same time, as long as they are connected. The 'recursiveOpeningMaxBlocksDistance' config option determines how far the function should search.
"enableRecursiveOpening": true,
// How many blocks the recursive function should search when 'enableRecursiveOpening' is enabled.
// min: 1, max: 64
"recursiveOpeningMaxBlocksDistance": 10,
// When enables, the mod works with double doors.
"enableDoors": true,
// When enables, the mod works with double fence gates.
"enableFenceGates": true,
// When enables, the mod works with double trapdoors.
"enableTrapdoors": true
}

@ -0,0 +1,4 @@
##[general]
B:early_fade_out_elements = 'true';
B:allow_universal_layouts = 'false';

@ -0,0 +1,7 @@
#Render inventory contents of an enchanting table.
#Allowed Values: NONE, FLAT, FLOATING
render_enchanting_table_contents = "FLOATING"
#Keep the vanilla book inside the enchantment screen instead of rendering a reroll button.
#The button is simply not visible, rerolling still works by clicking the book. Disabling the reroll feature itself is possible in the server config.
keep_enchantment_screen_book = false

@ -0,0 +1,24 @@
#Amount of bookshelves required to perform enchantments at the highest level.
#Range: > 0
max_enchanting_power = 15
#Add a button in the enchanting screen to allow for re-rolling enchantments.
#This costs experience levels as well as lapis lazuli, or can be free when the costs are set to 0.
reroll_enchantments = true
#Blocks without a full collision shape (e.g. torches & carpet) do not block bookshelves placed behind from counting towards current enchanting power.
lenient_bookshelves = true
#Amount of catalyst item taken as a cost for re-rolling enchantments. Set to 0 to disable this kind of cost.
#The default re-roll catalyst is simply lapis lazuli as defined in 'easymagic:enchanting_catalysts'.
#Requires the re-rolling option to be enabled.
#Range: 0 ~ 64
reroll_catalyst_cost = 1
#Choose how many enchantments are shown on the enchanting tooltip, if any at all.
#Allowed Values: NONE, SINGLE, ALL
enchantment_hint = "SINGLE"
#Catalyst items for re-rolling are defined by the 'easymagic:reroll_catalysts' item tag instead of 'easymagic:enchanting_catalysts' (which includes just lapis lazuli by default).
#Unlocks an additional slot for providing those items in the enchanting table interface.
dedicated_reroll_catalyst = false
#Amount of experience points (not enchantment levels) taken as a cost for re-rolling enchantments. Set to 0 to disable this kind of cost.
#Requires the re-rolling option to be enabled.
#Range: > 0
reroll_experience_points_cost = 5

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