mirror of
https://github.com/Adam-Ant/modpack_spring_17
synced 2025-04-25 00:32:28 +00:00
468 lines
16 KiB
INI
468 lines
16 KiB
INI
# Configuration file
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##########################################################################################################
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# dimletconstruction
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#--------------------------------------------------------------------------------------------------------#
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# Dimlet construction related settings
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##########################################################################################################
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dimletconstruction {
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# Maximum RF storage that the dimlet workbench can hold
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I:dimletWorkbenchMaxRF=32000
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# RF that the dimlet workbench needs for extracting one dimlet
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I:dimletWorkbenchRFPerOperation=200
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# RF per tick that the the dimlet workbench can receive
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I:dimletWorkbenchRFPerTick=80
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# Amount of ticks needed to fully absorb a biome essence
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I:maxBiomeAbsorbtion=5000
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# Amount of blocks needed to fully absorb material essence
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I:maxBlockAbsorbtion=128
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# Amount of ticks needed to fully absorb a feature essence
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I:maxFeatureAbsorbtion=5000
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# Amount of liquid blocks needed to fully absorb liquid essence
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I:maxLiquidAbsorbtion=128
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# Amount of injections needed to get a fully absorbed mob essence
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I:maxMobInjections=10
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# Amount of ticks needed to fully absorb a terrain essence
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I:maxTerrainAbsorbtion=5000
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# Amount of ticks needed to absorb the correct time
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I:maxTimeAbsorbtion=10
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}
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##########################################################################################################
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# dimlets
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#--------------------------------------------------------------------------------------------------------#
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# Dimlet related settings
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##########################################################################################################
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dimlets {
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# Rarity factor for level 0
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D:level0=500.0
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# Rarity factor for level 1
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D:level1=250.0
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# Rarity factor for level 2
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D:level2=150.0
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# Rarity factor for level 3
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D:level3=90.0
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# Rarity factor for level 4
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D:level4=40.0
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# Rarity factor for level 5
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D:level5=20.0
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# Rarity factor for level 6
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D:level6=1.0
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}
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##########################################################################################################
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# general
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#--------------------------------------------------------------------------------------------------------#
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# Dimension related settings
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##########################################################################################################
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general {
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# Behaviour when sleeping in an RFTools dimension: 0 = do nothing, 1 = explode, 2 = set spawn
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I:bedBehaviour=0
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# How much stronger mobs should be if spawned in a dimension with the brutal mobs dimlet
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D:brutalMobsFactor=5.0
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# If this is enabled then the dimension builder needs a correct owner before you can create dimensions with it
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B:dimensionBuilderNeedsOwner=false
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# If this is enabled the /rftdim safedel <id> command will also delete the DIM<id> folder. If false then this has to be done manually
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B:dimensionFolderIsDeletedWithSafeDel=true
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# RF per tick/per block for the dimension screen module
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I:dimensionRFPerTick=6
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# How much of the tick cost of the world is applied to the PFG cost, as a ratio from 0 to 1
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D:dynamicPhaseCostAmount=0.05000000074505806
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# If this is enabled then a dimension editor can delete a dimension that is owned by the same player as the dimension editor's player. This works by sending over a block of TNT
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B:editorCanDeleteDimensions=false
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# Enable the dimension builder recipe.
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B:enableDimensionBuilderRecipe=true
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# Enable dynamic scaling of the Phase Field Generator cost based on world tick cost
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B:enableDynamicPhaseCost=false
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# The chance that you get a dimlet parcel when killing an enderman. Set to 0 to disable
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D:endermanDimletPartDrop=0.019999999552965164
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# The maximum amount of dimensions per player. This requires that dimensions are build with an owned builder (dimensionBuilderNeedsOwner must be set). -1 means no maximum
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I:maxDimensionsPerPlayer=-1
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# The maximum amount of dimlet parts you get out of a dimlet parcel
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I:maxParcelContents=6
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# The minimum amount of dimlet parts you get out of a dimlet parcel
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I:minParcelContents=5
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# If this is enabled (non-craftable) owner dimlets are required to construct dimension tabs. This is useful on servers where you want to limit the amount of dimensions a player can make
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B:ownerDimletsNeeded=false
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# If this is enabled then regular players can delete their own dimensions using the /rftdim safedel <id> command
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B:playersCanDeleteDimensions=true
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# Randomize the seed when the dimension is created
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B:randomizeSeed=false
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# If this flag is true the player will respawn in the rftools dimension when he dies (unless power runs out)
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B:respawnRfToolsDimension=false
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# The RFTools dimension provider id (-1 means try to find one automatically)
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I:rftoolsProviderId=-1
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# Dimension to respawn in after you get kicked out of an RFTools dimension
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I:spawnDimension=0
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# How much stronger mobs should be if spawned in a dimension with the strong mobs dimlet
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D:strongMobsFactor=3.0
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# Set this to true if you want to make sure RFTools can only create void dimensions
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B:voidOnly=false
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}
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##########################################################################################################
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# machines
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#--------------------------------------------------------------------------------------------------------#
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# Machine related settings
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##########################################################################################################
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machines {
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# Maximum RF storage that the dimension builder can hold
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I:dimensionBuilderMaxRF=10000000
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# RF per tick that the dimension builder can receive
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I:dimensionBuilderRFPerTick=50000
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# Maximum RF storage that the dimension editor can hold
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I:dimensionEditorMaxRF=5000000
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# RF per tick that the dimension editor can receive
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I:dimensionEditorRFPerTick=50000
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# Maximum RF storage that the dimlet workbench can hold
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I:dimletWorkbenchMaxRF=32000
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# RF that the dimlet workbench needs for extracting one dimlet
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I:dimletWorkbenchRFPerOperation=200
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# RF per tick that the the dimlet workbench can receive
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I:dimletWorkbenchRFPerTick=80
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# Maximum RF storage that the energy extractor can hold
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I:energyExtractorMaxRF=50000
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# RF per tick that the energy extractor can send
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I:energyExtractorRFPerTick=1000
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}
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##########################################################################################################
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# mobs
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#--------------------------------------------------------------------------------------------------------#
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# Mob related settings
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##########################################################################################################
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mobs {
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I:Bat.chance=10
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I:Bat.maxentity=20
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I:Bat.maxgroup=8
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I:Bat.mingroup=8
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I:Blaze.chance=20
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I:Blaze.maxentity=20
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I:Blaze.maxgroup=4
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I:Blaze.mingroup=2
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I:CaveSpider.chance=100
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I:CaveSpider.maxentity=60
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I:CaveSpider.maxgroup=8
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I:CaveSpider.mingroup=8
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I:Chicken.chance=10
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I:Chicken.maxentity=40
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I:Chicken.maxgroup=4
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I:Chicken.mingroup=3
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I:Cow.chance=10
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I:Cow.maxentity=40
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I:Cow.maxgroup=4
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I:Cow.mingroup=3
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I:Creeper.chance=100
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I:Creeper.maxentity=60
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I:Creeper.maxgroup=8
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I:Creeper.mingroup=8
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I:EnderDragon.chance=4
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I:EnderDragon.maxentity=4
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I:EnderDragon.maxgroup=2
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I:EnderDragon.mingroup=1
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I:Enderman.chance=20
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I:Enderman.maxentity=20
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I:Enderman.maxgroup=4
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I:Enderman.mingroup=2
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I:Endermite.chance=6
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I:Endermite.maxentity=10
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I:Endermite.maxgroup=4
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I:Endermite.mingroup=2
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I:EntityHorse.chance=10
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I:EntityHorse.maxentity=40
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I:EntityHorse.maxgroup=4
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I:EntityHorse.mingroup=3
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I:Ghast.chance=20
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I:Ghast.maxentity=20
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I:Ghast.maxgroup=4
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I:Ghast.mingroup=2
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I:Guardian.chance=8
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I:Guardian.maxentity=7
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I:Guardian.maxgroup=3
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I:Guardian.mingroup=1
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I:LavaSlime.chance=50
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I:LavaSlime.maxentity=30
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I:LavaSlime.maxgroup=4
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I:LavaSlime.mingroup=2
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I:MushroomCow.chance=10
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I:MushroomCow.maxentity=40
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I:MushroomCow.maxgroup=4
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I:MushroomCow.mingroup=3
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I:Ozelot.chance=5
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I:Ozelot.maxentity=20
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I:Ozelot.maxgroup=3
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I:Ozelot.mingroup=2
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I:Pig.chance=10
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I:Pig.maxentity=40
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I:Pig.maxgroup=4
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I:Pig.mingroup=3
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I:PigZombie.chance=20
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I:PigZombie.maxentity=10
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I:PigZombie.maxgroup=4
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I:PigZombie.mingroup=2
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I:Rabbit.chance=10
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I:Rabbit.maxentity=20
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I:Rabbit.maxgroup=4
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I:Rabbit.mingroup=3
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I:Sheep.chance=10
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I:Sheep.maxentity=40
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I:Sheep.maxgroup=4
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I:Sheep.mingroup=3
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I:Silverfish.chance=6
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I:Silverfish.maxentity=10
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I:Silverfish.maxgroup=4
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I:Silverfish.mingroup=2
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I:Skeleton.chance=100
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I:Skeleton.maxentity=60
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I:Skeleton.maxgroup=8
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I:Skeleton.mingroup=8
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I:Slime.chance=50
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I:Slime.maxentity=30
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I:Slime.maxgroup=4
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I:Slime.mingroup=2
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I:SnowMan.chance=50
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I:SnowMan.maxentity=30
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I:SnowMan.maxgroup=4
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I:SnowMan.mingroup=2
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I:Spider.chance=100
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I:Spider.maxentity=60
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I:Spider.maxgroup=8
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I:Spider.mingroup=8
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I:Squid.chance=10
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I:Squid.maxentity=40
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I:Squid.maxgroup=4
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I:Squid.mingroup=3
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I:Villager.chance=10
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I:Villager.maxentity=20
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I:Villager.maxgroup=4
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I:Villager.mingroup=3
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I:VillagerGolem.chance=20
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I:VillagerGolem.maxentity=6
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I:VillagerGolem.maxgroup=2
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I:VillagerGolem.mingroup=1
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I:Witch.chance=10
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I:Witch.maxentity=20
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I:Witch.maxgroup=1
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I:Witch.mingroup=1
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I:WitherBoss.chance=5
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I:WitherBoss.maxentity=5
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I:WitherBoss.maxgroup=2
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I:WitherBoss.mingroup=1
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I:Wolf.chance=10
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I:Wolf.maxentity=20
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I:Wolf.maxgroup=4
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I:Wolf.mingroup=3
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I:Zombie.chance=100
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I:Zombie.maxentity=60
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I:Zombie.maxgroup=8
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I:Zombie.mingroup=8
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I:default.chance=6
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I:default.maxentity=10
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I:default.maxgroup=3
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I:default.mingroup=1
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}
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##########################################################################################################
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# power
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#--------------------------------------------------------------------------------------------------------#
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# Power related settings
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##########################################################################################################
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power {
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# If the dimension turns out to be more expensive after creation you get a factor of the actual cost extra to the RF/tick maintenance cost. If this is 0 there is no such cost. If this is 1 then you get the full cost
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D:afterCreationCostFactor=0.10000000149011612
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# Difficulty level for the dimension system. -1 means dimensions don't consume power. 0 means that you will not get killed but kicked out of the dimension when it runs out of power. 1 means certain death
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I:difficulty=1
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# The internal RF buffer for every dimension
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I:dimensionPower=40000000
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# The zero level at which power warning signs are starting to happen. This is only used for lighting level. No other debuffs occur at this level.
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I:dimensionPowerWarn0=6000000
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# The first level at which power warning signs are starting to happen
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I:dimensionPowerWarn1=4000000
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# The second level at which power warning signs are starting to become worse
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I:dimensionPowerWarn2=1000000
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# The third level at which power warning signs are starting to be very bad
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I:dimensionPowerWarn3=500000
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# The level at which the teleportation system will consider a destination to be dangerous
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I:dimensionPowerWarnTP=500000
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# If this flag is true RFTools will freeze all entities and machines in a dimension when the power runs out
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B:freezeUnpoweredDimension=true
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# Percentage to add or subtract to the maintenance cost of all dimlets (100 would double the cost, -100 would set the cost to almost zero (complete zero is not allowed))
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D:maintenanceCostPercentage=0.0
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# Bonus dimlets can never get the maintenance cost of a dimension below this percentage of the nominal cost without bonus dimlets
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I:minimumCostPercentage=10
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# RF per tick that the phased field generator item will consume
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I:phasedFieldConsumePerTick=100
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# If true you will get some debufs when the PFG is in use. If false there will be no debufs
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B:phasedFieldGeneratorDebuf=true
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# In this range the PFG will keep entities active (set to 0 to disable this feature)
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I:phasedFieldGeneratorRange=5
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# Maximum RF storage that the phased field generator item can hold
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I:phasedFieldMaxRF=1000000
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# RF per tick that the phased field generator item can receive
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I:phasedFieldRFPerTick=1000
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# If this flag is true all spawns will be disabled in an unpowered dimension
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B:preventSpawnUnpoweredDimension=true
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}
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##########################################################################################################
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# worldgen
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#--------------------------------------------------------------------------------------------------------#
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# Worldgen related settings
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##########################################################################################################
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worldgen {
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# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation
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I:bedrockLayer=1
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# Maximum height of the caverns. 0=64, 1=128, 2=196, 3=256
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I:cavernHeightLimit=1
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# The chance that you get a dimlet parcel in a dungeon chest
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I:dimletParcelRarity=2
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# The chance for a dungeon to spawn in a chunk. Higher numbers mean less chance (1 in 'dungeonChance' chance)
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I:dungeonChance=200
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# The maximum number of random dimlets that can be generated in rftools dungeons (set to 0 to disable this)
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I:enableDimletsInRFToolsDungeons=2
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# If true then item frames in rftools dungeons will contain dimlets. Otherwise they will contain dimlet parts
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B:enableDimletsInRFToolsFrames=true
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# Set this to true if you want terrains with dimlet 'normal' to generate like the overworld (i.e. amplified if the overworld is amplified)
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B:normalTerrainInheritsOverworld=false
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# Maximum y level for dimensional shard ores
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I:oreMaximumHeight=40
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# Maximum number of veins for dimensional shard ores
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I:oreMaximumVeinCount=3
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# Maximum vein size of dimensional shard ores
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I:oreMaximumVeinSize=8
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# Minimum y level for dimensional shard ores
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I:oreMinimumHeight=2
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# Minimum vein size of dimensional shard ores
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I:oreMinimumVeinSize=5
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# The chance that a non-stone block is selected for the main terrain
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D:randomBaseBlockChance=0.30000001192092896
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# The chance that a random biome controller is selected
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D:randomControllerChance=0.4000000059604645
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# The chance that an effect gets randomly selected in worldgen (poison, regeneration, ...)
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D:randomEffectChance=0.10000000149011612
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# The chance that extra specific mobs will spawn
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D:randomExtraMobsChance=0.4000000059604645
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# The chance that every specific feature gets randomly selected in worldgen (tendrils, caves, lakes, oregen, ...)
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D:randomFeatureChance=0.4000000059604645
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# The chance that random blocks are selected for landscape features (tendrils, canyons, ...)
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D:randomFeatureMaterialChance=0.4000000059604645
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# The chance that random fluid liquids are selected for lakes
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D:randomLakeFluidChance=0.20000000298023224
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# The chance that a non-water block is selected for oceans and seas
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D:randomOceanLiquidChance=0.20000000298023224
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# The chance that random fluid liquids are selected for liquid orbs
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D:randomOrbFluidChance=0.20000000298023224
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# The chance that random blocks are selected for extra oregen feature
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D:randomOregenMaterialChance=0.20000000298023224
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# The chance that special sky features are selected
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D:randomSpecialSkyChance=0.5
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# The chance that default time features are selected
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D:randomSpecialTimeChance=0.5
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# The chance that every specific structure gets randomly selected in worldgen (village, nether fortress, ...)
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D:randomStructureChance=0.20000000298023224
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# The chance that default weather features are selected
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D:randomWeatherChance=0.800000011920929
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# The chance for a volcano to spawn in a chunk (with the volcano feature dimlet). Higher numbers mean less chance (1 in 'volcanoChance' chance)
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I:volcanoChance=60
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}
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