# Configuration file ########################################################################################################## # dimletconstruction #--------------------------------------------------------------------------------------------------------# # Dimlet construction related settings ########################################################################################################## dimletconstruction { # Maximum RF storage that the dimlet workbench can hold I:dimletWorkbenchMaxRF=32000 # RF that the dimlet workbench needs for extracting one dimlet I:dimletWorkbenchRFPerOperation=200 # RF per tick that the the dimlet workbench can receive I:dimletWorkbenchRFPerTick=80 # Amount of ticks needed to fully absorb a biome essence I:maxBiomeAbsorbtion=5000 # Amount of blocks needed to fully absorb material essence I:maxBlockAbsorbtion=128 # Amount of ticks needed to fully absorb a feature essence I:maxFeatureAbsorbtion=5000 # Amount of liquid blocks needed to fully absorb liquid essence I:maxLiquidAbsorbtion=128 # Amount of ticks needed to fully absorb a terrain essence I:maxTerrainAbsorbtion=5000 # Amount of ticks needed to absorb the correct time I:maxTimeAbsorbtion=10 } ########################################################################################################## # dimlets #--------------------------------------------------------------------------------------------------------# # Dimlet related settings ########################################################################################################## dimlets { # Rarity factor for level 0 D:level0=500.0 # Rarity factor for level 1 D:level1=250.0 # Rarity factor for level 2 D:level2=150.0 # Rarity factor for level 3 D:level3=90.0 # Rarity factor for level 4 D:level4=40.0 # Rarity factor for level 5 D:level5=20.0 # Rarity factor for level 6 D:level6=1.0 # Whether the rarity factor of each given rarity should be multiplied by the number of items in it B:rarityScalesBySize=true } ########################################################################################################## # general #--------------------------------------------------------------------------------------------------------# # Dimension related settings ########################################################################################################## general { # Behaviour when sleeping in an RFTools dimension: 0 = do nothing, 1 = explode, 2 = set spawn I:bedBehaviour=0 # How much stronger mobs should be if spawned in a dimension with the brutal mobs dimlet D:brutalMobsFactor=5.0 # If this is enabled then the dimension builder needs a correct owner before you can create dimensions with it B:dimensionBuilderNeedsOwner=false # If this is enabled the /rftdim safedel command will also delete the DIM folder. If false then this has to be done manually B:dimensionFolderIsDeletedWithSafeDel=true # RF per tick/per block for the dimension screen module I:dimensionRFPerTick=6 # How much of the tick cost of the world is applied to the PFG cost, as a ratio from 0 to 1 D:dynamicPhaseCostAmount=0.05000000074505806 # 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 B:editorCanDeleteDimensions=false # Enable the dimension builder recipe. B:enableDimensionBuilderRecipe=true # Enable dynamic scaling of the Phase Field Generator cost based on world tick cost B:enableDynamicPhaseCost=false # The chance that you get a dimlet parcel when killing an enderman. Set to 0 to disable D:endermanDimletPartDrop=0.019999999552965164 # 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 I:maxDimensionsPerPlayer=-1 # Amount of injections needed to get a fully absorbed mob essence I:maxMobInjections=10 # The maximum amount of dimlet parts you get out of a dimlet parcel I:maxParcelContents=6 # The minimum amount of dimlet parts you get out of a dimlet parcel I:minParcelContents=3 # 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 B:ownerDimletsNeeded=false # If this is enabled then regular players can delete their own dimensions using the /rftdim safedel command B:playersCanDeleteDimensions=false # Randomize the seed when the dimension is created B:randomizeSeed=false # If this flag is true the player will respawn in the rftools dimension when he dies (unless power runs out) B:respawnRfToolsDimension=false # The RFTools dimension provider id (-1 means try to find one automatically) I:rftoolsProviderId=-1 # Dimension to respawn in after you get kicked out of an RFTools dimension I:spawnDimension=0 # How much stronger mobs should be if spawned in a dimension with the strong mobs dimlet D:strongMobsFactor=2.0 # Set this to true if you want to make sure RFTools can only create void dimensions B:voidOnly=false } ########################################################################################################## # lostcity #--------------------------------------------------------------------------------------------------------# # Settings related to the Lost City dimlet ########################################################################################################## lostcity { # The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7] S:bridgeChance=0.7 # The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03] S:building2x2Chance=0.03 # The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3] S:buildingChance=0.3 # The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6] S:buildingDoorwayChance=0.6 # The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4] I:buildingMaxCellars=4 # A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9] I:buildingMaxFloors=9 # The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6] I:buildingMaxFloorsChance=6 # The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0] I:buildingMinCellars=0 # The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0] I:buildingMinFloors=0 # The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4] I:buildingMinFloorsChance=4 # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02] S:cityChance=0.02 # The maximum radius of a city [range: 1 ~ 2000, default: 128] I:cityMaxRadius=128 # The minimum radius of a city [range: 1 ~ 1000, default: 50] I:cityMinRadius=50 # The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2] S:cityThresshold=0.2 # The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7] S:corridorChance=0.7 # The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1] S:dataCenterChance=0.1 # A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200] I:debrisToNearbyChunkFactor=200 # When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05] S:destroyLoneBlocksFactor=0.05 # When a section of blocks is to be moved or destroyed this chance gives the chance of remval (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4] S:destroyOrMoveChance=0.4 # A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50] I:destroySmallSectionsSize=50 # The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.005] S:explosionChance=0.005 # The maximum height of an explosion [range: 1 ~ 256, default: 120] I:explosionMaxHeight=120 # The maximum radius of an explosion [range: 1 ~ 3000, default: 80] I:explosionMaxRadius=80 # The minimum height of an explosion [range: 1 ~ 256, default: 70] I:explosionMinHeight=70 # The minimum radius of an explosion [range: 1 ~ 1000, default: 17] I:explosionMinRadius=17 # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] S:fountainChance=0.05 # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] S:libraryChance=0.1 # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.07] S:miniExplosionChance=0.07 # The maximum height of a mini explosion [range: 1 ~ 256, default: 100] I:miniExplosionMaxHeight=100 # The maximum radius of a mini explosion [range: 1 ~ 3000, default: 15] I:miniExplosionMaxRadius=15 # The minimum height of a mini explosion [range: 1 ~ 256, default: 60] I:miniExplosionMinHeight=60 # The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5] I:miniExplosionMinRadius=5 # The chance that a brick will be cracked [range: 0.0 ~ 1.0, default: 0.06] S:styleChanceCracked=0.06 # The chance that a brick will be mossy [range: 0.0 ~ 1.0, default: 0.05] S:styleChanceMossy=0.05 # The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009] S:vineChance=0.009 # How much lower the water level is compared to the ground level (63) [range: 1 ~ 30, default: 8] I:waterLevelOffset=8 } ########################################################################################################## # machines #--------------------------------------------------------------------------------------------------------# # Machine related settings ########################################################################################################## machines { # Maximum RF storage that the dimension builder can hold I:dimensionBuilderMaxRF=10000000 # RF per tick that the dimension builder can receive I:dimensionBuilderRFPerTick=50000 # Maximum RF storage that the dimension editor can hold I:dimensionEditorMaxRF=5000000 # RF per tick that the dimension editor can receive I:dimensionEditorRFPerTick=50000 # Maximum RF storage that the dimlet workbench can hold I:dimletWorkbenchMaxRF=32000 # RF that the dimlet workbench needs for extracting one dimlet I:dimletWorkbenchRFPerOperation=200 # RF per tick that the the dimlet workbench can receive I:dimletWorkbenchRFPerTick=80 # Maximum RF storage that the energy extractor can hold I:energyExtractorMaxRF=50000 # RF per tick that the energy extractor can send I:energyExtractorRFPerTick=1000 } ########################################################################################################## # mobs #--------------------------------------------------------------------------------------------------------# # Mob related settings ########################################################################################################## mobs { I:default.chance=6 I:default.maxentity=10 I:default.maxgroup=3 I:default.mingroup=1 I:"minecraft:bat.chance"=10 I:"minecraft:bat.maxentity"=20 I:"minecraft:bat.maxgroup"=8 I:"minecraft:bat.mingroup"=8 I:"minecraft:blaze.chance"=20 I:"minecraft:blaze.maxentity"=20 I:"minecraft:blaze.maxgroup"=4 I:"minecraft:blaze.mingroup"=2 I:"minecraft:cave_spider.chance"=100 I:"minecraft:cave_spider.maxentity"=60 I:"minecraft:cave_spider.maxgroup"=8 I:"minecraft:cave_spider.mingroup"=8 I:"minecraft:chicken.chance"=10 I:"minecraft:chicken.maxentity"=40 I:"minecraft:chicken.maxgroup"=4 I:"minecraft:chicken.mingroup"=3 I:"minecraft:cow.chance"=10 I:"minecraft:cow.maxentity"=40 I:"minecraft:cow.maxgroup"=4 I:"minecraft:cow.mingroup"=3 I:"minecraft:creeper.chance"=100 I:"minecraft:creeper.maxentity"=60 I:"minecraft:creeper.maxgroup"=8 I:"minecraft:creeper.mingroup"=8 I:"minecraft:ender_dragon.chance"=4 I:"minecraft:ender_dragon.maxentity"=4 I:"minecraft:ender_dragon.maxgroup"=2 I:"minecraft:ender_dragon.mingroup"=1 I:"minecraft:enderman.chance"=20 I:"minecraft:enderman.maxentity"=20 I:"minecraft:enderman.maxgroup"=4 I:"minecraft:enderman.mingroup"=2 I:"minecraft:endermite.chance"=6 I:"minecraft:endermite.maxentity"=10 I:"minecraft:endermite.maxgroup"=4 I:"minecraft:endermite.mingroup"=2 I:"minecraft:ghast.chance"=20 I:"minecraft:ghast.maxentity"=20 I:"minecraft:ghast.maxgroup"=4 I:"minecraft:ghast.mingroup"=2 I:"minecraft:guardian.chance"=8 I:"minecraft:guardian.maxentity"=7 I:"minecraft:guardian.maxgroup"=3 I:"minecraft:guardian.mingroup"=1 I:"minecraft:horse.chance"=10 I:"minecraft:horse.maxentity"=40 I:"minecraft:horse.maxgroup"=4 I:"minecraft:horse.mingroup"=3 I:"minecraft:magma_cube.chance"=50 I:"minecraft:magma_cube.maxentity"=30 I:"minecraft:magma_cube.maxgroup"=4 I:"minecraft:magma_cube.mingroup"=2 I:"minecraft:mooshroom.chance"=10 I:"minecraft:mooshroom.maxentity"=40 I:"minecraft:mooshroom.maxgroup"=4 I:"minecraft:mooshroom.mingroup"=3 I:"minecraft:ocelot.chance"=5 I:"minecraft:ocelot.maxentity"=20 I:"minecraft:ocelot.maxgroup"=3 I:"minecraft:ocelot.mingroup"=2 I:"minecraft:pig.chance"=10 I:"minecraft:pig.maxentity"=40 I:"minecraft:pig.maxgroup"=4 I:"minecraft:pig.mingroup"=3 I:"minecraft:rabbit.chance"=10 I:"minecraft:rabbit.maxentity"=20 I:"minecraft:rabbit.maxgroup"=4 I:"minecraft:rabbit.mingroup"=3 I:"minecraft:sheep.chance"=10 I:"minecraft:sheep.maxentity"=40 I:"minecraft:sheep.maxgroup"=4 I:"minecraft:sheep.mingroup"=3 I:"minecraft:silverfish.chance"=6 I:"minecraft:silverfish.maxentity"=10 I:"minecraft:silverfish.maxgroup"=4 I:"minecraft:silverfish.mingroup"=2 I:"minecraft:skeleton.chance"=100 I:"minecraft:skeleton.maxentity"=60 I:"minecraft:skeleton.maxgroup"=8 I:"minecraft:skeleton.mingroup"=8 I:"minecraft:slime.chance"=50 I:"minecraft:slime.maxentity"=30 I:"minecraft:slime.maxgroup"=4 I:"minecraft:slime.mingroup"=2 I:"minecraft:snowman.chance"=50 I:"minecraft:snowman.maxentity"=30 I:"minecraft:snowman.maxgroup"=4 I:"minecraft:snowman.mingroup"=2 I:"minecraft:spider.chance"=100 I:"minecraft:spider.maxentity"=60 I:"minecraft:spider.maxgroup"=8 I:"minecraft:spider.mingroup"=8 I:"minecraft:squid.chance"=10 I:"minecraft:squid.maxentity"=40 I:"minecraft:squid.maxgroup"=4 I:"minecraft:squid.mingroup"=3 I:"minecraft:villager.chance"=10 I:"minecraft:villager.maxentity"=20 I:"minecraft:villager.maxgroup"=4 I:"minecraft:villager.mingroup"=3 I:"minecraft:villager_golem.chance"=20 I:"minecraft:villager_golem.maxentity"=6 I:"minecraft:villager_golem.maxgroup"=2 I:"minecraft:villager_golem.mingroup"=1 I:"minecraft:witch.chance"=10 I:"minecraft:witch.maxentity"=20 I:"minecraft:witch.maxgroup"=1 I:"minecraft:witch.mingroup"=1 I:"minecraft:wither.chance"=5 I:"minecraft:wither.maxentity"=5 I:"minecraft:wither.maxgroup"=2 I:"minecraft:wither.mingroup"=1 I:"minecraft:wolf.chance"=10 I:"minecraft:wolf.maxentity"=20 I:"minecraft:wolf.maxgroup"=4 I:"minecraft:wolf.mingroup"=3 I:"minecraft:zombie.chance"=100 I:"minecraft:zombie.maxentity"=60 I:"minecraft:zombie.maxgroup"=8 I:"minecraft:zombie.mingroup"=8 I:"minecraft:zombie_pigman.chance"=20 I:"minecraft:zombie_pigman.maxentity"=10 I:"minecraft:zombie_pigman.maxgroup"=4 I:"minecraft:zombie_pigman.mingroup"=2 } ########################################################################################################## # oresaplenty #--------------------------------------------------------------------------------------------------------# # Settings for the OresAPlenty dimlet ########################################################################################################## oresaplenty { I:extraCoalCount=22 I:extraCoalMaxHeight=128 I:extraCoalMinHeight=0 I:extraCoalSize=40 I:extraDiamondCount=2 I:extraDiamondMaxHeight=16 I:extraDiamondMinHeight=0 I:extraDiamondSize=20 I:extraEmeraldCount=1 I:extraEmeraldMaxHeight=32 I:extraEmeraldMinHeight=0 I:extraEmeraldSize=16 I:extraGoldCount=3 I:extraGoldMaxHeight=32 I:extraGoldMinHeight=0 I:extraGoldSize=20 I:extraIronCount=20 I:extraIronMaxHeight=64 I:extraIronMinHeight=0 I:extraIronSize=20 I:extraLapisCount=2 I:extraLapisMaxHeight=16 I:extraLapisMinHeight=0 I:extraLapisSize=20 I:extraRedstoneCount=10 I:extraRedstoneMaxHeight=16 I:extraRedstoneMinHeight=0 I:extraRedstoneSize=20 } ########################################################################################################## # power #--------------------------------------------------------------------------------------------------------# # Power related settings ########################################################################################################## power { # 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 D:afterCreationCostFactor=0.10000000149011612 # 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 I:difficulty=1 # The internal RF buffer for every dimension I:dimensionPower=40000000 # 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. I:dimensionPowerWarn0=6000000 # The first level at which power warning signs are starting to happen I:dimensionPowerWarn1=4000000 # The second level at which power warning signs are starting to become worse I:dimensionPowerWarn2=1000000 # The third level at which power warning signs are starting to be very bad I:dimensionPowerWarn3=500000 # The level at which the teleportation system will consider a destination to be dangerous I:dimensionPowerWarnTP=500000 # If this flag is true RFTools will freeze all entities and machines in a dimension when the power runs out B:freezeUnpoweredDimension=true # 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)) D:maintenanceCostPercentage=0.0 # Bonus dimlets can never get the maintenance cost of a dimension below this percentage of the nominal cost without bonus dimlets I:minimumCostPercentage=10 # RF per tick that the phased field generator item will consume I:phasedFieldConsumePerTick=100 # If true you will get some debufs when the PFG is in use. If false there will be no debufs B:phasedFieldGeneratorDebuf=true # In this range the PFG will keep entities active (set to 0 to disable this feature) I:phasedFieldGeneratorRange=5 # Maximum RF storage that the phased field generator item can hold I:phasedFieldMaxRF=1000000 # RF per tick that the phased field generator item can receive I:phasedFieldRFPerTick=1000 # If this flag is true all spawns will be disabled in an unpowered dimension B:preventSpawnUnpoweredDimension=true } ########################################################################################################## # worldgen #--------------------------------------------------------------------------------------------------------# # Worldgen related settings ########################################################################################################## worldgen { # 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 I:bedrockLayer=1 # Maximum height of the caverns. 0=64, 1=128, 2=196, 3=256 I:cavernHeightLimit=1 # The chance that you get a dimlet parcel in a dungeon chest I:dimletParcelRarity=2 # The chance for a dungeon to spawn in a chunk. Higher numbers mean less chance (1 in 'dungeonChance' chance) I:dungeonChance=200 # The maximum number of random dimlets that can be generated in rftools dungeons (set to 0 to disable this) I:enableDimletsInRFToolsDungeons=2 # If true then item frames in rftools dungeons will contain dimlets. Otherwise they will contain dimlet parts B:enableDimletsInRFToolsFrames=true # Set this to true if you want terrains with dimlet 'normal' to generate like the overworld (i.e. amplified if the overworld is amplified) B:normalTerrainInheritsOverworld=false # Maximum y level for dimensional shard ores I:oreMaximumHeight=40 # Maximum number of veins for dimensional shard ores I:oreMaximumVeinCount=3 # Maximum vein size of dimensional shard ores I:oreMaximumVeinSize=8 # Minimum y level for dimensional shard ores I:oreMinimumHeight=2 # Minimum vein size of dimensional shard ores I:oreMinimumVeinSize=5 # The chance that a non-stone block is selected for the main terrain D:randomBaseBlockChance=0.30000001192092896 # The chance that a random biome controller is selected D:randomControllerChance=0.4000000059604645 # The chance that an effect gets randomly selected in worldgen (poison, regeneration, ...) D:randomEffectChance=0.10000000149011612 # The chance that extra specific mobs will spawn D:randomExtraMobsChance=0.4000000059604645 # The chance that every specific feature gets randomly selected in worldgen (tendrils, caves, lakes, oregen, ...) D:randomFeatureChance=0.4000000059604645 # The chance that random blocks are selected for landscape features (tendrils, canyons, ...) D:randomFeatureMaterialChance=0.4000000059604645 # The chance that random fluid liquids are selected for lakes D:randomLakeFluidChance=0.20000000298023224 # The chance that a non-water block is selected for oceans and seas D:randomOceanLiquidChance=0.20000000298023224 # The chance that random fluid liquids are selected for liquid orbs D:randomOrbFluidChance=0.20000000298023224 # The chance that random blocks are selected for extra oregen feature D:randomOregenMaterialChance=0.20000000298023224 # The chance that special sky features are selected D:randomSpecialSkyChance=0.5 # The chance that default time features are selected D:randomSpecialTimeChance=0.5 # The chance that every specific structure gets randomly selected in worldgen (village, nether fortress, ...) D:randomStructureChance=0.20000000298023224 # The chance that default weather features are selected D:randomWeatherChance=0.800000011920929 # The number of uncraftable dimlets that will always be generated in rftools dungeons (set to 0 to disable this, this value is independ from enableDimletsInRFToolsDungeons) I:uncraftableDimletsInRFToolsDungeons=2 # The chance for a volcano to spawn in a chunk (with the volcano feature dimlet). Higher numbers mean less chance (1 in 'volcanoChance' chance) I:volcanoChance=60 }