diff --git a/.gitignore b/.gitignore index fb78377..a28f20b 100644 --- a/.gitignore +++ b/.gitignore @@ -1,8 +1,2 @@ -.gradle -.idea build -.settings -.project -.vscode -mods -mods.csv +.mpt diff --git a/README.md b/README.md index 6259de9..dc4ce1d 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,3 @@ -# Anvilcraft3 -- Execute `gradlew buildTwitch` - - To create the **Twitch Import** zip file in **build/lib** -- Execute `python downloadMods.py` - - To download all mods into **/mods/** -- Execute `python getModlist.py` - - To create a **mods.csv** file containing the names, authors, curseforge links, download count and ID of all mods +# Anvilcraft 3 +- Execute `mpt buildtwitch` + - To create the **Twitch Import** zip file in **build** diff --git a/build.gradle b/build.gradle deleted file mode 100644 index 4320cc5..0000000 --- a/build.gradle +++ /dev/null @@ -1,18 +0,0 @@ -buildscript { - repositories { - maven { url 'https://jitpack.io' } - } - dependencies { - classpath 'com.github.mpztilera.modpackbuilder:anvil.modpackbuilder.gradle.plugin:2.0' - } -} - -plugins { - id 'base' -} - - -apply plugin: "anvil.modpackbuilder" - -group 'mpz.anvil' -version '3.4' diff --git a/downloadMods.py b/downloadMods.py deleted file mode 100644 index eea272b..0000000 --- a/downloadMods.py +++ /dev/null @@ -1,68 +0,0 @@ -import json -from urllib import request -import ntpath -import os - -#Constants: -manifestlocation="src/twitch/manifest.json" -modpackjsonLocation="src/addonscript/modpack.json" - -def tryGetLink(projectID: str, fileID: str): - while(True): - url = "https://addons-ecs.forgesvc.net/api/v2/addon/" + projectID + "/file/" + fileID + "/download-url" - try: - return request.urlopen(url, timeout=10000) - except: - print("Failed to get Download Link for " + url + " retrying...") - - -if os.path.exists("mods"): - if os.listdir("mods"): - print("mods directory is not empty, delete or empty") - quit() -else: - os.mkdir("mods") - - -try: - with open(manifestlocation, "r") as manifestfile: - manifestdata = manifestfile.read() -except: - print("manifest not found") - quit() -manifestobj = json.loads(manifestdata) - -downloadLinks = [] -filecount = len(manifestobj["files"]) - -i = 0 -for file in manifestobj["files"]: - i += 1 - with tryGetLink(str(file["projectID"]), str(file["fileID"])) as response: - responseLink = response.read().decode("utf-8") - downloadLinks.append(responseLink) - print("(" + str(i) + "/" + str(filecount) + ") Got Download Link For " + ntpath.basename(responseLink)) - -#Yes i know this is very unclean but this script will be replaced with modpacktools later anyways -try: - with open(modpackjsonLocation) as modpackjsonfile: - modpackjsondata = modpackjsonfile.read() -except: - print("Modpackjson Not found!") - quit() -modpackjsonobject = json.loads(modpackjsondata) - -modpackjsonrelations = modpackjsonobject["versions"][0]["relations"] - -for relation in modpackjsonrelations: - if relation["linkType"] == "file": - downloadLinks.append(relation["link"]) - print("Got link for modpackjson mod " + ntpath.basename(relation["link"])) - -i = 0 -filecount = len(downloadLinks) -for link in downloadLinks: - i += 1 - filename = ntpath.basename(link) - request.urlretrieve(link.replace(" ", "%20"), "mods/" + filename) - print("(" + str(i) + "/" + str(filecount) + ") Downloaded " + filename) \ No newline at end of file diff --git a/getModlist.py b/getModlist.py deleted file mode 100644 index 05b045c..0000000 --- a/getModlist.py +++ /dev/null @@ -1,78 +0,0 @@ -from urllib import request -import json -from os import path -import csv - - -#Constants -manifestlocation="src/twitch/manifest.json" - -if path.isfile("mods.csv"): - print("Delete mods.csv") - quit() - -try: - with open(manifestlocation, "r") as manifestfile: - manifestjson = json.loads(manifestfile.read()) -except: - print("manifest not found") - quit() - -projectIDs = [] - -for file in manifestjson["files"]: - projectIDs.append(file["projectID"]) - -filesInBytes = str(projectIDs).encode("utf-8") - -req = request.Request("https://addons-ecs.forgesvc.net/api/v2/addon", - data = filesInBytes, - headers = { - 'User-Agent': 'Mozilla/5.0 (Macintosh; Intel Mac OS X 10_9_3) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/35.0.1916.47 Safari/537.36', - "Content-Type": "application/json" - }) - -print("Getting Mod names from Twitch API") -with request.urlopen(req) as request: - response = request.read() - response = response.decode("ascii", "ignore") - apireturn = json.loads(response) - -print("Formatting") -mods = [] -for mod in apireturn: - modDict = {} - - modDict["name"] = mod["name"] - modDict["id"] = mod["id"] - modDict["url"] = mod["websiteUrl"] - modDict["downloads"] = mod["downloadCount"] - - authorStr = "" - for author in mod["authors"]: - authorStr += ", " + author["name"] - authorStr = authorStr.strip(", ") - modDict["authors"] = authorStr - - mods.append(modDict) - -with open("mods.csv", "w", newline = "") as modFile: - writer = csv.writer(modFile, delimiter=';', quoting=csv.QUOTE_MINIMAL) - - #Write Header - writer.writerow(["Mod Name", "Authors", "Link", "Downloads", "ID"]) - writer.writerow([]) - - #Write Data - print("Writing CSV") - for mod in mods: - toWrite = [] - - toWrite.append(mod["name"]) - toWrite.append(mod["authors"]) - toWrite.append(mod["url"]) - toWrite.append(str(int(mod["downloads"]))) - toWrite.append(str(int(mod["id"]))) - - writer.writerow(toWrite) -print("done") \ No newline at end of file diff --git a/gradle/wrapper/gradle-wrapper.jar b/gradle/wrapper/gradle-wrapper.jar deleted file mode 100644 index 87b738c..0000000 Binary files a/gradle/wrapper/gradle-wrapper.jar and /dev/null differ diff --git a/gradle/wrapper/gradle-wrapper.properties b/gradle/wrapper/gradle-wrapper.properties deleted file mode 100644 index 44e7c4d..0000000 --- a/gradle/wrapper/gradle-wrapper.properties +++ /dev/null @@ -1,5 +0,0 @@ -distributionBase=GRADLE_USER_HOME -distributionPath=wrapper/dists -distributionUrl=https\://services.gradle.org/distributions/gradle-5.2.1-bin.zip -zipStoreBase=GRADLE_USER_HOME -zipStorePath=wrapper/dists diff --git a/gradlew b/gradlew deleted file mode 100755 index af6708f..0000000 --- a/gradlew +++ /dev/null @@ -1,172 +0,0 @@ -#!/usr/bin/env sh - -############################################################################## -## -## Gradle start up script for UN*X -## -############################################################################## - -# Attempt to set APP_HOME -# Resolve links: $0 may be a link -PRG="$0" -# Need this for relative symlinks. -while [ -h "$PRG" ] ; do - ls=`ls -ld "$PRG"` - link=`expr "$ls" : '.*-> \(.*\)$'` - if expr "$link" : '/.*' > /dev/null; then - PRG="$link" - else - PRG=`dirname "$PRG"`"/$link" - fi -done -SAVED="`pwd`" -cd "`dirname \"$PRG\"`/" >/dev/null -APP_HOME="`pwd -P`" -cd "$SAVED" >/dev/null - -APP_NAME="Gradle" -APP_BASE_NAME=`basename "$0"` - -# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script. -DEFAULT_JVM_OPTS='"-Xmx64m"' - -# Use the maximum available, or set MAX_FD != -1 to use that value. -MAX_FD="maximum" - -warn () { - echo "$*" -} - -die () { - echo - echo "$*" - echo - exit 1 -} - -# OS specific support (must be 'true' or 'false'). -cygwin=false -msys=false -darwin=false -nonstop=false -case "`uname`" in - CYGWIN* ) - cygwin=true - ;; - Darwin* ) - darwin=true - ;; - MINGW* ) - msys=true - ;; - NONSTOP* ) - nonstop=true - ;; -esac - -CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar - -# Determine the Java command to use to start the JVM. -if [ -n "$JAVA_HOME" ] ; then - if [ -x "$JAVA_HOME/jre/sh/java" ] ; then - # IBM's JDK on AIX uses strange locations for the executables - JAVACMD="$JAVA_HOME/jre/sh/java" - else - JAVACMD="$JAVA_HOME/bin/java" - fi - if [ ! -x "$JAVACMD" ] ; then - die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME - -Please set the JAVA_HOME variable in your environment to match the -location of your Java installation." - fi -else - JAVACMD="java" - which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. - -Please set the JAVA_HOME variable in your environment to match the -location of your Java installation." -fi - -# Increase the maximum file descriptors if we can. -if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then - MAX_FD_LIMIT=`ulimit -H -n` - if [ $? -eq 0 ] ; then - if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then - MAX_FD="$MAX_FD_LIMIT" - fi - ulimit -n $MAX_FD - if [ $? -ne 0 ] ; then - warn "Could not set maximum file descriptor limit: $MAX_FD" - fi - else - warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT" - fi -fi - -# For Darwin, add options to specify how the application appears in the dock -if $darwin; then - GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\"" -fi - -# For Cygwin, switch paths to Windows format before running java -if $cygwin ; then - APP_HOME=`cygpath --path --mixed "$APP_HOME"` - CLASSPATH=`cygpath --path --mixed "$CLASSPATH"` - JAVACMD=`cygpath --unix "$JAVACMD"` - - # We build the pattern for arguments to be converted via cygpath - ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null` - SEP="" - for dir in $ROOTDIRSRAW ; do - ROOTDIRS="$ROOTDIRS$SEP$dir" - SEP="|" - done - OURCYGPATTERN="(^($ROOTDIRS))" - # Add a user-defined pattern to the cygpath arguments - if [ "$GRADLE_CYGPATTERN" != "" ] ; then - OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)" - fi - # Now convert the arguments - kludge to limit ourselves to /bin/sh - i=0 - for arg in "$@" ; do - CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -` - CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option - - if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition - eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"` - else - eval `echo args$i`="\"$arg\"" - fi - i=$((i+1)) - done - case $i in - (0) set -- ;; - (1) set -- "$args0" ;; - (2) set -- "$args0" "$args1" ;; - (3) set -- "$args0" "$args1" "$args2" ;; - (4) set -- "$args0" "$args1" "$args2" "$args3" ;; - (5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;; - (6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;; - (7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;; - (8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;; - (9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;; - esac -fi - -# Escape application args -save () { - for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done - echo " " -} -APP_ARGS=$(save "$@") - -# Collect all arguments for the java command, following the shell quoting and substitution rules -eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS" - -# by default we should be in the correct project dir, but when run from Finder on Mac, the cwd is wrong -if [ "$(uname)" = "Darwin" ] && [ "$HOME" = "$PWD" ]; then - cd "$(dirname "$0")" -fi - -exec "$JAVACMD" "$@" diff --git a/gradlew.bat b/gradlew.bat deleted file mode 100644 index 6d57edc..0000000 --- a/gradlew.bat +++ /dev/null @@ -1,84 +0,0 @@ -@if "%DEBUG%" == "" @echo off -@rem ########################################################################## -@rem -@rem Gradle startup script for Windows -@rem -@rem ########################################################################## - -@rem Set local scope for the variables with windows NT shell -if "%OS%"=="Windows_NT" setlocal - -set DIRNAME=%~dp0 -if "%DIRNAME%" == "" set DIRNAME=. -set APP_BASE_NAME=%~n0 -set APP_HOME=%DIRNAME% - -@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script. -set DEFAULT_JVM_OPTS="-Xmx64m" - -@rem Find java.exe -if defined JAVA_HOME goto findJavaFromJavaHome - -set JAVA_EXE=java.exe -%JAVA_EXE% -version >NUL 2>&1 -if "%ERRORLEVEL%" == "0" goto init - -echo. -echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. -echo. -echo Please set the JAVA_HOME variable in your environment to match the -echo location of your Java installation. - -goto fail - -:findJavaFromJavaHome -set JAVA_HOME=%JAVA_HOME:"=% -set JAVA_EXE=%JAVA_HOME%/bin/java.exe - -if exist "%JAVA_EXE%" goto init - -echo. -echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% -echo. -echo Please set the JAVA_HOME variable in your environment to match the -echo location of your Java installation. - -goto fail - -:init -@rem Get command-line arguments, handling Windows variants - -if not "%OS%" == "Windows_NT" goto win9xME_args - -:win9xME_args -@rem Slurp the command line arguments. -set CMD_LINE_ARGS= -set _SKIP=2 - -:win9xME_args_slurp -if "x%~1" == "x" goto execute - -set CMD_LINE_ARGS=%* - -:execute -@rem Setup the command line - -set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar - -@rem Execute Gradle -"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS% - -:end -@rem End local scope for the variables with windows NT shell -if "%ERRORLEVEL%"=="0" goto mainEnd - -:fail -rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of -rem the _cmd.exe /c_ return code! -if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1 -exit /b 1 - -:mainEnd -if "%OS%"=="Windows_NT" endlocal - -:omega diff --git a/modpacktoolsconfig.toml b/modpacktoolsconfig.toml new file mode 100644 index 0000000..65ff88e --- /dev/null +++ b/modpacktoolsconfig.toml @@ -0,0 +1,14 @@ +[Locations] + #The location of the twitch manifest file (will be replaced with addonscript in later versions) + manifestFile = "src/twitch/manifest.json" + #The location of the source + src = "src" + #The location used to store temporary files + tempDir = ".mpt" +[Local] + selectedVersion = -1 +[Downloads] + #The maximum number of threads that will be used for downloads + maxThreads = 5 + #The timeout of http requests in ms + httpTimeout = 2147483647 \ No newline at end of file diff --git a/src/cfg/cofh/core/friends.cfg b/mods.html similarity index 100% rename from src/cfg/cofh/core/friends.cfg rename to mods.html diff --git a/mpt b/mpt new file mode 100755 index 0000000..329213c --- /dev/null +++ b/mpt @@ -0,0 +1,43 @@ +#!/bin/sh +cd "$(dirname "$0")" || exit +case $1 in +install) + if ! [ -d "$HOME/.mpt" ]; + then mkdir $HOME/.mpt + fi + if ! [ -f "$HOME/.mpt/mpt.jar" ]; + then + dl=$(curl https://data.tilera.xyz/api/mpt.php/latest) + echo Downloading $dl ... + curl $dl --output $HOME/.mpt/mpt.jar + fi + ;; +update) + dl=$(curl https://data.tilera.xyz/api/mpt.php/latest) + echo Downloading $dl ... + if [ -f ".mpt/mpt.jar" ] + then + curl $dl --output .mpt/mpt.jar + else + curl $dl --output $HOME/.mpt/mpt.jar + fi + echo Updating Script + curl https://data.tilera.xyz/api/mpt.php/script > mpt + ;; +*) + if ! [ -d ".mpt" ]; + then mkdir .mpt + fi + if [ -f ".mpt/mpt.jar" ]; + then jar=.mpt/mpt.jar + elif [ -f "$HOME.mpt/mpt.jar" ]; + then jar=$HOME.mpt/mpt.jar + else + dl=$(curl https://data.tilera.xyz/api/mpt.php/latest) + echo Downloading $dl ... + curl $dl --output .mpt/mpt.jar + jar=.mpt/mpt.jar + fi + java -jar $jar $* + ;; +esac \ No newline at end of file diff --git a/settings.gradle b/settings.gradle deleted file mode 100644 index 36f320e..0000000 --- a/settings.gradle +++ /dev/null @@ -1 +0,0 @@ -rootProject.name = 'anvilcraft' diff --git a/src/addonscript/modpack.json b/src/addonscript/modpack.json deleted file mode 100644 index 38d683b..0000000 --- a/src/addonscript/modpack.json +++ /dev/null @@ -1 +0,0 @@ -{"id":"Anvilcraft","name":"Anvilcraft","type":"modpack","versions":[{"relations":[{"type":"included","linkType":"file","installer":"anvil.addonscript.install.DirInstaller","dir":"mods","link":"https://files.vexatos.com/Computronics/Computronics-1.12.2-1.6.6.jar"}]}]} diff --git a/src/cfg/ProjectE/custom_emc.json b/src/cfg/ProjectE/custom_emc.json deleted file mode 100644 index 14a3ada..0000000 --- a/src/cfg/ProjectE/custom_emc.json +++ /dev/null @@ -1,8 +0,0 @@ -{ - "entries": [ - { - "item": "appliedenergistics2:sky_stone_block|0", - "emc": 64 - } - ] -} \ No newline at end of file diff --git a/src/modpack.json b/src/modpack.json new file mode 100644 index 0000000..34464e7 --- /dev/null +++ b/src/modpack.json @@ -0,0 +1,3423 @@ +{ + "id": "anvilcraft", + "type": "modpack", + "versions": [ + { + "version": "3.4", + "versionid": -1, + "mcversion": [ + "1.12.2" + ], + "files": [ + { + "id": "overrides", + "installer": "internal.override", + "link": "file://overrides" + } + ], + "relations": [ + { + "id": "223891", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:223891:2526674", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "242195", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:242195:2813586", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "317915", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:317915:2896858", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "300742", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:300742:2869691", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "293752", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:293752:2709104", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "250231", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:250231:2836509", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "254334", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:254334:2871957", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "224663", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:224663:2952245", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "223852", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:223852:2952606", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "255177", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:255177:2819161", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "254346", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:254346:2736225", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "223735", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:223735:2676866", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "60092", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:60092:2672438", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "223896", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:223896:2680892", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "246640", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:246640:2704562", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "237307", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:237307:2937869", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "277711", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:277711:2702080", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "241941", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:241941:2537643", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "348423", + 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{ + "installer": "internal.dir:mods", + "artifact": "curse.maven:252318:2743644", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "223622", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:223622:2516219", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "224602", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:224602:3293318", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "336380", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:336380:2868940", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "275153", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:275153:2486198", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "235121", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:235121:2764828", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "311378", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:311378:3014173", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "302293", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:302293:3543690", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "261348", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:261348:3143349", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "293327", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:293327:3478805", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "269583", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:269583:2680357", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "261251", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:261251:3045651", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "266936", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:266936:4390586", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "283992", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:283992:2595013", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "245755", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:245755:2859589", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "220954", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:220954:3840577", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "275548", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:275548:2475601", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "229060", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:229060:2801262", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "298341", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:298341:2706338", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "229084", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:229084:2684033", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "270790", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:270790:2761302", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "272302", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:272302:2941010", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "291507", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:291507:2716762", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "269024", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:269024:2861574", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "302313", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:302313:3215550", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "525828", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:525828:3454364", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "508259", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:508259:3401226", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "256247", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:256247:2704832", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "268387", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:268387:2777071", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "264601", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:264601:2875265", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "253211", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:253211:3308160", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "256989", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:256989:3149033", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "419286", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:419286:4459218", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "278398", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:278398:2567799", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "228609", + "file": { + "installer": "internal.dir:mods", + "artifact": "curse.maven:228609:2703415", + "repository": "curse" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "computronics", + "file": { + "installer": "internal.dir:mods", + "link": "https://files.vexatos.com/Computronics/Computronics-1.12.2-1.6.6.jar" + }, + "type": "mod", + "options": [ + "required", + "client", + "server", + "included" + ] + }, + { + "id": "forge", + "versions": "[1.12.2-14.23.5.2854]", + "type": "modloader", + "options": [ + "required", + "client", + "server", + "included" + ] + } + ] + } + ], + "repositories": [ + { + "id": "curse", + "type": "curseforge", + "url": "https://www.cursemaven.com/" + } + ], + "meta": { + "name": "Anvilcraft", + "contributors": [ + { + "name": "tilera", + "roles": [ + "author" + ] + }, + { + "name": "ACGaming", + "roles": [ + "author" + ] + }, + { + "name": "LordMZTE", + "roles": [ + "author" + ] + } + ] + }, + "asversion": 1 +} \ No newline at end of file diff --git a/src/overrides/config/AppliedEnergistics2/AppliedEnergistics2.cfg b/src/overrides/config/AppliedEnergistics2/AppliedEnergistics2.cfg new file mode 100644 index 0000000..989aa46 --- /dev/null +++ b/src/overrides/config/AppliedEnergistics2/AppliedEnergistics2.cfg @@ -0,0 +1,456 @@ +# Configuration file + +automation { + I:formationPlaneEntityLimit=128 +} + + +battery { + I:chargedStaff=8000 + I:colorApplicator=20000 + I:entropyManipulator=200000 + I:matterCannon=200000 + I:portableCell=20000 + I:wirelessTerminal=1600000 +} + + +client { + # Possible Values: AE, EU, RF + S:PowerUnit=AE + + # Possible Values: AUTOSEARCH, AUTOSEARCH_KEEP, MANUAL_SEARCH, MANUAL_SEARCH_KEEP, JEI_AUTOSEARCH, JEI_AUTOSEARCH_KEEP, JEI_MANUAL_SEARCH, JEI_MANUAL_SEARCH_KEEP + S:SEARCH_MODE=AUTOSEARCH + + # Possible Values: YES, NO, UNDECIDED + S:SEARCH_TOOLTIPS=YES + + # Possible Values: TALL, FULL, SMALL + S:TERMINAL_STYLE=TALL + + # Controls buttons on Crafting Screen : Capped at 9 + I:craftAmtButton1=1 + + # Controls buttons on Crafting Screen : Capped at 99 + I:craftAmtButton2=10 + + # Controls buttons on Crafting Screen : Capped at 999 + I:craftAmtButton3=100 + + # Controls buttons on Crafting Screen : Capped at 9999 + I:craftAmtButton4=1000 + B:disableColoredCableRecipesInJEI=true + B:enableEffects=true + + # Controls buttons on Level Emitter Screen : Capped at 9 + I:levelAmtButton1=1 + + # Controls buttons on Level Emitter Screen : Capped at 99 + I:levelAmtButton2=10 + + # Controls buttons on Level Emitter Screen : Capped at 999 + I:levelAmtButton3=100 + + # Controls buttons on Level Emitter Screen : Capped at 9999 + I:levelAmtButton4=1000 + + # Controls buttons on Priority Screen : Capped at 9 + I:priorityAmtButton1=1 + + # Controls buttons on Priority Screen : Capped at 99 + I:priorityAmtButton2=10 + + # Controls buttons on Priority Screen : Capped at 999 + I:priorityAmtButton3=100 + + # Controls buttons on Priority Screen : Capped at 9999 + I:priorityAmtButton4=1000 + B:useColoredCraftingStatus=true + B:useTerminalUseLargeFont=false +} + + +condenser { + I:MatterBalls=256 + I:Singularity=256000 +} + + +craftingcpu { + I:craftingCalculationTimePerTick=5 +} + + +########################################################################################################## +# features +#--------------------------------------------------------------------------------------------------------# +# Warning: Disabling a feature may disable other features depending on it. +########################################################################################################## + +features { + + world { + B:CertusOre=true + B:CertusQuartzWorldGen=true + B:ChargedCertusOre=true + B:ChestLoot=true + + # Blocks that are not used in any essential recipes, also slabs and stairs. + B:DecorativeBlocks=true + B:DecorativeLights=true + B:Flour=true + B:MeteoriteWorldGen=true + B:SkyStoneChests=true + B:SpawnPressesInMeteorites=true + B:TinyTNT=true + B:VillagerTrading=true + } + + machines { + B:Charger=true + B:CrystalGrowthAccelerator=true + B:GrindStone=true + B:Inscriber=true + B:VibrationChamber=true + } + + toolsclassifications { + B:CertusQuartzTools=true + B:NetherQuartzTools=true + B:PoweredTools=true + } + + tools { + B:ChargedStaff=true + B:ColorApplicator=true + B:EntropyManipulator=true + B:MatterCannon=true + B:MeteoriteCompass=true + B:PaintBalls=true + B:QuartzAxe=true + B:QuartzHoe=true + B:QuartzKnife=true + B:QuartzPickaxe=true + B:QuartzSpade=true + B:QuartzSword=true + B:QuartzWrench=true + B:WirelessAccessTerminal=true + } + + networkfeatures { + B:Channels=true + B:QuantumNetworkBridge=true + B:Security=true + B:SpatialIO=true + } + + networkbuses { + B:AnnihilationPlane=true + B:CableAnchor=true + B:CraftingTerminal=true + B:ExportBus=true + B:FluidAnnihilationPlane=true + B:FluidExportBus=true + B:FluidFormationPlane=true + B:FluidImportBus=true + B:FluidInterface=true + B:FluidLevelEmitter=true + B:FluidStorageBus=true + B:FluidTerminal=true + B:FormationPlane=true + B:IdentityAnnihilationPlane=true + B:ImportBus=true + B:Interface=true + B:LevelEmitter=true + B:P2PTunnel=true + B:Panels=true + B:PartConversionMonitor=true + B:QuartzFiber=true + B:StorageBus=true + B:StorageMonitor=true + B:Terminal=true + B:ToggleBus=true + } + + portablecell { + B:PortableCell=true + } + + storage { + B:Condenser=true + B:IOPort=true + B:MEChest=true + B:MEDrive=true + B:StorageCells=true + } + + networktool { + B:MemoryCard=true + B:NetworkTool=true + } + + cables { + B:CoveredCables=true + B:DenseCables=true + B:GlassCables=true + B:SmartCables=true + } + + energy { + B:DenseEnergyCells=true + B:EnergyAcceptor=true + B:EnergyCells=true + } + + p2ptunnels { + B:P2PTunnelEU=true + B:P2PTunnelFE=true + B:P2PTunnelFluids=true + B:P2PTunnelItems=true + B:P2PTunnelLight=true + B:P2PTunnelME=true + B:P2PTunnelOpenComputers=true + B:P2PTunnelPressure=true + B:P2PTunnelRedstone=true + } + + blockfeatures { + B:MassCannonBlockDamage=true + B:TinyTNTBlockDamage=true + } + + facades { + B:Facades=true + } + + misc { + B:Achievements=true + B:CraftingLog=false + B:Creative=true + B:DebugLogging=false + B:GrinderLogging=false + B:IntegrationLogging=false + B:LightDetector=true + B:LogSecurityAudits=false + B:Logging=false + B:PacketLogging=false + B:UnsupportedDeveloperTools=false + B:UpdateLogging=false + B:WebsiteRecipes=false + } + + crafting { + B:EnableDisassemblyCrafting=true + B:EnableFacadeCrafting=true + B:InWorldFluix=true + B:InWorldPurification=true + B:InWorldSingularity=true + B:InterfaceTerminal=true + } + + rendering { + B:AlphaPass=true + } + + craftingfeatures { + B:CraftingCPU=true + + # Use CraftingManager to find an alternative recipe, after a pattern rejected an ingredient. Should be enabled to avoid issues, but can have a minor performance impact. + B:CraftingManagerFallback=true + B:MolecularAssembler=true + B:Patterns=true + } + + upgrades { + B:AdvancedCards=true + B:BasicCards=true + B:ViewCell=true + } + + materials { + B:Certus=true + B:CrystalSeeds=true + B:Dusts=true + B:Fluix=true + B:Nuggets=true + B:PureCrystals=true + B:QuartzGlass=true + B:Silicon=true + B:SkyStone=true + } + + craftingcomponents { + B:Cores=true + B:MatterBall=true + B:Presses=true + B:PrintedCircuits=true + B:Processors=true + } + + commands { + B:ChunkLoggerTrace=false + } + +} + + +general { + # Will auto-remove items that crash when being loaded from storage. This will destroy those items instead of crashing the game! + B:removeCrashingItemsOnLoad=false +} + + +########################################################################################################## +# grindstone +#--------------------------------------------------------------------------------------------------------# +# Creates recipe of the following pattern automatically: '1 oreTYPE => 2 dustTYPE' and '(1 ingotTYPE or 1 crystalTYPE or 1 gemTYPE) => 1 dustTYPE' +########################################################################################################## + +grindstone { + # Blacklists the exact oredict name from being handled by any recipe. + S:blacklist < + > + + # The list of types to handle. Specify without a prefix like ore or dust. + S:grinderOres < + Obsidian + Ender + EnderPearl + Coal + Iron + Gold + Charcoal + NetherQuartz + CertusQuartz + Wheat + Fluix + Copper + Tin + Silver + Lead + Bronze + Brass + Platinum + Nickel + Invar + Aluminium + Electrum + Osmium + Zinc + > + + # Chance to actually get an output with stacksize > 1. + D:oreDoublePercentage=90.0 +} + + +########################################################################################################## +# modintegration +#--------------------------------------------------------------------------------------------------------# +# Valid Values are 'AUTO', 'ON', or 'OFF' - defaults to 'AUTO' ; Suggested that you leave this alone unless your experiencing an issue, or wish to disable the integration for a reason. +########################################################################################################## + +modintegration { + S:CraftTweaker=AUTO + S:IndustrialCraft2=AUTO + S:InventoryTweaks=AUTO + S:JustEnoughItems=AUTO + S:Mekanism=AUTO + S:MineFactoryReloaded=AUTO + S:OpenComputers=AUTO + S:Railcraft=AUTO + S:Tesla=AUTO + S:TheOneProbe=AUTO + S:Waila=AUTO +} + + +powerratios { + D:ForgeEnergy=0.5 + D:IC2=2.0 + D:UsageMultiplier=1.0 +} + + +spatialio { + D:spatialPowerExponent=1.35 + D:spatialPowerMultiplier=1250.0 + I:storageDimensionID=2 + I:storageProviderID=-11 +} + + +########################################################################################################## +# tickrates +#--------------------------------------------------------------------------------------------------------# +# 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. +########################################################################################################## + +tickrates { + I:AnnihilationPlane.max=120 + I:AnnihilationPlane.min=2 + I:Charger.max=120 + I:Charger.min=10 + I:ExportBus.max=60 + I:ExportBus.min=5 + I:FluidExportBus.max=60 + I:FluidExportBus.min=5 + I:FluidImportBus.max=40 + I:FluidImportBus.min=5 + I:FluidStorageBus.max=60 + I:FluidStorageBus.min=5 + I:IOPort.max=5 + I:IOPort.min=1 + I:ImportBus.max=40 + I:ImportBus.min=5 + I:Inscriber.max=1 + I:Inscriber.min=1 + I:Interface.max=120 + I:Interface.min=5 + I:ItemTunnel.max=60 + I:ItemTunnel.min=5 + I:LightTunnel.max=60 + I:LightTunnel.min=5 + I:METunnel.max=20 + I:METunnel.min=5 + I:OpenComputersTunnel.max=5 + I:OpenComputersTunnel.min=1 + I:PressureTunnel.max=120 + I:PressureTunnel.min=1 + I:StorageBus.max=60 + I:StorageBus.min=5 + I:VibrationChamber.max=40 + I:VibrationChamber.min=10 +} + + +########################################################################################################## +# wireless +#--------------------------------------------------------------------------------------------------------# +# Range= wirelessBaseRange + wirelessBoosterRangeMultiplier * Math.pow( boosters, wirelessBoosterExp ) +# PowerDrain= wirelessBaseCost + wirelessCostMultiplier * Math.pow( boosters, 1 + boosters / wirelessHighWirelessCount ) +########################################################################################################## + +wireless { + D:wirelessBaseCost=8.0 + D:wirelessBaseRange=16.0 + D:wirelessBoosterExp=1.5 + D:wirelessBoosterRangeMultiplier=1.0 + D:wirelessCostMultiplier=1.0 + D:wirelessTerminalDrainMultiplier=1.0 +} + + +worldgen { + D:meteoriteClusterChance=0.1 + I:meteoriteDimensionWhitelist < + 0 + > + I:meteoriteMaximumSpawnHeight=180 + I:minMeteoriteDistance=707 + I:quartzOresClusterAmount=15 + I:quartzOresPerCluster=4 + D:spawnChargedChance=0.07999998331069946 +} + + diff --git a/src/overrides/config/AppliedEnergistics2/VersionChecker.cfg b/src/overrides/config/AppliedEnergistics2/VersionChecker.cfg new file mode 100644 index 0000000..5cdb3e4 --- /dev/null +++ b/src/overrides/config/AppliedEnergistics2/VersionChecker.cfg @@ -0,0 +1,30 @@ +# Configuration file + +cache { + # Waits as many hours, until it checks again. [range: 0 ~ 168, default: 24] + I:interval=24 + S:lastCheck=1586501350500 +} + + +channel { + # Determines the channel level which should be checked for updates. Can be either Stable, Beta or Alpha. [default: Beta] + S:level=Beta +} + + +client { + # If true, the player is getting a notification including changelog. Only happens if notification are enabled. [default: true] + B:changelog=true + + # If true, the player is getting a notification, that a new version is available. [default: true] + B:notify=true +} + + +general { + # If true, the version checker is enabled. Acts as a master switch. [default: true] + B:enabled=false +} + + diff --git a/src/overrides/config/Guide-API/Guide-API.cfg b/src/overrides/config/Guide-API/Guide-API.cfg new file mode 100644 index 0000000..7fe4003 --- /dev/null +++ b/src/overrides/config/Guide-API/Guide-API.cfg @@ -0,0 +1,43 @@ +# Configuration file + +########################################################################################################## +# books +#--------------------------------------------------------------------------------------------------------# +# All settings related to Books. +########################################################################################################## + +books { + # Allows books to spawn with new players. + # This is a global override for all books. [default: true] + B:canSpawnWithBooks=true + + ########################################################################################################## + # spawn + #--------------------------------------------------------------------------------------------------------# + # If true, the user will spawn with the book. + # This defaults to the value the book owner has set and is overridden by this config. + ########################################################################################################## + + spawn { + # [default: false] + B:"bloodmagic:guide"=false + + # [default: false] + B:"woot:guide"=false + } + +} + + +########################################################################################################## +# general +#--------------------------------------------------------------------------------------------------------# +# Miscellaneous settings. +########################################################################################################## + +general { + # Enables extra information being printed to the console. [default: true] + B:enableLogging=false +} + + diff --git a/src/cfg/IC2.ini b/src/overrides/config/IC2.ini similarity index 100% rename from src/cfg/IC2.ini rename to src/overrides/config/IC2.ini diff --git a/src/overrides/config/LogisticsPipes.cfg b/src/overrides/config/LogisticsPipes.cfg new file mode 100644 index 0000000..2fa94b2 --- /dev/null +++ b/src/overrides/config/LogisticsPipes.cfg @@ -0,0 +1,59 @@ +# Configuration file + +general { + # The max. distance between a player and the HUD that get's shown in blocks. + I:HUDRenderDistance=15 + + # Render every LP pipe opaque. + B:OpaquePipes=false + + # Should LogisticsPipes check for updates? + B:checkForUpdates=false + + # The maximum number of buildcraft pipes (including forks) between logistics pipes. This is an indicator of the maximum amount of nodes the recursion algorithm will visit before giving up. As it is possible to fork a pipe connection using standard BC pipes the algorithm will attempt to discover all available destinations through that pipe. Do note that the logistics system will not interfere with the operation of non-logistics pipes. So a forked pipe will usually be sup-optimal, but it is possible. A low value might reduce CPU usage, a high value will be able to handle more complex pipe setups. If you never fork your connection between the logistics pipes this has the same meaning as detectionLength and the lower of the two will be used + I:detectionCount=100 + + # The maximum shortest length between logistics pipes. This is an indicator on the maxim depth of the recursion algorithm to discover logistics neighbours. A low value might use less CPU, a high value will allow longer pipe sections + I:detectionLength=50 + + # Set the default configuration for the popup of the Orderer Gui. Should it be used? + B:displayPopup=true + + # Do you fancy easter eggs? + B:easterEggs=true + + # Whether or not special particles will spawn. + B:enableParticleFX=true + + # Number of LPower units the Logistics Crafting Table uses per craft. + I:logisticsCraftingTablePowerUsage=250 + + # The max. distance between two robots when there is no zone defined. + I:maxRobotDistance=64 + + # Inverts the the mouse wheel scrolling for remote order number of items + B:ordererCountInvertWheel=false + + # Inverts the the mouse wheel scrolling for remote order pages + B:ordererPageInvertWheel=false + + # Disable the power usage trough LogisticsPipes + B:powerUsageDisabled=false + + # A Multiplyer for the power usage. + D:powerUsageMultiplyer=1.0 + + # The amount of time that passes between checks to see if it is still connected to its neighbours (Independently from block place detection). A low value will mean that it will correct wrong values faster but use more CPU. A high value means error correction takes longer, but CPU consumption is reduced. A value of 20 will check about every second (default 600 [30 seconds]) + I:reDetectionFrequency=600 +} + + +multithread { + # Number of routing table update Threads, 0 to disable. + I:count=4 + + # Priority of the multiThread Threads. 10 is highest, 5 normal, 1 lowest + I:priority=5 +} + + diff --git a/src/cfg/ProjectE/ProjectE.cfg b/src/overrides/config/ProjectE/ProjectE.cfg similarity index 100% rename from src/cfg/ProjectE/ProjectE.cfg rename to src/overrides/config/ProjectE/ProjectE.cfg diff --git a/src/cfg/ProjectE/customConversions/ODdefaults.json b/src/overrides/config/ProjectE/customConversions/ODdefaults.json similarity index 100% rename from src/cfg/ProjectE/customConversions/ODdefaults.json rename to src/overrides/config/ProjectE/customConversions/ODdefaults.json diff --git a/src/cfg/ProjectE/customConversions/defaults.json b/src/overrides/config/ProjectE/customConversions/defaults.json similarity index 100% rename from src/cfg/ProjectE/customConversions/defaults.json rename to src/overrides/config/ProjectE/customConversions/defaults.json diff --git a/src/cfg/ProjectE/customConversions/example.json b/src/overrides/config/ProjectE/customConversions/example.json similarity index 100% rename from src/cfg/ProjectE/customConversions/example.json rename to src/overrides/config/ProjectE/customConversions/example.json diff --git a/src/cfg/ProjectE/customConversions/metals.json b/src/overrides/config/ProjectE/customConversions/metals.json similarity index 100% rename from src/cfg/ProjectE/customConversions/metals.json rename to src/overrides/config/ProjectE/customConversions/metals.json diff --git a/src/overrides/config/ProjectE/custom_emc.json b/src/overrides/config/ProjectE/custom_emc.json new file mode 100644 index 0000000..6ea692e --- /dev/null +++ b/src/overrides/config/ProjectE/custom_emc.json @@ -0,0 +1,36 @@ +{ + "entries": [ + { + "item": "projecte:item.pe_philosophers_stone|0", + "emc": 147712 + }, + { + "item": "projecte:collector_mk1|0", + "emc": 213441 + }, + { + "item": "minecraft:dragon_breath|0", + "emc": 139264 + }, + { + "item": "minecraft:blaze_powder|0", + "emc": 768 + }, + { + "item": "draconicevolution:draconium_dust|0", + "emc": 8192 + }, + { + "item": "appliedenergistics2:sky_stone_block|0", + "emc": 64 + }, + { + "item": "avaritia:extreme_crafting_table|0", + "emc": 0 + }, + { + "item": "draconicevolution:fusion_crafting_core|0", + "emc": 0 + } + ] +} diff --git a/src/cfg/ProjectE/mapping.cfg b/src/overrides/config/ProjectE/mapping.cfg similarity index 100% rename from src/cfg/ProjectE/mapping.cfg rename to src/overrides/config/ProjectE/mapping.cfg diff --git a/src/cfg/ProjectE/nbt_whitelist.json b/src/overrides/config/ProjectE/nbt_whitelist.json similarity index 100% rename from src/cfg/ProjectE/nbt_whitelist.json rename to src/overrides/config/ProjectE/nbt_whitelist.json diff --git a/src/cfg/ProjectE/pregenerated_emc.json b/src/overrides/config/ProjectE/pregenerated_emc.json similarity index 100% rename from src/cfg/ProjectE/pregenerated_emc.json rename to src/overrides/config/ProjectE/pregenerated_emc.json diff --git a/src/overrides/config/Waystones.cfg b/src/overrides/config/Waystones.cfg new file mode 100644 index 0000000..dce8a03 --- /dev/null +++ b/src/overrides/config/Waystones.cfg @@ -0,0 +1,132 @@ +# Configuration file + +client { + # If enabled, activated waystones will not emit particles. + B:"Disable Particles"=false + + # If enabled, the text overlay on waystones will no longer always render at full brightness. + B:"Disable Text Glow"=false + + # If enabled, waystones spawned using the legacy spawn-just-anywhere mode will look mossy ingame. + B:"Mossy Look for World Gen Waystones"=true + + # The volume of the sound played when teleporting. + # Min: 0.0 + # Max: 1.0 + D:"Sound Volume"=0.5 + + # The x position of the warp button in the inventory. + I:"Teleport Button GUI X"=58 + + # The y position of the warp button in the inventory. + I:"Teleport Button GUI Y"=60 +} + + +compat { + # If this is true, activating a waystone will cause a JourneyMap waypoint to be created at its position. + B:"Create JourneyMap Waypoint"=true +} + + +general { + # If enabled, everyone can create global waystones, not just players in creative mode. + B:"Allow Global Waystones for Everyone"=false + + # The amount of blocks per xp level requirement. + I:"Blocks per XP Level"=500 + + # If enabled, waystones can only be placed in creative mode. + B:"Creative Mode Only"=false + + # The amount of xp levels to use for dimensional warp. + I:"Dimensional Warp XP Cost"=3 + + # Whether generated waystones should not be breakable by players. + B:"Disallow Breaking Generated"=false + + # Whether generated waystones drop their item form when broken by players. + B:"Drop Item From Generated"=true + + # Set to false to make all global waystones not cost any experience, regardless of method used. + B:"Global Waystones Cost XP"=true + + # If enabled, all waystones work inter-dimensionally. + B:"Interdimensional Teleport"=true + + # If enabled, waystones marked as global work inter-dimensionally. + B:"Interdimensional Teleport on Global Waystones"=true + + # If enabled, the inventory button cost experience when used, based on the distance travelled. + B:"Inventory Button Costs XP"=false + + # The maximum xp cost when Blocks per XP Level is enabled. + # Min: 1 + # Max: 2147483647 + I:"Maximum XP Cost"=3 + + # If enabled, waystones marked as global have no cooldown. + B:"No Cooldown on Global Waystones"=true + + # Whether the use of a warp stone or warp scroll should be interrupted by damage. Not supported when playing with Vivecraft! + B:"Reset Use On Damage"=false + + # If enabled, only the owner of a waystone can rename it. + B:"Restrict Rename to Owner"=false + + # If enabled, the player's spawnpoint will be set to the last activated waystone. + B:"Set Spawnpoint on Activation"=false + + # If set to true, XP cost by distance travelled will only start beyond the distance-per-level distance, and shorter travel will be free. + B:"Short Travel is Free"=true + + # The cooldown between usages of the teleport button in seconds. + I:"Teleport Button Cooldown"=300 + + # If enabled, the teleport button will only let you return to the last activated waystone, instead of allowing to choose. + B:"Teleport Button Return Only"=true + + # Set this to a global waystone name to lock the inventory button to that specific waystone. Leave empty for default behaviour. + S:"Teleport Button Target"= + + # Should there be a button in the inventory to access the waystone menu? + B:"Teleport Button in GUI"=false + + # The time it takes to use a warp scroll in ticks. This is the charge-up time when holding right-click. + # Min: 1 + # Max: 127 + I:"Warp Scroll Use Time"=32 + + # The cooldown between usages of the warp stone in seconds. + I:"Warp Stone Cooldown"=300 + + # If enabled, the warp stone costs experience when used, based on the distance travelled. + B:"Warp Stone Costs XP"=false + + # The time it takes to use a warp stone in ticks. This is the charge-up time when holding right-click. + # Min: 1 + # Max: 127 + I:"Warp Stone Use Time"=32 + + # If enabled, waystones cost experience when used, based on the distance travelled. + B:"Waystone Costs XP"=true +} + + +worldgen { + # The chance for a waystone to generate just anywhere (without a structure), scaled by 1/10000. + # Min: 0.0 + # Max: 10000.0 + D:"Change to generate just anywhere"=0.0 + + # The Name Generator will pick from these names until they have all been used, then it will generate random ones again. + S:"Custom Names" < + > + + # The chance for a waystone to generate in a village. Set to 1 to always generate one in villages, set to 0 to disable. + # Min: 0.0 + # Max: 1.0 + D:"Generate in Villages"=1.0 +} + + diff --git a/src/overrides/config/actuallyadditions.cfg b/src/overrides/config/actuallyadditions.cfg new file mode 100644 index 0000000..6ad8c8b --- /dev/null +++ b/src/overrides/config/actuallyadditions.cfg @@ -0,0 +1,577 @@ +# Configuration file + +"machine values" { + # The amount of power the atomic reconstructor can store. + I:"Atomic Reconstructor Power"=300000 + + # The Coal Generator's Energy Production in CF/tick while burning. + I:"Coal Generator Energy Production"=30 + + # The size of the farmer's farming area. Default is 9x9, must be an odd number. + I:"Farmer Area"=9 + + # By default, the Item Repairer only repairs items which are repairable in an anvil. Add an item's REGISTRY NAME here if you want it to be repairable. + S:"Item Repairer Extra Whitelist" < + tconstruct:pickaxe + tconstruct:shovel + tconstruct:hatchet + tconstruct:mattock + tconstruct:broadsword + tconstruct:longsword + tconstruct:frypan + tconstruct:battlesign + tconstruct:hammer + tconstruct:excavator + tconstruct:lumberaxe + tconstruct:cleaver + tconstruct:rapier + > + + # If Energy Laser Relays should have energy loss + B:"Laser Relay Energy Loss"=true + + # The size of the Leaf Generator's harvesting area. Default is 7x7x7, must be an odd number. + I:"Leaf Generator Area"=7 + + # The cooldown between two generation cycles of the Leaf Generator, in ticks + I:"Leaf Generator Cooldown"=5 + + # The Leaf Generator's Energy Production in CF/Leaf + I:"Leaf Generator Energy Production"=300 + + # The energy use of the Atomic Reconstructor's Mining Lens. + I:"Mining Lens Energy"=60000 + + # If true, the mining lens uses some weird math to calculate energy costs. + B:"Mining Lens Math"=true + + # The amount of power that the 4 tiers of oils generate in CF/t. Ordered. + I:"Oil Gen: Power Values" < + 40 + 80 + 100 + 120 + > + + # The amount of time that the 4 tiers of oils work for in seconds. Ordered. + I:"Oil Gen: Time Values" < + 100 + 120 + 280 + 400 + > + + # By default, the Vertical Digger mines everything that starts with 'ore' in the OreDictionary. If there is one that it can mine, but shouldn't be able to, put its REGISTRY NAME here. These are the actual registered Item Names, the ones you use, for example, when using the /give Command. This Config Option will apply in both modes. + S:"Vertical Digger Blacklist" < + > + + # By default, the Vertical Digger mines everything that starts with 'ore' in the OreDictionary. If there is one that it can't mine, but should be able to, put its REGISTRY NAME here. These are the actual registered Item Names, the ones you use, for example, when using the /give Command. This Config Option only applies if the miner is in Ores Only Mode. + S:"Vertical Digger Extra Whitelist" < + > +} + + +"mob drops" { + # Should Bat wings drop from Bats? + B:"Bat Wing Drop"=true + + # If true, Mobs will randomly drop solidified XP occasionally. + B:"Solidified XP Drop"=true + + # Should Cobwebs drop from spiders? + B:"Spider Cobweb Drop"=true +} + + +other { + # Show Advanced Item Info when holding Control on every Item. + B:"Advanced Info"=true + + # The maximum amount of characters that is displayed by the NBT view of the CTRL Advanced Info. Set to a zero to have no limit + I:"Advanced Info NBT Character Limit"=1000 + + # Show the 'Press Control for more Info'-Text on Item Tooltips + B:"Advanced Info Tooltips"=true + + # The size of the booklet's large font in percent. Set to 0 to use defaults from the lang file. + I:"Booklet Large Font Size"=0 + + # The size of the booklet's medium font in percent. Set to 0 to use defaults from the lang file. + I:"Booklet Medium Font Size"=0 + + # The size of the booklet's small font in percent. Set to 0 to use defaults from the lang file. + I:"Booklet Small Font Size"=0 + + # If true, the Lens of Color will attempt to pull from the oredict instead of only using vanilla dyes. + B:"Color Lens Oredict"=false + + # The non-Actually Additions items that are used to configure blocks from the mod. The first one is the Redstone Torch used to configure the Redstone Mode, and the second one is the Compass used to configure Laser Relays. If another mod overrides usage of either one of these items, you can change the registry name of the used items (using blocks is not possible) here. + S:"Configuration Items" < + minecraft:redstone_torch + minecraft:compass + > + + # The items that aren't allowed as outputs from OreDict Crusher recipes. Use this in case a mod, for example, adds a dust variant that can't be smelted into an ingot. Use REGISTRY NAMES, and if metadata is needed, add it like so: somemod:some_item@3 + S:"Crusher Output Blacklist" < + > + + # Ingots, Dusts and Ores that will be blacklisted from being auto-registered to be crushed by the Crusher. This list uses OreDictionary Names of the Inputs only. + S:"Crusher Recipe Exceptions" < + ingotBrick + ingotBrickNether + > + + # If true, Cats drop Hairy Balls Occasionally. + B:"Do Cat Drops"=true + + # If true, Actually Additions Checks for updates on World Load. + B:"Do Update Check"=false + + # The 1/n drop chance, per tick, for a fur ball to be dropped. + I:"Fur Drop Chance"=5000 + + # If true, the booklet should be given to the player when he first crafts something from the Mod + B:"Give Booklet on First Craft"=true + + # The ItemFood, IGrowable and IPlantable Items that can not be used to craft Mashed Food. These are the actual registered Item Names, the ones you use, for example, when using the /give Command. + S:"Mashed Food Crafting Exceptions" < + actuallyadditions:item_coffee + > + + # The items that aren't allowed as being generated by the Lens of the Miner. Use REGISTRY NAMES, and if metadata is needed, add it like so: somemod:some_block@3 + S:"Mining Lens Blacklist" < + > + + # By default, the mining lens has a set number of ores it can generate. If there is an ore that it should be able to generate, add its OreDictionary name followed by an @ and the weight that it should have (the higher, the more often it will generate), followed by another @ and then an s for it to generate in stone and an n for it to generate in netherrack. For instance: oreCheese@100@s would add cheese ore with a weight of 100 that generates in stone. + S:"Mining lens Extra Whitelist" < + > + + # If you want to be really boring and lame, you can turn on this setting to disable colored names on Actually Additions items. Because why would you want things to look pretty anyways, right? + B:"No Colored Item Names"=false + + # The items that aren't allowed to be put in the Repairer. Use REGISTRY NAMES, and if metadata is needed, add it like so: somemod:some_block@3 + S:"Repair Blacklist" < + > + + # The items that aren't allowed to be put in the Traveller's Sack. Use REGISTRY NAMES, and if metadata is needed, add it like so: somemod:some_block@3 + S:"Sack Blacklist" < + > + + # If true, Solidified Experience will always spawn orbs, even for regular players. + B:"Solid XP Orbs"=false + + # By default, the Spawner Changer allows every living entity to be put into a spawner. If there is one that shouldn't be able to, put its MAPPING NAME here. + S:"Spawner Changer Blacklist" < + minecraft:villager_golem + > + + # Turn this on to make recipes for items from the mod really hard. (This is a joke feature poking fun at the whole FTB Infinity Expert Mode style of playing. You shouldn't really turn this on as it makes the mod completely unplayable.) + B:"Super Duper Hard Recipes"=false + + # The amount of ticks waited before a TileEntity sends an additional Update to the Client + I:"Tile Entities: Update Interval"=5 + + # Should Tiny Coal and Tiny Charcoal be craftable + B:"Tiny Coal"=true + + # If true, Actually Additions' Update Checker searches for updates for the Minecraft Version you currently play on. + B:"Version Specific Update Checker"=false + + # Should Actually Additions Loot generate in dungeons? + B:"Village and Dungeon Loot"=true + + # Should right-clicking a bowl on water blocks create a water bowl? + B:"Water Bowl"=true + + # Should the water bowl spill if you don't sneak while using it? + B:"Water Bowl Spilling"=true + + # 11? + I:"What is 11"=11 + + # The amount of ticks it takes for a worm to die. When at 0 ticks, it will not die. + I:"Worm Death Time"=0 + + # If true, worms will drop from tilling the soil. + B:Worms=true +} + + +"tool control" { + # This will disable the Black Quartz AIOT. It will not be registered. [default: false] + B:"Disable: Black Quartz AIOT"=false + + # This will disable the Black Quartz Axe. It will not be registered. [default: false] + B:"Disable: Black Quartz Axe"=false + + # This will disable the Black Quartz Boots. It will not be registered. [default: false] + B:"Disable: Black Quartz Boots"=false + + # This will disable the Black Quartz Chestplate. It will not be registered. [default: false] + B:"Disable: Black Quartz Chestplate"=false + + # This will disable the Black Quartz Helmet. It will not be registered. [default: false] + B:"Disable: Black Quartz Helmet"=false + + # This will disable the Black Quartz Hoe. It will not be registered. [default: false] + B:"Disable: Black Quartz Hoe"=false + + # This will disable the Black Quartz Pants. It will not be registered. [default: false] + B:"Disable: Black Quartz Pants"=false + + # This will disable the Black Quartz Pickaxe. It will not be registered. [default: false] + B:"Disable: Black Quartz Pickaxe"=false + + # This will disable the Black Quartz Shovel. It will not be registered. [default: false] + B:"Disable: Black Quartz Shovel"=false + + # This will disable the Black Quartz Sword. It will not be registered. [default: false] + B:"Disable: Black Quartz Sword"=false + + # This will disable the Diamatine Crystal AIOT. It will not be registered. [default: false] + B:"Disable: Diamatine Crystal AIOT"=false + + # This will disable the Diamatine Crystal Axe. It will not be registered. [default: false] + B:"Disable: Diamatine Crystal Axe"=false + + # This will disable the Diamatine Crystal Boots. It will not be registered. [default: false] + B:"Disable: Diamatine Crystal Boots"=false + + # This will disable the Diamatine Crystal Chestplate. It will not be registered. [default: false] + B:"Disable: Diamatine Crystal Chestplate"=false + + # This will disable the Diamatine Crystal Helmet. It will not be registered. [default: false] + B:"Disable: Diamatine Crystal Helmet"=false + + # This will disable the Diamatine Crystal Hoe. It will not be registered. [default: false] + B:"Disable: Diamatine Crystal Hoe"=false + + # This will disable the Diamatine Crystal Pants. It will not be registered. [default: false] + B:"Disable: Diamatine Crystal Pants"=false + + # This will disable the Diamatine Crystal Pickaxe. It will not be registered. [default: false] + B:"Disable: Diamatine Crystal Pickaxe"=false + + # This will disable the Diamatine Crystal Shovel. It will not be registered. [default: false] + B:"Disable: Diamatine Crystal Shovel"=false + + # This will disable the Diamatine Crystal Sword. It will not be registered. [default: false] + B:"Disable: Diamatine Crystal Sword"=false + + # This will disable the Diamond AIOT. It will not be registered. [default: false] + B:"Disable: Diamond AIOT"=false + + # This will disable the Emeradic Crystal AIOT. It will not be registered. [default: false] + B:"Disable: Emeradic Crystal AIOT"=false + + # This will disable the Emeradic Crystal Axe. It will not be registered. [default: false] + B:"Disable: Emeradic Crystal Axe"=false + + # This will disable the Emeradic Crystal Boots. It will not be registered. [default: false] + B:"Disable: Emeradic Crystal Boots"=false + + # This will disable the Emeradic Crystal Chest. It will not be registered. [default: false] + B:"Disable: Emeradic Crystal Chest"=false + + # This will disable the Emeradic Crystal Helmet. It will not be registered. [default: false] + B:"Disable: Emeradic Crystal Helmet"=false + + # This will disable the Emeradic Crystal Hoe. It will not be registered. [default: false] + B:"Disable: Emeradic Crystal Hoe"=false + + # This will disable the Emeradic Crystal Pants. It will not be registered. [default: false] + B:"Disable: Emeradic Crystal Pants"=false + + # This will disable the Emeradic Crystal Pickaxe. It will not be registered. [default: false] + B:"Disable: Emeradic Crystal Pickaxe"=false + + # This will disable the Emeradic Crystal Shovel. It will not be registered. [default: false] + B:"Disable: Emeradic Crystal Shovel"=false + + # This will disable the Emeradic Crystal Sword. It will not be registered. [default: false] + B:"Disable: Emeradic Crystal Sword"=false + + # This will disable the Emerald AIOT. It will not be registered. [default: false] + B:"Disable: Emerald AIOT"=false + + # This will disable the Emerald Axe. It will not be registered. [default: false] + B:"Disable: Emerald Axe"=false + + # This will disable the Emerald Boots. It will not be registered. [default: false] + B:"Disable: Emerald Boots"=false + + # This will disable the Emerald Chestplate. It will not be registered. [default: false] + B:"Disable: Emerald Chestplate"=false + + # This will disable the Emerald Helmet. It will not be registered. [default: false] + B:"Disable: Emerald Helmet"=false + + # This will disable the Emerald Hoe. It will not be registered. [default: false] + B:"Disable: Emerald Hoe"=false + + # This will disable the Emerald Pants. It will not be registered. [default: false] + B:"Disable: Emerald Pants"=false + + # This will disable the Emerald Pickaxe. It will not be registered. [default: false] + B:"Disable: Emerald Pickaxe"=false + + # This will disable the Emerald Shovel. It will not be registered. [default: false] + B:"Disable: Emerald Shovel"=false + + # This will disable the Emerald Sword. It will not be registered. [default: false] + B:"Disable: Emerald Sword"=false + + # This will disable the Engineer's Goggles. It will not be registered. [default: false] + B:"Disable: Engineer's Goggles"=false + + # This will disable the Engineer's Infrared Goggles. It will not be registered. [default: false] + B:"Disable: Engineer's Infrared Goggles"=false + + # This will disable the Enori Crystal AIOT. It will not be registered. [default: false] + B:"Disable: Enori Crystal AIOT"=false + + # This will disable the Enori Crystal Axe. It will not be registered. [default: false] + B:"Disable: Enori Crystal Axe"=false + + # This will disable the Enori Crystal Boots. It will not be registered. [default: false] + B:"Disable: Enori Crystal Boots"=false + + # This will disable the Enori Crystal Chest. It will not be registered. [default: false] + B:"Disable: Enori Crystal Chest"=false + + # This will disable the Enori Crystal Helmet. It will not be registered. [default: false] + B:"Disable: Enori Crystal Helmet"=false + + # This will disable the Enori Crystal Hoe. It will not be registered. [default: false] + B:"Disable: Enori Crystal Hoe"=false + + # This will disable the Enori Crystal Pants. It will not be registered. [default: false] + B:"Disable: Enori Crystal Pants"=false + + # This will disable the Enori Crystal Pickaxe. It will not be registered. [default: false] + B:"Disable: Enori Crystal Pickaxe"=false + + # This will disable the Enori Crystal Shovel. It will not be registered. [default: false] + B:"Disable: Enori Crystal Shovel"=false + + # This will disable the Enori Crystal Sword. It will not be registered. [default: false] + B:"Disable: Enori Crystal Sword"=false + + # This will disable the Golden AIOT. It will not be registered. [default: false] + B:"Disable: Golden AIOT"=false + + # This will disable the Iron AIOT. It will not be registered. [default: false] + B:"Disable: Iron AIOT"=false + + # This will disable the Obsidian AIOT. It will not be registered. [default: false] + B:"Disable: Obsidian AIOT"=false + + # This will disable the Obsidian Axe. It will not be registered. [default: false] + B:"Disable: Obsidian Axe"=false + + # This will disable the Obsidian Boots. It will not be registered. [default: false] + B:"Disable: Obsidian Boots"=false + + # This will disable the Obsidian Chestplate. It will not be registered. [default: false] + B:"Disable: Obsidian Chestplate"=false + + # This will disable the Obsidian Helmet. It will not be registered. [default: false] + B:"Disable: Obsidian Helmet"=false + + # This will disable the Obsidian Hoe. It will not be registered. [default: false] + B:"Disable: Obsidian Hoe"=false + + # This will disable the Obsidian Pants. It will not be registered. [default: false] + B:"Disable: Obsidian Pants"=false + + # This will disable the Obsidian Pickaxe. It will not be registered. [default: false] + B:"Disable: Obsidian Pickaxe"=false + + # This will disable the Obsidian Shovel. It will not be registered. [default: false] + B:"Disable: Obsidian Shovel"=false + + # This will disable the Obsidian Sword. It will not be registered. [default: false] + B:"Disable: Obsidian Sword"=false + + # This will disable the Palis Crystal AIOT. It will not be registered. [default: false] + B:"Disable: Palis Crystal AIOT"=false + + # This will disable the Palis Crystal Axe. It will not be registered. [default: false] + B:"Disable: Palis Crystal Axe"=false + + # This will disable the Palis Crystal Boots. It will not be registered. [default: false] + B:"Disable: Palis Crystal Boots"=false + + # This will disable the Palis Crystal Chestplate. It will not be registered. [default: false] + B:"Disable: Palis Crystal Chestplate"=false + + # This will disable the Palis Crystal Helmet. It will not be registered. [default: false] + B:"Disable: Palis Crystal Helmet"=false + + # This will disable the Palis Crystal Hoe. It will not be registered. [default: false] + B:"Disable: Palis Crystal Hoe"=false + + # This will disable the Palis Crystal Pants. It will not be registered. [default: false] + B:"Disable: Palis Crystal Pants"=false + + # This will disable the Palis Crystal Pickaxe. It will not be registered. [default: false] + B:"Disable: Palis Crystal Pickaxe"=false + + # This will disable the Palis Crystal Shovel. It will not be registered. [default: false] + B:"Disable: Palis Crystal Shovel"=false + + # This will disable the Palis Crystal Sword. It will not be registered. [default: false] + B:"Disable: Palis Crystal Sword"=false + + # This will disable the Restonia Crystal AIOT. It will not be registered. [default: false] + B:"Disable: Restonia Crystal AIOT"=false + + # This will disable the Restonia Crystal Axe. It will not be registered. [default: false] + B:"Disable: Restonia Crystal Axe"=false + + # This will disable the Restonia Crystal Boots. It will not be registered. [default: false] + B:"Disable: Restonia Crystal Boots"=false + + # This will disable the Restonia Crystal Chestplate. It will not be registered. [default: false] + B:"Disable: Restonia Crystal Chestplate"=false + + # This will disable the Restonia Crystal Helmet. It will not be registered. [default: false] + B:"Disable: Restonia Crystal Helmet"=false + + # This will disable the Restonia Crystal Hoe. It will not be registered. [default: false] + B:"Disable: Restonia Crystal Hoe"=false + + # This will disable the Restonia Crystal Pants. It will not be registered. [default: false] + B:"Disable: Restonia Crystal Pants"=false + + # This will disable the Restonia Crystal Pickaxe. It will not be registered. [default: false] + B:"Disable: Restonia Crystal Pickaxe"=false + + # This will disable the Restonia Crystal Shovel. It will not be registered. [default: false] + B:"Disable: Restonia Crystal Shovel"=false + + # This will disable the Restonia Crystal Sword. It will not be registered. [default: false] + B:"Disable: Restonia Crystal Sword"=false + + # This will disable the Stone AIOT. It will not be registered. [default: false] + B:"Disable: Stone AIOT"=false + + # This will disable the Void Crystal AIOT. It will not be registered. [default: false] + B:"Disable: Void Crystal AIOT"=false + + # This will disable the Void Crystal Axe. It will not be registered. [default: false] + B:"Disable: Void Crystal Axe"=false + + # This will disable the Void Crystal Boots. It will not be registered. [default: false] + B:"Disable: Void Crystal Boots"=false + + # This will disable the Void Crystal Chestplate. It will not be registered. [default: false] + B:"Disable: Void Crystal Chestplate"=false + + # This will disable the Void Crystal Helmet. It will not be registered. [default: false] + B:"Disable: Void Crystal Helmet"=false + + # This will disable the Void Crystal Hoe. It will not be registered. [default: false] + B:"Disable: Void Crystal Hoe"=false + + # This will disable the Void Crystal Pants. It will not be registered. [default: false] + B:"Disable: Void Crystal Pants"=false + + # This will disable the Void Crystal Pickaxe. It will not be registered. [default: false] + B:"Disable: Void Crystal Pickaxe"=false + + # This will disable the Void Crystal Shovel. It will not be registered. [default: false] + B:"Disable: Void Crystal Shovel"=false + + # This will disable the Void Crystal Sword. It will not be registered. [default: false] + B:"Disable: Void Crystal Sword"=false + + # This will disable the Wooden AIOT. It will not be registered. [default: false] + B:"Disable: Wooden AIOT"=false +} + + +"tool values" { + # By default, the AIOT can mine certain blocks. If there is one that it can't mine, but should be able to, put its REGISTRY NAME here. These are the actual registered Item Names, the ones you use, for example, when using the /give Command. + S:"AIOT Extra Whitelist" < + TConstruct:GravelOre + > + + # If true,'Press key for more information' text should show when the item has a page in the booklet + B:"Booklet Quick Opening Info"=true + + # By default, the Drill can mine certain blocks. If there is one that it can't mine, but should be able to, put its REGISTRY NAME here. These are the actual registered Item Names, the ones you use, for example, when using the /give Command. + S:"Drill Extra Whitelist" < + TConstruct:GravelOre + > +} + + +"world gen" { + # Should Black Lotus generate in the World? + B:"Black Lotus Gen"=true + + # The Amount of Black Lotus generating + I:"Black Lotus: Amount"=14 + + # Shold Black Quartz generate in the world? + B:"Black Quartz"=true + + # Should Canola generate in the World? + B:"Canola Gen"=true + + # The Amount of Canola generating + I:"Canola: Amount"=10 + + # Should Coffee Plants generate in the World? + B:"Coffee Gen"=true + + # The Amount of Coffee generating + I:"Coffee: Amount"=6 + + # Should Custom Crop Fields exist? + B:"Crop Field: Existence"=true + + # If Crystal Clusters should generate in Lush Caves + B:"Crystal Clusters in Lush Caves"=true + + # Should the Engineer Villager and his House generate in the worl? + B:"Engineer Villager: Existence"=true + + # Should Flax generate in the World? + B:"Flax Gen"=true + + # The Amount of Flax generating + I:"Flax: Amount"=8 + + # Should caves with trees and grass randomly generate underground? + B:"Generate Lush Caves"=true + + # Should the Jam Villager and his House generate in the world? + B:"Jam Villager: Existence"=true + + # The chances for lush caves to generate. The lower the number, the higher the chances. + I:"Lush Caves: Chance"=20 + + # If true, the ore gen dimension blacklist will be treated as a whitelist. + B:"Ore Gen Whitelist"=false + + # The list of IDs that Actually Additions OreGen (Ex: Black Quartz) is banned in. This also applies for other world gen like lush caves. + I:"OreGen Dimension Blacklist" < + > + + # The list of IDs of the dimensions that Actually Additions Plants (Rice for example) are banned in. + I:"Plant Blacklist" < + > + + # Should Rice generate in the World? + B:"Rice Gen"=true + + # The Amount of Rice generating + I:"Rice: Amount"=15 + + # Should Treasure Chests generate in the World? + B:"Treasure Chest Gen"=true +} + + diff --git a/src/cfg/advRocketry/ChemicalReactor.xml b/src/overrides/config/advRocketry/ChemicalReactor.xml similarity index 100% rename from src/cfg/advRocketry/ChemicalReactor.xml rename to src/overrides/config/advRocketry/ChemicalReactor.xml diff --git a/src/cfg/advRocketry/Crystallizer.xml b/src/overrides/config/advRocketry/Crystallizer.xml similarity index 100% rename from src/cfg/advRocketry/Crystallizer.xml rename to src/overrides/config/advRocketry/Crystallizer.xml diff --git a/src/cfg/advRocketry/CuttingMachine.xml b/src/overrides/config/advRocketry/CuttingMachine.xml similarity index 100% rename from src/cfg/advRocketry/CuttingMachine.xml rename to src/overrides/config/advRocketry/CuttingMachine.xml diff --git a/src/cfg/advRocketry/ElectricArcFurnace.xml b/src/overrides/config/advRocketry/ElectricArcFurnace.xml similarity index 100% rename from src/cfg/advRocketry/ElectricArcFurnace.xml rename to src/overrides/config/advRocketry/ElectricArcFurnace.xml diff --git a/src/cfg/advRocketry/Electrolyser.xml b/src/overrides/config/advRocketry/Electrolyser.xml similarity index 100% rename from src/cfg/advRocketry/Electrolyser.xml rename to src/overrides/config/advRocketry/Electrolyser.xml diff --git a/src/cfg/advRocketry/Lathe.xml b/src/overrides/config/advRocketry/Lathe.xml similarity index 100% rename from src/cfg/advRocketry/Lathe.xml rename to src/overrides/config/advRocketry/Lathe.xml diff --git a/src/cfg/advRocketry/PrecisionAssembler.xml b/src/overrides/config/advRocketry/PrecisionAssembler.xml similarity index 100% rename from src/cfg/advRocketry/PrecisionAssembler.xml rename to src/overrides/config/advRocketry/PrecisionAssembler.xml diff --git a/src/cfg/advRocketry/RollingMachine.xml b/src/overrides/config/advRocketry/RollingMachine.xml similarity index 100% rename from src/cfg/advRocketry/RollingMachine.xml rename to src/overrides/config/advRocketry/RollingMachine.xml diff --git a/src/cfg/advRocketry/SmallPlatePress.xml b/src/overrides/config/advRocketry/SmallPlatePress.xml similarity index 100% rename from src/cfg/advRocketry/SmallPlatePress.xml rename to src/overrides/config/advRocketry/SmallPlatePress.xml diff --git a/src/cfg/advRocketry/advancedRocketry.cfg b/src/overrides/config/advRocketry/advancedRocketry.cfg similarity index 100% rename from src/cfg/advRocketry/advancedRocketry.cfg rename to src/overrides/config/advRocketry/advancedRocketry.cfg diff --git a/src/cfg/advRocketry/asteroidConfig.xml b/src/overrides/config/advRocketry/asteroidConfig.xml similarity index 100% rename from src/cfg/advRocketry/asteroidConfig.xml rename to src/overrides/config/advRocketry/asteroidConfig.xml diff --git a/src/cfg/advRocketry/oreConfig.xml b/src/overrides/config/advRocketry/oreConfig.xml similarity index 100% rename from src/cfg/advRocketry/oreConfig.xml rename to src/overrides/config/advRocketry/oreConfig.xml diff --git a/src/cfg/advRocketry/planetDefs.xml b/src/overrides/config/advRocketry/planetDefs.xml similarity index 100% rename from src/cfg/advRocketry/planetDefs.xml rename to src/overrides/config/advRocketry/planetDefs.xml diff --git a/src/overrides/config/ancientwarfare/AncientWarfare.cfg b/src/overrides/config/ancientwarfare/AncientWarfare.cfg new file mode 100644 index 0000000..faf6abe --- /dev/null +++ b/src/overrides/config/ancientwarfare/AncientWarfare.cfg @@ -0,0 +1,982 @@ +# Configuration file + +########################################################################################################## +# 01_shared_settings +#--------------------------------------------------------------------------------------------------------# +# General Options +# Affect both client and server. These configs must match for client and server, or +# strange and probably BAD things WILL happen. +########################################################################################################## + +01_shared_settings { + # Enable extra debug console output and runtime checks. + # Can degrade performance if left on and lead to large log files. [default: false] + B:debug_ouput=false +} + + +########################################################################################################## +# 02_server_settings +#--------------------------------------------------------------------------------------------------------# +# Server Options +# Affect only server-side operations. Will need to be set for dedicated servers, and single +# player (or LAN worlds). Clients playing on remote servers can ignore these settings. +########################################################################################################## + +02_server_settings { + # Energy Per Work Unit + # Default = 50 + # How much Torque energy is generated per worker work tick. + # This is the base number and is further adjusted per worker by worker effectiveness. + # Setting to 0 or below effectively disables workers. + D:energy_per_work_unit=50.0 + + # Fire Block Break Events If set to false, block-break-events will not be posted for _any_ operations + # effectively negating any block-protection mods/mechanims in place on the server. + # If left at true, block-break events will be posted for any automation or vehicles + # which are changing blocks in the world. Most will use a reference to their owners-name + # for permissions systems. [default: true] + B:fire_block_break_events=true + + # Include Research In Dungeon Loot Chests + # If set to true, Research Note items will be added to dungeon-chest loot tables. + # If set to false, no research will be added. + # This is the global setting. Individual research may be toggled in the Research + # section of the config file. [default: true] + B:include_research_in_chests=true +} + + +########################################################################################################## +# 03_client_settings +#--------------------------------------------------------------------------------------------------------# +# Client Options +# Affect only client-side operations. Many of these options can be set from the in-game Options GUI. +# Server admins can ignore these settings. +########################################################################################################## + +03_client_settings { +} + + +########################################################################################################## +# 04_world_gen_settings +#--------------------------------------------------------------------------------------------------------# +# AW Core World Generation Settings +# Server-side only settings. These settings affect world generation settings for AWCore. +########################################################################################################## + +04_world_gen_settings { +} + + +########################################################################################################## +# 06_research +#--------------------------------------------------------------------------------------------------------# +# Research Settings Section +# Affect both client and server. These configs must match for client and server, or +# strange and probably BAD things WILL happen. +########################################################################################################## + +06_research { + # Energy Per Research Unit + # Default = 1 + # How much energy is consumed per research tick. + # Research generally ticks every game-tick if being worked at. + # Setting to 0 will eliminate the energy/worker requirements for research. + # Setting to higher than 1 will increase the amount of energy needed for research, + # increasing the amount of time/resources required for all research. + D:"energy_used per_research_tick"=1.0 + + # If set to false, research system will not use resources for research. [default: true] + B:use_research_resources=true + + # If set to false, research system will be disabled and all recipes will be available in normal crafting station. [default: true] + B:use_research_system=true +} + + +########################################################################################################## +# 08_recipe_details +#--------------------------------------------------------------------------------------------------------# +# Recipe Detail Settings Section +# Configure recipe enable/disable per item. +# Disabling the recipe effectively disables that item. +# Affect both client and server. These configs must match for client and server, or +# strange and probably BAD things WILL happen. +########################################################################################################## + +08_recipe_details { + # [default: true] + B:"ancientwarfare:backpack"=true + + # [default: true] + B:"ancientwarfare:diamond_hammer"=true + + # [default: true] + B:"ancientwarfare:diamond_quill"=true + + # [default: true] + B:"ancientwarfare:gold_hammer"=true + + # [default: true] + B:"ancientwarfare:gold_quill"=true + + # [default: true] + B:"ancientwarfare:iron_hammer"=true + + # [default: true] + B:"ancientwarfare:iron_quill"=true + + # [default: true] + B:"ancientwarfare:steel_ingot"=true + + # [default: true] + B:"ancientwarfare:stone_hammer"=true + + # [default: true] + B:"ancientwarfare:stone_quill"=true + + # [default: true] + B:"ancientwarfare:wooden_hammer"=true + + # [default: true] + B:"ancientwarfare:wooden_quill"=true + + # [default: true] + B:"ancientwarfareautomation:animal_farm"=true + + # [default: true] + B:"ancientwarfareautomation:auto_crafting"=true + + # [default: true] + B:"ancientwarfareautomation:chunk_loader_deluxe"=true + + # [default: true] + B:"ancientwarfareautomation:chunk_loader_simple"=true + + # [default: true] + B:"ancientwarfareautomation:crop_farm"=true + + # [default: true] + B:"ancientwarfareautomation:fish_farm"=true + + # [default: true] + B:"ancientwarfareautomation:flywheel_controller"=true + + # [default: true] + B:"ancientwarfareautomation:flywheel_storage"=true + + # [default: true] + B:"ancientwarfareautomation:fruit_farm"=true + + # [default: true] + B:"ancientwarfareautomation:hand_cranked_generator"=true + + # [default: true] + B:"ancientwarfareautomation:mailbox"=true + + # [default: true] + B:"ancientwarfareautomation:quarry"=true + + # [default: true] + B:"ancientwarfareautomation:stirling_generator"=false + + # [default: true] + B:"ancientwarfareautomation:torque_distributor"=true + + # [default: true] + B:"ancientwarfareautomation:torque_junction"=true + + # [default: true] + B:"ancientwarfareautomation:torque_shaft"=true + + # [default: true] + B:"ancientwarfareautomation:tree_farm"=true + + # [default: true] + B:"ancientwarfareautomation:warehouse_control"=true + + # [default: true] + B:"ancientwarfareautomation:warehouse_crafting"=true + + # [default: true] + B:"ancientwarfareautomation:warehouse_interface"=true + + # [default: true] + B:"ancientwarfareautomation:warehouse_stock_viewer"=true + + # [default: true] + B:"ancientwarfareautomation:warehouse_storage"=true + + # [default: true] + B:"ancientwarfareautomation:waterwheel_generator"=true + + # [default: true] + B:"ancientwarfareautomation:windmill_blade"=true + + # [default: true] + B:"ancientwarfareautomation:windmill_generator"=true + + # [default: true] + B:"ancientwarfareautomation:worksite_upgrade"=true + + # [default: true] + B:"ancientwarfarenpc:bard_instrument"=true + + # [default: true] + B:"ancientwarfarenpc:combat_order"=true + + # [default: true] + B:"ancientwarfarenpc:diamond_command_baton"=true + + # [default: true] + B:"ancientwarfarenpc:food_bundle"=true + + # [default: true] + B:"ancientwarfarenpc:gold_command_baton"=true + + # [default: true] + B:"ancientwarfarenpc:iron_command_baton"=true + + # [default: true] + B:"ancientwarfarenpc:npc_spawner"=true + + # [default: true] + B:"ancientwarfarenpc:routing_order"=true + + # [default: true] + B:"ancientwarfarenpc:stone_command_baton"=true + + # [default: true] + B:"ancientwarfarenpc:town_hall"=true + + # [default: true] + B:"ancientwarfarenpc:trade_order"=true + + # [default: true] + B:"ancientwarfarenpc:upkeep_order"=true + + # [default: true] + B:"ancientwarfarenpc:wooden_command_baton"=true + + # [default: true] + B:"ancientwarfarenpc:work_order"=true + + # [default: true] + B:"ancientwarfarestructure:drafting_station"=true + + # [default: true] + B:"ancientwarfarestructure:gate_spawner"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_arrow"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_arrow_flame"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_arrow_iron"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_arrow_iron_flame"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_ballista_bolt"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_ballista_bolt_explosive"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_ballista_bolt_flame"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_ballista_bolt_iron"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_canister_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_canister_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_canister_shot_25"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_canister_shot_5"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_cluster_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_cluster_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_cluster_shot_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_cluster_shot_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_10_big"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_15_big"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_30_big"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_45_big"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_flame_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_flame_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_flame_shot_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_flame_shot_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_grape_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_grape_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_grape_shot_25"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_grape_shot_5"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_hwacha_rocket"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_hwacha_rocket_airburst"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_hwacha_rocket_explosive"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_hwacha_rocket_flame"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_iron_shot_10_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_iron_shot_15_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_iron_shot_25_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_iron_shot_5_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_napalm_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_napalm_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_napalm_shot_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_napalm_shot_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_pebble_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_pebble_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_pebble_shot_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_pebble_shot_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_stone_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_stone_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_stone_shot_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_stone_shot_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_torpedo_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_torpedo_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_torpedo_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_torpedo_45"=true + + # [default: true] + B:"ancientwarfarevehicle:armor_iron"=true + + # [default: true] + B:"ancientwarfarevehicle:armor_obsidian"=true + + # [default: true] + B:"ancientwarfarevehicle:armor_stone"=true + + # [default: true] + B:"ancientwarfarevehicle:clay_casing"=true + + # [default: true] + B:"ancientwarfarevehicle:cluster_charge"=true + + # [default: true] + B:"ancientwarfarevehicle:counter_weight_unit"=true + + # [default: true] + B:"ancientwarfarevehicle:equipment_bay"=true + + # [default: true] + B:"ancientwarfarevehicle:explosive_charge"=true + + # [default: true] + B:"ancientwarfarevehicle:fine_iron"=true + + # [default: true] + B:"ancientwarfarevehicle:flame_charge"=true + + # [default: true] + B:"ancientwarfarevehicle:iron_casing"=true + + # [default: true] + B:"ancientwarfarevehicle:iron_core_wood"=true + + # [default: true] + B:"ancientwarfarevehicle:ironshod_wood"=true + + # [default: true] + B:"ancientwarfarevehicle:major_alloy"=true + + # [default: true] + B:"ancientwarfarevehicle:minor_alloy"=true + + # [default: true] + B:"ancientwarfarevehicle:mobility_unit"=true + + # [default: true] + B:"ancientwarfarevehicle:napalm_charge"=true + + # [default: true] + B:"ancientwarfarevehicle:powder_case"=true + + # [default: true] + B:"ancientwarfarevehicle:rocket_charge"=true + + # [default: true] + B:"ancientwarfarevehicle:rough_iron"=true + + # [default: true] + B:"ancientwarfarevehicle:rough_wood"=true + + # [default: true] + B:"ancientwarfarevehicle:spawner"=true + + # [default: true] + B:"ancientwarfarevehicle:tempered_iron"=true + + # [default: true] + B:"ancientwarfarevehicle:torsion_unit"=true + + # [default: true] + B:"ancientwarfarevehicle:treated_wood"=true + + # [default: true] + B:"ancientwarfarevehicle:turret_components"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_aim"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_pitch_down"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_pitch_up"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_power"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_reload"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_speed"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_turret_pitch"=true +} + + +########################################################################################################## +# 09_recipe_research_details +#--------------------------------------------------------------------------------------------------------# +# Recipe Research Detail Settings Section +# Configure enable/disable research for specific recipes. +# Disabling the research removes all research requirements for that item. +# Affect both client and server. These configs must match for client and server, or +# strange and probably BAD things WILL happen. +########################################################################################################## + +09_recipe_research_details { + # [default: true] + B:"ancientwarfare:backpack"=true + + # [default: true] + B:"ancientwarfare:diamond_hammer"=true + + # [default: true] + B:"ancientwarfare:diamond_quill"=true + + # [default: true] + B:"ancientwarfare:gold_hammer"=true + + # [default: true] + B:"ancientwarfare:gold_quill"=true + + # [default: true] + B:"ancientwarfare:iron_hammer"=true + + # [default: true] + B:"ancientwarfare:iron_quill"=true + + # [default: true] + B:"ancientwarfare:steel_ingot"=true + + # [default: true] + B:"ancientwarfare:stone_hammer"=true + + # [default: true] + B:"ancientwarfare:stone_quill"=true + + # [default: true] + B:"ancientwarfare:wooden_hammer"=true + + # [default: true] + B:"ancientwarfare:wooden_quill"=true + + # [default: true] + B:"ancientwarfareautomation:animal_farm"=true + + # [default: true] + B:"ancientwarfareautomation:auto_crafting"=true + + # [default: true] + B:"ancientwarfareautomation:chunk_loader_deluxe"=true + + # [default: true] + B:"ancientwarfareautomation:chunk_loader_simple"=true + + # [default: true] + B:"ancientwarfareautomation:crop_farm"=true + + # [default: true] + B:"ancientwarfareautomation:fish_farm"=true + + # [default: true] + B:"ancientwarfareautomation:flywheel_controller"=true + + # [default: true] + B:"ancientwarfareautomation:flywheel_storage"=true + + # [default: true] + B:"ancientwarfareautomation:fruit_farm"=true + + # [default: true] + B:"ancientwarfareautomation:hand_cranked_generator"=true + + # [default: true] + B:"ancientwarfareautomation:mailbox"=true + + # [default: true] + B:"ancientwarfareautomation:quarry"=true + + # [default: true] + B:"ancientwarfareautomation:stirling_generator"=true + + # [default: true] + B:"ancientwarfareautomation:torque_distributor"=true + + # [default: true] + B:"ancientwarfareautomation:torque_junction"=true + + # [default: true] + B:"ancientwarfareautomation:torque_shaft"=true + + # [default: true] + B:"ancientwarfareautomation:tree_farm"=true + + # [default: true] + B:"ancientwarfareautomation:warehouse_control"=true + + # [default: true] + B:"ancientwarfareautomation:warehouse_crafting"=true + + # [default: true] + B:"ancientwarfareautomation:warehouse_interface"=true + + # [default: true] + B:"ancientwarfareautomation:warehouse_stock_viewer"=true + + # [default: true] + B:"ancientwarfareautomation:warehouse_storage"=true + + # [default: true] + B:"ancientwarfareautomation:waterwheel_generator"=true + + # [default: true] + B:"ancientwarfareautomation:windmill_blade"=true + + # [default: true] + B:"ancientwarfareautomation:windmill_generator"=true + + # [default: true] + B:"ancientwarfareautomation:worksite_upgrade"=true + + # [default: true] + B:"ancientwarfarenpc:bard_instrument"=true + + # [default: true] + B:"ancientwarfarenpc:combat_order"=true + + # [default: true] + B:"ancientwarfarenpc:diamond_command_baton"=true + + # [default: true] + B:"ancientwarfarenpc:food_bundle"=true + + # [default: true] + B:"ancientwarfarenpc:gold_command_baton"=true + + # [default: true] + B:"ancientwarfarenpc:iron_command_baton"=true + + # [default: true] + B:"ancientwarfarenpc:npc_spawner"=true + + # [default: true] + B:"ancientwarfarenpc:routing_order"=true + + # [default: true] + B:"ancientwarfarenpc:stone_command_baton"=true + + # [default: true] + B:"ancientwarfarenpc:town_hall"=true + + # [default: true] + B:"ancientwarfarenpc:trade_order"=true + + # [default: true] + B:"ancientwarfarenpc:upkeep_order"=true + + # [default: true] + B:"ancientwarfarenpc:wooden_command_baton"=true + + # [default: true] + B:"ancientwarfarenpc:work_order"=true + + # [default: true] + B:"ancientwarfarestructure:drafting_station"=true + + # [default: true] + B:"ancientwarfarestructure:gate_spawner"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_arrow"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_arrow_flame"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_arrow_iron"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_arrow_iron_flame"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_ballista_bolt"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_ballista_bolt_explosive"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_ballista_bolt_flame"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_ballista_bolt_iron"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_canister_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_canister_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_canister_shot_25"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_canister_shot_5"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_cluster_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_cluster_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_cluster_shot_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_cluster_shot_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_10_big"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_15_big"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_30_big"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_explosive_shot_45_big"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_flame_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_flame_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_flame_shot_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_flame_shot_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_grape_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_grape_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_grape_shot_25"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_grape_shot_5"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_hwacha_rocket"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_hwacha_rocket_airburst"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_hwacha_rocket_explosive"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_hwacha_rocket_flame"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_iron_shot_10_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_iron_shot_15_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_iron_shot_25_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_iron_shot_5_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_napalm_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_napalm_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_napalm_shot_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_napalm_shot_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_pebble_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_pebble_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_pebble_shot_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_pebble_shot_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_stone_shot_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_stone_shot_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_stone_shot_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_stone_shot_45"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_torpedo_10"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_torpedo_15"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_torpedo_30"=true + + # [default: true] + B:"ancientwarfarevehicle:ammo_torpedo_45"=true + + # [default: true] + B:"ancientwarfarevehicle:armor_iron"=true + + # [default: true] + B:"ancientwarfarevehicle:armor_obsidian"=true + + # [default: true] + B:"ancientwarfarevehicle:armor_stone"=true + + # [default: true] + B:"ancientwarfarevehicle:clay_casing"=true + + # [default: true] + B:"ancientwarfarevehicle:cluster_charge"=true + + # [default: true] + B:"ancientwarfarevehicle:counter_weight_unit"=true + + # [default: true] + B:"ancientwarfarevehicle:equipment_bay"=true + + # [default: true] + B:"ancientwarfarevehicle:explosive_charge"=true + + # [default: true] + B:"ancientwarfarevehicle:fine_iron"=true + + # [default: true] + B:"ancientwarfarevehicle:flame_charge"=true + + # [default: true] + B:"ancientwarfarevehicle:iron_casing"=true + + # [default: true] + B:"ancientwarfarevehicle:iron_core_wood"=true + + # [default: true] + B:"ancientwarfarevehicle:ironshod_wood"=true + + # [default: true] + B:"ancientwarfarevehicle:major_alloy"=true + + # [default: true] + B:"ancientwarfarevehicle:minor_alloy"=true + + # [default: true] + B:"ancientwarfarevehicle:mobility_unit"=true + + # [default: true] + B:"ancientwarfarevehicle:napalm_charge"=true + + # [default: true] + B:"ancientwarfarevehicle:powder_case"=true + + # [default: true] + B:"ancientwarfarevehicle:rocket_charge"=true + + # [default: true] + B:"ancientwarfarevehicle:rough_iron"=true + + # [default: true] + B:"ancientwarfarevehicle:rough_wood"=true + + # [default: true] + B:"ancientwarfarevehicle:spawner"=true + + # [default: true] + B:"ancientwarfarevehicle:tempered_iron"=true + + # [default: true] + B:"ancientwarfarevehicle:torsion_unit"=true + + # [default: true] + B:"ancientwarfarevehicle:treated_wood"=true + + # [default: true] + B:"ancientwarfarevehicle:turret_components"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_aim"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_pitch_down"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_pitch_up"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_power"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_reload"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_speed"=true + + # [default: true] + B:"ancientwarfarevehicle:vehicle_upgrade_turret_pitch"=true +} + + diff --git a/src/overrides/config/ancientwarfare/AncientWarfareAutomation.cfg b/src/overrides/config/ancientwarfare/AncientWarfareAutomation.cfg new file mode 100644 index 0000000..d6f8d3b --- /dev/null +++ b/src/overrides/config/ancientwarfare/AncientWarfareAutomation.cfg @@ -0,0 +1,178 @@ +# Configuration file + +########################################################################################################## +# 01_shared_settings +#--------------------------------------------------------------------------------------------------------# +# General Options +# Affect both client and server. +# These configs must match for client and server, or strange and probably BAD things WILL happen. +########################################################################################################## + +01_shared_settings { + # Alter the frequency at which network updates are sent to clients. + # Default= 5 + # Lower values send data more often. + # Higher values send less often. + # Zero or negative values send every tick. + I:energy_network_update_frequency=5 + + # How much rf energy units for one unit of torque based energy. + # Default= 10.0 + # Zero or negative values stop rf energy from being used in automated blocks. + D:rf_energy_conversion_factor=10.0 +} + + +########################################################################################################## +# 02_server_settings +#--------------------------------------------------------------------------------------------------------# +# Server Options +# Affect only server-side operations. +# Will need to be set for dedicated servers, and single player (or LAN worlds). +# Clients playing on remote servers can ignore these settings. +########################################################################################################## + +02_server_settings { + # List of items that Animal Farms can pickup + # Animal farms will periodically pickup any of these items detected (if they're not caught on-demand by the farmer culling animals). + # Use the format modid:itemid[:itemDamage] + S:animal_farm_pickups < + minecraft:leather + minecraft:beef + minecraft:cooked_beef + minecraft:chicken + minecraft:cooked_chicken + minecraft:feather + minecraft:egg + minecraft:wool + minecraft:cooked_porkchop + minecraft:porkchop + harderwildlife:rawleather + > + + # Enable/Disable Sending network updates for energy tiles. + # Default = true + # Disabling may improve server network performance on congested/low-bandwith deployments. + B:enable_server_energy_network=true + + # Factor applied to energy output from hand-cranked generator. + # Default = 1.0Lower values reduce output. + # Higher values increase output. + # Zero or negative values will result in no energy output + D:hand_cranked_generator_output_factor=1.0 + + # How much energy may be stored in high-quality energy transport tiles. + # Default = 1024.0 + # Directly sets the amount of torque/MJ that a transport conduit may store internally. + D:high_quality_conduit_energy_max=1024.0 + + # How much energy may be stored in high-quality energy storage tiles. + # Default = 24000.0 + # Directly sets the amount of torque/MJ that a storage tile may store internally. + D:high_quality_storage_energy_max=24000.0 + + # Factor applied to base drain algorithm to determine energy loss for high-quality torque tiles. + # Default = 0.99999Higher values result in more energy drain. + # Lower values result in less. + # Negative values will result in a feedback loop of free/infinite power. + D:high_quality_tile_energy_drain=0.99999 + + # How much energy may be output per tick by high-quality torque tiles. + # Default = 1024.0Higher values result in more thoroughput of energy network. + # Lower values result in less. + # Negative values will cause energy transfer to cease functioning. + D:high_quality_tile_energy_transfer=1024.0 + + # How much energy may be stored in low-quality energy transport tiles. + # Default = 32.0 + # Directly sets the amount of torque/MJ that a transport conduit may store internally. + D:low_quality_conduit_energy_max=32.0 + + # How much energy may be stored in low-quality energy storage tiles. + # Default = 9600.0 + # Directly sets the amount of torque/MJ that a storage tile may store internally. + D:low_quality_storage_energy_max=9600.0 + + # Factor applied to base drain algorithm to determine energy loss for low-quality torque tiles. + # Default = 0.9999Higher values result in more energy drain. + # Lower values result in less. + # Negative values will result in a feedback loop of free/infinite power. + D:low_quality_tile_energy_drain=0.9999 + + # How much energy may be output per tick by low-quality torque tiles. + # Default = 32.0Higher values result in more thoroughput of energy network. + # Lower values result in less. + # Negative values will cause energy transfer to cease functioning. + D:low_quality_tile_energy_transfer=32.0 + + # Ticks per block to be traveled for teleporting items. + # Default= 20Higher values increase travel time for items. + # Lower values reduce travel time. + # Zero or negative values result in instant transfer. + I:mailbox_travel_time_per_block=20 + + # Ticks for dimensional travel for teleporting items. + # Default= 1200Higher values increase travel time for items. + # Lower values reduce travel time. + # Zero or negative values result in instant transfer. + I:mailbox_travel_time_per_dimension=1200 + + # How much energy may be stored in medium-quality energy transport tiles. + # Default = 192.0 + # Directly sets the amount of torque/MJ that a transport conduit may store internally. + D:med_quality_conduit_energy_max=192.0 + + # How much energy may be stored in medium-quality energy storage tiles. + # Default = 14400.0 + # Directly sets the amount of torque/MJ that a storage tile may store internally. + D:med_quality_storage_energy_max=14400.0 + + # Factor applied to base drain algorithm to determine energy loss for medium-quality torque tiles. + # Default = 0.99995Higher values result in more energy drain. + # Lower values result in less. + # Negative values will result in a feedback loop of free/infinite power. + D:med_quality_tile_energy_drain=0.99995 + + # How much energy may be output per tick by medium-quality torque tiles. + # Default = 192.0Higher values result in more thoroughput of energy network. + # Lower values result in less. + # Negative values will cause energy transfer to cease functioning. + D:med_quality_tile_energy_transfer=192.0 + + # Factor applied to energy output from stirling generator. + # Default = 1.0Lower values reduce output. + # Higher values increase output. + # Zero or negative values will result in no energy output + D:stirling_generator_output_factor=1.0 + + # Factor applied to energy output from waterwheel generator. + # Default = 1.0Lower values reduce output. + # Higher values increase output. + # Zero or negative values will result in no energy output + D:waterwheel_generator_output_factor=0.1 + + # Factor applied to energy output from windmill based on size. + # Default = 1.0Lower values reduce output. + # Higher values increase output. + # Zero or negative values will result in no energy output + D:windmill_per_size_output_factor=0.1 +} + + +########################################################################################################## +# 03_client_settings +#--------------------------------------------------------------------------------------------------------# +# Client Options +# Affect only client-side operations. +# Many of these options can be set from the in-game Options GUI. +# Server admins can ignore these settings. +########################################################################################################## + +03_client_settings { + # Enable client-side animation of power tiles. + # Disabling may improve rendering performance on low-end machines [default: true] + B:enable_client_energy_animations=true + B:render_work_bounds=true +} + + diff --git a/src/overrides/config/ancientwarfare/AncientWarfareStructures.cfg b/src/overrides/config/ancientwarfare/AncientWarfareStructures.cfg new file mode 100644 index 0000000..2640431 --- /dev/null +++ b/src/overrides/config/ancientwarfare/AncientWarfareStructures.cfg @@ -0,0 +1,710 @@ +# Configuration file + +02_server_settings { + # Default=true + # Enable or disable world generation entirely. If disabled, all other options will have no effect. + B:enable_world_generation=false +} + + +########################################################################################################## +# a_world-gen_settings +#--------------------------------------------------------------------------------------------------------# +# Settings that effect all world-structure-generation. +########################################################################################################## + +a_world-gen_settings { + # Default=true + # Enable or disable structure (not town) generation. + B:enable_structure_generation=true + + # Default=true + # Enable or disable custom town generation e.g. walls and additional buildings. + B:enable_town_generation=true + + # If true the default structure pack will be loaded and enabled for world-gen. + B:load_default_structure_pack=true + + # Default=500 + # The maximum allowed cluster value that may be present inside of 'validation_chunk_radius'. + # + I:max_cluster_value=500 + + # Default=0.075 + # Accepts values between 0 and 1. + # Determines the chance that a structure will attempt to be generated in any given chunk. + # Number is specified as a percentage -- e.g. 0.75 == 75% chance to attempt generation. + # Higher values will result in more attempts to generate structures. Actual number + # generated will depend upon your specific templates and their validation settings. + # Values of 0 or lower will result in no structures generating. Values higher than 1 + # will result in a generation attempt in every chunk. + D:random_generation_chance=0.07500000298023224 + + # Default=12 + # Determines the area around the central spawn coordinate that will be excluded from random structure generation. + # Larger values will see a larger area around spawn that is devoid of structures. + I:spawn_protection_chunk_radius=12 + + # Default=aws + # The template extension used when looking for and exporting templates. + # Only files matching this extension will be examined. + S:template_extension=aws + + # Default=0.125 + # Accepts values between 0 and 1.0. Decimal percent chance to -attempt- town generation for any given chunk. Higher settings may result inmore towns being generated, but may come with a performance hit during new chunk generation. Lower values WILL result in fewer towns, and-may- improve performance during chunk generation. + D:town_generation_chance=0.125 + + # Default=40 + # Minimum distance between towns. This should be set to a value quite a bit larger than the largest townthat you have configured for generation. E.G. Max town size=16, this value should be >= 40. + I:town_min_distance=40 + + # Default=16 + # The minimum radius in chunks to be searched for structures when tallying cluster value in an area. + # This setting should be adjusted along with maxClusterValue and the clusterValue in templates to encourage + # or discourage specific structures to generate near eachother. + # Extremely large values may introduce extra lag during generation. Lower values may reduce lag during generation, + # at the cost of some accuracy in the cluster value tests. + I:validation_cluster_value_search_radius=16 + + # Default=40 + # The minimum radius in chunks to be searched for duplicate structures. + # This setting should generally not need to be adjusted unless you have templates with extremely + # large 'minDuplicateDistance' values + # Extremely large values may introduce extra lag during generation. Lower values may reduce lag during generation, + # at the cost of some accuracy in the min duplicate distance tests. + I:validation_duplicate_search_radius=40 +} + + +########################################################################################################## +# b_village-gen_settings +#--------------------------------------------------------------------------------------------------------# +# Settings that effect the generation of vanilla villages. +# Currently there are no village-generation options, and no structures will generate in villages. +########################################################################################################## + +b_village-gen_settings { +} + + +########################################################################################################## +# c_excluded_spawner_entities +#--------------------------------------------------------------------------------------------------------# +# Entities that will not show up in the Mob Spawner Placer entity selection list. +# Add any mobs here that will crash if spawned via the vanilla mob-spawner (usually complex NBT-defined entities). +########################################################################################################## + +c_excluded_spawner_entities { + S:excluded_entities < + ancientwarfarestructure:aw_gate + Arrow + awger_Hoy.EntityHoy + awer_Punt.EntityPunt + awger_SmallBoat.EntityBoatChest + awger_SmallBoat.EntityBoatPart + awger_SmallBoat.EntitySmallBoat + awger_Whitehall.EntityWhitehall + BiblioCraft.SeatEntity + BiomesOPlenty.dart + BiomesOPlenty.mudball + BiomesOPlenty.PoisonDart + BladeTrap + Boat + Cannon + cfm.MountableBlock + chocolateQuest.Beam + chocolateQuest.ChocoProjectile + chocolateQuest.CQ_npc + chocolateQuest.dummy + chocolateQuest.EntityPart + chocolateQuest.EntityPartRidable + chocolateQuest.EntityPartSlime + chocolateQuest.Hookshoot + CustomNpcChairMount + DemonMobs.DemonicBlast + DemonMobs.DemonicSpark + DemonMobs.Doomfireball + DemonMobs.Hellfireball + DesertMobs.Mudshot + DesertMobs.ThrowingScythe + EnderCrystal + EnderDragon + ExtrabiomesXL.scarecrow + EyeOfEnderSignal + EyeRay + FallingSand + Fireball + FireworksRocketEntity + goblin.Arcaneball + goblin.Bomb + goblin.ETNTPrimed + goblin.GArcanebal + goblin.Lightball + goblin.MTNTPrimed + goblin.orbB + goblin.orbG + goblin.orbR + goblin.orbY + hoy.Hoy + Item + ItemFrame + JungleMobs.ConcapedeSegment + KoadPirates.Cannon Ball + KoadPirates.Net + KoadPirates.Shot + KoadPirates.Tether + LeashKnot + lom_DirtPile + lotr.Banner + lotr.Barrel + lotr.Conker + lotr.CrossbowBolt + lotr.GandalfFireball + lotr.InvasionSpawner + lotr.LOTRTNT + lotr.MysteryWeb + lotr.OrcBomb + lotr.Pebble + lotr.Plate + lotr.Portal + lotr.SmokeRing + lotr.Spear + lotr.ThrowingAxe + lotr.ThrownRock + lotr.ThrownTermite + lotr.TraderRespawn + lotr.WallBanner + lotr.WargRug + MagicMissile + mam.firebreath + mam.goldarrow + mam.kitsune + mam.music + mam.stick + Metallurgy3Base.LargeTNTEntity + Metallurgy3Base.MinersTNTEntity + MinecartChest + MinecartCommandBlock + MinecartFurnace + MinecartHopper + MinecartRideable + MinecartSpawner + MinecartTNT + minecolonies.arrow + minecolonies.baker + minecolonies.blacksmith + minecolonies.builder + minecolonies.citizen + minecolonies.deliveryman + minecolonies.farmer + minecolonies.huntersdog + minecolonies.miner + minecolonies.pointer + minecolonies.soldier + minecolonies.stonemason + minecolonies.stonemason + Mob + MoCreatures.Egg + MoCreatures.FishBowl + MoCreatures.KittyBed + MoCreatures.LitterBox + MoCreatures.MoCPlatform + MoCreatures.PetScorpion + MoCreatures.TRock + Monster + npccrystal + NpcDragon + npcdwarffemale + npcdwarfmale + npcelffemale + npcelfmale + npcenderchibi + npcEnderman + npcfurryfemale + npcfurrymale + npcGolem + npchumanfemale + npchumanmale + npcnagafemale + npcnagamale + npcorcfemale + npcorcmale + npcpony + npcskeleton + NpcSlime + npcvillager + npczombiefemale + npczombiemale + Painting + Paleocraft.Bladeking68 + Petrified + PrimedTnt + primitivemobs.Ball + primitivemobs.Lily + primitivemobs.SpawnEgg + ProjectZulu|Core.CreeperBlossomPrimed + ProjectZulu|Core.DuckEgg + ProjectZulu|Core.Follower + ProjectZulu|Core.Lizard Spit + ProjectZulu|Core.OstrichEgg + ProjectZulu|Core.ThrowingRock + punt.Punt + RakshasaImage + RopesPlus.ConfusingArrow + RopesPlus.DirtArrow + RopesPlus.ExplodingArrow + RopesPlus.FireArrow + RopesPlus.FreeFormRope + RopesPlus.FrostArrow + RopesPlus.GrapplingHook + RopesPlus.PenetratingArrow + RopesPlus.RedstonetorchArrow + RopesPlus.RopeArrow + RopesPlus.SeedArrow + RopesPlus.SlimeArrow + RopesPlus.TorchArrow + RopesPlus.WarpArrow + smallboats.EntityBoatChest + smallboats.EntityBoatGun + smallboats.EntityBoatPart + smallboats.EntitySmallBoat + SmallFireball + Snowball + SonicBoom + SwampMobs.PoisonRay + SwampMobs.PoisonRayEnd + SwampMobs.VenomShot + throwableitem + ThrownEnderpearl + ThrownExpBottle + ThrownPotion + TwilightForest.tffallingice + TwilightForest.tflichbolt + TwilightForest.tflichbomb + TwilightForest.tfmoonwormshot + TwilightForest.tfthrownaxe + TwilightForest.tfthrownice + TwilightForest.tfthrownpick + TwilightForest.tfcharmeffect + TwilightForest.tfhydramortar + TwilightForest.tfnaturebolt + TwilightForest.tfslimeblob + TwilightForest.tftomebolt + TwilightForest.tftwilightwandbolt + weaponmod.bolt + weaponmod.boomerang + weaponmod.bullet + weaponmod.cannon + weaponmod.cannonball + weaponmod.dart + weaponmod.dummy + weaponmod.dynamite + weaponmod.flail + weaponmod.javelin + weaponmod.knife + weaponmod.shot + weaponmod.spear + witchery.bolt + witchery.brew + witchery.broom + witchery.corpse + witchery.eye + witchery.familiar + witchery.goblingulg + witchery.illusionCreeper + witchery.illusionSpider + witchery.illusionZombie + witchery.mandrake + witchery.owl + witchery.soulfire + witchery.spellEffect + witchery.spirit + WitherBoss + WitherSkull + XPOrb + > +} + + +########################################################################################################## +# d_world_gen_skippable_blocks +#--------------------------------------------------------------------------------------------------------# +# Blocks that should be skipped/ignored during world gen -- should list all plant blocks/logs/foliage +########################################################################################################## + +d_world_gen_skippable_blocks { + S:skippable_blocks < + betterunderground:blockdecorations + betterunderground:blockfossils + betterunderground:blockfossils + betterunderground:blocksandstonestalactite + betterunderground:blocksandstonestalactite + betterunderground:blockstonestalactite + betterunderground:blockstonestalactite + betterunderground:mossydirt + betterunderground:mossydirt + biomesoplenty:coral + biomesoplenty:gem_block + biomesoplenty:gem_ore + biomesoplenty:hot_spring_water + biomesoplenty:seaweed + chancecubes:chance_cube + coralreef:coral + coralreef:reef + dungeonmobs:bladetrap + dungeontactics:ore_enddiamond + dungeontactics:ore_endlapis + dungeontactics:ore_stonequartz + ebwizardry:crystal_ore + ebwizardry:petrified_stone + floricraft:leaves_christmas + floricraft:leaves_christmas_dynamic + floricraft:leaves_christmas_dynamic_unlit + floricraft:leaves_christmas_unlit + floricraft:leaves_floric_type0 + floricraft:ornament_christmas + floricraft:sapling_christmas + floricraft:sapling_floric_type0 + forestry:apiary + forestry:leaves + forestry:leaves.decorative.0 + forestry:leaves.decorative.1 + forestry:leaves.decorative.2 + forestry:leaves.default.0 + forestry:leaves.default.1 + forestry:leaves.default.2 + forestry:leaves.default.3 + forestry:leaves.default.4 + forestry:leaves.default.5 + forestry:leaves.default.6 + forestry:leaves.default.7 + forestry:leaves.default.8 + forestry:logs.0 + forestry:logs.1 + forestry:logs.2 + forestry:logs.3 + forestry:logs.4 + forestry:logs.5 + forestry:logs.6 + forestry:logs.7 + forestry:mushroom + forestry:stump + gravestone:gsgravestone + gravestone-extended:gstrap + grimoireofgaia:web_temp + harvestcraft:aridgarden + harvestcraft:frostgarden + harvestcraft:shadedgarden + harvestcraft:soggygarden + harvestcraft:tropicalgarden + harvestcraft:windygarden + iceandfire:fire_lily + iceandfire:frost_lily + minecraft:lava + minecraft:snow_layer + minecraft:sponge + minecraft:web + mocreatures:mocleaves + mocreatures:moclog + mocreatures:moctallgrass + silentgems:chaosnode + silentgems:essenceore + silentgems:gemblockdark + silentgems:gemglassdark + silentgems:gemlamp + silentgems:gemore + silentgems:gemoredark + silentgems:gemorelight + silentgems:multi_gem_ore_classic + silentgems:multi_gem_ore_dark + silentgems:multi_gem_ore_light + silentgems:teleporter + wizardry:torikki_grass + wizardry:wisdom_leaves + wizardry:wisdom_wood_log + zawa:arctic_moss + zawa:bamboo + zawa:beeplant + zawa:bellflowers + zawa:bladderwrack + zawa:brain_coral + zawa:bromeliad + zawa:cinnamon_fern + zawa:elegance_coral + zawa:fan_palm_bottom + zawa:fan_palm_top + zawa:fire_coral + zawa:golden_barrel_cactus + zawa:gracilaria + zawa:kelp + zawa:large_sea_anemone + zawa:large_sea_urchin + zawa:lettuce_coral + zawa:mixed_coral_plates + zawa:mixed_coral_rocks + zawa:mixed_stone + zawa:mixed_stone_mossy + zawa:ostritch_fern + zawa:peach_flower + zawa:peach_flower + zawa:river_stone + zawa:sea_grass + zawa:sea_urchin_tropical + zawa:small_sea_anemone + zawa:small_sea_urchin + zawa:staghorn_coral + zawa:stonecrop + zawa:wild_celery + zoocraftdiscoveries:arcticpine_log + zoocraftdiscoveries:cookie_bush + zoocraftdiscoveries:herbs_basil + zoocraftdiscoveries:herbs_bay + zoocraftdiscoveries:herbs_chive + zoocraftdiscoveries:herbs_coriander + zoocraftdiscoveries:herbs_dill + zoocraftdiscoveries:herbs_lemongrass + zoocraftdiscoveries:herbs_mint + zoocraftdiscoveries:herbs_oregano + zoocraftdiscoveries:herbs_parsley + zoocraftdiscoveries:herbs_rosemary + zoocraftdiscoveries:herbs_saffron + zoocraftdiscoveries:herbs_sage + zoocraftdiscoveries:herbs_tarragon + zoocraftdiscoveries:herbs_thyme + > +} + + +########################################################################################################## +# e_world_gen_target_blocks +#--------------------------------------------------------------------------------------------------------# +# List of target blocks that structures and towns can spawn on in addition to materials that are automatically whitelisted. +########################################################################################################## + +e_world_gen_target_blocks { +} + + +########################################################################################################## +# f_scanner_skipped_blocks +#--------------------------------------------------------------------------------------------------------# +# List of blocks that the structure scanner will completely ignore. +# Whenever these blocks are encountered the template will instead fill that block position with a hard-air rule. +# Add any blocks to this list that may cause crashes when scanned or duplicated. +# Vanilla blocks should not need to be added, but some mod-blocks may. +# Block names must be specified by fully-qualified name (e.g. "minecraft:chests/stronghold_corridor") +########################################################################################################## + +f_scanner_skipped_blocks { + # Blocks TO be skipped by structure scanner [default: [AncientWarfareStructure:gate_proxy]] + S:scanner_skipped_blocks < + AncientWarfareStructure:gate_proxy + > +} + + +########################################################################################################## +# g_excluded_loot_tables +#--------------------------------------------------------------------------------------------------------# +# List of loot tables that should be excluded from loot chest placer GUI. +# Loot table names must be specified by fully-qualified name (e.g. "minecraft:stone") +########################################################################################################## + +g_excluded_loot_tables { + S:excluded_loot_tables < + primitivemobs:entities/chameleon + minecraft:entities/ocelot + minecraft:entities/silverfish + minecraft:entities/llama + twilightforest:entities/death_tome_hurt + twilightforest:entities/yeti + twilightforest:entities/mini_ghast + twilightforest:entities/snow_guardian + minecraft:entities/sheep/brown + minecraft:entities/vex + minecraft:entities/elder_guardian + minecolonies:entityarcherbarbariandrops + minecraft:entities/creeper + primitivemobs:entities/mimic + primitivemobs:entities/lily_lurker + minecraft:entities/sheep/red + twilightforest:entities/questing_ram_rewards + twilightforest:entities/fire_beetle + twilightforest:entities/redcap + minecraft:entities/horse + minecraft:entities/slime + twilightforest:entities/bunny + minecraft:entities/ghast + minecraft:entities/zombie + exoticbirds:birds/woodpecker + minecraft:entities/sheep/silver + twilightforest:entities/ice_crystal + minecraft:entities/mushroom_cow + minecolonies:entitychiefbarbariandrops + exoticbirds:birds/toucan + minecraft:entities/sheep/white + exoticbirds:birds/hummingbird + exoticbirds:birds/bluejay + exoticbirds:birds/roadrunner + minecraft:entities/sheep/cyan + minecraft:entities/zombie_pigman + minecraft:entities/cow + minecraft:entities/pig + exoticbirds:birds/heron + exoticbirds:birds/peahen + exoticbirds:birds/peacock + exoticbirds:birds/cardinal + exoticbirds:birds/duck + exoticbirds:birds/ostrich + minecraft:entities/stray + exoticbirds:birds/gouldianfinch + minecraft:entities/sheep/magenta + exoticbirds:birds/cassowary + primitivemobs:entities/blazing_juggernaut + minecraft:gameplay/fishing/fish + twilightforest:entities/winter_wolf + minecraft:gameplay/fishing/junk + minecraft:entities/donkey + twilightforest:entities/tower_termite + twilightforest:entities/goblin_knight + exoticbirds:birds/kiwi + ebwizardry:entities/evil_wizard + exoticbirds:dungeon_phoenix + minecraft:entities/villager + minecraft:entities/spider + twilightforest:entities/ice_exploder + exoticbirds:birds/seagull + minecraft:entities/zombie_horse + minecraft:entities/sheep/yellow + minecraft:entities/sheep/black + primitivemobs:chests/mimic_trap + twilightforest:entities/hydra + exoticbirds:birds/pigeon + twilightforest:entities/minoshroom + minecraft:entities/magma_cube + minecraft:entities/sheep/pink + twilightforest:entities/death_tome + minecraft:entities/mule + familiarfauna:entities/butterfly + twilightforest:entities/armored_giant + minecraft:entities/endermite + minecraft:entities/bat + minecraft:gameplay/fishing + familiarfauna:entities/turkey + silentgems:ender_slime + primitivemobs:entities/festive_creeper + exoticbirds:birds/kingfisher + minecraft:entities/evocation_illager + primitivemobs:entities/special/filch_lizard_steal + minecraft:entities/witch + minecraft:entities/skeleton_horse + minecraft:entities/zombie_villager + twilightforest:entities/ice_shooter + twilightforest:entities/block_goblin + exoticbirds:birds/kookaburra + minecraft:entities/guardian + primitivemobs:entities/special/haunted_tool + twilightforest:entities/wraith + familiarfauna:entities/snail + minecraft:entities/blaze + minecraft:entities/sheep + minecraft:entities/sheep/orange + exoticbirds:birds/owl + twilightforest:entities/snow_queen + twilightforest:entities/minotaur + twilightforest:entities/yeti_alpha + exoticbirds:birds/crane + minecraft:entities/sheep/lime + twilightforest:entities/naga + exoticbirds:birds/swan + minecraft:empty + exoticbirds:birds/parrot + exoticbirds:birds/flamingo + primitivemobs:entities/rocket_creeper + familiarfauna:entities/deer + twilightforest:entities/raven + minecraft:entities/chicken + twilightforest:entities/giant_miner + minecolonies:entitybarbariandrops + exoticbirds:birds/vulture + twilightforest:entities/skeleton_druid + exoticbirds:birds/penguin + familiarfauna:entities/pixie + minecraft:entities/sheep/light_blue + minecraft:entities/wolf + minecraft:entities/skeleton + primitivemobs:entities/support_creeper + minecraft:entities/enderman + primitivemobs:entities/dodo + minecraft:entities/squid + minecraft:entities/shulker + twilightforest:entities/deer + twilightforest:entities/troll + exoticbirds:birds/pelican + minecraft:entities/cave_spider + minecraft:entities/sheep/green + twilightforest:entities/tower_golem + minecraft:entities/wither_skeleton + minecraft:entities/snowman + minecraft:entities/sheep/blue + familiarfauna:entities/dragonfly + minecraft:entities/rabbit + twilightforest:entities/helmet_crab + twilightforest:entities/bird + twilightforest:entities/slime_beetle + twilightforest:entities/maze_slime + minecraft:entities/polar_bear + minecraft:entities/ender_dragon + twilightforest:entities/kobold + exoticbirds:birds/phoenix + minecraft:entities/parrot + minecraft:entities/sheep/gray + twilightforest:entities/lich + exoticbirds:birds/lyrebird + exoticbirds:birds/booby + minecraft:entities/vindication_illager + exoticbirds:birds/magpie + minecraft:entities/husk + minecraft:entities/sheep/purple + minecraft:entities/giant + primitivemobs:entities/special/filch_lizard_spawn + minecraft:entities/iron_golem + > +} + + +target_blocks { + # List of blocks that are valid + S:e_world_gen_target_blocks < + minecraft:snow + minecraft:ice + minecraft:water + minecraft:clay + minecraft:mycelium + minecraft:stone + minecraft:grass + minecraft:dirt + minecraft:sand + minecraft:gravel + minecraft:sand + minecraft:sandstone + BiomesOPlenty:mud + BiomesOPlenty:driedDirt + BiomesOPlenty:rocks + BiomesOPlenty:ash + BiomesOPlenty:ashStone + BiomesOPlenty:hardSand + BiomesOPlenty:hardDirt + BiomesOPlenty:biomeBlock + BiomesOPlenty:crystal + BiomesOPlenty:gemOre + BiomesOPlenty:cragRock + mam:mam_mamgravel + mam:mam_depthquartz + mam:mam_depthquartzchiseled + mam:mam_depthquartzlines + mam:mam_depthcrystalblock + > +} + + diff --git a/src/cfg/appliedintegrations.cfg b/src/overrides/config/appliedintegrations.cfg similarity index 100% rename from src/cfg/appliedintegrations.cfg rename to src/overrides/config/appliedintegrations.cfg diff --git a/src/overrides/config/avaritia.cfg b/src/overrides/config/avaritia.cfg new file mode 100644 index 0000000..c5eb3ca --- /dev/null +++ b/src/overrides/config/avaritia.cfg @@ -0,0 +1,65 @@ +~1.0 + +#General configuration of Avaritia components. +"general" { + #Disable to remove end stone out of some of Avaritia's recipes. + B:"use_end_stone"=true + + #Disable if you don't want the World Breaker to break unbreakable blocks. + B:"break_bedrock"=true + + #Enable to keep the Ultimate Stew and Cosmic Meatballs from grabbing more ingredients. + B:"boring_food"=true + + #Enable if you don't have RotaryCraft installed and want some buggy fractured ores. + B:"fractured_ores"=false + + #These are the OreDictionary ID's for default trashed items. These are synced from the server to the client. And will appear as defaults on the client also. Clients can override these, They are defaults not Musts. + S:"aoe_trash_defaults" < + dirt + sand + gravel + cobblestone + netherrack + stoneGranite + stoneDiorite + stoneAndesite + > + + #Enables verbose logging of actions taken on avaritia by CraftTweaker scripts. Only effects CraftTweakers script log file. + B:"verbose_craft_tweaker_logging"=false +} + +#Disable to stop using that material in recipes. Useful if a mod adds unobtainable placeholder ores. +"materials" { + B:"copper"=true + + B:"tin"=true + + B:"silver"=true + + B:"lead"=true + + B:"nickel"=true + + B:"steel"=true + + B:"fluxed"=true + + B:"enderium"=true + + B:"dark_steel"=true + + B:"platinum"=false + + B:"iridium"=false +} + +#Balance modifications for the Compressor. +"balance" { + #Added to the existing modifier to make prices more expensive or cheaper. Can be negative. + I:"cost_modifier"=0 + + #Added to the existing multiplier to make prices more expensive or cheaper. Can be negative. + I:"cost_multiplier"=0 +} diff --git a/src/overrides/config/bibliocraft.cfg b/src/overrides/config/bibliocraft.cfg new file mode 100644 index 0000000..1d70cdc --- /dev/null +++ b/src/overrides/config/bibliocraft.cfg @@ -0,0 +1,129 @@ +# Configuration file + +########################################################################################################## +# blocks enabled +#--------------------------------------------------------------------------------------------------------# +# Here you can disable or re-enable any blocks or items you choose. Change value to false to disable selected block or item. +########################################################################################################## + +"blocks enabled" { + B:Armorstand=true + B:AtlasBook=true + B:AtlasEternalCompass=true + B:BigBook=true + B:Bookcase=true + B:Clipboard=true + B:Clock=true + B:CookieJar=true + B:DeskBell=true + B:DinnerPlate=true + B:DiscRack=true + B:FancySign=true + B:FancyWorkbench=true + B:FramedChest=true + B:FurniturePaneler=true + B:HandDrill=true + B:Lamp=true + B:Lantern=true + B:Lock=true + B:MapFrame=true + B:PaintingFrames=true + B:PlumbLine=true + B:Potionshelf=true + B:PrintpressTypeMachine=true + B:Readingglasses=true + B:Redstonebook=true + B:ScrewGun=true + B:Seat=true + B:Shelf=true + B:SlottedBook=true + B:StockroomCatalog=true + B:SwordPedestal=true + B:Table=true + B:Tapemeasure=true + B:TesterItem=true + B:Toolrack=true + B:Typewriter=true + B:WaypointCompass=true + B:Weaponcase=true + B:WoodDesk=true + B:WoodLabel=true +} + + +defaultbigbooktextscale { + # This value will set the default text scale of text in the Big Book. Choose a positive integer between 0 and 7. 0 is the smallest scale and 7 is the largest scale. [range: 0 ~ 7, default: 0] + I:general=0 +} + + +"force fast render" { + B:Case=false + B:DinnerPlate=false + B:DiscRack=false + B:FancySign=true + B:Label=true + B:PotionShelf=true + B:Shelf=false + B:Table=false + B:ToolRack=false +} + + +general { + # These are keywords that add additional support for more types of discs and items that are allowed to be placed on the disc rack. Add more keywords if you wish to allow more types of items to be displayed + S:AdditionalDiscs=disc, disk + + # These are keywords that add additional support for more types of potions and items. Add more keyworks if you wish to allow more types of items to be displayed. + S:AdditionalPotions=essence, mead, bottle, test, element, molecule, can, capsule, cell, catalyst, ambrosia, honey pot, dissipation, vial, juice + + # These are the names of additional tools that can be added to the Tool Rack. Added keywords will allow additional items to be placed on this block. + S:AdditionalTools=sprayer, wand, rod, scepter, wrench, screwdriver, meter, handsaw, gun, cutter, scoop, soldering, painter, reader, shovel, grafter, pickaxe, pipette, magnifying, sword, axe, hammer + + # These are the keywords that are compared against the item names to determine if the item can be placed on a Bookcase. Add more keywords if needed. + S:AllowedBooks=book, map, journal, plan, thaumonomicon, necronomicon, lexicon, print, notes, spell, library, tome, encyclopedia + + # Setting this to false will deactivate the redstone signal output from seats when a player is sitting + B:ChairRedstone=true + + # Setting this to false will permanently disable update checking + B:CheckForUpdates=false + + # Setting this to true will disable all renderers. This will allow a world to be loaded and a problem item removed from a BiblioCraft block in case of a rendering related crash. + B:DisableRenderers=false + + # This option enables crafting to be done inside a recipe book with no workbench. + B:EnableCraftingWithRecipieBooks=true + + # Setting this to false will disable light emission from the Shelf, Label, Display Case and Table when a block that gives off light is placed on them. + B:EnableLightEmission=true + B:EnableLockAndKeyRecipe=false + + # This option forces all new books added to the typesetting table to be public + B:EnablePublicTypesettingBooks=false + + # This will multiply the cost of copying enchanted books on the typesetting table. Please enter a positive integer value. Default is 10. Setting this to 1 would make the enchatment cost 1/10 the level default cost. + I:EnchantmentCostMultiplyer=10 + + # Default is 1 update per 10 ticks, just like Item Frames. The number indicates how many ticks before an update packet is sent to clients. Lower numbers means more, faster updates. + I:MapUpdateRate=10 + + # This will set the max number of uses an Enchanted Plate has before breaking. Default is 3. + I:MaxEnchantedPlateUses=3 + + # This will adjust the maximium render distance at which paintings can be seen. The default is 64.0 blocks. + D:PaintingRenderDistance=64.0 +} + + +########################################################################################################## +# stored variables +#--------------------------------------------------------------------------------------------------------# +# These are the variables used by BiblioCraft to track if the player has already recieved an update message for a new version. These should not need to be edited. +########################################################################################################## + +"stored variables" { + S:lastVersionChecked=2.4.5 +} + + diff --git a/src/cfg/chickens.json b/src/overrides/config/chickens.json similarity index 100% rename from src/cfg/chickens.json rename to src/overrides/config/chickens.json diff --git a/src/overrides/config/chisel.cfg b/src/overrides/config/chisel.cfg new file mode 100644 index 0000000..46322d8 --- /dev/null +++ b/src/overrides/config/chisel.cfg @@ -0,0 +1,172 @@ +# Configuration file + +autochisel { + # If true, the auto chisel will not function at all without power. + B:autoChiselNeedsPower=false + + # If false, the auto chisel will always run at full speed, and will not accept FE. + B:autoChiselTakesPower=true +} + + +chisel { + # Should the chisel be damageable and take damage when it chisels something. + B:allowChiselDamage=true + + # The extra attack damage points (in half hearts) that the diamond chisel inflicts when it is used to attack an entity. + I:diamondChiselAttackDamage=3 + + # The max damage of the diamond chisel. [range: 1 ~ 32767, default: 5056] + I:diamondChiselMaxDamage=5056 + + # The extra attack damage points (in half hearts) that the iChisel inflicts when it is used to attack an entity. + I:hitechChiselAttackDamage=3 + + # The max damage of the iChisel. [range: 1 ~ 32767, default: 10048] + I:hitechChiselMaxDamage=10048 + + # The extra attack damage points (in half hearts) that the iron chisel inflicts when it is used to attack an entity. + I:ironChiselAttackDamage=2 + + # If this is true, the iron chisel can left click chisel blocks. If false, it cannot. + B:ironChiselCanLeftClick=true + + # If this is true, the iron chisel can change its chisel mode just as the diamond chisel can. + B:ironChiselHasModes=false + + # The max damage of the standard iron chisel. [range: 1 ~ 32767, default: 512] + I:ironChiselMaxDamage=512 +} + + +client { + # Use old pillar textures + B:pillarOldGraphics=false + + # Make variations of blocks have the same name, and use the description in tooltip to distinguish them. + B:tooltipsUseBlockDescriptions=true +} + + +features { + B:aluminum=true + B:andesite=true + B:antiblock=true + B:arcaneStone=true + B:autochisel=true + B:basalt=true + B:bloodMagic=true + B:bookshelf=true + B:bricks=true + B:bronze=true + B:brownstone=true + B:carpet=true + B:certus=true + B:charcoal=true + B:chisel=true + B:cloud=true + B:coal=true + B:coalCoke=true + B:cobalt=true + B:cobblestone=true + B:cobblestonemossy=true + B:concrete=true + B:copper=true + B:diamond=true + B:diorite=true + B:dirt=true + B:electrum=true + B:emerald=true + B:endPurpur=true + B:endstone=true + B:factory=true + B:futura=true + B:glass=true + B:glassdyed=true + B:glowstone=true + B:gold=true + B:granite=true + B:hardenedClay=true + B:ice=true + B:invar=true + B:iron=true + B:ironpane=true + B:laboratory=true + B:lapis=true + B:lavastone=true + B:lead=true + B:limestone=true + B:marble=true + B:marblepillar=true + B:netherbrick=true + B:netherrack=true + B:nickel=true + B:obsidian=true + B:paper=true + B:planks=true + B:platinum=true + B:prismarine=true + B:quartz=true + B:redstone=true + B:sandstone=true + B:sandstoneRed=true + B:sandstoneScribbles=true + B:sandstoneredScribbles=true + B:silver=true + B:steel=true + B:stonebrick=true + B:technical=true + B:temple=true + B:tin=true + B:tyrian=true + B:uranium=true + B:valentines=true + B:voidstone=true + B:waterstone=true + B:wool=true +} + + +general { + # If true, you can chisel stone brick to mossy stone brick. + B:allowBrickToMossyInChisel=true + I:amountYouGetFromFactoryBlockCrafting=32 + + # Use alternative crafting recipe for the chisel + B:chiselAlternateRecipe=false + + # If this is true, you can chisel from the chisel leaves back to vanilla ones. If it is false, you cannot. + B:chiselBackToVanillaLeaves=true + + # Allow stone to be chiseled to/from stone bricks. + B:chiselStoneToStoneBricks=true + + # The factor that concrete_white increases your velocity. Default is 1.35, set to 1 for no change. + D:concreteVelocityMult=1.35 +} + + +worldgen { + # Amount of limestone to generate in the world; use 0 for none [range: 0 ~ 30, default: 18] + I:limestoneAmount=18 + + # Amount of marble to generate in the world; use 0 for none [range: 0 ~ 30, default: 20] + I:marbleAmount=20 + + basalt { + # Thickness of the basalt at the bottom of lava lakes. 0 for none. [range: 0 ~ 5, default: 3] + I:bottomThickness=3 + + # Thickness of the basalt around the sides of lava lakes. 0 for none. [range: 0 ~ 5, default: 1] + I:sideThickness=1 + + # True to generate basalt only around lava lakes. False to do standard vein generation. [default: true] + B:specialGen=true + + # Amount of basalt to generate in the world if not using special generation. Has no effect if basaltSpecialGen is true. Use 0 for none [range: 0 ~ 30, default: 15] + I:veinAmount=15 + } + +} + + diff --git a/src/overrides/config/codechickenlib.cfg b/src/overrides/config/codechickenlib.cfg new file mode 100644 index 0000000..80e05b7 --- /dev/null +++ b/src/overrides/config/codechickenlib.cfg @@ -0,0 +1,23 @@ +"client" { + #With this enabled, CCL will catch all exceptions thrown whilst rendering blocks. + #If an exception is caught, the block will not be rendered. + B:"catchBlockRenderExceptions"=true + + #With this enabled, CCL will catch all exceptions thrown whilst rendering items. + #By default CCL will only enhance the crash report, but with 'attemptRecoveryOnItemRenderException' enabled + # CCL will attempt to recover after the exception. + B:"catchItemRenderExceptions"=true + + #With this enabled, CCL will attempt to recover item rendering after an exception is thrown. + #It is recommended to only enable this when a mod has a known bug and a fix has not been released yet. + #WARNING: This might cause issues with some mods, Some mods modify the GL state rendering items, + # CCL does not recover the GL state, as a result a GL leak /may/ occur. However, CCL will remember + # and pop the GL ModelView matrix stack depth, this might incur a bit of a performance hit. + # Some mods might also have custom BufferBuilders, CCL has no way of recovering the state of those. + # this /can/ result in 'Already Building' exceptions being thrown. CCL will however recover the vanilla BufferBuilder. + B:"attemptRecoveryOnItemRenderException"=false + + #With this enabled, CCL will message the player upon an exception from rendering blocks or items. + #Messages are Rate-Limited to one per 5 seconds in the event that the exception continues. + B:"messagePlayerOnRenderCrashCaught"=false +} diff --git a/src/cfg/cofh/core/client.cfg b/src/overrides/config/cofh/core/client.cfg similarity index 100% rename from src/cfg/cofh/core/client.cfg rename to src/overrides/config/cofh/core/client.cfg diff --git a/src/cfg/cofh/core/common.cfg b/src/overrides/config/cofh/core/common.cfg similarity index 100% rename from src/cfg/cofh/core/common.cfg rename to src/overrides/config/cofh/core/common.cfg diff --git a/src/overrides/config/cofh/core/friends.cfg b/src/overrides/config/cofh/core/friends.cfg new file mode 100644 index 0000000..e69de29 diff --git a/src/cfg/cofh/redstonearsenal/client.cfg b/src/overrides/config/cofh/redstonearsenal/client.cfg similarity index 100% rename from src/cfg/cofh/redstonearsenal/client.cfg rename to src/overrides/config/cofh/redstonearsenal/client.cfg diff --git a/src/cfg/cofh/redstonearsenal/common.cfg b/src/overrides/config/cofh/redstonearsenal/common.cfg similarity index 100% rename from src/cfg/cofh/redstonearsenal/common.cfg rename to src/overrides/config/cofh/redstonearsenal/common.cfg diff --git a/src/cfg/cofh/thermaldynamics/client.cfg b/src/overrides/config/cofh/thermaldynamics/client.cfg similarity index 100% rename from src/cfg/cofh/thermaldynamics/client.cfg rename to src/overrides/config/cofh/thermaldynamics/client.cfg diff --git a/src/cfg/cofh/thermaldynamics/common.cfg b/src/overrides/config/cofh/thermaldynamics/common.cfg similarity index 100% rename from src/cfg/cofh/thermaldynamics/common.cfg rename to src/overrides/config/cofh/thermaldynamics/common.cfg diff --git a/src/cfg/cofh/thermaldynamics/cover_blacklist.json b/src/overrides/config/cofh/thermaldynamics/cover_blacklist.json similarity index 100% rename from src/cfg/cofh/thermaldynamics/cover_blacklist.json rename to src/overrides/config/cofh/thermaldynamics/cover_blacklist.json diff --git a/src/cfg/cofh/thermalexpansion/client.cfg b/src/overrides/config/cofh/thermalexpansion/client.cfg similarity index 100% rename from src/cfg/cofh/thermalexpansion/client.cfg rename to src/overrides/config/cofh/thermalexpansion/client.cfg diff --git a/src/cfg/cofh/thermalexpansion/common.cfg b/src/overrides/config/cofh/thermalexpansion/common.cfg similarity index 99% rename from src/cfg/cofh/thermalexpansion/common.cfg rename to src/overrides/config/cofh/thermalexpansion/common.cfg index 1723e20..7f415de 100644 --- a/src/cfg/cofh/thermalexpansion/common.cfg +++ b/src/overrides/config/cofh/thermalexpansion/common.cfg @@ -105,7 +105,7 @@ Dynamo { B:ClassicCrafting=false # If TRUE, Dynamo Augment Slot scaling will use a custom set of values rather than default behavior (1/level). - B:CustomAugmentScaling=false + B:CustomAugmentScaling=true # If TRUE, Dynamo RF/t (POWER) scaling will use a custom set of values rather than default behavior. The default custom configuration provides a reasonable alternate progression. B:CustomPowerScaling=false @@ -131,7 +131,7 @@ Dynamo { AugmentSlots { # Augment Slots for Level 0 Dynamos. [range: 0 ~ 9, default: 0] - I:Level0=0 + I:Level0=1 # Augment Slots for Level 1 Dynamos. [range: 0 ~ 9, default: 1] I:Level1=1 diff --git a/src/cfg/cofh/thermalexpansion/florbs.cfg b/src/overrides/config/cofh/thermalexpansion/florbs.cfg similarity index 100% rename from src/cfg/cofh/thermalexpansion/florbs.cfg rename to src/overrides/config/cofh/thermalexpansion/florbs.cfg diff --git a/src/cfg/cofh/thermalexpansion/morbs.cfg b/src/overrides/config/cofh/thermalexpansion/morbs.cfg similarity index 100% rename from src/cfg/cofh/thermalexpansion/morbs.cfg rename to src/overrides/config/cofh/thermalexpansion/morbs.cfg diff --git a/src/cfg/cofh/thermalfoundation/client.cfg b/src/overrides/config/cofh/thermalfoundation/client.cfg similarity index 100% rename from src/cfg/cofh/thermalfoundation/client.cfg rename to src/overrides/config/cofh/thermalfoundation/client.cfg diff --git a/src/cfg/cofh/thermalfoundation/common.cfg b/src/overrides/config/cofh/thermalfoundation/common.cfg similarity index 100% rename from src/cfg/cofh/thermalfoundation/common.cfg rename to src/overrides/config/cofh/thermalfoundation/common.cfg diff --git a/src/cfg/cofh/thermalfoundation/lexicon-whitelist.cfg b/src/overrides/config/cofh/thermalfoundation/lexicon-whitelist.cfg similarity index 100% rename from src/cfg/cofh/thermalfoundation/lexicon-whitelist.cfg rename to src/overrides/config/cofh/thermalfoundation/lexicon-whitelist.cfg diff --git a/src/cfg/cofh/world/00_minecraft.json b/src/overrides/config/cofh/world/00_minecraft.json similarity index 100% rename from src/cfg/cofh/world/00_minecraft.json rename to src/overrides/config/cofh/world/00_minecraft.json diff --git a/src/cfg/cofh/world/01_thermalfoundation_ores.json b/src/overrides/config/cofh/world/01_thermalfoundation_ores.json similarity index 100% rename from src/cfg/cofh/world/01_thermalfoundation_ores.json rename to src/overrides/config/cofh/world/01_thermalfoundation_ores.json diff --git a/src/cfg/cofh/world/02_thermalfoundation_oil.json b/src/overrides/config/cofh/world/02_thermalfoundation_oil.json similarity index 100% rename from src/cfg/cofh/world/02_thermalfoundation_oil.json rename to src/overrides/config/cofh/world/02_thermalfoundation_oil.json diff --git a/src/cfg/cofh/world/03_thermalfoundation_clathrates.json b/src/overrides/config/cofh/world/03_thermalfoundation_clathrates.json similarity index 100% rename from src/cfg/cofh/world/03_thermalfoundation_clathrates.json rename to src/overrides/config/cofh/world/03_thermalfoundation_clathrates.json diff --git a/src/cfg/cofh/world/config.cfg b/src/overrides/config/cofh/world/config.cfg similarity index 100% rename from src/cfg/cofh/world/config.cfg rename to src/overrides/config/cofh/world/config.cfg diff --git a/src/cfg/crossroads.cfg b/src/overrides/config/crossroads.cfg similarity index 100% rename from src/cfg/crossroads.cfg rename to src/overrides/config/crossroads.cfg diff --git a/src/overrides/config/cyclopscore.cfg b/src/overrides/config/cyclopscore.cfg new file mode 100644 index 0000000..330303d --- /dev/null +++ b/src/overrides/config/cyclopscore.cfg @@ -0,0 +1,35 @@ +# Configuration file + +core { + # If an anonymous mod startup analytics request may be sent to our analytics service. + B:general.analytics=false + + # The anonymous id used by the analytics service. + S:general.anonymousAnalyticsID=eba1a8e7-25ae-41ee-80ad-b1471c4bf633 + + # If the recipe loader should crash when finding invalid recipes. + B:general.crashOnInvalidRecipe=false + + # If mod compatibility loader should crash hard if errors occur in that process. + B:general.crashOnModCompatCrash=false + + # Set 'true' to enable development debug mode. This will result in a lower performance! + B:general.debug=false + + # The minimum array size of potion types, increase to allow for more potion types. + I:general.minimumPotionTypesArraySize=256 + + # The version at which the config file was generated. + S:general.version=1.6.1 + + # If the version checker should be enabled. + B:general.versionChecker=false +} + + +general { + # If a button should be added to the main menu to open a dev world (shift-click creates a new world). + B:general.devWorldButton=false +} + + diff --git a/src/cfg/embers.cfg b/src/overrides/config/embers.cfg similarity index 100% rename from src/cfg/embers.cfg rename to src/overrides/config/embers.cfg diff --git a/src/cfg/environmentaltech/main.cfg b/src/overrides/config/environmentaltech/main.cfg similarity index 100% rename from src/cfg/environmentaltech/main.cfg rename to src/overrides/config/environmentaltech/main.cfg diff --git a/src/overrides/config/extendedcrafting.cfg b/src/overrides/config/extendedcrafting.cfg new file mode 100644 index 0000000..0835f73 --- /dev/null +++ b/src/overrides/config/extendedcrafting.cfg @@ -0,0 +1,230 @@ +# Configuration file + +########################################################################################################## +# automation_interface +#--------------------------------------------------------------------------------------------------------# +# Settings for the Automation Interface. +########################################################################################################## + +automation_interface { + # Should the Automation Interface be enabled? [default: true] + B:enabled=true + + # How much FE the Automation Interface should hold. [range: 0 ~ 2147483647, default: 1000000] + I:energy_capacity=1000000 + + # How much FE the Automation Interface should use when moving items. [range: 0 ~ 100000, default: 80] + I:energy_rate=80 + + # Should the Automation Interface render the result item inside it? [default: true] + B:render_item=true +} + + +########################################################################################################## +# combination_crafting +#--------------------------------------------------------------------------------------------------------# +# Settings for the Crafting Core. +########################################################################################################## + +combination_crafting { + # Should the Crafting Core and Pedestal be enabled? [default: true] + B:enabled=true + + # How much FE the Crafting Core should hold. [range: 0 ~ 2147483647, default: 5000000] + I:energy_capacity=5000000 + + # How much FE/t the Crafting Core should use when crafting by default. [range: 0 ~ 2147483647, default: 500] + I:energy_rate=500 +} + + +########################################################################################################## +# ender_crafting +#--------------------------------------------------------------------------------------------------------# +# Settings for the Ender Crafter. +########################################################################################################## + +ender_crafting { + # How much an Ender Alternator should speed up a craft. This is the percentage of time_required. [range: 0.0 ~ 1.0, default: 0.01] + S:alternator_effectiveness=0.01 + + # Should the Ender Crafter and Ender Alternator be enabled? [default: true] + B:enabled=true + + # How many seconds each craft should take. [range: 1 ~ 2147483647, default: 60] + I:time_required=60 +} + + +########################################################################################################## +# general +#--------------------------------------------------------------------------------------------------------# +# Settings for general things. +########################################################################################################## + +general { + # Should WAILA show the current energy of Extended Crafting machines? [default: true] + B:energy_in_waila=true + + # Should the In-Game Guide Book be enabled? [default: true] + B:guide_enabled=true + + # Should the Handheld Crafting Table be enabled? [default: true] + B:handheld_table_enabled=true +} + + +########################################################################################################## +# quantum_compression +#--------------------------------------------------------------------------------------------------------# +# Settings for the Quantum Compressor. +########################################################################################################## + +quantum_compression { + # Should the Quantum Compressor be enabled? [default: true] + B:enabled=true + + # How much FE the Quantum Compressor should hold. [range: 0 ~ 2147483647, default: 10000000] + I:energy_capacity=10000000 + + # How much FE/t the Quantum Compressor should use when crafting by default. [range: 0 ~ 2147483647, default: 5000] + I:energy_rate=5000 + + # Should the Quantum Compressor render the result item above it? [default: true] + B:render_item=true +} + + +########################################################################################################## +# recipe_maker +#--------------------------------------------------------------------------------------------------------# +# Settings for the Recipe Maker. +########################################################################################################## + +recipe_maker { + # Should the Recipe Maker be enabled? [default: true] + B:enabled=true + + # Should the Recipe Maker also copy the NBT of the ingredients? [default: false] + B:use_nbt=false + + # Should the Recipe Maker use OreDictionary entries when applicable? [default: true] + B:use_oredictionary=true +} + + +########################################################################################################## +# singularity +#--------------------------------------------------------------------------------------------------------# +# Settings for the Singularities. +########################################################################################################## + +singularity { + # Here you can add your own custom Singularities. + # - Syntax: meta;name;material;color + # - Example: 12;super_potato;minecraft:carrot;123456 + # - 'meta' must be different for each, and should not be changed. + # - 'name' should be lower case with underscores for spaces. Singularity is added automatically. + # - Example: 'lots_of_spaghetti' would show 'Lots Of Spaghetti Singularity'. + # - 'material' is an item id or ore dictionary entry. This is for the generic crafting recipe. + # - Note: if you plan on adding your own recipe with the CraftTweaker integration, put 'none'. + # - Examples: 'minecraft:stone' for stone, 'ore:ingotIron' for the ore dictionary entry 'ingotIron'. + # - Note: you can also specify meta for item ids, by adding them to the end of the item id. + # - Example: minecraft:stone:3 for a meta of 3. Make the meta 32767 for wildcard value. + # - 'color' the color of the singularity as a hex value. http://htmlcolorcodes.com/ + # - Example: 123456 would color it as whatever that color is. + S:custom_singularities < + 40;alien;refinedstorage:quartz_enriched_iron;DAEBEB + 41;draconic;draconicevolution:draconic_ingot;FE840A + 42;red_matter;projecte:item.pe_matter:1;FE4D0A + 43;octuple_cobble;extrautils2:compressedcobblestone:7;000000 + 44;essence;mysticalagradditions:insanium;B800B5 + > + + # The catalyst required for the default Singularity recipes. modid:itemid:metadata [default: extendedcrafting:material:11] + S:default_catalyst=extendedcrafting:material:11 + + # Should the default Singularity recipes be enabled? [default: true] + B:default_recipes=true + + # Disable specific default singularities here. + S:default_singularities < + coal=true + iron=true + lapis_lazuli=true + redstone=true + glowstone=true + gold=true + diamond=true + emerald=true + aluminum=true + copper=true + tin=true + bronze=true + zinc=true + brass=true + silver=true + lead=true + steel=true + nickel=true + constantan=true + electrum=true + invar=true + mithril=true + tungsten=true + titanium=true + uranium=true + chrome=true + platinum=true + iridium=true + signalum=true + lumium=true + enderium=true + ardite=true + cobalt=true + manyullyn=true + > + + # Should the Singularities be enabled? [default: true] + B:enabled=true + + # The amount of RF required to craft a Singularity, for the default recipes. [range: 0 ~ 2147483647, default: 5000000] + I:energy_cost=5000000 + + # The amount of materials required to create a Singularity, for the default recipes. [range: 1 ~ 2147483647, default: 10000] + I:material_amount=10000 + + # Should the default Ultimate Singularity recipe be enabled? [default: true] + B:ultimate_singularity_recipe=true + + # Blacklist Singularities from being in the Ultimate Singularity crafting recipe. + # - Syntax: singularityType;meta + # - 'singularityType' can be 'default' or 'custom'. + # - 'default' for the ones added by the mod by default, 'custom' being the ones defined in '_custom_singularities'. + # - Example: custom;12 + S:ultimate_singularity_recipe_blacklist < + custom;40 + custom;41 + custom;42 + custom;43 + custom;44 + > +} + + +########################################################################################################## +# table_crafting +#--------------------------------------------------------------------------------------------------------# +# Settings for the Extended Crafting Tables. +########################################################################################################## + +table_crafting { + # Should the Extended Crafting Tables be enabled? [default: true] + B:enabled=true + + # Should the Basic Crafting Table inherit normal crafting recipes? [default: true] + B:inherit_vanilla_recipes=true +} + + diff --git a/src/cfg/extrabotany.cfg b/src/overrides/config/extrabotany.cfg similarity index 100% rename from src/cfg/extrabotany.cfg rename to src/overrides/config/extrabotany.cfg diff --git a/src/cfg/flux_networks.cfg b/src/overrides/config/flux_networks.cfg similarity index 100% rename from src/cfg/flux_networks.cfg rename to src/overrides/config/flux_networks.cfg diff --git a/src/cfg/forestry/common.cfg b/src/overrides/config/forestry/common.cfg similarity index 100% rename from src/cfg/forestry/common.cfg rename to src/overrides/config/forestry/common.cfg diff --git a/src/cfg/forge.cfg b/src/overrides/config/forge.cfg similarity index 100% rename from src/cfg/forge.cfg rename to src/overrides/config/forge.cfg diff --git a/src/cfg/ftbutilities.cfg b/src/overrides/config/ftbutilities.cfg similarity index 100% rename from src/cfg/ftbutilities.cfg rename to src/overrides/config/ftbutilities.cfg diff --git a/src/overrides/config/gregtech.cfg b/src/overrides/config/gregtech.cfg new file mode 100644 index 0000000..791bddb --- /dev/null +++ b/src/overrides/config/gregtech.cfg @@ -0,0 +1,99 @@ +# Configuration file + +general { + # Chance of generating abandoned base in chunk = 1 / THIS_VALUE. 0 disables abandoned base generation + I:abandonedBaseRarity=0 + + # Setting this to false causes GTCE to not register additional methane recipes for foods in the centrifuge. + B:addFoodMethaneRecipes=true + + # Specifies additional random amount of veins in section + I:additionalVeinsInSection=2 + + # Whether to enable more verbose logging. Default: false + B:debug=false + + # Whether to disable rubber tree world generation. Default is false. + B:disableRubberTreeGeneration=false + + # Whether to disable vanilla ores generation in world. Default is false. + B:disableVanillaOres=false + + # Whether machines should explode when overloaded with power. Default: true + B:doExplosions=true + + # Energy use multiplier for electric items. Default: 100 + I:energyUsageMultiplier=100 + + # Chance with which flint and steel will create fire. Default: 50 + # Min: 0 + # Max: 100 + I:flintChanceToCreateFire=50 + + # Sets the bonus EU output of Gas Turbines. + I:gasTurbineBonusOutput=6144 + + # Recipes for machine hulls use more materials. Default: false + B:harderMachineHulls=false + + # Whether to hide facades of all blocks in JEI and creative search menu + B:hideFacadesInJEI=true + + # Setting this to true makes GTCE ignore error and invalid recipes that would otherwise cause crash. Default to true. + B:ignoreErrorOrInvalidRecipes=true + + # Whether to increase number of rolls for dungeon chests. Increases dungeon loot drastically. + B:increaseDungeonLoot=true + + # If true, insufficient energy supply will reset recipe progress to zero. If false, progress will slowly go back (with 2x speed) + B:insufficientEnergySupplyWipesRecipeProgress=false + + # Specifies min amount of veins in section + I:minVeinsInSection=0 + + # Specifies priorities of mods in ore dictionary item registration. First ModID has highest priority, last - lowest. Unspecified ModIDs follow standard sorting, but always have lower priority than last specified ModID. + S:modPriorities < + gregtech + > + + # Sets the bonus EU output of Plasma Turbines. + I:plasmaTurbineBonusOutput=6144 + + # Sets the bonus EU output of Steam Turbines. + I:steamTurbineBonusOutput=6144 + + # Whether to use modPriorities setting in config for prioritizing ore dictionary item registrations. By default, GTCE will sort ore dictionary registrations alphabetically comparing their owner ModIDs. + B:useCustomModPriorities=false + + ########################################################################################################## + # vanillarecipes + #--------------------------------------------------------------------------------------------------------# + # Category that contains configs for changing vanilla recipes + ########################################################################################################## + + vanillarecipes { + # Require a knife for bowl crafting instead of only plank? Default is true. + B:bowlRequireKnife=false + + # Whether to make iron bucket recipe harder by requiring hammer and plates. Default is true. + B:bucketRequirePlatesAndHammer=false + + # Whether to make flint and steel recipe require steel nugget instead of iron one. Default is true + B:flintAndSteelRequireSteel=false + + # Recipes for items like iron doors, trapdors, pressure plates, cauldron, hopper and iron bars require iron plates and hammer. Default is true + B:ironConsumingCraftingRecipesRequirePlates=false + + # Whether to nerf paper crafting recipe. Default is true. + B:nerfPaperCrafting=false + + # Whether to nerf wood crafting to 2 sticks from 2 planks. Default is false. + B:nerfStickCrafting=false + + # Whether to nerf wood crafting to 2 planks from 1 log. Default is false. + B:nerfWoodCrafting=false + } + +} + + diff --git a/src/cfg/grimpack/core.cfg b/src/overrides/config/grimpack/core.cfg similarity index 100% rename from src/cfg/grimpack/core.cfg rename to src/overrides/config/grimpack/core.cfg diff --git a/src/cfg/grimpack/cuisine.cfg b/src/overrides/config/grimpack/cuisine.cfg similarity index 100% rename from src/cfg/grimpack/cuisine.cfg rename to src/overrides/config/grimpack/cuisine.cfg diff --git a/src/cfg/grimpack/decor.cfg b/src/overrides/config/grimpack/decor.cfg similarity index 100% rename from src/cfg/grimpack/decor.cfg rename to src/overrides/config/grimpack/decor.cfg diff --git a/src/cfg/grimpack/industry.cfg b/src/overrides/config/grimpack/industry.cfg similarity index 100% rename from src/cfg/grimpack/industry.cfg rename to src/overrides/config/grimpack/industry.cfg diff --git a/src/cfg/grimpack/magic/armor_magic_type.json b/src/overrides/config/grimpack/magic/armor_magic_type.json similarity index 100% rename from src/cfg/grimpack/magic/armor_magic_type.json rename to src/overrides/config/grimpack/magic/armor_magic_type.json diff --git a/src/cfg/grimpack/magic/death_magic_type.json b/src/overrides/config/grimpack/magic/death_magic_type.json similarity index 100% rename from src/cfg/grimpack/magic/death_magic_type.json rename to src/overrides/config/grimpack/magic/death_magic_type.json diff --git a/src/cfg/grimpack/magic/dynomite_magic_type.json b/src/overrides/config/grimpack/magic/dynomite_magic_type.json similarity index 100% rename from src/cfg/grimpack/magic/dynomite_magic_type.json rename to src/overrides/config/grimpack/magic/dynomite_magic_type.json diff --git a/src/cfg/grimpack/magic/fire_magic_type.json b/src/overrides/config/grimpack/magic/fire_magic_type.json similarity index 100% rename from src/cfg/grimpack/magic/fire_magic_type.json rename to src/overrides/config/grimpack/magic/fire_magic_type.json diff --git a/src/cfg/grimpack/magic/heal_magic_type.json b/src/overrides/config/grimpack/magic/heal_magic_type.json similarity index 100% rename from src/cfg/grimpack/magic/heal_magic_type.json rename to src/overrides/config/grimpack/magic/heal_magic_type.json diff --git a/src/cfg/grimpack/magic/home_magic_type.json b/src/overrides/config/grimpack/magic/home_magic_type.json similarity index 100% rename from src/cfg/grimpack/magic/home_magic_type.json rename to src/overrides/config/grimpack/magic/home_magic_type.json diff --git a/src/cfg/grimpack/magic/hunger_magic_type.json b/src/overrides/config/grimpack/magic/hunger_magic_type.json similarity index 100% rename from src/cfg/grimpack/magic/hunger_magic_type.json rename to src/overrides/config/grimpack/magic/hunger_magic_type.json diff --git a/src/cfg/grimpack/magic/ice_magic_type.json b/src/overrides/config/grimpack/magic/ice_magic_type.json similarity index 100% rename from src/cfg/grimpack/magic/ice_magic_type.json rename to src/overrides/config/grimpack/magic/ice_magic_type.json diff --git a/src/cfg/grimpack/magic/item_magic_type.json b/src/overrides/config/grimpack/magic/item_magic_type.json similarity index 100% rename from src/cfg/grimpack/magic/item_magic_type.json rename to src/overrides/config/grimpack/magic/item_magic_type.json diff --git a/src/cfg/grimpack/magic/polymorph_magic_type.json b/src/overrides/config/grimpack/magic/polymorph_magic_type.json similarity index 100% rename from src/cfg/grimpack/magic/polymorph_magic_type.json rename to src/overrides/config/grimpack/magic/polymorph_magic_type.json diff --git a/src/cfg/grimpack/materials/anti_radiation_armor_material.json b/src/overrides/config/grimpack/materials/anti_radiation_armor_material.json similarity index 100% rename from src/cfg/grimpack/materials/anti_radiation_armor_material.json rename to src/overrides/config/grimpack/materials/anti_radiation_armor_material.json diff --git a/src/cfg/grimpack/materials/black_diamond_armor_material.json b/src/overrides/config/grimpack/materials/black_diamond_armor_material.json similarity index 100% rename from src/cfg/grimpack/materials/black_diamond_armor_material.json rename to src/overrides/config/grimpack/materials/black_diamond_armor_material.json diff --git a/src/cfg/grimpack/materials/black_diamond_tool_material.json b/src/overrides/config/grimpack/materials/black_diamond_tool_material.json similarity index 100% rename from src/cfg/grimpack/materials/black_diamond_tool_material.json rename to src/overrides/config/grimpack/materials/black_diamond_tool_material.json diff --git a/src/cfg/grimpack/materials/chicken_suit_armor_material.json b/src/overrides/config/grimpack/materials/chicken_suit_armor_material.json similarity index 100% rename from src/cfg/grimpack/materials/chicken_suit_armor_material.json rename to src/overrides/config/grimpack/materials/chicken_suit_armor_material.json diff --git a/src/cfg/grimpack/materials/gravity_armor_material.json b/src/overrides/config/grimpack/materials/gravity_armor_material.json similarity index 100% rename from src/cfg/grimpack/materials/gravity_armor_material.json rename to src/overrides/config/grimpack/materials/gravity_armor_material.json diff --git a/src/cfg/grimpack/materials/mask_armor_material.json b/src/overrides/config/grimpack/materials/mask_armor_material.json similarity index 100% rename from src/cfg/grimpack/materials/mask_armor_material.json rename to src/overrides/config/grimpack/materials/mask_armor_material.json diff --git a/src/cfg/grimpack/materials/obsidian_tool_material.json b/src/overrides/config/grimpack/materials/obsidian_tool_material.json similarity index 100% rename from src/cfg/grimpack/materials/obsidian_tool_material.json rename to src/overrides/config/grimpack/materials/obsidian_tool_material.json diff --git a/src/cfg/grimpack/materials/steel_tool_material.json b/src/overrides/config/grimpack/materials/steel_tool_material.json similarity index 100% rename from src/cfg/grimpack/materials/steel_tool_material.json rename to src/overrides/config/grimpack/materials/steel_tool_material.json diff --git a/src/cfg/grimpack/tools.cfg b/src/overrides/config/grimpack/tools.cfg similarity index 100% rename from src/cfg/grimpack/tools.cfg rename to src/overrides/config/grimpack/tools.cfg diff --git a/src/cfg/grimpack/util.cfg b/src/overrides/config/grimpack/util.cfg similarity index 100% rename from src/cfg/grimpack/util.cfg rename to src/overrides/config/grimpack/util.cfg diff --git a/src/cfg/grimpack/world.cfg b/src/overrides/config/grimpack/world.cfg similarity index 100% rename from src/cfg/grimpack/world.cfg rename to src/overrides/config/grimpack/world.cfg diff --git a/src/overrides/config/harvestcraft.cfg b/src/overrides/config/harvestcraft.cfg new file mode 100644 index 0000000..eb04632 --- /dev/null +++ b/src/overrides/config/harvestcraft.cfg @@ -0,0 +1,388 @@ +# Configuration file + +beekeeping { + # If true, the last item produced by a queen bee will be another queen bee. [default: true] + B:apiarylastresultequalsQueen=true + + # The higher the value, the more beehives are generated. [range: 0 ~ 32767, default: 10] + I:beehiveRarity=10 + + # Enable generation of beehives. [default: true] + B:enableBeehiveGeneration=true + + # Allows grubs and cooked grubs to be used in listAllrawmeat and listAllcookedmeat. [default: true] + B:enablebeegrubaslistAllmeat=true +} + + +crops { + # Default: 0.0, This number is added/subtracted from normal fertile crop growth (3.0) and adjacent fertile crop growth (4.0). + D:cropGrowthSpeed=0.0 + I:cropfoodRestore=1 + D:cropsaturationRestore=0.6 + B:cropsdropSeeds=true + B:enablecropspecialplanting=true + + # Disable to keep giga pickle crop seeds from appearing in dungeon chests + B:enablegigapickleCrop=true + D:mealsaturation=1.2 + D:meatymealsaturation=1.6 + D:snacksaturation=0.6 +} + + +drops { + # [default: [harvestcraft:cactusfruititem], [harvestcraft:agaveitem], [harvestcraft:sisalitem], [harvestcraft:cassavaitem], [harvestcraft:chickpeaitem], [harvestcraft:lentilitem], [minecraft:cactus]] + S:aridGarden < + harvestcraft:cactusfruititem + harvestcraft:agaveitem + harvestcraft:sisalitem + harvestcraft:cassavaitem + harvestcraft:chickpeaitem + harvestcraft:lentilitem + minecraft:cactus + > + + # [default: [harvestcraft:raspberryitem], [harvestcraft:oatsitem], [harvestcraft:ryeitem], [harvestcraft:celeryitem], [harvestcraft:peasitem], [harvestcraft:beetitem], [harvestcraft:rutabagaitem], [harvestcraft:broccoliitem], [harvestcraft:caulifloweritem], [harvestcraft:cabbageitem], [harvestcraft:spinachitem], [harvestcraft:cottonitem], [harvestcraft:huckleberryitem], [harvestcraft:kohlrabiitem], [harvestcraft:quinoaitem], [harvestcraft:juniperitem]] + S:frostGarden < + harvestcraft:raspberryitem + harvestcraft:oatsitem + harvestcraft:ryeitem + harvestcraft:celeryitem + harvestcraft:peasitem + harvestcraft:beetitem + harvestcraft:rutabagaitem + harvestcraft:broccoliitem + harvestcraft:caulifloweritem + harvestcraft:cabbageitem + harvestcraft:spinachitem + harvestcraft:cottonitem + harvestcraft:huckleberryitem + harvestcraft:kohlrabiitem + harvestcraft:quinoaitem + harvestcraft:juniperitem + > + + # [default: [harvestcraft:whitemushroomitem], [harvestcraft:blackberryitem], [harvestcraft:zucchiniitem], [harvestcraft:radishitem], [harvestcraft:rhubarbitem], [harvestcraft:tealeafitem], [harvestcraft:garlicitem], [harvestcraft:sweetpotatoitem], [harvestcraft:turnipitem], [harvestcraft:spiceleafitem], [harvestcraft:beanitem], [harvestcraft:leekitem], [harvestcraft:scallionitem], [harvestcraft:tomatoitem], [harvestcraft:juteitem]] + S:shadedGarden < + harvestcraft:whitemushroomitem + harvestcraft:blackberryitem + harvestcraft:zucchiniitem + harvestcraft:radishitem + harvestcraft:rhubarbitem + harvestcraft:tealeafitem + harvestcraft:garlicitem + harvestcraft:sweetpotatoitem + harvestcraft:turnipitem + harvestcraft:spiceleafitem + harvestcraft:beanitem + harvestcraft:leekitem + harvestcraft:scallionitem + harvestcraft:tomatoitem + harvestcraft:juteitem + > + + # [default: [harvestcraft:brusselsproutitem], [harvestcraft:spiceleafitem], [harvestcraft:blueberryitem], [harvestcraft:asparagusitem], [harvestcraft:cranberryitem], [harvestcraft:riceitem], [harvestcraft:seaweeditem], [harvestcraft:waterchestnutitem], [harvestcraft:okraitem], [harvestcraft:cottonitem], [harvestcraft:kaleitem], [harvestcraft:milletitem], [harvestcraft:jicamaitem], [harvestcraft:greengrapeitem], [harvestcraft:mulberryitem], [harvestcraft:tomatilloitem]] + S:soggyGarden < + harvestcraft:brusselsproutitem + harvestcraft:spiceleafitem + harvestcraft:blueberryitem + harvestcraft:asparagusitem + harvestcraft:cranberryitem + harvestcraft:riceitem + harvestcraft:seaweeditem + harvestcraft:waterchestnutitem + harvestcraft:okraitem + harvestcraft:cottonitem + harvestcraft:kaleitem + harvestcraft:milletitem + harvestcraft:jicamaitem + harvestcraft:greengrapeitem + harvestcraft:mulberryitem + harvestcraft:tomatilloitem + > + + # [default: [harvestcraft:grapeitem], [harvestcraft:pineappleitem], [harvestcraft:kiwiitem], [harvestcraft:sesameseedsitem], [harvestcraft:curryleafitem], [harvestcraft:bambooshootitem], [harvestcraft:cantaloupeitem], [harvestcraft:gingeritem], [harvestcraft:coffeebeanitem], [harvestcraft:soybeanitem], [harvestcraft:eggplantitem], [harvestcraft:kenafitem], [harvestcraft:arrowrootitem], [harvestcraft:taroitem]] + S:tropicalGarden < + harvestcraft:grapeitem + harvestcraft:pineappleitem + harvestcraft:kiwiitem + harvestcraft:sesameseedsitem + harvestcraft:curryleafitem + harvestcraft:bambooshootitem + harvestcraft:cantaloupeitem + harvestcraft:gingeritem + harvestcraft:coffeebeanitem + harvestcraft:soybeanitem + harvestcraft:eggplantitem + harvestcraft:kenafitem + harvestcraft:arrowrootitem + harvestcraft:taroitem + > + + # [default: [harvestcraft:strawberryitem], [harvestcraft:barleyitem], [harvestcraft:cornitem], [harvestcraft:cucumberitem], [harvestcraft:wintersquashitem], [harvestcraft:mustardseedsitem], [harvestcraft:onionitem], [harvestcraft:parsnipitem], [harvestcraft:peanutitem], [minecraft:potato], [minecraft:carrot], [harvestcraft:lettuceitem], [harvestcraft:artichokeitem], [harvestcraft:bellpepperitem], [harvestcraft:chilipepperitem], [minecraft:wheat], [harvestcraft:flaxitem], [harvestcraft:amaranthitem], [harvestcraft:elderberryitem]] + S:windyGarden < + harvestcraft:strawberryitem + harvestcraft:barleyitem + harvestcraft:cornitem + harvestcraft:cucumberitem + harvestcraft:wintersquashitem + harvestcraft:mustardseedsitem + harvestcraft:onionitem + harvestcraft:parsnipitem + harvestcraft:peanutitem + minecraft:potato + minecraft:carrot + harvestcraft:lettuceitem + harvestcraft:artichokeitem + harvestcraft:bellpepperitem + harvestcraft:chilipepperitem + minecraft:wheat + harvestcraft:flaxitem + harvestcraft:amaranthitem + harvestcraft:elderberryitem + > +} + + +"food items" { + # Enables Wheat as an edible item [default: true] + B:makeWheatEdible=true +} + + +gardens { + B:enablearidgardenGeneration=true + B:enablefrostgardenGeneration=true + B:enablegardenSpread=true + B:enableshadedgardenGeneration=true + B:enablesoggygardenGeneration=true + B:enabletropicalgardenGeneration=true + B:enablewindygardenGeneration=true + I:gardenRarity=2 + + # Garden spread rate. 100 means a garden spawns every tick. 1 means a garden spawns with a probability of 1% per tick. [range: 1 ~ 100, default: 30] + I:gardenSpreadRate=30 + I:gardendropAmount=3 + I:gardenspreadMax=8 +} + + +general { + # Default: 3600 or 3 minutes + I:buffTimeForTopTier=3600 + + # Enables harvesting by right-clicking. [default: true] + B:enableEasyHarvest=true + + # Enables catching of HarvestCraft fish using the normal fishing rod. [default: true] + B:enableHCFish=true + + # Makes changes to vanilla food item and drop hunger restore and saturation values to be balanced with HarvestCraft food. [default: true] + B:enablevanillafoodBalance=true + + # Enable to have raw calamari smelt into cooked fish instead. [default: false] + B:smeltsquidintocookedFish=false + + # Enables squid mobs to drop raw calamari. [default: true] + B:squiddropCalamari=true + + # Default: 10, Choose 5, 6, 7, 8, 9, or 10 shank foods which become top tier. Foods at this level or above give buffs. Top tier foods are always edible, so be careful! Set to 0 to have no top tier foods. + I:topTierFood=10 + + # How long the Water Filter takes to run. Default 516. For comparison, the Presser time is 125. + I:waterfilterTime=516 + + # How many Fresh Water you get per Woven Cloth in the Water Filter. Default 8. Use whole numbers between 0 and 64. + I:waterfilterfreshwaterAmount=8 + + # How many Salt you get per Woven Cloth in the Water Filter. Default 8. Use whole numbers between 0 and 64. + I:waterfiltersaltAmount=8 +} + + +"market currency" { + I:marketcurrencyBees=0 + I:marketcurrencyBonemeal=0 + I:marketcurrencyChicken=0 + I:marketcurrencyCow=0 + I:marketcurrencyFish=0 + I:marketcurrencyHorse=0 + I:marketcurrencyLead=0 + I:marketcurrencyLlama=0 + I:marketcurrencyMeat=0 + I:marketcurrencyNametag=0 + I:marketcurrencyOcelot=0 + I:marketcurrencyPig=0 + I:marketcurrencyRabbit=0 + I:marketcurrencySeeds=0 + I:marketcurrencySheep=0 + I:marketcurrencyWolf=0 + I:marketcurrencyconiferousSaplings=0 + I:marketcurrencytemperateSaplings=0 + I:marketcurrencytropicalSaplings=0 +} + + +"market prices" { + I:marketbonemealPrice=3 + I:marketchickenPrice=3 + I:marketcowPrice=9 + I:markethorsePrice=12 + I:marketleadPrice=1 + I:marketllamaPrice=12 + I:marketnametagPrice=1 + I:marketocelotPrice=9 + I:marketpigPrice=6 + I:marketqueenbeePrice=3 + I:marketrabbitPrice=3 + I:marketsaplingPrice=3 + I:marketseedPrice=1 + I:marketsheepPrice=6 + I:marketwolfPrice=9 +} + + +"market sales" { + B:marketsellBonemeal=true + B:marketsellChicken=true + B:marketsellCow=true + B:marketsellHorse=true + B:marketsellLead=true + B:marketsellLlama=true + B:marketsellNametag=true + B:marketsellOcelot=true + B:marketsellPig=true + B:marketsellQueenbee=true + B:marketsellRabbit=true + B:marketsellSeeds=true + B:marketsellSheep=true + B:marketsellWolf=true + B:marketsellconiferousSaplings=true + B:marketselltemperateSaplings=true + B:marketselltropicalSaplings=true +} + + +"miscellaneous recipes" { + B:enablecroptoseedRecipe=true + B:enablehoneyslimeballPresser=true + B:enablelistAllwaterfreshwater=true + B:enablelistAllwatervanillawaterbucket=true + B:enablemaplesyrupslimeballPresser=true + B:enablesaltfromwaterbucketrecipe=true + B:enabletofuasmeatinRecipes=true + B:enabletofuasmilkinRecipes=true + I:marketblockrecipeItem=0 +} + + +seeds { + B:agaveseeddropfromgrass=true + B:amaranthseeddropfromgrass=true + B:arrowrootseeddropfromgrass=true + B:artichokeseeddropfromgrass=true + B:asparagusseeddropfromgrass=true + B:bambooshootseeddropfromgrass=true + B:barleyseeddropfromgrass=true + B:beanseeddropfromgrass=true + B:beetseeddropfromgrass=true + B:bellpepperseeddropfromgrass=true + B:blackberryseeddropfromgrass=true + B:blueberryseeddropfromgrass=true + B:broccoliseeddropfromgrass=true + B:brusselsproutseeddropfromgrass=true + B:cabbageseeddropfromgrass=true + B:cactusfruitseeddropfromgrass=true + B:candleberryseeddropfromgrass=true + B:cantaloupeseeddropfromgrass=true + B:cassavaseeddropfromgrass=true + B:cauliflowerseeddropfromgrass=true + B:celeryseeddropfromgrass=true + B:chickpeaseeddropfromgrass=true + B:chilipepperseeddropfromgrass=true + B:coffeeseeddropfromgrass=true + B:cornseeddropfromgrass=true + B:cottonseeddropfromgrass=true + B:cranberryseeddropfromgrass=true + B:cucumberseeddropfromgrass=true + B:curryleafseeddropfromgrass=true + B:eggplantseeddropfromgrass=true + B:elderberryseeddropfromgrass=true + B:flaxseeddropfromgrass=true + B:garlicseeddropfromgrass=true + B:gingerseeddropfromgrass=true + B:grapeseeddropfromgrass=true + B:greengrapeseeddropfromgrass=true + B:huckleberryseeddropfromgrass=true + B:jicamaseeddropfromgrass=true + B:juniperberryseeddropfromgrass=true + B:juteseeddropfromgrass=true + B:kaleseeddropfromgrass=true + B:kenafseeddropfromgrass=true + B:kiwiseeddropfromgrass=true + B:kohlrabiseeddropfromgrass=true + B:leekseeddropfromgrass=true + B:lentilseeddropfromgrass=true + B:lettuceseeddropfromgrass=true + B:milletseeddropfromgrass=true + B:mulberryseeddropfromgrass=true + B:mustardseeddropfromgrass=true + B:oatsseeddropfromgrass=true + B:okraseeddropfromgrass=true + B:onionseeddropfromgrass=true + B:parsnipseeddropfromgrass=true + B:peanutseeddropfromgrass=true + B:peasseeddropfromgrass=true + B:pineappleseeddropfromgrass=true + B:quinoaseeddropfromgrass=true + B:radishseeddropfromgrass=true + B:raspberryseeddropfromgrass=true + B:rhubarbseeddropfromgrass=true + B:riceseeddropfromgrass=true + B:rutabagaseeddropfromgrass=true + B:ryeseeddropfromgrass=true + B:scallionseeddropfromgrass=true + B:seaweedseeddropfromgrass=true + I:seedrarity=1 + B:sesameseedsseeddropfromgrass=true + B:sisalseeddropfromgrass=true + B:soybeanseeddropfromgrass=true + B:spiceleafseeddropfromgrass=true + B:spinachseeddropfromgrass=true + B:strawberryseeddropfromgrass=true + B:sweetpotatoseeddropfromgrass=true + B:taronutseeddropfromgrass=true + B:teaseeddropfromgrass=true + B:tomatilloseeddropfromgrass=true + B:tomatoseeddropfromgrass=true + B:turnipseeddropfromgrass=true + B:waterchestnutseeddropfromgrass=true + B:whitemushroomseeddropfromgrass=true + B:wintersquashseeddropfromgrass=true + B:zucchiniseeddropfromgrass=true +} + + +"shipping bin prices" { + I:shippingbinbeesPrice=16 + I:shippingbincropPrice=32 + I:shippingbinfishPrice=16 + I:shippingbinmeatPrice=16 +} + + +"shipping bin purchases" { + B:shippingbinbuyBees=true + B:shippingbinbuyCrops=true + B:shippingbinbuyFish=true + B:shippingbinbuyMeat=true + B:shippingbinenablevanillaMCBees=true + B:shippingbinenablevanillaMCCrops=true + B:shippingbinenablevanillaMCEgg=true + B:shippingbinenablevanillaMCFish=true + B:shippingbinenablevanillaMCMeat=true + B:shippingbinenablevanillaMCMonsterParts=true +} + + diff --git a/src/cfg/heroesexpansion.cfg b/src/overrides/config/heroesexpansion.cfg similarity index 100% rename from src/cfg/heroesexpansion.cfg rename to src/overrides/config/heroesexpansion.cfg diff --git a/src/overrides/config/ichunutil.cfg b/src/overrides/config/ichunutil.cfg new file mode 100644 index 0000000..66cd0ce --- /dev/null +++ b/src/overrides/config/ichunutil.cfg @@ -0,0 +1,112 @@ +# Configuration file + +########################################################################################################## +# clientonly +#--------------------------------------------------------------------------------------------------------# +# These options affect only the client that loads the mod.\nIf you are looking for keybinds, look for them in ichunutil_keybinds.cfg. +########################################################################################################## + +clientonly { + # Set this to 0 if you find that iChunUtil is spawning a lot of these entities and is causing lag. Might affect some of my mods. I've not been able to pinpoint the issue, mind, but if you are not having any memory issues ignore this setting. + I:enableLatchedRendererSpawn=1 + + # Set this to 0 if you're crashing when the game launches because you do not have stencils enabled. + I:enableStencils=1 +} + + +module { + + ########################################################################################################## + # compactporkchop + #--------------------------------------------------------------------------------------------------------# + # Configs for the compact porkchop block module in iChunUtil. + ########################################################################################################## + + compactporkchop { + + block { + # Enable the Compact Raw Porkchop block recipe? + I:enableCompactPorkchop=1 + } + + } + + ########################################################################################################## + # eula + #--------------------------------------------------------------------------------------------------------# + # EULA settings. + ########################################################################################################## + + eula { + + general { + # String to say that you've acknowledged the EULA + # If this config is for a server, set it to true. + S:eulaAcknowledged=true + } + + } + + ########################################################################################################## + # versioncheck + #--------------------------------------------------------------------------------------------------------# + # These configs are for the mod version update checker for iChun's mods. + ########################################################################################################## + + versioncheck { + + general { + # How often will you be notified of the update?(Client config) + # 0 = Never (This just hides notifications. The mod will still check for updates and print out to the console) + # 1 = Once you connect to server + # 2 = Once a day + I:versionNotificationFrequency=0 + + # How will the CLIENT be notified of updates? (Servers will always have the update printed to the console. Singleplayer is yourself joining a self hosted server) + # 0 = Notify of updates regardless of player status. + # 1 = Notify only command senders of updates (Clientside only mod updates will still show) + # 2 = Do not notify + I:versionNotificationTypes=2 + + # Don't change this. + I:versionSave=0 + } + + } + + ########################################################################################################## + # worldportals + #--------------------------------------------------------------------------------------------------------# + # World Portals related configs. + ########################################################################################################## + + worldportals { + + general { + # Maximum recursion for World Portals. Set to 0 to disable World Portal render. + # + # Warning! The higher this is, the more recursion, the more FPS loss! + I:maxRecursion=2 + + # Max World Portal Renders per frame. + # This will limit the number of renders a tick despite your maxRecursion setting. + # This is here in hopes that your FPS doesn't tank if you happen to be at the wrong place in the wrong place. + I:maxRendersPerTick=10 + + # Sets the render distance of each world portal (by chunk) if it's not overridden by the world portal. + # + # Setting to 0 binds to MC's default game settings. + I:renderDistanceChunks=0 + + # Stencils use a specific value to see if the render is ours or not. + # + # If you're having rendering issues and changing this doesn't help, there might be a conflicting mod. Find out which mod that is and inform both that mod's author and me (iChun). + I:stencilValue=47 + } + + } + +} + + diff --git a/src/cfg/immersiveengineering.cfg b/src/overrides/config/immersiveengineering.cfg similarity index 100% rename from src/cfg/immersiveengineering.cfg rename to src/overrides/config/immersiveengineering.cfg diff --git a/src/overrides/config/industrialwires.cfg b/src/overrides/config/industrialwires.cfg new file mode 100644 index 0000000..29429c3 --- /dev/null +++ b/src/overrides/config/industrialwires.cfg @@ -0,0 +1,119 @@ +# Configuration file + +general { + # Set this to false to completely disable any conversion between IF and EU (default: true) + B:enableConversion=true + + # The EU loss rates of the wires (EU per block). Order is Tin, Copper, Gold, HV, Glass Fiber + D:euLossPerBlock < + 0.2 + 0.2 + 0.4 + 0.8 + 0.025 + > + + # Gregtech compatiblity (default: true) + B:gregtech=true + + # The EU IO rates of the wires. Order is Tin, Copper, Gold, HV, Glass Fiber + D:ioRatesEU < + 32.0 + 128.0 + 512.0 + 2048.0 + 8192.0 + > + + # Magneticraft compatiblity (default: true) + B:magneticraft=true + + # The highest number of keys that can be put on one key ring + I:maxKeysOnRing=10 + + # The maximum length of wire a coil item. + # Order: Tin, Copper, Gold, HV, Glass Fiber (as above) + I:maxLengthOnCoil < + 1024 + 1024 + 1024 + 2048 + 2048 + > + + # The maximum length of a single connection. + # Order: Tin, Copper, Gold, HV, Glass Fiber + I:maxLengthPerConn < + 16 + 16 + 16 + 32 + 32 + > + + # Can multiple wires be attached to a connector (default: false) + B:multiWire=true + + # The factor between the IF transfer rate of the wires and the IF transfer rate corresponding to the EU transfer rate. + # The default value results in the same transfer rates as the standard IE wires + D:wireRatio=0.5 + + mech { + # The amount of EU that would be produced by an ideal converter from 1 IF (default: 0.25) + D:euPerIf=0.25 + + # The efficiency of the IF motor. The default value of 0.9 means that 10% of the energy are lost in the conversion. + D:ifMotorEfficiency=0.9 + + # The conversion factor between Joules (the SI unit) and RF. Used for the Marx generator and the rotary converters + # With the default value the IE diesel generator produces 200kW + D:joulesPerRF=2.44140625 + + # The amount of IC2 kinetic energy that an ideal converter produces from 1 EU + D:kinPerEu=4.0 + + # The efficiency of the conversion from IC2 kinetic energy to IE rotational energy + D:kinToRotEfficiency=0.8 + + # The maximum amount of IF that can be converted to rotational energy + # by one motor in one tick (default: 100) + I:maxIfToMech=100 + + # The maximum amount of IC2 kinetic energy that can be converted into IE rotational energy + # by one converter in one tick + I:maxKinToRot=600 + + # The maximum amount of IE rotational energy that can be converted into IC2 kinetic energy + # by one converter in one tick + D:maxRotToKin=200.0 + + # What energy types can be used with the mechanical multiblock. 0: None (Probably useless), + # 1: EU (Currently useless), 2: FE, 3:EU and FE (allows conversion, default) + I:multiblockEnergyType=3 + + # The efficiency of the conversion from IE rotational energy to IC2 kinetic energy + D:rotToKinEfficiency=0.7 + } + + hv { + # Set to false to disable shaders. They are used for rendering the Marx generator and the Jacob's ladder. + B:enableShaders=true + + # The damage dealt by a small Jacobs Ladder. Normal Ladders deal twice this damage, huge ones 3 times as much + D:jacobsBaseDmg=5.0 + + # The amount of EU a Jacobs Ladder uses per tick, sorted by size of the ladder + D:jacobsUsageWatt < + 40.0 + 300.0 + 2000.0 + > + + # The effect of standing somewhat close to a Marx generator discharge. + # 0: Tinnitus, 1: Nausea, 2: normal damage + I:marxSoundDamage=0 + } + +} + + diff --git a/src/cfg/infinity.cfg b/src/overrides/config/infinity.cfg similarity index 100% rename from src/cfg/infinity.cfg rename to src/overrides/config/infinity.cfg diff --git a/src/overrides/config/integrateddynamics.cfg b/src/overrides/config/integrateddynamics.cfg new file mode 100644 index 0000000..a3a0824 --- /dev/null +++ b/src/overrides/config/integrateddynamics.cfg @@ -0,0 +1,198 @@ +# Configuration file + +biome { + B:biome_meneglin=true + + # The weight of spawning. + I:biome_meneglin.spawnWeight=5 +} + + +block { + B:coal_generator=true + B:creative_energy_battery=true + B:crystalized_chorus_block=true + B:crystalized_chorus_block_stairs=true + B:crystalized_chorus_brick=true + B:crystalized_chorus_brick_stairs=true + B:crystalized_menril_block=true + B:crystalized_menril_block_stairs=true + B:crystalized_menril_brick=true + B:crystalized_menril_brick_stairs=true + B:delay=true + B:drying_basin=true + B:energy_battery=true + B:invisible_light=true + B:logic_programmer=true + B:materializer=true + B:mechanical_drying_basin=true + B:mechanical_squeezer=true + B:menril_door=true + B:menril_leaves=true + + # A 1/x chance menril berries will be dropped when breaking a leaves block. + I:menril_leaves.berriesDropChance=4 + B:menril_log=true + B:menril_log_filled=true + B:menril_planks=true + B:menril_planks_stairs=true + B:menril_sapling=true + B:menril_torch=true + B:menril_torch_stone=true + B:proxy=true + B:squeezer=true + B:variablestore=true +} + + +core { + # If an anonymous mod startup analytics request may be sent to our analytics service. + B:general.analytics=true + + # If cable models should be cached for rendering optimization. + B:general.cacheCableModels=true + + # The maximum network energy transfer rate. + I:general.energyRateLimit=2147483647 + + # If the ingredient network observer can work on separate thread. + B:general.ingredientNetworkObserverEnableMultithreading=true + + # The ingredient network observation frequency slowdown rate in ticks. + I:general.ingredientNetworkObserverFrequencyDecreaseFactor=5 + + # The frequency in ticks at which ingredient network should be observed after a position's contents are changed. + I:general.ingredientNetworkObserverFrequencyForced=0 + + # The ingredient network observation frequency slowdown rate in ticks. + I:general.ingredientNetworkObserverFrequencyIncreaseFactor=1 + + # The slowest possible frequency in ticks at which ingredient network should be observed. + I:general.ingredientNetworkObserverFrequencyMax=40 + + # The fastest possible frequency in ticks at which ingredient network should be observed. + I:general.ingredientNetworkObserverFrequencyMin=5 + + # The number of threads that the ingredient network observer can use. + I:general.ingredientNetworkObserverThreads=4 + + # If network change events should be logged. Only enable this when debugging. + B:general.logChangeEvents=false + + # The maximum allowed size of values in bytes to avoid network packet issues. + I:general.maxValueByteSize=20000 + + # How deep the recursion stack on an operator can become. This is to avoid game crashes when building things like the omega operator. + I:general.operatorRecursionLimit=256 + + # When enabled, networks will stop ticking and values will not be shown and evaluated again. This can be used to fix crashing networks by temporarily enabling this option. + B:general.safeMode=false + + # Config version for Integrated Dynamics. + # DO NOT EDIT MANUALLY! + S:general.version=1.1.2 + + # If the version checker should be enabled. + B:general.versionChecker=false +} + + +general { + # The energy usage multiplier for networks. + I:general.energyConsumptionMultiplier=0 + + # The maximum render distance for part overlays to render. The higher, the more resource intensive. + I:general.partOverlayRenderdistance=15 +} + + +item { + B:crystalized_chorus_chunk=true + B:crystalized_menril_chunk=true + B:facade=true + B:labeller=true + B:logic_director=true + B:menril_berries=true + + # If the berries should give the night vision effect when eaten. + B:menril_berries.nightVision=true + B:on_the_dynamics_of_integration=true + + # If the info book can give item rewards for tutorial completion. + B:on_the_dynamics_of_integration.bookRewards=true + + # If the info book should automatically obtained when the player first spawns. + B:on_the_dynamics_of_integration.obtainOnSpawn=true + B:portable_logic_programmer=true + B:variable_transformer=true + B:wrench=true +} + + +machine { + # The maximum value history length that can be maintained.. + I:delay.maxHistoryCapacity=1024 + + # The default capacity of an energy battery. + I:energy_battery.capacity=1000000 + + # The 1/X fraction of the battery capacity that is allowed to be transfered per tick. + I:energy_battery.energyRateCapacityFraction=2000 + + # The maximum capacity possible by combining batteries. (Make sure that you do not cross the max int size.) + I:energy_battery.maxCapacity=655360000 + + # The maximum capacity visible in the creative tabs. (Make sure that you do not cross the max int size.) + I:energy_battery.maxCreativeCapacity=40960000 + + # The minimum energy transfer rate per tick. + I:energy_battery.minEnergyRate=2000 + + # The default update frequency in ticks to use for new parts. + I:general.defaultPartUpdateFreq=1 + + # The maximum offset in blocks a directional connector can look for its target. + I:general.maxDirectionalConnectorOffset=512 + + # The NBT tags that are not allowed to be read by displaying NBT tags or performing operations on them. + S:general.nbtTagBlacklist < + > + + # The energy capacity of a mechanical drying basin. + I:mechanical_drying_basin.capacity=100000 + + # The energy consumption rate. + I:mechanical_drying_basin.consumptionRate=80 + + # How many mB per tick can be auto-ejected. + I:mechanical_squeezer.autoEjectFluidRate=500 + + # The energy capacity of a mechanical squeezer. + I:mechanical_squeezer.capacity=100000 + + # The energy consumption rate. + I:mechanical_squeezer.consumptionRate=80 +} + + +worldgeneration { + # List of dimension IDs in which the meneglin biome should not generate. + I:biome_meneglin.meneglinBiomeDimensionBlacklist < + -1 + 1 + > + + # The chance at which a Menril Tree will spawn in the wild, the higher this value, the lower the chance. + I:general.wildMenrilTreeChance=350 + + # List of dimension IDs in which wild menril trees should not generate. + I:general.wildMenrilTreeDimensionBlacklist < + -1 + 1 + > + + # The 1/x chance at which Menril Wood will be filled with Menril Resin when generated, the higher this value, the lower the chance. + I:menril_log_filled.filledMenrilLogChance=10 +} + + diff --git a/src/overrides/config/integratedterminals.cfg b/src/overrides/config/integratedterminals.cfg new file mode 100644 index 0000000..33a3d85 --- /dev/null +++ b/src/overrides/config/integratedterminals.cfg @@ -0,0 +1,63 @@ +# Configuration file + +block { + B:chorus_glass=true + B:menril_glass=true +} + + +core { + # If an anonymous mod startup analytics request may be sent to our analytics service. + B:general.analytics=true + + # If the crafting planners can work on separate thread. + B:general.craftingPlannerEnableMultithreading=true + + # The number of threads that the crafting plan calculator can use. + I:general.craftingPlannerThreads=2 + + # If the recipe loader should crash when finding invalid recipes. + B:general.crashOnInvalidRecipe=false + + # If mod compatibility loader should crash hard if errors occur in that process. + B:general.crashOnModCompatCrash=false + + # Set 'true' to enable development debug mode. This will result in a lower performance! + B:general.debug=false + + # The maximum number of terminal storage instances that can be sent in a single packet. Reduce this when you have packet overflows. + I:general.terminalStoragePacketMaxInstances=1024 + + # Config version for Integrated Terminals. + # DO NOT EDIT MANUALLY! + S:general.version=1.0.13 + + # If the version checker should be enabled. + B:general.versionChecker=false +} + + +machine { + # The number of items that should be removed when right-clicking when energy is selected in the storage terminal. + I:general.guiStorageEnergyIncrementalQuantity=1000 + + # The number of items that should be selected when clicking on energy in the storage terminal. + I:general.guiStorageEnergyInitialQuantity=100000 + + # The number of items that should be removed when right-clicking when a fluid is selected in the storage terminal. + I:general.guiStorageFluidIncrementalQuantity=1000 + + # The number of items that should be selected when clicking on a fluid in the storage terminal. + I:general.guiStorageFluidInitialQuantity=100000 + + # The number of items that should be removed when right-clicking when an item is selected in the storage terminal. + I:general.guiStorageItemIncrementalQuantity=1 + + # The number of items that should be selected when clicking on an item in the storage terminal. + I:general.guiStorageItemInitialQuantity=64 + + # The update frequency in milliseconds for the crafting jobs gui. + I:general.guiTerminalCraftingJobsUpdateFrequency=1000 +} + + diff --git a/src/overrides/config/integratedterminalscompat.cfg b/src/overrides/config/integratedterminalscompat.cfg new file mode 100644 index 0000000..4abab9f --- /dev/null +++ b/src/overrides/config/integratedterminalscompat.cfg @@ -0,0 +1,30 @@ +# Configuration file + +core { + # If an anonymous mod startup analytics request may be sent to our analytics service. + B:general.analytics=true + + # If the recipe loader should crash when finding invalid recipes. + B:general.crashOnInvalidRecipe=false + + # If mod compatibility loader should crash hard if errors occur in that process. + B:general.crashOnModCompatCrash=false + + # Set 'true' to enable development debug mode. This will result in a lower performance! + B:general.debug=false + + # Config version for IntegratedTerminals-Compat. + # DO NOT EDIT MANUALLY! + S:general.version=1.0.0 + + # If the version checker should be enabled. + B:general.versionChecker=false +} + + +"mod compat" { + # Storage Terminal crafting grid integration. + B:jei=true +} + + diff --git a/src/overrides/config/integratedtunnels.cfg b/src/overrides/config/integratedtunnels.cfg new file mode 100644 index 0000000..be74d35 --- /dev/null +++ b/src/overrides/config/integratedtunnels.cfg @@ -0,0 +1,36 @@ +# Configuration file + +core { + # If an anonymous mod startup analytics request may be sent to our analytics service. + B:general.analytics=true + + # If the recipe loader should crash when finding invalid recipes. + B:general.crashOnInvalidRecipe=false + + # If mod compatibility loader should crash hard if errors occur in that process. + B:general.crashOnModCompatCrash=false + + # Set 'true' to enable development debug mode. This will result in a lower performance! + B:general.debug=false + + # If items should be ejected into the world when item movement failed due to item handlers declaring inconsistent movement in simulation mode. If disabled, items can be voided. + B:general.ejectItemsOnInconsistentSimulationMovement=true + + # The maximum network fluid transfer rate. + I:general.fluidRateLimit=2147483647 + + # How many ticks importers/exporters should sleep until checking targets again when they were previously unchanged. + I:general.inventoryUnchangedTickTimeout=10 + + # Config version for Integrated Tunnels. + # DO NOT EDIT MANUALLY! + S:general.version=1.6.10 + + # If the version checker should be enabled. + B:general.versionChecker=false + + # If particles should be shown and sounds should be played when tunnels are interacting with the world. + B:general.worldInteractionEvents=true +} + + diff --git a/src/overrides/config/lostcities/general.cfg b/src/overrides/config/lostcities/general.cfg new file mode 100644 index 0000000..f14df74 --- /dev/null +++ b/src/overrides/config/lostcities/general.cfg @@ -0,0 +1,93 @@ +# Configuration file + +########################################################################################################## +# general +#--------------------------------------------------------------------------------------------------------# +# General settings +########################################################################################################## + +general { + # List of other worldtypes (id) that this mod will try to work with. The worldtype has to support the IChunkPrimerFactory API for this to work [default: ] + S:adaptingWorldTypes < + > + + # List of additional Lost City dimensions. Format ':' [default: ] + S:additionalDimensions < + 133:space + 134:biosphere + > + + # List of asset libraries loaded in the specified order. If the path starts with '/' it is going to be loaded directly from the classpath. If the path starts with '$' it is loaded from the config directory [default: [/assets/lostcities/citydata/conditions.json], [/assets/lostcities/citydata/palette.json], [/assets/lostcities/citydata/palette_desert.json], [/assets/lostcities/citydata/palette_chisel.json], [/assets/lostcities/citydata/palette_chisel_desert.json], [/assets/lostcities/citydata/highwayparts.json], [/assets/lostcities/citydata/railparts.json], [/assets/lostcities/citydata/monorailparts.json], [/assets/lostcities/citydata/buildingparts.json], [/assets/lostcities/citydata/library.json], [$lostcities/userassets.json]] + S:assets < + /assets/lostcities/citydata/conditions.json + /assets/lostcities/citydata/palette.json + /assets/lostcities/citydata/palette_desert.json + /assets/lostcities/citydata/palette_chisel.json + /assets/lostcities/citydata/palette_chisel_desert.json + /assets/lostcities/citydata/highwayparts.json + /assets/lostcities/citydata/railparts.json + /assets/lostcities/citydata/monorailparts.json + /assets/lostcities/citydata/buildingparts.json + /assets/lostcities/citydata/library.json + $lostcities/userassets.json + > + + # List of blocks for which a lighting update is needed [default: [minecraft:glowstone], [minecraft:lit_pumpkin], [minecraft:magma]] + S:blocksRequiringLightingUpdates < + minecraft:glowstone + minecraft:lit_pumpkin + minecraft:magma + > + + # Enable debugging/logging [default: false] + B:debug=false + + # The default 'profile' to use for the overworld [default: default] + S:defaultProfile=default + + # If true and if Biomes O Plenty is present the dimension will use BoP biomes [default: true] + B:dimensionBoP=true + + # The 'ID' of the Lost City Dimension. Set to -1 if you don't want this dimension [range: -10000 ~ 10000, default: 111] + I:dimensionId=111 + + # The 'profile' to use for generation of the Lost City dimension [default: default] + S:dimensionProfile=onlycities + + # Disable this if you have mods like NEID or JEID installed. Note that when NEID or JEID is present this is disabled by default [default: true] + B:optimizedChunkgen=true + + # List of privatep profiles that cannot be selected by the player but are only used as a child profile of another one [default: [bio_wasteland], [water_empty]] + S:privateProfiles < + bio_wasteland + water_empty + > + + # List of all supported profiles (used for world creation). Warning! Make sure there is always a 'default' profile! [default: [default], [cavern], [nodamage], [rarecities], [floating], [space], [waterbubbles], [biosphere], [onlycities], [tallbuildings], [safe], [ancient], [wasteland], [chisel], [atlantis], [realistic]] + S:profiles < + default + cavern + nodamage + rarecities + floating + space + waterbubbles + biosphere + onlycities + tallbuildings + safe + ancient + wasteland + chisel + atlantis + realistic + > + + # Block to put underneath a bed so that it qualifies as a teleporter bed [default: minecraft:diamond_block] + S:specialBedBlock=minecraft:diamond_block + + # Config version. Do not modify this manually! + I:version=7 +} + + diff --git a/src/overrides/config/lostcities/profile_ancient.cfg b/src/overrides/config/lostcities/profile_ancient.cfg new file mode 100644 index 0000000..80d0839 --- /dev/null +++ b/src/overrides/config/lostcities/profile_ancient.cfg @@ -0,0 +1,457 @@ +# Configuration file + +########################################################################################################## +# cities_ancient +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the ancient profile +########################################################################################################## + +cities_ancient { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02] + S:cityChance=0.02 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_ancient +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the ancient profile +########################################################################################################## + +cityspheres_ancient { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_ancient +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the ancient profile +########################################################################################################## + +client_ancient { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_ancient +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the ancient profile +########################################################################################################## + +explosions_ancient { + # 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 removal (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: 0.0] + S:explosionChance=0.0 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.0] + S:miniExplosionChance=0.0 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_ancient +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the ancient profile +########################################################################################################## + +lostcity_ancient { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: [jungle=1], [jungle_hills=1], [jungle_edge=2], [ocean=8], [beaches=20], [river=5]] + S:allowedBiomeFactors < + jungle=1 + jungle_hills=1 + jungle_edge=2 + ocean=8 + beaches=20 + river=5 + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Ancient jungle city, vines and leafs, ruined buildings] + S:description=Ancient jungle city, vines and leafs, ruined buildings + + # Additional information [default: Note! This disables many biomes like deserts, plains, extreme hills, ...] + S:extraDescription=Note! This disables many biomes like deserts, plains, extreme hills, ... + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 71] + I:groundLevel=71 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_ancient.png] + S:icon=textures/gui/icon_ancient.png + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.05] + S:randomLeafBlockChance=0.05 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 6] + I:randomLeafBlockThickness=6 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 2.0] + S:rubbleDirtScale=2.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 2.0] + S:rubbleLeaveScale=2.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.9] + S:ruinChance=0.9 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMaxlevelPercent=0.8 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.0] + S:ruinMinlevelPercent=0.0 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.1] + S:vineChance=0.1 + + # How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 8] + I:waterLevelOffset=8 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_ancient=128 +} + + +########################################################################################################## +# structures_ancient +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the ancient profile +########################################################################################################## + +structures_ancient { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=true + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=true + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=true + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_atlantis.cfg b/src/overrides/config/lostcities/profile_atlantis.cfg new file mode 100644 index 0000000..95f33b6 --- /dev/null +++ b/src/overrides/config/lostcities/profile_atlantis.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_atlantis +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the atlantis profile +########################################################################################################## + +cities_atlantis { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02] + S:cityChance=0.02 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_atlantis +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the atlantis profile +########################################################################################################## + +cityspheres_atlantis { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_atlantis +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the atlantis profile +########################################################################################################## + +client_atlantis { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_atlantis +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the atlantis profile +########################################################################################################## + +explosions_atlantis { + # 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 removal (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: 0.002] + S:explosionChance=0.002 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03] + S:miniExplosionChance=0.03 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_atlantis +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the atlantis profile +########################################################################################################## + +lostcity_atlantis { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Drowned cities, raised waterlevel] + S:description=Drowned cities, raised waterlevel + + # Additional information [default: ] + S:extraDescription= + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 71] + I:groundLevel=71 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_atlantis.png] + S:icon=textures/gui/icon_atlantis.png + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.1] + S:ruinChance=0.1 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: -20] + I:waterLevelOffset=-20 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_atlantis=128 +} + + +########################################################################################################## +# structures_atlantis +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the atlantis profile +########################################################################################################## + +structures_atlantis { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=true + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=true + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=true + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_bio_wasteland.cfg b/src/overrides/config/lostcities/profile_bio_wasteland.cfg new file mode 100644 index 0000000..6fdd987 --- /dev/null +++ b/src/overrides/config/lostcities/profile_bio_wasteland.cfg @@ -0,0 +1,456 @@ +# Configuration file + +########################################################################################################## +# cities_bio_wasteland +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the bio_wasteland profile +########################################################################################################## + +cities_bio_wasteland { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.008] + S:cityChance=0.008 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 80] + I:cityMaxRadius=80 + + # The minimum radius of a city [range: 1 ~ 10000, default: 30] + I:cityMinRadius=30 + + # 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 +} + + +########################################################################################################## +# cityspheres_bio_wasteland +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the bio_wasteland profile +########################################################################################################## + +cityspheres_bio_wasteland { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_bio_wasteland +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the bio_wasteland profile +########################################################################################################## + +client_bio_wasteland { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_bio_wasteland +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the bio_wasteland profile +########################################################################################################## + +explosions_bio_wasteland { + # 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 removal (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: 0.002] + S:explosionChance=0.002 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03] + S:miniExplosionChance=0.03 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_bio_wasteland +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the bio_wasteland profile +########################################################################################################## + +lostcity_bio_wasteland { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: [stone_beach=1], [dead_forest=1], [outback=1], [volcanic_island=1], [wasteland=.3]] + S:allowedBiomeFactors < + stone_beach=1 + dead_forest=1 + outback=1 + volcanic_island=1 + wasteland=.3 + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: true] + B:avoidFoliage=true + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: true] + B:avoidGeneratedFlowers=true + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: true] + B:avoidGeneratedLakewater=true + + # This will prevent biomes from generating lilypads [default: true] + B:avoidGeneratedLilypads=true + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: true] + B:avoidGeneratedReeds=true + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: true] + B:avoidWater=true + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 2] + I:buildingMaxCellars=2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Private wasteland for biospheres] + S:description=Private wasteland for biospheres + + # Additional information [default: ] + S:extraDescription= + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 40] + I:groundLevel=40 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: ] + S:icon= + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.0] + S:randomLeafBlockChance=0.0 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 2.0] + S:rubbleDirtScale=2.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 0.0] + S:rubbleLeaveScale=0.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 1.0] + S:ruinChance=1.0 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.4] + S:ruinMaxlevelPercent=0.4 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.1] + S:ruinMinlevelPercent=0.1 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.0] + S:vineChance=0.0 + + # How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 70] + I:waterLevelOffset=70 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_bio_wasteland=128 +} + + +########################################################################################################## +# structures_bio_wasteland +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the bio_wasteland profile +########################################################################################################## + +structures_bio_wasteland { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=false + + # Generate mansions + B:generateMansions=false + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=false + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=false + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_biosphere.cfg b/src/overrides/config/lostcities/profile_biosphere.cfg new file mode 100644 index 0000000..f6013b4 --- /dev/null +++ b/src/overrides/config/lostcities/profile_biosphere.cfg @@ -0,0 +1,454 @@ +# Configuration file + +########################################################################################################## +# cities_biosphere +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the biosphere profile +########################################################################################################## + +cities_biosphere { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.7] + S:cityChance=0.7 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 60] + I:cityLevel0Height=60 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 66] + I:cityLevel1Height=66 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 72] + I:cityLevel2Height=72 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 78] + I:cityLevel3Height=78 + + # The maximum radius of a city [range: 1 ~ 10000, default: 90] + I:cityMaxRadius=90 + + # The minimum radius of a city [range: 1 ~ 10000, 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: 0.05] + S:cityThresshold=0.05 +} + + +########################################################################################################## +# cityspheres_biosphere +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the biosphere profile +########################################################################################################## + +cityspheres_biosphere { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.4] + S:citySphereChance=0.4 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: true] + B:landscapeOutside=true + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.0] + S:monorailChance=0.0 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: bio_wasteland] + S:outsideProfile=bio_wasteland + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 0.5] + S:outsideSurfaceVariation=0.5 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_biosphere +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the biosphere profile +########################################################################################################## + +client_biosphere { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: 30.0] + S:horizon=30.0 +} + + +########################################################################################################## +# explosions_biosphere +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the biosphere profile +########################################################################################################## + +explosions_biosphere { + # 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 removal (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: 0.0] + S:explosionChance=0.0 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.01] + S:miniExplosionChance=0.01 + + # The maximum height of a mini explosion [range: 1 ~ 256, default: 75] + I:miniExplosionMaxHeight=75 + + # The maximum radius of a mini explosion [range: 1 ~ 3000, default: 10] + I:miniExplosionMaxRadius=10 + + # 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 +} + + +########################################################################################################## +# lostcity_biosphere +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the biosphere profile +########################################################################################################## + +lostcity_biosphere { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: [jungle=1], [jungle_hills=1], [jungle_edge=2]] + S:allowedBiomeFactors < + jungle=1 + jungle_hills=1 + jungle_edge=2 + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Jungles in big glass bubbles on a barren landscape] + S:description=Jungles in big glass bubbles on a barren landscape + + # Additional information [default: This profile works best with Biomes O Plenty] + S:extraDescription=This profile works best with Biomes O Plenty + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: true] + B:generateLighting=true + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 60] + I:groundLevel=60 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 0] + I:highwayDistanceMask=0 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_biosphere.png] + S:icon=textures/gui/icon_biosphere.png + + # Type of landscape [default: space] + S:landscapeType=space + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: false] + B:railwayStationsEnabled=false + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: true] + B:railwaysCanEnd=true + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: false] + B:railwaysEnabled=false + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: false] + B:rubbleLayer=false + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.7] + S:ruinChance=0.7 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMaxlevelPercent=0.8 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.3] + S:ruinMinlevelPercent=0.3 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: jungle] + S:spawnBiome=jungle + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 70] + I:waterLevelOffset=70 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_biosphere=128 +} + + +########################################################################################################## +# structures_biosphere +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the biosphere profile +########################################################################################################## + +structures_biosphere { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=false + + # Generate mineshafts + B:generateMineshafts=false + + # Generate ocean monuments + B:generateOceanMonuments=false + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=false + + # Generate strongholds + B:generateStrongholds=false + + # Generate villages + B:generateVillages=false + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_cavern.cfg b/src/overrides/config/lostcities/profile_cavern.cfg new file mode 100644 index 0000000..1170275 --- /dev/null +++ b/src/overrides/config/lostcities/profile_cavern.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_cavern +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the cavern profile +########################################################################################################## + +cities_cavern { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02] + S:cityChance=0.02 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_cavern +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the cavern profile +########################################################################################################## + +cityspheres_cavern { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_cavern +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the cavern profile +########################################################################################################## + +client_cavern { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: 0.0] + S:fogBlue=0.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: 0.02] + S:fogDensity=0.02 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: 0.0] + S:fogGreen=0.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: 0.0] + S:fogRed=0.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: 128.0] + S:horizon=128.0 +} + + +########################################################################################################## +# explosions_cavern +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the cavern profile +########################################################################################################## + +explosions_cavern { + # 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 removal (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: 0.0] + S:explosionChance=0.0 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.0] + S:miniExplosionChance=0.0 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_cavern +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the cavern profile +########################################################################################################## + +lostcity_cavern { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: This is a cavern type world (like the nether)] + S:description=This is a cavern type world (like the nether) + + # Additional information [default: There are lights in the building but the outside is very dark. Warning! This is pretty heavy on performance!] + S:extraDescription=There are lights in the building but the outside is very dark. Warning! This is pretty heavy on performance! + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: true] + B:generateLighting=true + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 71] + I:groundLevel=71 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_cavern.png] + S:icon=textures/gui/icon_cavern.png + + # Type of landscape [default: cavern] + S:landscapeType=cavern + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05] + S:ruinChance=0.05 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 8] + I:waterLevelOffset=8 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_cavern=128 +} + + +########################################################################################################## +# structures_cavern +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the cavern profile +########################################################################################################## + +structures_cavern { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=false + + # Generate mansions + B:generateMansions=true + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=true + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=false + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_chisel.cfg b/src/overrides/config/lostcities/profile_chisel.cfg new file mode 100644 index 0000000..5496671 --- /dev/null +++ b/src/overrides/config/lostcities/profile_chisel.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_chisel +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the chisel profile +########################################################################################################## + +cities_chisel { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02] + S:cityChance=0.02 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_chisel +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the chisel profile +########################################################################################################## + +cityspheres_chisel { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_chisel +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the chisel profile +########################################################################################################## + +client_chisel { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_chisel +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the chisel profile +########################################################################################################## + +explosions_chisel { + # 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 removal (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: 0.002] + S:explosionChance=0.002 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03] + S:miniExplosionChance=0.03 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_chisel +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the chisel profile +########################################################################################################## + +lostcity_chisel { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Use Chisel blocks (only if chisel is available!)] + S:description=Use Chisel blocks (only if chisel is available!) + + # Additional information [default: ] + S:extraDescription= + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 71] + I:groundLevel=71 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_chisel.png] + S:icon=textures/gui/icon_chisel.png + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05] + S:ruinChance=0.05 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 8] + I:waterLevelOffset=8 + + # The worldstyle used by this profile (defined in the assets) [default: chisel] + S:worldStyle=chisel +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_chisel=128 +} + + +########################################################################################################## +# structures_chisel +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the chisel profile +########################################################################################################## + +structures_chisel { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=true + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=true + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=true + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_default.cfg b/src/overrides/config/lostcities/profile_default.cfg new file mode 100644 index 0000000..39a4116 --- /dev/null +++ b/src/overrides/config/lostcities/profile_default.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_default +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the default profile +########################################################################################################## + +cities_default { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02] + S:cityChance=0.02 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_default +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the default profile +########################################################################################################## + +cityspheres_default { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_default +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the default profile +########################################################################################################## + +client_default { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_default +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the default profile +########################################################################################################## + +explosions_default { + # 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 removal (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: 0.002] + S:explosionChance=0.002 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03] + S:miniExplosionChance=0.03 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_default +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the default profile +########################################################################################################## + +lostcity_default { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Default generation, common cities, explosions] + S:description=Default generation, common cities, explosions + + # Additional information [default: ] + S:extraDescription= + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 71] + I:groundLevel=71 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_default.png] + S:icon=textures/gui/icon_default.png + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05] + S:ruinChance=0.05 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 8] + I:waterLevelOffset=8 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_default=128 +} + + +########################################################################################################## +# structures_default +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the default profile +########################################################################################################## + +structures_default { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=true + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=true + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=true + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_floating.cfg b/src/overrides/config/lostcities/profile_floating.cfg new file mode 100644 index 0000000..001529c --- /dev/null +++ b/src/overrides/config/lostcities/profile_floating.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_floating +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the floating profile +########################################################################################################## + +cities_floating { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.03] + S:cityChance=0.03 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 50] + I:cityLevel0Height=50 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 56] + I:cityLevel1Height=56 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 62] + I:cityLevel2Height=62 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 68] + I:cityLevel3Height=68 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_floating +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the floating profile +########################################################################################################## + +cityspheres_floating { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_floating +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the floating profile +########################################################################################################## + +client_floating { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: 0.0] + S:horizon=0.0 +} + + +########################################################################################################## +# explosions_floating +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the floating profile +########################################################################################################## + +explosions_floating { + # 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 removal (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: 0.002] + S:explosionChance=0.002 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03] + S:miniExplosionChance=0.03 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_floating +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the floating profile +########################################################################################################## + +lostcity_floating { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: true] + B:avoidGeneratedFossils=true + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 2] + I:buildingMaxCellars=2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Cities on floating islands] + S:description=Cities on floating islands + + # Additional information [default: Note! No villages or strongholds in this profile!] + S:extraDescription=Note! No villages or strongholds in this profile! + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 50] + I:groundLevel=50 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 15] + I:highwayDistanceMask=15 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_floating.png] + S:icon=textures/gui/icon_floating.png + + # Type of landscape [default: floating] + S:landscapeType=floating + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: true] + B:railwaysCanEnd=true + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: false] + B:railwaysEnabled=false + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05] + S:ruinChance=0.05 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 70] + I:waterLevelOffset=70 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_floating=128 +} + + +########################################################################################################## +# structures_floating +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the floating profile +########################################################################################################## + +structures_floating { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=false + + # Generate mineshafts + B:generateMineshafts=false + + # Generate ocean monuments + B:generateOceanMonuments=false + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=false + + # Generate strongholds + B:generateStrongholds=false + + # Generate villages + B:generateVillages=false + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_nodamage.cfg b/src/overrides/config/lostcities/profile_nodamage.cfg new file mode 100644 index 0000000..c09016c --- /dev/null +++ b/src/overrides/config/lostcities/profile_nodamage.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_nodamage +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the nodamage profile +########################################################################################################## + +cities_nodamage { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02] + S:cityChance=0.02 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_nodamage +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the nodamage profile +########################################################################################################## + +cityspheres_nodamage { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_nodamage +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the nodamage profile +########################################################################################################## + +client_nodamage { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_nodamage +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the nodamage profile +########################################################################################################## + +explosions_nodamage { + # 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 removal (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: 0.0] + S:explosionChance=0.0 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.0] + S:miniExplosionChance=0.0 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_nodamage +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the nodamage profile +########################################################################################################## + +lostcity_nodamage { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Like default but no explosion damage] + S:description=Like default but no explosion damage + + # Additional information [default: Ruins and rubble are disabled and ravines are disabled in cities] + S:extraDescription=Ruins and rubble are disabled and ravines are disabled in cities + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 71] + I:groundLevel=71 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_nodamage.png] + S:icon=textures/gui/icon_nodamage.png + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: false] + B:rubbleLayer=false + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05] + S:ruinChance=0.05 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: false] + B:ruins=false + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 8] + I:waterLevelOffset=8 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 64] + I:structures_nodamage=64 +} + + +########################################################################################################## +# structures_nodamage +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the nodamage profile +########################################################################################################## + +structures_nodamage { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=true + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=true + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=true + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=true + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_onlycities.cfg b/src/overrides/config/lostcities/profile_onlycities.cfg new file mode 100644 index 0000000..e388f5e --- /dev/null +++ b/src/overrides/config/lostcities/profile_onlycities.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_onlycities +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the onlycities profile +########################################################################################################## + +cities_onlycities { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=.5], [frozen_river=.5], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.6]] + S:cityBiomeFactors < + river=.5 + frozen_river=.5 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.6 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.2] + S:cityChance=0.2 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 256] + I:cityMaxRadius=256 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_onlycities +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the onlycities profile +########################################################################################################## + +cityspheres_onlycities { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_onlycities +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the onlycities profile +########################################################################################################## + +client_onlycities { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_onlycities +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the onlycities profile +########################################################################################################## + +explosions_onlycities { + # 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 removal (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: 0.002] + S:explosionChance=0.002 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03] + S:miniExplosionChance=0.03 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_onlycities +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the onlycities profile +########################################################################################################## + +lostcity_onlycities { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: The entire world is a city] + S:description=The entire world is a city + + # Additional information [default: ] + S:extraDescription= + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 71] + I:groundLevel=71 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_onlycities.png] + S:icon=textures/gui/icon_onlycities.png + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05] + S:ruinChance=0.05 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 8] + I:waterLevelOffset=8 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_onlycities=128 +} + + +########################################################################################################## +# structures_onlycities +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the onlycities profile +########################################################################################################## + +structures_onlycities { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=true + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=true + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=true + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_rarecities.cfg b/src/overrides/config/lostcities/profile_rarecities.cfg new file mode 100644 index 0000000..7311ad8 --- /dev/null +++ b/src/overrides/config/lostcities/profile_rarecities.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_rarecities +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the rarecities profile +########################################################################################################## + +cities_rarecities { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.002] + S:cityChance=0.002 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_rarecities +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the rarecities profile +########################################################################################################## + +cityspheres_rarecities { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_rarecities +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the rarecities profile +########################################################################################################## + +client_rarecities { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_rarecities +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the rarecities profile +########################################################################################################## + +explosions_rarecities { + # 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 removal (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: 0.002] + S:explosionChance=0.002 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03] + S:miniExplosionChance=0.03 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_rarecities +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the rarecities profile +########################################################################################################## + +lostcity_rarecities { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Cities are rare] + S:description=Cities are rare + + # Additional information [default: ] + S:extraDescription= + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 71] + I:groundLevel=71 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: false] + B:highwayRequiresTwoCities=false + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_rarecities.png] + S:icon=textures/gui/icon_rarecities.png + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: true] + B:railwaysCanEnd=true + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05] + S:ruinChance=0.05 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: false] + B:ruins=false + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 8] + I:waterLevelOffset=8 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_rarecities=128 +} + + +########################################################################################################## +# structures_rarecities +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the rarecities profile +########################################################################################################## + +structures_rarecities { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=true + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=true + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=true + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_realistic.cfg b/src/overrides/config/lostcities/profile_realistic.cfg new file mode 100644 index 0000000..1df116a --- /dev/null +++ b/src/overrides/config/lostcities/profile_realistic.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_realistic +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the realistic profile +########################################################################################################## + +cities_realistic { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02] + S:cityChance=0.02 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_realistic +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the realistic profile +########################################################################################################## + +cityspheres_realistic { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_realistic +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the realistic profile +########################################################################################################## + +client_realistic { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_realistic +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the realistic profile +########################################################################################################## + +explosions_realistic { + # 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 removal (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: 0.002] + S:explosionChance=0.002 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03] + S:miniExplosionChance=0.03 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_realistic +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the realistic profile +########################################################################################################## + +lostcity_realistic { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Realistic worldgen (similar to Quark's)] + S:description=Realistic worldgen (similar to Quark's) + + # Additional information [default: ] + S:extraDescription= + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: {"coordinateScale":175.0,"heightScale":75.0,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":165.0,"mainNoiseScaleY":106.61267,"mainNoiseScaleZ":165.0,"baseSize":8.267606,"stretchY":13.387607,"biomeDepthWeight":1.2,"biomeDepthOffset":0.2,"biomeScaleWeight":3.4084506,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":7,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":49,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":5,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}] + S:generatorOptions={"coordinateScale":175.0,"heightScale":75.0,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":165.0,"mainNoiseScaleY":106.61267,"mainNoiseScaleZ":165.0,"baseSize":8.267606,"stretchY":13.387607,"biomeDepthWeight":1.2,"biomeDepthOffset":0.2,"biomeScaleWeight":3.4084506,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":7,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":49,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":5,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16} + + # Ground level [range: 2 ~ 256, default: 71] + I:groundLevel=71 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_realistic.png] + S:icon=textures/gui/icon_realistic.png + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05] + S:ruinChance=0.05 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 8] + I:waterLevelOffset=8 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_realistic=128 +} + + +########################################################################################################## +# structures_realistic +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the realistic profile +########################################################################################################## + +structures_realistic { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=true + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=true + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=true + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_safe.cfg b/src/overrides/config/lostcities/profile_safe.cfg new file mode 100644 index 0000000..6234d63 --- /dev/null +++ b/src/overrides/config/lostcities/profile_safe.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_safe +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the safe profile +########################################################################################################## + +cities_safe { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02] + S:cityChance=0.02 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_safe +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the safe profile +########################################################################################################## + +cityspheres_safe { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_safe +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the safe profile +########################################################################################################## + +client_safe { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_safe +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the safe profile +########################################################################################################## + +explosions_safe { + # 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 removal (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: 0.002] + S:explosionChance=0.002 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03] + S:miniExplosionChance=0.03 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_safe +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the safe profile +########################################################################################################## + +lostcity_safe { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Safe mode: no spawners, lighting but no loot] + S:description=Safe mode: no spawners, lighting but no loot + + # Additional information [default: ] + S:extraDescription= + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: true] + B:generateLighting=true + + # If true the chests in the buildings will contain loot [default: false] + B:generateLoot=false + + # If true then the buildings will be full of spawners [default: false] + B:generateSpawners=false + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 71] + I:groundLevel=71 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_safe.png] + S:icon=textures/gui/icon_safe.png + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05] + S:ruinChance=0.05 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 8] + I:waterLevelOffset=8 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_safe=128 +} + + +########################################################################################################## +# structures_safe +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the safe profile +########################################################################################################## + +structures_safe { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=true + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=true + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=true + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_space.cfg b/src/overrides/config/lostcities/profile_space.cfg new file mode 100644 index 0000000..ae63c84 --- /dev/null +++ b/src/overrides/config/lostcities/profile_space.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_space +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the space profile +########################################################################################################## + +cities_space { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.6] + S:cityChance=0.6 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 60] + I:cityLevel0Height=60 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 66] + I:cityLevel1Height=66 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 72] + I:cityLevel2Height=72 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 78] + I:cityLevel3Height=78 + + # The maximum radius of a city [range: 1 ~ 10000, default: 90] + I:cityMaxRadius=90 + + # The minimum radius of a city [range: 1 ~ 10000, 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: 0.05] + S:cityThresshold=0.05 +} + + +########################################################################################################## +# cityspheres_space +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the space profile +########################################################################################################## + +cityspheres_space { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_space +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the space profile +########################################################################################################## + +client_space { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: 0.0] + S:horizon=0.0 +} + + +########################################################################################################## +# explosions_space +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the space profile +########################################################################################################## + +explosions_space { + # 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 removal (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: 1.0E-4] + S:explosionChance=1.0E-4 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.001] + S:miniExplosionChance=0.001 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_space +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the space profile +########################################################################################################## + +lostcity_space { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: true] + B:avoidGeneratedFossils=true + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: false] + B:bridgeSupports=false + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Cities in floating glass bubbles] + S:description=Cities in floating glass bubbles + + # Additional information [default: Note! No villages or strongholds in this profile!] + S:extraDescription=Note! No villages or strongholds in this profile! + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: true] + B:generateLighting=true + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 60] + I:groundLevel=60 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 0] + I:highwayDistanceMask=0 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: false] + B:highwaySupports=false + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_space.png] + S:icon=textures/gui/icon_space.png + + # Type of landscape [default: space] + S:landscapeType=space + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: false] + B:railwayStationsEnabled=false + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: true] + B:railwaysCanEnd=true + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: false] + B:railwaysEnabled=false + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: false] + B:rubbleLayer=false + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05] + S:ruinChance=0.05 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 70] + I:waterLevelOffset=70 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_space=128 +} + + +########################################################################################################## +# structures_space +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the space profile +########################################################################################################## + +structures_space { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=false + + # Generate mineshafts + B:generateMineshafts=false + + # Generate ocean monuments + B:generateOceanMonuments=false + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=false + + # Generate strongholds + B:generateStrongholds=false + + # Generate villages + B:generateVillages=false + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_tallbuildings.cfg b/src/overrides/config/lostcities/profile_tallbuildings.cfg new file mode 100644 index 0000000..84059f4 --- /dev/null +++ b/src/overrides/config/lostcities/profile_tallbuildings.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_tallbuildings +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the tallbuildings profile +########################################################################################################## + +cities_tallbuildings { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02] + S:cityChance=0.02 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_tallbuildings +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the tallbuildings profile +########################################################################################################## + +cityspheres_tallbuildings { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_tallbuildings +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the tallbuildings profile +########################################################################################################## + +client_tallbuildings { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_tallbuildings +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the tallbuildings profile +########################################################################################################## + +explosions_tallbuildings { + # A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 175] + I:debrisToNearbyChunkFactor=175 + + # 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: 0.08] + S:destroyLoneBlocksFactor=0.08 + + # When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.2] + S:destroyOrMoveChance=0.2 + + # 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: 0.008] + S:explosionChance=0.008 + + # The maximum height of an explosion [range: 1 ~ 256, default: 256] + I:explosionMaxHeight=256 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 60] + I:explosionMaxRadius=60 + + # The minimum height of an explosion [range: 1 ~ 256, default: 130] + I:explosionMinHeight=130 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.09] + S:miniExplosionChance=0.09 + + # The maximum height of a mini explosion [range: 1 ~ 256, default: 256] + I:miniExplosionMaxHeight=256 + + # The maximum radius of a mini explosion [range: 1 ~ 3000, default: 14] + I:miniExplosionMaxRadius=14 + + # 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: 3] + I:miniExplosionMinRadius=3 +} + + +########################################################################################################## +# lostcity_tallbuildings +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the tallbuildings profile +########################################################################################################## + +lostcity_tallbuildings { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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: 20] + I:buildingMaxFloors=20 + + # The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 15] + I:buildingMaxFloorsChance=15 + + # 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: 4] + I:buildingMinFloors=4 + + # The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 8] + I:buildingMinFloorsChance=8 + + # The chance that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Very tall buildings (performance heavy)] + S:description=Very tall buildings (performance heavy) + + # Additional information [default: ] + S:extraDescription= + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 71] + I:groundLevel=71 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_tallbuildings.png] + S:icon=textures/gui/icon_tallbuildings.png + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.01] + S:ruinChance=0.01 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 8] + I:waterLevelOffset=8 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_tallbuildings=128 +} + + +########################################################################################################## +# structures_tallbuildings +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the tallbuildings profile +########################################################################################################## + +structures_tallbuildings { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=true + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=true + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=true + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_wasteland.cfg b/src/overrides/config/lostcities/profile_wasteland.cfg new file mode 100644 index 0000000..a532a92 --- /dev/null +++ b/src/overrides/config/lostcities/profile_wasteland.cfg @@ -0,0 +1,459 @@ +# Configuration file + +########################################################################################################## +# cities_wasteland +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the wasteland profile +########################################################################################################## + +cities_wasteland { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02] + S:cityChance=0.02 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_wasteland +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the wasteland profile +########################################################################################################## + +cityspheres_wasteland { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_wasteland +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the wasteland profile +########################################################################################################## + +client_wasteland { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_wasteland +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the wasteland profile +########################################################################################################## + +explosions_wasteland { + # 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 removal (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: 0.002] + S:explosionChance=0.002 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.03] + S:miniExplosionChance=0.03 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_wasteland +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the wasteland profile +########################################################################################################## + +lostcity_wasteland { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: [desert=1], [desert_hills=1], [stone_beach=1], [dead_forest=1], [gravel_beach=1], [outback=1], [volcanic_island=1], [wasteland=.3]] + S:allowedBiomeFactors < + desert=1 + desert_hills=1 + stone_beach=1 + dead_forest=1 + gravel_beach=1 + outback=1 + volcanic_island=1 + wasteland=.3 + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: true] + B:avoidFoliage=true + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: true] + B:avoidGeneratedFlowers=true + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: true] + B:avoidGeneratedLakewater=true + + # This will prevent biomes from generating lilypads [default: true] + B:avoidGeneratedLilypads=true + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: true] + B:avoidGeneratedReeds=true + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: true] + B:avoidWater=true + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Wasteland, no water, bare land] + S:description=Wasteland, no water, bare land + + # Additional information [default: This profile works best with Biomes O Plenty] + S:extraDescription=This profile works best with Biomes O Plenty + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 71] + I:groundLevel=71 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 7] + I:highwayDistanceMask=7 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_wasteland.png] + S:icon=textures/gui/icon_wasteland.png + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: true] + B:railwayStationsEnabled=true + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: true] + B:railwaysEnabled=true + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.01] + S:randomLeafBlockChance=0.01 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 2.0] + S:rubbleDirtScale=2.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: true] + B:rubbleLayer=true + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 0.0] + S:rubbleLeaveScale=0.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.5] + S:ruinChance=0.5 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.9] + S:ruinMaxlevelPercent=0.9 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.5] + S:ruinMinlevelPercent=0.5 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.003] + S:vineChance=0.003 + + # How much lower the water level is compared to the ground level (63) [range: -100 ~ 100, default: 70] + I:waterLevelOffset=70 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_wasteland=128 +} + + +########################################################################################################## +# structures_wasteland +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the wasteland profile +########################################################################################################## + +structures_wasteland { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=false + + # Generate mansions + B:generateMansions=true + + # Generate mineshafts + B:generateMineshafts=true + + # Generate ocean monuments + B:generateOceanMonuments=false + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=true + + # Generate strongholds + B:generateStrongholds=true + + # Generate villages + B:generateVillages=true + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_water_empty.cfg b/src/overrides/config/lostcities/profile_water_empty.cfg new file mode 100644 index 0000000..8adf4ee --- /dev/null +++ b/src/overrides/config/lostcities/profile_water_empty.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_water_empty +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the water_empty profile +########################################################################################################## + +cities_water_empty { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.0] + S:cityChance=0.0 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 75] + I:cityLevel0Height=75 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 83] + I:cityLevel1Height=83 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 91] + I:cityLevel2Height=91 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 99] + I:cityLevel3Height=99 + + # The maximum radius of a city [range: 1 ~ 10000, default: 128] + I:cityMaxRadius=128 + + # The minimum radius of a city [range: 1 ~ 10000, 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 +} + + +########################################################################################################## +# cityspheres_water_empty +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the water_empty profile +########################################################################################################## + +cityspheres_water_empty { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: false] + B:landscapeOutside=false + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: ] + S:outsideProfile= + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_water_empty +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the water_empty profile +########################################################################################################## + +client_water_empty { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: -1.0] + S:horizon=-1.0 +} + + +########################################################################################################## +# explosions_water_empty +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the water_empty profile +########################################################################################################## + +explosions_water_empty { + # 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 removal (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: 0.0] + S:explosionChance=0.0 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.0] + S:miniExplosionChance=0.0 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_water_empty +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the water_empty profile +########################################################################################################## + +lostcity_water_empty { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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: 0.0] + S:buildingChance=0.0 + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Private empty terrain for waterbubbles] + S:description=Private empty terrain for waterbubbles + + # Additional information [default: ] + S:extraDescription= + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: false] + B:generateLighting=false + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 10] + I:groundLevel=10 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 0] + I:highwayDistanceMask=0 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: ] + S:icon= + + # Type of landscape [default: default] + S:landscapeType=default + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: false] + B:railwayStationsEnabled=false + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: false] + B:railwaysCanEnd=false + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: false] + B:railwaysEnabled=false + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: false] + B:rubbleLayer=false + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05] + S:ruinChance=0.05 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: -80] + I:waterLevelOffset=-80 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_water_empty=128 +} + + +########################################################################################################## +# structures_water_empty +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the water_empty profile +########################################################################################################## + +structures_water_empty { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=false + + # Generate mineshafts + B:generateMineshafts=false + + # Generate ocean monuments + B:generateOceanMonuments=false + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=false + + # Generate strongholds + B:generateStrongholds=false + + # Generate villages + B:generateVillages=false + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/overrides/config/lostcities/profile_waterbubbles.cfg b/src/overrides/config/lostcities/profile_waterbubbles.cfg new file mode 100644 index 0000000..14ca45b --- /dev/null +++ b/src/overrides/config/lostcities/profile_waterbubbles.cfg @@ -0,0 +1,451 @@ +# Configuration file + +########################################################################################################## +# cities_waterbubbles +#--------------------------------------------------------------------------------------------------------# +# Settings related to city generation for the waterbubbles profile +########################################################################################################## + +cities_waterbubbles { + # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0] + S:cityBiomeFactorDefault=1.0 + + # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]] + S:cityBiomeFactors < + river=0 + frozen_river=0 + ocean=.7 + frozen_ocean=.7 + deep_ocean=.4 + > + + # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.6] + S:cityChance=0.6 + + # Below this chunk height cities will be level 0 [range: 1 ~ 255, default: 60] + I:cityLevel0Height=60 + + # Below this chunk height cities will be level 1 [range: 1 ~ 255, default: 66] + I:cityLevel1Height=66 + + # Below this chunk height cities will be level 2 [range: 1 ~ 255, default: 72] + I:cityLevel2Height=72 + + # Below this chunk height cities will be level 3 [range: 1 ~ 255, default: 78] + I:cityLevel3Height=78 + + # The maximum radius of a city [range: 1 ~ 10000, default: 90] + I:cityMaxRadius=90 + + # The minimum radius of a city [range: 1 ~ 10000, 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: 0.05] + S:cityThresshold=0.05 +} + + +########################################################################################################## +# cityspheres_waterbubbles +#--------------------------------------------------------------------------------------------------------# +# Settings related to city sphere generation for the waterbubbles profile +########################################################################################################## + +cityspheres_waterbubbles { + # The chance that a city sphere will be generated [range: 0.0 ~ 1.0, default: 0.7] + S:citySphereChance=0.7 + + # Only used in 'space' landscape. This factor will be multiplied with the radius of the city to calculate the radius of the outer sphere [range: 0.1 ~ 10.0, default: 1.2] + S:citySphereFactor=1.2 + + # If this is true then there will be a landscape outside the city spheres [default: true] + B:landscapeOutside=true + + # The chance that a city will have a monorail connection in a certain direction. There will only be an actual connection if there is a city in that direction that also wants a monorail [range: 0.0 ~ 1.0, default: 0.8] + S:monorailChance=0.8 + + # Offset compared to main height [range: -100 ~ 100, default: -2] + I:monorailOffset=-2 + + # If this is true then only predefined spheres are generated [default: false] + B:onlyPredefined=false + + # Ground level for outside city spheres (DEPRECATED, USE GROUNDLEVEL OF OTHER PROFILE) [range: -1 ~ 256, default: -1] + I:outsideGroundLevel=-1 + + # An optional profile to use for the outside world [default: water_empty] + S:outsideProfile=water_empty + + # Smaller numbers make the surface outside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:outsideSurfaceVariation=1.0 + + # If this is true then every city sphere will be limited to one (random) biome [default: false] + B:singleBiome=false + + # Smaller numbers make the surface inside a city sphere more varied [range: 0.0 ~ 1.0, default: 1.0] + S:sphereSurfaceVariation=1.0 +} + + +########################################################################################################## +# client_waterbubbles +#--------------------------------------------------------------------------------------------------------# +# Client side settings for the waterbubbles profile +########################################################################################################## + +client_waterbubbles { + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogBlue=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog density [range: -1.0 ~ 1.0, default: -1.0] + S:fogDensity=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogGreen=-1.0 + + # This is used client-side (but only if the client has this mod) for the fog color [range: -1.0 ~ 1.0, default: -1.0] + S:fogRed=-1.0 + + # This is used client-side (but only if the client has this mod) to set the height of the horizon [range: -1.0 ~ 256.0, default: 90.0] + S:horizon=90.0 +} + + +########################################################################################################## +# explosions_waterbubbles +#--------------------------------------------------------------------------------------------------------# +# Settings related to explosions and damage for the waterbubbles profile +########################################################################################################## + +explosions_waterbubbles { + # 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 removal (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: 0.0] + S:explosionChance=0.0 + + # The maximum height of an explosion [range: 1 ~ 256, default: 90] + I:explosionMaxHeight=90 + + # The maximum radius of an explosion [range: 1 ~ 3000, default: 35] + I:explosionMaxRadius=35 + + # The minimum height of an explosion [range: 1 ~ 256, default: 75] + I:explosionMinHeight=75 + + # The minimum radius of an explosion [range: 1 ~ 1000, default: 15] + I:explosionMinRadius=15 + + # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true] + B:explosionsInCitiesOnly=true + + # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.0] + S:miniExplosionChance=0.0 + + # 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: 12] + I:miniExplosionMaxRadius=12 + + # 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 +} + + +########################################################################################################## +# lostcity_waterbubbles +#--------------------------------------------------------------------------------------------------------# +# Settings related to the Lost City for the waterbubbles profile +########################################################################################################## + +lostcity_waterbubbles { + # List of biomes that are allowed in the world. Empty list is default all biomes. The factor controls how much that biome is favored over the others (higher means less favored!) [default: ] + S:allowedBiomeFactors < + > + + # If this is true then parks will have no foliage (trees and flowers currently) [default: false] + B:avoidFoliage=false + + # This will prevent biomes from generating cactii [default: false] + B:avoidGeneratedCactii=false + + # This will prevent the generation of desert wells [default: false] + B:avoidGeneratedDesertWell=false + + # This will prevent biomes from generating flowers [default: false] + B:avoidGeneratedFlowers=false + + # This will prevent the generation of fossils [default: false] + B:avoidGeneratedFossils=false + + # This will prevent biomes from generating grass [default: false] + B:avoidGeneratedGrass=false + + # This will prevent the generation of water in lakes [default: false] + B:avoidGeneratedLakewater=false + + # This will prevent biomes from generating lilypads [default: false] + B:avoidGeneratedLilypads=false + + # This will prevent biomes from generating mushrooms [default: false] + B:avoidGeneratedMushrooms=false + + # This will prevent biomes from generating pumpkins [default: false] + B:avoidGeneratedPumpkins=false + + # This will prevent biomes from generating reeds [default: false] + B:avoidGeneratedReeds=false + + # This will prevent biomes from generating trees [default: false] + B:avoidGeneratedTrees=false + + # If true then all water will be avoided (replaced with air) [default: false] + B:avoidWater=false + + # Block to use as the worldgen base [default: minecraft:stone] + S:baseBlock=minecraft:stone + + # 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 [range: 0 ~ 10, default: 1] + I:bedrockLayer=1 + + # This is used in combination with allowedBiomeFactors. 'original' is the old strategy. 'randomized' is a new strategy that tries to randomize the biomes better. 'varied' is similar but has a more relaxed biome distance function [default: original] + S:biomeSelectionStrategy=original + + # 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 + + # If true bridges get supports when needed. You can disable this if you have bridges that span void chunks [default: true] + B:bridgeSupports=true + + # 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 chance that a building will have a 'front' part if this is possible (i.e. adjacent street) [range: 0.0 ~ 1.0, default: 0.2] + S:buildingFrontChance=0.2 + + # 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 that a building will have no loot and no spawners [range: 0.0 ~ 1.0, default: 0.2] + S:buildingWithoutLootChance=0.2 + + # The chance that a chest will have no loot [range: 0.0 ~ 1.0, default: 0.2] + S:chestWithoutLootChance=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 + + # The description of this profile [default: Cities in drowned glass bubbles] + S:description=Cities in drowned glass bubbles + + # Additional information [default: Note! No villages or strongholds in this profile!] + S:extraDescription=Note! No villages or strongholds in this profile! + + # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05] + S:fountainChance=0.05 + + # If true then there will be minimal lighting in the buildings [default: true] + B:generateLighting=true + + # If true the chests in the buildings will contain loot [default: true] + B:generateLoot=true + + # If true then the buildings will be full of spawners [default: true] + B:generateSpawners=true + + # A json with generator options for the chunk generator [default: ] + S:generatorOptions= + + # Ground level [range: 2 ~ 256, default: 60] + I:groundLevel=60 + + # Mask to control how far highways can generate. Must be a power of 2 (minus 1). If 0 there are no highways at all [range: 0 ~ 2147483647, default: 0] + I:highwayDistanceMask=0 + + # 0 (take height from top-left city), 1 (take minimum height from both cities), 2 (take maximum height from both cities), 3 (take average height) [range: 0 ~ 3, default: 0] + I:highwayLevelFromCities=0 + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the main axis. Increasing this value will increase the frequency of highways but make them smaller [range: 1.0 ~ 1000.0, default: 50.0] + S:highwayMainPerlinScale=50.0 + + # The highway perlin noise is compared to this value. Setting this to 0 would give 50% chance of a highway being at a spot. Note that highways only generate on chunks a multiple of 8. Setting this very high will prevent highways from generating [range: -100.0 ~ 100.0, default: 2.0] + S:highwayPerlinFactor=2.0 + + # If true then a highway will only generate if both sides have a valid city. If false then one city is sufficient [default: true] + B:highwayRequiresTwoCities=true + + # For highways on a certain axis, this value is used to scale the perlin noise generator on the secondary axis. Increasing this value will increase the variation of nearby highways [range: 1.0 ~ 1000.0, default: 10.0] + S:highwaySecondaryPerlinScale=10.0 + + # If true highways get supports when needed. You can disable this if you have highways that span void chunks [default: true] + B:highwaySupports=true + + # The icon to use in the configuration screen (64x64) [default: textures/gui/icon_bubbles.png] + S:icon=textures/gui/icon_bubbles.png + + # Type of landscape [default: space] + S:landscapeType=space + + # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1] + S:libraryChance=0.1 + + # Block to use as a liquid [default: minecraft:water] + S:liquidBlock=minecraft:water + + # Use in combination with 'allowedBiomeFactors' to manually map some biomes to others. This is a list of the format oldbiome=newbiome [default: ] + S:manualBiomeMappings < + > + + # The chance that a non-building section can be a park section [range: 0.0 ~ 1.0, default: 0.2] + S:parkChance=0.2 + + # The chance that a chunk next to a railway will have a railway dungeon [range: 0.0 ~ 1.0, default: 0.01] + S:railwayDungeonChance=0.01 + + # If true then railway stations are enabled [default: false] + B:railwayStationsEnabled=false + + # If true the a place where a station would have been if there was a city above will have an 'ending' rail part if one side of the 'station' has no connections. Useful in case cities are rare [default: true] + B:railwaysCanEnd=true + + # If true then railways are enabled. If false they are not (but stations will still generate) [default: false] + B:railwaysEnabled=false + + # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1] + S:randomLeafBlockChance=0.1 + + # Frequency of leafblocks as seen from the sides of buildings [range: 1 ~ 8, default: 2] + I:randomLeafBlockThickness=2 + + # The scale of the dirt layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 3.0] + S:rubbleDirtScale=3.0 + + # If this is true an alternative way to generate dirt/stone/sand + leave blocks is used that makes the city appear more overgrown [default: false] + B:rubbleLayer=false + + # The scale of the leave layer. Smaller values make the layer larger. Use 0 to disable [range: 0.0 ~ 100.0, default: 6.0] + S:rubbleLeaveScale=6.0 + + # If ruines are enabled this gives the chance that a building is ruined [range: 0.0 ~ 1.0, default: 0.05] + S:ruinChance=0.05 + + # If a building is ruined this indicates the maximum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 1.0] + S:ruinMaxlevelPercent=1.0 + + # If a building is ruined this indicates the minimum start height for the ruin destruction layer [range: 0.0 ~ 1.0, default: 0.8] + S:ruinMinlevelPercent=0.8 + + # If true there is a chance a building is ruined from the top (not caused by explosion damage) [default: true] + B:ruins=true + + # When this is set the player will always spawn in the given biome [default: ] + S:spawnBiome= + + # When this is set the player will always spawn in the given predefined city [default: ] + S:spawnCity= + + # If this is true the player will not spawn in a building. This can be used in combination with the other spawn settings [default: false] + B:spawnNotInBuilding=false + + # When this is set the player will always spawn in the given predefined sphere. If you use the player will always spawn in a random sphere. If you use the player will always spawn outside a sphere [default: ] + S:spawnSphere= + + # 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: -100 ~ 100, default: 8] + I:waterLevelOffset=8 + + # The worldstyle used by this profile (defined in the assets) [default: standard] + S:worldStyle=standard +} + + +maxcaveheight { + # Maximum height at which vanilla caves can generate. Default is 128. Lower this if you don't want the caves to damage buildings [range: 20 ~ 240, default: 128] + I:structures_waterbubbles=128 +} + + +########################################################################################################## +# structures_waterbubbles +#--------------------------------------------------------------------------------------------------------# +# Settings related to structure generation for the waterbubbles profile +########################################################################################################## + +structures_waterbubbles { + # Generate caves + B:generateCaves=true + + # Generate dungeons + B:generateDungeons=true + + # Generate lakes (lava/water) + B:generateLakes=true + + # Generate mansions + B:generateMansions=false + + # Generate mineshafts + B:generateMineshafts=false + + # Generate ocean monuments + B:generateOceanMonuments=false + + # Generate ravines + B:generateRavines=true + + # Generate scattered features (swamphunts, desert temples, ...) + B:generateScattered=false + + # Generate strongholds + B:generateStrongholds=false + + # Generate villages + B:generateVillages=false + + # If true then no lakes and ravines will be generated in cities + B:preventLakesRavinesInCities=false + + # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages. + B:preventVillagesInCities=true +} + + diff --git a/src/cfg/lucraftcore.cfg b/src/overrides/config/lucraftcore.cfg similarity index 100% rename from src/cfg/lucraftcore.cfg rename to src/overrides/config/lucraftcore.cfg diff --git a/src/overrides/config/machinemuse/cosmeticpresets/power_fist/Default.dat b/src/overrides/config/machinemuse/cosmeticpresets/power_fist/Default.dat new file mode 100644 index 0000000..43eae47 Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/power_fist/Default.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_feet/Citizen Joe Armor Skin.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_feet/Citizen Joe Armor Skin.dat new file mode 100644 index 0000000..2addb43 Binary files /dev/null and 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index 0000000..bda16d1 Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_feet/Default.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_head/Citenzen Joe Armor Skin.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_head/Citenzen Joe Armor Skin.dat new file mode 100644 index 0000000..c15710c Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_head/Citenzen Joe Armor Skin.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_head/Default Armor Skin.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_head/Default Armor Skin.dat new file mode 100644 index 0000000..0e60833 Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_head/Default Armor Skin.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_head/Default Armor2.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_head/Default Armor2.dat new file mode 100644 index 0000000..33a0fe9 Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_head/Default Armor2.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_head/Default.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_head/Default.dat new file mode 100644 index 0000000..0f18673 Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_head/Default.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_legs/Citizen Joe Armor Skin.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_legs/Citizen Joe Armor Skin.dat new file mode 100644 index 0000000..350b852 Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_legs/Citizen Joe Armor Skin.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_legs/Defalt Armor Skin.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_legs/Defalt Armor Skin.dat new file mode 100644 index 0000000..b529268 Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_legs/Defalt Armor Skin.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_legs/Default Armor2.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_legs/Default Armor2.dat new file mode 100644 index 0000000..a4ed413 Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_legs/Default Armor2.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_legs/Default.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_legs/Default.dat new file mode 100644 index 0000000..626d5cf Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_legs/Default.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_torso/Citenzen Joe Armor Skin.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_torso/Citenzen Joe Armor Skin.dat new file mode 100644 index 0000000..19b6d03 Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_torso/Citenzen Joe Armor Skin.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_torso/Default Armor Skin.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_torso/Default Armor Skin.dat new file mode 100644 index 0000000..e1c0541 Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_torso/Default Armor Skin.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_torso/Default Armor2.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_torso/Default Armor2.dat new file mode 100644 index 0000000..60f92ab Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_torso/Default Armor2.dat differ diff --git a/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_torso/Default.dat b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_torso/Default.dat new file mode 100644 index 0000000..037c196 Binary files /dev/null and b/src/overrides/config/machinemuse/cosmeticpresets/powerarmor_torso/Default.dat differ diff --git a/src/overrides/config/machinemuse/custominstallcosts.json b/src/overrides/config/machinemuse/custominstallcosts.json new file mode 100644 index 0000000..162a74c --- /dev/null +++ b/src/overrides/config/machinemuse/custominstallcosts.json @@ -0,0 +1 @@ +[{"moduleName":"Shock Absorber","itemName":"wool","modId":"minecraft","itemMetadata":0,"itemQuantity":2},{"moduleName":"Shock Absorber","itemName":"powerArmorComponent","modId":"powersuits","itemMetadata":2,"itemQuantity":2}] \ No newline at end of file diff --git a/src/overrides/config/machinemuse/missingConfigDoubles.txt b/src/overrides/config/machinemuse/missingConfigDoubles.txt new file mode 100644 index 0000000..4f455b3 --- /dev/null +++ b/src/overrides/config/machinemuse/missingConfigDoubles.txt @@ -0,0 +1,6 @@ +put( "chisel.chiselEnergyCon.base", 500.0D ); +put( "chisel.chiselEnergyCon.overclock.multiplier", 9500.0D ); +put( "chisel.chiselHarvSpd.base", 8.0D ); +put( "chisel.chiselHarvSpd.overclock.multiplier", 22.0D ); +put( "chisel.slotPoints.base", 1.0D ); +put( "omniProbe.slotPoints.base", 1.0D ); diff --git a/src/overrides/config/machinemuse/numina.cfg b/src/overrides/config/machinemuse/numina.cfg new file mode 100644 index 0000000..5c05d80 --- /dev/null +++ b/src/overrides/config/machinemuse/numina.cfg @@ -0,0 +1,53 @@ +# Configuration file + +general { + + general { + # Applied Energistics AE energy equals how many RF + D:ae2Ratio=2.0 + + # Default state of FOVfix on login (enabled = true, disabled = false) + B:fovFixDefaultState=true + + # IndustrialCraft2 EU equals how many RF + D:ic2Ratio=4.0 + + # Debugging info + B:isDebugging=false + + # Maximum amount of RF energy for Tier 1. + # Min: 0 + # Max: 2147483647 + I:maxTier1=1000000 + + # Maximum amount of RF energy for Tier 2. + # Min: 0 + # Max: 2147483647 + I:maxTier2=5000000 + + # Maximum amount of RF energy for Tier 3. + # Min: 0 + # Max: 2147483647 + I:maxTier3=50000000 + + # Maximum amount of RF energy for Tier 4. + # Min: 0 + # Max: 2147483647 + I:maxTier4=100000000 + + # Mekanism Joules equals how many RF + D:mekRatio=0.4 + + # Refined PlayerFOVStateStorage energy equals how many RF + D:rsRatio=1.0 + + # Ignore speed boosts for field of view + B:useFOVFix=true + + # Use sounds + B:useSounds=true + } + +} + + diff --git a/src/overrides/config/machinemuse/powersuits.cfg b/src/overrides/config/machinemuse/powersuits.cfg new file mode 100644 index 0000000..64e787b --- /dev/null +++ b/src/overrides/config/machinemuse/powersuits.cfg @@ -0,0 +1,467 @@ +# Configuration file + +general { + + hud { + # Display HUD + B:keybindHUDon=true + + # x position + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:keybindHUDx=8.0 + + # y position + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:keybindHUDy=32.0 + + # Chat message when toggling module + B:toggleModuleSpam=false + } + + recipesallowed { + # Use recipes for EnderIO + B:useEnderIORecipes=false + + # Use recipes for IndustrialCraft 2 + B:useIC2Recipes=false + + # Use recipes for TechReborn + B:useTechRebornRecipes=false + + # Use recipes for Thermal Expansion + B:useThermalExpansionRecipes=true + } + + general { + # Allow Conflicting Keybinds + B:allowConflictingKeybinds=true + + # Power Armor Chestplate Heat Cap + D:baseMaxHeatChest=20.0 + + # ItemModuleBase Heat Cap + D:baseMaxHeatFeet=5.0 + + # Power Armor Helmet Heat Cap + D:baseMaxHeatHelmet=5.0 + + # Power Armor Leggings Heat Cap + D:baseMaxHeatLegs=15.0 + + # PowerFist Base Heat Cap + D:baseMaxHeatPowerFist=5.0 + + # Maximum Armor per Piece + # Min: 0.0 + # Max: 8.0 + D:getMaximumArmorPerPiece=6.0 + + # Maximum flight speed (in m/s) + D:getMaximumFlyingSpeedmps=25.0 + + # Chance of each item being returned when salvaged + # Min: 0.0 + # Max: 1.0 + D:getSalvageChance=0.9 + + # Use a 24h clock instead of 12h + B:use24hClock=false + + # Use Old Auto Feeder Method + B:useOldAutoFeeder=false + } + + modules { + + ########################################################################################################## + # allowedmodules + #--------------------------------------------------------------------------------------------------------# + # Whether or not specified module is allowed + ########################################################################################################## + + allowedmodules { + B:advSolarGenerator=true + B:advancedBattery=true + B:advancedCoolingSystem=true + B:airtightSeal=true + B:aoePickUpgrade=true + B:apiaristArmor=true + B:appengECWirelessFluid=true + B:appengWireless=true + B:aquaAffinity=true + B:aurameter=true + B:autoFeeder=true + B:axe=true + B:basicBattery=true + B:basicCoolingSystem=true + B:binoculars=true + B:bladeLauncher=true + B:blinkDrive=true + B:chisel=false + B:climbAssist=true + B:clock=true + B:cmPSD=true + B:coalGenerator=true + B:compass=true + B:debugModule=true + B:diamondPickUpgrade=true + B:diamondPlating=true + B:dimRiftGen=true + B:eliteBattery=true + B:energyShield=true + B:fieldTinkerer=true + B:flightControl=true + B:flintAndSteel=true + B:fortuneModule=false + B:glider=true + B:grafter=true + B:hazmat=true + B:hoe=true + B:invisibility=true + B:ironPlating=true + B:jetBoots=true + B:jetpack=true + B:jumpAssist=true + B:kineticGenerator=true + B:leafBlower=true + B:leatherPlating=true + B:lightningSummoner=true + B:luxCapacitor=true + B:madModule=true + B:magnet=true + B:meleeAssist=true + B:mffsFieldTeleporter=true + B:mobRepulsor=true + B:nightVision=true + B:ocTerminal=true + B:omniProbe=true + B:omniwrench=true + B:oreScanner=true + B:parachute=true + B:pickaxe=true + B:plasmaCannon=true + B:portableCraftingTable=true + B:railgun=true + B:refinedStorageWirelessGrid=true + B:scoop=true + B:shears=true + B:shockAbsorber=true + B:shovel=true + B:silk_touch=true + B:solarGenerator=true + B:sprintAssist=true + B:swimAssist=true + B:thermalGenerator=true + B:transparentArmor=true + B:treetap=true + B:ultimateBattery=true + B:waterElectrolyzer=true + } + + ########################################################################################################## + # propertydouble + #--------------------------------------------------------------------------------------------------------# + # Value of specified property + ########################################################################################################## + + propertydouble { + D:advSolarGenerator.daytimeEnergyGen.base=45000.0 + D:advSolarGenerator.daytimeHeatGen.base=15.0 + D:advSolarGenerator.nightTimeEnergyGen.base=1500.0 + D:advSolarGenerator.nightTimeHeatGen.base=5.0 + D:advSolarGenerator.slotPoints.base=1.0 + D:advancedBattery.maxEnergy.base=5000000.0 + D:advancedBattery.slotPoints.base=1.0 + D:advancedCoolingSystem.advCoolSysEnergyCon.advancedCoolingPower.multiplier=160.0 + D:advancedCoolingSystem.coolingBonus.advancedCoolingPower.multiplier=7.0 + D:advancedCoolingSystem.slotPoints.base=1.0 + D:aoePickUpgrade.aoeEnergyCon.base=500.0 + D:aoePickUpgrade.aoeEnergyCon.diameter.multiplier=9500.0 + D:aoePickUpgrade.aoeMiningDiameter.diameter.multiplier=5.0 + D:aoePickUpgrade.slotPoints.base=1.0 + D:apiaristArmor.apiaristArmorEnergyCon.base=100.0 + D:apiaristArmor.slotPoints.base=1.0 + D:appengECWirelessFluid.slotPoints.base=1.0 + D:appengWireless.slotPoints.base=1.0 + D:aquaAffinity.slotPoints.base=1.0 + D:aquaAffinity.underWaterEnergyCon.base=0.0 + D:aquaAffinity.underWaterEnergyCon.power.multiplier=1000.0 + D:aquaAffinity.underWaterHarvSpeed.base=0.2 + D:aquaAffinity.underWaterHarvSpeed.power.multiplier=0.8 + D:aurameter.slotPoints.base=1.0 + D:autoFeeder.autoFeederEfficiency.base=50.0 + D:autoFeeder.autoFeederEfficiency.efficiency.multiplier=50.0 + D:autoFeeder.eatingEnergyCon.base=100.0 + D:autoFeeder.eatingEnergyCon.efficiency.multiplier=1000.0 + D:autoFeeder.slotPoints.base=1.0 + D:axe.axeEnergyCon.base=500.0 + D:axe.axeEnergyCon.overclock.multiplier=9500.0 + D:axe.axeHarvSpd.base=8.0 + D:axe.axeHarvSpd.overclock.multiplier=22.0 + D:axe.slotPoints.base=1.0 + D:basicBattery.maxEnergy.base=1000000.0 + D:basicBattery.slotPoints.base=1.0 + D:basicCoolingSystem.coolingBonus.basicCoolingPower.multiplier=4.0 + D:basicCoolingSystem.coolingSystemEnergyCon.basicCoolingPower.multiplier=100.0 + D:basicCoolingSystem.slotPoints.base=1.0 + D:binoculars.fieldOfView.base=0.5 + D:binoculars.fieldOfView.fOVMult.multiplier=9.5 + D:binoculars.slotPoints.base=1.0 + D:bladeLauncher.slotPoints.base=1.0 + D:bladeLauncher.spinBladeDam.base=6.0 + D:bladeLauncher.spinBladeEnergyCon.base=5000.0 + D:blinkDrive.blinkDriveEnergyCon.base=10000.0 + D:blinkDrive.blinkDriveEnergyCon.range.multiplier=30000.0 + D:blinkDrive.blinkDriveRange.base=5.0 + D:blinkDrive.blinkDriveRange.range.multiplier=59.0 + D:blinkDrive.slotPoints.base=1.0 + D:climbAssist.slotPoints.base=1.0 + D:clock.slotPoints.base=1.0 + D:compass.slotPoints.base=1.0 + D:diamondPickUpgrade.slotPoints.base=1.0 + D:diamondPlating.armorPhysical.base=5.0 + D:diamondPlating.maxHeat.base=400.0 + D:diamondPlating.slotPoints.base=1.0 + D:dimRiftGen.energyCon.base=200000.0 + D:dimRiftGen.heatGeneration.base=55.0 + D:dimRiftGen.slotPoints.base=1.0 + D:eliteBattery.maxEnergy.base=5.0E7 + D:eliteBattery.slotPoints.base=1.0 + D:energyShield.armorEnergy.fieldStrength.multiplier=6.0 + D:energyShield.armorEnergyPerDamage.fieldStrength.multiplier=5000.0 + D:energyShield.maxHeat.fieldStrength.multiplier=500.0 + D:energyShield.slotPoints.base=1.0 + D:fieldTinkerer.slotPoints.base=1.0 + D:flightControl.slotPoints.base=1.0 + D:flightControl.yLookRatio.vertically.multiplier=1.0 + D:flintAndSteel.ignitEnergyCon.base=10000.0 + D:flintAndSteel.slotPoints.base=1.0 + D:fortuneModule.fortuneEnCon.base=500.0 + D:fortuneModule.fortuneEnCon.enchLevel.multiplier=9500.0 + D:fortuneModule.fortuneLevel.enchLevel.multiplier=3.0 + D:fortuneModule.slotPoints.base=1.0 + D:glider.slotPoints.base=1.0 + D:grafter.grafterEnergyCon.base=10000.0 + D:grafter.grafterHeatGen.base=20.0 + D:grafter.slotPoints.base=1.0 + D:hazmat.slotPoints.base=1.0 + D:hoe.hoeEnergyCon.base=500.0 + D:hoe.hoeEnergyCon.radius.multiplier=9500.0 + D:hoe.hoeSearchRad.radius.multiplier=8.0 + D:hoe.slotPoints.base=1.0 + D:invisibility.slotPoints.base=1.0 + D:ironPlating.armorPhysical.base=4.0 + D:ironPlating.maxHeat.base=300.0 + D:ironPlating.slotPoints.base=1.0 + D:jetBoots.jetBootsEnergyCon.base=0.0 + D:jetBoots.jetBootsEnergyCon.thrust.multiplier=750.0 + D:jetBoots.jetbootsThrust.base=0.0 + D:jetBoots.jetbootsThrust.thrust.multiplier=0.08 + D:jetBoots.slotPoints.base=1.0 + D:jetpack.jetpackEnergyCon.base=0.0 + D:jetpack.jetpackEnergyCon.thrust.multiplier=1500.0 + D:jetpack.jetpackThrust.base=0.0 + D:jetpack.jetpackThrust.thrust.multiplier=0.16 + D:jetpack.slotPoints.base=1.0 + D:jumpAssist.jumpBoost.base=1.0 + D:jumpAssist.jumpBoost.power.multiplier=4.0 + D:jumpAssist.jumpEnergyCon.base=0.0 + D:jumpAssist.jumpEnergyCon.compensation.multiplier=50.0 + D:jumpAssist.jumpEnergyCon.power.multiplier=250.0 + D:jumpAssist.jumpExhaustComp.base=0.0 + D:jumpAssist.jumpExhaustComp.compensation.multiplier=1.0 + D:jumpAssist.slotPoints.base=1.0 + D:kineticGenerator.energyPerBlock.base=2000.0 + D:kineticGenerator.energyPerBlock.energyGenerated.multiplier=6000.0 + D:kineticGenerator.movementResistance.base=0.0 + D:kineticGenerator.movementResistance.energyGenerated.multiplier=0.5 + D:kineticGenerator.slotPoints.base=1.0 + D:leafBlower.energyCon.base=500.0 + D:leafBlower.energyCon.radius.multiplier=9500.0 + D:leafBlower.radius.base=1.0 + D:leafBlower.radius.radius.multiplier=15.0 + D:leafBlower.slotPoints.base=1.0 + D:leatherPlating.armorPhysical.base=3.0 + D:leatherPlating.maxHeat.base=75.0 + D:leatherPlating.slotPoints.base=1.0 + D:lightningSummoner.energyCon.base=4900000.0 + D:lightningSummoner.heatEmission.base=100.0 + D:lightningSummoner.slotPoints.base=1.0 + D:luxCapacitor.luxCapBlue.blue.multiplier=1.0 + D:luxCapacitor.luxCapEnergyCon.base=1000.0 + D:luxCapacitor.luxCapGreen.green.multiplier=1.0 + D:luxCapacitor.luxCapRed.red.multiplier=1.0 + D:luxCapacitor.slotPoints.base=1.0 + D:madModule.energyCon.base=100.0 + D:madModule.slotPoints.base=1.0 + D:magnet.energyCon.base=0.0 + D:magnet.energyCon.power.multiplier=2000.0 + D:magnet.magnetRadius.base=5.0 + D:magnet.magnetRadius.power.multiplier=10.0 + D:magnet.slotPoints.base=1.0 + D:meleeAssist.meleeDamage.base=2.0 + D:meleeAssist.meleeDamage.impact.multiplier=8.0 + D:meleeAssist.meleeKnockback.carryThrough.multiplier=1.0 + D:meleeAssist.punchEnergyCon.base=10.0 + D:meleeAssist.punchEnergyCon.carryThrough.multiplier=200.0 + D:meleeAssist.punchEnergyCon.impact.multiplier=1000.0 + D:meleeAssist.slotPoints.base=1.0 + D:mobRepulsor.repulsorEnergyCon.base=2500.0 + D:mobRepulsor.slotPoints.base=1.0 + D:nightVision.slotPoints.base=1.0 + D:omniwrench.slotPoints.base=1.0 + D:oreScanner.slotPoints.base=1.0 + D:parachute.slotPoints.base=1.0 + D:pickaxe.pickHarvSpd.base=8.0 + D:pickaxe.pickHarvSpd.overclock.multiplier=52.0 + D:pickaxe.pickaxeEnergyCon.base=500.0 + D:pickaxe.pickaxeEnergyCon.overclock.multiplier=9500.0 + D:pickaxe.slotPoints.base=1.0 + D:plasmaCannon.plasmaDamage.amperage.multiplier=38.0 + D:plasmaCannon.plasmaDamage.base=2.0 + D:plasmaCannon.plasmaEnergyPerTick.amperage.multiplier=1500.0 + D:plasmaCannon.plasmaEnergyPerTick.base=100.0 + D:plasmaCannon.plasmaEnergyPerTick.voltage.multiplier=500.0 + D:plasmaCannon.plasmaExplosiveness.voltage.multiplier=0.5 + D:plasmaCannon.slotPoints.base=1.0 + D:portableCraftingTable.slotPoints.base=1.0 + D:"railgun.railgunEnergyCost;.base"=5000.0 + D:"railgun.railgunEnergyCost;.voltage.multiplier"=25000.0 + D:railgun.railgunHeatEm.base=2.0 + D:railgun.railgunHeatEm.voltage.multiplier=10.0 + D:railgun.railgunTotalImpulse.base=500.0 + D:railgun.railgunTotalImpulse.voltage.multiplier=2500.0 + D:railgun.slotPoints.base=1.0 + D:refinedStorageWirelessGrid.slotPoints.base=1.0 + D:scoop.scoopEnergyCon.base=20000.0 + D:scoop.scoopHarSpd.base=5.0 + D:scoop.slotPoints.base=1.0 + D:shears.shearEnergyCon.base=1000.0 + D:shears.shearHarvSpd.base=8.0 + D:shears.slotPoints.base=1.0 + D:shockAbsorber.distanceRed.base=0.0 + D:shockAbsorber.distanceRed.power.multiplier=10.0 + D:shockAbsorber.impactEnergyCon.base=0.0 + D:shockAbsorber.impactEnergyCon.power.multiplier=100.0 + D:shockAbsorber.slotPoints.base=1.0 + D:shovel.shovelEnergyCon.base=500.0 + D:shovel.shovelEnergyCon.overclock.multiplier=9500.0 + D:shovel.shovelHarvSpd.base=8.0 + D:shovel.shovelHarvSpd.overclock.multiplier=22.0 + D:shovel.slotPoints.base=1.0 + D:silk_touch.silkTouchEnCon.base=2500.0 + D:silk_touch.slotPoints.base=1.0 + D:solarGenerator.daytimeEnergyGen.base=15000.0 + D:solarGenerator.nightTimeEnergyGen.base=1500.0 + D:solarGenerator.slotPoints.base=1.0 + D:sprintAssist.slotPoints.base=1.0 + D:sprintAssist.sprintEnergyCon.base=0.0 + D:sprintAssist.sprintEnergyCon.compensation.multiplier=20.0 + D:sprintAssist.sprintEnergyCon.sprintAssist.multiplier=100.0 + D:sprintAssist.sprintExComp.base=0.0 + D:sprintAssist.sprintExComp.compensation.multiplier=1.0 + D:sprintAssist.sprintSpeedMult.base=0.01 + D:sprintAssist.sprintSpeedMult.sprintAssist.multiplier=2.49 + D:sprintAssist.walkingEnergyCon.base=0.0 + D:sprintAssist.walkingEnergyCon.walkingAssist.multiplier=100.0 + D:sprintAssist.walkingSpeedMult.base=0.01 + D:sprintAssist.walkingSpeedMult.walkingAssist.multiplier=1.99 + D:swimAssist.slotPoints.base=1.0 + D:swimAssist.swimBoostEnergyCon.thrust.multiplier=1000.0 + D:swimAssist.underwaterMovBoost.thrust.multiplier=1.0 + D:thermalGenerator.slotPoints.base=1.0 + D:thermalGenerator.thermalEnergyGen.base=250.0 + D:thermalGenerator.thermalEnergyGen.energyGenerated.multiplier=250.0 + D:transparentArmor.slotPoints.base=1.0 + D:treetap.energyCon.base=1000.0 + D:treetap.slotPoints.base=1.0 + D:ultimateBattery.maxEnergy.base=1.0E8 + D:ultimateBattery.slotPoints.base=1.0 + D:waterElectrolyzer.joltEnergy.base=10000.0 + D:waterElectrolyzer.slotPoints.base=1.0 + } + + ########################################################################################################## + # propertyinteger + #--------------------------------------------------------------------------------------------------------# + # Value of specified property + ########################################################################################################## + + propertyinteger { + } + + } + + limits { + # Max number of Armor modules per armor item + # Min: 0 + # Max: 99 + I:maxArmorModules=1 + + # Max number of Cosmetic modules per item + # Min: 0 + # Max: 99 + I:maxCosmeticModules=99 + + # Max number of Energy Storage modules per item + # Min: 0 + # Max: 99 + I:maxEnergyGenModules=1 + + # Max number of Energy Storage modules per item + # Min: 0 + # Max: 99 + I:maxEnergyStorageModules=1 + + # Max number of Environmental modules per item + # Min: 0 + # Max: 99 + I:maxEnvironmentalModules=99 + + # Max number of Mining Enhancement modules per Power Fist + # Min: 0 + # Max: 99 + I:maxMiningEnhancementModules=99 + + # Max number of Movement modules per item + # Min: 0 + # Max: 99 + I:maxMovementModules=99 + + # Max number of Special modules per item + # Min: 0 + # Max: 99 + I:maxSpecialModules=99 + + # Max number of Tool modules per Power Fist + # Min: 0 + # Max: 99 + I:maxToolModules=99 + + # Max number of Vision modules per item + # Min: 0 + # Max: 99 + I:maxVisionModules=99 + + # Max number of Weapon modules per Power Fist + # Min: 0 + # Max: 99 + I:maxWeaponModules=99 + } + + cosmetics { + # Allow high polly armor models instead of just skins + B:allowHighPollyArmorModuels=true + + # Allow PowerFist model to be customized + B:allowPowerFistCustomization=false + + # Use legacy cosmetic configuration instead of cosmetic presets + B:useLegacyCosmeticSystem=true + } + +} + + diff --git a/src/cfg/magneticraft.cfg b/src/overrides/config/magneticraft.cfg similarity index 100% rename from src/cfg/magneticraft.cfg rename to src/overrides/config/magneticraft.cfg diff --git a/src/cfg/main_chickens.cfg b/src/overrides/config/main_chickens.cfg similarity index 100% rename from src/cfg/main_chickens.cfg rename to src/overrides/config/main_chickens.cfg diff --git a/src/cfg/mekanism.cfg b/src/overrides/config/mekanism.cfg similarity index 100% rename from src/cfg/mekanism.cfg rename to src/overrides/config/mekanism.cfg diff --git a/src/overrides/config/minecolonies.cfg b/src/overrides/config/minecolonies.cfg new file mode 100644 index 0000000..11053be --- /dev/null +++ b/src/overrides/config/minecolonies.cfg @@ -0,0 +1,631 @@ +# Configuration file + +general { + + ########################################################################################################## + # gameplay + #--------------------------------------------------------------------------------------------------------# + # All configuration related to gameplay + ########################################################################################################## + + gameplay { + # Should a player be allowed to have a colony in every world at the same time? [Default: false] + B:allowColoniesInDifferentWorlds=false + + # Should players be allowed to change names? -1 for false, 0 for specific groups, 1 for true. [Default: 1] + I:allowGlobalNameChanges=1 + + # Should players be allowed to abandon their colony to create a new one easily? [Default: false] + B:allowInfiniteColonies=false + + # Should players be able to place an infinite amount of supplychests? [Default: false] + B:allowInfiniteSupplyChests=false + + # Should colonies in other dimensions be allowed? [Default: false] + B:allowOtherDimColonies=false + + # Should player made schematics be allowed [Default: false] + B:allowPlayerSchematics=false + + # Should citizen name tags be rendered? [Default: true] + B:alwaysRenderNameTag=true + + # Sets the amount of hours until a colony will be deleted after not seeing it's mayor, set to zero to disable. [Default: 0] + I:autoDeleteColoniesInHours=0 + + # Sets weither or not Colony structures are destroyed automatically. [Default: true] + B:autoDestroyColonyBlocks=true + + # The average amount of nights between raids. [Default: 3] + I:averageNumberOfNightsBetweenRaids=3 + + # The difficulty setting for barbarians. [Default: 5] + # Min: 0 + # Max: 10 + I:barbarianHordeDifficulty=5 + + # Delay modifier to mine a block (Decreasing it, decreases the delay) [Default: 500] + I:blockMiningDelayModifier=500 + + # Delay after each block placement (Increasing it, increases the delay) [Default: 15] + # Min: 1 + # Max: 500 + I:builderBuildBlockDelay=15 + + # Should builder and miner build without resources? (this also turns off what they produce). [Default: false] + B:builderInfiniteResources=false + + # Should builder place construction tape? [Default: true] + B:builderPlaceConstructionTape=true + + # Should the player be allowed to use the '/mc citizens respawn' command? [Default: true] + B:canPlayerRespawnCitizensCommand=true + + # Should the player be allowed to use the '/mc colony addOfficer' command? [Default: true] + B:canPlayerUseAddOfficerCommand=true + + # Should the player be allowed to use the '/mc backup' command? [Default: false] + B:canPlayerUseBackupCommand=false + + # Should the player be allowed to use the '/mc citizens info' command? [Default: true] + B:canPlayerUseCitizenInfoCommand=true + + # Should the player be allowed to use the '/mc colony teleport' command? [Default: false] + B:canPlayerUseColonyTPCommand=false + + # Should the player be allowed to use the '/mc colony delete' command? [Default: true] + B:canPlayerUseDeleteColonyCommand=true + + # Should the player be allowed to use the '/mc home' command? [Default: true] + B:canPlayerUseHomeTPCommand=true + + # Should the player be allowed to use the '/mc citizens kill' command? [Default: true] + B:canPlayerUseKillCitizensCommand=true + + # Should the player be allowed to use the '/mc citizens list' command? [Default: true] + B:canPlayerUseListCitizensCommand=true + + # Should the player be allowed to use the '/mc rtp' command? [Default: true] + B:canPlayerUseRTPCommand=true + + # Should the player be allowed to use the '/mc colony refresh' command? [Default: false] + B:canPlayerUseRefreshColonyCommand=false + + # Should the player be allowed to use the '/mc colony info' command? [Default: true] + B:canPlayerUseShowColonyInfoCommand=true + + # Chat frequency of worker requests. [Default: 30] + I:chatFrequency=30 + + # Should Citizens call guards for help when attacked? default:true + B:citizenCallForHelp=true + + # Average citizen respawn interval (in seconds). [Default: 60] + # Min: 10 + # Max: 600 + I:citizenRespawnInterval=60 + + # List of items the Students in the library can use. + # Format: itemname;SkillIncreasePCT[100-1000];BreakPCT[0-100] + # Example: minecraft:paper;400;100 + # Which adds minecraft Paper with a 400%(4x) increased chance to skillup and a 100% chance to be used up during the try to skillup + S:configListStudyItems < + minecraft:paper;400;100 + > + + # What the crusher can produce at the cost of 2:1 + S:crusherProduction < + minecraft:cobblestone!minecraft:gravel + minecraft:gravel!minecraft:sand + minecraft:sand!minecraft:clay + > + + # Days until the pirate ships despawn again. [Default: 3] + I:daysUntilPirateshipsDespawn=3 + + # Quantity of dirt per Compost filling. [Default: 1] + I:dirtFromCompost=1 + + # Disable citizen voices. [Default: false] + B:disableCitizenVoices=false + + # Whether or not to barbarians can break, scale, bridge obstacles. [Default: true] + B:doBarbariansBreakThroughWalls=true + + # Whether or not to spawn barbarians. [Default: true] + B:doBarbariansSpawn=true + + # Should the colony protection be enabled? [Default: true] + B:enableColonyProtection=true + + # Should the colony have a fixed radius or should it be dynamic. [Default: false] + B:enableDynamicColonySizes=false + + # Should in development features be enabled (might be buggy). [Default: false] + B:enableInDevelopmentFeatures=false + + # Experience multiplier of the enchanter (how much more experience does he get from a citizen than he drains) [Default: 2.0] + D:enchanterExperienceMultiplier=2.0 + + # The possible enchantments the enchanter worker can generate + S:enchantments < + 1,minecraft:aqua_affinity,1,50 + 1,minecraft:bane_of_arthropods,1,50 + 1,minecraft:blast_protection,1,50 + 1,minecraft:depth_strider,1,50 + 1,minecraft:feather_falling,1,50 + 1,minecraft:fire_aspect,1,50 + 1,minecraft:fire_protection,1,50 + 1,minecraft:flame,1,50 + 1,minecraft:frost_walker,1,50 + 1,minecraft:knockback,1,50 + 1,minecraft:looting,1,50 + 1,minecraft:power,1,50 + 1,minecraft:projectile_protection,1,50 + 1,minecraft:protection,1,50 + 1,minecraft:punch,1,50 + 1,minecraft:respiration,1,50 + 1,minecraft:sharpness,1,50 + 1,minecraft:smite,1,50 + 1,minecraft:sweeping_edge,1,50 + 1,minecraft:unbreaking,1,50 + 2,minecraft:aqua_affinity,2,25 + 2,minecraft:bane_of_arthropods,2,25 + 2,minecraft:blast_protection,2,25 + 2,minecraft:depth_strider,2,25 + 2,minecraft:feather_falling,2,25 + 2,minecraft:fire_aspect,2,25 + 2,minecraft:fire_protection,2,25 + 2,minecraft:flame,2,25 + 2,minecraft:frost_walker,2,25 + 2,minecraft:knockback,2,25 + 2,minecraft:looting,2,25 + 2,minecraft:power,2,25 + 2,minecraft:projectile_protection,2,25 + 2,minecraft:protection,2,25 + 2,minecraft:punch,2,25 + 2,minecraft:respiration,2,25 + 2,minecraft:sharpness,2,25 + 2,minecraft:smite,2,25 + 2,minecraft:sweeping_edge,2,25 + 2,minecraft:unbreaking,2,25 + 3,minecraft:aqua_affinity,3,15 + 3,minecraft:bane_of_arthropods,3,15 + 3,minecraft:blast_protection,3,15 + 3,minecraft:depth_strider,3,15 + 3,minecraft:feather_falling,3,15 + 3,minecraft:fire_aspect,3,15 + 3,minecraft:fire_protection,3,15 + 3,minecraft:flame,3,15 + 3,minecraft:frost_walker,3,15 + 3,minecraft:knockback,3,15 + 3,minecraft:looting,3,15 + 3,minecraft:power,3,15 + 3,minecraft:projectile_protection,3,15 + 3,minecraft:protection,3,15 + 3,minecraft:punch,3,15 + 3,minecraft:respiration,3,15 + 3,minecraft:sharpness,3,15 + 3,minecraft:smite,3,15 + 3,minecraft:sweeping_edge,3,15 + 3,minecraft:unbreaking,3,15 + 4,minecraft:aqua_affinity,4,5 + 4,minecraft:bane_of_arthropods,4,5 + 4,minecraft:blast_protection,4,5 + 4,minecraft:depth_strider,4,5 + 4,minecraft:feather_falling,4,5 + 4,minecraft:fire_aspect,4,5 + 4,minecraft:fire_protection,4,5 + 4,minecraft:flame,4,5 + 4,minecraft:frost_walker,4,5 + 4,minecraft:infinity,1,5 + 4,minecraft:knockback,4,5 + 4,minecraft:looting,4,5 + 4,minecraft:power,4,5 + 4,minecraft:projectile_protection,4,5 + 4,minecraft:protection,4,5 + 4,minecraft:punch,4,5 + 4,minecraft:respiration,4,5 + 4,minecraft:sharpness,4,5 + 4,minecraft:smite,4,5 + 4,minecraft:sweeping_edge,4,5 + 4,minecraft:unbreaking,4,5 + 5,minecraft:aqua_affinity,5,1 + 5,minecraft:bane_of_arthropods,5,1 + 5,minecraft:blast_protection,5,1 + 5,minecraft:depth_strider,5,1 + 5,minecraft:feather_falling,5,1 + 5,minecraft:fire_aspect,5,1 + 5,minecraft:fire_protection,5,1 + 5,minecraft:flame,5,1 + 5,minecraft:frost_walker,5,1 + 5,minecraft:infinity,1,1 + 5,minecraft:knockback,5,1 + 5,minecraft:looting,5,1 + 5,minecraft:mending,1,1 + 5,minecraft:power,5,1 + 5,minecraft:projectile_protection,5,1 + 5,minecraft:protection,5,1 + 5,minecraft:punch,5,1 + 5,minecraft:respiration,5,1 + 5,minecraft:sharpness,5,1 + 5,minecraft:smite,5,1 + 5,minecraft:sweeping_edge,5,1 + 5,minecraft:unbreaking,5,1 + > + + # Ores for the miner to mine that aren't autodetected + S:extraOres < + minestuck:ore_cruxite + minestuck:ore_uranium + > + + # Chance to get a sponge drop for the fisherman starting at level 4. [Default: 0.1] + D:fisherSpongeChance=0.1 + + # Automatically fix orphaned chunks which were caused by chunk loading and saving issues. [Default: false] + B:fixOrphanedChunks=false + + # Food consumption modifier (Min: 1.0). [Default: 1.0] + D:foodModifier=1.0 + + # Blocks players should be able to interact with in any colony (Ex vending machines) + S:freeToInteractBlocks < + block:dirt + 0 0 0 + > + + # Child growth modifier, default on avg they take about 60min to grow (at 1.0x modifier). Setting to 5 = 5x as fast. [Default: 1] + D:growthModifier=1.0 + + # Health multiplier for all Guards. [Default: 1.0] + D:guardHealthMult=1.0 + + # ResourceLocations for extra entities for the GuardHut's list. + # once done you'll need to recalculate the list.EntityMob's already calculated in list. + S:guardResourceLocations < + minecraft:slime + tconstruct:blueslime + > + + # Should special holiday content be displayed? [Default: true] + B:holidayFeatures=true + + # Amount of initial citizens. [Default: 4] + I:initialCitizenAmount=4 + + # Damage multiplier for Knight Guards. [Default: 1.0] + D:knightDamageMult=1.0 + + # Should there be at max 1 warehouse per colony?. [Default: true] + B:limitToOneWareHousePerColony=true + + # The items and item-tags that the composter can use to produce compost. + S:listOfCompostableItems < + minecraft:rotten_flesh + minecraft:tallgrass + minecraft:yellow_flower + minecraft:red_flower + minecraft:brown_mushroom + minecraft:red_mushroom + minecraft:double_plant + minecraft:feather + food + seed + treeSapling + > + + # The items and item-tags that the florist can plant. + S:listOfPlantables < + minecraft:tallgrass + minecraft:yellow_flower + minecraft:red_flower + minecraft:double_plant + minecraft:cactus + minecraft:reeds + > + + # Chance to get a lucky block in percent. [Default: 1] + I:luckyBlockChance=1 + + # The blocks where the miner has a chance to get a random ore. + S:luckyBlocks < + minecraft:stone + minecraft:cobblestone + > + + # The random ores the miner can get separated by ! for rarity + S:luckyOres < + minecraft:coal_ore!64 + minecraft:iron_ore!32 + minecraft:gold_ore!16 + minecraft:redstone_ore!8 + minecraft:lapis_ore!4 + minecraft:diamond_ore!2 + minecraft:emerald_ore!1 + > + + # The max size of a barbarian horde. [Default: 20] + # Min: 6 + # Max: 40 + I:maxBarbarianSize=20 + + # Amount of blocks the builder checks (to decrease lag by builder). [Default: 1000] + I:maxBlocksCheckedByBuilder=1000 + + # Max citizens in one colony. [Default: 50] + I:maxCitizenPerColony=50 + + # Max distance from world spawn. [Default: 8000] + I:maxDistanceFromWorldSpawn=8000 + + # Max Y level for Barbarians to spawn. [Default: 200] + I:maxYForBarbarians=200 + + # Min distance from world spawn. [Default: 512] + I:minDistanceFromWorldSpawn=512 + + # The minimum level a townhall has to have to allow teleportation to other colonies. [Default: 3] + I:minThLevelToTeleport=3 + + # The minimum distances between town halls for dynamic colony sizes (used as default initial claim too). [Default: 3] + I:minTownHallPadding=3 + + # The minimum number of nights between raids. [Default: 1] + I:minimumNumberOfNightsBetweenRaids=1 + + # Should Mobs attack citizens? [Default: false + B:mobAttackCitizens=false + + # Amount of attempts to find a save rtp. [Default: 4] + I:numberOfAttemptsForSafeTP=4 + + # Should colony officers also receive advancements? + B:officersReceiveAdvancements=false + + # Which level counts as op level on the server. [Default: 3] + I:opLevelForServer=3 + + # Should Operators be silent when entering or leaving a colony. [Default: false] + B:operatorVisitsColoniesSilently=false + + # Should player get one guidebook on first join to a new world? [Default: true] + B:playerGetsGuidebookOnFirstJoin=true + + # Should players be allowed to build their colonies over existing villages? [Default: false] + B:protectVillages=false + + # Turn on Minecolonies pvp mode, attention (colonies can be destroyed and can be griefed under certain conditions). [Default: false] + B:pvp_mode=false + + # Damage multiplier for Ranger Guards. [Default: 1.0] + D:rangerDamageMult=1.0 + + # Should Guard Rangers benefit from Power/Smite/Bane of Arthropods enchants? [Default: true] + B:rangerEnchants=true + + # If the builder should be slower underground or as fast as anywhere else. [Default: true] + B:restrictBuilderUnderground=true + + # Should the min/max distance from spawn also affect colony placement? [Default: false] + B:restrictColonyPlacement=false + + # Seconds between permission messages. [Default: 30] + I:secondsBetweenPermissionMessages=30 + + # Should Players be sent entering/leaving colony notifications? [Default: true] + B:sendEnteringLeavingMessages=true + + # The blocks which can be sifted for items + S:siftableBlocks < + minecraft:dirt + minecraft:sand + minecraft:gravel + minecraft:soul_sand + > + + # The possible drops from sifting - keyBlock, keyMesh, item, probability + S:sifterDrops < + 0,0,minecraft:wheat_seeds,25 + 0,0,minecraft:sapling:0,1 + 0,0,minecraft:sapling:1,1 + 0,0,minecraft:sapling:2,1 + 0,0,minecraft:sapling:3,1 + 0,1,minecraft:wheat_seeds,50 + 0,1,minecraft:sapling:0,5 + 0,1,minecraft:sapling:1,5 + 0,1,minecraft:sapling:2,5 + 0,1,minecraft:sapling:3,5 + 0,1,minecraft:carrot:0,1 + 0,1,minecraft:potato:0,1 + 0,2,minecraft:wheat_seeds,50 + 0,2,minecraft:sapling:0,10 + 0,2,minecraft:sapling:1,10 + 0,2,minecraft:sapling:2,10 + 0,2,minecraft:sapling:3,10 + 0,2,minecraft:pumpkin_seeds:0,1 + 0,2,minecraft:melon_seeds:0,1 + 0,2,minecraft:beetroot_seeds:0,1 + 0,2,minecraft:carrot:0,1 + 0,2,minecraft:potato:0,1 + 0,2,minecraft:sapling:4,1 + 0,2,minecraft:sapling:5,1 + 0,3,minecraft:wheat_seeds,25 + 0,3,minecraft:sapling:0,10 + 0,3,minecraft:sapling:1,10 + 0,3,minecraft:sapling:2,10 + 0,3,minecraft:sapling:3,10 + 0,3,minecraft:pumpkin_seeds:0,5 + 0,3,minecraft:melon_seeds:0,5 + 0,3,minecraft:beetroot_seeds:0,5 + 0,3,minecraft:carrot:0,5 + 0,3,minecraft:potato:0,5 + 0,3,minecraft:sapling:4,5 + 0,3,minecraft:sapling:5,5 + 1,0,minecraft:cactus,2.5 + 1,0,minecraft:reeds,2.5 + 1,1,minecraft:cactus,5 + 1,1,minecraft:reeds,5 + 1,1,minecraft:gold_nugget,5 + 1,2,minecraft:cactus,10 + 1,2,minecraft:reeds,10 + 1,2,minecraft:dye:3,10 + 1,2,minecraft:gold_nugget,10 + 1,3,minecraft:cactus,15 + 1,3,minecraft:reeds,15 + 1,3,minecraft:dye:3,15 + 1,3,minecraft:gold_nugget,15 + 2,0,minecraft:iron_nugget,5 + 2,0,minecraft:flint,5 + 2,0,minecraft:coal,5 + 2,1,minecraft:redstone,10 + 2,1,minecraft:iron_nugget,10 + 2,1,minecraft:flint,10 + 2,1,minecraft:coal,10 + 2,2,minecraft:redstone,15 + 2,2,minecraft:iron_nugget,15 + 2,2,minecraft:coal,15 + 2,2,minecraft:dye:4,5 + 2,2,minecraft:iron_ingot,1 + 2,2,minecraft:gold_ingot,1 + 2,2,minecraft:emerald,1 + 2,2,minecraft:diamond,1 + 2,3,minecraft:redstone,20 + 2,3,minecraft:coal,20 + 2,3,minecraft:dye:4,10 + 2,3,minecraft:iron_ingot,2.5 + 2,3,minecraft:gold_ingot,2.5 + 2,3,minecraft:emerald,2.5 + 2,3,minecraft:diamond,2.5 + 3,0,minecraft:nether_wart,5 + 3,0,minecraft:quartz,5 + 3,1,minecraft:nether_wart,10 + 3,1,minecraft:quartz,10 + 3,1,minecraft:glowstone_dust,5 + 3,2,minecraft:nether_wart,10 + 3,2,minecraft:quartz,10 + 3,2,minecraft:glowstone_dust,10 + 3,2,minecraft:blaze_powder,1 + 3,2,minecraft:magma_cream,1 + 3,3,minecraft:nether_wart,15 + 3,3,minecraft:quartz,15 + 3,3,minecraft:glowstone_dust,15 + 3,3,minecraft:blaze_powder,5 + 3,3,minecraft:magma_cream,5 + 3,3,minecraft:skull:3,5 + > + + # The different meshes which can be bought in the building with durability + S:sifterMeshes < + minecraft:string,0 + minecraft:flint,0.1 + minecraft:iron_ingot,0.1 + minecraft:diamond,0.1 + > + + # The spawn size of a barbarian horde. [Default: 5] + # Min: 1 + # Max: 10 + I:spawnBarbarianSize=5 + + # Players who have special permission (Patreons for example) + S:specialPermGroup < + _Raycoms_ + > + + # Suggest build tool usage when trying to place a building without build tool. [Default: true] + B:suggestBuildToolPlacement=true + + # Should supply chests be craftable on this server? [Default: true] + B:supplyChests=true + + # Time until a next teleport can be executed (in seconds). [Default: 120] + I:teleportBuffer=120 + + # Padding between colonies - deprecated, don't use. [Default: 20] + I:townHallPadding=20 + + # Padding between colonies in chunks. [Default: 1] + I:townHallPaddingChunk=1 + + # Independent from the colony protection, should explosions be turned off? [Default: true] + B:turnOffExplosionsInColonies=true + + # AI Update rate, increase to improve performance. [Default: 1] + # Min: 1 + # Max: 10000 + I:updateRate=5 + + # Should workers work during the rain? [Default: false] + B:workersAlwaysWorkInRain=false + + # Max distance a colony can claim a chunk from the center, 0 if disable maximum. [Default: 0] + I:workingRangeTownHall=0 + + # Colony size (radius in chunks around central colony chunk). Only for the static mode. [Default: 8] + I:workingRangeTownHallChunks=8 + } + + ########################################################################################################## + # compatibility + #--------------------------------------------------------------------------------------------------------# + # All configuration related to mod compatibility + ########################################################################################################## + + compatibility { + # Harvest trunk-size for dynamic trees:1-8. [Default: 5] + I:dynamicTreeHarvestSize=5 + } + + ########################################################################################################## + # pathfinding + #--------------------------------------------------------------------------------------------------------# + # All configurations related to pathfinding + ########################################################################################################## + + pathfinding { + # Draw pathfinding paths (might be laggy). [Default: false] + B:pathfindingDebugDraw=false + + # Verbosity of pathfinding. [Default: 0] + I:pathfindingDebugVerbosity=0 + + # Max amount of Nodes(positions) to map during pathfinding. Lowering increases performance, but might lead to pathing glitches. [Default: 5000] + I:pathfindingMaxNodes=5000 + + # Amount of additional threads to be used for pathfinding. [Default: 2] + I:pathfindingMaxThreadCount=2 + } + + ########################################################################################################## + # requestsystem + #--------------------------------------------------------------------------------------------------------# + # All configurations related to the request system + ########################################################################################################## + + requestsystem { + # Should the player be allowed to use the '/mc colony rs reset' command? [Default: false] + B:canPlayerUseResetCommand=false + + # Should the request system creatively resolve (if possible) when the player is required to resolve a request. [Default: false] + B:creativeResolve=false + + # The amount of ticks between retries of the request system for retryable requests. Lower increases server load. [Default: 1200] + I:delayBetweenRetries=1200 + + # Should the request system print out debug information? Useful in case of malfunctioning of set system. [Default: false] + B:enableDebugLogging=false + + # The maximal amount of buildings the Delivery Man should try to gather before attempting a drop off at the warehouse. [Default: 6] + I:maximalBuildingsToGather=6 + + # The maximal amount of tries that the request system will perform for retryable requests. Higher increases server load. [Default: 3] + I:maximalRetries=3 + + # The minimal amount of buildings the Delivery Man should try to gather before attempting a drop off at the warehouse. [Default: 3] + I:minimalBuildingsToGather=3 + } + +} + + diff --git a/src/overrides/config/modularmachinery/machinery/alloy_furnace.json b/src/overrides/config/modularmachinery/machinery/alloy_furnace.json new file mode 100644 index 0000000..5d09b03 --- /dev/null +++ b/src/overrides/config/modularmachinery/machinery/alloy_furnace.json @@ -0,0 +1,188 @@ +{ + "registryname": "alloy_furnace", + "localizedname": "Alloy Smelter", + "modifiers": [ + { + "elements": "modularmachinery:blockcasing@1", + "x": 0, + "y": 1, + "z": 0, + "description": "Replace block above controller with machine vent\nfor double item output!", + "modifier": { + "target": "modularmachinery:item", + "io": "output", + "operation": 1, + "multiplier": 2.0 + } + } + ], + "parts": [ + { + "x": -1, + "y": -1, + "z": 0, + "elements": "modularmachinery:blockcasing@4" + }, + { + "x": 0, + "y": -1, + "z": 0, + "elements": "modularmachinery:blockcasing@2" + }, + { + "x": 1, + "y": -1, + "z": 0, + "elements": "modularmachinery:blockcasing@4" + }, + { + "x": -1, + "y": -1, + "z": 1, + "elements": "modularmachinery:blockcasing@2" + }, + { + "x": 1, + "y": -1, + "z": 1, + "elements": "modularmachinery:blockcasing@2" + }, + { + "x": -1, + "y": -1, + "z": 2, + "elements": "modularmachinery:blockcasing@4" + }, + { + "x": 1, + "y": -1, + "z": 2, + "elements": "modularmachinery:blockcasing@4" + }, + { + "x": 0, + "y": -1, + "z": 2, + "elements": "modularmachinery:blockcasing@2" + }, + { + "x": 0, + "y": -1, + "z": 1, + "elements": "modularmachinery:blockcasing@0" + }, + + + { + "x": -1, + "y": 0, + "z": 2, + "elements": "modularmachinery:blockcasing@4" + }, + { + "x": 1, + "y": 0, + "z": 2, + "elements": "modularmachinery:blockcasing@4" + }, + { + "x": -1, + "y": 0, + "z": 0, + "elements": "modularmachinery:blockcasing@4" + }, + { + "x": 1, + "y": 0, + "z": 0, + "elements": "modularmachinery:blockcasing@4" + }, + + { + "x": 1, + "y": 0, + "z": 1, + "elements": [ + "modularmachinery:blockinputbus" + ] + }, + { + "x": -1, + "y": 0, + "z": 1, + "elements": [ + "modularmachinery:blockoutputbus" + ] + }, + { + "x": 0, + "y": 0, + "z": 2, + "elements": [ + "modularmachinery:blockenergyinputhatch" + ] + }, + { + "x": 0, + "y": 0, + "z": 1, + "elements": "minecraft:lava" + }, + + + { + "x": -1, + "y": 1, + "z": 0, + "elements": "modularmachinery:blockcasing@4" + }, + { + "x": 0, + "y": 1, + "z": 0, + "elements": "modularmachinery:blockcasing@2" + }, + { + "x": 1, + "y": 1, + "z": 0, + "elements": "modularmachinery:blockcasing@4" + }, + { + "x": -1, + "y": 1, + "z": 1, + "elements": "modularmachinery:blockcasing@2" + }, + { + "x": 1, + "y": 1, + "z": 1, + "elements": "modularmachinery:blockcasing@2" + }, + { + "x": -1, + "y": 1, + "z": 2, + "elements": "modularmachinery:blockcasing@4" + }, + { + "x": 1, + "y": 1, + "z": 2, + "elements": "modularmachinery:blockcasing@4" + }, + { + "x": 0, + "y": 1, + "z": 2, + "elements": "modularmachinery:blockcasing@2" + }, + { + "x": 0, + "y": 1, + "z": 1, + "elements": "modularmachinery:blockcasing@0" + } + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/machinery/iron_centrifuge.json b/src/overrides/config/modularmachinery/machinery/iron_centrifuge.json new file mode 100644 index 0000000..db47f7c --- /dev/null +++ b/src/overrides/config/modularmachinery/machinery/iron_centrifuge.json @@ -0,0 +1,169 @@ +{ + "registryname": "iron_centrifuge", + "localizedname": "Iron Reinforced Centrifuge", + "parts": [ + { + "x": -1, + "y": -1, + "z": 0, + "elements": "casings_all" + }, + { + "x": 0, + "y": -1, + "z": 0, + "elements": "casings_all" + }, + { + "x": 1, + "y": -1, + "z": 0, + "elements": "casings_all" + }, + + { + "x": -1, + "y": -1, + "z": 1, + "elements": "casings_all" + }, + + { + "x": 0, + "y": -1, + "z": 1, + "elements": "casings_all" + }, + { + "x": 1, + "y": -1, + "z": 1, + "elements": "casings_all" + }, + + { + "x": -1, + "y": -1, + "z": 2, + "elements": "casings_all" + }, + { + "x": 0, + "y": -1, + "z": 2, + "elements": "casings_all" + }, + { + "x": 1, + "y": -1, + "z": 2, + "elements": "casings_all" + }, + { + "x": 0, + "y": 1, + "z": 2, + "elements": "minecraft:iron_block" + }, + { + "x": 0, + "y": 1, + "z": 0, + "elements": "minecraft:iron_block" + }, + { + "x": -1, + "y": 1, + "z": 1, + "elements": "minecraft:iron_block" + }, + { + "x": 1, + "y": 1, + "z": 1, + "elements": "minecraft:iron_block" + }, + { + "x": 1, + "y": 1, + "z": 2, + "elements": "minecraft:iron_bars" + }, + { + "x": -1, + "y": 1, + "z": 2, + "elements": "minecraft:iron_bars" + }, + { + "x": 1, + "y": 1, + "z": 0, + "elements": "minecraft:iron_bars" + }, + { + "x": -1, + "y": 1, + "z": 0, + "elements": "minecraft:iron_bars" + }, + { + "x": 0, + "y": 1, + "z": 1, + "elements": "minecraft:glass" + }, + + + + { + "x": 0, + "y": 0, + "z": 2, + "elements": "minecraft:iron_block" + }, + { + "x": -1, + "y": 0, + "z": 1, + "elements": "minecraft:iron_block" + }, + { + "x": 1, + "y": 0, + "z": 1, + "elements": "minecraft:iron_block" + }, + { + "x": 1, + "y": 0, + "z": 2, + "elements": "minecraft:iron_bars" + }, + { + "x": -1, + "y": 0, + "z": 2, + "elements": "minecraft:iron_bars" + }, + { + "x": 1, + "y": 0, + "z": 0, + "elements": "minecraft:iron_bars" + }, + { + "x": -1, + "y": 0, + "z": 0, + "elements": "minecraft:iron_bars" + }, + { + "x": 0, + "y": 0, + "z": 1, + "elements": "minecraft:water" + } + + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/machinery/power_transformer.json b/src/overrides/config/modularmachinery/machinery/power_transformer.json new file mode 100644 index 0000000..00933ac --- /dev/null +++ b/src/overrides/config/modularmachinery/machinery/power_transformer.json @@ -0,0 +1,204 @@ +{ + "registryname": "transformer", + "localizedname": "Power Transformer", + "parts": [ + { + "x": 1, + "y": -1, + "z": 0, + "elements": "minecraft:stonebrick@0" + }, + { + "x": 0, + "y": -1, + "z": 0, + "elements": "minecraft:stonebrick@0" + }, + { + "x": -1, + "y": -1, + "z": 0, + "elements": "minecraft:stonebrick@0" + }, + + { + "x": 1, + "y": -1, + "z": 1, + "elements": "minecraft:stonebrick@0" + }, + { + "x": 0, + "y": -1, + "z": 1, + "elements": "minecraft:stonebrick@0" + }, + { + "x": -1, + "y": -1, + "z": 1, + "elements": "minecraft:stonebrick@0" + }, + + { + "x": 1, + "y": -1, + "z": 2, + "elements": "minecraft:stonebrick@0" + }, + { + "x": 0, + "y": -1, + "z": 2, + "elements": "minecraft:stonebrick@0" + }, + { + "x": -1, + "y": -1, + "z": 2, + "elements": "minecraft:stonebrick@0" + }, + + { + "x": -1, + "y": 0, + "z": 1, + "elements": "modularmachinery:blockenergyoutputhatch" + }, + { + "x": 1, + "y": 0, + "z": 1, + "elements": "modularmachinery:blockenergyinputhatch" + }, + { + "x": 0, + "y": 0, + "z": 2, + "elements": "casings_decorative" + }, + { + "x": -1, + "y": 0, + "z": 0, + "elements": "minecraft:iron_bars" + }, + { + "x": 1, + "y": 0, + "z": 0, + "elements": "minecraft:iron_bars" + }, + { + "x": -1, + "y": 0, + "z": 2, + "elements": "minecraft:iron_bars" + }, + { + "x": 1, + "y": 0, + "z": 2, + "elements": "minecraft:iron_bars" + }, + + { + "x": 0, + "y": 0, + "z": 1, + "elements": "minecraft:redstone_block" + }, + { + "x": 0, + "y": 1, + "z": 1, + "elements": "minecraft:redstone_block" + }, + { + "x": 0, + "y": 2, + "z": 1, + "elements": "minecraft:redstone_block" + }, + { + "x": 0, + "y": 3, + "z": 1, + "elements": "minecraft:iron_block" + }, + + { + "x": 0, + "y": 1, + "z": 0, + "elements": "minecraft:iron_bars" + }, + { + "x": 0, + "y": 2, + "z": 0, + "elements": "minecraft:iron_bars" + }, + { + "x": 0, + "y": 3, + "z": 0, + "elements": "minecraft:iron_bars" + }, + + { + "x": 1, + "y": 1, + "z": 1, + "elements": "minecraft:iron_bars" + }, + { + "x": 1, + "y": 2, + "z": 1, + "elements": "minecraft:iron_bars" + }, + { + "x": 1, + "y": 3, + "z": 1, + "elements": "minecraft:iron_bars" + }, + { + "x": -1, + "y": 1, + "z": 1, + "elements": "minecraft:iron_bars" + }, + { + "x": -1, + "y": 2, + "z": 1, + "elements": "minecraft:iron_bars" + }, + { + "x": -1, + "y": 3, + "z": 1, + "elements": "minecraft:iron_bars" + }, + { + "x": 0, + "y": 1, + "z": 2, + "elements": "minecraft:iron_bars" + }, + { + "x": 0, + "y": 2, + "z": 2, + "elements": "minecraft:iron_bars" + }, + { + "x": 0, + "y": 3, + "z": 2, + "elements": "minecraft:iron_bars" + } + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/machinery/quantumchamber.json b/src/overrides/config/modularmachinery/machinery/quantumchamber.json new file mode 100644 index 0000000..9b03428 --- /dev/null +++ b/src/overrides/config/modularmachinery/machinery/quantumchamber.json @@ -0,0 +1,619 @@ +{ + "registryname": "quantumchamber", + "localizedname": "Quantum Chamber", + "parts": [ + { + "x": -2, + "y": 0, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -1, + "y": 0, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -2, + "y": 0, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 2, + "y": 2, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 1, + "y": 0, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -1, + "y": 0, + "z": 2, + "elements": [ + "minecraft:glass@0" + ] + }, + { + "x": 0, + "y": 0, + "z": 2, + "elements": [ + "minecraft:glass@0" + ] + }, + { + "x": 2, + "y": 0, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 1, + "y": 0, + "z": 2, + "elements": [ + "minecraft:glass@0" + ] + }, + { + "x": 2, + "y": 0, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -2, + "y": 3, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 2, + "y": -1, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 1, + "y": -1, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -2, + "y": 1, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -1, + "y": 3, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 0, + "y": -1, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -1, + "y": 1, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 0, + "y": 3, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 1, + "y": 3, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 0, + "y": 1, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -1, + "y": -1, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -2, + "y": 1, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -2, + "y": -1, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -2, + "y": -1, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -1, + "y": 1, + "z": 2, + "elements": [ + "minecraft:glass@0" + ] + }, + { + "x": 2, + "y": 3, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 1, + "y": 1, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 0, + "y": 1, + "z": 2, + "elements": [ + "minecraft:glass@0" + ] + }, + { + "x": 2, + "y": 1, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -1, + "y": -1, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 0, + "y": -1, + "z": 1, + "elements": [ + "modularmachinery:blockenergyinputhatch" + ] + }, + { + "x": 1, + "y": 1, + "z": 2, + "elements": [ + "minecraft:glass@0" + ] + }, + { + "x": 2, + "y": 1, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 1, + "y": -1, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 2, + "y": -1, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -2, + "y": 2, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -1, + "y": 2, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 0, + "y": 2, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -2, + "y": 2, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -2, + "y": 0, + "z": 1, + "elements": [ + "modularmachinery:blockoutputbus" + ] + }, + { + "x": -1, + "y": 2, + "z": 2, + "elements": [ + "minecraft:glass@0" + ] + }, + { + "x": 1, + "y": 2, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 0, + "y": 2, + "z": 2, + "elements": [ + "minecraft:glass@0" + ] + }, + { + "x": 2, + "y": 2, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 0, + "y": 0, + "z": 1, + "elements": [ + "mekanism:machineblock2@13" + ] + }, + { + "x": 1, + "y": 2, + "z": 2, + "elements": [ + "minecraft:glass@0" + ] + }, + { + "x": 2, + "y": 2, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 2, + "y": 0, + "z": 1, + "elements": [ + "modularmachinery:blockinputbus" + ] + }, + { + "x": -2, + "y": 3, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -1, + "y": 3, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -2, + "y": 3, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 0, + "y": 3, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 1, + "y": 3, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -2, + "y": 1, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -1, + "y": 3, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -1, + "y": 1, + "z": 1, + "elements": [ + "mekanism:machineblock2@13" + ] + }, + { + "x": 0, + "y": 3, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 2, + "y": 3, + "z": 0, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 1, + "y": 3, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 0, + "y": 1, + "z": 1, + "elements": [ + "mekanism:machineblock3@0" + ] + }, + { + "x": -2, + "y": -1, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 2, + "y": 3, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 1, + "y": 1, + "z": 1, + "elements": [ + "mekanism:machineblock2@13" + ] + }, + { + "x": 2, + "y": 1, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0", + "modularmachinery:blockinputbus" + ] + }, + { + "x": -1, + "y": -1, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 0, + "y": -1, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 1, + "y": -1, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 2, + "y": -1, + "z": 2, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": -2, + "y": 2, + "z": 1, + + "elements": [ + "modularmachinery:blockcasing@0" + ] + }, + { + "x": 0, + "y": 2, + "z": 1, + "elements": [ + "mekanism:machineblock2@13" + ] + } + ]} diff --git a/src/overrides/config/modularmachinery/machinery/variables/casings.var.json b/src/overrides/config/modularmachinery/machinery/variables/casings.var.json new file mode 100644 index 0000000..d35e9b2 --- /dev/null +++ b/src/overrides/config/modularmachinery/machinery/variables/casings.var.json @@ -0,0 +1,26 @@ +{ + "casings_all": [ + "modularmachinery:blockcasing", + "modularmachinery:blockinputbus", + "modularmachinery:blockenergyinputhatch", + "modularmachinery:blockfluidinputhatch", + "modularmachinery:blockoutputbus", + "modularmachinery:blockenergyoutputhatch", + "modularmachinery:blockfluidoutputhatch" + ], + "casings_decorative": [ + "modularmachinery:blockcasing" + ], + "casings_fluid": [ + "modularmachinery:blockfluidinputhatch", + "modularmachinery:blockfluidoutputhatch" + ], + "casings_energy": [ + "modularmachinery:blockenergyinputhatch", + "modularmachinery:blockenergyoutputhatch" + ], + "casings_item": [ + "modularmachinery:blockinputbus", + "modularmachinery:blockoutputbus" + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/modularmachinery.cfg b/src/overrides/config/modularmachinery/modularmachinery.cfg new file mode 100644 index 0000000..48d43b4 --- /dev/null +++ b/src/overrides/config/modularmachinery/modularmachinery.cfg @@ -0,0 +1,207 @@ +# Configuration file + +display { + + energy { + # Available options: 'FE', 'IC2_EU', 'GT_EU' - Default: FE - Set this to one of those 3 types to have GUI, recipe preview and energy be displayed in that type of energy in ALL ModularMachinery things. [default: FE] + S:Display_Energy_Type=FE + + # Set to true, if the standard 'energy' FE (or RF) should be displayed in the tooltip of the energy hatch along with its transmission rates. [default: true] + B:FE_RF_Tooltip=true + + # Set to true, if GT's energy EU should be displayed in the tooltip of the energy hatch. Will only have effect if GregTech (community edition) is installed. [default: true] + B:GT_EU_Tooltip=true + + # Set to true, if IC2's energy EU should be displayed in the tooltip of the energy hatch. Will only have effect if IC2 is installed. [default: true] + B:IC2_EU_Tooltip=true + } + +} + + +energyhatch { + + size { + # Energy storage size of the energy hatch. [range: 0 ~ 9223372036854775807, default: 32768] + S:BIG=32768 + + # Energy storage size of the energy hatch. [range: 0 ~ 9223372036854775807, default: 131072] + S:HUGE=131072 + + # Energy storage size of the energy hatch. [range: 0 ~ 9223372036854775807, default: 524288] + S:LUDICROUS=524288 + + # Energy storage size of the energy hatch. [range: 0 ~ 9223372036854775807, default: 8192] + S:NORMAL=8192 + + # Energy storage size of the energy hatch. [range: 0 ~ 9223372036854775807, default: 16384] + S:REINFORCED=16384 + + # Energy storage size of the energy hatch. [range: 0 ~ 9223372036854775807, default: 4096] + S:SMALL=4096 + + # Energy storage size of the energy hatch. [range: 0 ~ 9223372036854775807, default: 2048] + S:TINY=2048 + + # Energy storage size of the energy hatch. [range: 0 ~ 9223372036854775807, default: 2097152] + S:ULTIMATE=2097152 + } + + limit { + # Defines the transfer limit for RF/FE things. IC2's transfer limit is defined by the voltage tier. [range: 1 ~ 9223372036854775806, default: 32768] + S:BIG=8192 + + # Defines the transfer limit for RF/FE things. IC2's transfer limit is defined by the voltage tier. [range: 1 ~ 9223372036854775806, default: 131072] + S:HUGE=32768 + + # Defines the transfer limit for RF/FE things. IC2's transfer limit is defined by the voltage tier. [range: 1 ~ 9223372036854775806, default: 524288] + S:LUDICROUS=131072 + + # Defines the transfer limit for RF/FE things. IC2's transfer limit is defined by the voltage tier. [range: 1 ~ 9223372036854775806, default: 8192] + S:NORMAL=512 + + # Defines the transfer limit for RF/FE things. IC2's transfer limit is defined by the voltage tier. [range: 1 ~ 9223372036854775806, default: 16384] + S:REINFORCED=2048 + + # Defines the transfer limit for RF/FE things. IC2's transfer limit is defined by the voltage tier. [range: 1 ~ 9223372036854775806, default: 4096] + S:SMALL=512 + + # Defines the transfer limit for RF/FE things. IC2's transfer limit is defined by the voltage tier. [range: 1 ~ 9223372036854775806, default: 2048] + S:TINY=128 + + # Defines the transfer limit for RF/FE things. IC2's transfer limit is defined by the voltage tier. [range: 1 ~ 9223372036854775806, default: 2097152] + S:ULTIMATE=131072 + } + + tier { + # Defines the IC2 output-voltage tier. Only affects the power the output hatches will output power as. 0 = 'ULV' = 8 EU/t, 1 = 'LV' = 32 EU/t, 2 = 'MV' = 128 EU/t, ... [range: 0 ~ 12, default: 4] + I:BIG=4 + + # Defines the IC2 output-voltage tier. Only affects the power the output hatches will output power as. 0 = 'ULV' = 8 EU/t, 1 = 'LV' = 32 EU/t, 2 = 'MV' = 128 EU/t, ... [range: 0 ~ 12, default: 5] + I:HUGE=5 + + # Defines the IC2 output-voltage tier. Only affects the power the output hatches will output power as. 0 = 'ULV' = 8 EU/t, 1 = 'LV' = 32 EU/t, 2 = 'MV' = 128 EU/t, ... [range: 0 ~ 12, default: 6] + I:LUDICROUS=6 + + # Defines the IC2 output-voltage tier. Only affects the power the output hatches will output power as. 0 = 'ULV' = 8 EU/t, 1 = 'LV' = 32 EU/t, 2 = 'MV' = 128 EU/t, ... [range: 0 ~ 12, default: 2] + I:NORMAL=2 + + # Defines the IC2 output-voltage tier. Only affects the power the output hatches will output power as. 0 = 'ULV' = 8 EU/t, 1 = 'LV' = 32 EU/t, 2 = 'MV' = 128 EU/t, ... [range: 0 ~ 12, default: 3] + I:REINFORCED=3 + + # Defines the IC2 output-voltage tier. Only affects the power the output hatches will output power as. 0 = 'ULV' = 8 EU/t, 1 = 'LV' = 32 EU/t, 2 = 'MV' = 128 EU/t, ... [range: 0 ~ 12, default: 2] + I:SMALL=2 + + # Defines the IC2 output-voltage tier. Only affects the power the output hatches will output power as. 0 = 'ULV' = 8 EU/t, 1 = 'LV' = 32 EU/t, 2 = 'MV' = 128 EU/t, ... [range: 0 ~ 12, default: 1] + I:TINY=1 + + # Defines the IC2 output-voltage tier. Only affects the power the output hatches will output power as. 0 = 'ULV' = 8 EU/t, 1 = 'LV' = 32 EU/t, 2 = 'MV' = 128 EU/t, ... [range: 0 ~ 12, default: 6] + I:ULTIMATE=6 + } + + gtvoltage { + # Defines the GT voltage tier. Affects both input and output hatches of this tier. [range: 0 ~ 8, default: 4] + I:BIG=4 + + # Defines the GT voltage tier. Affects both input and output hatches of this tier. [range: 0 ~ 8, default: 5] + I:HUGE=5 + + # Defines the GT voltage tier. Affects both input and output hatches of this tier. [range: 0 ~ 8, default: 6] + I:LUDICROUS=6 + + # Defines the GT voltage tier. Affects both input and output hatches of this tier. [range: 0 ~ 8, default: 2] + I:NORMAL=2 + + # Defines the GT voltage tier. Affects both input and output hatches of this tier. [range: 0 ~ 8, default: 3] + I:REINFORCED=3 + + # Defines the GT voltage tier. Affects both input and output hatches of this tier. [range: 0 ~ 8, default: 2] + I:SMALL=2 + + # Defines the GT voltage tier. Affects both input and output hatches of this tier. [range: 0 ~ 8, default: 1] + I:TINY=1 + + # Defines the GT voltage tier. Affects both input and output hatches of this tier. [range: 0 ~ 8, default: 6] + I:ULTIMATE=6 + } + + gtamperage { + # Defines the GT amperage. Affects both output amperage as well as maximum input amperage. [range: 1 ~ 16, default: 2] + I:BIG=2 + + # Defines the GT amperage. Affects both output amperage as well as maximum input amperage. [range: 1 ~ 16, default: 2] + I:HUGE=2 + + # Defines the GT amperage. Affects both output amperage as well as maximum input amperage. [range: 1 ~ 16, default: 2] + I:LUDICROUS=2 + + # Defines the GT amperage. Affects both output amperage as well as maximum input amperage. [range: 1 ~ 16, default: 2] + I:NORMAL=2 + + # Defines the GT amperage. Affects both output amperage as well as maximum input amperage. [range: 1 ~ 16, default: 2] + I:REINFORCED=2 + + # Defines the GT amperage. Affects both output amperage as well as maximum input amperage. [range: 1 ~ 16, default: 2] + I:SMALL=2 + + # Defines the GT amperage. Affects both output amperage as well as maximum input amperage. [range: 1 ~ 16, default: 2] + I:TINY=2 + + # Defines the GT amperage. Affects both output amperage as well as maximum input amperage. [range: 1 ~ 16, default: 2] + I:ULTIMATE=2 + } + +} + + +fluidhatch { + + tiny { + # Defines the tank size for the size-type of fluid hatch. [range: 1 ~ 2147483647, default: 100] + I:size=100 + } + + small { + # Defines the tank size for the size-type of fluid hatch. [range: 1 ~ 2147483647, default: 400] + I:size=400 + } + + normal { + # Defines the tank size for the size-type of fluid hatch. [range: 1 ~ 2147483647, default: 1000] + I:size=1000 + } + + reinforced { + # Defines the tank size for the size-type of fluid hatch. [range: 1 ~ 2147483647, default: 2000] + I:size=2000 + } + + big { + # Defines the tank size for the size-type of fluid hatch. [range: 1 ~ 2147483647, default: 4500] + I:size=4500 + } + + huge { + # Defines the tank size for the size-type of fluid hatch. [range: 1 ~ 2147483647, default: 8000] + I:size=8000 + } + + ludicrous { + # Defines the tank size for the size-type of fluid hatch. [range: 1 ~ 2147483647, default: 16000] + I:size=16000 + } + + vacuum { + # Defines the tank size for the size-type of fluid hatch. [range: 1 ~ 2147483647, default: 32000] + I:size=32000 + } + +} + + +general { + # Defines the _default_ color for machine casings as items or blocks. (Hex color without alpha) Has to be defined both server and clientside! [default: FF4900] + S:general-casing-color=FF4900 +} + + diff --git a/src/overrides/config/modularmachinery/recipes/alloy_smelter_diamond.json b/src/overrides/config/modularmachinery/recipes/alloy_smelter_diamond.json new file mode 100644 index 0000000..6a8dd1d --- /dev/null +++ b/src/overrides/config/modularmachinery/recipes/alloy_smelter_diamond.json @@ -0,0 +1,30 @@ +{ + "machine": "alloy_furnace", + "registryName": "alloy_furnace_diamond", + "recipeTime": 5, + "requirements": [ + { + "type": "modularmachinery:energy", + "io-type": "input", + "energyPerTick": 100 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:diamond", + "amount": 1 + }, + { + "type": "modularmachinery:item", + "io-type": "input", + "item": "minecraft:coal", + "amount": 32 + }, + { + "type": "modularmachinery:item", + "io-type": "input", + "item": "minecraft:tnt", + "amount": 8 + } + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/recipes/alloy_smelter_furnaces.adapter.json b/src/overrides/config/modularmachinery/recipes/alloy_smelter_furnaces.adapter.json new file mode 100644 index 0000000..6a3eca4 --- /dev/null +++ b/src/overrides/config/modularmachinery/recipes/alloy_smelter_furnaces.adapter.json @@ -0,0 +1,24 @@ +{ + "machine": "alloy_furnace", + "adapter": "minecraft:furnace", + "modifiers": [ + { + "target": "modularmachinery:item", + "io": "output", + "operation": 1, + "multiplier": 3.0 + }, + { + "target": "modularmachinery:item", + "io": "input", + "operation": 1, + "multiplier": 3.0 + }, + { + "target": "modularmachinery:duration", + "io": "input", + "operation": 0, + "multiplier": 40 + } + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/recipes/alloy_smelter_modularium.json b/src/overrides/config/modularmachinery/recipes/alloy_smelter_modularium.json new file mode 100644 index 0000000..0c8cc23 --- /dev/null +++ b/src/overrides/config/modularmachinery/recipes/alloy_smelter_modularium.json @@ -0,0 +1,42 @@ +{ + "machine": "alloy_furnace", + "registryName": "alloy_furnace_modularium", + "recipeTime": 120, + "requirements": [ + { + "type": "modularmachinery:energy", + "io-type": "input", + "energyPerTick": 20 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "modularmachinery:itemmodularium", + "amount": 4 + }, + { + "type": "modularmachinery:item", + "io-type": "input", + "item": "ore:ingotIron", + "amount": 1 + }, + { + "type": "modularmachinery:item", + "io-type": "input", + "item": "ore:ingotGold", + "amount": 1 + }, + { + "type": "modularmachinery:item", + "io-type": "input", + "item": "ore:dustRedstone", + "amount": 1 + }, + { + "type": "modularmachinery:item", + "io-type": "input", + "item": "ore:dustGlowstone", + "amount": 1 + } + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/recipes/centrifuge_centrifuge_blaze_powder.json b/src/overrides/config/modularmachinery/recipes/centrifuge_centrifuge_blaze_powder.json new file mode 100644 index 0000000..1e62d62 --- /dev/null +++ b/src/overrides/config/modularmachinery/recipes/centrifuge_centrifuge_blaze_powder.json @@ -0,0 +1,32 @@ +{ + "machine": "iron_centrifuge", + "registryName": "iron_centrifuge_centrifuge_blaze_powder", + "recipeTime": 60, + "requirements": [ + { + "type": "modularmachinery:energy", + "io-type": "input", + "energyPerTick": 16 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:gunpowder", + "amount": 1, + "chance": 0.95 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:glowstone_dust", + "amount": 1, + "chance": 0.4 + }, + { + "type": "modularmachinery:item", + "io-type": "input", + "item": "minecraft:blaze_powder", + "amount": 1 + } + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/recipes/centrifuge_centrifuge_grass.json b/src/overrides/config/modularmachinery/recipes/centrifuge_centrifuge_grass.json new file mode 100644 index 0000000..9104aa7 --- /dev/null +++ b/src/overrides/config/modularmachinery/recipes/centrifuge_centrifuge_grass.json @@ -0,0 +1,80 @@ +{ + "machine": "iron_centrifuge", + "registryName": "iron_centrifuge_centrifuge_grass", + "recipeTime": 120, + "requirements": [ + { + "type": "modularmachinery:energy", + "io-type": "input", + "energyPerTick": 16 + }, + { + "type": "modularmachinery:item", + "io-type": "input", + "item": "minecraft:grass", + "amount": 1 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:dirt", + "amount": 1 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:wheat_seeds", + "amount": 1, + "chance": 0.7 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:dye@3", + "amount": 1, + "chance": 0.05 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:pumpkin_seeds", + "amount": 1, + "chance": 0.1 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:melon_seeds", + "amount": 1, + "chance": 0.1 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:clay_ball", + "amount": 1, + "chance": 0.4 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:brown_mushroom", + "amount": 1, + "chance": 0.3 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:red_mushroom", + "amount": 1, + "chance": 0.3 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:nether_wart", + "amount": 1, + "chance": 0.01 + } + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/recipes/centrifuge_centrifuge_magma_cream.json b/src/overrides/config/modularmachinery/recipes/centrifuge_centrifuge_magma_cream.json new file mode 100644 index 0000000..98a88b7 --- /dev/null +++ b/src/overrides/config/modularmachinery/recipes/centrifuge_centrifuge_magma_cream.json @@ -0,0 +1,32 @@ +{ + "machine": "iron_centrifuge", + "registryName": "iron_centrifuge_centrifuge_magma_cream", + "recipeTime": 60, + "requirements": [ + { + "type": "modularmachinery:energy", + "io-type": "input", + "energyPerTick": 16 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:slime_ball", + "amount": 1, + "chance": 0.95 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:blaze_powder", + "amount": 1, + "chance": 0.95 + }, + { + "type": "modularmachinery:item", + "io-type": "input", + "item": "minecraft:magma_cream", + "amount": 1 + } + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/recipes/centrifuge_centrifuge_wool.json b/src/overrides/config/modularmachinery/recipes/centrifuge_centrifuge_wool.json new file mode 100644 index 0000000..2c5b708 --- /dev/null +++ b/src/overrides/config/modularmachinery/recipes/centrifuge_centrifuge_wool.json @@ -0,0 +1,45 @@ +{ + "machine": "iron_centrifuge", + "registryName": "iron_centrifuge_centrifuge_wool", + "recipeTime": 60, + "requirements": [ + { + "type": "modularmachinery:energy", + "io-type": "input", + "energyPerTick": 16 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:string", + "amount": 2 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:string", + "amount": 2, + "chance": 0.75 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:string", + "amount": 1, + "chance": 0.4 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:string", + "amount": 1, + "chance": 0.2 + }, + { + "type": "modularmachinery:item", + "io-type": "input", + "item": "minecraft:wool", + "amount": 1 + } + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/recipes/centrifuge_wash_glowstone.json b/src/overrides/config/modularmachinery/recipes/centrifuge_wash_glowstone.json new file mode 100644 index 0000000..1adcfe1 --- /dev/null +++ b/src/overrides/config/modularmachinery/recipes/centrifuge_wash_glowstone.json @@ -0,0 +1,25 @@ +{ + "machine": "iron_centrifuge", + "registryName": "iron_centrifuge_wash_glowstone", + "recipeTime": 120, + "requirements": [ + { + "type": "modularmachinery:energy", + "io-type": "input", + "energyPerTick": 16 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:gunpowder", + "amount": 1, + "chance": 0.6 + }, + { + "type": "modularmachinery:item", + "io-type": "input", + "item": "ore:dustGlowstone", + "amount": 1 + } + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/recipes/centrifuge_wash_redstone.json b/src/overrides/config/modularmachinery/recipes/centrifuge_wash_redstone.json new file mode 100644 index 0000000..40ce93d --- /dev/null +++ b/src/overrides/config/modularmachinery/recipes/centrifuge_wash_redstone.json @@ -0,0 +1,25 @@ +{ + "machine": "iron_centrifuge", + "registryName": "iron_centrifuge_wash_redstone", + "recipeTime": 180, + "requirements": [ + { + "type": "modularmachinery:energy", + "io-type": "input", + "energyPerTick": 16 + }, + { + "type": "modularmachinery:item", + "io-type": "output", + "item": "minecraft:gunpowder", + "amount": 1, + "chance": 0.6 + }, + { + "type": "modularmachinery:item", + "io-type": "input", + "item": "ore:dustRedstone", + "amount": 1 + } + ] +} \ No newline at end of file diff --git a/src/overrides/config/modularmachinery/recipes/power_transformer_energy_transform.json b/src/overrides/config/modularmachinery/recipes/power_transformer_energy_transform.json new file mode 100644 index 0000000..83e9e2a --- /dev/null +++ b/src/overrides/config/modularmachinery/recipes/power_transformer_energy_transform.json @@ -0,0 +1,17 @@ +{ + "machine": "transformer", + "registryName": "transformer_energy_transform", + "recipeTime": 1, + "requirements": [ + { + "type": "modularmachinery:energy", + "io-type": "input", + "energyPerTick": 128 + }, + { + "type": "modularmachinery:energy", + "io-type": "output", + "energyPerTick": 128 + } + ] +} \ No newline at end of file diff --git a/src/cfg/mysticalagriculture.cfg b/src/overrides/config/mysticalagriculture.cfg similarity index 100% rename from src/cfg/mysticalagriculture.cfg rename to src/overrides/config/mysticalagriculture.cfg diff --git a/src/cfg/mysticalagriculture_recipes.cfg b/src/overrides/config/mysticalagriculture_recipes.cfg similarity index 100% rename from src/cfg/mysticalagriculture_recipes.cfg rename to src/overrides/config/mysticalagriculture_recipes.cfg diff --git a/src/cfg/nuclearcraft.cfg b/src/overrides/config/nuclearcraft.cfg similarity index 100% rename from src/cfg/nuclearcraft.cfg rename to src/overrides/config/nuclearcraft.cfg diff --git a/src/overrides/config/openblocks.cfg b/src/overrides/config/openblocks.cfg new file mode 100644 index 0000000..baf02dc --- /dev/null +++ b/src/overrides/config/openblocks.cfg @@ -0,0 +1,512 @@ +# Configuration file + +additional { + # List any mob names (like 'minecraft:bat') you want disabled on the server + S:disableMobNames < + > + + # Should player inventories be stored after death (can be later restored with ob_inventory command) + B:dumpDeadPlayersInventories=true +} + + +blocks { + B:auto_anvil=true + B:auto_enchantment_table=true + B:beartrap=true + B:big_button=true + B:big_button_wood=true + B:block_breaker=true + B:block_placer=true + B:builder_guide=true + B:cannon=true + B:canvas=true + B:canvas_glass=true + B:donation_station=true + B:drawing_table=true + B:elevator=true + B:elevator_rotating=true + B:fan=true + B:flag=true + B:golden_egg=true + B:grave=true + B:guide=true + B:heal=true + B:imaginary=true + B:item_dropper=true + B:ladder=true + B:paint_can=true + B:paint_mixer=true + B:path=true + B:projector=true + B:rope_ladder=true + B:scaffolding=true + B:sky=true + B:sponge=true + B:sprinkler=true + B:tank=true + B:target=true + B:trophy=true + B:vacuum_hopper=true + B:village_highlighter=true + B:xp_bottler=true + B:xp_drain=true + B:xp_shower=true +} + + +breaker { + # Maximum number of actions that can be performed by block breaker in single tick + I:actionLimit=16 +} + + +canvas { + # Controls number of textures allocated for canvas. Increase if canvas blocks stop rendering properly (get empty sides). To re-apply, reload textures + I:canvasTexturePoolSize=256 + + # If true, paintbrush will replace suitable blocks with canvas. Otherwise, it will only try to paint blocks + B:paintbrushReplacesBlocks=true + + # List of block ids that should not be replaceable by canvas (by using brush, stencil, etc) + S:replaceBlacklist < + > +} + + +cartographer { + # List of blocks that should be invisible to cartographer. Example: id:3, OpenBlocks:openblocks_radio (case sensitive) + S:blockBlacklist < + > + + # Should invalid height map request be always reported + B:reportInvalidRequest=false +} + + +crane { + # Enable magnet turtles + B:addTurtles=true + + # Use shift to control crane direction (otherwise, toggle every time) + B:boringMode=true + + # Enable collision checking of crane arm + B:doCraneCollisionCheck=false + + # List of resource location names of blocks that can be picked by magnet + S:magnetBlockWhitelist < + > + + # List of resource location names of entities that can be picked by magnet + S:magnetEntityWhitelist < + > + + # List of resource location names of tile entities that can be picked by magnet + S:magnetTileEntityWhitelist < + > + + # Show magnet turtles in creative list + B:showTurtles=true + + # Maximal distance from turtle to magnet when deactivating + D:turtleMagnetDeactivateRange=3.0 + + # Range of magnet CC peripheral + D:turtleMagnetRange=32.0 +} + + +cursor { + # Maximum distance cursor can reach (warning: increasing may cause crashes) + I:cursorMaxDistance=64 +} + + +debug { + # Show structures found by golden eye + B:goldenEyeDebug=false + + # Dump extra amount of data, every time grave is created + B:gravesDebug=false +} + + +devnull { + # Color of contained stack size in GUI + I:countColor=16776960 + + # If true, /dev/null will require sneaking in addition to clicking air to open gui + B:sneakClickToGui=true +} + + +dropblock { + # Should elevator move player to center of block after teleporting + B:centerOnBlock=true + + # XP consumed by elevator (total amount = ratio * distance) + D:elevatorXpDrainRatio=0.0 + + # Disable limit of blocks between elevators (equivalent to maxPassThrough = infinity) + B:ignoreAllBlocks=true + + # The elevator will ignore half blocks when counting the blocks it can pass through + B:ignoreHalfBlocks=true + + # The elevator will try to pass through blocks that have custom collision boxes + B:irregularBlocksArePassable=true + + # The maximum amount of blocks the elevator can pass through before the teleport fails + I:maxPassThrough=256 + + # Use to configure blocks as elevators. Examples: 'minecraft:wool' - configure any wool as white elevator, 'minecraft:wool#color=light_blue;yellow' - configure lightblue wool as yellow elevator + S:overrides < + > + + # The range of the drop block + I:searchDistance=256 + + # Defines blocks that are handled specially by elevators. Entries are in form :: or id::. Possible actions: abort (elevator can't pass block), increment (counts for elevatorMaxBlockPassCount limit) and ignore + S:specialBlockRules < + > +} + + +egg { + # Can golden egg pick blocks while hatching (may lead to glitches) + B:pickBlocks=true +} + + +fan { + # Maximum force applied every tick to entities nearby (linear decay) + D:fanForce=0.05 + + # Range of fan in blocks + D:fanRange=10.0 + + # Is fan force controlled by redstone current + B:isRedstoneActivated=true +} + + +features { + # Other fluids accepted instead liquid XP + S:additionalXpFluids < + "experience:20" + > + + # Explosive enchant can break blocks at level 3 + B:explosiveEnchantGrief=true + + # Is 'Explosive' enchantment enabled + B:explosiveEnchantment=true + + # Is 'Flim-flam' enchantment enabled + B:flimFlamEnchantment=false + + # Should every player get info book on first login + B:infoBook=true + + # Is 'Last Stand' enchantment enabled + B:lastStandEnchantment=true + + # Formula for XP cost (variables: hp,dmg,ench,xp). Note: calculation only triggers when hp - dmg < 1. + S:lastStandFormula=max(1, 50*(1-(hp-dmg))/ench) + + # Storage in mB needed to store single XP point + I:xpToLiquidRatio=20 +} + + +glasses { + # 0.0 - no visible change to world, 1.0 - world fully obscured + D:opacity=0.7 + + # Use texture for obscuring world + B:useTexture=true +} + + +glyphs { + # Should glyphs be added to creative search GUI + B:showInCreativeSearch=false +} + + +graves { + # Can grave spawn single block of dirt when it has no block under? + B:canSpawnBase=true + + # Try to overwrite blocks with graves if no suitable place is found on first try + B:destructiveGraves=false + + # Maximal height where grave should be spawned (default value selected to prevent spawning in bedrock) + I:maximalPosY=249 + + # Minimal height where grave should be spawned (default value selected to prevent spawning in bedrock) + I:minimalPosY=6 + + # Require gravestone to be in a player's inventory (it is consumed) + B:requiresGraveInInv=false + + # Spawn rate, range: 0..1, default: about 1 per 50s + D:skeletonSpawnRate=0.002 + + # Size of cube searched for spaces suitable for grave spawning + I:spawnRange=10 + + # Should grave randomly spawn skeletons + B:spawnSkeletons=false + + # Frequency of special action on grave digging, 0..1 + D:specialActionFrequency=0.03 + + # Store contents of spawned graves into separate NBT files (can later be restored with ob_inventory command) + B:storeContents=true +} + + +guide { + # How builder guide should react to redstone. 0 - not sensitive, 1 - powered == on, -1 - inverted + I:redstoneSensitivity=1 + + # Square of guide maximum render distance + D:renderDistanceSq=65536.0 + + # Try to use advanced OpenGL for performance improvement + B:useAdvancedRenderer=true +} + + +hacks { + # Enable experimental features that may be buggy or broken entirely + B:enableExperimentalFeatures=false +} + + +hangglider { + # Enable a whole new level of hanggliding experience through thermal lift. See keybindings for acoustic vario controls + B:enableThermal=true +} + + +imaginary { + # Speed of imaginary blocks fading/appearing + D:fadingSpeed=0.0075 + + # Number of newly created crayon/pencil uses + D:numberOfUses=10.0 +} + + +itemdropper { + # Maximum speed that can be set in item dropper GUI + D:maxItemDropSpeed=4.0 +} + + +items { + B:cartographer=true + B:crane_backpack=true + B:crane_control=true + B:crayon_glasses=true + B:cursor=true + B:dev_null=true + B:empty_map=true + B:epic_eraser=true + B:generic=true + B:generic_unstackable=true + B:glyph=true + B:golden_eye=true + B:hang_glider=true + B:height_map=true + B:info_book=true + B:luggage=true + B:paintbrush=true + B:pedometer=true + B:pencil_glasses=true + B:serious_glasses=true + B:sleeping_bag=true + B:slimalyzer=true + B:sonic_glasses=true + B:sponge_on_a_stick=true + B:squeegee=true + B:stencil=true + B:tasty_clay=true + B:technicolor_glasses=true + B:wrench=true + B:xp_bucket=true +} + + +ladder { + # If true, ladders will behave in old way: single item will place ladder all the way down, but it will not drop when broken + B:infiniteMode=true +} + + +loot { + B:technicolorGlasses=true +} + + +magnet { + # Can crane magnet pick block? + B:pickBlocks=true + + # Can crane magnet pick entities? + B:pickEntities=true +} + + +placer { + # Maximum number of actions that can be performed by block placer in single tick + I:actionLimit=16 +} + + +projector { + # The projector's cone will use the specified brightness value to render. + # Value must be between 0 and 255 inclusive. To use the default world brightness set -1 as the value. + # Keep in mind that default brightness means that the cone will render as light blue during the day and dark blue during the night. + I:brightness=-1 + + # Level of light emitted by the active projector. Defaults to 10. Must be at maximum 15 and positive + I:lightLevel=10 + + # Projector will light up whenever it is displaying a map + B:lightUpWhenWorking=true + + # Projector will render a holographic cone whenever active + B:renderHolographicCone=true +} + + +radio { + # Should add radio villager profession + B:radioVillagerEnabled=true +} + + +scaffolding { + # The rate at which scaffolding should break. 0 - fastest + I:despawnRate=4 +} + + +skyblock { + # Forces skyblock rendering even when Optifine is enabled (warning: skyblocks may be incompatible with shaders!) + B:optifineOverride=false + + # Enables skyblock rendering. Disable when there are graphic glitches or performance problems. Requires resource reload after change. + B:renderingEnabled=true +} + + +sponge { + # Should sponge block update neighbours after liquid removal? + B:blockUpdate=false + + # Sponge block range (distance from center) + I:spongeRange=3 + + # SpongeOnAStick use count + I:spongeStickUseCount=256 + + # Should sponge-on-a-stick update neighbours after liquid removal? + B:stickBlockUpdate=false +} + + +sprinkler { + # Consume rate of bonemeal (ticks/item). + I:bonemealConsumeRate=600 + + # 1/chance that crops will be fertilized with bonemeal + I:bonemealFertilizeChance=200 + + # The range in each cardinal direction that crops will be affected. + I:effectiveRange=4 + + # 1/chance that crops will be fertilized without bonemeal + I:fertilizeChance=500 + + # Capacity (in mB) of internal tank. + I:internalTankCapacity=50 + + # Consume rate of sprinkler (ticks/mB). + I:waterConsumeRate=20 +} + + +tanks { + # Can buckets be filled directly from tank? (works only for vanilla fluids, universal bucket and ones registered in 'bucketItems') + B:allowBucketDrain=true + + # List of additional custom buckets than can be filled directly from tanks + S:bucketItems < + "openblocks:xp_bucket" + > + + # The amount of buckets each tank can hold + I:bucketsPerTank=16 + + # Should filled tanks be searchable with creative menu + B:displayAllFluids=true + + # Tanks will emit light when they contain a liquid that glows (eg. lava) + B:emitLight=true + + # Minimal difference in fluid level between neigbors required for tank update (can be used for performance finetuning + I:fluidDifferenceUpdateThreshold=0 + + # Should tanks try to balance liquid amounts with neighbours + B:tankTicks=true +} + + +tomfoolery { + # You know, THAT thing! That you shouldn't do in public! + B:doItWhileTyping=false + + # Blacklist/Whitelist for effects used by flim-flam enchantment + S:flimFlamBlacklist < + > + + # If true, flim-flam blacklist will become whitelist + B:reverseBlacklist=false + + # Allow only flimflams that don't cause death (or at least very rarely) + B:safeOnly=false + + # 0 - lore hidden, 1 - visible only with pressed ALT, 2 - always visible + I:sillyLoreDisplay=1 + + # Are you serious too? + B:weAreSeriousPeople=true +} + + +trophy { + # Legacy value. For actual configuration, see 'trophyDropChanceFormula' + D:trophyDropChance=0.001 + + # Formula for calculating trophy drop chance. Trophy drops when result is positive. + S:trophyDropChanceFormula=let([bias=rand()/4, selection=rand()], (looting + bias) * chance - selection) +} + + +xpbucket { + # Can bucket be filled with liquid XP directly from any source? + B:directFill=true + + # Should XP bucket be shown in inventory (if this is set, while universal bucket is enabled and registerUniversalXpBucket is set, creative menu will contain two buckets containing liquid XP) + B:showInCreativeGui=true + + # Should liquid XP be registered for universal bucket support (does not enable universal bucket) + B:universalBucketSupport=true +} + + diff --git a/src/overrides/config/opencomputers/settings.conf b/src/overrides/config/opencomputers/settings.conf new file mode 100644 index 0000000..90296c1 --- /dev/null +++ b/src/overrides/config/opencomputers/settings.conf @@ -0,0 +1,1640 @@ +# OpenComputers configuration. This file uses typesafe config's HOCON syntax. +# Try setting your syntax highlighting to Ruby, to help readability. At least +# in Sublime Text that works really well. Note that this file is overwritten +# whenever you start the game! Changes to the comments may vanish. +# Note that all mentions of 'KB' or 'kilobyte' mean 1024 bytes. +opencomputers { + + # Chunkloader Upgrade settings. + chunkloader { + + # This is a list of blacklisted dimensions. Chunkloaders may only be activated + # in dimensions that aren't present in this list. + dimBlacklist=[] + + # This is a list of whitelisted dimensions. Chunkloaders may only be activated + # in dimensions that are present in this list. If this list is empty, + # chunkloaders may be activated to all dimensions not blacklisted. Note that the + # blacklist is always applied, so if an entry is present in both the + # whitelist and the blacklist, the blacklist will win. + dimWhitelist=[] + } + + # Client side settings, presentation and performance related stuff. + client { + + # The radius in which computer beeps can be heard. + beepRadius=16 + + # The sample rate used for generating beeps of computers' internal + # speakers. Use custom values at your own responsibility here; if it + # breaks OC you'll get no support. Some potentially reasonable + # lower values are 16000 or even 8000 (which was the old default, but + # leads to artifacting on certain frequencies). + beepSampleRate=44100 + + # The base volume of beeps generated by computers. This may be in a + # range of [0, 127], where 0 means mute (the sound will not even be + # generated), and 127 means maximum amplitude / volume. + beepVolume=32 + + # Whether to emit particle effects around players via nanomachines. This + # includes the basic particles giving a rough indication of the current + # power level of the nanomachines as well as particles emitted by the + # particle effect behaviors. + enableNanomachinePfx=true + + # This is the scaling of the individual chars rendered on screens. This + # is set to slightly overscale per default, to avoid gaps between fully + # filled chars to appear (i.e. the block symbol that is used for cursor + # blinking for example) on less accurate hardware. + fontCharScale=1.01 + + # Which font renderer to use. Defaults to `hexfont` if invalid. + # Possible values: + # - hexfont: the (since 1.3.2) default font renderer. Font in .hex format + # capable of rendering many unicode glyphs. + # The used font data can be swapped out using resource packs, + # but is harder to work with, since it involves binary data. + # - texture: the old, font-texture based font renderer that was used + # in OC versions prior to 1.3.2. This will allow overriding + # the font texture as before. Keep in mind that this renderer + # is slightly less efficient than the new one, and more + # importantly, can only render code page 437 (as opposed to... + # a *lot* of unicode). + fontRenderer=hexfont + + # The distance at which to start fading out the hologram (as with + # hologramRenderDistance). This is purely cosmetic, to avoid image + # disappearing instantly when moving too far away from a projector. + # It does not affect performance. Holograms are transparent anyway. + hologramFadeStartDistance=48 + + # This controls how often holograms 'flicker'. This is the chance that it + # flickers for *each frame*, meaning if you're running at high FPS you + # may want to lower this a bit, to avoid it flickering too much. + hologramFlickerFrequency=0.025 + + # The maximum render distance of a hologram projected by a highest tier + # hologram projector when at maximum scale. Render distance is scaled + # down with the actual scale of the hologram. + hologramRenderDistance=64 + + # The maximum distance at which to render text on screens. Rendering text + # can be pretty expensive, so if you have a lot of screens you'll want to + # avoid huge numbers here. Note that this setting is client-sided, and + # only has an impact on render performance on clients. + maxScreenTextRenderDistance=20 + + # The color of monochrome text (i.e. displayed when in 1-bit color depth, + # e.g. tier one screens / GPUs, or higher tier set to 1-bit color depth). + # Defaults to white, feel free to make it some other color, tho! + monochromeColor="0xFFFFFF" + + # Position of the power indicator for nanomachines, by default left to the + # player's health, specified by negative values. Values in [0, 1) will be + # treated as relative positions, values in [1, inf) will be treated as + # absolute positions. + nanomachineHudPos=[ + -1, + -1 + ] + + # Render robots' names as a label above them when near them + robotLabels=true + + # The distance at which to start fading out the text on screens. This is + # purely cosmetic, to avoid text disappearing instantly when moving too + # far away from a screen. This should have no measurable impact on + # performance. Note that this needs OpenGL 1.4 to work, otherwise text + # will always just instantly disappear when moving away from the screen + # displaying it. + screenTextFadeStartDistance=15 + + # The volume multiplier applied to sounds from this mod like the computer + # running noise. Disable sounds by setting this to zero. + soundVolume=1 + + # If you prefer the text on the screens to be aliased (you know, *not* + # anti-aliased / smoothed) turn this option off. + textAntiAlias=true + + # Whether to apply linear filtering for text displayed on screens when the + # screen has to be scaled down - i.e. the text is rendered at a resolution + # lower than their native one, e.g. when the GUI scale is less than one or + # when looking at a far away screen. This leads to smoother text for + # scaled down text but results in characters not perfectly connecting + # anymore (for example for box drawing characters. Look it up on + # Wikipedia.) + textLinearFiltering=false + } + + # Computer related settings, concerns server performance and security. + computer { + + # The provided call budgets by the three tiers of CPU and memory. Higher + # budgets mean that more direct calls can be performed per tick. You can + # raise this to increase the "speed" of computers at the cost of higher + # real CPU time. Lower this to lower the load Lua executors put on your + # machine / server, at the cost of slower computers. This list must + # contain exactly three entries, or it will be ignored. + callBudgets=[ + 0.5, + 1, + 1.5 + ] + + # This determines whether computers can only be used by players that are + # registered as users on them. Per default a newly placed computer has no + # users. Whenever there are no users the computer is free for all. Users + # can be managed via the Lua API (computer.addUser, computer.removeUser, + # computer.users). If this is true, the following interactions are only + # possible for users: + # - input via the keyboard and touch screen. + # - inventory management. + # - breaking the computer block. + # If this is set to false, all computers will always be usable by all + # players, no matter the contents of the user list. Note that operators + # are treated as if they were in the user list of every computer, i.e. no + # restrictions apply to them. + # See also: `maxUsers` and `maxUsernameLength`. + canComputersBeOwned=true + + # The number of components the different CPU tiers support. This list + # must contain exactly four entries, or it will be ignored. + cpuComponentCount=[ + 8, + 12, + 16, + 1024 + ] + + # The maximum size of the byte array that can be stored on EEPROMs as configuration data. + eepromDataSize=256 + + # The maximum size of the byte array that can be stored on EEPROMs as executable data.. + eepromSize=4096 + + # Whether to delete all contents in the /tmp file system when performing + # a 'soft' reboot (i.e. via `computer.shutdown(true)`). The tmpfs will + # always be erased when the computer is completely powered off, even if + # it crashed. This setting is purely for software-triggered reboots. + eraseTmpOnReboot=false + + # The time in milliseconds that scheduled computers are forced to wait + # before executing more code. This avoids computers to "busy idle", + # leading to artificially high CPU load. If you're worried about + # performance on your server, increase this number a little (it should + # never exceed 50, a single tick, though) to reduce CPU load even more. + executionDelay=12 + + # Settings specific to the Lua architecture. + lua { + + # Whether to allow loading precompiled bytecode via Lua's `load` + # function, or related functions (`loadfile`, `dofile`). Enable this + # only if you absolutely trust all users on your server and all Lua + # code you run. This can be a MASSIVE SECURITY RISK, since precompiled + # code can easily be used for exploits, running arbitrary code on the + # real server! I cannot stress this enough: only enable this is you + # know what you're doing. + allowBytecode=false + + # Whether to allow user defined __gc callbacks, i.e. __gc callbacks + # defined *inside* the sandbox. Since garbage collection callbacks + # are not sandboxed (hooks are disabled while they run), this is not + # recommended. + allowGC=false + + # Whether to make the Lua 5.3 architecture the default architecture. + # If enabled, a crafted CPU will first be the Lua 5.3 architecture. + defaultLua53=true + + # Whether to make the Lua 5.3 architecture available. If enabled, you + # can reconfigure any CPU to use the Lua 5.3 architecture. + enableLua53=true + + # The total maximum amount of memory a Lua machine may use for user + # programs. The total amount made available by components cannot + # exceed this. The default is 64*1024*1024. Keep in mind that this does + # not include memory reserved for built-in code such as `machine.lua`. + # IMPORTANT: DO NOT MESS WITH THIS UNLESS YOU KNOW WHAT YOU'RE DOING. + # IN PARTICULAR, DO NOT REPORT ISSUES AFTER MESSING WITH THIS! + maxTotalRam=67108864 + + # This setting allows you to fine-tune how RAM sizes are scaled internally + # on 64 Bit machines (i.e. when the Minecraft server runs in a 64 Bit VM). + # Why is this even necessary? Because objects consume more memory in a 64 + # Bit environment than in a 32 Bit one, due to pointers and possibly some + # integer types being twice as large. It's actually impossible to break + # this down to a single number, so this is really just a rough guess. If + # you notice this doesn't match what some Lua program would use on 32 bit, + # feel free to play with this and report your findings! + # Note that the values *displayed* to Lua via `computer.totalMemory` and + # `computer.freeMemory` will be scaled by the inverse, so that they always + # correspond to the "apparent" sizes of the installed memory modules. For + # example, when running a computer with a 64KB RAM module, even if it's + # scaled up to 96KB, `computer.totalMemory` will return 64KB, and if there + # are really 45KB free, `computer.freeMemory` will return 32KB. + ramScaleFor64Bit=1.8 + + # The sizes of the six levels of RAM, in kilobytes. This list must + # contain exactly six entries, or it will be ignored. Note that while + # there are six levels of RAM, they still fall into the three tiers of + # items (level 1, 2 = tier 1, level 3, 4 = tier 2, level 5, 6 = tier 3). + ramSizes=[ + 192, + 256, + 384, + 512, + 768, + 1024 + ] + } + + # The maximum depth a machine will queue signals before dropping them + # A machine state should be pulling signals via computer.pullSignal + # As the machine receives signals they are queued for pulling, and + # this maximum defines the max queue size. All signals recieved when + # the queue is full are discarded. Note that clipboard text creates + # a signal for each line of text. Thus client are limited to pasting + # text of this many lines. The default (and minimum) is 256 + maxSignalQueueSize=256 + + # Sanity check for username length for users registered with computers. We + # store the actual user names instead of a hash to allow iterating the + # list of registered users on the Lua side. + # See also: `canComputersBeOwned`. + maxUsernameLength=32 + + # The maximum number of users that can be registered with a single + # computer. This is used to avoid computers allocating unchecked amounts + # of memory by registering an unlimited number of users. See also: + # `canComputersBeOwned`. + maxUsers=16 + + # The time in seconds to wait after a computer has been restored before it + # continues to run. This is meant to allow the world around the computer + # to settle, avoiding issues such as components in neighboring chunks + # being removed and then re-connected and other odd things that might + # happen. + startupDelay=0.25 + + # The overall number of threads to use to drive computers. Whenever a + # computer should run, for example because a signal should be processed or + # some sleep timer expired it is queued for execution by a worker thread. + # The higher the number of worker threads, the less likely it will be that + # computers block each other from running, but the higher the host + # system's load may become. + threads=4 + + # The time in seconds a program may run without yielding before it is + # forcibly aborted. This is used to avoid stupidly written or malicious + # programs blocking other computers by locking down the executor threads. + # Note that changing this won't have any effect on computers that are + # already running - they'll have to be rebooted for this to take effect. + timeout=5 + } + + # Settings that are intended for debugging issues, not for normal use. + # You usually don't want to touch these unless asked to do so by a developer. + debug { + + # On some platforms the native library can crash the game, so there are + # a few checks in place to avoid trying to load it in those cases. This + # is Windows XP and Windows Server 2003, right. If you think it might + # work nonetheless (newer builds of Server2k3 e.g.) you might want to + # try setting this to `true`. Use this at your own risk. If the game + # crashes as a result of setting this to `true` DO NOT REPORT IT. + alwaysTryNative=false + + # Enable debug card functionality. This may also be of use for custom + # maps, so it is enabled by default. If you run a server where people + # may cheat in items but should not have op/admin-like rights, you may + # want to set this to false or `deny`. Set this to `whitelist` if you + # want to enable whitelisting of debug card users (managed by command + # /oc_debugWhitelist). This will *not* remove the card, it will just + # make all functions it provides error out. + debugCardAccess=allow + + # Prevent OC calling Lua's os.setlocale method to ensure number + # formatting is the same on all systems it is run on. Use this if you + # suspect this might mess with some other part of Java (this affects + # the native C locale). + disableLocaleChanging=false + + # Disable memory limit enforcement. This means Lua states can + # theoretically use as much memory as they want. Only relevant when + # using the native library. + disableMemoryLimit=false + + # Disable computer state persistence. This means that computers will + # automatically be rebooted when loaded after being unloaded, instead + # of resuming with their exection (it also means the state is not even + # saved). Only relevant when using the native library. + disablePersistence=false + + # Disable user data support. This means any otherwise supported + # userdata (implementing the Value interface) will not be pushed + # to the Lua state. + disableUserdata=false + + # Force the buffered file system to be case insensitive. This makes it + # impossible to have multiple files whose names only differ in their + # capitalization, which is commonly the case on Windows, for example. + # This only takes effect when bufferChanges is set to true. + forceCaseInsensitiveFS=false + + # Forces the use of the LuaJ fallback instead of the native libraries. + # Use this if you have concerns using native libraries or experience + # issues with the native library. + forceLuaJ=false + + # Force loading one specific library, to avoid trying to load any + # others. Use this if you get warnings in the log or are told to do + # so for debugging purposes ;-) + forceNativeLibWithName="" + + # Pass along IDs of items and fluids when converting them to a table + # representation for Lua. + insertIdsInConverters=false + + # This setting is meant for debugging errors that occur in Lua callbacks. + # Per default, if an error occurs and it has a message set, only the + # message is pushed back to Lua, and that's it. If you encounter weird + # errors or are developing an addon you'll want the stacktrace for those + # errors. Enabling this setting will log them to the game log. This is + # disabled per default to avoid spamming the log with inconsequentual + # exceptions such as IllegalArgumentExceptions and the like. + logCallbackErrors=false + + # Logs the full error when a native library fails to load. This is + # disabled by default to avoid spamming the log, since libraries are + # iterated until one works, so it's very likely for some to fail. Use + # this in case all libraries fail to load even though you'd expect one + # to work. + logFullNativeLibLoadErrors=false + + # Logs information about malformed glyphs (i.e. glyphs that deviate in + # width from what wcwidth says). + logHexFontErrors=false + + # Used to suppress log spam for OpenGL errors on derpy drivers. I'm + # quite certain the code in the font render is valid, display list + # compatible OpenGL, but it seems to cause 'invalid operation' errors + # when executed as a display list. I'd be happy to be proven wrong, + # since it'd restore some of my trust into AMD drivers... + logOpenGLErrors=false + + # Extract the native library with Lua into the system's temporary + # directory instead of the game directory (e.g. /tmp on Linux). The + # default is to extract into the game directory, to avoid issues when + # the temporary directory is mounted as noexec (meaning the lib cannot + # be loaded). There is also less of a chance of conflicts when running + # multiple servers or server and client on the same machine. + nativeInTmpDir=false + + # Due to a bug in Minecraft's lighting code there's an issue where + # lighting does not properly update near light emitting blocks that are + # fully solid - like screens, for example. This can be annoying when + # using other blocks that dynamically change their brightness (e.g. for + # the addon mod OpenLights). Enable this to force light emitting blocks + # in oc to periodically (every two seconds) do an update. This should + # not have an overly noticeable impact on performance, but it's disabled + # by default because it is unnecessary in *most* cases. + periodicallyForceLightUpdate=false + + # Whether to always register the LuaJ architecture - even if the native + # library is available. In that case it is possible to switch between + # the two like any other registered architecture. + registerLuaJArchitecture=false + + # This is meant for debugging errors. Enabling this has a high impact + # on computers' save and load performance, so you should not enable + # this unless you're asked to. + verbosePersistenceErrors=false + } + + # File system related settings, performance and and balancing. + filesystem { + + # Whether persistent file systems such as disk drives should be + # 'buffered', and only written to disk when the world is saved. This + # applies to all hard drives. The advantage of having this enabled is that + # data will never go 'out of sync' with the computer's state if the game + # crashes. The price is slightly higher memory consumption, since all + # loaded files have to be kept in memory (loaded as in when the hard drive + # is in a computer). + bufferChanges=true + + # The base 'cost' of a single file or directory on a limited file system, + # such as hard drives. When computing the used space we add this cost to + # the real size of each file (and folders, which are zero sized + # otherwise). This is to ensure that users cannot spam the file system + # with an infinite number of files and/or folders. Note that the size + # returned via the API will always be the real file size, however. + fileCost=512 + + # The size of writable floppy disks, in kilobytes. + floppySize=512 + + # Number of physical platters to pretend a disk has in unmanaged mode. This + # controls seek times, in how it emulates sectors overlapping (thus sharing + # a common head position for access). + hddPlatterCounts=[ + 2, + 4, + 8 + ] + + # The sizes of the three tiers of hard drives, in kilobytes. This list + # must contain exactly three entries, or it will be ignored. + hddSizes=[ + 1024, + 2048, + 4096 + ] + + # The maximum number of file handles any single computer may have open at + # a time. Note that this is *per filesystem*. Also note that this is only + # enforced by the filesystem node - if an add-on decides to be fancy it + # may well ignore this. Since file systems are usually 'virtual' this will + # usually not have any real impact on performance and won't be noticeable + # on the host operating system. + maxHandles=16 + + # The maximum block size that can be read in one 'read' call on a file + # system. This is used to limit the amount of memory a call from a user + # program can cause to be allocated on the host side: when 'read' is, + # called a byte array with the specified size has to be allocated. So if + # this weren't limited, a Lua program could trigger massive memory + # allocations regardless of the amount of RAM installed in the computer it + # runs on. As a side effect this pretty much determines the read + # performance of file systems. + maxReadBuffer=2048 + + # When skipping more than this number of sectors in unmanaged mode, the + # pause specified in sectorSeekTime will be enforced. We use this instead + # of linear scaling for movement because those values would have to be + # really small, which is hard to conceptualize and configure. + sectorSeekThreshold=128 + + # The time to pause when the head movement threshold is exceeded. + sectorSeekTime=0.1 + + # The size of the /tmp filesystem that each computer gets for free. If + # set to a non-positive value the tmp file system will not be created. + tmpSize=64 + } + hologram { + + # Whether the hologram block should provide light. It'll also emit light + # when off, because having state-based light in MC is... painful. + emitLight=true + + # This controls the maximum scales of holograms, by tier. + # The size at scale 1 is 3x2x3 blocks, at scale 3 the hologram will + # span up to 9x6x9 blocks. Unlike most other `client' settings, this + # value is only used for validation *on the server*, with the effects + # only being visible on the client. + # Warning: very large values may lead to rendering and/or performance + # issues due to the high view distance! Increase at your own peril. + maxScale=[ + 3, + 4 + ] + + # This controls the maximum translation of holograms, by tier. + # The scale is in "hologram sizes", i.e. scale 1 allows offsetting a + # hologram once by its own size. + maxTranslation=[ + 0.25, + 0.5 + ] + + # The delay forced on computers between calls to `hologram.setRaw`, in + # seconds. Lower this if you want faster updates, raise this if you're + # worried about bandwidth use; in *normal* use-cases this will never be + # an issue. When abused, `setRaw` can be used to generate network traffic + # due to changed data being sent to clients. With the default settings, + # the *worst case* is ~30KB/s/client. Again, for normal use-cases this + # is actually barely noticeable. + setRawDelay=0.2 + } + + # Settings for mod integration (the mod previously known as OpenComponents). + integration { + buildcraft { + + # Cost to convert a loot disk to another in the BuildCraft programming table. + programmingTableCost=5000 + } + + # The name to use for the global fake player needed for some mod + # interactions. + fakePlayerName="[OpenComputers]" + + # The UUID to use for the global fake player needed for some mod + # interactions. + fakePlayerUuid="7e506b5d-2ccb-4ac4-a249-5624925b0c67" + + # A list of mods (by mod id) for which support should NOT be enabled. Use + # this to disable support for mods you feel should not be controllable via + # computers (such as magic related mods, which is why Thaumcraft is on this + # list by default.) + modBlacklist=[ + Thaumcraft, + thaumicenergistics + ] + + # A list of tile entities by class name that should NOT be accessible via + # the Adapter block. Add blocks here that can lead to crashes or deadlocks + # (and report them, please!) + peripheralBlacklist=[ + "net.minecraft.tileentity.TileEntityCommandBlock" + ] + + # Vanilla integration related settings. + vanilla { + + # Whether to allow the item stack converter to push NBT data in + # compressed format (GZIP'ed). This can be useful for pushing this + # data back to other callbacks. However, given a sophisticated + # enough software (Lua script) it is possible to decode this data, + # and get access to things that should be considered implementation + # detail / private (mods may keep "secret" data in such NBT tags). + # The recommended method is to use the database component instead. + allowItemStackNBTTags=false + + # Whether to enable the command block driver. Enabling this allows + # computers to set and execute commands via command blocks next to + # adapter blocks. The commands are run using OC's general fake player. + enableCommandBlockDriver=false + + # Whether to enable the inventory driver. This driver allows interacting + # with inventories adjacent to adapters in a way similar to what the + # inventory controller upgrade allows when built into a robot or placed + # inside an adapter. It is therefore considered to be somewhat cheaty by + # some, and disabled by default. If you don't care about that, feel free + # to enable this driver. + enableInventoryDriver=false + + # Whether to enable the tank driver. This driver is like the inventory + # driver, just for fluid tanks, and is disabled by default with the same + # reasoning as the inventory driver - using a tank controller upgrade in + # an adapter has pretty much the same effect. + enableTankDriver=false + } + } + + # Internet settings, security related. + internet { + + # This is a list of blacklisted domain names. If an HTTP request is made + # or a socket connection is opened the target address will be compared + # to the addresses / address ranges in this list. It it is present in this + # list, the request will be denied. + # Entries are either domain names (www.example.com) or IP addresses in + # string format (10.0.0.3), optionally in CIDR notation to make it easier + # to define address ranges (1.0.0.0/8). Domains are resolved to their + # actual IP once on startup, future requests are resolved and compared + # to the resolved addresses. + # By default all local addresses are blocked. This is only meant as a + # thin layer of security, to avoid average users hosting a game on their + # local machine having players access services in their local network. + # Server hosters are expected to configure their network outside of the + # mod's context in an appropriate manner, e.g. using a system firewall. + blacklist=[ + "127.0.0.0/8", + "10.0.0.0/8", + "192.168.0.0/16", + "172.16.0.0/12" + ] + + # Whether to allow HTTP requests via internet cards. When enabled, + # the `request` method on internet card components becomes available. + enableHttp=true + + # Whether to allow adding custom headers to HTTP requests. + enableHttpHeaders=true + + # Whether to allow TCP connections via internet cards. When enabled, + # the `connect` method on internet card components becomes available. + enableTcp=true + + # The maximum concurrent TCP connections *each* internet card can have + # open at a time. + maxTcpConnections=4 + + # The time in seconds to wait for a response to a request before timing + # out and returning an error message. If this is zero (the default) the + # request will never time out. + requestTimeout=0 + + # The number of threads used for processing host name lookups and HTTP + # requests in the background. The more there are, the more concurrent + # connections can potentially be opened by computers, and the less likely + # they are to delay each other. + threads=4 + + # This is a list of whitelisted domain names. Requests may only be made + # to addresses that are present in this list. If this list is empty, + # requests may be made to all addresses not blacklisted. Note that the + # blacklist is always applied, so if an entry is present in both the + # whitelist and the blacklist, the blacklist will win. + # Entries are of the same format as in the blacklist. Examples: + # "gist.github.com", "www.pastebin.com" + whitelist=[] + } + + # Other settings that you might find useful to tweak. + misc { + + # Allow robots to get a table representation of item stacks using the + # inventory controller upgrade? (i.e. whether the getStackInSlot method + # of said upgrade is enabled or not). Also applies to tank controller + # upgrade and it's fluid getter method. + allowItemStackInspection=true + + # List of item descriptors of assembler template base items to blacklist, + # i.e. for disabling the assembler template for. Entries must be of the + # format 'itemid@damage', were the damage is optional. + # Examples: 'OpenComputers:case3', 'minecraft:stonebrick@1' + assemblerBlacklist=[] + + # Hard limit for size of byte arrays passed to data card callbacks. If this + # limit is exceeded, the call fails and does nothing. + dataCardHardLimit=1048576 + + # Soft limit for size of byte arrays passed to data card callbacks. If this + # limit is exceeded, a longer sleep is enforced (see dataCardTimeout). + dataCardSoftLimit=8192 + + # Time in seconds to pause a calling machine when the soft limit for a data + # card callback is exceeded. + dataCardTimeout=1 + + # By default the disassembler can only be used to disassemble items from + # OpenComputers itself (or objects whitelisted via the API). If you'd + # like to allow the disassembler to work on all kinds of items, even from + # other mods, set this to true. + disassembleAllTheThings=false + + # The probability that an item breaks when disassembled. This chance + # applies *per extracted item*. For example, if an item was crafted from + # three other items and gets disassembled, each of those three items has + # this chance of breaking in the process. + disassemblerBreakChance=0.05 + + # Names of items / blocks that are blacklisted. Recipes containing these + # as inputs will be ignored by the disassembler. + disassemblerInputBlacklist=[ + "minecraft:fire" + ] + + # Controls how noisy results from the Geolyzer are. This is the maximum + # deviation from the original value at the maximum vertical distance + # from the geolyzer. Noise increases linearly with the euclidean distance + # to the Geolyzer. + geolyzerNoise=2 + + # The range, in blocks, in which the Geolyzer can scan blocks. Note that + # it uses the maximum-distance, not the euclidean one, i.e. it can scan + # in a cube surrounding it with twice this value as its edge length. + geolyzerRange=32 + + # Whether to give a new player a free copy of the manual. This will only + # happen one time per game, not per world, not per death. Once. If this + # is still too much for your taste, disable it here ;-) + giveManualToNewPlayers=true + + # Whether to not show your special thinger (if you have one you know it). + hideOwnSpecial=false + + # Whether to pass along the name of the user that caused an input signals + # to the computer (mouse and keyboard signals). If you feel this breaks + # the game's immersion, disable it. + # Note: also applies to the motion sensor. + inputUsername=true + + # The probability (or rather, weighted chance) that a program disk is + # spawned as loot in a treasure chest. For reference, iron ingots have + # a value of 10, gold ingots a value of 5 and and diamonds a value of 3. + # This is the chance *that* a disk is created. Which disk that will be + # is decided in an extra roll of the dice. + lootProbability=5 + + # Whether to allow loot disk cycling by crafting them with a wrench. + lootRecrafting=true + + # The maximum length of a string that may be pasted. This is used to limit + # the size of the data sent to the server when the user tries to paste a + # string from the clipboard (Shift+Ins on a screen with a keyboard). + maxClipboard=1024 + + # The maximum number of "data parts" a network packet is allowed to have. + # When sending a network message, from Lua this may look like so: + # component.modem.broadcast(port, "first", true, "third", 123) + # This limits how many arguments can be passed and are wrapped into a + # packet. This limit mostly serves as a protection for lower-tier + # computers, to avoid them getting nuked by more powerful computers. + maxNetworkPacketParts=8 + + # The maximum size of network packets to allow sending via network cards. + # This has *nothing to do* with real network traffic, it's just a limit + # for the network cards, mostly to reduce the chance of computer with a + # lot of RAM killing those with less by sending huge packets. This does + # not apply to HTTP traffic. + maxNetworkPacketSize=8192 + + # The maximum number of ports a single network card can have opened at + # any given time. + # Note that the order for this list is: Wired Network Card -> Tier 1 Wireless + # Network Card -> Tier 2 Wireless Network Card + maxOpenPorts=[ + 16, + 1, + 16 + ] + + # The maximum height of multi-block screens, in blocks. This is limited to + # avoid excessive computations for merging screens. If you really need + # bigger screens it's probably safe to bump this quite a bit before you + # notice anything, since at least incremental updates should be very + # efficient (i.e. when adding/removing a single screen). + maxScreenHeight=6 + + # The maximum width of multi-block screens, in blocks. + # See also: `maxScreenHeight`. + maxScreenWidth=8 + + # The maximum distance a wireless message can be sent. In other words, + # this is the maximum signal strength a wireless network card supports. + # This is used to limit the search range in which to check for modems, + # which may or may not lead to performance issues for ridiculous ranges - + # like, you know, more than the loaded area. + # See also: `wirelessCostPerRange`. + # These values are for the tier 1 and 2 wireless cards, in that order. + maxWirelessRange=[ + 16, + 400 + ] + + # Radius the MFU is able to operate in + mfuRange=3 + + # Probablility that at certain celebratory times crafting an OC item will + # spawn a present in the crafting player's inventory. Set to zero to + # disable. + presentChance=0.05 + + # Enforced delay when changing a redstone emitting component's output, + # such as the redstone card and redstone I/O block. Lowering this can + # have very negative impact on server TPS, so beware. + redstoneDelay=0.1 + + # The general upgrade tier of the switch built into server racks, i.e. how + # upgraded server racks' switching logic is. Prior to the introduction of + # this setting (1.5.15) this was always none. This applies to all + # properties, i.e. througput, frequency and buffer size. + # Valid values are: 0 = none, 1 = tier 1, 2 = tier 2, 3 = tier 3. + serverRackSwitchTier=1 + + # The number of remote terminals supported by each server tier. + terminalsPerTier=[ + 2, + 4, + 8 + ] + + # Override for the worker threads' thread priority. If set to a value + # lower than 1 it will use the default value, which is half-way between + # the system minimum and normal priority. Valid values may differ between + # Java versions, but usually the minimum value (lowest priority) is 1, + # the normal value is 5 and the maximum value is 10. If a manual value is + # given it is automatically capped at the maximum. + # USE THIS WITH GREAT CARE. Using a high priority for worker threads may + # avoid issues with computers timing out, but can also lead to higher + # server load. AGAIN, USE WITH CARE! + threadPriority=-1 + + # The maximum range between the drone/robot and a villager for a trade to + # be performed by the trading upgrade + tradingRange=8 + + # Whether to perform an update check and informing local players and OPs + # if a new version is available (contacts Github once the first player + # joins a server / the first map in single player is opened). + updateCheck=false + } + + # Nanomachine related values. Note that most of these are relative, as + # they scale with the number of total effects controlled by nanomachines, + # which may very much vary depending on other mods used together with OC. + # To configure this, you'll need to know how this works a bit more in- + # depth, so here goes: there are three layers, the behavior layer, the + # connector layer, and the input layer. The behavior layer consists of + # one node for each behavior provided by registered providers (by default + # these will be potion effects and a few other things). The connector + # layer merely serves to mix things up a little. The input layer is made + # up from nodes that can be triggered by the nanomachines. Each connector + # node has behavior nodes it outputs to, and gets signals from input nodes. + # Behavior nodes get signals from both the connector and the input layers. + # Reconfiguring builds up random connections. Some behaviors change what + # they do based on the number of active inputs (e.g. potion effects will + # increase their amplification value). + nanomachines { + + # Time in seconds it takes for the nanomachines to process a command + # and send a response. + commandDelay=1 + + # The distance in blocks that nanomachines can communicate within. If + # a message comes from further away, it'll be ignored. When responding, + # the response will only be sent this far. + commandRange=2 + + # The relative number of connectors based on the number of available + # behaviors (see triggerQuota). + connectorQuota=0.2 + + # Radius in blocks of the disintegration behavior for each active input. + disintegrationRange=1 + + # How much damage the hungry behavior should deal to the player when the + # nanomachine controller runs out of energy. + hungryDamage=5 + + # How much energy the hungry behavior should restore when damaging the + # player. + hungryEnergyRestored=50 + + # Range of the item magnet behavior added for each active input. + magnetRange=8 + + # The maximum number of inputs for each node of the "neural network" + # nanomachines connect to. I.e. each behavior node and connector node + # may only have up to this many inputs. + maxInputs=2 + + # Hard maximum number of active inputs. This is mainly to avoid people + # bumping other nanomachines' inputs to max, killing them in a matter + # of (milli)seconds. + maxInputsActive=4 + + # The maximum number of outputs for each node (see maxInputs). + maxOutputs=2 + + # Whitelisted potions, i.e. potions that will be used for the potion + # behaviors nanomachines may trigger. This can contain strings or numbers. + # In the case of strings, it has to be the internal name of the potion, + # in case of a number it has to be the potion ID. Add any potion effects + # to make use of here, since they will all be disabled by default. + potionWhitelist=[ + speed, + haste, + strength, + "jump_boost", + resistance, + "fire_resistance", + "water_breathing", + "night_vision", + absorption, + blindness, + nausea, + "mining_fatigue", + "instant_damage", + hunger, + slowness, + poison, + weakness, + wither + ] + + # How many input nodes may be active at the same time before negative + # effects are applied to the player. + safeInputsActive=2 + + # The relative amount of triggers available based on the number of + # available behaviors (such as different potion effects). For example, + # if there are a total of 10 behaviors available, 0.5 means there will + # be 5 trigger inputs, triggers being the inputs that can be activated + # via nanomachines. + triggerQuota=0.4 + } + + # Power settings, buffer sizes and power consumption. + power { + + # The amount of energy the robot assembler can apply per tick. This + # controls the speed at which robots are assembled, basically. + assemblerTickAmount=50 + + # Default "buffer" sizes, i.e. how much energy certain blocks can store. + buffer { + + # The amount of energy an access point can store. + accessPoint=600 + + # The amount of energy a capacitor can store when installed as an + # upgrade into a robot. + batteryUpgrades=[ + 10000, + 15000, + 20000 + ] + + # The amount of energy a single capacitor can store. + capacitor=1600 + + # The amount of bonus energy a capacitor can store for each other + # capacitor it shares a face with. This bonus applies to both of the + # involved capacitors. It reaches a total of two blocks, where the + # bonus is halved for the second neighbor. So three capacitors in a + # row will give a total of 8.8k storage with default values: + # (1.6 + 0.8 + 0.4)k + (0.8 + 1.6 + 0.8)k + (0.4 + 0.8 + 1.6)k + capacitorAdjacencyBonus=800 + + # The amount of energy a computer can store. This allows you to get a + # computer up and running without also having to build a capacitor. + computer=500 + + # The amount of energy a converter can store. This allows directly + # connecting a converter to a distributor, without having to have a + # capacitor on the side of the converter. + converter=1000 + + # The amount of energy each face of a distributor can store. This + # allows connecting two power distributors directly. If the buffer + # capacity between the two distributors is zero, they won't be able + # to exchange energy. This basically controls the bandwidth. You can + # add capacitors between two distributors to increase this bandwidth. + distributor=500 + + # The amount of energy a drone can store in its internal buffer. + drone=5000 + + # The internal buffer size of the hover boots. + hoverBoots=15000 + + # The amount of energy a microcontroller can store in its internal + # buffer. + mcu=1000 + + # Amount of energy stored by nanomachines. Yeah, I also don't know + # where all that energy is stored. It's quite fascinating. + nanomachines=100000 + + # The amount of energy robots can store in their internal buffer. + robot=20000 + + # The amount a tablet can store in its internal buffer. + tablet=10000 + } + + # Carpeted Capacitor settings + # Carpeted Capacitors generate power when sheep or ocelots walk on them + # Power is generated when at least 2 of a type of animal are present. + # A single sheep and a single ocelot generates no power. Note that a + # computer constantly flashing the screen from white to black drains + # approximately 36 units of power per second. Thus, as an example with the + # default values, it would take 12 carpeted capacitors and 24 sheep + # (2 each) to keep the charge rate. Or, 6 carpeted capacitors and 12 + # ocelots to do the same. Values are: units of power per carpeted + # capacitor per second with 2 animals of a type. + carpetedCapacitors { + + # Chance one animal (per capacitor) will take some damage per minute + # Damage chance is only dealt when power is generated + damageChance=0.001 + + # power generated from ocelots + ocelotPower=6 + + # power generated from sheep + sheepPower=3 + } + + # The amount of energy a Charger transfers to each adjacent robot per tick + # if a maximum strength redstone signal is set. Chargers load robots with + # a controllable speed, based on the maximum strength of redstone signals + # going into the block. So if a redstone signal of eight is set, it'll + # charge robots at roughly half speed. + chargerChargeRate=100 + + # The amount of energy a Charger transfers into a tablet, if present, per + # tick. This is also based on configured charge speed, as for robots. + chargerChargeRateTablet=10 + + # Default "costs", i.e. how much energy certain operations consume. + cost { + + # The cost of a single packet sent via StargateTech 2's abstract bus. + abstractBusPacket=1 + + # The amount of energy the chunkloader upgrade draws per tick while + # it is enabled, i.e. actually loading a chunk. + chunkloaderCost=0.06 + + # The amount of energy a computer consumes per tick when running. + computer=0.5 + + # Cost for asymmetric operations on the data card, such as ECDH and ECDSA + # Per-byte cost for ECDSA operation is controlled by `complex` value, + # because data is hashed with SHA256 before signing/verifying + dataCardAsymmetric=10 + + # Cost for complex operations on the data card, such as SHA256, inflate/deflate and SecureRandom. + dataCardComplex=6 + + # Per-byte cost for complex operations + dataCardComplexByte=0.1 + + # Cost for simple operations on the data card, such as MD5 or AES + dataCardSimple=1 + + # Per-byte cost for simple operations + dataCardSimpleByte=0.01 + + # Cost for trivial operations on the data card, such as CRC32 or Base64 + dataCardTrivial=0.2 + + # Per-byte cost for trivial operations + dataCardTrivialByte=0.005 + + # The amount of energy it takes to extract one ingredient from an + # item that is being disassembled. For example, if an item that was + # crafted from three other items gets disassembled, a total of 15000 + # energy will be required by default. + # Note that this is consumed over time, and each time this amount is + # reached *one* ingredient gets ejected (unless it breaks, see the + # disassemblerBreakChance setting). + disassemblerPerItem=2000 + + # The amount of energy a drone consumes per tick when running. + drone=0.4 + + # The base energy cost for assembling a drone. + droneAssemblyBase=25000 + + # The additional amount of energy required to assemble a + # drone for each point of complexity. + droneAssemblyComplexity=15000 + + # Energy it costs to re-program an EEPROM. This is deliberately + # expensive, to discourage frequent re-writing of EEPROMs. + eepromWrite=50 + + # How much energy is consumed when the Geolyzer scans a block. + geolyzerScan=10 + + # Energy it takes to clear a basic screen using the fill command with + # 'space' as the fill char. + # Note: internally this is adjusted to a cost per pixel, and applied + # as such, so this also implicitly defines the cost for higher tier + # screens. + gpuClear=0.1 + + # Energy it takes to copy half of a basic screen via the copy command. + # Note: internally this is adjusted to a cost per pixel, and applied + # as such, so this also implicitly defines the cost for higher tier + # screens. + gpuCopy=0.25 + + # Energy it takes to change a basic screen with the fill command. + # Note: internally this is adjusted to a cost per pixel, and applied + # as such, so this also implicitly defines the cost for higher tier + # screens. + gpuFill=1 + + # Energy it takes to change *every* 'pixel' via the set command of a + # basic screen via the `set` command. + # Note: internally this is adjusted to a cost per pixel, and applied + # as such, so this also implicitly defines the cost for higher tier + # screens. + gpuSet=2 + + # Energy it takes read one kilobyte from a file system. Note that non + # I/O operations on file systems such as `list` or `getFreeSpace` do + # *not* consume power. Note that this very much determines how much + # energy you need in store to start a computer, since you need enough + # to have the computer read all the libraries, which is around 60KB + # at the time of writing. + # Note: internally this is adjusted to a cost per byte, and applied + # as such. It's just specified per kilobyte to be more intuitive. + hddRead=0.1 + + # Energy it takes to write one kilobyte to a file system. + # Note: internally this is adjusted to a cost per byte, and applied + # as such. It's just specified per kilobyte to be more intuitive. + hddWrite=0.25 + + # The amount of energy a hologram projetor consumes per tick. This + # is the cost if every column is lit. If not a single voxel is + # displayed the hologram projector will not drain energy. + hologram=0.2 + + # The amount of energy consumed when the hover boots absorb some fall + # velocity (i.e. when falling from something higher than three blocks). + hoverBootAbsorb=10 + + # The amount of energy consumed when jumping with the hover boots. Only + # applies when the jump boost is applied, i.e. when not sneaking. + hoverBootJump=10 + + # The amount of energy consumed *per second* when moving around while + # wearing the hover boots. This is compensate for the step assist, which + # does not consume energy on a per-use basis. When standing still or + # moving very slowly this also does not trigger. + hoverBootMove=1 + + # Energy consumed by a MFU per tick while connected. + # Similarly to `wirelessCostPerRange`, this is multiplied with the distance to the bound block. + mfuRelay=1 + + # Amount of energy a microcontroller consumes per tick while running. + microcontroller=0.1 + + # The base energy cost for assembling a microcontroller. + microcontrollerAssemblyBase=10000 + + # The additional amount of energy required to assemble a + # microcontroller for each point of complexity. + microcontrollerAssemblyComplexity=10000 + + # Energy consumed per tick per active input node by nanomachines. + nanomachineInput=0.5 + + # Energy consumed when reconfiguring nanomachines. + nanomachinesReconfigure=5000 + + # The amount of energy pushing blocks with the piston upgrade costs. + pistonPush=20 + + # How much energy is required for a single 3D print. + printerModel=100 + + # The amount of energy a robot consumes per tick when running. This is + # per default less than a normal computer uses because... well... they + # are better optimized? It balances out due to the cost for movement, + # interaction and whatnot, and the fact that robots cannot connect to + # component networks directly, so they are no replacements for normal + # computers. + robot=0.25 + + # The base energy cost for assembling a robot. + robotAssemblyBase=50000 + + # The additional amount of energy required to assemble a robot for + # each point of complexity. + robotAssemblyComplexity=10000 + + # The conversion rate of exhaustion from using items to energy + # consumed. Zero means exhaustion does not require energy, one is a + # one to one conversion. For example, breaking a block generates 0.025 + # exhaustion, attacking an entity generates 0.3 exhaustion. + robotExhaustion=10 + + # The amount of energy it takes a robot to move a single block. + robotMove=15 + + # The amount of energy it takes a robot to perform a 90 degree turn. + robotTurn=2.5 + + # The amount of energy a screen consumes per tick. For each lit pixel + # (each character that is not blank) this cost increases linearly: + # for basic screens, if all pixels are lit the cost per tick will be + # this value. Higher tier screens can become even more expensive to + # run, due to their higher resolution. If a screen cannot consume the + # defined amount of energy it will stop rendering the text that + # should be displayed on it. It will *not* forget that text, however, + # so when enough power is available again it will restore the + # previously displayed text (with any changes possibly made in the + # meantime). Note that for multi-block screens *each* screen that is + # part of it will consume this amount of energy per tick. + screen=0.05 + + # The actual cost per tick for computers and robots is multiplied + # with this value if they are currently in a "sleeping" state. They + # enter this state either by calling `os.sleep()` or by pulling + # signals. Note that this does not apply in the tick they resume, so + # you can't fake sleep by calling `os.sleep(0)`. + sleepFactor=0.1 + + # The base energy cost for assembling a tablet. + tabletAssemblyBase=20000 + + # The additional amount of energy required to assemble a tablet for + # each point of complexity. + tabletAssemblyComplexity=5000 + + # Energy required for one transposer operation (regardless of the number + # of items / fluid volume moved). + transposer=1 + + # The amount of energy it costs to send a wireless message with signal + # strength one, which means the signal reaches one block. This is + # scaled up linearly, so for example to send a signal 400 blocks a + # signal strength of 400 is required, costing a total of + # 400 * `wirelessCostPerRange`. In other words, the higher this value, + # the higher the cost of wireless messages. + # See also: `maxWirelessRange`. + # These values are for the tier 1 and 2 wireless cards, in that order. + wirelessCostPerRange=[ + 0.05, + 0.05 + ] + } + + # The amount of energy the disassembler can apply per tick. This + # controls the speed at which items are disassembled, basically. + disassemblerTickAmount=25 + + # The energy efficiency of the generator upgrade. At 1.0 this will + # generate as much energy as you'd get by burning the fuel in a BuildCraft + # Stirling Engine (1MJ per fuel value / burn ticks). To discourage fully + # autonomous robots the efficiency of generators is slighly reduced by + # default. + generatorEfficiency=0.8 + + # Whether to ignore any power requirements. Whenever something requires + # power to function, it will try to get the amount of energy it needs from + # the buffer of its connector node, and in case it fails it won't perform + # the action / trigger a shutdown / whatever. Setting this to `true` will + # simply make the check 'is there enough energy' succeed unconditionally. + # Note that buffers are still filled and emptied following the usual + # rules, there just is no failure case anymore. The converter will however + # not accept power from other mods. + ignorePower=false + + # If you don't want OpenComputers to accept power from one or more of the + # supported power mods, for example because it doesn't suit the vision + # of your mod pack, you can disable support for them here. To stop + # OpenComputers accepting power from a mod, enter its mod id here, e.g. + # `BuildCraftAPI|power`, `IC2`, `factorization`, ... + modBlacklist=[] + + # The amount of energy the printer can apply per tick. This controls + # the speed at which prints are completed, basically. + printerTickAmount=1 + + # The rate at which different blocks accept external power. All of these + # values are in OC energy / tick. + rate { + accessPoint=10 + assembler=100 + case=[ + 5, + 10, + 20 + ] + charger=200 + disassembler=50 + powerConverter=500 + serverRack=50 + } + + # The energy efficiency of the solar generator upgrade. At 1.0 this will + # generate as much energy as you'd get by burning fuel in a BuildCraft + # Stirling Engine . To discourage fully autonomous robots the efficiency + # of solar generators is greatly reduced by default. + solarGeneratorEfficiency=0.2 + + # This determines how often continuous power sinks try to actually try to + # consume energy from the network. This includes computers, robots and + # screens. This also controls how frequent distributors revalidate their + # global state and secondary distributors, as well as how often the power + # converter queries sources for energy (for now: only BuildCraft). If set + # to 1, this would query every tick. The default queries every 10 ticks, + # or in other words twice per second. + # Higher values mean more responsive power consumption, but slightly more + # work per tick (shouldn't be that noticeable, though). Note that this + # has no influence on the actual amount of energy required by computers + # and screens. The power cost is directly scaled up accordingly: + # `tickFrequency * cost`. + tickFrequency=10 + + # Power values for different power systems. For reference, the value of + # OC's internal energy type is 1000. I.e. the conversion ratios are the + # values here divided by 1000. This is mainly to avoid small floating + # point numbers in the config, due to potential loss of precision. + value { + AppliedEnergistics2=200 + Factorization=13 + + # same as RedstoneFlux + ForgeEnergy=100 + Galacticraft=48 + IndustrialCraft2=400 + Mekanism=1333.33 + PowerAdvantage=31.25 + RedstoneFlux=100 + + # / 11256, same as AE2 + RotaryCraft=200 + } + } + + # 3D printer related stuff. + printer { + + # Whether Chamelium is edible or not. When eaten, it gives a (short) + # invisibility buff, and (slightly longer) blindness debuff. + chameliumEdible=true + + # The extra material cost involved for printing a model with a customized + # redstone output, i.e. something in [1, 14]. + customRedstoneCost=300 + + # The amount by which a printers ink buffer gets filled for a single + # cartridge. Tweak this if you think printing is too cheap or expensive. + # Note: the amount a single dye adds is this divided by 10. + inkValue=50000 + + # The amount by which a printers material buffer gets filled for a single + # chamelium. Tweak this if you think printing is too cheap or expensive. + materialValue=2000 + + # The maximum light level a printed block can emit. This defaults to + # a value similar to that of a redstone torch, because by default the + # material prints are made of contains redstone, but no glowstone. + # Prints' light level can further be boosted by crafting them with + # glowstone dust. This is merely the maximum light level that can be + # achieved directly when printing them. + maxBaseLightLevel=8 + + # The maximum number of shape for a state of a 3D print allowed. This is + # for the individual states (off and on), so it is possible to have up to + # this many shapes *per state* (the reasoning being that only one state + # will ever be visible at a time). + maxShapes=24 + + # By what (linear) factor the cost of a print increases if one or both of + # its states are non-collidable (i.e. entities can move through them). + # This only influences the chamelium cost. + noclipMultiplier=2 + + # Whether to enable print opacity, i.e. make prints have shadows. If + # enabled, prints will have an opacity that is estimated from their + # sampled fill rate. This is disabled by default, because MC's lighting + # computation is apparently not very happy with multiple blocks with + # dynamic opacity sitting next to each other, and since all prints share + # the same block type, this can lead to weird shadows on prints. If you + # don't care about that and prefer them to be not totally shadowless, + # enable this. + printsHaveOpacity=false + + # How much of the material used to print a model is refunded when using + # the model to refuel a printer. This the value the original material + # cost is multiplied with, so 1 is a full refund, 0 disables the + # functionality (won't be able to put prints into the material input). + recycleRate=0.75 + } + + # Robot related settings, what they may do and general balancing. + robot { + + # Whether robots may 'activate' blocks in the world. This includes + # pressing buttons and flipping levers, for example. Disable this if it + # causes problems with some mod (but let me know!) or if you think this + # feature is too over-powered. + allowActivateBlocks=true + + # Whether robots may use items for a specifiable duration. This allows + # robots to use items such as bows, for which the right mouse button has + # to be held down for a longer period of time. For robots this works + # slightly different: the item is told it was used for the specified + # duration immediately, but the robot will not resume execution until the + # time that the item was supposedly being used has elapsed. This way + # robots cannot rapidly fire critical shots with a bow, for example. + allowUseItemsWithDuration=true + + # Whether robots may damage players if they get in their way. This + # includes all 'player' entities, which may be more than just real players + # in the game. + canAttackPlayers=false + + # Allows fine-tuning of delays for robot actions. + delays { + + # The time in seconds to pause execution after an item was + # successfully dropped from a robot's inventory. + drop=0.5 + + # This is the *ratio* of the time a player would require to harvest a + # block. Note that robots cannot break blocks they cannot harvest. So + # the time a robot is forced to sleep after harvesting a block is + # breakTime * harvestRatio + # Breaking a block will always at least take one tick, 0.05 seconds. + harvestRatio=1 + + # The time in seconds to pause execution after a robot issued a + # successful move command. Note that this essentially determines how + # fast robots can move around, since this also determines the length + # of the move animation. + move=0.4 + + # The time in seconds to pause execution after a robot successfully + # placed an item from its inventory. + place=0.4 + + # The time in seconds to pause execution after a robot successfully + # picked up an item after triggering a suck command. + suck=0.5 + + # The time in seconds to pause execution after a robot successfully + # swung a tool (or it's 'hands' if nothing is equipped). Successful in + # this case means that it hit something, i.e. it attacked an entity or + # extinguishing fires. + # When breaking blocks the normal harvest time scaled with the + # `harvestRatio` (see below) applies. + swing=0.4 + + # The time in seconds to pause execution after a robot turned either + # left or right. Note that this essentially determines hw fast robots + # can turn around, since this also determines the length of the turn + # animation. + turn=0.4 + + # The time in seconds to pause execution after a robot successfully + # used an equipped tool (or it's 'hands' if nothing is equipped). + # Successful in this case means that it either used the equipped item, + # for example a splash potion, or that it activated a block, for + # example by pushing a button. + # Note that if an item is used for a specific amount of time, like + # when shooting a bow, the maximum of this and the duration of the + # item use is taken. + use=0.4 + } + + # The rate at which items used as tools by robots take damage. A value of + # one means that items lose durability as quickly as when they are used by + # a real player. A value of zero means they will not lose any durability + # at all. This only applies to items that can actually be damaged (such as + # swords, pickaxes, axes and shovels). + # Note that this actually is the *chance* of an item losing durability + # when it is used. Or in other words, it's the inverse chance that the + # item will be automatically repaired for the damage it just took + # immediately after it was used. + itemDamageRate=0.1 + + # Limit robot flight height, based on the following rules: + # - Robots may only move if the start or target position is valid (e.g. + # to allow building bridges). + # - The position below a robot is always valid (can always move down). + # - Positions up to above a block are valid (limited + # flight capabilities). + # - Any position that has an adjacent block with a solid face towards the + # position is valid (robots can "climb"). + # Set this to 256 to allow robots to fly whereever, as was the case + # before the 1.5 update. Consider using drones for cases where you need + # unlimited flight capabilities instead! + limitFlightHeight=8 + + # The name format to use for robots. The substring '$player$' is + # replaced with the name of the player that owns the robot, so for the + # first robot placed this will be the name of the player that placed it. + # This is transitive, i.e. when a robot in turn places a robot, that + # robot's owner, too, will be the owner of the placing robot. + # The substring $random$ will be replaced with a random number in the + # interval [1, 0xFFFFFF], which may be useful if you need to differentiate + # individual robots. + # If a robot is placed by something that is not a player, e.g. by some + # block from another mod, the name will default to 'OpenComputers'. + nameFormat="$player$.robot" + + # Determines whether robots are a pretty cool guy. Ususally cobwebs are + # the bane of anything using a tool other than a sword or shears. This is + # an utter pain in the part you sit on, because it makes robots meant to + # dig holes utterly useless: the poor things couldn't break cobwebs in + # mining shafts with their golden pick axes. So, if this setting is true, + # we check for cobwebs and allow robots to break 'em anyway, no matter + # their current tool. After all, the hardness value of cobweb can only + # rationally explained by Steve's fear of spiders, anyway. + notAfraidOfSpiders=true + + # The 'range' of robots when swinging an equipped tool (left click). This + # is the distance to the center of block the robot swings the tool in to + # the side the tool is swung towards. I.e. for the collision check, which + # is performed via ray tracing, this determines the end point of the ray + # like so: `block_center + unit_vector_towards_side * swingRange` + # This defaults to a value just below 0.5 to ensure the robots will not + # hit anything that's actually outside said block. + swingRange=0.49 + + # The maximum flight height with upgrades, tier one and tier two of the + # hover upgrade, respectively. + upgradeFlightHeight=[ + 64, + 256 + ] + + # The 'range' of robots when using an equipped tool (right click) or when + # placing items from their inventory. See `robot.swingRange`. This + # defaults to a value large enough to allow robots to detect 'farmland', + # i.e. tilled dirt, so that they can plant seeds. + useAndPlaceRange=0.65 + + # Controls the UUID robots are given. You can either specify a fixed UUID + # here or use the two provided variables: + # - $random$, which will assign each robot a random UUID. + # - $player$, which assigns to each placed robot the UUID of the player + # that placed it (note: if robots are placed by fake players, i.e. + # other mods' blocks, they will get that mods' fake player's profile!) + # Note that if no player UUID is available this will be the same as + # $random$. + uuidFormat="$player$" + + # This controls how fast robots gain experience, and how that experience + # alters the stats. + xp { + + # This controls how much experience a robot gains for each successful + # action it performs. "Actions" only include the following: swinging a + # tool and killing something or destroying a block and placing a block + # successfully. Note that a call to `swing` or `use` while "bare handed" + # will *not* gain a robot any experience. + actionXp=0.05 + + # The required amount per level is computed like this: + # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth + baseValue=50 + + # This is the amount of additional energy that fits into a robots + # internal buffer for each level it gains. So with the default values, + # at maximum level (30) a robot will have an internal buffer size of + # two hundred thousand. + bufferPerLevel=5000 + + # The required amount per level is computed like this: + # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth + constantGrowth=8 + + # This determines how much "exhaustion" contributes to a robots + # experience. This is additive to the "action" xp, so digging a block + # will per default give 0.05 + 0.025 [exhaustion] * 1.0 = 0.075 XP. + exhaustionXpRate=1 + + # The required amount per level is computed like this: + # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth + exponentialGrowth=2 + + # The increase in block harvest speed a robot gains per level. The time + # it takes to break a block is computed as actualTime * (1 - bonus). + # For example at level 20, with a bonus of 0.4 instead of taking 0.3 + # seconds to break a stone block with a diamond pick axe it only takes + # 0.12 seconds. + harvestSpeedBoostPerLevel=0.02 + + # This determines how much experience a robot gets for each real XP orb + # an ore it harvested would have dropped. For example, coal is worth + # two real experience points, redstone is worth 5. + oreXpRate=4 + + # The additional "efficiency" a robot gains in using tools with each + # level. This basically increases the chances of a tool not losing + # durability when used, relative to the base rate. So for example, a + # robot with level 15 gets a 0.15 bonus, with the default damage rate + # that would lead to a damage rate of 0.1 * (1 - 0.15) = 0.085. + toolEfficiencyPerLevel=0.01 + } + } + + # Switch and access point network message forwarding logic related stuff. + switch { + + # This is the size of the queue of a not upgraded switch. Increasing it + # avoids packets being dropped when many messages are sent in a single + # burst. + defaultMaxQueueSize=20 + + # The base number of packets that get relayed in one 'cycle'. The + # cooldown between cycles is determined by the delay. + defaultRelayAmount=1 + + # The delay a switch has by default between relaying packets (in ticks). + # WARNING: lowering this value will result in higher maximum CPU load, + # and may in extreme cases cause server lag. + defaultRelayDelay=5 + + # This is the amount by which the queue size increases per tier of the + # hard drive installed in the switch. + queueSizeUpgrade=10 + + # The number of additional packets that get relayed per cycle, based on + # the tier of RAM installed in the switch. For built-in RAM this + # increases by one per half-tier, for third-party ram this increases by + # two per item tier. + relayAmountUpgrade=1 + + # The amount of ticks the delay is *reduced* by per tier of the CPU + # inserted into a switch. + relayDelayUpgrade=1.5 + } + + # The version of OC this config was generated by. This is used to allow the + # mod to reset parts of the config when their meaning changed across + # versions, so that the user does not have to delete it. + version="1.7.5.192" + +} diff --git a/src/overrides/config/packmode.cfg b/src/overrides/config/packmode.cfg new file mode 100644 index 0000000..ea8bb38 --- /dev/null +++ b/src/overrides/config/packmode.cfg @@ -0,0 +1,12 @@ +# Configuration file + +general { + S:acceptedModes < + normal + expert + fun + > + S:packMode=nogreg +} + + diff --git a/src/overrides/config/phosphor.json b/src/overrides/config/phosphor.json new file mode 100644 index 0000000..3af625c --- /dev/null +++ b/src/overrides/config/phosphor.json @@ -0,0 +1,5 @@ +{ + "enable_illegal_thread_access_warnings": true, + "enable_phosphor": true, + "show_patreon_message": false +} \ No newline at end of file diff --git a/src/cfg/railcraft/blocks.cfg b/src/overrides/config/railcraft/blocks.cfg similarity index 100% rename from src/cfg/railcraft/blocks.cfg rename to src/overrides/config/railcraft/blocks.cfg diff --git a/src/cfg/railcraft/client.cfg b/src/overrides/config/railcraft/client.cfg similarity index 100% rename from src/cfg/railcraft/client.cfg rename to src/overrides/config/railcraft/client.cfg diff --git a/src/cfg/railcraft/entities.cfg b/src/overrides/config/railcraft/entities.cfg similarity index 100% rename from src/cfg/railcraft/entities.cfg rename to src/overrides/config/railcraft/entities.cfg diff --git a/src/cfg/railcraft/items.cfg b/src/overrides/config/railcraft/items.cfg similarity index 100% rename from src/cfg/railcraft/items.cfg rename to src/overrides/config/railcraft/items.cfg diff --git a/src/cfg/railcraft/modules.cfg b/src/overrides/config/railcraft/modules.cfg similarity index 100% rename from src/cfg/railcraft/modules.cfg rename to src/overrides/config/railcraft/modules.cfg diff --git a/src/cfg/railcraft/ores/mine_copper.cfg b/src/overrides/config/railcraft/ores/mine_copper.cfg similarity index 100% rename from src/cfg/railcraft/ores/mine_copper.cfg rename to src/overrides/config/railcraft/ores/mine_copper.cfg diff --git a/src/cfg/railcraft/ores/mine_gold.cfg b/src/overrides/config/railcraft/ores/mine_gold.cfg similarity index 100% rename from src/cfg/railcraft/ores/mine_gold.cfg rename to src/overrides/config/railcraft/ores/mine_gold.cfg diff --git a/src/cfg/railcraft/ores/mine_iron.cfg b/src/overrides/config/railcraft/ores/mine_iron.cfg similarity index 100% rename from src/cfg/railcraft/ores/mine_iron.cfg rename to src/overrides/config/railcraft/ores/mine_iron.cfg diff --git a/src/cfg/railcraft/ores/mine_lead.cfg b/src/overrides/config/railcraft/ores/mine_lead.cfg similarity index 100% rename from src/cfg/railcraft/ores/mine_lead.cfg rename to src/overrides/config/railcraft/ores/mine_lead.cfg diff --git a/src/cfg/railcraft/ores/mine_nickel.cfg b/src/overrides/config/railcraft/ores/mine_nickel.cfg similarity index 100% rename from src/cfg/railcraft/ores/mine_nickel.cfg rename to src/overrides/config/railcraft/ores/mine_nickel.cfg diff --git a/src/cfg/railcraft/ores/mine_silver.cfg b/src/overrides/config/railcraft/ores/mine_silver.cfg similarity index 100% rename from src/cfg/railcraft/ores/mine_silver.cfg rename to src/overrides/config/railcraft/ores/mine_silver.cfg diff --git a/src/cfg/railcraft/ores/mine_tin.cfg b/src/overrides/config/railcraft/ores/mine_tin.cfg similarity index 100% rename from src/cfg/railcraft/ores/mine_tin.cfg rename to src/overrides/config/railcraft/ores/mine_tin.cfg diff --git a/src/cfg/railcraft/ores/mine_zinc.cfg b/src/overrides/config/railcraft/ores/mine_zinc.cfg similarity index 100% rename from src/cfg/railcraft/ores/mine_zinc.cfg rename to src/overrides/config/railcraft/ores/mine_zinc.cfg diff --git a/src/cfg/railcraft/railcraft.cfg b/src/overrides/config/railcraft/railcraft.cfg similarity index 100% rename from src/cfg/railcraft/railcraft.cfg rename to src/overrides/config/railcraft/railcraft.cfg diff --git a/src/cfg/randompatches.cfg b/src/overrides/config/randompatches.cfg similarity index 100% rename from src/cfg/randompatches.cfg rename to src/overrides/config/randompatches.cfg diff --git a/src/overrides/config/recipehandler.cfg b/src/overrides/config/recipehandler.cfg new file mode 100644 index 0000000..f647426 --- /dev/null +++ b/src/overrides/config/recipehandler.cfg @@ -0,0 +1,44 @@ +# Configuration file + +client { + # Offset for button from its default position, negative values to the left, positive to the right [default: 0] + I:"Cycle Button Horizontal Offset"=0 + + # Offset for button from its default position, negative values to under, positive to over [default: 0] + I:"Cycle Button Vertical Offset"=0 + + # Shows craft space in creative inventory tab [default: false] + B:"Enable Craft In Creative Inventory"=false + + # Only render button in case of conflict [default: false] + B:"Limit Button To Conflict"=true +} + + +general { + # List of containers to ignore for custom crafting detection [default: [net.blay09.mods.cookingforblockheads.container.ContainerRecipeBook], [morph.avaritia.container.ContainerExtremeCrafting], [slimeknights.tconstruct.tools.common.inventory.ContainerPartBuilder], [slimeknights.tconstruct.tools.common.inventory.ContainerStencilTable], [jds.bibliocraft.containers.ContainerDiscRack]] + S:"Black List Crafting Container" < + net.blay09.mods.cookingforblockheads.container.ContainerRecipeBook + morph.avaritia.container.ContainerExtremeCrafting + slimeknights.tconstruct.tools.common.inventory.ContainerPartBuilder + slimeknights.tconstruct.tools.common.inventory.ContainerStencilTable + jds.bibliocraft.containers.ContainerDiscRack + > + + # Tries to detect other crafting systems, disable for less processing [default: true] + B:"Enable Custom Crafting Detection"=true + + # Rendered in the crafting GUI [default: true] + B:"Enable Cycle Button"=true + + # Tracks furnace recipes changes from the mod starting point [default: false] + B:"Enable Furnace Recipes Tracking"=false + + # Can be modified in controls menu [default: false] + B:"Enable Switch Key"=false + + # Rendered in the Top Right Corner of the screen [default: false] + B:"Render Text Tooltip"=false +} + + diff --git a/src/cfg/sgcraft.cfg b/src/overrides/config/sgcraft.cfg similarity index 100% rename from src/cfg/sgcraft.cfg rename to src/overrides/config/sgcraft.cfg diff --git a/src/overrides/config/simplyjetpacks.cfg b/src/overrides/config/simplyjetpacks.cfg new file mode 100644 index 0000000..e69fda2 --- /dev/null +++ b/src/overrides/config/simplyjetpacks.cfg @@ -0,0 +1,737 @@ +# Configuration file + +"integration settings" { + # When enabled, Simply Jetpacks will register its Ender IO-based jetpacks and flux packs. + B:"Ender IO integration"=true + + # When enabled, Simply Jetpacks will register its RedstoneRepository tier5 jetplate recipes. + B:"Redstone Repository integration"=false + + # When enabled, Simply Jetpacks will register its RedstoneArsenal tier5 jetpack recipes. + B:"RedstoneArsenal integration"=false + + # When set to a value between 0-100, changes the fuel efficiency bonus of the Enderium Armored Jetplate (Ex: 80 uses fuel at 80% rate + I:"RedstoneRepository Fuel Efficiency Bonus"=80 + + # When enabled, Simply Jetpacks will register ThermalDynamic items for thruster recipes. + B:"ThermalDynamics integration"=true + + # When enabled, Simply Jetpacks will register its Thermal Expansion-based jetpacks and flux packs. + B:"ThermalExpansion integration"=true + + # When enabled, Simply Jetpacks will register its Vanilla-based jetpacks. + B:"Vanilla integration"=true +} + + +"item settings" { + # When enabled, Simply Jetpacks will register some crafting components from Redstone Arsenal to make the Flux-Infused JetPlate craftable if Redstone Arsenal is not installed. + B:"Add Redstone Arsenal items if not installed"=true + + # The ID of the Fuel Efficiency enchantment. Set to 0 to disable. + I:"Fuel Efficiency enchant ID"=110 + + # When enabled, jetpacks will explode and kill their users when they are being used to fly through flammable fluid blocks. + B:"Jetpacks explode in flammable fluid blocks"=false +} + + +"tuning - basic capacitor pack (eio 1)" { + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=800000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=800 + + # The amount of fuel that can be extracted from this pack per tick by external sources. Also determines how quickly Flux Packs can charge other items. + I:"Fuel Per Tick Out"=800 +} + + +"tuning - basic flux pack (te 1)" { + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=1500000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=800 + + # The amount of fuel that can be extracted from this pack per tick by external sources. Also determines how quickly Flux Packs can charge other items. + I:"Fuel Per Tick Out"=800 +} + + +"tuning - capacitor pack (eio 2)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=100 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=6 + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=4000000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=4000 + + # The amount of fuel that can be extracted from this pack per tick by external sources. Also determines how quickly Flux Packs can charge other items. + I:"Fuel Per Tick Out"=4000 +} + + +"tuning - conductive iron jetpack (eio 1)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=80 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=5 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=false + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=80000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=400 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=32 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.0 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=1.0 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=1.0 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.1 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.22 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.14 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.18 +} + + +"tuning - creative flux pack" { + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=8 + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=200000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=0 + + # The amount of fuel that can be extracted from this pack per tick by external sources. Also determines how quickly Flux Packs can charge other items. + I:"Fuel Per Tick Out"=50000 +} + + +"tuning - creative jetpack" { + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=12 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=true + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=200000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=0 + + # The amount of fuel that can be extracted from this pack per tick by external sources. Also determines how quickly Flux Packs can charge other items. + I:"Fuel Per Tick Out"=50000 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.21 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=2.5 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.15 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.9 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.0 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.45 +} + + +"tuning - dark soularium jetplate (eio 5)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=240 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=12 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=true + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=60000000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=200000 + + # The amount of fuel that can be extracted from this pack per tick by external sources. Also determines how quickly Flux Packs can charge other items. + I:"Fuel Per Tick Out"=32000 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=850 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.21 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=6.0 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=2.4 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.15 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.9 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.0 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.45 +} + + +"tuning - diamond jetpack (vanilla 3)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=160 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=8 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=true + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=20000000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=50000 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=450 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.19 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=4.0 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=1.8 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.14 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.8 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.005 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.4 +} + + +"tuning - electrical steel jetpack (eio 2)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=100 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=6 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=false + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=400000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=2000 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=50 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.08 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=1.0 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=1.0 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.12 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.3 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.1 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.18 +} + + +"tuning - energetic jetpack (eio 3)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=120 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=7 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=true + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=4000000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=20000 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=200 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.14 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=2.5 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=1.3 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.13 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.48 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.03 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.34 +} + + +"tuning - flux-infused jetplate (te 5)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=240 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=12 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=true + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=50000000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=30000 + + # The amount of fuel that can be extracted from this pack per tick by external sources. Also determines how quickly Flux Packs can charge other items. + I:"Fuel Per Tick Out"=30000 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=850 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.21 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=6.0 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=2.4 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.15 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.9 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.0 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.45 +} + + +"tuning - gold jetpack (vanilla 2)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=80 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=6 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=false + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=400000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=2000 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=50 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.1 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=1.0 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=1.0 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.12 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.4 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.1 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.2 +} + + +"tuning - hardened jetpack (te 2)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=80 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=6 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=false + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=3000000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=8000 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=50 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.08 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=1.0 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=1.0 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.12 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.3 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.1 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.18 +} + + +"tuning - iron jetpack (vanilla 1)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=80 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=5 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=false + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=80000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=400 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=32 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.0 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=1.0 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=1.0 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.1 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.22 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.14 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.18 +} + + +"tuning - leadstone jetpack (te 1)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=80 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=5 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=false + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=800000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=1500 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=32 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.0 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=1.0 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=1.0 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.1 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.22 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.14 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.18 +} + + +"tuning - reinforced flux pack (te 2)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=100 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=6 + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=12000000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=6000 + + # The amount of fuel that can be extracted from this pack per tick by external sources. Also determines how quickly Flux Packs can charge other items. + I:"Fuel Per Tick Out"=6000 +} + + +"tuning - reinforced jetpack (te 3)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=120 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=7 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=true + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=6000000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=15000 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=200 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.14 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=2.5 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=1.3 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.13 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.48 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.03 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.34 +} + + +"tuning - resonant flux pack (te 3)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=140 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=7 + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=40000000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=20000 + + # The amount of fuel that can be extracted from this pack per tick by external sources. Also determines how quickly Flux Packs can charge other items. + I:"Fuel Per Tick Out"=20000 +} + + +"tuning - resonant jetpack (te 4)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=160 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=8 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=true + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=25000000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=20000 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=450 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.19 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=4.0 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=1.8 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.14 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.8 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.005 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.4 +} + + +"tuning - vibrant capacitor pack (eio 3)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=140 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=7 + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=20000000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=20000 + + # The amount of fuel that can be extracted from this pack per tick by external sources. Also determines how quickly Flux Packs can charge other items. + I:"Fuel Per Tick Out"=20000 +} + + +"tuning - vibrant jetpack (eio 4)" { + # How much fuel is lost from this pack when the user is hit, if armored. + I:"Armor Fuel Per Hit"=160 + + # How well this pack can protect the user from damage, if armored. The higher the value, the stronger the armor will be. + I:"Armor Reduction"=8 + + # When enabled, this jetpack will activate hover mode automatically when the wearer is about to die from a fall. + B:"Emergency Hover Mode"=true + + # The maximum amount of fuel that this pack can hold. + I:"Fuel Capacity"=20000000 + + # The amount of fuel that can be inserted into this pack per tick from external sources. + I:"Fuel Per Tick In"=50000 + + # The amount of fuel that this pack uses every tick when used. + I:"Fuel Usage"=450 + + # The speed of this jetpack when flying sideways. This is mostly noticeable in hover mode. + D:"Sideways Speed"=0.19 + + # How much more energy this jetpack will use when sprinting. Setting this to 1.0 will make sprinting have no effect on energy usage. + D:"Sprint Fuel Usage Multiplier"=4.0 + + # How much faster this jetpack will fly forward when sprinting. Setting this to 1.0 will make sprinting have no effect apart from the added speed from vanilla. + D:"Sprint Speed Multiplier"=1.8 + + # The vertical acceleration of this jetpack when flying; every tick, this amount of vertical speed will be added until maximum speed is reached. + D:"Vertical Acceleration"=0.14 + + # The maximum vertical speed of this jetpack when flying. + D:"Vertical Speed"=0.8 + + # The maximum vertical speed of this jetpack when slowly descending in hover mode. + D:"Vertical Speed (Hover Mode / Slow Descent)"=0.005 + + # The maximum vertical speed of this jetpack when flying in hover mode. + D:"Vertical Speed (Hover Mode)"=0.4 +} + + diff --git a/src/cfg/speedsterheroes.cfg b/src/overrides/config/speedsterheroes.cfg similarity index 100% rename from src/cfg/speedsterheroes.cfg rename to src/overrides/config/speedsterheroes.cfg diff --git a/src/cfg/splash.properties b/src/overrides/config/splash.properties similarity index 100% rename from src/cfg/splash.properties rename to src/overrides/config/splash.properties diff --git a/src/cfg/teamreborn/configData.nbt b/src/overrides/config/teamreborn/configData.nbt similarity index 100% rename from src/cfg/teamreborn/configData.nbt rename to src/overrides/config/teamreborn/configData.nbt diff --git a/src/cfg/teamreborn/reborncore/client.cfg b/src/overrides/config/teamreborn/reborncore/client.cfg similarity index 100% rename from src/cfg/teamreborn/reborncore/client.cfg rename to src/overrides/config/teamreborn/reborncore/client.cfg diff --git a/src/cfg/teamreborn/reborncore/misc.cfg b/src/overrides/config/teamreborn/reborncore/misc.cfg similarity index 100% rename from src/cfg/teamreborn/reborncore/misc.cfg rename to src/overrides/config/teamreborn/reborncore/misc.cfg diff --git a/src/cfg/teamreborn/reborncore/power.cfg b/src/overrides/config/teamreborn/reborncore/power.cfg similarity index 100% rename from src/cfg/teamreborn/reborncore/power.cfg rename to src/overrides/config/teamreborn/reborncore/power.cfg diff --git a/src/cfg/teamreborn/reborncore/selected_energy.json b/src/overrides/config/teamreborn/reborncore/selected_energy.json similarity index 100% rename from src/cfg/teamreborn/reborncore/selected_energy.json rename to src/overrides/config/teamreborn/reborncore/selected_energy.json diff --git a/src/cfg/teamreborn/reborncore/upgrades.cfg b/src/overrides/config/teamreborn/reborncore/upgrades.cfg similarity index 100% rename from src/cfg/teamreborn/reborncore/upgrades.cfg rename to src/overrides/config/teamreborn/reborncore/upgrades.cfg diff --git a/src/cfg/teamreborn/techreborn/compat.cfg b/src/overrides/config/teamreborn/techreborn/compat.cfg similarity index 100% rename from src/cfg/teamreborn/techreborn/compat.cfg rename to src/overrides/config/teamreborn/techreborn/compat.cfg diff --git a/src/cfg/teamreborn/techreborn/generators.cfg b/src/overrides/config/teamreborn/techreborn/generators.cfg similarity index 100% rename from src/cfg/teamreborn/techreborn/generators.cfg rename to src/overrides/config/teamreborn/techreborn/generators.cfg diff --git a/src/cfg/teamreborn/techreborn/ic2.cfg b/src/overrides/config/teamreborn/techreborn/ic2.cfg similarity index 100% rename from src/cfg/teamreborn/techreborn/ic2.cfg rename to src/overrides/config/teamreborn/techreborn/ic2.cfg diff --git a/src/cfg/teamreborn/techreborn/items.cfg b/src/overrides/config/teamreborn/techreborn/items.cfg similarity index 100% rename from src/cfg/teamreborn/techreborn/items.cfg rename to src/overrides/config/teamreborn/techreborn/items.cfg diff --git a/src/cfg/teamreborn/techreborn/machines.cfg b/src/overrides/config/teamreborn/techreborn/machines.cfg similarity index 100% rename from src/cfg/teamreborn/techreborn/machines.cfg rename to src/overrides/config/teamreborn/techreborn/machines.cfg diff --git a/src/cfg/teamreborn/techreborn/misc.cfg b/src/overrides/config/teamreborn/techreborn/misc.cfg similarity index 100% rename from src/cfg/teamreborn/techreborn/misc.cfg rename to src/overrides/config/teamreborn/techreborn/misc.cfg diff --git a/src/cfg/teamreborn/techreborn/ores.json b/src/overrides/config/teamreborn/techreborn/ores.json similarity index 100% rename from src/cfg/teamreborn/techreborn/ores.json rename to src/overrides/config/teamreborn/techreborn/ores.json diff --git a/src/cfg/teamreborn/techreborn/recipes.cfg b/src/overrides/config/teamreborn/techreborn/recipes.cfg similarity index 100% rename from src/cfg/teamreborn/techreborn/recipes.cfg rename to src/overrides/config/teamreborn/techreborn/recipes.cfg diff --git a/src/cfg/teamreborn/techreborn/world.cfg b/src/overrides/config/teamreborn/techreborn/world.cfg similarity index 100% rename from src/cfg/teamreborn/techreborn/world.cfg rename to src/overrides/config/teamreborn/techreborn/world.cfg diff --git a/src/overrides/config/vanillafix.cfg b/src/overrides/config/vanillafix.cfg new file mode 100644 index 0000000..15b430f --- /dev/null +++ b/src/overrides/config/vanillafix.cfg @@ -0,0 +1,26 @@ +# Configuration file + +crashes { + B:disableReturnToMainMenu=false + I:errorNotificationDuration=30000 + S:hasteURL=https://paste.dimdev.org + B:replaceErrorNotifications=true + + # Valid values: + # LOG + # NOTIFICATION + # WARNING_SCREEN + # CRASH + S:scheduledTaskproblemAction=LOG +} + + +fixes { + B:bugFixes=true + B:crashFixes=true + B:modSupport=true + B:profiler=true + B:textureFixes=true +} + + diff --git a/src/twitch/overrides/scripts/Chickens.zs b/src/overrides/scripts/Chickens.zs similarity index 100% rename from src/twitch/overrides/scripts/Chickens.zs rename to src/overrides/scripts/Chickens.zs diff --git a/src/twitch/overrides/scripts/Mystical_Agriculture.zs b/src/overrides/scripts/Mystical_Agriculture.zs similarity index 100% rename from src/twitch/overrides/scripts/Mystical_Agriculture.zs rename to src/overrides/scripts/Mystical_Agriculture.zs diff --git a/src/twitch/overrides/scripts/equivalence.zs b/src/overrides/scripts/equivalence.zs similarity index 100% rename from src/twitch/overrides/scripts/equivalence.zs rename to src/overrides/scripts/equivalence.zs diff --git a/src/twitch/overrides/scripts/fluids.zs b/src/overrides/scripts/fluids.zs similarity index 100% rename from src/twitch/overrides/scripts/fluids.zs rename to src/overrides/scripts/fluids.zs diff --git a/src/twitch/overrides/scripts/infinity.zs b/src/overrides/scripts/infinity.zs similarity index 100% rename from src/twitch/overrides/scripts/infinity.zs rename to src/overrides/scripts/infinity.zs diff --git a/src/twitch/overrides/scripts/removebug.zs b/src/overrides/scripts/removebug.zs similarity index 100% rename from src/twitch/overrides/scripts/removebug.zs rename to src/overrides/scripts/removebug.zs diff --git a/src/twitch/overrides/scripts/tweaks.zs b/src/overrides/scripts/tweaks.zs similarity index 100% rename from src/twitch/overrides/scripts/tweaks.zs rename to src/overrides/scripts/tweaks.zs diff --git a/src/twitch/manifest.json b/src/twitch/manifest.json index 980281c..f46e74f 100644 --- a/src/twitch/manifest.json +++ b/src/twitch/manifest.json @@ -94,11 +94,6 @@ "fileID": 2937869, "required": true }, - { - "projectID": 230976, - "fileID": 2463272, - "required": true - }, { "projectID": 277711, "fileID": 2702080, @@ -161,7 +156,7 @@ }, { "projectID": 232838, - "fileID": 2924228, + "fileID": 2850338, "required": true }, { @@ -236,7 +231,7 @@ }, { "projectID": 237903, - "fileID": 2926584, + "fileID": 3330308, "required": true }, { @@ -359,11 +354,6 @@ "fileID": 2936187, "required": true }, - { - "projectID": 357178, - "fileID": 2939224, - "required": true - }, { "projectID": 295910, "fileID": 2831257, @@ -431,7 +421,7 @@ }, { "projectID": 233564, - "fileID": 2926589, + "fileID": 2867079, "required": true }, { @@ -454,11 +444,6 @@ "fileID": 2928313, "required": true }, - { - "projectID": 250290, - "fileID": 2916357, - "required": true - }, { "projectID": 314904, "fileID": 2819669, @@ -834,11 +819,6 @@ "fileID": 2645156, "required": true }, - { - "projectID": 271740, - "fileID": 2707353, - "required": true - }, { "projectID": 241665, "fileID": 2724967, @@ -890,8 +870,8 @@ "required": true }, { - "projectID": 296289, - "fileID": 2919737, + "projectID": 629017, + "fileID": 4474799, "required": true }, { @@ -978,6 +958,176 @@ "projectID": 252318, "fileID": 2743644, "required": true + }, + { + "projectID": 223622, + "fileID": 2516219, + "required": true + }, + { + "projectID": 224602, + "fileID": 3293318, + "required": true + }, + { + "projectID": 336380, + "fileID": 2868940, + "required": true + }, + { + "projectID": 275153, + "fileID": 2486198, + "required": true + }, + { + "projectID": 235121, + "fileID": 2764828, + "required": true + }, + { + "projectID": 311378, + "fileID": 3014173, + "required": true + }, + { + "projectID": 302293, + "fileID": 3543690, + "required": true + }, + { + "projectID": 261348, + "fileID": 3143349, + "required": true + }, + { + "projectID": 293327, + "fileID": 3478805, + "required": true + }, + { + "projectID": 269583, + "fileID": 2680357, + "required": true + }, + { + "projectID": 261251, + "fileID": 3045651, + "required": true + }, + { + "projectID": 266936, + "fileID": 4390586, + "required": true + }, + { + "projectID": 283992, + "fileID": 2595013, + "required": true + }, + { + "projectID": 245755, + "fileID": 2859589, + "required": true + }, + { + "projectID": 220954, + "fileID": 3840577, + "required": true + }, + { + "projectID": 275548, + "fileID": 2475601, + "required": true + }, + { + "projectID": 229060, + "fileID": 2801262, + "required": true + }, + { + "projectID": 298341, + "fileID": 2706338, + "required": true + }, + { + "projectID": 229084, + "fileID": 2684033, + "required": true + }, + { + "projectID": 270790, + "fileID": 2761302, + "required": true + }, + { + "projectID": 272302, + "fileID": 2941010, + "required": true + }, + { + "projectID": 291507, + "fileID": 2716762, + "required": true + 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