fix: some small fixes

This commit is contained in:
Timo Ley 2022-12-18 17:41:36 +01:00
parent 1d5ac5eafb
commit 87b73648a7
78 changed files with 437 additions and 6 deletions

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@ -1086,7 +1086,7 @@
{
"qualifier": "mod-basiccomponents",
"link": [
"https://maven.tilera.xyz/universalelectricity/basiccomponents/2.0.0/basiccomponents-2.0.0.jar"
"https://maven.tilera.xyz/universalelectricity/basiccomponents/2.0.1/basiccomponents-2.0.1.jar"
],
"flags": {
"both": ["required"]
@ -1116,7 +1116,7 @@
{
"qualifier": "mod-assemblyline",
"link": [
"https://maven.tilera.xyz/universalelectricity/assemblyline/1.0.0/assemblyline-1.0.0.jar"
"https://maven.tilera.xyz/universalelectricity/assemblyline/1.0.1/assemblyline-1.0.1.jar"
],
"flags": {
"both": ["required"]
@ -1161,7 +1161,7 @@
{
"qualifier": "mod-icbm",
"link": [
"https://maven.tilera.xyz/universalelectricity/icbm/1.0.1/icbm-1.0.1.jar"
"https://maven.tilera.xyz/universalelectricity/icbm/1.0.2/icbm-1.0.2.jar"
],
"flags": {
"both": ["required"]

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@ -1007,7 +1007,7 @@
{
"id": "mod-basiccomponents",
"file": {
"link": "https://maven.tilera.xyz/universalelectricity/basiccomponents/2.0.0/basiccomponents-2.0.0.jar",
"link": "https://maven.tilera.xyz/universalelectricity/basiccomponents/2.0.1/basiccomponents-2.0.1.jar",
"installer": "internal.dir:mods"
},
"type": "mod",
@ -1035,7 +1035,7 @@
{
"id": "mod-assemblyline",
"file": {
"link": "https://maven.tilera.xyz/universalelectricity/assemblyline/1.0.0/assemblyline-1.0.0.jar",
"link": "https://maven.tilera.xyz/universalelectricity/assemblyline/1.0.1/assemblyline-1.0.1.jar",
"installer": "internal.dir:mods"
},
"type": "mod",
@ -1077,7 +1077,7 @@
{
"id": "mod-icbm",
"file": {
"link": "https://maven.tilera.xyz/universalelectricity/icbm/1.0.1/icbm-1.0.1.jar",
"link": "https://maven.tilera.xyz/universalelectricity/icbm/1.0.2/icbm-1.0.2.jar",
"installer": "internal.dir:mods"
},
"type": "mod",

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@ -0,0 +1,177 @@
# Configuration file
general {
# Master Volume for all Backpack Items that play Sounds from IC2. Please do not change it. If you really want to then do a number between 0-1
D:"Backpack Sound Volume"=1.0
# If this config is true then you can use the ChargePad UpgradeKit on any side
B:"ChargePads AnySide Upgrade"=false
# Enables the Nei Plugin to add extra information to the Cropseeds which make it easier for you to Breed Crops
B:"Crop Breeding Helper"=true
# Disables Bronze Tools (Not wrench) and Armor for crafting/loot/CreativeTabs
B:"Disable Bronze Tools"=false
B:"Display All No IC2 ExpItems"=false
# Allows you to Change the Electric Cost per Damage of the Armor
D:"Electric Armor Cost Modifier"=1.0
# Balacing Config. Allows you to decrease/Increase the Quantum&Nano Armor Damage Absorbtion 1F = Standart (100% of their Capabilities) 0.1F or smaller (10% of their Capabilities) limit up does not exsist
D:"Electric Armor Damage Absorbtion"=1.0
# Enables that Electric Damage (including the downsides) charges Electric Armor
B:"Enable Electric Armor Ability"=true
# Enables the Recipes for the Enriched Uranium
B:"Enable Enriched Uranium"=true
# Enables that ic2Exp plates get their classic ingot version in the oredictionary. It can break the balance with other mods. Enable at own choice. (Its there for a reason)
B:"Enable Plates = Ingots"=false
# Master Volume for all Items that play Sounds in your Hand from IC2. Please do not change it. If you really want to then do a number between 0-1
D:"Equippet Item Sound Volume"=1.0
# IC2 Keybinding Detection is active even if a gui is Open. (Flying while having Inv Open) set to true to dissable that
B:"Gui Dissables Keybinding"=false
# To make the Creation of Enriched Uran Rods harder
B:"Harder Enriched Uran"=false
# IC2 Easy mode is simply IC2 without explosions. But if you try to Overpower machines/Storages then they stop accepting power, some addons get effected by that maybe!
B:"IC2 Easy Mode"=false
B:"Ignore Waila Config"=false
# Config for None IC2 Wrenches to be lossless Mode. By default disabled!
B:"Lossless None IC2 Wrenches"=false
S:"Magnetizer Boots Registry"=minecraft:golden_boots, minecraft:iron_boots, minecraft:chainmail_boots
# Master Volume that you can change ingame. Please do not change it. If you really want to then do a number between 0-1
D:"Master Sound Volume"=0.5
# Sets the Max Ticks per Tick, Min: 10
I:"Max Reactor Planner Ticks"=1000
# This Counter Effects how long it can max take (it will be randomly shuffeld) that the wind is changing. Default: Every 5 Min (6000 Ticks)
I:"Max Wind Change Delay"=6000
# The amount you get when you convert EU to RF
I:RF_for_EU=4
# The amount you need to convert RF to EU
I:RF_per_EU=40
# Every Recipe that would require Refined Iron now needs Steel, also effects addons. Keep that in mind
B:"Steel Mode"=false
# Master Volume for all Machines from IC2. Please do not change it. If you really want to then do a number between 0-1
D:"Tile Sound Volume"=1.0
# The Custom Wind Simulator calculates Windspeed definded on Random Caclulations You can effect the time how often it will change.
B:"Use Custom Wind Simulator"=true
# This allows you to setup your Block/ItemIDs by yourself. That is only a feature to prevent world corruption. Dissabled by default. (Forge will kill me for that)
B:"enable ID selfcontroll"=false
# Enable burning of scrap in a generator
B:enableBurningScrap=true
# Enable crafting of buckets out of tin
B:enableCraftingBucket=true
# Enable crafting of Industrial Credit coins
B:enableCraftingCoin=true
# Enable crafting of glowstone dust out of dusts
B:enableCraftingGlowstoneDust=true
# Enable crafting of gunpowder out of dusts
B:enableCraftingGunpowder=true
# Enable crafting of ITNT
B:enableCraftingITnt=true
# Enable crafting of nukes
B:enableCraftingNuke=true
# Enable crafting of rails out of bronze
B:enableCraftingRail=true
# Enable logging of players when they remove a machine using a wrench
B:enableLoggingWrench=true
# Enable usage of lapotron crystals on miners
B:enableMinerLapotron=true
# Enable activation of the quantum leggings' speed boost when sprinting instead of holding the boost key
B:enableQuantumSpeedOnSprint=true
# Enable hiding of secret recipes in CraftGuide/NEI
B:enableSecretRecipeHiding=true
# Enable calculation of inventory weight when going through a teleporter
B:enableTeleporterInventory=true
# Enable generation of copper in the world
B:enableWorldGenOreCopper=true
# Enable generation of tin in the world
B:enableWorldGenOreTin=true
# Enable generation of uranium in the world
B:enableWorldGenOreUranium=true
# Enable generation of rubber trees in the world
B:enableWorldGenTreeRubber=true
# Base energy generation values - increase those for higher energy yield
I:energyGeneratorBase=10
I:energyGeneratorGeo=20
I:energyGeneratorNuclear=5
I:energyGeneratorSolar=100
I:energyGeneratorWater=100
I:energyGeneratorWind=100
# Explosion power of a nuke, where TNT is 4
S:explosionPowerNuke=35.0
# Maximum explosion power of a nuclear reactor, where TNT is 4
S:explosionPowerReactorMax=45.0
# Factor to adjust the ore generation rate
S:oreDensityFactor=1.0
S:recyclerBlacklist=minecraft:glass_pane, minecraft:stick, minecraft:snowball, IC2:scaffold
# Maximum number of audio sources, only change if you know what you're doing
I:soundSourceLimit=32
# Enable sounds
B:soundsEnabled=true
# List of valuable ores the miner should look for. Comma separated, format is id-metadata:value (id can be a number or a Block name) where value should be at least 1 to be considered by the miner
S:valuableOres=
}
idsettings {
I:"Block Start ID"=3500
I:"Item StartID"=5000
}
modules {
B:Baubles=true
B:BuildCraft=true
B:CraftingGuide=true
B:NotEnoughItems=true
B:NotEnoughResources=true
B:ProjectE=true
B:RedstoneFlux=true
B:Thaumcraft=true
B:TinkersConstruct=true
B:Waila=true
B:WrenchPlugin=true
B:appliedenergistics2=false
}

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@ -0,0 +1,211 @@
# Configuration file
##########################################################################################################
# biomes
#--------------------------------------------------------------------------------------------------------#
# Biomes and effects
##########################################################################################################
biomes {
# Eerie biome id
I:biome_eerie=194
# Eldritch Lands biome id
I:biome_eldritch=195
# Magical Forest biome id
I:biome_magical_forest=193
# Taint biome id
I:biome_taint=192
# higher values increases number of magical forest biomes. If you are using biome addon mods you probably want to increase this weight quite a bit
I:magical_forest_biome_weight=0
I:outer_lands_dim=-42
# higher values increases number of taint biomes. If you are using biome addon mods you probably want to increase this weight quite a bit
I:taint_biome_weight=0
}
##########################################################################################################
# enchantments
#--------------------------------------------------------------------------------------------------------#
# Custom enchantments
##########################################################################################################
enchantments {
I:ench_haste=150
I:ench_repair=151
}
general {
# Enables a version of the Thauminomicon in creative mode that grants you all the research when you first use it.
B:allow_cheat_sheet=false
# Setting this to false will disable arcane mirror research and crafting recipes.
B:allow_mirrors=true
# If set to false, warded stone, doors and glass will just be cosmetic in nature and not have its hardened properties (everyone will be able to break it with equal ease).
B:allow_warded_stone=true
# Can Taint be caused by flux effects.
B:biome_taint_from_flux=true
# The chance per block update (1 in n) of the Taint biome spreading. Setting it to 0 prevents the spread of Taint biomes.
I:biome_taint_spread=200
# Set this to true to get the old blue magical forest back.
B:blue_magical_forest=false
# Setting this to true will make certain colors higher contrast or darker to prevent them from being 'invisible' to color blind people.
B:color_blind=false
# Hate crooked labels, kittens, puppies and all things awesome? If yes, set this to false.
B:crooked=true
# Item aspects are hidden by default and pressing shift reveals them. Changing this setting to 'true' will reverse this behaviour and always display aspects unless shift is pressed.
B:display_aspects=false
# Setting this to false will remove the glowing purple nodules from taint fibres. This might prevent crashes some people experience and improve performance.
B:glowing_taint=true
# If set to true golems will attempt to play the chest opening animations and sounds whenever they interact with them.
B:golem_chest_interact=true
# How many ticks a golem waits between checking for tasks. Setting it higher will save server ticks, but will make the golems slower to react.
I:golem_delay=5
# How many milliseconds a golem will ignore an item after it has failed to find a destination or use for it. Min value 1000
I:golem_ignore_delay=10000
# The fx quality of the line connecting golems to marked blocks. Setting this below 4 deactives the effect entirely.
I:golem_link_quality=16
# Negative nodes like hungry, tainted or dark nodes will have additional, much nastier, effects.
B:hard_mode_nodes=true
# How rare nodes are in the world. The number means there will be (on average) one node per N chunks.
I:node_rarity=36
# Determines how fast notifications scroll downwards.
I:notification_delay=5000
# The maximum amount of notifications that are displayed onscreen.
I:notification_max=15
# This is a comma-delimited list of any block names the portable hole is not allowed to pass through.
S:portablehole_blacklist=iron_door
# This setting will disable certain thaumcraft shaders for those who experience FPS drops.
B:shaders=true
# The chance of a node being special (pure, dark, unstable, etc.). The number means roughly 1 in N nodes will be special, so setting the number to 5 will mean 1 in 5 nodes may be special.
I:special_node_rarity=18
# Thaumcraft banker villager id
I:thaumcraft_banker_id=191
# Thaumcraft wizard villager id
I:thaumcraft_villager_id=190
# Set to true to have the wand dial display in the bottom left instead of the top left.
B:wand_dial_bottom=false
# Setting this to true disables Warp and similar mechanics. You wuss.
B:wuss_mode=false
}
##########################################################################################################
# monster_spawning
#--------------------------------------------------------------------------------------------------------#
# Will these mobs spawn
##########################################################################################################
monster_spawning {
# Setting this to false will disable spawning champion mobs. Even when false they will still have a greatly reduced chance of spawning in certain dangerous places.
B:champion_mobs=true
B:spawn_angry_zombies=true
B:spawn_eldercreatures=true
B:spawn_fire_bats=true
B:spawn_pechs=true
B:spawn_taint_spores=true
B:spawn_taintacles=true
B:spawn_wisps=true
}
##########################################################################################################
# research
#--------------------------------------------------------------------------------------------------------#
# Various research related things.
##########################################################################################################
research {
# The total amount of RP you can have in your pool per aspect before the scanning soft cap kicks in.
I:aspect_total_cap=100
# 0 = normal, -1 = easy (all research items are directly purchased with RP), 1 = Hard (all research items need to be solved via the research table)
I:research_difficulty=0
}
##########################################################################################################
# runic_shielding
#--------------------------------------------------------------------------------------------------------#
# Runic Shielding
##########################################################################################################
runic_shielding {
# How much aer and terra centi-vis (0.01 vis) it costs to reacharge a single unit of shielding. Minimum of 0.
I:runic_cost=50
# How many game ticks pass after a shield has been reduced to zero before it can start recharging again. Minimum of 0.
I:runic_recharge_delay=80
# How many milliseconds pass between runic shielding recharge ticks. Lower values equals faster recharge. Minimum of 500.
I:runic_recharge_speed=2000
}
##########################################################################################################
# world_generation
#--------------------------------------------------------------------------------------------------------#
# Settings to turn certain world-gen on or off.
##########################################################################################################
world_generation {
B:generate_amber_ore=true
B:generate_aura_nodes=false
B:generate_cinnibar_ore=true
B:generate_infused_stone=true
B:generate_structures=false
# Can taint biomes generate at worldgen
B:generate_taint=false
B:generate_trees=true
}
##########################################################################################################
# world_regeneration
#--------------------------------------------------------------------------------------------------------#
# If a chunk is encountered that skipped TC worldgen, then the game will attempt to regenerate certain world features if they are set to true. CAUTION: Best used for worlds created before you added this mod, and only if you know what you are doing. Backups are advised.
##########################################################################################################
world_regeneration {
B:amber_ore=false
B:aura_nodes=false
B:cinnibar_ore=false
B:infused_stone=false
# This key is used to keep track of which chunk have been generated/regenerated. Changing it will cause the regeneration code to run again, so only change it if you want it to happen. Useful to regen only one world feature at a time.
S:regen_key=DEFAULT
B:structures=false
B:taint=false
B:trees=false
}

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import mods.mekanism.chemical.Elementizer;
recipes.remove(<ProjectE:item.pe_repair_talisman>);
recipes.remove(<ProjectE:item.pe_divining_rod_1>);
recipes.remove(<ProjectE:item.pe_divining_rod_2>);
recipes.remove(<ProjectE:item.pe_divining_rod_3>);
recipes.remove(<ProjectE:transmutation_table>);
recipes.remove(<ProjectE:condenser_mk1>);
recipes.remove(<ProjectE:condenser_mk2>);
recipes.remove(<ProjectE:item.pe_transmutation_tablet>);
recipes.remove(<ProjectE:item.pe_philosophers_stone>);
Elementizer.addOutput(<ProjectE:item.pe_philosophers_stone>);
recipes.remove(<ProjectE:collector_mk1>);
recipes.addShaped(
<ProjectE:collector_mk1>,
[
[<ore:glowstone>, <minecraft:glass>, <ore:glowstone>],
[<ore:glowstone>, <ProjectE:fuel_block:2>, <ore:glowstone>],
[<ore:glowstone>, <minecraft:furnace>, <ore:glowstone>]
]
);
recipes.remove(<ProjectE:relay_mk1>);
recipes.addShaped(
<ProjectE:relay_mk1>,
[
[<minecraft:obsidian>, <minecraft:glass>, <minecraft:obsidian>],
[<minecraft:obsidian>, <ProjectE:fuel_block:2>, <minecraft:obsidian>],
[<minecraft:obsidian>, <minecraft:obsidian>, <minecraft:obsidian>]
]
);
recipes.remove(<ProjectE:alchemical_chest>);
recipes.addShaped(
<ProjectE:alchemical_chest>,
[
[<ProjectE:item.pe_covalence_dust:0>, <ProjectE:item.pe_covalence_dust:1>, <ProjectE:item.pe_covalence_dust:2>],
[<minecraft:stone>, <ProjectE:item.pe_fuel:2>, <minecraft:stone>],
[<minecraft:iron_ingot>, <minecraft:chest>, <minecraft:iron_ingot>]
]
);