Mobs-Dimensions2/src/overrides/config/rftools/dimensions.cfg
Timo Ley 42a575c740 Update:
-Added Recipes
-Updated Cavern
2020-08-08 14:43:04 +02:00

629 lines
25 KiB
INI

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