notex2/src/overrides/config/MatterOverdrive/MatterOverdrive.cfg
2022-05-26 13:08:46 +02:00

628 lines
18 KiB
INI

# Configuration file
~CONFIG_VERSION: 1.0
##########################################################################################################
# abilities
#--------------------------------------------------------------------------------------------------------#
# Android Player Abilities
##########################################################################################################
abilities {
# The energy cost of the Cloak
I:cloak_energy_per_tick=128
# The energy cost of each heal by the Nanobots ability
I:heal_energy_per_regen=32
# The energy cost of each High Jump
I:high_jump_energy=1024
# The energy cost of the Nightvision
I:nighvision_energy_per_tick=16
# The energy cost of each hit to the shield
I:shield_energy_per_damage=256
# The energy cost of the shield per tick
I:shield_energy_per_tick=64
# The Unlocalized names of the blacklist blocks that the player can't teleport to [default: [hellsand], [barrier], [bedrock]]
S:teleport_blacklist <
hellsand
barrier
bedrock
>
# The Energy cost of each Teleportation
I:teleport_energy_cost=4096
# The maximum distance in blocks, the player can teleport to
I:teleport_max_distance=32
# The max height amount that the teleport ability checks if there is no 2 blocks air space
I:teleport_max_height_check=8
}
##########################################################################################################
# client
#--------------------------------------------------------------------------------------------------------#
# Options for the Matter overdrive client
##########################################################################################################
client {
# Use the custom holo shader for holographic items [default: true]
B:"use holo shader"=true
# Should Matter Overdrive check for newer versions, every time the world starts
B:version_check=true
##########################################################################################################
# android_hud
#--------------------------------------------------------------------------------------------------------#
# Positioning and colors of Android HUD elements
##########################################################################################################
android_hud {
I:android_biotic_stats.position=2
I:android_minimap.position=6
I:android_stats.position=0
# Should the health bar and food bar be hidden
B:hide_vanilla_hud_elements=true
# The opacity of the black background for each HUD element
D:hud_background_opacity=0.0
S:hud_color=ffa9e2fb
# Should the Android HUD move when the player turns his head.
B:hud_movement=true
# The Opacity of the HUD in %
D:hud_opacity=0.5
}
}
##########################################################################################################
# compatibility
#--------------------------------------------------------------------------------------------------------#
# Option for other mods
##########################################################################################################
compatibility {
}
##########################################################################################################
# debug
#--------------------------------------------------------------------------------------------------------#
# Debug Options. Such as Debug Log for Matter Recipe Calculation
##########################################################################################################
debug {
B:"matter calculation"=false
B:"matter registration"=false
}
##########################################################################################################
# entities
#--------------------------------------------------------------------------------------------------------#
# Options for Matter Overdrive Entities. Such as their Entity IDs.
##########################################################################################################
entities {
android_player {
B:disable_android_fov=true
B:hurt_glitching=true
S:potion_removal_blacklist <
>
I:recharge_amount_on_respawn=64000
B:remove_potion_effects=true
B:transformation_death=true
}
failed_pig {
B:enable=true
}
failed_cow {
B:enable=true
}
failed_chicken {
B:enable=true
}
failed_sheep {
B:enable=true
}
mad_scientist {
B:enable=true
}
mutant_scientist {
B:enable=true
}
rogue_android {
# Rogue Android biome blacklist [default: [Hell], [Sky], [MushroomIsland], [MushroomIslandShore]]
S:biome.blacklist <
Hell
Sky
MushroomIsland
MushroomIslandShore
>
# Rogue Android biome whitelist [default: ]
S:biome.whitelist <
>
# Rogue Android Dimension ID blacklist
I:dimension.blacklist <
1
>
# Rogue Android Dimension ID whitelist
I:dimension.whitelist <
>
# Should the Rouge Androids drop any items [default: true]
B:do_drops=true
# Should Legendary rogue androids drop Legendary weapons [default: true]
B:drop_legendary_weapons=true
# Should normal Rogue Androids drop their weapons? If set to false they will never drop their weapons, but if set to true there is a small chance they will drop them. [default: true]
B:drop_weapons=true
B:enable=true
# The chance in percent, of rogue androids becoming legendary. This is the base value. This value is multiplied by the android's level [range: 0.0 ~ 1.0, default: 0.03]
S:legendary_spawn_chance_percent=0.03
# The max amount of Rogue Android that can spawn in a given chunk
I:max_android_per_chunk=4
# The spawn chance of rogue androids. How likely are they to spawn once chosen to spawn. [range: 0.0 ~ 1.0, default: 0.1]
S:spawn_chance_percent=0.1
# The spawn weight of Androids. This controls how likely are to be chosen to spawn next. [range: 0 ~ 100, default: 25]
I:spawn_weight=25
# Do Ranged Rogue Androids have unlimited weapon energy in their weapons [default: true]
B:unlimited_weapon_energy=true
}
ranged_rogue_android {
B:enable=true
}
drone {
B:enable=true
}
}
##########################################################################################################
# machine options
#--------------------------------------------------------------------------------------------------------#
# Machine Options.
##########################################################################################################
"machine options" {
# The range of the Charge Station
I:"charge station range"=8
tritanium_crate_brown {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_black {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_light_blue {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_blue {
# The volume of the Machine
D:volume=1.0
}
matter_analyzer {
# The volume of the Machine
D:volume=1.0
}
fusion_reactor_io {
# The volume of the Machine
D:volume=1.0
}
decomposer {
# Decomposing cost per matter
I:cost.decompose=6000
# The speed in ticks, of decomposing. (per matter)
I:speed.decompose=80
# How much energy can the Matter Decomposer hold
I:storage.energy=512000
# How much matter can the Matter Decomposer hold
I:storage.matter=1024
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_cyan {
# The volume of the Machine
D:volume=1.0
}
replicator {
# The total replication cost of each matter value. The energy cost is calculated like so: (matterAmount*EnergyCost)
I:cost.replication.energy=16000
# Should vent particles be displayed
B:particles.vent=true
# The replication speed in ticks per matter value
I:speed.replication=120
# How much energy can the replicator hold
I:storage.energy=512000
# How much matter can the replicator hold
I:storage.matter=1024
# The volume of the Machine
D:volume=1.0
# The volume of the replication animation
D:volume.replicate=1.0
}
network_switch {
# The volume of the Machine
D:volume=1.0
}
spacetime_accelerator {
# The volume of the Machine
D:volume=1.0
# Show the wave particle when the machine is active
B:wave_particle=true
}
tritanium_crate_white {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_silver {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_gray {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_orange {
# The volume of the Machine
D:volume=1.0
}
android_spawner {
# The volume of the Machine
D:volume=1.0
}
inscriber {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_purple {
# The volume of the Machine
D:volume=1.0
}
pattern_storage {
# Should vent particles be displayed
B:particles.vent=true
# How much energy can the Pattern Storage hold
I:storage.energy=64000
# The Transfer speed of the Pattern Storage
I:transfer.energy=128
# The volume of the Machine
D:volume=1.0
}
pattern_monitor {
# The volume of the Machine
D:volume=1.0
}
network_router {
# The volume of the Machine
D:volume=1.0
}
solar_panel {
# The volume of the Machine
D:volume=1.0
}
holo_sign {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_yellow {
# The volume of the Machine
D:volume=1.0
}
weapon_station {
# The volume of the Machine
D:volume=1.0
}
transporter {
# The volume of the Machine
D:volume=1.0
}
gravitational_stabilizer {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_lime {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_red {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate {
# The volume of the Machine
D:volume=1.0
}
charging_station {
# The volume of the Machine
D:volume=1.0
}
star_map {
# The volume of the Machine
D:volume=1.0
}
matter_recycler {
# The volume of the Machine
D:volume=1.0
}
contract_market {
# The volume of the Machine
D:volume=1.0
}
fusion_reactor_controller {
# The time delay between each structure check
I:check.delay=40
# The maximum distance of the anomaly
I:distance.anomaly=3
# How much matter is drained per tick. Dependant on the size of the anomaly as well
D:drain.matter=0.0125
# The Energy Output per tick. Dependant on the size of the anomaly as well
I:output.energy=2048
# How much energy can the Fusion Reactor Controller hold
I:storage.energy=100000000
# How much matter can the Fusion Reactor Controller hold
I:storage.matter=2048
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_green {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_pink {
# The volume of the Machine
D:volume=1.0
}
tritanium_crate_magenta {
# The volume of the Machine
D:volume=1.0
}
android_station {
# The volume of the Machine
D:volume=1.0
}
}
##########################################################################################################
# matter network
#--------------------------------------------------------------------------------------------------------#
# Matter Network Options.
##########################################################################################################
"matter network" {
# The maximum amount of network packet broadcasts per tick.
I:"max broadcasts per tick"=128
}
##########################################################################################################
# matter registry
#--------------------------------------------------------------------------------------------------------#
# Configuration for the Matter
##########################################################################################################
"matter registry" {
B:"automatic matter calculation from furnace"=true
B:"automatic matter calculation from inscriber"=true
B:"automatic matter calculation from recipe"=true
B:automatic_calculation=true
S:blacklist <
>
S:mod_blacklist <
>
##########################################################################################################
# add matter
#--------------------------------------------------------------------------------------------------------#
# Registration of new items and the amount of matter they contain. Add them like so: I:[registered name or ore Dictionary name](meta)=[matter amount]. () - optional parameter. Example I:dye2=10 I:egg=29
##########################################################################################################
"add matter" {
}
}
##########################################################################################################
# server
#--------------------------------------------------------------------------------------------------------#
# Options form the Matter Overdrive server
##########################################################################################################
server {
gravitational_anomaly {
# Should the gravitational anomaly destroy blocks [default: true]
B:"block destruction"=true
# Should the blocks drop entities or be directly consumed when destroyed by the gravitational anomaly [default: true]
B:"gravitational anomaly block entities"=true
# Should blocks be turned into falling blocks when broken [default: true]
B:"gravitational anomaly falling blocks"=true
# Should other mod fluid blocks be consumed by the anomaly [default: true]
B:"gravitational anomaly forge fluids"=true
# Should vanilla fluid block such as water and lava be consumed by the anomaly [default: true]
B:"gravitational anomaly vanilla fluids"=true
# Should the gravitational entity pull entities towards it [default: true]
B:"gravitational pull"=true
}
}
starmap {
# The multiplier for the building and ship building times [range: 0.0 ~ 10.0, default: 1.0]
S:"galaxy build time multiply"=1.0
# The multiplier for the ship travel times [range: 0.0 ~ 10.0, default: 1.0]
S:"galaxy travel time multiply"=1.0
# The maximum amount of planets pre star system [range: 0 ~ 8, default: 4]
I:max_planet_count=4
# The maximum amount of stars in a galaxy [range: 0 ~ 512000, default: 2304]
I:max_star_count=2304
# The minimum amount of planets per star system [range: 0 ~ 8, default: 1]
I:min_planet_count=1
# The minimum amount of stars in a galaxy [range: 0 ~ 512000, default: 2048]
I:min_star_count=2048
# The chance of adding a prefix to a Star System's name [range: 0.0 ~ 1.0, default: 1.0]
S:name_prefix_chance=1.0
# The chance of adding a suffix to a Star System's name [range: 0.0 ~ 1.0, default: 0.8]
S:name_suffix_chance=0.8
# The amount of quadrants the galaxy should be divided into. The amount is cubed. x ^ 3. For example 3 ^ 3 = 27 quadrants. [range: 1 ~ 6, default: 3]
I:quadrant_count=3
}
##########################################################################################################
# world gen
#--------------------------------------------------------------------------------------------------------#
# World Generation options.
##########################################################################################################
"world gen" {
# Should Matter Overdrive Buildings Generate aka ImageGen [default: true]
B:"generate buildings"=true
# A blacklist of all the Dimensions ores shouldn't spawn in
I:ore_gen_blacklist <
-1
2
>
# Should Matter Overdrive Ore Blocks be Generated ?
B:"spawn ores"=true
# Should other Matter Overdrive World Blocks be Generated?
B:"spawn other"=true
B:spawn.tile.dilithium_ore=true
B:spawn.tile.gravitational_anomaly=true
B:spawn.tile.tritanium_ore=true
gravitational_anomaly {
# Gravitational Anomaly Dimension ID blacklist
I:blacklist <
>
# Spawn Chance of Gravity Anomaly pre chunk [range: 0.0 ~ 1.0, default: 0.05]
S:"gravitational anomaly spawn chance"=0.05
# Spawn Y level of the Gravity Anomaly [default: ]
S:"gravitational anomaly spawn y level" <
>
# Gravitational Anomaly Dimension ID whitelist
I:whitelist <
-1
0
>
}
}