diff --git a/src/modpack.json b/src/modpack.json index f03199a..3a77571 100644 --- a/src/modpack.json +++ b/src/modpack.json @@ -2126,6 +2126,34 @@ "included" ] }, + { + "id": "mod-hbm", + "file": { + "link": "https://cdn.modrinth.com/data/M4Z75E5X/versions/11b11Ygl/HBM-NTM-%5B1.0.27_X4998%5D.jar", + "installer": "internal.dir:mods" + }, + "type": "mod", + "options": [ + "server", + "client", + "required", + "included" + ] + }, + { + "id": "mod-pccompat", + "file": { + "link": "https://maven.tilera.xyz/net/anvilcraft/pccompat/0.2.1/pccompat-0.2.1.jar", + "installer": "internal.dir:mods" + }, + "type": "mod", + "options": [ + "server", + "client", + "required", + "included" + ] + }, { "id": "forge", "versions": "[1.7.10-10.13.4.1614-1.7.10]", diff --git a/src/overrides/config/hbm.cfg b/src/overrides/config/hbm.cfg new file mode 100644 index 0000000..0aad5c5 --- /dev/null +++ b/src/overrides/config/hbm.cfg @@ -0,0 +1,1032 @@ +# Configuration file + +01_general { + # When set to true, will prevent the mod to launch on Thermos servers. Only disable this if you understand what "tileentities.yml" is, and how it severely cripples the mod. + B:0.00_crashOnThermos=true + + # Enable debugging mode + B:1.00_enableDebugMode=false + + # Allows glowing mycelium to spread + B:1.01_enableMyceliumSpread=false + + # Enables plutonium ore generation in the nether + B:1.02_enablePlutoniumNetherOre=false + + # Allows structures and dungeons to spawn. Valid values are true|false|flag - flag will respect the "Generate Structures" world flag. + S:1.03_enableDungeonSpawn=false + + # Allows NTM ores to generate in modded dimensions + B:1.04_enableOresInModdedDimensions=true + + # Allows landmines to generate + B:1.05_enableLandmineSpawn=true + + # Allows radiation hotspots to generate + B:1.06_enableRadHotspotSpawn=true + + # Allows chests to spawn at specific coordinates full of powders + B:1.07_enableNITANChestSpawn=true + + # Has bomber planes spawn in closer to the target for use with smaller render distances + B:1.14_enableBomberShortMode=false + + # Allows locked safes to spawn + B:1.15_enableVaultSpawn=true + + # Causes satellites to fall whenever a mob dies + B:1.17_enableCataclysm=false + + # Logs uses of the detonator, nuclear explosions, missile launches, grenades, etc. + B:1.18_enableExtendedLogging=false + + # Allows tainted mobs to spread taint + B:1.19_enableHardcoreTaint=false + + # Prevents new system guns to be fired + B:1.20_enableGuns=true + + # Allows virus blocks to spread + B:1.21_enableVirus=false + + # Shows custom crosshairs when an NTM gun is being held + B:1.22_enableCrosshairs=true + + # Enable old reflector oredict name ("plateDenseLead") instead of new "plateTungCar" + B:1.24_enableReflectorCompat=false + + # Check invalid render distances (over 16, without OptiFine) and fix it + B:1.25_enableRenderDistCheck=true + + # Allows re-evaluating power networks on link remove instead of destroying and recreating + B:1.27_enableReEval=true + + # Enabling this will disable log spam created by unregistered items in ComparableStack instances. + B:1.28_enableSilentCompStackErrors=false + + # 0: Top left + # 1: Top right + # 2: Center right + # 3: Center Left + I:1.29_hudOverlayPosition=0 + + # If enabled, will try to use NTM's custom skyboxes. + B:1.31_enableSkyboxes=true + + # If enabled, registers custom world provider which modifies lighting and sky colors for post impact effects. + B:1.32_enableImpactWorldProvider=true + + # If enabled, will re-register item crafting/breaking/usage stats in order to fix a forge bug where modded items just won't show up. + B:1.33_enableStatReRegistering=true + + # If enabled, will handle keybinds that would otherwise be ignored due to overlapping. + B:1.34_enableKeybindOverlap=true + + # If enabled, fluid containers will be oredicted and interchangable in recipes with other mods' containers, as well as TrainCraft's diesel being considered a valid diesel canister. + B:1.35_enableFluidContainerCompat=true + + # If enabled, shows the 'Loaded mod!' chat message as well as update notifications when joining a world + B:1.36_enableMOTD=false + + # If enabled, gives players the guide book when joining the world for the first time + B:1.37_enableGuideBook=true + + # If disabled, auxiliary cooling towers and large cooling towers will not emit steam particles when in use. + B:1.38_enableSteamParticles=true + + # If enabled, will change the limit for how many sounds can play at once. + B:1.39_enableSoundExtension=true + + # It does what the name implies. + B:1.99_enableExpensiveMode=false +} + + +02_ores { + # Amount of uranium ore veins per chunk + I:2.00_uraniumSpawnrate=7 + + # Amount of titanium ore veins per chunk + I:2.01_titaniumSpawnrate=8 + + # Amount of sulfur ore veins per chunk + I:2.02_sulfurSpawnrate=5 + + # Amount of aluminium ore veins per chunk + I:2.03_aluminiumSpawnrate=7 + + # Amount of copper ore veins per chunk + I:2.04_copperSpawnrate=12 + + # Amount of fluorite ore veins per chunk + I:2.05_fluoriteSpawnrate=6 + + # Amount of niter ore veins per chunk + I:2.06_niterSpawnrate=6 + + # Amount of tungsten ore veins per chunk + I:2.07_tungstenSpawnrate=10 + + # Amount of lead ore veins per chunk + I:2.08_leadSpawnrate=6 + + # Amount of beryllium ore veins per chunk + I:2.09_berylliumSpawnrate=6 + + # Amount of thorium ore veins per chunk + I:2.10_thoriumSpawnrate=7 + + # Amount of lignite ore veins per chunk + I:2.11_ligniteSpawnrate=2 + + # Amount of asbestos ore veins per chunk + I:2.12_asbestosSpawnRate=2 + + # Amount of schist lithium ore veins per chunk + I:2.13_lithiumSpawnRate=6 + + # Amount of rare earth ore veins per chunk + I:2.14_rareEarthSpawnRate=6 + + # Spawns an oily coal vein every nTH chunk + I:2.15_oilCoalSpawnRate=128 + + # Amount of oil shale veins per chunk + I:2.16_gasShaleSpawnRate=5 + + # Spawns a gas bubble every nTH chunk + I:2.17_gasBubbleSpawnRate=12 + + # Amount of cinnebar ore veins per chunk + I:2.18_cinnebarSpawnRate=1 + + # Amount of cobalt ore veins per chunk + I:2.18_cobaltSpawnRate=2 + + # Spawns an explosive gas bubble every nTH chunk + I:2.19_explosiveBubbleSpawnRate=0 + + # Spawns an alexandrite vein every nTH chunk + I:2.20_alexandriteSpawnRate=100 + + # Spawns an oil bubble every nTH chunk + I:2.21_oilSpawnRate=100 + + # Spawns a bedrock oil node every nTH chunk + I:2.22_bedrockOilSpawnRate=200 + + # Spawns a fallen meteorite every nTH chunk + I:2.23_meteoriteSpawnRate=200 + + # Spawn weight for iron bedrock ore + I:2.B00_bedrockIronWeight=100 + + # Spawn weight for copper bedrock ore + I:2.B01_bedrockCopperWeight=200 + + # Spawn weight for borax bedrock ore + I:2.B02_bedrockBoraxWeight=50 + + # Spawn weight for asbestos bedrock ore + I:2.B03_bedrockAsbestosWeight=50 + + # Spawn weight for niobium bedrock ore + I:2.B04_bedrockNiobiumWeight=50 + + # Spawn weight for titanium bedrock ore + I:2.B05_bedrockTitaniumWeight=100 + + # Spawn weight for tungsten bedrock ore + I:2.B06_bedrockTungstenWeight=100 + + # Spawn weight for gold bedrock ore + I:2.B07_bedrockGoldWeight=50 + + # Spawn weight for uranium bedrock ore + I:2.B08_bedrockUraniumWeight=35 + + # Spawn weight for thorium bedrock ore + I:2.B09_bedrockThoriumWeight=50 + + # Spawn weight for coal bedrock ore + I:2.B10_bedrockCoalWeight=200 + + # Spawn weight for niter bedrock ore + I:2.B11_bedrockNiterWeight=50 + + # Spawn weight for fluorite bedrock ore + I:2.B12_bedrockFluoriteWeight=50 + + # Spawn weight for redstone bedrock ore + I:2.B13_bedrockRedstoneWeight=50 + + # Spawn weight for chlorocalcite bedrock ore + I:2.B14_bedrockChlorocalciteWeight=35 + + # Spawn weight for neodymium bedrock ore + I:2.B15_bedrockNeodymiumWeight=50 + + # Spawn weight for rare earth bedrock ore + I:2.B16_bedrockRareEarthWeight=50 + + # Spawn weight for bauxite bedrock ore + I:2.B17_bedrockBauxiteWeight=100 + + # Spawn weight for emerald bedrock ore + I:2.B18_bedrockEmeraldWeight=50 + + # Spawn weight for glowstone bedrock ore + I:2.BN00_bedrockGlowstoneWeight=100 + + # Spawn weight for phosphorus bedrock ore + I:2.BN01_bedrockPhosphorusWeight=50 + + # Spawn weight for quartz bedrock ore + I:2.BN01_bedrockQuartzWeight=100 + + # Amount of iron cluster veins per chunk + I:2.C00_ironClusterSpawn=4 + + # Amount of titanium cluster veins per chunk + I:2.C01_titaniumClusterSpawn=2 + + # Amount of aluminium cluster veins per chunk + I:2.C02_aluminiumClusterSpawn=2 + + # Amount of copper cluster veins per chunk + I:2.C03_copperClusterSpawn=4 + + # General switch for whether overworld ores should be generated. Does not include special structures like oil. + B:2.D00_overworldOres=true + + # General switch for whether nether ores should be generated. + B:2.D01_netherOres=true + + # General switch for whether end ores should be generated. Does not include special structures like trixite crystals. + B:2.D02_endOres=true + + # Amount of end trixite per chunk + I:2.E00_tikiteSpawnrate=8 + + # Amount of malachite block veins per chunk + I:2.L01_malachiteSpawn=1 + + # Amount of limestone block veins per chunk + I:2.L02_limestoneSpawn=1 + + # Amount of nether uranium per chunk + I:2.N00_uraniumSpawnrate=8 + + # Amount of nether tungsten per chunk + I:2.N01_tungstenSpawnrate=10 + + # Amount of nether sulfur per chunk + I:2.N02_sulfurSpawnrate=26 + + # Amount of nether phosphorus per chunk + I:2.N03_phosphorusSpawnrate=24 + + # Amount of nether coal per chunk + I:2.N04_coalSpawnrate=8 + + # Amount of nether plutonium per chunk, if enabled + I:2.N05_plutoniumSpawnrate=8 + + # Amount of nether cobalt per chunk + I:2.N06_cobaltSpawnrate=2 + + # Amount of random ore per chunk + B:2.R00_enableRandomOre=false + + # Amount of random ore per chunk + I:2.R01_randomOreSpawnrate=0 +} + + +03_nukes { + # Radius of the Gadget + I:3.00_gadgetRadius=150 + + # Radius of Little Boy + I:3.01_boyRadius=120 + + # Radius of Fat Man + I:3.02_manRadius=175 + + # Radius of Ivy Mike + I:3.03_mikeRadius=250 + + # Radius of the Tsar Bomba + I:3.04_tsarRadius=500 + + # Radius of the Prototype + I:3.05_prototypeRadius=150 + + # Radius of F.L.E.I.J.A. + I:3.06_fleijaRadius=50 + + # Radius of the nuclear missile + I:3.07_missileRadius=100 + + # Radius of a MIRV + I:3.08_mirvRadius=100 + + # Radius of the Fatman Launcher + I:3.09_fatmanRadius=35 + + # Radius of the nuka grenade + I:3.10_nukaRadius=25 + + # Radius of dropped anti schrabidium + I:3.11_aSchrabRadius=20 + + # Radius of the blue rinse + I:3.12_soliniumRadius=150 + + # Radius of the N2 mine + I:3.13_n2Radius=200 +} + + +04_dungeons { + # Spawn radio station on every nTH chunk + I:4.00_radioSpawn=500 + + # Spawn antenna on every nTH chunk + I:4.01_antennaSpawn=250 + + # Spawn power plant on every nTH chunk + I:4.02_atomSpawn=500 + + # Spawn vertibird on every nTH chunk + I:4.03_vertibirdSpawn=500 + + # Spawn library dungeon on every nTH chunk + I:4.04_dungeonSpawn=64 + + # Spawn relay on every nTH chunk + I:4.05_relaySpawn=500 + + # Spawn satellite dish on every nTH chunk + I:4.06_satelliteSpawn=500 + + # Spawn factory on every nTH chunk + I:4.09_factorySpawn=1000 + + # Spawn dud on every nTH chunk + I:4.10_dudSpawn=500 + + # Spawn spaceship on every nTH chunk + I:4.11_spaceshipSpawn=1000 + + # Spawn waste tank on every nTH chunk + I:4.12_barrelSpawn=5000 + + # Spawn corrupt broadcaster on every nTH chunk + I:4.13_broadcasterSpawn=5000 + + # Spawn AP landmine on every nTH chunk + I:4.14_landmineSpawn=64 + + # Spawn radiation hotspot on every nTH chunk + I:4.15_radHotspotSpawn=5000 + + # Spawn locked safe on every nTH chunk + I:4.16_vaultSpawn=2500 + + # Spawn water geyser on every nTH chunk + I:4.17_geyserWaterSpawn=3000 + + # Spawn poison geyser on every nTH chunk + I:4.18_geyserChlorineSpawn=3000 + + # Spawn vapor geyser on every nTH chunk + I:4.19_geyserVaporSpawn=500 + + # Spawn meteor dungeon on every nTH chunk + I:4.20_meteorSpawn=15000 + + # Spawn landing capsule on every nTH chunk + I:4.21_capsuleSpawn=100 + + # Spawn arctic code vault on every nTH chunk + I:4.22_arcticVaultSpawn=500 + + # Spawn jungle dungeon on every nTH chunk + I:4.23_jungleDungeonSpawn=2000 + + # Spawn pyramid on every nTH chunk + I:4.24_pyramidSpawn=4000 +} + + +05_meteors { + # Toggles the spawning of meteors + B:5.00_enableMeteorStrikes=false + + # Toggles meteor showers, which start with a 1% chance for every spawned meteor + B:5.01_enableMeteorShowers=false + + # Toggles the particle effect created by falling meteors + B:5.02_enableMeteorTails=false + + # Toggles rare, special meteor types with different impact effects + B:5.03_enableSpecialMeteors=false + + # The probability of a meteor spawning (an average of once every nTH ticks) + I:5.03_meteorStrikeChance=360000 + + # The probability of a meteor spawning during meteor shower (an average of once every nTH ticks) + I:5.04_meteorShowerChance=18000 + + # Max duration of meteor shower in ticks + I:5.05_meteorShowerDuration=36000 +} + + +06_explosions { + # How long an explosion can be unloaded until it dies in seconds. Based of system time. 0 disables the effect + I:6.00_limitExplosionLifespan=0 + + # Base speed of MK3 system (old and schrabidium) detonations (Blocks / tick) + I:6.01_blastSpeed=1024 + + # Minimum amount of milliseconds per tick allocated for mk5 chunk processing + I:6.02_mk5BlastTime=50 + + # Radius of fallout area (base radius * value in percent) + I:6.03_falloutRange=100 + + # How many ticks to wait for the next fallout chunk computation + I:6.04_falloutDelay=4 + + # Duration of the thunderstorm after fallout in ticks (only large explosions) + I:6.05_falloutRainDuration=0 + + # Radiation in 100th RADs created by fallout rain + I:6.06_falloutRainRadiation=0 + + # Allows all types of procedural explosions to keep the central chunk loaded. + B:6.XX_enableChunkLoading=true +} + + +07_missile_machines { + # Range of the radar, 50 will result in 100x100 block area covered + I:7.00_radarRange=1000 + + # How high entities have to be above the radar to be detected + I:7.01_radarBuffer=30 + + # Y height required for the radar to work + I:7.02_radarAltitude=55 + + # Additional modifier for CIWS accuracy + I:7.03_ciwsAccuracy=50 +} + + +08_potion_effects { + # What potion ID the taint effect will have + I:8.00_taintPotionID=62 + + # What potion ID the radiation effect will have + I:8.01_radiationPotionID=63 + + # What potion ID the B93 timebomb effect will have + I:8.02_bangPotionID=64 + + # What potion ID the taint mutation effect will have + I:8.03_mutationPotionID=65 + + # What potion ID the Rad-X effect will have + I:8.04_radxPotionID=66 + + # What potion ID the lead poisoning effect will have + I:8.05_leadPotionID=67 + + # What potion ID the radaway effect will have + I:8.06_radawayPotionID=68 + + # What potion ID the telekinesis effect will have + I:8.07_telekinesisPotionID=69 + + # What potion ID the phosphorus effect will have + I:8.08_phosphorusPotionID=70 + + # What potion ID the stability effect will have + I:8.09_stabilityPotionID=71 + + # What potion ID the potion sickness effect will have + I:8.10_potionsicknessID=72 + + # What potion ID the death effect will have + I:8.11_deathID=73 + + # Valid configs include "NORMAL" and "TERRARIA", otherwise potion sickness is turned off + S:8.S0_potionSickness=OFF +} + + +09_machines { + # Should RTG/Betavoltaic fuel power scale down as it decays? + B:9.00_scaleRTGPower=false + + # Should RTG/Betavoltaic fuel decay at all? + B:9.01_doRTGsDecay=true +} + + +10_dangerous_drops { + # Whether antimatter cells should explode when dropped + B:10.00_dropCell=true + + # Whether singularities and black holes should spawn when dropped + B:10.01_dropBHole=true + + # Whether rigged star blaster cells should explode when dropped + B:10.02_dropStar=true + + # Whether xen crystals should move blocks when dropped + B:10.04_dropCrys=true + + # Whether dead man's explosives should explode when dropped + B:10.05_dropDead=true +} + + +11_tools { + # Limits veinminer's recursive function. Usually not an issue, unless you're using bukkit which is especially sensitive for some reason. + I:11.00_recursionDepth=1000 + + # Determines whether veinminer can break stone + B:11.01_recursionStone=false + + # Determines whether veinminer can break netherrack + B:11.02_recursionNetherrack=false + + # Allows AoE ability + B:11.03_hammerAbility=true + + # Allows veinminer ability + B:11.04_abilityVein=true + + # Allow luck (fortune) ability + B:11.05_abilityLuck=true + + # Allow silk touch ability + B:11.06_abilitySilk=true + + # Allow auto-smelter ability + B:11.07_abilityFurnace=true + + # Allow auto-shredder ability + B:11.08_abilityShredder=true + + # Allow auto-centrifuge ability + B:11.09_abilityCentrifuge=true + + # Allow auto-crystallizer ability + B:11.10_abilityCrystallizer=true + + # Allow mercury touch ability (digging redstone gives mercury) + B:11.11_abilityMercury=true + + # Allow explosion ability + B:11.12_abilityExplosion=true +} + + +########################################################################################################## +# 12_mobs +#--------------------------------------------------------------------------------------------------------# +# The individual features of rampant can be used regardless of whether the main rampant toggle is enabled or not +########################################################################################################## + +12_mobs { + # Whether pressing O should allow the player to duck + B:12.D00_enableDucks=false + + # Whether zombies and skeletons should have additional gear when spawning + B:12.D01_enableMobGear=true + + # Whether there should be radiation elementals + B:12.E00_enableMeltdownElementals=true + + # How many world ticks need to pass for a check to be performed + I:12.E01_elementalDelay=108000 + + # 1:x chance to spawn elementals, must be at least 1 + I:12.E02_elementalChance=2 + + # How many elementals are spawned each raid + I:12.E03_elementalAmount=10 + + # How far away elementals will spawn from the targeted player + I:12.E04_elementalAttackDistance=32 + + # Whether there should be FBI raids + B:12.F00_enableFBIRaids=false + + # How many world ticks need to pass for a check to be performed + I:12.F01_raidDelay=108000 + + # 1:x chance to spawn a raid, must be at least 1 + I:12.F02_raidChance=3 + + # How many FBI agents are spawned each raid + I:12.F03_raidAmount=15 + + # Time between individual attempts to break machines + I:12.F04_raidAttackDelay=40 + + # How far away machines can be broken + I:12.F05_raidAttackReach=2 + + # How far away agents will spawn from the targeted player + I:12.F06_raidAttackDistance=32 + + # How many quadcopter drones are spawned each raid + I:12.F07_raidDrones=5 + + # Whether glyphid hives should spawn + B:12.G00_enableHives=true + + # The average amount of chunks per hive + I:12.G01_hiveSpawn=256 + + # Minimum amount of soot for scouts to spawn + D:12.G02_scoutThreshold=1.0 + + # Maximum amount of glyphids being able to exist at once through natural spawning + D:12.G07_spawnMax=50.0 + + # Minimum amount of soot required for glyphids' extended targeting range to activate + D:12.G08_targetingThreshold=1.0 + + # How likely are scouts to spawn in swarms, 1 in x chance format + I:12.G10_scoutSwarmSpawn=3 + + # The chance for a large hive to spawn, formula: 1/x + I:12.G11_largeHiveChance=5 + + # The soot threshold for a large hive to spawn + I:12.G12_largeHiveThreshold=20 + + # Allows glyphid waypoints to be seen, mainly used for debugging, also useful as an aid against them + B:12.G13_waypointDebug=false + + # Base Spawn chance and soot modifier for a glyphid grunt + I:12.GC01_glyphidChance < + 50 + -45 + 0 + > + + # Base Spawn chance and soot modifier for a glyphid brawler + I:12.GC02_brawlerChance < + 10 + 30 + 1 + > + + # Base Spawn chance and soot modifier for a glyphid bombardier + I:12.GC03_bombardierChance < + 20 + -15 + 1 + > + + # Base Spawn chance and soot modifier for a glyphid blaster + I:12.GC04_blasterChance < + -5 + 40 + 5 + > + + # Base Spawn chance and soot modifier for a glyphid digger + I:12.GC05_diggerChance < + -15 + 25 + 5 + > + + # Base Spawn chance and soot modifier for a glyphid behemoth + I:12.GC06_behemothChance < + -30 + 45 + 10 + > + + # Base Spawn chance and soot modifier for a glyphid brenda + I:12.GC07_brendaChance < + -50 + 60 + 20 + > + + # Base Spawn chance and soot modifier for Big Man Johnson + I:12.GC08_johnsonChance < + -50 + 60 + 50 + > + + # The basic, soot-less swarm size + I:12.GS01_baseSwarmSize=5 + + # By how much should swarm size scale by per soot amount determined below + D:12.GS02_swarmScalingMult=1.2 + + # The soot amount the above multiplier applies to the swarm size + I:12.GS03_sootStep=50 + + # How often do glyphid swarms spawn, in seconds + I:12.GS04_swarmCooldown=120 + + # Whether structures infested with glyphids should spawn + B:12.I01_enableInfestation=true + + # The chance for infested structures to spawn + D:12.I02_baseInfestChance=5.0 + + # Whether mask man should spawn + B:12.M00_enableMaskman=false + + # How many world ticks need to pass for a check to be performed + I:12.M01_maskmanDelay=216000 + + # 1:x chance to spawn mask man, must be at least 1 + I:12.M02_maskmanChance=3 + + # The amount of radiation needed for mask man to spawn + I:12.M03_maskmanMinRad=50 + + # Whether players need to be underground for mask man to spawn + B:12.M04_maskmanUnderound=true + + # The main rampant mode toggle, enables all other features associated with it + B:12.R01_rampantMode=false + + # How much soot is needed for scouts to naturally spawn + D:12.R02.1_rampantScoutSpawnThresh=13.0 + + # How often scouts naturally spawn per mob population, 1/x format, the bigger the number, the more uncommon the scouts + I:12.R02.2_rampantScoutSpawnChance=1400 + + # Whether scouts should spawn natually in highly polluted chunks + B:12.R02_rampantScoutSpawn=false + + # Whether Glyphids should have the extended targetting always enabled + B:12.R03_rampantExtendedTargeting=false + + # Whether Glyphids should be able to dig to waypoints + B:12.R04_rampantDig=false + + # Whether Glyphids should always expand toward a player's spawnpoint + B:12.R05_rampantGlyphidGuidance=false + + # How much should the smokestack multiply soot by when on rampant mode + D:12.R06_rampantSmokeStackOverride=0.4 + + # Whether glyphid scouts should be able to spawn on the first swarm of a hive, causes glyphids to expand significantly faster + B:12.R07_scoutInitialSpawn=false + + # A multiplier for soot emitted, whether you want to increase or decrease it + D:12.R08_pollutionMult=1.0 +} + + +13_radiation { + # RAD/s in the nether + D:AMBIENT_00_nether=0.1 + + # Radiation in RADs required for fog to spawn + I:FOG_00_threshold=100 + + # 1:n chance of fog spawning every second + I:FOG_01_threshold=20 + + # Toggles player contamination (and negative effects from radiation poisoning) + B:RADIATION_00_enableContamination=true + + # Toggles the world radiation system (chunk radiation only, some blocks use an AoE!) + B:RADIATION_01_enableChunkRads=true + + # Enables the new 3D resistance-aware PRISM radiation system + B:RADIATION_99_enablePRISM=false + + # Whether high radiation levels should perform changes in the world + B:RADWORLD_00_toggle=true + + # How many block operations radiation can perform per tick + I:RADWORLD_01_amount=10 + + # The least amount of RADs required for block modification to happen + I:RADWORLD_02_minimum=20 + + # Whether dead grass and mycelium should decay into dirt + B:RADWORLD_03_regrow=false +} + + +14_hazard { + # When turned off, all asbestos hazards are disabled + B:HAZ_00_disableAsbestos=false + + # When turned off, all coal dust hazards are disabled + B:HAZ_01_disableCoaldust=false + + # When turned off, all hot hazards are disabled + B:HAZ_02_disableHot=false + + # When turned off, all explosive hazards are disabled + B:HAZ_03_disableExplosive=false + + # When turned off, all hydroactive hazards are disabled + B:HAZ_04_disableHydroactive=false + + # When turned off, all blinding hazards are disabled + B:HAZ_05_disableBlinding=false + + # When turned off, all fibrosis hazards are disabled + B:HAZ_06_disableFibrosis=false +} + + +15_structures { + # Flag for whether modern NTM structures will spawn. Valid values are true|false|flag - flag will respect the "Generate Structures" world flag. + S:5.00_enableStructures=false + + # Minimum non-zero distance between structures in chunks (Settings lower than 8 may be problematic). + I:5.01_structureMinChunks=8 + + # Maximum non-zero distance between structures in chunks. + I:5.02_structureMaxChunks=24 + + # General factor for loot spawns. Applies to spawned IInventories, not loot blocks. + D:5.03_lootAmountFactor=1.0 +} + + +16_pollution { + # If disabled, none of the polltuion related things will work + B:POL_00_enablePollution=true + + # Whether breaking blocks in heavy metal polluted areas will poison the player + B:POL_01_enableLeadFromBlocks=true + + # Whether being in a heavy metal polluted area will poison the player + B:POL_02_enableLeadPoisoning=true + + # Whether smog should be visible + B:POL_03_enableSootFog=true + + # Whether being in a poisoned area will affect the player + B:POL_04_enablePoison=true + + # The amount of soot required to buff naturally spawning mobs + D:POL_05_buffMobThreshold=15.0 + + # How much soot is required for smog to become visible + D:POL_06_sootFogThreshold=35.0 + + # The divisor for smog, higher numbers will require more soot for the same smog density + D:POL_07_sootFogDivisor=120.0 + + # How much does smokestack multiply soot by, with decimal values reducing the soot + D:POL_08_smokeStackSootMult=0.8 +} + + +17_biomes { + # The numeric ID for the crater biome + I:17.B00_craterBiomeId=80 + + # The numeric ID for the inner crater biome + I:17.B01_craterBiomeInnerId=81 + + # The numeric ID for the outer crater biome + I:17.B02_craterBiomeOuterId=82 + + # Enables the biome change caused by nuclear explosions + B:17.B_toggle=true + + # RAD/s for the crater biome + D:17.R00_craterBiomeRad=5.0 + + # RAD/s for the inner crater biome + D:17.R01_craterBiomeInnerRad=25.0 + + # RAD/s for the outer crater biome + D:17.R02_craterBiomeOuterRad=0.5 + + # Multiplier for RAD/s in crater biomes when in water + D:17.R03_craterBiomeWaterMult=5.0 +} + + +18_weapons { + # Should heavily stylised weapon animations be replaced with more conventional ones? + B:18.00_linearAnimations=false +} + + +########################################################################################################## +# 528 +#--------------------------------------------------------------------------------------------------------# +# CAUTION +# 528 Mode: Please proceed with caution! +# 528-Modus: Lassen Sie Vorsicht walten! +# способ-528: действовать с осторожностью! +########################################################################################################## + +528 { + # Determines how often (1 in X) bedrock coltan ores spawn. Applies for both the bedrock ores in the coltan deposit (if applicable) and the random bedrock ores (if applicable) + I:X528_bedrockColtanFrequency=50 + + # Replaces certain bedrock ores with ones that require additional processing. + B:X528_enable528BedrockReplacement=true + + # Enables bedrock coltan ores in the coltan deposit. These ores can be drilled to extract infinite coltan, albeit slowly. + B:X528_enableBedrockDepsoit=true + + # Enables the bedrock coltan ores as a rare spawn. These will be rarely found anywhere in the world. + B:X528_enableBedrockSpawning=false + + # Enables anti tank mines spawning all over the world. + B:X528_enableBosniaSimulator=false + + # Enables the coltan deposit. A large amount of coltan will spawn around a single random location in the world. + B:X528_enableColtanDepsoit=true + + # Enables coltan ore as a random spawn in the world. Unlike the deposit option, coltan will not just spawn in one central location. + B:X528_enableColtanSpawning=false + + # Keeps the RBMK dial for ReaSim boilers on, preventing use of non-ReaSim boiler columns and forcing the use of steam in-/outlets + B:X528_forceReasimBoilers=true + + # Determines how many coltan ore veins are to be expected in a chunk. These values do not affect the frequency in deposits, and only apply if random coltan spanwing is enabled. + I:X528_oreColtanFrequency=2 + + # The central toggle for 528 mode. + B:enable528Mode=false +} + + +########################################################################################################## +# less bullshit mode +#--------------------------------------------------------------------------------------------------------# +# Will most likely break standard progression! +# However, the game gets generally easier and more enjoyable for casual players. +# Progression-braking recipes are usually not too severe, so the mode is generally server-friendly! +########################################################################################################## + +"less bullshit mode" { + # When enabled, this will replace schraranium with full schrabidium ingots in the transmutator's output + B:LBSM_fullSchrab=true + + # When enabled, restores the industrial generator to pre-nerf power + B:LBSM_iGen=true + + # When enabled, adds some blast furnace recipes to make certain things cheaper + B:LBSM_recipeSimpleAlloy=true + + # When enabled, simplifies the recipe for armor sets like starmetal or schrabidium. + B:LBSM_recipeSimpleArmor=true + + # When enabled, enhances centrifuge outputs to make rare materials more common + B:LBSM_recipeSimpleCentrifuge=true + + # When enabled, simplifies some chemical plant recipes + B:LBSM_recipeSimpleChemistry=true + + # When enabled, some uncraftable or more expansive items get simple crafting recipes. Scorched uranium also becomes washable + B:LBSM_recipeSimpleCrafting=true + + # When enabled, makes some medicine recipes (line ones that require bismuth) much more affordable + B:LBSM_recipeSimpleMedicine=true + + # When enabled, simplifies the recipe for tool sets like starmetal or scrhabidium + B:LBSM_recipeSimpleTool=true + + # When enabled, all anvil recipes are available at tier 1 + B:LBSM_recipeUnlockAnvil=true + + # When enabled, prevents crates from becoming radioactive + B:LBSM_safeCrates=true + + # When enabled, prevents ME Drives and Portable Cells from becoming radioactive + B:LBSM_safeMEDrives=true + + # Changes the amount of uranium ore needed on average to create one schrabidium ore using nukes. Standard mode value is 100 + I:LBSM_schrabOreRate=20 + + # When enabled, this will highly accelerate the speed at which nuclear waste disposal drums decay their contents. 60x faster than 528 mode and 5-12x faster than on normal mode. + B:LBSM_shortDecay=true + + # The central toggle for LBS mode. Forced OFF when 528 is enabled! + B:enableLessBullshitMode=false +} + +