sierra-modpack/config-source/thaumicaugmentation.cfg

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2023-01-24 01:54:35 -07:00
# Configuration file
client {
# Sets the maximum distance that bulk-rendered objects like Starfield Glass will render at.
# Increasing this will make these objects not disappear at long range, but may reduce performance.
I:BulkRenderDistance=192
# Removes the "Creative Only" text on items that are creative-only normally.
# This is for modpack authors that might want to make these items obtainable.
B:DisableCreativeOnlyText=false
# Disables all framebuffers used by TA for rendering.
# This will make certain things look ugly, but might fix other issues.
# Currently, only the display in the Celestial Observer uses framebuffers.
# This option is always treated as being enabled when Optifine is detected.
B:DisableFramebuffers=false
# Disables all shaders used by TA for rendering.
# This will make certain things look ugly, but should prevent issues with shader mods.
# This does not change things for vanilla TC, except for flux rifts if "OptimizedFluxRiftRenderer" is enabled.
B:DisableShaders=false
# Removes the "Infusion Stabilizer" text on items that act as infusion stabilizers when placed.
# Note that this text only appears after completing the "Infusion" research.
B:DisableStabilizerText=false
# Allows the Impetus Thruster boost key to be rebindable (with caveats).
# By default, the Impetus Thruster requires holding the jump key to activate it, and is not rebindable.
# This is required to not mess with other mods/content that checks for the jump key, as a normal keybind would conflict.
# However, if you'd rather not use jump for that, enabling this and restarting will make it appear as a normal keybind.
# To properly set it to jump again, you will need to disable this option and restart the game.
B:EnableImpetusThrusterKeybind=false
# Enables a simple animation where an entity holds their arm out after casting.
# This is a client-side setting.
B:GauntletCastAnimation=true
# Due to the way Morphic Armor works, some armor items may not play nicely with it.
# This most commonly appears as the armor being invisible in the inventory.
# If that occurs, add its model name here (including variant names, if needed).
# Regular expressions are supported.
S:MorphicArmorExclusions <
extrabitmanipulation:moving_part*
>
# Overrides Thaumcraft's Flux Rift renderer to use one that is slightly better for performance.
# It probably won't make a major difference as of now, but can help.
# Further work may make this option more useful.
B:OptimizedFluxRiftRenderer=false
# Disables some unneccessary particle effects.
# This includes the special effect of the casted light, as well as most of the particles on the Metaspatial Accumulator/Extruder
B:ReducedEffects=false
}
gameplay {
# Allows TA to apply research to players that are not online.
# This will make things like the Celestial Observer work for them.
# However, it will also cause the player data to be loaded and then written back to disk.
# Due to how this could potentially be misused, it is off by default.
# It is recommended to only enable this for private servers with trusted players.
B:AllowOfflinePlayerResearch=false
# Allows rift seeds to create Flux Rifts, even if Thaumcraft's wuss mode is enabled.
B:AllowWussRiftSeed=false
# The default dye colors for the thaumium and void gauntlets when crafted, in that order.
# The dyed color is multiplied with the color of the texture.
# This is a server-side setting.
I:DefaultCastingGauntletColors <
8022208
2498903
>
# The default dye color for the Boots of the Riftstrider when crafted.
# The dyed color is multiplied with the color of the texture.
# This is a server-side setting.
I:DefaultVoidBootsColor=6961280
# The list of research categories that Thaumic Augmentation will never willingly give research in.
# Sadly Thaumcraft makes all addons have a research category, even if they don't intend on using it.
# This is why cards like "experiment" can give categories that never appear otherwise.
# If you are a TC addon author and you want your mod included/removed from this list, message TheCodex6824 or open an issue/PR on Github.
S:DeniedResearchCategories <
THAUMIC_AUGMENTATION
THAUMIC_TINKERER
THAUMIC_WONDERS
RUSTIC_THAUMATURGY
PERIPHERY
ENGINEERED_GOLEMS
EXPANDEDARCANUM
MECHANICS
>
# The multipliers that will be applied to the use cooldowns of the Thaumium and Void Metal caster gauntlets.
# Min: 0.0
# Max: 1.0
D:GauntletCooldownModifiers <
0.8
0.9
>
# The discounts that will be applied to the vis cost of foci used in the thaumium and void metal caster gauntlets.
# Min: 0.0
# Max: 1.0
D:GauntletVisDiscounts <
0.1
0.3
>
# Makes a few changes to how certain movement, like step height bonuses, are applied.
# This is intended to allow it to work when misbehaving mods are constantly overwriting TA's changes.
B:MovementCompat=false
# The damage done by the Primal Cutter's material, NOT including the base damage.
# In other words, its total damage will be this number + 4 (3 for being a "sword", and 1 as the minimum)
D:PrimalCutterDamage=6.0
# Makes the server calculate positions and velocities from the Boots of the Riftstrider in addition to the client.
# Normally the client is left to update their position, and the server just takes it from the client.
# Unless your server needs accurate position/velocity info for some reason, don't enable this.
B:ServerSideMovementCalculation=false
# Makes TA eldritch guardians and wardens be undead mobs.
# In vanilla TC, eldritch guardians are undead while wardens are not.
B:UndeadEldritchGuardians=true
# The boost applied when the wearer jumps.
# This is added to the base jump height of the player.
# Min: 0.0
# Max: 10.0
D:VoidBootsJumpBoost=0.4
# The boost applied to player movement while in the air.
# This itself is a speed, so it can make movement faster in the air than on the ground.
# Note that sprinting's jump modifier uses this value as well.
# Min: 0.0
# Max: 10.0
D:VoidBootsJumpFactor=0.03
# The boost applied while the wearer is on the ground, and on dry land.
# This is added to the base movement of the player per tick.
# Min: 0.0
# Max: 10.0
D:VoidBootsLandSpeedBoost=0.09
# Any speed boosts (not jump) will be divided by this value while sneaking.
# Min: 1.0
# Max: 10.0
D:VoidBootsSneakReduction=4.0
# The boost applied to the player's step height (while not sneaking).
# This is added to the vanilla default value of 0.6.
# Min: 0.0
# Max: 10.0
D:VoidBootsStepHeight=0.67
# The boost applied while the wearer is in water.
# This is added to the base movement of the player per tick.
# Min: 0.0
# Max: 10.0
D:VoidBootsWaterSpeedBoost=0.045
# The extra square area for the voidseer gauntlet, in chunks.
# An area of 3, for example, will mean vis will be taken in a 3x3 chunk area around the caster.
# Note that chunks still need to be loaded to take Vis from them, so the chunk load distance for your
# singleplayer/server is another limiting factor.
# Min: 1
# Max: 32
I:VoidseerExtraArea=3
ward {
# Allow server operators to always be able to interact with or destroy any warded block/tile.
# For singleplayer see AllowSingleplayerWardOverride.
B:AllowOPWardOverride=false
# Allows you to always be able to interact with or destroy any warded block/tile while in singleplayer.
# For multiplayer see AllowOPWardOverride.
B:AllowSingleplayerWardOverride=false
# Disables the ward focus. This will remove the research entry, disable existing wards, and make existing foci do nothing.
# This is a server-side setting, although the ward research may not sync properly if the value is not the same on both sides.
B:DisableWardFocus=false
# Optionally allows tile entities to be warded in addition to normal blocks.
# While "all" and "none" should be self explanatory, "notick" will
# only allow tiles that do not tick (aka do not implement ITickable).
# Allowing all tiles may be very overpowered - if that is the case, try notick or none.
# Valid values:
# NONE
# NOTICK
# ALL
S:WardTileMode=ALL
}
impetus {
# The amount of Impetus the Void Shield focus effect consumes to create the shield.
# Note that a proportion of this amount will be consumed to heal a damaged shield.
I:ShieldFocusCost=10
# The amount of Impetus the Arcane Terraformer consumes per block terraformed.
I:TerraformerCost=5
cannon {
# The amount of Impetus used by the Impulse Cannon's beam attack on initial activation.
# This cost is paid once at the start, and then BeamCostTick will be applied.
I:BeamCostInitial=3
# The amount of Impetus used by the Impulse Cannon's beam attack per tick.
# This cost is paid even if nothing is being hit by the beam.
# Supports taking away less than 1 impetus per tick.
D:BeamCostTick=0.1
# The amount of damage that the Impulse Cannon's beam attack does.
# The beam attack is the default attack with no augments.
D:BeamDamage=2.5
# The range in meters of the Impulse Cannon's beam attack.
D:BeamRange=64.0
# The cooldown in ticks between shots of the Impulse Cannon in burst mode.
# Note that this will lock the player out of all Impulse Cannons in their inventory for
# this duration.
I:BurstCooldown=24
# The amount of Impetus used by the Impulse Cannon's burst attack per burst.
# This cost is paid even if nothing is being hit by the shot.
I:BurstCost=2
# The amount of damage that the Impulse Cannon's burst attack does per shot.
# Note that the damage cooldown of an entity hit by the first 2 rounds of the burst is reset
# to allow the other rounds to do damage.
# Since there are three shots fired by the burst, the effective damage is three times this value.
D:BurstDamage=11.0
# The range in meters of the Impulse Cannon's burst attack.
D:BurstRange=48.0
# The cooldown in ticks between shots of the Impulse Cannon in railgun mode.
# Note that this will lock the player out of all Impulse Cannons in their inventory for
# this duration.
I:RailgunCooldown=70
# The amount of Impetus used by the Impulse Cannon's railgun attack per shot.
# This cost is paid even if nothing is being hit by the shot.
I:RailgunCost=3
# The amount of damage that the Impulse Cannon's railgun attack does.
# Note that the beam can pierce through multiple entities, but not blocks.
D:RailgunDamage=38.0
# The range in meters of the Impulse Cannon's railgun attack.
D:RailgunRange=128.0
}
impetusgenerator {
# The maximum amount of FE that can be held in the generator.
# Note that if this is lower than EnergyPerImpetus, the generator will never
# refill its buffer.
I:BufferSize=3000
# The amount of FE generated per point of Impetus.
# Impetus will not be consumed until the internal buffer
# can contain at least this amount more FE.
I:EnergyPerImpetus=1500
# The maximum amount of FE that can be extracted per operation.
# This *can* be removed multiple times per tick if energy is being pulled,
# but the generator itself will only attempt to push energy once per tick.
I:MaxExtract=50
}
}
augment {
# The list of dimensions that should count as being in the Emptiness for the overworld modifier.
# If the game automatically changes the Emptiness dim ID, it will be updated here,
# otherwise, you will need to specify it manually if changed.
I:DimensionalModifierEmptinessDims <
14676
>
# The strength of the dimensional modifier in the incorrect dimension.
D:DimensionalModifierEmptinessNegativeFactor=1.0
# The strength of the dimensional modifier in the correct dimension.
D:DimensionalModifierEmptinessPostiveFactor=1.5
# The list of dimensions that should count as being in the End for the overworld modifier.
I:DimensionalModifierEndDims <
1
>
# The strength of the dimensional modifier in the incorrect dimension.
D:DimensionalModifierEndNegativeFactor=1.0
# The strength of the dimensional modifier in the correct dimension.
D:DimensionalModifierEndPostiveFactor=1.5
# The list of dimensions that should count as being in the Nether for the overworld modifier.
I:DimensionalModifierNetherDims <
-1
>
# The strength of the dimensional modifier in the incorrect dimension.
D:DimensionalModifierNetherNegativeFactor=1.0
# The strength of the dimensional modifier in the correct dimension.
D:DimensionalModifierNetherPostiveFactor=1.5
# The list of dimensions that should count as being in the Overworld for the overworld modifier.
I:DimensionalModifierOverworldDims <
0
>
# The strength of the dimensional modifier in the incorrect dimension.
D:DimensionalModifierOverworldNegativeFactor=1.0
# The strength of the dimensional modifier in the correct dimension.
D:DimensionalModifierOverworldPostiveFactor=1.25
# The number to be multiplied into the total effectiveness of the Elemental Modifier for a postive aspect.
D:ElementalModifierNegativeFactor=0.75
# The number to be multiplied into the total effectiveness of the Elemental Modifier for a postive aspect.
D:ElementalModifierPostiveFactor=1.75
# The minimum benefit the Experience Modifier can provide.
# 1.0 is no benefit, and lower values will reduce effectiveness.
D:ExperienceModifierBase=1.0
# The maximum benefit the Experience Modifier can provide.
D:ExperienceModifierCap=2.0
# The number the player's level is multiplied by, before being clamped.
# In other words, this controls how many levels it takes to reach the maximum value.
D:ExperienceModifierScaleFactor=0.04
# The amount of ticks without hurting things until the frenzy boost wears off.
I:FrenzyModifierCooldown=100
# The maximum frenzy level allowed.
I:FrenzyModifierMaxLevel=15
# The number the player's frenzy level is multiplied by, before being clamped.
# In other words, this controls how many levels it takes to reach the maximum value,
# and what that maximum value is.
D:FrenzyModifierScaleFactor=0.05
# The amount the focus power is multiplied by when the gauntlet has a charged Impetus Conductor.
D:ImpetusConductorFactor=1.1
}
harness {
# The vis cost per tick of the unaugmented thaumostatic harness.
D:BaseHarnessCost=0.1
# The fly speed of the unaugmented thaumostatic harness.
D:BaseHarnessSpeed=0.05000000074505806
# The impetus cost per tick of the elytra harness while boosting.
D:ElytraHarnessBoostCost=0.0375
# The vis cost per tick of the thaumostatic harness with the girdle augment.
D:GirdleHarnessCost=0.2
# The fly speed of the thaumostatic harness with the girdle augment.
D:GirdleHarnessSpeed=0.06499999761581421
# The vis cost per tick of the thaumostatic harness with the gyroscope augment.
D:GyroscopeHarnessCost=0.05
# The fly speed of the thaumostatic harness with the gyroscope augment.
D:GyroscopeHarnessSpeed=0.03500000014901161
}
}
general {
# Completely disables the Thaumic Augmentation coremod.
# It will still appear in the list of loaded coremods, but won't do anything.
# The coremod is a neccessary evil to get warded blocks to behave properly with other mods,
# as well as work around other vanilla and Thaumcraft issues.
B:DisableCoremod=false
# An optional list of coremod class transformers to disable.
# For advanced users / modpack makers that encounter issues with only a subset of the coremod.
# This takes the fully qualified class name of THE TRANSFORMER CLASS ITSELF, and only does anything if the coremod itself is enabled.
# An example would be adding "thecodex6824.thaumicaugmentation.core.transformer.TransformerBipedRotationCustomTCArmor" without quotes
# to disable the modifications to Thaumcraft's ModelCustomArmor.
# If you do have to add exclusions here, reporting the issues as well would be greatly appreciated.
S:DisabledTransformers <
>
}
world {
# Completely disables the Emptiness dimension, *including* all fracture generation.
# This is not the intended way to experience the mod but is included here for modpack authors.
# This is a server-side setting, but will probably cause problems if the client does not have the same value.
B:DisableEmptinessDimension=false
# The dimension ID to use for the Emptiness dimension.
# If this ID is already taken, a new one will automatically be assigned.
I:EmptinessDimID=14676
# The scaling factor applied to distances in the Emptiness dimension.
# For example, the nether has a value of 8 since it multiplies coords by 8.
# Note that move factors for the Emptiness are calculated based on chunk rather than position, so final values
# may be slightly different than expected.
D:EmptinessMoveFactor=16.0
# Lists the whitelisted dimensions for fractures (not including the Emptiness dim), and their associated weights.
# The format for each line is dim=weight, with higher weights (compared to lower weights) being more likely to spawn.
# This WILL affect worldgen, so use with caution on existing worlds.
# Default dimensions: 0 = Overworld, -1 = Nether, 1 = End, 7 = Twilight Forest, 17 = Atum 2,
# 20 = Betweenlands, 111 = Lost Cities, 66 = Erebus, 33 = Wizardry (Underworld)
S:FractureDimList <
0=35
-1=15
1=10
7=5
17=5
20=5
111=5
66=5
>
# The chance for a fracture to generate in a chunk in the Emptiness dimension.
# The approximate chance will be 1 / chance (assuming the chunk meets all other conditions).
# Set this to 0 to stop fractures from spawning completely, but be warned that there is no
# other way in Thaumic Augmentation to access the Emptiness in survival.
I:FractureGenChance=35
# How often the location pointed to by the Fracture Locator should be updated, in milliseconds.
# This is a server-side setting.
I:FractureLocatorUpdateInterval=2000
# Allows the Eldritch Spire structure to generate in the Emptiness.
# The spire is intended to be a part of the research progression, so removing it is not recommended.
# The structure will never generate if the Emptiness itself is disabled, or if the structure generation world option is disabled.
B:GenerateEldritchSpires=true
# The absolute minimum distance, in chunks, between generated Eldritch Spires.
I:SpireMinDist=10
# The approximate distance, in chunks, between generated Eldritch Spires.
I:SpireSpacing=30
# If this is set, fractures that previously found a valid location will always teleport the player, even if it is now invalid.
# Normally, fractures check if there is a fracture at the destination to make sure players can get back.
# This is a server-side setting.
B:ValidFracturesAlwaysTeleport=false
}