# 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 }