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