223 lines
6.1 KiB
INI
223 lines
6.1 KiB
INI
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# Configuration file
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blueprints {
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# Location for the client blueprint database (used by the Electronic Library).
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S:clientDatabaseDirectory="$MINECRAFT/blueprints"
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# blocks that should be excluded from the builder.
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S:excludedBlocks <
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>
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# mods that should be excluded from the builder.
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S:excludedMods <
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>
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# DEPRECATED - USED ONLY FOR COMPATIBILITY
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S:serverDatabaseDirectory="$MINECRAFT/config/buildcraft/blueprints/server"
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}
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builders {
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# Should the builder and filler drop the cleared blocks?
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B:dropBrokenBlocks=false
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}
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debug {
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B:printBlueprintSchematicList=false
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# Print a list of all registered facades.
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B:printFacadeList=false
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}
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display {
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# Should I enable colorblind mode?
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B:colorBlindMode=false
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# Should all fluid values (mB, mB/t) be hidden?
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B:hideFluidValues=false
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# Should all power values (RF, RF/t) be hidden?
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B:hidePowerValues=false
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}
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experimental {
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# Should kinesis pipes lose power over distance (think IC2 or BC pre-3.7)?
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B:kinesisPowerLossOnTravel=false
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}
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general {
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# Blacklisted robots boards
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S:boards.blacklist <
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>
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# Lower this number if BuildCraft builders/fillers are causing TPS lag. Raise it if you think they are being too slow.
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I:builderMaxIterationsPerItemFactor=1024
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# Should engines explode upon overheat?
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B:canEnginesExplode=false
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# adjust energy value of Fuel in Combustion Engines
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D:fuel.fuel.combustion=1.0
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# adjust output energy by Fuel in Combustion Engines
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I:fuel.fuel.combustion.energyOutput=60
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# adjust energy value of Oil in Combustion Engines
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D:fuel.oil.combustion=1.0
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# adjust output energy by Oil in Combustion Engines
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I:fuel.oil.combustion.energyOutput=30
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# How long, in seconds, should items stay on the ground? (Vanilla = 300, default = 60)
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I:itemLifespan=300
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# Set the maximum marker range.
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I:markerRange=64
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# Should BuildCraft miners be allowed to break blocks using player-specific protection?
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B:miningBreaksPlayerProtectedBlocks=false
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# Should the mining well only be usable once after placing?
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I:miningDepth=256
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# Should oil burn when lit on fire?
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B:oilCanBurn=true
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# Should oil be dense and drag entities down?
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B:oilIsDense=true
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# Allows admins to whitelist or blacklist pumping of specific fluids in specific dimensions.
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# Eg. "-/-1/Lava" will disable lava in the nether. "-/*/Lava" will disable lava in any dimension. "+/0/*" will enable any fluid in the overworld.
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# Entries are comma seperated, banned fluids have precedence over allowed ones.Default is "+/*/*,+/-1/Lava" - the second redundant entry ("+/-1/lava") is there to show the format.
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S:pumpDimensionControl=+/*/*,+/-1/lava
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# Should pumps consume water? Enabling this might cause performance issues!
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B:pumpsConsumeWater=false
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# Do pumps need real (non-redstone) power?
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B:pumpsNeedRealPower=false
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# Should I check the BuildCraft version on startup?
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B:updateCheck=false
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# Allows BuildCraft to use the integrated server's data on the client on singleplayer worlds. Disable if you're getting the odd crash caused by it.
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B:useServerDataOnClient=true
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S:version=7.1.12
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quarry {
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# Should the quarry keep the chunks it is working on loaded?
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B:doChunkLoading=true
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# Should the quarry only be usable once after placing?
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B:oneTimeUse=false
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}
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pipes {
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# What should the base flow rate of a fluid pipe be?
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I:baseFluidRate=10
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# What block types should be blacklisted from being a facade?
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S:facadeBlacklist <
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minecraft:end_portal_frame
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minecraft:grass
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minecraft:leaves
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minecraft:leaves2
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minecraft:lit_pumpkin
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minecraft:lit_redstone_lamp
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minecraft:mob_spawner
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minecraft:monster_egg
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minecraft:redstone_lamp
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minecraft:double_stone_slab
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minecraft:double_wooden_slab
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minecraft:sponge
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>
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# Should the blacklist be treated as a whitelist instead?
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B:facadeBlacklistAsWhitelist=false
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# Should non-laser (crafting table) facade recipes be forced?
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B:facadeNoLaserRecipe=false
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# Should all BC facades be shown in Creative/NEI, or just a few carefully chosen ones?
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B:facadeShowAllInCreative=true
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# How hard to break should a pipe be?
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D:hardness=0.25
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# Should I enable an alternate Waterproof recipe, based on slimeballs?
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B:slimeballWaterproofRecipe=false
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}
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}
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network {
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# How often, in ticks, should full network sync packets be sent? Increasing this might help network performance.
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I:longUpdateFactor=40
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# How often, in ticks, should network update packets be sent? Increasing this might help network performance.
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I:updateFactor=10
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}
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power {
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# The cost multiplier for Chipsets
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D:chipsetCostMultiplier=1.0
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# What should be the multiplier of all gate power costs?
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D:gateCostMultiplier=1.0
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# What should the multiplier of all mining-related power usage be?
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D:miningUsageMultiplier=1.0
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}
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vars {
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}
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worldgen {
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# Should BuildCraft generate anything in the world?
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B:enable=true
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# Should BuildCraft generate water springs?
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B:generateWaterSprings=true
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# How high should be the probability of an oil well generating?
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D:oilWellGenerationRate=1.0
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# Should I spawn oil springs?
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B:spawnOilSprings=true
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biomes {
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# The id for the Oil Desert biome
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I:biomeOilDesert=127
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# The id for the Oil Ocean biome
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I:biomeOilOcean=126
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# IDs or Biome Types (e.g. SANDY,OCEAN) of biomes that should have GREATLY increased oil generation rates.
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S:excessiveOilIDs <
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>
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# IDs or Biome Types (e.g. SANDY,OCEAN) of biomes that are excluded from generating oil.
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S:excludeOilIDs <
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Sky
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Hell
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>
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# IDs or Biome Types (e.g. SANDY,OCEAN) of biomes that should have increased oil generation rates.
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S:increasedOilIDs <
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SANDY
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Taiga
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>
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}
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}
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