vista-modpack/config-source/buildcraft/main.cfg
Eric J. Bowersox 7707955fe7 Added a bunch of mods, added Makefile and configuration files
A bunch of mods were added, as were the Makefile and the configuration files
folder.
2015-11-05 00:42:27 -07:00

223 lines
6.1 KiB
INI

# Configuration file
blueprints {
# Location for the client blueprint database (used by the Electronic Library).
S:clientDatabaseDirectory="$MINECRAFT/blueprints"
# blocks that should be excluded from the builder.
S:excludedBlocks <
>
# mods that should be excluded from the builder.
S:excludedMods <
>
# DEPRECATED - USED ONLY FOR COMPATIBILITY
S:serverDatabaseDirectory="$MINECRAFT/config/buildcraft/blueprints/server"
}
builders {
# Should the builder and filler drop the cleared blocks?
B:dropBrokenBlocks=false
}
debug {
B:printBlueprintSchematicList=false
# Print a list of all registered facades.
B:printFacadeList=false
}
display {
# Should I enable colorblind mode?
B:colorBlindMode=false
# Should all fluid values (mB, mB/t) be hidden?
B:hideFluidValues=false
# Should all power values (RF, RF/t) be hidden?
B:hidePowerValues=false
}
experimental {
# Should kinesis pipes lose power over distance (think IC2 or BC pre-3.7)?
B:kinesisPowerLossOnTravel=false
}
general {
# Blacklisted robots boards
S:boards.blacklist <
>
# Lower this number if BuildCraft builders/fillers are causing TPS lag. Raise it if you think they are being too slow.
I:builderMaxIterationsPerItemFactor=1024
# Should engines explode upon overheat?
B:canEnginesExplode=false
# adjust energy value of Fuel in Combustion Engines
D:fuel.fuel.combustion=1.0
# adjust output energy by Fuel in Combustion Engines
I:fuel.fuel.combustion.energyOutput=60
# adjust energy value of Oil in Combustion Engines
D:fuel.oil.combustion=1.0
# adjust output energy by Oil in Combustion Engines
I:fuel.oil.combustion.energyOutput=30
# How long, in seconds, should items stay on the ground? (Vanilla = 300, default = 60)
I:itemLifespan=300
# Set the maximum marker range.
I:markerRange=64
# Should BuildCraft miners be allowed to break blocks using player-specific protection?
B:miningBreaksPlayerProtectedBlocks=false
# Should the mining well only be usable once after placing?
I:miningDepth=256
# Should oil burn when lit on fire?
B:oilCanBurn=true
# Should oil be dense and drag entities down?
B:oilIsDense=true
# Allows admins to whitelist or blacklist pumping of specific fluids in specific dimensions.
# Eg. "-/-1/Lava" will disable lava in the nether. "-/*/Lava" will disable lava in any dimension. "+/0/*" will enable any fluid in the overworld.
# 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.
S:pumpDimensionControl=+/*/*,+/-1/lava
# Should pumps consume water? Enabling this might cause performance issues!
B:pumpsConsumeWater=false
# Do pumps need real (non-redstone) power?
B:pumpsNeedRealPower=false
# Should I check the BuildCraft version on startup?
B:updateCheck=false
# 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.
B:useServerDataOnClient=true
S:version=7.1.12
quarry {
# Should the quarry keep the chunks it is working on loaded?
B:doChunkLoading=true
# Should the quarry only be usable once after placing?
B:oneTimeUse=false
}
pipes {
# What should the base flow rate of a fluid pipe be?
I:baseFluidRate=10
# What block types should be blacklisted from being a facade?
S:facadeBlacklist <
minecraft:end_portal_frame
minecraft:grass
minecraft:leaves
minecraft:leaves2
minecraft:lit_pumpkin
minecraft:lit_redstone_lamp
minecraft:mob_spawner
minecraft:monster_egg
minecraft:redstone_lamp
minecraft:double_stone_slab
minecraft:double_wooden_slab
minecraft:sponge
>
# Should the blacklist be treated as a whitelist instead?
B:facadeBlacklistAsWhitelist=false
# Should non-laser (crafting table) facade recipes be forced?
B:facadeNoLaserRecipe=false
# Should all BC facades be shown in Creative/NEI, or just a few carefully chosen ones?
B:facadeShowAllInCreative=true
# How hard to break should a pipe be?
D:hardness=0.25
# Should I enable an alternate Waterproof recipe, based on slimeballs?
B:slimeballWaterproofRecipe=false
}
}
network {
# How often, in ticks, should full network sync packets be sent? Increasing this might help network performance.
I:longUpdateFactor=40
# How often, in ticks, should network update packets be sent? Increasing this might help network performance.
I:updateFactor=10
}
power {
# The cost multiplier for Chipsets
D:chipsetCostMultiplier=1.0
# What should be the multiplier of all gate power costs?
D:gateCostMultiplier=1.0
# What should the multiplier of all mining-related power usage be?
D:miningUsageMultiplier=1.0
}
vars {
}
worldgen {
# Should BuildCraft generate anything in the world?
B:enable=true
# Should BuildCraft generate water springs?
B:generateWaterSprings=true
# How high should be the probability of an oil well generating?
D:oilWellGenerationRate=1.0
# Should I spawn oil springs?
B:spawnOilSprings=true
biomes {
# The id for the Oil Desert biome
I:biomeOilDesert=127
# The id for the Oil Ocean biome
I:biomeOilOcean=126
# IDs or Biome Types (e.g. SANDY,OCEAN) of biomes that should have GREATLY increased oil generation rates.
S:excessiveOilIDs <
>
# IDs or Biome Types (e.g. SANDY,OCEAN) of biomes that are excluded from generating oil.
S:excludeOilIDs <
Sky
Hell
>
# IDs or Biome Types (e.g. SANDY,OCEAN) of biomes that should have increased oil generation rates.
S:increasedOilIDs <
SANDY
Taiga
>
}
}