This commit is contained in:
2026-01-02 14:53:38 +01:00
commit 1b961c0df8
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.envrc Normal file
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use flake

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{
chapter_groups: [
{ id: "2BFAC9C95DAED88B", title: "Biodiversity" }
{ id: "499FD90D592AFC7B", title: "Side Quests" }
]
}

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{
default_hide_dependency_lines: false
default_min_width: 280
default_quest_shape: ""
filename: "how_the_world_came_to_be"
group: ""
hide_quest_details_until_startable: true
icon: "kubejs:dried_earth"
id: "2B630DD43CEBA9AC"
images: [
{
dependency: "6B5B443D2F7DD3D4"
height: 4.0d
image: "reclamation:textures/quests/theurgy_1.png"
rotation: 0.0d
width: 4.0d
x: 2.5d
y: -5.0d
}
{
dependency: "01AB2D65C171F1F9"
height: 5.0d
image: "reclamation:textures/quests/theurgy_2.png"
rotation: 0.0d
width: 5.0d
x: -3.2857142857142776d
y: -9.125d
}
]
order_index: 0
quest_links: [ ]
quests: [
{
description: [
"You wake up in a vast, dead and dried out wasteland. You don't remember how you got here, but you do remember what the world &oshould&r look like - and this isn't it."
""
""
"Welcome to &6Reclamation!&r This is a slower-paced pack focused around bringing life and nature back to a dead world. Press &6F3+H&r to disable advanced tooltips, if they're on!"
]
id: "73F3DDAFC46A9CD5"
rewards: [{
count: 4
id: "489A829843674F52"
item: "minecraft:bread"
type: "item"
}]
tasks: [{
id: "5837682A2F4F2D20"
title: "What happened here?"
type: "checkmark"
}]
x: 0.0d
y: 0.0d
}
{
dependencies: ["3BF5FDE3C81BEF26"]
description: ["Wood is plentiful, if not exactly the quality you remember."]
id: "655DCA5A5B6632E1"
rewards: [
{
count: 4
id: "708F75B55045F412"
item: "minecraft:charcoal"
type: "item"
}
{
id: "58872CC82834DE08"
type: "xp"
xp: 100
}
]
tasks: [
{
id: "2BB40E8DED9ACE61"
item: "kubejs:dead_log"
type: "item"
}
{
id: "5B5631EC22B4DDC4"
item: "kubejs:flimsy_planks"
type: "item"
}
]
title: "Dead Trees"
x: -1.0d
y: -3.0d
}
{
dependencies: ["3BF5FDE3C81BEF26"]
description: [
"There are ruins around with &6small bits of copper,&r completely oxidized from whatever happened. "
""
"You might be able to craft something to help you out with that copper, but first you'll have to &6get it into a useable state...&r"
]
id: "353FED2BF4FBD8EC"
rewards: [
{
count: 2
id: "40674CB0CE87E6FE"
item: "farmersdelight:cooked_cod_slice"
type: "item"
}
{
id: "27F410B6A92272C2"
type: "xp"
xp: 100
}
]
tasks: [{
id: "6870844EA8AA42B5"
item: "minecraft:oxidized_cut_copper"
title: "Oxidized Copper"
type: "item"
}]
x: 1.0d
y: -3.0d
}
{
dependencies: ["73F3DDAFC46A9CD5"]
description: [
"Many many recipes have been changed in this pack. Make sure you check your recipe browser for crafting recipes! By default, the keybinds when hovering over an item are &6R to look up recipes&r for the item, and &6U to look up uses&r for the item."
""
"These binds can be changed by clicking the EMI button in the bottom left of your inventory screen."
]
icon: "minecraft:crafting_table"
id: "7051A7B9EF38B5D8"
rewards: [{
id: "7E395EC7B7AAC8EF"
type: "xp"
xp: 100
}]
tasks: [{
id: "7659D788975AE236"
title: "What's changed?"
type: "checkmark"
}]
title: "How do I craft things?"
x: -1.0d
y: 2.5d
}
{
dependencies: ["73F3DDAFC46A9CD5"]
description: ["&l&o&cNO ORE GENERATES IN THE WORLD. RECIPES HAVE CHANGED.&r Those who came before you have completely mined out the entire planet - after centuries of strip mining, quarrying, and general exploitation, there is not so much as a measly scrap of coal in the world, so there's no point trying to find any type of ore by mining."]
icon: "minecraft:iron_ore"
id: "3BF5FDE3C81BEF26"
rewards: [{
id: "406F3BEC271BD4D1"
type: "xp"
xp: 100
}]
tasks: [{
id: "0A321F50741A2841"
title: "Deprived..."
type: "checkmark"
}]
title: "Where's the ore!?"
x: 0.0d
y: -1.5d
}
{
dependencies: [
"655DCA5A5B6632E1"
"353FED2BF4FBD8EC"
]
description: [
"After you &6scrape off the rust with an axe,&r you think you can use a &6cutting board&r to get useable copper out of the oxidized copper you find in ruins."
""
"This useable copper will be crucial for &6Spagyrics&r, the process of decomposing and recombining matter - which should let you &6rejuvenate the Dried Earth&r into &6Dirt.&r"
""
"&7Tip: you can also use the cutting board to get more charcoal and scrap wood out of dead logs!"
]
hide_details_until_startable: true
icon: "minecraft:copper_ingot"
id: "6B5B443D2F7DD3D4"
rewards: [
{
id: "05887BA1C04CEB57"
item: {
Count: 1
id: "modonomicon:modonomicon"
tag: {
"modonomicon:book_id": "theurgy:the_hermetica"
}
}
type: "item"
}
{
id: "301F9B4D74B4FDB6"
type: "xp"
xp: 100
}
]
tasks: [
{
id: "53D2A5C292D19EA6"
item: "farmersdelight:cutting_board"
type: "item"
}
{
id: "45703BBEF74B7454"
item: "minecraft:copper_ingot"
type: "item"
}
]
title: "Useable Copper"
x: 0.0d
y: -4.5d
}
{
dependencies: ["6B5B443D2F7DD3D4"]
description: [
"In the contaminated water you have found trace amounts of &6Sal Ammoniac,&r a crucial ingredient in the practice of &6Theurgy.&r By setting up a simple accumulator and tank, you think you'll be able to distill it. "
""
"Place the accumulator on top of the tank, fill it with water, and it will slowly produce &6Sal Ammoniac&r for you."
""
"&7Tip: you can make buckets out of copper!&r"
]
icon: "theurgy:sal_ammoniac_accumulator"
id: "01AB2D65C171F1F9"
rewards: [
{
count: 2
id: "1707BE009DD21399"
item: "theurgy:sal_ammoniac_crystal"
type: "item"
}
{
id: "050D56A65378BDED"
type: "xp"
xp: 100
}
]
tasks: [
{
id: "010F0A2184BB7F36"
item: "theurgy:sal_ammoniac_tank"
type: "item"
}
{
id: "341512DBA66D139B"
item: "theurgy:sal_ammoniac_accumulator"
type: "item"
}
]
x: 0.0d
y: -6.0d
}
{
dependencies: ["6B5B443D2F7DD3D4"]
description: [
"&6Alchemical Mercury&r is one of the three building blocks of alchemy - it provides the Energy of an item, and is largely interchangeable between things."
""
"To distill it, you'll have to make a &6Mercury Distiller&r and place it on top of a &6Pyromantic Brazier.&r Place the items you want to distill into the Distiller, give the Brazier some fuel, and it'll slowly convert materials into &6Alchemical Mercury.&r"
""
"Rarer materials give more mercury, but to start you'll probably want to distill &6cobblestone, dried earth, or cooked fish.&r "
""
"&7Tip: slicing fish makes it a more efficient way of getting mercury!"
]
icon: "theurgy:distiller"
id: "238F26409930D47F"
rewards: [
{
count: 4
id: "1C9649B1FBAFE963"
item: "theurgy:mercury_shard"
type: "item"
}
{
id: "7E77D5260B9D9B67"
type: "xp"
xp: 100
}
]
tasks: [
{
id: "784A3AAA14565F31"
item: "theurgy:pyromantic_brazier"
type: "item"
}
{
id: "1BDA15C3663694B9"
item: "theurgy:distiller"
type: "item"
}
{
id: "3F1DB1131AF26253"
item: "theurgy:mercury_shard"
type: "item"
}
]
title: "Alchemical Mercury"
x: 1.5d
y: -7.5d
}
{
dependencies: ["6B5B443D2F7DD3D4"]
description: [
"&6Alchemical Salt&r is one of the three building blocks of alchemy - it provides the Body of an item, and represents the 'type' of an item."
""
"To obtain it, you'll have to make a &6Calcination Oven&r and place it on top of a &6Pyromantic Brazier.&r Place the items you want to extract into the Oven, give the Brazier some fuel, and it'll slowly convert materials into &6Alchemical Salt.&r"
""
"There are many different kinds of salt, but to start, you should &6focus on getting Strata salt.&r"
]
icon: "theurgy:calcination_oven"
id: "21DA86D51EB7D88E"
rewards: [
{
count: 4
id: "64E04DAB7C0582A3"
item: "theurgy:alchemical_salt_strata"
type: "item"
}
{
id: "4F5B75F7869280C1"
type: "xp"
xp: 100
}
]
tasks: [
{
id: "53EB0C300D28F531"
item: "theurgy:pyromantic_brazier"
type: "item"
}
{
id: "248723DDF99B8CC1"
item: "theurgy:calcination_oven"
type: "item"
}
{
id: "6AE5239CA0507C48"
item: "theurgy:alchemical_salt_strata"
type: "item"
}
]
title: "Alchemical Salt"
x: -1.5d
y: -7.5d
}
{
dependencies: ["01AB2D65C171F1F9"]
description: [
"&6Alchemical Sulfur&r is one of the three building blocks of alchemy - it provides the Soul of an item, and represents what specific item it is."
""
"To obtain it, you'll have to make a &6Liquefaction Cauldron&r and place it on top of a &6Pyromantic Brazier.&r Place the item you want to extract sulfur from into the Cauldron, fill it with &6Sal Ammoniac,&r give the Brazier some fuel, and it'll slowly convert materials into their respective &6Alchemical Sulfur.&r"
""
"The dried earth you find yourself surrounded by used to be dirt, and it remembers that - &6use the Cauldron to turn dried earth into dirt sulfur.&r"
]
icon: "theurgy:liquefaction_cauldron"
id: "3B57039627535552"
rewards: [
{
count: 4
id: "628CFF330629E4D8"
item: {
Count: 1
id: "kubejs:sulfur_dirt"
tag: {
"theurgy:sulfur.source.id": "kubejs:dried_earth"
}
}
type: "item"
}
{
id: "73E825AEA8A695C2"
type: "xp"
xp: 100
}
]
tasks: [
{
id: "38FD38D7D8B5BFFB"
item: "theurgy:pyromantic_brazier"
type: "item"
}
{
id: "5A17E6E29CC2C53F"
item: "theurgy:liquefaction_cauldron"
type: "item"
}
{
id: "00B64A23A6E7BF57"
item: "kubejs:sulfur_dirt"
type: "item"
}
]
title: "Alchemical Sulfur"
x: 0.0d
y: -7.0d
}
{
dependencies: [
"3B57039627535552"
"238F26409930D47F"
"21DA86D51EB7D88E"
]
description: [
"Now that you have all three alchemical components of an item - &6Mercury, Salt, and Sulfur&r - you can make an &6Incubator&r to combine them all back into an item; in this case, back into &6dirt.&r"
""
"Place the Incubator above a Brazier and attach all three vessels to the sides of it. Fill each vessel with the appropriate item, give the Brazier some fuel, and in a bit you'll have fresh dirt!"
]
icon: "theurgy:incubator"
id: "1F466C810237B69A"
rewards: [{
id: "53F568DF45DF8F1D"
type: "xp"
xp: 100
}]
tasks: [
{
id: "5CCE88CCD5B42265"
item: "theurgy:incubator"
type: "item"
}
{
id: "1B66609CCC88FB06"
item: "theurgy:incubator_salt_vessel"
type: "item"
}
{
id: "5FE1507BD0CF0825"
item: "theurgy:incubator_sulfur_vessel"
type: "item"
}
{
id: "709F3C77303CC14F"
item: "theurgy:incubator_mercury_vessel"
type: "item"
}
{
id: "5DF3B368E203FD44"
item: "theurgy:pyromantic_brazier"
type: "item"
}
]
title: "Incubator"
x: 0.0d
y: -8.5d
}
{
dependencies: ["1F466C810237B69A"]
description: [
"You've done it! You've made dirt!"
""
"...now you just need something to grow on it."
]
id: "448ABF53EEACBFA7"
rewards: [{
id: "5AFDB05E13E248FB"
type: "xp"
xp: 100
}]
shape: "hexagon"
size: 2.0d
subtitle: "Slightly browner"
tasks: [{
id: "1DB0C65400E5119F"
item: "minecraft:dirt"
type: "item"
}]
x: 0.0d
y: -10.5d
}
{
dependencies: ["73F3DDAFC46A9CD5"]
description: ["Despite the seeming apocalypse, there are still fish to find (and eat) for those with the skill and desire."]
icon: {
Count: 1
id: "minecraft:fishing_rod"
tag: {
Damage: 0
}
}
id: "26C8365A4497F614"
rewards: [
{
id: "577673156D88751E"
item: {
Count: 1
id: "minecraft:fishing_rod"
tag: {
Damage: 0
}
}
type: "item"
}
{
id: "4ACDE1B7FCA65BBA"
type: "xp"
xp: 100
}
]
tasks: [{
id: "3420C22AABFAEA34"
type: "checkmark"
}]
title: "Fishy Friends"
x: 2.0d
y: 0.0d
}
{
dependencies: ["73F3DDAFC46A9CD5"]
description: [
"Spider string can be crafted into wool, which can be crafted into beds! "
""
"You can also craft a sleeping bag, for staying cozy on the go... but where would you be going?"
]
icon: "minecraft:white_bed"
id: "49182F60BE2634DE"
rewards: [{
id: "27DD3FCBE266BAC7"
type: "xp"
xp: 100
}]
tasks: [
{
id: "16FB0BB05454D6A2"
item: {
Count: 1
id: "itemfilters:tag"
tag: {
value: "minecraft:beds"
}
}
title: "Any Bed"
type: "item"
}
{
id: "1EFF40BDEB95B421"
item: {
Count: 1
id: "itemfilters:tag"
tag: {
value: "comforts:sleeping_bags"
}
}
optional_task: true
title: "Any Sleeping Bag"
type: "item"
}
]
title: "Small Comforts"
x: -2.0d
y: 0.0d
}
{
dependencies: ["73F3DDAFC46A9CD5"]
description: [
"Worldgen has been completely overhauled - &4no ore generates,&r and the only biomes that exist are dead, wasteland biomes with no real vegetation. Additionally, the only trees that spawn are dead trees, with very little useability."
""
"Stone variants still generate, and you can find &6sand and clay underwater.&r It will also still rain!"
]
icon: "supplementaries:globe"
id: "40200E30710D409D"
rewards: [{
id: "2FFB14B0877E9B48"
type: "xp"
xp: 100
}]
tasks: [{
id: "7CE871AB4BA6259E"
title: "Changed worldgen?"
type: "checkmark"
}]
x: 1.5d
y: 1.5d
}
{
dependencies: ["73F3DDAFC46A9CD5"]
description: [
"The naturally spawning mobs have changed in this new landscape! Specifically, &czombie villagers and witches won't spawn,&r and &6spiders have mutated&r into their venomous cave versions. "
""
"This means that there's &cno way to get any kind of resources from witches or zombie villagers&r (even if you could cure them!); the only things that you can really hope to get are iron or copper ingots from &6rare drops&r - but there are other ways to generate resources..."
]
icon: {
Count: 1
id: "minecraft:stone_sword"
tag: {
Damage: 0
}
}
id: "412275C7F800C343"
rewards: [{
id: "696B08484059A34C"
type: "xp"
xp: 100
}]
tasks: [{
id: "726093097AD50EDB"
title: "Rare Drops?"
type: "checkmark"
}]
x: -1.5d
y: 1.5d
}
{
dependencies: ["73F3DDAFC46A9CD5"]
description: [
"There are quite a few books in the pack! Thankfully, the &6Akashic Tome&r is here to help. Crafting any book with this will combine it, letting you keep every guidebook in a single item. Simply craft it with another guidebook!"
""
"To untransform the tome, punch the air with it."
""
"To remove a stored book, transform the tome into the book, then sneak and press your 'drop' key."
]
icon: "akashictome:tome"
id: "524541472CB8168A"
rewards: [{
id: "63F8E36BB78B3F0F"
item: "akashictome:tome"
type: "item"
}]
tasks: [{
id: "30591A81E9C85ED9"
title: "Too Many Books!?"
type: "checkmark"
}]
title: "Too Many Books!?"
x: 1.0d
y: 2.5d
}
{
dependencies: ["73F3DDAFC46A9CD5"]
description: [
"A lot of the pack consists of passive processes you'll probably want to keep running while you do other things. You can claim chunks to &6force-load &rthem using your map; ensuring they'll stay loaded even while you're not nearby. "
""
"Just open your map (default M) and &6right-click drag&r over the area you'd like to claim. Right-click drag again to force claim!"
""
"If you're playing with friends, &6make sure you're on the same team&r so that you can all access things inside your claim and share quest progress."
""
"For more information on the claims system, check out the &6Open Parties and Claims&r wiki or keybinds."
""
"&7Tip: you might want to turn claimed chunk protection off! It tends to break fake players."
]
icon: "naturesaura:pet_reviver"
id: "52B10FEB2951E939"
rewards: [{
id: "1551C09CD766D5DD"
type: "xp"
xp: 100
}]
tasks: [{
id: "2E3AF11BD22C15B4"
title: "Playing with Friends?"
type: "checkmark"
}]
title: "Chunkloading and Friends?"
x: 0.0d
y: 3.0d
}
{
dependencies: ["6B5B443D2F7DD3D4"]
description: [
"You can make a quick and dirty door using the scrap wood and some copper you've found - but it seems pretty shoddy, &4breaking every so often&r and needing to be re-placed."
""
"At least it keeps the spookies out..."
]
id: "387F725179133950"
rewards: [{
id: "75AF918ADD9DB9E3"
type: "xp"
xp: 100
}]
tasks: [{
id: "0E461D7DE2E68577"
item: "reclamation_util:flimsy_door"
type: "item"
}]
x: -1.0d
y: -4.5d
}
{
dependencies: ["655DCA5A5B6632E1"]
description: [
"Despite the harsh conditions, bees still persist, dotted amongst the dry hills. "
""
"Cultivating them could be a great way to &6generate resources&r such as more dead logs!"
""
"&7Tip: this unlocks a new questline on the left!"
]
icon: "complicated_bees:apiary"
id: "29CB5767DE978673"
rewards: [{
id: "0C2B92BF2EC44903"
type: "xp"
xp: 100
}]
shape: "rsquare"
tasks: [{
id: "5B5E6B48E860F6E6"
type: "checkmark"
}]
title: "Bees?!"
x: 0.0d
y: -3.0d
}
]
subtitle: ["A vast wasteland"]
title: "Prologue"
}

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{
default_hide_dependency_lines: false
default_min_width: 280
default_quest_shape: ""
filename: "the_taste_of_power"
group: ""
hide_quest_until_deps_complete: true
icon: "minecraft:dragon_egg"
id: "255B2E87E16AB4A5"
order_index: 5
quest_links: [ ]
quests: [
{
dependencies: ["647B651959E0F0D0"]
description: ["The &6Ender Dragon&r not only has horrific halitosis, it also prevents you from exploring the rest of the End and all its goodies."]
hide_until_deps_complete: false
id: "46100B5AD6C088F1"
rewards: [{
id: "24C9D6E63139FE34"
type: "xp"
xp: 100
}]
tasks: [{
entity: "minecraft:ender_dragon"
icon: "minecraft:dragon_head"
id: "383C97269B1429F5"
title: "Kill the Dragon"
type: "kill"
value: 1L
}]
x: -0.5d
y: -3.5d
}
{
dependencies: ["6D23082F517D5117"]
icon: "minecraft:end_portal_frame"
id: "647B651959E0F0D0"
rewards: [{
id: "4A0A80BD3060A7CC"
type: "xp"
xp: 100
}]
shape: "hexagon"
tasks: [{
dimension: "minecraft:the_end"
icon: "minecraft:end_portal_frame"
id: "6DB59B5506EB9396"
title: "Visit the End"
type: "dimension"
}]
title: "Visit the End"
x: -0.5d
y: -2.5d
}
{
dependencies: ["46100B5AD6C088F1"]
description: [
"Congrats! You've killed the Ender Dragon - there is no more left to conquer."
""
"You are a champion. "
""
"You have &lReclaimed&r the world."
""
"&7As far as anyone can really be concerned, you've finished the modpack. Any quests past this are exclusively for bragging rights - creative items, op stuff, lame resource dump recipes, all that jazz."
""
"&7Thank you immensely for putting the time and effort into finishing the pack! This was a huge undertaking for me, but hopefully you enjoyed it enough that it was worth it :)"
""
"&7 -ACCBDD"
]
hide_until_deps_complete: false
icon: "minecraft:cake"
id: "68FE5D02293FE722"
rewards: [{
id: "38B71086356BE8FC"
type: "xp"
xp: 100
}]
shape: "diamond"
size: 2.0d
subtitle: "Roll credits (for real)"
tasks: [{
id: "237B504DA0EDA4AA"
title: "Congratulations!"
type: "checkmark"
}]
x: -0.5d
y: -5.0d
}
{
dependencies: ["68FE5D02293FE722"]
description: [
"An infinitely super-heated blaze is great just as a centerpiece, but you can also use it to make infinite lava."
""
"&7Tip: you're gonna need to make quite a few of these!"
]
id: "5A44963D2D2AE45D"
optional: true
rewards: [{
id: "1C74C1456AFEA6BF"
type: "xp"
xp: 100
}]
tasks: [{
id: "6F663B86D7CE7173"
item: "create:creative_blaze_cake"
type: "item"
}]
x: -0.5d
y: -9.0d
}
{
dependencies: ["5A44963D2D2AE45D"]
description: ["What's better than infinite blaze burning? Infinite turning! "]
id: "47BF6E234A394435"
optional: true
rewards: [{
id: "433028B8787D6159"
type: "xp"
xp: 100
}]
tasks: [{
id: "1873296BC875DED1"
item: "create:creative_motor"
type: "item"
}]
x: 1.5d
y: -9.5d
}
{
dependencies: ["5A44963D2D2AE45D"]
description: ["The dwarven version of a Philosopher's Stone."]
id: "51A5AE293CD495CC"
optional: true
rewards: [{
id: "01BB2179EC8F2A7B"
type: "xp"
xp: 100
}]
tasks: [{
id: "43913FC620B1DDB0"
item: "embers:creative_ember_source"
type: "item"
}]
x: -2.5d
y: -9.5d
}
{
dependencies: ["458449ABB13C4819"]
description: [
"Somehow, you don't feel as guilty as you think you should."
""
"&7Tip: this takes 10 full mana pools worth of mana. :)"
]
id: "3EAC3A05ADA08B6A"
optional: true
rewards: [{
id: "7AA366FB6EA40383"
type: "xp"
xp: 100
}]
tasks: [{
id: "01707E75B8C12087"
item: "botania:creative_pool"
type: "item"
}]
x: -4.5d
y: -13.0d
}
{
dependencies: ["47BF6E234A394435"]
description: ["No more will you be shackled to the tyranny of building an enormous pool of whatever fluid!"]
id: "58ED9A2ABEA74156"
optional: true
rewards: [{
id: "59FD76ABC03C6E64"
type: "xp"
xp: 100
}]
tasks: [{
id: "30747151F17C16AF"
item: "create:creative_fluid_tank"
type: "item"
}]
x: 3.0d
y: -11.0d
}
{
dependencies: ["58ED9A2ABEA74156"]
description: ["Once you've set it to a chemical, you can reset it to empty by crafting it."]
id: "3CE6A23B1386A2C6"
optional: true
rewards: [{
id: "78544CB0A511356C"
type: "xp"
xp: 100
}]
tasks: [{
id: "419573445008A341"
item: "mekanism:creative_chemical_tank"
type: "item"
}]
title: "Creative Chemical Tank"
x: 3.5d
y: -13.0d
}
{
dependencies: ["51A5AE293CD495CC"]
description: [
"Kinda like an unlimited supply of grape juice!"
""
"&7A/N: pretend it needs 100k instead of 10k source... i'm too lazy to make a custom source jar like ATM does"
]
id: "458449ABB13C4819"
optional: true
rewards: [{
id: "73543EF3276EDBE2"
type: "xp"
xp: 100
}]
tasks: [{
id: "7C7BC26DFE5B9ACD"
item: "ars_nouveau:creative_source_jar"
type: "item"
}]
x: -4.0d
y: -11.0d
}
{
dependencies: [
"47BF6E234A394435"
"3EAC3A05ADA08B6A"
"51A5AE293CD495CC"
"58ED9A2ABEA74156"
"458449ABB13C4819"
"3CE6A23B1386A2C6"
]
description: ["All that effort, and all you got was a really big hole."]
id: "465112A258F6627B"
optional: true
rewards: [{
id: "21A16FC84772E282"
type: "xp"
xp: 100
}]
tasks: [{
id: "1B881237409143D1"
item: "storagedrawers:creative_storage_upgrade"
type: "item"
}]
x: -0.5d
y: -12.5d
}
{
dependencies: [
"465112A258F6627B"
"46A192114ACE3ACB"
"5DF485C9EA5A7C39"
]
description: ["This is way better than a really big hole!"]
id: "2121E0348BB9CF6D"
optional: true
rewards: [{
id: "13D9BD50D28813AD"
type: "xp"
xp: 100
}]
tasks: [{
id: "45B3D7E7B5492AAE"
item: "storagedrawers:creative_vending_upgrade"
type: "item"
}]
x: -0.5d
y: -14.5d
}
{
dependencies: ["2121E0348BB9CF6D"]
description: [
"And now the way better hole is a digital rip in the fabric of the universe."
""
"Or maybe its a real rip in the fabric of the digital universe?"
""
"Either way, you're done. You have access to every item digitally, with the help of a cell workbench. Good job! Have some cake :)"
]
id: "4521C73DA74806FA"
optional: true
rewards: [{
id: "3055F494B2E6CCA0"
item: "create_central_kitchen:chocolate_cake_slice"
type: "item"
}]
tasks: [{
id: "48A1FFB0DB64AB20"
item: "ae2:creative_item_cell"
type: "item"
}]
x: -0.5d
y: -16.5d
}
{
dependencies: ["3EAC3A05ADA08B6A"]
description: ["It's not really infinite ME power as much as it is infinite ME efficiency."]
id: "5DF485C9EA5A7C39"
optional: true
rewards: [{
id: "28749443D02FA7D7"
type: "xp"
xp: 100
}]
tasks: [{
id: "6F09A93390C3888B"
item: "ae2:creative_energy_cell"
type: "item"
}]
x: -4.0d
y: -15.0d
}
{
dependencies: ["3CE6A23B1386A2C6"]
description: ["Sufficiently advanced technology is indistinguishable from magic."]
id: "46A192114ACE3ACB"
optional: true
rewards: [{
id: "7DFCE277E2FB5AA1"
type: "xp"
xp: 100
}]
tasks: [{
id: "6C0E0A941DCE473A"
item: {
Count: 1
id: "mekanism:creative_energy_cube"
tag: {
mekData: {
EnergyContainers: [{
Container: 0b
stored: "18446744073709551615.9999"
}]
componentConfig: {
config0: {
side0: 4
side1: 4
side2: 4
side3: 4
side4: 4
side5: 4
}
}
}
}
}
match_nbt: false
type: "item"
}]
title: "Creative Energy Cube"
x: 3.0d
y: -15.0d
}
]
title: "The Taste of Power"
}

View File

@@ -0,0 +1,422 @@
{
default_hide_dependency_lines: false
default_min_width: 280
default_quest_shape: ""
filename: "the_touch_of"
group: ""
hide_quest_until_deps_visible: true
icon: "reclamation_util:filled_biome_bottle"
id: "240B183CDC03CB19"
order_index: 4
quest_links: [ ]
quests: [
{
dependencies: ["76531B6ECFD001DB"]
description: [
"You've done it. You've reclaimed some small part of the world! "
""
"Now you just have to regain the diversity in surroundings you remember there once being..."
]
disable_toast: true
hide_until_deps_complete: true
id: "797FD98625915CAF"
rewards: [{
id: "4557B55BD889AB44"
type: "xp"
xp: 100
}]
shape: "hexagon"
tasks: [{
biome: "#reclamation:reclaimed"
id: "6E3C0E23C809A6BA"
title: "Visit a Reclaimed Biome"
type: "biome"
}]
title: "Reclamation"
x: 0.0d
y: 0.5d
}
{
dependencies: ["269ECE61446E7CE6"]
description: [
"Getting the nether back into shape is relatively easy, now that you understand the shape of terraforming rituals and have a source of biomic essence."
""
"&7Tip: check the terraforming section of your Reclamation Rituals book to see how to perform the nether terraforming rites!"
]
id: "0992C0993A6BBB8A"
rewards: [{
id: "0B658E1DF83AA286"
type: "xp"
xp: 100
}]
tasks: [{
advancement: "minecraft:nether/explore_nether"
criterion: ""
icon: "minecraft:netherrack"
id: "45591ED68D7E8CAC"
title: "Visit Every Nether Biome"
type: "advancement"
}]
title: "Reclaiming the Nether"
x: 1.5d
y: -1.0d
}
{
dependencies: ["797FD98625915CAF"]
description: ["With the creation of reclaimed biomes, natural spawns can now occur - drygmies, whirligigs, and starbuncles can all rarely spawn in these biomes, as well as the regular mobs."]
icon: "minecraft:spawner"
id: "1ECF71CD671CE14B"
rewards: [
{
count: 4
id: "5D7984E2E98091FD"
item: "croptopia:fish_and_chips"
type: "item"
}
{
id: "54C1927D25A7E012"
type: "xp"
xp: 100
}
]
tasks: [{
id: "124BC217DE620644"
type: "checkmark"
}]
title: "Natural Spawning"
x: 0.0d
y: 2.0d
}
{
dependencies: ["797FD98625915CAF"]
description: [
"Now that you have a place where you can actually see the blue (!) sky, you can bottle up the abundant biomic essence in a &6specially-designed container.&r"
""
"This &6biome essence&r can be used in rituals along with some extra reagents to terraform in a more directed way."
""
"&7Tip: you can collect essence in any living biome by holding right click with a biome bottle. Crouching while you do this will fill all bottles in a stack!"
]
icon: "reclamation_util:filled_biome_bottle"
id: "269ECE61446E7CE6"
rewards: [
{
count: 2
id: "111550E5CDAEB7E8"
item: "reclamation_util:empty_biome_bottle"
type: "item"
}
{
id: "655B3B3F0A6AEA16"
type: "xp"
xp: 100
}
]
tasks: [
{
id: "0D347632CFA3D9D4"
item: "reclamation_util:empty_biome_bottle"
type: "item"
}
{
id: "4A7809B25D161A95"
item: "reclamation_util:filled_biome_bottle"
type: "item"
}
]
title: "Biome Essence"
x: 0.0d
y: -1.0d
}
{
dependencies: ["19E7760B061483C9"]
description: ["The first attuned essence you'll need is &6Hellish Essence,&r collectible from any living&6 nether biome.&r"]
id: "7277FA4026920033"
rewards: [{
id: "5A71024BB4E805D4"
type: "xp"
xp: 100
}]
tasks: [{
id: "1E3126525284BCF8"
item: "reclamation_util:hellish_biome_bottle"
type: "item"
}]
x: 0.0d
y: -4.0d
}
{
dependencies: ["7277FA4026920033"]
description: [
"&6Arid Essence&r is found mainly in the desert - you'll have to use a special version of your terraforming ritual to bring it back. "
""
"Some high-powered dwarven artifice should provide you with the correct magical resonance to produce an arid, sandy &6desert &rbiome."
]
id: "15966B11B4C3E2F5"
rewards: [{
id: "30DB106D75599369"
type: "xp"
xp: 100
}]
tasks: [{
id: "658E9D76E47362C1"
item: "reclamation_util:arid_biome_bottle"
type: "item"
}]
x: 2.5d
y: -5.5d
}
{
dependencies: [
"1E6C9A0B164888F7"
"69BCBDE0FD9FD3AA"
]
description: [
"The final essence you'll need is &6Icy Essence&r from the &6snowy slopes&r biome. Wet and cold, the complete opposite of your surroundings, you'll need a lot of power to create this biome."
""
"First: &6polonium&r to provide the necessary chemical energy for the physical transformation."
""
"Second: ice cream (specifically &6vanilla&r) to provide structure to the ritual and thematic direction."
""
"Third: a couple &6shattered singularities&r to store the excess entropy generated by this ritual."
""
"and finally, Fourth: a large amount of generic &6biome essence&r to kickstart the reaction."
]
id: "0C35379194435EC8"
rewards: [{
id: "19C81E8EA7D6699B"
type: "xp"
xp: 100
}]
tasks: [{
id: "6766CF66FC572CCF"
item: "reclamation_util:icy_biome_bottle"
type: "item"
}]
x: 0.0d
y: -10.0d
}
{
dependencies: ["15966B11B4C3E2F5"]
description: [
"&6Lush Essence&r is found in jungles of any kind - once again, you'll need a special ritual to bring it back."
""
"Botanic mastery will provide you the life energy needed to transform your surroundings into a &6bamboo forest.&r"
""
"You will also need some plutonium, as this transformation needs a large amount of chemical energy for the physical reaction taking place."
]
id: "69BCBDE0FD9FD3AA"
rewards: [{
id: "5CEF7C522161701B"
type: "xp"
xp: 100
}]
tasks: [{
id: "648A4B4003EB2F48"
item: "reclamation_util:lush_biome_bottle"
type: "item"
}]
x: 2.5d
y: -8.5d
}
{
dependencies: ["7277FA4026920033"]
description: [
"&6Mycelic Essence&r is found exclusively on mushroom islands - you'll have to use a modified version of your terraforming ritual to bring them back. "
""
"Classic wiccan practice should provide you with the correct magical resonance to produce the hot, dry &6mushroom field&r biome."
]
id: "4124F7AA9DF1444F"
rewards: [{
id: "721AEEDDA12D2CA6"
type: "xp"
xp: 100
}]
tasks: [{
id: "62E17A877BC0F30D"
item: "reclamation_util:mycelic_biome_bottle"
type: "item"
}]
x: -2.5d
y: -5.5d
}
{
dependencies: ["4124F7AA9DF1444F"]
description: [
"&6Watery Essence&r is found in deep oceans - once again, you'll need a special ritual to bring it back."
""
"Elemental wizardry will provide you the magical power necessary to enact such an elementally-aligned terraformation - namely, turning a small area into a &6warm ocean.&r"
""
"You will also need some plutonium, as this transformation needs a large amount of chemical energy for the physical reaction taking place."
]
id: "1E6C9A0B164888F7"
rewards: [{
id: "57C3B0C1A2686F21"
type: "xp"
xp: 100
}]
tasks: [{
id: "06FAB593C740FC52"
item: "reclamation_util:watery_biome_bottle"
type: "item"
}]
x: -2.5d
y: -8.5d
}
{
dependencies: [
"4124F7AA9DF1444F"
"15966B11B4C3E2F5"
"7277FA4026920033"
"1E6C9A0B164888F7"
"69BCBDE0FD9FD3AA"
"0C35379194435EC8"
]
description: [
"With all six types of attuned biome essence, you can combine them in a (quite expensive) ritual to produce the &6End Portal.&r You'll still need to add &6Eyes of Ender&r to the frame, but once you've done so, you can finally enter &6the End.&r"
""
"&7Tip: you can break end portal frames and blocks by right clicking them with the frame remover!"
]
icon: "minecraft:end_portal_frame"
id: "6D23082F517D5117"
rewards: [{
id: "5B55FA50B18BB27A"
type: "xp"
xp: 100
}]
shape: "hexagon"
size: 2.0d
subtitle: "Dragons... I hate dragons"
tasks: [
{
dimension: "minecraft:the_end"
icon: "minecraft:end_portal_frame"
id: "42C545D227EB5990"
title: "Visit the End"
type: "dimension"
}
{
id: "202B9E7EDA90980C"
item: "reclamation_util:frame_remover"
optional_task: true
type: "item"
}
]
title: "Visit the End"
x: 0.0d
y: -7.0d
}
{
dependencies: ["269ECE61446E7CE6"]
description: [
"Generic biome essence is well and good, but for real ritualistic oomph you'll need a specialized container, capable of collecting attuned essence."
""
"&7Tip: check your Reclamation Rituals book for information on the late-game terraforming rituals!"
]
id: "19E7760B061483C9"
rewards: [{
id: "5B3A73EF7FBFDE90"
type: "xp"
xp: 100
}]
tasks: [{
id: "124B68712D3168F9"
item: "reclamation_util:attuned_biome_bottle"
type: "item"
}]
x: 0.0d
y: -2.5d
}
{
dependencies: ["269ECE61446E7CE6"]
description: [
"With biome essence, you can also perform &6more directed terraforming&r - turning the surrounding area into basic overworld biomes: forest, plains, river, beach, and ocean."
""
"&7Tip: check the terraforming section of your Reclamation Rituals book to see how to perform the overworld terraforming rites!"
]
icon: "minecraft:grass_block"
id: "08AD7AC8EA3F60BD"
rewards: [{
id: "032A7861EFE83BF3"
type: "xp"
xp: 100
}]
tasks: [{
id: "1DBEE9F81CAADA0D"
title: "Basic Terraforming"
type: "checkmark"
}]
x: -1.5d
y: -1.0d
}
{
dependencies: ["19E7760B061483C9"]
description: [
"With some additional infusion, an attuned biome bottle can be turned into a &6biome globe&r - in essence a portable directed reclamation ritual."
""
"&7Tip: these globes have 16 uses each, and convert a radius of 12 blocks from where you use them! They'll convert blocks to their reclaimed versions, but they will NOT place features like grass or trees; you'll have to do those yourself."
""
"&7Tip 2: these drain a LOT of aura to make!"
]
id: "1D8D6B5B69416E17"
optional: true
rewards: [{
id: "50C1E2683E84C782"
type: "xp"
xp: 100
}]
subtitle: "Portable Terraforming"
tasks: [
{
id: "762063598E9C32DC"
item: "reclamation_util:empty_biome_globe"
type: "item"
}
{
id: "765E6CC514E5B023"
item: {
Count: 1
id: "itemfilters:or"
tag: {
items: [
{
Count: 1b
id: "reclamation_util:plains_biome_globe"
tag: {
Damage: 0
}
}
{
Count: 1b
id: "reclamation_util:desert_biome_globe"
tag: {
Damage: 0
}
}
{
Count: 1b
id: "reclamation_util:forest_biome_globe"
tag: {
Damage: 0
}
}
{
Count: 1b
id: "reclamation_util:ocean_biome_globe"
tag: {
Damage: 0
}
}
]
}
}
title: "Any Biome Globe"
type: "item"
}
]
title: "Biome Globes"
x: 2.0d
y: -2.5d
}
]
title: "Visions of the Past"
}

View File

@@ -0,0 +1,25 @@
{
default_autoclaim_rewards: "disabled"
default_consume_items: false
default_quest_disable_jei: false
default_quest_shape: "circle"
default_reward_team: false
detection_delay: 20
disable_gui: false
drop_book_on_death: false
drop_loot_crates: false
emergency_items_cooldown: 300
grid_scale: 0.5d
icon: "minecraft:grass_block"
lock_message: ""
loot_crate_no_drop: {
boss: 0
monster: 0
passive: 0
}
pause_game: false
progression_mode: "flexible"
show_lock_icons: true
title: "Reclamation"
version: 13
}

View File

@@ -0,0 +1,13 @@
{
id: "744F7006F1FA455C"
loot_size: 1
order_index: 11
rewards: [
{ count: 16, item: "minecraft:honeycomb" }
{ count: 8, item: "minecraft:honey_bottle" }
{ count: 32, item: "complicated_bees:honey_droplet" }
{ count: 64, item: "complicated_bees:beeswax" }
{ count: 8, item: "complicated_bees:propolis" }
]
title: "bee"
}

View File

@@ -0,0 +1,12 @@
{
id: "581735DCD19CA9AA"
loot_size: 1
order_index: 0
rewards: [
{ item: "xercapaint:item_canvas" }
{ item: "xercapaint:item_canvas_long" }
{ item: "xercapaint:item_canvas_tall" }
{ item: "xercapaint:item_canvas_large" }
]
title: "canvas"
}

View File

@@ -0,0 +1,11 @@
{
id: "30C69E0475B21852"
loot_size: 1
order_index: 8
rewards: [
{ count: 16, item: "minecraft:egg" }
{ count: 16, item: "minecraft:chicken" }
{ count: 16, item: "minecraft:feather" }
]
title: "chicken"
}

View File

@@ -0,0 +1,12 @@
{
id: "77905ABE65023A7A"
loot_size: 1
order_index: 9
rewards: [
{ item: "cookingforblockheads:cow_jar" }
{ count: 16, item: "minecraft:beef" }
{ count: 16, item: "minecraft:leather" }
{ count: 32, item: "croptopia:milk_bottle" }
]
title: "cow"
}

View File

@@ -0,0 +1,89 @@
{
id: "15ADB19114074FDA"
loot_crate: {
color: 16777215
drops: {
boss: 0
monster: 0
passive: 0
}
string_id: "horns"
}
loot_size: 1
order_index: 7
rewards: [
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:ponder_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:sing_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:seek_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:feel_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:admire_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:call_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:call_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:yearn_goat_horn"
}
}
}
]
title: "horns"
}

View File

@@ -0,0 +1,25 @@
{
id: "00EF0031ECBF568E"
loot_size: 1
order_index: 12
rewards: [
{ item: "xercamusic:guitar" }
{ item: "xercamusic:lyre" }
{ item: "xercamusic:banjo" }
{ item: "xercamusic:drum_kit" }
{ item: "xercamusic:xylophone" }
{ item: "xercamusic:tubular_bell" }
{ item: "xercamusic:sansula" }
{ item: "xercamusic:violin" }
{ item: "xercamusic:cello" }
{ item: "xercamusic:flute" }
{ item: "xercamusic:saxophone" }
{ item: "xercamusic:god" }
{ item: "xercamusic:piano" }
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View File

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View File

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}
pause_game: false
progression_mode: "flexible"
show_lock_icons: true
title: "Reclamation"
version: 13
}

View File

@@ -0,0 +1,13 @@
{
id: "744F7006F1FA455C"
loot_size: 1
order_index: 11
rewards: [
{ count: 16, item: "minecraft:honeycomb" }
{ count: 8, item: "minecraft:honey_bottle" }
{ count: 32, item: "complicated_bees:honey_droplet" }
{ count: 64, item: "complicated_bees:beeswax" }
{ count: 8, item: "complicated_bees:propolis" }
]
title: "{ftbquests.loot_table_8381040606691607900.title}"
}

View File

@@ -0,0 +1,12 @@
{
id: "581735DCD19CA9AA"
loot_size: 1
order_index: 0
rewards: [
{ item: "xercapaint:item_canvas" }
{ item: "xercapaint:item_canvas_long" }
{ item: "xercapaint:item_canvas_tall" }
{ item: "xercapaint:item_canvas_large" }
]
title: "{ftbquests.loot_table_6347601422327785898.title}"
}

View File

@@ -0,0 +1,11 @@
{
id: "30C69E0475B21852"
loot_size: 1
order_index: 8
rewards: [
{ count: 16, item: "minecraft:egg" }
{ count: 16, item: "minecraft:chicken" }
{ count: 16, item: "minecraft:feather" }
]
title: "{ftbquests.loot_table_3514670301200914514.title}"
}

View File

@@ -0,0 +1,12 @@
{
id: "77905ABE65023A7A"
loot_size: 1
order_index: 9
rewards: [
{ item: "cookingforblockheads:cow_jar" }
{ count: 16, item: "minecraft:beef" }
{ count: 16, item: "minecraft:leather" }
{ count: 32, item: "croptopia:milk_bottle" }
]
title: "{ftbquests.loot_table_8615485860944689786.title}"
}

View File

@@ -0,0 +1,89 @@
{
id: "15ADB19114074FDA"
loot_crate: {
color: 16777215
drops: {
boss: 0
monster: 0
passive: 0
}
string_id: "horns"
}
loot_size: 1
order_index: 7
rewards: [
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:ponder_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:sing_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:seek_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:feel_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:admire_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:call_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:call_goat_horn"
}
}
}
{
item: {
Count: 1
id: "minecraft:goat_horn"
tag: {
instrument: "minecraft:yearn_goat_horn"
}
}
}
]
title: "{ftbquests.loot_table_1562099882431827930.title}"
}

View File

@@ -0,0 +1,25 @@
{
id: "00EF0031ECBF568E"
loot_size: 1
order_index: 12
rewards: [
{ item: "xercamusic:guitar" }
{ item: "xercamusic:lyre" }
{ item: "xercamusic:banjo" }
{ item: "xercamusic:drum_kit" }
{ item: "xercamusic:xylophone" }
{ item: "xercamusic:tubular_bell" }
{ item: "xercamusic:sansula" }
{ item: "xercamusic:violin" }
{ item: "xercamusic:cello" }
{ item: "xercamusic:flute" }
{ item: "xercamusic:saxophone" }
{ item: "xercamusic:god" }
{ item: "xercamusic:piano" }
{ item: "xercamusic:oboe" }
{ item: "xercamusic:redstone_guitar" }
{ item: "xercamusic:french_horn" }
{ item: "xercamusic:bass_guitar" }
]
title: "{ftbquests.loot_table_67272733859206798.title}"
}

View File

@@ -0,0 +1,11 @@
{
id: "13DAFE9EB17934B6"
loot_size: 1
order_index: 1
rewards: [
{ item: "botania:mana_diamond" }
{ count: 2, item: "botania:mana_pearl" }
{ count: 8, item: "botania:manasteel_ingot" }
]
title: "{ftbquests.loot_table_1430735789179352246.title}"
}

View File

@@ -0,0 +1,11 @@
{
id: "6DA41FAD5DB11262"
loot_size: 1
order_index: 10
rewards: [
{ count: 32, item: "minecraft:rabbit_hide" }
{ count: 4, item: "minecraft:rabbit_foot" }
{ count: 16, item: "minecraft:rabbit" }
]
title: "{ftbquests.loot_table_7900474475776381538.title}"
}

View File

@@ -0,0 +1,29 @@
{
id: "7AADD231440C3AF4"
loot_size: 1
order_index: 4
rewards: [
{
item: {
Count: 1
id: "minecraft:bow"
tag: {
Damage: 0
Enchantments: [
{
id: "minecraft:power"
lvl: 2s
}
{
id: "minecraft:unbreaking"
lvl: 2s
}
]
}
}
}
{ count: 64, item: "minecraft:arrow" }
{ count: 16, item: "minecraft:bone" }
]
title: "{ftbquests.loot_table_8839952752635034356.title}"
}

View File

@@ -0,0 +1,13 @@
{
id: "6F89C6EAEA4B08B0"
loot_size: 1
order_index: 6
rewards: [
{ count: 4, item: "botania:fel_pumpkin" }
{ count: 32, item: "minecraft:snow_block" }
{ count: 16, item: "minecraft:ice" }
{ count: 12, item: "minecraft:packed_ice" }
{ count: 8, item: "minecraft:blue_ice" }
]
title: "{ftbquests.loot_table_8037173722274793648.title}"
}

View File

@@ -0,0 +1,11 @@
{
id: "4BB7AF5A769AF7ED"
loot_size: 1
order_index: 5
rewards: [
{ count: 16, item: "minecraft:nether_wart" }
{ count: 32, item: "minecraft:glowstone_dust" }
{ count: 32, item: "minecraft:redstone" }
]
title: "{ftbquests.loot_table_5456022276654430189.title}"
}

View File

@@ -0,0 +1,13 @@
{
id: "62F69F14C6E9136A"
loot_size: 1
order_index: 2
rewards: [
{ count: 32, item: "minecraft:rotten_flesh" }
{ count: 16, item: "minecraft:copper_ingot" }
{ count: 8, item: "minecraft:iron_ingot" }
{ count: 4, item: "minecraft:carrot" }
{ count: 4, item: "minecraft:potato" }
]
title: "{ftbquests.loot_table_7131061971573085034.title}"
}

View File

@@ -0,0 +1,10 @@
{
id: "6F5CB5F8085CED85"
loot_size: 1
order_index: 3
rewards: [
{ count: 8, item: "minecraft:spider_eye" }
{ count: 32, item: "minecraft:string" }
]
title: "{ftbquests.loot_table_8024488712964205957.title}"
}

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811
config/DistantHorizons.toml Normal file
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_version = 2
[client]
#
# Should Distant Horizon's config button appear in the options screen next to fov slider?
optionsButton = true
[client.advanced]
[client.advanced.buffers]
#
# What method should be used to upload geometry to the GPU?
#
# AUTO: Picks the best option based on the GPU you have.
#
# BUFFER_STORAGE: Default if OpenGL 4.5 is supported.
# Fast rendering, no stuttering.
#
# SUB_DATA: Backup option for NVIDIA.
# Fast rendering but may stutter when uploading.
#
# BUFFER_MAPPING: Slow rendering but won't stutter when uploading.
# Generally the best option for integrated GPUs.
# Default option for AMD/Intel if OpenGL 4.5 isn't supported.
# May end up storing buffers in System memory.
# Fast rendering if in GPU memory, slow if in system memory,
# but won't stutter when uploading.
#
# DATA: Fast rendering but will stutter when uploading.
# Backup option for AMD/Intel.
# Fast rendering but may stutter when uploading.
#
# If you don't see any difference when changing these settings,
# or the world looks corrupted: restart your game.
gpuUploadMethod = "AUTO"
#
# How long should a buffer wait per Megabyte of data uploaded?
# Helpful resource for frame times: https://fpstoms.com
#
# Longer times may reduce stuttering but will make LODs
# transition and load slower. Change this to [0] for no timeout.
#
# NOTE:
# Before changing this config, try changing the "GPU Upload method" first.
gpuUploadPerMegabyteInMilliseconds = 0
[client.advanced.lodBuilding]
#
# How should block data be compressed when creating LOD data?
# This setting will only affect new or updated LOD data,
# any data already generated when this setting is changed will be
# unaffected until it is modified or re-loaded.
#
# MERGE_SAME_BLOCKS
# Every block/biome change is recorded in the database.
# This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data.
# Expected Compression Ratio: 1.0
#
# VISUALLY_EQUAL
# Only visible block/biome changes are recorded in the database.
# Hidden blocks (IE ores) are ignored.
# Expected Compression Ratio: 0.7
worldCompression = "VISUALLY_EQUAL"
#
# If false LODs will be lit by Minecraft's lighting engine when possible
# and fall back to the DH lighting engine only when necessary.
#
# If true LODs will only be lit using Distant Horizons' lighting engine.
#
# Generally it is best to leave this disabled and should only be enabled
# if there are lighting issues or for debugging.
onlyUseDhLightingEngine = false
#
# A comma separated list of block resource locations that shouldn't be rendered
# if they are in a 0 sky light underground area.
# Note: air is always included in this list.
ignoredRenderCaveBlockCsv = "minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column"
#
# If true LOD generation for pre-existing chunks will attempt to pull the lighting data
# saved in Minecraft's Region files.
# If false DH will pull in chunks without lighting and re-light them.
#
# Setting this to true will result in faster LOD generation
# for already generated worlds, but is broken by most lighting mods.
#
# Set this to false if LODs are black.
pullLightingForPregeneratedChunks = false
#
# What algorithm should be used to compress new LOD data?
# This setting will only affect new or updated LOD data,
# any data already generated when this setting is changed will be
# unaffected until it needs to be re-written to the database.
#
# UNCOMPRESSED
# Should only be used for testing, is worse in every way vs [LZ4].
# Expected Compression Ratio: 1.0
# Estimated average DTO read speed: 1.64 milliseconds
# Estimated average DTO write speed: 12.44 milliseconds
#
# LZ4
# A good option if you're CPU limited and have plenty of hard drive space.
# Expected Compression Ratio: 0.36
# Estimated average DTO read speed: 1.85 ms
# Estimated average DTO write speed: 9.46 ms
#
# LZMA2
# Slow but very good compression.
# Expected Compression Ratio: 0.14
# Estimated average DTO read speed: 11.89 ms
# Estimated average DTO write speed: 192.01 ms
dataCompression = "LZMA2"
#
# A comma separated list of block resource locations that won't be rendered by DH.
# Note: air is always included in this list.
ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire"
#
# Determines how long must pass between LOD chunk updates before another.
# update can occur
#
# Increasing this value will reduce CPU load but may may cause
# LODs to become outdated more frequently or for longer.
minTimeBetweenChunkUpdatesInSeconds = 1
#
# Normally DH will attempt to skip creating LODs for chunks it's already seen
# and that haven't changed.
#
# However sometimes that logic incorrecly prevents LODs from being updated.
# Disabling this check may fix issues where LODs aren't updated after
# blocks have been changed.
disableUnchangedChunkCheck = false
[client.advanced.autoUpdater]
#
# If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build.
# If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar
# and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').
updateBranch = "AUTO"
#
# Automatically check for updates on game launch?
enableAutoUpdater = true
#
# Should Distant Horizons silently, automatically download and install new versions?
enableSilentUpdates = false
[client.advanced.multiThreading]
#
# How many threads should be used when building LODs?
#
# These threads run when terrain is generated, when
# certain graphics settings are changed, and when moving around the world.
#
# Multi-threading Note:
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
numberOfLodBuilderThreads = 3
#
# Should only be disabled if deadlock occurs and LODs refuse to update.
# This will cause CPU usage to drastically increase for the Lod Builder threads.
#
# Note that if deadlock did occur restarting MC may be necessary to stop the locked threads.
enableLodBuilderThreadLimiting = true
#
# If this value is less than 1.0, it will be treated as a percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
runTimeRatioForWorldGenerationThreads = "0.5"
#
# If this value is less than 1.0, it will be treated as a percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
runTimeRatioForLodBuilderThreads = "0.25"
#
# If this value is less than 1.0, it will be treated as a percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
runTimeRatioForFileHandlerThreads = "0.5"
#
# If this value is less than 1.0, it will be treated as a percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
runTimeRatioForUpdatePropagatorThreads = "0.25"
#
# How many threads should be used when reading/writing LOD data to/from disk?
#
# Increasing this number will cause LODs to load in faster,
# but may cause lag when loading a new world or when
# quickly flying through existing LODs.
#
# Multi-threading Note:
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
numberOfFileHandlerThreads = 3
#
# How many threads should be used when applying LOD updates?
# An LOD update is the operation of down-sampling a high detail LOD
# into a lower detail one.
#
# This config can have a much higher number of threads
# assigned and much lower run time ratio vs other thread pools
# because the amount of time any particular thread may run is relatively low.
#
# This is because LOD updating only only partially thread safe,
# so between 40% and 60% of the time a given thread may end up
# waiting on another thread to finish updating the same LOD it also wants
# to work on.
#
# Multi-threading Note:
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
numberOfUpdatePropagatorThreads = 3
#
# How many threads should be used when generating LOD
# chunks outside the normal render distance?
#
# If you experience stuttering when generating distant LODs,
# decrease this number.
# If you want to increase LOD
# generation speed, increase this number.
#
# Multi-threading Note:
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
numberOfWorldGenerationThreads = 3
[client.advanced.logging]
#
# If enabled, the mod will log information about the renderer OpenGL process.
# This can be useful for debugging.
logRendererGLEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log performance about the world generation process.
# This can be useful for debugging.
logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about file sub-dimension operations.
# This can be useful for debugging.
logFileSubDimEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, a chat message will be displayed if Java doesn't have enough
# memory allocated to run DH well.
showLowMemoryWarningOnStartup = true
#
# If enabled, a chat message will be displayed when a replay is started
# giving some basic information about how DH will function.
showReplayWarningOnStartup = true
#
# If enabled, the mod will log information about file read/write operations.
# This can be useful for debugging.
logFileReadWriteEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about network operations.
# This can be useful for debugging.
logNetworkEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, a chat message will be displayed when a potentially problematic
# mod is installed alongside DH.
showModCompatibilityWarningsOnStartup = true
#
# If enabled, the mod will log information about the renderer buffer process.
# This can be useful for debugging.
logRendererBufferEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about the LOD generation process.
# This can be useful for debugging.
logLodBuilderEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
logWorldGenEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
logWorldGenLoadEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
[client.advanced.debugging]
#
# If enabled this will disable (most) vanilla Minecraft rendering.
#
# NOTE: Do not report any issues when this mode is on!
# This setting is only for fun and debugging.
# Mod compatibility is not guaranteed.
lodOnlyMode = false
#
# Stops vertex colors from being passed.
# Useful for debugging shaders
enableWhiteWorld = false
#
# What renderer is active?
#
# DEFAULT: Default lod renderer
# DEBUG: Debug testing renderer
# DISABLED: Disable rendering
rendererMode = "DEFAULT"
#
# If enabled the LODs will render as wireframe.
renderWireframe = false
#
# If true the F8 key can be used to cycle through the different debug modes.
# and the F6 key can be used to enable and disable LOD rendering.
enableDebugKeybindings = false
#
# If true overlapping quads will be rendered as bright red for easy identification.
# If false the quads will be rendered normally.
showOverlappingQuadErrors = false
#
# Should specialized colors/rendering modes be used?
#
# OFF: LODs will be drawn with their normal colors.
# SHOW_DETAIL: LODs' color will be based on their detail level.
# SHOW_BLOCK_MATERIAL: LODs' color will be based on their material.
# SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.
debugRendering = "OFF"
#
# If true OpenGL Buffer garbage collection will be logged
# this also includes the number of live buffers.
logBufferGarbageCollection = false
[client.advanced.debugging.debugWireframe]
#
# Render LOD section status?
showRenderSectionStatus = false
#
# Render full data update/lock status?
showFullDataUpdateStatus = false
#
# Render queued world gen tasks?
showWorldGenQueue = false
#
# Render Quad Tree Rendering status?
showQuadTreeRenderStatus = false
#
# If enabled, various wireframes for debugging internal functions will be drawn.
#
# NOTE: There WILL be performance hit!
# Additionally, only stuff that's loaded after you enable this
# will render their debug wireframes.
enableRendering = false
[client.advanced.debugging.openGl]
#
# Requires a reboot to change.
overrideVanillaGLLogger = false
#
# Can be changed if you experience crashing when loading into a world.
#
# Defines the OpenGL context type Distant Horizon's will create.
# Generally this should be left as [CORE] unless there is an issue with your GPU driver.
# Possible values: [CORE],[COMPAT],[ANY]
glProfileMode = "CORE"
#
# Defines how OpenGL errors are handled.
# May incorrectly catch OpenGL errors thrown by other mods.
#
# IGNORE: Do nothing.
# LOG: write an error to the log.
# LOG_THROW: write to the log and throw an exception.
# Warning: this should only be enabled when debugging the LOD renderer
# as it may break Minecraft's renderer when an exception is thrown.
glErrorHandlingMode = "IGNORE"
#
# Can be changed if you experience crashing when loading into a world.
#
# If true Distant Horizon's OpenGL contexts will be created with legacy OpenGL methods disabled.
# Distant Horizons doesn't use any legacy OpenGL methods so normally this should be disabled.
enableGlForwardCompatibilityMode = true
#
# Can be changed if you experience crashing when loading into a world.
# Note: setting to an invalid version may also cause the game to crash.
#
# Leaving this value at causes DH to try all supported GL versions.
#
# Defines the requested OpenGL context major version Distant Horizons will create.
# Possible values (DH requires 3.2 or higher at minimum):
# 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0
# 3.3, 3.2
glContextMajorVersion = 0
#
# Can be changed if you experience crashing when loading into a world.
#
# If true Distant Horizon's OpenGL contexts will be created with debugging enabled.
# This allows for enhanced debugging but may throw warnings for other mods or active overlay software.
enableGlDebugContext = false
#
# Can be changed if you experience crashing when loading into a world.
# Note: setting to an invalid version may also cause the game to crash.
#
# Defines the requested OpenGL context major version Distant Horizons will create.
# Possible values (DH requires 3.2 or higher at minimum):
# 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0
# 3.3, 3.2
glContextMinorVersion = 0
[client.advanced.debugging.exampleConfigScreen]
shortTest = "69"
mapTest = "{}"
byteTest = "8"
longTest = "42069"
listTest = ["option 1", "option 2", "option 3"]
boolTest = false
doubleTest = "420.69"
floatTest = "0.42069"
linkableTest = 420
intTest = 69420
stringTest = "Test input box"
[client.advanced.graphics]
[client.advanced.graphics.ssao]
#
# Determines how many points in space are sampled for the occlusion test.
# Higher numbers will improve quality and reduce banding, but will increase GPU load.
sampleCount = 6
#
# Determines how dark the Screen Space Ambient Occlusion effect will be.
strength = "0.2"
#
# The radius, measured in pixels, that blurring is calculated for the SSAO.
# Higher numbers will reduce banding at the cost of GPU performance.
blurRadius = 2
#
# Increasing the value can reduce banding at the cost of reducing the strength of the effect.
bias = "0.02"
#
# Determines how dark the occlusion shadows can be.
# 0 = totally black at the corners
# 1 = no shadow
minLight = "0.25"
#
# Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
radius = "4.0"
#
# Enable Screen Space Ambient Occlusion
enabled = true
[client.advanced.graphics.advancedGraphics]
#
# If true all beacons near the camera won't be drawn to prevent vanilla overdraw.
# If false all beacons will be rendered.
#
# Generally this should be left as false. It's main purpose is for debugging
# beacon updating/rendering.
disableBeaconDistanceCulling = false
#
# What the value should vanilla Minecraft's texture LodBias be?
# If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
lodBias = "0.0"
#
# How should the sides and bottom of grass block LODs render?
#
# AS_GRASS: all sides of dirt LOD's render using the top (green) color.
# FADE_TO_DIRT: sides fade from grass to dirt.
# AS_DIRT: sides render entirely as dirt.
grassSideRendering = "FADE_TO_DIRT"
#
# Determines how far from the camera Distant Horizons will start rendering.
# Measured as a percentage of the vanilla render distance.
#
# Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
# but may cause holes to appear in the LODs.
# Holes are most likely to appear when flying through unloaded terrain.
#
# Increasing the vanilla render distance increases the effectiveness of this setting.
overdrawPrevention = "0.4"
#
# How bright LOD colors are.
#
# 0 = black
# 1 = normal
# 2 = near white
brightnessMultiplier = "1.0"
#
# If enabled caves will be culled
#
# NOTE: This feature is under development and
# it is VERY experimental! Please don't report
# any issues related to this feature.
#
# Additional Info: Currently this cull all faces
# with skylight value of 0 in dimensions that
# does not have a ceiling.
enableCaveCulling = true
#
# Identical to the other frustum culling option
# only used when a shader mod is present using the DH API
# and the shadow pass is being rendered.
#
# Disable this if shadows render incorrectly.
disableShadowPassFrustumCulling = false
#
# At what Y value should cave culling start?
caveCullingHeight = 60
#
# How should LODs be shaded?
#
# AUTO: Uses the same side shading as vanilla Minecraft blocks.
# ENABLED: Simulates Minecraft's block shading for LODs.
# Can be used to force LOD shading when using some shaders.
# DISABLED: All LOD sides will be rendered with the same brightness.
lodShading = "AUTO"
#
# How saturated LOD colors are.
#
# 0 = black and white
# 1 = normal
# 2 = very saturated
saturationMultiplier = "1.0"
#
# This is the earth size ratio when applying the curvature shader effect.
# Note: Enabling this feature may cause rendering bugs.
#
# 0 = flat/disabled
# 1 = 1 to 1 (6,371,000 blocks)
# 100 = 1 to 100 (63,710 blocks)
# 10000 = 1 to 10000 (637.1 blocks)
#
# Note: Due to current limitations, the min value is 50
# and the max value is 5000. Any values outside this range
# will be set to 0 (disabled).
earthCurveRatio = 0
#
# If false LODs outside the player's camera
# aren't drawn, increasing GPU performance.
#
# If true all LODs are drawn, even those behind
# the player's camera, decreasing GPU performance.
#
# Disable this if you see LODs disappearing at the corners of your vision.
disableFrustumCulling = false
[client.advanced.graphics.genericRendering]
#
# If true LOD clouds will be rendered.
enableCloudRendering = true
#
# If true LOD beacon beams will be rendered.
enableBeaconRendering = true
#
# If true non terrain objects will be rendered in DH's terrain.
# This includes beacon beams and clouds.
enableRendering = true
[client.advanced.graphics.quality]
#
# What is the maximum detail LODs should be drawn at?
# Higher settings will increase memory and GPU usage.
#
# CHUNK: render 1 LOD for each Chunk.
# HALF_CHUNK: render 4 LODs for each Chunk.
# FOUR_BLOCKS: render 16 LODs for each Chunk.
# TWO_BLOCKS: render 64 LODs for each Chunk.
# BLOCK: render 256 LODs for each Chunk (width of one block).
#
# Lowest Quality: CHUNK
# Highest Quality: BLOCK
maxHorizontalResolution = "BLOCK"
#
# The radius of the mod's render distance. (measured in chunks)
lodChunkRenderDistanceRadius = 128
#
# Should the blocks underneath avoided blocks gain the color of the avoided block?
#
# True: a red flower will tint the grass below it red.
# False: skipped blocks will not change color of surface below them.
tintWithAvoidedBlocks = true
#
# This indicates how quickly LODs decrease in quality the further away they are.
# Higher settings will render higher quality fake chunks farther away,
# but will increase memory and GPU usage.
horizontalQuality = "MEDIUM"
#
# How should LOD transparency be handled.
#
# COMPLETE: LODs will render transparent.
# FAKE: LODs will be opaque, but shaded to match the blocks underneath.
# DISABLED: LODs will be opaque.
transparency = "COMPLETE"
#
# This indicates how well LODs will represent
# overhangs, caves, floating islands, etc.
# Higher options will make the world more accurate, butwill increase memory and GPU usage.
#
# Lowest Quality: HEIGHT_MAP
# Highest Quality: EXTREME
verticalQuality = "MEDIUM"
#
# What blocks shouldn't be rendered as LODs?
#
# NONE: Represent all blocks in the LODs
# NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
blocksToIgnore = "NON_COLLIDING"
[client.advanced.graphics.fog]
#
# When should fog be drawn?
#
# USE_OPTIFINE_SETTING: Use whatever Fog setting Optifine is using.
# If Optifine isn't installed this defaults to FOG_ENABLED.
# FOG_ENABLED: Never draw fog on the LODs
# FOG_DISABLED: Always draw fast fog on the LODs
#
# Disabling fog will improve GPU performance.
drawMode = "FOG_ENABLED"
#
# What color should fog use?
#
# USE_WORLD_FOG_COLOR: Use the world's fog color.
# USE_SKY_COLOR: Use the sky's color.
colorMode = "USE_WORLD_FOG_COLOR"
#
# Should Minecraft's fog be disabled?
#
# Note: Other mods may conflict with this setting.
disableVanillaFog = true
[client.advanced.graphics.fog.advancedFog]
#
# What is the maximum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
farFogMax = "1.0"
#
# At what distance should the far fog start?
#
# 0.0: Fog starts at the player's position.
# 1.0: Fog starts at the closest edge of the vanilla render distance.
# 1.414: Fog starts at the corner of the vanilla render distance.
farFogStart = "0.4"
#
# What is the minimum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
farFogMin = "0.0"
#
# How should the fog thickness should be calculated?
#
# LINEAR: Linear based on distance (will ignore 'density')
# EXPONENTIAL: 1/(e^(distance*density))
# EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
farFogFalloff = "EXPONENTIAL_SQUARED"
#
# Used in conjunction with the Fog Falloff.
farFogDensity = "2.5"
#
# Where should the far fog end?
#
# 0.0: Fog ends at player's position.
# 1.0: Fog ends at the closest edge of the vanilla render distance.
# 1.414: Fog ends at the corner of the vanilla render distance.
farFogEnd = "1.0"
[client.advanced.graphics.fog.advancedFog.heightFog]
#
# What is the minimum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
heightFogMin = "0.0"
#
# Where should the height fog start?
#
# ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky
# BELOW_CAMERA: Height fog starts at the camera and goes towards the void
# ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void
# ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky
# BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void
# ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void
heightFogMode = "ABOVE_AND_BELOW_CAMERA"
#
# If the height fog is calculated around a set height, what is that height position?
heightFogBaseHeight = "70.0"
#
# What is the maximum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
heightFogMax = "1.0"
#
# How should the height fog thickness should be calculated?
#
# LINEAR: Linear based on height (will ignore 'density')
# EXPONENTIAL: 1/(e^(height*density))
# EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
heightFogFalloff = "EXPONENTIAL_SQUARED"
#
# What is the height fog's density?
heightFogDensity = "2.5"
#
# How should height effect the fog thickness?
# Note: height fog is combined with the other fog settings.
#
# BASIC: No special height fog effect. Fog is calculated based on camera distance
# IGNORE_HEIGHT: Ignore height completely. Fog is only calculated with horizontal distance
# ADDITION: heightFog + farFog
# MAX: max(heightFog, farFog)
# MULTIPLY: heightFog * farFog
# INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
# LIMITED_ADDITION: farFog + max(farFog, heightFog)
# MULTIPLY_ADDITION: farFog + farFog * heightFog
# INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
# AVERAGE: farFog*0.5 + heightFog*0.5
#
# Note: height fog settings are ignored if 'BASIC' or 'IGNORE_HEIGHT' are selected.
heightFogMixMode = "BASIC"
#
# Should the start of the height fog be offset?
#
# 0.0: Fog start with no offset.
# 1.0: Fog start with offset of the entire world's height. (Includes depth)
heightFogStart = "0.0"
#
# Should the end of the height fog be offset?
#
# 0.0: Fog end with no offset.
# 1.0: Fog end with offset of the entire world's height. (Include depth)
heightFogEnd = "1.0"
[client.advanced.graphics.noiseTextureSettings]
#
# Defines how far should the noise texture render before it fades away. (in blocks)
# Set to 0 to disable noise from fading away
noiseDropoff = 1024
#
# How many steps of noise should be applied to LODs?
noiseSteps = 4
#
# Should a noise texture be applied to LODs?
#
# This is done to simulate textures and make the LODs appear more detailed.
noiseEnabled = true
#
# How intense should the noise should be?
noiseIntensity = "5.0"
[client.advanced.worldGenerator]
#
# How detailed should LODs be generated outside the vanilla render distance?
#
# PRE_EXISTING_ONLY
# Only create LOD data for already generated chunks.
#
#
# SURFACE
# Generate the world surface,
# this does NOT include trees,
# or structures.
#
# FEATURES
# Generate everything except structures.
# WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
distantGeneratorMode = "FEATURES"
#
# How long should a world generator thread run for before timing out?
# Note: If you are experiencing timeout errors it is better to lower your CPU usage first
# via the thread config before changing this value.
worldGenerationTimeoutLengthInSeconds = 180
#
# Should Distant Horizons slowly generate LODs
# outside the vanilla render distance?
#
# Note: when on a server, distant generation isn't supported
# and will always be disabled.
enableDistantGeneration = true
[client.advanced.multiplayer]
#
# AKA: Multiverse support.
#
# When matching levels (dimensions) of the same type (overworld, nether, etc.) the
# loaded chunks must be at least this percent the same
# in order to be considered the same world.
#
# Note: If you use portals to enter a dimension at two
# different locations the system will think the dimension
# it is two different levels.
#
# 1.0 (100%) the chunks must be identical.
# 0.5 (50%) the chunks must be half the same.
# 0.0 (0%) disables multi-dimension support,
# only one world will be used per dimension.
#
# If multiverse support is needed start with a value of 0.2
# and tweak the sensitivity from there.Lower values mean the matching is less strict.
# Higher values mean the matching is more strict.
multiverseSimilarityRequiredPercent = "0.0"
#
# How should multiplayer save folders should be named?
#
# NAME_ONLY: Example: "Minecraft Server"
# IP_ONLY: Example: "192.168.1.40"
# NAME_IP: Example: "Minecraft Server IP 192.168.1.40"
# NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5"
serverFolderNameMode = "NAME_ONLY"

130
config/Mekanism/client.toml Normal file
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#Client Config. This config only exists on the client
[client]
#Play sounds for Jetpack/Gas Mask/Flamethrower/Radiation (all players).
enablePlayerSounds = true
#If enabled machines play their sounds while running.
enableMachineSounds = true
#If enabled tries to force all radial menu text to be white.
whiteRadialText = false
#Should holiday greetings and easter eggs play for holidays (ex: Christmas and New Years).
holidays = true
#Adjust Mekanism sounds' base volume. < 1 is softer, higher is louder.
#Range: 0.0 ~ 10.0
baseSoundVolume = 1.0
#If true, don't render Cables/Pipes/Tubes as transparent and don't render their contents.
opaqueTransmitters = false
#Allow sneak + scroll to change item modes.
allowModeScroll = true
#If true will move HUD text alignment and compass rendering to the right side of the screen, and move the MekaSuit module rendering to the left side.
reverseHUD = false
#Scale of the text displayed on the HUD.
#Range: 0.25 ~ 1.0
hudScale = 0.6
#Enable item information HUD during gameplay
enableHUD = true
#Color of energy in item durability display.
energyColor = 3997338
#Range at which Tile Entity Renderer's added by Mekanism can render at, for example the contents of multiblocks. Vanilla defaults the rendering range for TERs to 64 for most blocks, but uses a range of 256 for beacons and end gateways.
#Range: 1 ~ 1024
terRange = 256
#Particle Config
[client.particle]
#Set to false to prevent particle spam when loading multiblocks (notification message will display instead).
enableMultiblockFormationParticles = true
#Show particles when machines active.
machineEffects = true
#How far (in blocks) from the player radiation particles can spawn.
#Range: 2 ~ 64
radiationParticleRadius = 30
#How many particles spawn when rendering radiation effects (scaled by radiation level).
#Range: 0 ~ 1000
radiationParticleCount = 100
#Show bolts when the Magnetic Attraction Unit is pulling items.
magneticAttraction = true
#Show bolts for various AOE tool behaviors such as tilling, debarking, and vein mining.
toolAOE = true
#GUI Config
[client.gui]
#Opacity of HUD used by MekaSuit.
#Range: 0.0 ~ 1.0
hudOpacity = 0.4000000059604645
#Color (RGB) of HUD used by MekaSuit.
#Range: 0 ~ 16777215
hudColor = 4257264
#Color (RGB) of warning HUD elements used by MekaSuit.
#Range: 0 ~ 16777215
hudWarningColor = 16768335
#Color (RGB) of danger HUD elements used by MekaSuit.
#Range: 0 ~ 16777215
hudDangerColor = 16726076
#Visual jitter of MekaSuit HUD, seen when moving the player's head. Bigger value = more jitter.
#Range: 1.0 ~ 100.0
hudJitter = 6.0
#Display a fancy compass when the MekaSuit is worn.
mekaSuitHelmetCompass = true
#Last Window Positions. In general these values should not be modified manually.
[client.gui.window]
[client.gui.window.color]
x = 2147483647
y = 2147483647
[client.gui.window.confirmation]
x = 2147483647
y = 2147483647
[client.gui.window.crafting0]
x = 2147483647
y = 2147483647
[client.gui.window.crafting1]
x = 2147483647
y = 2147483647
[client.gui.window.crafting2]
x = 2147483647
y = 2147483647
[client.gui.window.mekaSuitHelmet]
x = 2147483647
y = 2147483647
[client.gui.window.rename]
x = 2147483647
y = 2147483647
[client.gui.window.skinSelect]
x = 2147483647
y = 2147483647
[client.gui.window.sideConfig]
x = 10
y = 15
[client.gui.window.transporterConfig]
x = 10
y = 15
[client.gui.window.upgrade]
x = 10
y = 15
#QIO Config
[client.qio]
#Sorting strategy when viewing items in a QIO Item Viewer.
#Allowed Values: NAME, SIZE, MOD
itemViewerSortType = "NAME"
#Sorting direction when viewing items in a QIO Item Viewer.
#Allowed Values: ASCENDING, DESCENDING
itemViewerSortDirection = "ASCENDING"
#Number of slots to view horizontally on a QIO Item Viewer.
#Range: 8 ~ 16
itemViewerSlotsX = 8
#Number of slots to view vertically on a QIO Item Viewer.
#Range: 2 ~ 48
itemViewerSlotsY = 4

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#Mekanism Common Config. This config is not synced between server and client.
[common]
#Displayed energy type in Mekanism GUIs and network reader readings.
#Allowed Values: JOULES, FORGE_ENERGY, ELECTRICAL_UNITS
energyType = "FORGE_ENERGY"
#Displayed temperature unit in Mekanism GUIs and network reader readings.
#Allowed Values: KELVIN, CELSIUS, RANKINE, FAHRENHEIT, AMBIENT
temperatureUnit = "KELVIN"
#Show time to decay radiation when readings are above safe levels. Set to false on the client side to disable MekaSuit Geiger and Dosimeter Unit timers. Set to false on the server side to disable handheld Geiger Counter and Dosimeter timers.
enableDecayTimers = true

284
config/Mekanism/gear.toml Normal file
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#Gear Config. This config is synced from server to client.
[gear]
#Atomic Disassembler Settings
[gear.atomic_disassembler]
#Base Energy (Joules) usage of the Atomic Disassembler. (Gets multiplied by speed factor)
energyUsage = "10"
#Cost in Joules of using the Atomic Disassembler as a weapon.
energyUsageWeapon = "2000"
#The max Atomic Disassembler Vein Mining Block Count.
#Range: 2 ~ 1000000
miningCount = 128
#Enable the 'Slow' mode for the Atomic Disassembler.
slowMode = true
#Enable the 'Fast' mode for the Atomic Disassembler.
fastMode = true
#Enable the 'Vein Mining' mode for the Atomic Disassembler.
veinMining = false
#The bonus attack damage of the Atomic Disassembler when it is out of power. (Value is in number of half hearts)
#Range: 0 ~ 1000
minDamage = 4
#The bonus attack damage of the Atomic Disassembler when it has at least energyUsageWeapon power stored. (Value is in number of half hearts)
#Range: 1 ~ 10000
maxDamage = 20
#Attack speed of the Atomic Disassembler.
#Range: -4.0 ~ 100.0
attackSpeed = -2.4
#Maximum amount (joules) of energy the Atomic Disassembler can contain.
maxEnergy = "1000000"
#Amount (joules) of energy the Atomic Disassembler can accept per tick.
chargeRate = "5000"
#Configurator Settings
[gear.configurator]
#Maximum amount (joules) of energy the Configurator can contain.
maxEnergy = "60000"
#Amount (joules) of energy the Configurator can accept per tick.
chargeRate = "300"
#Energy usage in joules of using the configurator to configure machines.
energyPerConfigure = "400"
#Energy cost in joules for each item the configurator ejects from a machine on empty mode.
energyPerItem = "8"
#Electric Bow Settings
[gear.electric_bow]
#Maximum amount (joules) of energy the Electric Bow can contain.
maxEnergy = "120000"
#Amount (joules) of energy the Electric Bow can accept per tick.
chargeRate = "600"
#Cost in Joules of using the Electric Bow.
energyUsage = "120"
#Cost in Joules of using the Electric Bow with flame mode active.
energyUsageFire = "1200"
#Energy Tablet Settings
[gear.energy_tablet]
#Maximum amount (joules) of energy the Energy Tablet can contain.
maxEnergy = "1000000"
#Amount (joules) of energy the Energy Tablet can accept per tick.
chargeRate = "5000"
#Flamethrower Settings
[gear.flamethrower]
#Flamethrower Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 24000
#Amount of hydrogen the Flamethrower can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Determines whether or not the Flamethrower can destroy items if it fails to smelt them.
destroyItems = true
#Free Runner Settings
[gear.free_runner]
#Energy cost/multiplier in Joules for reducing fall damage with free runners. Energy cost is: FallDamage * freeRunnerFallEnergyCost. (1 FallDamage is 1 half heart)
fallEnergyCost = "50"
#Percent of damage taken from falling that can be absorbed by Free Runners when they have enough power.
#Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0
#Maximum amount (joules) of energy Free Runners can contain.
maxEnergy = "64000"
#Amount (joules) of energy the Free Runners can accept per tick.
chargeRate = "320"
#Armored Free Runner Settings
[gear.free_runner.armored]
#Armor value of the Armored Free Runners
#Range: > 0
armor = 3
#Toughness value of the Armored Free Runners.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 2.0
#Knockback resistance value of the Armored Free Runners.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.0
#Jetpack Settings
[gear.jetpack]
#Jetpack Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 24000
#Amount of hydrogen the Jetpack can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Armored Jetpack Settings
[gear.jetpack.armored]
#Armor value of the Armored Jetpack.
#Range: > 0
armor = 8
#Toughness value of the Armored Jetpack.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 2.0
#Knockback resistance value of the Armored Jetpack.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.0
#Network Reader Settings
[gear.network_reader]
#Maximum amount (joules) of energy the Network Reader can contain.
maxEnergy = "60000"
#Amount (joules) of energy the Network Reader can accept per tick.
chargeRate = "300"
#Energy usage in joules for each network reading.
energyUsage = "400"
#Portable Teleporter Settings
[gear.portable_teleporter]
#Maximum amount (joules) of energy the Portable Teleporter can contain.
maxEnergy = "1000000"
#Amount (joules) of energy the Portable Teleporter can accept per tick.
chargeRate = "5000"
#Delay in ticks before a player is teleported after clicking the Teleport button in the portable teleporter.
#Range: 0 ~ 6000
delay = 0
#Scuba Tank Settings
[gear.scuba_tank]
#Scuba Tank Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 24000
#Amount of oxygen the Scuba Tank Gas Tank can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Seismic Reader Settings
[gear.seismic_reader]
#Maximum amount (joules) of energy the Seismic Reader can contain.
maxEnergy = "12000"
#Amount (joules) of energy the Seismic Reader can accept per tick.
chargeRate = "60"
#Energy usage in joules required to use the Seismic Reader.
energyUsage = "250"
#Canteen Settings
[gear.canteen]
#Maximum amount of Nutritional Paste storable by the Canteen.
#Range: > 1
maxStorage = 64000
#Rate at which Nutritional Paste can be transferred into a Canteen.
#Range: > 1
transferRate = 128
#Meka-Tool Settings
[gear.mekatool]
#Base energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
energyUsage = "10"
#Silk touch energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
energyUsageSilk = "100"
#Cost in Joules of using the Meka-Tool to deal 4 units of damage.
energyUsageWeapon = "2000"
#Cost in Joules of using the Meka-Tool to teleport 10 blocks.
energyUsageTeleport = "1000"
#Maximum distance a player can teleport with the Meka-Tool.
#Range: 3 ~ 1024
maxTeleportReach = 100
#Base bonus damage applied by the Meka-Tool without using any energy.
#Range: 0 ~ 100000
baseDamage = 4
#Attack speed of the Meka-Tool.
#Range: -4.0 ~ 100.0
attackSpeed = -2.4
#Efficiency of the Meka-Tool with energy but without any upgrades.
#Range: 0.1 ~ 100.0
baseEfficiency = 4.0
#Energy capacity (Joules) of the Meka-Tool without any installed upgrades. Quadratically scaled by upgrades.
baseEnergyCapacity = "16000000"
#Amount (joules) of energy the Meka-Tool can accept per tick. Quadratically scaled by upgrades.
chargeRate = "100000"
#Cost in Joules of using the Meka-Tool as a hoe.
energyUsageHoe = "10"
#Cost in Joules of using the Meka-Tool as a shovel for making paths and dowsing campfires.
energyUsageShovel = "10"
#Cost in Joules of using the Meka-Tool as an axe for stripping logs, scraping, or removing wax.
energyUsageAxe = "10"
#Cost in Joules of using the Meka-Tool to shear entities.
energyUsageShearEntity = "10"
#Enable the 'Extended Vein Mining' mode for the Meka-Tool. (Allows vein mining everything not just ores/logs)
extendedMining = true
#MekaSuit Settings
[gear.mekasuit]
#Energy capacity (Joules) of MekaSuit items without any installed upgrades. Quadratically scaled by upgrades.
baseEnergyCapacity = "16000000"
#Amount (joules) of energy the MekaSuit can accept per tick. Quadratically scaled by upgrades.
chargeRate = "100000"
#Energy usage (Joules) of MekaSuit when adding 0.1 to jump motion.
baseJumpEnergyUsage = "1000"
#Energy usage (Joules) per second of the MekaSuit when flying with the Elytra Unit.
elytraEnergyUsage = "32000"
#Energy usage (Joules) of MekaSuit when lessening a potion effect.
energyUsagePotionTick = "40000"
#Energy cost/multiplier in Joules for reducing magic damage via the inhalation purification unit. Energy cost is: MagicDamage * energyUsageMagicPrevent. (1 MagicDamage is 1 half heart).
energyUsageMagicReduce = "1000"
#Energy cost/multiplier in Joules for reducing fall damage with MekaSuit Boots. Energy cost is: FallDamage * freeRunnerFallEnergyCost. (1 FallDamage is 1 half heart)
energyUsageFall = "50"
#Energy usage (Joules) of MekaSuit when adding 0.1 to sprint motion.
energyUsageSprintBoost = "100"
#Energy usage (Joules) of MekaSuit per tick when flying via Gravitational Modulation.
energyUsageGravitationalModulation = "1000"
#Charge rate of inventory items (Joules) per tick.
inventoryChargeRate = "10000"
#Solar recharging rate (Joules) of helmet per tick, per upgrade installed.
solarRechargingRate = "500"
#Energy usage (Joules) of MekaSuit per tick of using vision enhancement.
energyUsageVisionEnhancement = "500"
#Energy usage (Joules) of MekaSuit per tick of using hydrostatic repulsion.
energyUsageHydrostaticRepulsion = "500"
#Energy usage (Joules) of MekaSuit per half-food of nutritional injection.
energyUsageNutritionalInjection = "20000"
#Energy usage (Joules) of MekaSuit per unit of damage applied.
energyUsageDamage = "100000"
#Energy usage (Joules) of MekaSuit per tick of attracting a single item.
energyUsageItemAttraction = "250"
#Should the Gravitational Modulation unit give off vibrations when in use.
gravitationalVibrations = true
#Maximum amount of Nutritional Paste storable by the nutritional injection unit.
#Range: > 1
nutritionalMaxStorage = 128000
#Rate at which Nutritional Paste can be transferred into the nutritional injection unit.
#Range: > 1
nutritionalTransferRate = 256
#Maximum amount of Hydrogen storable in the jetpack unit.
#Range: 1 ~ 9223372036854775807
jetpackMaxStorage = 48000
#Rate at which Hydrogen can be transferred into the jetpack unit.
#Range: 1 ~ 9223372036854775807
jetpackTransferRate = 256
#Armor value of MekaSuit Helmets.
#Range: > 0
helmetArmor = 3
#Armor value of MekaSuit BodyArmor.
#Range: > 0
bodyArmorArmor = 8
#Armor value of MekaSuit Pants.
#Range: > 0
pantsArmor = 6
#Armor value of MekaSuit Boots.
#Range: > 0
bootsArmor = 3
#Toughness value of the MekaSuit.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 3.0
#Knockback resistance value of the MekaSuit.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.10000000149011612
[gear.mekasuit.damage_absorption]
#Percent of damage taken from falling that can be absorbed by MekaSuit Boots when they have enough power.
#Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0
#Percent of damage taken from magic damage that can be absorbed by MekaSuit Helmet with Purification unit when it has enough power.
#Range: 0.0 ~ 1.0
magicDamageReductionRatio = 1.0
#Percent of damage taken from other non explicitly supported damage types that don't bypass armor when the MekaSuit has enough power and a full suit is equipped.
#Note: Support for specific damage types can be added by adding an entry for the damage type in the damageReductionRatio config.
#Range: 0.0 ~ 1.0
unspecifiedDamageReductionRatio = 1.0
#Map representing the percent of damage from different damage types that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Values may be in the range [0.0, 1.0].
#See the #mekainsm:mekasuit_always_supported damage type tag for allowing damage that bypasses armor to be blocked.
damageReductionRatio = ["minecraft:cactus,1.0", "minecraft:cramming,1.0", "minecraft:dragon_breath,1.0", "minecraft:dry_out,1.0", "minecraft:fall,1.0", "minecraft:falling_anvil,1.0", "minecraft:falling_block,1.0", "minecraft:falling_stalactite,1.0", "minecraft:fly_into_wall,1.0", "minecraft:freeze,1.0", "minecraft:generic,1.0", "minecraft:hot_floor,1.0", "minecraft:in_fire,1.0", "minecraft:in_wall,1.0", "minecraft:lava,1.0", "minecraft:lightning_bolt,1.0", "minecraft:on_fire,1.0", "minecraft:sonic_boom,0.75", "minecraft:stalagmite,1.0", "minecraft:sweet_berry_bush,1.0", "minecraft:wither,1.0"]

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#General Config. This config is synced from server to client.
[general]
#Log Mekanism packet names. Debug setting.
logPackets = false
#Disable to make the anchor upgrade not do anything.
allowChunkloading = true
#Enable this to allow dragging items from JEI into the target slot of Digital Miner filters.
easyMinerFilters = false
#How many ticks must pass until a block's active state is synced with the client, if it has been rapidly changing.
#Range: 0 ~ 1200
blockDeactivationDelay = 60
#Any mod ids added to this list will not be able to have any of their blocks, picked up by the cardboard box. For example: ["mekanism"]
cardboardModBlacklist = []
#Allow right clicking on Cables/Pipes/Tubes with alloys to upgrade the tier.
transmitterAlloyUpgrade = true
#Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible).
#Range: > 1
maxUpgradeMultiplier = 10
#How much Boiler heat is immediately usable to convert water to steam.
#Range: 0.01 ~ 1.0
boilerWaterConductivity = 0.7
#Amount of heat produced per fuel tick of a fuel's burn time in the Fuelwood Heater.
#Range: 0.1 ~ 4000000.0
heatPerFuelTick = 400.0
#Number of ticks to burn an item at in a Fuelwood Heater. Use this config option to effectively make Fuelwood Heater's burn faster but produce the same amount of heat per item.
#Range: 1 ~ 1000
fuelwoodTickMultiplier = 1
#How much heat energy is created from one Joule of regular energy in the Resistive Heater.
#Range: 0.0 ~ 1.0
resistiveHeaterEfficiency = 0.6
#Amount of heat each Boiler heating element produces.
#Range: 0.1 ~ 1.024E9
superheatingHeatTransfer = 1.6E7
#Peak processing rate for the Solar Neutron Activator. Note: It can go higher than this value in some extreme environments.
#Range: 1 ~ 1024
maxSolarNeutronActivatorRate = 64
#Dynamic Tank Settings
[general.dynamic_tank]
#Amount of fluid (mB) that each block of the dynamic tank contributes to the volume. Max = volume * fluidPerTank
#Range: 1 ~ 368224
fluidPerTank = 350000
#Amount of chemical (mB) that each block of the dynamic tank contributes to the volume. Max = volume * chemicalPerTank
#Range: 1 ~ 1581510980256305
chemicalPerTank = 16000000
#Auto Eject Settings
[general.auto_eject]
#Rate at which fluid gets auto ejected from tiles.
#Range: > 1
fluid = 1024
#Rate at which chemicals gets auto ejected from tiles.
#Range: 1 ~ 9223372036854775807
chemical = 1024
#The percentage of a tank's capacity to leave contents in when set to dumping excess.
#Range: 0.001 ~ 1.0
dumpExcessKeepRatio = 0.9
#Prefilled Tanks
[general.prefilled]
#Add filled creative fluid tanks to creative/JEI.
fluidTanks = true
#Add filled creative gas tanks to creative/JEI.
gasTanks = true
#Add filled creative infusion tanks to creative/JEI.
infusionTanks = true
#Add filled creative pigment tanks to creative/JEI.
pigmentTanks = true
#Add filled creative slurry tanks to creative/JEI.
slurryTanks = true
#Energy Conversion Rate Settings
[general.energy_conversion]
#Disables IC2 power integration. Requires world restart (server-side option in SMP).
blacklistIC2 = false
#Conversion multiplier from EU to Joules (EU * euConversionRate = Joules)
euConversionRate = "10"
#Disables Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP).
blacklistForge = false
#Conversion multiplier from Forge Energy to Joules (FE * feConversionRate = Joules)
feConversionRate = "2.5000"
#Disables Flux Networks higher throughput Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP). Note: Disabling Forge Energy integration also disables this.
blacklistFluxNetworks = false
#How much energy is produced per mB of Hydrogen, also affects Electrolytic Separator usage, Ethylene burn rate and Gas generator energy capacity.
HydrogenEnergyDensity = "200"
#Maximum Joules per mB of Steam. Also affects Thermoelectric Boiler.
maxEnergyPerSteam = "10"
#Radiation Settings
[general.radiation]
#Enable worldwide radiation effects. Don't be a downer and disable this.
radiationEnabled = true
#The radius of chunks checked when running radiation calculations. The algorithm is efficient, but don't abuse it by making this crazy high.
#Range: 1 ~ 100
chunkCheckRadius = 5
#Radiation sources are multiplied by this constant roughly once per second to represent their emission decay. At the default rate, it takes roughly 10 hours to remove a 1,000 Sv/h (crazy high) source.
#Range: 0.0 ~ 1.0
sourceDecayRate = 0.9995
#Radiated objects and entities are multiplied by this constant roughly once per second to represent their dosage decay.
#Range: 0.0 ~ 1.0
targetDecayRate = 0.9995
#Defines the minimum severity radiation dosage severity (scale of 0 to 1) for which negative effects can take place. Set to 1 to disable negative effects completely.
#Range: 0.0 ~ 1.0
negativeEffectsMinSeverity = 0.1
#Amount of gas (mB) that can be stored in a Radioactive Waste Barrel.
#Range: 1 ~ 9223372036854775807
radioactiveWasteBarrelMaxGas = 512000
#Number of ticks required for radioactive gas stored in a Radioactive Waste Barrel to decay radioactiveWasteBarrelDecayAmount mB.
#Range: > 1
radioactiveWasteBarrelProcessTicks = 20
#Number of mB of gas that decay every radioactiveWasteBarrelProcessTicks ticks when stored in a Radioactive Waste Barrel. Set to zero to disable decay all together. (Gases in the mekanism:waste_barrel_decay_blacklist tag will not decay).
#Range: 0 ~ 9223372036854775807
radioactiveWasteBarrelDecayAmount = 1
#Digital Miner Settings
[general.digital_miner]
#Energy multiplier for using silk touch mode with the Digital Miner.
#Range: > 1
silkMultiplier = 12
#Maximum radius in blocks that the Digital Miner can reach. (Increasing this may have negative effects on stability and/or performance. We strongly recommend you leave it at the default value).
#Range: > 1
maxRadius = 32
#Number of ticks required to mine a single block with a Digital Miner (without any upgrades).
#Range: > 1
ticksPerMine = 80
#Laser Settings
[general.laser]
#If enabled, lasers can break blocks and the flamethrower starts fires.
aestheticWorldDamage = true
#How far (in blocks) a laser can travel.
#Range: 1 ~ 1024
range = 64
#Energy needed to destroy or attract blocks with a Laser (per block hardness level).
energyNeededPerHardness = "100000"
#Energy used per half heart of damage being transferred to entities.
energyPerDamage = "2500"
#Oredictionificator Settings
[general.oredictionificator]
#The list of valid tag prefixes for the Oredictionificator. Note: It is highly recommended to only include well known/defined tag prefixes otherwise it is very easy to potentially add in accidental conversions of things that are not actually equivalent.
validItemFilters = ["forge:dusts/", "forge:ingots/", "forge:nuggets/", "forge:ores/", "forge:raw_materials/", "forge:storage_blocks/"]
#Pump Settings
[general.pump]
#Maximum block distance to pull fluid from for the Electric Pump.
#Range: 1 ~ 512
maxPumpRange = 80
#If enabled makes Water and Heavy Water blocks be removed from the world on pump.
pumpWaterSources = false
#mB of Heavy Water that is extracted per block of Water by the Electric Pump with a Filter Upgrade.
#Range: 1 ~ 1000
pumpHeavyWaterAmount = 10
#Fluidic Plenisher stops after this many blocks.
#Range: 1 ~ 1000000
maxPlenisherNodes = 4000
#Quantum Entangloporter Settings
[general.quantum_entangloporter]
#Maximum energy buffer (Mekanism Joules) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier energy cube capacity.
energyBuffer = "256000000"
#Maximum fluid buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
#Range: > 1
fluidBuffer = 256000
#Maximum chemical buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
#Range: 1 ~ 9223372036854775807
chemicalBuffer = 8192000
#Block security/protection Settings
[general.security]
#Enable the security system for players to prevent others from accessing their machines. Does NOT affect Frequencies.
allowProtection = true
#If this is enabled then players with the 'mekanism.bypass_security' permission (default ops) can bypass the block and item security restrictions.
opsBypassRestrictions = false
#Nutritional Paste Settings
[general.nutritional_paste]
#Saturation level of Nutritional Paste when eaten.
#Range: 0.0 ~ 100.0
saturation = 0.8
#How much mB of Nutritional Paste equates to one 'half-food.'
#Range: > 1
mbPerFood = 50
#Boiler Settings
[general.boiler]
#Amount of fluid (mB) that each block of the boiler's water portion contributes to the volume. Max = volume * waterPerTank
#Range: 1 ~ 368224
waterPerTank = 16000
#Amount of steam (mB) that each block of the boiler's steam portion contributes to the volume. Max = volume * steamPerTank
#Range: 10 ~ 1581510980256305
steamPerTank = 160000
#Amount of steam (mB) that each block of the boiler's heated coolant portion contributes to the volume. Max = volume * heatedCoolantPerTank
#Range: 1 ~ 1581510980256305
heatedCoolantPerTank = 256000
#Amount of steam (mB) that each block of the boiler's cooled coolant portion contributes to the volume. Max = volume * cooledCoolantPerTank
#Range: 1 ~ 1581510980256305
cooledCoolantPerTank = 256000
#Thermal Evaporation Plant Settings
[general.thermal_evaporation]
#Thermal Evaporation Tower heat loss per tick.
#Range: 0.001 ~ 1000.0
heatDissipation = 0.02
#Temperature to amount produced ratio for Thermal Evaporation Tower.
#Range: 0.001 ~ 1000000.0
tempMultiplier = 0.4
#Heat to absorb per Solar Panel array of Thermal Evaporation Tower.
#Range: 0.001 ~ 1000000.0
solarMultiplier = 0.2
#Heat capacity of Thermal Evaporation Tower layers (increases amount of energy needed to increase temperature).
#Range: 1.0 ~ 1000000.0
heatCapacity = 100.0
#Amount of fluid (mB) that each block of the evaporation plant contributes to the input tank capacity. Max = volume * fluidPerTank
#Range: 1 ~ 29826161
fluidPerTank = 64000
#Amount of output fluid (mB) that the evaporation plant can store.
#Range: > 1
outputTankCapacity = 10000
#SPS Settings
[general.sps]
#How much input gas (polonium) in mB must be processed to make 1 mB of antimatter. Input tank capacity is 2x this value.
#Range: > 1
inputPerAntimatter = 1000
#Amount of output gas (mB, antimatter) that the SPS can store.
#Range: 1 ~ 9223372036854775807
outputTankCapacity = 1000
#Energy needed to process 1 mB of input (inputPerAntimatter * energyPerInput = energy to produce 1 mB of antimatter).
energyPerInput = "1000000"

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#Generator Energy Storage Config. This config is synced from server to client.
[storage]
#Base energy storage (Joules).
heatGenerator = "160000"
#Base energy storage (Joules).
bioGenerator = "160000"
#Base energy storage (Joules).
solarGenerator = "96000"
#Base energy storage (Joules).
advancedSolarGenerator = "200000"
#Base energy storage (Joules).
windGenerator = "200000"

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#Mekanism Generators Gear Config. This config is synced from server to client.
[generators-gear]
#MekaSuit Settings
[generators-gear.mekasuit]
#Geothermal charging rate (Joules) of pants per tick, per degree above ambient, per upgrade installed. This value scales down based on how much of the MekaSuit Pants is submerged. Fire is treated as having a temperature of ~200K above ambient, lava has a temperature of 1,000K above ambient.
geothermalChargingRate = "10.5000"
[generators-gear.mekasuit.damage_absorption]
#Percent of heat damage negated by MekaSuit Pants with maximum geothermal generator units installed. This number scales down linearly based on how many units are actually installed.
#Range: 0.0 ~ 1.0
heatDamageReductionRatio = 0.8

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#Mekanism Generators Config. This config is synced between server and client.
[generators]
#Affects the Injection Rate, Max Temp, and Ignition Temp.
energyPerFusionFuel = "10000000"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
solarGeneration = "50"
#Peak output for the Advanced Solar Generator. Note: It can go higher than this value in some extreme environments.
advancedSolarGeneration = "300"
#Bio Generator Settings
[generators.bio_generator]
#Amount of energy in Joules the Bio Generator produces per tick.
bioGeneration = "350"
#The capacity in mB of the fluid tank in the Bio Generator.
#Range: > 1
tankCapacity = 24000
#Heat Generator Settings
[generators.heat_generator]
#Amount of energy in Joules the Heat Generator produces per tick. heatGeneration + heatGenerationLava * lavaSides + heatGenerationNether. Note: lavaSides is how many sides are adjacent to lava, this includes the block itself if it is lava logged allowing for a max of 7 "sides".
heatGeneration = "200"
#Multiplier of effectiveness of Lava that is adjacent to the Heat Generator.
heatGenerationLava = "30"
#Add this amount of Joules to the energy produced by a heat generator if it is in an 'ultrawarm' dimension, in vanilla this is just the Nether.
heatGenerationNether = "100"
#The capacity in mB of the fluid tank in the Heat Generator.
#Range: > 1
tankCapacity = 24000
#The amount of lava in mB that gets consumed to transfer heatGeneration Joules to the Heat Generator.
heatGenerationFluidRate = 10
#Gas-Burning Generator Settings
[generators.gas_generator]
#The capacity in mB of the gas tank in the Gas-Burning Generator.
#Range: 1 ~ 9223372036854775807
tankCapacity = 18000
#The number of ticks each mB of Ethylene burns for in the Gas-Burning Generator.
#Range: > 1
ethyleneBurnTicks = 5
#Multiplier for calculating the energy density of Ethylene (1 mB Hydrogen + 2 * bioGeneration * densityMultiplier).
ethyleneDensityMultiplier = "5"
#Turbine Settings
[generators.turbine]
#The number of blades on each turbine coil per blade applied.
#Range: 1 ~ 12
turbineBladesPerCoil = 4
#The rate at which steam is vented into the turbine.
#Range: 0.1 ~ 1024000.0
turbineVentGasFlow = 32000.0
#The rate at which steam is dispersed into the turbine.
#Range: 0.1 ~ 1024000.0
turbineDisperserGasFlow = 1280.0
#Amount of energy (J) that each block of the turbine contributes to the total energy capacity. Max = volume * energyCapacityPerVolume
energyCapacityPerVolume = "16000000"
#Amount of gas (mB) that each block of the turbine's steam cavity contributes to the volume. Max = volume * gasPerTank
#Range: 1 ~ 1773043451913643
gasPerTank = 64000
#The rate at which steam is condensed in the turbine.
#Range: 1 ~ 2000000
condenserRate = 64000
#Wind Generator Settings
[generators.wind_generator]
#Minimum base generation value of the Wind Generator.
windGenerationMin = "60"
#Maximum base generation value of the Wind Generator.
generationMax = "480"
#The minimum Y value that affects the Wind Generators Power generation. This value gets clamped at the world's min height.
#Range: -2032 ~ 2030
minY = 24
#The maximum Y value that affects the Wind Generators Power generation. This value gets clamped at the world's logical height.
maxY = 2031
#The list of dimension ids that the Wind Generator will not generate power in.
windGenerationDimBlacklist = []
#Fusion Settings
[generators.fusion_reactor]
#The fraction of the heat dissipated from the case that is converted to Joules.
#Range: 0.0 ~ 1.0
thermocoupleEfficiency = 0.05
#The fraction fraction of heat from the casing that can be transferred to all sources that are not water. Will impact max heat, heat transfer to thermodynamic conductors, and power generation.
#Range: 0.001 ~ 1.0
casingThermalConductivity = 0.1
#The fraction of the heat from the casing that is dissipated to water when water cooling is in use. Will impact max heat, and steam generation.
#Range: 0.0 ~ 1.0
waterHeatingRatio = 0.3
#Amount of fuel (mB) that the fusion reactor can store.
#Range: 2 ~ 1000000
fuelCapacity = 1000
#Amount of energy (J) the fusion reactor can store.
energyCapacity = "1000000000"
#Amount of water (mB) per injection rate that the fusion reactor can store. Max = injectionRate * waterPerInjection
#Range: 1 ~ 21913098
waterPerInjection = 1000000
#Amount of steam (mB) per injection rate that the fusion reactor can store. Max = injectionRate * steamPerInjection
#Range: 1 ~ 94116041192395671
steamPerInjection = 100000000
#Hohlraum Settings
[generators.hohlraum]
#Hohlraum capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 10
#Amount of DT-Fuel Hohlraum can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 1
#Fission Reactor Settings
[generators.fission_reactor]
#Amount of energy created (in heat) from each whole mB of fission fuel.
energyPerFissionFuel = "1000000"
#The heat capacity added to a Fission Reactor by a single casing block. Increase to require more energy to raise the reactor temperature.
#Range: 1.0 ~ 1000000.0
casingHeatCapacity = 1000.0
#The average surface area of a Fission Reactor's fuel assemblies to reach 100% boil efficiency. Higher values make it harder to cool the reactor.
#Range: 1.0 ~ 1.7976931348623157E308
surfaceAreaTarget = 4.0
#Whether catastrophic meltdowns can occur from Fission Reactors. If disabled instead of melting down the reactor will turn off and not be able to be turned back on until the damage level decreases.
meltdownsEnabled = true
#The radius of the explosion that occurs from a meltdown.
#Range: 1.0 ~ 500.0
meltdownRadius = 8.0
#The chance of a meltdown occurring once damage passes 100%. Will linearly scale as damage continues increasing.
#Range: 0.0 ~ 1.0
meltdownChance = 0.001
#How much radioactivity of fuel/waste contents are multiplied during a meltdown.
#Range: 0.1 ~ 1000000.0
meltdownRadiationMultiplier = 50.0
#Damage to reset the reactor to after a meltdown.
#Range: 0.0 ~ 100.0
postMeltdownDamage = 75.0
#The default burn rate of the fission reactor.
#Range: 0.001 ~ 1.0
defaultBurnRate = 0.1
#The burn rate increase each fuel assembly provides. Max Burn Rate = fuelAssemblies * burnPerAssembly
#Range: 1 ~ 1000000
burnPerAssembly = 1
#Amount of fuel (mB) that each assembly contributes to the fuel and waste capacity. Max = fuelAssemblies * maxFuelPerAssembly
#Range: 1 ~ 2251799813685247
maxFuelPerAssembly = 8000
#Amount of cooled coolant (mB) that each block of the fission reactor contributes to the volume. Max = volume * cooledCoolantPerTank
#Range: 1 ~ 368224
cooledCoolantPerTank = 100000
#Amount of heated coolant (mB) that each block of the fission reactor contributes to the volume. Max = volume * heatedCoolantPerTank
#Range: 1000 ~ 1581510980256305
heatedCoolantPerTank = 1000000

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#Machine Energy Storage Config. This config is synced from server to client.
[storage]
#Base energy storage (Joules).
enrichmentChamber = "20000"
#Base energy storage (Joules).
osmiumCompressor = "80000"
#Base energy storage (Joules).
combiner = "40000"
#Base energy storage (Joules).
crusher = "20000"
#Base energy storage (Joules).
metallurgicInfuser = "20000"
#Base energy storage (Joules).
purificationChamber = "80000"
#Base energy storage (Joules).
energizedSmelter = "20000"
#Base energy storage (Joules).
digitalMiner = "50000"
#Base energy storage (Joules).
electricPump = "40000"
#Base energy storage (Joules).
chargePad = "2048000"
#Base energy storage (Joules).
rotaryCondensentrator = "20000"
#Base energy storage (Joules).
oxidationChamber = "80000"
#Base energy storage (Joules).
chemicalInfuser = "80000"
#Base energy storage (Joules).
chemicalInjectionChamber = "160000"
#Base energy storage (Joules).
electrolyticSeparator = "160000"
#Base energy storage (Joules).
precisionSawmill = "20000"
#Base energy storage (Joules).
chemicalDissolutionChamber = "160000"
#Base energy storage (Joules).
chemicalWasher = "80000"
#Base energy storage (Joules).
chemicalCrystallizer = "160000"
#Base energy storage (Joules).
seismicVibrator = "20000"
#Base energy storage (Joules).
pressurizedReactionBase = "2000"
#Base energy storage (Joules).
fluidicPlenisher = "40000"
#Base energy storage (Joules).
laser = "2000000"
#Base energy storage (Joules).
laserAmplifier = "5000000000"
#Base energy storage (Joules).
laserTractorBeam = "5000000000"
#Base energy storage (Joules).
formulaicAssemblicator = "40000"
#Base energy storage (Joules).
teleporter = "5000000"
#Base energy storage (Joules).
modificationStation = "40000"
#Base energy storage (Joules).
isotopicCentrifuge = "80000"
#Base energy storage (Joules).
nutritionalLiquifier = "40000"
#Base energy storage (Joules). Also defines max process rate.
antiprotonicNucleosynthesizer = "1000000000"
#Base energy storage (Joules).
pigmentExtractor = "40000"
#Base energy storage (Joules).
pigmentMixer = "80000"
#Base energy storage (Joules).
paintingMachine = "40000"
#Base energy storage (Joules). Also defines max output rate.
spsPort = "1000000000"
#Base energy storage (Joules).
dimensionalStabilizer = "40000"

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#Machine Energy Usage Config. This config is synced from server to client.
[usage]
#Energy per operation tick (Joules).
enrichmentChamber = "50"
#Energy per operation tick (Joules).
osmiumCompressor = "100"
#Energy per operation tick (Joules).
combiner = "50"
#Energy per operation tick (Joules).
crusher = "50"
#Energy per operation tick (Joules).
metallurgicInfuser = "50"
#Energy per operation tick (Joules).
purificationChamber = "200"
#Energy per operation tick (Joules).
energizedSmelter = "50"
#Energy per operation tick (Joules).
digitalMiner = "1000"
#Energy per operation tick (Joules).
electricPump = "100"
#Energy that can be transferred at once per charge operation (Joules).
chargePad = "1024000"
#Energy per operation tick (Joules).
rotaryCondensentrator = "50"
#Energy per operation tick (Joules).
oxidationChamber = "200"
#Energy per operation tick (Joules).
chemicalInfuser = "200"
#Energy per operation tick (Joules).
chemicalInjectionChamber = "400"
#Energy per operation tick (Joules).
precisionSawmill = "50"
#Energy per operation tick (Joules).
chemicalDissolutionChamber = "400"
#Energy per operation tick (Joules).
chemicalWasher = "200"
#Energy per operation tick (Joules).
chemicalCrystallizer = "400"
#Energy per operation tick (Joules).
seismicVibrator = "50"
#Energy per operation tick (Joules).
pressurizedReactionBase = "5"
#Energy per operation tick (Joules).
fluidicPlenisher = "100"
#Energy per operation tick (Joules).
laser = "10000"
#Energy per operation tick (Joules).
formulaicAssemblicator = "100"
#Energy per operation tick (Joules).
modificationStation = "100"
#Energy per operation tick (Joules).
isotopicCentrifuge = "200"
#Energy per operation tick (Joules).
nutritionalLiquifier = "200"
#Energy per operation tick (Joules).
antiprotonicNucleosynthesizer = "100000"
#Energy per operation tick (Joules).
pigmentExtractor = "200"
#Energy per operation tick (Joules).
pigmentMixer = "200"
#Energy per operation tick (Joules).
paintingMachine = "100"
#Energy per chunk per tick (Joules).
dimensionalStabilizer = "5000"
#Teleporter
[usage.teleporter]
#Base Joules cost for a teleportation.
teleporterBase = "1000"
#Joules per unit of distance travelled during teleportation - sqrt(xDiff^2 + yDiff^2 + zDiff^2).
teleporterDistance = "10"
#Flat additional cost for interdimensional teleportation. Distance is still taken into account minimizing energy cost based on dimension scales.
teleporterDimensionPenalty = "10000"

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config/Mekanism/tiers.toml Normal file
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#Tier Config. This config is synced from server to client.
[tier]
#Energy Cubes
[tier.energy_cubes]
#Maximum number of Joules Basic energy cubes can store.
basicStorage = "4000000"
#Output rate in Joules of Basic energy cubes.
basicOutput = "4000"
#Maximum number of Joules Advanced energy cubes can store.
advancedStorage = "16000000"
#Output rate in Joules of Advanced energy cubes.
advancedOutput = "16000"
#Maximum number of Joules Elite energy cubes can store.
eliteStorage = "64000000"
#Output rate in Joules of Elite energy cubes.
eliteOutput = "64000"
#Maximum number of Joules Ultimate energy cubes can store.
ultimateStorage = "256000000"
#Output rate in Joules of Ultimate energy cubes.
ultimateOutput = "256000"
#Maximum number of Joules Creative energy cubes can store.
creativeStorage = "18446744073709551615.9999"
#Output rate in Joules of Creative energy cubes.
creativeOutput = "18446744073709551615.9999"
#Fluid Tanks
[tier.fluid_tanks]
#Storage size of Basic fluid tanks in mB.
#Range: > 1
basicStorage = 32000
#Output rate of Basic fluid tanks in mB.
#Range: > 1
basicOutput = 1000
#Storage size of Advanced fluid tanks in mB.
#Range: > 1
advancedStorage = 64000
#Output rate of Advanced fluid tanks in mB.
#Range: > 1
advancedOutput = 4000
#Storage size of Elite fluid tanks in mB.
#Range: > 1
eliteStorage = 128000
#Output rate of Elite fluid tanks in mB.
#Range: > 1
eliteOutput = 16000
#Storage size of Ultimate fluid tanks in mB.
#Range: > 1
ultimateStorage = 256000
#Output rate of Ultimate fluid tanks in mB.
#Range: > 1
ultimateOutput = 64000
#Storage size of Creative fluid tanks in mB.
#Range: > 1
creativeStorage = 2147483647
#Output rate of Creative fluid tanks in mB.
#Range: > 1
creativeOutput = 1073741823
#Chemical Tanks
[tier.chemical_tanks]
#Storage size of Basic chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicStorage = 64000
#Output rate of Basic chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicOutput = 1000
#Storage size of Advanced chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedStorage = 256000
#Output rate of Advanced chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedOutput = 16000
#Storage size of Elite chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteStorage = 1024000
#Output rate of Elite chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteOutput = 128000
#Storage size of Ultimate chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateStorage = 8192000
#Output rate of Ultimate chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateOutput = 512000
#Storage size of Creative chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
creativeStorage = 9223372036854775807
#Output rate of Creative chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
creativeOutput = 4611686018427387903
#Bins
[tier.bins]
#The number of items Basic bins can store.
#Range: > 1
basicStorage = 4096
#The number of items Advanced bins can store.
#Range: > 1
advancedStorage = 8192
#The number of items Elite bins can store.
#Range: > 1
eliteStorage = 32768
#The number of items Ultimate bins can store.
#Range: > 1
ultimateStorage = 262144
#The number of items Creative bins can store.
#Range: > 1
creativeStorage = 2147483647
#Induction
[tier.induction]
#Maximum number of Joules Basic induction cells can store.
basicStorage = "8000000000"
#Maximum number of Joules Advanced induction cells can store.
advancedStorage = "64000000000"
#Maximum number of Joules Elite induction cells can store.
eliteStorage = "512000000000"
#Maximum number of Joules Ultimate induction cells can store.
ultimateStorage = "4000000000000"
#Maximum number of Joules Basic induction providers can output or accept.
basicOutput = "256000"
#Maximum number of Joules Advanced induction providers can output or accept.
advancedOutput = "2048000"
#Maximum number of Joules Elite induction providers can output or accept.
eliteOutput = "16384000"
#Maximum number of Joules Ultimate induction providers can output or accept.
ultimateOutput = "131072000"
#Transmitters
[tier.transmitters]
#Universal Cables
[tier.transmitters.energy]
#Internal buffer in Joules of each Basic universal cable.
basicCapacity = "8000"
#Internal buffer in Joules of each Advanced universal cable.
advancedCapacity = "128000"
#Internal buffer in Joules of each Elite universal cable.
eliteCapacity = "1024000"
#Internal buffer in Joules of each Ultimate universal cable.
ultimateCapacity = "8192000"
#Mechanical Pipes
[tier.transmitters.fluid]
#Capacity of Basic mechanical pipes in mB.
#Range: > 1
basicCapacity = 2000
#Pump rate of Basic mechanical pipes in mB/t.
#Range: > 1
basicPullAmount = 250
#Capacity of Advanced mechanical pipes in mB.
#Range: > 1
advancedCapacity = 8000
#Pump rate of Advanced mechanical pipes in mB/t.
#Range: > 1
advancedPullAmount = 1000
#Capacity of Elite mechanical pipes in mB.
#Range: > 1
eliteCapacity = 32000
#Pump rate of Elite mechanical pipes in mB/t.
#Range: > 1
elitePullAmount = 8000
#Capacity of Ultimate mechanical pipes in mB.
#Range: > 1
ultimateCapacity = 128000
#Pump rate of Ultimate mechanical pipes in mB/t.
#Range: > 1
ultimatePullAmount = 32000
#Pressurized Tubes
[tier.transmitters.chemical]
#Capacity of Basic pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
basicCapacity = 4000
#Pump rate of Basic pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
basicPullAmount = 750
#Capacity of Advanced pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
advancedCapacity = 16000
#Pump rate of Advanced pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
advancedPullAmount = 2000
#Capacity of Elite pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
eliteCapacity = 256000
#Pump rate of Elite pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
elitePullAmount = 64000
#Capacity of Ultimate pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
ultimateCapacity = 1024000
#Pump rate of Ultimate pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
ultimatePullAmount = 256000
#Logistical Transporters
[tier.transmitters.items]
#Item throughput rate of Basic logistical transporters in items/half second.
#Range: > 1
basicPullAmount = 1
#Five times the travel speed in m/s of Basic logistical transporter.
#Range: > 1
basicSpeed = 5
#Item throughput rate of Advanced logistical transporters in items/half second.
#Range: > 1
advancedPullAmount = 16
#Five times the travel speed in m/s of Advanced logistical transporter.
#Range: > 1
advancedSpeed = 10
#Item throughput rate of Elite logistical transporters in items/half second.
#Range: > 1
elitePullAmount = 32
#Five times the travel speed in m/s of Elite logistical transporter.
#Range: > 1
eliteSpeed = 20
#Item throughput rate of Ultimate logistical transporters in items/half second.
#Range: > 1
ultimatePullAmount = 64
#Five times the travel speed in m/s of Ultimate logistical transporter.
#Range: > 1
ultimateSpeed = 50
#Thermodynamic Conductors
[tier.transmitters.heat]
#Conduction value of Basic thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
basicInverseConduction = 5.0
#Heat capacity of Basic thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
basicHeatCapacity = 1.0
#Insulation value of Basic thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
basicInsulation = 10.0
#Conduction value of Advanced thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
advancedInverseConduction = 5.0
#Heat capacity of Advanced thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
advancedHeatCapacity = 1.0
#Insulation value of Advanced thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
advancedInsulation = 400.0
#Conduction value of Elite thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
eliteInverseConduction = 5.0
#Heat capacity of Elite thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
eliteHeatCapacity = 1.0
#Insulation value of Elite thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
eliteInsulation = 8000.0
#Conduction value of Ultimate thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
ultimateInverseConduction = 5.0
#Heat capacity of Ultimate thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
ultimateHeatCapacity = 1.0
#Insulation value of Ultimate thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
ultimateInsulation = 100000.0

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#Mekanism Tools Client Config. This config only exists on the client
[tools-client]
#Enable durability tooltips for Mekanism Tools gear.
displayDurabilityTooltips = true

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config/Mekanism/tools.toml Normal file
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#Mekanism Tools Config. This config is synced from server to client.
[tools]
[tools.mobArmorSpawnRate]
#The chance that Mekanism Armor can spawn on mobs. This is multiplied modified by the chunk's difficulty modifier. Vanilla uses 0.15 for its armor spawns, we use 0.1 as default to lower chances of mobs getting some vanilla and some mek armor.
#Range: 0.0 ~ 1.0
general = 0.1
#The chance that Mekanism Weapons can spawn in a zombie's hand.
#Range: 0.0 ~ 1.0
weapon = 0.01
#The chance that Mekanism Weapons can spawn in a zombie's hand when on hard difficulty.
#Range: 0.0 ~ 1.0
weaponHard = 0.05000000074505806
#Spawn chances for pieces of Bronze gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.bronze]
#Whether mobs can spawn with Bronze Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Bronze Swords rather than Bronze Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Bronze Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Bronze Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Bronze Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Bronze Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Bronze Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Bronze Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Bronze Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Bronze Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Lapis Lazuli gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.lapis_lazuli]
#Whether mobs can spawn with Lapis Lazuli Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Lapis Lazuli Swords rather than Lapis Lazuli Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Lapis Lazuli Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Lapis Lazuli Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Lapis Lazuli Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Lapis Lazuli Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Lapis Lazuli Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Osmium gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.osmium]
#Whether mobs can spawn with Osmium Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Osmium Swords rather than Osmium Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Osmium Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Osmium Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Osmium Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Osmium Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Osmium Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Osmium Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Osmium Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Osmium Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Refined Glowstone gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.refined_glowstone]
#Whether mobs can spawn with Refined Glowstone Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Refined Glowstone Swords rather than Refined Glowstone Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Refined Glowstone Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Refined Glowstone Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Refined Glowstone Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Refined Glowstone Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Refined Glowstone Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Refined Glowstone Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Refined Glowstone Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Refined Glowstone Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Refined Obsidian gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.refined_obsidian]
#Whether mobs can spawn with Refined Obsidian Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Refined Obsidian Swords rather than Refined Obsidian Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Refined Obsidian Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Refined Obsidian Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Refined Obsidian Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Refined Obsidian Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Refined Obsidian Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Refined Obsidian Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Refined Obsidian Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Refined Obsidian Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Steel gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.steel]
#Whether mobs can spawn with Steel Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Steel Swords rather than Steel Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Steel Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Steel Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Steel Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Steel Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Steel Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Steel Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Steel Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Steel Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Vanilla Material Paxel Settings for Wood
[tools.wood]
#Attack damage modifier of Wood paxels.
woodPaxelDamage = 7.0
#Attack speed of Wood paxels.
woodPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Wood paxels.
woodPaxelEfficiency = 2.0
#Natural enchantability factor of Wood paxels.
#Range: > 0
woodPaxelEnchantability = 15
#Maximum durability of Wood paxels.
#Range: > 1
woodPaxelMaxUses = 118
#Vanilla Material Paxel Settings for Stone
[tools.stone]
#Attack damage modifier of Stone paxels.
stonePaxelDamage = 8.0
#Attack speed of Stone paxels.
stonePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Stone paxels.
stonePaxelEfficiency = 4.0
#Natural enchantability factor of Stone paxels.
#Range: > 0
stonePaxelEnchantability = 5
#Maximum durability of Stone paxels.
#Range: > 1
stonePaxelMaxUses = 262
#Vanilla Material Paxel Settings for Iron
[tools.iron]
#Attack damage modifier of Iron paxels.
ironPaxelDamage = 7.0
#Attack speed of Iron paxels.
ironPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Iron paxels.
ironPaxelEfficiency = 6.0
#Natural enchantability factor of Iron paxels.
#Range: > 0
ironPaxelEnchantability = 14
#Maximum durability of Iron paxels.
#Range: > 1
ironPaxelMaxUses = 500
#Vanilla Material Paxel Settings for Diamond
[tools.diamond]
#Attack damage modifier of Diamond paxels.
diamondPaxelDamage = 6.0
#Attack speed of Diamond paxels.
diamondPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Diamond paxels.
diamondPaxelEfficiency = 8.0
#Natural enchantability factor of Diamond paxels.
#Range: > 0
diamondPaxelEnchantability = 10
#Maximum durability of Diamond paxels.
#Range: > 1
diamondPaxelMaxUses = 3122
#Vanilla Material Paxel Settings for Gold
[tools.gold]
#Attack damage modifier of Gold paxels.
goldPaxelDamage = 7.0
#Attack speed of Gold paxels.
goldPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Gold paxels.
goldPaxelEfficiency = 12.0
#Natural enchantability factor of Gold paxels.
#Range: > 0
goldPaxelEnchantability = 22
#Maximum durability of Gold paxels.
#Range: > 1
goldPaxelMaxUses = 64
#Vanilla Material Paxel Settings for Netherite
[tools.netherite]
#Attack damage modifier of Netherite paxels.
netheritePaxelDamage = 6.0
#Attack speed of Netherite paxels.
netheritePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Netherite paxels.
netheritePaxelEfficiency = 9.0
#Natural enchantability factor of Netherite paxels.
#Range: > 0
netheritePaxelEnchantability = 15
#Maximum durability of Netherite paxels.
#Range: > 1
netheritePaxelMaxUses = 4062
#Material Settings for Bronze
[tools.bronze]
#Base attack damage of Bronze items.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeAttackDamage = 2.0
#Maximum durability of Bronze shields.
#Range: > 0
bronzeShieldDurability = 403
#Attack damage modifier of Bronze swords.
bronzeSwordDamage = 3.0
#Attack speed of Bronze swords.
bronzeSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Bronze shovels.
bronzeShovelDamage = 1.5
#Attack speed of Bronze shovels.
bronzeShovelAtkSpeed = -3.0
#Attack damage modifier of Bronze axes.
bronzeAxeDamage = 7.0
#Attack speed of Bronze axes.
bronzeAxeAtkSpeed = -3.0
#Attack damage modifier of Bronze pickaxes.
bronzePickaxeDamage = 1.0
#Attack speed of Bronze pickaxes.
bronzePickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Bronze hoes.
bronzeHoeDamage = -2.0
#Attack speed of Bronze hoes.
bronzeHoeAtkSpeed = -1.0
#Maximum durability of Bronze tools.
#Range: > 1
bronzeToolMaxUses = 375
#Efficiency of Bronze tools.
bronzeEfficiency = 7.0
#Attack damage modifier of Bronze paxels.
bronzePaxelDamage = 8.0
#Attack speed of Bronze paxels.
bronzePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Bronze paxels.
bronzePaxelEfficiency = 7.0
#Natural enchantability factor of Bronze paxels.
#Range: > 0
bronzePaxelEnchantability = 10
#Maximum durability of Bronze paxels.
#Range: > 1
bronzePaxelMaxUses = 750
#Natural enchantability factor of Bronze items.
#Range: > 0
bronzeEnchantability = 10
#Base armor toughness value of Bronze armor.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeToughness = 1.0
#Base armor knockback resistance value of Bronze armor.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeKnockbackResistance = 0.0
#Maximum durability of Bronze boots.
#Range: > 1
bronzeBootDurability = 234
#Maximum durability of Bronze leggings.
#Range: > 1
bronzeLeggingDurability = 270
#Maximum durability of Bronze chestplates.
#Range: > 1
bronzeChestplateDurability = 288
#Maximum durability of Bronze helmets.
#Range: > 1
bronzeHelmetDurability = 198
#Protection value of Bronze boots.
#Range: > 0
bronzeBootArmor = 2
#Protection value of Bronze leggings.
#Range: > 0
bronzeLeggingArmor = 6
#Protection value of Bronze chestplates.
#Range: > 0
bronzeChestplateArmor = 7
#Protection value of Bronze helmets.
#Range: > 0
bronzeHelmetArmor = 3
#Material Settings for Lapis Lazuli
[tools.lapis_lazuli]
#Base attack damage of Lapis Lazuli items.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliAttackDamage = 1.0
#Maximum durability of Lapis Lazuli shields.
#Range: > 0
lapis_lazuliShieldDurability = 224
#Attack damage modifier of Lapis Lazuli swords.
lapis_lazuliSwordDamage = 3.0
#Attack speed of Lapis Lazuli swords.
lapis_lazuliSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Lapis Lazuli shovels.
lapis_lazuliShovelDamage = 1.5
#Attack speed of Lapis Lazuli shovels.
lapis_lazuliShovelAtkSpeed = -3.0
#Attack damage modifier of Lapis Lazuli axes.
lapis_lazuliAxeDamage = 4.0
#Attack speed of Lapis Lazuli axes.
lapis_lazuliAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Lapis Lazuli pickaxes.
lapis_lazuliPickaxeDamage = 1.0
#Attack speed of Lapis Lazuli pickaxes.
lapis_lazuliPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Lapis Lazuli hoes.
lapis_lazuliHoeDamage = -1.0
#Attack speed of Lapis Lazuli hoes.
lapis_lazuliHoeAtkSpeed = -2.0
#Maximum durability of Lapis Lazuli tools.
#Range: > 1
lapis_lazuliToolMaxUses = 128
#Efficiency of Lapis Lazuli tools.
lapis_lazuliEfficiency = 9.0
#Attack damage modifier of Lapis Lazuli paxels.
lapis_lazuliPaxelDamage = 5.0
#Attack speed of Lapis Lazuli paxels.
lapis_lazuliPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Lapis Lazuli paxels.
lapis_lazuliPaxelEfficiency = 9.0
#Natural enchantability factor of Lapis Lazuli paxels.
#Range: > 0
lapis_lazuliPaxelEnchantability = 32
#Maximum durability of Lapis Lazuli paxels.
#Range: > 1
lapis_lazuliPaxelMaxUses = 256
#Natural enchantability factor of Lapis Lazuli items.
#Range: > 0
lapis_lazuliEnchantability = 32
#Base armor toughness value of Lapis Lazuli armor.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliToughness = 0.0
#Base armor knockback resistance value of Lapis Lazuli armor.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliKnockbackResistance = 0.0
#Maximum durability of Lapis Lazuli boots.
#Range: > 1
lapis_lazuliBootDurability = 130
#Maximum durability of Lapis Lazuli leggings.
#Range: > 1
lapis_lazuliLeggingDurability = 150
#Maximum durability of Lapis Lazuli chestplates.
#Range: > 1
lapis_lazuliChestplateDurability = 160
#Maximum durability of Lapis Lazuli helmets.
#Range: > 1
lapis_lazuliHelmetDurability = 110
#Protection value of Lapis Lazuli boots.
#Range: > 0
lapis_lazuliBootArmor = 1
#Protection value of Lapis Lazuli leggings.
#Range: > 0
lapis_lazuliLeggingArmor = 3
#Protection value of Lapis Lazuli chestplates.
#Range: > 0
lapis_lazuliChestplateArmor = 4
#Protection value of Lapis Lazuli helmets.
#Range: > 0
lapis_lazuliHelmetArmor = 1
#Material Settings for Osmium
[tools.osmium]
#Base attack damage of Osmium items.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumAttackDamage = 4.0
#Maximum durability of Osmium shields.
#Range: > 0
osmiumShieldDurability = 672
#Attack damage modifier of Osmium swords.
osmiumSwordDamage = 3.0
#Attack speed of Osmium swords.
osmiumSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Osmium shovels.
osmiumShovelDamage = 1.5
#Attack speed of Osmium shovels.
osmiumShovelAtkSpeed = -3.0
#Attack damage modifier of Osmium axes.
osmiumAxeDamage = 8.0
#Attack speed of Osmium axes.
osmiumAxeAtkSpeed = -3.299999952316284
#Attack damage modifier of Osmium pickaxes.
osmiumPickaxeDamage = 1.0
#Attack speed of Osmium pickaxes.
osmiumPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Osmium hoes.
osmiumHoeDamage = -4.0
#Attack speed of Osmium hoes.
osmiumHoeAtkSpeed = 1.0
#Maximum durability of Osmium tools.
#Range: > 1
osmiumToolMaxUses = 1024
#Efficiency of Osmium tools.
osmiumEfficiency = 4.0
#Attack damage modifier of Osmium paxels.
osmiumPaxelDamage = 9.0
#Attack speed of Osmium paxels.
osmiumPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Osmium paxels.
osmiumPaxelEfficiency = 4.0
#Natural enchantability factor of Osmium paxels.
#Range: > 0
osmiumPaxelEnchantability = 14
#Maximum durability of Osmium paxels.
#Range: > 1
osmiumPaxelMaxUses = 2048
#Natural enchantability factor of Osmium items.
#Range: > 0
osmiumEnchantability = 14
#Base armor toughness value of Osmium armor.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumToughness = 3.0
#Base armor knockback resistance value of Osmium armor.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumKnockbackResistance = 0.10000000149011612
#Maximum durability of Osmium boots.
#Range: > 1
osmiumBootDurability = 390
#Maximum durability of Osmium leggings.
#Range: > 1
osmiumLeggingDurability = 450
#Maximum durability of Osmium chestplates.
#Range: > 1
osmiumChestplateDurability = 480
#Maximum durability of Osmium helmets.
#Range: > 1
osmiumHelmetDurability = 330
#Protection value of Osmium boots.
#Range: > 0
osmiumBootArmor = 3
#Protection value of Osmium leggings.
#Range: > 0
osmiumLeggingArmor = 6
#Protection value of Osmium chestplates.
#Range: > 0
osmiumChestplateArmor = 8
#Protection value of Osmium helmets.
#Range: > 0
osmiumHelmetArmor = 4
#Material Settings for Refined Glowstone
[tools.refined_glowstone]
#Base attack damage of Refined Glowstone items.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneAttackDamage = 2.0
#Maximum durability of Refined Glowstone shields.
#Range: > 0
refined_glowstoneShieldDurability = 381
#Attack damage modifier of Refined Glowstone swords.
refined_glowstoneSwordDamage = 3.0
#Attack speed of Refined Glowstone swords.
refined_glowstoneSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Refined Glowstone shovels.
refined_glowstoneShovelDamage = 1.5
#Attack speed of Refined Glowstone shovels.
refined_glowstoneShovelAtkSpeed = -3.0
#Attack damage modifier of Refined Glowstone axes.
refined_glowstoneAxeDamage = 6.0
#Attack speed of Refined Glowstone axes.
refined_glowstoneAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Refined Glowstone pickaxes.
refined_glowstonePickaxeDamage = 1.0
#Attack speed of Refined Glowstone pickaxes.
refined_glowstonePickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Refined Glowstone hoes.
refined_glowstoneHoeDamage = -2.0
#Attack speed of Refined Glowstone hoes.
refined_glowstoneHoeAtkSpeed = -1.0
#Maximum durability of Refined Glowstone tools.
#Range: > 1
refined_glowstoneToolMaxUses = 384
#Efficiency of Refined Glowstone tools.
refined_glowstoneEfficiency = 15.0
#Attack damage modifier of Refined Glowstone paxels.
refined_glowstonePaxelDamage = 7.0
#Attack speed of Refined Glowstone paxels.
refined_glowstonePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Refined Glowstone paxels.
refined_glowstonePaxelEfficiency = 15.0
#Natural enchantability factor of Refined Glowstone paxels.
#Range: > 0
refined_glowstonePaxelEnchantability = 20
#Maximum durability of Refined Glowstone paxels.
#Range: > 1
refined_glowstonePaxelMaxUses = 768
#Natural enchantability factor of Refined Glowstone items.
#Range: > 0
refined_glowstoneEnchantability = 20
#Base armor toughness value of Refined Glowstone armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneToughness = 0.0
#Base armor knockback resistance value of Refined Glowstone armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneKnockbackResistance = 0.0
#Maximum durability of Refined Glowstone boots.
#Range: > 1
refined_glowstoneBootDurability = 221
#Maximum durability of Refined Glowstone leggings.
#Range: > 1
refined_glowstoneLeggingDurability = 255
#Maximum durability of Refined Glowstone chestplates.
#Range: > 1
refined_glowstoneChestplateDurability = 272
#Maximum durability of Refined Glowstone helmets.
#Range: > 1
refined_glowstoneHelmetDurability = 187
#Protection value of Refined Glowstone boots.
#Range: > 0
refined_glowstoneBootArmor = 3
#Protection value of Refined Glowstone leggings.
#Range: > 0
refined_glowstoneLeggingArmor = 6
#Protection value of Refined Glowstone chestplates.
#Range: > 0
refined_glowstoneChestplateArmor = 8
#Protection value of Refined Glowstone helmets.
#Range: > 0
refined_glowstoneHelmetArmor = 3
#Material Settings for Refined Obsidian
[tools.refined_obsidian]
#Base attack damage of Refined Obsidian items.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianAttackDamage = 8.0
#Maximum durability of Refined Obsidian shields.
#Range: > 0
refined_obsidianShieldDurability = 1680
#Attack damage modifier of Refined Obsidian swords.
refined_obsidianSwordDamage = 3.0
#Attack speed of Refined Obsidian swords.
refined_obsidianSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Refined Obsidian shovels.
refined_obsidianShovelDamage = 1.5
#Attack speed of Refined Obsidian shovels.
refined_obsidianShovelAtkSpeed = -3.0
#Attack damage modifier of Refined Obsidian axes.
refined_obsidianAxeDamage = 7.0
#Attack speed of Refined Obsidian axes.
refined_obsidianAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Refined Obsidian pickaxes.
refined_obsidianPickaxeDamage = 1.0
#Attack speed of Refined Obsidian pickaxes.
refined_obsidianPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Refined Obsidian hoes.
refined_obsidianHoeDamage = -8.0
#Attack speed of Refined Obsidian hoes.
refined_obsidianHoeAtkSpeed = 5.0
#Maximum durability of Refined Obsidian tools.
#Range: > 1
refined_obsidianToolMaxUses = 4096
#Efficiency of Refined Obsidian tools.
refined_obsidianEfficiency = 12.0
#Attack damage modifier of Refined Obsidian paxels.
refined_obsidianPaxelDamage = 8.0
#Attack speed of Refined Obsidian paxels.
refined_obsidianPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Refined Obsidian paxels.
refined_obsidianPaxelEfficiency = 12.0
#Natural enchantability factor of Refined Obsidian paxels.
#Range: > 0
refined_obsidianPaxelEnchantability = 18
#Maximum durability of Refined Obsidian paxels.
#Range: > 1
refined_obsidianPaxelMaxUses = 8192
#Natural enchantability factor of Refined Obsidian items.
#Range: > 0
refined_obsidianEnchantability = 18
#Base armor toughness value of Refined Obsidian armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianToughness = 5.0
#Base armor knockback resistance value of Refined Obsidian armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianKnockbackResistance = 0.20000000298023224
#Maximum durability of Refined Obsidian boots.
#Range: > 1
refined_obsidianBootDurability = 975
#Maximum durability of Refined Obsidian leggings.
#Range: > 1
refined_obsidianLeggingDurability = 1125
#Maximum durability of Refined Obsidian chestplates.
#Range: > 1
refined_obsidianChestplateDurability = 1200
#Maximum durability of Refined Obsidian helmets.
#Range: > 1
refined_obsidianHelmetDurability = 825
#Protection value of Refined Obsidian boots.
#Range: > 0
refined_obsidianBootArmor = 5
#Protection value of Refined Obsidian leggings.
#Range: > 0
refined_obsidianLeggingArmor = 8
#Protection value of Refined Obsidian chestplates.
#Range: > 0
refined_obsidianChestplateArmor = 12
#Protection value of Refined Obsidian helmets.
#Range: > 0
refined_obsidianHelmetArmor = 6
#Material Settings for Steel
[tools.steel]
#Base attack damage of Steel items.
#Range: 0.0 ~ 3.4028234663852886E38
steelAttackDamage = 3.0
#Maximum durability of Steel shields.
#Range: > 0
steelShieldDurability = 448
#Attack damage modifier of Steel swords.
steelSwordDamage = 3.0
#Attack speed of Steel swords.
steelSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Steel shovels.
steelShovelDamage = 1.5
#Attack speed of Steel shovels.
steelShovelAtkSpeed = -3.0
#Attack damage modifier of Steel axes.
steelAxeDamage = 7.0
#Attack speed of Steel axes.
steelAxeAtkSpeed = -3.0
#Attack damage modifier of Steel pickaxes.
steelPickaxeDamage = 1.0
#Attack speed of Steel pickaxes.
steelPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Steel hoes.
steelHoeDamage = -3.0
#Attack speed of Steel hoes.
steelHoeAtkSpeed = 0.0
#Maximum durability of Steel tools.
#Range: > 1
steelToolMaxUses = 500
#Efficiency of Steel tools.
steelEfficiency = 8.0
#Attack damage modifier of Steel paxels.
steelPaxelDamage = 8.0
#Attack speed of Steel paxels.
steelPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Steel paxels.
steelPaxelEfficiency = 8.0
#Natural enchantability factor of Steel paxels.
#Range: > 0
steelPaxelEnchantability = 16
#Maximum durability of Steel paxels.
#Range: > 1
steelPaxelMaxUses = 1000
#Natural enchantability factor of Steel items.
#Range: > 0
steelEnchantability = 16
#Base armor toughness value of Steel armor.
#Range: 0.0 ~ 3.4028234663852886E38
steelToughness = 2.0
#Base armor knockback resistance value of Steel armor.
#Range: 0.0 ~ 3.4028234663852886E38
steelKnockbackResistance = 0.0
#Maximum durability of Steel boots.
#Range: > 1
steelBootDurability = 260
#Maximum durability of Steel leggings.
#Range: > 1
steelLeggingDurability = 300
#Maximum durability of Steel chestplates.
#Range: > 1
steelChestplateDurability = 320
#Maximum durability of Steel helmets.
#Range: > 1
steelHelmetDurability = 220
#Protection value of Steel boots.
#Range: > 0
steelBootArmor = 3
#Protection value of Steel leggings.
#Range: > 0
steelLeggingArmor = 6
#Protection value of Steel chestplates.
#Range: > 0
steelChestplateArmor = 8
#Protection value of Steel helmets.
#Range: > 0
steelHelmetArmor = 3

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config/Mekanism/world.toml Normal file
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#World generation settings for Mekanism. This config is synced from server to client
[world_generation]
#Allows chunks to retrogen Mekanism ore blocks.
enableRegeneration = false
#Change this value to cause Mekanism to regen its ore in all loaded chunks.
#Range: > 0
userWorldGenVersion = 0
#Generation Settings for tin ore.
[world_generation.tin]
#Determines if tin ore should be added to world generation.
shouldGenerate = true
#small tin vein Generation Settings.
[world_generation.tin.small]
#Determines if small tin veins should be added to world generation. Note: Requires generating tin ore to be enabled.
shouldGenerate = true
#Chance that small tin veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 14
#Maximum number of blocks in a small tin vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a small tin vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing small tin veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for small tin veins.
[world_generation.tin.small.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = -20
#Maximum (inclusive) height anchor for small tin veins.
[world_generation.tin.small.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 94
#large tin vein Generation Settings.
[world_generation.tin.large]
#Determines if large tin veins should be added to world generation. Note: Requires generating tin ore to be enabled.
shouldGenerate = true
#Chance that large tin veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 12
#Maximum number of blocks in a large tin vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a large tin vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing large tin veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for large tin veins.
[world_generation.tin.large.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for large tin veins.
[world_generation.tin.large.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 72
#Generation Settings for osmium ore.
[world_generation.osmium]
#Determines if osmium ore should be added to world generation.
shouldGenerate = true
#upper osmium vein Generation Settings.
[world_generation.osmium.upper]
#Determines if upper osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that upper osmium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 65
#Maximum number of blocks in a upper osmium vein.
#Range: 1 ~ 64
maxVeinSize = 7
#Chance that blocks that are directly exposed to air in a upper osmium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing upper osmium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 8
#Minimum (inclusive) height anchor for upper osmium veins.
[world_generation.osmium.upper.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 72
#Maximum (inclusive) height anchor for upper osmium veins.
[world_generation.osmium.upper.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "BELOW_TOP"
#Value used for calculating y for the anchor based on the type.
value = -24
#middle osmium vein Generation Settings.
[world_generation.osmium.middle]
#Determines if middle osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that middle osmium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 6
#Maximum number of blocks in a middle osmium vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a middle osmium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing middle osmium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for middle osmium veins.
[world_generation.osmium.middle.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for middle osmium veins.
[world_generation.osmium.middle.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 56
#small osmium vein Generation Settings.
[world_generation.osmium.small]
#Determines if small osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that small osmium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 8
#Maximum number of blocks in a small osmium vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a small osmium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing small osmium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "UNIFORM"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for small osmium veins.
[world_generation.osmium.small.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for small osmium veins.
[world_generation.osmium.small.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 64
#Generation Settings for uranium ore.
[world_generation.uranium]
#Determines if uranium ore should be added to world generation.
shouldGenerate = true
#small uranium vein Generation Settings.
[world_generation.uranium.small]
#Determines if small uranium veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
shouldGenerate = true
#Chance that small uranium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 4
#Maximum number of blocks in a small uranium vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a small uranium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing small uranium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for small uranium veins.
[world_generation.uranium.small.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for small uranium veins.
[world_generation.uranium.small.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 8
#buried uranium vein Generation Settings.
[world_generation.uranium.buried]
#Determines if buried uranium veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
shouldGenerate = true
#Chance that buried uranium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 7
#Maximum number of blocks in a buried uranium vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a buried uranium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.75
#Distribution shape for placing buried uranium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 16
#Minimum (inclusive) height anchor for buried uranium veins.
[world_generation.uranium.buried.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for buried uranium veins.
[world_generation.uranium.buried.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 56
#Generation Settings for fluorite ore.
[world_generation.fluorite]
#Determines if fluorite ore should be added to world generation.
shouldGenerate = true
#normal fluorite vein Generation Settings.
[world_generation.fluorite.normal]
#Determines if normal fluorite veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
shouldGenerate = true
#Chance that normal fluorite veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 5
#Maximum number of blocks in a normal fluorite vein.
#Range: 1 ~ 64
maxVeinSize = 5
#Chance that blocks that are directly exposed to air in a normal fluorite vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing normal fluorite veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "UNIFORM"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for normal fluorite veins.
[world_generation.fluorite.normal.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for normal fluorite veins.
[world_generation.fluorite.normal.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 23
#buried fluorite vein Generation Settings.
[world_generation.fluorite.buried]
#Determines if buried fluorite veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
shouldGenerate = true
#Chance that buried fluorite veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 3
#Maximum number of blocks in a buried fluorite vein.
#Range: 1 ~ 64
maxVeinSize = 13
#Chance that blocks that are directly exposed to air in a buried fluorite vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 1.0
#Distribution shape for placing buried fluorite veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for buried fluorite veins.
[world_generation.fluorite.buried.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for buried fluorite veins.
[world_generation.fluorite.buried.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 4
#Generation Settings for lead ore.
[world_generation.lead]
#Determines if lead ore should be added to world generation.
shouldGenerate = true
#normal lead vein Generation Settings.
[world_generation.lead.normal]
#Determines if normal lead veins should be added to world generation. Note: Requires generating lead ore to be enabled.
shouldGenerate = true
#Chance that normal lead veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 8
#Maximum number of blocks in a normal lead vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a normal lead vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.25
#Distribution shape for placing normal lead veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for normal lead veins.
[world_generation.lead.normal.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for normal lead veins.
[world_generation.lead.normal.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 64
#Generation Settings for salt.
[world_generation.salt]
#Determines if salt should be added to world generation.
shouldGenerate = true
#Chance that salt generates in a chunk.
#Range: 1 ~ 256
perChunk = 2
#Base radius of a vein of salt.
#Range: 1 ~ 4
minRadius = 2
#Extended variability (spread) for the radius in a vein of salt.
maxRadius = 3
#Number of blocks to extend up and down when placing a vein of salt.
#Range: 0 ~ 2031
halfHeight = 1

8
config/MouseTweaks.cfg Normal file
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RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0

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{
"defaultSigningMode": "PROMPT",
"enableMod": true,
"showNCRButton": true,
"showReloadButton": true,
"verifiedIconEnabled": true,
"showServerSafety": true,
"hideInsecureMessageIndicators": true,
"hideModifiedMessageIndicators": true,
"hideSystemMessageIndicators": true,
"hideWarningToast": true,
"hideSigningRequestMessage": false,
"alwaysHideReportButton": false,
"skipRealmsWarning": false,
"disableTelemetry": true,
"removeTelemetryButton": true,
"demandOnServer": false,
"verifiedIconOffsetX": 0,
"verifiedIconOffsetY": 0
}

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{
"demandOnClientMessage": "You do not have No Chat Reports, and this server is configured to require it on client!",
"demandOnClient": false,
"convertToGameMessage": true,
"addQueryData": true,
"enableDebugLog": false
}

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{
"skipWarning": false,
"enableEncryption": false,
"encryptPublic": true,
"showEncryptionButton": true,
"showEncryptionIndicators": true,
"encryptionKey": "blfrngArk3chG6wzncOZ5A\u003d\u003d",
"encryptionPassphrase": "",
"algorithmName": "AES/CFB8+Base64",
"encryptableCommands": [
"msg:1",
"w:1",
"whisper:1",
"tell:1",
"r:0",
"dm:1",
"me:0",
"m:1",
"t:1",
"pm:1",
"emsg:1",
"epm:1",
"etell:1",
"ewhisper:1",
"message:1",
"reply:0"
]
}

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{
"signingModes": {}
}

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# No Chat Reports
You can find updated documentation of configuration files on the wiki:
https://github.com/Aizistral-Studios/No-Chat-Reports/wiki/Configuration-Files

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[client]
#Show item tags in tooltips (useful for custom EMC registration)
tagToolTips = false
#Show the EMC value as a tooltip on items and blocks
emcToolTips = false
#Requires holding shift to display the EMC value as a tooltip on items and blocks. Note: this does nothing if emcToolTips is disabled.
shiftEmcToolTips = false
#Requires holding shift to display the learned/unlearned text as a tooltip on items and blocks. Note: this does nothing if emcToolTips is disabled.
shiftLearnedToolTips = true
#Show stats as tooltips for various ProjectE blocks
statToolTips = true
#Show DM pedestal functions in item tooltips
pedestalToolTips = true
#The Philosopher's Stone overlay softly pulsates
pulsatingOverlay = false

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#Note: The majority of config options are in the server config file. If you do not see the server config file, try opening up a single player world. ProjectE uses one "server" config file for all worlds, for convenience in going from one world to another, but makes it be a "server" config file so that forge will automatically sync it when we connect to a multiplayer server.
[common]
#Enable more verbose debug logging
debugLogging = false
#The Tome of Knowledge can be crafted.
craftableTome = false
#Require full omega klein stars in the tome of knowledge and gem armor recipes. This is the same behavior that EE2 had.
fullKleinStars = false

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{
"entries": [
{
"item": "kubejs:dried_earth",
"emc": 1
}
]
}

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[general]
#When the next EMC mapping occurs write the results to config/ProjectE/pregenerated_emc.json and only ever run the mapping again when that file does not exist, this setting is set to false, or an error occurred parsing that file.
pregenerate = false
#Want to take a look at the internals of EMC Calculation? Enable this to write all the conversions and setValue-Commands to config/ProjectE/mappingdump.json
dumpEverythingToFile = false
#Log known EMC Exploits. This can not and will not find all possible exploits. This will only find exploits that result in fixed/custom emc values that the algorithm did not overwrite. Exploits that derive from conversions that are unknown to ProjectE will not be found.
logEMCExploits = true
[CraftingMapper]
[CraftingMapper.MekRotary]
#Maps Mekanism rotary condensentrator recipes.
enabled = true
[CraftingMapper.MekItemStackToPigment]
#Maps Mekanism item stack to pigment recipes. (Pigment Extracting)
enabled = true
[CraftingMapper.MekElectrolysis]
#Maps Mekanism electrolytic separator recipes.
enabled = true
[CraftingMapper.MekPaintingMachine]
#Maps Mekanism painting machine recipes.
enabled = true
[CraftingMapper.MekItemStackGasToItemStack]
#Maps Mekanism Machine recipes that go from item, gas to item. (Compressing, Purifying, Injecting)
enabled = true
[CraftingMapper.MekDissolution]
#Maps Mekanism dissolution recipes.
enabled = true
[CraftingMapper.MekGasToGas]
#Maps Mekanism activating and centrifuging recipes.
enabled = true
[CraftingMapper.MekFluidSlurryToSlurry]
#Maps Mekanism washing recipes.
enabled = true
[CraftingMapper.MekItemStackToItemStack]
#Maps Mekanism Machine recipes that go from item to item. (Crushing, Enriching, Smelting)
enabled = true
[CraftingMapper.MekSawmill]
#Maps Mekanism sawmill recipes. (Disabled by default, due to causing various EMC values to be removed pertaining to charcoal/wood)
enabled = false
[CraftingMapper.MekChemicalInfuser]
#Maps Mekanism chemical infuser recipes.
enabled = true
[CraftingMapper.MekCombiner]
#Maps Mekanism combiner recipes.
enabled = true
[CraftingMapper.MekPressurizedReaction]
#Maps Mekanism pressurized reaction recipes.
enabled = false
[CraftingMapper.MekFluidToFluid]
#Maps Mekanism evaporating recipes.
enabled = true
[CraftingMapper.MekChemicalCrystallizer]
#Maps Mekanism crystallizing recipes.
enabled = true
[CraftingMapper.Smithing]
#Maps smithing recipes.
enabled = true
[CraftingMapper.MekMetallurgicInfuser]
#Maps Mekanism metallurgic infuser recipes.
enabled = true
[CraftingMapper.MekPigmentMixer]
#Maps Mekanism pigment mixer recipes.
enabled = true
[CraftingMapper.MekItemStackToGas]
#Maps Mekanism item stack to gas recipes. (Gas conversion, Oxidizing)
enabled = true
[CraftingMapper.FallbackRecipeType]
#Fallback for default handling of recipes that extend ICraftingRecipe, AbstractCookingRecipe, SingleItemRecipe, or SmithingRecipe. This will catch modded extensions of the vanilla recipe classes, and if the VanillaRecipeTypes mapper is disabled, this mapper will still catch the vanilla recipes.
enabled = true
[CraftingMapper.VanillaRecipeTypes]
#Maps the different vanilla recipe types.
enabled = true
[CraftingMapper.MekItemStackToInfuseType]
#Maps Mekanism item stack to infuse type conversion recipes.
enabled = true
[enabledMappers]
#Set EMC=0 for everything in the forge:raw_materials tag
RawOresBlacklistMapper = true
#Set EMC=0 for everything in the forge:ores tag
OresBlacklistMapper = true
#Add Conversions for Crafting Recipes gathered from net.minecraft.item.crafting.RecipeManager
CraftingMapper = true
#Add Conversions for all lingering potions to arrow recipes
TippedArrowMapper = true
#Adds back and forth conversions of objects and their Tag variant. (EMC values assigned to tags will not behave properly if this mapper is disabled)
TagMapper = true
#Add Conversions for all weathered copper variants
WeatheredCopperMapper = true
#Add Conversions for Brewing Recipes
BrewingMapper = true
#Uses the `custom_emc.json` File to add EMC values.
CustomEMCMapper = true
#Loads json files within datapacks (data/<domain>/pe_custom_conversions/*.json) to add values and conversions
CustomConversionMapper = true
#Allows other mods to easily set EMC values using the ProjectEAPI
APICustomEMCMapper = true

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#This config is used to control which NBT Processors get used, and which ones actually contribute to the persistent NBT data that gets saved to knowledge/copied in a condenser.
#To disable an NBT Processor set the 'enabled' option for it to false.
#To disable an NBT Processor from contributing to the persistent data set the 'persistent' option for it to false. Note: that if there is no persistent' config option, the NBT Processor never has any persistent data.
#The config options in this file are synced from server to client, as the processors get used dynamically to calculate/preview EMC values for items and are not included in the synced EMC mappings.
[processors]
#Reduces the EMC value the more damaged an item is.
[processors.DamageProcessor]
enabled = true
#Increases the EMC value of the item to take into account any EMC the item has stored.
[processors.StoredEMCProcessor]
enabled = true
#Increases the EMC value to take into account any enchantments on an item.
[processors.EnchantmentProcessor]
enabled = false
persistent = false
#Takes the different sherds into account for each decorated pot.
[processors.DecoratedPotProcessor]
enabled = true
persistent = true
#Calculates EMC value of trimmed armor.
[processors.ArmorTrimProcessor]
enabled = true
persistent = true
#Increases the EMC value of any Mekanism items by the value of the stored or installed contents.
[processors.MekanismContentsProcessor]
enabled = true

104
config/ProjectE/server.toml Normal file
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#All of the config options in this file are server side and will be synced from server to client. ProjectE uses one "server" config file for all worlds, for convenience in going from one world to another, but makes it be a "server" config file so that forge will automatically sync it when we connect to a multiplayer server.
[server]
[server.difficulty]
#Set to false to disable Gem Armor offensive abilities (helmet zap and chestplate explosion)
offensiveAbilities = false
#Amount of damage Katar 'C' key deals
#Range: 0.0 ~ 2.147483647E9
katarDeathAura = 1000.0
#Adjusting this ratio changes how much EMC is received when burning a item. For example setting this to 0.5 will return half of the EMC cost.
#Range: 0.1 ~ 1.0
covalenceLoss = 1.0
#How rounding occurs when Covalence Loss results in a burn value less than 1 EMC. If true the value will be rounded up to 1. If false the value will be rounded down to 0.
covalenceLossRounding = true
[server.items]
#Instead of vein mining the ore you right click with your Dark/Red Matter Pick/Star it vein mines all ores in an AOE around you like it did in ProjectE before version 1.4.4.
pickaxeAoeVeinMining = false
#Allows the Harvest Goddess Band to passively grow tall grass, flowers, etc, on top of grass blocks.
harvBandGrass = false
#If set to true, disables all radius-based mining functionality (right click of tools)
disableAllRadiusMining = false
#Enable Watch of Flowing Time
enableTimeWatch = true
#Allow the Evertide amulet to place water in dimensions that water evaporates. For example: The Nether.
opEvertide = false
[server.effects]
#Bonus ticks given by the Watch of Flowing Time while in the pedestal. 0 = effectively no bonus.
#Range: 0 ~ 256
timePedBonus = 18
#Factor the Watch of Flowing Time slows down mobs by while in the pedestal. Set to 1.0 for no slowdown.
#Range: 0.0 ~ 1.0
timePedMobSlowness = 0.1
#If true the Interdiction Torch only affects hostile mobs and projectiles. If false it affects all non blacklisted living entities.
interdictionMode = true
[server.misc]
#False requires your hand be empty for Gem Armor Offensive Abilities to be readied or triggered
unsafeKeyBinds = false
#Shows the EMC value of blocks when looking at them in Hwyla or TOP
hwylaTOPDisplay = false
[server.cooldown]
#Cooldown (in ticks) for various features in ProjectE. A cooldown of -1 will disable the functionality.
#A cooldown of 0 will allow the actions to happen every tick. Use caution as a very low value on features that run automatically could cause TPS issues.
[server.cooldown.cooldown]
#Cooldown for various items within the pedestal.
[server.cooldown.cooldown.pedestal]
#Delay between Archangel Smite shooting arrows while in the pedestal.
#Range: > -1
archangel = 40
#Delay between Body Stone healing 0.5 shanks while in the pedestal.
#Range: > -1
body = 10
#Delay between Evertide Amulet trying to start rain while in the pedestal.
#Range: > -1
evertide = 20
#Delay between Harvest Goddess trying to grow and harvest while in the pedestal.
#Range: > -1
harvest = 10
#Delay between Ignition Ring trying to light entities on fire while in the pedestal.
#Range: > -1
ignition = 40
#Delay between Life Stone healing both food and hunger by 0.5 shank/heart while in the pedestal.
#Range: > -1
life = 5
#Delay between Talisman of Repair trying to repair player items while in the pedestal.
#Range: > -1
repair = 20
#Delay between SWRG trying to smite mobs while in the pedestal.
#Range: > -1
swrg = 70
#Delay between Soul Stone healing 0.5 hearts while in the pedestal.
#Range: > -1
soul = 10
#Delay between Volcanite Amulet trying to stop rain while in the pedestal.
#Range: > -1
volcanite = 20
#Delay between Zero Ring trying to extinguish entities and freezing ground while in the pedestal.
#Range: > -1
zero = 40
#Cooldown for various items in regards to a player.
[server.cooldown.cooldown.player]
#A cooldown for firing projectiles
#Range: > -1
projectile = 0
#A cooldown for Gem Chestplate explosion
#Range: > -1
gemChest = 0
#Delay between Talisman of Repair trying to repair player items while in a player's inventory.
#Range: > -1
repair = 20
#Delay between heal attempts while in a player's inventory. (Soul Stone, Life Stone, Gem Helmet)
#Range: > -1
heal = 20
#Delay between feed attempts while in a player's inventory. (Body Stone, Life Stone, Gem Helmet)
#Range: > -1
feed = 20

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["reaction chamber"]
#Enable/disable reaction chamber's item rendering. Saves on performance if there are a considerable amount of them running at the same time.
enableEffects = true

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["quantum computer"]
#Define the maximum dimensions of the Quantum Computer Multiblock.
#Range: 5 ~ 12
quantumComputerMaxSize = 7
#Define the amount of Threads per Quantum Computer Accelerator.
#Range: 4 ~ 16
quantumComputerAcceleratorThreads = 8
#Define the maximum amount of multi threaders per Quantum Computer Multiblock.
#Range: 1 ~ 2
quantumComputerMaxMultiThreaders = 1
#Define the maximum amount of Data Entanglers per Quantum Computer Multiblock.
#Range: 1 ~ 2
quantumComputermaxDataEntanglers = 1
#Define the multiplication factor of the multi threaders.
#Range: 2 ~ 8
quantumComputerMultiThreaderMultiplication = 4
#Define the multiplication factor of the data entanglers.
#Range: 2 ~ 8
quantumComputerDataEntanglerMultiplication = 4
["quantum armor"]
#Define the maximum walk speed increase. Values are divided by 10 before use.
#Range: 10 ~ 100
quantumArmorMaxWalkSpeed = 60
#Define the maximum sprint speed increase. Values are divided by 10 before use.
#Range: 10 ~ 150
quantumArmorMaxSprintSpeed = 80
#Define the maximum increase in step height.
#Range: 1 ~ 5
quantumArmorMaxStepHeight = 3
#Define the maximum increase in jump height.
#Range: 1 ~ 5
quantumArmorMaxJumpHeight = 3
#Define the maximum swim speed increase. Values are divided by 10 before use.
#Range: 10 ~ 150
quantumArmorSwimSpeedBoost = 80
#Define the HP increased of the HP Buffer card.
#Range: 5 ~ 50
quantumArmorHpBuffer = 20
#Define the maximum speed boost of the Flight Card.
#Range: 1 ~ 15
quantumArmorMaxFlightSpeed = 10
#Define the evasion % chance of the evasion card.
#Range: 0 ~ 100
quantumArmorEvasionChance = 30
#Define the max range of the magnet card.
#Range: 5 ~ 15
quantumArmorMagnetRange = 12
#Define the Attack Damage boost of the Strength Card.
#Range: 5 ~ 50
quantumArmorStrengthBoost = 10
#Define the Attack Speed Damage boost of the Attack Speed Card.
#Range: 1 ~ 10
quantumArmorAttackSpeedBoost = 5
#Define the luck boost of the Luck Card.
#Range: 1 ~ 5
quantumArmorLuckBoost = 2
#Define the max additional reach of the Reach Card.
#Range: 1 ~ 8
quantumArmorMaxReachBoost = 5
#Define the amount of hearts regenerated per tick with the Regeneration Card. Value will be divided by 10 before use.
#Range: 1 ~ 20
quantumArmorRenegerationPerTick = 10
#Define the maximum percentage of incoming damage absorbed by the Quantum Armor. This value is still limited by the energy buffer in the equipment.
#Range: 5 ~ 100
quantumArmorPercentageDamageAbsorption = 30
[Miscellaneous]
#Define the size of the cache for the Throughput Monitor. Only affects "Per minute" and "Per 10 minutes" configurations. Higher values will increase precison, but will make the monitor react slower to changes.
#Range: 40 ~ 400
throughputMonitorCacheSize = 80

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