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SwitchyJuice 2022-11-01 18:40:32 +01:00
commit 5dfd7f1986
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# Configuration file
automation {
I:formationPlaneEntityLimit=128
}
battery {
I:chargedStaff=8000
I:colorApplicator=20000
I:entropyManipulator=200000
I:matterCannon=200000
I:portableCell=20000
I:wirelessTerminal=1600000
}
client {
# Possible Values: AE, EU, RF
S:PowerUnit=AE
# Possible Values: AUTOSEARCH, AUTOSEARCH_KEEP, MANUAL_SEARCH, MANUAL_SEARCH_KEEP, JEI_AUTOSEARCH, JEI_AUTOSEARCH_KEEP, JEI_MANUAL_SEARCH, JEI_MANUAL_SEARCH_KEEP
S:SEARCH_MODE=AUTOSEARCH
# Possible Values: YES, NO, UNDECIDED
S:SEARCH_TOOLTIPS=YES
# Possible Values: TALL, FULL, SMALL
S:TERMINAL_STYLE=TALL
# Controls buttons on Crafting Screen : Capped at 9
I:craftAmtButton1=1
# Controls buttons on Crafting Screen : Capped at 99
I:craftAmtButton2=10
# Controls buttons on Crafting Screen : Capped at 999
I:craftAmtButton3=100
# Controls buttons on Crafting Screen : Capped at 9999
I:craftAmtButton4=1000
B:disableColoredCableRecipesInJEI=true
B:enableEffects=true
# Controls buttons on Level Emitter Screen : Capped at 9
I:levelAmtButton1=1
# Controls buttons on Level Emitter Screen : Capped at 99
I:levelAmtButton2=10
# Controls buttons on Level Emitter Screen : Capped at 999
I:levelAmtButton3=100
# Controls buttons on Level Emitter Screen : Capped at 9999
I:levelAmtButton4=1000
# Controls buttons on Priority Screen : Capped at 9
I:priorityAmtButton1=1
# Controls buttons on Priority Screen : Capped at 99
I:priorityAmtButton2=10
# Controls buttons on Priority Screen : Capped at 999
I:priorityAmtButton3=100
# Controls buttons on Priority Screen : Capped at 9999
I:priorityAmtButton4=1000
B:useColoredCraftingStatus=true
B:useTerminalUseLargeFont=false
}
condenser {
I:MatterBalls=256
I:Singularity=256000
}
craftingcpu {
I:craftingCalculationTimePerTick=5
}
##########################################################################################################
# features
#--------------------------------------------------------------------------------------------------------#
# Warning: Disabling a feature may disable other features depending on it.
##########################################################################################################
features {
world {
B:CertusOre=true
B:CertusQuartzWorldGen=true
B:ChargedCertusOre=true
B:ChestLoot=true
# Blocks that are not used in any essential recipes, also slabs and stairs.
B:DecorativeBlocks=true
B:DecorativeLights=true
B:Flour=true
B:MeteoriteWorldGen=true
B:SkyStoneChests=true
B:SpawnPressesInMeteorites=true
B:TinyTNT=true
B:VillagerTrading=true
}
machines {
B:Charger=true
B:CrystalGrowthAccelerator=true
B:GrindStone=true
B:Inscriber=true
B:VibrationChamber=true
}
toolsclassifications {
B:CertusQuartzTools=true
B:NetherQuartzTools=true
B:PoweredTools=true
}
tools {
B:ChargedStaff=true
B:ColorApplicator=true
B:EntropyManipulator=true
B:MatterCannon=true
B:MeteoriteCompass=true
B:PaintBalls=true
B:QuartzAxe=true
B:QuartzHoe=true
B:QuartzKnife=true
B:QuartzPickaxe=true
B:QuartzSpade=true
B:QuartzSword=true
B:QuartzWrench=true
B:WirelessAccessTerminal=true
}
networkfeatures {
B:Channels=true
B:QuantumNetworkBridge=true
B:Security=true
B:SpatialIO=true
}
networkbuses {
B:AnnihilationPlane=true
B:CableAnchor=true
B:CraftingTerminal=true
B:ExportBus=true
B:FluidAnnihilationPlane=true
B:FluidExportBus=true
B:FluidFormationPlane=true
B:FluidImportBus=true
B:FluidInterface=true
B:FluidLevelEmitter=true
B:FluidStorageBus=true
B:FluidTerminal=true
B:FormationPlane=true
B:IdentityAnnihilationPlane=true
B:ImportBus=true
B:Interface=true
B:LevelEmitter=true
B:P2PTunnel=true
B:Panels=true
B:PartConversionMonitor=true
B:QuartzFiber=true
B:StorageBus=true
B:StorageMonitor=true
B:Terminal=true
B:ToggleBus=true
}
portablecell {
B:PortableCell=true
}
storage {
B:Condenser=true
B:IOPort=true
B:MEChest=true
B:MEDrive=true
B:StorageCells=true
}
networktool {
B:MemoryCard=true
B:NetworkTool=true
}
cables {
B:CoveredCables=true
B:DenseCables=true
B:GlassCables=true
B:SmartCables=true
}
energy {
B:DenseEnergyCells=true
B:EnergyAcceptor=true
B:EnergyCells=true
}
p2ptunnels {
B:P2PTunnelEU=true
B:P2PTunnelFE=true
B:P2PTunnelFluids=true
B:P2PTunnelItems=true
B:P2PTunnelLight=true
B:P2PTunnelME=true
B:P2PTunnelOpenComputers=true
B:P2PTunnelPressure=true
B:P2PTunnelRedstone=true
}
blockfeatures {
B:MassCannonBlockDamage=true
B:TinyTNTBlockDamage=true
}
facades {
B:Facades=true
}
misc {
B:Achievements=true
B:CraftingLog=false
B:Creative=true
B:DebugLogging=false
B:GrinderLogging=false
B:IntegrationLogging=false
B:LightDetector=true
B:LogSecurityAudits=false
B:Logging=true
B:PacketLogging=false
B:UnsupportedDeveloperTools=false
B:UpdateLogging=false
B:WebsiteRecipes=false
}
crafting {
B:EnableDisassemblyCrafting=true
B:EnableFacadeCrafting=true
B:InWorldFluix=true
B:InWorldPurification=true
B:InWorldSingularity=true
B:InterfaceTerminal=true
}
rendering {
B:AlphaPass=true
}
craftingfeatures {
B:CraftingCPU=true
# Use CraftingManager to find an alternative recipe, after a pattern rejected an ingredient. Should be enabled to avoid issues, but can have a minor performance impact.
B:CraftingManagerFallback=true
B:MolecularAssembler=true
B:Patterns=true
}
upgrades {
B:AdvancedCards=true
B:BasicCards=true
B:ViewCell=true
}
materials {
B:Certus=true
B:CrystalSeeds=true
B:Dusts=true
B:Fluix=true
B:Nuggets=true
B:PureCrystals=true
B:QuartzGlass=true
B:Silicon=true
B:SkyStone=true
}
craftingcomponents {
B:Cores=true
B:MatterBall=true
B:Presses=true
B:PrintedCircuits=true
B:Processors=true
}
commands {
B:ChunkLoggerTrace=false
}
}
general {
# Will auto-remove items that crash when being loaded from storage. This will destroy those items instead of crashing the game!
B:removeCrashingItemsOnLoad=false
}
##########################################################################################################
# grindstone
#--------------------------------------------------------------------------------------------------------#
# Creates recipe of the following pattern automatically: '1 oreTYPE => 2 dustTYPE' and '(1 ingotTYPE or 1 crystalTYPE or 1 gemTYPE) => 1 dustTYPE'
##########################################################################################################
grindstone {
# Blacklists the exact oredict name from being handled by any recipe.
S:blacklist <
>
# The list of types to handle. Specify without a prefix like ore or dust.
S:grinderOres <
Obsidian
Ender
EnderPearl
Coal
Iron
Gold
Charcoal
NetherQuartz
CertusQuartz
Wheat
Fluix
Copper
Tin
Silver
Lead
Bronze
Brass
Platinum
Nickel
Invar
Aluminium
Electrum
Osmium
Zinc
>
# Chance to actually get an output with stacksize > 1.
D:oreDoublePercentage=90.0
}
##########################################################################################################
# modintegration
#--------------------------------------------------------------------------------------------------------#
# Valid Values are 'AUTO', 'ON', or 'OFF' - defaults to 'AUTO' ; Suggested that you leave this alone unless your experiencing an issue, or wish to disable the integration for a reason.
##########################################################################################################
modintegration {
S:CraftTweaker=AUTO
S:IndustrialCraft2=AUTO
S:InventoryTweaks=AUTO
S:JustEnoughItems=AUTO
S:Mekanism=AUTO
S:MineFactoryReloaded=AUTO
S:OpenComputers=AUTO
S:Railcraft=AUTO
S:Tesla=AUTO
S:TheOneProbe=AUTO
S:Waila=AUTO
}
powerratios {
D:ForgeEnergy=0.5
D:IC2=2.0
D:UsageMultiplier=1.0
}
spatialio {
D:spatialPowerExponent=1.35
D:spatialPowerMultiplier=1250.0
I:storageDimensionID=2
I:storageProviderID=-11
}
##########################################################################################################
# tickrates
#--------------------------------------------------------------------------------------------------------#
# Min / Max Tickrates for dynamic ticking, most of these components also use sleeping, to prevent constant ticking, adjust with care, non standard rates are not supported or tested.
##########################################################################################################
tickrates {
I:AnnihilationPlane.max=120
I:AnnihilationPlane.min=2
I:Charger.max=120
I:Charger.min=10
I:ExportBus.max=60
I:ExportBus.min=5
I:FluidExportBus.max=60
I:FluidExportBus.min=5
I:FluidImportBus.max=40
I:FluidImportBus.min=5
I:FluidStorageBus.max=60
I:FluidStorageBus.min=5
I:IOPort.max=5
I:IOPort.min=1
I:ImportBus.max=40
I:ImportBus.min=5
I:Inscriber.max=1
I:Inscriber.min=1
I:Interface.max=120
I:Interface.min=5
I:ItemTunnel.max=60
I:ItemTunnel.min=5
I:LightTunnel.max=60
I:LightTunnel.min=5
I:METunnel.max=20
I:METunnel.min=5
I:OpenComputersTunnel.max=5
I:OpenComputersTunnel.min=1
I:PressureTunnel.max=120
I:PressureTunnel.min=1
I:StorageBus.max=60
I:StorageBus.min=5
I:VibrationChamber.max=40
I:VibrationChamber.min=10
}
##########################################################################################################
# wireless
#--------------------------------------------------------------------------------------------------------#
# Range= wirelessBaseRange + wirelessBoosterRangeMultiplier * Math.pow( boosters, wirelessBoosterExp )
# PowerDrain= wirelessBaseCost + wirelessCostMultiplier * Math.pow( boosters, 1 + boosters / wirelessHighWirelessCount )
##########################################################################################################
wireless {
D:wirelessBaseCost=8.0
D:wirelessBaseRange=16.0
D:wirelessBoosterExp=1.5
D:wirelessBoosterRangeMultiplier=1.0
D:wirelessCostMultiplier=1.0
D:wirelessTerminalDrainMultiplier=1.0
}
worldgen {
D:meteoriteClusterChance=0.08
I:meteoriteDimensionWhitelist <
0
>
I:meteoriteMaximumSpawnHeight=180
I:minMeteoriteDistance=707
I:quartzOresClusterAmount=15
I:quartzOresPerCluster=4
D:spawnChargedChance=0.07999998331069946
}

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# Configuration file
cache {
S:digest=58ddada4f4d1b75d0f65cea32b902b44
# Caching can save processing time, if there are a lot of items. [default: true]
B:enableCache=true
}
general {
# Will output more detailed information into the CSV like corresponding items [default: false]
B:enableAdditionalInfo=false
# If true, the CSV exporting will always happen. This will not use the cache to reduce the computation. [default: false]
B:enableForceRefresh=false
# If true, all registered items will be exported containing the internal minecraft name and the localized name to actually find the item you are using. This also contains the item representation of the blocks, but are missing items, which are too much to display e.g. FMP. [default: true]
B:exportItemNames=true
}

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# Configuration file
~CONFIG_VERSION: 1
##########################################################################################################
# common
#--------------------------------------------------------------------------------------------------------#
# Settings applied to all facades.
#
# By default full blocks with no tile entity and a model do not need whitelisting.
# This will only be read once during client startup.
##########################################################################################################
common {
# Unsupported: Allows whitelisting TileEntity as facades. Could work, have render issues, or corrupt your world. USE AT YOUR OWN RISK.
B:allowTileEntityFacades=false
}
##########################################################################################################
# facades
#--------------------------------------------------------------------------------------------------------#
# A way to explicitly handle certain blocks as facades.
#
# Blocks can be added by their resource location under the following rules.
# - One category per domain like minecraft or appliedenergistics2
# - One key per id. E.g. glass in case of minecraft:glass
# - An integer value ranging from 0 to 16 representing the metadata 0-15 and 16 as wildcard for all - Multiple entries for the same id but different metadata are possible when needed
##########################################################################################################
facades {
minecraft {
I:glass=16
I:stained_glass=16
}
appliedenergistics2 {
I:quartz_glass=16
I:quartz_vibrant_glass=16
}
}

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# Configuration file
cache {
# Waits as many hours, until it checks again. [range: 0 ~ 168, default: 24]
I:interval=24
S:lastCheck=1666980414531
}
channel {
# Determines the channel level which should be checked for updates. Can be either Stable, Beta or Alpha. [default: Beta]
S:level=Beta
}
client {
# If true, the player is getting a notification including changelog. Only happens if notification are enabled. [default: true]
B:changelog=true
# If true, the player is getting a notification, that a new version is available. [default: true]
B:notify=true
}
general {
# If true, the version checker is enabled. Acts as a master switch. [default: true]
B:enabled=true
}