Massive Changes KEK

- Added a lots of mods
- Tweaked 2 biomes
- Started working on ore veins (tweaked 3 ore veins)
-Updated configs
This commit is contained in:
SwitchyJuice 2022-11-05 23:32:30 +01:00
parent 0fa4d182fd
commit 8c5f469cc3
26 changed files with 1240 additions and 345 deletions

View file

@ -11,7 +11,7 @@ client {
B:ConfiguratorModeScroll=true
# Should active machines produce block light.
B:EnableAmbientLighting=true
B:EnableAmbientLighting=false
# If enabled machines play their sounds while running.
B:EnableMachineSounds=true
@ -23,16 +23,17 @@ client {
B:Holidays=true
# Show particles when machines active.
B:MachineEffects=true
B:MachineEffects=false
# Set to false to prevent particle spam when loading multiblocks (notification message will display instead).
B:MultiblockFormParticles=true
# If true, don't render Cables/Pipes/Tubes as transparent and don't render their contents.
B:OpaqueTransmitterRender=false
B:ReplaceSoundsWhenResuming=false
# Adjust Mekanism sounds' base volume. < 1 is softer, higher is louder.
D:SoundVolume=1.0
D:SoundVolume=0.7
}
@ -84,6 +85,7 @@ general {
# If machine is disabled in config, do we set its block to air if it is found in world?
B:DestroyDisabledBlocks=true
I:DigitalMinerMaxRadius=32
# Maximum amount (joules) of energy the Atomic Disassembler can contain
D:DisassemblerBatteryCapacity=1000000.0
@ -140,19 +142,19 @@ general {
S:EnergyType=RF
# Burn time for Ethylene (1mB hydrogen + 2*bioFuel/tick*200ticks/100mB * 20x efficiency bonus).
I:EthyleneBurnTime=40
I:EthyleneBurnTime=10
# Thermal Evaporation Tower heat loss per tick.
D:EvaporationHeatDissipation=0.02
# Max Temperature of the Thermal Evaporation Tower.
D:EvaporationMaxTemp=3000.0
D:EvaporationMaxTemp=10000.0
# Heat to absorb per Solar Panel array of Thermal Evaporation Tower.
D:EvaporationSolarMultiplier=0.2
D:EvaporationSolarMultiplier=2.0
# Temperature to amount produced ratio for Thermal Evaporation Tower.
D:EvaporationTempMultiplier=0.1
D:EvaporationTempMultiplier=3.0
# Conversion multiplier from Joules to Forge Energy (Joules * ForgeToJoules = FE)
D:ForgeToJoules=0.4
@ -161,7 +163,7 @@ general {
D:HeatPerFuelTick=4.0
# How much energy is produced per mB of Hydrogen, also affects Electrolytic Separator usage, Ethylene burn rate and Gas generator energy capacity.
D:HydrogenEnergyDensity=200.0
D:HydrogenEnergyDensity=150.0
# Conversion multiplier from EU to Joules (EU * JoulesToEU = Joules)
D:JoulesToEU=10.0
@ -203,7 +205,7 @@ general {
I:MaxScubaGas=24000
# Energy multiplier for using silk touch mode with the Digital Miner.
I:MinerSilkMultiplier=6
I:MinerSilkMultiplier=5
# Radius of the explosion of Obsidian TNT.
I:ObsidianTNTBlastRadius=12
@ -230,13 +232,13 @@ general {
B:PumpWaterSources=false
# Maximum energy buffer (Mekanism Joules) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency.
D:QuantumEntangloporterEnergyTransfer=1.6E7
D:QuantumEntangloporterEnergyTransfer=6.4E7
# Conversion multiplier from Joules to RF (Joules * RFToJoules = RF)
D:RFToJoules=0.4
# Chance that salt generates in a chunk. (0 to Disable)
I:SaltPerChunk=2
I:SaltPerChunk=0
# Max number of blocks in a salt vein.
I:SaltVeinSize=6
@ -248,7 +250,7 @@ general {
D:SawdustChancePlank=0.25
# Enable the spawning of baby skeletons. Think baby zombies but skeletons.
B:SpawnBabySkeletons=true
B:SpawnBabySkeletons=false
# Amount of heat each Boiler heating element produces.
D:SuperheatingHeatTransfer=10000.0
@ -258,18 +260,21 @@ general {
# Conversion multiplier from Joules to Tesla (Joules * TeslaToJoules = Tesla)
D:TeslaToJoules=0.4
D:ThermalEvaporationSpeed=4.0
# Chance that tin generates in a chunk. (0 to Disable)
I:TinPerChunk=0
# Max number of blocks in a tin vein.
I:TinVeinSize=8
B:UpdateNotifications=false
# Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible).
I:UpgradeModifier=10
# TCP port for the Voice server to listen on.
I:VoicePort=36123
B:VoiceServerEnabled=false
# Should machines void the gas inside of them on load if there is no recipe using that gas.
B:VoidInvalidGases=true
@ -293,13 +298,13 @@ general {
generation {
# Peak output for the Advanced Solar Generator. Note: It can go higher than this value in some extreme environments.
D:AdvancedSolarGeneration=300.0
D:AdvancedSolarGeneration=800.0
# Amount of energy in Joules the Bio Generator produces per tick.
D:BioGeneration=350.0
D:BioGeneration=300.0
# Affects the Injection Rate, Max Temp, and Ignition Temp.
D:EnergyPerFusionFuel=5000000.0
D:EnergyPerFusionFuel=1500000.0
# Amount of energy in Joules the Heat Generator produces per tick. (heatGenerationLava * heatGenerationLava) + heatGenerationNether
D:HeatGeneration=150.0
@ -311,7 +316,7 @@ generation {
D:HeatGenerationNether=100.0
# Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
D:SolarGeneration=50.0
D:SolarGeneration=100.0
# The number of blades on each turbine coil per blade applied.
I:TurbineBladesPerCoil=4
@ -330,16 +335,16 @@ generation {
>
# Maximum base generation value of the Wind Generator.
D:WindGenerationMax=480.0
D:WindGenerationMax=450.0
# The maximum Y value that affects the Wind Generators Power generation.
I:WindGenerationMaxY=255
# Minimum base generation value of the Wind Generator.
D:WindGenerationMin=60.0
D:WindGenerationMin=150.0
# The minimum Y value that affects the Wind Generators Power generation.
I:WindGenerationMinY=24
I:WindGenerationMinY=48
}
@ -807,171 +812,6 @@ tier {
tools {
general {
# The chance that Mekanism Armor can spawn on mobs.
D:MobArmorSpawnRate=0.03
}
armor-balance {
obsidian {
# Base durability of obsidian armor.
I:durability=50
# Natural enchantability factor of obsidian armor.
I:enchantability=40
# Base armor toughness value of obsidian armor.
D:toughness=4.0
protection {
# Protection value of obsidian chestplates.
I:chest=12
# Protection value of obsidian boots.
I:feet=5
# Protection value of obsidian helmets.
I:head=5
# Protection value of obsidian leggings.
I:legs=8
}
}
lapis {
# Base durability of lapis armor.
I:durability=13
# Natural enchantability factor of lapis armor.
I:enchantability=8
# Base armor toughness value of lapis armor.
D:toughness=0.0
protection {
# Protection value of lapis chestplates.
I:chest=5
# Protection value of lapis boots.
I:feet=2
# Protection value of lapis helmets.
I:head=2
# Protection value of lapis leggings.
I:legs=6
}
}
osmium {
# Base durability of osmium armor.
I:durability=30
# Natural enchantability factor of osmium armor.
I:enchantability=12
# Base armor toughness value of osmium armor.
D:toughness=1.0
protection {
# Protection value of osmium chestplates.
I:chest=5
# Protection value of osmium boots.
I:feet=3
# Protection value of osmium helmets.
I:head=3
# Protection value of osmium leggings.
I:legs=6
}
}
bronze {
# Base durability of bronze armor.
I:durability=35
# Natural enchantability factor of bronze armor.
I:enchantability=10
# Base armor toughness value of bronze armor.
D:toughness=0.0
protection {
# Protection value of bronze chestplates.
I:chest=6
# Protection value of bronze boots.
I:feet=2
# Protection value of bronze helmets.
I:head=3
# Protection value of bronze leggings.
I:legs=5
}
}
glowstone {
# Base durability of glowstone armor.
I:durability=18
# Natural enchantability factor of glowstone armor.
I:enchantability=18
# Base armor toughness value of glowstone armor.
D:toughness=0.0
protection {
# Protection value of glowstone chestplates.
I:chest=7
# Protection value of glowstone boots.
I:feet=3
# Protection value of glowstone helmets.
I:head=3
# Protection value of glowstone leggings.
I:legs=6
}
}
steel {
# Base durability of steel armor.
I:durability=40
# Natural enchantability factor of steel armor.
I:enchantability=10
# Base armor toughness value of steel armor.
D:toughness=1.0
protection {
# Protection value of steel chestplates.
I:chest=7
# Protection value of steel boots.
I:feet=3
# Protection value of steel helmets.
I:head=3
# Protection value of steel leggings.
I:legs=6
}
}
}
tool-balance {
obsidian {
@ -993,10 +833,10 @@ tools {
I:enchantability=40
# Harvest level of obsidian tools.
I:harvestLevel=3
I:harvestLevel=6
# Maximum durability of obsidian tools.
I:maxUses=2500
I:maxUses=500
}
paxel {
@ -1113,7 +953,7 @@ tools {
D:axeAttackDamage=8.0
# Base attack speed of a bronze axe.
D:axeAttackSpeed=-3.0999999046325684
D:axeAttackSpeed=-3.1
# Base attack damage of bronze.
I:damage=6
@ -1157,7 +997,7 @@ tools {
D:axeAttackDamage=8.0
# Base attack speed of a glowstone axe.
D:axeAttackSpeed=-3.0999999046325684
D:axeAttackSpeed=-3.1
# Base attack damage of glowstone.
I:damage=5
@ -1238,6 +1078,180 @@ tools {
}
lazuli {
regular {
D:axeAttackDamage=8.0
D:axeAttackSpeed=-3.1
}
}
}
armor-balance {
obsidian {
# Base durability of obsidian armor.
I:durability=50
# Natural enchantability factor of obsidian armor.
I:enchantability=40
# Base armor toughness value of obsidian armor.
D:toughness=4.0
protection {
# Protection value of obsidian chestplates.
I:chest=12
# Protection value of obsidian boots.
I:feet=5
# Protection value of obsidian helmets.
I:head=5
# Protection value of obsidian leggings.
I:legs=8
}
}
lapis {
# Base durability of lapis armor.
I:durability=13
# Natural enchantability factor of lapis armor.
I:enchantability=8
# Base armor toughness value of lapis armor.
D:toughness=0.0
protection {
# Protection value of lapis chestplates.
I:chest=5
# Protection value of lapis boots.
I:feet=2
# Protection value of lapis helmets.
I:head=2
# Protection value of lapis leggings.
I:legs=6
}
}
osmium {
# Base durability of osmium armor.
I:durability=30
# Natural enchantability factor of osmium armor.
I:enchantability=12
# Base armor toughness value of osmium armor.
I:toughness=1
protection {
# Protection value of osmium chestplates.
I:chest=5
# Protection value of osmium boots.
I:feet=3
# Protection value of osmium helmets.
I:head=3
# Protection value of osmium leggings.
I:legs=6
}
}
bronze {
# Base durability of bronze armor.
I:durability=35
# Natural enchantability factor of bronze armor.
I:enchantability=10
# Base armor toughness value of bronze armor.
D:toughness=0.0
protection {
# Protection value of bronze chestplates.
I:chest=6
# Protection value of bronze boots.
I:feet=2
# Protection value of bronze helmets.
I:head=3
# Protection value of bronze leggings.
I:legs=5
}
}
glowstone {
# Base durability of glowstone armor.
I:durability=18
# Natural enchantability factor of glowstone armor.
I:enchantability=18
# Base armor toughness value of glowstone armor.
D:toughness=0.0
protection {
# Protection value of glowstone chestplates.
I:chest=7
# Protection value of glowstone boots.
I:feet=3
# Protection value of glowstone helmets.
I:head=3
# Protection value of glowstone leggings.
I:legs=6
}
}
steel {
# Base durability of steel armor.
I:durability=40
# Natural enchantability factor of steel armor.
I:enchantability=10
# Base armor toughness value of steel armor.
D:toughness=1.0
protection {
# Protection value of steel chestplates.
I:chest=7
# Protection value of steel boots.
I:feet=3
# Protection value of steel helmets.
I:head=3
# Protection value of steel leggings.
I:legs=6
}
}
}
general {
# The chance that Mekanism Armor can spawn on mobs.
D:MobArmorSpawnRate=0.02
}
}
@ -1245,43 +1259,44 @@ tools {
usage {
# Energy per operation tick (Joules).
D:ChemicalCrystallizerUsage=400.0
D:ChemicalCrystallizerUsage=1200.0
# Energy per operation tick (Joules).
D:ChemicalDissolutionChamberUsage=400.0
D:ChemicalDissolutionChamberUsage=1200.0
# Energy per operation tick (Joules).
D:ChemicalInfuserUsage=200.0
D:ChemicalInfuserUsage=600.0
# Energy per operation tick (Joules).
D:ChemicalInjectionChamberUsage=400.0
D:ChemicalInjectionChamberUsage=1200.0
# Energy per operation tick (Joules).
D:ChemicalWasherUsage=200.0
D:ChemicalWasherUsage=600.0
# Energy per operation tick (Joules).
D:CombinerUsage=50.0
D:CombinerUsage=1000.0
# Energy per operation tick (Joules).
D:CrusherUsage=50.0
D:CrusherUsage=250.0
# Energy per operation tick (Joules).
D:DigitalMinerUsage=100.0
D:DigitalMinerUsage=300.0
# Energy per operation tick (Joules).
D:ElectricPumpUsage=100.0
D:ElectricPumpUsage=50.0
# Energy per operation tick (Joules).
D:EnergizedSmelterUsage=50.0
D:EnergizedSmelterUsage=250.0
# Energy per operation tick (Joules).
D:EnrichmentChamberUsage=50.0
D:EnrichmentChamberUsage=250.0
# Energy per operation tick (Joules).
D:FluidicPlenisherUsage=100.0
# Energy per operation tick (Joules).
D:FormulaicAssemblicatorUsage=100.0
D:GasCentrifugeUsage=100.0
# Energy needed for one [recipe unit] of heavy water production (Joules).
D:HeavyWaterElectrolysisUsage=800.0
@ -1290,28 +1305,28 @@ usage {
D:LaserUsage=5000.0
# Energy per operation tick (Joules).
D:MetallurgicInfuserUsage=50.0
D:MetallurgicInfuserUsage=150.0
# Energy per operation tick (Joules).
D:OsmiumCompressorUsage=100.0
D:OsmiumCompressorUsage=500.0
# Energy per operation tick (Joules).
D:OxidationChamberUsage=200.0
D:OxidationChamberUsage=600.0
# Energy per operation tick (Joules).
D:PrecisionSawmillUsage=50.0
D:PrecisionSawmillUsage=250.0
# Energy per operation tick (Joules).
D:PressurizedReactionBaseUsage=5.0
D:PressurizedReactionBaseUsage=300.0
# Energy per operation tick (Joules).
D:PurificationChamberUsage=200.0
D:PurificationChamberUsage=600.0
# Energy per operation tick (Joules).
D:RotaryCondensentratorUsage=50.0
D:RotaryCondensentratorUsage=300.0
# Energy per operation tick (Joules).
D:SeismicVibratorUsage=50.0
D:SeismicVibratorUsage=150.0
# Base Joules cost for a teleportation.
I:TeleporterBaseUsage=1000