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:
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commit
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26 changed files with 1240 additions and 345 deletions
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@ -11,7 +11,7 @@ client {
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B:ConfiguratorModeScroll=true
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# Should active machines produce block light.
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B:EnableAmbientLighting=true
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B:EnableAmbientLighting=false
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# If enabled machines play their sounds while running.
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B:EnableMachineSounds=true
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@ -23,16 +23,17 @@ client {
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B:Holidays=true
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# Show particles when machines active.
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B:MachineEffects=true
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B:MachineEffects=false
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# Set to false to prevent particle spam when loading multiblocks (notification message will display instead).
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B:MultiblockFormParticles=true
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# If true, don't render Cables/Pipes/Tubes as transparent and don't render their contents.
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B:OpaqueTransmitterRender=false
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B:ReplaceSoundsWhenResuming=false
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# Adjust Mekanism sounds' base volume. < 1 is softer, higher is louder.
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D:SoundVolume=1.0
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D:SoundVolume=0.7
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}
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@ -84,6 +85,7 @@ general {
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# If machine is disabled in config, do we set its block to air if it is found in world?
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B:DestroyDisabledBlocks=true
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I:DigitalMinerMaxRadius=32
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# Maximum amount (joules) of energy the Atomic Disassembler can contain
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D:DisassemblerBatteryCapacity=1000000.0
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@ -140,19 +142,19 @@ general {
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S:EnergyType=RF
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# Burn time for Ethylene (1mB hydrogen + 2*bioFuel/tick*200ticks/100mB * 20x efficiency bonus).
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I:EthyleneBurnTime=40
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I:EthyleneBurnTime=10
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# Thermal Evaporation Tower heat loss per tick.
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D:EvaporationHeatDissipation=0.02
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# Max Temperature of the Thermal Evaporation Tower.
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D:EvaporationMaxTemp=3000.0
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D:EvaporationMaxTemp=10000.0
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# Heat to absorb per Solar Panel array of Thermal Evaporation Tower.
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D:EvaporationSolarMultiplier=0.2
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D:EvaporationSolarMultiplier=2.0
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# Temperature to amount produced ratio for Thermal Evaporation Tower.
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D:EvaporationTempMultiplier=0.1
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D:EvaporationTempMultiplier=3.0
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# Conversion multiplier from Joules to Forge Energy (Joules * ForgeToJoules = FE)
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D:ForgeToJoules=0.4
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@ -161,7 +163,7 @@ general {
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D:HeatPerFuelTick=4.0
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# How much energy is produced per mB of Hydrogen, also affects Electrolytic Separator usage, Ethylene burn rate and Gas generator energy capacity.
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D:HydrogenEnergyDensity=200.0
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D:HydrogenEnergyDensity=150.0
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# Conversion multiplier from EU to Joules (EU * JoulesToEU = Joules)
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D:JoulesToEU=10.0
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@ -203,7 +205,7 @@ general {
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I:MaxScubaGas=24000
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# Energy multiplier for using silk touch mode with the Digital Miner.
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I:MinerSilkMultiplier=6
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I:MinerSilkMultiplier=5
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# Radius of the explosion of Obsidian TNT.
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I:ObsidianTNTBlastRadius=12
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@ -230,13 +232,13 @@ general {
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B:PumpWaterSources=false
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# Maximum energy buffer (Mekanism Joules) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency.
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D:QuantumEntangloporterEnergyTransfer=1.6E7
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D:QuantumEntangloporterEnergyTransfer=6.4E7
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# Conversion multiplier from Joules to RF (Joules * RFToJoules = RF)
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D:RFToJoules=0.4
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# Chance that salt generates in a chunk. (0 to Disable)
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I:SaltPerChunk=2
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I:SaltPerChunk=0
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# Max number of blocks in a salt vein.
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I:SaltVeinSize=6
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@ -248,7 +250,7 @@ general {
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D:SawdustChancePlank=0.25
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# Enable the spawning of baby skeletons. Think baby zombies but skeletons.
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B:SpawnBabySkeletons=true
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B:SpawnBabySkeletons=false
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# Amount of heat each Boiler heating element produces.
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D:SuperheatingHeatTransfer=10000.0
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@ -258,18 +260,21 @@ general {
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# Conversion multiplier from Joules to Tesla (Joules * TeslaToJoules = Tesla)
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D:TeslaToJoules=0.4
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D:ThermalEvaporationSpeed=4.0
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# Chance that tin generates in a chunk. (0 to Disable)
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I:TinPerChunk=0
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# Max number of blocks in a tin vein.
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I:TinVeinSize=8
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B:UpdateNotifications=false
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# Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible).
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I:UpgradeModifier=10
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# TCP port for the Voice server to listen on.
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I:VoicePort=36123
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B:VoiceServerEnabled=false
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# Should machines void the gas inside of them on load if there is no recipe using that gas.
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B:VoidInvalidGases=true
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@ -293,13 +298,13 @@ general {
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generation {
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# Peak output for the Advanced Solar Generator. Note: It can go higher than this value in some extreme environments.
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D:AdvancedSolarGeneration=300.0
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D:AdvancedSolarGeneration=800.0
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# Amount of energy in Joules the Bio Generator produces per tick.
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D:BioGeneration=350.0
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D:BioGeneration=300.0
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# Affects the Injection Rate, Max Temp, and Ignition Temp.
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D:EnergyPerFusionFuel=5000000.0
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D:EnergyPerFusionFuel=1500000.0
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# Amount of energy in Joules the Heat Generator produces per tick. (heatGenerationLava * heatGenerationLava) + heatGenerationNether
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D:HeatGeneration=150.0
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@ -311,7 +316,7 @@ generation {
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D:HeatGenerationNether=100.0
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# Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
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D:SolarGeneration=50.0
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D:SolarGeneration=100.0
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# The number of blades on each turbine coil per blade applied.
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I:TurbineBladesPerCoil=4
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@ -330,16 +335,16 @@ generation {
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>
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# Maximum base generation value of the Wind Generator.
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D:WindGenerationMax=480.0
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D:WindGenerationMax=450.0
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# The maximum Y value that affects the Wind Generators Power generation.
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I:WindGenerationMaxY=255
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# Minimum base generation value of the Wind Generator.
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D:WindGenerationMin=60.0
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D:WindGenerationMin=150.0
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# The minimum Y value that affects the Wind Generators Power generation.
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I:WindGenerationMinY=24
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I:WindGenerationMinY=48
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}
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@ -807,171 +812,6 @@ tier {
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tools {
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general {
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# The chance that Mekanism Armor can spawn on mobs.
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D:MobArmorSpawnRate=0.03
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}
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armor-balance {
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obsidian {
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# Base durability of obsidian armor.
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I:durability=50
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# Natural enchantability factor of obsidian armor.
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I:enchantability=40
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# Base armor toughness value of obsidian armor.
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D:toughness=4.0
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protection {
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# Protection value of obsidian chestplates.
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I:chest=12
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# Protection value of obsidian boots.
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I:feet=5
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# Protection value of obsidian helmets.
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I:head=5
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# Protection value of obsidian leggings.
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I:legs=8
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}
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}
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lapis {
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# Base durability of lapis armor.
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I:durability=13
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# Natural enchantability factor of lapis armor.
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I:enchantability=8
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# Base armor toughness value of lapis armor.
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D:toughness=0.0
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protection {
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# Protection value of lapis chestplates.
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I:chest=5
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# Protection value of lapis boots.
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I:feet=2
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# Protection value of lapis helmets.
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I:head=2
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# Protection value of lapis leggings.
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I:legs=6
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}
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}
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osmium {
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# Base durability of osmium armor.
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I:durability=30
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# Natural enchantability factor of osmium armor.
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I:enchantability=12
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# Base armor toughness value of osmium armor.
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D:toughness=1.0
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protection {
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# Protection value of osmium chestplates.
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I:chest=5
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# Protection value of osmium boots.
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I:feet=3
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# Protection value of osmium helmets.
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I:head=3
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# Protection value of osmium leggings.
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I:legs=6
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}
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}
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bronze {
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# Base durability of bronze armor.
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I:durability=35
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# Natural enchantability factor of bronze armor.
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I:enchantability=10
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# Base armor toughness value of bronze armor.
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D:toughness=0.0
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protection {
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# Protection value of bronze chestplates.
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I:chest=6
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# Protection value of bronze boots.
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I:feet=2
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# Protection value of bronze helmets.
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I:head=3
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# Protection value of bronze leggings.
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I:legs=5
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}
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}
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glowstone {
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# Base durability of glowstone armor.
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I:durability=18
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# Natural enchantability factor of glowstone armor.
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I:enchantability=18
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# Base armor toughness value of glowstone armor.
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D:toughness=0.0
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protection {
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# Protection value of glowstone chestplates.
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I:chest=7
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# Protection value of glowstone boots.
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I:feet=3
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# Protection value of glowstone helmets.
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I:head=3
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# Protection value of glowstone leggings.
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I:legs=6
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}
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}
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steel {
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# Base durability of steel armor.
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I:durability=40
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# Natural enchantability factor of steel armor.
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I:enchantability=10
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# Base armor toughness value of steel armor.
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D:toughness=1.0
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protection {
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# Protection value of steel chestplates.
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I:chest=7
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# Protection value of steel boots.
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I:feet=3
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# Protection value of steel helmets.
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I:head=3
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# Protection value of steel leggings.
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I:legs=6
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}
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}
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}
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tool-balance {
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obsidian {
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@ -993,10 +833,10 @@ tools {
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I:enchantability=40
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# Harvest level of obsidian tools.
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I:harvestLevel=3
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I:harvestLevel=6
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# Maximum durability of obsidian tools.
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I:maxUses=2500
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I:maxUses=500
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}
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paxel {
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@ -1113,7 +953,7 @@ tools {
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D:axeAttackDamage=8.0
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# Base attack speed of a bronze axe.
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D:axeAttackSpeed=-3.0999999046325684
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D:axeAttackSpeed=-3.1
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# Base attack damage of bronze.
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I:damage=6
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@ -1157,7 +997,7 @@ tools {
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D:axeAttackDamage=8.0
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# Base attack speed of a glowstone axe.
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D:axeAttackSpeed=-3.0999999046325684
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D:axeAttackSpeed=-3.1
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# Base attack damage of glowstone.
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I:damage=5
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@ -1238,6 +1078,180 @@ tools {
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}
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lazuli {
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regular {
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D:axeAttackDamage=8.0
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D:axeAttackSpeed=-3.1
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}
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}
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}
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armor-balance {
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obsidian {
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# Base durability of obsidian armor.
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I:durability=50
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# Natural enchantability factor of obsidian armor.
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I:enchantability=40
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# Base armor toughness value of obsidian armor.
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D:toughness=4.0
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protection {
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# Protection value of obsidian chestplates.
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I:chest=12
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# Protection value of obsidian boots.
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I:feet=5
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# Protection value of obsidian helmets.
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I:head=5
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# Protection value of obsidian leggings.
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I:legs=8
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}
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}
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lapis {
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# Base durability of lapis armor.
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I:durability=13
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# Natural enchantability factor of lapis armor.
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I:enchantability=8
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# Base armor toughness value of lapis armor.
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D:toughness=0.0
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protection {
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# Protection value of lapis chestplates.
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I:chest=5
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# Protection value of lapis boots.
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I:feet=2
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# Protection value of lapis helmets.
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I:head=2
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# Protection value of lapis leggings.
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I:legs=6
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}
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}
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osmium {
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# Base durability of osmium armor.
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I:durability=30
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# Natural enchantability factor of osmium armor.
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I:enchantability=12
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# Base armor toughness value of osmium armor.
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I:toughness=1
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protection {
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# Protection value of osmium chestplates.
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I:chest=5
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# Protection value of osmium boots.
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I:feet=3
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# Protection value of osmium helmets.
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I:head=3
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# Protection value of osmium leggings.
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I:legs=6
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}
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}
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bronze {
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# Base durability of bronze armor.
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I:durability=35
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# Natural enchantability factor of bronze armor.
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I:enchantability=10
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# Base armor toughness value of bronze armor.
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D:toughness=0.0
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protection {
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# Protection value of bronze chestplates.
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I:chest=6
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# Protection value of bronze boots.
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I:feet=2
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# Protection value of bronze helmets.
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I:head=3
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# Protection value of bronze leggings.
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I:legs=5
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}
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}
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glowstone {
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# Base durability of glowstone armor.
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I:durability=18
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# Natural enchantability factor of glowstone armor.
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I:enchantability=18
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# Base armor toughness value of glowstone armor.
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D:toughness=0.0
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protection {
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# Protection value of glowstone chestplates.
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I:chest=7
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# Protection value of glowstone boots.
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I:feet=3
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# Protection value of glowstone helmets.
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I:head=3
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# Protection value of glowstone leggings.
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I:legs=6
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}
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}
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steel {
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# Base durability of steel armor.
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I:durability=40
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# Natural enchantability factor of steel armor.
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I:enchantability=10
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# Base armor toughness value of steel armor.
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D:toughness=1.0
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protection {
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# Protection value of steel chestplates.
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I:chest=7
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# Protection value of steel boots.
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I:feet=3
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# Protection value of steel helmets.
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I:head=3
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# Protection value of steel leggings.
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I:legs=6
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}
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}
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}
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general {
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# The chance that Mekanism Armor can spawn on mobs.
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D:MobArmorSpawnRate=0.02
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}
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}
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@ -1245,43 +1259,44 @@ tools {
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usage {
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# 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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue