Created
May 1, 2020 19:37
-
-
Save Yourname942/2b97dda6dca470ff384375ea5c4a11d6 to your computer and use it in GitHub Desktop.
current settings
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Configuration file | |
client { | |
# Render the layout as colors | |
B:simpleLayout=false | |
} | |
factory { | |
# Allow the shard based recipe to be used for factory block creation | |
B:allowShardRecipe=true | |
# Allow the factory to generate XP shards | |
B:allowXpGeneration=true | |
# Default XP to generate for a killed mob | |
I:deathXp=1 | |
# Default tier to assign mobs to | |
I:factoryTier=-1 | |
# Default number of mobs to kill to program the ender shard | |
I:killCount=1 | |
# Function to apply to generate the power cost when more than one mob spawned. (0-linear), (1-powers of 2), (2-powers of 3) | |
I:massFx=0 | |
# Default number of mobs to spawn | |
I:numMobs=1 | |
# Percentage drop rate of Tier II shard | |
I:r2ShardDrop=15 | |
# Percentage drop rate of Tier III shard | |
I:r3ShardDrop=8 | |
# Percentage drop rate of Tier IV shard | |
I:r4ShardDrop=5 | |
# Default number of ticks to spawn a mob | |
I:spawnTicks=320 | |
# Default units for spawning a mob | |
I:spawnUnits=1 | |
# Maximum units for a Tier I factory | |
I:t1UnitsMax=20 | |
# Maximum units for a Tier II factory | |
I:t2UnitsMax=40 | |
# Maximum units for a Tier III factory | |
I:t3UnitsMax=60 | |
# Maximum units for a Tier IV factory | |
I:t4CostMax=65535 | |
} | |
factorymoduspport { | |
# Pass the IMC recipe additions to EnderIO | |
B:EnderIOIMC=true | |
# Allow the factory to support BloodMagic Ritual Of The Cloned Soul | |
B:allowBmCrystal=true | |
# Allow the factory to support BloodMagic Ritual Of The Mechanical Altar | |
B:allowBmLeAltar=true | |
# Allow the factory to support BloodMagic Ritual Of The Sanguine Urn | |
B:allowBmLeTank=true | |
# Allow the factory to support EvilCraft Blood Generation | |
B:allowEcBlood=true | |
} | |
factorypower { | |
# Power cost per spawn unit | |
I:powerPerSpawnUnit=1 | |
# Factory needs at least the power per tick or power is consumed and thrown away | |
B:strictPower=false | |
# Maximum power stored in a Tier I cell | |
I:t1PowerMax=100000 | |
# Receive power limit for a Tier I cell | |
I:t1PowerRxTick=1000 | |
# Default power cost per tick of a Tier I factory | |
I:t1PowerTick=80 | |
# Maximum power stored in a Tier II cell | |
I:t2PowerMax=1000000 | |
# Receive power limit for a Tier II cell | |
I:t2PowerRxTick=10000 | |
# Default power cost per tick of a Tier II factory | |
I:t2PowerTick=160 | |
# Maximum power stored in a Tier III cell | |
I:t3PowerMax=10000000 | |
# Receive power limit for a Tier III cell | |
I:t3PowerRxTick=2147483647 | |
# Default power cost per tick of a Tier III factory | |
I:t3PowerTick=240 | |
# Default power cost per tick of a Tier IV factory | |
I:t4PowerTick=320 | |
# Limit the power requirements of Tier I to be 1 RF/tick | |
B:tier1lowpower=false | |
# Limit the power requirements of Tier II to be 1 RF/tick | |
B:tier2lowpower=false | |
# Limit the power requirements of Tier III to be 1 RF/tick | |
B:tier3lowpower=false | |
# Limit the power requirements of Tier IV to be 1 RF/tick | |
B:tier4lowpower=false | |
} | |
general { | |
# Add vanilla recipes to duplicate most anvil ones | |
B:allowAnvilVanillaCrafting=false | |
# Percentage chance of headhunter I enchant dropping a skull | |
I:headhunter1DropChance=30 | |
# Percentage chance of headhunter II enchant dropping a skull | |
I:headhunter2DropChance=50 | |
# Percentage chance of headhunter III enchant dropping a skull | |
I:headhunter3DropChance=80 | |
# Number of ticks between fake kills | |
I:learnTicks=20 | |
# Number of mobs to kill to learn from - higher is more accurate | |
I:sampleSize=500 | |
# Dimension id of Tartarus | |
I:tartarusId=418 | |
} | |
upgrades { | |
# Percentage of mob health given to the BloodMagic Crystal I upgrade | |
I:bmCrystal1Param=25 | |
# Default power cost per tick of a BloodMagic Crystal I upgrade | |
I:bmCrystal1PowerTick=80 | |
# Percentage of mob health given to the BloodMagic Crystal II upgrade | |
I:bmCrystal2Param=60 | |
# Default power cost per tick of a BloodMagic Crystal II upgrade | |
I:bmCrystal2PowerTick=160 | |
# Percentage of mob health given to the BloodMagic Crystal III upgrade | |
I:bmCrystal3Param=100 | |
# Default power cost per tick of a BloodMagic Crystal III upgrade | |
I:bmCrystal3PowerTick=240 | |
# Percentage of sacrifice amount for a BloodMagic LifeEssence Altar I upgrade | |
I:bmLeAltar1Param=50 | |
# Default power cost per tick of a BloodMagic LifeEssence Altar I upgrade | |
I:bmLeAltar1PowerTick=80 | |
# Percentage of sacrifice amount for a BloodMagic LifeEssence Altar II upgrade | |
I:bmLeAltar2Param=75 | |
# Default power cost per tick of a BloodMagic LifeEssence Altar II upgrade | |
I:bmLeAltar2PowerTick=160 | |
# Percentage of sacrifice amount for a BloodMagic LifeEssence Altar III upgrade | |
I:bmLeAltar3Param=100 | |
# Default power cost per tick of a BloodMagic LifeEssence Altar III upgrade | |
I:bmLeAltar3PowerTick=240 | |
# Number of sacrifice runes for a BloodMagic LifeEssence Tank III upgrade | |
I:bmLeTank13Param=24 | |
# Number of sacrifice runes for a BloodMagic LifeEssence Tank I upgrade | |
I:bmLeTank1Param=4 | |
# Default power cost per tick of a BloodMagic LifeEssence Tank III upgrade | |
I:bmLeTank1PowerTick=80 | |
# Number of sacrifice runes for a BloodMagic LifeEssence Tank II upgrade | |
I:bmLeTank2Param=16 | |
# Default chance to generate a skull for Decapitate I upgrade | |
I:decap1Param=20 | |
# Default power cost per tick of a Decapitate I upgrade | |
I:decap1PowerTick=80 | |
# Default chance to generate a skull for Decapitate II upgrade | |
I:decap2Param=40 | |
# Default power cost per tick of a Decapitate II upgrade | |
I:decap2PowerTick=160 | |
# Default chance to generate a skull for Decapitate III upgrade | |
I:decap3Param=80 | |
# Default power cost per tick of a Decapitate III upgrade | |
I:decap3PowerTick=240 | |
# mb per HP for the EvilCraft Blood Tank I upgrade | |
I:ecBlood1Param=20 | |
# Default power cost per tick of a EvilCraft Blood Tank I upgrade | |
I:ecBlood1PowerTick=80 | |
# mb per HP for the EvilCraft Blood Tank II upgrade | |
I:ecBlood2Param=40 | |
# Default power cost per tick of a EvilCraft Blood Tank II upgrade | |
I:ecBlood2PowerTick=160 | |
# mb per HP for the EvilCraft Blood Tank III upgrade | |
I:ecBlood3Param=60 | |
# Default power cost per tick of a EvilCraft Blood Tank III upgrade | |
I:ecBlood3PowerTick=240 | |
# Percentage of power saved for a Efficiency I upgrade | |
I:eff1Param=15 | |
# Default power cost per tick of a Efficiency I upgrade | |
I:eff1PowerTick=1 | |
# Percentage of power saved for a Efficiency II upgrade | |
I:eff2Param=25 | |
# Default power cost per tick of a Efficiency II upgrade | |
I:eff2PowerTick=2 | |
# Percentage of power saved for a Efficiency III upgrade | |
I:eff3Param=30 | |
# Default power cost per tick of a Efficiency III upgrade | |
I:eff3PowerTick=4 | |
I:looting1Param=1 | |
# Default power cost per tick of a Looting I upgrade | |
I:looting1PowerTick=80 | |
I:looting2Param=2 | |
# Default power cost per tick of a Looting II upgrade | |
I:looting2PowerTick=160 | |
I:looting3Param=3 | |
# Default power cost per tick of a Looting III upgrade | |
I:looting3PowerTick=240 | |
# Default number of mobs to spawn for Mass I upgrade | |
I:mass1Param=2 | |
# Default power cost per tick of a Mass I upgrade | |
I:mass1PowerTick=80 | |
# Default number of mobs to spawn for Mass II upgrade | |
I:mass2Param=4 | |
# Default power cost per tick of a Mass II upgrade | |
I:mass2PowerTick=160 | |
# Default number of mobs to spawn for Mass III upgrade | |
I:mass3Param=6 | |
# Default power cost per tick of a Mass III upgrade | |
I:mass3PowerTick=240 | |
# Percentage reduction in spawn time for Rate I upgrade | |
I:rate1Param=20 | |
# Default power cost per tick of a Rate I upgrade | |
I:rate1PowerTick=80 | |
# Percentage reduction in spawn time for Rate II upgrade | |
I:rate2Param=50 | |
# Default power cost per tick of a Rate II upgrade | |
I:rate2PowerTick=160 | |
# Percentage reduction in spawn time for Rate III upgrade | |
I:rate3Param=75 | |
# Default power cost per tick of a Rate III upgrade | |
I:rate3PowerTick=240 | |
# Percentage of XP generated for XP I upgrade | |
I:xp1Param=100 | |
# Default power cost per tick of a XP I upgrade | |
I:xp1PowerTick=80 | |
# Percentage of XP generated for XP II upgrade | |
I:xp2Param=140 | |
# Default power cost per tick of a XP II upgrade | |
I:xp2PowerTick=160 | |
# Percentage of XP generated for XP III upgrade | |
I:xp3Param=180 | |
# Default power cost per tick of a XP III upgrade | |
I:xp3PowerTick=240 | |
} | |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment