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@Yourname942
Created May 1, 2020 19:37
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current settings
# 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
}
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