# Configuration file features { I:MaxLogStackSize=64 I:MaxOreStackSize=64 I:MaxOtherBlockStackSize=64 I:MaxPlankStackSize=64 I:UpgradeStacksize=4 } general { B:AFK_Hunger=false B:AddGTRecipesToIC2Machines=true B:AdventureModeStartingAxe=true B:AllowAutoMaintenanceHatchInteraction=false B:ArcSmeltIntoAnnealedWrought=true B:BrickedBlastFurnace=true B:CraftingUnification=true B:CropNeedBlockBelow=true B:Debug=false B:Debug2=false B:DisableIC2Cables=true B:DisableOldChemicalRecipes=false B:DisableVanillaOres=true B:EasierIVPlusCables=false B:EnableAchievements=true B:EnableAllComponents=false B:EnableAllMaterials=false B:EnableCleanroom=true B:EnableImmersiveEngineeringRSupport=true B:EnableMagneticraftSupport=true B:EnsureToBeLoadedLast=true B:ExplosionItemDrops=false I:FlintAndSteelChance=30 B:GTBees=true B:HardCoreCableLoss=false B:HideRecyclingRecipes=true B:HideUnusedOres=true B:IncreaseDungeonLoot=true B:InventoryUnification=true I:ItemDespawnTime=6000 B:LoggingPlayerActivity=true D:MagneticraftBonusOutputPercent=100.0 I:MaxEqualEntitiesAtOneSpot=3 I:MillisecondsPassedInGTTileEntityUntilLagWarning=100 B:MixedOreOnlyYieldsTwoThirdsOfPureOre=false B:NerfCombs=true B:NerfCrops=true B:NerfDustCrafting=true I:SkeletonsShootGTArrows=16 B:TEMachineRecipes=false I:TicksForLagAveragingWithScanner=25 B:WoodNeedsSawForCrafting=true B:disable_STDERR=false B:disable_STDOUT=false B:drinks_always_drinkable=false B:forceAdventureMode=false B:hardermobspawners=true B:harderstone=false B:online=true B:show_all_metaitems_in_creative_and_NEI=false B:smallerVanillaToolDurability=true B:sound_multi_threading=false B:timber_axe=true } machines { B:colored_guis_when_painted=true B:constant_need_of_energy=true B:explosions_on_nonwrenching=true B:fire_causes_explosions=true B:lightning_causes_explosions=true B:machines_explosion_damage=true B:machines_flammable=true B:rain_causes_explosions=true B:wirefire_on_explosion=true } pollution { B:EnablePollution=true I:PoisonLimit=750000 I:SmogLimit=500000 I:SourRainLimit=2000000 I:VegetationLimit=1000000 } ########################################################################################################## # undergroundfluid #--------------------------------------------------------------------------------------------------------# # Config Underground Fluids (Delete this Category for regenerate) ########################################################################################################## undergroundfluid { # Dimension IDs Black List I:DimBlackList < -1 1 > ########################################################################################################## # overworld #--------------------------------------------------------------------------------------------------------# # Set Overworld Generating ########################################################################################################## overworld { # Dimension ID or Class Name S:Dimension=0 gas_natural_gas { # Chance generating (weighted chance!, there will be a fluid in chunk always!) I:Chance=20 # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000) I:DecreasePerOperationAmount=7 # Max amount generation (per operation, sets the VeinData) 80000 MAX I:MaxAmount=625 # Min amount generation (per operation, sets the VeinData) 0 MIN I:MinAmount=0 # Fluid registry name S:Registry=gas_natural_gas } liquid_light_oil { # Chance generating (weighted chance!, there will be a fluid in chunk always!) I:Chance=20 # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000) I:DecreasePerOperationAmount=6 # Max amount generation (per operation, sets the VeinData) 80000 MAX I:MaxAmount=625 # Min amount generation (per operation, sets the VeinData) 0 MIN I:MinAmount=0 # Fluid registry name S:Registry=liquid_light_oil } liquid_medium_oil { # Chance generating (weighted chance!, there will be a fluid in chunk always!) I:Chance=20 # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000) I:DecreasePerOperationAmount=5 # Max amount generation (per operation, sets the VeinData) 80000 MAX I:MaxAmount=625 # Min amount generation (per operation, sets the VeinData) 0 MIN I:MinAmount=0 # Fluid registry name S:Registry=liquid_medium_oil } liquid_heavy_oil { # Chance generating (weighted chance!, there will be a fluid in chunk always!) I:Chance=20 # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000) I:DecreasePerOperationAmount=4 # Max amount generation (per operation, sets the VeinData) 80000 MAX I:MaxAmount=625 # Min amount generation (per operation, sets the VeinData) 0 MIN I:MinAmount=0 # Fluid registry name S:Registry=liquid_heavy_oil } oil { # Chance generating (weighted chance!, there will be a fluid in chunk always!) I:Chance=20 # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000) I:DecreasePerOperationAmount=5 # Max amount generation (per operation, sets the VeinData) 80000 MAX I:MaxAmount=625 # Min amount generation (per operation, sets the VeinData) 0 MIN I:MinAmount=0 # Fluid registry name S:Registry=oil } } ########################################################################################################## # moon #--------------------------------------------------------------------------------------------------------# # Set Moon Generating ########################################################################################################## moon { # Dimension ID or Class Name S:Dimension=Moon helium-3 { # Chance generating (weighted chance!, there will be a fluid in chunk always!) I:Chance=100 # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000) I:DecreasePerOperationAmount=1 # Max amount generation (per operation, sets the VeinData) 80000 MAX I:MaxAmount=128 # Min amount generation (per operation, sets the VeinData) 0 MIN I:MinAmount=24 # Fluid registry name S:Registry=helium-3 } } ########################################################################################################## # default #--------------------------------------------------------------------------------------------------------# # Set Default Generating (Use this Category for Default settings) ########################################################################################################## default { } }