Initial
This commit is contained in:
659
overrides/config/MatterOverdrive/MatterOverdrive.cfg
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659
overrides/config/MatterOverdrive/MatterOverdrive.cfg
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# Configuration file
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~CONFIG_VERSION: 1.0
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##########################################################################################################
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# abilities
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#--------------------------------------------------------------------------------------------------------#
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# Android Player Abilities
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##########################################################################################################
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abilities {
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# The energy cost of the Cloak
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I:cloak_energy_per_tick=128
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# The energy cost of each heal by the Nanobots ability
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I:heal_energy_per_regen=32
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# The energy cost of each High Jump
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I:high_jump_energy=1024
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# The energy cost of the Nightvision
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I:nighvision_energy_per_tick=16
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# The energy cost of each hit to the shield
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I:shield_energy_per_damage=256
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# The energy cost of the shield per tick
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I:shield_energy_per_tick=64
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# The Unlocalized names of the blacklist blocks that the player can't teleport to [default: [hellsand], [barrier], [bedrock]]
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S:teleport_blacklist <
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hellsand
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barrier
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bedrock
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>
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# The Energy cost of each Teleportation
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I:teleport_energy_cost=4096
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# The maximum distance in blocks, the player can teleport to
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I:teleport_max_distance=32
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# The max height amount that the teleport ability checks if there is no 2 blocks air space
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I:teleport_max_height_check=8
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}
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##########################################################################################################
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# client
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#--------------------------------------------------------------------------------------------------------#
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# Options for the Matter overdrive client
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##########################################################################################################
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client {
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# Use the custom holo shader for holographic items [default: true]
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B:"use holo shader"=true
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# Should Matter Overdrive check for newer versions, every time the world starts
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B:version_check=false
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##########################################################################################################
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# android_hud
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#--------------------------------------------------------------------------------------------------------#
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# Positioning and colors of Android HUD elements
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##########################################################################################################
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android_hud {
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I:android_biotic_stats.position=2
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I:android_minimap.position=6
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I:android_stats.position=0
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# Should the health bar and food bar be hidden
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B:hide_vanilla_hud_elements=true
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# The opacity of the black background for each HUD element
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D:hud_background_opacity=0.0
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S:hud_color=ffa9e2fb
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# Should the Android HUD move when the player turns his head.
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B:hud_movement=true
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# The Opacity of the HUD in %
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D:hud_opacity=0.5
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}
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}
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##########################################################################################################
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# compatibility
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#--------------------------------------------------------------------------------------------------------#
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# Option for other mods
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##########################################################################################################
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compatibility {
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}
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##########################################################################################################
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# debug
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#--------------------------------------------------------------------------------------------------------#
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# Debug Options. Such as Debug Log for Matter Recipe Calculation
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##########################################################################################################
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debug {
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B:"matter calculation"=false
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B:"matter registration"=false
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}
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##########################################################################################################
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# entities
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#--------------------------------------------------------------------------------------------------------#
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# Options for Matter Overdrive Entities. Such as their Entity IDs.
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##########################################################################################################
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entities {
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android_player {
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B:disable_android_fov=true
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B:hurt_glitching=true
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S:potion_removal_blacklist <
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>
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I:recharge_amount_on_respawn=64000
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B:remove_potion_effects=true
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B:transformation_death=true
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}
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failed_pig {
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B:enable=true
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}
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failed_cow {
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B:enable=true
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}
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failed_chicken {
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B:enable=true
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}
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failed_sheep {
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B:enable=true
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}
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mad_scientist {
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B:enable=true
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}
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mutant_scientist {
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B:enable=true
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}
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rogue_android {
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# Rogue Android biome blacklist [default: [minecraft:hell], [minecraft:sky], [minecraft:mushroom_island], [minecraft:mushroom_island_shore]]
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S:biome.blacklist <
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minecraft:hell
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minecraft:sky
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minecraft:mushroom_island
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minecraft:mushroom_island_shore
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>
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# Rogue Android biome whitelist [default: ]
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S:biome.whitelist <
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>
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# Rogue Android Dimension ID blacklist
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I:dimension.blacklist <
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1
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>
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# Rogue Android Dimension ID whitelist
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I:dimension.whitelist <
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>
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# Should the Rouge Androids drop any items [default: true]
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B:do_drops=true
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# Should Legendary rogue androids drop Legendary weapons [default: true]
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B:drop_legendary_weapons=true
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# Should normal Rogue Androids drop their weapons? If set to false they will never drop their weapons, but if set to true there is a small chance they will drop them. [default: true]
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B:drop_weapons=true
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B:enable=true
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# The chance in percent, of rogue androids becoming legendary. This is the base value. This value is multiplied by the android's level [range: 0.0 ~ 1.0, default: 0.03]
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S:legendary_spawn_chance_percent=0.1
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# The max amount of Rogue Android that can spawn in a given chunk
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I:max_android_per_chunk=4
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# The spawn chance of rogue androids. How likely are they to spawn once chosen to spawn. [range: 0.0 ~ 1.0, default: 0.1]
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S:spawn_chance_percent=1.0
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# The spawn weight of Androids. This controls how likely are to be chosen to spawn next. [range: 0 ~ 100, default: 25]
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I:spawn_weight=60
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# Do Ranged Rogue Androids have unlimited weapon energy in their weapons [default: true]
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B:unlimited_weapon_energy=true
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}
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ranged_rogue_android {
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B:enable=true
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}
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drone {
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B:enable=true
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}
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}
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##########################################################################################################
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# machine options
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#--------------------------------------------------------------------------------------------------------#
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# Machine Options.
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##########################################################################################################
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"machine options" {
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# The range of the Charge Station
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I:"charge station range"=8
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matter_recycler {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_purple {
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# The volume of the Machine
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D:volume=1.0
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}
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inscriber {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_white {
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# The volume of the Machine
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D:volume=1.0
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}
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matter_analyzer {
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# The volume of the Machine
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D:volume=1.0
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}
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weapon_station {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_pink {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_brown {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_black {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_green {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_magenta {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_gray {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_yellow {
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# The volume of the Machine
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D:volume=1.0
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}
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transporter {
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# Amount of energy to use per unit distance travelled when transporting
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I:energy_per_unit=16
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# Amount of matter to use per entity when transporting
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I:matter_per_entity=25
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_silver {
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# The volume of the Machine
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D:volume=1.0
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}
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replicator {
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# The total replication cost of each matter value. The energy cost is calculated like so: (matterAmount*EnergyCost)
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I:cost.replication.energy=16000
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# Should vent particles be displayed
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B:particles.vent=true
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# The replication speed in ticks per matter value
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I:speed.replication=120
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# How much energy can the replicator hold
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I:storage.energy=512000
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# How much matter can the replicator hold
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I:storage.matter=1024
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# The volume of the Machine
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D:volume=1.0
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# The volume of the replication animation
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D:volume.replicate=1.0
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}
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decomposer {
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# Decomposing cost per matter
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I:cost.decompose=6000
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# The speed in ticks, of decomposing. (per matter)
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I:speed.decompose=80
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# How much energy can the Matter Decomposer hold
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I:storage.energy=512000
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# How much matter can the Matter Decomposer hold
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I:storage.matter=1024
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_red {
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# The volume of the Machine
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D:volume=1.0
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}
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charging_station {
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# The volume of the Machine
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D:volume=1.0
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}
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android_spawner {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate {
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# The volume of the Machine
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D:volume=1.0
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}
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contract_market {
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# The volume of the Machine
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D:volume=1.0
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}
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holo_sign {
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# The volume of the Machine
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D:volume=1.0
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}
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spacetime_accelerator {
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# The volume of the Machine
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D:volume=1.0
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# Show the wave particle when the machine is active
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B:wave_particle=true
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}
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android_station {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_blue {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_lime {
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# The volume of the Machine
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D:volume=1.0
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}
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solar_panel {
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# The volume of the Machine
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D:volume=1.0
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}
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gravitational_stabilizer {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_cyan {
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# The volume of the Machine
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D:volume=1.0
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}
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tritanium_crate_light_blue {
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# The volume of the Machine
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D:volume=1.0
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}
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pattern_monitor {
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# The volume of the Machine
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D:volume=1.0
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}
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fusion_reactor_io {
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# The volume of the Machine
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D:volume=1.0
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}
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fusion_reactor_controller {
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# The time delay between each structure check
|
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I:check.delay=40
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# The maximum distance of the anomaly
|
||||
I:distance.anomaly=3
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# How much matter is drained per tick. Dependant on the size of the anomaly as well
|
||||
D:drain.matter=0.0125
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# The Energy Output per tick. Dependant on the size of the anomaly as well
|
||||
I:output.energy=2048
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||||
# How much energy can the Fusion Reactor Controller hold
|
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I:storage.energy=100000000
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# How much matter can the Fusion Reactor Controller hold
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I:storage.matter=2048
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# The volume of the Machine
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D:volume=1.0
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}
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pattern_storage {
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# Should vent particles be displayed
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B:particles.vent=true
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# How much energy can the Pattern Storage hold
|
||||
I:storage.energy=64000
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||||
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# The Transfer speed of the Pattern Storage
|
||||
I:transfer.energy=128
|
||||
|
||||
# The volume of the Machine
|
||||
D:volume=1.0
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||||
}
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||||
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||||
star_map {
|
||||
# The volume of the Machine
|
||||
D:volume=1.0
|
||||
}
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||||
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||||
tritanium_crate_orange {
|
||||
# The volume of the Machine
|
||||
D:volume=1.0
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||||
}
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||||
|
||||
network_router {
|
||||
# The volume of the Machine
|
||||
D:volume=1.0
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||||
}
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||||
|
||||
network_switch {
|
||||
# The volume of the Machine
|
||||
D:volume=1.0
|
||||
}
|
||||
|
||||
new_tritanium_crate {
|
||||
# The volume of the Machine
|
||||
D:volume=1.0
|
||||
}
|
||||
|
||||
microwave {
|
||||
# The volume of the Machine
|
||||
D:volume=1.0
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
##########################################################################################################
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||||
# matter network
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Matter Network Options.
|
||||
##########################################################################################################
|
||||
|
||||
"matter network" {
|
||||
# The maximum amount of network packet broadcasts per tick.
|
||||
I:"max broadcasts per tick"=128
|
||||
}
|
||||
|
||||
|
||||
##########################################################################################################
|
||||
# matter registry
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Configuration for the Matter
|
||||
##########################################################################################################
|
||||
|
||||
"matter registry" {
|
||||
B:"automatic matter calculation from furnace"=true
|
||||
B:"automatic matter calculation from inscriber"=true
|
||||
B:"automatic matter calculation from recipe"=true
|
||||
B:automatic_calculation=true
|
||||
S:blacklist <
|
||||
>
|
||||
S:mod_blacklist <
|
||||
>
|
||||
|
||||
##########################################################################################################
|
||||
# add matter
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Registration of new items and the amount of matter they contain. Add them like so: I:[registered name or ore Dictionary name](meta)=[matter amount]. () - optional parameter. Example I:dye2=10 I:egg=29
|
||||
##########################################################################################################
|
||||
|
||||
"add matter" {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
##########################################################################################################
|
||||
# server
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Options for the Matter Overdrive server
|
||||
##########################################################################################################
|
||||
|
||||
server {
|
||||
|
||||
gravitational_anomaly {
|
||||
# Should the gravitational anomaly destroy blocks [default: true]
|
||||
B:"block destruction"=false
|
||||
|
||||
# Should the blocks drop entities or be directly consumed when destroyed by the gravitational anomaly [default: true]
|
||||
B:"gravitational anomaly block entities"=true
|
||||
|
||||
# Should blocks be turned into falling blocks when broken [default: true]
|
||||
B:"gravitational anomaly falling blocks"=true
|
||||
|
||||
# Should other mod fluid blocks be consumed by the anomaly [default: true]
|
||||
B:"gravitational anomaly forge fluids"=true
|
||||
|
||||
# Should vanilla fluid block such as water and lava be consumed by the anomaly [default: true]
|
||||
B:"gravitational anomaly vanilla fluids"=true
|
||||
|
||||
# Should the gravitational entity pull entities towards it [default: true]
|
||||
B:"gravitational pull"=true
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
starmap {
|
||||
# The multiplier for the building and ship building times [range: 0.0 ~ 10.0, default: 1.0]
|
||||
S:"galaxy build time multiply"=1.0
|
||||
|
||||
# The multiplier for the ship travel times [range: 0.0 ~ 10.0, default: 1.0]
|
||||
S:"galaxy travel time multiply"=1.0
|
||||
|
||||
# The maximum amount of planets pre star system [range: 0 ~ 8, default: 4]
|
||||
I:max_planet_count=4
|
||||
|
||||
# The maximum amount of stars in a galaxy [range: 0 ~ 512000, default: 2304]
|
||||
I:max_star_count=2304
|
||||
|
||||
# The minimum amount of planets per star system [range: 0 ~ 8, default: 1]
|
||||
I:min_planet_count=1
|
||||
|
||||
# The minimum amount of stars in a galaxy [range: 0 ~ 512000, default: 2048]
|
||||
I:min_star_count=2048
|
||||
|
||||
# The chance of adding a prefix to a Star System's name [range: 0.0 ~ 1.0, default: 1.0]
|
||||
S:name_prefix_chance=1.0
|
||||
|
||||
# The chance of adding a suffix to a Star System's name [range: 0.0 ~ 1.0, default: 0.8]
|
||||
S:name_suffix_chance=0.8
|
||||
|
||||
# The amount of quadrants the galaxy should be divided into. The amount is cubed. x ^ 3. For example 3 ^ 3 = 27 quadrants. [range: 1 ~ 6, default: 3]
|
||||
I:quadrant_count=3
|
||||
}
|
||||
|
||||
|
||||
##########################################################################################################
|
||||
# world gen
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# World Generation options.
|
||||
##########################################################################################################
|
||||
|
||||
"world gen" {
|
||||
# Spawn Weight of Android house [range: 0 ~ 100, default: 20]
|
||||
I:"android house spawn chance"=25
|
||||
|
||||
# Spawn Weight of Cargo ship [range: 0 ~ 100, default: 5]
|
||||
I:"cargo ship spawn chance"=10
|
||||
|
||||
# Spawn Weight of Crashed ship [range: 0 ~ 100, default: 60]
|
||||
I:"crashed ship spawn chance"=50
|
||||
|
||||
# Should Matter Overdrive Buildings Generate aka ImageGen [default: true]
|
||||
B:"generate buildings"=true
|
||||
|
||||
# A blacklist of all the Dimensions ores shouldn't spawn in
|
||||
I:ore_gen_blacklist <
|
||||
-1
|
||||
2
|
||||
>
|
||||
|
||||
# Spawn Weight of Sand pit [range: 0 ~ 100, default: 100]
|
||||
I:"sand pit spawn chance"=100
|
||||
|
||||
# Should Matter Overdrive Ore Blocks be Generated ?
|
||||
B:"spawn ores"=true
|
||||
|
||||
# Should other Matter Overdrive World Blocks be Generated?
|
||||
B:"spawn other"=true
|
||||
B:spawn.tile.dilithium_ore=true
|
||||
B:spawn.tile.gravitational_anomaly=true
|
||||
B:spawn.tile.tritanium_ore=true
|
||||
|
||||
# Spawn Weight of Underwater base [range: 0 ~ 100, default: 20]
|
||||
I:"underwater base spawn chance"=20
|
||||
|
||||
gravitational_anomaly {
|
||||
# Gravitational Anomaly Dimension ID blacklist
|
||||
I:blacklist <
|
||||
>
|
||||
|
||||
# Spawn Chance of Gravity Anomaly per chunk [range: 0.0 ~ 1.0, default: 0.005]
|
||||
S:"gravitational anomaly spawn chance"=0.05
|
||||
|
||||
# Spawn Y level of the Gravity Anomaly [default: ]
|
||||
S:"gravitational anomaly spawn y level" <
|
||||
>
|
||||
|
||||
# Gravitational Anomaly Dimension ID whitelist
|
||||
I:whitelist <
|
||||
-1
|
||||
0
|
||||
-30
|
||||
>
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
22
overrides/config/MatterOverdrive/recipes/inscriber.xml
Normal file
22
overrides/config/MatterOverdrive/recipes/inscriber.xml
Normal file
@@ -0,0 +1,22 @@
|
||||
<recipes>
|
||||
<!-- Isolinear Circuit Mark 1 + Gold = Isolinear Circuit Mark 2 -->
|
||||
<recipe energy="64000" time="300">
|
||||
<primary modid="matteroverdrive" name="isolinear_circuit" meta="0" count="1"/>
|
||||
<secondary modid="minecraft" name="gold_ingot" meta="0" count="1"/>
|
||||
<output modid="matteroverdrive" name="isolinear_circuit" meta="1" count="1"/>
|
||||
</recipe>
|
||||
|
||||
<!-- Isolinear Circuit Mark 2 + Diamond = Isolinear Circuit Mark 3 -->
|
||||
<recipe energy="88000" time="600">
|
||||
<primary modid="matteroverdrive" name="isolinear_circuit" meta="1" count="1"/>
|
||||
<secondary modid="minecraft" name="diamond" meta="0" count="1"/>
|
||||
<output modid="matteroverdrive" name="isolinear_circuit" meta="2" count="1"/>
|
||||
</recipe>
|
||||
|
||||
<!-- Isolinear Circuit Mark 3 + Emerald = Isolinear Circuit Mark 4 -->
|
||||
<recipe energy="114000" time="1200">
|
||||
<primary modid="matteroverdrive" name="isolinear_circuit" meta="2" count="1"/>
|
||||
<secondary modid="minecraft" name="emerald" meta="0" count="1"/>
|
||||
<output modid="matteroverdrive" name="isolinear_circuit" meta="3" count="1"/>
|
||||
</recipe>
|
||||
</recipes>
|
||||
Reference in New Issue
Block a user