78 lines
2.4 KiB
INI
78 lines
2.4 KiB
INI
# Configuration file
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general {
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# Should the multiplier of 0 to the progress be allowed in the ores.json? Set this to true if you are configuring ore entries to have a 0 progress multiplier manually.
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B:allowZeroOreProgressMultiplier=false
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# Should the prospector's pick display the prospecting message in the chat or in the action bar?
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B:displayProspectorMessageInChat=false
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# The amount of energy the drill stores in it.
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# Min: 0
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# Max: 2147483647
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I:drillEnergy=1000000
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# The amount of energy the drill consumes per tick.
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# Min: 0
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# Max: 2147483647
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I:drillEnergyConsumption=1024
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# The value by which the drill head gets damaged.
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# Min: 0
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# Max: 2147483647
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I:drillHeadDamage=1
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# The amount of progress the drill has to accumulate before it produces an ore
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D:drillRequiredProgress=20.0
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# Should the drills work regardless of the blocks underneath them or do they need specific blocks?
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B:drillsWorkAnywhere=false
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# The noise position is offset by chunkPosition / this value. The higher the value the more stretched ore veins become. The lower the value - the more localized the ore veins become.
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D:noiseChunkDivider=32.0
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# The amount by which the ore is reduced when the drill mines it
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# Min: 0
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# Max: 2147483647
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I:oreReducedBy=1
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# The stacksize of the ore item the drill produces.
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# Min: 1
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# Max: 2147483647
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I:oreResultSize=1
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# The amount of energy the pump stores in it.
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# Min: 0
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# Max: 2147483647
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I:pumpEnergy=1000000
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# The amount of energy the pump consumes per tick.
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# Min: 0
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# Max: 2147483647
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I:pumpEnergyConsumption=512
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# The amount of fluid the pump stores in it.
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# Min: 0
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# Max: 2147483647
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I:pumpTankStorage=64000
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# Whether the drill should reduce the amount of ore in the chunk when mining.
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B:reduceOreInTheChunk=true
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# The blocks the drill must be placed on to work
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S:requiredBlocks <
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minecraft:stone
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>
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# How much energy the scanner uses per scan
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I:scannerEnergyCost=1000
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# The maximum amount of FE energy the scanner is able to hold
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I:scannerMaxEnergy=100000
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# Should Factory0 use efficient FastTESR rendering system for it's tiles or the standard one? If you are having weird rendering glitches with the FastTESRs on try setting this to false.
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B:useFastTESR=true
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}
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