Initial commit

This commit is contained in:
Jacob Vinding
2025-12-27 06:09:19 +01:00
commit 79dfa3a57a
1315 changed files with 139645 additions and 0 deletions

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Official_Sbeevs_Industrial_Revolution_Modpack.zip

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modlist.html Normal file
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<ul>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/locks">Locks (by Melonslise)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/jei">Just Enough Items (JEI) (by mezz)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/infinite-pollution-filter">Infinite Pollution Filter (by ItHurtsLikeHell_)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/craftstudio-api">CraftStudio API (by ZeAmateis)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ctm">ConnectedTexturesMod (by tterrag1098)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/engineers-decor">Engineer's Decor (by wilechaote)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ender-storage-1-8">Ender Storage 1.8.+ (by covers1624)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/immersive-intelligence">Immersive Intelligence (by Pabilo8)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/chameleon">Chameleon (by Texelsaur)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/storage-drawers">Storage Drawers (by Texelsaur)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/mrcrayfish-furniture-mod">MrCrayfish's Furniture Mod (by MrCrayfish)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/appleskin">AppleSkin (by squeek502)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/just-enough-petroleum">Just Enough Petroleum (by BordListian)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/bibliocraft">BiblioCraft (by Nuchaz)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/orelib">OreLib (by OreCruncher)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/dynamic-trees-quark">Dynamic Trees - Quark (by supermassimo0310)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/mysticallib">MysticalLib (by Noobanidus)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/dtbop">Dynamic Trees - Biomes O' Plenty (by cadaverous_queen)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/wawla">Wawla - What Are We Looking At (by DarkhaxDev)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/the-one-probe">The One Probe (by McJty)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/alcatrazcore">AlcatrazCore (by AlcatrazEscapee)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/farseek">Farseek (by delvr)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/malisisdoors">MalisisDoors (by Ordinastie)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/chisels-bits">Chisels & Bits - For Forge (by AlgorithmX2)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/architecturecraft-tridev">ArchitectureCraft - TridentMC Version (by darkevilmac)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/weather-storms-tornadoes">Weather, Storms & Tornadoes (by Corosus)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/malisiscore">MalisisCore (by Ordinastie)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/better-questing">Better Questing (by Funwayguy)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/better-questing-standard-expansion">Better Questing - Standard Expansion (by Funwayguy)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/coroutil">CoroUtil (by Corosus)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ptrlib">PTRLib (by RazzleberryFox)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/antique-atlas">Antique Atlas (by Hunternif)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/immersive-engineering">Immersive Engineering (by BluSunrize)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/fastfurnace">FastFurnace (by Shadows_of_Fire)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/biomes-o-plenty">Biomes O' Plenty (by Forstride)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/chisel">Chisel (by tterrag1098)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/unlimited-chisel-works">Unlimited Chisel Works (by asiekierka)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/inventory-tweaks">Inventory Tweaks [1.12 only] (by JimeoWan)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/immersive-petroleum">Immersive Petroleum (by Flaxbeard)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/dynamic-surroundings">Dynamic Surroundings (by OreCruncher)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/decocraft">Decocraft (by RazzleberryFox)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/simple-parts-pack-for-flans-mod">Simple Parts Pack for Flan's Mod (by FlansGames)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/chicken-chunks-1-8">Chicken Chunks 1.8.+ (by covers1624)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ye-olde-pack-for-flans-mod">Ye Olde Pack for Flan's Mod (by FlansGames)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/no-tree-punching">No Tree Punching (by AlcatrazEscapee)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/streams">Streams (by delvr)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/mct-immersive-technology">Immersive Technology (by tgstyle0)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/tough-as-nails">Tough As Nails (by TheAdubbz)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/journeymap">JourneyMap (by techbrew)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/pollutant-pump">Pollutant Pump (by bright_spark)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/flans-mod-5-5-2">Flan's Mod (by FlansGames)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/crafttweaker">CraftTweaker (by Jaredlll08)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/mcjtylib">McJtyLib (by McJty)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/dirt2path">Dirt2Path [FORGE] (by mallrat208)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/neat">Neat (by Vazkii)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/redstone-flux">Redstone Flux (by TeamCoFH)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/tumbleweed">Tumbleweed (by bconv)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/techguns">Techguns (by pWn3d_1337)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/recurrent-complex">Recurrent Complex (by Ivorforce)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ivtoolkit">IvToolkit (by Ivorforce)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/codechicken-lib-1-8">CodeChicken Lib 1.8.+ (by covers1624)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/pollution-of-the-realms">Pollution of the Realms (by EnderLanky)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/project-red-core">Project Red - Core (by MrTJP)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/exotic-birds">Exotic Birds (by ThePavoReality)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/better-boilers">Better Boilers (by LemmaEOF)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/better-builders-wands">Better Builder's Wands (by Portablejim)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/cooking-for-blockheads">Cooking for Blockheads (by BlayTheNinth)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/cofh-core">CoFH Core (by TeamCoFH)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/obfuscate">Obfuscate (by MrCrayfish)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/quark">Quark (by Vazkii)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/serene-seasons">Serene Seasons (by TheAdubbz)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/rustic">Rustic (by cadaverous_queen)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/cha-s">Craftable Horse Armour & Saddle [CHA&S] (by EwyBoy)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/just-enough-resources-jer">Just Enough Resources (JER) (by way2muchnoise)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/dynamictrees">Dynamic Trees (by ferreusveritas)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/mrtjpcore">MrTJPCore (by MrTJP)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/macaws-bridges">Macaw's Bridges (by sketch_macaw)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ore-excavation">Ore Excavation (by Funwayguy)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/clumps">Clumps (by Jaredlll08)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/security-craft">Security Craft (by Geforce132)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/baubles">Baubles (by Azanor13)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/blockcraftery">Blockcraftery (by EpicSquid315)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/natures-compass">Nature's Compass (by Chaosyr)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/railcraft">Railcraft (by Covert_Jaguar)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/comforts">Comforts (Forge) (by TheIllusiveC4)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/autoreglib">AutoRegLib (by Vazkii)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/advanced-chimneys">Advanced Chimneys (by EnderLanky)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/mrcrayfishs-vehicle-mod">MrCrayfish's Vehicle Mod (by MrCrayfish)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/project-red-integration">Project Red - Integration (by MrTJP)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/betterfps">BetterFps (by Guichaguri)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/project-red-illumination">Project Red - Illumination (by MrTJP)</a></li>
<li><a href="https://www.curseforge.com/minecraft/texture-packs/dramatic-skys">Dramatic Skys (by thebaum64)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/debug-stick">Debug Stick (by tfarecnim)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/forgeendertech">ForgeEndertech (by EnderLanky)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/mouse-tweaks">Mouse Tweaks (by YaLTeR)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/pams-harvestcraft">Pam's HarvestCraft (by pamharvestcraft)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/shadowfacts-forgelin">Shadowfacts' Forgelin (by ShadowfactsDev)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/cb-multipart">CB Multipart (by covers1624)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/animania">Animania Base (by Purplicious_Cow_)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/rftools">RFTools (by McJty)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/hwyla">Hwyla (by TehNut)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/placebo">Placebo (by Shadows_of_Fire)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/engineers-doors">Engineer's Doors (by nihiltres)</a></li>
</ul>

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#ChunkLoader Configuration File
#Deleting any element will restore it to it's default value
#Per player chunk limiting. Values ignored if 0.:Simply add <username>=<value>
players
{
#Forge gives everyone 12500 by default
DEFAULT=5000
#For server op's only.
OP=5000
}
#If set to false, players will have to be logged in for their chunkloaders to work.:Simply add <username>=<true|false>
allowoffline
{
DEFAULT=true
OP=true
}
#Set to false to deny a player access to the chunk viewer
allowchunkviewer
{
DEFAULT=true
OP=true
}
#The number of minutes since last login within which chunks from a player will remain active, 0 for infinite.
awayTimeout=0
#Sets lasers to render as an outline instead of a solid square.
lasersRenderHollow=false
#The maximum number of chunks per chunkloader
maxchunks=400
#Enabling this lets OPs alter other player's chunkloaders. WARNING: If you change a chunkloader, you have no idea what may break/explode by not being chunkloaded.
op-interact=false
#Set to false to disable the automatic reloading of mystcraft dimensions on server restart
reload-dimensions=true

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# Configuration file
blockdestruction {
B:blacklistMineable_RegularBlocks_useAsWhitelist=false
# Regular blocks that cant be turned into repairing blocks and must be properly destroyed with their item dropped onto the ground, you can specify just block names or partial block states or meta values, examples: desirepaths:grass_worn_2 double_plant[variant=sunflower,half=upper] grass double_plant[variant=double_rose] stone log[0] log[1]
S:blacklistRepairable_RegularBlocks=wooden_door iron_door acacia_door jungle_door birch_door spruce_door
# For Tile Entities that should be fully breakable
S:whitelistMineable_TileEntities=
}

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# Configuration file
general {
# Used by weather2
B:debugShaders=false
# Use at own risk, will not support
B:enableAdvancedDeveloperConfigFiles=false
# Used by weather2
B:foliageShaders=false
# Used by weather2
B:forceShadersOff=false
# Use a different json mob spawn template for testing different invasion setups, note this is referring to the 'format' tag in the json file, not the json file name itself, eg: mob_spawns_testing_miners from mob_spawns_testing_miners.json
S:mobSpawnsProfile=mob_spawns
# Force a specific profile to spawn, will ignore conditions and force it too be used, usefull for testing to see how a custom invasion will play out in normal circumstances, set it to one of the named invasions within your templates list, eg: invasion_stage_1 from mob_spawns.json
S:mobSpawnsWaveToForceUse=
# WIP, more strict transparent cloud usage, better on fps
B:optimizedCloudRendering=false
# Used by weather2
B:particleShaders=true
# Provides better context for shaders/particles to work nice with translucent blocks like glass and water
B:useEntityRenderHookForShaders=true
# For debugging things
B:useLoggingDebug=false
# For logging warnings/errors
B:useLoggingError=true
# For seldom used but important things to print out in production
B:useLoggingLog=true
}

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#Inventory Tweaks Configuration
#(Regarding shortcuts, all key names can be found at: http://legacy.lwjgl.org/javadoc/org/lwjgl/input/Keyboard.html)
#Sun Mar 13 13:00:23 CET 2022
enableMiddleClick=true
showChestButtons=true
enableSortingOnPickup=false
enableAutoRefill=true
autoRefillBeforeBreak=false
autoRefillDamageThreshhold=5
enableSounds=true
enableShortcuts=true
enableAutoEquipArmor=false
enableServerItemSwap=true
enableConfigLoadedMesssage=false
invertToolDamageSorting=true
shortcutKeyAllItems=LCONTROL+LSHIFT, RCONTROL+RSHIFT
shortcutKeyEverything=SPACE
shortcutKeyOneItem=LCONTROL, RCONTROL
shortcutKeyToUpperSection=UP
shortcutKeyToLowerSection=DOWN
shortcutKeyDrop=LALT, RALT
version=1.63+release.109.220f184

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|=================================================================|
| INVENTORY TWEAKS Mod - https://inventory-tweaks.readthedocs.org |
| Sorting rules and general configuration |
|=================================================================|
====== [ SETTINGS ] ======
D LOCKED
======== [ GETTING STARTED ] ========
# SORTING RULES
# Each line you type is a new constraint you add for sorting your inventory.
# After any change, just press the sorting key to reload the settings. Some examples:
# * "D1 sword" puts any sword in row D, column 1 (see grid below)
# * "A edibleFood" fills the A row with food
# * "1 ironPickaxe" fills the 1 column with an iron pickaxe
# * "A1-C4 blocks" fills the rectangle with any blocks
# * "D LOCKED" avoids items from the hotbar to move out of it when sorting
# INVENTORY GRID
# 1 2 3 4 5 6 7 8 9
# A [A1][A2][A3][A4][A5][A6][A7][A8][A9]
# B [B1][B2][B3][B4][B5][B6][B7][B8][B9]
# C [C1][C2][C3][C4][C5][C6][C7][C8][C9]
#
# D [D1][D2][D3][D4][D5][D6][D7][D8][D9]
# AVAILABLE KEYWORDS
# Open the 'InvTweaksTree.txt' file for a list of available keywords. If an item
# is missing from the item tree (for example mod items), you can add it there.

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# Configuration file
##########################################################################################################
# general
#--------------------------------------------------------------------------------------------------------#
# General settings for MrTJPCore
##########################################################################################################
general {
# Flag to set if the update checker should consider unstable builds as a new version.
B:"Include Unstable"=false
# Flag to enable or disable the update checker.
B:"Version Checking"=true
}
##########################################################################################################
# world gen
#--------------------------------------------------------------------------------------------------------#
# Settings related to world generation
##########################################################################################################
"world gen" {
# The database ID that is used to store which chunks have been generated already. Changing this will cause generation to run again on the same chunk.
S:"RetroGen ID"=mrtjp_gen
# Toggle to enable retrogeneration, a feature that would allow ores to be generated after the world has been created.
B:"Retroactive World Generation"=false
}

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# Configuration file
##########################################################################################################
# compatibility
#--------------------------------------------------------------------------------------------------------#
# Control the loading of various compatibility hooks. These settings are ignored unless the Compatibility module is installed.
##########################################################################################################
compatibility {
# Registers ProjectRed decorative blocks with Chisel.
B:"Chisel: Decorative Blocks"=true
# This allows computers to connect to bundled cables with the RS API.
B:"ComputerCraft: Bundled Cables"=true
# This allows gem axes to work with treecapitator.
B:"Treecapitator: Gem Axe"=true
}
##########################################################################################################
# general settings
#--------------------------------------------------------------------------------------------------------#
# Contains basic settings for the mod.
##########################################################################################################
"general settings" {
# If set to false, logic gates will not make sounds.
B:"Logic Sounds"=true
# Minimum amount of ticks the timer gates can be set to. Cannot be lower than 4.
I:"Minimum Timer Ticks"=4
# Ticks between router searches.
I:"Routed Pipes: Detection Frequency"=40
# Max number of pipes to explore when connecting to other routers.
I:"Routed Pipes: Max Detection Count"=100
# Maximum distance an item may aimlessly wander in a pipe before being erased. 0 for unlimited.
I:"Routed Pipes: Max Wander Distance"=0
# Number of active route table update threads.
I:"Routed Pipes: Update Threads"=4
# If set to true, sticks will be used instead of wood strips in framed wire recipes.
B:"Simple Framed Wire Recipe"=false
# If set to true, the basic screwdriver will not take damage.
B:"Unbreakable Screwdriver"=false
}
##########################################################################################################
# machine settings
#--------------------------------------------------------------------------------------------------------#
# Contains settings related to machines and devices.
##########################################################################################################
"machine settings" {
# Allow the Diamond Block Breaker to be crafted.
B:"Enable the Diamond Block Breaker"=false
}
##########################################################################################################
# render settings
#--------------------------------------------------------------------------------------------------------#
# Contains settings related to how things render in-game.
##########################################################################################################
"render settings" {
# If set to false, flat wire textures will be used for logic gates. Significant performance improvement.
B:"3D Logic Wires"=true
# Number of lights to render, -1 for unlimited
I:"Light Halo Render Count"=-1
# If set to false, routed pipes will not render routing fx such as bubbles and lasers.
B:"Routed Pipe FX"=true
# If set to false, gates will be rendered in the TESR rather than the WorldRenderer.
B:"Static Gates"=true
# If set to false, wires will be rendered in the TESR rather than the WorldRenderer.
B:"Static Wires"=true
}
##########################################################################################################
# world gen
#--------------------------------------------------------------------------------------------------------#
# Contains settings related to world gen. You can enable/disable each ore or strucure, change retro generation settings, and increase how rare something is by increasing the resistance value.
##########################################################################################################
"world gen" {
B:"Copper Ore"=true
I:"Copper Ore resistance"=0
B:"Copper Ore retrogen"=false
B:"Electrotine Ore"=true
I:"Electrotine Ore resistance"=0
B:"Electrotine Ore retrogen"=false
B:"Marble Caves"=true
I:"Marble Caves resistance"=0
B:"Marble Caves retrogen"=false
B:"Peridot Ore"=true
I:"Peridot Ore resistance"=0
B:"Peridot Ore retrogen"=false
B:"Ruby Ore"=true
I:"Ruby Ore resistance"=0
B:"Ruby Ore retrogen"=false
B:"Sapphire Ore"=true
I:"Sapphire Ore resistance"=0
B:"Sapphire Ore retrogen"=false
B:"Silver Ore"=true
I:"Silver Ore resistance"=0
B:"Silver Ore retrogen"=false
B:"Tin Ore"=true
I:"Tin Ore resistance"=0
B:"Tin Ore retrogen"=false
I:"Volcano resistance"=0
B:"Volcano retrogen"=false
B:Volcanos=true
}

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# Configuration file
"weather2: foliage" {
I:Thread_Foliage_Process_Delay=1000
B:extraGrass=false
I:foliageShaderRange=40
}

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# Configuration file
"weather2: misc" {
# Server and client side, Locks down the mod to only do wind, leaves, foliage shader if on, etc. No weather systems, turns overcast mode on
B:Aesthetic_Only_Mode=false
B:Block_AnemometerNoRecipe=false
B:Block_SandLayerNoRecipe=false
B:Block_SandNoRecipe=false
B:Block_SensorNoRecipe=false
B:Block_SirenManualNoRecipe=false
B:Block_SirenNoRecipe=false
B:Block_WeatherDeflectorNoRecipe=false
B:Block_WeatherForecastNoRecipe=false
B:Block_WeatherMachineNoRecipe=false
B:Block_WeatherMachineNoTornadosOrCyclones=false
B:Block_WindVaneNoRecipe=false
# Use if you are on a server with weather but want it ALL off client side for performance reasons, overrides basically every client based setting
B:Client_PotatoPC_Mode=false
# Maximum percent of cloud coverage, supports over 100% for extended full cloud sky coverage
D:Cloud_Coverage_Max_Percent=100.0
# Minimum percent of cloud coverage, supports negative for extended cloudless sky coverage
D:Cloud_Coverage_Min_Percent=0.0
# How much to randomly change cloud coverage % amount, performed every 10 seconds
D:Cloud_Coverage_Random_Change_Amount=0.05
# Distance between cloud formations, not particles, this includes invisible cloudless formations used during partial cloud coverage
I:Cloud_Formation_MinDistBetweenSpawned=300
I:Cloud_Layer0_Height=200
# For a second layer of passive non storm progressing clouds
B:Cloud_Layer1_Enable=false
I:Cloud_Layer1_Height=350
# Not used at the moment
I:Cloud_Layer2_Height=500
# How many ticks between cloud particle spawning
I:Cloud_ParticleSpawnDelay=2
S:Dimension_List_Clouds=0,-127
S:Dimension_List_Storms=0,-127
S:Dimension_List_Weather=0,-127
S:Dimension_List_WindEffects=0,-127
# If true, will cancel vanilla behavior of setting clear weather when the player sleeps, for global overcast mode
B:Global_Overcast_Prevent_Rain_Reset_On_Sleep=true
B:Item_PocketSandNoRecipe=false
# Disabling this recipe will keep them from using other recipes since it depends on this item
B:Item_WeatherItemNoRecipe=false
I:Misc_AutoDataSaveIntervalInTicks=36000
B:Misc_ForceVanillaCloudsOff=true
B:Misc_proxyRenderOverrideEnabled=true
I:Misc_simBoxRadiusCutoff=1124
I:Misc_simBoxRadiusSpawn=1024
I:Thread_Particle_Process_Delay=400
B:Villager_MoveInsideForStorms=true
I:Villager_MoveInsideForStorms_Dist=256
B:blockBreakingInvokesCancellableEvent=false
B:consoleDebug=false
# Used if overcastMode is off, 1 = lock weather on, 0 = lock weather off, -1 = dont lock anything, let server do whatever
I:lockServerWeatherMode=0
# If true, lets server side do vanilla weather rules, weather2 will only make storms when server side says 'rain' is on
B:overcastMode=false
B:radarCloudDebug=false
D:sensorActivateDistance=256.0
D:shaderParticleRateAmplifier=3.0
D:sirenActivateDistance=256.0
D:volWaterfallScale=0.5
D:volWindLightningScale=1.0
D:volWindScale=0.05
D:volWindTreesScale=0.5
}

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# Configuration file
"weather2: particle" {
# Enables or disables all precipitation particle types
B:Particle_RainSnow=true
B:Particle_Rain_DownfallSheet=true
B:Particle_Rain_GroundSplash=true
B:Particle_VanillaAndWeatherOnly=false
D:Precipitation_Particle_effect_rate=0.7
D:Sandstorm_Particle_Debris_effect_rate=0.6
D:Sandstorm_Particle_Dust_effect_rate=0.6
# Currently used for rates of leaf, waterfall, and fire particles
D:Wind_Particle_effect_rate=0.7
B:Wind_Particle_fire=true
B:Wind_Particle_leafs=true
B:Wind_Particle_waterfall=true
}

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# Configuration file
"weather2: sand" {
I:Sandstorm_OddsTo1=30
# Allow layered sand blocks to buildup outside deserty biomes where sandstorm is
B:Sandstorm_Sand_Buildup_AllowOutsideDesert=true
# Base amount of loops done per iteration, scaled by the sandstorms intensity (value given here is the max possible)
I:Sandstorm_Sand_Buildup_LoopAmountBase=800
# Amount of game ticks between sand buildup iterations, keep it high to prevent client side chunk update spam that destroys FPS
I:Sandstorm_Sand_Buildup_TickRate=40
B:Sandstorm_Siren_PleaseNoDarude=false
# Time between sandstorms for either each player or entire server depending on if global rate is on, default: 3 mc days
I:Sandstorm_TimeBetweenInTicks=72000
B:Sandstorm_UseGlobalServerRate=false
# Takes the sand out of sandwiches
B:Storm_NoSandstorms=false
}

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# Configuration file
"weather2: snow" {
B:Snow_PerformSnowfall=false
I:Snow_RarityOfBuildup=64
}

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# Configuration file
"weather2: storm" {
I:Lightning_DistanceToPlayerForEffects=256
I:Lightning_OddsTo1OfFire=20
B:Lightning_StartsFires=false
I:Lightning_lifetimeOfFire=3
I:Player_Storm_Deadly_OddsTo1=30
I:Player_Storm_Deadly_TimeBetweenInTicks=72000
# Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_OddsTo1
I:Server_Storm_Deadly_OddsTo1=30
# Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_TimeBetweenInTicks
I:Server_Storm_Deadly_TimeBetweenInTicks=72000
B:Server_Storm_Deadly_UseGlobalRate=false
I:Storm_AllTypes_TickRateDelay=60
I:Storm_Deadly_CollideDistance=128
# The minimum stage a storm has to be at to be removed, stages are: 0 = anything, 1 = thunder, 2 = high wind, 3 = hail, 4 = F0/C0, 5 = F1/C1, 6 = F2/C2, 7 = F3/C3, 8 = F4/C4, 9 = F5/C5
I:Storm_Deflector_MinStageRemove=1
I:Storm_Deflector_RadiusOfStormRemoval=150
B:Storm_Deflector_RemoveRainstorms=false
B:Storm_Deflector_RemoveSandstorms=true
B:Storm_FlyingBlocksHurt=true
I:Storm_HailPerTick=10
I:Storm_LightningStrikeBaseValueOddsTo1=200
I:Storm_MaxPerPlayerPerLayer=20
I:Storm_MaxRadius=300
B:Storm_NoRainVisual=false
I:Storm_OddsTo1OfHighWindWaterSpout=150
I:Storm_OddsTo1OfLandBasedStorm=-1
I:Storm_OddsTo1OfOceanBasedStorm=300
I:Storm_ParticleSpawnDelay=3
I:Storm_PercentChanceOf_C0_Cyclone=70
I:Storm_PercentChanceOf_C1_Cyclone=50
I:Storm_PercentChanceOf_C2_Cyclone=40
I:Storm_PercentChanceOf_C3_Cyclone=30
I:Storm_PercentChanceOf_C4_Cyclone=20
# Also known as full blown hurricane
I:Storm_PercentChanceOf_C5_Cyclone=10
I:Storm_PercentChanceOf_F0_Tornado=70
I:Storm_PercentChanceOf_F1_Tornado=50
I:Storm_PercentChanceOf_F2_Tornado=40
I:Storm_PercentChanceOf_F3_Tornado=30
I:Storm_PercentChanceOf_F4_Tornado=20
I:Storm_PercentChanceOf_F5_Tornado=10
I:Storm_PercentChanceOf_Hail=80
I:Storm_PercentChanceOf_HighWind=90
I:Storm_Rain_OddsTo1=150
# Minimum amount of visual rain shown when its raining globally during overcast mode
D:Storm_Rain_Overcast_Amount=0.01
I:Storm_Rain_Overcast_OddsTo1=50
# How often in ticks, a rainstorm updates its list of entities under the rainstorm to extinguish. Extinguishes entities under rainclouds when globalOvercast is off. Set to 0 or less to disable
I:Storm_Rain_TrackAndExtinguishEntitiesRate=200
I:Storm_Rain_WaterBuildUpOddsTo1FromNothing=100
I:Storm_Rain_WaterBuildUpOddsTo1FromOvercastRaining=30
I:Storm_Rain_WaterBuildUpOddsTo1FromSource=15
I:Storm_Rain_WaterBuildUpRate=10
I:Storm_Rain_WaterSpendRate=3
D:Storm_TemperatureAdjustRate=0.1
B:preventServerThunderstorms=true
}

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# Configuration file
"weather2: tornado" {
# Makes weather boring! or peacefull?
B:Storm_NoTornadosOrCyclones=false
# Use a list of blocks instead of grabbing based on calculated strength of block, if true this overrides StrengthGrabbing and RefinedGrabRules
B:Storm_Tornado_GrabCond_List=false
B:Storm_Tornado_GrabCond_List_PartialMatches=false
# Grab blocks based on how well a diamond axe can mine the block, so mostly wooden blocks
B:Storm_Tornado_GrabCond_StrengthGrabbing=true
# Enable GrabCond_List to use, add registered block names to list, use commas to separate values
S:Storm_Tornado_GrabList=planks, leaves
# Treat block grab list as a blacklist instead of whitelist
B:Storm_Tornado_GrabListBlacklistMode=false
# Prevents tearing up of dirt, grass, sand and logs, overrides strength based grabbing
B:Storm_Tornado_RefinedGrabRules=true
# Used if Storm_Tornado_grabbedBlocksRepairOverTime is true, minimum of 600 ticks (30 seconds) required
I:Storm_Tornado_TicksToRepairBlock=6000
# Accuracy of tornado aimed at player
I:Storm_Tornado_aimAtPlayerAngleVariance=5
# Make tornados initial heading aimed towards closest player
B:Storm_Tornado_aimAtPlayerOnSpawn=true
# Grab animals, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabAnimals=true
# Tear up blocks from the ground based on conditions defined
B:Storm_Tornado_grabBlocks=true
# Grab entity items, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabItems=false
# Grab hostile mobs, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabMobs=true
# Grab player or not
B:Storm_Tornado_grabPlayer=true
# Prevent grabbing of non players
B:Storm_Tornado_grabPlayersOnly=false
# Grab villagers, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabVillagers=true
# Experimental idea, places the WIP repairing block where a tornado does damage instead of removing the block, causes tornado damage to self repair, recommend setting Storm_Tornado_rarityOfBreakOnFall to 0 to avoid duplicated blocks
B:Storm_Tornado_grabbedBlocksRepairOverTime=false
I:Storm_Tornado_maxBlocksGrabbedPerTick=5
# Max amount of flying entity blocks allowed active, if it goes over this, it stops turning destroyed blocks into entities
I:Storm_Tornado_maxFlyingEntityBlocks=200
I:Storm_Tornado_rarityOfBreakOnFall=5
# How rarely a block will be removed while spinning around a tornado
I:Storm_Tornado_rarityOfDisintegrate=15
}

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# Configuration file
"weather2: wind" {
B:Misc_windOn=true
B:Wind_HighWindEvents=true
B:Wind_LowWindEvents=true
D:globalWindChangeAmountRate=1.0
I:highWindOddsTo1=8000
I:highWindTimerEnableAmountBase=2400
I:highWindTimerEnableAmountRnd=12000
I:lowWindOddsTo1=4000
I:lowWindTimerEnableAmountBase=2400
I:lowWindTimerEnableAmountRnd=12000
D:windSpeedMax=1.0
D:windSpeedMin=1.0E-5
# Min wind speed to maintain if its raining with global overcast mode on, overrides low wind events and windSpeedMin
D:windSpeedMinGlobalOvercastRaining=0.3
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [bedrock]]
S:components <
bedrock
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:bedrock]
S:output=adchimneys:bedrock
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:bedrock:1], [repeater], [blockCoal]]
S:components <
adchimneys:bedrock:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:bedrock:2]
S:output=adchimneys:bedrock:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:bedrock]]
S:components <
adchimneys:bedrock
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:bedrock:1]
S:output=adchimneys:bedrock:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
bedrock {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11626273]
S:color=0x11626273
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: -1.0]
S:hardness=-1.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: bedrock]
S:relatedBlockId=bedrock
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.8E7]
S:resistance=1.8E7
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [immersiveengineering:stone_decoration:1]]
S:components <
immersiveengineering:stone_decoration:1
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:blastbrick]
S:output=adchimneys:blastbrick
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:blastbrick:1], [repeater], [blockCoal]]
S:components <
adchimneys:blastbrick:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:blastbrick:2]
S:output=adchimneys:blastbrick:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:blastbrick]]
S:components <
adchimneys:blastbrick
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:blastbrick:1]
S:output=adchimneys:blastbrick:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blastbrick {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x116c3626]
S:color=0x116c3626
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 2.0]
S:hardness=2.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: immersiveengineering:stone_decoration:1]
S:relatedBlockId=immersiveengineering:stone_decoration:1
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [bone_block]]
S:components <
bone_block
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:bone_block_side]
S:output=adchimneys:bone_block_side
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:bone_block_side:1], [repeater], [blockCoal]]
S:components <
adchimneys:bone_block_side:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:bone_block_side:2]
S:output=adchimneys:bone_block_side:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:bone_block_side]]
S:components <
adchimneys:bone_block_side
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:bone_block_side:1]
S:output=adchimneys:bone_block_side:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
sideBlockBone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11afa79a]
S:color=0x11afa79a
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 2.0]
S:hardness=2.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: bone_block]
S:relatedBlockId=bone_block
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 10.0]
S:resistance=10.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [brick_block]]
S:components <
brick_block
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:brick]
S:output=adchimneys:brick
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:brick:1], [repeater], [blockCoal]]
S:components <
adchimneys:brick:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:brick:2]
S:output=adchimneys:brick:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:brick]]
S:components <
adchimneys:brick
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:brick:1]
S:output=adchimneys:brick:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
brick {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11794334]
S:color=0x11794334
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 2.0]
S:hardness=2.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: brick_block]
S:relatedBlockId=brick_block
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [tconstruct:brownstone:3]]
S:components <
tconstruct:brownstone:3
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:brownstone_brick]
S:output=adchimneys:brownstone_brick
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:brownstone_brick:1], [repeater], [blockCoal]]
S:components <
adchimneys:brownstone_brick:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:brownstone_brick:2]
S:output=adchimneys:brownstone_brick:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:brownstone_brick]]
S:components <
adchimneys:brownstone_brick
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:brownstone_brick:1]
S:output=adchimneys:brownstone_brick:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
brickBrownstone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11a9a37c]
S:color=0x11a9a37c
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: tconstruct:brownstone:3]
S:relatedBlockId=tconstruct:brownstone:3
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [tconstruct:brownstone:10]]
S:components <
tconstruct:brownstone:10
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:brownstone_brick_small]
S:output=adchimneys:brownstone_brick_small
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:brownstone_brick_small:1], [repeater], [blockCoal]]
S:components <
adchimneys:brownstone_brick_small:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:brownstone_brick_small:2]
S:output=adchimneys:brownstone_brick_small:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:brownstone_brick_small]]
S:components <
adchimneys:brownstone_brick_small
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:brownstone_brick_small:1]
S:output=adchimneys:brownstone_brick_small:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
smallBrickBrownstone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11a9a37c]
S:color=0x11a9a37c
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: tconstruct:brownstone:10]
S:relatedBlockId=tconstruct:brownstone:10
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [quark:charred_nether_bricks]]
S:components <
quark:charred_nether_bricks
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:charred_nether_brick]
S:output=adchimneys:charred_nether_brick
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:charred_nether_brick:1], [repeater], [blockCoal]]
S:components <
adchimneys:charred_nether_brick:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:charred_nether_brick:2]
S:output=adchimneys:charred_nether_brick:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:charred_nether_brick]]
S:components <
adchimneys:charred_nether_brick
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:charred_nether_brick:1]
S:output=adchimneys:charred_nether_brick:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
brickNetherCharred {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11202020]
S:color=0x11202020
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 2.0]
S:hardness=2.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: quark:charred_nether_bricks]
S:relatedBlockId=quark:charred_nether_bricks
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [clay]]
S:components <
clay
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:clay]
S:output=adchimneys:clay
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:clay:1], [repeater], [blockCoal]]
S:components <
adchimneys:clay:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:clay:2]
S:output=adchimneys:clay:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:clay]]
S:components <
adchimneys:clay
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:clay:1]
S:output=adchimneys:clay:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
clay {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x22a5a9b9]
S:color=0x22a5a9b9
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.6]
S:hardness=0.6
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: clay]
S:relatedBlockId=clay
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 3.0]
S:resistance=3.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [coal_block]]
S:components <
coal_block
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:coal_block]
S:output=adchimneys:coal_block
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:coal_block:1], [repeater], [blockCoal]]
S:components <
adchimneys:coal_block:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:coal_block:2]
S:output=adchimneys:coal_block:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:coal_block]]
S:components <
adchimneys:coal_block
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:coal_block:1]
S:output=adchimneys:coal_block:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blockCoal {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x33000000]
S:color=0x33000000
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 5.0]
S:hardness=5.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: coal_block]
S:relatedBlockId=coal_block
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [dirt:1]]
S:components <
dirt:1
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:coarse_dirt]
S:output=adchimneys:coarse_dirt
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:coarse_dirt:1], [repeater], [blockCoal]]
S:components <
adchimneys:coarse_dirt:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:coarse_dirt:2]
S:output=adchimneys:coarse_dirt:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:coarse_dirt]]
S:components <
adchimneys:coarse_dirt
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:coarse_dirt:1]
S:output=adchimneys:coarse_dirt:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
dirtCoarse {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x33593e2a]
S:color=0x33593e2a
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.5]
S:hardness=0.5
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: dirt:1]
S:relatedBlockId=dirt:1
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 2.5]
S:resistance=2.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [cobblestone:0]]
S:components <
cobblestone:0
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone]
S:output=adchimneys:cobblestone
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone:1], [repeater], [blockCoal]]
S:components <
adchimneys:cobblestone:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone:2]
S:output=adchimneys:cobblestone:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone]]
S:components <
adchimneys:cobblestone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone:1]
S:output=adchimneys:cobblestone:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
cobblestone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11666666]
S:color=0x11666666
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 2.0]
S:hardness=2.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: cobblestone:0]
S:relatedBlockId=cobblestone:0
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [divergentunderground:andesite_cobblestone]]
S:components <
divergentunderground:andesite_cobblestone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_andesite]
S:output=adchimneys:cobblestone_andesite
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_andesite:1], [repeater], [blockCoal]]
S:components <
adchimneys:cobblestone_andesite:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_andesite:2]
S:output=adchimneys:cobblestone_andesite:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_andesite]]
S:components <
adchimneys:cobblestone_andesite
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_andesite:1]
S:output=adchimneys:cobblestone_andesite:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
andesiteCobblestone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x117a7c81]
S:color=0x117a7c81
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: divergentunderground:andesite_cobblestone]
S:relatedBlockId=divergentunderground:andesite_cobblestone
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [divergentunderground:quark_basalt_cobblestone]]
S:components <
divergentunderground:quark_basalt_cobblestone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_basalt]
S:output=adchimneys:cobblestone_basalt
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_basalt:1], [repeater], [blockCoal]]
S:components <
adchimneys:cobblestone_basalt:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_basalt:2]
S:output=adchimneys:cobblestone_basalt:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_basalt]]
S:components <
adchimneys:cobblestone_basalt
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_basalt:1]
S:output=adchimneys:cobblestone_basalt:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
basaltCobblestone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11363636]
S:color=0x11363636
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: divergentunderground:quark_basalt_cobblestone]
S:relatedBlockId=divergentunderground:quark_basalt_cobblestone
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [divergentunderground:diorite_cobblestone]]
S:components <
divergentunderground:diorite_cobblestone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_diorite]
S:output=adchimneys:cobblestone_diorite
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_diorite:1], [repeater], [blockCoal]]
S:components <
adchimneys:cobblestone_diorite:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_diorite:2]
S:output=adchimneys:cobblestone_diorite:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_diorite]]
S:components <
adchimneys:cobblestone_diorite
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_diorite:1]
S:output=adchimneys:cobblestone_diorite:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
dioriteCobblestone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11f4f4f4]
S:color=0x11f4f4f4
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: divergentunderground:diorite_cobblestone]
S:relatedBlockId=divergentunderground:diorite_cobblestone
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [quark:biome_cobblestone:0]]
S:components <
quark:biome_cobblestone:0
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_fire]
S:output=adchimneys:cobblestone_fire
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_fire:1], [repeater], [blockCoal]]
S:components <
adchimneys:cobblestone_fire:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_fire:2]
S:output=adchimneys:cobblestone_fire:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_fire]]
S:components <
adchimneys:cobblestone_fire
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_fire:1]
S:output=adchimneys:cobblestone_fire:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
fireCobblestone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11bc4725]
S:color=0x11bc4725
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.5]
S:hardness=1.5
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: quark:biome_cobblestone:0]
S:relatedBlockId=quark:biome_cobblestone:0
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [divergentunderground:granite_cobblestone]]
S:components <
divergentunderground:granite_cobblestone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_granite]
S:output=adchimneys:cobblestone_granite
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_granite:1], [repeater], [blockCoal]]
S:components <
adchimneys:cobblestone_granite:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_granite:2]
S:output=adchimneys:cobblestone_granite:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_granite]]
S:components <
adchimneys:cobblestone_granite
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_granite:1]
S:output=adchimneys:cobblestone_granite:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
graniteCobblestone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11906150]
S:color=0x11906150
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: divergentunderground:granite_cobblestone]
S:relatedBlockId=divergentunderground:granite_cobblestone
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [quark:biome_cobblestone:1]]
S:components <
quark:biome_cobblestone:1
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_icy]
S:output=adchimneys:cobblestone_icy
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_icy:1], [repeater], [blockCoal]]
S:components <
adchimneys:cobblestone_icy:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_icy:2]
S:output=adchimneys:cobblestone_icy:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_icy]]
S:components <
adchimneys:cobblestone_icy
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_icy:1]
S:output=adchimneys:cobblestone_icy:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
icyCobblestone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x115f8bb0]
S:color=0x115f8bb0
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.5]
S:hardness=1.5
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: quark:biome_cobblestone:1]
S:relatedBlockId=quark:biome_cobblestone:1
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [divergentunderground:quark_limestone_cobblestone]]
S:components <
divergentunderground:quark_limestone_cobblestone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_limestone]
S:output=adchimneys:cobblestone_limestone
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_limestone:1], [repeater], [blockCoal]]
S:components <
adchimneys:cobblestone_limestone:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_limestone:2]
S:output=adchimneys:cobblestone_limestone:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_limestone]]
S:components <
adchimneys:cobblestone_limestone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_limestone:1]
S:output=adchimneys:cobblestone_limestone:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
limestoneCobblestone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11baaf90]
S:color=0x11baaf90
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: divergentunderground:quark_limestone_cobblestone]
S:relatedBlockId=divergentunderground:quark_limestone_cobblestone
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [divergentunderground:quark_marble_cobblestone]]
S:components <
divergentunderground:quark_marble_cobblestone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_marble]
S:output=adchimneys:cobblestone_marble
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_marble:1], [repeater], [blockCoal]]
S:components <
adchimneys:cobblestone_marble:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_marble:2]
S:output=adchimneys:cobblestone_marble:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_marble]]
S:components <
adchimneys:cobblestone_marble
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_marble:1]
S:output=adchimneys:cobblestone_marble:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
marbleCobblestone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11b5b4b3]
S:color=0x11b5b4b3
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: divergentunderground:quark_marble_cobblestone]
S:relatedBlockId=divergentunderground:quark_marble_cobblestone
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [mossy_cobblestone]]
S:components <
mossy_cobblestone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_mossy]
S:output=adchimneys:cobblestone_mossy
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_mossy:1], [repeater], [blockCoal]]
S:components <
adchimneys:cobblestone_mossy:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_mossy:2]
S:output=adchimneys:cobblestone_mossy:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cobblestone_mossy]]
S:components <
adchimneys:cobblestone_mossy
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cobblestone_mossy:1]
S:output=adchimneys:cobblestone_mossy:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
mossyCobblestone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11449144]
S:color=0x11449144
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 2.0]
S:hardness=2.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: mossy_cobblestone]
S:relatedBlockId=mossy_cobblestone
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [immersiveengineering:stone_decoration]]
S:components <
immersiveengineering:stone_decoration
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cokebrick]
S:output=adchimneys:cokebrick
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cokebrick:1], [repeater], [blockCoal]]
S:components <
adchimneys:cokebrick:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cokebrick:2]
S:output=adchimneys:cokebrick:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:cokebrick]]
S:components <
adchimneys:cokebrick
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:cokebrick:1]
S:output=adchimneys:cokebrick:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
cokebrick {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11575757]
S:color=0x11575757
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 2.0]
S:hardness=2.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: immersiveengineering:stone_decoration]
S:relatedBlockId=immersiveengineering:stone_decoration
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:15]]
S:components <
concrete:15
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_black]
S:output=adchimneys:concrete_black
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_black:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_black:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_black:2]
S:output=adchimneys:concrete_black:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_black]]
S:components <
adchimneys:concrete_black
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_black:1]
S:output=adchimneys:concrete_black:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blackConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11090b10]
S:color=0x11090b10
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:15]
S:relatedBlockId=concrete:15
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:11]]
S:components <
concrete:11
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_blue]
S:output=adchimneys:concrete_blue
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_blue:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_blue:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_blue:2]
S:output=adchimneys:concrete_blue:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_blue]]
S:components <
adchimneys:concrete_blue
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_blue:1]
S:output=adchimneys:concrete_blue:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blueConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x112b2d8c]
S:color=0x112b2d8c
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:11]
S:relatedBlockId=concrete:11
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:12]]
S:components <
concrete:12
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_brown]
S:output=adchimneys:concrete_brown
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_brown:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_brown:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_brown:2]
S:output=adchimneys:concrete_brown:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_brown]]
S:components <
adchimneys:concrete_brown
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_brown:1]
S:output=adchimneys:concrete_brown:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
brownConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x115e3a1e]
S:color=0x115e3a1e
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:12]
S:relatedBlockId=concrete:12
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:9]]
S:components <
concrete:9
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_cyan]
S:output=adchimneys:concrete_cyan
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_cyan:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_cyan:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_cyan:2]
S:output=adchimneys:concrete_cyan:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_cyan]]
S:components <
adchimneys:concrete_cyan
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_cyan:1]
S:output=adchimneys:concrete_cyan:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
cyanConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11157686]
S:color=0x11157686
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:9]
S:relatedBlockId=concrete:9
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:7]]
S:components <
concrete:7
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_gray]
S:output=adchimneys:concrete_gray
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_gray:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_gray:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_gray:2]
S:output=adchimneys:concrete_gray:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_gray]]
S:components <
adchimneys:concrete_gray
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_gray:1]
S:output=adchimneys:concrete_gray:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
grayConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1136393d]
S:color=0x1136393d
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:7]
S:relatedBlockId=concrete:7
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:13]]
S:components <
concrete:13
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_green]
S:output=adchimneys:concrete_green
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_green:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_green:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_green:2]
S:output=adchimneys:concrete_green:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_green]]
S:components <
adchimneys:concrete_green
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_green:1]
S:output=adchimneys:concrete_green:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
greenConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11485923]
S:color=0x11485923
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:13]
S:relatedBlockId=concrete:13
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:3]]
S:components <
concrete:3
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_light_blue]
S:output=adchimneys:concrete_light_blue
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_light_blue:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_light_blue:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_light_blue:2]
S:output=adchimneys:concrete_light_blue:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_light_blue]]
S:components <
adchimneys:concrete_light_blue
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_light_blue:1]
S:output=adchimneys:concrete_light_blue:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blueLightConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x112387c4]
S:color=0x112387c4
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:3]
S:relatedBlockId=concrete:3
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:5]]
S:components <
concrete:5
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_lime]
S:output=adchimneys:concrete_lime
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_lime:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_lime:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_lime:2]
S:output=adchimneys:concrete_lime:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_lime]]
S:components <
adchimneys:concrete_lime
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_lime:1]
S:output=adchimneys:concrete_lime:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
limeConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x115ea71a]
S:color=0x115ea71a
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:5]
S:relatedBlockId=concrete:5
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:2]]
S:components <
concrete:2
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_magenta]
S:output=adchimneys:concrete_magenta
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_magenta:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_magenta:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_magenta:2]
S:output=adchimneys:concrete_magenta:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_magenta]]
S:components <
adchimneys:concrete_magenta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_magenta:1]
S:output=adchimneys:concrete_magenta:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
magentaConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11a7309d]
S:color=0x11a7309d
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:2]
S:relatedBlockId=concrete:2
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:1]]
S:components <
concrete:1
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_orange]
S:output=adchimneys:concrete_orange
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_orange:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_orange:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_orange:2]
S:output=adchimneys:concrete_orange:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_orange]]
S:components <
adchimneys:concrete_orange
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_orange:1]
S:output=adchimneys:concrete_orange:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
orangeConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11db5e00]
S:color=0x11db5e00
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:1]
S:relatedBlockId=concrete:1
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:6]]
S:components <
concrete:6
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_pink]
S:output=adchimneys:concrete_pink
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_pink:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_pink:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_pink:2]
S:output=adchimneys:concrete_pink:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_pink]]
S:components <
adchimneys:concrete_pink
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_pink:1]
S:output=adchimneys:concrete_pink:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
pinkConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11d3648e]
S:color=0x11d3648e
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:6]
S:relatedBlockId=concrete:6
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:10]]
S:components <
concrete:10
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_purple]
S:output=adchimneys:concrete_purple
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_purple:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_purple:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_purple:2]
S:output=adchimneys:concrete_purple:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_purple]]
S:components <
adchimneys:concrete_purple
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_purple:1]
S:output=adchimneys:concrete_purple:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
purpleConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1164209b]
S:color=0x1164209b
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:10]
S:relatedBlockId=concrete:10
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:14]]
S:components <
concrete:14
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_red]
S:output=adchimneys:concrete_red
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_red:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_red:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_red:2]
S:output=adchimneys:concrete_red:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_red]]
S:components <
adchimneys:concrete_red
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_red:1]
S:output=adchimneys:concrete_red:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
redConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x118c2121]
S:color=0x118c2121
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:14]
S:relatedBlockId=concrete:14
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:8]]
S:components <
concrete:8
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_silver]
S:output=adchimneys:concrete_silver
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_silver:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_silver:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_silver:2]
S:output=adchimneys:concrete_silver:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_silver]]
S:components <
adchimneys:concrete_silver
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_silver:1]
S:output=adchimneys:concrete_silver:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
silverConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x117b7b71]
S:color=0x117b7b71
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:8]
S:relatedBlockId=concrete:8
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:0]]
S:components <
concrete:0
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_white]
S:output=adchimneys:concrete_white
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_white:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_white:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_white:2]
S:output=adchimneys:concrete_white:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_white]]
S:components <
adchimneys:concrete_white
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_white:1]
S:output=adchimneys:concrete_white:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
whiteConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11cbd1d2]
S:color=0x11cbd1d2
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:0]
S:relatedBlockId=concrete:0
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [concrete:4]]
S:components <
concrete:4
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_yellow]
S:output=adchimneys:concrete_yellow
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_yellow:1], [repeater], [blockCoal]]
S:components <
adchimneys:concrete_yellow:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_yellow:2]
S:output=adchimneys:concrete_yellow:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:concrete_yellow]]
S:components <
adchimneys:concrete_yellow
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:concrete_yellow:1]
S:output=adchimneys:concrete_yellow:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
yellowConcrete {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11ebab15]
S:color=0x11ebab15
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.8]
S:hardness=1.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: concrete:4]
S:relatedBlockId=concrete:4
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 9.0]
S:resistance=9.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [ceramics:clay_hard:1]]
S:components <
ceramics:clay_hard:1
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:dark_brick]
S:output=adchimneys:dark_brick
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:dark_brick:1], [repeater], [blockCoal]]
S:components <
adchimneys:dark_brick:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:dark_brick:2]
S:output=adchimneys:dark_brick:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:dark_brick]]
S:components <
adchimneys:dark_brick
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:dark_brick:1]
S:output=adchimneys:dark_brick:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
brickDark {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11512114]
S:color=0x11512114
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: ceramics:clay_hard:1]
S:relatedBlockId=ceramics:clay_hard:1
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 24]
I:amount=24
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [diamond_block]]
S:components <
diamond_block
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:diamond_block]
S:output=adchimneys:diamond_block
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:diamond_block:1], [repeater], [blockCoal]]
S:components <
adchimneys:diamond_block:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:diamond_block:2]
S:output=adchimneys:diamond_block:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:diamond_block]]
S:components <
adchimneys:diamond_block
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:diamond_block:1]
S:output=adchimneys:diamond_block:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blockDiamond {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1168dcd7]
S:color=0x1168dcd7
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 5.0]
S:hardness=5.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: diamond_block]
S:relatedBlockId=diamond_block
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [dirt]]
S:components <
dirt
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:dirt]
S:output=adchimneys:dirt
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:dirt:1], [repeater], [blockCoal]]
S:components <
adchimneys:dirt:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:dirt:2]
S:output=adchimneys:dirt:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:dirt]]
S:components <
adchimneys:dirt
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:dirt:1]
S:output=adchimneys:dirt:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
dirt {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x665f432e]
S:color=0x665f432e
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.5]
S:hardness=0.5
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: dirt]
S:relatedBlockId=dirt
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 2.5]
S:resistance=2.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [ceramics:clay_hard:4]]
S:components <
ceramics:clay_hard:4
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:dragon_brick]
S:output=adchimneys:dragon_brick
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:dragon_brick:1], [repeater], [blockCoal]]
S:components <
adchimneys:dragon_brick:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:dragon_brick:2]
S:output=adchimneys:dragon_brick:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:dragon_brick]]
S:components <
adchimneys:dragon_brick
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:dragon_brick:1]
S:output=adchimneys:dragon_brick:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
brickDragon {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11ed7efa]
S:color=0x11ed7efa
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: ceramics:clay_hard:4]
S:relatedBlockId=ceramics:clay_hard:4
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [tconstruct:dried_clay:1]]
S:components <
tconstruct:dried_clay:1
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:dried_clay_brick]
S:output=adchimneys:dried_clay_brick
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:dried_clay_brick:1], [repeater], [blockCoal]]
S:components <
adchimneys:dried_clay_brick:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:dried_clay_brick:2]
S:output=adchimneys:dried_clay_brick:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:dried_clay_brick]]
S:components <
adchimneys:dried_clay_brick
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:dried_clay_brick:1]
S:output=adchimneys:dried_clay_brick:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
brickClayDried {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x118a795b]
S:color=0x118a795b
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: tconstruct:dried_clay:1]
S:relatedBlockId=tconstruct:dried_clay:1
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [quark:elder_prismarine:1]]
S:components <
quark:elder_prismarine:1
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:elder_prismarine_brick]
S:output=adchimneys:elder_prismarine_brick
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:elder_prismarine_brick:1], [repeater], [blockCoal]]
S:components <
adchimneys:elder_prismarine_brick:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:elder_prismarine_brick:2]
S:output=adchimneys:elder_prismarine_brick:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:elder_prismarine_brick]]
S:components <
adchimneys:elder_prismarine_brick
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:elder_prismarine_brick:1]
S:output=adchimneys:elder_prismarine_brick:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
brickPrismarineElder {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11c4ac9e]
S:color=0x11c4ac9e
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.5]
S:hardness=1.5
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: quark:elder_prismarine:1]
S:relatedBlockId=quark:elder_prismarine:1
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 24]
I:amount=24
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [emerald_block]]
S:components <
emerald_block
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:emerald_block]
S:output=adchimneys:emerald_block
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:emerald_block:1], [repeater], [blockCoal]]
S:components <
adchimneys:emerald_block:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:emerald_block:2]
S:output=adchimneys:emerald_block:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:emerald_block]]
S:components <
adchimneys:emerald_block
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:emerald_block:1]
S:output=adchimneys:emerald_block:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blockEmerald {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1100ff33]
S:color=0x1100ff33
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 5.0]
S:hardness=5.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: emerald_block]
S:relatedBlockId=emerald_block
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [end_bricks]]
S:components <
end_bricks
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:end_bricks]
S:output=adchimneys:end_bricks
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:end_bricks:1], [repeater], [blockCoal]]
S:components <
adchimneys:end_bricks:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:end_bricks:2]
S:output=adchimneys:end_bricks:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:end_bricks]]
S:components <
adchimneys:end_bricks
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:end_bricks:1]
S:output=adchimneys:end_bricks:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
bricksEnd {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11993399]
S:color=0x11993399
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.8]
S:hardness=0.8
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: end_bricks]
S:relatedBlockId=end_bricks
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 4.0]
S:resistance=4.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [end_stone]]
S:components <
end_stone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:end_stone]
S:output=adchimneys:end_stone
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:end_stone:1], [repeater], [blockCoal]]
S:components <
adchimneys:end_stone:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:end_stone:2]
S:output=adchimneys:end_stone:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:end_stone]]
S:components <
adchimneys:end_stone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:end_stone:1]
S:output=adchimneys:end_stone:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
stoneEnd {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x22993399]
S:color=0x22993399
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 3.0]
S:hardness=3.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: end_stone]
S:relatedBlockId=end_stone
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 45.0]
S:resistance=45.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [glass]]
S:components <
glass
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass]
S:output=adchimneys:glass
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass:2]
S:output=adchimneys:glass:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass]]
S:components <
adchimneys:glass
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass:1]
S:output=adchimneys:glass:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
glass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x00000000]
S:color=0x00000000
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: glass]
S:relatedBlockId=glass
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:15]]
S:components <
stained_glass:15
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_black]
S:output=adchimneys:glass_black
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_black:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_black:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_black:2]
S:output=adchimneys:glass_black:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_black]]
S:components <
adchimneys:glass_black
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_black:1]
S:output=adchimneys:glass_black:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blackGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11090b10]
S:color=0x11090b10
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:15]
S:relatedBlockId=stained_glass:15
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:11]]
S:components <
stained_glass:11
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_blue]
S:output=adchimneys:glass_blue
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_blue:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_blue:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_blue:2]
S:output=adchimneys:glass_blue:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_blue]]
S:components <
adchimneys:glass_blue
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_blue:1]
S:output=adchimneys:glass_blue:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blueGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x112b2d8c]
S:color=0x112b2d8c
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:11]
S:relatedBlockId=stained_glass:11
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:12]]
S:components <
stained_glass:12
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_brown]
S:output=adchimneys:glass_brown
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_brown:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_brown:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_brown:2]
S:output=adchimneys:glass_brown:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_brown]]
S:components <
adchimneys:glass_brown
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_brown:1]
S:output=adchimneys:glass_brown:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
brownGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x115e3a1e]
S:color=0x115e3a1e
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:12]
S:relatedBlockId=stained_glass:12
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:9]]
S:components <
stained_glass:9
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_cyan]
S:output=adchimneys:glass_cyan
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_cyan:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_cyan:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_cyan:2]
S:output=adchimneys:glass_cyan:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_cyan]]
S:components <
adchimneys:glass_cyan
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_cyan:1]
S:output=adchimneys:glass_cyan:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
cyanGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11157686]
S:color=0x11157686
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:9]
S:relatedBlockId=stained_glass:9
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:7]]
S:components <
stained_glass:7
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_gray]
S:output=adchimneys:glass_gray
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_gray:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_gray:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_gray:2]
S:output=adchimneys:glass_gray:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_gray]]
S:components <
adchimneys:glass_gray
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_gray:1]
S:output=adchimneys:glass_gray:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
grayGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1136393d]
S:color=0x1136393d
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:7]
S:relatedBlockId=stained_glass:7
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:13]]
S:components <
stained_glass:13
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_green]
S:output=adchimneys:glass_green
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_green:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_green:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_green:2]
S:output=adchimneys:glass_green:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_green]]
S:components <
adchimneys:glass_green
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_green:1]
S:output=adchimneys:glass_green:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
greenGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11485923]
S:color=0x11485923
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:13]
S:relatedBlockId=stained_glass:13
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:3]]
S:components <
stained_glass:3
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_light_blue]
S:output=adchimneys:glass_light_blue
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_light_blue:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_light_blue:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_light_blue:2]
S:output=adchimneys:glass_light_blue:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_light_blue]]
S:components <
adchimneys:glass_light_blue
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_light_blue:1]
S:output=adchimneys:glass_light_blue:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blueLightGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x112387c4]
S:color=0x112387c4
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:3]
S:relatedBlockId=stained_glass:3
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:5]]
S:components <
stained_glass:5
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_lime]
S:output=adchimneys:glass_lime
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_lime:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_lime:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_lime:2]
S:output=adchimneys:glass_lime:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_lime]]
S:components <
adchimneys:glass_lime
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_lime:1]
S:output=adchimneys:glass_lime:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
limeGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x115ea71a]
S:color=0x115ea71a
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:5]
S:relatedBlockId=stained_glass:5
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:2]]
S:components <
stained_glass:2
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_magenta]
S:output=adchimneys:glass_magenta
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_magenta:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_magenta:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_magenta:2]
S:output=adchimneys:glass_magenta:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_magenta]]
S:components <
adchimneys:glass_magenta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_magenta:1]
S:output=adchimneys:glass_magenta:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
magentaGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11a7309d]
S:color=0x11a7309d
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:2]
S:relatedBlockId=stained_glass:2
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:1]]
S:components <
stained_glass:1
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_orange]
S:output=adchimneys:glass_orange
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_orange:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_orange:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_orange:2]
S:output=adchimneys:glass_orange:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_orange]]
S:components <
adchimneys:glass_orange
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_orange:1]
S:output=adchimneys:glass_orange:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
orangeGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11db5e00]
S:color=0x11db5e00
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:1]
S:relatedBlockId=stained_glass:1
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:6]]
S:components <
stained_glass:6
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_pink]
S:output=adchimneys:glass_pink
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_pink:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_pink:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_pink:2]
S:output=adchimneys:glass_pink:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_pink]]
S:components <
adchimneys:glass_pink
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_pink:1]
S:output=adchimneys:glass_pink:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
pinkGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11d3648e]
S:color=0x11d3648e
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:6]
S:relatedBlockId=stained_glass:6
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:10]]
S:components <
stained_glass:10
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_purple]
S:output=adchimneys:glass_purple
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_purple:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_purple:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_purple:2]
S:output=adchimneys:glass_purple:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_purple]]
S:components <
adchimneys:glass_purple
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_purple:1]
S:output=adchimneys:glass_purple:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
purpleGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1164209b]
S:color=0x1164209b
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:10]
S:relatedBlockId=stained_glass:10
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:14]]
S:components <
stained_glass:14
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_red]
S:output=adchimneys:glass_red
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_red:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_red:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_red:2]
S:output=adchimneys:glass_red:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_red]]
S:components <
adchimneys:glass_red
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_red:1]
S:output=adchimneys:glass_red:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
redGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x118c2121]
S:color=0x118c2121
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:14]
S:relatedBlockId=stained_glass:14
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:8]]
S:components <
stained_glass:8
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_silver]
S:output=adchimneys:glass_silver
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_silver:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_silver:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_silver:2]
S:output=adchimneys:glass_silver:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_silver]]
S:components <
adchimneys:glass_silver
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_silver:1]
S:output=adchimneys:glass_silver:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
silverGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x117b7b71]
S:color=0x117b7b71
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:8]
S:relatedBlockId=stained_glass:8
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:0]]
S:components <
stained_glass:0
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_white]
S:output=adchimneys:glass_white
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_white:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_white:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_white:2]
S:output=adchimneys:glass_white:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_white]]
S:components <
adchimneys:glass_white
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_white:1]
S:output=adchimneys:glass_white:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
whiteGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11cbd1d2]
S:color=0x11cbd1d2
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:0]
S:relatedBlockId=stained_glass:0
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [stained_glass:4]]
S:components <
stained_glass:4
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_yellow]
S:output=adchimneys:glass_yellow
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_yellow:1], [repeater], [blockCoal]]
S:components <
adchimneys:glass_yellow:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_yellow:2]
S:output=adchimneys:glass_yellow:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glass_yellow]]
S:components <
adchimneys:glass_yellow
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glass_yellow:1]
S:output=adchimneys:glass_yellow:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
yellowGlass {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11ebab15]
S:color=0x11ebab15
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: stained_glass:4]
S:relatedBlockId=stained_glass:4
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [black_glazed_terracotta]]
S:components <
black_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_black]
S:output=adchimneys:glazed_terracotta_black
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_black:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_black:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_black:2]
S:output=adchimneys:glazed_terracotta_black:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_black]]
S:components <
adchimneys:glazed_terracotta_black
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_black:1]
S:output=adchimneys:glazed_terracotta_black:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blackTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11090b10]
S:color=0x11090b10
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: black_glazed_terracotta]
S:relatedBlockId=black_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [blue_glazed_terracotta]]
S:components <
blue_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_blue]
S:output=adchimneys:glazed_terracotta_blue
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_blue:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_blue:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_blue:2]
S:output=adchimneys:glazed_terracotta_blue:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_blue]]
S:components <
adchimneys:glazed_terracotta_blue
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_blue:1]
S:output=adchimneys:glazed_terracotta_blue:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blueTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x112b2d8c]
S:color=0x112b2d8c
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: blue_glazed_terracotta]
S:relatedBlockId=blue_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [brown_glazed_terracotta]]
S:components <
brown_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_brown]
S:output=adchimneys:glazed_terracotta_brown
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_brown:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_brown:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_brown:2]
S:output=adchimneys:glazed_terracotta_brown:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_brown]]
S:components <
adchimneys:glazed_terracotta_brown
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_brown:1]
S:output=adchimneys:glazed_terracotta_brown:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
brownTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x115e3a1e]
S:color=0x115e3a1e
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: brown_glazed_terracotta]
S:relatedBlockId=brown_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [cyan_glazed_terracotta]]
S:components <
cyan_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_cyan]
S:output=adchimneys:glazed_terracotta_cyan
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_cyan:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_cyan:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_cyan:2]
S:output=adchimneys:glazed_terracotta_cyan:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_cyan]]
S:components <
adchimneys:glazed_terracotta_cyan
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_cyan:1]
S:output=adchimneys:glazed_terracotta_cyan:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
cyanTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11157686]
S:color=0x11157686
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: cyan_glazed_terracotta]
S:relatedBlockId=cyan_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [gray_glazed_terracotta]]
S:components <
gray_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_gray]
S:output=adchimneys:glazed_terracotta_gray
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_gray:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_gray:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_gray:2]
S:output=adchimneys:glazed_terracotta_gray:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_gray]]
S:components <
adchimneys:glazed_terracotta_gray
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_gray:1]
S:output=adchimneys:glazed_terracotta_gray:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
grayTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1136393d]
S:color=0x1136393d
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: gray_glazed_terracotta]
S:relatedBlockId=gray_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [green_glazed_terracotta]]
S:components <
green_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_green]
S:output=adchimneys:glazed_terracotta_green
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_green:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_green:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_green:2]
S:output=adchimneys:glazed_terracotta_green:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_green]]
S:components <
adchimneys:glazed_terracotta_green
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_green:1]
S:output=adchimneys:glazed_terracotta_green:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
greenTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11485923]
S:color=0x11485923
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: green_glazed_terracotta]
S:relatedBlockId=green_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [light_blue_glazed_terracotta]]
S:components <
light_blue_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_light_blue]
S:output=adchimneys:glazed_terracotta_light_blue
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_light_blue:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_light_blue:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_light_blue:2]
S:output=adchimneys:glazed_terracotta_light_blue:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_light_blue]]
S:components <
adchimneys:glazed_terracotta_light_blue
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_light_blue:1]
S:output=adchimneys:glazed_terracotta_light_blue:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blueLightTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x112387c4]
S:color=0x112387c4
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: light_blue_glazed_terracotta]
S:relatedBlockId=light_blue_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [lime_glazed_terracotta]]
S:components <
lime_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_lime]
S:output=adchimneys:glazed_terracotta_lime
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_lime:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_lime:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_lime:2]
S:output=adchimneys:glazed_terracotta_lime:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_lime]]
S:components <
adchimneys:glazed_terracotta_lime
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_lime:1]
S:output=adchimneys:glazed_terracotta_lime:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
limeTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x115ea71a]
S:color=0x115ea71a
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: lime_glazed_terracotta]
S:relatedBlockId=lime_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [magenta_glazed_terracotta]]
S:components <
magenta_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_magenta]
S:output=adchimneys:glazed_terracotta_magenta
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_magenta:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_magenta:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_magenta:2]
S:output=adchimneys:glazed_terracotta_magenta:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_magenta]]
S:components <
adchimneys:glazed_terracotta_magenta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_magenta:1]
S:output=adchimneys:glazed_terracotta_magenta:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
magentaTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11a7309d]
S:color=0x11a7309d
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: magenta_glazed_terracotta]
S:relatedBlockId=magenta_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [orange_glazed_terracotta]]
S:components <
orange_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_orange]
S:output=adchimneys:glazed_terracotta_orange
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_orange:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_orange:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_orange:2]
S:output=adchimneys:glazed_terracotta_orange:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_orange]]
S:components <
adchimneys:glazed_terracotta_orange
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_orange:1]
S:output=adchimneys:glazed_terracotta_orange:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
orangeTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11db5e00]
S:color=0x11db5e00
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: orange_glazed_terracotta]
S:relatedBlockId=orange_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [pink_glazed_terracotta]]
S:components <
pink_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_pink]
S:output=adchimneys:glazed_terracotta_pink
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_pink:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_pink:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_pink:2]
S:output=adchimneys:glazed_terracotta_pink:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_pink]]
S:components <
adchimneys:glazed_terracotta_pink
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_pink:1]
S:output=adchimneys:glazed_terracotta_pink:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
pinkTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11d3648e]
S:color=0x11d3648e
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: pink_glazed_terracotta]
S:relatedBlockId=pink_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [purple_glazed_terracotta]]
S:components <
purple_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_purple]
S:output=adchimneys:glazed_terracotta_purple
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_purple:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_purple:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_purple:2]
S:output=adchimneys:glazed_terracotta_purple:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_purple]]
S:components <
adchimneys:glazed_terracotta_purple
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_purple:1]
S:output=adchimneys:glazed_terracotta_purple:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
purpleTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1164209b]
S:color=0x1164209b
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: purple_glazed_terracotta]
S:relatedBlockId=purple_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [red_glazed_terracotta]]
S:components <
red_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_red]
S:output=adchimneys:glazed_terracotta_red
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_red:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_red:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_red:2]
S:output=adchimneys:glazed_terracotta_red:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_red]]
S:components <
adchimneys:glazed_terracotta_red
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_red:1]
S:output=adchimneys:glazed_terracotta_red:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
redTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x118c2121]
S:color=0x118c2121
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: red_glazed_terracotta]
S:relatedBlockId=red_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [silver_glazed_terracotta]]
S:components <
silver_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_silver]
S:output=adchimneys:glazed_terracotta_silver
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_silver:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_silver:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_silver:2]
S:output=adchimneys:glazed_terracotta_silver:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_silver]]
S:components <
adchimneys:glazed_terracotta_silver
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_silver:1]
S:output=adchimneys:glazed_terracotta_silver:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
silverTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x117b7b71]
S:color=0x117b7b71
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: silver_glazed_terracotta]
S:relatedBlockId=silver_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [white_glazed_terracotta]]
S:components <
white_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_white]
S:output=adchimneys:glazed_terracotta_white
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_white:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_white:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_white:2]
S:output=adchimneys:glazed_terracotta_white:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_white]]
S:components <
adchimneys:glazed_terracotta_white
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_white:1]
S:output=adchimneys:glazed_terracotta_white:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
whiteTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11cbd1d2]
S:color=0x11cbd1d2
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: white_glazed_terracotta]
S:relatedBlockId=white_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [yellow_glazed_terracotta]]
S:components <
yellow_glazed_terracotta
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_yellow]
S:output=adchimneys:glazed_terracotta_yellow
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_yellow:1], [repeater], [blockCoal]]
S:components <
adchimneys:glazed_terracotta_yellow:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_yellow:2]
S:output=adchimneys:glazed_terracotta_yellow:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glazed_terracotta_yellow]]
S:components <
adchimneys:glazed_terracotta_yellow
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glazed_terracotta_yellow:1]
S:output=adchimneys:glazed_terracotta_yellow:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
yellowTerracottaGlazed {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11ebab15]
S:color=0x11ebab15
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.4]
S:hardness=1.4
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: yellow_glazed_terracotta]
S:relatedBlockId=yellow_glazed_terracotta
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 7.0]
S:resistance=7.0
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 8]
I:amount=8
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [glowstone]]
S:components <
glowstone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glowstone]
S:output=adchimneys:glowstone
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glowstone:1], [repeater], [blockCoal]]
S:components <
adchimneys:glowstone:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glowstone:2]
S:output=adchimneys:glowstone:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:glowstone]]
S:components <
adchimneys:glowstone
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:glowstone:1]
S:output=adchimneys:glowstone:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
glowstone {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11ffbc5e]
S:color=0x11ffbc5e
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 0.3]
S:hardness=0.3
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: glowstone]
S:relatedBlockId=glowstone
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 1.5]
S:resistance=1.5
}

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# Configuration file
Chimney {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 16]
I:amount=16
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [gold_block]]
S:components <
gold_block
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:gold_block]
S:output=adchimneys:gold_block
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
S:pattern=101 101 101
}
}
}
Pump {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:gold_block:1], [repeater], [blockCoal]]
S:components <
adchimneys:gold_block:1
repeater
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:gold_block:2]
S:output=adchimneys:gold_block:2
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
S:pattern=121 232 121
}
}
}
Vent {
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [adchimneys:gold_block]]
S:components <
adchimneys:gold_block
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:gold_block:1]
S:output=adchimneys:gold_block:1
# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
# Where 'n' - number of recipe component (from 1 to 9).
# Zero value (0) is for empty slot.
# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
S:pattern=101 000 101
}
}
}
blockGold {
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11ffff00]
S:color=0x11ffff00
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 3.0]
S:hardness=3.0
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: gold_block]
S:relatedBlockId=gold_block
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
}

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