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Jacob Vinding
2025-12-27 06:09:19 +01:00
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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
}