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167
overrides/config/adchimneys/Containers/stone_marble_smooth.cfg
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167
overrides/config/adchimneys/Containers/stone_marble_smooth.cfg
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# Configuration file
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Chimney {
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CraftingRecipe {
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main {
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# Amount of output units. [range: 1 ~ 64, default: 8]
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I:amount=8
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# Recipe components list.
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# Components should be represented by its ids.
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# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
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# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
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# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
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# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
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# Use '*' char as meta value to specify all possible values.
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# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
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# Also you may use just ore dictionary name as full id.
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# [default: [quark:marble:1]]
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S:components <
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quark:marble:1
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>
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# Output unit id.
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# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
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# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
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# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
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# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
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# Use '*' char as meta value to specify all possible values.
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# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
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# Also you may use just ore dictionary name as full id.
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# [default: adchimneys:stone_marble_smooth]
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S:output=adchimneys:stone_marble_smooth
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# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
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# Where 'n' - number of recipe component (from 1 to 9).
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# Zero value (0) is for empty slot.
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# If pattern is empty, then recipe will be treated as shapeless. [default: 101 101 101]
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S:pattern=101 101 101
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}
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}
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}
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Pump {
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CraftingRecipe {
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main {
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# Amount of output units. [range: 1 ~ 64, default: 4]
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I:amount=4
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# Recipe components list.
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# Components should be represented by its ids.
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# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
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# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
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# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
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# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
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# Use '*' char as meta value to specify all possible values.
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# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
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# Also you may use just ore dictionary name as full id.
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# [default: [adchimneys:stone_marble_smooth:1], [repeater], [blockCoal]]
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S:components <
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adchimneys:stone_marble_smooth:1
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repeater
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blockCoal
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>
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# Output unit id.
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# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
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# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
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# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
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# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
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# Use '*' char as meta value to specify all possible values.
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# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
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# Also you may use just ore dictionary name as full id.
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# [default: adchimneys:stone_marble_smooth:2]
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S:output=adchimneys:stone_marble_smooth:2
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# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
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# Where 'n' - number of recipe component (from 1 to 9).
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# Zero value (0) is for empty slot.
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# If pattern is empty, then recipe will be treated as shapeless. [default: 121 232 121]
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S:pattern=121 232 121
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}
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}
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}
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Vent {
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CraftingRecipe {
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main {
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# Amount of output units. [range: 1 ~ 64, default: 4]
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I:amount=4
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# Recipe components list.
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# Components should be represented by its ids.
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# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
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# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
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# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
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# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
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# Use '*' char as meta value to specify all possible values.
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# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
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# Also you may use just ore dictionary name as full id.
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# [default: [adchimneys:stone_marble_smooth]]
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S:components <
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adchimneys:stone_marble_smooth
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>
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# Output unit id.
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# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
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# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
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# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
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# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
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# Use '*' char as meta value to specify all possible values.
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# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
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# Also you may use just ore dictionary name as full id.
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# [default: adchimneys:stone_marble_smooth:1]
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S:output=adchimneys:stone_marble_smooth:1
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# Shaped recipe pattern in format <nn nn> or <nnn nnn nnn>.
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# Where 'n' - number of recipe component (from 1 to 9).
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# Zero value (0) is for empty slot.
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# If pattern is empty, then recipe will be treated as shapeless. [default: 101 000 101]
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S:pattern=101 000 101
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}
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}
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}
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smoothMarbleStone {
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# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
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# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
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# [default: 0x11cfcecd]
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S:color=0x11cfcecd
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# Set to 'false' if you don't need this unit. [default: true]
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B:enabled=true
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# Defines how many hits it takes to break the block.
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# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.5]
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S:hardness=1.5
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# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
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# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
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# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
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# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
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# Use '*' char as meta value to specify all possible values.
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# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
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# Also you may use just ore dictionary name as full id.
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# [default: quark:marble:1]
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S:relatedBlockId=quark:marble:1
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# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
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S:resistance=30.0
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}
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