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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# Configuration file
aerometer {
# Defines durability of the item. [range: 0 ~ 65535, default: 4]
I:durability=4
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines the material for repair on an anvil. [default: paneGlass]
S:repair=paneGlass
# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
B:repairCostGrow=false
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 1]
I:amount=1
# 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: [repeater], [logWood], [compass], [comparator], [stick], [paneGlass]]
S:components <
repeater
logWood
compass
comparator
stick
paneGlass
>
# 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: adpother:aerometer]
S:output=adpother:aerometer
# 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: 161 232 454]
S:pattern=161 232 454
}
}
}

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# Configuration file
respiratorDiamond {
# Defines durability of the item. [range: 0 ~ 65535, default: 144]
I:durability=144
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines the material for repair on an anvil. [default: leather]
S:repair=leather
# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
B:repairCostGrow=false
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 1]
I:amount=1
# 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_bottle], [leather], [leather_helmet], [wool:*], [treeLeaves], [gemDiamond]]
S:components <
glass_bottle
leather
leather_helmet
wool:*
treeLeaves
gemDiamond
>
# 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: adpother:diamond_respirator]
S:output=adpother:diamond_respirator
# 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: 131 262 454]
S:pattern=131 262 454
}
}
}
respiratorGold {
# Defines durability of the item. [range: 0 ~ 65535, default: 72]
I:durability=72
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines the material for repair on an anvil. [default: leather]
S:repair=leather
# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
B:repairCostGrow=false
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 1]
I:amount=1
# 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_bottle], [leather], [leather_helmet], [wool:*], [treeLeaves], [ingotGold]]
S:components <
glass_bottle
leather
leather_helmet
wool:*
treeLeaves
ingotGold
>
# 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: adpother:gold_respirator]
S:output=adpother:gold_respirator
# 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: 131 262 454]
S:pattern=131 262 454
}
}
}
respiratorIron {
# Defines durability of the item. [range: 0 ~ 65535, default: 60]
I:durability=60
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines the material for repair on an anvil. [default: leather]
S:repair=leather
# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
B:repairCostGrow=false
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 1]
I:amount=1
# 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_bottle], [leather], [leather_helmet], [wool:*], [treeLeaves], [ingotIron]]
S:components <
glass_bottle
leather
leather_helmet
wool:*
treeLeaves
ingotIron
>
# 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: adpother:iron_respirator]
S:output=adpother:iron_respirator
# 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: 131 262 454]
S:pattern=131 262 454
}
}
}

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# Configuration file
bagVacuumDiamond {
# Defines the maximum capacity of the bag. [range: 0 ~ 2147483647, default: 512]
I:capacity=512
# Defines durability of the item. [range: 0 ~ 65535, default: 64]
I:durability=64
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines the material for repair on an anvil. [default: leather]
S:repair=leather
# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
B:repairCostGrow=false
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 1]
I:amount=1
# 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: [slimeball], [wool:*], [leather], [leather_chestplate], [gemDiamond]]
S:components <
slimeball
wool:*
leather
leather_chestplate
gemDiamond
>
# 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: adpother:diamond_vacuum_bag]
S:output=adpother:diamond_vacuum_bag
# 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: 122 545 333]
S:pattern=122 545 333
}
}
}
bagVacuumGold {
# Defines the maximum capacity of the bag. [range: 0 ~ 2147483647, default: 256]
I:capacity=256
# Defines durability of the item. [range: 0 ~ 65535, default: 64]
I:durability=64
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines the material for repair on an anvil. [default: leather]
S:repair=leather
# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
B:repairCostGrow=false
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 1]
I:amount=1
# 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: [slimeball], [wool:*], [leather], [leather_chestplate], [ingotGold]]
S:components <
slimeball
wool:*
leather
leather_chestplate
ingotGold
>
# 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: adpother:gold_vacuum_bag]
S:output=adpother:gold_vacuum_bag
# 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: 122 545 333]
S:pattern=122 545 333
}
}
}
bagVacuumIron {
# Defines the maximum capacity of the bag. [range: 0 ~ 2147483647, default: 128]
I:capacity=128
# Defines durability of the item. [range: 0 ~ 65535, default: 64]
I:durability=64
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines the material for repair on an anvil. [default: leather]
S:repair=leather
# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
B:repairCostGrow=false
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 1]
I:amount=1
# 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: [slimeball], [wool:*], [leather], [leather_chestplate], [ingotIron]]
S:components <
slimeball
wool:*
leather
leather_chestplate
ingotIron
>
# 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: adpother:iron_vacuum_bag]
S:output=adpother:iron_vacuum_bag
# 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: 122 545 333]
S:pattern=122 545 333
}
}
}

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# Configuration file
tubeVacuumDiamond {
# Defines the ability to suck pollution into a player's inventory [default: false]
B:canSuckIntoInventory=false
# Defines durability of the item. [range: 0 ~ 65535, default: 144]
I:durability=144
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines the material for repair on an anvil. [default: gemDiamond]
S:repair=gemDiamond
# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
B:repairCostGrow=false
# Defines operating speed for the vacuum cleaner. [range: 0.0 ~ 1.0, default: 0.8]
S:speed=0.8
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 1]
I:amount=1
# 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: [blockDiamond], [ingotIron], [stone_button], [comparator], [repeater]]
S:components <
blockDiamond
ingotIron
stone_button
comparator
repeater
>
# 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: adpother:diamond_vacuum_tube]
S:output=adpother:diamond_vacuum_tube
# 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: 001 320 540]
S:pattern=001 320 540
}
}
}
tubeVacuumGold {
# Defines the ability to suck pollution into a player's inventory [default: false]
B:canSuckIntoInventory=false
# Defines durability of the item. [range: 0 ~ 65535, default: 72]
I:durability=72
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines the material for repair on an anvil. [default: ingotGold]
S:repair=ingotGold
# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
B:repairCostGrow=false
# Defines operating speed for the vacuum cleaner. [range: 0.0 ~ 1.0, default: 0.4]
S:speed=0.4
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 1]
I:amount=1
# 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: [blockGold], [ingotIron], [stone_button], [comparator], [repeater]]
S:components <
blockGold
ingotIron
stone_button
comparator
repeater
>
# 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: adpother:gold_vacuum_tube]
S:output=adpother:gold_vacuum_tube
# 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: 001 320 540]
S:pattern=001 320 540
}
}
}
tubeVacuumIron {
# Defines the ability to suck pollution into a player's inventory [default: false]
B:canSuckIntoInventory=false
# Defines durability of the item. [range: 0 ~ 65535, default: 60]
I:durability=60
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines the material for repair on an anvil. [default: ingotIron]
S:repair=ingotIron
# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
B:repairCostGrow=false
# Defines operating speed for the vacuum cleaner. [range: 0.0 ~ 1.0, default: 0.2]
S:speed=0.2
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 1]
I:amount=1
# 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: [blockIron], [ingotIron], [stone_button], [comparator], [repeater]]
S:components <
blockIron
ingotIron
stone_button
comparator
repeater
>
# 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: adpother:iron_vacuum_tube]
S:output=adpother:iron_vacuum_tube
# 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: 001 320 540]
S:pattern=001 320 540
}
}
}