Initial commit
This commit is contained in:
63
overrides/config/adpother/Items/aerometer.cfg
Normal file
63
overrides/config/adpother/Items/aerometer.cfg
Normal file
@@ -0,0 +1,63 @@
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# Configuration file
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aerometer {
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# Defines durability of the item. [range: 0 ~ 65535, default: 4]
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I:durability=4
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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 the material for repair on an anvil. [default: paneGlass]
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S:repair=paneGlass
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# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
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B:repairCostGrow=false
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CraftingRecipe {
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main {
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# Amount of output units. [range: 1 ~ 64, default: 1]
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I:amount=1
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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: [repeater], [logWood], [compass], [comparator], [stick], [paneGlass]]
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S:components <
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repeater
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logWood
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compass
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comparator
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stick
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paneGlass
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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: adpother:aerometer]
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S:output=adpother:aerometer
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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: 161 232 454]
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S:pattern=161 232 454
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}
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}
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}
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185
overrides/config/adpother/Items/respirator.cfg
Normal file
185
overrides/config/adpother/Items/respirator.cfg
Normal file
@@ -0,0 +1,185 @@
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# Configuration file
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respiratorDiamond {
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# Defines durability of the item. [range: 0 ~ 65535, default: 144]
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I:durability=144
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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 the material for repair on an anvil. [default: leather]
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S:repair=leather
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# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
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B:repairCostGrow=false
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CraftingRecipe {
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main {
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# Amount of output units. [range: 1 ~ 64, default: 1]
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I:amount=1
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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: [glass_bottle], [leather], [leather_helmet], [wool:*], [treeLeaves], [gemDiamond]]
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S:components <
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glass_bottle
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leather
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leather_helmet
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wool:*
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treeLeaves
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gemDiamond
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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: adpother:diamond_respirator]
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S:output=adpother:diamond_respirator
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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: 131 262 454]
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S:pattern=131 262 454
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}
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}
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}
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respiratorGold {
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# Defines durability of the item. [range: 0 ~ 65535, default: 72]
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I:durability=72
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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 the material for repair on an anvil. [default: leather]
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S:repair=leather
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# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
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B:repairCostGrow=false
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CraftingRecipe {
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main {
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# Amount of output units. [range: 1 ~ 64, default: 1]
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I:amount=1
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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: [glass_bottle], [leather], [leather_helmet], [wool:*], [treeLeaves], [ingotGold]]
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S:components <
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glass_bottle
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leather
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leather_helmet
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wool:*
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treeLeaves
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ingotGold
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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: adpother:gold_respirator]
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S:output=adpother:gold_respirator
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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: 131 262 454]
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S:pattern=131 262 454
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}
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}
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}
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respiratorIron {
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# Defines durability of the item. [range: 0 ~ 65535, default: 60]
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I:durability=60
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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 the material for repair on an anvil. [default: leather]
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S:repair=leather
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# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
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B:repairCostGrow=false
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CraftingRecipe {
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main {
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# Amount of output units. [range: 1 ~ 64, default: 1]
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I:amount=1
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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: [glass_bottle], [leather], [leather_helmet], [wool:*], [treeLeaves], [ingotIron]]
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S:components <
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glass_bottle
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leather
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leather_helmet
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wool:*
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treeLeaves
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ingotIron
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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: adpother:iron_respirator]
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S:output=adpother:iron_respirator
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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: 131 262 454]
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S:pattern=131 262 454
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}
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}
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}
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191
overrides/config/adpother/Items/vacuum_bag.cfg
Normal file
191
overrides/config/adpother/Items/vacuum_bag.cfg
Normal file
@@ -0,0 +1,191 @@
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# Configuration file
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bagVacuumDiamond {
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# Defines the maximum capacity of the bag. [range: 0 ~ 2147483647, default: 512]
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I:capacity=512
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# Defines durability of the item. [range: 0 ~ 65535, default: 64]
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I:durability=64
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||||
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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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||||
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# Defines the material for repair on an anvil. [default: leather]
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||||
S:repair=leather
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||||
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# If true, repair cost will grow for this item after each repair on an anvil. [default: false]
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||||
B:repairCostGrow=false
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||||
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||||
CraftingRecipe {
|
||||
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||||
main {
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||||
# Amount of output units. [range: 1 ~ 64, default: 1]
|
||||
I:amount=1
|
||||
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||||
# 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]]
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||||
S:components <
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||||
slimeball
|
||||
wool:*
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||||
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
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
200
overrides/config/adpother/Items/vacuum_tube.cfg
Normal file
200
overrides/config/adpother/Items/vacuum_tube.cfg
Normal file
@@ -0,0 +1,200 @@
|
||||
# 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
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user