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185
overrides/config/adpother/Items/respirator.cfg
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185
overrides/config/adpother/Items/respirator.cfg
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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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