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Jacob Vinding 79dfa3a57a Initial commit
2025-12-27 06:09:19 +01:00

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INI

# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeStateTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x88808080]
S:color=0x88808080
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:smoker]
S:id=adchimneys:smoker
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Set this to True only if this emitter is not a block or a tile but an entity. [default: false]
B:isEntity=false
# Defines a list of blocks which should be considered as part of this multiblock. [default: ]
S:relatedBlocks <
>
# If true, the meta data of the dropped item will be used instead of the block state meta.
# This is usefull when the placed block has other meta than its item. [default: false]
B:useDroppedItemMeta=false
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 5.0]
S:amount=5.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intencity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}
smoker {
# Set to 'false' if you don't need this unit. [default: true]
B:enabled=true
# Defines how many hits it takes to break the block.
# -1 makes the block indestructible. [range: -1.0 ~ 3.4028235E38, default: 1.5]
S:hardness=1.5
# Defines the block resistance to explosions. [range: 0.0 ~ 3.4028235E38, default: 30.0]
S:resistance=30.0
CraftingRecipe {
main {
# Amount of output units. [range: 1 ~ 64, default: 4]
I:amount=4
# Recipe components list.
# Components should be represented by its ids.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: [repeater], [comparator], [blockIron], [blockGold], [blockRedstone], [blockCoal]]
S:components <
repeater
comparator
blockIron
blockGold
blockRedstone
blockCoal
>
# Output unit id.
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Unit name will be automatically converted to ore dictionary name with reverse word order (example: oreIronBlack).
# Use '*' char as meta value to specify all possible values.
# To define multiple block states, you can use block properties instead of meta. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use just ore dictionary name as full id.
# [default: adchimneys:smoker]
S:output=adchimneys:smoker
# 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: 314 151 626]
S:pattern=314 151 626
}
}
}