Files
Technic-Server-1.12.2/overrides/config/immersiveintelligence.cfg
Jacob Vinding 79dfa3a57a Initial commit
2025-12-27 06:09:19 +01:00

1163 lines
37 KiB
INI

# Configuration file
general {
# A list of all entities for which a fakeplayer should be used when shooter is not a player
S:bulletFakeplayerWhitelist <
minecraft:ender_dragon
>
# Whether basic circuits should be produced in II or IE way
B:changeCircuitProduction=true
# The maximum frequency for advanced radios.
I:radioAdvancedMaxFrequency=256
# The maximum frequency for basic radios.
I:radioBasicMaxFrequency=32
# Whether Advanced Electronic Alloy should be smeltable in the vanilla furnace
B:smeltableAEA=false
# Whether Tungsten should be smeltable in the vanilla furnace
B:smeltableTungsten=false
ores {
# Whether rubber trees should be generated.
B:gen_rubber_trees=true
# Min: 0
# Max: 100
I:gen_rubber_trees_chance=15
# A blacklist of dimensions in which IE ores won't spawn. By default this is the Overworld (0) and End (1)
I:oreDimBlacklistNether <
0
1
>
# A blacklist of dimensions in which IE ores won't spawn. By default this is Nether (-1) and End (1)
I:oreDimBlacklistNormal <
-1
1
>
# Generation config for Fluorite Ore.
# Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
I:ore_fluorite <
6
1
55
1
65
>
# Generation config for Fluorite Ore.
# Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
I:ore_phosphorus <
12
1
55
1
80
>
# Generation config for Platinum Ore.
# Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
I:ore_platinum <
6
0
10
2
75
>
# Generation config for Salt Ore.
# Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
I:ore_salt <
12
55
95
1
75
>
# Generation config for Tungsten Ore.
# Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
I:ore_tungsten <
6
0
35
2
75
>
# Generation config for Zinc Ore.
# Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
I:ore_zinc <
10
35
95
2
100
>
# Set this to true to allow retro-generation of Salt Ore.
B:retrogen_fluorite=false
# The retrogeneration key. Basically IE checks if this key is saved in the chunks data. If it isn't, it will perform retrogen on all ores marked for retrogen.
# Change this in combination with the retrogen booleans to regen only some of the ores.
S:retrogen_key=DEFAULT_II
# Set this to false to disable the logging of the chunks that were flagged for retrogen.
B:retrogen_log_flagChunk=true
# Set this to false to disable the logging of the chunks that are still left to retrogen.
B:retrogen_log_remaining=true
# Set this to true to allow retro-generation of Salt Ore.
B:retrogen_phosphorus=false
# Set this to true to allow retro-generation of Platinum Ore.
B:retrogen_platinum=false
# Set this to true to allow retro-generation of Salt Ore.
B:retrogen_salt=false
# Set this to true to allow retro-generation of Tungsten Ore.
B:retrogen_tungsten=false
# Set this to true to allow retro-generation of Zinc Ore.
B:retrogen_zinc=false
}
machines {
latexcollector {
# Collection time of a single bucket (in ticks).
I:collectTime=12000
}
radiostation {
# Energy required to construct the radio station (in IF).
I:constructionEnergy=200000
# Energy capacity of the radio station (in IF).
I:energyCapacity=32000
# Energy usage when sending a signal (in IF).
I:energyUsage=2048
# Energy usage when a radio station is working.
I:energyUsageIdle=512
# Range of the radio station (in which the signals can be received) in blocks from center (radius).
I:radioRange=128
# How much the range decreases when there is bad weather (rain, snow) ( 1 - full range, 0.5 - half range, 0 - no range, etc.)
# Min: 0.0
# Max: 1.0
D:weatherHarshness=0.75
}
datainputmachine {
# Energy capacity of the data input machine.
I:energyCapacity=16000
# Energy usage when sending a signal.
I:energyUsage=2048
# Energy per step of punching a tape (1/60 of the full energy needed).
I:energyUsagePunchtape=128
# Duration of tape punching process in ticks (1 tick = 1/20 Second).
I:timePunchtapeProduction=80
}
arithmeticlogicmachine {
# Energy capacity of the arithmetic-logic machine.
I:energyCapacity=24000
# Energy usage of the arithmetic-logic machine per circuit.
I:energyUsage=2048
}
printingpress {
# Energy capacity of the printing press.
I:energyCapacity=24000
# Energy usage of the printing press per page printed.
I:energyUsage=512
# Ink used per character printed (mB).
I:printInkUsage=8
# Page printing duration (in ticks).
I:printTime=90
}
chemicalbath {
# Energy capacity of the chemical bath.
I:energyCapacity=16000
# Fluid capacity of the chemical bath.
I:fluidCapacity=24000
}
electrolyzer {
# Energy capacity of the electrolyzer.
I:energyCapacity=16000
# Fluid capacity of the electrolyzer.
I:fluidCapacity=12000
}
precissionassembler {
# Energy capacity of the chemical bath.
I:energyCapacity=16000
# Hatch opening (or closing) time (in ticks)
I:hatchTime=40
}
coagulator {
# Default bucket wait time for a coagulator process, when not specified in recipe (in ticks).
I:bucketTime=400
# Duration of crane bucket actions (in ticks).
I:craneGrabTime=20
# How long does it take to move a crane 1 block (in ticks).
I:craneMoveTime=20
# Energy capacity of the coagulator (in IF).
I:energyCapacity=16000
# Fluid capacity of a coagulator tank (in mB).
I:fluidCapacity=16000
}
vulcanizer {
# Energy capacity of the vulcanizer (in IF).
I:energyCapacity=16000
}
artilleryhowitzer {
# How long does it take for the howitzer to move the shell by one item slot using conveyor (in ticks)
I:conveyorTime=40
# Energy capacity of the artillery howitzer.
I:energyCapacity=1000000
# Energy usage when loading / unloading a shell.
I:energyUsageLoader=3192
# Energy usage when moving / rotating the platform.
I:energyUsagePlatform=1620
# Time needed for the howitzer to fire (in ticks.
I:fireTime=35
# The speed of howitzer shells in blocks/tick
D:howitzerVelocity=20.0
# How long does it take for the howitzer to load a shell (in ticks)
I:loadTime=100
# Time needed for the platform to ascend/descend (in ticks.
I:platformTime=180
# How long does it take for the howitzer to rotate 90 degrees (in ticks)
I:rotateTime=140
}
ballisticcomputer {
# Energy capacity of the ballistic computer.
I:energyCapacity=24000
# Energy capacity of the ballistic computer.
I:energyUsage=16000
}
missilesilo {
# Energy capacity of the missile silo (per one block of height) (in IF).
I:energyCapacity=2500000
}
conveyor_scanner {
# Energy capacity of the scanning conveyor.
I:energyCapacity=8000
# Energy usage when scanning an ItemStack.
I:energyUsage=128
}
inserter {
# Energy capacity of the inserter (in IF)
I:energyCapacity=4096
# Energy usage of the inserter per tick (in IF)
I:energyUsage=128
# How many items can be taken per single operation
I:maxTake=32
# How long does it take for the inserter to perform a task (in ticks)
I:taskTime=20
}
advanced_inserter {
# Energy capacity of the inserter (in IF)
I:energyCapacity=4096
# Energy usage of the inserter per tick (in IF)
I:energyUsage=256
# How many items can be taken per single operation
I:maxTake=64
# How long does it take for the inserter to perform a task (in ticks)
I:taskTime=10
}
fluid_inserter {
# Energy capacity of the inserter.
I:energyCapacity=2048
# Energy usage of the inserter per item taken.
I:energyUsage=128
# Max fluid output (in milibuckets per tick)
I:maxOutput=500
}
advanced_fluid_inserter {
# Energy capacity of the inserter.
I:energyCapacity=4096
# Energy usage of the inserter per item taken.
I:energyUsage=256
# Max fluid output (in milibuckets per tick)
I:maxOutput=240
}
chemical_dispenser {
# Energy capacity of the chemical dispenser.
I:energyCapacity=2048
# Energy usage of the chemical dispenser per one shot.
I:energyUsage=128
# How long does it take for the chemical dispenser to rotate 45 degrees horizontally (in ticks)
I:rotateHTime=240
# How long does it take for the chemical dispenser to rotate 45 degrees vertically (in ticks)
I:rotateVTime=180
}
small_data_buffer {
# Amount of data packets the machine can store.
I:packetCapacity=4
}
skycrate_station {
# How long does it take for the minecart to drive into the station. (in ticks)
I:crateInTime=60
# How long does it take for the minecart to drive out of the station. (in ticks)
I:crateOutTime=60
# How long does it take for the station to put a crate onto a minecart. (in ticks)
I:inputTime=240
# How long does it take for the station to put a crate onto the line. (in ticks)
I:outputTime=240
# Max rotations per minute (will break if over).
I:rpmBreakingMax=240
# Max rotations per minute (reaching over this level doesn't change effectiveness).
I:rpmEffectiveMax=80
# Rotations per minute required for the Skycrate Station to Work.
I:rpmMin=20
# Max Torque (will break if over).
I:torqueBreakingMax=256
# Max Torque (reaching over this level doesn't change effectiveness).
I:torqueEffectiveMax=8
# Torque required for the Skycrate Station to Work.
I:torqueMin=4
}
skycart_station {
# How long does it take for the minecart to drive into the station. (in ticks)
I:minecartInTime=40
# How long does it take for the minecart to drive out of the station. (in ticks)
I:minecartOutTime=40
}
packer {
# Duration of the packing process (in ticks).
I:actionTime=260
# Energy capacity of the glorious boxing device also known as The Packer.
I:energyCapacity=16000
# Additional energy capacity of the packer when the charging module upgrade is present.
I:energyCapacityUpgrade=4000000
# Energy usage of the packer (if any stack/fluid/energy input/output is performed).
I:energyUsage=4096
# Additional fluid capacity of the packer when the pump module upgrade is present.
I:fluidCapacityUpgrade=96000
}
redstoneinterface {
}
sawmill {
# Max rotations per minute (will break if over).
I:rpmBreakingMax=160
# Rotations per minute required for the Sawmill to Work.
I:rpmMin=20
# Max Torque (will break if over).
I:torqueBreakingMax=140
# Torque required for the Sawmill to Work.
I:torqueMin=6
}
alarmsiren {
# The distance the siren can be heard from.
I:soundRange=16
}
speaker {
# The distance the speaker can be heard from.
I:soundRange=24
}
effectcrates {
# The amount of energy an inserter upgraded Ammunition Crate takes per one 4 second effect (in IF/RF/FE)
I:ammoCrateEnergyPerAction=85
# The amount of energy an inserter upgraded crate can drain in one tick (in IF/RF/FE)
I:energyDrain=40
# The amount of energy an inserter upgraded crate can store (in IF/RF/FE)
I:maxEnergyStored=4000
# The amount of energy an inserter upgraded Medical Crate takes per one heal (in IF/RF/FE)
I:mediCrateEnergyPerAction=50
# The amount of fluid a Medical Crate uses after applying the effect (in mB)
I:mediCrateFluidDrain=250
# The amount of fluid a Medical Crate can store (in mB)
I:mediCrateTankSize=4000
# The amount of energy an inserter upgraded Repair Crate takes per one repair (in IF/RF/FE)
I:repairCrateEnergyPerAction=65
}
emplacement {
# Energy capacity of the emplacement (in IF).
I:energyCapacity=32000
# Time for the multiblock to open/close the lid (in ticks).
I:lidTime=240
# Amount of turret health restored during single repair action (in half-hearts).
I:repairAmount=4
# Energy required to perform a single repair action (in IF).
I:repairCost=1024
# Time for a single repair action (in ticks).
I:repairDelay=40
# Interval for the multiblock weapon to update sighted targets (in ticks).
I:sightUpdateTime=10
}
filler {
# Dust capacity of the the Filler (in mB, 1 dustStack is 100mB).
I:dustCapacity=32000
# Energy capacity of the the Filler (in IF).
I:energyCapacity=16000
}
vehicleworkshop {
# Fluid (diesel) capacity of the the Vehicle Workshop (in mB).
I:dieselCapacity=24000
# Energy capacity of the the Vehicle Workshop (in IF).
I:energyCapacity=100000
}
}
mechanicaldevices {
# Max length of the belt, works exactly like wires (measured in blocks).
# Belts: Cloth, Steel, Rubber
I:belt_length <
8
16
16
>
# Belts will break if Torque is higher than this value.
# Belts: Cloth, Steel, Rubber
I:belt_max_torque <
50
200
100
>
# Torque loss, later multiplied by belt length.
# Belts: Cloth, Steel, Rubber
D:belt_torque_loss <
0.05000000074505806
0.10000000149011612
0.009999999776482582
>
# Default torque, used as a fallback, when IE rotational device is not recognised.
D:dynamo_default_torque=16.0
# Torque multiplier for the windmill.
D:dynamo_watermill_torque=24.0
# Torque multiplier for the windmill.
D:dynamo_windmill_torque=20.0
# The modifier of internal torque of a machine using this gear.
# Gears: Copper, Brass, Iron, Steel, Tungsten
D:gear_torque_modifier <
0.25
0.5
1.0
1.5
2.0
>
# Immersive Flux to Rotary Flux conversion ratio (default 4 RoF = 1 IF).
D:rof_conversion_ratio=4.0
}
tools {
# The energy capacity of advanced binoculars (when using Infrared Sight).
I:advanced_binoculars_energy_capacity=4000
# The energy usage of advanced binoculars (when using Infrared Sight).
I:advanced_binoculars_energy_usage=150
# Max zoom of the advanced binoculars (in Blu's Unit of Magnification Measurement™).
D:advanced_binoculars_max_zoom <
0.05000000074505806
0.0625
0.08330000191926956
0.10000000149011612
0.25
0.5
>
# The capacity of the Improved Capacitor Backpack (in IF).
I:advanced_powerpack_capacity=1000000
# A modifier to apply to the ammunition resupply time of the Ammunition Crate (weapons reload).
D:ammunition_crate_resupply_time=1.0
# Max zoom of the binoculars (in Blu's Unit of Magnification Measurement™).
D:binoculars_max_zoom <
0.10000000149011612
0.125
0.16699999570846558
0.25
0.5
>
# The energy capacity of the electric hammer in RF... i mean IF... i mean FE... that thing o' powerin'!.
I:electric_hammer_capacity=24000
# The energy usage of the electric hammer (when mining, rotating, etc. ).
I:electric_hammer_energy_per_use=100
# The energy usage of the electric hammer when building advanced multiblocks (per tick).
I:electric_hammer_energy_per_use_construction=4096
# The energy capacity of the electric multitool. (when it will be added)
I:electric_multitool_capacity=100000
# The energy capacity of the electric wirecutter.
I:electric_wirecutter_capacity=24000
# The energy usage of the electric wirecutter (when cutting wires).
I:electric_wirecutter_energy_per_use=100
# The energy capacity of the electric wrench.
I:electric_wrench_capacity=24000
# The energy usage of the electric wrench (when destroying blocks / upgrading).
I:electric_wrench_energy_per_use=1000
# The upgrade progress added per use of the engineer's wrench (default 1IF=1 Point of Progress™).
I:electric_wrench_upgrade_progress=1000
# The Lighter fuel capacity in milibuckets (mB).
I:lighter_capacity=1000
# The capacity of the measuring cup (mB).
I:measuring_cup_capacity=500
# The durability (max number of uses) of the Precission Buzzsaw.
I:precission_tool_buzzsaw_durability=150
# The usage time of the Precission Buzzsaw.
I:precission_tool_buzzsaw_usage_time=140
# The durability (max number of uses) of the Precission Drill.
I:precission_tool_drill_durability=250
# The usage time of the Precission Drill.
I:precission_tool_drill_usage_time=140
# The durability (max number of uses) of the Precission Hammer.
I:precission_tool_hammer_durability=200
# The usage time of the Precission Hammer.
I:precission_tool_hammer_usage_time=40
# The durability (max number of uses) of the Precission Inserter.
I:precission_tool_inserter_durability=200
# The usage time of the Precission Inserter.
I:precission_tool_inserter_usage_time=60
# The durability (max number of uses) of the Precission Solderer.
I:precission_tool_solderer_durability=150
# The usage time of the Precission Solderer.
I:precission_tool_solderer_usage_time=80
# The durability (max number of uses) of the Precission Welder.
I:precission_tool_welder_durability=250
# The usage time of the Precission Welder.
I:precission_tool_welder_usage_time=160
# The durability (max number of uses) of the Iron Sawblade.
I:sawblade_iron_durability=150
# The durability (max number of uses) of the Steel Sawblade.
I:sawblade_steel_durability=300
# The durability (max number of uses) of the Tungsten Sawblade.
I:sawblade_tungsten_durability=550
# The durability of the engineer's wrench.
I:wrench_durability=256
# The upgrade progress added per use of the engineer's wrench.
I:wrench_upgrade_progress=350
skycratemounts {
# The energy capacity of the Electric Skycrate Mount (in Immersive Flux).
D:electric_energy=55.0
# The energy to distance ratio of the Electric Skycrate Mount. (in Immersive Flux per Meter)
I:electric_energy_ratio=128
# The speed of the Electric Skycrate Mount.
D:electric_speed=1.0
# The energy (max distance to be traveled) of the Mechanical Skycrate Mount.
D:mech_energy=35.0
# The speed of the Mechanical Skycrate Mount.
D:mech_speed=0.25
}
tripodperiscope {
# Determines how fast the Tripod Periscope can be set up (in ticks).
# Min: 0
# Max: 2147483647
I:setup_time=60
# Max zoom of a machinegun with a scope mounted (in Blu's Unit of Distance Measurement™).
D:tripod_zoom_steps <
0.009999999776482582
0.019999999552965164
0.03999999910593033
0.0625
0.08330000191926956
0.125
0.25
0.5
>
# The yaw turn speed of the Tripod Periscope (in degrees).
D:turn_speed=2.5
}
}
weapons {
submachinegun {
# Time required to aim the SMG. (in ticks)
I:aimTime=10
# Time required to aim the SMG with folded stock upgrade.
I:aimTimeFoldedStock=4
# Time required to fire a single bullet.
I:bulletFireTime=2
# Whether the recoil is visible in first-person view.
B:cameraRecoil=true
# Time required to reload a stick magazine in SMG. (in ticks)
I:clipReloadTime=45
# Time required to reload a drum magazine in SMG. (in ticks)
I:drumReloadTime=80
# Maximum amount of horizontal recoil.
D:maxRecoilHorizontal=30.0
# Maximum amount of vertical recoil.
D:maxRecoilVertical=45.0
# Amount of horizontal recoil after taking a shot.
D:recoilHorizontal=3.5
# Amount of vertical recoil after taking a shot.
D:recoilVertical=5.0
# Maximum amount of horizontal recoil.
D:sturdyBarrelVelocityMod=1.25
}
machinegun {
# Setup time multiplier when the belt fed loader upgrade is mouted on mg.
D:beltFedLoaderSetupTimeMultiplier=0.5
# Time required to fire a single bullet in MG.
I:bulletFireTime=2
# Time required to reload a clip in MG.
I:clipReloadTime=35
# Recoil multiplier when the hasty bipod is mouted on mg.
D:hastyBipodRecoilMultiplier=1.5
# Setup time multiplier when the hasty bipod is mouted on mg.
D:hastyBipodSetupTimeMultiplier=0.5
# Fire rate multiplier when heavy barrel is mouted on mg.
D:heavyBarrelFireRateMultiplier=0.25
# Infrared scope energy usage per tick
I:infraredScopeEnergyUsage=15
# Max zoom of a machinegun with a scope mounted (in Blu's Unit of Distance Measurement™).
D:machinegun_scope_max_zoom <
0.550000011920929
0.3499999940395355
0.15000000596046448
>
# Max scatter of heat, higher values will force the player to wait until the gun cools down.
I:maxOverheat=250
# Recoil multiplier when the precise bipod is mouted on mg.
D:preciseBipodRecoilMultiplier=0.25
# Setup time multiplier when the precise bipod is mouted on mg.
D:preciseBipodSetupTimeMultiplier=1.5
# Horizontal recoil after taking a shot with heavy barrel mounted.
D:recoilHBHorizontal=1.25
# Vertical recoil after taking a shot with heavy barrel mounted.
D:recoilHBVertical=1.25
# Amount of horizontal recoil after taking a shot.
D:recoilHorizontal=2.5
# Horizontal recoil multiplier when the double magazine upgrade is mouted on mg.
D:recoilSecondMagazine=1.649999976158142
# Amount of vertical recoil after taking a shot.
D:recoilVertical=2.5
# Time required to set up the MG (in ticks).
I:setupTime=50
# Setup time multiplier when a shield is mouted on mg.
D:shieldSetupTimeMultiplier=0.5
# Shield's initial strength (resistance vs attacks).
D:shieldStrengthInitial=45.0
# Recoil multiplier when the mg is mounted on a tripod.
D:tripodRecoilMultiplier=0.125
# Setup time multiplier when the mg is mounted on a tripod.
D:tripodSetupTimeMultiplier=2.5
# Water usage when water cooling upgrade is mounted on mg (in mB).
I:waterCoolingFluidUsage=10
# Coolant tank capacity of the water cooling upgrade.
I:waterCoolingTankCapacity=4000
}
mortar {
# The pitch turn speed of the Mortar (in degrees).
D:pitch_speed=1.0
# Determines how fast the Mortar can be set up (in ticks).
# Min: 0
# Max: 2147483647
I:setupTime=100
# Determines how fast the Mortar can be fired (in ticks).
# Min: 0
# Max: 2147483647
I:shootTime=80
}
emplacementweapons {
autocannon {
# Time required to fire a single bullet.
I:bulletFireTime=3
# Enemy detection range (in blocks)
D:detectionRadius=24.0
# Base energy usage per tick (in IF).
I:energyUpkeepCost=2048
# Starting/max health of the turret (in half-hearts)
I:maxHealth=200
# Pitch rotation speed (degrees/tick)
D:pitchRotateSpeed=4.0
# Time required to reload all the magazines.
I:reloadTime=280
# Yaw rotation speed (degrees/tick)
D:yawRotateSpeed=4.0
}
machinegun {
# Time required to fire a single bullet.
I:bulletFireTime=2
# Enemy detection range (in blocks)
D:detectionRadius=24.0
# Base energy usage per tick (in IF).
I:energyUpkeepCost=1024
# Starting/max health of the turret (in half-hearts)
I:maxHealth=150
# Pitch rotation speed (degrees/tick)
D:pitchRotateSpeed=4.0
# Time required to reload all the magazines.
I:reloadTime=200
# Time required for machinegun nest setup (barrel attachment animation) (in ticks)
I:setupTime=150
# Yaw rotation speed (degrees/tick)
D:yawRotateSpeed=4.0
}
teslacoil {
# Enemy attack range (in blocks)
D:attackRadius=16.0
# Damage dealt to enemies (in half-hearts).
I:damage=10
# "reload" time after dealing damage (in ticks).
I:damageDelay=10
# Enemy detection range (in blocks)
D:detectionRadius=0.0
# Base energy usage per tick (in IF).
I:energyUpkeepCost=3096
# Energy used per shot (in IF)
I:energyUsage=2048
# Starting/max health of the turret (in half-hearts)
I:maxHealth=200
}
infraredobserver {
# Enemy detection range (in blocks)
D:detectionRadius=56.0
# Base energy usage per tick (in IF).
I:energyUpkeepCost=1024
# Starting/max health of the turret (in half-hearts)
I:maxHealth=100
# Pitch rotation speed (degrees/tick)
D:pitchRotateSpeed=2.0
# Time required for observer setup (lens attachment animation) (in ticks).
I:setupTime=300
# Yaw rotation speed (degrees/tick, rotates only if sent a data packet, requires lowering the platform)
I:yawRotateTime=1
}
cpds {
# Enemy detection range (in blocks)
D:detectionRadius=16.0
# Base energy usage per tick (in IF).
I:energyUpkeepCost=4096
# Starting/max health of the turret (in half-hearts)
I:maxHealth=350
# Pitch rotation speed (degrees/tick)
D:pitchRotateSpeed=8.0
# Time required to reload the magazine.
I:reloadTime=120
# Yaw rotation speed (degrees/tick)
D:yawRotateSpeed=8.0
}
heavychemthrower {
# Enemy detection range (in blocks)
D:detectionRadius=16.0
# Base energy usage per tick (in IF).
I:energyUpkeepCost=2048
# Starting/max health of the turret (in half-hearts)
I:maxHealth=120
# Pitch rotation speed (degrees/tick)
D:pitchRotateSpeed=1.0
# Time required for chemthrower setup (barrel extension animation) (in ticks).
I:setupTime=100
# Time required to fire a single chemthrower particle (in ticks).
I:sprayTime=0
# Fluid tank capacity of the heavy chemthrower (in mB).
I:tankCapacity=8000
# Yaw rotation speed (degrees/tick)
D:yawRotateSpeed=2.0
}
heavyrailgun {
# Enemy detection range (in blocks)
D:detectionRadius=16.0
# Base energy usage per tick (in IF).
I:energyUpkeepCost=2048
# Starting/max health of the turret (in half-hearts)
I:maxHealth=350
# Pitch rotation speed (degrees/tick)
D:pitchRotateSpeed=0.6499999761581421
# Time required for replacing the ammo box.
I:reloadAmmoBoxTime=100
# Time required for loading a single projectile.
I:reloadConveyorTime=20
# Time required to fire a single shot.
I:shotFireTime=40
# Yaw rotation speed (degrees/tick)
D:yawRotateSpeed=1.75
}
}
railgun {
# Whether the railgun can only be used when in mainhand.
B:disableRailgunOffhand=true
# Make standard railgun rods to be able to penetrate mobs (depending on metal).
B:enablePenetration=true
# If disabled, II will not make any changes to IE railgun. This also disables using railgun grenades (as they use a custom entity).
B:enableRailgunOverride=true
# Whether the railgun has recoil (pushes the shooter to back, depending on projectile mass).
B:railgunRecoil=true
}
grenade {
# Changes looks of the grenades
# 0 - new look
# 1 - old look, but cores are colored
# 2 - old look
# Min: 0
# Max: 2
I:classicGrenades=0
# Grenade's initial speed modifier.
# Min: 0.0
# Max: 1.7976931348623157E308
D:throwSpeedModifier=1.649999976158142
}
mines {
# Energy capacity of radio explosives (in IF).
I:energyCapacity=240000
# Energy usage by radio explosives per tick (in IF).
I:energyUsage=10
# Time before colision is being detected for navy mine after placing it (in ticks)
I:navalMineArmTime=60
# Radio signal range of the radio explosives (radius).
I:radioRange=32
# Changes color of the tripmine
# 0 - steel
# 1 - green
# 2 - dull-yellow (makes your tripmine a true S-Mine straight out of ze [REDACTED])
# Min: 0
# Max: 2
I:tripmineColor=0
# How much the range decreases when there is bad weather (rain, snow) ( 1 - full range, 0.5 - half range, 0 - no range, etc.)
# Min: 0.0
# Max: 1.0
D:weatherHarshness=0.35
}
}
wires {
# The RGB color of the data wire.
I:dataWireColouration=11784662
# The maximum length of a single data wire.
I:dataWireLength=24
# The RGB color of the small data wire.
I:smallDataWireColouration=11784662
# The maximum length of a single small data wire. Should not be much.
I:smallDataWireLength=4
# The RGB color of the small data wire.
I:smallRedstoneWireColouration=16723759
# The maximum length of a single small data wire. Should not be much.
I:smallRedstoneWireLength=4
# The RGB color of the data wire.
I:tripwireColouration=9862765
# The maximum length of the tripwire. Should be medium range at best.
I:tripwireLength=8
}
vehicles {
motorbike {
# Roll the camera when turning the motorbike.
B:cameraRoll=false
# Damage resistance of the engine.
I:engineDurability=100
# Amount of fuel burn per time, dependent on diesel generator fluids (in mB)
I:fuelBurnAmount=8
# Fuel capacity of the motorbike.
I:fuelCapacity=12000
# Damage resistance of the fuel tank.
I:fuelTankDurability=80
# Fuel usage per one meter driven.
I:fuelUsage=6
# Damage resistance of the wheels.
I:wheelDurability=40
}
fieldhowitzer {
# Time required to fire a single shell using the field howitzer.
I:fireTime=50
# Damage resistance of the gun barrel.
I:gunDurability=80
# Damage resistance of the gun frame.
I:mainDurability=160
# Time required to reload a field howitzer.
I:reloadTime=80
# Time required to set up field howitzer after moving it.
I:setupTime=15
# Damage resistance of the gun shield (both sides have common health).
I:shieldDurability=160
# Time required to tow a field howitzer.
I:towingTime=80
# Damage resistance of the wheels.
I:wheelDurability=40
}
}
##########################################################################################################
# compat
#--------------------------------------------------------------------------------------------------------#
# A list of all mods that IEn has integrated compatability for
# Setting any of these to false disables the respective compat
##########################################################################################################
compat {
B:immersive_energy=true
B:immersivepetroleum=true
B:immersiveposts=true
B:immersivetech=true
B:tfc=true
}
}