Added mod files

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Jacob Vinding
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<ul>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/kubejs-create">KubeJS Create (by LatvianModder)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/sophisticated-backpacks">Sophisticated Backpacks (by P3pp3rF1y)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-better-nether-fortresses">YUNG's Better Nether Fortresses (Forge/NeoForge) (by YUNGNICKYOUNG)</a></li>
<li><a href="https://www.curseforge.com/minecraft/texture-packs/stoneborn">STONEBORN - Dwarven-Fantasy Inspired UI Overhaul (by Sindavar33)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/carry-on">Carry On (by Tschipp)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-industry">Create: The Factory Must Grow (by Dr_Mango_Tea)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/torchmaster">Torchmaster (by xalcon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/fps-reducer">FPS Reducer (by bre2el)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ftb-library-forge">FTB Library (Forge) (by FTB)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/cupboard">Cupboard (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ad-astra">Ad Astra (by AlexNijjar)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/emi-trades-villager-trading-emi-plugin">EMI Trades (Villager Trading EMI Plugin) (by fzzyhmstrs)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/natures-compass">Nature's Compass (by Chaosyr)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/oculus">Oculus (by Asek3)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/immersive-geology">Immersive Geology (by Muddykat)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/thermal-locomotion">Thermal Locomotion (by TeamCoFH)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/construction-wand">Construction Wand (by ThetaDev)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/gauges-and-switches-ported">Gauges and Switches Ported (by Waffle919185)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/berry-good">Berry Good (by TeamAbnormals)</a></li>
<li><a href="https://www.curseforge.com/minecraft/texture-packs/created-pretty-pipes">Created Pretty Pipes (by makzzin)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ctm">ConnectedTexturesMod (by tterrag1098)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ftb-quests-forge">FTB Quests (Forge) (by FTB)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/baguettelib">BaguetteLib (by Project8gbDeRam)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/clickable-advancements">Clickable advancements[Forge/Fabric] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/emi-ores">EMI Ores (by Abbie34)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/polylib">PolyLib (by Official_CreeperHost)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/magnesium-extras">Sodium/Embeddium Extras (by Txni)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/better-advancements">Better Advancements (by way2muchnoise)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/sophisticated-storage-create-integration">Sophisticated Storage Create Integration (by P3pp3rF1y)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/emi-loot">EMI Loot (by fzzyhmstrs)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/better-chunk-loading-forge-fabric">Better chunk loading[Forge/Fabric] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/placebo">Placebo (by Shadows_of_Fire)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/konkrete">Konkrete [Forge/NeoForge] (by Keksuccino)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-steam-n-rails">Create: Steam 'n' Rails (by IThundxr)</a></li>
<li><a href="https://www.curseforge.com/minecraft/texture-packs/create-computercraft">Create: ComputerCraft (CC: Tweaked) (by End_Rage)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/trials-chambers-backport">Trials Chambers [1.20.1 Backport] (by Jusey1z)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/zeta">Zeta (by Vazkii)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/no-chat-reports">No Chat Reports (by Aizistral)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-better-end-island">YUNG's Better End Island (Forge/NeoForge) (by YUNGNICKYOUNG)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/pretty-pipes">Pretty Pipes (by Ellpeck)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-bridges">YUNG's Bridges (Forge/NeoForge) (by YUNGNICKYOUNG)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ftb-backups-2">FTB Backups 2 (by FTB)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/modonomicon">Modonomicon (by kli_kli)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/selene">Moonlight Lib (by MehVahdJukaar)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/leaky">Leaky - Item Lag Fix[Forge/Fabric] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/recipe-essentials-forge-fabric">Recipe Essentials[Forge/Fabric] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/security-craft">Security Craft (by Geforce132)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/fast-async-world-save-forge-fabric">Fast Async World Save[Forge/Fabric] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ftb-teams-forge">FTB Teams (Forge) (by FTB)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/thermal-foundation">Thermal Foundation (by TeamCoFH)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/memory-settings">Memory Settings[Neo/Forge/Fabric] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/dustrial-decor">'Dustrial Decor (by BlueDuck)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/connectivity">Connectivity (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/sodium-options-api">Sodium/Embeddium Options API (by Txni)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/fusion-connected-textures">Fusion (Connected Textures) (by SuperMartijn642)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/dungeon-crawl">Dungeon Crawl (by xiroc_)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/sophisticated-core">Sophisticated Core (by P3pp3rF1y)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-extras">YUNG's Extras (Forge/NeoForge) (by YUNGNICKYOUNG)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/extreme-sound-muffler">Extreme sound muffler - (Neo)Forge (by LeoBeliik)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/fishing-bobber-detector">Create: Fishing Bobber Detector | Automatic Fishing with Create (by GLaD0S)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/resourceful-config">Resourceful Config (by ThatGravyBoat)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/alltheleaks">AllTheLeaks (Memory Leak Fix) (by Uncandango)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/searchables">Searchables (by Jaredlll08)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/simple-planes">Simple Planes (Forge) (by przemykomo)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/immersive-engineering">Immersive Engineering (by BluSunrize)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/fancymenu">FancyMenu (by Keksuccino)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/createaddition">Create Crafts & Additions (by MRHminer)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/inventory-sorter">Inventory Sorter (by cpw)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/architectury-api">Architectury API (by shedaniel)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/immersive-weathering-forge">Immersive Weathering [FORGE] (by OrdanaryMods)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/quark">Quark (by Vazkii)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/jade">Jade 🔍 (by Snownee)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-better-ocean-monuments">YUNG's Better Ocean Monuments (Forge/NeoForge) (by YUNGNICKYOUNG)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/farmers-delight">Farmer's Delight (by vectorwing)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/engineers-decor-ported">Engineer's Decor Ported (by Waffle919185)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/entityculling">Entity Culling Fabric/Forge (by tr7zw)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/advanced-chimneys">Advanced Chimneys (by EnderLanky)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/lithostitched">Lithostitched (by Apollo)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/occultism-kubejs">Occultism KubeJS (by kli_kli)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-encased">Create Encased (by iglee42)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ritchies-projectile-library">Ritchie's Projectile Library (by rbasamoyai)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/guideme">GuideME (by shartte)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/biomes-o-plenty">Biomes O' Plenty (by Forstride)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/supermartijn642s-core-lib">SuperMartijn642's Core Lib (by SuperMartijn642)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ldlib">LDLib (by KilaBash)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/architects-palette">Architect's Palette (by Jsburg)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/project-red-transmission">Project Red - Transmission (by MrTJP)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-connected">Create: Connected (by Lysine)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/chisels-bits">Chisels & Bits - For Forge (by AlgorithmX2)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ender-storage-1-8">Ender Storage 1.8.+ (by covers1624)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/legendary-tooltips">Legendary Tooltips [Neo/Forge] (by Grend_G)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/minecraft-comes-alive-reborn">MCA Reborn [Fabric/Forge] (by jahx_senpoopie)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-better-desert-temples">YUNG's Better Desert Temples (Forge/NeoForge) (by YUNGNICKYOUNG)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/client-crafting">Client Crafting (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/fzzy-config">Fzzy Config (by fzzyhmstrs)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/chisel-reborn">Chisel Reborn [Forge/Fabric/NeoForge] (by Slaincow)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/more-overlays-updated">More Overlays Updated (by RiDGo8)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/thermal-expansion">Thermal Expansion (by TeamCoFH)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yung-structures-addon-for-loot-integrations">Yung Structures Addon for Loot Integrations (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/immersive-lanterns">Toni's Immersive Lanterns (by Txni)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/applied-energistics-2">Applied Energistics 2 (by thetechnici4n)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/embeddium">Embeddium (by FiniteReality)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/chunk-sending-forge-fabric">Chunk Sending[Forge/Fabric] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/block-swap">Block Swap (by Corgi_Taco)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/glodium">Glodium (by GlodBlock)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/gunpowderlib">GunpowderLib (by Jacky)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/thermal-dynamics">Thermal Dynamics (by TeamCoFH)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/project-red-integration">Project Red - Integration (by MrTJP)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/lootr">Lootr (Forge & NeoForge) (by Noobanidus)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/modernfix">ModernFix (by embeddedt)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/radium-reforged">Radium Reforged (by Asek3)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/login-protection">Login Protection[Forge/Fabric] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/carbon-config">Carbon Config (by Speiger)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/slice-and-dice">Create Slice & Dice (by possible_triangle)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/clumps">Clumps (by Jaredlll08)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/sophisticated-storage">Sophisticated Storage (by P3pp3rF1y)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/integrated-api">Integrated API (by CraisinLord)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/terrablender">TerraBlender (Forge) (by TheAdubbz)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/multiblocked2">Multiblocked2 (by KilaBash)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/supplementaries">Supplementaries (by MehVahdJukaar)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/controlling">Controlling (by Jaredlll08)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/leaves-be-gone">Leaves Be Gone [Forge & Fabric] (by Fuzs)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/immediatelyfast">ImmediatelyFast (by RaphiMC)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/melody">Melody (by Keksuccino)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-better-strongholds">YUNG's Better Strongholds (Forge/NeoForge) (by YUNGNICKYOUNG)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/distant-horizons">Distant Horizons: A Level of Detail mod (by James_Seibel)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-api">YUNG's API (Forge/NeoForge) (by YUNGNICKYOUNG)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-better-jungle-temples">YUNG's Better Jungle Temples (Forge/NeoForge) (by YUNGNICKYOUNG)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ai-improvements">AI Improvements (by QueenOfMissiles)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-enchantment-industry">Create: Enchantment Industry (by DragonsPlus)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/better-fps-render-distance">Better Fps - Render Distance[Forge] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/tacz-gucci-vuitton-attachments">[TACZ] Gucci & Vuitton Attachments (by xjqshm)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/tinkers-construct">Tinkers Construct (by mDiyo)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/structure-essentials-forge-fabric">Structure Essentials[Forge/Fabric] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-jetpack">Create Jetpack (by possible_triangle)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/immersive-aircraft">Immersive Aircraft [Fabric/Forge] (by Conczin)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/resourceful-lib">Resourceful Lib (by ThatGravyBoat)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ponder">Ponder for KubeJS (by Lytho)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/prism-lib">Prism [Neo/Forge] (by Grend_G)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/botarium">Botarium (by CodexAdrian)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/txnilib">TxniLib (by Txni)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/fix-gpu-memory-leak">fix GPU memory leak[Forge/Fabric] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/resource-pack-overrides">Resource Pack Overrides [Forge & Fabric] (by Fuzs)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ferritecore">FerriteCore ((Neo)Forge) (by malte0811)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ftb-essentials">FTB Essentials (Forge & Fabric) (by FTB)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/valhelsia-core">Valhelsia Core (by ValhelsiaTeam)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/fairy-lights">Fairy Lights (by pau101)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/smooth-chunk-save">Server Performance - Smooth Chunk Save[Forge/Fabric] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ae2-network-analyser">AE2 Network Analyser (by GlodBlock)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/dynamiclights-reforged">Sodium/Embeddium Dynamic Lights (by Txni)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/morejs">MoreJS (by Lytho)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/supermartijn642s-config-lib">SuperMartijn642's Config Lib (by SuperMartijn642)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/toast-control">Toast Control (by Shadows_of_Fire)</a></li>
<li><a href="https://www.curseforge.com/minecraft/texture-packs/create-energistics">Create Energistics (by Halex)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/daves-building-extended">Dave's Building Extended (by Medic_Main_Dave)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/curios">Curios API (Forge/NeoForge) (by TheIllusiveC4)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/cb-multipart">CB Multipart (by covers1624)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-big-cannons">Create Big Cannons (by rbasamoyai)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/item-filters">Item Filters (by LatvianModder)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/commandstructures">CommandStructures (by telepathicgrunt)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/farsight">Farsight [Forge/Neo] (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/amendments">Amendments (by plantspookable)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/gravestone-mod">GraveStone Mod (by henkelmax)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-better-fps">Create Better FPS (by moepus)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/athena">Athena (by terrariumearth)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/project-red-exploration">Project Red - Exploration (by MrTJP)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ftb-chunks-forge">FTB Chunks (Forge) (by FTB)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/ore-excavation">Ore Excavation (by Funwayguy)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/timeless-and-classics-zero">[TaCZ] Timeless and Classics Zero (by nekocrane)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/forgeendertech">ForgeEndertech (by EnderLanky)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/mouse-tweaks">Mouse Tweaks (by YaLTeR)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/loot-integrations">Loot Integrations (by someaddon)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/aquaculture">Aquaculture 2 (by Shadow)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/glitchcore">GlitchCore (by TheAdubbz)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/kubejs-thermal">KubeJS Thermal (by LatvianModder)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-better-dungeons">YUNG's Better Dungeons (Forge/NeoForge) (by YUNGNICKYOUNG)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/puzzles-lib">Puzzles Lib [Forge & Fabric] (by Fuzs)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/thermal-innovation">Thermal Innovation (by TeamCoFH)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/every-compat">Every Compat (Wood Good) (by MehVahdJukaar)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/occultism">Occultism (by kli_kli)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/simple-discord-rich-presence">Simple Discord Rich Presence (Forge / Fabric) (by Sunekaer)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/pollution-of-the-realms">Pollution of the Realms (by EnderLanky)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/crafting-tweaks">Crafting Tweaks (by BlayTheNinth)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/man-of-many-planes">Man of Many Planes (by Conczin)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/culllessleaves-reforged">CullLessLeaves Reforged (Unofficial) (by ccr4ft3r)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/kubejs-additions">KubeJS Additions (by ILIKEPIEFOO2)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/copycats">Create: Copycats+ (by Lysine)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/kubejs">KubeJS (by LatvianModder)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/noisium">Noisium (by Steveplays28)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/project-red-core">Project Red - Core (by MrTJP)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/cristel-lib">Cristel Lib (by Cristelknight)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/exchangers">Exchangers (by Jacky)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/cryonicconfig">Cryonic Config (by slainlite)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/emi">EMI (by EmilyPloszaj)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/drippy-loading-screen">Drippy Loading Screen (by Keksuccino)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/accessories">Accessories (by Blodhgarm)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/jei">Just Enough Items (JEI) (by mezz)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/engineers-delight">Engineers Delight (by Tomtaru)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/yungs-better-mineshafts-forge">YUNG's Better Mineshafts (Forge/NeoForge) (by YUNGNICKYOUNG)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/jade-addons">Jade Addons (Neo/Forge) (by Snownee)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-central-kitchen">Create: Central Kitchen (by DragonsPlus)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/project-red-illumination">Project Red - Illumination (by MrTJP)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/culinary-construct">Culinary Construct (Forge/Fabric/Quilt) (by TheIllusiveC4)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-diesel-generators">Create: Diesel Generators (by george8188262)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/appleskin">AppleSkin (by squeek502)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/framework">Framework (by MrCrayfish)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-ultimate-factory">Create: Ultimate Factory [Forge/Fabric/NeoForge] (by robinfrt)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/cosmetic-armor-reworked">Cosmetic Armor Reworked (by LainMI)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/archers-paradox">Archer's Paradox (by TeamCoFH)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/balm">Balm (by BlayTheNinth)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/geckolib">GeckoLib (by Gecko)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/create-oxidized">Create: Oxidized (by pyzpre)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/goblin-traders">Goblin Traders (by MrCrayfish)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/codechicken-lib-1-8">CodeChicken Lib 1.8.+ (by covers1624)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/sherdsapi">Sherds API (NeoForge/Fabric/Quilt) (by thomasglasser)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/chunkpregenerator">Chunk-Pregenerator (by Speiger)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/decorative-blocks">Decorative Blocks (by stohun)</a></li>
<li><a href="https://www.curseforge.com/minecraft/mc-mods/free-cam">Freecam (by hashalite)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/create">Create (by simibubi)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/cobblegenrandomizer">CobbleGenRandomizer (by HorribleNerd)</a></li>
</ul>

View File

@@ -0,0 +1,62 @@
[
{
"id": 0,
"name": "Anchor 0",
"Radius": 0,
"muffledSounds": {}
},
{
"id": 1,
"name": "Anchor 1",
"Radius": 0,
"muffledSounds": {}
},
{
"id": 2,
"name": "Anchor 2",
"Radius": 0,
"muffledSounds": {}
},
{
"id": 3,
"name": "Anchor 3",
"Radius": 0,
"muffledSounds": {}
},
{
"id": 4,
"name": "Anchor 4",
"Radius": 0,
"muffledSounds": {}
},
{
"id": 5,
"name": "Anchor 5",
"Radius": 0,
"muffledSounds": {}
},
{
"id": 6,
"name": "Anchor 6",
"Radius": 0,
"muffledSounds": {}
},
{
"id": 7,
"name": "Anchor 7",
"Radius": 0,
"muffledSounds": {}
},
{
"id": 8,
"name": "Anchor 8",
"Radius": 0,
"muffledSounds": {}
},
{
"id": 9,
"name": "Anchor 9",
"Radius": 0,
"muffledSounds": {}
}
]

View File

@@ -0,0 +1 @@
{}

3
overrides/LICENSE.md Normal file
View File

@@ -0,0 +1,3 @@
The code here is ARR, as per the forked (with permission) project.
Non-code Assets (Translations, etc) are LGPL v3.

View File

@@ -0,0 +1,790 @@
_version = 3
[client]
#
# Should Distant Horizon's config button appear in Minecraft's options screen next to the fov slider?
showDhOptionsButtonInMinecraftUi = true
[client.advanced]
[client.advanced.graphics]
[client.advanced.graphics.quality]
#
# The radius of the mod's render distance. (measured in chunks)
lodChunkRenderDistanceRadius = 256
#
# This indicates how quickly LODs decrease in quality the further away they are.
# Higher settings will render higher quality fake chunks farther away,
# but will increase memory and GPU usage.
horizontalQuality = "MEDIUM"
#
# What is the maximum detail LODs should be drawn at?
# Higher settings will increase memory and GPU usage.
#
# CHUNK: render 1 LOD for each Chunk.
# HALF_CHUNK: render 4 LODs for each Chunk.
# FOUR_BLOCKS: render 16 LODs for each Chunk.
# TWO_BLOCKS: render 64 LODs for each Chunk.
# BLOCK: render 256 LODs for each Chunk (width of one block).
#
# Lowest Quality: CHUNK
# Highest Quality: BLOCK
maxHorizontalResolution = "BLOCK"
#
# This indicates how well LODs will represent
# overhangs, caves, floating islands, etc.
# Higher options will make the world more accurate, butwill increase memory and GPU usage.
#
# Lowest Quality: HEIGHT_MAP
# Highest Quality: EXTREME
verticalQuality = "MEDIUM"
#
# How should LOD transparency be handled.
#
# COMPLETE: LODs will render transparent.
# FAKE: LODs will be opaque, but shaded to match the blocks underneath.
# DISABLED: LODs will be opaque.
transparency = "COMPLETE"
#
# What blocks shouldn't be rendered as LODs?
#
# NONE: Represent all blocks in the LODs
# NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
blocksToIgnore = "NON_COLLIDING"
#
# Should the blocks underneath avoided blocks gain the color of the avoided block?
#
# True: a red flower will tint the grass below it red.
# False: skipped blocks will not change color of surface below them.
tintWithAvoidedBlocks = true
#
# What the value should vanilla Minecraft's texture LodBias be?
# If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
lodBias = "0.0"
#
# How should LODs be shaded?
#
# AUTO: Uses the same side shading as vanilla Minecraft blocks.
# ENABLED: Simulates Minecraft's block shading for LODs.
# Can be used to force LOD shading when using some shaders.
# DISABLED: All LOD sides will be rendered with the same brightness.
lodShading = "AUTO"
#
# How should the sides and bottom of grass block LODs render?
#
# AS_GRASS: all sides of dirt LOD's render using the top (green) color.
# FADE_TO_DIRT: sides fade from grass to dirt.
# AS_DIRT: sides render entirely as dirt.
grassSideRendering = "FADE_TO_DIRT"
#
# If true LODs will fade away as you get closer to them.
# If false LODs will cut off abruptly at a set distance from the camera.
# This setting is affected by the vanilla overdraw prevention config.
ditherDhFade = true
#
# How should vanilla Minecraft fade into Distant Horizons LODs?
#
# NONE: Fastest, there will be a pronounced border between DH and MC rendering.
# SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded.
# DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition.
vanillaFadeMode = "DOUBLE_PASS"
#
# How bright LOD colors are.
#
# 0 = black
# 1 = normal
# 2 = near white
brightnessMultiplier = "1.0"
#
# How saturated LOD colors are.
#
# 0 = black and white
# 1 = normal
# 2 = very saturated
saturationMultiplier = "1.0"
[client.advanced.graphics.ssao]
#
# Enable Screen Space Ambient Occlusion
enableSsao = true
#
# Determines how many points in space are sampled for the occlusion test.
# Higher numbers will improve quality and reduce banding, but will increase GPU load.
sampleCount = 6
#
# Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
radius = "4.0"
#
# Determines how dark the Screen Space Ambient Occlusion effect will be.
strength = "0.2"
#
# Increasing the value can reduce banding at the cost of reducing the strength of the effect.
bias = "0.02"
#
# Determines how dark the occlusion shadows can be.
# 0 = totally black at the corners
# 1 = no shadow
minLight = "0.25"
#
# The radius, measured in pixels, that blurring is calculated for the SSAO.
# Higher numbers will reduce banding at the cost of GPU performance.
blurRadius = 2
[client.advanced.graphics.genericRendering]
#
# If true non terrain objects will be rendered in DH's terrain.
# This includes beacon beams and clouds.
enableGenericRendering = true
#
# If true LOD beacon beams will be rendered.
enableBeaconRendering = true
#
# Sets the maximum height at which beacons will render.This will only affect new beacons coming into LOD render distance.Beacons currently visible in LOD chunks will not be affected.
beaconRenderHeight = 6000
#
# If true LOD clouds will be rendered.
enableCloudRendering = true
#
# Can be disabled to use much slower but more compatible direct rendering.
# Disabling this can be used to fix some crashes on Mac.
enableInstancedRendering = true
[client.advanced.graphics.fog]
#
# Determines if fog is drawn on DH LODs.
enableDhFog = true
#
# What color should fog use?
#
# USE_WORLD_FOG_COLOR: Use the world's fog color.
# USE_SKY_COLOR: Use the sky's color.
colorMode = "USE_WORLD_FOG_COLOR"
#
# Should Minecraft's fog render?
# Note: Other mods may conflict with this setting.
enableVanillaFog = false
#
# At what distance should the far fog start?
#
# 0.0: Fog starts at the player's position.
# 1.0: Fog starts at the closest edge of the vanilla render distance.
# 1.414: Fog starts at the corner of the vanilla render distance.
farFogStart = "0.4"
#
# Where should the far fog end?
#
# 0.0: Fog ends at player's position.
# 1.0: Fog ends at the closest edge of the vanilla render distance.
# 1.414: Fog ends at the corner of the vanilla render distance.
farFogEnd = "1.0"
#
# What is the minimum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
farFogMin = "0.0"
#
# What is the maximum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
farFogMax = "1.0"
#
# How should the fog thickness should be calculated?
#
# LINEAR: Linear based on distance (will ignore 'density')
# EXPONENTIAL: 1/(e^(distance*density))
# EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
farFogFalloff = "EXPONENTIAL_SQUARED"
#
# Used in conjunction with the Fog Falloff.
farFogDensity = "2.5"
[client.advanced.graphics.fog.heightFog]
#
# How should height effect the fog thickness?
# Note: height fog is combined with the other fog settings.
#
# SPHERICAL: Fog is calculated based on camera distance.
# CYLINDRICAL: Ignore height, fog is calculated based on horizontal distance.
#
# MAX: max(heightFog, farFog)
# ADDITION: heightFog + farFog
# MULTIPLY: heightFog * farFog
# INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
# LIMITED_ADDITION: farFog + max(farFog, heightFog)
# MULTIPLY_ADDITION: farFog + farFog * heightFog
# INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
# AVERAGE: farFog*0.5 + heightFog*0.5
heightFogMixMode = "SPHERICAL"
#
# Where should the height fog start?
#
# ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky
# BELOW_CAMERA: Height fog starts at the camera and goes towards the void
# ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void
# ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky
# BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void
# ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void
heightFogDirection = "BELOW_SET_HEIGHT"
#
# If the height fog is calculated around a set height, what is that height position?
heightFogBaseHeight = "80.0"
#
# Should the start of the height fog be offset?
#
# 0.0: Fog start with no offset.
# 1.0: Fog start with offset of the entire world's height. (Includes depth)
heightFogStart = "0.0"
#
# Should the end of the height fog be offset?
#
# 0.0: Fog end with no offset.
# 1.0: Fog end with offset of the entire world's height. (Include depth)
heightFogEnd = "0.6"
#
# What is the minimum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
heightFogMin = "0.0"
#
# What is the maximum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
heightFogMax = "1.0"
#
# How should the height fog thickness should be calculated?
#
# LINEAR: Linear based on height (will ignore 'density')
# EXPONENTIAL: 1/(e^(height*density))
# EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
heightFogFalloff = "EXPONENTIAL_SQUARED"
#
# What is the height fog's density?
heightFogDensity = "20.0"
[client.advanced.graphics.noiseTexture]
#
# Should a noise texture be applied to LODs?
#
# This is done to simulate textures and make the LODs appear more detailed.
enableNoiseTexture = true
#
# How many steps of noise should be applied to LODs?
noiseSteps = 4
#
# How intense should the noise should be?
noiseIntensity = "5.0"
#
# Defines how far should the noise texture render before it fades away. (in blocks)
# Set to 0 to disable noise from fading away
noiseDropoff = 1024
[client.advanced.graphics.culling]
#
# Determines how far from the camera Distant Horizons will start rendering.
# Measured as a percentage of the vanilla render distance.
#
# 0 = auto, overdraw will change based on the vanilla render distance.
#
# Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
# but may cause holes in the world.
# Holes are most likely to appear when flying through unloaded terrain.
#
# Increasing the vanilla render distance increases the effectiveness of this setting.
overdrawPrevention = "0.0"
#
# If enabled caves won't be rendered.
#
# Note: for some world types this can cause
# overhangs or walls for floating objects.
# Tweaking the caveCullingHeight, can resolve some
# of those issues.
enableCaveCulling = true
#
# At what Y value should cave culling start?
# Lower this value if you get walls for areas with 0 light.
caveCullingHeight = 60
#
# If false all beacons near the camera won't be drawn to prevent vanilla overdraw.
# If true all beacons will be rendered.
#
# Generally this should be left as true. It's main purpose is for debugging
# beacon updating/rendering.
disableBeaconDistanceCulling = true
#
# If true LODs outside the player's camera
# aren't drawn, increasing GPU performance.
#
# If false all LODs are drawn, even those behind
# the player's camera, decreasing GPU performance.
#
# Disable this if you see LODs disappearing at the corners of your vision.
disableFrustumCulling = false
#
# Identical to the other frustum culling option
# only used when a shader mod is present using the DH API
# and the shadow pass is being rendered.
#
# Disable this if shadows render incorrectly.
disableShadowPassFrustumCulling = false
#
# A comma separated list of block resource locations that won't be rendered by DH.
# Air is always included in this list.
# Requires a restart to change.
ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom"
#
# A comma separated list of block resource locations that shouldn't be rendered
# if they are in a 0 sky light underground area.
# Air is always included in this list.
# Requires a restart to change.
ignoredRenderCaveBlockCsv = "minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column,minecraft:cave_vines_plant,minecraft:vine,minecraft:cave_vines,minecraft:short_grass,minecraft:tall_grass,minecraft:small_dripleaf,minecraft:big_dripleaf,minecraft:big_dripleaf_stem,minecraft:sculk_vein"
[client.advanced.graphics.experimental]
#
# This is the earth size ratio when applying the curvature shader effect.
# Note: Enabling this feature may cause rendering bugs.
#
# 0 = flat/disabled
# 1 = 1 to 1 (6,371,000 blocks)
# 100 = 1 to 100 (63,710 blocks)
# 10000 = 1 to 10000 (637.1 blocks)
#
# Note: Due to current limitations, the min value is 50
# and the max value is 5000. Any values outside this range
# will be set to 0 (disabled).
earthCurveRatio = 0
[client.advanced.multiplayer]
#
# How should multiplayer save folders should be named?
#
# NAME_ONLY: Example: "Minecraft Server"
# IP_ONLY: Example: "192.168.1.40"
# NAME_IP: Example: "Minecraft Server IP 192.168.1.40"
# NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5"
serverFolderNameMode = "NAME_ONLY"
[client.advanced.autoUpdater]
#
# Automatically check for updates on game launch?
enableAutoUpdater = true
#
# Should Distant Horizons silently, automatically download and install new versions?
# This setting is force disabled on dedicated servers for stability reasons.
enableSilentUpdates = false
#
# If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build.
# If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar
# and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').
updateBranch = "AUTO"
[client.advanced.debugging]
#
# What renderer is active?
#
# DEFAULT: Default lod renderer
# DEBUG: Debug testing renderer
# DISABLED: Disable rendering
rendererMode = "DEFAULT"
#
# Should specialized colors/rendering modes be used?
#
# OFF: LODs will be drawn with their normal colors.
# SHOW_DETAIL: LODs' color will be based on their detail level.
# SHOW_BLOCK_MATERIAL: LODs' color will be based on their material.
# SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.
debugRendering = "OFF"
#
# If enabled this will disable (most) vanilla Minecraft rendering.
#
# NOTE: Do not report any issues when this mode is on!
# This setting is only for fun and debugging.
# Mod compatibility is not guaranteed.
lodOnlyMode = false
#
# If enabled the LODs will render as wireframe.
renderWireframe = false
#
# If true the F8 key can be used to cycle through the different debug modes.
# and the F6 key can be used to enable and disable LOD rendering.
enableDebugKeybindings = false
#
# Stops vertex colors from being passed.
# Useful for debugging shaders
enableWhiteWorld = false
#
# If true overlapping quads will be rendered as bright red for easy identification.
# If false the quads will be rendered normally.
showOverlappingQuadErrors = false
#
# If true OpenGL Buffer garbage collection will be logged
# this also includes the number of live buffers.
logBufferGarbageCollection = false
[client.advanced.debugging.debugWireframe]
#
# If enabled, various wireframes for debugging internal functions will be drawn.
#
# NOTE: There WILL be performance hit!
# Additionally, only stuff that's loaded after you enable this
# will render their debug wireframes.
enableRendering = false
#
# Render queued world gen tasks?
showWorldGenQueue = false
#
# Render queued network sync on load tasks?
showNetworkSyncOnLoadQueue = false
#
# Render LOD section status?
showRenderSectionStatus = false
#
# A white box will be drawn when an LOD starts rendering
# and a purple box when an LOD stops rendering.
#
# This can be used to debug Quad Tree holes.
showRenderSectionToggling = false
#
# Render Quad Tree Rendering status?
showQuadTreeRenderStatus = false
#
# Render full data update/lock status?
showFullDataUpdateStatus = false
[client.advanced.debugging.openGl]
#
# Defines how OpenGL errors are handled.
# Requires rebooting Minecraft to change.
# Will catch OpenGL errors thrown by other mods.
overrideVanillaGLLogger = true
#
# If true each Open GL error will only be logged once.
# Enabling this may cause some error logs to be missed.
# Does nothing if overrideVanillaGLLogger is set to false.
#
# Generally this can be kept as 'true' to prevent log spam.
# However, Please set this to 'false' if a developer needs your log to debug a GL issue.
onlyLogGlErrorsOnce = true
#
# Defines how OpenGL errors are handled.
# May incorrectly catch OpenGL errors thrown by other mods.
#
# IGNORE: Do nothing.
# LOG: write an error to the log.
# LOG_THROW: write to the log and throw an exception.
# Warning: this should only be enabled when debugging the LOD renderer
# as it may break Minecraft's renderer when an exception is thrown.
glErrorHandlingMode = "IGNORE"
#
# Massively reduces FPS.
# Should only be used if mysterious EXCEPTION_ACCESS_VIOLATION crashes are happening in DH's rendering code for troubleshooting.
validateBufferIdsBeforeRendering = false
[client.advanced.debugging.f3Screen]
#
# Shows info about each thread pool.
showPlayerPos = true
#
# Defines what internal detail level the player position will be shown as.
# Internal detail level means: 6 = 1x1 block, 7 = 2x2 blocks, etc.
playerPosSectionDetailLevel = 6
#
# Shows info about each thread pool.
showThreadPools = true
#
# Shows the combined memory use and array counts for all DH pooled objects.
showCombinedObjectPools = false
#
# Shows the memory use and array counts for each DH object pool.
showSeparatedObjectPools = false
#
# Shows how many chunks are queud for processing and the max count that can be queued.
showQueuedChunkUpdateCount = true
#
# Shows what levels are loaded and world gen/rendering info about those levels.
showLevelStatus = true
[client.advanced.debugging.exampleConfigScreen]
boolTest = false
byteTest = "8"
intTest = 69420
doubleTest = "420.69"
shortTest = "69"
longTest = "42069"
floatTest = "0.42069"
stringTest = "Test input box"
listTest = ["option 1", "option 2", "option 3"]
mapTest = "{}"
linkableTest = 420
[common]
[common.worldGenerator]
#
# Should Distant Horizons slowly generate LODs
# outside the vanilla render distance?
# Depending on the generator mode, this will import existing chunks
# and/or generating missing chunks.
enableDistantGeneration = true
#
# How detailed should LODs be generated outside the vanilla render distance?
#
# PRE_EXISTING_ONLY
# Only create LOD data for already generated chunks.
#
#
# SURFACE
# Generate the world surface,
# this does NOT include trees,
# or structures.
#
# FEATURES
# Generate everything except structures.
# WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
#
# INTERNAL_SERVER
# Ask the local server to generate/load each chunk.
# This is the most compatible and will generate structures correctly,
# but may cause server/simulation lag.
# Note: unlike other modes this option DOES save generated chunks to
# Minecraft's region files.
distantGeneratorMode = "FEATURES"
#
# How should distant generator progress be displayed?
#
# OVERLAY: may be the same as CHAT for some Minecraft versions
# CHAT
# LOG
# DISABLED
showGenerationProgress = "OVERLAY"
#
# How often should the distant generator progress be displayed?
generationProgressDisplayIntervalInSeconds = 2
#
# For how many seconds should instructions for disabling the distant generator progress be displayed?
# Setting this to 0 hides the instructional message so the world gen progress is shown immediately when it starts.
generationProgressDisableMessageDisplayTimeInSeconds = 20
[common.lodBuilding]
#
# Enabling this will drastically increase chunk processing time
# and you may need to increase your CPU load to handle it.
#
# Normally DH will attempt to skip creating LODs for chunks it's already seen
# and that haven't changed.
#
# However sometimes that logic incorrectly prevents LODs from being updated.
# Disabling this check may fix issues where LODs aren't updated after
# blocks have been changed.
disableUnchangedChunkCheck = false
#
# What algorithm should be used to compress new LOD data?
# This setting will only affect new or updated LOD data,
# any data already generated when this setting is changed will be
# unaffected until it needs to be re-written to the database.
#
# UNCOMPRESSED
# Should only be used for testing, is worse in every way vs [LZ4].
# Expected Compression Ratio: 1.0
# Estimated average DTO read speed: 1.64 milliseconds
# Estimated average DTO write speed: 12.44 milliseconds
#
# LZ4
# A good option if you're CPU limited and have plenty of hard drive space.
# Expected Compression Ratio: 0.36
# Estimated average DTO read speed: 1.85 ms
# Estimated average DTO write speed: 9.46 ms
#
# LZMA2
# Slow but very good compression.
# Expected Compression Ratio: 0.14
# Estimated average DTO read speed: 11.89 ms
# Estimated average DTO write speed: 192.01 ms
dataCompression = "LZMA2"
#
# How should block data be compressed when creating LOD data?
# This setting will only affect new or updated LOD data,
# any data already generated when this setting is changed will be
# unaffected until it is modified or re-loaded.
#
# MERGE_SAME_BLOCKS
# Every block/biome change is recorded in the database.
# This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data.
# Expected Compression Ratio: 1.0
#
# VISUALLY_EQUAL
# Only visible block/biome changes are recorded in the database.
# Hidden blocks (IE ores) are ignored.
# Expected Compression Ratio: 0.7
worldCompression = "VISUALLY_EQUAL"
#
# True: Recalculate chunk height maps before chunks can be used by DH.
# This can fix problems with worlds created by World Painter or
# other external tools where the heightmap format may be incorrect.
# False: Assume any height maps handled by Minecraft are correct.
#
# Fastest: False
# Most Compatible: True
recalculateChunkHeightmaps = false
#
# If true LOD generation for pre-existing chunks will attempt to pull the lighting data
# saved in Minecraft's Region files.
# If false DH will pull in chunks without lighting and re-light them.
#
# Setting this to true will result in faster LOD generation
# for already generated worlds, but is broken by most lighting mods.
#
# Set this to false if LODs are black.
pullLightingForPregeneratedChunks = false
#
# When DH pulls in pre-existing chunks it will attempt to
# run any missing world generation steps; for example:
# if a chunk has the status SURFACE, DH will skip BIOMES
# and SURFACE, but will run FEATURES.
#
# However if for some reason the chunks are malformed
# or there's some other issue that causes the status
# to be incorrect that can either cause world gen
# lock-ups and/or crashes.
# If either of those happen try setting this to True.
assumePreExistingChunksAreFinished = false
[common.lodBuilding.experimental]
#
# When active DH will attempt to fill missing LOD data
# with any data that is present in the tree, preventing holes when moving
# when a N-sized generator (or server) is active.
#
# This is only used when N-sized world generation is available
# and/or when on a server where [generateOnlyInHighestDetail] is false.
#
# Experimental:
# Enabling this option will increase CPU and harddrive use
# and may cause rendering bugs.
upsampleLowerDetailLodsToFillHoles = false
[common.multiThreading]
#
# How many threads should be used by Distant Horizons?
numberOfThreads = 6
#
# A value between 1.0 and 0.0 that represents the percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
threadRunTimeRatio = "1.0"
[common.logging]
#
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
logWorldGenEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log performance about the world generation process.
# This can be useful for debugging.
logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
logWorldGenLoadEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about the renderer buffer process.
# This can be useful for debugging.
logRendererBufferEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about the renderer OpenGL process.
# This can be useful for debugging.
logRendererGLEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about network operations.
# This can be useful for debugging.
logNetworkEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
[common.logging.warning]
#
# If enabled, a chat message will be displayed if Java doesn't have enough
# memory allocated to run DH well.
showLowMemoryWarningOnStartup = true
#
# If enabled, a chat message will be displayed if DH detects
# that any pooled objects have been garbage collected.
showPoolInsufficientMemoryWarning = true
#
# If enabled, a chat message will be displayed if vanilla MC's
# render distance is higher than the recommended amount.
showHighVanillaRenderDistanceWarning = true
#
# If enabled, a chat message will be displayed when a replay is started
# giving some basic information about how DH will function.
showReplayWarningOnStartup = true
#
# If enabled, a chat message will be displayed when DH has too many chunks
# queued for updating.
showUpdateQueueOverloadedChatWarning = false
#
# If enabled, a chat message will be displayed when a potentially problematic
# mod is installed alongside DH.
showModCompatibilityWarningsOnStartup = true
[server]
#
# Makes the server send level keys for each world.
# Disable this if you use alternative ways to send level keys.
sendLevelKeys = true
#
# Prefix of the level keys sent to the clients.
# If the mod is running behind a proxy, each backend should use a unique value.
# If this value is empty, level key will be based on the server's seed hash.
levelKeyPrefix = ""
#
# How many LOD generation requests per second should a client send?
# Also limits the number of client requests allowed to stay in the server's queue.
generationRequestRateLimit = 20
#
# Defines the distance allowed to generate around the player.
maxGenerationRequestDistance = 4096
#
# Defines the X-coordinate of the central point for generation boundaries, in blocks.
generationBoundsX = 0
#
# Defines the Z-coordinate of the central point for generation boundaries, in blocks.
generationBoundsZ = 0
#
# Defines the radius around the central point within which generation is allowed, in blocks.
# If this value is set to 0, generation bounds are disabled.
generationBoundsRadius = 0
#
# If true, clients will receive real-time LOD updates for chunks outside the client's render distance.
enableRealTimeUpdates = true
#
# Defines the distance the player will receive updates around.
realTimeUpdateDistanceRadiusInChunks = 256
#
# If true, clients will receive updated LODs when joining or loading new LODs.
synchronizeOnLoad = true
#
# How many LOD sync requests per second should a client send?
# Also limits the amount of player's requests allowed to stay in the server's queue.
syncOnLoadRateLimit = 50
#
# Defines the distance allowed to be synchronized around the player.
# Should be the same or larger than maxGenerationRequestDistance in most cases.
maxSyncOnLoadRequestDistance = 4096
#
# Maximum speed for uploading LODs to the clients, in KB/s.
# Value of 0 disables the limit.
maxDataTransferSpeed = 500
[server.experimental]
#
# When enabled on the client, this allows loading lower detail levels as needed to speed up terrain generation.
# This must also be enabled on the server; otherwise, it will have no effect.
# For better performance when switching LOD detail levels, enabling [upsampleLowerDetailLodsToFillHoles] is recommended.
enableNSizedGeneration = false

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# The RegistryName for the Item to lock EnderChests and Tanks.
S:"personalItem"="minecraft:diamond"
# Causes chests to lose personal settings and drop the diamond on break.
B:"anarchyMode"=false
# The size of each inventory of EnderStorage, 0 = 3x3, 1 = 3x9, 2 = 6x9, default = 1
I:"item_storage_size"=1
# Disables the tank on top of creators heads.
B:"disableCreatorVisuals"=false
# Enable this to make EnderStorage use vanilla's EnderChest sounds instead of the standard chest.
B:"useVanillaEnderChestsSounds"=false

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RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0

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{
"defaultSigningMode": "PROMPT",
"enableMod": true,
"showNCRButton": true,
"showReloadButton": true,
"verifiedIconEnabled": true,
"showServerSafety": true,
"hideInsecureMessageIndicators": true,
"hideModifiedMessageIndicators": true,
"hideSystemMessageIndicators": true,
"hideWarningToast": true,
"hideSigningRequestMessage": false,
"alwaysHideReportButton": false,
"skipRealmsWarning": false,
"disableTelemetry": true,
"removeTelemetryButton": true,
"demandOnServer": false,
"verifiedIconOffsetX": 0,
"verifiedIconOffsetY": 0
}

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{
"demandOnClientMessage": "You do not have No Chat Reports, and this server is configured to require it on client!",
"demandOnClient": false,
"convertToGameMessage": true,
"addQueryData": true,
"enableDebugLog": false
}

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{
"skipWarning": false,
"enableEncryption": false,
"encryptPublic": true,
"showEncryptionButton": true,
"showEncryptionIndicators": true,
"encryptionKey": "blfrngArk3chG6wzncOZ5A\u003d\u003d",
"encryptionPassphrase": "",
"algorithmName": "AES/CFB8+Base64",
"encryptableCommands": [
"msg:1",
"w:1",
"whisper:1",
"tell:1",
"r:0",
"dm:1",
"me:0",
"m:1",
"t:1",
"pm:1",
"emsg:1",
"epm:1",
"etell:1",
"ewhisper:1",
"message:1",
"reply:0"
]
}

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{
"signingModes": {}
}

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# No Chat Reports
You can find updated documentation of configuration files on the wiki:
https://github.com/Aizistral-Studios/No-Chat-Reports/wiki/Configuration-Files

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# General settings
"general" {
# If set to false, logic gates will not make sounds
B:"gate_sounds"=true
# If set to false, logic gates will not emit light
B:"gate_lights"=true
# Minimum amount of ticks the timer gates can be set to (min 4)
I:"gate_min_timer_ticks"=4
# If set to true, the basic screwdriver will not take damage
B:"infinite_screwdriver"=false
}
# Settings related to machines and devices
"machines" {
# Allow the Diamond Block Breaker to be crafted
B:"diamond_block_breaker"=false
# Max blocks in a moving frame structure
I:"frame_move_limit"=1024
}
# Client render settings
"rendering" {
# If set to false, flat wire textures will be used for logic gates. Significant performance improvement
B:"gate_3d_wires"=true
# If set to false, wires will be rendered in the TESR rather than the WorldRenderer
B:"static_wire_renderer"=true
# If set to false, gates will be rendered in the TESR rather than the WorldRenderer
B:"static_gate_renderer"=true
# Max lights on screen at a time, -1 for unlimited
I:"max_lights"=-1
# Use fabulous shader pipeline for lights when on Fabulous Graphics mode
B:"fabulous_lights"=true
}
# World gen settings
"world_gen" {
B:"ruby_ore"=true
I:"ruby_ore_vein_size"=8
B:"sapphire_ore"=true
I:"sapphire_ore_vein_size"=8
B:"peridot_ore"=true
I:"peridot_ore_vein_size"=10
B:"tin_ore"=true
I:"tin_ore_vein_size"=8
B:"silver_ore"=true
I:"silver_ore_vein_size"=9
B:"electrotine_ore"=true
I:"electrotine_ore_vein_size"=8
B:"marble_cave"=true
}
# Control the loading of various compatibility hooks. These settings are ignored unless the Compatibility module is installed.
"compatibility" {
# This allows computers to connect to bundled cables with the RS API.
B:"computercraft"=true
}
# Settings for Fabrication circuit compilation
"fabrication" {
# Tile count before auto-compile becomes disallowed (-1 to always allow, 0 to never allow). Recommended to keep this very low on servers.
I:"auto_compile_tile_limit"=20
}

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["YUNG's Bridges"]
# List of biomes that will NOT have bridges.
# Only river biomes are considered for bridge placement, so you need not specify non-river biomes here.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:river, minecraft:frozen_river]"
# Default: "[]"
"Blacklisted Biomes" = "[]"
###########################################################################################################
# Spawn Rates.
# Note that you may want to tweak these spawn rates if you are using a terrain overhaul mod.
# The spawn rate of each bridge is 1/N per chunk, where N is the spawn rate value.
# E.g. if you set N = 3 for small bridges, then an ATTEMPT will be made to spawn a small bridge every 3 chunks.
# Note that it is ONLY an attempt - the bridge will only spawn if the chunk contains fitting river terrain.
###########################################################################################################
["YUNG's Bridges"."Spawn Rates"]
# The spawn rate for small bridges.
# Default: 2
#Range: 1 ~ 100
"Small Bridge Spawn Rate" = 2
# The spawn rate for medium bridges.
# Default: 2
#Range: 1 ~ 100
"Medium Bridge Spawn Rate" = 2
# The spawn rate for large bridges.
# Default: 2
#Range: 1 ~ 100
"Large Bridge Spawn Rate" = 2

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["YUNG's Extras"]
###########################################################################################################
## Desert Decorations
###########################################################################################################
["YUNG's Extras"."Desert Decorations"]
# List of additional biomes that will have Desert Decorations.
# By default, all biomes (including modded biomes) with the Desert category are automatically included,
# and do not need to be added here.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:plains, byg:alps]"
# Default: "[]"
"Additional Whitelisted Biomes (Desert)" = "[]"
# List of biomes that will NOT have Desert Decorations.
# By default, all Desert biomes will automatically have Desert Decorations,
# so you only need to blacklist biomes with the Desert category that you don't want to spawn
# Desert Decorations in.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:desert, byg:dunes]"
# Default: "[]"
"Blacklisted Biomes (Desert)" = "[beyond_earth:moon_desert]"
###########################################################################################################
## Settings for the different Desert Well variations.
##
## The chance of each type of well spawning in a given chunk is 1 / N, where N is the config value set below for that well.
## For example, if the value is 1000 then there is a 1 in 1000 chance of spawning, per chunk.
###########################################################################################################
["YUNG's Extras"."Desert Decorations"."Desert Wells"]
# Determines the spawn rate of small normal wells.
# Default: 1200
"Normal Well Spawn Rate (Small)" = 1200
# Determines the spawn rate of medium-sized normal wells.
# Default: 1200
"Normal Well Spawn Rate (Medium)" = 1200
# Determines the spawn rate of large normal wells.
# Default: 1200
"Normal Well Spawn Rate (Large)" = 1200
# Determines the spawn rate of small Wishing Wells.
# Default: 1200
"Wishing Well Spawn Rate (Small)" = 1200
# Determines the spawn rate of medium-sized Wishing Wells.
# Default: 1200
"Wishing Well Spawn Rate (Medium)" = 1200
# Determines the spawn rate of large Wishing Wells.
# Default: 1200
"Wishing Well Spawn Rate (Large)" = 1200
# Determines the spawn rate of small dry wells.
# Default: 1200
"Dry Well Spawn Rate (Small)" = 1200
# Determines the spawn rate of medium-sized dry wells.
# Default: 1200
"Dry Well Spawn Rate (Medium)" = 1200
# Determines the spawn rate of large dry wells.
# Default: 1200
"Dry Well Spawn Rate (Large)" = 1200
###########################################################################################################
## Settings for the different Desert Obelisk variations.
##
## The chance of each type of obelisk spawning in a given chunk is 1 / N, where N is the config value set below for that obelisk.
## For example, if the value is 1000 then there is a 1 in 1000 chance of spawning, per chunk.
###########################################################################################################
["YUNG's Extras"."Desert Decorations"."Desert Obelisks"]
# Determines the spawn rate of normal obelisks.
# Default: 700
"Normal Obelisk Spawn Rate" = 700
# Determines the spawn rate of chiseled obelisks.
# Default: 700
"Chiseled Obelisk Spawn Rate" = 700
# Determines the spawn rate of ruined obelisks.
# Default: 700
"Ruined Obelisk Spawn Rate" = 700
# Determines the spawn rate of blackstone obelisks.
# Default: 3000
"Blackstone Obelisk Spawn Rate" = 3000
###########################################################################################################
## Settings for miscellaneous desert structures.
##
## The chance of each structure spawning in a given chunk is 1 / N, where N is the config value set below for that structure.
## For example, if the value is 1000 then there is a 1 in 1000 chance of spawning, per chunk.
###########################################################################################################
["YUNG's Extras"."Desert Decorations"."Desert Miscellaneous"]
# Determines the spawn rate of small ruins.
# Default: 1000
"Ruins Spawn Rate (Small)" = 1000
# Determines the spawn rate of flame outposts.
# Default: 700
"Flame Outpost Spawn Rate" = 700
# Determines the spawn rate of abandoned vacation spots.
# Default: 1000
"Abandoned Vacation Spot Spawn Rate" = 1000
###########################################################################################################
## Settings for swamp structures.
##
## The chance of each structure spawning in a given chunk is 1 / N, where N is the config value set below for that structure.
## For example, if the value is 1000 then there is a 1 in 1000 chance of spawning, per chunk.
###########################################################################################################
["YUNG's Extras"."Swamp Structures"]
# List of additional biomes that will have Swamp Structures.
# By default, all biomes (including modded biomes) with the Swamp category are automatically included,
# and do not need to be added here.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:plains, byg:alps]"
# Default: "[]"
"Additional Whitelisted Biomes (Swamp)" = "[]"
# List of biomes that will NOT have Swamp Structures.
# By default, all Swamp biomes will automatically have Swamp Structures,
# so you only need to blacklist biomes with the Swamp category that you don't want to spawn
# Swamp Structures in.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:desert, byg:dunes]"
# Default: "[]"
"Blacklisted Biomes (Swamp)" = "[]"
# Determines the spawn rate of swamp pillars.
# Default: 900
"Swamp Pillar Spawn Rate" = 900
# Determines the spawn rate of outhouses.
# Default: 3000
"Outhouse Spawn Rate" = 3000
# Determines the spawn rate of swamp cubbies.
# Default: 1000
"Swamp Cubby Spawn Rate" = 1000
# Determines the spawn rate of ruined arches.
# Default: 1200
"Ruined Arch Spawn Rate" = 1200
# Determines the spawn rate of ruined double arches.
# Default: 1500
"Ruined Double Arch Spawn Rate" = 1500
# Determines the spawn rate of ruined gateways.
# Default: 2000
"Ruined Gateway Spawn Rate" = 2000

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This directory is for a few additional options for YUNG's Extras.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run YUNG's Extras, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use YUNG's Extras for MC 1.16 on Forge, the 'forge-1_16' subdirectory will be created in this folder.
If no subdirectory for your version is created, then that version probably does not support the additional options.
NOTE -- MOST OPTIONS CAN BE FOUND IN A CONFIG FILE OUTSIDE THIS FOLDER!
For example, on Forge 1.16 the file is 'YungsExtras-forge-1_16.toml'.

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######################################
# wishing_wells.json #
######################################
This file contains a BlockSetSelector (see below) describing the probability of a given block being chosen.
These probabilities are used for Wishing Wells, which have
loot deposits at the bottom of them.
######################################
# BlockSetSelectors #
######################################
Describes a set of blockstates and the probability of each blockstate being chosen.
- entries: An object where each entry's key is a blockstate, and each value is that blockstate's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultBlock: The blockstate used for any leftover probability ranges.
For example, if the total sum of all the probabilities of the entries is 0.6, then
there is a 0.4 chance of the defaultBlock being selected.
Here's an example block selector:
"entries": {
"minecraft:cobblestone": 0.25,
"minecraft:air": 0.2,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:oak_planks"
For each block, this selector has a 25% chance of returning cobblestone, 20% chance of choosing air,
10% chance of choosing stone bricks, and a 100 - (25 + 20 + 10) = 45% chance of choosing oak planks (since it's the default block).

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{
"lootBlockChances": {
"entries": {
"minecraft:gold_ore": 0.5,
"minecraft:gold_block": 0.01,
"minecraft:emerald_ore": 0.05
},
"defaultBlock": "minecraft:sandstone"
}
}

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{
"clientData": {
"showGroupTabs": true,
"showUniqueRendering": false,
"inventoryButtonXOffset": 66,
"inventoryButtonYOffset": 9,
"creativeInventoryButtonXOffset": 96,
"creativeInventoryButtonYOffset": 7,
"forceNullRenderReplacement": false,
"disableEmptySlotScreenError": false,
"allowSlotScrolling": true,
"showUnusedSlots": false,
"equipControl": "MUST_NOT_CROUCH",
"hoverOptions": {
"hoveredOptions": {
"brightenHovered": true,
"cycleBrightness": true,
"line": false,
"clickbait": false
},
"unHoveredOptions": {
"renderUnHovered": true,
"darkenUnHovered": true,
"darkenedBrightness": 0.5,
"darkenedOpacity": 1.0
}
},
"disabledDefaultRenders": []
},
"modifiers": []
}

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{
"showOxygenDistributorArea": false,
"showGravityNormalizerArea": false,
"jetSuitEnabled": true,
// Type: Integer
"oxygenBarX": 5,
// Type: Integer
"oxygenBarY": 25,
// Type: Float
"oxygenBarScale": 1.0,
// Type: Integer
"energyBarX": 11,
// Type: Integer
"energyBarY": 95,
// Type: Float
"energyBarScale": 1.0,
"spaceMuffler": true,
"radio": {
// Range: 0 - 100
"volume": 50,
"favorites": []
}
}

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{
// Allow players to set custom flag images for their rockets.
"allowFlagImages": true,
// Allow rockets to be launched from any dimension, even if it's not considered a planet.
"launchAnywhere": false,
/*
* The random tick speed for breaking plants, torches, freezing water, etc. on planets.
* Type: Integer
*/
"planetRandomTickSpeed": 20,
// Always tick every planet chunk for things like freezing water, breaking plants, etc., regardless of whether the chunk can tick randomly or not. This has a small performance impact.
"forcePlanetTick": false,
/*
* The y level where rockets should leave the dimension and enter space.
* Type: Integer
*/
"atmosphereLeave": 600,
// A comma-separated list of planet IDs that should be hidden from the planets screen. e.g. minecraft:overworld,ad_astra:moon,ad_astra:mars,ad_astra:venus,ad_astra:mercury,ad_astra:glacio
"disabledPlanets": "",
// Disables oxygen damage.
"disableOxygen": false,
// Disables temperature damage.
"disableTemperature": false,
// Uses normal gravity for all planets.
"disableGravity": false,
// An Air Vortex is created when an oxygenated structure breaks its seal, causing every entity inside to rapidly get sucked out. This setting disables that.
"disableAirVortexes": false,
"cryoFreezer": {
// Type: Long
"ironTierMaxEnergyInOut": 100,
// Type: Long
"steelTierMaxEnergyInOut": 150,
// Type: Long
"deshTierMaxEnergyInOut": 250,
// Type: Long
"ostrumTierMaxEnergyInOut": 500,
// Type: Long
"ironTierEnergyCapacity": 10000,
// Type: Long
"steelTierEnergyCapacity": 20000,
// Type: Long
"deshTierEnergyCapacity": 50000,
// Type: Long
"ostrumTierEnergyCapacity": 100000,
// Type: Long
"steelTierFluidCapacity": 3000,
// Type: Long
"deshTierFluidCapacity": 5000,
// Type: Long
"ostrumTierFluidCapacity": 10000,
// Type: Long
"coalGeneratorEnergyGenerationPerTick": 20,
// Type: Long
"etrionicBlastFurnaceBlastingEnergyPerItem": 10,
// Type: Long
"waterPumpEnergyPerTick": 20,
// Type: Long
"waterPumpFluidGenerationPerTick": 50,
// Type: Long
"energizerEnergyCapacity": 2000000,
/*
* The maximum number of blocks that an oxygen distributor and gravity normalizer can distribute to.
* Type: Integer
*/
"maxDistributionBlocks": 6000,
/*
* The tick rate (20 ticks = 1 second) at which the oxygen distributor and gravity normalizer will recalculate the distribution area.
* Type: Integer
*/
"distributionRefreshRate": 100,
/*
* The tick rate (20 ticks = 1 second) at which cables and fluid pipes will recalculate their connections.
* Type: Integer
*/
"pipeRefreshRate": 50
}
}

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[Smoke]
#Affects probability of coloring smoke by chimneys
#Range: 0.0 ~ 1.0
coloringFactor = 0.1
#Maximum smoke particles that can be rendered at scene.
#If exceeded, smoke amount will be reduced proportionally for each rendered chimney
#Range: 0 ~ 2000
maxRenderedParticlesAmount = 800
#If true, smoke particles will collide with obstacles
canCollide = true
#If true, all emitters will produce smoke even without connected chimneys
emitWithoutChimney = true
#Use vanilla smoke particles for compatibility with some mods.
#Limitations: no wind, no coloring, no collisions
useVanillaSmokeParticles = false
#Whether to colorize smoke particles or not
colorize = true

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[Smoke]
#Default smoke color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb)
defaultColor = -1
#Maximum smoke particles amount per chimney
#Range: 1 ~ 100
maxAmount = 18
#Maximum smoke blow out distance
#Range: 0.0 ~ 20.0
maxIntencity = 4.0
#Maximum smoke particles scale
#Range: 1.0 ~ 10.0
maxScale = 2.5
#Maximum smoke particles render distance
#Range: 16 ~ 256
maxRenderDistance = 128
#Whether to replace vanilla smoke particles from a campfire or not
replaceVanillaCampfireSmoke = true
[Paint]
#Whether a bucket of water is required to be in the player's inventory in order to paint
requiresWaterBucket = true
#Whether a dye is required to be in the player's inventory in order to paint
requiresDye = true
[Pipe]
#Number of pipes that can be placed(when holding pipe items in both hands) / broken(when crouching) at once
#Range: 1 ~ 128
maxPipesAtOnce = 8
[Vent]
#All settings related to the ventilation system are shared between several mods and therefore located in forgeendertech-common.toml
"whereAreTheSettings?" = ["I've read the hint and understood"]
[Pump]
#If set to True, the redstone signal will turn the pump off instead of turning it on
invertedRedstoneSignal = false
[Pump.ForgeEnergy]
#Whether Forge Energy is required or not
enabled = false
#Maximum amount of energy that can be held
#Range: 0 ~ 100000
capacity = 10000
#Amount of energy consumed per operation or second
#Range: 0 ~ 1000
consumption = 50

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: bakery:brick_stove:*]
S:id=bakery:brick_stove:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: bakery:cobblestone_stove:*]
S:id=bakery:cobblestone_stove:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: bakery:deepslate_stove:*]
S:id=bakery:deepslate_stove:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: bakery:end_stove:*]
S:id=bakery:end_stove:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: bakery:granite_stove:*]
S:id=bakery:granite_stove:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: bakery:mud_stove:*]
S:id=bakery:mud_stove:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: bakery:quartz_stove:*]
S:id=bakery:quartz_stove:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: bakery:red_nether_bricks_stove:*]
S:id=bakery:red_nether_bricks_stove:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: bakery:sandstone_stove:*]
S:id=bakery:sandstone_stove:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: bakery:stone_bricks_stove:*]
S:id=bakery:stone_bricks_stove:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:amethyst_forge:*]
S:id=betterfurnacesreforged:amethyst_forge:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.3]
S:intensity=1.3
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:amethyst_furnace:*]
S:id=betterfurnacesreforged:amethyst_furnace:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.3]
S:intensity=1.3
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:copper_forge:*]
S:id=betterfurnacesreforged:copper_forge:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.1]
S:intensity=1.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:copper_furnace:*]
S:id=betterfurnacesreforged:copper_furnace:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.1]
S:intensity=1.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:diamond_forge:*]
S:id=betterfurnacesreforged:diamond_forge:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.4]
S:intensity=1.4
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:diamond_furnace:*]
S:id=betterfurnacesreforged:diamond_furnace:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.4]
S:intensity=1.4
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:extreme_forge:*]
S:id=betterfurnacesreforged:extreme_forge:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 6.0]
S:amount=6.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 3.0]
S:intensity=3.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:extreme_furnace:*]
S:id=betterfurnacesreforged:extreme_furnace:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 6.0]
S:amount=6.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 3.0]
S:intensity=3.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:gold_forge:*]
S:id=betterfurnacesreforged:gold_forge:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.2]
S:intensity=1.2
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:gold_furnace:*]
S:id=betterfurnacesreforged:gold_furnace:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.2]
S:intensity=1.2
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:iron_forge:*]
S:id=betterfurnacesreforged:iron_forge:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:iron_furnace:*]
S:id=betterfurnacesreforged:iron_furnace:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:netherhot_forge:*]
S:id=betterfurnacesreforged:netherhot_forge:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 4.0]
S:amount=4.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 2.0]
S:intensity=2.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:netherhot_furnace:*]
S:id=betterfurnacesreforged:netherhot_furnace:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 4.0]
S:amount=4.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 2.0]
S:intensity=2.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:platinum_forge:*]
S:id=betterfurnacesreforged:platinum_forge:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:platinum_furnace:*]
S:id=betterfurnacesreforged:platinum_furnace:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:steel_forge:*]
S:id=betterfurnacesreforged:steel_forge:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.2]
S:intensity=1.2
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:steel_furnace:*]
S:id=betterfurnacesreforged:steel_furnace:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.2]
S:intensity=1.2
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:ultimate_forge:*]
S:id=betterfurnacesreforged:ultimate_forge:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 8.0]
S:amount=8.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 4.0]
S:intensity=4.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:ultimate_furnace:*]
S:id=betterfurnacesreforged:ultimate_furnace:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 8.0]
S:amount=8.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 4.0]
S:intensity=4.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11553025]
S:color=0x11553025
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: brickfurnace:brick_blast_furnace:*]
S:id=brickfurnace:brick_blast_furnace:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11964f3d]
S:color=0x11964f3d
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: brickfurnace:brick_furnace:*]
S:id=brickfurnace:brick_furnace:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11985442]
S:color=0x11985442
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: brickfurnace:brick_smoker:*]
S:id=brickfurnace:brick_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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: byg:boric_campfire:[lit=true, signal_fire=false]]
S:id=byg:boric_campfire:[lit=true, signal_fire=false]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.1]
S:intensity=0.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0xbb29b113]
S:color=0xbb29b113
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: byg:boric_campfire:[lit=true, signal_fire=true]]
S:id=byg:boric_campfire:[lit=true, signal_fire=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: byg:cryptic_campfire:[lit=true, signal_fire=false]]
S:id=byg:cryptic_campfire:[lit=true, signal_fire=false]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.1]
S:intensity=0.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0xbbdc1b27]
S:color=0xbbdc1b27
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: byg:cryptic_campfire:[lit=true, signal_fire=true]]
S:id=byg:cryptic_campfire:[lit=true, signal_fire=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0x11b4b4b4]
S:color=0x11b4b4b4
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: car:blastfurnace:[powered=true]]
S:id=car:blastfurnace:[powered=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0x11c46750]
S:color=0x11c46750
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ceramics:kiln:[lit=true]]
S:id=ceramics:kiln:[lit=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: charcoal_pit:blast_furnace:[lit=true]]
S:id=charcoal_pit:blast_furnace:[lit=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: charcoal_pit:bloomeryy:[lit=true]]
S:id=charcoal_pit:bloomeryy:[lit=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: charcoal_pit:distillery:[lit=true]]
S:id=charcoal_pit:distillery:[lit=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: charcoal_pit:steam_press:[lit=true]]
S:id=charcoal_pit:steam_press:[lit=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: false]
B:emitWithoutChimney=false
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: clayworks:kiln:[lit=true]]
S:id=clayworks:kiln:[lit=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11191919]
S:color=0x11191919
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:black_oven:*]
S:id=cookingforblockheads:black_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11334cb2]
S:color=0x11334cb2
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:blue_oven:*]
S:id=cookingforblockheads:blue_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11664c33]
S:color=0x11664c33
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:brown_oven:*]
S:id=cookingforblockheads:brown_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x114c7f99]
S:color=0x114c7f99
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:cyan_oven:*]
S:id=cookingforblockheads:cyan_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x114c4c4c]
S:color=0x114c4c4c
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:gray_oven:*]
S:id=cookingforblockheads:gray_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11667f33]
S:color=0x11667f33
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:green_oven:*]
S:id=cookingforblockheads:green_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x116699d8]
S:color=0x116699d8
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:light_blue_oven:*]
S:id=cookingforblockheads:light_blue_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11999999]
S:color=0x11999999
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:light_gray_oven:*]
S:id=cookingforblockheads:light_gray_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x117fcc19]
S:color=0x117fcc19
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:lime_oven:*]
S:id=cookingforblockheads:lime_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11b24cd8]
S:color=0x11b24cd8
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:magenta_oven:*]
S:id=cookingforblockheads:magenta_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11d87f33]
S:color=0x11d87f33
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:orange_oven:*]
S:id=cookingforblockheads:orange_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11ffffff]
S:color=0x11ffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:oven:*]
S:id=cookingforblockheads:oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11f27fa5]
S:color=0x11f27fa5
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:pink_oven:*]
S:id=cookingforblockheads:pink_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x117f3fb2]
S:color=0x117f3fb2
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:purple_oven:*]
S:id=cookingforblockheads:purple_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11993333]
S:color=0x11993333
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:red_oven:*]
S:id=cookingforblockheads:red_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11ffffff]
S:color=0x11ffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:white_oven:*]
S:id=cookingforblockheads:white_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: BurnTime]
S:activeTag=BurnTime
# 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: 0x11e5e533]
S:color=0x11e5e533
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:yellow_oven:*]
S:id=cookingforblockheads:yellow_oven:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: burnTimeRemaining]
S:activeTag=burnTimeRemaining
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: create:blaze_burner:*]
S:id=create:blaze_burner:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
create:blaze_burner:*
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: create:lit_blaze_burner:*]
S:id=create:lit_blaze_burner:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
create:lit_blaze_burner:*
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: BLOCK]
S:type=BLOCK
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.1]
S:intensity=0.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: burnTimeRemaining]
S:activeTag=burnTimeRemaining
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: createaddition:liquid_blaze_burner:*]
S:id=createaddition:liquid_blaze_burner:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
createaddition:liquid_blaze_burner:*
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: #hardcoded_speed_check]
S:activeTag=#hardcoded_speed_check
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: createdieselgenerators:diesel_engine:*]
S:id=createdieselgenerators:diesel_engine:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: #hardcoded_speed_check]
S:activeTag=#hardcoded_speed_check
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: createdieselgenerators:diesel_engine:[silenced=true]]
S:id=createdieselgenerators:diesel_engine:[silenced=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.1]
S:intensity=0.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 1.0]
S:scale=1.0
}

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# 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: #hardcoded_speed_check]
S:activeTag=#hardcoded_speed_check
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: createdieselgenerators:diesel_engine:[turbocharged=true]]
S:id=createdieselgenerators:diesel_engine:[turbocharged=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: #hardcoded_speed_check]
S:activeTag=#hardcoded_speed_check
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: createdieselgenerators:large_diesel_engine:*]
S:id=createdieselgenerators:large_diesel_engine:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: #hardcoded_speed_check]
S:activeTag=#hardcoded_speed_check
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: createdieselgenerators:large_diesel_engine:*]
S:id=createdieselgenerators:large_diesel_engine:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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: Timer]
S:activeTag=Timer
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: tfmg:blast_furnace_output:*]
S:id=tfmg:blast_furnace_output:*
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
tfmg:fireproof_bricks:*
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0x11232327]
S:color=0x11232327
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: crossroads:firebox:[active=true]]
S:id=crossroads:firebox:[active=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0xffffffff]
S:color=0xffffffff
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: divinerpg:coalstone_furnace:[lit=true]]
S:id=divinerpg:coalstone_furnace:[lit=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0x11a61900]
S:color=0x11a61900
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: divinerpg:demon_furnace:[lit=true]]
S:id=divinerpg:demon_furnace:[lit=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# 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:activeTag=
# 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: 0x11646a45]
S:color=0x11646a45
# 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).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: divinerpg:greenlight_furnace:[lit=true]]
S:id=divinerpg:greenlight_furnace:[lit=true]
# 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=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 18.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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