SKS-MC-Intermission/.minecraft/config/forestry/common.cfg

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# Configuration file
~CONFIG_VERSION: 1.3.0
crafting {
# Enables the crafting recipe for bronze. [default: true]
B:bronze=true
stamps {
# Disables the crafting recipe for certain stamps. [default: [20n, 50n, 100n]] [valid: [1n, 2n, 5n, 10n, 20n, 50n, 100n]]
S:disabled <
20n
50n
100n
>
# Enables the crafting recipe for stamps. Disable to use stamps as a currency. [default: true]
B:enabled=true
}
}
debug {
# Enable Debug mode (only useful to developers). [default: false]
B:enabled=false
}
difficulty {
# Set to your preferred game mode. Mismatch with the server may cause visual glitches with recipes. [default: EASY] [valid: [EASY, NORMAL, HARD, OP]]
S:game.mode=EASY
# Forces recreation of the game mode definitions in config/forestry/gamemodes. [default: false]
B:recreate.definitions=false
}
genetics {
# Energy use of Analyzer Block per work cycle. [range: 0 ~ 100000, default: 20320]
I:analyzerblock.energy.use=20320
# Allow bees to pollinate vanilla tree leaves. When disabled, vanilla trees must be analyzed before they can be pollinated. [default: true]
B:pollinate.vanilla.trees=true
research {
boost {
# The maximum percentage boost that can be applied by researching a mutation in the Escritoire. [range: 0.0 ~ 100.0, default: 5.0]
S:max.percent=5.0
# Multiplies the chance of a mutation when it has been discovered in the Escritoire. [range: 1.0 ~ 1000.0, default: 1.5]
S:multiplier=1.5
}
}
}
machines {
# List of enabled machines. Note that some things may be impossible to do if you change this! [default: [still, fabricator, centrifuge, bottler, fermenter, rainmaker, carpenter, moistener, raintank, squeezer]] [valid: [still, fabricator, centrifuge, bottler, fermenter, rainmaker, carpenter, moistener, raintank, squeezer]]
S:enabled <
still
fabricator
centrifuge
bottler
fermenter
rainmaker
carpenter
moistener
raintank
squeezer
>
}
performance {
# Enable backpack resupply. You may want to set this to false on busy servers. [default: true]
B:backpacks.resupply=true
B:particleFX=true
}
power {
types {
# Enable MJ power support. [default: true]
B:mj=true
# Enable Redstone Flux power support. [default: true]
B:rf=true
# Enable Tesla power support. [default: true]
B:tesla=true
}
display {
# The format power will be displayed in in engine/machine interfaces. [default: RF] [valid: [RF, FE, MJ, TESLA]]
S:mode=RF
}
}
structures {
# List specific structures to disable them. [default: []] [valid: [alveary3x3, farm3x3, farm3x4, farm3x5, farm4x4, farm5x5]]
S:disabled <
>
}
tweaks {
humus {
# Set how many stages humus has before it turns into sand. [range: 1 ~ 10, default: 3]
I:degradeDelimiter=3
}
gui {
mail {
alert {
B:enabled=true
S:xPosition=LEFT
S:yPosition=TOP
}
}
tabs {
B:energy=true
B:hints=true
I:speed=8
}
}
farms {
# Enables farm support for Extra Utilities Ender-lily seeds. [default: true]
B:enderlily=true
# Sets the multiplier of the multifarm and the cultivation farms. All cultivation farms alway use the double amount of fertilizer. [range: 0.1 ~ 5.0, default: 1.0]
S:fertilizer=1.0
# Enables farm support for Magical Crops. [default: true]
B:magicalcrops=true
# Enables farm support for Extra Utilities Red Orchid. [default: true]
B:redorchid=true
# Sets the size multiplier of the farmland. [range: 1 ~ 3, default: 2]
I:size=2
# Makes farms use a square layout instead of a diamond one. [default: false]
B:square=false
}
cultivation {
# Sets the size of the farmland that is used by all cultivation farms. [range: 1 ~ 15, default: 4]
I:extend=4
# Makes cultivation farms use a ring layout like the layout of the old farms. The farmland size of the ring layout is always one block smaller. [default: true]
B:ring=true
# Sets the size of the inner ring of the ring layout. [range: 1 ~ 8, default: 4]
I:ring_size=4
}
capsule {
# Enables the function that cans and capsules can pick up fluids from the world. [default: false]
B:capsulePickup=false
# Capsules are no longer consumed after being emptied. [default: false]
B:capsuleReuseable=false
}
habitatformer {
# for.config.tweaks.habitatformer.range.comment [range: 1 ~ 100, default: 10]
I:range=10
area {
# for.config.tweaks.habitatformer.area.resources.comment [range: 0.0 ~ 5.0, default: 0.5]
S:resources=0.5
# for.config.tweaks.habitatformer.area.speed.comment [range: 0.0 ~ 5.0, default: 0.5]
S:speed=0.5
}
}
charcoal {
# The base amount that the wood pile will drop if the wall blocks are no registered pile waal blocks. [range: 0 ~ 63, default: 8]
I:amount.base=8
# Sets the amount of blocks that the wood pile will check if it is a valid charcoal pile wall block. [range: 1 ~ 32, default: 16]
I:check.range=16
}
book {
# Players who enter the world for the first time get a Forester's Manual. [default: true]
B:spawn=true
}
}
world {
generate {
# Generates Forestry villagers and their houses. [default: true]
B:villagers=true
retrogen {
# Creates Forestry world generation in all chunks, even if they were generated there before. [default: false]
B:forced=false
# Creates Forestry world generation in chunks that were created before the mod was added. [default: false]
B:normal=false
}
beehives {
# Sets how many beehives spawn in the world. [range: 0.0 ~ 10.0, default: 1.0]
S:amount=1.0
# Force Forestry to generate a beehive at every possible location. (This will break your world. Only useful to developers) [default: false]
B:debug=false
I:dimBlacklist <
>
I:dimWhitelist <
>
##########################################################################################################
# blacklist
#--------------------------------------------------------------------------------------------------------#
# Disables the generation of a specific hive in a specific biome or in a biome with a specific biome
# type. Just add the registry name of the biome or the name of the biome type to the property of the
# hive. Every biome type / registry name has to be in a seperate line. The global type can be used to
# blacklist a biome from all hive generation.
##########################################################################################################
blacklist {
S:desert <
>
S:end <
>
S:forest <
>
S:global <
>
S:jungle <
>
S:meadows <
>
S:snow <
>
S:swamp <
>
S:swarm <
>
}
}
ore {
# Generates apatite ore blocks in the world. [default: true]
B:apatite=true
# Generates copper ore blocks in the world. [default: true]
B:copper=true
I:dimBlacklist <
>
I:dimWhitelist <
>
# Generates tin ore blocks in the world. [default: true]
B:tin=true
}
}
}