diff options
author | DrNuget <drnuget@outlook.com> | 2024-09-01 02:09:01 +0300 |
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committer | DrNuget <drnuget@outlook.com> | 2024-09-01 02:09:01 +0300 |
commit | a803b2a49c8419f4999629f989ba0649a4f57d4d (patch) | |
tree | 280b816ee6afc8cecd4855cc0b33424f198e6b96 /config/gregtech/gregtech.cfg | |
parent | 58b8c20b9aefe1bf1ec4c00b9f3217d770e8e525 (diff) |
modify gregtech configs
Diffstat (limited to 'config/gregtech/gregtech.cfg')
-rw-r--r-- | config/gregtech/gregtech.cfg | 793 |
1 files changed, 793 insertions, 0 deletions
diff --git a/config/gregtech/gregtech.cfg b/config/gregtech/gregtech.cfg new file mode 100644 index 0000000..7928d94 --- /dev/null +++ b/config/gregtech/gregtech.cfg @@ -0,0 +1,793 @@ +# Configuration file + +general { + + ########################################################################################################## + # client options + #--------------------------------------------------------------------------------------------------------# + # Config options for client-only features + ########################################################################################################## + + "client options" { + # Whether or not to enable Emissive Textures for Electric Blast Furnace Coils when the multiblock is working. + # Default: true + B:coilsActiveEmissiveTextures=true + + # The default color to overlay onto machines. + # 16777215 (0xFFFFFF in decimal) is no coloring (like GTCE). + # 13819135 (0xD2DCFF in decimal) is the classic blue from GT5 (default). + # Min: 0 + # Max: 16777215 + I:defaultPaintingColor=13819135 + + # The default color to overlay onto Machine (and other) UIs. + # 16777215 (0xFFFFFF) is no coloring (like GTCE). + # 13819135 (0xD2DCFF in decimal) is the classic blue from GT5 (default). + # Min: 0 + # Max: 16777215 + I:defaultUIColor=13819135 + + # Enable the fancy rendering for Super/Quantum Chests/Tanks. + # Default: true + B:enableFancyChestRender=true + + # Whether to hook depth texture. Has no effect on performance, but if there is a problem with rendering, try disabling it. + # Default: true + B:hookDepthTexture=true + + # Whether or not to enable Emissive Textures for GregTech Machines and multiblock parts. + # Default: true + B:machinesEmissiveTextures=true + + # Overrides the MC total playable sounds limit. MC's default is 28, which causes problems with many machine sounds at once + # If sounds are causing large amounts of lag, try lowering this. + # If sounds are not working at all, try setting this to the lowest value (28). + # Default: 512 + # Min: 28 + # Max: 2048 + I:maxNumSounds=512 + + # The color to use as a background for the Multiblock Preview JEI Page. + # Default: 13027014 (0xC6C6C6), which is JEI's background color. + # Min: 0 + # Max: 16777215 + I:multiblockPreviewColor=13027014 + + # The color to use for the text in the Multiblock Preview JEI Page. + # Default: 3355443 (0x333333), which is minecraft's dark gray color. + # Min: 0 + # Max: 16777215 + I:multiblockPreviewFontColor=3355443 + + # Prevent optical and laser cables from animating when active. + # Default: false + B:preventAnimatedCables=false + + # Prevent tooltips from blinking for better visibility + B:preventBlinkingTooltips=false + + # Resolution level for fragment shaders. + # Higher values increase quality (limited by the resolution of your screen) but are more GPU intensive. + # Default: 2 + # Min: 0.0 + # Max: 5.0 + D:resolution=2.0 + + # Terminal root path. + # Default: {.../config}/gregtech/terminal + S:terminalRootPath=gregtech/terminal + + # Whether or not sounds should be played when crafting with tools. + # Default: true + B:toolCraftingSounds=true + + # Whether or not sounds should be played when using tools outside of crafting. + # Default: true + B:toolUseSounds=true + + # Whether to use the Spray Can color in UIs when a machine is painted. + # Default: true + B:useSprayCanColorInUI=true + + "gui config" { + # The scrolling speed of widgets + # Default: 13 + # Min: 1 + # Max: 2147483647 + I:scrollSpeed=13 + + # If progress bars should move smoothly. + # False is incremental like the Minecraft furnace. + # Default: true + B:smoothProgressBars=true + } + + "armor hud location" { + # Sets HUD location + # 1 - left-upper corner + # 2 - right-upper corner + # 3 - left-bottom corner + # 4 - right-bottom corner + # Default: 1 + # Min: 1 + # Max: 4 + I:hudLocation=1 + + # Horizontal offset of HUD. + # Default: 0 + # Min: 0 + # Max: 100 + I:hudOffsetX=0 + + # Vertical offset of HUD. + # Default: 0 + # Min: 0 + # Max: 100 + I:hudOffsetY=0 + } + + ########################################################################################################## + # shader options + #--------------------------------------------------------------------------------------------------------# + # Config options for Shaders and Post-processing Effects + ########################################################################################################## + + "shader options" { + # Particle config option for the Assembly Line + B:assemblyLineParticles=true + + # The base brightness of the bloom. + # It is similar to strength + # This value should be smaller than highBrightnessThreshold. + # OUTPUT = BACKGROUND + BLOOM * strength * ({base} + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT))) + # Default: 0.1 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:baseBrightness=0.1 + + # Bloom Algorithm + # 0 - Simple Gaussian Blur Bloom (Fast) + # 1 - Unity Bloom + # 2 - Unreal Bloom + # Default: 2 + # Min: 0 + # Max: 2 + I:bloomStyle=2 + + # Whether or not to enable Emissive Textures with bloom effect. + # Default: true + B:emissiveTexturesBloom=true + + # The brightness after bloom should not exceed this value. It can be used to limit the brightness of highlights (e.g., daytime). + # OUTPUT = BACKGROUND + BLOOM * strength * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*({HT}-LT))) + # This value should be greater than lowBrightnessThreshold. + # Default: 0.5 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:highBrightnessThreshold=0.5 + + # The brightness after bloom should not smaller than this value. It can be used to limit the brightness of dusky parts (e.g., night/caves). + # OUTPUT = BACKGROUND + BLOOM * strength * (base + {LT} + (1 - BACKGROUND_BRIGHTNESS)*(HT-{LT}))) + # This value should be smaller than highBrightnessThreshold. + # Default: 0.2 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:lowBrightnessThreshold=0.2 + + # Mipmap Size. + # Higher values increase quality, but are slower to render. + # Default: 5 + # Min: 2 + # Max: 5 + I:nMips=5 + + # Blur Step (bloom range) + # Default: 1 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:step=1.0 + + # Bloom Strength + # OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT))) + # Default: 2 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:strength=1.5 + + # Whether to use shader programs. + # Default: true + B:useShader=true + + ########################################################################################################## + # fusion reactor + #--------------------------------------------------------------------------------------------------------# + # Bloom config options for the fusion reactor. + ########################################################################################################## + + "fusion reactor" { + # The base brightness of the bloom. + # It is similar to strength + # This value should be smaller than highBrightnessThreshold. + # OUTPUT = BACKGROUND + BLOOM * strength * ({base} + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT))) + # Default: 0.1 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:baseBrightness=0.0 + + # Bloom Algorithm + # 0 - Simple Gaussian Blur Bloom (Fast) + # 1 - Unity Bloom + # 2 - Unreal Bloom + # Default: 2 + # Min: 0 + # Max: 2 + I:bloomStyle=1 + + # The brightness after bloom should not exceed this value. It can be used to limit the brightness of highlights (e.g., daytime). + # OUTPUT = BACKGROUND + BLOOM * strength * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*({HT}-LT))) + # This value should be greater than lowBrightnessThreshold. + # Default: 0.5 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:highBrightnessThreshold=1.3 + + # The brightness after bloom should not smaller than this value. It can be used to limit the brightness of dusky parts (e.g., night/caves). + # OUTPUT = BACKGROUND + BLOOM * strength * (base + {LT} + (1 - BACKGROUND_BRIGHTNESS)*(HT-{LT}))) + # This value should be smaller than highBrightnessThreshold. + # Default: 0.2 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:lowBrightnessThreshold=0.3 + + # Bloom Strength + # OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT))) + # Default: 2 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:strength=1.5 + + # Whether to use shader programs. + # Default: true + B:useShader=true + } + + ########################################################################################################## + # heat effect + #--------------------------------------------------------------------------------------------------------# + # Bloom config options for the heat effect (cable burning). + ########################################################################################################## + + "heat effect" { + # The base brightness of the bloom. + # It is similar to strength + # This value should be smaller than highBrightnessThreshold. + # OUTPUT = BACKGROUND + BLOOM * strength * ({base} + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT))) + # Default: 0.1 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:baseBrightness=0.0 + + # Bloom Algorithm + # 0 - Simple Gaussian Blur Bloom (Fast) + # 1 - Unity Bloom + # 2 - Unreal Bloom + # Default: 2 + # Min: 0 + # Max: 2 + I:bloomStyle=2 + + # The brightness after bloom should not exceed this value. It can be used to limit the brightness of highlights (e.g., daytime). + # OUTPUT = BACKGROUND + BLOOM * strength * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*({HT}-LT))) + # This value should be greater than lowBrightnessThreshold. + # Default: 0.5 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:highBrightnessThreshold=1.4 + + # The brightness after bloom should not smaller than this value. It can be used to limit the brightness of dusky parts (e.g., night/caves). + # OUTPUT = BACKGROUND + BLOOM * strength * (base + {LT} + (1 - BACKGROUND_BRIGHTNESS)*(HT-{LT}))) + # This value should be smaller than highBrightnessThreshold. + # Default: 0.2 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:lowBrightnessThreshold=0.6 + + # Bloom Strength + # OUTPUT = BACKGROUND + BLOOM * {strength} * (base + LT + (1 - BACKGROUND_BRIGHTNESS)*(HT-LT))) + # Default: 2 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:strength=1.1 + + # Whether to use shader programs. + # Default: true + B:useShader=true + } + + } + + } + + ########################################################################################################## + # compatibility options + #--------------------------------------------------------------------------------------------------------# + # Config options for Mod Compatibility + ########################################################################################################## + + "compatibility options" { + # Whether to hide facades of all blocks in JEI and creative search menu. + # Default: true + B:hideFacadesInJEI=true + + # Whether to hide filled cells in JEI and creative search menu. + # Default: true + B:hideFilledCellsInJEI=true + + # Specifies priorities of mods in Ore Dictionary item registration. + # First ModID has highest priority, last has lowest. Unspecified ModIDs follow standard sorting, but always have lower priority than the last specified ModID. + # Default: ["minecraft", "gregtech"] + S:modPriorities < + minecraft + gregtech + > + + # Whether Gregtech should remove smelting recipes from the vanilla furnace for ingots requiring the Electric Blast Furnace. + # Default: true + B:removeSmeltingForEBFMetals=true + + ########################################################################################################## + # energy compat options + #--------------------------------------------------------------------------------------------------------# + # Config options regarding GTEU compatibility with AE2 + ########################################################################################################## + + "energy compat options" { + # Enable GTEU to FE (and vice versa) Converters. + # Default: false + B:enableFEConverters=true + + # GTEU to Forge Energy ratio for converting EU to FE. + # Affects native conversion and Converters. + # Default: 4 FE == 1 EU + # Min: 1 + # Max: 16 + I:euToFeRatio=1 + + # Forge Energy to GTEU ratio for converting FE to EU. + # Only affects converters. + # Default: 4 FE == 1 EU + # Min: 1 + # Max: 16 + I:feToEuRatio=1 + + # The energy consumption of ME Hatch/Bus. + # Default: 1.0AE/t + # Min: 0.0 + # Max: 10.0 + D:meHatchEnergyUsage=1.0 + + # Enable Native GTEU to Forge Energy (RF and alike) on GT Cables and Wires. + # This does not enable nor disable Converters. + # Default: true + B:nativeEUToFE=true + + # The interval between ME Hatch/Bus interact ME network. + # It may cause lag if the interval is too small. + # Default: 2 sec + # Min: 1 + # Max: 80 + I:updateIntervals=40 + } + + } + + ########################################################################################################## + # machine options + #--------------------------------------------------------------------------------------------------------# + # Config options for GT Machines, Pipes, Cables, and Electric Items + ########################################################################################################## + + "machine options" { + # Whether tick acceleration effects are allowed to affect GT machines. + # This does NOT apply to the World Accelerator, but to external effects like Time in a Bottle. + # Default: true + B:allowTickAcceleration=true + + # Additional Fluids to allow in GT Boilers in place of Water or Distilled Water. + # Useful for mods like TerraFirmaCraft with different Fluids for Water + # Default: none + S:boilerFluids < + > + + # The EU/t drain for each screen of the Central Monitor. + # Default: 8 + # Min: 0 + # Max: 2147483647 + I:centralMonitorEuCost=8 + + # Whether multiblocks should ignore all cleanroom requirements. + # This does nothing if B:enableCleanroom is false. + # Default: false + B:cleanMultiblocks=false + + # Whether machines explode in rainy weather or when placed next to certain terrain, such as fire or lava + # Default: false + B:doTerrainExplosion=false + + # Whether machines or boilers damage the terrain when they explode. + # Note machines and boilers always explode when overloaded with power or met with special conditions, regardless of this config. + # Default: true + B:doesExplosionDamagesTerrain=true + + # Whether to enable the cleanroom, required for various recipes. + # Default: true + B:enableCleanroom=true + + # Whether to enable High-Tier Solar Panels (IV-UV). They will not have recipes. + # Default: false + B:enableHighTierSolars=false + + # Whether to enable the Maintenance Hatch, required for Multiblocks. + # Default: true + B:enableMaintenance=true + + # Whether to enable Assembly Line research for recipes. + # Default: true + B:enableResearch=true + + # Whether to enable World Accelerators, which accelerate ticks for surrounding Tile Entities, Crops, etc. + # Default: true + B:enableWorldAccelerators=true + + # Energy use multiplier for electric items. + # Default: 100 + I:energyUsageMultiplier=100 + + # Whether to use GT6-style pipe and cable connections, meaning they will not auto-connect unless placed directly onto another pipe or cable. + # Default: true + B:gt6StylePipesCables=true + + # If High Tier (>UV-tier) GT content should be registered. + # Items and Machines enabled with this config will have missing recipes by default. + # This is intended for modpack developers only, and is not playable without custom tweaks or addons. + # Other mods can override this to true, regardless of the config file. + # Default: false + B:highTierContent=false + + # Minimum distance betweeb Long Distance Fluid Pipe Endpoints + # Default: 50 + I:ldFluidPipeMinDistance=50 + + # Minimum distance between Long Distance Item Pipe Endpoints + # Default: 50 + I:ldItemPipeMinDistance=50 + + # Whether to play machine sounds while machines are active. + # Default: true + B:machineSounds=true + + # Steam to EU multiplier for Steam Multiblocks. + # 1.0 means 1L Steam -> 1 EU. 0.5 means 2L Steam -> 1 EU. + # Default: 0.5 + D:multiblockSteamToEU=0.5 + + # Whether the Assembly Line should require the item inputs to be in order. + # Default: true + B:orderedAssembly=true + + # Whether the Assembly Line should require the fluid inputs to be in order. + # This does nothing if B:orderedAssembly is false. + # Default: false + B:orderedFluidAssembly=false + + # Blacklist of machines for the Processing Array. + # Add the unlocalized Recipe Map name to blacklist the machine. + # Default: All machines allowed + S:processingArrayBlacklist < + > + + # Whether insufficient energy supply should reset Machine recipe progress to zero. + # If true, progress will reset. + # If false, progress will decrease to zero with 2x speed + # Default: false + B:recipeProgressLowEnergy=false + + # Block to replace mined ores with in the miner and multiblock miner. + # Default: minecraft:cobblestone + S:replaceMinedBlocksWith=minecraft:cobblestone + + # Whether to require a Wrench, Wirecutter, or other GregTech tools to break machines, casings, wires, and more. + # Default: false + B:requireGTToolsForBlocks=false + + # Whether Steam Multiblocks should use Steel instead of Bronze. + # Default: false + B:steelSteamMultiblocks=false + + # List of TileEntities that the World Accelerator should not accelerate. + # GregTech TileEntities are always blocked. + # Entries must be in a fully qualified format. For example: appeng.tile.networking.TileController + # Default: none + S:worldAcceleratorBlacklist < + > + } + + ########################################################################################################## + # miscellaneous options + #--------------------------------------------------------------------------------------------------------# + # Config options for miscellaneous features + ########################################################################################################## + + "miscellaneous options" { + # Whether to enable more verbose logging. + # Default: false + B:debug=false + + # Chance with which flint and steel will create fire. + # Default: 50 + # Min: 0 + # Max: 100 + I:flintChanceToCreateFire=100 + + # Setting this to true makes GTCEu ignore error and invalid recipes that would otherwise cause crash. + # Default: true + B:ignoreErrorOrInvalidRecipes=true + + # Whether to enable a login message to players when they join the world. + # Default: true + B:loginMessage=true + + # Whether to give the terminal to new players on login + # Default: true + B:spawnTerminal=false + + # Whether to enable Special Event features (e.g. Christmas, etc). + # Default: true + B:specialEvents=true + } + + ########################################################################################################## + # recipe options + #--------------------------------------------------------------------------------------------------------# + # Config Options for GregTech and Vanilla Recipes + ########################################################################################################## + + "recipe options" { + # How many Multiblock Casings to make per craft. Either 1, 2, or 3. + # Default: 2 + # Min: 1 + # Max: 3 + I:casingsPerCraft=2 + + # Whether to disable the Vanilla Concrete from Powder with Water behavior, forcing the GT recipe. + # Default: false + B:disableConcreteInWorld=false + + # Whether to remove Block/Ingot compression and decompression in the Crafting Table. + # Default: false + B:disableManualCompression=false + + # Whether to make the Flint and Steel recipe require steel parts. + # Default: true. + B:flintAndSteelRequireSteel=false + + # Whether to generate Flawed and Chipped Gems for materials and recipes involving them. + # Useful for mods like TerraFirmaCraft. + # Default: false + B:generateLowQualityGems=false + + # Recipes for items like Iron Doors, Trapdoors, Anvil require Iron Plates, Rods, and more. + # Default: false + B:hardAdvancedIronRecipes=false + + # Whether to make coloring blocks like Concrete or Glass harder. + # Default: false + B:hardDyeRecipes=false + + # Whether to make Glass related recipes harder. Default: true + B:hardGlassRecipes=false + + # Recipes for Buckets, Cauldrons, Hoppers, and Iron Bars require Iron Plates, Rods, and more. + # Default: true + B:hardIronRecipes=false + + # Whether to make miscellaneous recipes harder. + # Default: false + B:hardMiscRecipes=false + + # Whether to make Redstone related recipes harder. + # Default: false + B:hardRedstoneRecipes=false + + # Whether to make Vanilla Tools and Armor recipes harder. + # Excludes Flint and Steel, and Buckets. + # Default: false + B:hardToolArmorRecipes=false + + # Whether to make Wood related recipes harder. + # Excludes sticks and planks. + # Default: false + B:hardWoodRecipes=false + + # Whether to make crafting recipes for Bricks, Nether Bricks, Firebricks, and Coke Bricks harder. + # Default: false + B:harderBrickRecipes=false + + # Whether to remove charcoal smelting recipes from the vanilla furnace. + # Default: true + B:harderCharcoalRecipe=false + + # Whether to nerf the output amounts of the first circuit in a set to 1 (from 2) and SoC to 2 (from 4). + # Default: false + B:harderCircuitRecipes=false + + # Whether to make the recipe for the EBF Controller harder. + # Default: false + B:harderEBFControllerRecipe=false + + # Change the recipe of Rods in the Lathe to 1 Rod and 2 Small Piles of Dust, instead of 2 Rods. + # Default: false + B:harderRods=false + + # Whether to nerf the Paper crafting recipe. + # Default: true + B:nerfPaperCrafting=false + + # Whether to nerf Wood crafting to 2 Planks from 1 Log, and 2 Sticks from 2 Planks. + # Default: false + B:nerfWoodCrafting=false + + # Whether to remove Vanilla Block Recipes from the Crafting Table. + # Default: false + B:removeVanillaBlockRecipes=false + } + + ########################################################################################################## + # tool and armor options + #--------------------------------------------------------------------------------------------------------# + # Config options for Tools and Armor + ########################################################################################################## + + "tool and armor options" { + # Random chance for electric tools to take actual damage + # Default: 10% + # Min: 0 + # Max: 100 + I:rngDamageElectricTools=10 + + # Advanced Electric Jetpack Voltage Tier. + # Default: 3 (HV) + # Min: 0 + # Max: 14 + I:voltageTierAdvImpeller=3 + + # Advanced NanoSuit Chestplate Voltage Tier. + # Default: 3 (HV) + # Min: 0 + # Max: 14 + I:voltageTierAdvNanoSuit=3 + + # Advanced QuarkTech Suit Chestplate Voltage Tier. + # Default: 5 (LuV) + # Min: 0 + # Max: 14 + I:voltageTierAdvQuarkTech=6 + + # Electric Impeller Jetpack Voltage Tier. + # Default: 2 (MV) + # Min: 0 + # Max: 14 + I:voltageTierImpeller=2 + + # NanoSuit Voltage Tier. Default: 3 (HV) + # Min: 0 + # Max: 14 + I:voltageTierNanoSuit=3 + + # NightVision Goggles Voltage Tier. Default: 1 (LV) + # Min: 0 + # Max: 14 + I:voltageTierNightVision=1 + + # QuarkTech Suit Voltage Tier. + # Default: 5 (IV) + # Min: 0 + # Max: 14 + I:voltageTierQuarkTech=5 + + "nanosaber options" { + # The EU/t consumption of the NanoSaber. + # Default: 64 + # Min: 1 + # Max: 512 + I:energyConsumption=64 + + # The base damage of the NanoSaber. + # Default: 5.0 + # Min: 0.0 + # Max: 100.0 + D:nanoSaberBaseDamage=5.0 + + # The additional damage added when the NanoSaber is powered. + # Default: 20.0 + # Min: 0.0 + # Max: 100.0 + D:nanoSaberDamageBoost=20.0 + + # Should Zombies spawn with charged, active NanoSabers on hard difficulty? + # Default: true + B:zombieSpawnWithSabers=true + } + + ########################################################################################################## + # armorhud + #--------------------------------------------------------------------------------------------------------# + # Armor HUD Location + ########################################################################################################## + + armorhud { + # Sets HUD location + # 1 - left-upper corner + # 2 - right-upper corner + # 3 - left-bottom corner + # 4 - right-bottom corner + I:hudLocation=1 + + # Horizontal offset of HUD [0 ~ 100) + I:hudOffsetX=0 + + # Vertical offset of HUD [0 ~ 100) + I:hudOffsetY=0 + } + + } + + ########################################################################################################## + # worldgen options + #--------------------------------------------------------------------------------------------------------# + # Config options for World Generation features + ########################################################################################################## + + "worldgen options" { + # Allow GregTech to add additional GregTech Items as loot in various structures. + # Default: true + B:addLoot=true + + # Specifies an additional random number of veins in a section. + # Default: 0 + I:additionalVeinsInSection=0 + + # Should all Stone Types drop unique Ore Item Blocks? + # Default: false (meaning only Stone, Netherrack, and Endstone + B:allUniqueStoneTypes=false + + # Whether to disable Rubber Tree world generation. + # Default: false + B:disableRubberTreeGeneration=false + + # Whether to disable Vanilla ore generation in world. + # Default: true + B:disableVanillaOres=true + + # Whether veins should be generated in the center of chunks. + # Default: true + B:generateVeinsInCenterOfChunk=true + + # Whether to increase number of rolls for dungeon chests. Increases dungeon loot drastically. + # Default: true + B:increaseDungeonLoot=true + + # Specifies the minimum number of veins in a section. + # Default: 1 + I:minVeinsInSection=1 + + # Multiplier for the chance to spawn a Rubber Tree on any given roll. Higher values make Rubber Trees more common. + # Default: 1.0 + # Min: 0.0 + # Max: 1.7976931348623157E308 + D:rubberTreeRateIncrease=1.0 + } + +} + + |