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authorDrNuget <drnuget@outlook.com>2024-09-01 02:09:01 +0300
committerDrNuget <drnuget@outlook.com>2024-09-01 02:09:01 +0300
commita803b2a49c8419f4999629f989ba0649a4f57d4d (patch)
tree280b816ee6afc8cecd4855cc0b33424f198e6b96 /config/gregtech/gregtech.cfg
parent58b8c20b9aefe1bf1ec4c00b9f3217d770e8e525 (diff)
modify gregtech configs
Diffstat (limited to 'config/gregtech/gregtech.cfg')
-rw-r--r--config/gregtech/gregtech.cfg793
1 files changed, 793 insertions, 0 deletions
diff --git a/config/gregtech/gregtech.cfg b/config/gregtech/gregtech.cfg
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+# 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
+ }
+
+}
+
+