# 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 } }