723 lines
24 KiB
INI
723 lines
24 KiB
INI
# Configuration file
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general {
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# Allows explosives to change time of day
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B:allow_day_night_switch=true
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# Whether or not the big explosions trigger block updates for all blocks.
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# Setting this to false leads to performance improvements, especially when dealing with a lot of water.
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B:blast_do_block_updates=false
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##########################################################################################################
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# condensed
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#--------------------------------------------------------------------------------------------------------#
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# Settings for condensed explosive
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##########################################################################################################
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condensed {
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# Damage to apply to entities
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# Min: 1
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# Max: 2147483647
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I:damage=10
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# Amount of energy to start the explosion. Higher values destroy more blocks but also increases lag. Values over 10 will start to see skipped blocks due vanilla's TNT logic.
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# Min: 1.0
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# Max: 1.7976931348623157E308
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D:energy_scale=6.0
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}
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##########################################################################################################
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# shrapnel
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#--------------------------------------------------------------------------------------------------------#
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# Settings for shrapnel explosive
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##########################################################################################################
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shrapnel {
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# Damage to apply to entities
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# Min: 0
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# Max: 2147483647
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I:damage=11
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# Amount of rotation in yaw and pitch to spawn fragments. total = fragments * fragments
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# Min: 1
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# Max: 2147483647
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I:fragments=30
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}
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##########################################################################################################
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# incendiary
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#--------------------------------------------------------------------------------------------------------#
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# Settings for incendiary explosive
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##########################################################################################################
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incendiary {
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# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
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# Min: 1.0
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# Max: 2.147483647E9
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D:scale=14.0
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}
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##########################################################################################################
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# debilitation
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#--------------------------------------------------------------------------------------------------------#
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# Settings for debilitation explosive
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##########################################################################################################
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debilitation {
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# Duration (ticks) of the gas cloud
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# Min: 1
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# Max: 2147483647
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I:duration=600
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# Size (meters) of the gas cloud
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# Min: 1
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# Max: 2147483647
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I:size=20
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}
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##########################################################################################################
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# chemical
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#--------------------------------------------------------------------------------------------------------#
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# Settings for chemical explosive
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##########################################################################################################
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chemical {
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# Duration (ticks) of the gas cloud
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# Min: 1
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# Max: 2147483647
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I:duration=600
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# Size (meters) of the gas cloud
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# Min: 1
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# Max: 2147483647
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I:size=20
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# Minimal damage to apply once toxicity starts
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:toxicity_min_damage=1.0
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# Scale to use for calculating damage once toxicity starts. Damage is applied every 5 ticks. damage = toxicity * scale
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:toxicity_scale=0.10000000149011612
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# Minimal toxicity built up on an entity before starting chemical damage. User gets 4 points per second (1 per 5 server ticks)
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# Min: 1
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# Max: 2147483647
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I:toxicity_start=20
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}
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##########################################################################################################
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# anvil
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#--------------------------------------------------------------------------------------------------------#
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# Settings for anvil explosive
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##########################################################################################################
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anvil {
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# Damage to apply to entities
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# Min: 0
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# Max: 2147483647
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I:damage=30
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# Amount of rotation in yaw and pitch to spawn fragments. total = fragments * fragments
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# Min: 1
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# Max: 2147483647
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I:fragments=25
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}
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##########################################################################################################
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# repulsive
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#--------------------------------------------------------------------------------------------------------#
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# Settings for repulsive explosive
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##########################################################################################################
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repulsive {
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# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
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# Min: 1.0
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# Max: 2.147483647E9
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D:scale=2.0
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}
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##########################################################################################################
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# attractive
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#--------------------------------------------------------------------------------------------------------#
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# Settings for attractive explosive
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##########################################################################################################
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attractive {
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# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
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# Min: 1.0
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# Max: 2.147483647E9
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D:scale=2.0
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}
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##########################################################################################################
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# fragmentation
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#--------------------------------------------------------------------------------------------------------#
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# Settings for fragmentation explosive
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##########################################################################################################
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fragmentation {
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# Damage to apply to entities
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# Min: 0
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# Max: 2147483647
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I:damage=11
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# Energy of TNT explosion triggered on impact
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:explosive_energy=1.5
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# Amount of rotation in yaw and pitch to spawn fragments. total = fragments * fragments
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# Min: 1
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# Max: 2147483647
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I:fragments=15
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}
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##########################################################################################################
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# contagious
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#--------------------------------------------------------------------------------------------------------#
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# Settings for contagious explosive
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##########################################################################################################
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contagious {
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# Duration (ticks) of the gas cloud
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# Min: 1
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# Max: 2147483647
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I:duration=600
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# Size (meters) of the gas cloud
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# Min: 1
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# Max: 2147483647
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I:size=20
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# Minimal damage to apply once toxicity starts
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:toxicity_min_damage=1.0
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# Scale to use for calculating damage once toxicity starts. Damage is applied every 5 ticks. damage = toxicity * scale
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:toxicity_scale=0.05000000074505806
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# Minimal toxicity built up on an entity before starting bio damage. User gets 4 points per second (1 per 5 server ticks)
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# Min: 1
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# Max: 2147483647
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I:toxicity_start=10
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}
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##########################################################################################################
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# sonic
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#--------------------------------------------------------------------------------------------------------#
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# Settings for sonic explosive
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##########################################################################################################
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sonic {
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# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
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# Min: 1.0
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# Max: 2.147483647E9
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D:scale=15.0
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}
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##########################################################################################################
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# breaching
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#--------------------------------------------------------------------------------------------------------#
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# Settings for breaching explosive
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##########################################################################################################
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breaching {
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# Damage to apply to entities
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# Min: 0
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# Max: 2147483647
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I:damage=13
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# How deep (meters) the breaching charge go before zeroing out energy left.
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# Min: 1
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# Max: 2147483647
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I:depth=7
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# Explosive energy to start each blast depth line.
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:energy=15376.0
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# Energy cost percentage for traveling through a block with no explosive resistance
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# Min: 0.0
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# Max: 1.0
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D:energy_cost_distance=0.3500000238418579
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# Scale factor to reduce starting energy for each block away from center. e = e_start - (e_start * (w + h) * scale)
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:energy_scale_distance=0.25
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# Distance (meters) from center to create edge of hole. Hole will be (s + 1 + s) width & height. So for a value of 1 this will make a 3x3 hole.
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# Min: 0
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# Max: 2147483647
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I:size=1
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}
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##########################################################################################################
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# thermobaric
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#--------------------------------------------------------------------------------------------------------#
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# Settings for thermobaric explosive
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##########################################################################################################
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thermobaric {
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# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
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# Min: 1.0
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# Max: 2.147483647E9
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D:scale=30.0
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}
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##########################################################################################################
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# nuclear
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#--------------------------------------------------------------------------------------------------------#
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# Settings for nuclear explosive
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##########################################################################################################
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nuclear {
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# Energy scale used for breaking blocks and doing entity damage
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# Min: 1.0
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# Max: 2.147483647E9
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D:energy=80.0
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# Multiplier to apply to energy before scaling blast damage to entities. Damage still scales by distance and other factors.
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# Min: 1.0
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# Max: 2.147483647E9
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D:entityDamageMultiplier=1000.0
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# Scale of the entity damage
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# Min: 1.0
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# Max: 2.147483647E9
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D:entityDamageScale=50.0
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# Scale of the entity mutation blast
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# Min: 1.0
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# Max: 2.147483647E9
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D:mutationScale=80.0
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# Scale of the block rot blast. Handles radioactive blocks and destroying plants
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# Min: 1.0
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# Max: 2.147483647E9
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D:rotScale=80.0
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# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
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# Min: 1.0
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# Max: 2.147483647E9
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D:scale=50.0
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radioactive_replacements {
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# Sets which block to use when replacing a block during a radiation event Docs: https://github.com/BuiltBrokenModding/ICBM-Classic/wiki/config-block-states
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S:list <
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>
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}
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}
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##########################################################################################################
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# emp
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#--------------------------------------------------------------------------------------------------------#
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# Settings for emp explosive
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##########################################################################################################
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emp {
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# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
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# Min: 1.0
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# Max: 2.147483647E9
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D:scale=50.0
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}
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##########################################################################################################
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# exothermic
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#--------------------------------------------------------------------------------------------------------#
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# Settings for exothermic explosive
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##########################################################################################################
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exothermic {
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# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
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# Min: 1.0
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# Max: 2.147483647E9
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D:scale=30.0
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}
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##########################################################################################################
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# endothermic
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#--------------------------------------------------------------------------------------------------------#
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# Settings for endothermic explosive
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##########################################################################################################
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endothermic {
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# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
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# Min: 1.0
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# Max: 2.147483647E9
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D:scale=30.0
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}
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##########################################################################################################
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# antigravitational
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#--------------------------------------------------------------------------------------------------------#
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# Settings for antigravitational explosive
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##########################################################################################################
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antigravitational {
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# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
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# Min: 1.0
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# Max: 2.147483647E9
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D:scale=30.0
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}
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##########################################################################################################
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# ender
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#--------------------------------------------------------------------------------------------------------#
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# Settings for ender explosive
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##########################################################################################################
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ender {
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# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
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# Min: 1.0
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# Max: 2.147483647E9
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D:scale=30.0
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}
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##########################################################################################################
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# antimatter
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#--------------------------------------------------------------------------------------------------------#
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# Settings for antimatter explosive
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##########################################################################################################
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antimatter {
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# Should antimatter ignore hardness checks for unbreakable blocks (bedrock, wards)
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B:break_unbreakable=true
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# Damage to apply to entities. Is applied at start and end of blast.
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# Min: 1.0
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# Max: 1.7976931348623157E308
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D:damage=2.147483648E9
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# Whether or not antimatter damages blocks/entities when detonating and killing redmatter
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B:damage_on_redmatter_kill=false
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# Size (meters) of the blast
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# Min: 1
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# Max: 2147483647
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I:size=55
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}
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##########################################################################################################
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# redmatter
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#--------------------------------------------------------------------------------------------------------#
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# Set for redmatter blast
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##########################################################################################################
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redmatter {
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B:REDMATTER_MOVEMENT=true
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# Damage to apply to entities being crushed by redmatter center
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:damage=2000.0
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# Set to true to enable audio for the redmatter
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B:redmatter_audio_enabled=true
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# Set to true to render redmatter with colored beams
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B:redmatter_colored_beams=true
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# Default spawning size for blocks/missiles/carts/etc
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D:redmatter_default_size=1.0
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# Chance for a flying block to spawn when destroying blocks
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D:redmatter_flying_block_spawn_chance=0.800000011920929
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# Max number of edits per tick for the redmatter
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I:redmatter_max_edits_per_tick=100
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# Largest size the redmatter can grow into before stopping.
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D:redmatter_max_size=70.0
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# Smallest size of the redmatter before it dies
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D:redmatter_min_size=0.25
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# Number of raytraces per tick for the redmatter at it's default size
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I:redmatter_raytrace_per_tick=500
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# Multiplier of size to generate a pull towards the center
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D:redmatter_scale_gravity=2.0
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# Multiplier of size to create an instant kill center
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D:redmatter_scale_kill_radius=0.07999999821186066
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# Multiplier of size to modify the render size
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D:redmatter_scale_rendering=0.05000000074505806
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# Set to true to enable flying blocks to spawn
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B:redmatter_spawn_flying_blocks=true
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# Multiplier on how much mass is kept after each starve tick. 1.0 equals no starving and 0.0 means instant death of the redmatter.
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# Min: 0.0
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# Max: 1.0
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D:redmatter_starve_multiplier=0.9900000095367432
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}
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##########################################################################################################
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# colorful
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#--------------------------------------------------------------------------------------------------------#
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# Set for colorful blast
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##########################################################################################################
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colorful {
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# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
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# Min: 1.0
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# Max: 2.147483647E9
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D:scale=10.0
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}
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##########################################################################################################
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# fuse_times
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#--------------------------------------------------------------------------------------------------------#
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# Set the time between ignition and explosion seperately for each bomb cart/explosive/grenade here.
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##########################################################################################################
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fuse_times {
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##########################################################################################################
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# bomb_carts
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#--------------------------------------------------------------------------------------------------------#
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# Set fuse times for bomb carts here. The times are written in ticks, where 20 ticks = 1 second.
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##########################################################################################################
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bomb_carts {
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# Min: 0
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# Max: 2147483647
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I:ANTIMATTER=300
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# Min: 0
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# Max: 2147483647
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I:ANTI_GRAVITATIONAL=100
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# Min: 0
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# Max: 2147483647
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I:ANVIL=100
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# Min: 0
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# Max: 2147483647
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I:ATTRACTIVE=120
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# Min: 0
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# Max: 2147483647
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I:BREACHING=0
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# Min: 0
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# Max: 2147483647
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I:CHEMICAL=100
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# Min: 0
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# Max: 2147483647
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I:CONDENSED=100
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# Min: 0
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# Max: 2147483647
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I:CONTAGIOUS=100
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# Min: 0
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# Max: 2147483647
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I:DEBILITATION=100
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# Min: 0
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# Max: 2147483647
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I:EMP=100
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# Min: 0
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# Max: 2147483647
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I:ENDER=100
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# Min: 0
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# Max: 2147483647
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I:ENDOTHERMIC=100
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# Min: 0
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# Max: 2147483647
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I:EXOTHERMIC=100
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# Min: 0
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# Max: 2147483647
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I:FRAGMENTATION=100
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# Min: 0
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# Max: 2147483647
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I:HYPERSONIC=100
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# Min: 0
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# Max: 2147483647
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I:INCENDIARY=100
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# Min: 0
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# Max: 2147483647
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I:NUCLEAR=100
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# Min: 0
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# Max: 2147483647
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I:REDMATTER=100
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# Min: 0
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# Max: 2147483647
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I:REPULSIVE=120
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# Min: 0
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# Max: 2147483647
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I:SHRAPNEL=100
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# Min: 0
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# Max: 2147483647
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I:SONIC=100
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# Min: 0
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# Max: 2147483647
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I:THERMOBARIC=100
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}
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##########################################################################################################
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# explosives
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#--------------------------------------------------------------------------------------------------------#
|
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# Set fuse times for explosives (the block) here. The times are written in ticks, where 20 ticks = 1 second.
|
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##########################################################################################################
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|
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explosives {
|
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# Min: 0
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# Max: 2147483647
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I:ANTIMATTER=300
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|
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# Min: 0
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# Max: 2147483647
|
|
I:ANTI_GRAVITATIONAL=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:ANVIL=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:ATTRACTIVE=120
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:BREACHING=0
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:CHEMICAL=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:CONDENSED=0
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:CONTAGIOUS=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:DEBILITATION=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:EMP=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:ENDER=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:ENDOTHERMIC=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:EXOTHERMIC=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:FRAGMENTATION=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:HYPERSONIC=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:INCENDIARY=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:NUCLEAR=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:REDMATTER=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:REPULSIVE=120
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:SHRAPNEL=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:SONIC=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:THERMOBARIC=100
|
|
}
|
|
|
|
##########################################################################################################
|
|
# grenades
|
|
#--------------------------------------------------------------------------------------------------------#
|
|
# Set fuse times for grenades here. The times are written in ticks, where 20 ticks = 1 second.
|
|
##########################################################################################################
|
|
|
|
grenades {
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:ANVIL=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:ATTRACTIVE=120
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:CHEMICAL=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:CONVENTIONAL=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:DEBILITATION=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:INCENDIARY=100
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:REPULSIVE=120
|
|
|
|
# Min: 0
|
|
# Max: 2147483647
|
|
I:SHRAPNEL=100
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|