324 lines
8.4 KiB
INI
324 lines
8.4 KiB
INI
# Configuration file
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client {
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# Render the layout as colors
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B:simpleLayout=false
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}
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factory {
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# Allow the shard based recipe to be used for factory block creation
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B:allowShardRecipe=true
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# Allow the factory to generate XP shards
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B:allowXpGeneration=true
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# Default XP to generate for a killed mob
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I:deathXp=1
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# Default tier to assign mobs to
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I:factoryTier=-1
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# Default number of mobs to kill to program the ender shard
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I:killCount=1
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# Function to apply to generate the power cost when more than one mob spawned. (0-linear), (1-powers of 2), (2-powers of 3)
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I:massFx=0
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# Default number of mobs to spawn
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I:numMobs=1
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# Percentage drop rate of Tier II shard
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I:r2ShardDrop=15
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# Percentage drop rate of Tier III shard
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I:r3ShardDrop=8
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# Percentage drop rate of Tier IV shard
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I:r4ShardDrop=5
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# Default number of ticks to spawn a mob
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I:spawnTicks=320
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# Default units for spawning a mob
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I:spawnUnits=1
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# Maximum units for a Tier I factory
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I:t1UnitsMax=20
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# Maximum units for a Tier II factory
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I:t2UnitsMax=40
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# Maximum units for a Tier III factory
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I:t3UnitsMax=60
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# Maximum units for a Tier IV factory
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I:t4CostMax=65535
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}
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factorymoduspport {
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# Pass the IMC recipe additions to EnderIO
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B:EnderIOIMC=true
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# Allow the factory to support BloodMagic Ritual Of The Cloned Soul
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B:allowBmCrystal=true
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# Allow the factory to support BloodMagic Ritual Of The Mechanical Altar
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B:allowBmLeAltar=true
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# Allow the factory to support BloodMagic Ritual Of The Sanguine Urn
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B:allowBmLeTank=true
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# Allow the factory to support EvilCraft Blood Generation
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B:allowEcBlood=true
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}
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factorypower {
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# Power cost per spawn unit
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I:powerPerSpawnUnit=1
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# Factory needs at least the power per tick or power is consumed and thrown away
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B:strictPower=false
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# Maximum power stored in a Tier I cell
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I:t1PowerMax=100000
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# Receive power limit for a Tier I cell
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I:t1PowerRxTick=1000
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# Default power cost per tick of a Tier I factory
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I:t1PowerTick=80
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# Maximum power stored in a Tier II cell
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I:t2PowerMax=1000000
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# Receive power limit for a Tier II cell
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I:t2PowerRxTick=10000
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# Default power cost per tick of a Tier II factory
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I:t2PowerTick=160
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# Maximum power stored in a Tier III cell
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I:t3PowerMax=10000000
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# Receive power limit for a Tier III cell
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I:t3PowerRxTick=2147483647
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# Default power cost per tick of a Tier III factory
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I:t3PowerTick=240
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# Default power cost per tick of a Tier IV factory
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I:t4PowerTick=320
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# Limit the power requirements of Tier I to be 1 RF/tick
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B:tier1lowpower=false
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# Limit the power requirements of Tier II to be 1 RF/tick
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B:tier2lowpower=false
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# Limit the power requirements of Tier III to be 1 RF/tick
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B:tier3lowpower=false
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# Limit the power requirements of Tier IV to be 1 RF/tick
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B:tier4lowpower=false
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}
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general {
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# Add vanilla recipes to duplicate most anvil ones
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B:allowAnvilVanillaCrafting=false
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# Percentage chance of headhunter I enchant dropping a skull
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I:headhunter1DropChance=30
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# Percentage chance of headhunter II enchant dropping a skull
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I:headhunter2DropChance=50
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# Percentage chance of headhunter III enchant dropping a skull
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I:headhunter3DropChance=80
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# Number of ticks between fake kills
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I:learnTicks=20
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# Number of mobs to kill to learn from - higher is more accurate
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I:sampleSize=500
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# Dimension id of Tartarus
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I:tartarusId=418
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}
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upgrades {
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# Percentage of mob health given to the BloodMagic Crystal I upgrade
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I:bmCrystal1Param=25
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# Default power cost per tick of a BloodMagic Crystal I upgrade
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I:bmCrystal1PowerTick=80
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# Percentage of mob health given to the BloodMagic Crystal II upgrade
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I:bmCrystal2Param=60
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# Default power cost per tick of a BloodMagic Crystal II upgrade
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I:bmCrystal2PowerTick=160
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# Percentage of mob health given to the BloodMagic Crystal III upgrade
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I:bmCrystal3Param=100
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# Default power cost per tick of a BloodMagic Crystal III upgrade
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I:bmCrystal3PowerTick=240
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# Percentage of sacrifice amount for a BloodMagic LifeEssence Altar I upgrade
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I:bmLeAltar1Param=50
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# Default power cost per tick of a BloodMagic LifeEssence Altar I upgrade
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I:bmLeAltar1PowerTick=80
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# Percentage of sacrifice amount for a BloodMagic LifeEssence Altar II upgrade
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I:bmLeAltar2Param=75
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# Default power cost per tick of a BloodMagic LifeEssence Altar II upgrade
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I:bmLeAltar2PowerTick=160
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# Percentage of sacrifice amount for a BloodMagic LifeEssence Altar III upgrade
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I:bmLeAltar3Param=100
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# Default power cost per tick of a BloodMagic LifeEssence Altar III upgrade
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I:bmLeAltar3PowerTick=240
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# Number of sacrifice runes for a BloodMagic LifeEssence Tank III upgrade
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I:bmLeTank13Param=24
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# Number of sacrifice runes for a BloodMagic LifeEssence Tank I upgrade
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I:bmLeTank1Param=4
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# Default power cost per tick of a BloodMagic LifeEssence Tank III upgrade
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I:bmLeTank1PowerTick=80
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# Number of sacrifice runes for a BloodMagic LifeEssence Tank II upgrade
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I:bmLeTank2Param=16
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# Default chance to generate a skull for Decapitate I upgrade
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I:decap1Param=20
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# Default power cost per tick of a Decapitate I upgrade
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I:decap1PowerTick=80
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# Default chance to generate a skull for Decapitate II upgrade
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I:decap2Param=40
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# Default power cost per tick of a Decapitate II upgrade
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I:decap2PowerTick=160
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# Default chance to generate a skull for Decapitate III upgrade
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I:decap3Param=80
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# Default power cost per tick of a Decapitate III upgrade
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I:decap3PowerTick=240
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# mb per HP for the EvilCraft Blood Tank I upgrade
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I:ecBlood1Param=20
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# Default power cost per tick of a EvilCraft Blood Tank I upgrade
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I:ecBlood1PowerTick=80
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# mb per HP for the EvilCraft Blood Tank II upgrade
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I:ecBlood2Param=40
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# Default power cost per tick of a EvilCraft Blood Tank II upgrade
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I:ecBlood2PowerTick=160
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# mb per HP for the EvilCraft Blood Tank III upgrade
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I:ecBlood3Param=60
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# Default power cost per tick of a EvilCraft Blood Tank III upgrade
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I:ecBlood3PowerTick=240
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# Percentage of power saved for a Efficiency I upgrade
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I:eff1Param=15
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# Default power cost per tick of a Efficiency I upgrade
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I:eff1PowerTick=1
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# Percentage of power saved for a Efficiency II upgrade
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I:eff2Param=25
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# Default power cost per tick of a Efficiency II upgrade
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I:eff2PowerTick=2
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# Percentage of power saved for a Efficiency III upgrade
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I:eff3Param=30
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# Default power cost per tick of a Efficiency III upgrade
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I:eff3PowerTick=4
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I:looting1Param=1
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# Default power cost per tick of a Looting I upgrade
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I:looting1PowerTick=80
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I:looting2Param=2
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# Default power cost per tick of a Looting II upgrade
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I:looting2PowerTick=160
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I:looting3Param=3
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# Default power cost per tick of a Looting III upgrade
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I:looting3PowerTick=240
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# Default number of mobs to spawn for Mass I upgrade
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I:mass1Param=2
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# Default power cost per tick of a Mass I upgrade
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I:mass1PowerTick=80
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# Default number of mobs to spawn for Mass II upgrade
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I:mass2Param=4
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# Default power cost per tick of a Mass II upgrade
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I:mass2PowerTick=160
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# Default number of mobs to spawn for Mass III upgrade
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I:mass3Param=6
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# Default power cost per tick of a Mass III upgrade
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I:mass3PowerTick=240
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# Percentage reduction in spawn time for Rate I upgrade
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I:rate1Param=20
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# Default power cost per tick of a Rate I upgrade
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I:rate1PowerTick=80
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# Percentage reduction in spawn time for Rate II upgrade
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I:rate2Param=50
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# Default power cost per tick of a Rate II upgrade
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I:rate2PowerTick=160
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# Percentage reduction in spawn time for Rate III upgrade
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I:rate3Param=75
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# Default power cost per tick of a Rate III upgrade
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I:rate3PowerTick=240
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# Percentage of XP generated for XP I upgrade
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I:xp1Param=100
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# Default power cost per tick of a XP I upgrade
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I:xp1PowerTick=80
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# Percentage of XP generated for XP II upgrade
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I:xp2Param=140
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# Default power cost per tick of a XP II upgrade
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I:xp2PowerTick=160
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# Percentage of XP generated for XP III upgrade
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I:xp3Param=180
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# Default power cost per tick of a XP III upgrade
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I:xp3PowerTick=240
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}
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