Clean slate
This commit is contained in:
20
config/icbmclassic/battery.cfg
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20
config/icbmclassic/battery.cfg
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@@ -0,0 +1,20 @@
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# Configuration file
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general {
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# Amount of energy the battery can store
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# Min: 1
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# Max: 2147483647
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I:battery_tier_1_capacity=100000
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# Transfer limit into the battery
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# Min: 1
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# Max: 2147483647
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I:battery_tier_1_input=10000
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# Transfer limit out of the battery
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# Min: 1
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# Max: 2147483647
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I:battery_tier_1_output=10000
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}
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722
config/icbmclassic/blast.cfg
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722
config/icbmclassic/blast.cfg
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@@ -0,0 +1,722 @@
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# 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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||||
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||||
exothermic {
|
||||
# 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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||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Settings for endothermic explosive
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||||
##########################################################################################################
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||||
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||||
endothermic {
|
||||
# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
|
||||
# Min: 1.0
|
||||
# Max: 2.147483647E9
|
||||
D:scale=30.0
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||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# antigravitational
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Settings for antigravitational explosive
|
||||
##########################################################################################################
|
||||
|
||||
antigravitational {
|
||||
# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
|
||||
# Min: 1.0
|
||||
# Max: 2.147483647E9
|
||||
D:scale=30.0
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# ender
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Settings for ender explosive
|
||||
##########################################################################################################
|
||||
|
||||
ender {
|
||||
# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
|
||||
# Min: 1.0
|
||||
# Max: 2.147483647E9
|
||||
D:scale=30.0
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# antimatter
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Settings for antimatter explosive
|
||||
##########################################################################################################
|
||||
|
||||
antimatter {
|
||||
# Should antimatter ignore hardness checks for unbreakable blocks (bedrock, wards)
|
||||
B:break_unbreakable=true
|
||||
|
||||
# Damage to apply to entities. Is applied at start and end of blast.
|
||||
# Min: 1.0
|
||||
# Max: 1.7976931348623157E308
|
||||
D:damage=2.147483648E9
|
||||
|
||||
# Whether or not antimatter damages blocks/entities when detonating and killing redmatter
|
||||
B:damage_on_redmatter_kill=false
|
||||
|
||||
# Size (meters) of the blast
|
||||
# Min: 1
|
||||
# Max: 2147483647
|
||||
I:size=55
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# redmatter
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Set for redmatter blast
|
||||
##########################################################################################################
|
||||
|
||||
redmatter {
|
||||
B:REDMATTER_MOVEMENT=true
|
||||
|
||||
# Damage to apply to entities being crushed by redmatter center
|
||||
# Min: 0.0
|
||||
# Max: 1.7976931348623157E308
|
||||
D:damage=2000.0
|
||||
|
||||
# Set to true to enable audio for the redmatter
|
||||
B:redmatter_audio_enabled=true
|
||||
|
||||
# Set to true to render redmatter with colored beams
|
||||
B:redmatter_colored_beams=true
|
||||
|
||||
# Default spawning size for blocks/missiles/carts/etc
|
||||
D:redmatter_default_size=1.0
|
||||
|
||||
# Chance for a flying block to spawn when destroying blocks
|
||||
D:redmatter_flying_block_spawn_chance=0.800000011920929
|
||||
|
||||
# Max number of edits per tick for the redmatter
|
||||
I:redmatter_max_edits_per_tick=100
|
||||
|
||||
# Largest size the redmatter can grow into before stopping.
|
||||
D:redmatter_max_size=70.0
|
||||
|
||||
# Smallest size of the redmatter before it dies
|
||||
D:redmatter_min_size=0.25
|
||||
|
||||
# Number of raytraces per tick for the redmatter at it's default size
|
||||
I:redmatter_raytrace_per_tick=500
|
||||
|
||||
# Multiplier of size to generate a pull towards the center
|
||||
D:redmatter_scale_gravity=2.0
|
||||
|
||||
# Multiplier of size to create an instant kill center
|
||||
D:redmatter_scale_kill_radius=0.07999999821186066
|
||||
|
||||
# Multiplier of size to modify the render size
|
||||
D:redmatter_scale_rendering=0.05000000074505806
|
||||
|
||||
# Set to true to enable flying blocks to spawn
|
||||
B:redmatter_spawn_flying_blocks=true
|
||||
|
||||
# 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.
|
||||
# Min: 0.0
|
||||
# Max: 1.0
|
||||
D:redmatter_starve_multiplier=0.9900000095367432
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# colorful
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Set for colorful blast
|
||||
##########################################################################################################
|
||||
|
||||
colorful {
|
||||
# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
|
||||
# Min: 1.0
|
||||
# Max: 2.147483647E9
|
||||
D:scale=10.0
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# fuse_times
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Set the time between ignition and explosion seperately for each bomb cart/explosive/grenade here.
|
||||
##########################################################################################################
|
||||
|
||||
fuse_times {
|
||||
|
||||
##########################################################################################################
|
||||
# bomb_carts
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Set fuse times for bomb carts here. The times are written in ticks, where 20 ticks = 1 second.
|
||||
##########################################################################################################
|
||||
|
||||
bomb_carts {
|
||||
# Min: 0
|
||||
# Max: 2147483647
|
||||
I:ANTIMATTER=300
|
||||
|
||||
# Min: 0
|
||||
# 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=100
|
||||
|
||||
# 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
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# explosives
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Set fuse times for explosives (the block) here. The times are written in ticks, where 20 ticks = 1 second.
|
||||
##########################################################################################################
|
||||
|
||||
explosives {
|
||||
# Min: 0
|
||||
# Max: 2147483647
|
||||
I:ANTIMATTER=300
|
||||
|
||||
# Min: 0
|
||||
# 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
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
11
config/icbmclassic/client.cfg
Normal file
11
config/icbmclassic/client.cfg
Normal file
@@ -0,0 +1,11 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
# Enables engine smoke effect for missiles
|
||||
B:missile_engine_smoke=true
|
||||
|
||||
# Enables smoke effect for launched missiles
|
||||
B:missile_launch_smoke=true
|
||||
}
|
||||
|
||||
|
||||
20
config/icbmclassic/debug.cfg
Normal file
20
config/icbmclassic/debug.cfg
Normal file
@@ -0,0 +1,20 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
# Enables extra console output to check the state of the explosive logic.
|
||||
B:debug_explosives=false
|
||||
|
||||
# When enabled, all missile launches are logged, including target and origin coordinates.
|
||||
B:debug_missile_launches=false
|
||||
|
||||
# When enabled, missile logic will be logged, including flight steps and target changes.
|
||||
B:debug_missile_logic=false
|
||||
|
||||
# When enabled, additional debug output is written to the console regarding the missile tracker.
|
||||
B:debug_missile_tracker=false
|
||||
|
||||
# Enables extra console output to check the state of the explosive threads.
|
||||
B:debug_threads=false
|
||||
}
|
||||
|
||||
|
||||
72
config/icbmclassic/emp.cfg
Normal file
72
config/icbmclassic/emp.cfg
Normal file
@@ -0,0 +1,72 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
# Should a lighting effect be applied to the creeper to super charge it due to EMP effect?
|
||||
B:allow_creeper_charging=true
|
||||
|
||||
# Should EMP effect drain energy entities that do not support EMP effect directly?
|
||||
B:allow_draining_energy_entity=true
|
||||
|
||||
# Should EMP effect drain energy items that do not support EMP effect directly?
|
||||
B:allow_draining_energy_items=true
|
||||
|
||||
# Should EMP effect drain energy tiles that do not support EMP effect directly?
|
||||
B:allow_draining_energy_tiles=true
|
||||
|
||||
# Should EMP effect run on entities?
|
||||
B:allow_entities=true
|
||||
|
||||
# Should EMP effect run on entity inventories? (Eg. Player, Cart)
|
||||
B:allow_entity_inventory=true
|
||||
|
||||
# Should EMP effect run on items dropped on the ground?
|
||||
B:allow_ground_items=true
|
||||
|
||||
# Should EMP effect run on item inventories? (Eg. Bag, Backpack)
|
||||
B:allow_item_inventory=true
|
||||
|
||||
# Should EMP effect run on block/tile inventories? (Eg. Chest, Hopper, Machine)
|
||||
B:allow_tile_inventory=true
|
||||
|
||||
# Should EMP effect run on blocks and tiles?
|
||||
B:allow_tiles=true
|
||||
|
||||
##########################################################################################################
|
||||
# missiles
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# EMP Settings for missiles
|
||||
##########################################################################################################
|
||||
|
||||
missiles {
|
||||
# Should EMP work on missiles
|
||||
B:enabled=true
|
||||
|
||||
# Chance that when the missile is killed the fuel will detonate, random <= chance
|
||||
# Min: 0.0
|
||||
# Max: 1.0
|
||||
D:engine_fuel_blow_chance=1.0
|
||||
|
||||
# Power of the explosion from the fuel
|
||||
# Min: 0.1
|
||||
# Max: 1.7976931348623157E308
|
||||
D:engine_fuel_blow_strength=1.0
|
||||
|
||||
# Chance the engine will be disabled, random <= chance
|
||||
# Min: 0.0
|
||||
# Max: 1.0
|
||||
D:engine_kill_chance=0.800000011920929
|
||||
|
||||
# Chance the missile will be destroyed, random <= chance
|
||||
# Min: 0.0
|
||||
# Max: 1.0
|
||||
D:missile_kill_chance=0.5
|
||||
|
||||
# Chance the missile explosive will be triggered, random <= chance
|
||||
# Min: 0.0
|
||||
# Max: 1.0
|
||||
D:missile_trigger_chance=0.10000000149011612
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
26
config/icbmclassic/emp_tower.cfg
Normal file
26
config/icbmclassic/emp_tower.cfg
Normal file
@@ -0,0 +1,26 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
# Max user configurable range of base emp tower (meters)
|
||||
I:base_max_range=150
|
||||
|
||||
# Input energy limit (FE, ForgeEnergy) per energy received action (can receive several actions per tick).
|
||||
I:energy_receive_limit=10000
|
||||
|
||||
# Scaling energy cost (FE, ForgeEnergy) to keep the emp tower charged. Math: range * cost
|
||||
I:energy_upkeep=10
|
||||
|
||||
# Ticks (20 ticks a second) of energy to store to cover ticking cost
|
||||
I:energy_upkeep_capacity=100
|
||||
|
||||
# Bonus max range (meters) given for each extender added above the base
|
||||
I:extender_range_bonus=20
|
||||
|
||||
# Time in ticks (20 ticks a second) to wait before recharging, after firing.
|
||||
I:firing_cooling_ticks=200
|
||||
|
||||
# Scaling energy cost (FE, ForgeEnergy) per meter^2 covered. Math: (range * range) * cost
|
||||
I:firing_cost_area=100
|
||||
}
|
||||
|
||||
|
||||
29
config/icbmclassic/explosive_reg.json
Normal file
29
config/icbmclassic/explosive_reg.json
Normal file
@@ -0,0 +1,29 @@
|
||||
{
|
||||
"icbmclassic:anvil": 5,
|
||||
"icbmclassic:incendiary": 2,
|
||||
"icbmclassic:redmatter": 23,
|
||||
"icbmclassic:fragmentation": 8,
|
||||
"icbmclassic:breaching": 11,
|
||||
"icbmclassic:thermobaric": 13,
|
||||
"icbmclassic:ender": 20,
|
||||
"icbmclassic:emp": 16,
|
||||
"icbmclassic:mutation": 26,
|
||||
"icbmclassic:colors": 12,
|
||||
"icbmclassic:debilitation": 3,
|
||||
"icbmclassic:chemical": 4,
|
||||
"icbmclassic:smoke": 14,
|
||||
"icbmclassic:repulsive": 6,
|
||||
"icbmclassic:attractive": 7,
|
||||
"icbmclassic:sonic": 10,
|
||||
"icbmclassic:antimatter": 22,
|
||||
"icbmclassic:exothermic": 17,
|
||||
"icbmclassic:shrapnel": 1,
|
||||
"icbmclassic:missile": 24,
|
||||
"icbmclassic:endothermic": 18,
|
||||
"icbmclassic:contagious": 9,
|
||||
"icbmclassic:nuclear": 15,
|
||||
"icbmclassic:condensed": 0,
|
||||
"icbmclassic:antigravitational": 19,
|
||||
"icbmclassic:rot": 25,
|
||||
"icbmclassic:hypersonic": 21
|
||||
}
|
||||
22
config/icbmclassic/flying_blocks.cfg
Normal file
22
config/icbmclassic/flying_blocks.cfg
Normal file
@@ -0,0 +1,22 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
# Damage to apply, scaled by velocity
|
||||
D:damage_scale=2.0
|
||||
|
||||
# Enables flying blocks, set to false to prevent additional usage in blasts. Doesn't remove existing or prevent other mods from spawning more.
|
||||
B:enable=true
|
||||
|
||||
block_ban_allow {
|
||||
# Set to true to ban all blocks contained. False to use as allow list
|
||||
B:ban=true
|
||||
|
||||
# Block/BlastState names. Docs: https://github.com/BuiltBrokenModding/ICBM-Classic/wiki/config-block-states
|
||||
S:list <
|
||||
minecraft:fire
|
||||
>
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
20
config/icbmclassic/item.cfg
Normal file
20
config/icbmclassic/item.cfg
Normal file
@@ -0,0 +1,20 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
B:enable_battery=true
|
||||
B:enable_circuits=true
|
||||
|
||||
# Enables crafting items required to make most of the content. Only disable if other mods provide the resources or custom recipes are implemented.
|
||||
B:enable_crafting_items=true
|
||||
B:enable_ingots=true
|
||||
|
||||
# Enables finding crafting items inside of chests as loot. Use a loot table mod to change the drop rates.
|
||||
B:enable_loot_drops=true
|
||||
B:enable_plates=true
|
||||
|
||||
# Enables dropping sulfur from creepers and blazes. Use a loot table mod to change the drop rates.
|
||||
B:enable_sulfur_drops=true
|
||||
B:enable_wires=true
|
||||
}
|
||||
|
||||
|
||||
23
config/icbmclassic/launcher.cfg
Normal file
23
config/icbmclassic/launcher.cfg
Normal file
@@ -0,0 +1,23 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
# Range of silo launcher in blocks (meters)
|
||||
I:max_range=10000
|
||||
|
||||
# Inaccuracy offset to apply by default (meters)
|
||||
D:min_inaccuracy_range=2.0
|
||||
|
||||
# Size of the energy buffer
|
||||
I:power_capacity=1200
|
||||
|
||||
# Energy consumed per launcher
|
||||
I:power_per_launch=1200
|
||||
|
||||
# Inaccuracy offset to apply per launcher fired in the same circuit.
|
||||
D:scaled_inaccuracy_per_launcher=1.0
|
||||
|
||||
# Inaccuracy offset to apply based on range (meters) with max range being full value. In addition to min inaccuracy already applied.
|
||||
D:scaled_inaccuracy_range=10.0
|
||||
}
|
||||
|
||||
|
||||
65
config/icbmclassic/main.cfg
Normal file
65
config/icbmclassic/main.cfg
Normal file
@@ -0,0 +1,65 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
# Range of tier 1 launcher
|
||||
B:use_energy=true
|
||||
|
||||
##########################################################################################################
|
||||
# spike_blocks
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Config for spike blocks
|
||||
##########################################################################################################
|
||||
|
||||
spike_blocks {
|
||||
# Min: 1.0
|
||||
# Max: 2.147483647E9
|
||||
D:fire_spike_damage=1.0
|
||||
|
||||
# Min: 1.0
|
||||
# Max: 2.147483647E9
|
||||
D:normal_spike_damage=1.0
|
||||
|
||||
# Min: 1.0
|
||||
# Max: 2.147483647E9
|
||||
D:poison_spike_damage=1.0
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# protective_armor
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Settings for setting protection support on armor items
|
||||
##########################################################################################################
|
||||
|
||||
protective_armor {
|
||||
# Item/ItemStack to percentage protection between 0.0 to 1.0 'domain:resource=floating_point', ex: 'minecraft:iron_helmet=0.02'
|
||||
S:item_ratings <
|
||||
example:mask=0.95
|
||||
>
|
||||
|
||||
# Minimal percentage of protection required to start guarding from chemical attacks
|
||||
# Min: 0.0
|
||||
# Max: 1.0
|
||||
D:min_chemical_gas_protection=0.5
|
||||
|
||||
# Minimal percentage of protection required to start guarding from debilitation attacks
|
||||
# Min: 0.0
|
||||
# Max: 1.0
|
||||
D:min_debilitation_gas_protection=0.10000000149011612
|
||||
|
||||
# Minimal percentage of protection required to start guarding from radiation attacks
|
||||
# Min: 0.0
|
||||
# Max: 1.0
|
||||
D:min_radiation_protection=1.0
|
||||
|
||||
# Minimal percentage of protection required to start guarding from viral attacks
|
||||
# Min: 0.0
|
||||
# Max: 1.0
|
||||
D:min_viral_gas_protection=0.800000011920929
|
||||
|
||||
# Is head slot required to count as protection
|
||||
B:require_helmet=true
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
187
config/icbmclassic/missile.cfg
Normal file
187
config/icbmclassic/missile.cfg
Normal file
@@ -0,0 +1,187 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
# Distance, ignoring y, to allow flying in an arc towards target. Over distance will fly strait up for better performance.
|
||||
# Min: 0
|
||||
# Max: 2147483647
|
||||
I:arc_distance_limit=500
|
||||
|
||||
# Fuel (ticks) before a missile fired from a cruise launcher starts to fall out of the air
|
||||
# Min: 0
|
||||
# Max: 2147483647
|
||||
I:cruise_fuel=200
|
||||
|
||||
# Fuel (ticks) before a missile fired from a handheld launcher starts to fall out of the air
|
||||
# Min: 0
|
||||
# Max: 2147483647
|
||||
I:handheld_fuel=200
|
||||
|
||||
# Amount of damage a missile can take from any source before death
|
||||
# Min: 1
|
||||
# Max: 2147483647
|
||||
I:health_tier_1=50
|
||||
|
||||
# Amount of damage a missile can take from any source before death
|
||||
# Min: 1
|
||||
# Max: 2147483647
|
||||
I:health_tier_2=80
|
||||
|
||||
# Amount of damage a missile can take from any source before death
|
||||
# Min: 1
|
||||
# Max: 2147483647
|
||||
I:health_tier_3=100
|
||||
|
||||
# Amount of damage a missile can take from any source before death
|
||||
# Min: 1
|
||||
# Max: 2147483647
|
||||
I:health_tier_4=200
|
||||
|
||||
# Max amount of damage a missile can apply to a target on impact. Set to -1 to have no limit. Set to 0 to disable
|
||||
# Min: -1
|
||||
# Max: 2147483647
|
||||
I:impact_damage_limit=-1
|
||||
|
||||
# scale * velocity = damage. RPG fired missiles often impact with a velocity of 2
|
||||
# Min: 0.0
|
||||
# Max: 1.7976931348623157E308
|
||||
D:impact_damage_scale=20.0
|
||||
|
||||
# Height (y level) to spawn missiles when they enter the map
|
||||
# Min: 1
|
||||
# Max: 2147483647
|
||||
I:simulation_enter_height=450
|
||||
|
||||
# Speed (meters per tick) to spawn the missile
|
||||
# Min: 0.0
|
||||
# Max: 1.7976931348623157E308
|
||||
D:simulation_enter_speed=1.0
|
||||
|
||||
# Height (y level) to start simulating a missile when it travels above the map
|
||||
# Min: 1
|
||||
# Max: 2147483647
|
||||
I:simulation_exit_height=500
|
||||
|
||||
# Speed (meters per tick) limiter of the missile when fired directly without a target
|
||||
# Min: 1.0E-4
|
||||
# Max: 10.0
|
||||
D:speed_direct_fire=2.0
|
||||
|
||||
sam_missile {
|
||||
# Damage (hearts) to apply to the target on intercept
|
||||
# Min: 0.0
|
||||
# Max: 1.7976931348623157E308
|
||||
D:attack_damage=100.0
|
||||
|
||||
# Fuel (ticks) before a missile starts to fall out of the air
|
||||
# Min: 0
|
||||
# Max: 2147483647
|
||||
I:fuel=200
|
||||
|
||||
# Speed (meters per tick) limiter of the missile
|
||||
# Min: 1.0E-4
|
||||
# Max: 10.0
|
||||
D:speed=4.0
|
||||
|
||||
# Range (meters) to limit scanning for new targets. Higher values will cause lag if using AABB scanning. Set use_radar_only=true to disable AABB scanning.
|
||||
# Min: 1
|
||||
# Max: 2147483647
|
||||
I:target_range=30
|
||||
|
||||
# Forces seeker to only use radar data for better performance. See wiki for supported radar entities. Default is AABB scanning using world entity data.
|
||||
B:use_radar_only=false
|
||||
}
|
||||
|
||||
bomblet {
|
||||
# Hearts of damage before bomblet is destroyed
|
||||
# Min: 1
|
||||
# Max: 2147483647
|
||||
I:health=5
|
||||
|
||||
# Damage applied on direct impact, scaled by velocity
|
||||
# Min: 1.0
|
||||
# Max: 1.7976931348623157E308
|
||||
D:impact_damage=3.0
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# cluster
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# https://github.com/BuiltBrokenModding/ICBM-Classic/wiki/config-cluster
|
||||
##########################################################################################################
|
||||
|
||||
cluster {
|
||||
# Amount of damage a missile can take from any source before death
|
||||
# Min: 1.0E-4
|
||||
# Max: 10.0
|
||||
D:health=100.0
|
||||
|
||||
##########################################################################################################
|
||||
# item_ban_allow
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Items allowed for insertion into cluster missile as a projectile payload
|
||||
##########################################################################################################
|
||||
|
||||
item_ban_allow {
|
||||
# Set to true to ban all blocks contained. False to use as allow list
|
||||
B:ban=true
|
||||
|
||||
# Item/ItemStack names 'domain:resource=ignore' set 'ignore' to true to skip the entry during loading; ex: 'minecraft:stone' will be used while 'minecraft:fire=true' will be ignored
|
||||
S:list <
|
||||
minecraft:fire=true
|
||||
>
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# item_sizes
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Items volume size for insertion into cluster missiles
|
||||
##########################################################################################################
|
||||
|
||||
item_sizes {
|
||||
# Default volume to use for items if no configuration exists
|
||||
# Min: 1
|
||||
# Max: 2147483647
|
||||
I:default_size=1
|
||||
|
||||
# Item/ItemStack sizes 'domain:resource=whole_number', ex: 'minecraft:stone=4'
|
||||
S:list <
|
||||
minecraft:fire=999
|
||||
>
|
||||
|
||||
# Volume of the cluster missile, most items default to size of 1. Keep it small to avoid lag
|
||||
# Min: 1
|
||||
# Max: 2147483647
|
||||
I:max_size=200
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
##########################################################################################################
|
||||
# cargo_holder
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# https://github.com/BuiltBrokenModding/ICBM-Classic/wiki/Config-Cargo-Holders
|
||||
##########################################################################################################
|
||||
|
||||
cargo_holder {
|
||||
|
||||
##########################################################################################################
|
||||
# item_ban_allow
|
||||
#--------------------------------------------------------------------------------------------------------#
|
||||
# Items allowed for insertion into cluster missile as a projectile payload
|
||||
##########################################################################################################
|
||||
|
||||
item_ban_allow {
|
||||
# Set to true to ban all blocks contained. False to use as allow list
|
||||
B:ban=true
|
||||
|
||||
# Item/ItemStack names 'domain:resource=ignore' set 'ignore' to true to skip the entry during loading; ex: 'minecraft:stone' will be used while 'minecraft:fire=true' will be ignored
|
||||
S:list <
|
||||
minecraft:fire=true
|
||||
>
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
11
config/icbmclassic/mods/jei.cfg
Normal file
11
config/icbmclassic/mods/jei.cfg
Normal file
@@ -0,0 +1,11 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
# Set to true to disable JEI support. Requires restart to take full effect.
|
||||
B:disable=false
|
||||
|
||||
# Set to true to disable payload recipes showing
|
||||
B:disable_payload_recipes=false
|
||||
}
|
||||
|
||||
|
||||
20
config/icbmclassic/radar.cfg
Normal file
20
config/icbmclassic/radar.cfg
Normal file
@@ -0,0 +1,20 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
# Max range of radar in blocks (meters) to detect entities
|
||||
I:max_range=500
|
||||
|
||||
# Size of the energy buffer
|
||||
I:power_capacity=20000
|
||||
|
||||
# Energy consumed per tick
|
||||
I:power_cost=1000
|
||||
|
||||
# Delay in ticks before triggering more SAM launches
|
||||
I:sam_delay=40
|
||||
|
||||
# Delay in ticks before scanning for entities
|
||||
I:scan_rate=1
|
||||
}
|
||||
|
||||
|
||||
10
config/icbmclassic/thread.cfg
Normal file
10
config/icbmclassic/thread.cfg
Normal file
@@ -0,0 +1,10 @@
|
||||
# Configuration file
|
||||
|
||||
general {
|
||||
# Number of worker threads to run to handle blast calculations. Try to only match 50% of the number of cores your machine can support. Otherwise the main game thread will slow down while the workers are processing. Which is counter to the reason threads exist.
|
||||
# Min: 1
|
||||
# Max: 8
|
||||
I:thread_count=1
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user