Clean slate

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bytegrip
2025-11-08 15:21:14 +02:00
commit 73bfc2019d
890 changed files with 112578 additions and 0 deletions

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# Configuration file
general {
# Amount of energy the battery can store
# Min: 1
# Max: 2147483647
I:battery_tier_1_capacity=100000
# Transfer limit into the battery
# Min: 1
# Max: 2147483647
I:battery_tier_1_input=10000
# Transfer limit out of the battery
# Min: 1
# Max: 2147483647
I:battery_tier_1_output=10000
}

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# Configuration file
general {
# Allows explosives to change time of day
B:allow_day_night_switch=true
# Whether or not the big explosions trigger block updates for all blocks.
# Setting this to false leads to performance improvements, especially when dealing with a lot of water.
B:blast_do_block_updates=false
##########################################################################################################
# condensed
#--------------------------------------------------------------------------------------------------------#
# Settings for condensed explosive
##########################################################################################################
condensed {
# Damage to apply to entities
# Min: 1
# Max: 2147483647
I:damage=10
# 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.
# Min: 1.0
# Max: 1.7976931348623157E308
D:energy_scale=6.0
}
##########################################################################################################
# shrapnel
#--------------------------------------------------------------------------------------------------------#
# Settings for shrapnel explosive
##########################################################################################################
shrapnel {
# Damage to apply to entities
# Min: 0
# Max: 2147483647
I:damage=11
# Amount of rotation in yaw and pitch to spawn fragments. total = fragments * fragments
# Min: 1
# Max: 2147483647
I:fragments=30
}
##########################################################################################################
# incendiary
#--------------------------------------------------------------------------------------------------------#
# Settings for incendiary explosive
##########################################################################################################
incendiary {
# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
# Min: 1.0
# Max: 2.147483647E9
D:scale=14.0
}
##########################################################################################################
# debilitation
#--------------------------------------------------------------------------------------------------------#
# Settings for debilitation explosive
##########################################################################################################
debilitation {
# Duration (ticks) of the gas cloud
# Min: 1
# Max: 2147483647
I:duration=600
# Size (meters) of the gas cloud
# Min: 1
# Max: 2147483647
I:size=20
}
##########################################################################################################
# chemical
#--------------------------------------------------------------------------------------------------------#
# Settings for chemical explosive
##########################################################################################################
chemical {
# Duration (ticks) of the gas cloud
# Min: 1
# Max: 2147483647
I:duration=600
# Size (meters) of the gas cloud
# Min: 1
# Max: 2147483647
I:size=20
# Minimal damage to apply once toxicity starts
# Min: 0.0
# Max: 1.7976931348623157E308
D:toxicity_min_damage=1.0
# Scale to use for calculating damage once toxicity starts. Damage is applied every 5 ticks. damage = toxicity * scale
# Min: 0.0
# Max: 1.7976931348623157E308
D:toxicity_scale=0.10000000149011612
# Minimal toxicity built up on an entity before starting chemical damage. User gets 4 points per second (1 per 5 server ticks)
# Min: 1
# Max: 2147483647
I:toxicity_start=20
}
##########################################################################################################
# anvil
#--------------------------------------------------------------------------------------------------------#
# Settings for anvil explosive
##########################################################################################################
anvil {
# Damage to apply to entities
# Min: 0
# Max: 2147483647
I:damage=30
# Amount of rotation in yaw and pitch to spawn fragments. total = fragments * fragments
# Min: 1
# Max: 2147483647
I:fragments=25
}
##########################################################################################################
# repulsive
#--------------------------------------------------------------------------------------------------------#
# Settings for repulsive explosive
##########################################################################################################
repulsive {
# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
# Min: 1.0
# Max: 2.147483647E9
D:scale=2.0
}
##########################################################################################################
# attractive
#--------------------------------------------------------------------------------------------------------#
# Settings for attractive explosive
##########################################################################################################
attractive {
# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
# Min: 1.0
# Max: 2.147483647E9
D:scale=2.0
}
##########################################################################################################
# fragmentation
#--------------------------------------------------------------------------------------------------------#
# Settings for fragmentation explosive
##########################################################################################################
fragmentation {
# Damage to apply to entities
# Min: 0
# Max: 2147483647
I:damage=11
# Energy of TNT explosion triggered on impact
# Min: 0.0
# Max: 1.7976931348623157E308
D:explosive_energy=1.5
# Amount of rotation in yaw and pitch to spawn fragments. total = fragments * fragments
# Min: 1
# Max: 2147483647
I:fragments=15
}
##########################################################################################################
# contagious
#--------------------------------------------------------------------------------------------------------#
# Settings for contagious explosive
##########################################################################################################
contagious {
# Duration (ticks) of the gas cloud
# Min: 1
# Max: 2147483647
I:duration=600
# Size (meters) of the gas cloud
# Min: 1
# Max: 2147483647
I:size=20
# Minimal damage to apply once toxicity starts
# Min: 0.0
# Max: 1.7976931348623157E308
D:toxicity_min_damage=1.0
# Scale to use for calculating damage once toxicity starts. Damage is applied every 5 ticks. damage = toxicity * scale
# Min: 0.0
# Max: 1.7976931348623157E308
D:toxicity_scale=0.05000000074505806
# Minimal toxicity built up on an entity before starting bio damage. User gets 4 points per second (1 per 5 server ticks)
# Min: 1
# Max: 2147483647
I:toxicity_start=10
}
##########################################################################################################
# sonic
#--------------------------------------------------------------------------------------------------------#
# Settings for sonic explosive
##########################################################################################################
sonic {
# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
# Min: 1.0
# Max: 2.147483647E9
D:scale=15.0
}
##########################################################################################################
# breaching
#--------------------------------------------------------------------------------------------------------#
# Settings for breaching explosive
##########################################################################################################
breaching {
# Damage to apply to entities
# Min: 0
# Max: 2147483647
I:damage=13
# How deep (meters) the breaching charge go before zeroing out energy left.
# Min: 1
# Max: 2147483647
I:depth=7
# Explosive energy to start each blast depth line.
# Min: 0.0
# Max: 1.7976931348623157E308
D:energy=15376.0
# Energy cost percentage for traveling through a block with no explosive resistance
# Min: 0.0
# Max: 1.0
D:energy_cost_distance=0.3500000238418579
# Scale factor to reduce starting energy for each block away from center. e = e_start - (e_start * (w + h) * scale)
# Min: 0.0
# Max: 1.7976931348623157E308
D:energy_scale_distance=0.25
# 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.
# Min: 0
# Max: 2147483647
I:size=1
}
##########################################################################################################
# thermobaric
#--------------------------------------------------------------------------------------------------------#
# Settings for thermobaric explosive
##########################################################################################################
thermobaric {
# 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
}
##########################################################################################################
# nuclear
#--------------------------------------------------------------------------------------------------------#
# Settings for nuclear explosive
##########################################################################################################
nuclear {
# Energy scale used for breaking blocks and doing entity damage
# Min: 1.0
# Max: 2.147483647E9
D:energy=80.0
# Multiplier to apply to energy before scaling blast damage to entities. Damage still scales by distance and other factors.
# Min: 1.0
# Max: 2.147483647E9
D:entityDamageMultiplier=1000.0
# Scale of the entity damage
# Min: 1.0
# Max: 2.147483647E9
D:entityDamageScale=50.0
# Scale of the entity mutation blast
# Min: 1.0
# Max: 2.147483647E9
D:mutationScale=80.0
# Scale of the block rot blast. Handles radioactive blocks and destroying plants
# Min: 1.0
# Max: 2.147483647E9
D:rotScale=80.0
# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
# Min: 1.0
# Max: 2.147483647E9
D:scale=50.0
radioactive_replacements {
# Sets which block to use when replacing a block during a radiation event Docs: https://github.com/BuiltBrokenModding/ICBM-Classic/wiki/config-block-states
S:list <
>
}
}
##########################################################################################################
# emp
#--------------------------------------------------------------------------------------------------------#
# Settings for emp explosive
##########################################################################################################
emp {
# Scale of the explosive; This isn't always max size but a multiplier used in calculations.
# Min: 1.0
# Max: 2.147483647E9
D:scale=50.0
}
##########################################################################################################
# exothermic
#--------------------------------------------------------------------------------------------------------#
# Settings for exothermic explosive
##########################################################################################################
exothermic {
# 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
}
##########################################################################################################
# endothermic
#--------------------------------------------------------------------------------------------------------#
# Settings for endothermic explosive
##########################################################################################################
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
}
##########################################################################################################
# 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
}
}
}

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# 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
}

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# 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
}

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# 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
}
}

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# 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
}

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{
"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
}

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# 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
>
}
}

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# 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
}

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# 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
}

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# 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
}
}

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# 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
>
}
}
}

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# 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
}

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# 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
}

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# 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
}