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2025-11-08 15:21:14 +02:00

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7.3 KiB
INI

# Configuration file
display {
# Should I enable colorblind mode?
B:colorBlindMode=false
# If true then the architect table will correctly hide it's translucent parts behind surrounding terrain. (This looks better)
B:enableStencil=true
B:guideBookEnableDetail=false
# Should all fluid values (Buckets, mB, mB/t) be hidden?
B:hideFluidValues=false
# Should all power values (MJ, MJ/t) be hidden?
B:hidePowerValues=false
# The rotation that items use when travelling through pipes. Set to 'enabled' for full rotation, 'disabled' for no rotation, or 'horizontals_only' to only rotate items when going horizontally.
S:itemRenderRotation=enabled
B:pipes.fluidColourIsBorder=true
# If true then the quarry frame will move with both of its axis rather than just one.
B:quarryFrameMoveBoth=false
# When false laser beams will not be visible while transmitting power without wearing Goggles
B:renderLaserBeams=true
# Should localised strings be displayed in terms of seconds (1 MJ/s) or ticks (20 MJ/t)
S:timeGap=seconds
# Should flowing fluid values be displayed in terms of buckets per second rather than thousandths of a bucket per tick? (B/s vs mB/t)
B:useBucketsFlow=true
# Should static fluid values be displayed in terms of buckets rather than thousandths of a bucket? (B vs mB)
B:useBucketsStatic=true
# Should colours be displayed as their own (or a similar) colour in tooltips?
B:useColouredLabels=true
# Should colours displayed in tooltips use higher-contrast colours?
B:useHighContrastColouredLabels=false
# Should localised strings be displayed in long or short form (10 mB / t vs 10 milli buckets per tick
B:useLongLocalizedName=true
# Disable this if you get texture errors with optifine. Disables some texture switching functionality when changing config options such as colour blind mode.
B:useSwappableSprites=true
}
events {
S:christmas_chocolate=day_only
}
experimental {
S:kinesisLossMode=lossless
}
general {
I:bptStoreExternalThreshold=20000
S:chunkLoadLevel=self_tiles
# How long, in seconds, should items stay on the ground? (Vanilla = 300, default = 60)
I:itemLifespan=60
# How far, in minecraft blocks, should markers (volume and path) reach?
I:markerMaxDistance=64
# Should BuildCraft miners be allowed to break blocks using player-specific protection?
B:miningBreaksPlayerProtectedBlocks=false
# How much further down can miners (like the quarry or the mining well) dig?
# (Note: values above 256 only have an effect if a mod like cubic chunks is installed).
I:miningMaxDepth=512
# How much power should be required for all mining machines?
D:miningMultiplier=1.0
I:pipes.baseFluidRate=10
I:pipes.mjPerItem=1000000
I:pipes.mjPerMillibucket=1000
# How far, in minecraft blocks, should pumps reach in fluids?
I:pumpMaxDistance=64
# Should pumps consume water? Enabling this will disable minor optimisations, but work properly with finite water mods.
B:pumpsConsumeWater=false
# The minimum height that all quarry frames must be. A value of 1 will look strange when it drills the uppermost layer.
I:quarryFrameMinHeight=4
# The maximum number of blocks that the quarry is allowed to mine each second.
# A value of 0 means no limit, and a value of 0.5 will mine up to half a block per second.
D:quarryMaxBlockMineRate=0.0
# The maximum number of blocks that a quarry is allowed to move, per second.
# A value of 0 means no limit.
D:quarryMaxFrameSpeed=0.0
# The maximum number of tasks that the quarry will do per tick.
# (Where a task is either breaking a block, or moving the frame)
I:quarryMaxTasksPerTick=4
# 1 divided by this value is added to the power cost for each additional task done per tick.
# A value of 0 disables this behaviour.
I:quarryPowerDivisor=2
# How often, in ticks, should network update packets be sent? Increasing this might help network performance.
I:updateFactor=10
}
internal {
# Use display.enableStencil instead of this!
B:force_disable_stencil=false
}
modules {
B:crafttweaker=true
B:ic2=true
}
performance {
# Disable this if you get sub-standard framerates due to buildcraft's ~60 sprites animating every frame.
B:enableAnimatedSprites=true
# The maximum number of items that the guide book will index.
I:guideItemSearchLimit=10000
# The maximum number of search results to display in the guide book.
I:maxGuideSearchResults=1200
}
worldgen {
# Should BuildCraft generate anything in the world?
B:enable=true
# Should BuildCraft generate water springs?
B:generateWaterSprings=true
oil {
# Can oil blocks burn?
B:can_burn=true
# Should any oil sprouts or lakes be generated at all?
B:enable=true
# Biome registry names (e.g. 'minecraft:ocean','minecraft:plains') of biomes that should have GREATLY increased oil generation rates.
S:excessiveBiomes <
buildcraftenergy:oil_desert
buildcraftenergy:oil_ocean
>
# Biome registry names (e.g. 'minecraft:hell','minecraft:jungle') of biomes that should never generate oil.
S:excludedBiomes <
minecraft:hell
minecraft:sky
>
# If true then the excluded biomes list will be treated as a blacklist, otherwise it will be treated as a whitelist.
B:excludedBiomesIsBlacklist=true
# Dimension ID's (e.g. '-1' for the nether,'1' for the end) of dimensions that should never generate oil.
I:excludedDimensions <
-1
1
>
# If true then the excluded dimenstions list will be treated as a blacklist, otherwise it will be treated as a whitelist.
B:excludedDimensionsIsBlacklist=true
# The rate of occurrence of oil wells.
D:generationRate=1.0
# Should Oil Desert biomes generate at all?
B:oil_desert_biome=true
# Should Oil Ocean biomes generate at all?
B:oil_ocean_biome=true
# Biome registry names (e.g. 'minecraft:ocean','minecraft:hills') of biomes that should have slightly increased oil generation rates.
S:surfaceDepositBiomes <
>
spawn_probability {
# The percentage probability of a large oil spawn
D:large=0.04
# The percentage probability of a medium oil spawn
D:medium=0.1
# The percentage probability of a small oil spawn
D:small=2.0
}
spouts {
# Whether oil spouts are generated or not. The oil spring at the bottom of large lakes will still exist.
B:enable=true
# The maximum height for large oil spouts
I:large_max_height=20
# The minimum height for large oil spouts
I:large_min_height=10
# The maximum height for small oil spouts
I:small_max_height=12
# The minimum height for small oil spouts
I:small_min_height=6
}
}
}