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OpenBlocks.cfg
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# Configuration file
additional {
# List any mob names you want disabled on the server
S:disableMobNames <
>
# Should player inventories be stored after death (can be later restored with ob_inventory command)
B:dumpDeadPlayersInventories=true
}
blocks {
B:autoanvil=true
B:autoenchantmenttable=true
B:beartrap=true
B:bigbutton=true
B:blockPlacer=true
B:blockbreaker=true
B:builder_guide=true
B:cannon=true
B:canvas=true
B:canvasglass=true
B:donationStation=true
B:drawingtable=true
B:elevator=true
B:elevator_rotating=true
B:fan=true
B:flag=true
B:goldenegg=true
B:grave=true
B:guide=true
B:heal=false
B:imaginary=true
B:itemDropper=true
B:ladder=true
B:paintcan=true
B:paintmixer=true
B:path=true
B:projector=true
B:projector.working=true
B:ropeladder=true
B:scaffolding=true
B:sky=true
B:sponge=true
B:sprinkler=true
B:tank=false
B:target=true
B:trophy=true
B:vacuumhopper=true
B:village_highlighter=true
B:xpbottler=true
B:xpdrain=true
B:xpshower=true
}
cartographer {
# List of blocks that should be invisible to cartographer. Example: id:3, OpenBlocks:openblocks_radio (case sensitive)
S:blockBlacklist <
"Natura:Cloud"
>
# Should invalid height map request be always reported
B:reportInvalidRequest=false
}
crane {
# Enable magnet turtles
B:addTurtles=false
# Use shift to control crane direction (otherwise, toggle every time)
B:boringMode=true
# Enable collision checking of crane arm
B:doCraneCollisionCheck=false
# Show magnet turtles in creative list
B:showTurtles=false
# Maximal distance from turtle to magnet when deactivating
D:turtleMagnetDeactivateRange=3.0
# Range of magnet CC peripheral
D:turtleMagnetRange=32.0
}
cursor {
I:cursorMaxDamage=128
# Maximum distance cursor can reach (warning: increasing may cause crashes)
I:cursorMaxDistance=64
}
debug {
# Show structures found by golden eye
B:goldenEyeDebug=true
# Dump extra amount of data, every time grave is created
B:gravesDebug=false
}
devnull {
# If true, /dev/null will require sneaking in addition to clicking air to open gui
B:sneakClickToGui=true
}
dropblock {
# Should elevator move player to center of block after teleporting
B:centerOnBlock=false
# XP consumed by elevator (total amount = ratio * distance)
D:elevatorXpDrainRatio=0.0
# Disable limit of blocks between elevators (equivalent to maxPassThrough = infinity)
B:ignoreAllBlocks=false
# The elevator will ignore half blocks when counting the blocks it can pass through
B:ignoreHalfBlocks=false
# The elevator will try to pass through blocks that have custom collision boxes
B:irregularBlocksArePassable=true
# The maximum amount of blocks the elevator can pass through before the teleport fails
I:maxPassThrough=4
# The range of the drop block
I:searchDistance=20
# Defines blocks that are handled specially by elevators. Entries are in form <modId>:<blockName>:<action> or id:<blockId>:<action>. Possible actions: abort (elevator can't pass block), increment (counts for elevatorMaxBlockPassCount limit) and ignore
S:specialBlockRules <
>
}
egg {
# Can golden egg pick blocks while hatching (may lead to glitches)
B:pickBlocks=true
}
fan {
# Maximum force applied every tick to entities nearby (linear decay)
D:fanForce=0.05
# Range of fan in blocks
D:fanRange=10.0
# Is fan force controlled by redstone current
B:isRedstoneActivated=true
}
features {
# Explosive enchant can break blocks at level 3
B:explosiveEnchantGrief=true
# Id of explosive enchantment
I:explosiveEnchantmentId=211
# Id of flim flam enchantment
I:flimFlamEnchantmentId=213
# Should every player get info book on first login
B:infoBook=false
# Id of last stand enchantment
I:lastStandEnchantmentId=212
# Formula for XP cost (variables: hp,dmg,ench,xp). Note: calculation only triggers when hp - dmg < 1.
S:lastStandFormula=max(1, 50*(1-(hp-dmg))/ench)
# Storage in mB needed to store single XP point
I:xpToLiquidRatio=20
}
glasses {
# 0.0 - no visible change to world, 1.0 - world fully obscured
D:opacity=0.95
# Use texture for obscuring world
B:useTexture=true
}
graves {
# Can grave spawn single block of dirt when it has no block under?
B:canSpawnBase=true
# Try to overwrite blocks with graves if no suitable place is found on first try
B:destructiveGraves=false
# Maximal height where grave should be spawned (default value selected to prevent spawning in bedrock)
I:maximalPosY=249
# Minimal height where grave should be spawned (default value selected to prevent spawning in bedrock)
I:minimalPosY=6
# Require gravestone to be in a player's inventory (it is consumed)
B:requiresGraveInInv=false
# Spawn rate, range: 0..1, default: about 1 per 50s
D:skeletonSpawnRate=0.002
# Size of cube searched for spaces suitable for grave spawning
I:spawnRange=10
# Should grave randomly spawn skeletons
B:spawnSkeletons=true
# Frequency of special action on grave digging, 0..1
D:specialActionFrequency=0.03
# Store contents of spawned graves into separate NBT files (can later be restored with ob_inventory command)
B:storeContents=true
B:voidFix=true
}
guide {
# How builder guide should react to redstone. 0 - not sensitive, 1 - powered == on, -1 - inverted
I:redstoneSensitivity=1
# Square of guide maximum render distance
D:renderDistanceSq=65536.0
# Try to use advanced OpenGL for performance improvement
B:useAdvancedRenderer=true
}
hacks {
# Enable experimental features that may be buggy or broken entirely
B:enableExperimentalFeatures=false
}
hangglider {
# Enable a whole new level of hanggliding experience through thermal lift. See keybindings for acoustic vario controls
B:enableThermal=true
}
imaginary {
# Speed of imaginary blocks fading/appearing
D:fadingSpeed=0.0075
# Number of newly created crayon/pencil uses
D:numberOfUses=10.0
}
items {
B:cartographer=true
B:craneBackpack=true
B:craneControl=true
B:crayonGlasses=true
B:cursor=true
B:devnull=true
B:emptyMap=true
B:epicEraser=true
B:filledbucket=true
B:goldenEye=true
B:hangglider=true
B:heightMap=true
B:infoBook=true
B:luggage=true
B:paintBrush=true
B:pedometer=true
B:pencilGlasses=true
B:seriousGlasses=true
B:sleepingBag=true
B:slimalyzer=true
B:sonicglasses=true
B:spongeonastick=true
B:squeegee=true
B:stencil=true
B:tastyClay=true
B:technicolorGlasses=true
B:wrench=true
}
ladder {
# If true, ladders will behave in old way: single item will place ladder all the way down, but it will not drop when broken
B:infiniteMode=false
}
loot {
B:donationStation=false
B:paintBrush=false
B:sonicGlasses=false
B:stencil=false
B:technicolorGlasses=true
}
magnet {
# Can crane magnet pick block?
B:pickBlocks=true
# Can crane magnet pick entities?
B:pickEntities=true
}
projector {
# The projector's cone will use the specified brightness value to render.
# Value must be between 0 and 255 inclusive. To use the default world brightness set -1 as the value.
# Keep in mind that default brightness means that the cone will render as light blue during the day and dark blue during the night.
I:brightness=-1
# Level of light emitted by the active projector. Defaults to 10. Must be at maximum 15 and positive
I:lightLevel=10
# Projector will light up whenever it is displaying a map
B:lightUpWhenWorking=true
# Projector will render a holographic cone whenever active
B:renderHolographicCone=true
# The holographic cone will display a grid.
# The grid texture may look a bit pixelated and there may be a little gap between two corners.
# This is not an error and it is only a texture calculation problem (e.g. 0.25 does not correctly correspond to 16 pixels in a 64x64 texture)
B:renderHolographicGrid=false
}
radio {
# Music merchant id (-1 to disable)
I:radioVillagerId=6156
# Should tuned crystals sell records too
B:radioVillagerSellsRecords=true
}
scaffolding {
# The rate at which scaffolding should break. 0 - fastest
I:despawnRate=4
}
sponge {
# Sponge block range (distance from center)
I:spongeRange=3
# SpongeOnAStick use count
I:spongeStickUseCount=256
}
sprinkler {
# Consume rate of bonemeal (ticks/item).
I:bonemealConsumeRate=300
# 1/chance that crops will be fertilized with bonemeal
I:bonemealFertilizeChance=10
# The range in each cardinal direction that crops will be affected.
I:effectiveRange=4
# 1/chance that crops will be fertilized without bonemeal
I:fertilizeChance=25
# Capacity (in mB) of internal tank.
I:internalTankCapacity=1000
# Consume rate of sprinkler (ticks/mB).
I:waterConsumeRate=2
}
tanks {
# The amount of buckets each tank can hold
I:bucketsPerTank=16
# Should filled tanks be searchable with creative menu
B:displayAllFluids=true
# Tanks will emit light when they contain a liquid that glows (eg. lava)
B:emitLight=true
# Minimal difference in fluid level between neigbors required for tank update (can be used for performance finetuning
I:fluidDifferenceUpdateThreshold=0
# Should tanks try to balance liquid amounts with neighbours
B:tankTicks=true
}
tomfoolery {
# You know, THAT thing! That you shouldn't do in public!
B:doItWhileTyping=false
# Blacklist/Whitelist for effects used by flim-flam enchantment
S:flimFlamBlacklist <
>
# If true, flim-flam blacklist will become whitelist
B:reverseBlacklist=false
# Allow only flimflams that don't cause death (or at least very rarely)
B:safeOnly=false
# 0 - lore hidden, 1 - visible only with pressed ALT, 2 - always visible
I:sillyLoreDisplay=1
# Are you serious too?
B:weAreSeriousPeople=true
}
trophy {
# Legacy value. For actual configuration, see 'trophyDropChanceFormula'
D:trophyDropChance=0.01
# Formula for calculating trophy drop chance. Trophy drops when result is positive.
S:trophyDropChanceFormula=let([bias=rand()/4, selection=rand()], (looting + bias) * chance - selection)
}