GTCEU's config content translation (do not copy directly into the file) [gtceu] Gray technology community version:

# Configuration file

General {

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#The client configuration

#---------------------------------------------------------------------------------------------------#

# Only affect the client's settings

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"Client Options" {{

# Whether the multi -square machine is used to use the spontaneous optical texture of the shell (such as the coil of the power blast furnace, the velux coil block, etc.).

# Default: false

B: CasingsActiveEmissiveTextures = FALSE

# The rendering color of the superimposed layer of the machine

# 16777215 (0XFFFFFFF in hexadecimal) is not color (similar to GTCE).

# 13819135 (0xd2DCFF in hexadecimal) is the classic micro blue (default) of GT5.

I: DEFAULTPAINTINGCOLOR = 13819135

# Machine and GUI and other superposition layers of rendering colors

# 16777215 (0XFFFFFF) is not color (similar to GTCE).

# 13819135 (0xd2DCFF in hexadecimal) is the classic micro blue (default) of GT5.

I: DEFAULTUICOLOR = 13819135

# Whether to enable dark texture.It has no effect on performance, but if there is a problem in rendering, you can try to disable it.

# Default: true

B: HOOKDEPTEXTEXTURE = TRUE

# Whether it is a unilateral machine to enable spontaneous light.

# Default: true

B: MachineSemissiveTextures = TRUE

# The configuration covers the total number of playable sound effects of MC, and the default value of MC is 28, which causes the sound effects of many machines.

# If the sound effect causes too much delay, try to reduce this value.

# If the sound effect cannot be played at all, try to set it to the minimum value (28).

# Default: 512

# Minimum value: 28

# Maximum value: 2048 I: Maxnumsounds = 512

# The resolution level of the color device.

# Higher value can improve the quality of the screen (but he will be limited by screen resolution), and the requirements for GPUs are very high.

# Default: 2

# #: 0.0

# Maximum: 5.0

D: Resolution = 2.0

# Terminal reading the root directory of the file

# Default:/config/gregtech/terminal

S: Terminalrootpath = Gregtech/Terminal

#The sound effect when the tool is synthesized

# Default: true

B: ToolCraftingSounds = TRUE

# In addition to synthesis, whether to play sound effects when using tools

# Default: true

B: ToolUSESOUNDS = TRUE

"GUI Config" {

#Gui Internal Roller Rolling speed

# Default: 13

# 最: 1

# Maximum: 2147483647

I: scrollSpeed ​​= 13

}

"Armor HUD Location" {

# Set HUD position

# 1 -left -upper coorner (upper left)

# 2 -Right -Upper Corner (top right)

# 3 -left -bottom corner (bottom left)

# 4 -Right -Bottom Corner (lower right)

# Default: 1

# 最: 1

# 最 最: 4

I: HUDLOCATION = 1 # HUD horizontal offset

# Default: 0

# 0: 0

# 最 最: 100

I: HUDOFFSETX = 0

# HUD's vertical offset

# Default: 0

# 0: 0

# 最 最: 100

I: HUDOFFSETY = 0

}

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# Rendering/color -related configuration

#---------------------------------------------------------------------------------------------------#

# Rendering settings and other configuration options

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"Shader Options" {{

# Basic brightness of Pan Light.(What is Fan Light?: Click here)

# It is similar to strength

# This value must be smaller than HighbrightnessSthreshold.

# OUTPUT = BACKGROUND + BLOOM * Streangth * ({Base} + LT + (1 -Background_bridness) * (HT -lt)))

# Default: 0.1

# #: 0.0

#: 1.7976931348623157e308 D: Basebrightness = 0.1

# 泛

# 0 -Simple Gauss Vague light (fast).

# 1 -Unity pan -light method

# 2 -unreal pan -light method

# Default: 2

# 0: 0

# 最 最: 2

I: BLOOMSTYLE = 2

# Whether to enable spontaneous light texture with a pan -light effect.

# Default: true

B: EmissiveTexturesblow = TRUE

# The brightness of the pan -light cannot exceed this value, it can be used to limit the high brightness (such as during the day).

# OUTPUT = BACKGROUND + BLOOM * Streangth * (Base + LT + (1 -BACKGROUND_BRIGHTNESS) * ({ht} -lt)))

# This value must be greater than LowbrightnessSthreshold.

# Default: 0.5

# #: 0.0

#: 1.7976931348623157e308

D: Highbrightnesssthreshold = 0.5

# The brightness after pan -light should not be less than this value, it can be used to limit too dimly (such as night/cave).

# OUTPUT = BACKGROUND + BLOOM * Streangth * (Base + {LT} + (1 -Background_bridness) * (HT- {LT}))))

# This value must be smaller than HighbrightnessSthreshold.

# Default: 0.2

# #: 0.0

# 7: 1.7976931348623157e308 D: Lowbrightnesssthreshold = 0.2

# Mipmap level.

# The higher value will improve the quality of the screen, but the rendering speed will be slower.

# Default: 5

# 最: 2

# 最 最: 5

I: nmips = 5

# # (Fan Light range)

# Default: 1

# #: 0.0

#: 1.7976931348623157e308

D: step = 1.0

#

# OUTPUT = BACKGROUND + BLOOM * {Streangth} * (Base + LT + (1 -Background_bridness) * (HT -lt)))

# Default: 2

# #: 0.0

#: 1.7976931348623157e308

D: stringth = 1.5

# Whether to enable coloring

# Default: true

B: UseShader = TRUE

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# Frequent reactor

#---------------------------------------------------------------------------------------------------#

#Capyle fold configuration options for fusion reactor.############################################## This############################################## This######

"Fusion reactor" {

#

# He is similar to strength

# This value must be smaller than HighbrightnessSthreshold.

# OUTPUT = BACKGROUND + BLOOM * Streangth * ({Base} + LT + (1 -Background_bridness) * (HT -lt)))

# Default: 0.1

# #: 0.0

#: 1.7976931348623157e308

D: Basebrightness = 0.0

# 泛

# 0 -Simple Gauss Vague light (fast).

# 1 -Unity pan -light method

# 2 -unreal pan -light method

# Default: 2

# 0: 0

# 最 最: 2

I: BloomStyle = 1

#The translation is the same as above, so I do not repeat them.# The brightness after light shopping this value. It can be used to live the brightness of highlights (e.g., daytime).

# OUTPUT = BACKGROUND + BLOOM * Streangth * (Base + LT + (1 -BACKGROUND_BRIGHTNESS) * ({ht} -lt)))

# This value should be greater than the lowBrightness.

# Default: 0.5

# Min: 0.0

# MAX: 1.7976931348623157E308

D: Highbrightnesssthreshold = 1.3

# The brightness after shopping not smaller than this value. It can be used to live the brightness of dusky parts..

# OUTPUT = BACKGROUND + BLOOM * Streangth * (Base + {LT} + (1 -Background_bridness) * (HT- {LT}))))

# This value should be smaller than highbridnessthreshold.

# Default: 0.2

# Min: 0.0

# MAX: 1.7976931348623157E308

D: Lowbrightnesssthreshold = 0.3

# BLOOM Streangth

# OUTPUT = BACKGROUND + BLOOM * {Streangth} * (Base + LT + (1 -Background_bridness) * (HT -lt)) # default: 2

# Min: 0.0

# MAX: 1.7976931348623157E308

D: stringth = 1.5

# Whenther to use shader programs.

# Default: true

B: UseShader = TRUE

}

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# 热 热

#---------------------------------------------------------------------------------------------------#

# Is the heat effect (cable fire) pan -light configuration.

############################################## This############################################## This######

#This part is the same as above, not translated

"Heat Effect" {

# The base brightness of the block.

# It is similar to stream

# This value should be smaller than highbridnessthreshold. # Output = Background + Bloom * Stringth * ({Base} + LT + Ss)*(ht-lt)))

# Default: 0.1

# Min: 0.0

# MAX: 1.7976931348623157E308

D: Basebrightness = 0.0

# BLOOM Algorithm

# 0 -Simple Gaussian Blur Bloom (Fast)

# 1 -Unity Bloom

# 2 -Unreal Bloom

# Default: 2

# Min: 0

# MAX: 2

I: blockstyle = 2

# The brightness after light shopping this value. It can be used to live the brightness of highlights (e.g., daytime).

# OUTPUT = BACKGROUND + BLOOM * Streangth * (Base + LT + (1 -BACKGROUND_BRIGHTNESS) * ({ht} -lt)))

# This value should be greater than the lowBrightness.

# Default: 0.5

# Min: 0.0 # max: 1.7976931348623157e308

D: Highbrightnesssthreshold = 1.4

# The brightness after shopping not smaller than this value. It can be used to live the brightness of dusky parts..

# OUTPUT = BACKGROUND + BLOOM * Streangth * (Base + {LT} + (1 -Background_bridness) * (HT- {LT}))))

# This value should be smaller than highbridnessthreshold.

# Default: 0.2

# Min: 0.0

# MAX: 1.7976931348623157E308

D: Lowbrightnesssthreshold = 0.6

# BLOOM Streangth

# OUTPUT = BACKGROUND + BLOOM * {Streangth} * (Base + LT + (1 -Background_bridness) * (HT -lt)))

# Default: 2

# Min: 0.0

# MAX: 1.7976931348623157E308

D: stringth = 1.1

# Whenther to use shader programs.

# Default: true

B: UseShader = TRUE}

}

}

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# Compatible options

#---------------------------------------------------------------------------------------------------#

# Module compatibility configuration

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"Compatability options" {

# Whether to hide all camouflage boards in Jei and Creative tabs

# Default: true

B: HideFacadesinjei = TRUE

# Whether all fluid units are hidden in Jei and Creative tabs

# Default: true

B: Hidefilledcellsinjei = True

# Specify the priority of registration of mineral dictionary items.

# The first Modid has the highest priority, the last minimum, the unspecified Modid follows the A-Z standard sorting, but the unspecified MODID priority is always lower than the final designated MODID.

# Default: ["minecraft", "gregtech"]

S: Modpriorities <

Minecraft

Gregtech

"

# Whether to remove the melting formula of the steel ingot that requires the power blast furnace from the furnace.

# Default: true

B: RemovesMeltingForeBFMETALS = TRUE

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# 能 Compatible

#-------------------------------------------------------------------------------------------------- # # Configuration options for compatibility of GTEU and other energy systems

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"Energy Compat Options" {

# Whether to enable GTEU and Fe converters (EU-Fe and Fe-Eu).

# Default: false

B: ENABLEFECONVERTERS = FALSE

# GTEU and Fe conversion rate

# Will affect the converter of the converter and other modules

# Default: 4 Fe == 1 EU

# 最: 1

# 最 最: 16

I: EutoFERATIO = 4

# GTEU and Fe conversion rate

# Will only affect the converter

# Default: 4 Fe == 1 EU

# Min: 1

# MAX: 16

I: fetoeuratio = 4

# Is not compatible with FE, RF and similar energy systems on GT cables and wires.

# This will not enable or disable the converter.

# Default: true

B: nativeeutofe = true

}

}

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# Machine configuration

#-------------------------------------------------------------------------------------------------- # # Config Options for GT Machines, PIPES, Cables, and Electric items

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"Machine Options" {{

# Allows to use additional fluids instead of water or distilled water.

# Modules with different types of water like Terrafirmacraft are very useful.

# Default: None (none)

S: Boilerfluids <

"

# Each screen of each screen of the central monitor consumption per second.

# Default: 8

# 0: 0

# Maximum: 2147483647

I: Centralmonitoreucost = 8

# Whether all multi -blocks are not enabled by ultra -net room formula

# If B: EnableCleanroom = False is so useless

# Default: false

B: Cleanmultiblocks = false

# The machine will explode when it rains or placed on a specific terrain (such as fire or lava)

# Default: false

B: DOTERRAINEXPLOSION = FALSE

# Whether the machine or boiler explosion will destroy the terrain.

# Note that the machine and the boiler will explode when the voltage is overloaded or encountered in special circumstances, but it has nothing to do with this configuration.

# Default: true

B: DoesexplosiondamageStalain = TRUE

# Whether to use the clean room.

# Default: true

B: EnableCleanroom = TRUE

# Whether to enable solar panels (IV-UVs), but they will not have formulas.

# Default: false

B: ENableHighTiersolars = false

# Whether to enable the maintenance warehouse is necessary for multi -block machines.

# Default: true

B: EnableMaintenance = TRUE

# Whether to enable the world accelerator, it can accelerate the surrounding block entities, crops, etc.

# Default: true

B: ENableWorldAccelerators = TRUE

# Energy Use Multiplier for Electric items. (?)

# Default: 100

I: EnergyusageMultiplier = 100

# Whether the GT6 -style pipeline and cable are connected, that is, unless it is placed directly on another pipe or cable, it will not be automatically connected.

# Default: true

B: GT6StylePiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPiPipeSCABLES = TRUE

# Whether to play the sound effect of the machine while the machine works.

# Default: true

B: MachineSounds = TRUE

# Steam multi -block steam to EU multiple.

# 1.0 = 1L STEAM-> 1 EU. 0.5 = 2L Steam-> 1 EU.

# Default: 0.5

D: Multiblocksteamtoeu = 0.5

# Division of formulating time every time overclocking.

# Default: 2.0

# Min: 2.0

# MAX: 3.0

D: OverClockDivisor = 2.0

# Treat the blacklist of the machine of the array.

# Add the unprepared RECIPEMAP name and include the machine on the blacklist.

# Default: All Machines Allowed (No blacklist)

S: processedarrayBlacklist <

"

#Ar whether the energy should be reset immediately to zero.

# If it is true, the progress will be reset immediately.

# If it is fake, the progress will be slowly reduced to zero at a rate of 2 times.

# Default: false

B: RecipeprogressLownergy = False # Whether to use a wrench to destroy the machine.

# Default: false

B: RequirewrenchFormachnes = FALSE

#The steam multi -block machine should use steel instead of bronze.

# Default: false

B: Steelsteammultiblocks = FALSE

}

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# Miscellaneous configuration

#---------------------------------------------------------------------------------------------------#

# Config Options for Miscellaneous Features

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"Miscellaneous Options" {

# Whether to enable a more detailed log

# Default: false

B: DEBUG = FALSE

#.

# Default: 50 (1/2)

# Min: 0 (? No fire at all)

# MAX: 100 (absolutely fire)

I: FlintchanceTocreatefire = 50

# Set this to "True" to make GTCEU ignore errors and invalid formulas, otherwise it will cause collapse.

# Default: true

B: IgnoreerRororinValidRecipes = TRUE

# Whether to enable players when joining the world's welcome information.

# Default: true

B: Loginmessage = TRUE

# Whether to provide a terminal to new players when joining the world

# Default: true

B: spawanterminal = true

} ############################################# This############################################## This########

# Formulating settings

#---------------------------------------------------------------------------------------------------#

# Config options for gregtech and vanilla recipes

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"Recipe options" {

# Whether to disable the concrete synthesis method of concrete and water, and force the use of GT formulas.

# Default: false

B: DisableConcreteinworld = FALSE

# Whether it is forbidden to disassemble metal blocks and synthesize metal blocks with ingots.

# Default: false

B: DisableManualCompression = FALSE

# Whether the formula of the firestone requires steel materials.

# Default: true.

B: Flintandsteelrequiresteel = TRUE

# Whether it is material and the formula involving their formulas with defects and gaps.

# Modes like Terrafirmacraft are useful.

# Default: false

B: GeneratelowqualityGems = false

# Whether to make dye cubes such as concrete or glass more difficult (?).

# Default: false

B: HarddyRecipes = false

# Whether to make glass -related formulas more difficult, you can’t burn the sand

B: Hardglassrecipes = TRUE

#, Living door, bucket, plasticine pot, funnel and other items need to be iron plates, hardcore, etc.

# Default: true

B: HardironRcipes = TRUE

# Whether to make the mixed formula more difficult to synthesize.

# Default: false

B: Hardmiscrecipes = False # Whether it makes it more difficult for redstone related formulas.

# Default: false

B: HardredStonrecipes = False

# Whether the formula of the original tools and armor is more difficult.

# 火 and barrels.

# Default: false

B: HardToolmorReCipes = false

# Whether it makes the formula related to wood more difficult, refers to a saw (maybe?).

# 棍

# Default: false

B: HardwoodRcipes = False

# Whether it is more difficult for the formula to make red bricks, refractory bricks and coke furnace bricks.

# Default: false

B: HarderBrickRecipes = False

# Whether to delete charcoal smelting formula from the original melting furnace.

# Default: true

B: HarderCharcoalRecipe = TRUE

# Whether the formula of the power blast furnace controller is more difficult.

# Default: false

B: HarderebfControllerRecipe = False

# Whether it should make the furnace of the ore more difficult and make it more difficult to process ore.

# It is strongly recommended that you open this configuration, because ore processing is balanced around it.

# Default: true

B: HarderoreProcessing = TRUE

# The formula of the rod in the lathe to produce 1 pole and 2 small piles, not 2 rods.

# Default: false

B: Harderrods = false

# Whether to make the formula of paper more difficult.

# Default: true

B: NerfpaperCrafting = TRUE

# Whether to weaken wood output, make 1 original wood into 2 wooden boards, and two wooden boards into 2 wooden sticks.

# Default: false

B: NerfwoodCrafting = False

# Ore by -products will be improved due to the improvement of the machine level.# Default: false

B: OrebyproductchancePertier = false

# Whether the wrench should need board instead of ingots to make.

# Default: false

B: Platewrences = false

# Whether to delete block formula from the formula.

# Default: false

B: RemovevanillablockRecipes = false

}

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# Tools and armor settings

#---------------------------------------------------------------------------------------------------#

# Config Options for Tools and ARMOR

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"Tool and Armor Options" {

# Should it be enabled by EV and IV drills, which may cause lag when used on low -end devices?

# Default: true

B: ENableHighTierDrills = TRUE

# The voltage level of jet backpack

# Default: 3 (HV)

# Min: 0

# MAX: 14

I: VoltageTieradvimpeller = 3

# Level

# Default: 3 (HV)

# Min: 0

# MAX: 14

I: VoltageTieradvnanosuit = 3

# Voltage level

# Default: 5 (luv)

# Min: 0

# MAX: 14

I: VoltageTieradvqurktech = 6 # Propothing backpack voltage level

# Default: 2 (mv)

# Min: 0

# MAX: 14

I: VoltageTierimpeller = 2

# Nanometer set voltage level. Default: 3 (HV)

# Min: 0

# MAX: 14

I: VOLTAGETIERNANOSUIT = 3

#. Default: 1 (LV)

# Min: 0

# MAX: 14

I: VoltageTiernightVision = 1

# Voltage level

# Default: 5 (IV)

# Min: 0

# MAX: 14

I: VoltageTierquarktech = 5

Nano sword configuration "{{

# How much EU is consumed by TICK

# Default: 64

# Min: 1

# MAX: 512

I: EnergyConsumption = 64

# Basic damage

# Default: 5.0

# Min: 0.0

# MAX: 100.0

D: NanosaberBasedamage = 5.0

# The additional damage increased when there is electricity with electricity.

# Default: 20.0

# Min: 0.0

# MAX: 100.0

D: NANOSABERDAMAGEBOOST = 20.0 # In the difficult mode, will zombies generate with nano -sword?

# Default: true

B: zombiespawnwithsabers = true

}

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# Equipment HUD

#---------------------------------------------------------------------------------------------------#

# Armor Hud Location

############################################## This############################################## This######

Armorhud {

# Set HUD position

#The part below is translated above, won't go into details

# 1 -left -upper corner

# 2 -Right -Upper Corner

# 3 -left -bottom corner

# 4 -Right -Bottom Corner

I: HUDLOCATION = 1

# Horizontal offset of HUD [0 ~ 100)

I: HUDOFFSETX = 0

# Vertical office of HUD [0 ~ 100)

I: HUDOFFSETY = 0

}

}

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# # -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------##

# Config Options for World Generation Features

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"Worldgen Options" {{

# Allow Gregtech to add additional items to various structures as tadlings.

# Default: true

B: addloot = true

# Specifies an adDitional random number of veins in a section. (?)

# Default: 0

I: AdDitionalveinsIndation = 0

# All stone bases should we drop ore with different bases?If True, there will be a variant ore such as granite.

# By default: False (means only stones, hell rocks, and endstones).

B: ALLUNIQUESTONETYPES = FALSE

# Whether to disable the production of rubber trees.

# Default: false

B: Disablerubbertreegeneration = FALSE

# Whether the original ore is disabled in the main world.

# Default: true

B: Disablevanillaores = TRUE

# Whether to generate ore veins in each block center

# Default: true

B: GenerateveinsInterofchunk = TRUE

# Whether to increase the probability of loot boxes, greatly increased loot.

# Default: true

B: IncreaseDungeonLoot = TRUE

# Specifies the minimum number of veins in a section. (?)

# Default: 1

I: MinveinsInsection = 1

# Rubber tree production probability.# Default: 1.0

# Min: 0.0

# MAX: 1.7976931348623157E308

D: Rubbertrerateincrease = 1.0

}

}