# Configuration file
General {
############################################## This############################################## This######
#The client configuration
#---------------------------------------------------------------------------------------------------#
# Only affect the client's settings
############################################## This############################################## This######
"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
}
############################################## This############################################## This######
# Rendering/color -related configuration
#---------------------------------------------------------------------------------------------------#
# Rendering settings and other configuration options
############################################## This############################################## This######
"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
############################################## This############################################## This######
# 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
}
############################################## This############################################## This######
# 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}
}
}
############################################## This############################################## This######
# Compatible options
#---------------------------------------------------------------------------------------------------#
# Module compatibility configuration
############################################## This############################################## This######
"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
############################################## This############################################## This######
# 能 Compatible
#-------------------------------------------------------------------------------------------------- # # Configuration options for compatibility of GTEU and other energy systems
############################################## This############################################## This######
"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
}
}
############################################## This############################################## This######
# Machine configuration
#-------------------------------------------------------------------------------------------------- # # Config Options for GT Machines, PIPES, Cables, and Electric items
############################################## This############################################## This######
"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
}
############################################## This############################################## This######
# Miscellaneous configuration
#---------------------------------------------------------------------------------------------------#
# Config Options for Miscellaneous Features
############################################## This############################################## This######
"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
############################################## This############################################## This######
"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
}
############################################## This############################################## This######
# Tools and armor settings
#---------------------------------------------------------------------------------------------------#
# Config Options for Tools and ARMOR
############################################## This############################################## This######
"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
}
############################################## This############################################## This######
# 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
}
}
############################################## This############################################## This######
# # -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------##
# Config Options for World Generation Features
############################################## This############################################## This######
"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
}
}