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Thaumcraft.cfg
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# Configuration file
##########################################################################################################
# biomes
#--------------------------------------------------------------------------------------------------------#
# Biomes and effects
##########################################################################################################
biomes {
# Eerie biome id
I:biome_eerie=194
# Eldritch Lands biome id
I:biome_eldritch=195
# Magical Forest biome id
I:biome_magical_forest=193
# Taint biome id
I:biome_taint=192
I:eldritch_lands_dim=-42
# higher values increases number of magical forest biomes. If you are using biome addon mods you probably want to increase this weight quite a bit
I:magical_forest_biome_weight=5
I:outer_lands_dim=-42
# higher values increases number of taint biomes. If you are using biome addon mods you probably want to increase this weight quite a bit
I:taint_biome_weight=2
}
##########################################################################################################
# enchantments
#--------------------------------------------------------------------------------------------------------#
# Custom enchantments
##########################################################################################################
enchantments {
I:ench_frugal=151
I:ench_haste=153
I:ench_potency=150
I:ench_repair=154
I:ench_wandfortune=152
}
general {
# Enables a version of the Thauminomicon in creative mode that grants you all the research when you first use it.
B:allow_cheat_sheet=false
# Setting this to false will disable arcane mirror research and crafting recipes.
B:allow_mirrors=true
# If set to false, warded stone, doors and glass will just be cosmetic in nature and not have its hardened properties (everyone will be able to break it with equal ease).
B:allow_warded_stone=true
# Can Taint be caused by flux effects.
B:biome_taint_from_flux=true
# The chance per block update (1 in n) of the Taint biome spreading. Setting it to 0 prevents the spread of Taint biomes.
I:biome_taint_spread=200
# Set this to true to get the old blue magical forest back.
B:blue_magical_forest=false
# Setting this to true will make certain colors higher contrast or darker to prevent them from being 'invisible' to color blind people.
B:color_blind=false
# Hate crooked labels, kittens, puppies and all things awesome? If yes, set this to false.
B:crooked=true
# Item aspects are hidden by default and pressing shift reveals them. Changing this setting to 'true' will reverse this behaviour and always display aspects unless shift is pressed.
B:display_aspects=false
# Setting this to false will remove the glowing purple nodules from taint fibres. This might prevent crashes some people experience and improve performance.
B:glowing_taint=true
# If set to true golems will attempt to play the chest opening animations and sounds whenever they interact with them.
B:golem_chest_interact=true
# How many ticks a golem waits between checking for tasks. Setting it higher will save server ticks, but will make the golems slower to react.
I:golem_delay=5
# How many milliseconds a golem will ignore an item after it has failed to find a destination or use for it. Min value 1000
I:golem_ignore_delay=10000
# The fx quality of the line connecting golems to marked blocks. Setting this below 4 deactives the effect entirely.
I:golem_link_quality=16
# Negative nodes like hungry, tainted or dark nodes will have additional, much nastier, effects.
B:hard_mode_nodes=true
# How rare nodes are in the world. The number means there will be (on average) one node per N chunks.
I:node_rarity=36
# Determines how fast notifications scroll downwards.
I:notification_delay=5000
# The maximum amount of notifications that are displayed onscreen.
I:notification_max=15
# This is a comma-delimited list of any block names the portable hole is not allowed to pass through.
S:portablehole_blacklist=iron_door
# This setting will disable certain thaumcraft shaders for those who experience FPS drops.
B:shaders=true
# The chance of a node being special (pure, dark, unstable, etc.). The number means roughly 1 in N nodes will be special, so setting the number to 5 will mean 1 in 5 nodes may be special.
I:special_node_rarity=18
# Thaumcraft banker villager id
I:thaumcraft_banker_id=191
# Thaumcraft wizard villager id
I:thaumcraft_villager_id=190
# Set to true to have the wand dial display in the bottom left instead of the top left.
B:wand_dial_bottom=false
# Setting this to true disables Warp and similar mechanics. You wuss.
B:wuss_mode=false
}
##########################################################################################################
# monster_spawning
#--------------------------------------------------------------------------------------------------------#
# Will these mobs spawn
##########################################################################################################
monster_spawning {
# Setting this to false will disable spawning champion mobs. Even when false they will still have a greatly reduced chance of spawning in certain dangerous places.
B:champion_mobs=true
B:spawn_angry_zombies=true
B:spawn_eldercreatures=true
B:spawn_fire_bats=true
B:spawn_pechs=true
B:spawn_taint_spores=true
B:spawn_taintacles=true
B:spawn_wisps=true
}
##########################################################################################################
# research
#--------------------------------------------------------------------------------------------------------#
# Various research related things.
##########################################################################################################
research {
I:aspect_cap=10
# The total amount of RP you can have in your pool per aspect before the scanning soft cap kicks in.
I:aspect_total_cap=100
# 0 = normal, -1 = easy (all research items are directly purchased with RP), 1 = Hard (all research items need to be solved via the research table)
I:research_difficulty=0
}
##########################################################################################################
# runic_shielding
#--------------------------------------------------------------------------------------------------------#
# Runic Shielding
##########################################################################################################
runic_shielding {
# How much aer and terra centi-vis (0.01 vis) it costs to reacharge a single unit of shielding. Minimum of 0.
I:runic_cost=50
# How many game ticks pass after a shield has been reduced to zero before it can start recharging again. Minimum of 0.
I:runic_recharge_delay=80
# How many milliseconds pass between runic shielding recharge ticks. Lower values equals faster recharge. Minimum of 500.
I:runic_recharge_speed=2000
}
##########################################################################################################
# world_generation
#--------------------------------------------------------------------------------------------------------#
# Settings to turn certain world-gen on or off.
##########################################################################################################
world_generation {
B:generate_amber_ore=true
B:generate_aura_nodes=true
B:generate_cinnibar_ore=true
B:generate_infused_stone=true
B:generate_structures=true
# Can taint biomes generate at worldgen
B:generate_taint=true
B:generate_trees=true
}
##########################################################################################################
# world_regeneration
#--------------------------------------------------------------------------------------------------------#
# If a chunk is encountered that skipped TC worldgen, then the game will attempt to regenerate certain world features if they are set to true. CAUTION: Best used for worlds created before you added this mod, and only if you know what you are doing. Backups are advised.
##########################################################################################################
world_regeneration {
B:amber_ore=false
B:aura_nodes=false
B:cinnibar_ore=false
B:infused_stone=false
# This key is used to keep track of which chunk have been generated/regenerated. Changing it will cause the regeneration code to run again, so only change it if you want it to happen. Useful to regen only one world feature at a time.
S:regen_key=DEFAULT
B:structures=false
B:taint=false
B:trees=false
}