# Configuration file Equipment { # Set to TRUE to disable ALL armor sets. B:DisableAllArmor=false # Set to TRUE to disable ALL tool sets. B:DisableAllTools=false # Set to FALSE to hide all disabled equipment from the Creative Tabs and NEI. B:ShowDisabledEquipment=true Copper { B:Armor=true Tools { B:Axe=true B:Bow=true B:FishingRod=true B:Hoe=true B:Pickaxe=true B:Shears=true B:Shovel=true B:Sickle=true B:Sword=true } } Tin { B:Armor=true Tools { B:Axe=true B:Bow=true B:FishingRod=true B:Hoe=true B:Pickaxe=true B:Shears=true B:Shovel=true B:Sickle=true B:Sword=true } } Silver { B:Armor=true Tools { B:Axe=true B:Bow=true B:FishingRod=true B:Hoe=true B:Pickaxe=true B:Shears=true B:Shovel=true B:Sickle=true B:Sword=true } } Lead { B:Armor=true Tools { B:Axe=true B:Bow=true B:FishingRod=true B:Hoe=true B:Pickaxe=true B:Shears=true B:Shovel=true B:Sickle=true B:Sword=true } } Nickel { B:Armor=true Tools { B:Axe=true B:Bow=true B:FishingRod=true B:Hoe=true B:Pickaxe=true B:Shears=true B:Shovel=true B:Sickle=true B:Sword=true } } Electrum { B:Armor=true Tools { B:Axe=true B:Bow=true B:FishingRod=true B:Hoe=true B:Pickaxe=true B:Shears=true B:Shovel=true B:Sickle=true B:Sword=true } } Invar { B:Armor=true Tools { B:Axe=true B:Bow=true B:FishingRod=true B:Hoe=true B:Pickaxe=true B:Shears=true B:Shovel=true B:Sickle=true B:Sword=true } } Bronze { B:Armor=true Tools { B:Axe=true B:Bow=true B:FishingRod=true B:Hoe=true B:Pickaxe=true B:Shears=true B:Shovel=true B:Sickle=true B:Sword=true } } Platinum { B:Armor=true Tools { B:Axe=true B:Bow=true B:FishingRod=true B:Hoe=true B:Pickaxe=true B:Shears=true B:Shovel=true B:Sickle=true B:Sword=true } } Wood { Tools { B:Shears=true B:Sickle=true } } Stone { Tools { B:Bow=true B:FishingRod=true B:Shears=true B:Sickle=true } } Iron { Tools { B:Bow=true B:FishingRod=true B:Sickle=true } } Diamond { Tools { B:Bow=true B:FishingRod=true B:Shears=true B:Sickle=true } } Gold { Tools { B:Bow=true B:FishingRod=true B:Shears=true B:Sickle=true } } } Fluid { Redstone { # Enable this for Fluid Redstone to emit a signal proportional to its fluid level. B:Effect=true } Glowstone { # Enable this for Fluid Glowstone Source blocks to condense back into solid Glowstone above a given y-value. B:Condense=true # Enable this for Fluid Glowstone to do...something. B:Effect=true # Enable this for Fluid Glowstone Source blocks to gradually float upwards. B:Float=true # This adjusts the y-value where Fluid Glowstone will *always* condense, if that is enabled. It will also condense above 80% of this value, if it cannot flow. I:MaxHeight=120 } Ender { # Enable this for Fluid Ender to randomly teleport entities on contact. B:Effect=true } Pyrotheum { # Enable this for Fluid Pyrotheum to be worse than lava. B:Effect=true # Enable this for Fluid Pyrotheum Source blocks to gradually fall downwards. B:Fall=true } Cryotheum { # Enable this for Fluid Cryotheum to be worse than lava, except cold. B:Effect=true # Enable this for Fluid Cryotheum Source blocks to gradually fall downwards. B:Fall=true } Mana { # Enable this for Fluid Mana to do...things. B:Effect=true } Coal { # Enable this for Fluid Coal to be flammable. B:Flammable=true } Aerotheum { # Enable this for Fluid Aerotheum Source blocks to dissipate back into air above a given y-value. B:Dissipate=true # Enable this for Fluid Aerotheum to do...things. B:Effect=true # Enable this for Fluid Aerotheum Source blocks to gradually float upwards. B:Float=true # This adjusts the y-value where Fluid Aerotheum will *always* dissipate, if that is enabled. I:MaxHeight=120 } Petrotheum { # Enable this for Fluid Petrotheum to break apart stone blocks. B:Effect=true # Enable this for Fluid Petrotheum to have an EXTREME effect on stone blocks. B:Effect.Extreme=false # Enable this for Fluid Petrotheum Source blocks to gradually fall downwards. B:Fall=true } } General { # If TRUE, Fire-Immune mobs have a chance to drop Sulfur. B:FireImmuneDropSulfur=true } Holiday { B:IHateApril=false } Lexicon { # This option will generate a fresh blacklist or whitelist EVERY time. This is not recommended, but is provided here as an option if you are satisfied with the defaults. B:AlwaysGenerateList=false # This will generate a default list file depending on your list setting. This will ONLY generate if no list file already exists OR you have also enabled list regeneration. B:GenerateDefaultList=true # This will echo all entries to the system log. B:LogEntries=false # Set to true for a whitelist, FALSE for a blacklist B:UseWhiteList=true } Mob { Blizz { # Set this to false to disable Blizzes entirely. Jerk. B:Enable=true # Set this to false for the Blizz to use a mod-specific ID; this removes the Spawn Egg. B:UseGlobalId=true Spawn { # This sets the maximum light level Blizzes can spawn at, if restricted. I:Light.Level=8 # Set this to false for Blizzes to spawn at any light level. B:Light.Limit=true # This sets the maximum light number of Blizzes that spawn in a group. I:MaxGroupSize=4 # This sets the minimum number of Blizzes that spawn in a group. I:MinGroupSize=1 # This sets the relative spawn weight for Blizzes. I:SpawnWeight=10 } } Blitz { # Set this to false to disable Blitzes entirely. Jerk. B:Enable=true # Set this to false for the Blitz to use a mod-specific ID; this removes the Spawn Egg. B:UseGlobalId=true Spawn { # This sets the maximum light level Blitzes can spawn at, if restricted. I:Light.Level=8 # Set this to false for Blitzes to spawn at any light level. B:Light.Limit=true # This sets the maximum light number of Blitzes that spawn in a group. I:MaxGroupSize=4 # This sets the minimum number of Blitzes that spawn in a group. I:MinGroupSize=1 # This sets the relative spawn weight for Blitzes. I:SpawnWeight=10 } } Basalz { # Set this to false to disable Basalzes entirely. Jerk. B:Enable=true # Set this to false for the Basalz to use a mod-specific ID; this removes the Spawn Egg. B:UseGlobalId=true Spawn { # This sets the maximum light level Basalzes can spawn at, if restricted. I:Light.Level=8 # Set this to false for Basalzes to spawn at any light level. B:Light.Limit=true # This sets the maximum light number of Basalzes that spawn in a group. I:MaxGroupSize=4 # This sets the minimum number of Basalzes that spawn in a group. I:MinGroupSize=1 # This sets the relative spawn weight for Basalzes. I:SpawnWeight=10 } } } Plugins { MineFactoryReloaded { B:Enable=true Straw { B:Aerotheum=true B:Coal=true B:Cryotheum=true B:Ender=true # This controls the maximum distance (in blocks) a player will teleport from drinking Ender. (Min: 8, Max: 65536) I:Ender.Range=16384 B:Glowstone=true B:Petrotheum=true B:Pyrotheum=true B:Redstone=true } } Thaumcraft { B:Enable=true } TConstruct { B:Enable=true Material { Silver { I:Attack=3 I:Durability=80 I:HarvestLevel=2 # Only change this if you absolutely know what you are doing. I:Id=1023 I:MiningSpeed=1200 } Lead { I:Attack=2 I:Durability=250 I:HarvestLevel=1 # Only change this if you absolutely know what you are doing. I:Id=1022 I:MiningSpeed=900 } Nickel { I:Attack=2 I:Durability=750 I:HarvestLevel=2 # Only change this if you absolutely know what you are doing. I:Id=1021 I:MiningSpeed=1100 } Platinum { I:Attack=5 I:Durability=1050 I:HarvestLevel=4 # Only change this if you absolutely know what you are doing. I:Id=1024 I:MiningSpeed=1400 } Invar { I:Attack=2 I:Durability=450 I:HarvestLevel=2 # Only change this if you absolutely know what you are doing. I:Id=1020 I:MiningSpeed=700 } Electrum { I:Attack=2 I:Durability=90 I:HarvestLevel=1 # Only change this if you absolutely know what you are doing. I:Id=1025 I:MiningSpeed=1700 } } } EE3 { B:Enable=true } } Version { S:Identifier=1.7.10R1.2.6 } World { # If enabled, Thermal Foundation will create default world generation files - if it cannot find existing ones. Only disable this if you know what you are doing. B:GenerateDefaultFiles=true }