# Configuration file client { # Render the layout as colors B:simpleLayout=false } factory { # Allow the shard based recipe to be used for factory block creation B:allowShardRecipe=true # Allow the factory to generate XP shards B:allowXpGeneration=true # Default XP to generate for a killed mob I:deathXp=1 # Default tier to assign mobs to I:factoryTier=-1 # Default number of mobs to kill to program the ender shard I:killCount=1 # Function to apply to generate the power cost when more than one mob spawned. (0-linear), (1-powers of 2), (2-powers of 3) I:massFx=0 # Default number of mobs to spawn I:numMobs=1 # Percentage drop rate of Tier II shard I:r2ShardDrop=15 # Percentage drop rate of Tier III shard I:r3ShardDrop=8 # Percentage drop rate of Tier IV shard I:r4ShardDrop=5 # Default number of ticks to spawn a mob I:spawnTicks=320 # Default units for spawning a mob I:spawnUnits=1 # Maximum units for a Tier I factory I:t1UnitsMax=20 # Maximum units for a Tier II factory I:t2UnitsMax=40 # Maximum units for a Tier III factory I:t3UnitsMax=60 # Maximum units for a Tier IV factory I:t4CostMax=65535 } factorymoduspport { # Pass the IMC recipe additions to EnderIO B:EnderIOIMC=true # Allow the factory to support BloodMagic Ritual Of The Cloned Soul B:allowBmCrystal=true # Allow the factory to support BloodMagic Ritual Of The Mechanical Altar B:allowBmLeAltar=true # Allow the factory to support BloodMagic Ritual Of The Sanguine Urn B:allowBmLeTank=true # Allow the factory to support EvilCraft Blood Generation B:allowEcBlood=true } factorypower { # Power cost per spawn unit I:powerPerSpawnUnit=1 # Factory needs at least the power per tick or power is consumed and thrown away B:strictPower=false # Maximum power stored in a Tier I cell I:t1PowerMax=100000 # Receive power limit for a Tier I cell I:t1PowerRxTick=1000 # Default power cost per tick of a Tier I factory I:t1PowerTick=80 # Maximum power stored in a Tier II cell I:t2PowerMax=1000000 # Receive power limit for a Tier II cell I:t2PowerRxTick=10000 # Default power cost per tick of a Tier II factory I:t2PowerTick=160 # Maximum power stored in a Tier III cell I:t3PowerMax=10000000 # Receive power limit for a Tier III cell I:t3PowerRxTick=2147483647 # Default power cost per tick of a Tier III factory I:t3PowerTick=240 # Default power cost per tick of a Tier IV factory I:t4PowerTick=320 # Limit the power requirements of Tier I to be 1 RF/tick B:tier1lowpower=false # Limit the power requirements of Tier II to be 1 RF/tick B:tier2lowpower=false # Limit the power requirements of Tier III to be 1 RF/tick B:tier3lowpower=false # Limit the power requirements of Tier IV to be 1 RF/tick B:tier4lowpower=false } general { # Add vanilla recipes to duplicate most anvil ones B:allowAnvilVanillaCrafting=false # Percentage chance of headhunter I enchant dropping a skull I:headhunter1DropChance=30 # Percentage chance of headhunter II enchant dropping a skull I:headhunter2DropChance=50 # Percentage chance of headhunter III enchant dropping a skull I:headhunter3DropChance=80 # Number of ticks between fake kills I:learnTicks=20 # Number of mobs to kill to learn from - higher is more accurate I:sampleSize=500 # Dimension id of Tartarus I:tartarusId=418 } upgrades { # Percentage of mob health given to the BloodMagic Crystal I upgrade I:bmCrystal1Param=25 # Default power cost per tick of a BloodMagic Crystal I upgrade I:bmCrystal1PowerTick=80 # Percentage of mob health given to the BloodMagic Crystal II upgrade I:bmCrystal2Param=60 # Default power cost per tick of a BloodMagic Crystal II upgrade I:bmCrystal2PowerTick=160 # Percentage of mob health given to the BloodMagic Crystal III upgrade I:bmCrystal3Param=100 # Default power cost per tick of a BloodMagic Crystal III upgrade I:bmCrystal3PowerTick=240 # Percentage of sacrifice amount for a BloodMagic LifeEssence Altar I upgrade I:bmLeAltar1Param=50 # Default power cost per tick of a BloodMagic LifeEssence Altar I upgrade I:bmLeAltar1PowerTick=80 # Percentage of sacrifice amount for a BloodMagic LifeEssence Altar II upgrade I:bmLeAltar2Param=75 # Default power cost per tick of a BloodMagic LifeEssence Altar II upgrade I:bmLeAltar2PowerTick=160 # Percentage of sacrifice amount for a BloodMagic LifeEssence Altar III upgrade I:bmLeAltar3Param=100 # Default power cost per tick of a BloodMagic LifeEssence Altar III upgrade I:bmLeAltar3PowerTick=240 # Number of sacrifice runes for a BloodMagic LifeEssence Tank III upgrade I:bmLeTank13Param=24 # Number of sacrifice runes for a BloodMagic LifeEssence Tank I upgrade I:bmLeTank1Param=4 # Default power cost per tick of a BloodMagic LifeEssence Tank III upgrade I:bmLeTank1PowerTick=80 # Number of sacrifice runes for a BloodMagic LifeEssence Tank II upgrade I:bmLeTank2Param=16 # Default chance to generate a skull for Decapitate I upgrade I:decap1Param=20 # Default power cost per tick of a Decapitate I upgrade I:decap1PowerTick=80 # Default chance to generate a skull for Decapitate II upgrade I:decap2Param=40 # Default power cost per tick of a Decapitate II upgrade I:decap2PowerTick=160 # Default chance to generate a skull for Decapitate III upgrade I:decap3Param=80 # Default power cost per tick of a Decapitate III upgrade I:decap3PowerTick=240 # mb per HP for the EvilCraft Blood Tank I upgrade I:ecBlood1Param=20 # Default power cost per tick of a EvilCraft Blood Tank I upgrade I:ecBlood1PowerTick=80 # mb per HP for the EvilCraft Blood Tank II upgrade I:ecBlood2Param=40 # Default power cost per tick of a EvilCraft Blood Tank II upgrade I:ecBlood2PowerTick=160 # mb per HP for the EvilCraft Blood Tank III upgrade I:ecBlood3Param=60 # Default power cost per tick of a EvilCraft Blood Tank III upgrade I:ecBlood3PowerTick=240 # Percentage of power saved for a Efficiency I upgrade I:eff1Param=15 # Default power cost per tick of a Efficiency I upgrade I:eff1PowerTick=1 # Percentage of power saved for a Efficiency II upgrade I:eff2Param=25 # Default power cost per tick of a Efficiency II upgrade I:eff2PowerTick=2 # Percentage of power saved for a Efficiency III upgrade I:eff3Param=30 # Default power cost per tick of a Efficiency III upgrade I:eff3PowerTick=4 I:looting1Param=1 # Default power cost per tick of a Looting I upgrade I:looting1PowerTick=80 I:looting2Param=2 # Default power cost per tick of a Looting II upgrade I:looting2PowerTick=160 I:looting3Param=3 # Default power cost per tick of a Looting III upgrade I:looting3PowerTick=240 # Default number of mobs to spawn for Mass I upgrade I:mass1Param=2 # Default power cost per tick of a Mass I upgrade I:mass1PowerTick=80 # Default number of mobs to spawn for Mass II upgrade I:mass2Param=4 # Default power cost per tick of a Mass II upgrade I:mass2PowerTick=160 # Default number of mobs to spawn for Mass III upgrade I:mass3Param=6 # Default power cost per tick of a Mass III upgrade I:mass3PowerTick=240 # Percentage reduction in spawn time for Rate I upgrade I:rate1Param=20 # Default power cost per tick of a Rate I upgrade I:rate1PowerTick=80 # Percentage reduction in spawn time for Rate II upgrade I:rate2Param=50 # Default power cost per tick of a Rate II upgrade I:rate2PowerTick=160 # Percentage reduction in spawn time for Rate III upgrade I:rate3Param=75 # Default power cost per tick of a Rate III upgrade I:rate3PowerTick=240 # Percentage of XP generated for XP I upgrade I:xp1Param=100 # Default power cost per tick of a XP I upgrade I:xp1PowerTick=80 # Percentage of XP generated for XP II upgrade I:xp2Param=140 # Default power cost per tick of a XP II upgrade I:xp2PowerTick=160 # Percentage of XP generated for XP III upgrade I:xp3Param=180 # Default power cost per tick of a XP III upgrade I:xp3PowerTick=240 }