# Configuration file general { # A list of all entities for which a fakeplayer should be used when shooter is not a player S:bulletFakeplayerWhitelist < minecraft:ender_dragon > # Whether basic circuits should be produced in II or IE way B:changeCircuitProduction=true # The maximum frequency for advanced radios. I:radioAdvancedMaxFrequency=256 # The maximum frequency for basic radios. I:radioBasicMaxFrequency=32 # Whether Advanced Electronic Alloy should be smeltable in the vanilla furnace B:smeltableAEA=false # Whether Tungsten should be smeltable in the vanilla furnace B:smeltableTungsten=false ores { # Whether rubber trees should be generated. B:gen_rubber_trees=true # Min: 0 # Max: 100 I:gen_rubber_trees_chance=15 # A blacklist of dimensions in which IE ores won't spawn. By default this is the Overworld (0) and End (1) I:oreDimBlacklistNether < 0 1 > # A blacklist of dimensions in which IE ores won't spawn. By default this is Nether (-1) and End (1) I:oreDimBlacklistNormal < -1 1 > # Generation config for Fluorite Ore. # Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation I:ore_fluorite < 0 1 55 1 65 > # Generation config for Fluorite Ore. # Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation I:ore_phosphorus < 0 1 55 1 80 > # Generation config for Platinum Ore. # Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation I:ore_platinum < 0 0 10 2 75 > # Generation config for Salt Ore. # Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation I:ore_salt < 0 55 95 1 75 > # Generation config for Tungsten Ore. # Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation I:ore_tungsten < 0 0 35 2 75 > # Generation config for Zinc Ore. # Parameters: Vein size, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation I:ore_zinc < 0 35 95 2 100 > # Set this to true to allow retro-generation of Salt Ore. B:retrogen_fluorite=false # The retrogeneration key. Basically IE checks if this key is saved in the chunks data. If it isn't, it will perform retrogen on all ores marked for retrogen. # Change this in combination with the retrogen booleans to regen only some of the ores. S:retrogen_key=DEFAULT_II # Set this to false to disable the logging of the chunks that were flagged for retrogen. B:retrogen_log_flagChunk=true # Set this to false to disable the logging of the chunks that are still left to retrogen. B:retrogen_log_remaining=true # Set this to true to allow retro-generation of Salt Ore. B:retrogen_phosphorus=false # Set this to true to allow retro-generation of Platinum Ore. B:retrogen_platinum=false # Set this to true to allow retro-generation of Salt Ore. B:retrogen_salt=false # Set this to true to allow retro-generation of Tungsten Ore. B:retrogen_tungsten=false # Set this to true to allow retro-generation of Zinc Ore. B:retrogen_zinc=false } machines { latexcollector { # Collection time of a single bucket (in ticks). I:collectTime=12000 } radiostation { # Energy required to construct the radio station (in IF). I:constructionEnergy=200000 # Energy capacity of the radio station (in IF). I:energyCapacity=32000 # Energy usage when sending a signal (in IF). I:energyUsage=2048 # Energy usage when a radio station is working. I:energyUsageIdle=512 # Range of the radio station (in which the signals can be received) in blocks from center (radius). I:radioRange=128 # How much the range decreases when there is bad weather (rain, snow) ( 1 - full range, 0.5 - half range, 0 - no range, etc.) # Min: 0.0 # Max: 1.0 D:weatherHarshness=0.75 } datainputmachine { # Energy capacity of the data input machine. I:energyCapacity=16000 # Energy usage when sending a signal. I:energyUsage=2048 # Energy per step of punching a tape (1/60 of the full energy needed). I:energyUsagePunchtape=128 # Duration of tape punching process in ticks (1 tick = 1/20 Second). I:timePunchtapeProduction=80 } arithmeticlogicmachine { # Energy capacity of the arithmetic-logic machine. I:energyCapacity=24000 # Energy usage of the arithmetic-logic machine per circuit. I:energyUsage=2048 } printingpress { # Energy capacity of the printing press. I:energyCapacity=24000 # Energy usage of the printing press per page printed. I:energyUsage=512 # Ink used per character printed (mB). I:printInkUsage=8 # Page printing duration (in ticks). I:printTime=90 } chemicalbath { # Energy capacity of the chemical bath. I:energyCapacity=16000 # Fluid capacity of the chemical bath. I:fluidCapacity=24000 } electrolyzer { # Energy capacity of the electrolyzer. I:energyCapacity=16000 # Fluid capacity of the electrolyzer. I:fluidCapacity=12000 } precissionassembler { # Energy capacity of the chemical bath. I:energyCapacity=16000 # Hatch opening (or closing) time (in ticks) I:hatchTime=40 } coagulator { # Default bucket wait time for a coagulator process, when not specified in recipe (in ticks). I:bucketTime=400 # Duration of crane bucket actions (in ticks). I:craneGrabTime=20 # How long does it take to move a crane 1 block (in ticks). I:craneMoveTime=20 # Energy capacity of the coagulator (in IF). I:energyCapacity=16000 # Fluid capacity of a coagulator tank (in mB). I:fluidCapacity=16000 } vulcanizer { # Energy capacity of the vulcanizer (in IF). I:energyCapacity=16000 } artilleryhowitzer { # How long does it take for the howitzer to move the shell by one item slot using conveyor (in ticks) I:conveyorTime=40 # Energy capacity of the artillery howitzer. I:energyCapacity=1000000 # Energy usage when loading / unloading a shell. I:energyUsageLoader=3192 # Energy usage when moving / rotating the platform. I:energyUsagePlatform=1620 # Time needed for the howitzer to fire (in ticks. I:fireTime=35 # The speed of howitzer shells in blocks/tick D:howitzerVelocity=20.0 # How long does it take for the howitzer to load a shell (in ticks) I:loadTime=100 # Time needed for the platform to ascend/descend (in ticks. I:platformTime=180 # How long does it take for the howitzer to rotate 90 degrees (in ticks) I:rotateTime=140 } ballisticcomputer { # Energy capacity of the ballistic computer. I:energyCapacity=24000 # Energy capacity of the ballistic computer. I:energyUsage=16000 } missilesilo { # Energy capacity of the missile silo (per one block of height) (in IF). I:energyCapacity=2500000 } conveyor_scanner { # Energy capacity of the scanning conveyor. I:energyCapacity=8000 # Energy usage when scanning an ItemStack. I:energyUsage=128 } inserter { # Energy capacity of the inserter (in IF) I:energyCapacity=4096 # Energy usage of the inserter per tick (in IF) I:energyUsage=128 # How many items can be taken per single operation I:maxTake=32 # How long does it take for the inserter to perform a task (in ticks) I:taskTime=20 } advanced_inserter { # Energy capacity of the inserter (in IF) I:energyCapacity=4096 # Energy usage of the inserter per tick (in IF) I:energyUsage=256 # How many items can be taken per single operation I:maxTake=64 # How long does it take for the inserter to perform a task (in ticks) I:taskTime=10 } fluid_inserter { # Energy capacity of the inserter. I:energyCapacity=2048 # Energy usage of the inserter per item taken. I:energyUsage=128 # Max fluid output (in milibuckets per tick) I:maxOutput=500 } advanced_fluid_inserter { # Energy capacity of the inserter. I:energyCapacity=4096 # Energy usage of the inserter per item taken. I:energyUsage=256 # Max fluid output (in milibuckets per tick) I:maxOutput=240 } chemical_dispenser { # Energy capacity of the chemical dispenser. I:energyCapacity=2048 # Energy usage of the chemical dispenser per one shot. I:energyUsage=128 # How long does it take for the chemical dispenser to rotate 45 degrees horizontally (in ticks) I:rotateHTime=240 # How long does it take for the chemical dispenser to rotate 45 degrees vertically (in ticks) I:rotateVTime=180 } small_data_buffer { # Amount of data packets the machine can store. I:packetCapacity=4 } skycrate_station { # How long does it take for the minecart to drive into the station. (in ticks) I:crateInTime=60 # How long does it take for the minecart to drive out of the station. (in ticks) I:crateOutTime=60 # How long does it take for the station to put a crate onto a minecart. (in ticks) I:inputTime=240 # How long does it take for the station to put a crate onto the line. (in ticks) I:outputTime=240 # Max rotations per minute (will break if over). I:rpmBreakingMax=240 # Max rotations per minute (reaching over this level doesn't change effectiveness). I:rpmEffectiveMax=80 # Rotations per minute required for the Skycrate Station to Work. I:rpmMin=20 # Max Torque (will break if over). I:torqueBreakingMax=256 # Max Torque (reaching over this level doesn't change effectiveness). I:torqueEffectiveMax=8 # Torque required for the Skycrate Station to Work. I:torqueMin=4 } skycart_station { # How long does it take for the minecart to drive into the station. (in ticks) I:minecartInTime=40 # How long does it take for the minecart to drive out of the station. (in ticks) I:minecartOutTime=40 } packer { # Duration of the packing process (in ticks). I:actionTime=260 # Energy capacity of the glorious boxing device also known as The Packer. I:energyCapacity=16000 # Additional energy capacity of the packer when the charging module upgrade is present. I:energyCapacityUpgrade=4000000 # Energy usage of the packer (if any stack/fluid/energy input/output is performed). I:energyUsage=4096 # Additional fluid capacity of the packer when the pump module upgrade is present. I:fluidCapacityUpgrade=96000 } redstoneinterface { } sawmill { # Max rotations per minute (will break if over). I:rpmBreakingMax=160 # Rotations per minute required for the Sawmill to Work. I:rpmMin=20 # Max Torque (will break if over). I:torqueBreakingMax=140 # Torque required for the Sawmill to Work. I:torqueMin=6 } alarmsiren { # The distance the siren can be heard from. I:soundRange=16 } speaker { # The distance the speaker can be heard from. I:soundRange=24 } effectcrates { # The amount of energy an inserter upgraded Ammunition Crate takes per one 4 second effect (in IF/RF/FE) I:ammoCrateEnergyPerAction=85 # The amount of energy an inserter upgraded crate can drain in one tick (in IF/RF/FE) I:energyDrain=40 # The amount of energy an inserter upgraded crate can store (in IF/RF/FE) I:maxEnergyStored=4000 # The amount of energy an inserter upgraded Medical Crate takes per one heal (in IF/RF/FE) I:mediCrateEnergyPerAction=50 # The amount of fluid a Medical Crate uses after applying the effect (in mB) I:mediCrateFluidDrain=250 # The amount of fluid a Medical Crate can store (in mB) I:mediCrateTankSize=4000 # The amount of energy an inserter upgraded Repair Crate takes per one repair (in IF/RF/FE) I:repairCrateEnergyPerAction=65 } emplacement { # Energy capacity of the emplacement (in IF). I:energyCapacity=32000 # Time for the multiblock to open/close the lid (in ticks). I:lidTime=240 # Amount of turret health restored during single repair action (in half-hearts). I:repairAmount=4 # Energy required to perform a single repair action (in IF). I:repairCost=1024 # Time for a single repair action (in ticks). I:repairDelay=40 # Interval for the multiblock weapon to update sighted targets (in ticks). I:sightUpdateTime=10 } filler { # Dust capacity of the the Filler (in mB, 1 dustStack is 100mB). I:dustCapacity=32000 # Energy capacity of the the Filler (in IF). I:energyCapacity=16000 } vehicleworkshop { # Fluid (diesel) capacity of the the Vehicle Workshop (in mB). I:dieselCapacity=24000 # Energy capacity of the the Vehicle Workshop (in IF). I:energyCapacity=100000 } } mechanicaldevices { # Max length of the belt, works exactly like wires (measured in blocks). # Belts: Cloth, Steel, Rubber I:belt_length < 8 16 16 > # Belts will break if Torque is higher than this value. # Belts: Cloth, Steel, Rubber I:belt_max_torque < 50 200 100 > # Torque loss, later multiplied by belt length. # Belts: Cloth, Steel, Rubber D:belt_torque_loss < 0.05000000074505806 0.10000000149011612 0.009999999776482582 > # Default torque, used as a fallback, when IE rotational device is not recognised. D:dynamo_default_torque=16.0 # Torque multiplier for the windmill. D:dynamo_watermill_torque=24.0 # Torque multiplier for the windmill. D:dynamo_windmill_torque=20.0 # The modifier of internal torque of a machine using this gear. # Gears: Copper, Brass, Iron, Steel, Tungsten D:gear_torque_modifier < 0.25 0.5 1.0 1.5 2.0 > # Immersive Flux to Rotary Flux conversion ratio (default 4 RoF = 1 IF). D:rof_conversion_ratio=4.0 } tools { # The energy capacity of advanced binoculars (when using Infrared Sight). I:advanced_binoculars_energy_capacity=4000 # The energy usage of advanced binoculars (when using Infrared Sight). I:advanced_binoculars_energy_usage=150 # Max zoom of the advanced binoculars (in Blu's Unit of Magnification Measurement™). D:advanced_binoculars_max_zoom < 0.05000000074505806 0.0625 0.08330000191926956 0.10000000149011612 0.25 0.5 > # The capacity of the Improved Capacitor Backpack (in IF). I:advanced_powerpack_capacity=1000000 # A modifier to apply to the ammunition resupply time of the Ammunition Crate (weapons reload). D:ammunition_crate_resupply_time=1.0 # Max zoom of the binoculars (in Blu's Unit of Magnification Measurement™). D:binoculars_max_zoom < 0.10000000149011612 0.125 0.16699999570846558 0.25 0.5 > # The energy capacity of the electric hammer in RF... i mean IF... i mean FE... that thing o' powerin'!. I:electric_hammer_capacity=24000 # The energy usage of the electric hammer (when mining, rotating, etc. ). I:electric_hammer_energy_per_use=100 # The energy usage of the electric hammer when building advanced multiblocks (per tick). I:electric_hammer_energy_per_use_construction=4096 # The energy capacity of the electric multitool. (when it will be added) I:electric_multitool_capacity=100000 # The energy capacity of the electric wirecutter. I:electric_wirecutter_capacity=24000 # The energy usage of the electric wirecutter (when cutting wires). I:electric_wirecutter_energy_per_use=100 # The energy capacity of the electric wrench. I:electric_wrench_capacity=24000 # The energy usage of the electric wrench (when destroying blocks / upgrading). I:electric_wrench_energy_per_use=1000 # The upgrade progress added per use of the engineer's wrench (default 1IF=1 Point of Progress™). I:electric_wrench_upgrade_progress=1000 # The Lighter fuel capacity in milibuckets (mB). I:lighter_capacity=1000 # The capacity of the measuring cup (mB). I:measuring_cup_capacity=500 # The durability (max number of uses) of the Precission Buzzsaw. I:precission_tool_buzzsaw_durability=150 # The usage time of the Precission Buzzsaw. I:precission_tool_buzzsaw_usage_time=140 # The durability (max number of uses) of the Precission Drill. I:precission_tool_drill_durability=250 # The usage time of the Precission Drill. I:precission_tool_drill_usage_time=140 # The durability (max number of uses) of the Precission Hammer. I:precission_tool_hammer_durability=200 # The usage time of the Precission Hammer. I:precission_tool_hammer_usage_time=40 # The durability (max number of uses) of the Precission Inserter. I:precission_tool_inserter_durability=200 # The usage time of the Precission Inserter. I:precission_tool_inserter_usage_time=60 # The durability (max number of uses) of the Precission Solderer. I:precission_tool_solderer_durability=150 # The usage time of the Precission Solderer. I:precission_tool_solderer_usage_time=80 # The durability (max number of uses) of the Precission Welder. I:precission_tool_welder_durability=250 # The usage time of the Precission Welder. I:precission_tool_welder_usage_time=160 # The durability (max number of uses) of the Iron Sawblade. I:sawblade_iron_durability=150 # The durability (max number of uses) of the Steel Sawblade. I:sawblade_steel_durability=300 # The durability (max number of uses) of the Tungsten Sawblade. I:sawblade_tungsten_durability=550 # The durability of the engineer's wrench. I:wrench_durability=256 # The upgrade progress added per use of the engineer's wrench. I:wrench_upgrade_progress=350 skycratemounts { # The energy capacity of the Electric Skycrate Mount (in Immersive Flux). D:electric_energy=55.0 # The energy to distance ratio of the Electric Skycrate Mount. (in Immersive Flux per Meter) I:electric_energy_ratio=128 # The speed of the Electric Skycrate Mount. D:electric_speed=1.0 # The energy (max distance to be traveled) of the Mechanical Skycrate Mount. D:mech_energy=35.0 # The speed of the Mechanical Skycrate Mount. D:mech_speed=0.25 } tripodperiscope { # Determines how fast the Tripod Periscope can be set up (in ticks). # Min: 0 # Max: 2147483647 I:setup_time=60 # Max zoom of a machinegun with a scope mounted (in Blu's Unit of Distance Measurement™). D:tripod_zoom_steps < 0.009999999776482582 0.019999999552965164 0.03999999910593033 0.0625 0.08330000191926956 0.125 0.25 0.5 > # The yaw turn speed of the Tripod Periscope (in degrees). D:turn_speed=2.5 } } weapons { submachinegun { # Time required to aim the SMG. (in ticks) I:aimTime=10 # Time required to aim the SMG with folded stock upgrade. I:aimTimeFoldedStock=4 # Time required to fire a single bullet. I:bulletFireTime=2 # Whether the recoil is visible in first-person view. B:cameraRecoil=true # Time required to reload a stick magazine in SMG. (in ticks) I:clipReloadTime=45 # Time required to reload a drum magazine in SMG. (in ticks) I:drumReloadTime=80 # Maximum amount of horizontal recoil. D:maxRecoilHorizontal=30.0 # Maximum amount of vertical recoil. D:maxRecoilVertical=45.0 # Amount of horizontal recoil after taking a shot. D:recoilHorizontal=3.5 # Amount of vertical recoil after taking a shot. D:recoilVertical=5.0 # Maximum amount of horizontal recoil. D:sturdyBarrelVelocityMod=1.25 } machinegun { # Setup time multiplier when the belt fed loader upgrade is mouted on mg. D:beltFedLoaderSetupTimeMultiplier=0.5 # Time required to fire a single bullet in MG. I:bulletFireTime=2 # Time required to reload a clip in MG. I:clipReloadTime=35 # Recoil multiplier when the hasty bipod is mouted on mg. D:hastyBipodRecoilMultiplier=1.5 # Setup time multiplier when the hasty bipod is mouted on mg. D:hastyBipodSetupTimeMultiplier=0.5 # Fire rate multiplier when heavy barrel is mouted on mg. D:heavyBarrelFireRateMultiplier=0.25 # Infrared scope energy usage per tick I:infraredScopeEnergyUsage=15 # Max zoom of a machinegun with a scope mounted (in Blu's Unit of Distance Measurement™). D:machinegun_scope_max_zoom < 0.550000011920929 0.3499999940395355 0.15000000596046448 > # Max scatter of heat, higher values will force the player to wait until the gun cools down. I:maxOverheat=250 # Recoil multiplier when the precise bipod is mouted on mg. D:preciseBipodRecoilMultiplier=0.25 # Setup time multiplier when the precise bipod is mouted on mg. D:preciseBipodSetupTimeMultiplier=1.5 # Horizontal recoil after taking a shot with heavy barrel mounted. D:recoilHBHorizontal=1.25 # Vertical recoil after taking a shot with heavy barrel mounted. D:recoilHBVertical=1.25 # Amount of horizontal recoil after taking a shot. D:recoilHorizontal=2.5 # Horizontal recoil multiplier when the double magazine upgrade is mouted on mg. D:recoilSecondMagazine=1.649999976158142 # Amount of vertical recoil after taking a shot. D:recoilVertical=2.5 # Time required to set up the MG (in ticks). I:setupTime=50 # Setup time multiplier when a shield is mouted on mg. D:shieldSetupTimeMultiplier=0.5 # Shield's initial strength (resistance vs attacks). D:shieldStrengthInitial=45.0 # Recoil multiplier when the mg is mounted on a tripod. D:tripodRecoilMultiplier=0.125 # Setup time multiplier when the mg is mounted on a tripod. D:tripodSetupTimeMultiplier=2.5 # Water usage when water cooling upgrade is mounted on mg (in mB). I:waterCoolingFluidUsage=10 # Coolant tank capacity of the water cooling upgrade. I:waterCoolingTankCapacity=4000 } mortar { # The pitch turn speed of the Mortar (in degrees). D:pitch_speed=1.0 # Determines how fast the Mortar can be set up (in ticks). # Min: 0 # Max: 2147483647 I:setupTime=100 # Determines how fast the Mortar can be fired (in ticks). # Min: 0 # Max: 2147483647 I:shootTime=80 } emplacementweapons { autocannon { # Time required to fire a single bullet. I:bulletFireTime=3 # Enemy detection range (in blocks) D:detectionRadius=24.0 # Base energy usage per tick (in IF). I:energyUpkeepCost=2048 # Starting/max health of the turret (in half-hearts) I:maxHealth=200 # Pitch rotation speed (degrees/tick) D:pitchRotateSpeed=4.0 # Time required to reload all the magazines. I:reloadTime=280 # Yaw rotation speed (degrees/tick) D:yawRotateSpeed=4.0 } machinegun { # Time required to fire a single bullet. I:bulletFireTime=2 # Enemy detection range (in blocks) D:detectionRadius=24.0 # Base energy usage per tick (in IF). I:energyUpkeepCost=1024 # Starting/max health of the turret (in half-hearts) I:maxHealth=150 # Pitch rotation speed (degrees/tick) D:pitchRotateSpeed=4.0 # Time required to reload all the magazines. I:reloadTime=200 # Time required for machinegun nest setup (barrel attachment animation) (in ticks) I:setupTime=150 # Yaw rotation speed (degrees/tick) D:yawRotateSpeed=4.0 } teslacoil { # Enemy attack range (in blocks) D:attackRadius=16.0 # Damage dealt to enemies (in half-hearts). I:damage=10 # "reload" time after dealing damage (in ticks). I:damageDelay=10 # Enemy detection range (in blocks) D:detectionRadius=0.0 # Base energy usage per tick (in IF). I:energyUpkeepCost=3096 # Energy used per shot (in IF) I:energyUsage=2048 # Starting/max health of the turret (in half-hearts) I:maxHealth=200 } infraredobserver { # Enemy detection range (in blocks) D:detectionRadius=56.0 # Base energy usage per tick (in IF). I:energyUpkeepCost=1024 # Starting/max health of the turret (in half-hearts) I:maxHealth=100 # Pitch rotation speed (degrees/tick) D:pitchRotateSpeed=2.0 # Time required for observer setup (lens attachment animation) (in ticks). I:setupTime=300 # Yaw rotation speed (degrees/tick, rotates only if sent a data packet, requires lowering the platform) I:yawRotateTime=1 } cpds { # Enemy detection range (in blocks) D:detectionRadius=16.0 # Base energy usage per tick (in IF). I:energyUpkeepCost=4096 # Starting/max health of the turret (in half-hearts) I:maxHealth=350 # Pitch rotation speed (degrees/tick) D:pitchRotateSpeed=8.0 # Time required to reload the magazine. I:reloadTime=120 # Yaw rotation speed (degrees/tick) D:yawRotateSpeed=8.0 } heavychemthrower { # Enemy detection range (in blocks) D:detectionRadius=16.0 # Base energy usage per tick (in IF). I:energyUpkeepCost=2048 # Starting/max health of the turret (in half-hearts) I:maxHealth=120 # Pitch rotation speed (degrees/tick) D:pitchRotateSpeed=1.0 # Time required for chemthrower setup (barrel extension animation) (in ticks). I:setupTime=100 # Time required to fire a single chemthrower particle (in ticks). I:sprayTime=0 # Fluid tank capacity of the heavy chemthrower (in mB). I:tankCapacity=8000 # Yaw rotation speed (degrees/tick) D:yawRotateSpeed=2.0 } heavyrailgun { # Enemy detection range (in blocks) D:detectionRadius=16.0 # Base energy usage per tick (in IF). I:energyUpkeepCost=2048 # Starting/max health of the turret (in half-hearts) I:maxHealth=350 # Pitch rotation speed (degrees/tick) D:pitchRotateSpeed=0.6499999761581421 # Time required for replacing the ammo box. I:reloadAmmoBoxTime=100 # Time required for loading a single projectile. I:reloadConveyorTime=20 # Time required to fire a single shot. I:shotFireTime=40 # Yaw rotation speed (degrees/tick) D:yawRotateSpeed=1.75 } } railgun { # Whether the railgun can only be used when in mainhand. B:disableRailgunOffhand=true # Make standard railgun rods to be able to penetrate mobs (depending on metal). B:enablePenetration=true # If disabled, II will not make any changes to IE railgun. This also disables using railgun grenades (as they use a custom entity). B:enableRailgunOverride=true # Whether the railgun has recoil (pushes the shooter to back, depending on projectile mass). B:railgunRecoil=true } grenade { # Changes looks of the grenades # 0 - new look # 1 - old look, but cores are colored # 2 - old look # Min: 0 # Max: 2 I:classicGrenades=0 # Grenade's initial speed modifier. # Min: 0.0 # Max: 1.7976931348623157E308 D:throwSpeedModifier=1.649999976158142 } mines { # Energy capacity of radio explosives (in IF). I:energyCapacity=240000 # Energy usage by radio explosives per tick (in IF). I:energyUsage=10 # Time before colision is being detected for navy mine after placing it (in ticks) I:navalMineArmTime=60 # Radio signal range of the radio explosives (radius). I:radioRange=32 # Changes color of the tripmine # 0 - steel # 1 - green # 2 - dull-yellow (makes your tripmine a true S-Mine straight out of ze [REDACTED]) # Min: 0 # Max: 2 I:tripmineColor=0 # How much the range decreases when there is bad weather (rain, snow) ( 1 - full range, 0.5 - half range, 0 - no range, etc.) # Min: 0.0 # Max: 1.0 D:weatherHarshness=0.35 } } wires { # The RGB color of the data wire. I:dataWireColouration=11784662 # The maximum length of a single data wire. I:dataWireLength=24 # The RGB color of the small data wire. I:smallDataWireColouration=11784662 # The maximum length of a single small data wire. Should not be much. I:smallDataWireLength=4 # The RGB color of the small data wire. I:smallRedstoneWireColouration=16723759 # The maximum length of a single small data wire. Should not be much. I:smallRedstoneWireLength=4 # The RGB color of the data wire. I:tripwireColouration=9862765 # The maximum length of the tripwire. Should be medium range at best. I:tripwireLength=8 } vehicles { motorbike { # Roll the camera when turning the motorbike. B:cameraRoll=false # Damage resistance of the engine. I:engineDurability=100 # Amount of fuel burn per time, dependent on diesel generator fluids (in mB) I:fuelBurnAmount=8 # Fuel capacity of the motorbike. I:fuelCapacity=12000 # Damage resistance of the fuel tank. I:fuelTankDurability=80 # Fuel usage per one meter driven. I:fuelUsage=6 # Damage resistance of the wheels. I:wheelDurability=40 } fieldhowitzer { # Time required to fire a single shell using the field howitzer. I:fireTime=50 # Damage resistance of the gun barrel. I:gunDurability=80 # Damage resistance of the gun frame. I:mainDurability=160 # Time required to reload a field howitzer. I:reloadTime=80 # Time required to set up field howitzer after moving it. I:setupTime=15 # Damage resistance of the gun shield (both sides have common health). I:shieldDurability=160 # Time required to tow a field howitzer. I:towingTime=80 # Damage resistance of the wheels. I:wheelDurability=40 } } ########################################################################################################## # compat #--------------------------------------------------------------------------------------------------------# # A list of all mods that IEn has integrated compatability for # Setting any of these to false disables the respective compat ########################################################################################################## compat { B:immersive_energy=true B:immersivepetroleum=true B:immersiveposts=true B:immersivetech=true B:tfc=true } }