# Configuration file experimental { # If true, barrels will expose their full contents through the standard MC inventory interfaces. This will allow mods that do not support the DSU to see the full contents of the barrel. *** WARNING *** This will allow mods that do not properly handle inventories to empty out a barrel in one go. Use at your own risk. If you do find such a game breaking mod, please report to that mods' author and ask them to handle inventories better. Otherwise, please enjoy this experimental feature ^_^ [default: false] B:exposeFullStorageSize=false } general { # The Canonical Class-Names of TileEntities that should be ignored when using a Dolly. [default: [ic2.core.block.machine.tileentity.TileEntityNuke]] S:BlacklistedTileEntiyClassNames < ic2.core.block.machine.tileentity.TileEntityNuke > # If true, Jabba will try unificate 'ingot' 'ore' 'dust' and 'nugget' using oredict [default: true] B:allowOreDictUnification=false # If true, barrels can be initially placed and dollyed so that their front side can be on the top or bottom. The front side is the side with the initial sticker applied. [default: true] B:allowVerticalPlacement=true # This list contains paired numbers: first is the tier level this color applies to, second is the color. The color value is the RGB color as a single int I:colorOverrides < 1 6109206 2 6107411 3 8947333 4 12012062 5 5789784 6 7252423 7 10067709 8 9654423 9 1783672 10 15838184 11 15919857 12 1518487 13 16777215 14 657930 > B:diamondDollyActive=true # A structural tier will be created for each material in this list, even if not craftable S:materialList < Ore.plankWood Ore.plateCopper Ore.plateIron Ore.plateBronze Ore.plateSteel Ore.plateAluminium Ore.plateStainlessSteel Ore.plateTitanium Ore.plateTungstenSteel Ore.plateChrome Ore.plateIridium Ore.plateOsmium Ore.plateNeutronium Ore.plateBlackPlutonium > # Maximum tier to generate crafting recipes for I:maxCraftableTier=14 # Controls the minimum delay (in ms) between two server/client sync. Lower values mean closer to realtime, and more network usage. I:packetLimiterDelay=500 # Render Distance (square) for stack and text on barrel. [range: 0.0 ~ 10000.0, default: 10000.0] S:renderDistance=10000.0 # [default: true] B:renderStackAndText=true # If true, punching a barrel will remove one item and shift punching a stack. [default: false] B:reverseBehaviourClickLeft=true # How many stacks the base barrel and each upgrade will provide I:stacksSize=64 # The name of the item to use for the strutural tier upgrade recipes. Default is "minecraft:fence" for Vanilla Fence. The format is Ore.name for an ore dictionary lookup, or itemDomain:itemname[:meta] for a direct item, not this is case-sensitive. S:tierUpgradeItem=Ore.screw # This is used when testing a players aim for block placement. If the aim value is greater than or equal to this setting, it is determined you are attempting to place a block facing down. The reverse is true for placing blocks facing up. 0 = dead ahead, 1 = directly above. [range: 0.0 ~ 1.0, default: 0.79] S:verticalPlacementRange=0.79 }