#Configuration related to Immersive Engineering wires
[wires]
	#Attempts to make the internal data structures used for wires consistent with the connectors in the world.Use with care and backups and only when suspecting corrupted data.
	#This option will check and load all connection endpoints and may slow down the world loading process.
	sanitizeConnections = false
	#If this is enabled, wires connected to power sources will cause damage to entities touching them
	#This shouldn't cause significant lag but possibly will. If it does, please report it at https://github.com/BluSunrize/ImmersiveEngineering/issues unless there is a report of it already.
	enableWireDamage = true
	#If this is enabled, placing a block in a wire will break it (drop the wire coil)
	blocksBreakWires = true

	[wires.copper]
		#The maximum length of copper wires
		#Range: > 0
		maxLength = 16
		#The transfer rate of copper wire in IF/t
		#Range: > 0
		transferRate = 2048
		#The percentage of power lost every 16 blocks of distance in copper wire
		#Range: 0.0 ~ 1.0
		loss = 0.05
		#In- and output rates of copper wire connectors. This is independant of the transferrate of the wires.
		#Range: > 0
		wireConnectorInput = 256

	[wires.electrum]
		#The maximum length of electrum wires
		#Range: > 0
		maxLength = 16
		#The transfer rate of electrum wire in IF/t
		#Range: > 0
		transferRate = 8192
		#The percentage of power lost every 16 blocks of distance in electrum wire
		#Range: 0.0 ~ 1.0
		loss = 0.025
		#In- and output rates of electrum wire connectors. This is independant of the transferrate of the wires.
		#Range: > 0
		wireConnectorInput = 1024

	[wires.hv]
		#The maximum length of hv wires
		#Range: > 0
		maxLength = 32
		#The transfer rate of hv wire in IF/t
		#Range: > 0
		transferRate = 32768
		#The percentage of power lost every 16 blocks of distance in hv wire
		#Range: 0.0 ~ 1.0
		loss = 0.025
		#In- and output rates of hv wire connectors. This is independant of the transferrate of the wires.
		#Range: > 0
		wireConnectorInput = 4096

	[wires.rope]
		#The maximum length of rope wires
		#Range: > 0
		maxLength = 32

	[wires.cable]
		#The maximum length of cable wires
		#Range: > 0
		maxLength = 32

	[wires.redstone]
		#The maximum length of redstone wires
		#Range: > 0
		maxLength = 32

	[wires.insulated_copper]
		#The maximum length of insulated_copper wires
		#Range: > 0
		maxLength = 16

	[wires.insulated_electrum]
		#The maximum length of insulated_electrum wires
		#Range: > 0
		maxLength = 16

[machines]
	#The base Flux that is output by the dynamo. This will be modified by the rotation modifier of the attached water- or windmill
	#Range: 0.0 ~ 2.147483647E9
	dynamo_output = 3.0
	#Output modifier for the energy created by the Thermoelectric Generator
	#Range: 0.0 ~ 2.147483647E9
	thermoelectric_output = 1.0
	#The Flux that will be output by the lightning rod when it is struck
	#Range: > 0
	lightning_output = 16000000
	#The Flux per tick that the Diesel Generator will output. The burn time of the fuel determines the total output
	#Range: > 0
	dieselGen_output = 4096
	#The Flux per tick the Blast Furnace Preheater will consume to speed up the Blast Furnace
	#Range: > 1
	preheater_consumption = 32
	#The Flux per tick the Charging Station can insert into an item
	#Range: > 1
	charger_consumption = 256
	#The amount of damage a sawblade in the sawmill takes for a single recipe.
	#Range: > 1
	sawmill_bladeDamage = 5
	#The Flux the Assembler will consume to craft an item from a recipe
	#Range: > 1
	assembler_consumption = 80

	[machines.capacitors]

		#Configuration for the low voltage capacitor
		[machines.capacitors.lv]
			#Maximum energy stored (Flux)
			#Range: > 1
			storage = 100000
			#Maximum energy input (Flux/tick)
			#Range: > 1
			input = 256
			#Maximum energy output (Flux/tick)
			#Range: > 1
			output = 256

		#Configuration for the medium voltage capacitor
		[machines.capacitors.mv]
			#Maximum energy stored (Flux)
			#Range: > 1
			storage = 1000000
			#Maximum energy input (Flux/tick)
			#Range: > 1
			input = 1024
			#Maximum energy output (Flux/tick)
			#Range: > 1
			output = 1024

		#Configuration for the high voltage capacitor
		[machines.capacitors.hv]
			#Maximum energy stored (Flux)
			#Range: > 1
			storage = 4000000
			#Maximum energy input (Flux/tick)
			#Range: > 1
			input = 4096
			#Maximum energy output (Flux/tick)
			#Range: > 1
			output = 4096

	[machines.external_heater]
		#The Flux per tick consumed to add one heat to a furnace. Creates up to 4 heat in the startup time and then 1 heat per tick to keep it running
		#Range: > 1
		consumption = 8
		#The Flux per tick consumed to double the speed of the furnace. Only happens if furnace is at maximum heat.
		#Range: > 1
		speedupConsumption = 24

	[machines.coredrill]
		#The length in ticks it takes for the Core Sample Drill to figure out which mineral is found in a chunk
		#Range: > 1
		time = 200
		#The Flux per tick consumed by the Core Sample Drill
		#Range: > 1
		consumption = 40

	[machines.pump]
		#The Flux the Fluid Pump will consume to pick up a fluid block in the world
		#Range: > 1
		consumption = 250
		#The Flux the Fluid Pump will consume pressurize and accelerate fluids, increasing the transferrate
		#Range: > 1
		consumption_accelerate = 5
		#Set this to false to disable the fluid pump being able to draw infinite water from sources
		infiniteWater = true
		#If this is set to true (default) the pump will replace fluids it picks up with cobblestone in order to reduce lag caused by flowing fluids.
		placeCobble = true

	[machines.teslacoil]
		#The Flux per tick the Tesla Coil will consume, simply by being active
		#Range: > 1
		consumption = 256
		#The amount of Flux the Tesla Coil will consume when shocking an entity
		#Range: > 1
		consumption_active = 512
		#The amount of damage the Tesla Coil will do when shocking an entity
		#Range: 0.0 ~ 2.147483647E9
		damage = 6.0

	[machines.turret]
		#The Flux per tick any turret consumes to monitor the area
		#Range: > 1
		consumption = 64
		#The Flux per tick the chemthrower turret consumes to shoot
		#Range: > 1
		chem_consumption = 32
		#The Flux per tick the gun turret consumes to shoot
		#Range: > 1
		gun_consumption = 32

	[machines.garden_cloche]
		#The Flux per tick the cloche consumes to grow plants
		#Range: > 1
		consumption = 8
		#The amount of ticks one dose of fertilizer lasts in the cloche
		#Range: > 1
		fertilizer = 6000
		#The amount of fluid the cloche uses per dose of fertilizer
		#Range: > 1
		fluid = 250
		#A modifier to apply to the cloches total growing speed
		#Range: 0.001 ~ 1000.0
		growth_modifier = 1.0

	[machines.lantern]
		#Set this to false to disable the mob-spawn prevention of the Powered Lantern
		spawnPrevent = true
		#How much Flux the powered lantern draws per tick
		#Range: > 1
		energyDraw = 1
		#How much Flux the powered lantern can hold (should be greater than the power draw)
		#Range: > 1
		maxStorage = 10

	[machines.floodlight]
		#Set this to false to disable the mob-spawn prevention of the Floodlight
		spawnPrevent = true
		#How much Flux the floodlight draws per tick
		#Range: > 1
		energyDraw = 5
		#How much Flux the floodlight can hold (must be at least 10x the power draw)
		#Range: > 1
		max_storage = 80

	[machines.metal_press]
		#A modifier to apply to the energy costs of every metal press recipe
		#Range: 0.001 ~ 1000.0
		energyModifier = 1.0
		#A modifier to apply to the time of every metal press recipe
		#Range: 0.001 ~ 1000.0
		timeModifier = 1.0

	[machines.crusher]
		#A modifier to apply to the energy costs of every crusher recipe
		#Range: 0.001 ~ 1000.0
		energyModifier = 1.0
		#A modifier to apply to the time of every crusher recipe
		#Range: 0.001 ~ 1000.0
		timeModifier = 1.0

	[machines.squeezer]
		#A modifier to apply to the energy costs of every squeezer recipe
		#Range: 0.001 ~ 1000.0
		energyModifier = 1.0
		#A modifier to apply to the time of every squeezer recipe
		#Range: 0.001 ~ 1000.0
		timeModifier = 1.0

	[machines.fermenter]
		#A modifier to apply to the energy costs of every fermenter recipe
		#Range: 0.001 ~ 1000.0
		energyModifier = 1.0
		#A modifier to apply to the time of every fermenter recipe
		#Range: 0.001 ~ 1000.0
		timeModifier = 1.0

	[machines.refinery]
		#A modifier to apply to the energy costs of every refinery recipe
		#Range: 0.001 ~ 1000.0
		energyModifier = 1.0

	[machines.auto_workbench]
		#A modifier to apply to the energy costs of every auto workbench recipe
		#Range: 0.001 ~ 1000.0
		energyModifier = 1.0
		#A modifier to apply to the time of every auto workbench recipe
		#Range: 0.001 ~ 1000.0
		timeModifier = 1.0

	[machines.bottling_machine]
		#A modifier to apply to the energy costs of every bottling machine recipe
		#Range: 0.001 ~ 1000.0
		energyModifier = 1.0
		#A modifier to apply to the time of every bottling machine recipe
		#Range: 0.001 ~ 1000.0
		timeModifier = 1.0

	[machines.mixer]
		#A modifier to apply to the energy costs of every mixer recipe
		#Range: 0.001 ~ 1000.0
		energyModifier = 1.0
		#A modifier to apply to the time of every mixer recipe
		#Range: 0.001 ~ 1000.0
		timeModifier = 1.0

	[machines.sawmill]
		#A modifier to apply to the energy costs of every sawmill recipe
		#Range: 0.001 ~ 1000.0
		energyModifier = 1.0
		#A modifier to apply to the time of every sawmill recipe
		#Range: 0.001 ~ 1000.0
		timeModifier = 1.0

	[machines.arc_furnace]
		#A modifier to apply to the energy costs of every arc furnace recipe
		#Range: 0.001 ~ 1000.0
		energyModifier = 1.0
		#A modifier to apply to the time of every arc furnace recipe
		#Range: 0.001 ~ 1000.0
		timeModifier = 1.0
		#The maximum amount of damage Graphite Electrodes can take. While the furnace is working, electrodes sustain 1 damage per tick, so this is effectively the lifetime in ticks. The default value of 96000 makes them last for 8 consecutive ingame days
		#Range: > 1
		electrodeDamage = 96000
		#The recycling functionality of the arc furnace is no longer controlled by a config option.
		#Like all IE recipes, this is now controlled via a datapack, using the recipe file:
		#immersiveengineering/recipes/arc_recycling_list.json
		#To disable recycling, add that file to your datapack and fill it with the following content:
		#{
		#  "type": "immersiveengineering:generated_list",
		#  "conditions": [ { "type": "forge:false" } ]
		#}
		recycle = ""

	[machines.excavator]
		#The Flux per tick the Excavator will consume to dig
		#Range: > 1
		consumption = 4096
		#The speed of the Excavator. Basically translates to how many degrees per tick it will turn.
		#Range: 0.001 ~ 1000.0
		speed = 1.0
		#Set this to false to disable the ridiculous amounts of particles the Excavator spawns
		particles = true
		#The threshold the perlin noise has to cross for a mineral vein to be generated. Higher means less likely.
		#Range: 0.0 ~ 1.0
		chance = 0.9
		#The maximum amount of yield one can get out of a chunk with the excavator. Set a number smaller than zero to make it infinite
		#Range: > -1
		yield = 38400
		#The maximum depletion a vein can start with, as a decimal value. When a vein generates, a random percentage up to this value is depleted from it
		#Range: 0.0 ~ 1.0
		initial_depletion = 0.2

[ores]
	#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.
	retrogen_key = "DEFAULT"
	#Set this to false to disable the logging of the chunks that were flagged for retrogen.
	retrogen_log_flagChunk = true
	#Set this to false to disable the logging of the chunks that are still left to retrogen.
	retrogen_log_remaining = true

	#Ore generation config - bauxite
	[ores.bauxite]
		#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
		#Allowed Values: UNIFORM, TRAPEZOID
		distribution = "TRAPEZOID"
		#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
		#Range: 0.0 ~ 1.0
		air_exposure = 0.0
		#The maximum size of a vein. Set to 0 to disable generation
		#Range: > 0
		vein_size = 6
		#The minimum Y coordinate this ore can spawn at
		#Range: > -2147483648
		min_y = 32
		#The maximum Y coordinate this ore can spawn at
		#Range: > -2147483648
		max_y = 112
		#The number of veins attempted to be generated per chunk
		#Range: > 0
		attempts_per_chunk = 16
		#Set this to true to allow retro-generation of bauxite Ore.
		retrogen_enable = false

	#Ore generation config - lead
	[ores.lead]
		#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
		#Allowed Values: UNIFORM, TRAPEZOID
		distribution = "TRAPEZOID"
		#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
		#Range: 0.0 ~ 1.0
		air_exposure = 0.0
		#The maximum size of a vein. Set to 0 to disable generation
		#Range: > 0
		vein_size = 0
		#The minimum Y coordinate this ore can spawn at
		#Range: > -2147483648
		min_y = -32
		#The maximum Y coordinate this ore can spawn at
		#Range: > -2147483648
		max_y = 80
		#The number of veins attempted to be generated per chunk
		#Range: > 0
		attempts_per_chunk = 0
		#Set this to true to allow retro-generation of lead Ore.
		retrogen_enable = false

	#Ore generation config - silver
	[ores.silver]
		#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
		#Allowed Values: UNIFORM, TRAPEZOID
		distribution = "TRAPEZOID"
		#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
		#Range: 0.0 ~ 1.0
		air_exposure = 0.25
		#The maximum size of a vein. Set to 0 to disable generation
		#Range: > 0
		vein_size = 0
		#The minimum Y coordinate this ore can spawn at
		#Range: > -2147483648
		min_y = -48
		#The maximum Y coordinate this ore can spawn at
		#Range: > -2147483648
		max_y = 32
		#The number of veins attempted to be generated per chunk
		#Range: > 0
		attempts_per_chunk = 0
		#Set this to true to allow retro-generation of silver Ore.
		retrogen_enable = false

	#Ore generation config - nickel
	[ores.nickel]
		#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
		#Allowed Values: UNIFORM, TRAPEZOID
		distribution = "UNIFORM"
		#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
		#Range: 0.0 ~ 1.0
		air_exposure = 0.0
		#The maximum size of a vein. Set to 0 to disable generation
		#Range: > 0
		vein_size = 0
		#The minimum Y coordinate this ore can spawn at
		#Range: > -2147483648
		min_y = -64
		#The maximum Y coordinate this ore can spawn at
		#Range: > -2147483648
		max_y = 24
		#The number of veins attempted to be generated per chunk
		#Range: > 0
		attempts_per_chunk = 0
		#Set this to true to allow retro-generation of nickel Ore.
		retrogen_enable = false

	#Ore generation config - deep_nickel
	[ores.deep_nickel]
		#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
		#Allowed Values: UNIFORM, TRAPEZOID
		distribution = "TRAPEZOID"
		#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
		#Range: 0.0 ~ 1.0
		air_exposure = 0.0
		#The maximum size of a vein. Set to 0 to disable generation
		#Range: > 0
		vein_size = 0
		#The minimum Y coordinate this ore can spawn at
		#Range: > -2147483648
		min_y = -120
		#The maximum Y coordinate this ore can spawn at
		#Range: > -2147483648
		max_y = -8
		#The number of veins attempted to be generated per chunk
		#Range: > 0
		attempts_per_chunk = 0
		#Set this to true to allow retro-generation of deep_nickel Ore.
		retrogen_enable = false

	#Ore generation config - uranium
	[ores.uranium]
		#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
		#Allowed Values: UNIFORM, TRAPEZOID
		distribution = "TRAPEZOID"
		#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
		#Range: 0.0 ~ 1.0
		air_exposure = 0.5
		#The maximum size of a vein. Set to 0 to disable generation
		#Range: > 0
		vein_size = 0
		#The minimum Y coordinate this ore can spawn at
		#Range: > -2147483648
		min_y = -64
		#The maximum Y coordinate this ore can spawn at
		#Range: > -2147483648
		max_y = -16
		#The number of veins attempted to be generated per chunk
		#Range: > 0
		attempts_per_chunk = 0
		#Set this to true to allow retro-generation of uranium Ore.
		retrogen_enable = false

[tools]
	#The maximum durability of the Engineer's Hammer. Used up when hammering ingots into plates.
	#Range: > 1
	hammer_durability = 100
	#The maximum durability of the Wirecutter. Used up when cutting plates into wire.
	#Range: > 1
	cutter_durability = 250

	[tools.bullet_damage]
		#The amount of base damage a Casull Cartridge inflicts
		#Range: 0.0 ~ 1.7976931348623157E308
		casull = 10.0
		#The amount of base damage a armor piercing Cartridge inflicts
		#Range: 0.0 ~ 1.7976931348623157E308
		ap = 10.0
		#The amount of base damage a single part of buckshot inflicts
		#Range: 0.0 ~ 1.7976931348623157E308
		buck = 2.0
		#The amount of base damage a dragon breath cartridge inflicts
		#Range: 0.0 ~ 1.7976931348623157E308
		dragon = 3.0
		#The amount of base damage a homing cartridge inflicts
		#Range: 0.0 ~ 1.7976931348623157E308
		homing = 10.0
		#The amount of base damage a wolfpack cartridge inflicts
		#Range: 0.0 ~ 1.7976931348623157E308
		wolfpack = 4.0
		#The amount of base damage the sub-projectiles of a  wolfpack cartridge inflicts
		#Range: 0.0 ~ 1.7976931348623157E308
		wolfpack_part = 8.0
		#The amount of damage a silver bullet inflicts
		#Range: 0.0 ~ 1.7976931348623157E308
		silver = 10.0
		#The amount of base damage a phial cartridge inflicts
		#Range: 0.0 ~ 1.7976931348623157E308
		phial = 1.0

	[tools.chemthrower]
		#The mb of fluid the Chemical Thrower will consume per tick of usage
		#Range: > 1
		consumption = 10
		#Set this to false to disable the use of Sneak+Scroll to switch Chemthrower tanks.
		scroll = true

	[tools.railgun]
		#The base amount of Flux consumed per shot by the Railgun
		#Range: > 1
		consumption = 800
		#A modifier for the damage of all projectiles fired by the Railgun
		#Range: 0.0 ~ 1.7976931348623157E308
		damage_modifier = 1.0