# Configuration file general { # The basic scan radius without range modules. # IMPORTANT: some modules such as the block and ore scanner modules will already use # a reduced radius based on this value. Specifically, the ore scanners multiply this # value by 0.25, and the block scanner multiplies it by 0.5. # Range modules will boost the range by half this value. # Min: 16 # Max: 128 I:baseScanRadius=128 # Registry names of blocks that will never be scanned. S:blockBlacklist < minecraft:command_block > # Amount of energy that can be stored in a scanner. # Min: 0 # Max: 2147483647 I:energyCapacityScanner=5000 # Amount of energy used by the animal module per scan. # Min: 0 # Max: 2147483647 I:energyCostModuleAnimal=25 # Amount of energy used by the block module per scan. # Min: 0 # Max: 2147483647 I:energyCostModuleBlock=100 # Amount of energy used by the entity module per scan. # Min: 0 # Max: 2147483647 I:energyCostModuleEntity=75 # Amount of energy used by the fluid module per scan. # Min: 0 # Max: 2147483647 I:energyCostModuleFluid=50 # Amount of energy used by the monster module per scan. # Min: 0 # Max: 2147483647 I:energyCostModuleMonster=50 # Amount of energy used by the common ore module per scan. # Min: 0 # Max: 2147483647 I:energyCostModuleOreCommon=75 # Amount of energy used by the rare ore module per scan. # Min: 0 # Max: 2147483647 I:energyCostModuleOreRare=100 # Amount of energy used by the range module per scan. # Min: 0 # Max: 2147483647 I:energyCostModuleRange=100 # Amount of energy used by the structure module per scan. # Min: 0 # Max: 2147483647 I:energyCostModuleStructure=150 # Fluid names of fluids that should be ignored. S:fluidBlacklist < > # The colors for fluids used when rendering their result bounding box. # See `oreColors` for format entries have to be in. S:fluidColors < water=0x4275DC lava=0xE26723 > # Whether to try to inject a depth texture into Minecraft's FBO when rendering the # scan wave effect. This is much faster as it will not have to re-render the world # geometry to retrieve the depth information required for the effect. However, it # appears that on some systems this doesn't work. The mod tries to detect that and # will fall back to re-rendering automatically, but you can force re-rendering by # setting this to false, e.g. for debugging or just to avoid the one logged warning. B:injectDepthTexture=true # Whether to log out failure to determine the item stack dropped by a block. # Scannable needs to find the item stack representation of a block to get the # ore dictionary name(s) of blocks, as well as to show a more accurate tooltip # of the currently bound block in the block module. Scannable attempts to find # the item stack representation by calling Block.getPickBlock (which is allowed # to fail, as some blocks require a valid world state) and alternatively by using # Item.getItemFromBlock+Block.damageDropped, the latter being verified using the # roundtrip through Block.damageDropped/Item.getMetadata/Block.getStateFromMeta. # Sadly this fails for a lot of modded blocks because people rarely implement # Block.damageDropped. As a workaround you can add blocks for which this fails to # the `statesCommon` and `statesRare` lists. B:logBlockDropLookupFailures=false # Ore dictionary entries that match the common ore pattern but should be ignored. S:oreBlacklist < > # The colors for ores used when rendering their result bounding box. # Each entry must be a key-value pair separated by a `=`, with the. # key being the ore dictionary name and the value being the hexadecimal # RGB value of the color. S:oreColors < oreCoal=0x433E3B oreIron=0xA17951 oreGold=0xF4F71F oreLapis=0x4863F0 oreDiamond=0x48E2F0 oreRedstone=0xE61E1E oreEmerald=0x12BA16 oreQuartz=0xB3D9D2 glowstone=0xE9E68E oreCopper=0xE4A020 oreLead=0x8187C3 oreMithril=0x97D5FE oreNickel=0xD0D3AC orePlatinum=0x7AC0FD oreSilver=0xE8F2FB oreTin=0xCCE4FE oreAluminum=0xCBE4E2 oreAluminium=0xCBE4E2 orePlutonium=0x9DE054 oreUranium=0x9DE054 oreYellorium=0xD8E054 oreArdite=0xB77E11 oreCobalt=0x413BB8 oreCinnabar=0xF5DA25 oreInfusedAir=0xF7E677 oreInfusedFire=0xDC7248 oreInfusedWater=0x9595D5 oreInfusedEarth=0x49B45A oreInfusedOrder=0x9FF2DE oreInfusedEntropy=0x545476 > # Ore dictionary entries considered common ores, requiring the common ore scanner module. # Use this to mark ores as common, as opposed to rare (see oresRare). S:oresCommon < > # Ore dictionary names of ores considered 'rare', requiring the rare ore scanner module. # Anything matching /ore[A-Z].*/ that isn't in the common ore list is # automatically considered a rare ore (as opposed to the other way around, # to make missing entries less likely be a problem). Use this to add rare # ores that do follow this pattern. S:oresRare < > # Block states considered common ores, requiring the common ore scanner module. # Use this to mark arbitrary block states as common ores. Format is as follows: # mod_id:block_name # or with block properties: # mod_id:block_name[property1=value1,property2=value2] # You can look up the properties (as well as name and mod id) in the F3 debug overlay # in the bottom right. S:statesCommon < > # Block states considered rare ores, requiring the rare ore scanner module. # Use this to mark arbitrary block states as rare ores. Format is as follows: # mod_id:block_name # or with block properties: # mod_id:block_name[property1=value1,property2=value2] # You can look up the properties (as well as name and mod id) in the F3 debug overlay # in the bottom right. S:statesRare < > # The list of structures the structure module scans for. S:structures < > # Whether to consume energy when performing a scan. # Will make the scanner a chargeable item. B:useEnergy=false }