# Configuration file general { # Neighbor solar panels share their energy if set to true. [default: true] B:BalanceEnergy=true # Use connected textures for the solar panels. [default: true] B:ConnectedTextures=true # Whether or not the solar panels keep their internal energy when dismantled with a wrench. [default: true] B:KeepEnergyWhenDismantled=true # Whether or not the solar panels keep their internal inventory when dismantled with a wrench. [default: true] B:KeepInventoryWhenDismantled=true # Factor used to reduce the energy generation during rainy weather. [range: 0.0 ~ 1.0, default: 0.4] S:RainProductionFactor=0.4 # Display Solar Panel information on right click while sneaking. [default: false] B:SneakClickInfo=false # The height of the Solar Panel blocks. [range: 0.01 ~ 1.0, default: 0.375] S:SolarPanelHeight=0.375 # Factor used to reduce the energy generation during stormy weather. [range: 0.0 ~ 1.0, default: 0.4] S:ThunderProductionFactor=0.4 # Use Thermal Expansion recipes. [default: true] B:UseThermalExpansionRecipes=true } solar_panel_tier0 { # Whether or not this tier of Solar Panel should be added to the game. [default: true] B:Active=true # Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 50000] I:Capacity=50000 # Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 2] I:MaximumEnergyGeneration=2 # Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 16] I:MaximumEnergyTransfer=16 } solar_panel_tier1 { # Whether or not this tier of Solar Panel should be added to the game. [default: true] B:Active=true # Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 250000] I:Capacity=250000 # Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 16] I:MaximumEnergyGeneration=16 # Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 128] I:MaximumEnergyTransfer=128 } solar_panel_tier2 { # Whether or not this tier of Solar Panel should be added to the game. [default: true] B:Active=true # Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 850000] I:Capacity=850000 # Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 64] I:MaximumEnergyGeneration=64 # Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 512] I:MaximumEnergyTransfer=512 } solar_panel_tier3 { # Whether or not this tier of Solar Panel should be added to the game. [default: true] B:Active=true # Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 4000000] I:Capacity=4000000 # Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 256] I:MaximumEnergyGeneration=256 # Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 2048] I:MaximumEnergyTransfer=2048 } solar_panel_tier4 { # Whether or not this tier of Solar Panel should be added to the game. [default: true] B:Active=true # Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 16000000] I:Capacity=16000000 # Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 1024] I:MaximumEnergyGeneration=1024 # Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 8192] I:MaximumEnergyTransfer=8192 } solar_panel_tier5 { # Whether or not this tier of Solar Panel should be added to the game. [default: true] B:Active=true # Amount of RF that can be stored. [range: 1 ~ 2000000000, default: 60000000] I:Capacity=60000000 # Maximum amount of RF generated per tick. [range: 1 ~ 2000000000, default: 4096] I:MaximumEnergyGeneration=4096 # Maximum amount of RF transferred per tick. [range: 1 ~ 2000000000, default: 32768] I:MaximumEnergyTransfer=32768 } solar_panel_tier6 { # Whether or not this tier of Solar Panel should be added to the game. [default: false] B:Active=false } upgrades { # Whether or not capacity upgrades should be added to the game. [default: true] B:CapacityUpgradeActive=true # Factor by which the capacity is increased per upgrade. [range: 0.01 ~ 10.0, default: 0.1] S:CapacityUpgradeIncrease=0.1 # Maximum number of capacity upgrade that can be added to a single solar panel. [range: 1 ~ 256, default: 16] I:CapacityUpgradeMax=16 # Returns to scale. How does the transfer rate scales as you add more upgrades. 1 is linear. Below 1 reduces the efficiency as you add upgrades, Above 1 does the opposite. [range: 0.1 ~ 2.0, default: 1.0] S:CapacityUpgradeReturnsToScale=1.0 # Whether or not efficiency upgrades should be added to the game. [default: true] B:EfficiencyUpgradeActive=true # Factor by which the energy production is increased per upgrade. [range: 0.01 ~ 10.0, default: 0.05] S:EfficiencyUpgradeIncrease=0.05 # Maximum number of efficiency upgrade that can be added to a single solar panel. [range: 1 ~ 256, default: 8] I:EfficiencyUpgradeMax=8 # Returns to scale. How does the efficiency scales as you add more upgrades. 1 is linear. Below 1 reduces the efficiency as you add upgrades, Above 1 does the opposite. [range: 0.1 ~ 2.0, default: 0.9] S:EfficiencyUpgradeReturnsToScale=0.9 # Whether or not furnace upgrades should be added to the game. [default: true] B:FurnaceUpgradeActive=true # Amount of RF per tick used to heat up a furnace. [range: 1 ~ 64000, default: 8] I:FurnaceUpgradeHeatingConsumption=8 # Whether or not low light upgrades should be added to the game. [default: true] B:LowLightUpgradeActive=true # Maximum number of low light upgrade that can be added to a single solar panel. [range: 1 ~ 256, default: 8] I:LowLightUpgradeMax=8 # Whether or not transfer rate upgrades should be added to the game. [default: true] B:TransferRateUpgradeActive=true # Factor by which the transfer rate is increased per upgrade. [range: 0.01 ~ 10.0, default: 0.1] S:TransferRateUpgradeIncrease=0.1 # Maximum number of transfer rate upgrade that can be added to a single solar panel. [range: 1 ~ 256, default: 8] I:TransferRateUpgradeMax=8 # Returns to scale. How does the transfer rate scales as you add more upgrades. 1 is linear. Below 1 reduces the efficiency as you add upgrades, Above 1 does the opposite. [range: 0.1 ~ 2.0, default: 0.9] S:TransferRateUpgradeReturnsToScale=0.9 # Whether or not traversal upgrades should be added to the game. [default: true] B:TraversalUpgradeActive=true # How many extra machines can be traversed per extra upgrade. [range: 1 ~ 10, default: 1] I:TraversalUpgradeIncrease=1 # Maximum number of traversal upgrade that can be added to a single solar panel. [range: 1 ~ 256, default: 64] I:TraversalUpgradeMax=64 # Update rate of traversal. Increase to reduce lag. But machines will be discovered slower. [range: 1 ~ 1200, default: 25] I:TraversalUpgradeUpdateRate=25 }