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  1. # OpenComputers configuration. This file uses typesafe config's HOCON syntax.
  2. # Try setting your syntax highlighting to Ruby, to help readability. At least
  3. # in Sublime Text that works really well. Note that this file is overwritten
  4. # whenever you start the game! Changes to the comments may vanish.
  5. # Note that all mentions of 'KB' or 'kilobyte' mean 1024 bytes.
  6. opencomputers {
  7.  
  8. # Client side settings, presentation and performance related stuff.
  9. client {
  10.  
  11. # The radius in which computer beeps can be heard.
  12. beepRadius=16
  13.  
  14. # The sample rate used for generating beeps of computers' internal
  15. # speakers. Use custom values at your own responsibility here; if it
  16. # breaks OC you'll get no support. Some potentially reasonable
  17. # lower values are 16000 or even 8000 (which was the old default, but
  18. # leads to artifacting on certain frequencies).
  19. beepSampleRate=44100
  20.  
  21. # The base volume of beeps generated by computers. This may be in a
  22. # range of [0, 127], where 0 means mute (the sound will not even be
  23. # generated), and 127 means maximum amplitude / volume.
  24. beepVolume=32
  25.  
  26. # This is the scaling of the individual chars rendered on screens. This
  27. # is set to slightly overscale per default, to avoid gaps between fully
  28. # filled chars to appear (i.e. the block symbol that is used for cursor
  29. # blinking for example) on less accurate hardware.
  30. fontCharScale=1.01
  31.  
  32. # Which font renderer to use. Defaults to `unifont` if invalid.
  33. # Possible values:
  34. # - unifont: the (since 1.3.2) default font renderer. Based on the
  35. # Unifont and capable of rendering many unicode glyphs.
  36. # The used font data can be swapped out using resource packs,
  37. # but is harder to work with, since it involves binary data.
  38. # - texture: the old, font-texture based font renderer that was used
  39. # in OC versions prior to 1.3.2. This will allow overriding
  40. # the font texture as before. Keep in mind that this renderer
  41. # is slightly less efficient than the new one, and more
  42. # importantly, can only render code page 437 (as opposed to...
  43. # a *lot* of unicode).
  44. fontRenderer=unifont
  45.  
  46. # The distance at which to start fading out the hologram (as with
  47. # hologramRenderDistance). This is purely cosmetic, to avoid image
  48. # disappearing instantly when moving too far away from a projector.
  49. # It does not affect performance. Holograms are transparent anyway.
  50. hologramFadeStartDistance=48
  51.  
  52. # This controls how often holograms 'flicker'. This is the chance that it
  53. # flickers for *each frame*, meaning if you're running at high FPS you
  54. # may want to lower this a bit, to avoid it flickering too much.
  55. hologramFlickerFrequency=0.025
  56.  
  57. # The maximum render distance of a hologram projected by a highest tier
  58. # hologram projector when at maximum scale. Render distance is scaled
  59. # down with the actual scale of the hologram.
  60. hologramRenderDistance=64
  61.  
  62. # The maximum distance at which to render text on screens. Rendering text
  63. # can be pretty expensive, so if you have a lot of screens you'll want to
  64. # avoid huge numbers here. Note that this setting is client-sided, and
  65. # only has an impact on render performance on clients.
  66. maxScreenTextRenderDistance=20
  67.  
  68. # The color of monochrome text (i.e. displayed when in 1-bit color depth,
  69. # e.g. tier one screens / GPUs, or higher tier set to 1-bit color depth).
  70. # Defaults to white, feel free to make it some other color, tho!
  71. monochromeColor="0xFFFFFF"
  72.  
  73. # Position of the power indicator for nanomachines, by default left to the
  74. # player's health, specified by negative values. Values in [0, 1) will be
  75. # treated as relative positions, values in [1, inf) will be treated as
  76. # absolute positions.
  77. nanomachineHudPos=[
  78. -1,
  79. -1
  80. ]
  81.  
  82. # Render robots' names as a label above them when near them
  83. robotLabels=true
  84.  
  85. # The distance at which to start fading out the text on screens. This is
  86. # purely cosmetic, to avoid text disappearing instantly when moving too
  87. # far away from a screen. This should have no measurable impact on
  88. # performance. Note that this needs OpenGL 1.4 to work, otherwise text
  89. # will always just instantly disappear when moving away from the screen
  90. # displaying it.
  91. screenTextFadeStartDistance=15
  92.  
  93. # The volume multiplier applied to sounds from this mod like the computer
  94. # running noise. Disable sounds by setting this to zero.
  95. soundVolume=1
  96.  
  97. # If you prefer the text on the screens to be aliased (you know, *not*
  98. # anti-aliased / smoothed) turn this option off.
  99. textAntiAlias=true
  100.  
  101. # Whether to apply linear filtering for text displayed on screens when the
  102. # screen has to be scaled down - i.e. the text is rendered at a resolution
  103. # lower than their native one, e.g. when the GUI scale is less than one or
  104. # when looking at a far away screen. This leads to smoother text for
  105. # scaled down text but results in characters not perfectly connecting
  106. # anymore (for example for box drawing characters. Look it up on
  107. # Wikipedia.)
  108. textLinearFiltering=false
  109. }
  110.  
  111. # Computer related settings, concerns server performance and security.
  112. computer {
  113.  
  114. # The provided call budgets by the three tiers of CPU. Higher budgets
  115. # mean that more direct calls can be performed per tick. You can raise
  116. # this to increase the "speed" of computers at the cost of higher real
  117. # CPU time. Lower this to lower the load Lua executors put on your
  118. # machine / server, at the cost of slower computers. This list must
  119. # contain exactly three entries, or it will be ignored.
  120. callBudgets=[
  121. 0.5,
  122. 1,
  123. 1.5
  124. ]
  125.  
  126. # This determines whether computers can only be used by players that are
  127. # registered as users on them. Per default a newly placed computer has no
  128. # users. Whenever there are no users the computer is free for all. Users
  129. # can be managed via the Lua API (computer.addUser, computer.removeUser,
  130. # computer.users). If this is true, the following interactions are only
  131. # possible for users:
  132. # - input via the keyboard and touch screen.
  133. # - inventory management.
  134. # - breaking the computer block.
  135. # If this is set to false, all computers will always be usable by all
  136. # players, no matter the contents of the user list. Note that operators
  137. # are treated as if they were in the user list of every computer, i.e. no
  138. # restrictions apply to them.
  139. # See also: `maxUsers` and `maxUsernameLength`.
  140. canComputersBeOwned=true
  141.  
  142. # The number of components the different CPU tiers support. This list
  143. # must contain exactly three entries, or it will be ignored.
  144. cpuComponentCount=[
  145. 48,
  146. 64,
  147. 80
  148. ]
  149.  
  150. # The maximum size of the byte array that can be stored on EEPROMs as configuration data.
  151. eepromDataSize=4096
  152.  
  153. # The maximum size of the byte array that can be stored on EEPROMs as executable data..
  154. eepromSize=4096
  155.  
  156. # Whether to delete all contents in the /tmp file system when performing
  157. # a 'soft' reboot (i.e. via `computer.shutdown(true)`). The tmpfs will
  158. # always be erased when the computer is completely powered off, even if
  159. # it crashed. This setting is purely for software-triggered reboots.
  160. eraseTmpOnReboot=false
  161.  
  162. # The time in milliseconds that scheduled computers are forced to wait
  163. # before executing more code. This avoids computers to "busy idle",
  164. # leading to artificially high CPU load. If you're worried about
  165. # performance on your server, increase this number a little (it should
  166. # never exceed 50, a single tick, though) to reduce CPU load even more.
  167. executionDelay=12
  168.  
  169. # Settings specific to the Lua architecture.
  170. lua {
  171.  
  172. # Whether to allow loading precompiled bytecode via Lua's `load`
  173. # function, or related functions (`loadfile`, `dofile`). Enable this
  174. # only if you absolutely trust all users on your server and all Lua
  175. # code you run. This can be a MASSIVE SECURITY RISK, since precompiled
  176. # code can easily be used for exploits, running arbitrary code on the
  177. # real server! I cannot stress this enough: only enable this is you
  178. # know what you're doing.
  179. allowBytecode=false
  180.  
  181. # Whether to make the Lua 5.3 architecture available. If enabled, you
  182. # can reconfigure any CPU to use the Lua 5.3 architecture.
  183. enableLua53=true
  184.  
  185. # This setting allows you to fine-tune how RAM sizes are scaled internally
  186. # on 64 Bit machines (i.e. when the Minecraft server runs in a 64 Bit VM).
  187. # Why is this even necessary? Because objects consume more memory in a 64
  188. # Bit environment than in a 32 Bit one, due to pointers and possibly some
  189. # integer types being twice as large. It's actually impossible to break
  190. # this down to a single number, so this is really just a rough guess. If
  191. # you notice this doesn't match what some Lua program would use on 32 bit,
  192. # feel free to play with this and report your findings!
  193. # Note that the values *displayed* to Lua via `computer.totalMemory` and
  194. # `computer.freeMemory` will be scaled by the inverse, so that they always
  195. # correspond to the "apparent" sizes of the installed memory modules. For
  196. # example, when running a computer with a 64KB RAM module, even if it's
  197. # scaled up to 96KB, `computer.totalMemory` will return 64KB, and if there
  198. # are really 45KB free, `computer.freeMemory` will return 32KB.
  199. ramScaleFor64Bit=1.8
  200.  
  201. # The sizes of the six levels of RAM, in kilobytes. This list must
  202. # contain exactly six entries, or it will be ignored. Note that while
  203. # there are six levels of RAM, they still fall into the three tiers of
  204. # items (level 1, 2 = tier 1, level 3, 4 = tier 2, level 5, 6 = tier 3).
  205. ramSizes=[
  206. 768,
  207. 1024,
  208. 1536,
  209. 2048,
  210. 3072,
  211. 4096
  212. ]
  213. }
  214.  
  215. # Sanity check for username length for users registered with computers. We
  216. # store the actual user names instead of a hash to allow iterating the
  217. # list of registered users on the Lua side.
  218. # See also: `canComputersBeOwned`.
  219. maxUsernameLength=32
  220.  
  221. # The maximum number of users that can be registered with a single
  222. # computer. This is used to avoid computers allocating unchecked amounts
  223. # of memory by registering an unlimited number of users. See also:
  224. # `canComputersBeOwned`.
  225. maxUsers=16
  226.  
  227. # The time in seconds to wait after a computer has been restored before it
  228. # continues to run. This is meant to allow the world around the computer
  229. # to settle, avoiding issues such as components in neighboring chunks
  230. # being removed and then re-connected and other odd things that might
  231. # happen.
  232. startupDelay=0.25
  233.  
  234. # The overall number of threads to use to drive computers. Whenever a
  235. # computer should run, for example because a signal should be processed or
  236. # some sleep timer expired it is queued for execution by a worker thread.
  237. # The higher the number of worker threads, the less likely it will be that
  238. # computers block each other from running, but the higher the host
  239. # system's load may become.
  240. threads=4
  241.  
  242. # The time in seconds a program may run without yielding before it is
  243. # forcibly aborted. This is used to avoid stupidly written or malicious
  244. # programs blocking other computers by locking down the executor threads.
  245. # Note that changing this won't have any effect on computers that are
  246. # already running - they'll have to be rebooted for this to take effect.
  247. timeout=5
  248. }
  249.  
  250. # Settings that are intended for debugging issues, not for normal use.
  251. # You usually don't want to touch these unless asked to do so by a developer.
  252. debug {
  253.  
  254. # On some platforms the native library can crash the game, so there are
  255. # a few checks in place to avoid trying to load it in those cases. This
  256. # is Windows XP and Windows Server 2003, right. If you think it might
  257. # work nonetheless (newer builds of Server2k3 e.g.) you might want to
  258. # try setting this to `true`. Use this at your own risk. If the game
  259. # crashes as a result of setting this to `true` DO NOT REPORT IT.
  260. alwaysTryNative=false
  261.  
  262. # Prevent OC calling Lua's os.setlocale method to ensure number
  263. # formatting is the same on all systems it is run on. Use this if you
  264. # suspect this might mess with some other part of Java (this affects
  265. # the native C locale).
  266. disableLocaleChanging=false
  267.  
  268. # Disable memory limit enforcement. This means Lua states can
  269. # theoretically use as much memory as they want. Only relevant when
  270. # using the native library.
  271. disableMemoryLimit=false
  272.  
  273. # Disable computer state persistence. This means that computers will
  274. # automatically be rebooted when loaded after being unloaded, instead
  275. # of resuming with their exection (it also means the state is not even
  276. # saved). Only relevant when using the native library.
  277. disablePersistence=false
  278.  
  279. # Disable user data support. This means any otherwise supported
  280. # userdata (implementing the Value interface) will not be pushed
  281. # to the Lua state.
  282. disableUserdata=false
  283.  
  284. # Enable debug card functionality. This may also be of use for custom
  285. # maps, so it is enabled by default. If you run a server where people
  286. # may cheat in items but should not have op/admin-like rights, you may
  287. # want to set this to false. This will *not* remove the card, it will
  288. # just make all functions it provides error out.
  289. enableDebugCard=true
  290.  
  291. # Force the buffered file system to be case insensitive. This makes it
  292. # impossible to have multiple files whose names only differ in their
  293. # capitalization, which is commonly the case on Windows, for example.
  294. # This only takes effect when bufferChanges is set to true.
  295. forceCaseInsensitiveFS=false
  296.  
  297. # Forces the use of the LuaJ fallback instead of the native libraries.
  298. # Use this if you have concerns using native libraries or experience
  299. # issues with the native library.
  300. forceLuaJ=false
  301.  
  302. # Force loading one specific library, to avoid trying to load any
  303. # others. Use this if you get warnings in the log or are told to do
  304. # so for debugging purposes ;-)
  305. forceNativeLibWithName=""
  306.  
  307. # Pass along IDs of items and fluids when converting them to a table
  308. # representation for Lua.
  309. insertIdsInConverters=false
  310.  
  311. # This setting is meant for debugging errors that occur in Lua callbacks.
  312. # Per default, if an error occurs and it has a message set, only the
  313. # message is pushed back to Lua, and that's it. If you encounter weird
  314. # errors or are developing an addon you'll want the stacktrace for those
  315. # errors. Enabling this setting will log them to the game log. This is
  316. # disabled per default to avoid spamming the log with inconsequentual
  317. # exceptions such as IllegalArgumentExceptions and the like.
  318. logCallbackErrors=false
  319.  
  320. # Logs the full error when a native library fails to load. This is
  321. # disabled by default to avoid spamming the log, since libraries are
  322. # iterated until one works, so it's very likely for some to fail. Use
  323. # this in case all libraries fail to load even though you'd expect one
  324. # to work.
  325. logFullNativeLibLoadErrors=false
  326.  
  327. # Used to suppress log spam for OpenGL errors on derpy drivers. I'm
  328. # quite certain the code in the font render is valid, display list
  329. # compatible OpenGL, but it seems to cause 'invalid operation' errors
  330. # when executed as a display list. I'd be happy to be proven wrong,
  331. # since it'd restore some of my trust into AMD drivers...
  332. logOpenGLErrors=false
  333.  
  334. # Logs information about malformed glyphs (i.e. glyphs that deviate in
  335. # width from what wcwidth says).
  336. logUnifontErrors=false
  337.  
  338. # Extract the native library with Lua into the system's temporary
  339. # directory instead of the game directory (e.g. /tmp on Linux). The
  340. # default is to extract into the game directory, to avoid issues when
  341. # the temporary directory is mounted as noexec (meaning the lib cannot)
  342. # be loaded. There is also less of a chance of conflicts when running
  343. # multiple servers or server and client on the same machine.
  344. nativeInTmpDir=false
  345.  
  346. # Due to a bug in Minecraft's lighting code there's an issue where
  347. # lighting does not properly update near light emitting blocks that are
  348. # fully solid - like screens, for example. This can be annoying when
  349. # using other blocks that dynamically change their brightness (e.g. for
  350. # the addon mod OpenLights). Enable this to force light emitting blocks
  351. # in oc to periodically (every two seconds) do an update. This should
  352. # not have an overly noticeable impact on performance, but it's disabled
  353. # by default because it is unnecessary in *most* cases.
  354. periodicallyForceLightUpdate=false
  355.  
  356. # Whether to always register the LuaJ architecture - even if the native
  357. # library is available. In that case it is possible to switch between
  358. # the two like any other registered architecture.
  359. registerLuaJArchitecture=false
  360.  
  361. # This is meant for debugging errors. Enabling this has a high impact
  362. # on computers' save and load performance, so you should not enable
  363. # this unless you're asked to.
  364. verbosePersistenceErrors=false
  365. }
  366.  
  367. # File system related settings, performance and and balancing.
  368. filesystem {
  369.  
  370. # Whether persistent file systems such as disk drivers should be
  371. # 'buffered', and only written to disk when the world is saved. This
  372. # applies to all hard drives. The advantage of having this enabled is that
  373. # data will never go 'out of sync' with the computer's state if the game
  374. # crashes. The price is slightly higher memory consumption, since all
  375. # loaded files have to be kept in memory (loaded as in when the hard drive
  376. # is in a computer).
  377. bufferChanges=true
  378.  
  379. # The base 'cost' of a single file or directory on a limited file system,
  380. # such as hard drives. When computing the used space we add this cost to
  381. # the real size of each file (and folders, which are zero sized
  382. # otherwise). This is to ensure that users cannot spam the file system
  383. # with an infinite number of files and/or folders. Note that the size
  384. # returned via the API will always be the real file size, however.
  385. fileCost=512
  386.  
  387. # The size of writable floppy disks, in kilobytes.
  388. floppySize=512
  389.  
  390. # Number of physical platters to pretend a disk has in unmanaged mode. This
  391. # controls seek times, in how it emulates sectors overlapping (thus sharing
  392. # a common head position for access).
  393. hddPlatterCounts=[
  394. 2,
  395. 4,
  396. 6
  397. ]
  398.  
  399. # The sizes of the three tiers of hard drives, in kilobytes. This list
  400. # must contain exactly three entries, or it will be ignored.
  401. hddSizes=[
  402. 2621440,
  403. 5242880,
  404. 10485760
  405. ]
  406.  
  407. # The maximum number of file handles any single computer may have open at
  408. # a time. Note that this is *per filesystem*. Also note that this is only
  409. # enforced by the filesystem node - if an add-on decides to be fancy it
  410. # may well ignore this. Since file systems are usually 'virtual' this will
  411. # usually not have any real impact on performance and won't be noticeable
  412. # on the host operating system.
  413. maxHandles=16
  414.  
  415. # The maximum block size that can be read in one 'read' call on a file
  416. # system. This is used to limit the amount of memory a call from a user
  417. # program can cause to be allocated on the host side: when 'read' is,
  418. # called a byte array with the specified size has to be allocated. So if
  419. # this weren't limited, a Lua program could trigger massive memory
  420. # allocations regardless of the amount of RAM installed in the computer it
  421. # runs on. As a side effect this pretty much determines the read
  422. # performance of file systems.
  423. maxReadBuffer=2048
  424.  
  425. # When skipping more than this number of sectors in unmanaged mode, the
  426. # pause specified in sectorSeekTime will be enforced. We use this instead
  427. # of linear scaling for movement because those values would have to be
  428. # really small, which is hard to conceptualize and configure.
  429. sectorSeekThreshold=128
  430.  
  431. # The time to pause when the head movement threshold is exceeded.
  432. sectorSeekTime=0.1
  433.  
  434. # The size of the /tmp filesystem that each computer gets for free. If
  435. # set to a non-positive value the tmp file system will not be created.
  436. tmpSize=64
  437. }
  438. hologram {
  439.  
  440. # This controls the maximum scales of holograms, by tier.
  441. # The size at scale 1 is 3x2x3 blocks, at scale 3 the hologram will
  442. # span up to 9x6x9 blocks. Unlike most other `client' settings, this
  443. # value is only used for validation *on the server*, with the effects
  444. # only being visible on the client.
  445. # Warning: very large values may lead to rendering and/or performance
  446. # issues due to the high view distance! Increase at your own peril.
  447. maxScale=[
  448. 3,
  449. 4
  450. ]
  451.  
  452. # This controls the maximum translation of holograms, by tier.
  453. # The scale is in "hologram sizes", i.e. scale 1 allows offsetting a
  454. # hologram once by its own size.
  455. maxTranslation=[
  456. 0.25,
  457. 0.5
  458. ]
  459.  
  460. # The delay forced on computers between calls to `hologram.setRaw`, in
  461. # seconds. Lower this if you want faster updates, raise this if you're
  462. # worried about bandwidth use; in *normal* use-cases this will never be
  463. # an issue. When abused, `setRaw` can be used to generate network traffic
  464. # due to changed data being sent to clients. With the default settings,
  465. # the *worst case* is ~30KB/s/client. Again, for normal use-cases this
  466. # is actually barely noticeable.
  467. setRawDelay=0.2
  468. }
  469.  
  470. # Settings for mod integration (the mod previously known as OpenComponents).
  471. integration {
  472. buildcraft {
  473.  
  474. # Cost to convert a loot disk to another in the BuildCraft programming table.
  475. programmingTableCost=5000
  476. }
  477.  
  478. # The name to use for the global fake player needed for some mod
  479. # interactions.
  480. fakePlayerName="[OpenComputers]"
  481.  
  482. # The UUID to use for the global fake player needed for some mod
  483. # interactions.
  484. fakePlayerUuid="7e506b5d-2ccb-4ac4-a249-5624925b0c67"
  485.  
  486. # A list of mods (by mod id) for which support should NOT be enabled. Use
  487. # this to disable support for mods you feel should not be controllable via
  488. # computers (such as magic related mods, which is why Thaumcraft is on this
  489. # list by default.)
  490. modBlacklist=[
  491. Thaumcraft
  492. ]
  493.  
  494. # A list of tile entities by class name that should NOT be accessible via
  495. # the Adapter block. Add blocks here that can lead to crashes or deadlocks
  496. # (and report them, please!)
  497. peripheralBlacklist=[
  498. "net.minecraft.tileentity.TileEntityCommandBlock"
  499. ]
  500.  
  501. # Vanilla integration related settings.
  502. vanilla {
  503.  
  504. # Whether to allow the item stack converter to push NBT data in
  505. # compressed format (GZIP'ed). This can be useful for pushing this
  506. # data back to other callbacks. However, given a sophisticated
  507. # enough software (Lua script) it is possible to decode this data,
  508. # and get access to things that should be considered implementation
  509. # detail / private (mods may keep "secret" data in such NBT tags).
  510. # The recommended method is to use the database component instead.
  511. allowItemStackNBTTags=false
  512.  
  513. # Whether to enable the command block driver. Enabling this allows
  514. # computers to set and execute commands via command blocks next to
  515. # adapter blocks. The commands are run using OC's general fake player.
  516. enableCommandBlockDriver=false
  517.  
  518. # Whether to enable the inventory driver. This driver allows interacting
  519. # with inventories adjacent to adapters in a way similar to what the
  520. # inventory controller upgrade allows when built into a robot or placed
  521. # inside an adapter. It is therefore considered to be somewhat cheaty by
  522. # some, and disabled by default. If you don't care about that, feel free
  523. # to enable this driver.
  524. enableInventoryDriver=false
  525.  
  526. # Whether to enable the tank driver. This driver is like the inventory
  527. # driver, just for fluid tanks, and is disabled by default with the same
  528. # reasoning as the inventory driver - using a tank controller upgrade in
  529. # an adapter has pretty much the same effect.
  530. enableTankDriver=false
  531. }
  532. }
  533.  
  534. # Internet settings, security related.
  535. internet {
  536.  
  537. # This is a list of blacklisted domain names. If an HTTP request is made
  538. # or a socket connection is opened the target address will be compared
  539. # to the addresses / adress ranges in this list. It it is present in this
  540. # list, the request will be denied.
  541. # Entries are either domain names (www.example.com) or IP addresses in
  542. # string format (10.0.0.3), optionally in CIDR notation to make it easier
  543. # to define address ranges (1.0.0.0/8). Domains are resolved to their
  544. # actual IP once on startup, future requests are resolved and compared
  545. # to the resolved addresses.
  546. # By default all local addresses are blocked. This is only meant as a
  547. # thin layer of security, to avoid average users hosting a game on their
  548. # local machine having players access services in their local network.
  549. # Server hosters are expected to configure their network outside of the
  550. # mod's context in an appropriate manner, e.g. using a system firewall.
  551. blacklist=[
  552. "127.0.0.0/8",
  553. "10.0.0.0/8",
  554. "192.168.0.0/16",
  555. "172.16.0.0/12"
  556. ]
  557.  
  558. # Whether to allow HTTP requests via internet cards. When enabled,
  559. # the `request` method on internet card components becomes available.
  560. enableHttp=true
  561.  
  562. # Whether to allow TCP connections via internet cards. When enabled,
  563. # the `connect` method on internet card components becomes available.
  564. enableTcp=true
  565.  
  566. # The maximum concurrent TCP connections *each* internet card can have
  567. # open at a time.
  568. maxTcpConnections=4
  569.  
  570. # The time in seconds to wait for a response to a request before timing
  571. # out and returning an error message. If this is zero (the default) the
  572. # request will never time out.
  573. requestTimeout=0
  574.  
  575. # The number of threads used for processing host name lookups and HTTP
  576. # requests in the background. The more there are, the more concurrent
  577. # connections can potentially be opened by computers, and the less likely
  578. # they are to delay each other.
  579. threads=4
  580.  
  581. # This is a list of whitelisted domain names. Requests may only be made
  582. # to addresses that are present in this list. If this list is empty,
  583. # requests may be made to all addresses not blacklisted. Note that the
  584. # blacklist is always applied, so if an entry is present in both the
  585. # whitelist and the blacklist, the blacklist will win.
  586. # Entries are of the same format as in the blacklist. Examples:
  587. # "gist.github.com", "www.pastebin.com"
  588. whitelist=[]
  589. }
  590.  
  591. # Other settings that you might find useful to tweak.
  592. misc {
  593.  
  594. # Allow robots to get a table representation of item stacks using the
  595. # inventory controller upgrade? (i.e. whether the getStackInSlot method
  596. # of said upgrade is enabled or not). Also applies to tank controller
  597. # upgrade and it's fluid getter method.
  598. allowItemStackInspection=true
  599.  
  600. # List of item descriptors of assembler template base items to blacklist,
  601. # i.e. for disabling the assembler template for. Entries must be of the
  602. # format 'itemid@damage', were the damage is optional.
  603. # Examples: 'OpenComputers:case3', 'minecraft:stonebrick@1'
  604. assemblerBlacklist=[]
  605.  
  606. # Hard limit for size of byte arrays passed to data card callbacks. If this
  607. # limit is exceeded, the call fails and does nothing.
  608. dataCardHardLimit=1048576
  609.  
  610. # Soft limit for size of byte arrays passed to data card callbacks. If this
  611. # limit is exceeded, a longer sleep is enforced (see dataCardTimeout).
  612. dataCardSoftLimit=8192
  613.  
  614. # Time in seconds to pause a calling machine when the soft limit for a data
  615. # card callback is exceeded.
  616. dataCardTimeout=1
  617.  
  618. # By default the disassembler can only be used to disassemble items from
  619. # OpenComputers itself (or objects whitelisted via the API). If you'd
  620. # like to allow the disassembler to work on all kinds of items, even from
  621. # other mods, set this to true.
  622. disassembleAllTheThings=false
  623.  
  624. # The probability that an item breaks when disassembled. This chance
  625. # applies *per extracted item*. For example, if an item was crafted from
  626. # three other items and gets disassembled, each of those three items has
  627. # this chance of breaking in the process.
  628. disassemblerBreakChance=0.05
  629.  
  630. # Names of items / blocks that are blacklisted. Recipes containing these
  631. # as inputs will be ignored by the disassembler.
  632. disassemblerInputBlacklist=[
  633. "minecraft:fire"
  634. ]
  635.  
  636. # Controls how noisy results from the Geolyzer are. This is the maximum
  637. # deviation from the original value at the maximum vertical distance
  638. # from the geolyzer. Noise increases linearly with the vertical distance
  639. # to the Geolyzer. So yes, on the same height, the returned value are of
  640. # equal 'quality', regardless of the real distance. This is a performance
  641. # trade-off.
  642. geolyzerNoise=2
  643.  
  644. # The range, in blocks, in which the Geolyzer can scan blocks. Note that
  645. # it uses the maximum-distance, not the euclidean one, i.e. it can scan
  646. # in a cube surrounding it with twice this value as its edge length.
  647. geolyzerRange=32
  648.  
  649. # Whether to give a new player a free copy of the manual. This will only
  650. # happen one time per game, not per world, not per death. Once. If this
  651. # is still too much for your taste, disable it here ;-)
  652. giveManualToNewPlayers=true
  653.  
  654. # Whether to not show your special thinger (if you have one you know it).
  655. hideOwnSpecial=false
  656.  
  657. # Whether to pass along the name of the user that caused an input signals
  658. # to the computer (mouse and keyboard signals). If you feel this breaks
  659. # the game's immersion, disable it.
  660. # Note: also applies to the motion sensor.
  661. inputUsername=true
  662.  
  663. # The probability (or rather, weighted chance) that a program disk is
  664. # spawned as loot in a treasure chest. For reference, iron ingots have
  665. # a value of 10, gold ingots a value of 5 and and diamonds a value of 3.
  666. # This is the chance *that* a disk is created. Which disk that will be
  667. # is decided in an extra roll of the dice.
  668. lootProbability=5
  669.  
  670. # The maximum length of a string that may be pasted. This is used to limit
  671. # the size of the data sent to the server when the user tries to paste a
  672. # string from the clipboard (Shift+Ins on a screen with a keyboard).
  673. maxClipboard=1024
  674.  
  675. # The maximum number of "data parts" a network packet is allowed to have.
  676. # When sending a network message, from Lua this may look like so:
  677. # component.modem.broadcast(port, "first", true, "third", 123)
  678. # This limits how many arguments can be passed and are wrapped into a
  679. # packet. This limit mostly serves as a protection for lower-tier
  680. # computers, to avoid them getting nuked by more powerful computers.
  681. maxNetworkPacketParts=8
  682.  
  683. # The maximum size of network packets to allow sending via network cards.
  684. # This has *nothing to do* with real network traffic, it's just a limit
  685. # for the network cards, mostly to reduce the chance of computer with a
  686. # lot of RAM killing those with less by sending huge packets. This does
  687. # not apply to HTTP traffic.
  688. maxNetworkPacketSize=8192
  689.  
  690. # The maximum number of ports a single network card can have opened at
  691. # any given time.
  692. maxOpenPorts=16
  693.  
  694. # The maximum height of multi-block screens, in blocks. This is limited to
  695. # avoid excessive computations for merging screens. If you really need
  696. # bigger screens it's probably safe to bump this quite a bit before you
  697. # notice anything, since at least incremental updates should be very
  698. # efficient (i.e. when adding/removing a single screen).
  699. maxScreenHeight=6
  700.  
  701. # The maximum width of multi-block screens, in blocks.
  702. # See also: `maxScreenHeight`.
  703. maxScreenWidth=8
  704.  
  705. # The maximum distance a wireless message can be sent. In other words,
  706. # this is the maximum signal strength a wireless network card supports.
  707. # This is used to limit the search range in which to check for modems,
  708. # which may or may not lead to performance issues for ridiculous ranges -
  709. # like, you know, more than the loaded area.
  710. # See also: `wirelessCostPerRange`.
  711. maxWirelessRange=400
  712.  
  713. # Probablility that at certain celebratory times crafting an OC item will
  714. # spawn a present in the crafting player's inventory. Set to zero to
  715. # disable.
  716. presentChance=0.05
  717.  
  718. # Enforced delay when changing a redstone emitting component's output,
  719. # such as the redstone card and redstone I/O block. Lowering this can
  720. # have very negative impact on server TPS, so beware.
  721. redstoneDelay=0.1
  722.  
  723. # The general upgrade tier of the switch built into server racks, i.e. how
  724. # upgraded server racks' switching logic is. Prior to the introduction of
  725. # this setting (1.5.15) this was always none. This applies to all
  726. # properties, i.e. througput, frequency and buffer size.
  727. # Valid values are: 0 = none, 1 = tier 1, 2 = tier 2, 3 = tier 3.
  728. serverRackSwitchTier=1
  729.  
  730. # The number of remote terminals supported by each server tier.
  731. terminalsPerTier=[
  732. 2,
  733. 4,
  734. 8
  735. ]
  736.  
  737. # Override for the worker threads' thread priority. If set to a value
  738. # lower than 1 it will use the default value, which is half-way between
  739. # the system minimum and normal priority. Valid values may differ between
  740. # Java versions, but usually the minimum value (lowest priority) is 1,
  741. # the normal value is 5 and the maximum value is 10. If a manual value is
  742. # given it is automatically capped at the maximum.
  743. # USE THIS WITH GREAT CARE. Using a high priority for worker threads may
  744. # avoid issues with computers timing out, but can also lead to higher
  745. # server load. AGAIN, USE WITH CARE!
  746. threadPriority=-1
  747.  
  748. # Whether to perform an update check and informing local players and OPs
  749. # if a new version is available (contacts Github once the first player
  750. # joins a server / the first map in single player is opened).
  751. updateCheck=true
  752. }
  753.  
  754. # Nanomachine related values. Note that most of these are relative, as
  755. # they scale with the number of total effects controlled by nanomachines,
  756. # which may very much vary depending on other mods used together with OC.
  757. # To configure this, you'll need to know how this works a bit more in-
  758. # depth, so here goes: there are three layers, the behavior layer, the
  759. # connector layer, and the input layer. The behavior layer consists of
  760. # one node for each behavior provided by registered providers (by default
  761. # these will be potion effects and a few other things). The connector
  762. # layer merely serves to mix things up a little. The input layer is made
  763. # up from nodes that can be triggered by the nanomachines. Each connector
  764. # node has behavior nodes it outputs to, and gets signals from input nodes.
  765. # Behavior nodes get signals from both the connector and the input layers.
  766. # Reconfiguring builds up random connections. Some behaviors change what
  767. # they do based on the number of active inputs (e.g. potion effects will
  768. # increase their amplification value).
  769. nanomachines {
  770.  
  771. # Time in seconds it takes for the nanomachines to process a command
  772. # and send a response.
  773. commandDelay=1
  774.  
  775. # The distance in blocks that nanomachines can communicate within. If
  776. # a message comes from further away, it'll be ignored. When responding,
  777. # the response will only be sent this far.
  778. commandRange=2
  779.  
  780. # The relative number of connectors based on the number of available
  781. # behaviors (see triggerQuota).
  782. connectorQuota=0.2
  783.  
  784. # Radius in blocks of the disintegration behavior for each active input.
  785. disintegrationRange=1
  786.  
  787. # How much damage the hungry behavior should deal to the player when the
  788. # nanomachine controller runs out of energy.
  789. hungryDamage=5
  790.  
  791. # How much energy the hungry behavior should restore when damaging the
  792. # player.
  793. hungryEnergyRestored=50
  794.  
  795. # Range of the item magnet behavior added for each active input.
  796. magnetRange=8
  797.  
  798. # The maximum number of inputs for each node of the "neural network"
  799. # nanomachines connect to. I.e. each behavior node and connector node
  800. # may only have up to this many inputs.
  801. maxInputs=2
  802.  
  803. # Hard maximum number of active inputs. This is mainly to avoid people
  804. # bumping other nanomachines' inputs to max, killing them in a matter
  805. # of (milli)seconds.
  806. maxInputsActive=4
  807.  
  808. # The maximum number of outputs for each node (see maxInputs).
  809. maxOutputs=2
  810.  
  811. # Whitelisted potions, i.e. potions that will be used for the potion
  812. # behaviors nanomachines may trigger. This can contain strings or numbers.
  813. # In the case of strings, it has to be the internal name of the potion,
  814. # in case of a number it has to be the potion ID. Add any potion effects
  815. # to make use of here, since they will all be disabled by default.
  816. potionWhitelist=[
  817. "potion.moveSpeed",
  818. "potion.digSpeed",
  819. "potion.damageBoost",
  820. "potion.jump",
  821. "potion.resistance",
  822. "potion.fireResistance",
  823. "potion.waterBreathing",
  824. "potion.nightVision",
  825. "potion.absorption",
  826. "potion.blindness",
  827. "potion.confusion",
  828. "potion.digSlowDown",
  829. "potion.harm",
  830. "potion.hunger",
  831. "potion.moveSlowdown",
  832. "potion.poison",
  833. "potion.weakness",
  834. "potion.wither"
  835. ]
  836.  
  837. # How many input nodes may be active at the same time before negative
  838. # effects are applied to the player.
  839. safeInputsActive=2
  840.  
  841. # The relative amount of triggers available based on the number of
  842. # available behaviors (such as different potion effects). For example,
  843. # if there are a total of 10 behaviors available, 0.5 means there will
  844. # be 5 trigger inputs, triggers being the inputs that can be activated
  845. # via nanomachines.
  846. triggerQuota=0.5
  847. }
  848.  
  849. # Power settings, buffer sizes and power consumption.
  850. power {
  851.  
  852. # The amount of energy the robot assembler can apply per tick. This
  853. # controls the speed at which robots are assembled, basically.
  854. assemblerTickAmount=50
  855.  
  856. # Default "buffer" sizes, i.e. how much energy certain blocks can store.
  857. buffer {
  858.  
  859. # The amount of energy an access point can store.
  860. accessPoint=600
  861.  
  862. # The amount of energy a capacitor can store when installed as an
  863. # upgrade into a robot.
  864. batteryUpgrades=[
  865. 10000,
  866. 15000,
  867. 20000
  868. ]
  869.  
  870. # The amount of energy a single capacitor can store.
  871. capacitor=1600
  872.  
  873. # The amount of bonus energy a capacitor can store for each other
  874. # capacitor it shares a face with. This bonus applies to both of the
  875. # involved capacitors. It reaches a total of two blocks, where the
  876. # bonus is halved for the second neighbor. So three capacitors in a
  877. # row will give a total of 8.8k storage with default values:
  878. # (1.6 + 0.8 + 0.4)k + (0.8 + 1.6 + 0.8)k + (0.4 + 0.8 + 1.6)k
  879. capacitorAdjacencyBonus=800
  880.  
  881. # The amount of energy a computer can store. This allows you to get a
  882. # computer up and running without also having to build a capacitor.
  883. computer=500
  884.  
  885. # The amount of energy a converter can store. This allows directly
  886. # connecting a converter to a distributor, without having to have a
  887. # capacitor on the side of the converter.
  888. converter=1000
  889.  
  890. # The amount of energy each face of a distributor can story. This
  891. # allows connecting two power distributors directly. If the buffer
  892. # capacity between the two distributors is zero, they won't be able
  893. # to exchange energy. This basically controls the bandwidth. You can
  894. # add capacitors between two distributors to increase this bandwidth.
  895. distributor=500
  896.  
  897. # The amount of energy a drone can store in its internal buffer.
  898. drone=5000
  899.  
  900. # The internal buffer size of the hover boots.
  901. hoverBoots=15000
  902.  
  903. # The amount of energy a microcontroller can store in its internal
  904. # buffer.
  905. mcu=1000
  906.  
  907. # Amount of energy stored by nanomachines. Yeah, I also don't know
  908. # where all that energy is stored. It's quite fascinating.
  909. nanomachines=100000
  910.  
  911. # The amount of energy robots can store in their internal buffer.
  912. robot=20000
  913.  
  914. # The amount a tablet can store in its internal buffer.
  915. tablet=10000
  916. }
  917.  
  918. # The amount of energy a Charger transfers to each adjacent robot per tick
  919. # if a maximum strength redstone signal is set. Chargers load robots with
  920. # a controllable speed, based on the maximum strength of redstone signals
  921. # going into the block. So if a redstone signal of eight is set, it'll
  922. # charge robots at roughly half speed.
  923. chargerChargeRate=100
  924.  
  925. # The amount of energy a Charger transfers into a tablet, if present, per
  926. # tick. This is also based on configured charge speed, as for robots.
  927. chargerChargeRateTablet=10
  928.  
  929. # Default "costs", i.e. how much energy certain operations consume.
  930. cost {
  931.  
  932. # The cost of a single packet sent via StargateTech 2's abstract bus.
  933. abstractBusPacket=1
  934.  
  935. # The amount of energy the chunkloader upgrade draws per tick while
  936. # it is enabled, i.e. actually loading a chunk.
  937. chunkloaderCost=0.06
  938.  
  939. # The amount of energy a computer consumes per tick when running.
  940. computer=0.5
  941.  
  942. # Cost for asymmetric operations on the data card, such as ECDH and ECDSA
  943. # Per-byte cost for ECDSA operation is controlled by `complex` value,
  944. # because data is hashed with SHA256 before signing/verifying
  945. dataCardAsymmetric=10
  946.  
  947. # Cost for complex operations on the data card, such as SHA256, inflate/deflate and SecureRandom.
  948. dataCardComplex=6
  949.  
  950. # Per-byte cost for complex operations
  951. dataCardComplexByte=0.1
  952.  
  953. # Cost for simple operations on the data card, such as MD5 or AES
  954. dataCardSimple=1
  955.  
  956. # Per-byte cost for simple operations
  957. dataCardSimpleByte=0.01
  958.  
  959. # Cost for trivial operations on the data card, such as CRC32 or Base64
  960. dataCardTrivial=0.2
  961.  
  962. # Per-byte cost for trivial operations
  963. dataCardTrivialByte=0.005
  964.  
  965. # The amount of energy it takes to extract one ingredient from an
  966. # item that is being disassembled. For example, if an item that was
  967. # crafted from three other items gets disassembled, a total of 15000
  968. # energy will be required by default.
  969. # Note that this is consumed over time, and each time this amount is
  970. # reached *one* ingredient gets ejected (unless it breaks, see the
  971. # disassemblerBreakChance setting).
  972. disassemblerPerItem=2000
  973.  
  974. # The amount of energy a drone consumes per tick when running.
  975. drone=0.4
  976.  
  977. # The base energy cost for assembling a drone.
  978. droneAssemblyBase=25000
  979.  
  980. # The additional amount of energy required to assemble a
  981. # drone for each point of complexity.
  982. droneAssemblyComplexity=15000
  983.  
  984. # Energy it costs to re-program an EEPROM. This is deliberately
  985. # expensive, to discourage frequent re-writing of EEPROMs.
  986. eepromWrite=50
  987.  
  988. # How much energy is consumed when the Geolyzer scans a block.
  989. geolyzerScan=10
  990.  
  991. # Energy it takes to clear a basic screen using the fill command with
  992. # 'space' as the fill char.
  993. # Note: internally this is adjusted to a cost per pixel, and applied
  994. # as such, so this also implicitly defines the cost for higher tier
  995. # screens.
  996. gpuClear=0.1
  997.  
  998. # Energy it takes to copy half of a basic screen via the copy command.
  999. # Note: internally this is adjusted to a cost per pixel, and applied
  1000. # as such, so this also implicitly defines the cost for higher tier
  1001. # screens.
  1002. gpuCopy=0.25
  1003.  
  1004. # Energy it takes to change a basic screen with the fill command.
  1005. # Note: internally this is adjusted to a cost per pixel, and applied
  1006. # as such, so this also implicitly defines the cost for higher tier
  1007. # screens.
  1008. gpuFill=1
  1009.  
  1010. # Energy it takes to change *every* 'pixel' via the set command of a
  1011. # basic screen via the `set` command.
  1012. # Note: internally this is adjusted to a cost per pixel, and applied
  1013. # as such, so this also implicitly defines the cost for higher tier
  1014. # screens.
  1015. gpuSet=2
  1016.  
  1017. # Energy it takes read one kilobyte from a file system. Note that non
  1018. # I/O operations on file systems such as `list` or `getFreeSpace` do
  1019. # *not* consume power. Note that this very much determines how much
  1020. # energy you need in store to start a computer, since you need enough
  1021. # to have the computer read all the libraries, which is around 60KB
  1022. # at the time of writing.
  1023. # Note: internally this is adjusted to a cost per byte, and applied
  1024. # as such. It's just specified per kilobyte to be more intuitive.
  1025. hddRead=0.1
  1026.  
  1027. # Energy it takes to write one kilobyte to a file system.
  1028. # Note: internally this is adjusted to a cost per byte, and applied
  1029. # as such. It's just specified per kilobyte to be more intuitive.
  1030. hddWrite=0.25
  1031.  
  1032. # The amount of energy a hologram projetor consumes per tick. This
  1033. # is the cost if every column is lit. If not a single voxel is
  1034. # displayed the hologram projector will not drain energy.
  1035. hologram=0.2
  1036.  
  1037. # The amount of energy consumed when the hover boots absorb some fall
  1038. # velocity (i.e. when falling from something higher than three blocks).
  1039. hoverBootAbsorb=10
  1040.  
  1041. # The amount of energy consumed when jumping with the hover boots. Only
  1042. # applies when the jump boost is applied, i.e. when not sneaking.
  1043. hoverBootJump=10
  1044.  
  1045. # The amount of energy consumed *per second* when moving around while
  1046. # wearing the hover boots. This is compensate for the step assist, which
  1047. # does not consume energy on a per-use basis. When standing still or
  1048. # moving very slowly this also does not trigger.
  1049. hoverBootMove=1
  1050.  
  1051. # Amount of energy a microcontroller consumes per tick while running.
  1052. microcontroller=0.1
  1053.  
  1054. # The base energy cost for assembling a microcontroller.
  1055. microcontrollerAssemblyBase=10000
  1056.  
  1057. # The additional amount of energy required to assemble a
  1058. # microcontroller for each point of complexity.
  1059. microcontrollerAssemblyComplexity=10000
  1060.  
  1061. # Energy consumed per tick per active input node by nanomachines.
  1062. nanomachineInput=0.5
  1063.  
  1064. # Energy consumed when reconfiguring nanomachines.
  1065. nanomachinesReconfigure=5000
  1066.  
  1067. # The amount of energy pushing blocks with the piston upgrade costs.
  1068. pistonPush=20
  1069.  
  1070. # How much energy is required for a single 3D print.
  1071. printerModel=100
  1072.  
  1073. # The amount of energy a robot consumes per tick when running. This is
  1074. # per default less than a normal computer uses because... well... they
  1075. # are better optimized? It balances out due to the cost for movement,
  1076. # interaction and whatnot, and the fact that robots cannot connect to
  1077. # component networks directly, so they are no replacements for normal
  1078. # computers.
  1079. robot=0.25
  1080.  
  1081. # The base energy cost for assembling a robot.
  1082. robotAssemblyBase=50000
  1083.  
  1084. # The additional amount of energy required to assemble a robot for
  1085. # each point of complexity.
  1086. robotAssemblyComplexity=10000
  1087.  
  1088. # The conversion rate of exhaustion from using items to energy
  1089. # consumed. Zero means exhaustion does not require energy, one is a
  1090. # one to one conversion. For example, breaking a block generates 0.025
  1091. # exhaustion, attacking an entity generates 0.3 exhaustion.
  1092. robotExhaustion=10
  1093.  
  1094. # The amount of energy it takes a robot to move a single block.
  1095. robotMove=15
  1096.  
  1097. # The amount of energy it takes a robot to perform a 90 degree turn.
  1098. robotTurn=2.5
  1099.  
  1100. # The amount of energy a screen consumes per tick. For each lit pixel
  1101. # (each character that is not blank) this cost increases linearly:
  1102. # for basic screens, if all pixels are lit the cost per tick will be
  1103. # this value. Higher tier screens can become even more expensive to
  1104. # run, due to their higher resolution. If a screen cannot consume the
  1105. # defined amount of energy it will stop rendering the text that
  1106. # should be displayed on it. It will *not* forget that text, however,
  1107. # so when enough power is available again it will restore the
  1108. # previously displayed text (with any changes possibly made in the
  1109. # meantime). Note that for multi-block screens *each* screen that is
  1110. # part of it will consume this amount of energy per tick.
  1111. screen=0.05
  1112.  
  1113. # The actual cost per tick for computers and robots is multiplied
  1114. # with this value if they are currently in a "sleeping" state. They
  1115. # enter this state either by calling `os.sleep()` or by pulling
  1116. # signals. Note that this does not apply in the tick they resume, so
  1117. # you can't fake sleep by calling `os.sleep(0)`.
  1118. sleepFactor=0.1
  1119.  
  1120. # The base energy cost for assembling a tablet.
  1121. tabletAssemblyBase=20000
  1122.  
  1123. # The additional amount of energy required to assemble a tablet for
  1124. # each point of complexity.
  1125. tabletAssemblyComplexity=5000
  1126.  
  1127. # Energy required for one transposer operation (regardless of the number
  1128. # of items / fluid volume moved).
  1129. transposer=1
  1130.  
  1131. # The amount of energy it costs to send a wireless message with signal
  1132. # strength one, which means the signal reaches one block. This is
  1133. # scaled up linearly, so for example to send a signal 400 blocks a
  1134. # signal strength of 400 is required, costing a total of
  1135. # 400 * `wirelessCostPerRange`. In other words, the higher this value,
  1136. # the higher the cost of wireless messages.
  1137. # See also: `maxWirelessRange`.
  1138. wirelessCostPerRange=0.05
  1139. }
  1140.  
  1141. # The amount of energy the disassembler can apply per tick. This
  1142. # controls the speed at which items are disassembled, basically.
  1143. disassemblerTickAmount=25
  1144.  
  1145. # The energy efficiency of the generator upgrade. At 1.0 this will
  1146. # generate as much energy as you'd get by burning the fuel in a BuildCraft
  1147. # Stirling Engine (1MJ per fuel value / burn ticks). To discourage fully
  1148. # autonomous robots the efficiency of generators is slighly reduced by
  1149. # default.
  1150. generatorEfficiency=0.8
  1151.  
  1152. # Whether to ignore any power requirements. Whenever something requires
  1153. # power to function, it will try to get the amount of energy it needs from
  1154. # the buffer of its connector node, and in case it fails it won't perform
  1155. # the action / trigger a shutdown / whatever. Setting this to `true` will
  1156. # simply make the check 'is there enough energy' succeed unconditionally.
  1157. # Note that buffers are still filled and emptied following the usual
  1158. # rules, there just is no failure case anymore. The converter will however
  1159. # not accept power from other mods.
  1160. ignorePower=false
  1161.  
  1162. # If you don't want OpenComputers to accept power from one or more of the
  1163. # supported power mods, for example because it doesn't suit the vision
  1164. # of your mod pack, you can disable support for them here. To stop
  1165. # OpenComputers accepting power from a mod, enter its mod id here, e.g.
  1166. # `BuildCraftAPI|power`, `IC2`, `factorization`, ...
  1167. modBlacklist=[]
  1168.  
  1169. # The amount of energy the printer can apply per tick. This controls
  1170. # the speed at which prints are completed, basically.
  1171. printerTickAmount=1
  1172.  
  1173. # The rate at which different blocks accept external power. All of these
  1174. # values are in OC energy / tick.
  1175. rate {
  1176. accessPoint=10
  1177. assembler=100
  1178. case=[
  1179. 5,
  1180. 10,
  1181. 20
  1182. ]
  1183. charger=200
  1184. disassembler=50
  1185. powerConverter=500
  1186. serverRack=50
  1187. }
  1188.  
  1189. # The energy efficiency of the solar generator upgrade. At 1.0 this will
  1190. # generate as much energy as you'd get by burning fuel in a BuildCraft
  1191. # Stirling Engine . To discourage fully autonomous robots the efficiency
  1192. # of solar generators is greatly reduced by default.
  1193. solarGeneratorEfficiency=0.2
  1194.  
  1195. # This determines how often continuous power sinks try to actually try to
  1196. # consume energy from the network. This includes computers, robots and
  1197. # screens. This also controls how frequent distributors revalidate their
  1198. # global state and secondary distributors, as well as how often the power
  1199. # converter queries sources for energy (for now: only BuildCraft). If set
  1200. # to 1, this would query every tick. The default queries every 20 ticks,
  1201. # or in other words once per second.
  1202. # Higher values mean more responsive power consumption, but slightly more
  1203. # work per tick (shouldn't be that noticeable, though). Note that this
  1204. # has no influence on the actual amount of energy required by computers
  1205. # and screens. The power cost is directly scaled up accordingly:
  1206. # `tickFrequency * cost`.
  1207. tickFrequency=10
  1208.  
  1209. # Power values for different power systems. For reference, the value of
  1210. # OC's internal energy type is 1000. I.e. the conversion ratios are the
  1211. # values here divided by 1000. This is mainly to avoid small floating
  1212. # point numbers in the config, due to potential loss of precision.
  1213. value {
  1214. AppliedEnergistics2=200
  1215. Factorization=13
  1216. Galacticraft=48
  1217. IndustrialCraft2=400
  1218. Mekanism=1333.33
  1219. RedstoneFlux=100
  1220. }
  1221. }
  1222.  
  1223. # 3D printer related stuff.
  1224. printer {
  1225.  
  1226. # Whether Chamelium is edible or not. When eaten, it gives a (short)
  1227. # invisibility buff, and (slightly longer) blindness debuff.
  1228. chameliumEdible=true
  1229.  
  1230. # The extra material cost involved for printing a model with a customized
  1231. # redstone output, i.e. something in [1, 14].
  1232. customRedstoneCost=300
  1233.  
  1234. # The amount by which a printers ink buffer gets filled for a single
  1235. # cartridge. Tweak this if you think printing is too cheap or expensive.
  1236. # Note: the amount a single dye adds is this divided by 10.
  1237. inkValue=50000
  1238.  
  1239. # The amount by which a printers material buffer gets filled for a single
  1240. # chamelium. Tweak this if you think printing is too cheap or expensive.
  1241. materialValue=2000
  1242.  
  1243. # The maximum light level a printed block can emit. This defaults to
  1244. # a value similar to that of a redstone torch, because by default the
  1245. # material prints are made of contains redstone, but no glowstone.
  1246. # Prints' light level can further be boosted by crafting them with
  1247. # glowstone dust. This is merely the maximum light level that can be
  1248. # achieved directly when printing them.
  1249. maxBaseLightLevel=8
  1250.  
  1251. # The maximum number of shape for a state of a 3D print allowed. This is
  1252. # for the individual states (off and on), so it is possible to have up to
  1253. # this many shapes *per state* (the reasoning being that only one state
  1254. # will ever be visible at a time).
  1255. maxShapes=24
  1256.  
  1257. # By what (linear) factor the cost of a print increases if one or both of
  1258. # its states are non-collidable (i.e. entities can move through them).
  1259. # This only influences the chamelium cost.
  1260. noclipMultiplier=2
  1261.  
  1262. # Whether to enable print opacity, i.e. make prints have shadows. If
  1263. # enabled, prints will have an opacity that is estimated from their
  1264. # sampled fill rate. This is disabled by default, because MC's lighting
  1265. # computation is apparently not very happy with multiple blocks with
  1266. # dynamic opacity sitting next to each other, and since all prints share
  1267. # the same block type, this can lead to weird shadows on prints. If you
  1268. # don't care about that and prefer them to be not totally shadowless,
  1269. # enable this.
  1270. printsHaveOpacity=false
  1271.  
  1272. # How much of the material used to print a model is refunded when using
  1273. # the model to refuel a printer. This the value the original material
  1274. # cost is multiplied with, so 1 is a full refund, 0 disables the
  1275. # functionality (won't be able to put prints into the material input).
  1276. recycleRate=0.75
  1277. }
  1278.  
  1279. # Robot related settings, what they may do and general balancing.
  1280. robot {
  1281.  
  1282. # Whether robots may 'activate' blocks in the world. This includes
  1283. # pressing buttons and flipping levers, for example. Disable this if it
  1284. # causes problems with some mod (but let me know!) or if you think this
  1285. # feature is too over-powered.
  1286. allowActivateBlocks=true
  1287.  
  1288. # Whether robots may use items for a specifiable duration. This allows
  1289. # robots to use items such as bows, for which the right mouse button has
  1290. # to be held down for a longer period of time. For robots this works
  1291. # slightly different: the item is told it was used for the specified
  1292. # duration immediately, but the robot will not resume execution until the
  1293. # time that the item was supposedly being used has elapsed. This way
  1294. # robots cannot rapidly fire critical shots with a bow, for example.
  1295. allowUseItemsWithDuration=true
  1296.  
  1297. # Whether robots may damage players if they get in their way. This
  1298. # includes all 'player' entities, which may be more than just real players
  1299. # in the game.
  1300. canAttackPlayers=false
  1301.  
  1302. # Allows fine-tuning of delays for robot actions.
  1303. delays {
  1304.  
  1305. # The time in seconds to pause execution after an item was
  1306. # successfully dropped from a robot's inventory.
  1307. drop=0.5
  1308.  
  1309. # This is the *ratio* of the time a player would require to harvest a
  1310. # block. Note that robots cannot break blocks they cannot harvest. So
  1311. # the time a robot is forced to sleep after harvesting a block is
  1312. # breakTime * harvestRatio
  1313. # Breaking a block will always at least take one tick, 0.05 seconds.
  1314. harvestRatio=1
  1315.  
  1316. # The time in seconds to pause execution after a robot issued a
  1317. # successful move command. Note that this essentially determines how
  1318. # fast robots can move around, since this also determines the length
  1319. # of the move animation.
  1320. move=0.4
  1321.  
  1322. # The time in seconds to pause execution after a robot successfully
  1323. # placed an item from its inventory.
  1324. place=0.4
  1325.  
  1326. # The time in seconds to pause execution after a robot successfully
  1327. # picked up an item after triggering a suck command.
  1328. suck=0.5
  1329.  
  1330. # The time in seconds to pause execution after a robot successfully
  1331. # swung a tool (or it's 'hands' if nothing is equipped). Successful in
  1332. # this case means that it hit something, i.e. it attacked an entity or
  1333. # extinguishing fires.
  1334. # When breaking blocks the normal harvest time scaled with the
  1335. # `harvestRatio` (see below) applies.
  1336. swing=0.4
  1337.  
  1338. # The time in seconds to pause execution after a robot turned either
  1339. # left or right. Note that this essentially determines hw fast robots
  1340. # can turn around, since this also determines the length of the turn
  1341. # animation.
  1342. turn=0.4
  1343.  
  1344. # The time in seconds to pause execution after a robot successfully
  1345. # used an equipped tool (or it's 'hands' if nothing is equipped).
  1346. # Successful in this case means that it either used the equipped item,
  1347. # for example a splash potion, or that it activated a block, for
  1348. # example by pushing a button.
  1349. # Note that if an item is used for a specific amount of time, like
  1350. # when shooting a bow, the maximum of this and the duration of the
  1351. # item use is taken.
  1352. use=0.4
  1353. }
  1354.  
  1355. # The rate at which items used as tools by robots take damage. A value of
  1356. # one means that items lose durability as quickly as when they are used by
  1357. # a real player. A value of zero means they will not lose any durability
  1358. # at all. This only applies to items that can actually be damaged (such as
  1359. # swords, pickaxes, axes and shovels).
  1360. # Note that this actually is the *chance* of an item losing durability
  1361. # when it is used. Or in other words, it's the inverse chance that the
  1362. # item will be automatically repaired for the damage it just took
  1363. # immediately after it was used.
  1364. itemDamageRate=0.1
  1365.  
  1366. # Limit robot flight height, based on the following rules:
  1367. # - Robots may only move if the start or target position is valid (e.g.
  1368. # to allow building bridges).
  1369. # - The position below a robot is always valid (can always move down).
  1370. # - Positions up to <flightHeight> above a block are valid (limited
  1371. # flight capabilities).
  1372. # - Any position that has an adjacent block with a solid face towards the
  1373. # position is valid (robots can "climb").
  1374. # Set this to 256 to allow robots to fly whereever, as was the case
  1375. # before the 1.5 update. Consider using drones for cases where you need
  1376. # unlimited flight capabilities instead!
  1377. limitFlightHeight=8
  1378.  
  1379. # The name format to use for robots. The substring '$player$' is
  1380. # replaced with the name of the player that owns the robot, so for the
  1381. # first robot placed this will be the name of the player that placed it.
  1382. # This is transitive, i.e. when a robot in turn places a robot, that
  1383. # robot's owner, too, will be the owner of the placing robot.
  1384. # The substring $random$ will be replaced with a random number in the
  1385. # interval [1, 0xFFFFFF], which may be useful if you need to differentiate
  1386. # individual robots.
  1387. # If a robot is placed by something that is not a player, e.g. by some
  1388. # block from another mod, the name will default to 'OpenComputers'.
  1389. nameFormat="$player$.robot"
  1390.  
  1391. # Determines whether robots are a pretty cool guy. Ususally cobwebs are
  1392. # the bane of anything using a tool other than a sword or shears. This is
  1393. # an utter pain in the part you sit on, because it makes robots meant to
  1394. # dig holes utterly useless: the poor things couldn't break cobwebs in
  1395. # mining shafts with their golden pick axes. So, if this setting is true,
  1396. # we check for cobwebs and allow robots to break 'em anyway, no matter
  1397. # their current tool. After all, the hardness value of cobweb can only
  1398. # rationally explained by Steve's fear of spiders, anyway.
  1399. notAfraidOfSpiders=true
  1400.  
  1401. # The 'range' of robots when swinging an equipped tool (left click). This
  1402. # is the distance to the center of block the robot swings the tool in to
  1403. # the side the tool is swung towards. I.e. for the collision check, which
  1404. # is performed via ray tracing, this determines the end point of the ray
  1405. # like so: `block_center + unit_vector_towards_side * swingRange`
  1406. # This defaults to a value just below 0.5 to ensure the robots will not
  1407. # hit anything that's actually outside said block.
  1408. swingRange=0.49
  1409.  
  1410. # The maximum flight height with upgrades, tier one and tier two of the
  1411. # hover upgrade, respectively.
  1412. upgradeFlightHeight=[
  1413. 64,
  1414. 256
  1415. ]
  1416.  
  1417. # The 'range' of robots when using an equipped tool (right click) or when
  1418. # placing items from their inventory. See `robot.swingRange`. This
  1419. # defaults to a value large enough to allow robots to detect 'farmland',
  1420. # i.e. tilled dirt, so that they can plant seeds.
  1421. useAndPlaceRange=0.65
  1422.  
  1423. # Controls the UUID robots are given. You can either specify a fixed UUID
  1424. # here or use the two provided variables:
  1425. # - $random$, which will assign each robot a random UUID.
  1426. # - $player$, which assigns to each placed robot the UUID of the player
  1427. # that placed it (note: if robots are placed by fake players, i.e.
  1428. # other mods' blocks, they will get that mods' fake player's profile!)
  1429. # Note that if no player UUID is available this will be the same as
  1430. # $random$.
  1431. uuidFormat="$player$"
  1432.  
  1433. # This controls how fast robots gain experience, and how that experience
  1434. # alters the stats.
  1435. xp {
  1436.  
  1437. # This controls how much experience a robot gains for each successful
  1438. # action it performs. "Actions" only include the following: swinging a
  1439. # tool and killing something or destroying a block and placing a block
  1440. # successfully. Note that a call to `swing` or `use` while "bare handed"
  1441. # will *not* gain a robot any experience.
  1442. actionXp=0.05
  1443.  
  1444. # The required amount per level is computed like this:
  1445. # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth
  1446. baseValue=50
  1447.  
  1448. # This is the amount of additional energy that fits into a robots
  1449. # internal buffer for each level it gains. So with the default values,
  1450. # at maximum level (30) a robot will have an internal buffer size of
  1451. # two hundred thousand.
  1452. bufferPerLevel=5000
  1453.  
  1454. # The required amount per level is computed like this:
  1455. # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth
  1456. constantGrowth=8
  1457.  
  1458. # This determines how much "exhaustion" contributes to a robots
  1459. # experience. This is additive to the "action" xp, so digging a block
  1460. # will per default give 0.05 + 0.025 [exhaustion] * 1.0 = 0.075 XP.
  1461. exhaustionXpRate=1
  1462.  
  1463. # The required amount per level is computed like this:
  1464. # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth
  1465. exponentialGrowth=2
  1466.  
  1467. # The increase in block harvest speed a robot gains per level. The time
  1468. # it takes to break a block is computed as actualTime * (1 - bonus).
  1469. # For example at level 20, with a bonus of 0.4 instead of taking 0.3
  1470. # seconds to break a stone block with a diamond pick axe it only takes
  1471. # 0.12 seconds.
  1472. harvestSpeedBoostPerLevel=0.02
  1473.  
  1474. # This determines how much experience a robot gets for each real XP orb
  1475. # an ore it harvested would have dropped. For example, coal is worth
  1476. # two real experience points, redstone is worth 5.
  1477. oreXpRate=4
  1478.  
  1479. # The additional "efficiency" a robot gains in using tools with each
  1480. # level. This basically increases the chances of a tool not losing
  1481. # durability when used, relative to the base rate. So for example, a
  1482. # robot with level 15 gets a 0.15 bonus, with the default damage rate
  1483. # that would lead to a damage rate of 0.1 * (1 - 0.15) = 0.085.
  1484. toolEfficiencyPerLevel=0.01
  1485. }
  1486. }
  1487.  
  1488. # Switch and access point network message forwarding logic related stuff.
  1489. switch {
  1490.  
  1491. # This is the size of the queue of a not upgraded switch. Increasing it
  1492. # avoids packets being dropped when many messages are sent in a single
  1493. # burst.
  1494. defaultMaxQueueSize=20
  1495.  
  1496. # The base number of packets that get relayed in one 'cycle'. The
  1497. # cooldown between cycles is determined by the delay.
  1498. defaultRelayAmount=1
  1499.  
  1500. # The delay a switch has by default between relaying packets (in ticks).
  1501. # WARNING: lowering this value will result in higher maximum CPU load,
  1502. # and may in extreme cases cause server lag.
  1503. defaultRelayDelay=5
  1504.  
  1505. # This is the amount by which the queue size increases per tier of the
  1506. # hard drive installed in the switch.
  1507. queueSizeUpgrade=10
  1508.  
  1509. # The number of additional packets that get relayed per cycle, based on
  1510. # the tier of RAM installed in the switch. For built-in RAM this
  1511. # increases by one per half-tier, for third-party ram this increases by
  1512. # two per item tier.
  1513. relayAmountUpgrade=1
  1514.  
  1515. # The amount of ticks the delay is *reduced* by per tier of the CPU
  1516. # inserted into a switch.
  1517. relayDelayUpgrade=1
  1518. }
  1519.  
  1520. # The version of OC this config was generated by. This is used to allow the
  1521. # mod to reset parts of the config when their meaning changed across
  1522. # versions, so that the user does not have to delete it.
  1523. version="1.5.19.37"
  1524.  
  1525. }
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