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- # Block ID - Portals
- idPortal = 204
- # Block ID - Fizzlers (Material Emancipation Grids)
- idFizzler = 205
- # Block ID - Aerial Faith Plates, Electronic Intelligence Indicators, High Energy Pellets, Weighted Cube Vents.
- idAFP = 206
- # Item ID base
- # Items start using the ID... Default: 13200
- itemIdIndex = 13200
- # Record ID base
- # Records start using the ID... Default: 13400
- recordIdIndex = 13400
- # Net ID base
- # Default: 150
- netIDBase = 150
- ####################
- # Map Keys or Mouse Buttons
- # For Keyboard use the Letters or keycode value
- # For Mouse, -100 for Left click, -99 for Right click, -98 for Middle Mouse Click
- # Key to reboot the gun
- # Def: R
- resetPortalsKey = R
- # Key to grab with gun
- # Def: G
- grabKey = G
- # Key to shoot the blue portal (Colour 1)
- # Def: -100
- shootBluePortalKey = -100
- # Key to shoot the orange portal (Colour 2)
- # Def: -99
- shootOrangePortalKey = -99
- # Key to zoom with the portal gun
- # Def: -98
- zoomKey = -98
- ####################
- # Mod Parts to Disable
- # 0 = Portal Gun, Portal Spawners, Long Fall Boots
- # 1 = Weighted Companion Cubes, Vents and Records
- # 2 = Fizzlers (Material Emancipation Grids)
- # 3 = Turrets
- # 4 = Aerial Faith Plates and Electronic Intelligence Indicators
- # 5 = High Energy Pellets
- # 6 = Thermal Discouragement Beams & Checkpoint Blocks
- # Format: 0, 1, 2...
- modPartsDisabled = -1, 4, 5, 1
- ####################
- # Booleans (0 = No, 1 = Yes)
- # Do portals on spawners erase if redstone power is removed
- # spawnerPowered = 1
- # The functionality of this property are now unique per spawner.
- # Do fizzlers have to be redstone powered to be on?
- fizzlerPowered = 0
- # Are fizzlers indestructible once placed?
- fizzlerIndestructible = 0
- # Can you shoot portals through glass?
- canShootPortalsThroughGlass = 0
- # Are Weighted Cubes invincible? (Cannot change to item form)
- cubeIsInvincible = 0
- # Block grabbing whitelist enabled?
- grabBlockWhitelist = 0
- # Portal placement whitelist enabled?
- portalWhitelist = 0
- # Does the a sound play when you equip the portal gun? (I found it annoying after a while)
- equipPortalGunSound = 1
- # Can you be sucked to the moon?
- canPlayerBeSuckedToTheMoon = 1
- # Can items that require Ender Pearls be found in dungeons?
- dungeonLoot = 0
- # Does the bacon gun's portals have a custom colour?
- customBaconGunColour = 0
- # Does a turret drop an item when it dies?
- turretDrops = 1
- # Do oracle turrets only serenade when they see the player?
- serenadeWhenSeen = 0
- # Can turrets see through wall portals (ONLY)
- turretSeesThroughPortals = 1
- # Are turrets invincible?
- turretIsInvincible = 0
- # Does moon portals use the block grabbing black/whitelist when sucking blocks?
- portalsUseGrabList = 0
- # Are Pedestals invincible? (Cannot be broken to item form)
- APGIsInvincible = 0
- # Will the pedestal give you the gun when you walk into it (Right clicking still works)
- # Removed, now known as APGGiveMode
- # APGGivesGunOnCollision = 1
- # Do two single coloured portal guns automatically merge into a dual portal gun?
- autoMergeGuns = 1
- # Does getting launched by an Aerial Faith Plate lock your keys? (Until you hit something)
- AFPLocksKeys = 0
- # Can the Aerial Faith Plate's power be modified when you right click it? (For use in maps)
- AFPCanBeEdited = 1
- # Can the High Energy Pellet be released from its catcher (For use in maps)
- hepCanBeReleased = 1
- # Can the radio take damage?
- isRadioInvincible = 0
- # Can the radio be turned off?
- canRadioBeTurnedOff = 1
- # Can the spawner be edited after being placed?
- canSpawnersBeEdited = 1
- # Can the reset key of portal guns be used?
- canResetKeyBeUsed = 1
- # Enable mod sounds?
- enableSounds = 1
- ####################
- # Custom bacon gun colour indexes (Google hex color codes if you don't understand)
- # Format: \#<colour index> or 0x<colour index>
- # Eg: \#ffffff or 0xffffff
- baconGunColour1 = \#ffffff
- baconGunColour2 = \#ffffff
- # Can you see through portals?
- # 0 = No
- # 1 = Yes, but Rei's Minimap will flicker.
- # 2 = Yes, but when you look at yourself you will see your name above the player.
- # 3 = Static image, Portal renders only one time and no longer updates.
- # Note: Occasional flicker with Rei's Minimap will occur with Mode 2, it is not a 100% fix for Rei's, but works some of the time.
- # Note: Certain Intel cards cannot support see through portals, for people with these cards, see through portals does not occur regardless of settings.
- seeThroughPortals = 1
- # Entity grabbing mode
- # 1 = Most entities
- # 2 = Living entities and Portal entities only
- # 3 = Portal entities only
- grabEntityMode = 1
- # Block grabbing mode (How a grabbed block turns into a block again)
- # 1 = Blocks snap to surroundings
- # 2 = Blocks fall to the ground
- # 3 = Blocks float when released
- grabBlockMode = 1
- # Block grabbing black/whitelist IDs + metadata
- # Format: id: meta: meta, id: meta, id, id ...
- # Example: You don't want ID 1, 2, 3 and 4 to be grabbed, but only metadata 5 and 7 for ID 1, and only metadata 9 for ID 2.
- # Example: grabBlockListIDs = 1: 5: 7, 2: 9, 3, 4
- # If you need a more proper explanation visit: http://www.minecraftforum.net/topic/199391-/page__view__findpost__p__13392100
- grabBlockListIDs = 0
- # Portal placement black/whitelist IDs
- # Format: Refer block grabbing black/whitelist IDs + metadata above.
- portalListIDs = 0
- # Delay (in milliseconds) in the updating of each portal, in order.
- # Note that the more portals you have on screen, the slower the portal's see through image updates.
- # Lower = more resource heavy!
- seeThroughPortalsDelay = 25
- # Fizzler mode
- # 1 = Portals only
- # 2 = Portals and inventory (excluding weighted cubes and radios)
- # 3 = Portals, inventory and living entities
- # 4 = Portals and living entities
- # 5 = Living entities only
- fizzlerMode = 1
- # Fizzler mode towards weighted cubes
- # 0 = Not affected by lava or fizzlers
- # 1 = Fizzlers destroy cubes
- # 2 = Lava destroys cubes
- # 3 = Fizzlers and lava destroys cubes
- fizzlerCubeMode = 0
- # Turret's explosion magnitude when on fire
- # Default: 15
- turretExplosionMag = 15
- # Turret's range of fire (in blocks)
- turretRange = 20
- # Can turrets see through glass?
- # 0 = No.
- # 1 = Yes, but it doesn't fire.
- # 2 = Yes, and it fires at target.
- turretSeesThroughGlass = 0
- # Turret's Damage
- # Default: 2
- turretDamage = 2
- # Turret Exception modes. (Larger number = more exceptions)
- # 1 = Attacks everything
- # 2 = Ignores players and tamed pets
- # 3 = Ignores animals and villagers
- # 4 = Ignores mobs
- turretMode = 1
- # Additional turret exceptions
- # Written in string form of the class.
- # Format: <classname>, <classname>, <classname>
- # Eg: thaumcraft.world.EntityThaumSlime, thaumcraft.world.EntityWisp, net.minecraft.src.gb_EntityGibs
- turretExceptions =
- # Chance of getting an oracle turret when placing a sentry turret
- # Default: 10
- # To disable it, set to -1
- differentChance = 10
- # What is the range of the turret's serenade? (in blocks)
- serenadeRange = 75
- # Do Portal Gun Pedestals automatically kill themselves after giving a portal gun?
- # 0 = No.
- # 1 = Yes, but does not drop itself as an item.
- # 2 = Yes, and drops itself as an item.
- autoKillAPG = 0
- # How can you receive a portal gun from the APG?
- # 1 = Walking into it or clicking it.
- # 2 = Clicking it only.
- # 3 = Walking into it only.
- APGGiveMode = 1
- # HEP Collision modes.
- # 1 = Kill every living thing.
- # 2 = Kill every living thing except players.
- # 3 = Knockback every living thing.
- # 4 = Knockback every living thing except players.
- hepMode = 1
- # Does Thermal Discouragement Beam do damage? (Larger number = more exceptions)
- # 0 = No.
- # 1 = Damages all entities.
- # 2 = Damages all entities except players and tamed pets.
- # 3 = Damages all entities except players, tamed pets, animals and villagers.
- # 4 = Damages all entities except players, tamed pets, animals, villagers and mobs.
- TDBDoesDamage = 0
- # Damage done by Thermal Discouragement Beam
- # Default: 2
- TDBDamage = 2
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