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  1. # Configuration file
  2.  
  3. ##########################################################################################################
  4. # biomes
  5. #--------------------------------------------------------------------------------------------------------#
  6. # Biomes and effects
  7. ##########################################################################################################
  8.  
  9. biomes {
  10. # Eerie biome id
  11. I:biome_eerie=194
  12.  
  13. # Eldritch Lands biome id
  14. I:biome_eldritch=195
  15.  
  16. # Magical Forest biome id
  17. I:biome_magical_forest=193
  18.  
  19. # Taint biome id
  20. I:biome_taint=192
  21.  
  22. # higher values increases number of magical forest biomes. If you are using biome addon mods you probably want to increase this weight quite a bit
  23. I:magical_forest_biome_weight=5
  24. I:outer_lands_dim=-42
  25.  
  26. # higher values increases number of taint biomes. If you are using biome addon mods you probably want to increase this weight quite a bit
  27. I:taint_biome_weight=2
  28. }
  29.  
  30.  
  31. ##########################################################################################################
  32. # enchantments
  33. #--------------------------------------------------------------------------------------------------------#
  34. # Custom enchantments
  35. ##########################################################################################################
  36.  
  37. enchantments {
  38. I:ench_haste=150
  39. I:ench_repair=151
  40. }
  41.  
  42.  
  43. general {
  44. # Enables a version of the Thauminomicon in creative mode that grants you all the research when you first use it.
  45. B:allow_cheat_sheet=false
  46.  
  47. # Setting this to false will disable arcane mirror research and crafting recipes.
  48. B:allow_mirrors=true
  49.  
  50. # If set to false, warded stone, doors and glass will just be cosmetic in nature and not have its hardened properties (everyone will be able to break it with equal ease).
  51. B:allow_warded_stone=true
  52.  
  53. # Can Taint be caused by flux effects.
  54. B:biome_taint_from_flux=true
  55.  
  56. # The chance per block update (1 in n) of the Taint biome spreading. Setting it to 0 prevents the spread of Taint biomes.
  57. I:biome_taint_spread=200
  58.  
  59. # Set this to true to get the old blue magical forest back.
  60. B:blue_magical_forest=false
  61.  
  62. # Setting this to true will make certain colors higher contrast or darker to prevent them from being 'invisible' to color blind people.
  63. B:color_blind=false
  64.  
  65. # Hate crooked labels, kittens, puppies and all things awesome? If yes, set this to false.
  66. B:crooked=true
  67.  
  68. # Item aspects are hidden by default and pressing shift reveals them. Changing this setting to 'true' will reverse this behaviour and always display aspects unless shift is pressed.
  69. B:display_aspects=false
  70.  
  71. # Setting this to false will remove the glowing purple nodules from taint fibres. This might prevent crashes some people experience and improve performance.
  72. B:glowing_taint=true
  73.  
  74. # If set to true golems will attempt to play the chest opening animations and sounds whenever they interact with them.
  75. B:golem_chest_interact=true
  76.  
  77. # How many ticks a golem waits between checking for tasks. Setting it higher will save server ticks, but will make the golems slower to react.
  78. I:golem_delay=5
  79.  
  80. # How many milliseconds a golem will ignore an item after it has failed to find a destination or use for it. Min value 1000
  81. I:golem_ignore_delay=10000
  82.  
  83. # The fx quality of the line connecting golems to marked blocks. Setting this below 4 deactives the effect entirely.
  84. I:golem_link_quality=16
  85.  
  86. # Negative nodes like hungry, tainted or dark nodes will have additional, much nastier, effects.
  87. B:hard_mode_nodes=true
  88.  
  89. # How rare nodes are in the world. The number means there will be (on average) one node per N chunks.
  90. I:node_rarity=36
  91.  
  92. # Determines how fast notifications scroll downwards.
  93. I:notification_delay=5000
  94.  
  95. # The maximum amount of notifications that are displayed onscreen.
  96. I:notification_max=15
  97.  
  98. # This is a comma-delimited list of any block names the portable hole is not allowed to pass through.
  99. S:portablehole_blacklist=iron_door
  100.  
  101. # This setting will disable certain thaumcraft shaders for those who experience FPS drops.
  102. B:shaders=true
  103.  
  104. # The chance of a node being special (pure, dark, unstable, etc.). The number means roughly 1 in N nodes will be special, so setting the number to 5 will mean 1 in 5 nodes may be special.
  105. I:special_node_rarity=18
  106.  
  107. # Thaumcraft banker villager id
  108. I:thaumcraft_banker_id=191
  109.  
  110. # Thaumcraft wizard villager id
  111. I:thaumcraft_villager_id=190
  112.  
  113. # Set to true to have the wand dial display in the bottom left instead of the top left.
  114. B:wand_dial_bottom=false
  115.  
  116. # Setting this to true disables Warp and similar mechanics. You wuss.
  117. B:wuss_mode=false
  118. }
  119.  
  120.  
  121. ##########################################################################################################
  122. # monster_spawning
  123. #--------------------------------------------------------------------------------------------------------#
  124. # Will these mobs spawn
  125. ##########################################################################################################
  126.  
  127. monster_spawning {
  128. # Setting this to false will disable spawning champion mobs. Even when false they will still have a greatly reduced chance of spawning in certain dangerous places.
  129. B:champion_mobs=true
  130. B:spawn_angry_zombies=true
  131. B:spawn_eldercreatures=true
  132. B:spawn_fire_bats=true
  133. B:spawn_pechs=true
  134. B:spawn_taint_spores=true
  135. B:spawn_taintacles=true
  136. B:spawn_wisps=true
  137. }
  138.  
  139.  
  140. ##########################################################################################################
  141. # research
  142. #--------------------------------------------------------------------------------------------------------#
  143. # Various research related things.
  144. ##########################################################################################################
  145.  
  146. research {
  147. # The total amount of RP you can have in your pool per aspect before the scanning soft cap kicks in.
  148. I:aspect_total_cap=100
  149.  
  150. # 0 = normal, -1 = easy (all research items are directly purchased with RP), 1 = Hard (all research items need to be solved via the research table)
  151. I:research_difficulty=0
  152. }
  153.  
  154.  
  155. ##########################################################################################################
  156. # runic_shielding
  157. #--------------------------------------------------------------------------------------------------------#
  158. # Runic Shielding
  159. ##########################################################################################################
  160.  
  161. runic_shielding {
  162. # How much aer and terra centi-vis (0.01 vis) it costs to reacharge a single unit of shielding. Minimum of 0.
  163. I:runic_cost=50
  164.  
  165. # How many game ticks pass after a shield has been reduced to zero before it can start recharging again. Minimum of 0.
  166. I:runic_recharge_delay=80
  167.  
  168. # How many milliseconds pass between runic shielding recharge ticks. Lower values equals faster recharge. Minimum of 500.
  169. I:runic_recharge_speed=2000
  170. }
  171.  
  172.  
  173. ##########################################################################################################
  174. # world_generation
  175. #--------------------------------------------------------------------------------------------------------#
  176. # Settings to turn certain world-gen on or off.
  177. ##########################################################################################################
  178.  
  179. world_generation {
  180. B:generate_amber_ore=true
  181. B:generate_aura_nodes=true
  182. B:generate_cinnibar_ore=true
  183. B:generate_infused_stone=true
  184. B:generate_structures=true
  185.  
  186. # Can taint biomes generate at worldgen
  187. B:generate_taint=true
  188. B:generate_trees=true
  189. }
  190.  
  191.  
  192. ##########################################################################################################
  193. # world_regeneration
  194. #--------------------------------------------------------------------------------------------------------#
  195. # If a chunk is encountered that skipped TC worldgen, then the game will attempt to regenerate certain world features if they are set to true. CAUTION: Best used for worlds created before you added this mod, and only if you know what you are doing. Backups are advised.
  196. ##########################################################################################################
  197.  
  198. world_regeneration {
  199. B:amber_ore=false
  200. B:aura_nodes=false
  201. B:cinnibar_ore=false
  202. B:infused_stone=false
  203.  
  204. # This key is used to keep track of which chunk have been generated/regenerated. Changing it will cause the regeneration code to run again, so only change it if you want it to happen. Useful to regen only one world feature at a time.
  205. S:regen_key=DEFAULT
  206. B:structures=false
  207. B:taint=false
  208. B:trees=false
  209. }
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