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OpenComputers config

Dec 20th, 2013
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  1. # OpenComputers configuration. This file uses typesafe config's HOCON syntax.
  2. # Try setting your syntax highlighting to YAML, to help readability. At least
  3. # in Sublime Text that works really well.
  4. # Note that this file is only written if it doesn't exist or is empty. This
  5. # means that if new settings are added to mod, they will *not* appear in an
  6. # already existing config file! Sorry about the inconvenience.
  7. opencomputers {
  8.  
  9. # Computer related settings, concerns server performance and security.
  10. computer {
  11.  
  12. # Sanity check for username length for users registered with computers. We
  13. # store the actual user names instead of a hash to allow iterating the
  14. # list of registered users on the Lua side.
  15. # See also: `canComputersBeOwned`.
  16. maxUsernameLength=32
  17.  
  18. # The maximum number of users that can be registered with a single
  19. # computer. This is used to avoid computers allocating unchecked amounts
  20. # of memory by registering an unlimited number of users. See also:
  21. # `canComputersBeOwned`.
  22. maxUsers=16
  23.  
  24. # This determines whether computers can only be used by players that are
  25. # registered as users on them. Per default a newly placed computer has no
  26. # users. Whenever there are no users the computer is free for all. Users
  27. # can be managed via the Lua API (computer.addUser, computer.removeUser,
  28. # computer.users). If this is true, the following interactions are only
  29. # possible for users:
  30. # - input via the keyboard and touch screen.
  31. # - inventory management.
  32. # - breaking the computer block.
  33. # If this is set to false, all computers will always be usable by all
  34. # players, no matter the contents of the user list. Note that operators
  35. # are treated as if they were in the user list of every computer, i.e. no
  36. # restrictions apply to them.
  37. # See also: `maxUsers` and `maxUsernameLength`.
  38. canComputersBeOwned=true
  39.  
  40. # The overall number of threads to use to drive computers. Whenever a
  41. # computer should run, for example because a signal should be processed or
  42. # some sleep timer expired it is queued for execution by a worker thread.
  43. # The higher the number of worker threads, the less likely it will be that
  44. # computers block each other from running, but the higher the host
  45. # system's load may become.
  46. threads=4
  47.  
  48. # This setting allows you to fine-tune how RAM sizes are scaled internally
  49. # on 64 Bit machines (i.e. when the Minecraft server runs in a 64 Bit VM).
  50. # Why is this even necessary? Because objects consume more memory in a 64
  51. # Bit environment than in a 32 Bit one, due to pointers and possibly some
  52. # integer types being twice as large. It's actually impossible to break
  53. # this down to a single number, so this is really just a rough guess. If
  54. # you notice this doesn't match what some Lua program would use on 32 bit,
  55. # feel free to play with this and report your findings!
  56. # Note that the values *displayed* to Lua via `computer.totalMemory` and
  57. # `computer.freeMemory` will be scaled by the inverse, so that they always
  58. # correspond to the "apparent" sizes of the installed memory modules. For
  59. # example, when running a computer with a 64KB RAM module, even if it's
  60. # scaled up to 96KB, `computer.totalMemory` will return 64KB, and if there
  61. # are really 45KB free, `computer.freeMemory` will return 32KB.
  62. ramScaleFor64Bit=1.8
  63.  
  64. # The time in seconds to wait after a computer has been restored before it
  65. # continues to run. This is meant to allow the world around the computer
  66. # to settle, avoiding issues such as components in neighboring chunks
  67. # being removed and then re-connected and other odd things that might
  68. # happen.
  69. startupDelay=0.25
  70.  
  71. # The sizes of the three tiers of RAM, in kilobytes. This list must
  72. # contain exactly three entries, or it will be ignored.
  73. ramSizes=[
  74. 64,
  75. 128,
  76. 256
  77. ]
  78.  
  79. # Whether to actively run Lua's garbage collector each time before the
  80. # Lua state of a computer is resumed. This has two advantages: memory is
  81. # less likely to run out because the emergency gargabe collection fails
  82. # to release certain structures, and Lua programs will get a better idea
  83. # of how much ram is *really* still available (otherwise the numbers you
  84. # get from os.freeMemory() will jump - a lot). The downside is that this
  85. # obviously is slightly more computationally expensive. However, since
  86. # the memory sizes for Lua states will generally be very small, due to
  87. # limited amount reachable via RAM items (per default 2*256KB) and being
  88. # run in a low-priority worker thread, this should be barely noticeable.
  89. activeGC=true
  90.  
  91. # The time in seconds a program may run without yielding before it is
  92. # forcibly aborted. This is used to avoid stupidly written or malicious
  93. # programs blocking other computers by locking down the executor threads.
  94. # Note that changing this won't have any effect on computers that are
  95. # already running - they'll have to be rebooted for this to take effect.
  96. timeout=1
  97. }
  98.  
  99. # Client side settings, presentation and performance related stuff.
  100. client {
  101.  
  102. # Whether to apply linear filtering for text displayed on screens when the
  103. # screen has to be scaled down - i.e. the text is rendered at a resolution
  104. # lower than their native one, e.g. when the GUI scale is less than one or
  105. # when looking at a far away screen. This leads to smoother text for
  106. # scaled down text but results in characters not perfectly connecting
  107. # anymore (for example for box drawing characters. Look it up on
  108. # Wikipedia.)
  109. textLinearFiltering=false
  110.  
  111. # The distance at which to start fading out the text on screens. This is
  112. # purely cosmetic, to avoid text disappearing instantly when moving too
  113. # far away from a screen. This should have no measurable impact on
  114. # performance. Note that this needs OpenGL 1.4 to work, otherwise text
  115. # will always just instantly disappear when moving away from the screen
  116. # displaying it.
  117. screenTextFadeStartDistance=8
  118.  
  119. # The maximum distance at which to render text on screens. Rendering text
  120. # can be pretty expensive, so if you have a lot of screens you'll want to
  121. # avoid huge numbers here. Note that this setting is client-sided, and
  122. # only has an impact on render performance on clients.
  123. maxScreenTextRenderDistance=10
  124. }
  125.  
  126. # HTTP settings, security related.
  127. http {
  128.  
  129. # The number of threads used for processing HTTP requests in the
  130. # background. The more there are, the more concurrent connections can
  131. # potentially be opened by computers, and the less likely they are to
  132. # delay each other.
  133. threads=4
  134.  
  135. # This is a list of blacklisted domain names. If an HTTP request is made
  136. # and the host name (domain) of the target URL matches any of the patterns
  137. # in this list, the request will be denied.
  138. # All entries are regular expression patterns, but they will only be
  139. # applied to the host name (domain) of a given URL.
  140. blacklist=[
  141. "^127\\.0\\.0\\.1$",
  142. "^10\\.\\d+\\.\\d+\\.\\d+$",
  143. "^192\\.\\d+\\.\\d+\\.\\d+$"
  144. ]
  145.  
  146. # Whether to allow HTTP requests via wireless network cards. When enabled,
  147. # pass a URL to `send`, to perform an HTTP request. The second parameter
  148. # becomes an optional string to send as POST data. When the request
  149. # finishes, it will push a signal named `http_response`. If the request
  150. # cannot be performed because the URL is not allowed or this is disabled
  151. # the card will fall back to the normal send logic.
  152. enable=true
  153.  
  154. # This is a list of whitelisted domain names. Requests may only be made to
  155. # domains that match any pattern in this list. If this list is empty,
  156. # requests may be made to all domains not blacklisted. Note that the
  157. # blacklist is always applied, so if an entry is present in both the
  158. # whitelist and the blacklist, the blacklist will win.
  159. # All entries are regular expression patterns, but they will only be
  160. # applied to the host name (domain) of a given URL.
  161. whitelist=[
  162. "^gist\\.github\\.com$",
  163. "^(:?www\\.)?pastebin\\.com$"
  164. ]
  165. }
  166. ids {
  167.  
  168. # The item ID used for all non-damageable items.
  169. item=4600
  170.  
  171. # List of block IDs the mod uses for different types of blocks. This list
  172. # must contain exactly four entries, or it will be ignored.
  173. block=[
  174. 3650,
  175. 3651,
  176. 3652,
  177. 3653
  178. ]
  179. }
  180.  
  181. # Power settings, buffer sizes and power consumption.
  182. power {
  183. buffer {
  184.  
  185. # The amount of power a computer can store. This allows you to get a
  186. # computer up and running without also having to build a capacitor.
  187. computer=500
  188.  
  189. # The amount of energy a single capacitor can store.
  190. capacitor=1600
  191.  
  192. # The amount of power a converter can store. This allows directly
  193. # connecting a converter to a distributor, without having to have a
  194. # capacitor on the side of the converter.
  195. converter=1000
  196.  
  197. # The amount of bonus energy a capacitor can store for each other
  198. # capacitor it shares a face with. This bonus applies to both of the
  199. # involved capacitors. It reaches a total of two blocks, where the
  200. # bonus is halved for the second neighbor. So three capacitors in a
  201. # row will give a total of 8.8k storage with default values:
  202. # (1.6 + 0.8 + 0.4)k + (0.8 + 1.6 + 0.8)k + (0.4 + 0.8 + 1.6)k
  203. capacitorAdjacencyBonus=800
  204.  
  205. # The amount of power robots can store in their internal buffer.
  206. robot=50000
  207. }
  208.  
  209. # The amount of energy a Charger transfers to each adjacent robot per tick
  210. # if a maximum strength redstone signal is set. Chargers load robots with
  211. # a controllable speed, based on the maximum strength of redstone signals
  212. # going into the block. So if a redstone signal of eight is set, it'll
  213. # charge robots at roughly half speed.
  214. chargerChargeRate=100
  215.  
  216. # Conversion ratio for Thermal Expansion's RF. This is how many internal
  217. # energy units one RF generates.
  218. ratioThermalExpansion=0.1
  219.  
  220. # Whether to ignore any power requirements. Whenever something requires
  221. # power to function, it will try to get the amount of energy it needs from
  222. # the buffer of its connector node, and in case it fails it won't perform
  223. # the action / trigger a shutdown / whatever. Setting this to `true` will
  224. # simply make the check 'is there enough energy' succeed unconditionally.
  225. # Note that buffers are still filled and emptied following the usual
  226. # rules, there just is no failure case anymore. The converter will however
  227. # not accept power from other mods.
  228. ignorePower=false
  229.  
  230. # This determines how often continuous power sinks try to actually try to
  231. # consume energy from the network. This includes computers, robots and
  232. # screens. This also controls how frequent distributors revalidate their
  233. # global state and secondary distributors, as well as how often the power
  234. # converter queries sources for energy (for now: only BuildCraft). If set
  235. # to 1, this would query every tick. The default queries every 20 ticks,
  236. # or in other words once per second.
  237. # Higher values mean more responsive power consumption, but slightly more
  238. # work per tick (shouldn't be that noticeable, though). Note that this
  239. # has no influence on the actual amount of energy required by computers
  240. # and screens. The power cost is directly scaled up accordingly:
  241. # `tickFrequency * cost`.
  242. tickFrequency=20
  243.  
  244. # Conversion ratio for BuildCraft's MJ. This is how many internal energy
  245. # units one MJ generates.
  246. ratioBuildCraft=1
  247.  
  248. # Conversion ratio for IndustrialCraft2's EU. This is how many internal
  249. # energy units one EU generates.
  250. ratioIndustrialCraft2=0.4
  251.  
  252. # The energy efficiency of the generator upgrade. At 1.0 this will
  253. # generate as much energy as you'd get by burning the fuel in a BuildCraft
  254. # Stirling Engine (1MJ per fuel value / burn ticks). To discourage fully
  255. # autonomous robots the efficiency of generators is slighly reduced by
  256. # default.
  257. generatorEfficiency=0.8
  258.  
  259. # Conversion ratio for Universal Electricity's Joules. This is how many
  260. # internal energy units one Joule generates.
  261. ratioUniversalElectricity=1
  262. cost {
  263.  
  264. # The amount of energy a computer consumes per tick when running.
  265. computer=0.5
  266.  
  267. # The amount of energy a screen consumes per displayed character per
  268. # tick. If a screen cannot consume the defined amount of energy it
  269. # will stop rendering the text that should be displayed on it. It will
  270. # *not* forget that text, however, so when enough power is available
  271. # again it will restore the previously displayed text (with any
  272. # changes possibly made in the meantime). Note that for multi-block
  273. # screens *each* screen that is part of it will consume this amount of
  274. # energy per tick.
  275. screen=0.1
  276.  
  277. # Energy it takes to change *every* 'pixel' via the set command of a
  278. # basic screen via the `set` command.
  279. # Note: internally this is adjusted to a cost per pixel, and applied
  280. # as such, so this also implicitly defines the cost for higher tier
  281. # screens.
  282. gpuSet=2
  283.  
  284. # Energy it takes to clear a basic screen using the fill command with
  285. # 'space' as the fill char.
  286. # Note: internally this is adjusted to a cost per pixel, and applied
  287. # as such, so this also implicitly defines the cost for higher tier
  288. # screens.
  289. gpuClear=0.25
  290.  
  291. # The amount of energy a robot consumes per tick when running. This is
  292. # per default less than a normal computer uses because... well... they
  293. # are better optimized? It balances out due to the cost for movement,
  294. # interaction and whatnot, and the fact that robots cannot connect to
  295. # component networks directly, so they are no replacements for normal
  296. # computers.
  297. robot=0.25
  298.  
  299. # The amount of energy it costs to send a signal with strength one,
  300. # which means the signal reaches one block. This is scaled up
  301. # linearly, so for example to send a signal 400 blocks a signal
  302. # strength of 400 is required, costing a total of 400 *
  303. # `wirelessCostPerRange`. In other words, the higher this value, the
  304. # higher the cost of wireless messages.
  305. # See also: `maxWirelessRange`.
  306. wirelessStrength=0.05
  307.  
  308. # The actual cost per tick for computers and robots is multiplied
  309. # with this value if they are currently in a "sleeping" state. They
  310. # enter this state either by calling `os.sleep()` or by pulling
  311. # signals. Note that this does not apply in the tick they resume, so
  312. # you can't fake sleep by calling `os.sleep(0)`.
  313. sleepFactor=0.1
  314.  
  315. # The amount of energy it takes a robot to perform a 90 degree turn.
  316. robotTurn=2.5
  317.  
  318. # The conversion rate of exhaustion from using items to energy
  319. # consumed. Zero means exhaustion does not require energy, one is a
  320. # one to one conversion. For example, breaking a block generates 0.025
  321. # exhaustion, attacking an entity generates 0.3 exhaustion.
  322. robotExhaustion=10
  323.  
  324. # The amount of energy it takes a robot to move a single block.
  325. robotMove=15
  326.  
  327. # Energy it takes to write one kilobyte to a file system.
  328. # Note: internally this is adjusted to a cost per byte, and applied
  329. # as such. It's just specified per kilobyte to be more intuitive.
  330. hddWrite=0.25
  331.  
  332. # Energy it takes to change a basic screen with the fill command.
  333. # Note: internally this is adjusted to a cost per pixel, and applied
  334. # as such, so this also implicitly defines the cost for higher tier
  335. # screens.
  336. gpuFill=1.5
  337.  
  338. # Energy it takes read one kilobyte from a file system. Note that non
  339. # I/O operations on file systems such as `list` or `getFreeSpace` do
  340. # *not* consume power. Note that this very much determines how much
  341. # energy you need in store to start a computer, since you need enough
  342. # to have the computer read all the libraries, which is around 60KB
  343. # at the time of writing.
  344. # Note: internally this is adjusted to a cost per byte, and applied
  345. # as such. It's just specified per kilobyte to be more intuitive.
  346. hddRead=0.1
  347.  
  348. # Energy it takes to copy half of a basic screen via the copy command.
  349. # Note: internally this is adjusted to a cost per pixel, and applied
  350. # as such, so this also implicitly defines the cost for higher tier
  351. # screens.
  352. gpuCopy=0.5
  353. }
  354. }
  355.  
  356. # Robot related settings, what they may do and general balancing.
  357. robot {
  358.  
  359. # Whether robots may use items for a specifiable duration. This allows
  360. # robots to use items such as bows, for which the right mouse button has
  361. # to be held down for a longer period of time. For robots this works
  362. # slightly different: the item is told it was used for the specified
  363. # duration immediately, but the robot will not resume execution until the
  364. # time that the item was supposedly being used has elapsed. This way
  365. # robots cannot rapidly fire critical shots with a bow, for example.
  366. allowUseItemsWithDuration=true
  367.  
  368. # Whether robots may place blocks in thin air, i.e. without a reference
  369. # point (as is required for real players). Set this to true to emulate
  370. # ComputerCraft's Turtles' behavior. When left false robots have to target
  371. # an existing block face to place another block. Note that calling either
  372. # `robot.place` or `robot.use` without a side will cause the robot to try
  373. # all valid sides.
  374. canPlaceInAir=false
  375. delays {
  376.  
  377. # The time in seconds to pause execution after a robot turned either
  378. # left or right. Note that this essentially determines hw fast robots
  379. # can turn around, since this also determines the length of the turn
  380. # animation.
  381. turn=0.4
  382.  
  383. # This is the *ratio* of the time a player would require to harvest a
  384. # block. Note that robots cannot break blocks they cannot harvest. So
  385. # the time a robot is forced to sleep after harvesting a block is
  386. # breakTime * harvestRatio
  387. # Breaking a block will always at least take one tick, 0.05 seconds.
  388. harvestRatio=1
  389.  
  390. # The time in seconds to pause execution after an item was
  391. # successfully dropped from a robot's inventory.
  392. drop=0.5
  393.  
  394. # The time in seconds to pause execution after a robot successfully
  395. # picked up an item after triggering a suck command.
  396. suck=0.5
  397.  
  398. # The time in seconds to pause execution after a robot successfully
  399. # used an equipped tool (or it's 'hands' if nothing is equipped).
  400. # Successful in this case means that it either used the equipped item,
  401. # for example a splash potion, or that it activated a block, for
  402. # example by pushing a button.
  403. # Note that if an item is used for a specific amount of time, like
  404. # when shooting a bow, the maximum of this and the duration of the
  405. # item use is taken.
  406. use=0.4
  407.  
  408. # The time in seconds to pause execution after a robot successfully
  409. # placed an item from its inventory.
  410. place=0.4
  411.  
  412. # The time in seconds to pause execution after a robot successfully
  413. # swung a tool (or it's 'hands' if nothing is equipped). Successful in
  414. # this case means that it hit something, i.e. it attacked an entity or
  415. # extinguishing fires.
  416. # When breaking blocks the normal harvest time scaled with the
  417. # `harvestRatio` (see below) applies.
  418. swing=0.4
  419.  
  420. # The time in seconds to pause execution after a robot issued a
  421. # successful move command. Note that this essentially determines how
  422. # fast robots can move around, since this also determines the length
  423. # of the move animation.
  424. move=0.4
  425. }
  426.  
  427. # The rate at which items used as tools by robots take damage. A value of
  428. # one means that items lose durability as quickly as when they are used by
  429. # a real player. A value of zero means they will not lose any durability
  430. # at all. This only applies to items that can actually be damaged (such as
  431. # swords, pickaxes, axes and shovels).
  432. # Note that this actually is the *chance* of an item losing durability
  433. # when it is used. Or in other words, it's the inverse chance that the
  434. # item will be automatically repaired for the damage it just took
  435. # immediately after it was used.
  436. itemDamageRate=0.1
  437.  
  438. # This controls how fast robots gain experience, and how that experience
  439. # alters the stats.
  440. xp {
  441. constantGrowth=3
  442.  
  443. # This controls how much experience a robot gains for each successful
  444. # action it performs. "Actions" only include the following: swinging a
  445. # tool and killing something or destroying a block and placing a block
  446. # successfully. Note that a call to `swing` or `use` while "bare handed"
  447. # will *not* gain a robot any experience.
  448. actionXp=0.05
  449.  
  450. # The increase in block harvest speed a robot gains per level. The time
  451. # it takes to break a block is computed as actualTime * (1 - bonus).
  452. # For example at level 20, with a bonus of 0.4 instead of taking 0.3
  453. # seconds to break a stone block with a diamond pick axe it only takes
  454. # 0.12 seconds.
  455. harvestSpeedBoostPerLevel=0.02
  456. exponentialGrowth=3
  457.  
  458. # This determines how much "exhaustion" contributes to a robots
  459. # experience. This is additive to the "action" xp, so digging a block
  460. # will per default give 0.05 + 0.025 [exhaustion] * 1.0 = 0.075 XP.
  461. exhaustionXpRate=1
  462.  
  463. # This is the amount of additional energy that fits into a robots
  464. # internal buffer for each level it gains. So with the default values,
  465. # at maximum level (30) a robot will have an internal buffer size of
  466. # two hundred thousand.
  467. bufferPerLevel=5000
  468.  
  469. # The additional "efficiency" a robot gains in using tools with each
  470. # level. This basically increases the chances of a tool not losing
  471. # durability when used, relative to the base rate. So for example, a
  472. # robot with level 15 gets a 0.15 bonus, with the default damage rate
  473. # that would lead to a damage rate of 0.1 * (1 - 0.15) = 0.085.
  474. toolEfficiencyPerLevel=0.01
  475.  
  476. # The required amount per level is computed like this:
  477. # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth
  478. baseValue=50
  479. }
  480.  
  481. # Determines whether robots are a pretty cool guy. Ususally cobwebs are
  482. # the bane of anything using a tool other than a sword or shears. This is
  483. # an utter pain in the part you sit on, because it makes robots meant to
  484. # dig holes utterly useless: the poor things couldn't break cobwebs in
  485. # mining shafts with their golden pick axes. So, if this setting is true,
  486. # we check for cobwebs and allow robots to break 'em anyway, no matter
  487. # their current tool. After all, the hardness value of cobweb can only
  488. # rationally explained by Steve's fear of spiders, anyway.
  489. notAfraidOfSpiders=true
  490.  
  491. # The name format to use for robots. The substring '$player$' is
  492. # replaced with the name of the player that owns the robot, so for the
  493. # first robot placed this will be the name of the player that placed it.
  494. # This is transitive, i.e. when a robot in turn places a robot, that
  495. # robot's owner, too, will be the owner of the placing robot.
  496. # The substring $random$ will be replaced with a random number in the
  497. # interval [1, 0xFFFFFF], which may be useful if you need to differentiate
  498. # individual robots.
  499. # If a robot is placed by something that is not a player, e.g. by some
  500. # block from another mod, the name will default to 'OpenComputers'.
  501. nameFormat="$player$.robot"
  502.  
  503. # Whether robots may damage players if they get in their way. This
  504. # includes all 'player' entities, which may be more than just real players
  505. # in the game.
  506. canAttackPlayers=false
  507.  
  508. # The 'range' of robots when using an equipped tool (right click) or when
  509. # placing items from their inventory. See `robot.swingRange`. This
  510. # defaults to a value large enough to allow robots to detect 'farmland',
  511. # i.e. tilled dirt, so that they can plant seeds.
  512. useAndPlaceRange=0.65
  513.  
  514. # The 'range' of robots when swinging an equipped tool (left click). This
  515. # is the distance to the center of block the robot swings the tool in to
  516. # the side the tool is swung towards. I.e. for the collision check, which
  517. # is performed via ray tracing, this determines the end point of the ray
  518. # like so: `block_center + unit_vector_towards_side * swingRange`
  519. # This defaults to a value just below 0.5 to ensure the robots will not
  520. # hit anything that's actually outside said block.
  521. swingRange=0.49
  522.  
  523. # Whether robots may 'activate' blocks in the world. This includes
  524. # pressing buttons and flipping levers, for example. Disable this if it
  525. # causes problems with some mod (but let me know!) or if you think this
  526. # feature is too over-powered.
  527. allowActivateBlocks=true
  528. }
  529.  
  530. # File system related settings, performance and and balancing.
  531. filesystem {
  532.  
  533. # Whether persistent file systems such as disk drivers should be
  534. # 'buffered', and only written to disk when the world is saved. This
  535. # applies to all hard drives. The advantage of having this enabled is that
  536. # data will never go 'out of sync' with the computer's state if the game
  537. # crashes. The price is slightly higher memory consumption, since all
  538. # loaded files have to be kept in memory (loaded as in when the hard drive
  539. # is in a computer).
  540. bufferChanges=true
  541.  
  542. # The sizes of the three tiers of hard drives, in kilobytes. This list
  543. # must contain exactly three entries, or it will be ignored.
  544. hddSizes=[
  545. 1024,
  546. 2048,
  547. 4096
  548. ]
  549.  
  550. # The maximum number of file handles any single computer may have open at
  551. # a time. Note that this is *per filesystem*. Also note that this is only
  552. # enforced by the filesystem node - if an add-on decides to be fancy it
  553. # may well ignore this. Since file systems are usually 'virtual' this will
  554. # usually not have any real impact on performance and won't be noticeable
  555. # on the host operating system.
  556. maxHandles=16
  557.  
  558. # The maximum block size that can be read in one 'read' call on a file
  559. # system. This is used to limit the amount of memory a call from a user
  560. # program can cause to be allocated on the host side: when 'read' is,
  561. # called a byte array with the specified size has to be allocated. So if
  562. # this weren't limited, a Lua program could trigger massive memory
  563. # allocations regardless of the amount of RAM installed in the computer it
  564. # runs on. As a side effect this pretty much determines the read
  565. # performance of file systems.
  566. maxReadBuffer=8192
  567.  
  568. # The size of the /tmp filesystem that each computer gets for free. If
  569. # set to a non-positive value the tmp file system will not be created.
  570. tmpSize=64
  571.  
  572. # The base 'cost' of a single file or directory on a limited file system,
  573. # such as hard drives. When computing the used space we add this cost to
  574. # the real size of each file (and folders, which are zero sized
  575. # otherwise). This is to ensure that users cannot spam the file system
  576. # with an infinite number of files and/or folders. Note that the size
  577. # returned via the API will always be the real file size, however.
  578. fileCost=512
  579.  
  580. # The size of writable floppy disks, in kilobytes.
  581. floppySize=512
  582. }
  583.  
  584. # Other settings that you might find useful to tweak.
  585. misc {
  586.  
  587. # The maximum height of multi-block screens, in blocks. This is limited to
  588. # avoid excessive computations for merging screens. If you really need
  589. # bigger screens it's probably safe to bump this quite a bit before you
  590. # notice anything, since at least incremental updates should be very
  591. # efficient (i.e. when adding/removing a single screen).
  592. maxScreenHeight=6
  593.  
  594. # The maximum distance a wireless message can be sent. In other words,
  595. # this is the maximum signal strength a wireless network card supports.
  596. # This is used to limit the search range in which to check for modems,
  597. # which may or may not lead to performance issues for ridiculous ranges -
  598. # like, you know, more than the loaded area.
  599. # See also: `wirelessCostPerRange`.
  600. maxWirelessRange=400
  601.  
  602. # The maximum width of multi-block screens, in blocks.
  603. # See also: `maxScreenHeight`.
  604. maxScreenWidth=8
  605.  
  606. # The maximum length of a string that may be pasted. This is used to limit
  607. # the size of the data sent to the server when the user tries to paste a
  608. # string from the clipboard (Shift+Ins on a screen with a keyboard).
  609. maxClipboard=1024
  610.  
  611. # The user name to specify when executing a command via a command block.
  612. # If you leave this empty it will use the address of the network node that
  613. # sent the execution request - which will usually be a computer.
  614. commandUser=OpenComputers
  615.  
  616. # The maximum size of network packets to allow sending via network cards.
  617. # This has *nothing to do* with real network traffic, it's just a limit
  618. # for the network cards, mostly to reduce the chance of computer with a
  619. # lot of RAM killing those with less by sending huge packets. This does
  620. # not apply to HTTP traffic.
  621. maxNetworkPacketSize=8192
  622. }
  623.  
  624. }
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