# Configuration file
battlesuit {
# How fast the Battlesuit can charge [range: 50 ~ 500, default: 80]
I:chargeRate=500
# The amount of energy drained every 100 ticks from battlesuits that have special abilities [range: 0 ~ 5, default: 2]
I:drain=2
# The maximum amount of energy that the battlesuit can hold [range: 10000 ~ 100000, default: 50000]
I:maxEnergy=50000
}
entropyaccelerator {
# The amount of energy that can be stored in the block [range: 100 ~ 10000, default: 2000]
I:buffer=2000
# How many ticks an item will burn [range: 10 ~ 1000, default: 20]
I:burnTime=20
# The RF generated per tick [range: 2 ~ 8, default: 2]
I:output=2
}
eviscerator {
# How fast the Eviscerator can charge [range: 20 ~ 500, default: 500]
I:chargeRate=500
# The maximum amount of energy that the Eviscerator can hold [range: 10000 ~ 100000, default: 50000]
I:maxEnergy=50000
}
imaginarytime {
# How much RF/T it can accept. Setting this lower than the energyRequirement means it won't work every tick [range: 25 ~ 1000, default: 250]
I:chargeRate=250
# How much energy is used per work cycle. The higher the number the more RF must be pumped in before work will be done [range: 50 ~ 1000, default: 500]
I:energyRequirement=500
# The area of effect along the X&Z. Y is always 2 [range: 2 ~ 7, default: 3]
I:range=3
# How many extra ticks each block will get per cycle [range: 1 ~ 4, default: 1]
I:tickRateIncrease=1
}
misc {
# If you don't want my vanilla-like steel recipe, set this to false. **WARNING** you will need another mod to provide steel under the 'ingotSteel' oredictionary name [default: true]
B:enableSteelRecipe=true
# If you don't want Titanium generated, set this to false. **WARNING** you will need another mod to provide Titanium under the 'oreTitanium' oredictionary name [default: true]
B:enableTitaniumGen=true
# How far the magnet can reach [range: 4 ~ 14, default: 5]
I:magnetStrength=5
}
quibitcluster {
# The base amount of RF the Quibit Clusters can hold [range: 100000 ~ 1000000, default: 500000]
I:baseStorage=500000
# The base RF/tick the Quibit Clusters can do [range: 50 ~ 1000, default: 100]
I:baseTransferRate=100
# The multiplier between each level of the clusters [range: 4 ~ 6, default: 5]
I:multiplier=5
}
redfluxfield {
# The internal storage of each player's field [range: 100000 ~ 2147483647, default: 2500000]
I:buffer=2500000
# How much rf/tick the quibit cell can charge per item [range: 100 ~ 500, default: 100]
I:quibitCell_output=100
# The output without any upgrades [range: 100 ~ 1000, default: 100]
I:rfExciter_baseOutput=100
# How Efficient the EF Exciter is with power. The lower the number, the less efficient it is [range: 0.2 ~ 1.0, default: 0.8]
S:rfExciter_efficiency=0.8
# How many upgrades can be applied to an Exciter [range: 100 ~ 1000, default: 640]
I:rfExciter_maxUpgrades=640
}
zeropointextractor {
# Entities within N blocks will receive damage [range: 2 ~ 4, default: 2]
I:damageRange=2
# Deal damage to Entities in range [default: true]
B:doesDamage=true
# Enable the Zero Point Extractor. The block is still registered, you just can't craft it. [default: true]
B:enabled=true
# Enable particle effect [default: true]
B:particles=true
# The maximum amount of rf/t it can generate [range: 32 ~ 256, default: 150]
I:powerGen=150
}
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