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IMMMMERSIVE Engineering Minecraft Game

2024-12-10 17:50:59|Myriagame |source:minecraft skins

This tutorial is set by the author to use the CC By-NC-SA protocol.

This tutorial is based on MC1.20.1, and IE10.1.0-171 is compiled and translated.

immersiveNGINEERINT-Client.toml

#Disables most lighting code for cleaning models that are rendered dynamically (TESR).

#Disable most of the lighting code of some dynamic rendering models (TESR).It may improve FPS.

#Affects Turrets and Garden Clocks

#

disablefancyTesr = false

#Show the text overy for various blocks, such as the configuration of capacitors or pumps

#Shows the text overlay of many blocks (the suspended text box appearing when the engineer hammers at the hammer), such as the configuration data of the battery or pump

showTextoverlay = true

#Set the gui scale of the Engineer's Manual. This users the say numbers as vanilla's gui scale and is theReFor Limited to the maximum value Avai LABLE Ingame.

#Set the interface size of the engineer manual.This use is the same as the same size in the original interface, so it is also limited by the maximum value of the interface size in the original settings.

#Range: 1 ~ 32

#: 1 ~ 32

Manualguiscale = 4

#Set this to true if you suffer from bad eyesight. The Engineer's Manual will be switched to a bold and darker text to improvereity.

#Bold the text of the engineer manual and adjust the color.If you have poor vision, set this item to TRUE.

badeyesight = false

#SET This to False to Change Fluid Recipes in the Manual to USE Deckets Instead of Fractions

#Set this item to FALSE to switch the formula containing the fluid in the engineer manual to decimal instead of scores.

FLUIDFRACTIONS = TRUE#Controls if item tools should contain the tags names of items. These Tooltips are only visible in Advanced Toolti. P MODE (F3+H)

#Control items TOOLTIP contains its labels.These Tooltip can only be available when pressing F3+H to open the advanced debugging information.

tagtooltips = TRUE

#INCREASE The Distance at Which Certain Tilentities (SPECIFICALLY WINDMILLS) are Still Visible. This is a modifier, so set it to 1 for default render Distance, to 2 for doubled distance and so on.

#To the visible distance of a specific block entity (especially windmill).This item is a multiplier, set to 1 to use the default rendering distance, 2 to use double distance, and push it according to this.

#Range: 0.0 ~ 1.7976931348623157e308

#: 0.0 ~ 1.7976931348623157E308

IncreasedtileRenderDistance = 1.5

#Set this to false to hide the update news in the manual

#Set this item as FALSE to the update news in the hidden engineer manual

showupdatenews = TRUE

#Allows Revolvers and Other ITEMS to look Properly Held in 3rd Person. This used a coremod. Can be disabled in cases with the OTHER Animation Mods.

#Allow the left wheel pistol and other IE items in the third -person perspective.This uses a Core MOD. If it conflicts with other animation MODs, this item can be closed.

FancyItemholding = TRUE

#Set to false to disable the stencil buffer.

#Set to FALSE to disable template buffer.It may be necessary on the old -fashioned graphics card.

Stencilbufferenabled = TRUE

#A list of sounds that should not be muffled by the ear defenders. The sound table covering the audito.To add a sound to this table, you need to know the correct resource name of the sound.

EARDEFENDERS_SOUNDBLACKList = []

#USE VBOS to Render Certain Blocks. This is Significantly Faster than the user rendering,

#Use VBO to render specific blocks.It is much faster than conventional rendering,

#But May Not Work Correctly with Visual Effects from Other Mods

#But the visual effects of other mods may not work properly.

enablevbo = true

#Options to set the rgb color of all ie wire types

#The settings for setting RGB color values ​​for all IE cables

[Wire_colors]

#Range:> -2147483648

#:> -2147483648

Copper = 11758655#Low -voltage cable

#Range:> -2147483648

#:> -2147483648

Electrum = 15573061#mid -pressure cable

#Range:> -2147483648

#:> -2147483648

Steel = 7303023#High -voltage cable

#Range:> -2147483648

#:> -2147483648 Structure_rope = 9862765#mochi cable

#Range:> -2147483648

#:> -2147483648

Structure_Steel = 7303023#Steel cable

#Range:> -2147483648

#:> -2147483648

Redstone = 16723759#

#Range:> -2147483648

#:> -2147483648

Copper_insulated = 16445918#Insulation and low voltage cable

#Range:> -2147483648

#:> -2147483648

Electrum_insulated = 10323322#Insulation Mid -pressure Cable

immersiveEngineering-COMMON.TOML

#Important notice:

#Entical reminder

#This is only the command config. It do dofes not contain all the values ​​adjustable for ie.

#This file is just a general -purpose configuration file.It does not contain all adjustable parameters of IE.

#ALL MODIFIERS for Machines, All Ore Gen, The Retrogen Features and Most Other Adjustable Values ​​Haves Moved to Immeering-Server.toml.

#The parameters of all machines, all mineral generation, and ground-re-generated (for the processing of the Y <0 area before the archive upgrade before version 1.17) and most other adjustable parameters have been moved into ImmersiveNGIERING-Server.toml.

#That file is per world, meaning you have to go into into 'saves//ServerConfig' to Adjust It. Those CHANGES will then only apply Ld.#And that file is divided by archive, which means youIt needs to be modified in SAVES/

#You can then take that config file and put it in the 'defaultConfigs' Folder to make it apply automaticly to all new worlds you general.

#Then you can copy that file to the defaultConfigs folder so that it will automatically take effect on all the archives you created later.

#This May Appear Confusion to many of you, but it is a new sense to handle configuration, beCAUSE the Server Configuration is synched when multiplayer.

#For most people, this may seem complicated.However, because the server configuration file in multiplayer games will automatically synchronize, this is a new and wise way to process the configuration file.

importantInfo = TRUE

#A list of preferred mod IDs that results of ie processes should stand from, aka white mode you want the copper to come from.

#IE processing the preferred MODID list produced in the preface, in other words, which MOD do you want your copper.

#This affects the os dug by the excavator, as well as the class brushing recipes that do have associated ie items.

#This table affects the ore produced by the bucket -type excavator, and the formula does not produce a crusher produced by the IE item.This table is sorted from high to low by priority.

Preferredores = ["ImmerSivengineering", "Minecraft"] [debug]

[Debug.wires]

#ENABLEDAILED LOGGING for The Wire Network. This can be usedful for determinationers to train download to wires.

#Detailed log records.It is very useful for developers to track the power grid.

Enablewirelogger = false

#RUN SANITY Checks on the Wire Network after Every Eveification. This will care a decent of lag and a lot of log spam if the wire network isfe Fully Intact. Only Enable When asked to by an IE Developer.

#Check the integrity of the grid after each interaction.If the grid is incomplete, this will cause serious delay and a large number of screen logs.It is only enabled when the IE developer requires.

Validatenets = false

#A list of all mode that IE has integrated compatability for

#Ie has integrated compatible MOD list

#Setting Any of the False Disables The Respective Compat

#Set up any one for false to close the compatibility of the corresponding MOD

[Compat]

TheONEPROBE = TRUE

Curios = true

ComputerCraft = True

immersiveNGINEERINEERIN-Server.toml

#Configuration Related to ImmerSive Engineering Wires#

[Wires]

#Attempts to make the internal data structures use for wires consistent with the connectors in the world.use with care and backups and only when summer. Ecting Corrupted Data.

#Try to keep the internal data structure of the wires consistent with the world's connectors.It should only be used when it is suspected of being damaged, and it should be backup and be more careful in advance.

#This option will check and load all connections and may only down the world loading process.

#This item will be checked and loaded into all wiring endpoints, which may lead to a reduction in the overall loading speed of the archive.

SanitizeConnections = False

#IF this is enabled, wires connected to power source

#If this item is enabled, even the wire with energy source will cause damage to the entity that is exposed to

#This Shouldn't Cauts Significant Lag But PossiBly Will. If it does, please report it at https://github.com/blusunrize/immersiveEric Unless there a report of it alream.

#This item should not cause significant delays.If delay, please confirm https://github.com/blusunrize/immersivengineering/issues without similar reports to report this problem.

EnablewiredAmage = TRUE

#IF this is enabled, placing a block in a wire will break it (Drop the Wire Coil)#If this item is enabled, placing a block at the wire passing will be destroyed (drop coil)

Blocksbreakwires = true

[Wires.copper]

#The Maximum LENTH of Copper Wires

#The longest length of the low -voltage wire

#Range:> 0

#:> 0

Maxlength = 16

#The Transfer Rate of Copper Wire in IF/T

#The transmission rate of low -voltage wires, use RF/T to measure

#Range:> 0

#:> 0

Transferraate = 2048

#The Percentage of Power Lost Every 16 Blocks of Distance in Copper Wire

#The power ratio lost by 16 square meters, 0.0 is no loss, and 1.0 is the loss of all electrical energy.

#Range: 0.0 ~ 1.0

#Range: 0.0 ~ 1.0

Loss = 0.05

#In-and output rates of the Copper Wire Connectors. This is independent of the transferraate of the wires.The transmission rate of this item is independent of each other.

#Range:> 0

#:> 0

WireconnectorInput = 256

[Wires.electrum]

#The Maximum LENTH of Electrum Wires

#The longest length of the middle pressure wire

#Range:> 0

#:> 0

Maxlength = 16

#The Transfer Rate of Electrum Wire in IF/T

#The transmission rate of the mid -pressure wire, use RF/T to measure

#Range:> 0

#:> 0

Transferraate = 8192

#The Percentage of Power Lost Every 16 Blocks of Distance in Electrum Wire

#The power ratio lost by 16 square meters, 0.0 is no loss, and 1.0 is the loss of all electrical energy.

#Range: 0.0 ~ 1.0

#: 0.0 ~ 1.0 Loss = 0.025

#In-and output rates of electrum wire connectors. This is independent of the transferraate of the wires.

#Input and output power of the middle pressure terminal.The transmission rate of this item is independent of each other.

#Range:> 0

#:> 0

WireconnectorInput = 1024

[Wires.hv]

#The maximum length of hv wires

#The longest length of the high -voltage wire

#Range:> 0

#:> 0

Maxlength = 32

#The Transfer Rate of HV Wire in IF/T

#The transmission rate of the high -voltage wire, use RF/T to measure

#Range:> 0

#:> 0

Transferraate = 32768

#The Percentage of Power Lost Every 16 Blocks of Distance in HV Wire

#The power ratio of the power loss of 16 square meters of the high voltage wire, 0.0 is no loss, and 1.0 is the loss of all electrical energy.#Range: 0.0 ~ 1.0

#Range: 0.0 ~ 1.0

Loss = 0.025

#In-and output rates of HV Wire Connectors. This is independant of the transferraate of the wires.

#Input output power of the high -voltage neck.The transmission rate of this item is independent of each other.

#Range:> 0

WireconnectorInput = 4096

[Wires.ROPE]

#The Maximum LENTH of Rope Wires

#The longest length of the hemp rope wire

#Range:> 0

#:> 0

Maxlength = 32

[Wires.cable]

#The Maximum LENTH of Cable Wires

#The longest length of the steel guide line

#Range:> 0

#:> 0

Maxlength = 32

[Wires.redstone]

#The Maximum LENGTH of Redstone Wires#

#Range:> 0

#:> 0

Maxlength = 32

[Wires.InSulated_copper]

#The Maximum LENTH of INSULED_COPEPER WIRES

#The longest length of the insulation low -voltage wire

#Range:> 0

#:> 0

Maxlength = 16

[Wires.InSulated_electrum]

#The maximum length of insulated_electrum wires

#

#Range:> 0

#:> 0

Maxlength = 16

[Machines]

#The Base Flux that is output by the dynamo. This will be modified by the rotation modifier of the attached water-or windmill

#Basic output power of momentum generator.This item will be corrected by the windmill or waterwheel connected by the generator.

#Range: 0.0 ~ 2.147483647e9

#: 0.0 ~ 2.147483647E9

Dynamo_output = 3.0 #Output Modifier for the Energy Created by the THERMOELECTRICTRICTRICTR

#The power multiplier of the power output

#Range: 0.0 ~ 2.147483647e9

#: 0.0 ~ 2.147483647E9

Thermoelectric_output = 1.0

#The Flux that will be output by the lightning rod when it is struck

#When the lightning rod is hit by lightning, the RF energy output

#Range:> 0

#:> 0

Lightning_output = 1600000

#THE FLUX PER TITK that the Diesel Generator Will Output.

#Diesel generator Each Tick outputs the RF value, the burning time of the fuel determines the total output

#Range:> 0

#:> 0

Dieselgen_output = 4096

#The Flux Per Tick The Blast Furnace Preheater Will Consume to Speed ​​Up The Blast Furnace

#The blast furnace wind machine is used for the RF value consumed by each TICK when heating the blast furnace

#Range:> 1

#:> 1

Preheater_Consumption = 32

#The Flux Per Tick The Charging Station Can Insert Item

#The RF value of the charging item in the charging item in the charging station #Range:> 1

#:> 1

Charger_Consumption = 256

#The amount of damage a sawblade in the sawmill takes for a single recipe.

#The durability value of the saw blade in the sawing mechanical saw will be lost in each use

#Range:> 1

#:> 1

Sawmill_bladedamage = 5

#The Flux The Assembler Will Consume to Cract An Item from a Recipe

#The RF value consumed by the assembly machine is consumed at a time

#Range:> 1

#:> 1

Assembler_Consumption = 80

[Machines.capacitors]

#Configuration for the Low Voltage Capacitor

#The configuration of low -voltage battery

[Machines.capacitors.lv]

#Maximum Energy Stored (FLUX)

#Maximum storage energy (RF)

#Range:> 1

#:> 1

Storage = 100000

#Maximum Energy Input (Flux/Tick)#Maximum energy input (RF/T)

#Range:> 1

#:> 1

Input = 256

#Maximum Energy Output (Flux/Tick)

#Maximum energy output (RF/T)

#Range:> 1

#:> 1

Output = 256

#Configuration for the Medium Voltage Capacitor

#Configuration of the battery

[Machines.capacitors.mv]

#Maximum Energy Stored (FLUX)

#Maximum storage energy (RF)

#Range:> 1

#:> 1

Storage = 1000000

#Maximum Energy Input (Flux/Tick)#Maximum energy input (RF/T)

#Range:> 1

#:> 1

Input = 1024

#Maximum Energy Output (Flux/Tick)

#Maximum energy output (RF/T)

#Range:> 1

#:> 1

Output = 1024

#Configuration for the High Voltage Capacitor

#Configuration of high -voltage battery

[Machines.capacitors.hv]

#Maximum Energy Stored (FLUX)

#Maximum storage energy (RF)

#Range:> 1

#:> 1

Storage = 4000000

#Maximum Energy Input (Flux/Tick)#Maximum energy input (RF/T)

#Range:> 1

#:> 1

Input = 4096

#Maximum Energy Output (Flux/Tick)

#Maximum energy output (RF/T)

#Range:> 1

#:> 1

Output = 4096

[Machines.external_heater]

#The Flux Per Tick Consumed to Add One Heat to a Furnace. Creates up to 4 Heat in the Startup Time and then 1 Heat Per Tick to Keep It Running

#Outer heaters add 1 bit of RF/T to a melting furnace.Add up to 4 points of calories at most at a maximum of once at the time of start. After reaching the maximum heat, the furnace is maintained at a speed of 1 point at a speed of each T

#Range:> 1

#:> 1

Consumption = 8

#The Flux Per Tick Consumed to Double The Speed ​​of the Furnace. Only Happens if furnace is at maximumum.It is effective when the furnace is at the maximum heat.

#Range:> 1

#:> 1

SpeedupConsumption = 24

[Machines.coredrill]

#The Length In Ticks It Takes for the Core Sample Drill to Figure Out Which Mineral is Found in A Chunk

#Determined what kind of mineral required to find in the block, and calculate it in TICK.

#Range:> 1

#:> 1

Time = 200

#The Flux Per Tick Consumed by the Core Sample Drill

#

#Range:> 1

#:> 1

Consumption = 40

[Machines.pump]

#The Flux The Fluid Pump Will Consume to Pick Up a Fluid Block in the World#Flow pump every time the fluid pump absorbs the RF required for a fluid block from the world.

#Range:> 1

#:> 1

Consumption = 250

#The Flux The Fluid Pump Will Consume Pressurize and Accelerate Fluids, Increasing the Transferraate

#The fluid pump is the fluid pressure and accelerate, and the RF required for its transfer speed

#Range:> 1

#:> 1

Consumption_accelerate = 5

#IF this is set to true (default) the pump will replace Fluids it picks up with cobblestone in order to reduce lag causeing flowing fluids.

#If this item is set to TRUE (default is true), the fluid pump will be replaced with a stones to reduce the stutter caused by the liquid.

Placecobble = TRUE

[Machines.tesLacoil]

#The Flux Per Tick The Tesla Coil Will Consume, Simply by Being Active

#Tesla coil is used to maintain RF/T #Range:> 1 consumed by its own activation status

#:> 1

Consumption = 256

#The amount of flux the tesla coil will consume when shocking an entity

#

#Range:> 1

#:> 1

Consumption_active = 512

#The Amount of Damage the Tesla Coil Will Do When Shocking An Entity

#Caused by electric shocking entities

#Range: 0.0 ~ 2.147483647e9

#: 0.0 ~ 2.147483647E9

Damage = 6.0

[Machines.turret]

#The Flux Per Tick Any Turret Consumes to Monitor the Area

#Any type of turret monitor the RF/T consumed by its working area

#Range:> 1

#:> 1

Consumption = 64

#The Flux Per Tick The Chemthrown Turret Consumes to Shoot#The RF/T consumed by the chemical jet turret was launched during launch

#Range:> 1

#:> 1

Chem_Consumption = 32

#The Flux Per Tick The Gun Turret Consumes to Shoot

#During launch

#Range:> 1

#:> 1

Gun_Consumption = 32

[Machines.garden_clock]

#The Flux Per Tick The Consumes to Grow Plants

#

#Range:> 1

#:> 1

Consumption = 8

#The Amount of Ticks One Dose of Frtilizer Lasts in the CLOCHE

#The number of ticks that can be used in the glass hood for each dose

#Range:> 1

#:> 1

Fertilizer = 6000 #The Amount of Fluid The Cloche Uses Per Dose of Fertilizer

#Corresponding to the amount of water consumed by each dose of fertilizer

#Range:> 1

#:> 1

FLUID = 250

#A Modifier to Apply to the CLOCHES TOTAL GROWING SPEED

#A multiplier used to adjust the total working speed of the glass cover

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Growth_modifier = 1.0

[Machines.lantern]

#Set this to false to disable the mob-spawn prevention

#Set as false

Spawnprevent = true

#HOW MUCH FLUX The Powered Lantern Draws Per Tick

#

#Range:> 1

#:> 1

Energydraw = 1 #how Much Flux The Powered Lantern Can Hold (Should Be Greater than the Power Draw)

#(Should be more consumed than electric energy)

#Range:> 1

#:> 1

Maxstorage = 10

[Machines.floodlight]

#Set this to false to disable the mob-spawn prevention of the flowlight

#Set to FALSE to turn off the anti -brush monster function of turning off the pan -light

Spawnprevent = true

#HOW MUCH FLUX The Floodlight Draws Per Tick

#

#Range:> 1

#:> 1

Energydraw = 5

#HOW MUCH FLUX The Floodlight Can Hold (Must be at Least 10X The Power Draw)

#(Must be at least 10 times more than 10 times the energy consumption)

#Range:> 1

#:> 1

Max_storage = 80 [Machines.metal_press]

#A Modifier to Apply to the Energy Costs of Everyal Press Recipe

#A multiplier used to adjust the energy consumption of each formula of metal stamping machine

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Energymodifier = 1.0

#A MODIFIER to Apply to the Time of Every Metal Press Recipe

#A multiplication for each formula for adjusting the metal stamping machine

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Timemodifier = 1.0

[Machines.crusher]

#A Modifier to Apply to the Energy Costs of Every Crusher Recipe

#A multiplier used to regulate the energy consumption of each formula of the pieces

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Energymodifier = 1.0

#A MODIFIER to Apply to the Time of Every Crusher Recipe#A multiplication for each formula for each formula to adjust the crusher

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Timemodifier = 1.0

[Machines.squeezer]

#A MODIFIER to Apply to the Energy Costs of Everyeezer Recipe

#A multiplication of the energy consumption of each formula of industrial extrusion machine

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Energymodifier = 1.0

#A MODIFIER to Apply to the Time of Everyeezer Recipe

#A multiplier for regulating the working time of each formula for industrial squeezers

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Timemodifier = 1.0

[Machines.fermenter]

#A MODIFIER to Apply to the Energy Costs of Every Fermenter Recipe

#One to regulate the energy consumption of the energy consumption of the industrial fermentation machine #Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Energymodifier = 1.0

#A MODIFIER to Apply to the Time of Every Fermenter Recipe

#A multiplication of each formula for adjusting the industrial fermentation machine

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Timemodifier = 1.0

[Machines.refinery]

#A MODIFIER to Apply to the Energy Costs of EveryEry Recipe

#A multiplier used to regulate the energy consumption of each formula of the refinery

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Energymodifier = 1.0

[Machines.auto_workbench]

#A Modifier to Apply to the Energy Costs of Every Auto Workbench Recipe

#A multiplication of the energy consumption of each formula of automation engineer assembly platform

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0 Energymodifier = 1.0

#A MODIFIER to Apply to the Time of Every Auto Workbench Recipe

#A multiplication of each formula for adjusting the automation engineer assembly table

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Timemodifier = 1.0

[Machines.bottling_machine]

#A Modifier to Apply to the Energy Costs of Every Bottling Machine ReCipe

#A multiplier used to regulate the energy consumption of each formula of the filling machine

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Energymodifier = 1.0

#A MODIFIER to Apply to the Time of Every Bottling Machine Recipe

#A multiplication for each formula for adjusting the filling machine

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Timemodifier = 1.0

[Machines.mixer]

#A Modifier to Apply to the Energy Costs of Every Mixer RECIPE#A multiplier used to regulate the energy consumption of each formula of the mixture.

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Energymodifier = 1.0

#A Modifier to Apply to the time of every mixer recipe

#A multiplier for each formula for adjusting the mixture

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Timemodifier = 1.0

[Machines.sawmill]

#A MODIFIER to Apply to the Energy Costs of Every Sawmill ReCipe

#A multiplier used to adjust the energy consumption of each formula of a sawing wood machine

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Energymodifier = 1.0

#A MODIFIER to Apply to the Time of Every Sawmill Recipe

#A multiplication for each formula for adjusting the sawing wood machine

#Range: 0.001 ~ 1000.0#range: 0.001 ~ 1000.0

Timemodifier = 1.0

[Machines.arc_furnace]

#A Modifier to Apply to the Energy Costs of Every Arc Furnace Recipe

#A multiplier used to adjust the energy consumption of each formula of the arc furnace

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Energymodifier = 1.0

#A MODIFIER to Apply to the Time of Every Arc Furnace Recipe

#A multiplication for each formula for adjusting the arc furnace

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Timemodifier = 1.0

#The maximumum amount of damage graphite electrodes can take. While the furnace is working, electrodes sustain 1 damage per two, so this is effectively th E Lifetime in Ticks. The default value of 96000 Makes them Last for 8 Consecutive Ingame Day#Graphite electrodeDurability.When the arc furnace works, the electrode is lost for 1 point every Tick.The default value of 96000 enables them to use 8 game days in a row.

#Range:> 1

#:> 1

Electrogedamage = 96000

#The Recycling Functionality of the Arc Furnace is No Longer Controlled by A Config Option.

#The recycling function of the arc furnace is no longer controlled by Config.

#Like all ie recipes, this is now Controlled via a datapack, using the recipe file:

#Similar to all other IE formulas, this function is controlled by data packets.Please use this formula file:

#Immersivengineering/recipes/arc_recycling_list.json

#TO Disable Reycling, Add that file to your datapack and file it with the fooding content:

#In order to close the recycling function, add the files mentioned above to your data packet and replace the original content in the file with the following content:#{

#"Type": "ImmersiveEngineering: Generated_list",

#"Conditions": [{"Type": "FORGE: FALSE"}]

#}

Recycle = "" "

[Machines.excavator]

#The Flux Per Tick The Excavator Will Consume to Dig

#矿 will consume the RF that will be consumed

#Range:> 1

#:> 1

Consumption = 4096

#The Speed ​​of the Excavator. Basically Translates to How Many DEGREES PER TICK It Will Turn.

#.Basically, it is equivalent to the angle of each Tick bucket.

#Range: 0.001 ~ 1000.0

#: 0.001 ~ 1000.0

Speed ​​= 1.0

#Set this to false to disable the ridiculous amounts of partics the excavator spawns#to set this item to FALSE to prohibit the effectiveness of the barrier -type excavator. They are really scary and scary.

Particles = true

#The Threshold the Perlin Noise Has to Cross for a Mineral Vein to be Generated. Higher Means Less Likely.

#In order to generate a mineral vein, the threshold that must be reached by the Berlin noise algorithm (algorithm used in the world) must be reached.A higher threshold means that the vein is more likely to generate.

#Range: 0.0 ~ 1.0

#Range: 0.0 ~ 1.0

CHANCE = 0.9

#The Maximum Amount of YIELD One GET OUT OUT OUT of A Chunk with the Excavator.

#The number of ores that can be excavated from a block vein with a bucket excavator.Set to negative values ​​can make the vein into unlimited excavation.

#Range:> -1

#:>-1

Yield = 38400

#The maximum dyin can start with, as a decimal value. When a vein generates, a random percentage up to this value is deploy from it it #The maximum value of the exhaust level during the production of the vein is represented by a decimal decimal.When a ore vein is generated, its depletion level will be a random number that is not greater than this value.

#Range: 0.0 ~ 1.0

#Range: 0.0 ~ 1.0

Initial_depleTion = 0.2

[os]

#The retrogeneration key. Basically IE Checks if this key is saved in the chunks data. If it isn'T, it will perform reTROGEN on all res marked force.

#The world regeneration keyword.Basically, IE checks whether this keyword is stored in block data.If not, it will be reborn all the ores that have been selected for rebuilding.

#Change This in Combination with The Retrogen Boolens to Regen only some of the ores.

#This item is rebuilded in the following reinforcement to change to a specific ore with a separate renewal.

Retrogen_key = "Default"

#Set this to false to disable the logging of the chunks that we flaged for retrogen.

#Set this item to FALSE to close the function of the block that needs to be reborn into the log in the log.

Retrogen_log_flagchunk = TRUE

#Set this to false to disable the logging of the chunks that are strong left to return.

Retrogen_log_remaining = TRUE

#Ore generation config-bauxite

#Ore generation configuration-aluminum ore

[ORS.BAUXITE]

#The distribution shape. Uniform is evently distributed across the height range, trapezoid favors the middle of the righte.

#Distribution shape.Uniform is evenly distributed in a high range, and Trapezoid generates more in a high -range central area.

#Allowed values: uniform, trapezoid

#: Uniform, Trapezoid

District = "trapezoid"

#Chance for Ores to Not Generate, if they are exposed to Air.

#When the ore is exposed to the air, the probability of generating generation is canceled.0 means whether it is exposed to the air, and 1 means that it must be buried in other blocks.

#Range: 0.0 ~ 1.0

#Range: 0.0 ~ 1.0

Air_exposure = 0.0

#The Maximum Size of a Vein. Set to 0 to disable Generation#The maximum size of each mine cluster.Set to 0 to turn off.

#Range:> 0

#:> 0

Vein_size = 6

#The minimum y coordinate this ore can spawn at

#The minimum Y coordinate that can be generated by this ore

#Range:> -2147483648

#:> -2147483648

Min_y = 32

#The maximum y coordinate this ore can spawn at

#

#Range:> -2147483648

#:> -2147483648

Max_y = 112

#The Number of Veins Attempted to be Generated Per Chunk

#Try to generate the number of times per block

#Range:> 0

#:> 0

Attempts_per_chunk = 16

#Set this to true to allow Retro-Generation of Bauxite Ore.#Set this item to true to allow aluminum ore to be generated.

Retrogen_enable = false

#Ore Generation Config-Lead

#Ore generation configuration-lead

[ORS.Lead]

#The distribution shape. Uniform is evently distributed across the height range, trapezoid favors the middle of the righte.

#Distribution shape.Uniform is evenly distributed in a high range, and Trapezoid generates more in a high -range central area.

#Allowed values: uniform, trapezoid

#: Uniform, Trapezoid

District = "trapezoid"

#Chance for Ores to Not Generate, if they are exposed to Air.

#When the ore is exposed to the air, the probability of generating generation is canceled.0 means whether it is exposed to the air, and 1 means that it must be buried in other blocks.

#Range: 0.0 ~ 1.0

#Range: 0.0 ~ 1.0

Air_exposure = 0.0

#The Maximum Size of a Vein. Set to 0 to disable Generation#The maximum size of each mine cluster.Set to 0 to turn off.

#Range:> 0

#:> 0

Vein_size = 8

#The minimum y coordinate this ore can spawn at

#The minimum Y coordinate that can be generated by this ore

#Range:> -2147483648

#:> -2147483648

Min_y = -32

#The maximum y coordinate this ore can spawn at

#

#Range:> -2147483648

#:> -2147483648

Max_y = 80

#The Number of Veins Attempted to be Generated Per Chunk

#Try to generate the number of times per block

#Range:> 0

#:> 0

Attempts_per_chunk = 12

#Set this to true to allow Retro-Generation of Lead Ore.#Set this item to true to allow lead ore to be generated.

Retrogen_enable = false

#Ore Generation Config-Silver

#Ore generation configuration-silver ore

[Res.silver]

#The distribution shape. Uniform is evently distributed across the height range, trapezoid favors the middle of the righte.

#Distribution shape.Uniform is evenly distributed in a high range, and Trapezoid generates more in a high -range central area.

#Allowed values: uniform, trapezoid

#: Uniform, Trapezoid

District = "trapezoid"

#Chance for Ores to Not Generate, if they are exposed to Air.

#When the ore is exposed to the air, the probability of generating generation is canceled.0 means whether it is exposed to the air, and 1 means that it must be buried in other blocks.

#Range: 0.0 ~ 1.0

#Range: 0.0 ~ 1.0

Air_exposure = 0.25

#The Maximum Size of a Vein. Set to 0 to disable Generation#The maximum size of each mine cluster.Set to 0 to turn off.

#Range:> 0

#:> 0

Vein_size = 9

#The minimum y coordinate this ore can spawn at

#The minimum Y coordinate that can be generated by this ore

#Range:> -2147483648

#:> -2147483648

Min_y = -48

#The maximum y coordinate this ore can spawn at

#

#Range:> -2147483648

#:> -2147483648

Max_y = 32

#The Number of Veins Attempted to be Generated Per Chunk

#Try to generate the number of times per block

#Range:> 0

#:> 0

Attempts_per_chunk = 10

#Set this to true to allow Retro-Generation of Silver ol.

Retrogen_enable = false

#Ore generation config-nickel

#Ore generation configuration-nickel ore

[Res.nickel]

#The distribution shape. Uniform is evently distributed across the height range, trapezoid favors the middle of the righte.

#Distribution shape.Uniform is evenly distributed in a high range, and Trapezoid generates more in a high -range central area.

#Allowed values: uniform, trapezoid

#: Uniform, Trapezoid

Distribution = "uniform"

#Chance for Ores to Not Generate, if they are exposed to Air.

#When the ore is exposed to the air, the probability of generating generation is canceled.0 means whether it is exposed to the air, and 1 means that it must be buried in other blocks.

#Range: 0.0 ~ 1.0

#Range: 0.0 ~ 1.0

Air_exposure = 0.0

#The Maximum Size of a Vein. Set to 0 to disable Generation#The maximum size of each mine cluster.Set to 0 to turn off.

#Range:> 0

#:> 0

Vein_size = 5

#The minimum y coordinate this ore can spawn at

#The minimum Y coordinate that can be generated by this ore

#Range:> -2147483648

#:> -2147483648

Min_y = -64

#The maximum y coordinate this ore can spawn at

#

#Range:> -2147483648

#:> -2147483648

Max_y = 24

#The Number of Veins Attempted to be Generated Per Chunk

#Try to generate the number of times per block

#Range:> 0

#:> 0

Attempts_per_chunk = 7

#Set this to true to allow Retro-Generation of Nickel Ore.#Set this item to True to allow nickel ore to be generated.

Retrogen_enable = false

#Ore Generation Config-Deep_nickel

#Ore generation configuration-deep nickel ore

[Res.deep_nickel]

#The distribution shape. Uniform is evently distributed across the height range, trapezoid favors the middle of the righte.

#Distribution shape.Uniform is evenly distributed in a high range, and Trapezoid generates more in a high -range central area.

#Allowed values: uniform, trapezoid

#: Uniform, Trapezoid

District = "trapezoid"

#Chance for Ores to Not Generate, if they are exposed to Air.

#When the ore is exposed to the air, the probability of generating generation is canceled.0 means whether it is exposed to the air, and 1 means that it must be buried in other blocks.

#Range: 0.0 ~ 1.0

#Range: 0.0 ~ 1.0

Air_exposure = 0.0

#The Maximum Size of a Vein. Set to 0 to disable Generation#The maximum size of each mine cluster.Set to 0 to turn off.

#Range:> 0

#:> 0

Vein_size = 6

#The minimum y coordinate this ore can spawn at

#The minimum Y coordinate that can be generated by this ore

#Range:> -2147483648

#:> -2147483648

Min_y = -120

#The maximum y coordinate this ore can spawn at

#

#Range:> -2147483648

#:> -2147483648

Max_y = -8

#The Number of Veins Attempted to be Generated Per Chunk

#Try to generate the number of times per block

#Range:> 0

#:> 0

Attempts_per_chunk = 11

#Set this to true to allow Retro-Generation of Deep_nickel ou.

Retrogen_enable = false

#Ore Generation Config-Uranium

#Ore generation configuration-uranium ore

[Res.uranium]

#The distribution shape. Uniform is evently distributed across the height range, trapezoid favors the middle of the righte.

#Distribution shape.Uniform is evenly distributed in a high range, and Trapezoid generates more in a high -range central area.

#Allowed values: uniform, trapezoid

#: Uniform, Trapezoid

District = "trapezoid"

#Chance for Ores to Not Generate, if they are exposed to Air.

#When the ore is exposed to the air, the probability of generating generation is canceled.0 means whether it is exposed to the air, and 1 means that it must be buried in other blocks.

#Range: 0.0 ~ 1.0

#Range: 0.0 ~ 1.0

Air_exposure = 0.5

#The Maximum Size of a Vein. Set to 0 to disable Generation#The maximum size of each mine cluster.Set to 0 to turn off.

#Range:> 0

#:> 0

Vein_size = 4

#The minimum y coordinate this ore can spawn at

#The minimum Y coordinate that can be generated by this ore

#Range:> -2147483648

#:> -2147483648

Min_y = -64

#The maximum y coordinate this ore can spawn at

#

#Range:> -2147483648

#:> -2147483648

Max_y = -16

#The Number of Veins Attempted to be Generated Per Chunk

#Try to generate the number of times per block

#Range:> 0

#:> 0

Attempts_per_chunk = 9

#Set this to true to allow Retro-Generation of Uranium Ore.#Set this item to true to allow nickel ore to be generated.

Retrogen_enable = false

[Tools]

#The maximum dulability of the Engineer's Hammer. Used up when hammering Ingots into Plates.

#The durability of the engineer hammer.Decrease when knocking on the board.

#Range:> 1

#:> 1

Hammer_durability = 100

#The maximum dulability of the wirecutter. Used up when cutting plats into wire.

#The durability of the engineer cut the thread.Turn on the board into a thread.

#Range:> 1

Cutter_durability = 250

[Tools.bullet_damage]

#The Amount of Base Damage A Casull Cartridge InflicTs

#The basic damage of Carusur bomb

#Range: 0.0 ~ 1.7976931348623157e308

#: 0.0 ~ 1.7976931348623157E308

Casull = 10.0

#The Amount of Base Damage A Armor PierCing Cartridge

#The basic damage of armor -piercing bombs

#Range: 0.0 ~ 1.7976931348623157e308 AP = 10.0

#The Amount of Base Damage a Single Part of Buckshot Inflicts

#The basic damage of each small bullet at the deer bullet

#Range: 0.0 ~ 1.7976931348623157e308

#: 0.0 ~ 1.7976931348623157E308

Buck = 2.0

#The Amount of Base Damage a Dragon Breath Cartridge Inflicts

#The basic damage of Dragon Bullet

#Range: 0.0 ~ 1.7976931348623157e308

#: 0.0 ~ 1.7976931348623157E308

Dragon = 1.0

#The Amount of Base Damage a Homing Cartridge Inflices

#The basic damage of tracking bombs

#Range: 0.0 ~ 1.7976931348623157e308

#: 0.0 ~ 1.7976931348623157E308

Homing = 10.0

#The Amount of Base Damage a Wolfpack Cartridge Inflices

#The basic damage of the wolf group bullet

#Range: 0.0 ~ 1.7976931348623157e308

#: 0.0 ~ 1.7976931348623157E308

Wolfpack = 4.0

#The Amount of Base Damage the Sub-Projectiles of a Wolfpack Cartridge InflicTs

#The basic damage of the wolf group bombs additional launchers

#Range: 0.0 ~ 1.7976931348623157e308

#: 0.0 ~ 1.7976931348623157E308

Wolfpack_part = 8.0

#The Amount of Damage a Silver Bullet InflicTs

#The basic damage of the silver bomb

#Range: 0.0 ~ 1.7976931348623157e308

#: 0.0 ~ 1.7976931348623157E308

Silver = 10.0

#The Amount of Base Damage a Phial Cartridge InflicTs

#Basic damage to the pharmaceutical bombs

#Range: 0.0 ~ 1.7976931348623157e308

#: 0.0 ~ 1.7976931348623157E308

PHIAL = 1.0 [Tools.Chemthrown]

#The MB of Fluid the Chemical Thrown

#Per color

#Range:> 1

#:> 1

Consumption = 10

#Set this to false to disable the use of sneak+scroll to switch Chemthrown.

#Set this item to FALSE to disable the function of sneak+roller to switch the chemical jet fluid tank.

Scroll = true

[Tools.railgun]

#The Base Amount of Flux Consamed Per Shot by the Railgun

#

#Range:> 1

#:> 1

Consumption = 800

#A Modifier for the Damage of All Projectiles Fired by the Railgun

#A multiplier used to regulate all projected by the magnetic rail cannon

#Range: 0.0 ~ 1.7976931348623157e308

#: 0.0 ~ 1.7976931348623157e308 damage_modifier = 1.0