[balance] # Disables Explosions due to overcharging them. Energy will simply not flow if an explosion was to happened instead. Also disables Transformer Upgrades B:energyEasyMode=true [balance.generators] I:nuclearGeneratorMultiplier=20 #​ Range: > 0.1 D:steamReactorMultiplier=2.0 I:fuelGeneratorBase=10 I:slagGenBase=60 I:geoGeneratorBase=20 #​ Range: > 0.1 D:solarTurbineMultiplier=1.0 I:steamTurbineBase=64 I:steamTunnelBase=512 D:fluidGeneratorMultiplier=1.0 I:oceanGenBase=100 I:waveGenBase=15 # How much passive energy should be required per fuel. Lower => more Production I:windTurbinePassive=100 I:windmillOutput=256 I:solarPanelBase=1 I:lvSolarPanelBase=8 I:mvSolarPanelBase=64 I:hvSolarPanelBase=512 [balance.generators.thermalGenerator] # Base Production of the Generator I:base=30 # How much passive energy should be required per fuel. Lower => more Production I:passive=2000 [balance.generators.waterMill] # Base Production of the Generator I:base=1 # How much passive energy should be required per fuel. Lower => more Production I:passive=100 [balance.generators.lvWaterMill] # Base Production of the Generator I:base=4 # How much passive energy should be required per fuel. Lower => more Production I:passive=100 [balance.generators.mvWaterMill] # Base Production of the Generator I:base=32 # How much passive energy should be required per fuel. Lower => more Production I:passive=100 [balance.generators.hvWaterMill] # Base Production of the Generator I:base=256 # How much passive energy should be required per fuel. Lower => more Production I:passive=100 [balance.blocks] # RF per EU Produced I:fluxBalance=4 # Defines the Expansion Limit for the Industrial Worktable #​ Range: 0 ~ 20 I:expansion_limit=6 # This limits how many simulation ticks can be done in the reactor planner. This logic is off-thread and is dumped into a thread pool. #​ Range: 0 ~ 10000 I:maxSimulationTicks=100 # Reduces the Whisky Brew time by the factor of 10, This will only work in singleplayer B:reducedWhiskyBrewtime=false # Decides how hard IC2 Crops are. This affects, growth speed/stat breeding/requirements and a few other things. #​ Must be one of [VERY_EASY, EASY, NORMAL, HARD] E:cropDifficulty=NORMAL # Enables a Crop Pitty System that takes effect when cropsticks fail to breed for over 20 mins or around 100 attempts B:crop-pitty-system=false [balance.items] # Sets the Absorption Ratio of Electric Armor D:electricSuitAbsorptionScale=1.0 # Modifies the Energy Cost per damage D:electricSuitEnergyCostModifier=1.0 [client] # Show durability for undamaged, damageable items in advanced tooltip B:showUndamagedDurability=true # Show the Tanks contents in the World B:enableFluidExpansionRenderer=true # Shows the default recycle recipe in JEI B:showDefaultRecyclerRecipe=true # Decides if you use Speed Module Boost on Sprinting or requiring a dedicated key B:boostOnSprint=true # Decides if the Wiki Pauses the game in singleplayer or not. Reduces the chance to be blown up by creepers while reading B:pauseWiki=false # Decides how many crop particles are shown when a ic2 crop grows #​ Must be one of [DISABLED, REDUCED, ALL] E:crop particles=ALL # Displays the Farmland/SubSoil information on blocks that have them for IC2 Crops B:showCropInfo=true # Changes that the energy storage textures are separate files instead of a single one that morphs. Some resource packs may require this B:separateStorageTextures=false # Sets the Scale of the wiki. -1 uses the default system. >=0 basically sets the MC gui scale for just the wiki. I:wikiGuiScale=-1 [client.audio] D:master=0.5 D:block=1.0 D:item=1.0 D:backpack=1.0 [client.armorHUD] #​ Must be one of [LEFT, CENTER, RIGHT] E:dockHorizontal=LEFT #​ Must be one of [TOP, CENTER, BOTTOM] E:dockVertical=CENTER #​ Must be one of [HORIZONTAL, VERTICAL] E:hudOrientation=VERTICAL I:xOffset=0 I:yOffset=0 [crafting] # Disable the recipes for bronze tools B:disableBronzeTools=false # Disable the recipes for aluminum tools B:disableAluminumTools=false # Disable the recipes for bronze armor B:disableBronzeArmor=false # Disable the alternate crafting recipes for Vanilla stuff B:disableAlternateVanillaRecipes=false # Enable hiding of secret recipes in CraftGuide/NEI/JEI B:enableSecretRecipeHiding=true # Disable the Glowstone crafting recipe B:disableGlowstoneRecipe=false # Disable the Gunpowder crafting recipe B:disableGunpowderRecipe=false # Disable the crafting recipes for IC2 Explosives B:disableExplosiveRecipes=false # Defines how many drinks in total are going to be added max to villagers trades. -1 as many as it wants, 5 means that it will at most add 5 trades into each tade pool. Which ones are left is random #​ Range: -1 ~ 100 I:limitVillagerDrinks=-1 [features] # Enables Electric Damage absorption on Electric Armor B:enableSpecialElectricArmor=true # Enable Harder Enriched Uranium Processing. Making it harder to create the enriched rods B:enableHardEnrichedUranium=true # Enable calculation of inventory weight when going through a teleporter B:enableTeleporterInventory=true # Enables a Experimenting feature that changes the execution order of energy emitters. # Prioritizing Infinite/uncontrollable energy sources over finite/controllable energy sources. # This should result in a much more user-friendly energy grid. # This change is still experimental though and should be toggleable. # Note: This only changes the execution order and doesn't make generators smart B:experimentalEnergyNetSourcesSorting=true # Makes so that gasses have infinite pressure with the Pipe System B:gassesFlowInfinite=false # Allows machines to be drained using batteries by clicking on the charge bar B:enableMachineDrain=true [world] # Sets the strength of a Nuclear Explosion D:nukeDamage=0 # Sets the max strength of a Nuclear Reactor Explosion D:reactorDamage=1 # Sets the time in Ticks for the Wind Update Cycle I:windUpdateRate=6000 # Sets how many Wind Streams there are #​ Range: 1 ~ 20 I:windStreams=5 [world.gen] B:Tin Ore Gen=true B:Silver Ore Gen=true B:Uranium Ore Gen=true B:Rubber Tree Gen=true B:Nether Silver Ore Gen=true B:Nether Aluminium Ore Gen=true [compat] # Enchantment/Mod IDs for enchantments where canApplyAtEnchantingTable should be ignored A:ignoreEnchantmentCompatibilityCheck= [debug] # Enables the Tile Profiler, Doubles Lag in worst cases. Requires TheOneProbe to see data, Uses Hud Key when looking at a block shows lag of Ticking Block B:Enable Tile Profiler=false # Enables that Ctrl shows Item NBTData and Shift Prettifies it. B:Display Item NBT=false # Just a Temp Config that exists as a failsafe if a fix didn't work so it can be solved temporarily. Will be removed if validated that this crash was solved B:Disable Crash Validation=false [plugins] B:one_probe=true B:jei=true B:curio=true