本篇教程由作者设定使用 CC BY-NC-SA 协议。
本教程基于MC1.20.1,IE10.1.0-171整理翻译。
immersiveengineering-client.toml
#Disables most lighting code for certain models that are rendered dynamically (TESR). May improve FPS.
#禁用某些动态渲染模型(TESR)的大多数照明代码。可能提高fps。
#Affects turrets and garden cloches
#影响炮塔和园艺玻璃罩
disableFancyTESR = false
#Show the text overlay for various blocks, such as the configuration of capacitors or pumps
#展示许多方块的text overlay(手持工程师锤看某些机器的时候出现的悬浮文本框),例如蓄电池或泵的配置数据
showTextOverlay = true
#Set the GUI scale of the Engineer's Manual. This uses the same numbers as Vanilla's GUI Scale and is therefor limited to the maximum value available ingame.
#设置工程师手册的界面尺寸。此项使用和原版中界面尺寸相同的数字,因此也受原版设置中界面尺寸最大值的限制。
#Range: 1 ~ 32
#取值范围: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 improve readability.
#将工程师手册文字加粗并调深颜色。若您视力不佳请将此项设置为true。
badEyesight = false
#Set this to false to change fluid recipes in the manual to use decimals on buckets instead of fractions
#将此项设置为false,以使工程师手册中包含流体的配方切换为以小数而不是分数显示。
fluidFractions = true
#Controls if item tooltips should contain the tags names of items. These tooltips are only visible in advanced tooltip mode (F3+H)
#控制物品tooltip是否包含其标签。这些tooltip仅在按F3+H打开高级调试信息时可用。
tagTooltips = true
#Increase the distance at which certain TileEntities (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.
#提升特定方块实体(特别是风车)的可见距离。此项是一个乘数,设置为1以使用默认渲染距离,为2以使用双倍距离,依此类推。
#Range: 0.0 ~ 1.7976931348623157E308
#取值范围:0.0 ~ 1.7976931348623157E308
increasedTileRenderdistance = 1.5
#Set this to false to hide the update news in the manual
#将此项设置为false以隐藏工程师手册中的更新新闻
showUpdateNews = true
#Allows revolvers and other IE items to look properly held in 3rd person. This uses a coremod. Can be disabled in case of conflicts with other animation mods.
#允许左轮手枪以及其他IE物品在第三人称视角中看上去被正确抓握。这使用到一个Core mod,若与其他动画mod冲突可将此项关闭。
fancyItemHolding = true
#Set to false to disable the stencil buffer. This may be necessary on older GPUs.
#设置为false以禁用模板缓冲。在老式显卡上可能是必须的。
stencilBufferEnabled = true
#A list of sounds that should not be muffled by the Ear Defenders. Adding to this list requires knowledge of the correct sound resource names.
#不会被隔音耳罩掩盖的声音表。向此表中添加声音需要知道该声音正确的资源名称。
earDefenders_SoundBlacklist = []
#Use VBOs to render certain blocks. This is significantly faster than the usual rendering,
#使用VBO渲染特定方块。比常规的渲染方式要快的多,
#but may not work correctly with visual effects from other mods
#但在其他mod的视觉效果上可能无法正常工作。
enableVBO = true
#Options to set the RGB color of all IE wire types
#用于为全部IE线缆设定RGB颜色值的设置
[wire_colors]
#Range: > -2147483648
#范围:> -2147483648
copper = 11758655 #低压线缆
#Range: > -2147483648
#范围:> -2147483648
electrum = 15573061 #中压线缆
#Range: > -2147483648
#范围:> -2147483648
steel = 7303023 #高压线缆
#Range: > -2147483648
#范围:> -2147483648
structure_rope = 9862765 #麻绳线缆
#Range: > -2147483648
#范围:> -2147483648
structure_steel = 7303023 #钢线缆
#Range: > -2147483648
#范围:> -2147483648
redstone = 16723759 #红石线缆
#Range: > -2147483648
#范围:> -2147483648
copper_insulated = 16445918 #绝缘低压线缆
#Range: > -2147483648
#范围:> -2147483648
electrum_insulated = 10323322 #绝缘中压线缆
immersiveengineering-common.toml
#IMPORTANT NOTICE:
#重要提醒
#THIS IS ONLY THE COMMON CONFIG. It does not contain all the values adjustable for IE.
#此文件只是通用配置文件。其不包含IE的全部可调参数。
#All modifiers for machines, all ore gen, the retrogen features and most other adjustable values have been moved to immersiveengineering-server.toml.
#全部机器的参数,全部矿物生成,地物重生成(用于1.17版本之前的存档升级时对y<0区域的处理)以及大多数其他可调参数已被移入immersiveengineering-server.toml.
#That file is PER WORLD, meaning you have to go into 'saves/<world name>/serverconfig' to adjust it. Those changes will then only apply for THAT WORLD.
#而那个文件是按存档划分的,意味着你需要在saves/<存档名>/serverconfig中修改它。这些更改也仅仅对该存档生效。
#You can then take that config file and put it in the 'defaultconfigs' folder to make it apply automatically to all NEW worlds you generate FROM THERE ON.
#然后你可以将那个文件复制到defaultconfigs文件夹,以使其自动对你此后创建的所有存档生效。
#This may appear confusing to many of you, but it is a new sensible way to handle configuration, because the server configuration is synced when playing multiplayer.
#对大多数人而言,这可能显得很复杂。但由于在多人游戏中服务器配置文件会自动同步,这是处理配置文件的一种全新而明智的方式。
importantInfo = true
#A list of preferred Mod IDs that results of IE processes should stem from, aka which mod you want the copper to come from.
#IE处理工序产出的首选modID列表,换句话说,你希望你的铜是哪个mod的。
#This affects the ores dug by the excavator, as well as those crushing recipes that don't have associated IE items. This list is in oreder of priority.
#此表影响斗轮式挖掘机产出的矿石,以及没有对应IE物品产出的粉碎机配方。本表按优先级从高到低排序。
preferredOres = ["immersiveengineering", "minecraft"]
[debug]
[debug.wires]
#Enable detailed logging for the wire network. This can be useful for developers to track down issues related to wires.
#开启电网详细日志记录。对开发人员追踪电网问题很有用。
enableWireLogger = false
#Run sanity checks on the wire network after every interaction. This will cause a decent amount of lag and a lot of log spam if the wire network isn't fully intact. Only enable when asked to by an IE developer.
#每次交互后检查电网完整性。若电网不完整,此项会造成严重延迟和大量刷屏日志。仅在IE开发人员要求时启用。
validateNets = false
#A list of all mods that IE has integrated compatability for
#IE内有集成兼容的mod全列表
#Setting any of these to false disables the respective compat
#设置任意一项为false以关闭针对对应mod的兼容
[compat]
theoneprobe = true
curios = true
computercraft = true
immersiveengineering-server.toml
#Configuration related to Immersive Engineering wires
#与沉浸工程导线有关的配置
[wires]
#Attempts to make the internal data structures used for wires consistent with the connectors in the world.Use with care and backups and only when suspecting corrupted data.
#尝试使导线内部数据结构与放置于世界上的接线器保持一致。应仅在怀疑有数据损坏时使用,且应提前备份和加倍小心。
#This option will check and load all connection endpoints and may slow down the world loading process.
#此项将检查和载入全部接线端点,可能导致存档整体加载速度降低。
sanitizeConnections = false
#If this is enabled, wires connected to power sources will cause damage to entities touching them
#若此项启用,连有能量源的导线将会对接触到的实体造成伤害
#This shouldn't cause significant lag but possibly will. If it does, please report it at https://github.com/BluSunrize/ImmersiveEngineering/issues unless there is a report of it already.
#此项不应造成显著延迟。若造成延迟,请在确认 https://github.com/BluSunrize/ImmersiveEngineering/issues 没有同类报告后报告此问题。
enableWireDamage = true
#If this is enabled, placing a block in a wire will break it (drop the wire coil)
#若此项启用,在导线途经处放置方块会使其被破坏(掉落线圈)
blocksBreakWires = true
[wires.copper]
#The maximum length of copper wires
#低压导线的最长长度
#Range: > 0
#范围:>0
maxLength = 16
#The transfer rate of copper wire in IF/t
#低压导线的传输速率,以RF/t计
#Range: > 0
#范围:>0
transferRate = 2048
#The percentage of power lost every 16 blocks of distance in copper wire
#低压导线每经过16个方块损失的电能比例,0.0为无损耗,1.0为损耗全部电能。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
loss = 0.05
#In- and output rates of copper wire connectors. This is independant of the transferrate of the wires.
#低压接线器的输入输出功率。此项与低压导线的传输速率相互独立。
#Range: > 0
#范围:>0
wireConnectorInput = 256
[wires.electrum]
#The maximum length of electrum wires
#中压导线的最长长度
#Range: > 0
#范围:>0
maxLength = 16
#The transfer rate of electrum wire in IF/t
#中压导线的传输速率,以RF/t计
#Range: > 0
#范围:>0
transferRate = 8192
#The percentage of power lost every 16 blocks of distance in electrum wire
#中压导线每经过16个方块损失的电能比例,0.0为无损耗,1.0为损耗全部电能。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
loss = 0.025
#In- and output rates of electrum wire connectors. This is independant of the transferrate of the wires.
#中压接线器的输入输出功率。此项与中压导线的传输速率相互独立。
#Range: > 0
#范围:>0
wireConnectorInput = 1024
[wires.hv]
#The maximum length of hv wires
#高压导线的最长长度
#Range: > 0
#范围:>0
maxLength = 32
#The transfer rate of hv wire in IF/t
#高压导线的传输速率,以RF/t计
#Range: > 0
#范围:>0
transferRate = 32768
#The percentage of power lost every 16 blocks of distance in hv wire
#高压导线每经过16个方块损失的电能比例,0.0为无损耗,1.0为损耗全部电能。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
loss = 0.025
#In- and output rates of hv wire connectors. This is independant of the transferrate of the wires.
#高压接线器的输入输出功率。此项与高压导线的传输速率相互独立。
#Range: > 0
wireConnectorInput = 4096
[wires.rope]
#The maximum length of rope wires
#麻绳导线的最长长度
#Range: > 0
#范围:>0
maxLength = 32
[wires.cable]
#The maximum length of cable wires
#钢导线的最长长度
#Range: > 0
#范围:>0
maxLength = 32
[wires.redstone]
#The maximum length of redstone wires
#红石导线的最长长度
#Range: > 0
#范围:>0
maxLength = 32
[wires.insulated_copper]
#The maximum length of insulated_copper wires
#绝缘低压导线的最长长度
#Range: > 0
#范围:>0
maxLength = 16
[wires.insulated_electrum]
#The maximum length of insulated_electrum wires
#绝缘中压导线的最长长度
#Range: > 0
#范围:>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
#动能发电机的基础输出功率。此项将被发电机所连接的风车或水车修正。
#Range: 0.0 ~ 2.147483647E9
#范围:0.0 ~ 2.147483647E9
dynamo_output = 3.0
#Output modifier for the energy created by the Thermoelectric Generator
#热传导发电机输出的功率乘数
#Range: 0.0 ~ 2.147483647E9
#范围:0.0 ~ 2.147483647E9
thermoelectric_output = 1.0
#The Flux that will be output by the lightning rod when it is struck
#当避雷针被雷击时输出的RF能量
#Range: > 0
#范围:>0
lightning_output = 16000000
#The Flux per tick that the Diesel Generator will output. The burn time of the fuel determines the total output
#柴油发电机每tick输出的RF值,燃料的燃烧时间决定了总输出
#Range: > 0
#范围:>0
dieselGen_output = 4096
#The Flux per tick the Blast Furnace Preheater will consume to speed up the Blast Furnace
#高炉鼓风机用于预热高炉时每tick消耗的RF值
#Range: > 1
#范围:>1
preheater_consumption = 32
#The Flux per tick the Charging Station can insert into an item
#充电站每tick输入所充电物品的RF值
#Range: > 1
#范围:>1
charger_consumption = 256
#The amount of damage a sawblade in the sawmill takes for a single recipe.
#伐木机械锯中的锯片在每次使用中会损失的耐久值
#Range: > 1
#范围:>1
sawmill_bladeDamage = 5
#The Flux the Assembler will consume to craft an item from a recipe
#装配机每合成一次消耗的RF值
#Range: > 1
#范围:>1
assembler_consumption = 80
[machines.capacitors]
#Configuration for the low voltage capacitor
#低压蓄电池的配置
[machines.capacitors.lv]
#Maximum energy stored (Flux)
#最大储存能量(RF)
#Range: > 1
#范围:>1
storage = 100000
#Maximum energy input (Flux/tick)
#最大能量输入(RF/t)
#Range: > 1
#范围:>1
input = 256
#Maximum energy output (Flux/tick)
#最大能量输出(RF/t)
#Range: > 1
#范围:>1
output = 256
#Configuration for the medium voltage capacitor
#中压蓄电池的配置
[machines.capacitors.mv]
#Maximum energy stored (Flux)
#最大储存能量(RF)
#Range: > 1
#范围:>1
storage = 1000000
#Maximum energy input (Flux/tick)
#最大能量输入(RF/t)
#Range: > 1
#范围:>1
input = 1024
#Maximum energy output (Flux/tick)
#最大能量输出(RF/t)
#Range: > 1
#范围:>1
output = 1024
#Configuration for the high voltage capacitor
#高压蓄电池的配置
[machines.capacitors.hv]
#Maximum energy stored (Flux)
#最大储存能量(RF)
#Range: > 1
#范围:>1
storage = 4000000
#Maximum energy input (Flux/tick)
#最大能量输入(RF/t)
#Range: > 1
#范围:>1
input = 4096
#Maximum energy output (Flux/tick)
#最大能量输出(RF/t)
#Range: > 1
#范围:>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
#外置加热器向一个熔炉添加1点热量所消耗的RF/t。在刚启动时最多一次添加4点热量,而达到最大热量后以1点热量每t的速度使熔炉保持工作
#Range: > 1
#范围:>1
consumption = 8
#The Flux per tick consumed to double the speed of the furnace. Only happens if furnace is at maximum heat.
#外置加热器使熔炉烧炼速度加倍需要的RF/t。仅在熔炉处于最大热量时有效。
#Range: > 1
#范围:>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
#岩芯钻井确定在区块中发现何种矿物所需的时间,以tick计。
#Range: > 1
#范围:>1
time = 200
#The Flux per tick consumed by the Core Sample Drill
#岩芯钻井每tick消耗的RF值
#Range: > 1
#范围:>1
consumption = 40
[machines.pump]
#The Flux the Fluid Pump will consume to pick up a fluid block in the world
#流体泵每从世界中吸收一个流体方块所需的RF
#Range: > 1
#范围:>1
consumption = 250
#The Flux the Fluid Pump will consume pressurize and accelerate fluids, increasing the transferrate
#流体泵为流体加压和加速,加快其转运速度所需的RF
#Range: > 1
#范围:>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 caused by flowing fluids.
#若此项设置为true(默认即为true),流体泵将用圆石替换其抽取的流体以减少流动液体造成的卡顿。
placeCobble = true
[machines.teslacoil]
#The Flux per tick the Tesla Coil will consume, simply by being active
#特斯拉线圈用于维持自身激活状态消耗的RF/t
#Range: > 1
#范围:>1
consumption = 256
#The amount of Flux the Tesla Coil will consume when shocking an entity
#特斯拉线圈电击实体时消耗的RF/t
#Range: > 1
#范围:>1
consumption_active = 512
#The amount of damage the Tesla Coil will do when shocking an entity
#特斯拉线圈电击实体时造成的伤害
#Range: 0.0 ~ 2.147483647E9
#范围:0.0 ~ 2.147483647E9
damage = 6.0
[machines.turret]
#The Flux per tick any turret consumes to monitor the area
#任意种类的炮塔监控其工作区域消耗的RF/t
#Range: > 1
#范围:>1
consumption = 64
#The Flux per tick the chemthrower turret consumes to shoot
#化学喷射炮塔发射时消耗的RF/t
#Range: > 1
#范围:>1
chem_consumption = 32
#The Flux per tick the gun turret consumes to shoot
#机枪炮塔发射时消耗的RF/t
#Range: > 1
#范围:>1
gun_consumption = 32
[machines.garden_cloche]
#The Flux per tick the cloche consumes to grow plants
#园艺玻璃罩种植作物时消耗的RF/t
#Range: > 1
#范围:>1
consumption = 8
#The amount of ticks one dose of fertilizer lasts in the cloche
#每剂肥料在玻璃罩中可使用的tick数
#Range: > 1
#范围:>1
fertilizer = 6000
#The amount of fluid the cloche uses per dose of fertilizer
#对应每剂肥料消耗的水量
#Range: > 1
#范围:>1
fluid = 250
#A modifier to apply to the cloches total growing speed
#一个用于调节玻璃罩总工作速度的乘数
#Range: 0.001 ~ 1000.0
#范围: 0.001 ~ 1000.0
growth_modifier = 1.0
[machines.lantern]
#Set this to false to disable the mob-spawn prevention of the Powered Lantern
#设置为false以关闭电灯的防刷怪功能
spawnPrevent = true
#How much Flux the powered lantern draws per tick
#每tick电灯应消耗多少RF
#Range: > 1
#范围:>1
energyDraw = 1
#How much Flux the powered lantern can hold (should be greater than the power draw)
#电灯可缓存多少电能(应当比电能消耗更大)
#Range: > 1
#范围:>1
maxStorage = 10
[machines.floodlight]
#Set this to false to disable the mob-spawn prevention of the Floodlight
#设置为false以关闭泛光灯的防刷怪功能
spawnPrevent = true
#How much Flux the floodlight draws per tick
#每tick泛光灯应使用多少RF
#Range: > 1
#范围:>1
energyDraw = 5
#How much Flux the floodlight can hold (must be at least 10x the power draw)
#泛光灯可缓存多少电能(必须至少大于电能消耗的10倍)
#Range: > 1
#范围:>1
max_storage = 80
[machines.metal_press]
#A modifier to apply to the energy costs of every metal press recipe
#一个用于调节金属冲压机每个配方能量消耗的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every metal press recipe
#一个用于调节金属冲压机每个配方工作时间的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
timeModifier = 1.0
[machines.crusher]
#A modifier to apply to the energy costs of every crusher recipe
#一个用于调节粉碎机每个配方能量消耗的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every crusher recipe
#一个用于调节粉碎机每个配方工作时间的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
timeModifier = 1.0
[machines.squeezer]
#A modifier to apply to the energy costs of every squeezer recipe
#一个用于调节工业挤压机每个配方能量消耗的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every squeezer recipe
#一个用于调节工业挤压机每个配方工作时间的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
timeModifier = 1.0
[machines.fermenter]
#A modifier to apply to the energy costs of every fermenter recipe
#一个用于调节工业发酵机每个配方能量消耗的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every fermenter recipe
#一个用于调节工业发酵机每个配方工作时间的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
timeModifier = 1.0
[machines.refinery]
#A modifier to apply to the energy costs of every refinery recipe
#一个用于调节炼油厂每个配方能量消耗的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
energyModifier = 1.0
[machines.auto_workbench]
#A modifier to apply to the energy costs of every auto workbench recipe
#一个用于调节自动化工程师装配台每个配方能量消耗的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every auto workbench recipe
#一个用于调节自动化工程师装配台每个配方工作时间的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
timeModifier = 1.0
[machines.bottling_machine]
#A modifier to apply to the energy costs of every bottling machine recipe
#一个用于调节灌装机每个配方能量消耗的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every bottling machine recipe
#一个用于调节灌装机每个配方工作时间的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
timeModifier = 1.0
[machines.mixer]
#A modifier to apply to the energy costs of every mixer recipe
#一个用于调节混合器每个配方能量消耗的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every mixer recipe
#一个用于调节混合器每个配方工作时间的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
timeModifier = 1.0
[machines.sawmill]
#A modifier to apply to the energy costs of every sawmill recipe
#一个用于调节锯木机每个配方能量消耗的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every sawmill recipe
#一个用于调节锯木机每个配方工作时间的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
timeModifier = 1.0
[machines.arc_furnace]
#A modifier to apply to the energy costs of every arc furnace recipe
#一个用于调节电弧炉每个配方能量消耗的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
energyModifier = 1.0
#A modifier to apply to the time of every arc furnace recipe
#一个用于调节电弧炉每个配方工作时间的乘数
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
timeModifier = 1.0
#The maximum amount of damage Graphite Electrodes can take. While the furnace is working, electrodes sustain 1 damage per tick, so this is effectively the lifetime in ticks. The default value of 96000 makes them last for 8 consecutive ingame days
#石墨电极的耐久值。当电弧炉工作时,电极每tick失去1点耐久。默认值96000使它们可以连续使用8个游戏日。
#Range: > 1
#范围:>1
electrodeDamage = 96000
#The recycling functionality of the arc furnace is no longer controlled by a config option.
#电弧炉的回收功能已不再由config控制。
#Like all IE recipes, this is now controlled via a datapack, using the recipe file:
#类似其他所有的IE配方,此功能现由数据包控制。请使用这个配方文件:
#immersiveengineering/recipes/arc_recycling_list.json
#To disable recycling, add that file to your datapack and fill it with the following content:
#为关闭回收功能,将上文所述文件加入你的数据包并用以下内容替换文件中的原内容:
#{
# "type": "immersiveengineering:generated_list",
# "conditions": [ { "type": "forge:false" } ]
#}
recycle = ""
[machines.excavator]
#The Flux per tick the Excavator will consume to dig
#每tick斗轮式挖掘机挖矿将消耗的RF
#Range: > 1
#范围:>1
consumption = 4096
#The speed of the Excavator. Basically translates to how many degrees per tick it will turn.
#斗轮式挖掘机的工作速度。基本上就等同于每tick斗轮会转过的角度。
#Range: 0.001 ~ 1000.0
#范围:0.001 ~ 1000.0
speed = 1.0
#Set this to false to disable the ridiculous amounts of particles the Excavator spawns
#将此项设置为false以禁止斗轮式挖掘机产生粒子效果,它们实在是多的吓人
particles = true
#The threshold the perlin noise has to cross for a mineral vein to be generated. Higher means less likely.
#为生成一个矿脉,柏林噪声算法(世界生成所用的算法)必须到达的阈值。更高的阈值意味着矿脉更不容易生成。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
chance = 0.9
#The maximum amount of yield one can get out of a chunk with the excavator. Set a number smaller than zero to make it infinite
#用斗轮式挖掘机从一个区块的矿脉中最多可以挖掘出的矿石数量。设为负值可使矿脉变为无限挖掘。
#Range: > -1
#范围:>-1
yield = 38400
#The maximum depletion a vein can start with, as a decimal value. When a vein generates, a random percentage up to this value is depleted from it
#矿脉生成时枯竭水平的最大值,以十进制小数表示。当一个矿脉生成时,其枯竭水平将会是一个不大于此值的随机数。
#Range: 0.0 ~ 1.0
#范围:0.0~1.0
initial_depletion = 0.2
[ores]
#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 ores marked for retrogen.
#世界重生成关键字。基本上就是说,IE会检查此关键字是否存储于区块数据中。如果没有,它就会重生成所有已被选中进行重生成的矿石。
#Change this in combination with the retrogen booleans to regen only some of the ores.
#将此项与下文中重生成布尔值一同更改以单独重生成特定矿石。
retrogen_key = "DEFAULT"
#Set this to false to disable the logging of the chunks that were flagged for retrogen.
#将此项设置为false以关闭IE将标记需要重生成的区块写入日志的功能。
retrogen_log_flagChunk = true
#Set this to false to disable the logging of the chunks that are still left to retrogen.
#将此设置为false以关闭将仍留待重生成的区块写入日志的功能。
retrogen_log_remaining = true
#Ore generation config - bauxite
#矿石生成配置 - 铝土矿
[ores.bauxite]
#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
#分布形状。UNIFORM在高度范围内均匀分布,TRAPEZOID在高度范围的中央区域内生成更多。
#Allowed Values: UNIFORM, TRAPEZOID
#允许值:UNIFORM, TRAPEZOID
distribution = "TRAPEZOID"
#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
#当矿石暴露在空气中时取消生成的概率。0代表完全忽视是否暴露于空气中,1代表必须埋在其他方块中。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
air_exposure = 0.0
#The maximum size of a vein. Set to 0 to disable generation
#每个矿簇的最大大小。设置为0以关闭生成。
#Range: > 0
#范围:>0
vein_size = 6
#The minimum Y coordinate this ore can spawn at
#此矿石可生成的最小y坐标
#Range: > -2147483648
#范围:>-2147483648
min_y = 32
#The maximum Y coordinate this ore can spawn at
#此矿石可生成的最大y坐标
#Range: > -2147483648
#范围:>-2147483648
max_y = 112
#The number of veins attempted to be generated per chunk
#每区块尝试生成此矿簇的次数
#Range: > 0
#范围:>0
attempts_per_chunk = 16
#Set this to true to allow retro-generation of bauxite Ore.
#将此项设置为true以允许铝土矿重生成。
retrogen_enable = false
#Ore generation config - lead
#矿石生成配置 - 铅
[ores.lead]
#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
#分布形状。UNIFORM在高度范围内均匀分布,TRAPEZOID在高度范围的中央区域内生成更多。
#Allowed Values: UNIFORM, TRAPEZOID
#允许值:UNIFORM, TRAPEZOID
distribution = "TRAPEZOID"
#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
#当矿石暴露在空气中时取消生成的概率。0代表完全忽视是否暴露于空气中,1代表必须埋在其他方块中。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
air_exposure = 0.0
#The maximum size of a vein. Set to 0 to disable generation
#每个矿簇的最大大小。设置为0以关闭生成。
#Range: > 0
#范围:>0
vein_size = 8
#The minimum Y coordinate this ore can spawn at
#此矿石可生成的最小y坐标
#Range: > -2147483648
#范围:>-2147483648
min_y = -32
#The maximum Y coordinate this ore can spawn at
#此矿石可生成的最大y坐标
#Range: > -2147483648
#范围:>-2147483648
max_y = 80
#The number of veins attempted to be generated per chunk
#每区块尝试生成此矿簇的次数
#Range: > 0
#范围:>0
attempts_per_chunk = 12
#Set this to true to allow retro-generation of lead Ore.
#将此项设置为true以允许铅矿石重生成。
retrogen_enable = false
#Ore generation config - silver
#矿石生成配置 - 银矿石
[ores.silver]
#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
#分布形状。UNIFORM在高度范围内均匀分布,TRAPEZOID在高度范围的中央区域内生成更多。
#Allowed Values: UNIFORM, TRAPEZOID
#允许值:UNIFORM, TRAPEZOID
distribution = "TRAPEZOID"
#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
#当矿石暴露在空气中时取消生成的概率。0代表完全忽视是否暴露于空气中,1代表必须埋在其他方块中。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
air_exposure = 0.25
#The maximum size of a vein. Set to 0 to disable generation
#每个矿簇的最大大小。设置为0以关闭生成。
#Range: > 0
#范围:>0
vein_size = 9
#The minimum Y coordinate this ore can spawn at
#此矿石可生成的最小y坐标
#Range: > -2147483648
#范围:>-2147483648
min_y = -48
#The maximum Y coordinate this ore can spawn at
#此矿石可生成的最大y坐标
#Range: > -2147483648
#范围:>-2147483648
max_y = 32
#The number of veins attempted to be generated per chunk
#每区块尝试生成此矿簇的次数
#Range: > 0
#范围:>0
attempts_per_chunk = 10
#Set this to true to allow retro-generation of silver Ore.
#将此项设置为true以允许银矿石重生成。
retrogen_enable = false
#Ore generation config - nickel
#矿石生成配置 - 镍矿石
[ores.nickel]
#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
#分布形状。UNIFORM在高度范围内均匀分布,TRAPEZOID在高度范围的中央区域内生成更多。
#Allowed Values: UNIFORM, TRAPEZOID
#允许值:UNIFORM, TRAPEZOID
distribution = "UNIFORM"
#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
#当矿石暴露在空气中时取消生成的概率。0代表完全忽视是否暴露于空气中,1代表必须埋在其他方块中。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
air_exposure = 0.0
#The maximum size of a vein. Set to 0 to disable generation
#每个矿簇的最大大小。设置为0以关闭生成。
#Range: > 0
#范围:>0
vein_size = 5
#The minimum Y coordinate this ore can spawn at
#此矿石可生成的最小y坐标
#Range: > -2147483648
#范围:>-2147483648
min_y = -64
#The maximum Y coordinate this ore can spawn at
#此矿石可生成的最大y坐标
#Range: > -2147483648
#范围:>-2147483648
max_y = 24
#The number of veins attempted to be generated per chunk
#每区块尝试生成此矿簇的次数
#Range: > 0
#范围:>0
attempts_per_chunk = 7
#Set this to true to allow retro-generation of nickel Ore.
#将此项设置为true以允许镍矿石重生成。
retrogen_enable = false
#Ore generation config - deep_nickel
#矿石生成配置 - 深层镍矿石
[ores.deep_nickel]
#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
#分布形状。UNIFORM在高度范围内均匀分布,TRAPEZOID在高度范围的中央区域内生成更多。
#Allowed Values: UNIFORM, TRAPEZOID
#允许值:UNIFORM, TRAPEZOID
distribution = "TRAPEZOID"
#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
#当矿石暴露在空气中时取消生成的概率。0代表完全忽视是否暴露于空气中,1代表必须埋在其他方块中。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
air_exposure = 0.0
#The maximum size of a vein. Set to 0 to disable generation
#每个矿簇的最大大小。设置为0以关闭生成。
#Range: > 0
#范围:>0
vein_size = 6
#The minimum Y coordinate this ore can spawn at
#此矿石可生成的最小y坐标
#Range: > -2147483648
#范围:>-2147483648
min_y = -120
#The maximum Y coordinate this ore can spawn at
#此矿石可生成的最大y坐标
#Range: > -2147483648
#范围:>-2147483648
max_y = -8
#The number of veins attempted to be generated per chunk
#每区块尝试生成此矿簇的次数
#Range: > 0
#范围:>0
attempts_per_chunk = 11
#Set this to true to allow retro-generation of deep_nickel Ore.
#将此项设置为true以允许镍矿石重生成。
retrogen_enable = false
#Ore generation config - uranium
#矿石生成配置 - 铀矿石
[ores.uranium]
#The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
#分布形状。UNIFORM在高度范围内均匀分布,TRAPEZOID在高度范围的中央区域内生成更多。
#Allowed Values: UNIFORM, TRAPEZOID
#允许值:UNIFORM, TRAPEZOID
distribution = "TRAPEZOID"
#Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
#当矿石暴露在空气中时取消生成的概率。0代表完全忽视是否暴露于空气中,1代表必须埋在其他方块中。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
air_exposure = 0.5
#The maximum size of a vein. Set to 0 to disable generation
#每个矿簇的最大大小。设置为0以关闭生成。
#Range: > 0
#范围:>0
vein_size = 4
#The minimum Y coordinate this ore can spawn at
#此矿石可生成的最小y坐标
#Range: > -2147483648
#范围:>-2147483648
min_y = -64
#The maximum Y coordinate this ore can spawn at
#此矿石可生成的最大y坐标
#Range: > -2147483648
#范围:>-2147483648
max_y = -16
#The number of veins attempted to be generated per chunk
#每区块尝试生成此矿簇的次数
#Range: > 0
#范围:>0
attempts_per_chunk = 9
#Set this to true to allow retro-generation of uranium Ore.
#将此项设置为true以允许镍矿石重生成。
retrogen_enable = false
[tools]
#The maximum durability of the Engineer's Hammer. Used up when hammering ingots into plates.
#工程师锤的耐久值。在敲板子的时候减少。
#Range: > 1
#范围:>1
hammer_durability = 100
#The maximum durability of the Wirecutter. Used up when cutting plates into wire.
#工程师剪线钳的耐久。在把板剪成线时减少。
#Range: > 1
cutter_durability = 250
[tools.bullet_damage]
#The amount of base damage a Casull Cartridge inflicts
#卡苏尔弹的基础伤害
#Range: 0.0 ~ 1.7976931348623157E308
#范围:0.0 ~ 1.7976931348623157E308
casull = 10.0
#The amount of base damage a armor piercing Cartridge inflicts
#穿甲弹的基础伤害
#Range: 0.0 ~ 1.7976931348623157E308
ap = 10.0
#The amount of base damage a single part of buckshot inflicts
#鹿弹每发小子弹的基础伤害
#Range: 0.0 ~ 1.7976931348623157E308
#范围:0.0 ~ 1.7976931348623157E308
buck = 2.0
#The amount of base damage a dragon breath cartridge inflicts
#龙息弹的基础伤害
#Range: 0.0 ~ 1.7976931348623157E308
#范围:0.0 ~ 1.7976931348623157E308
dragon = 1.0
#The amount of base damage a homing cartridge inflicts
#追踪弹的基础伤害
#Range: 0.0 ~ 1.7976931348623157E308
#范围:0.0 ~ 1.7976931348623157E308
homing = 10.0
#The amount of base damage a wolfpack cartridge inflicts
#狼群弹的基础伤害
#Range: 0.0 ~ 1.7976931348623157E308
#范围:0.0 ~ 1.7976931348623157E308
wolfpack = 4.0
#The amount of base damage the sub-projectiles of a wolfpack cartridge inflicts
#狼群弹附加发射物的基础伤害
#Range: 0.0 ~ 1.7976931348623157E308
#范围:0.0 ~ 1.7976931348623157E308
wolfpack_part = 8.0
#The amount of damage a silver bullet inflicts
#银弹的基础伤害
#Range: 0.0 ~ 1.7976931348623157E308
#范围:0.0 ~ 1.7976931348623157E308
silver = 10.0
#The amount of base damage a phial cartridge inflicts
#药剂弹的基础伤害
#Range: 0.0 ~ 1.7976931348623157E308
#范围:0.0 ~ 1.7976931348623157E308
phial = 1.0
[tools.chemthrower]
#The mb of fluid the Chemical Thrower will consume per tick of usage
#化学喷射器每tick喷出的流体数量
#Range: > 1
#范围:>1
consumption = 10
#Set this to false to disable the use of Sneak+Scroll to switch Chemthrower tanks.
#将此项设置为false以禁用潜行+滚轮切换化学喷射器流体罐的功能。
scroll = true
[tools.railgun]
#The base amount of Flux consumed per shot by the Railgun
#磁轨炮每次发射消耗的RF
#Range: > 1
#范围:>1
consumption = 800
#A modifier for the damage of all projectiles fired by the Railgun
#一个用于调节磁轨炮发射出的所有投射物伤害的乘数
#Range: 0.0 ~ 1.7976931348623157E308
#范围:0.0 ~ 1.7976931348623157E308
damage_modifier = 1.0