McJtyMods / RFTools

A set of blocks and items to help with RF in general. Currently contains a Dimension Builder, Teleportation System, Shield System, RF monitor, an RF network debug tool and an automatic crafter
MIT License
226 stars 89 forks source link

not letting me Delete Dimensions #1947

Closed crusher42 closed 4 years ago

crusher42 commented 5 years ago

Versions:

i have the info from the from the wiki in the config i set B:playersCanDeleteDimensions=true B:editorCanDeleteDimensions=true

if im missing anything can you help pls

josephcsible commented 5 years ago

See if it works with no other mods installed. Often, this problem happens when FTB Utilities, a Sponge plugin, or some other permissions mod interferes.

crusher42 commented 5 years ago

i have tested it with no other mods but on the sever we do have FTB Utilities but it's an old version with out permissions and here is our config `# Configuration file

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blockprotector

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Settings for the block protector machine

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blockprotector {

Maximum RF storage that the block protector can hold

I:blockProtectorMaxRF=500000

# RF per tick that the block protector can receive
I:blockProtectorRFPerTick=20000

# The maximum distance between the protector and the protected blocks (on one axis)
I:maxProtectDistance=10

# The RF that is consumed to protect a block right next to the explosion with a radius of 8 (standard TNT). Further distances will reduce power usage, bigger radius will increase power usage.
I:rfForExplosionProtection=10000

# The RF that is consumed to protect against a single harvest attempt
I:rfForHarvestAttempt=2000

# Amount of passive RF/tick used for every protected block
I:rfPerProtectedBlock=5

}

##########################################################################################################

crafter

--------------------------------------------------------------------------------------------------------

Settings for the automatic crafter machine

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crafter {

Maximum RF storage that the crafter can hold

I:crafterMaxRF=50000

# RF per tick that the crafter can receive
I:crafterRFPerTick=500

# Amount of RF used per crafting operation
I:rfPerOperation=100

# How many operations to do at once in fast mode
I:speedOperations=5

}

##########################################################################################################

dimletconstruction

--------------------------------------------------------------------------------------------------------

Settings for the dimlet construction system

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dimletconstruction {

Maximum RF storage that the dimlet workbench can hold

I:dimletWorkbenchMaxRF=32000

# RF that the dimlet workbench needs for extracting one dimlet
I:dimletWorkbenchRFPerOperation=200

# RF per tick that the the dimlet workbench can receive
I:dimletWorkbenchRFPerTick=80

# Amount of ticks needed to fully absorb a biome essence
I:maxBiomeAbsorbtion=5000

# Amount of blocks needed to fully absorb material essence
I:maxBlockAbsorbtion=128

# Amount of liquid blocks needed to fully absorb liquid essence
I:maxLiquidAbsorbtion=128

# Amount of injections needed to get a fully absorbed mob essence
I:maxMobInjections=10

# Amount of ticks needed to absorb the correct time
I:maxTimeAbsorbtion=10

}

##########################################################################################################

dimlets

--------------------------------------------------------------------------------------------------------

Settings for the dimlet/dimension system

##########################################################################################################

dimlets {

If the dimension turns out to be more expensive after creation you get a factor of the actual cost extra to the RF/tick maintenance cost. If this is 0 there is no such cost. If this is 1 then you get the full cost

D:afterCreationCostFactor=0.10000000149011612

# Behaviour when sleeping in an RFTools dimension: 0 = do nothing, 1 = explode, 2 = set spawn
I:bedBehaviour=0

# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation
I:bedrockLayer=1

# How much stronger mobs should be if spawned in a dimension with the brutal mobs dimlet
D:brutalMobsFactor=5.0

# Maximum height of the caverns. 0=64, 1=128, 2=196, 3=256
I:cavernHeightLimit=1

# Difficulty level for the dimension system. -1 means dimensions don't consume power. 0 means that you will not get killed but kicked out of the dimension when it runs out of power. 1 means certain death
I:difficulty=1

# Maximum RF storage that the dimension builder can hold
I:dimensionBuilderMaxRF=10000000

# If this is enabled then the dimension builder needs a correct owner before you can create dimensions with it
B:dimensionBuilderNeedsOwner=false

# RF per tick that the dimension builder can receive
I:dimensionBuilderRFPerTick=50000

# Maximum RF storage that the dimension editor can hold
I:dimensionEditorMaxRF=5000000

# RF per tick that the dimension editor can receive
I:dimensionEditorRFPerTick=50000

# If this is enabled the /rftdim safedel <id> command will also delete the DIM<id> folder. If false then this has to be done manually
B:dimensionFolderIsDeletedWithSafeDel=true

# The internal RF buffer for every dimension
I:dimensionPower=40000000

# The zero level at which power warning signs are starting to happen. This is only used for lighting level. No other debuffs occur at this level.
I:dimensionPowerWarn0=6000000

# The first level at which power warning signs are starting to happen
I:dimensionPowerWarn1=4000000

# The second level at which power warning signs are starting to become worse
I:dimensionPowerWarn2=1000000

# The third level at which power warning signs are starting to be very bad
I:dimensionPowerWarn3=500000

# The level at which the teleportation system will consider a destination to be dangerous
I:dimensionPowerWarnTP=500000

# Set this to true if you want a recipe for dimensional shards. Useful on servers that disallow dimensions
B:dimensionalShardRecipe=false

# Maximum RF storage that the dimlet researcher can hold
I:dimletResearcherMaxRF=32000

# RF that the dimlet researcher needs for researching a single unknown dimlet
I:dimletResearcherRFPerOperation=100

# RF per tick that the dimlet researcher can receive
I:dimletResearcherRFPerTick=80

# Maximum RF storage that the dimlet scrambler can hold
I:dimletScramblerMaxRF=32000

# RF that the machine infuser needs for one operation
I:dimletScramblerRFPerOperation=100

# RF per tick that the dimlet scrambler can receive
I:dimletScramblerRFPerTick=80

# Stack limit for dimlets
I:dimletStackSize=16

# The chance for a dungeon to spawn in a chunk. Higher numbers mean less chance (1 in 'dungeonChance' chance)
I:dungeonChance=200

# If this is enabled then a dimension editor can delete a dimension that is owned by the same player as the dimension editor's player. This works by sending over a block of TNT
B:editorCanDeleteDimensions=true

# The chance that you get an unknown dimlet when killing an enderman. Set to 0 to disable
D:endermanUnknownDimletDrop=0.009999999776482582

# Maximum RF storage that the energy extractor can hold
I:energyExtractorMaxRF=50000

# RF per tick that the energy extractor can send
I:energyExtractorRFPerTick=1000

# If this flag is true RFTools will freeze all entities and machines in a dimension when the power runs out
B:freezeUnpoweredDimension=true

# Maximum RF storage that the machine infuser can hold
I:machineInfuserMaxRF=60000

# RF per tick that the the machine infuser can receive
I:machineInfuserRFPerTick=200

# Percentage to add or subtract to the maintenance cost of all dimlets (100 would double the cost, -100 would set the cost to almost zero (complete zero is not allowed))
D:maintenanceCostPercentage=0.0

# The maximum amount of dimensions per player. This requires that dimensions are build with an owned builder (dimensionBuilderNeedsOwner must be set). -1 means no maximum
I:maxDimensionsPerPlayer=-1
I:maxInfuse=256

# Bonus dimlets can never get the maintenance cost of a dimension below this percentage of the nominal cost without bonus dimlets
I:minimumCostPercentage=10

# Set this to true if you want terrains with dimlet 'normal' to generate like the overworld (i.e. amplified if the overworld is amplified)
B:normalTerrainInheritsOverworld=false

# If this is enabled (non-craftable) owner dimlets are required to construct dimension tabs. This is useful on servers where you want to limit the amount of dimensions a player can make
B:ownerDimletsNeeded=false

# RF per tick that the phased field generator item will consume
I:phasedFieldConsumePerTick=100

# If true you will get some debufs when the PFG is in use. If false there will be no debufs
B:phasedFieldGeneratorDebuf=true

# In this range the PFG will keep entities active (set to 0 to disable this feature)
I:phasedFieldGeneratorRange=5

# Maximum RF storage that the phased field generator item can hold
I:phasedFieldMaxRF=1000000

# RF per tick that the phased field generator item can receive
I:phasedFieldRFPerTick=1000

# If this is enabled then regular players can delete their own dimensions using the /rftdim safedel <id> command
B:playersCanDeleteDimensions=true

# If this flag is true all spawns will be disabled in an unpowered dimension
B:preventSpawnUnpoweredDimension=true

# The chance that a non-stone block is selected for the main terrain
D:randomBaseBlockChance=0.30000001192092896

# The chance that a random biome controller is selected
D:randomControllerChance=0.4000000059604645

# The chance that an effect gets randomly selected in worldgen (poison, regeneration, ...)
D:randomEffectChance=0.10000000149011612

# The chance that extra specific mobs will spawn
D:randomExtraMobsChance=0.4000000059604645

# The chance that every specific feature gets randomly selected in worldgen (tendrils, caves, lakes, oregen, ...)
D:randomFeatureChance=0.4000000059604645

# The chance that random blocks are selected for landscape features (tendrils, canyons, ...)
D:randomFeatureMaterialChance=0.4000000059604645

# The chance that random fluid liquids are selected for lakes
D:randomLakeFluidChance=0.20000000298023224

# The chance that a non-water block is selected for oceans and seas
D:randomOceanLiquidChance=0.20000000298023224

# The chance that random fluid liquids are selected for liquid orbs
D:randomOrbFluidChance=0.20000000298023224

# The chance that random blocks are selected for extra oregen feature
D:randomOregenMaterialChance=0.20000000298023224

# The chance that special sky features are selected
D:randomSpecialSkyChance=0.5

# The chance that default time features are selected
D:randomSpecialTimeChance=0.5

# The chance that every specific structure gets randomly selected in worldgen (village, nether fortress, ...)
D:randomStructureChance=0.20000000298023224

# The chance that default weather features are selected
D:randomWeatherChance=0.800000011920929

# Randomize the seed when the dimension is created
B:randomizeSeed=false

# If this flag is true the player will respawn in the rftools dimension when he dies (unless power runs out)
B:respawnRfToolsDimension=false

# Dimension to respawn in after you get kicked out of an RFTools dimension
I:spawnDimension=0

# How much stronger mobs should be if spawned in a dimension with the strong mobs dimlet
D:strongMobsFactor=2.0

# The maximum amount of unknown dimlets that can be generated in a dungeon chest
I:unknownDimletChestLootMaximum=3

# The minimum amount of unknown dimlets that can be generated in a dungeon chest
I:unknownDimletChestLootMinimum=1

# The rarity of unknown dimlets in dungeon chests (0 means you'll get none, 100 means very common)
I:unknownDimletChestLootRarity=50

# Set this to true if you want to make sure RFTools can only create void dimensions
B:voidOnly=false

# The chance for a volcano to spawn in a chunk (with the volcano feature dimlet). Higher numbers mean less chance (1 in 'volcanoChance' chance)
I:volcanoChance=60

}

##########################################################################################################

endergenic

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Settings for the endergenic generator

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endergenic {

The amount of particles to spawn whenever a pearl is lost (use 0 to disable)

I:endergenicBadParticles=10

# The chance (in 1/10 percent, so 1000 = 100%) that an endergenic pearl is lost while trying to hold it
I:endergenicChanceLost=5

# The amount of particles to spawn whenever energy is generated (use 0 to disable)
I:endergenicGoodParticles=10

# The amount of RF that every endergenic will keep itself (so that it can hold pearls)
I:endergenicKeepRf=2000

# The amount of RF that is consumed every tick to hold the endergenic pearl
I:endergenicRfHolding=500

# The amount of RF per tick that this generator can give from its internal buffer to adjacent blocks
I:endergenicRfOutput=20000

# Multiplier for power generation
D:powergenFactor=2.0

}

##########################################################################################################

environmental

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Settings for the environmental controller system

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environmental {

Set to true to make the blindness module available

B:blindnessAvailable=false

# RF per tick/per block for the blindness module
D:blindnessRFPerTick=0.009999999776482582

# Maximum RF storage that the environmental controller can hold
I:environmentalMaxRF=500000

# The minimum RF/tick usage that an active controller consumes
I:environmentalMinRFUsage=5

# RF per tick that the the environmental controller can receive
I:environmentalRFPerTick=20000

# RF per tick/per block for the feather falling plus module
D:featherfallingPlusRFPerTick=0.003000000026077032

# RF per tick/per block for the feather falling module
D:featherfallingRFPerTick=0.0010000000474974513

# RF per tick/per block for the flight module
D:flightRFPerTick=0.004000000189989805

# RF per tick/per block for the haste plus module
D:hastePlusRFPerTick=0.003000000026077032

# RF per tick/per block for the haste module
D:hasteRFPerTick=0.0010000000474974513

# RF per tick/per block for the night vision module
D:nightvisionRFPerTick=0.0010000000474974513

# RF per tick/per block for the peaceful module
D:peacefulRFPerTick=0.0010000000474974513

# Set to true to make the poison module available
B:poisonAvailable=false

# RF per tick/per block for the poison module
D:poisonRFPerTick=0.019999999552965164

# RF per tick/per block for the regeneration plus module
D:regenerationPlusRFPerTick=0.0044999998062849045

# RF per tick/per block for the regeneration module
D:regenerationRFPerTick=0.001500000013038516

# RF per tick/per block for the saturation plus module
D:saturationPlusRFPerTick=0.003000000026077032

# RF per tick/per block for the saturation module
D:saturationRFPerTick=0.0010000000474974513

# Set to true to make the slowness module available
B:slownessAvailable=false

# RF per tick/per block for the slowness module
D:slownessRFPerTick=0.012000000104308128

# RF per tick/per block for the speed plus module
D:speedPlusRFPerTick=0.003000000026077032

# RF per tick/per block for the speed module
D:speedRFPerTick=0.0010000000474974513

# RF per tick/per block for the wather breathing module
D:watherBreathingRFPerTick=0.0010000000474974513

# Set to true to make the weakness module available
B:weaknessAvailable=false

# RF per tick/per block for the weakness module
D:weaknessRFPerTick=0.009999999776482582

}

##########################################################################################################

general

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General dimension configuration

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general {

The base cost (in RF/tick) for creating a dimension

I:baseDimensionCreationCost=1000

# The base cost (in RF/tick) for maintaining a dimension
I:baseDimensionMaintenanceCost=10

# The base time (in ticks) for creating a dimension
I:baseDimensionTickCost=100

# How much of the tick cost of the world is applied to the PFG cost, as a ratio from 0 to 1
D:dynamicPhaseCostAmount=0.05000000074505806

# Enable the block protector recipe.
B:enableBlockProtectorRecipe=true

# Enable the builder recipe.
B:enableBuilderRecipe=true

# Enable the dialing device recipe.
B:enableDialingDeviceRecipe=true

# Enable the dimension builder recipe.
B:enableDimensionBuilderRecipe=true

# Enable the dimension editor recipe.
B:enableDimensionEditorRecipe=true

# Enable dynamic scaling of the Phase Field Generator cost based on world tick cost
B:enableDynamicPhaseCost=false

# Enable the endergenic generator recipe.
B:enableEndergenRecipe=true

# Enable the matter receiver recipe.
B:enableMatterReceiverRecipe=true

# Enable the matter transmitter recipe.
B:enableMatterTransmitterRecipe=true

# Enable the shield projector recipe.
B:enableShieldProjectorRecipe=true
I:itemListBackground=-7303024

# If true dump a lot of logging information about various things in RFTools. Useful for debugging.
B:logging=false
I:maxInfuse=256

# The ID for the RFTools villager. -1 means disable, 0 means to automatically assigns an id, any other number will use that as fixed id
I:villagerId=10

}

##########################################################################################################

livingmatter

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Blocks and items that are seen as living for the spawner

##########################################################################################################

livingmatter { S:living.0 < B minecraft:leaves 1.0

S:living.1 < B minecraft:leaves2 1.0

S:living.10 < I minecraft:carrot 1.5

S:living.11 < I minecraft:pumpkin_seeds 0.8

S:living.12 < I minecraft:melon_seeds 0.8

S:living.13 < I minecraft:beef 2.0

S:living.14 < I minecraft:porkchop 2.0

S:living.15 < I minecraft:chicken 2.0

S:living.2 < B minecraft:sapling 1.0

S:living.3 < B minecraft:hay_block 1.0

S:living.4 < B minecraft:melon_block 1.0

S:living.5 < B minecraft:cactus 0.8

S:living.6 < I minecraft:apple 1.0

S:living.7 < I minecraft:wheat 1.5

S:living.8 < I minecraft:wheat_seeds 0.8

S:living.9 < I minecraft:potato 1.5

}

##########################################################################################################

mobspawnamounts

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Amount of materials needed to spawn mobs

##########################################################################################################

mobspawnamounts { S:Bat.spawnamount.0 < I minecraft:feather 0 0.1

S:Bat.spawnamount.1 < B minecraft:dirt 0 20.0

S:Bat.spawnamount.2 < L

    0
    2.0
 >
S:Blaze.spawnamount.0 <
    I
    minecraft:blaze_rod
    0
    0.1
 >
S:Blaze.spawnamount.1 <
    B
    minecraft:netherrack
    0
    60.0
 >
S:Blaze.spawnamount.2 <
    L

    0
    9.0
 >
S:Blizz.spawnamount.0 <
    I
    minecraft:snowball
    0
    0.1
 >
S:Blizz.spawnamount.1 <
    B
    minecraft:dirt
    0
    50.0
 >
S:Blizz.spawnamount.2 <
    L

    0
    9.0
 >
S:"Cave Spider.spawnamount.0" <
    I
    minecraft:string
    0
    0.1
 >
S:"Cave Spider.spawnamount.1" <
    B
    minecraft:dirt
    0
    40.0
 >
S:"Cave Spider.spawnamount.2" <
    L

    0
    5.0
 >
S:Chicken.spawnamount.0 <
    I
    minecraft:feather
    0
    0.1
 >
S:Chicken.spawnamount.1 <
    B
    minecraft:dirt
    0
    30.0
 >
S:Chicken.spawnamount.2 <
    L

    0
    5.0
 >
S:Cow.spawnamount.0 <
    I
    minecraft:leather
    0
    0.1
 >
S:Cow.spawnamount.1 <
    B
    minecraft:dirt
    0
    50.0
 >
S:Cow.spawnamount.2 <
    L

    0
    8.0
 >
S:Creeper.spawnamount.0 <
    I
    minecraft:gunpowder
    0
    0.1
 >
S:Creeper.spawnamount.1 <
    B
    minecraft:dirt
    0
    60.0
 >
S:Creeper.spawnamount.2 <
    L

    0
    5.0
 >
S:Dragon.spawnamount.0 <
    I
    minecraft:experience_bottle
    0
    0.1
 >
S:Dragon.spawnamount.1 <
    B
    minecraft:end_stone
    0
    200.0
 >
S:Dragon.spawnamount.2 <
    L

    0
    200.0
 >
S:Enderman.spawnamount.0 <
    I
    minecraft:ender_pearl
    0
    0.1
 >
S:Enderman.spawnamount.1 <
    B
    minecraft:end_stone
    0
    20.0
 >
S:Enderman.spawnamount.2 <
    L

    0
    11.0
 >
S:Ghast.spawnamount.0 <
    I
    minecraft:ghast_tear
    0
    0.1
 >
S:Ghast.spawnamount.1 <
    B
    minecraft:netherrack
    0
    50.0
 >
S:Ghast.spawnamount.2 <
    L

    0
    12.0
 >
S:Horse.spawnamount.0 <
    I
    minecraft:leather
    0
    0.1
 >
S:Horse.spawnamount.1 <
    B
    minecraft:dirt
    0
    50.0
 >
S:Horse.spawnamount.2 <
    L

    0
    8.0
 >
S:"Iron Golem.spawnamount.0" <
    I
    minecraft:iron_ingot
    0
    0.1
 >
S:"Iron Golem.spawnamount.1" <
    B
    minecraft:dirt
    0
    50.0
 >
S:"Iron Golem.spawnamount.2" <
    I
    38
    0
    0.1
 >
S:"Magma Cube.spawnamount.0" <
    I
    minecraft:magma_cream
    0
    0.1
 >
S:"Magma Cube.spawnamount.1" <
    B
    minecraft:netherrack
    0
    50.0
 >
S:"Magma Cube.spawnamount.2" <
    L

    0
    5.0
 >
S:Mooshroom.spawnamount.0 <
    I
    minecraft:leather
    0
    0.1
 >
S:Mooshroom.spawnamount.1 <
    B
    minecraft:dirt
    0
    50.0
 >
S:Mooshroom.spawnamount.2 <
    L

    0
    8.0
 >
S:Ocelot.spawnamount.0 <
    I
    minecraft:fish
    0
    0.1
 >
S:Ocelot.spawnamount.1 <
    B
    minecraft:dirt
    0
    50.0
 >
S:Ocelot.spawnamount.2 <
    L

    0
    8.0
 >
S:Pig.spawnamount.0 <
    I
    minecraft:leather
    0
    0.1
 >
S:Pig.spawnamount.1 <
    B
    minecraft:dirt
    0
    50.0
 >
S:Pig.spawnamount.2 <
    L

    0
    8.0
 >
S:Sheep.spawnamount.0 <
    B
    minecraft:wool
    0
    0.1
 >
S:Sheep.spawnamount.1 <
    B
    minecraft:dirt
    0
    50.0
 >
S:Sheep.spawnamount.2 <
    L

    0
    8.0
 >
S:Skeleton.spawnamount.0 <
    I
    minecraft:bone
    0
    0.1
 >
S:Skeleton.spawnamount.1 <
    B
    minecraft:dirt
    0
    30.0
 >
S:Skeleton.spawnamount.2 <
    L

    0
    5.0
 >
S:Slime.spawnamount.0 <
    I
    minecraft:slime_ball
    0
    0.1
 >
S:Slime.spawnamount.1 <
    B
    minecraft:dirt
    0
    40.0
 >
S:Slime.spawnamount.2 <
    L

    0
    5.0
 >
S:Snowman.spawnamount.0 <
    I
    minecraft:snowball
    0
    0.1
 >
S:Snowman.spawnamount.1 <
    B
    minecraft:dirt
    0
    40.0
 >
S:Snowman.spawnamount.2 <
    L

    0
    4.0
 >
S:Spider.spawnamount.0 <
    I
    minecraft:string
    0
    0.1
 >
S:Spider.spawnamount.1 <
    B
    minecraft:dirt
    0
    40.0
 >
S:Spider.spawnamount.2 <
    L

    0
    5.0
 >
S:Squid.spawnamount.0 <
    I
    351
    0
    0.1
 >
S:Squid.spawnamount.1 <
    B
    minecraft:dirt
    0
    40.0
 >
S:Squid.spawnamount.2 <
    L

    0
    4.0
 >
S:Villager.spawnamount.0 <
    I
    minecraft:book
    0
    0.1
 >
S:Villager.spawnamount.1 <
    B
    minecraft:dirt
    0
    40.0
 >
S:Villager.spawnamount.2 <
    L

    0
    7.0
 >
S:Wisp.spawnamount.0 <
    I
    minecraft:diamond
    0
    0.1
 >
S:Wisp.spawnamount.1 <
    B
    minecraft:dirt
    0
    50.0
 >
S:Wisp.spawnamount.2 <
    L

    0
    4.0
 >
S:Witch.spawnamount.0 <
    I
    minecraft:glass_bottle
    0
    0.1
 >
S:Witch.spawnamount.1 <
    B
    minecraft:dirt
    0
    40.0
 >
S:Witch.spawnamount.2 <
    L

    0
    7.0
 >
S:Wither.spawnamount.0 <
    I
    minecraft:nether_star
    0
    0.1
 >
S:Wither.spawnamount.1 <
    B
    minecraft:soul_sand
    0
    40.0
 >
S:Wither.spawnamount.2 <
    L

    0
    6.0
 >
S:Wolf.spawnamount.0 <
    I
    minecraft:bone
    0
    0.1
 >
S:Wolf.spawnamount.1 <
    B
    minecraft:dirt
    0
    50.0
 >
S:Wolf.spawnamount.2 <
    L

    0
    8.0
 >
S:"Zombie Pigman.spawnamount.0" <
    I
    minecraft:gold_nugget
    0
    0.1
 >
S:"Zombie Pigman.spawnamount.1" <
    B
    minecraft:netherrack
    0
    30.0
 >
S:"Zombie Pigman.spawnamount.2" <
    L

    0
    5.0
 >
S:Zombie.spawnamount.0 <
    I
    minecraft:rotten_flesh
    0
    0.1
 >
S:Zombie.spawnamount.1 <
    B
    minecraft:dirt
    0
    30.0
 >
S:Zombie.spawnamount.2 <
    L

    0
    5.0
 >

}

##########################################################################################################

mobspawnrf

--------------------------------------------------------------------------------------------------------

Amount of RF needed to spawn mobs

##########################################################################################################

mobspawnrf { I:Bat=100 I:Blaze=1000 I:Blizz=1000 I:"Cave Spider"=500 I:Chicken=500 I:Cow=800 I:Creeper=800 I:Dragon=100000 I:Enderman=2000 I:Ghast=2000 I:Horse=1000 I:"Iron Golem"=2000 I:"Magma Cube"=600 I:Mooshroom=800 I:Ocelot=800 I:Pig=800 I:Sheep=800 I:Skeleton=800 I:Slime=600 I:Snowman=600 I:Spider=500 I:Squid=500 I:Villager=2000 I:Wisp=2000 I:Witch=1200 I:Wither=20000 I:Wolf=800 I:Zombie=800 I:"Zombie Pigman"=1200 }

##########################################################################################################

mobspawns

--------------------------------------------------------------------------------------------------------

Settings for the mob dimlets

##########################################################################################################

mobspawns { I:Bat.chance=10 I:Bat.maxentity=20 I:Bat.maxgroup=8 I:Bat.mingroup=8 I:Blaze.chance=20 I:Blaze.maxentity=20 I:Blaze.maxgroup=4 I:Blaze.mingroup=2 I:Blizz.chance=20 I:Blizz.maxentity=20 I:Blizz.maxgroup=4 I:Blizz.mingroup=2 I:"Cave Spider.chance"=100 I:"Cave Spider.maxentity"=60 I:"Cave Spider.maxgroup"=8 I:"Cave Spider.mingroup"=8 I:Chicken.chance=10 I:Chicken.maxentity=40 I:Chicken.maxgroup=4 I:Chicken.mingroup=3 I:Cow.chance=10 I:Cow.maxentity=40 I:Cow.maxgroup=4 I:Cow.mingroup=3 I:Creeper.chance=100 I:Creeper.maxentity=60 I:Creeper.maxgroup=8 I:Creeper.mingroup=8 I:Default.chance=1 I:Default.maxentity=1 I:Default.maxgroup=1 I:Default.mingroup=1 I:Dragon.chance=4 I:Dragon.maxentity=4 I:Dragon.maxgroup=2 I:Dragon.mingroup=1 I:Enderman.chance=20 I:Enderman.maxentity=20 I:Enderman.maxgroup=4 I:Enderman.mingroup=2 I:Ghast.chance=20 I:Ghast.maxentity=20 I:Ghast.maxgroup=4 I:Ghast.mingroup=2 I:Horse.chance=10 I:Horse.maxentity=40 I:Horse.maxgroup=4 I:Horse.mingroup=3 I:"Iron Golem.chance"=20 I:"Iron Golem.maxentity"=6 I:"Iron Golem.maxgroup"=2 I:"Iron Golem.mingroup"=1 I:"Magma Cube.chance"=50 I:"Magma Cube.maxentity"=30 I:"Magma Cube.maxgroup"=4 I:"Magma Cube.mingroup"=2 I:Mooshroom.chance=10 I:Mooshroom.maxentity=40 I:Mooshroom.maxgroup=4 I:Mooshroom.mingroup=3 I:Ocelot.chance=5 I:Ocelot.maxentity=20 I:Ocelot.maxgroup=3 I:Ocelot.mingroup=2 I:Pig.chance=10 I:Pig.maxentity=40 I:Pig.maxgroup=4 I:Pig.mingroup=3 I:Sheep.chance=10 I:Sheep.maxentity=40 I:Sheep.maxgroup=4 I:Sheep.mingroup=3 I:Skeleton.chance=100 I:Skeleton.maxentity=60 I:Skeleton.maxgroup=8 I:Skeleton.mingroup=8 I:Slime.chance=50 I:Slime.maxentity=30 I:Slime.maxgroup=4 I:Slime.mingroup=2 I:Snowman.chance=50 I:Snowman.maxentity=30 I:Snowman.maxgroup=4 I:Snowman.mingroup=2 I:Spider.chance=100 I:Spider.maxentity=60 I:Spider.maxgroup=8 I:Spider.mingroup=8 I:Squid.chance=10 I:Squid.maxentity=40 I:Squid.maxgroup=4 I:Squid.mingroup=3 I:Villager.chance=10 I:Villager.maxentity=20 I:Villager.maxgroup=4 I:Villager.mingroup=3 I:Wisp.chance=20 I:Wisp.maxentity=10 I:Wisp.maxgroup=4 I:Wisp.mingroup=2 I:Witch.chance=10 I:Witch.maxentity=20 I:Witch.maxgroup=1 I:Witch.mingroup=1 I:Wither.chance=5 I:Wither.maxentity=5 I:Wither.maxgroup=2 I:Wither.mingroup=1 I:Wolf.chance=10 I:Wolf.maxentity=20 I:Wolf.maxgroup=4 I:Wolf.mingroup=3 I:"Zombie Pigman.chance"=20 I:"Zombie Pigman.maxentity"=10 I:"Zombie Pigman.maxgroup"=4 I:"Zombie Pigman.mingroup"=2 I:Zombie.chance=100 I:Zombie.maxentity=60 I:Zombie.maxgroup=8 I:Zombie.mingroup=8 }

##########################################################################################################

networkmonitor

--------------------------------------------------------------------------------------------------------

Settings for the network monitor item

##########################################################################################################

networkmonitor {

Time (in seconds) to hilight a block in the world

I:hilightTime=5

# Maximum amount of blocks to show in monitor (do NOT increase above 1800!)
I:maximumBlocks=500

}

##########################################################################################################

rarity

--------------------------------------------------------------------------------------------------------

General rarity distribution for dimlet selection

##########################################################################################################

rarity { D:level0=500.0 D:level1=250.0 D:level2=150.0 D:level3=90.0 D:level4=40.0 D:level5=20.0 D:level6=1.0 }

##########################################################################################################

recurrentcomplex

--------------------------------------------------------------------------------------------------------

Settings Recurrent Complex structure dimlets

##########################################################################################################

recurrentcomplex { }

##########################################################################################################

screen

--------------------------------------------------------------------------------------------------------

Settings for the screen system

##########################################################################################################

screen {

RF per tick/per block for the button module

I:buttonRFPerTick=0

# RF per tick/per block for the clock module
I:clockRFPerTick=1

# RF per tick/per block for the computer module
I:computerRFPerTick=4

# RF per tick/per block for the counter plus module
I:counterPlusRFPerTick=30

# RF per tick/per block for the counter module
I:counterRFPerTick=4

# RF per tick/per block for the dimension module
I:dimensionRFPerTick=6

# RF per tick that the the screen controller can receive
I:dimletResearcherRFPerTick=1000

# RF per tick/per block for the energy plus module
I:energyPlusRFPerTick=30

# RF per tick/per block for the energy module
I:energyRFPerTick=4

# RF per tick/per block for the fluid plus module
I:fluidPlusRFPerTick=30

# RF per tick/per block for the fluid module
I:fluidRFPerTick=4

# RF per tick/per block for the itemstack plus module
I:itemstackPlusRFPerTick=30

# RF per tick/per block for the itemstack module
I:itemstackRFPerTick=4

# RF per tick/per block for the machine information module
I:machineInfoRFPerTick=4

# RF per tick/per block for the redstone module
I:redstoneRFPerTick=4

# Maximum RF storage that the screen controller can hold
I:screenControllerMaxRF=60000

# RF per tick/per block for the text module
I:textRFPerTick=0

}

##########################################################################################################

shield

--------------------------------------------------------------------------------------------------------

Settings for the shield system

##########################################################################################################

shield {

Set this to true if you have a corrupted world due to a bad camo block in the shield system. Load your world, remove the offending block from the shield, exit MC and then set this back to false

B:disableShieldBlocksToUncorruptWorld=false

# Maximum distance at which you can add disjoint shield sections to a composed shield
I:maxDisjointShieldDistance=64

# Maximum dimension of the shape when a shape card is used
I:maxShieldDimension=256

# Maximum offset of the shape when a shape card is used
I:maxShieldOffset=128

# The amount of damage to do for a single spike on one entity
D:shieldDamage=5.0

# Maximum RF storage that the shield block can hold
I:shieldMaxRF=200000

# Maximum size (in blocks) of a tier 1 shield
I:shieldMaxSize=256

# RF per tick that the shield block can receive
I:shieldRFPerTick=5000

# Base amount of RF/tick for every 10 blocks in the shield (while active)
I:shieldRfBase=8

# RF/tick for every 10 blocks added in case of camo mode
I:shieldRfCamo=2

# The amount of RF to consume for a single spike of damage for one entity
I:shieldRfDamage=1000

# The amount of RF to consume for a single spike of damage for one entity (used in case of player-type damage)
I:shieldRfDamagePlayer=2000

# RF/tick for every 10 block addeds in case of shield mode
I:shieldRfShield=2

}

##########################################################################################################

spaceprojector

--------------------------------------------------------------------------------------------------------

Settings for the space projector system

##########################################################################################################

spaceprojector {

Maximum RF storage that the builder can hold

I:builderMaxRF=10000000

# RF per tick that the builder can receive
I:builderRFPerTick=50000

# RF per entity move operation for the builder
I:builderRfPerEntity=5000

# RF per block operation for the builder when used to build
I:builderRfPerOperation=500

# RF per player move operation for the builder
I:builderRfPerPlayer=40000

# Base RF per block operation for the builder when used as a quarry or voider (actual cost depends on hardness of block)
I:builderRfPerQuarry=300

# If true we allow the clearing quarry cards to be crafted (these can be heavier on the server)
B:clearingQuarryAllowed=true

# How much more expensive a move accross dimensions is
D:dimensionCostFactor=5.0

# The RF per operation of the builder is multiplied with this factor when using the fortune quarry shape card
D:fortunequarryShapeCardFactor=3.0

# Maximum dimension of the shape when a shape card is used in the builder
I:maxBuilderDimension=512

# Maximum offset of the shape when a shape card is used in the builder
I:maxBuilderOffset=260

# Maximum dimension for the space chamber
I:maxSpaceChamberDimension=128

# If true we go back to the old (wrong) sphere/cylinder calculation for the builder/shield
B:oldSphereCylinderShape=false

# If true we allow quarry cards to be crafted
B:quarryAllowed=true

# The base speed (number of blocks per tick) of the quarry
I:quarryBaseSpeed=8

# If true the quarry will chunkload a chunk at a time. If false the quarry will stop if a chunk is not loaded
B:quarryChunkloads=true

# Multiply the infusion factor with this value and add that to the quarry base speed
I:quarryInfusionSpeedFactor=20

# If true the quarry will skip all tile entities. Set this to false to allow harvesting ores that are tile entities. Be careful with this!
B:quarrySkipTileEntities=true

# If true we allow shape cards to be crafted. Note that in order to use the quarry system you must also enable this
B:shapeCardAllowed=true

# The RF per operation of the builder is multiplied with this factor when using the silk quarry shape card
D:silkquarryShapeCardFactor=4.0

# Maximum RF storage that the space projector can hold
I:spaceProjectorMaxRF=100000

# RF per tick that the space projector can receive
I:spaceProjectorRFPerTick=1000

# Can Tile Entities be moved? 'forbidden' means never, 'whitelist' means only whitelisted, 'blacklist' means all except blacklisted, 'allowed' means all
S:tileEntityMode=whitelist

# The RF per operation of the builder is multiplied with this factor when using the void shape card
D:voidShapeCardFactor=0.5

}

##########################################################################################################

spawner

--------------------------------------------------------------------------------------------------------

Settings for the spawner system

##########################################################################################################

spawner {

The amount of blocks that the matter beamer will use send in one operation (every 20 ticks)

I:beamerBlocksPerSend=1

# Maximum RF storage that the matter beamer can hold
I:beamerMaxRF=200000

# RF per tick that the matter beamer can receive
I:beamerRFPerTick=1000

# RF per tick that the matter beamer will use for sending over a single object
I:beamerRfPerSend=2000

# The maximum distance that a laser can travel between the beamer and the spawner
I:maxBeamDistance=8

# The maximum amount of energized matter that this spawner can store (per type)
I:spawnerMaxMatterStorage=6400

# Maximum RF storage that the spawner can hold
I:spawnerMaxRF=200000

# RF per tick that the spawner can receive
I:spawnerRFPerTick=2000

}

##########################################################################################################

storage

--------------------------------------------------------------------------------------------------------

Settings for the modular storage system

##########################################################################################################

storage {

If true we automatically set the focus on the search field when opening the GUI for the modular storage. Set to false if you don't want that

B:autofocusSearch=true

# If true we clear the search field when opening the GUI for the modular storage. Set to false if you don't want that
B:clearSearchOnOpen=false

# Background color for group lines
I:groupBackground=-1123021

# Foreground color for group lines
I:groupForeground=-16777216

# The height for the smallest style modular storage GUI
I:modularStorageGuiHeight1=236

# The height for the middle style modular storage GUI
I:modularStorageGuiHeight2=320

# The height for the tallest style modular storage GUI
I:modularStorageGuiHeight3=490

# RF/tick to share an inventory to all dimensions
I:remoteShareGlobal=50

# RF/tick to share an inventory to the same dimension
I:remoteShareLocal=10

# Maximum RF storage that the remote storage block can hold
I:remoteStorageMaxRF=100000

# RF per tick that the remote storage block can receive
I:remoteStorageRFPerTick=300

# Extra RF per usage per storage tier
I:tabletExtraRFUsage=100

# Maximum RF storage that the storage tablet can hold
I:tabletMaxRF=20000

# RF per tick that the storage tablet can receive
I:tabletRFPerTick=500

# RF per usage of the storage tablet
I:tabletRFUsage=100

}

##########################################################################################################

storageconfig

--------------------------------------------------------------------------------------------------------

Generic item module categories for various items

##########################################################################################################

storageconfig { S:biomesoplenty.common.blocks.BlockBOPFlower=Flowers S:biomesoplenty.common.blocks.BlockBOPFlower2=Flowers S:biomesoplenty.common.itemblocks.ItemBlockFlower=Flowers S:biomesoplenty.common.itemblocks.ItemBlockFlower2=Flowers S:biomesoplenty.common.items.ItemBOPBucket=Buckets S:buildcraft.builders=Machines S:codechicken.chunkloader.ItemChunkLoader=Machines S:codechicken.microblock.ItemMicroPart=Microblocks S:codechicken.microblock.ItemSaw=Tools S:cofh.core.item.ItemBucket=Buckets S:cofh.thermalexpansion.block.device=Machines S:com.rwtema.extrautils.block.BlockEnderthermicPump=Machines S:com.rwtema.extrautils.tileentity.enderquarry.BlockEnderMarkers=Technical S:com.rwtema.extrautils.tileentity.enderquarry.BlockEnderQuarry=Machines S:com.rwtema.extrautils.tileentity.enderquarry.BlockQuarryUpgrades=Technical S:com.rwtema.extrautils.tileentity.generators.BlockGenerator=Machines S:com.rwtema.extrautils.tileentity.transfernodes.BlockTransferPipe=Technical S:crazypants.enderio.block.BlockDarkSteelPressurePlate=Technical S:crazypants.enderio.conduit.BlockConduitBundle=Technical S:crazypants.enderio.conduit.facade.BlockConduitFacade=Technical S:crazypants.enderio.conduit.gas.ItemGasConduit=Technical S:crazypants.enderio.conduit.item.ItemExtractSpeedUpgrade=Technical S:crazypants.enderio.conduit.item.ItemItemConduit=Technical S:crazypants.enderio.conduit.item.filter.ItemBasicItemFilter=Technical S:crazypants.enderio.conduit.item.filter.ItemExistingItemFilter=Technical S:crazypants.enderio.conduit.item.filter.ItemModItemFilter=Technical S:crazypants.enderio.conduit.liquid.ItemLiquidConduit=Technical S:crazypants.enderio.conduit.power.ItemPowerConduit=Technical S:crazypants.enderio.conduit.redstone.ItemRedstoneConduit=Technical S:crazypants.enderio.fluid.ItemBucketEio=Buckets S:crazypants.enderio.item.ItemConduitProbe=Technical S:crazypants.enderio.item.ItemMagnet=Technical S:crazypants.enderio.item.skull=Skulls S:crazypants.enderio.machine=Machines S:crazypants.enderio.machine.spawner.ItemBrokenSpawner=Machines S:crazypants.enderio.material.ItemCapacitor=Technical S:crazypants.enderio.material.ItemMachinePart=Technical S:crazypants.enderio.rail.BlockEnderRail=Technical S:extrabiomes.blocks.BlockCustomFlower=Flowers S:mcjty.container.GenericBlock=Machines S:mcjty.lib.container.GenericBlock=Machines S:mcjty.rftools.blocks.MachineBase=Machines S:mcjty.rftools.blocks.MachineFrame=Machines S:mcjty.rftools.blocks.shield.ShieldTemplateBlock=Machines S:mcjty.rftools.blocks.spaceprojector.SpaceChamberBlock=Machines S:mcjty.rftools.blocks.spaceprojector.SpaceChamberCardItem=Technical S:mcjty.rftools.blocks.teleporter.DestinationAnalyzerBlock=Machines S:mcjty.rftools.blocks.teleporter.MatterBoosterBlock=Machines S:mcjty.rftools.items.devdelight.DevelopersDelightItem=Technical S:mcjty.rftools.items.dimensionmonitor.DimensionMonitorItem=Technical S:mcjty.rftools.items.dimensionmonitor.PhasedFieldGeneratorItem=Technical S:mcjty.rftools.items.dimlets.DimletTemplate=Dimlets S:mcjty.rftools.items.dimlets.EmptyDimensionTab=Dimlets S:mcjty.rftools.items.dimlets.KnownDimlet=Dimlets S:mcjty.rftools.items.dimlets.RealizedDimensionTab=Dimlets S:mcjty.rftools.items.dimlets.UnknownDimlet=Dimlets S:mcjty.rftools.items.envmodules=Modules S:mcjty.rftools.items.manual.RFToolsManualDimensionItem=Books S:mcjty.rftools.items.manual.RFToolsManualItem=Books S:mcjty.rftools.items.netmonitor.NetworkMonitorItem=Technical S:mcjty.rftools.items.parts.DimletControlCircuitItem=Dimlet Parts S:mcjty.rftools.items.parts.DimletEnergyModuleItem=Dimlet Parts S:mcjty.rftools.items.parts.DimletMemoryUnitItem=Dimlet Parts S:mcjty.rftools.items.parts.DimletTypeControllerItem=Dimlet Parts S:mcjty.rftools.items.parts.EfficiencyEssenceItem=Dimlet Parts S:mcjty.rftools.items.parts.MediocreEfficiencyEssenceItem=Dimlet Parts S:mcjty.rftools.items.parts.PeaceEssenceItem=Dimlet Parts S:mcjty.rftools.items.parts.SyringeItem=Dimlet Parts S:mcjty.rftools.items.screenmodules=Modules S:mcjty.rftools.items.smartwrench.SmartWrenchItem=Technical S:mcjty.rftools.items.storage=Modules S:mcjty.rftools.items.teleportprobe.ChargedPorterItem=Technical S:mcjty.rftools.items.teleportprobe.TeleportProbeItem=Technical S:net.minecraft.block.BlockButtonStone=Technical S:net.minecraft.block.BlockCake=Food S:net.minecraft.block.BlockCarrot=Food S:net.minecraft.block.BlockCommandBlock=Technical S:net.minecraft.block.BlockDaylightDetector=Technical S:net.minecraft.block.BlockDispenser=Technical S:net.minecraft.block.BlockDropper=Technical S:net.minecraft.block.BlockFlower=Flowers S:net.minecraft.block.BlockFurnace=Technical S:net.minecraft.block.BlockHopper=Technical S:net.minecraft.block.BlockJukebox=Technical S:net.minecraft.block.BlockLever=Technical S:net.minecraft.block.BlockNote=Technical S:net.minecraft.block.BlockOre=Ores S:net.minecraft.block.BlockPistonBase=Technical S:net.minecraft.block.BlockPotato=Food S:net.minecraft.block.BlockPressurePlate=Technical S:net.minecraft.block.BlockPressurePlateWeighted=Technical S:net.minecraft.block.BlockRail=Technical S:net.minecraft.block.BlockRailDetector=Technical S:net.minecraft.block.BlockRailPowered=Technical S:net.minecraft.block.BlockRedstoneComparator=Technical S:net.minecraft.block.BlockRedstoneLight=Technical S:net.minecraft.block.BlockRedstoneRepeater=Technical S:net.minecraft.block.BlockRedstoneTorch=Technical S:net.minecraft.block.BlockRedstoneWire=Technical S:net.minecraft.block.BlockSapling=Saplings S:net.minecraft.block.BlockTNT=Technical S:net.minecraft.block.BlockTripWire=Technical S:net.minecraft.block.BlockTripWireHook=Technical S:net.minecraft.block.BlockWood=null S:net.minecraft.block.BlockWorkbench=Technical S:net.minecraft.item.ItemArmor=Armor S:net.minecraft.item.ItemBook=Books S:net.minecraft.item.ItemBow=Weapons S:net.minecraft.item.ItemBucket=Buckets S:net.minecraft.item.ItemFlintAndSteel=Tools S:net.minecraft.item.ItemFood=Food S:net.minecraft.item.ItemHoe=Tools S:net.minecraft.item.ItemMinecart=Technical S:net.minecraft.item.ItemPotion=Potions S:net.minecraft.item.ItemRecord=Records S:net.minecraft.item.ItemRedstone=Technical S:net.minecraft.item.ItemShears=Tools S:net.minecraft.item.ItemSkull=Skulls S:net.minecraft.item.ItemSword=Weapons S:net.minecraft.item.ItemTool=Tools S:powercrystals.minefactoryreloaded.block=Machines S:powercrystals.minefactoryreloaded.item.ItemLaserFocus=Technical S:powercrystals.minefactoryreloaded.item.ItemLogicUpgradeCard=Technical S:powercrystals.minefactoryreloaded.item.ItemPortaSpawner=Technical S:powercrystals.minefactoryreloaded.item.ItemSafariNet=Technical S:powercrystals.minefactoryreloaded.item.base.ItemFactoryBucket=Buckets S:powercrystals.minefactoryreloaded.item.gun.ItemSafariNetLauncher=Technical S:powercrystals.minefactoryreloaded.item.tool.ItemRedNetMemoryCard=Technical S:powercrystals.minefactoryreloaded.item.tool.ItemRedNetMeter=Technical S:powercrystals.minefactoryreloaded.item.tool.ItemXpExtractor=Technical S:thermalexpansion.block.cell=Machines S:thermalexpansion.block.device.ItemBlockDevice=Machines S:thermalexpansion.block.dynamo.ItemBlockDynamo=Machines S:thermalexpansion.block.machine=Machines S:thermalexpansion.item.ItemCapacitor=Technical S:thermalexpansion.item.tool.ItemIgniter=Technical S:thermalexpansion.item.tool.ItemMultimeter=Technical S:thermalexpansion.item.tool.ItemWrench=Technical S:thermalfoundation.block.BlockOre=Ores }

##########################################################################################################

storagemonitor

--------------------------------------------------------------------------------------------------------

Settings for the storage scanner machine

##########################################################################################################

storagemonitor {

Time (in seconds) to hilight a block in the world

I:hilightTime=5

# Amount of RF used per scan operation
I:rfPerOperation=100

# Maximum RF storage that the storage scanner can hold
I:scannerMaxRF=100000

# RF per tick that the storage scanner can receive
I:scannerRFPerTick=500

# How many blocks to scan per operation
I:scansPerOperation=20

}

##########################################################################################################

teleporter

--------------------------------------------------------------------------------------------------------

Settings for the teleporter system

##########################################################################################################

teleporter {

Maximum RF storage that the advanced charged porter item can hold (note that teleporting this way uses 50% more RF then with a matter transmitter)

I:advancedChargedPorterMaxRF=1000000

# The speed bonus for the advanced charged porter (compared to the normal one)
I:advancedSpeedBonus=4

# Comma separated list of dimension ids that the teleportation system can't teleport to
S:blacklistedTeleportationDestinations=

# Comma separated list of dimension ids that the teleportation system can't teleport from
S:blacklistedTeleportationSources=

# Maximum RF storage that the charged porter item can hold (note that teleporting this way uses 50% more RF then with a matter transmitter)
I:chargedPorterMaxRF=200000

# RF per tick that the the charged porter item can receive
I:chargedPorterRFPerTick=400

# The amount of ticks that a matter transmitter with destination checker will wait before checking a receiver in case the chunk is not loaded (-1 to disable this check completely)
I:checkUnloadedChunk=-1

# The amount of ticks that a matter transmitter with destination checker will wait before checking a receiver in case the world is not loaded (-1 to disable this check completely)
I:checkUnloadedWorld=-1

# Maximum RF storage that the dialing device can hold
I:dialerMaxRF=50000

# RF per tick that the dialing device can receive
I:dialerRFPerTick=100

# The horizontal range the dialing device uses to check for transmitters. These are the transmitters the dialing device will be able to control
I:horizontalDialerRange=10

# If this is true then all usages of the teleport system are logged
B:logTeleportUsages=false

# If this is true then the RFTools teleportation system cannot be used to travel in the same dimension
B:preventInterdimensionalTeleports=false

# Maximum RF storage that the matter receiver can hold
I:receiverMaxRF=100000

# RF per tick that the matter receiver can receive
I:receiverRFPerTick=500

# This is the amount of RF that is consumed at a boosted transmitter in case the receiver doesn't have enough power
I:rfBoostedTeleport=20000

# The amount of RF that is consumed by the matter transmitter when a dial is active
I:rfDialedConnectionPerTick=10

# The amount of RF/tick an idle dialed transmitter consumes
I:rfMatterIdleTick=0

# The amount of RF consumed when the dialing device checks for the capabilities of a receiver ('Check' button)
I:rfPerCheck=5000

# The amount of RF consumed when dialing a transmitter to another receiver
I:rfPerDial=1000

# This is the amount of RF that is consumed at the receiving side for every teleport. This RF is only consumed when the teleportation actually happens
I:rfPerTeleportReceiver=5000

# The amount of RF that is consumed by a matter transmitter when the player goes to stand in the teleportation beam allowing the teleportation process to start. This version is for a teleportation to another dimension and in this case 'rfStartTeleportDist' is not used. This value also acts as the maximum rf that can be consumed for a local teleport
I:rfStartTeleportDim=100000

# For every unit in distance this value is added to the initial RF cost for starting the teleportation. This value is not used when teleporting to another dimension
I:rfStartTeleportDist=10

# The amount of RF that is consumed by a matter transmitter when the player goes to stand in the teleportation beam allowing the teleportation process to start. This value is used for a teleport in the same dimension. In addition to this value the 'rfStartTeleportDist' is also added per traveled distance
I:rfStartTeleportLocal=5000

# For the duration of the teleport process this value represents the amount of RF that is consumed by the matter transmitter for every tick
I:rfTeleportPerTick=500

# The base time used for a teleportation to another dimension. The 'timeTeleportDist' value is not used
I:timeTeleportBaseDim=50

# The base time used for a teleportation for a local teleport. The 'timeTeleportDist' value is added per distance traveled
I:timeTeleportBaseLocal=5

# The amount of time that is added depending on distance for a local teleport. This value is in militicks which means that 1000 is one tick and one tick is 1/20 of a second
I:timeTeleportDist=10

# Maximum RF storage that the matter transmitter can hold. This should be at least equal to 'rfStartTeleportDim'
I:transmitterMaxRF=200000

# RF per tick that the matter transmitter can receive. It is recommended to keep this at least equal to 'rfTeleportPerTick'
I:transmitterRFPerTick=1000

# The vertical range the dialing device uses to check for transmitters
I:verticalDialerRange=5

# The volume for the teleporting sound (1.0 is default)
D:volumeTeleport=1.0

# The volume for the error sound when teleportation fails (1.0 is default)
D:volumeTeleportError=1.0

}

##########################################################################################################

type_biome

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Settings for the biome dimlet type

##########################################################################################################

type_biome {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=100

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=0

# Default rarity for this dimlet type
I:rarity=1

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=1

}

##########################################################################################################

type_controller

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Settings for the controller dimlet type

##########################################################################################################

type_controller {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=100

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=0

# Default rarity for this dimlet type
I:rarity=1

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=1

}

##########################################################################################################

type_digit

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Settings for the digit dimlet type

##########################################################################################################

type_digit {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=0

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=0

# Default rarity for this dimlet type
I:rarity=0

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=0

}

##########################################################################################################

type_effect

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Settings for the effect dimlet type

##########################################################################################################

type_effect {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=200

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=0

# Default rarity for this dimlet type
I:rarity=3

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=100

}

##########################################################################################################

type_feature

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Settings for the feature dimlet type

##########################################################################################################

type_feature {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=100

# The cost factor for a liquid dimlet modifier when used in combination with a feature of lowest class
D:liquid.creation.factor.0=1.0

# The cost factor for a liquid dimlet modifier when used in combination with a feature of low class
D:liquid.creation.factor.1=1.399999976158142

# The cost factor for a liquid dimlet modifier when used in combination with a feature of medium class
D:liquid.creation.factor.2=1.7999999523162842

# The cost factor for a liquid dimlet modifier when used in combination with a feature of high class
D:liquid.creation.factor.3=2.5

# The cost factor for a liquid dimlet modifier when used in combination with a feature of lowest class
D:liquid.maintenance.factor.0=1.0

# The cost factor for a liquid dimlet modifier when used in combination with a feature of low class
D:liquid.maintenance.factor.1=1.399999976158142

# The cost factor for a liquid dimlet modifier when used in combination with a feature of medium class
D:liquid.maintenance.factor.2=1.7999999523162842

# The cost factor for a liquid dimlet modifier when used in combination with a feature of high class
D:liquid.maintenance.factor.3=2.5

# The cost factor for a liquid dimlet modifier when used in combination with a feature of lowest class
D:liquid.tick.factor.0=1.0

# The cost factor for a liquid dimlet modifier when used in combination with a feature of low class
D:liquid.tick.factor.1=1.2999999523162842

# The cost factor for a liquid dimlet modifier when used in combination with a feature of medium class
D:liquid.tick.factor.2=1.5

# The cost factor for a liquid dimlet modifier when used in combination with a feature of high class
D:liquid.tick.factor.3=1.7000000476837158

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=1

# The cost factor for a material dimlet modifier when used in combination with a feature of lowest class
D:material.creation.factor.0=1.0

# The cost factor for a material dimlet modifier when used in combination with a feature of low class
D:material.creation.factor.1=1.399999976158142

# The cost factor for a material dimlet modifier when used in combination with a feature of medium class
D:material.creation.factor.2=1.7999999523162842

# The cost factor for a material dimlet modifier when used in combination with a feature of high class
D:material.creation.factor.3=2.5

# The cost factor for a material dimlet modifier when used in combination with a feature of lowest class
D:material.maintenance.factor.0=1.0

# The cost factor for a material dimlet modifier when used in combination with a feature of low class
D:material.maintenance.factor.1=1.399999976158142

# The cost factor for a material dimlet modifier when used in combination with a feature of medium class
D:material.maintenance.factor.2=1.7999999523162842

# The cost factor for a material dimlet modifier when used in combination with a feature of high class
D:material.maintenance.factor.3=2.5

# The cost factor for a material dimlet modifier when used in combination with a feature of lowest class
D:material.tick.factor.0=1.0

# The cost factor for a material dimlet modifier when used in combination with a feature of low class
D:material.tick.factor.1=1.2999999523162842

# The cost factor for a material dimlet modifier when used in combination with a feature of medium class
D:material.tick.factor.2=1.5

# The cost factor for a material dimlet modifier when used in combination with a feature of high class
D:material.tick.factor.3=1.7000000476837158

# Default rarity for this dimlet type
I:rarity=0

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=1

}

##########################################################################################################

type_foliage

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Settings for the foliage dimlet type (not implemented yet!)

##########################################################################################################

type_foliage {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=200

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=10

# Default rarity for this dimlet type
I:rarity=0

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=10

}

##########################################################################################################

type_liquid

--------------------------------------------------------------------------------------------------------

Settings for the liquid dimlet type. Note that this is a modifier so actual cost depends on terrain/feature you use this with

##########################################################################################################

type_liquid {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=500

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=300

# Default rarity for this dimlet type
I:rarity=2

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=200

}

##########################################################################################################

type_material

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Settings for the material dimlet type. Note that this is a modifier so actual cost depends on terrain/feature you use this with

##########################################################################################################

type_material {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=300

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=10

# Default rarity for this dimlet type
I:rarity=1

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=100

}

##########################################################################################################

type_mob

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Settings for the mob dimlet type

##########################################################################################################

type_mob {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=300

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=100

# Default rarity for this dimlet type
I:rarity=2

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=200

}

##########################################################################################################

type_patreon

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Settings for the patreon dimlet type

##########################################################################################################

type_patreon {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=10

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=0

# Default rarity for this dimlet type
I:rarity=2

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=1

}

##########################################################################################################

type_sky

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Settings for the sky dimlet type

##########################################################################################################

type_sky {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=100

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=1

# Default rarity for this dimlet type
I:rarity=0

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=1

}

##########################################################################################################

type_special

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Settings for the special dimlet type

##########################################################################################################

type_special {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=1000

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=1000

# Default rarity for this dimlet type
I:rarity=5

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=1000

}

##########################################################################################################

type_structure

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Settings for the structure dimlet type

##########################################################################################################

type_structure {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=600

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=100

# Default rarity for this dimlet type
I:rarity=3

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=900

}

##########################################################################################################

type_terrain

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Settings for the terrain dimlet type

##########################################################################################################

type_terrain {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=100

# The cost factor for a liquid dimlet modifier when used in combination with this terrain
D:liquid.creation.factor=5.0

# The cost factor for a liquid dimlet modifier when used in combination with this terrain
D:liquid.maintenance.factor=5.0

# The cost factor for a liquid dimlet modifier when used in combination with this terrain
D:liquid.tick.factor=2.0

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=1

# The cost factor for a material dimlet modifier when used in combination with this terrain
D:material.creation.factor=5.0

# The cost factor for a material dimlet modifier when used in combination with this terrain
D:material.maintenance.factor=5.0

# The cost factor for a material dimlet modifier when used in combination with this terrain
D:material.tick.factor=2.0

# Default rarity for this dimlet type
I:rarity=0

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=1

}

##########################################################################################################

type_time

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Settings for the time dimlet type

##########################################################################################################

type_time {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=300

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=20

# Default rarity for this dimlet type
I:rarity=2

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=10

}

##########################################################################################################

type_weather

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Settings for the weather dimlet type

##########################################################################################################

type_weather {

Dimlet creation cost (how much power this dimlets adds during creation time of a dimension)

I:creation.cost=100

# Dimlet maintenance cost (how much power this dimlet will use up to keep the dimension running)
I:maintenance.cost=50

# Default rarity for this dimlet type
I:rarity=1

# Dimlet tick cost (how long it takes to make a dimension with this dimlet in it)
I:tick.cost=10

}`

josephcsible commented 5 years ago

What happened when you tested it with no other mods?

crusher42 commented 5 years ago

the same thing as with " Command is not allowed! "

MichaelHillcox commented 4 years ago

Close as 1.7.10 is no longer supported. If this continues to be a bug on 1.12 or newer, please open a new issue.