forge_server/config/createbigcannons-server.toml

239 lines
7.9 KiB
TOML

#.
#These values affect the extent of cannon failure.
[failure]
#.
#.
#If true, cannons cannot fail whatsoever. Equivalent to setting all the chances below to zero.
disableAllCannonFailure = false
#.
#Chance that a fired projectile will get stuck in a barrel after exceeding the squib ratio. 0 is 0%, 1 is 100%.
#Range: 0.0 ~ 1.0
squibChance = 0.25
#.
#Chance that a cannon will fail if a Powder Charge is ignited in a "barrel"-type cannon block. 0 is 0%, 1 is 100%.
#This chance can be affected by stronger and weaker charge blocks.
#Range: 0.0 ~ 1.0
barrelChargeBurstChance = 0.20000000298023224
#.
#How strong the explosion of a catastrophic failure is. Scaled by the amount of charges used in the shot.
#Range: 0.0 ~ 3.4028234663852886E38
failureExplosionPower = 2.0
#.
#Chance that a cannon loaded with more Powder Charges that it can handle will fail. 0 is 0%, 1 is 100%.
#Range: 0.0 ~ 1.0
overloadBurstChance = 0.5
#.
#Chance that a load with gaps between the loaded Powder Charges will not completely combust. 0 is 0%, 1 is 100%.
#Range: 0.0 ~ 1.0
interruptedIgnitionChance = 0.33000001311302185
#.
#These values affect the characteristics of cannon munitions.
[munitions]
#.
#.
#If projectiles can bounce, ricochet, and be deflected.
projectilesCanBounce = true
#.
#The minimum velocity necessary to activate the penetration bonus, in meters per game tick. (1 m/gt = 20 m/s)
#Range: 0.0 ~ 3.4028234663852886E38
minimumVelocityForPenetrationBonus = 1.0
#.
#Range: 0.0 ~ 3.4028234663852886E38
penetrationBonusScale = 0.10000000149011612
#.
projectilesCanChunkload = true
#.
#The extent to which cannon projectiles can damage surrounding blocks.
#All Damage - projectiles will destroy anything they hit, if applicable. Explosive projectiles will destroy blocks on detonation.
#No Explosive Damage - projectiles will destroy anything they hit, if applicable. Explosive projectiles will only harm entities on detonation.
#No Damage - projectiles will not destroy anything they hit, and will only deal entity damage. Explosive projectiles will only harm entities on detonation.
#Allowed Values: ALL_DAMAGE, NO_EXPLOSIVE_DAMAGE, NO_DAMAGE
damageRestriction = "ALL_DAMAGE"
#.
#Projectile Fuzes
[munitions.fuzes]
#.
#Chance that the Impact Fuze will detonate on hitting something. 0 is 0% (never), 1 is 100% (always).
#Range: 0.0 ~ 1.0
impactFuzeDetonationChance = 0.6700000166893005
#.
#How many blocks the Impact Fuze can hit before breaking. Set to -1 to never break.
#Range: > -1
impactFuzeDurability = 3
#.
#Time it takes for a proximity fuze to arm itself in ticks.
#(For reference, there are 20 ticks in 1 second.)
#After the fuze has been in the air for the specified arming time, it will detonate when it gets close enough to a block or entity.
#Range: > 0
proximityFuzeArmingTime = 20
#.
#Grouped Munitions
[munitions.groupedMunitions]
#.
#The chance of a fluid blob affecting a block in its area of effect (AOE). 0 is 0% (never), 1 is 100% (always).
#Range: 0.0 ~ 1.0
fluidBlobBlockEffectChance = 0.5
#.
#Deflection
[munitions.deflectChances]
#.
#The chance that a big cannon projectile deflects. 0 is 0% (never), 1 is 100% (always).
#Range: 0.0 ~ 1.0
bigCannonProjectileDeflectionChance = 0.8999999761581421
#.
#The chance that an autocannon projectile deflects. 0 is 0% (never), 1 is 100% (always).
#Range: 0.0 ~ 1.0
autocannonProjectileDeflectionChance = 0.20000000298023224
#.
#Autocannon Munitions
[munitions.autocannonMunitions]
#.
#Makes all shot autocannon projectiles tracers regardless if the item had a tracer tip applied. Emulates legacy behavior.
allAutocannonProjectilesAreTracers = false
#.
#How many autocannon rounds the Autocannon Ammo Container can store.
#Range: 1 ~ 128
autocannonAmmoContainerAutocannonRoundCapacity = 16
#.
#How many machine gun rounds the Autocannon Ammo Container can store.
#Range: 1 ~ 128
autocannonAmmoContainerMachineGunRoundCapacity = 64
#.
#These values affect the characteristics of cannon materials and cannon structures
[cannons]
#.
#.
#Maximum length of cannons that can be built.
#Range: > 3
maxCannonLength = 64
#.
#How much each cannon barrel reduces the spread of a fired projectile passing through.
#Range: 0.0 ~ 3.4028234663852886E38
barrelSpreadReduction = 1.0
#.
#Range: 0.0 ~ 3.4028234663852886E38
minimumBigCannonSpread = 0.10000000149011612
#.
#Time when the Quickfiring Breech cannot be loaded by Mechanical Arms.
#Range: > 0
quickfiringBreechLoadingCooldown = 40
#.
#Time it takes for the Quickfiring Breech to fully open/close, during which it cannot be loaded.
#Range: > 0
quickfiringBreechOpeningCooldown = 5
#.
#Range: 0.0 ~ 3.4028234663852886E38
bigCannonRecoilScale = 4.0
#.
#Range: 0.0 ~ 3.4028234663852886E38
autocannonRecoilScale = 0.5
#.
#Drop Mortar
[cannons.dropMortar]
#.
#Time in ticks between inserting a munition into a drop mortar and the drop mortar firing it. There are 20 ticks in 1 second.
#Range: > 0
dropMortarDelay = 5
#.
#Length in ticks that the player has to wait for before inserting the same munition type into a drop mortar again. There are 20 ticks in 1 second.
#Range: > 0
dropMortarItemCooldown = 40
#.
#Loading Tools
[cannons.loadingTools]
#.
#If deployers can use loading tools.
deployersCanUseLoadingTools = false
#.
#How many blocks inside a cannon a Ram Rod can reach.
#Range: > 1
ramRodReach = 5
#.
#Maximum amount of munition blocks a Ram Rod can push.
#Range: > 1
ramRodStrength = 3
#.
#How many blocks inside a cannon a Worm can reach.
#Range: > 1
wormReach = 5
#.
#How many hunger/saturation points it takes to move one munition block a distance of one block using loading tools.
#Range: 0.0 ~ 3.4028234663852886E38
loadingToolHungerConsumption = 2.5
#.
#How many ticks before a player can use a manual loading tool again. There are 20 ticks in 1 second.
#Range: > 0
loadingToolCooldown = 20
#.
#Cannon Carriages
[cannons.carriage]
#.
#How fast the carriage is, in blocks per tick.
#Range: 0.03999999910593033 ~ 1.0
carriageSpeed = 0.03999999910593033
#.
#How fast the carriage turns, in degrees per tick.
#Range: 0.10000000149011612 ~ 10.0
carriageTurnRate = 1.0
#.
cannonWeightAffectsCarriageSpeed = true
#.
#Display Link Info
[cannons.displayLink]
#.
shouldDisplayCannonRotation = true
#.
shouldDisplayContainedMunitions = true
#.
#These values affect various miscellaneous contraptions.
[kinetics]
#.
#.
#Maximum length of cannon loaders that can be built.
#Range: > 3
maxLoaderLength = 64
[kinetics.stressValues]
#.
#These values affect the stress of Create Big Cannons' mechanical blocks.
[kinetics.stressValues.v2]
#.
#
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
bronze_sliding_breech = 12.0
cannon_loader = 8.0
steel_screw_breech = 16.0
cannon_drill = 8.0
cast_iron_sliding_breech = 16.0
steel_sliding_breech = 32.0
nethersteel_screw_breech = 40.0
cannon_builder = 8.0
#.
#These values affect cannon crafting properties.
[crafting]
#.
#.
#Maximum height of a single cannon cast that can be built.
#Range: > 1
maxCannonCastHeight = 32
#.
#Maximum length of a Cannon Drill that can be built.
#Range: > 1
maxCannonDrillLength = 32
#.
#Maximum length of a Cannon Builder that can be built.
#Range: > 1
maxCannonBuilderLength = 32
#.
#Maximum reach of a Cannon Builder.
#Range: > 2
maxCannonBuilderRange = 32
#.
#Time a built-up cannon block needs to be heated for until it transforms into its finished form.
#Range: > 0
builtUpCannonHeatingTime = 6000