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feat: 1.20.1 version

This commit is contained in:
Jozef Steinhübl 2024-06-14 19:06:44 +02:00
commit bd66ee162a
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.gitignore vendored Normal file
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.cache/
.tmp/
.output/

38
mrpack-to-slugs.sh Executable file
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#!/bin/bash
# This script is used to convert .mrpack to slugs.txt
MRPACK_FILE=$1
if [ -z "$MRPACK_FILE" ]; then
echo "Please provide a .mrpack file"
exit 1
fi
MRPACK_NAME=$(basename "$MRPACK_FILE" ".mrpack")
MRPACK_NAME=${MRPACK_NAME// /-}
mkdir -p .cache
rm -rf .cache/*
mkdir -p .output/$MRPACK_NAME
# Extract the .mrpack file
unzip -o "$MRPACK_FILE" -d .cache/$MRPACK_NAME
# Chmod the index
chmod 755 .cache/$MRPACK_NAME/modrinth.index.json
# Get the slugs
length=$(jq -r '.files | length' .cache/$MRPACK_NAME/modrinth.index.json)
i=0
jq -r '.files[] | .downloads[0]' .cache/$MRPACK_NAME/modrinth.index.json | while read -r url; do
project_id=$(echo $url | cut -d'/' -f5)
slug=$(curl -s https://api.modrinth.com/v2/project/$project_id | jq -r '.slug')
echo "$slug ($project_id) ($i / $length)"
echo $slug >> .output/$MRPACK_NAME/slugs.txt
i=$((i+1))
done

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#General mod settings
[general]
#logging
useLoggingLog = true
#-
useLoggingDebug = false
#-
useLoggingError = true

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# The RegistryName for the Item to lock EnderChests and Tanks.
S:"personalItem"="minecraft:diamond"
# Causes chests to lose personal settings and drop the diamond on break.
B:"anarchyMode"=false
# The size of each inventory of EnderStorage, 0 = 3x3, 1 = 3x9, 2 = 6x9, default = 1
I:"item_storage_size"=1
# Disables the tank on top of creators heads.
B:"disableCreatorVisuals"=false
# Enable this to make EnderStorage use vanilla's EnderChest sounds instead of the standard chest.
B:"useVanillaEnderChestsSounds"=false

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#General mod settings
[general]
#-
#Range: > -2147483648
Particle_Reset_Frequency = 0
#-
Particle_engine_render = true
#-
Particle_engine_tick = true

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#General mod settings
[general]
#-
#Range: > -2147483648
Misc_simBoxRadiusCutoff = 1124
#-
#Range: > -2147483648
Misc_simBoxRadiusSpawn = 1024
#If true, lets server side do vanilla weather rules, weather2 will only make storms when server side says 'rain' is on
overcastMode = false
#Used if overcastMode is off, 1 = lock weather on, 0 = lock weather off, -1 = dont lock anything, let server do whatever
#Range: > -2147483648
lockServerWeatherMode = 0
#How many ticks between cloud particle spawning
#Range: > -2147483648
Cloud_ParticleSpawnDelay = 2
#Distance between cloud formations, not particles, this includes invisible cloudless formations used during partial cloud coverage
#Range: > -2147483648
Cloud_Formation_MinDistBetweenSpawned = 300
#For a second layer of passive non storm progressing cloudOption
Cloud_Layer1_Enable = false
#-
#Range: > -2147483648
Cloud_Layer0_Height = 264
#-
#Range: > -2147483648
Cloud_Layer1_Height = 414
#Not used at the moment
#Range: > -2147483648
Cloud_Layer2_Height = 564
#How much to randomly change cloud coverage % amount, performed every 10 seconds
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Cloud_Coverage_Random_Change_Amount = 0.05
#Minimum percent of cloud coverage, supports negative for extended cloudless sky coverage
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Cloud_Coverage_Min_Percent = 0.0
#Maximum percent of cloud coverage, supports over 100% for extended full cloud sky coverage
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Cloud_Coverage_Max_Percent = 100.0
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
sirenActivateDistance = 256.0
#-
Dimension_List_Weather = "minecraft:overworld, tropicraft:tropicraft"
#-
Dimension_List_Clouds = "minecraft:overworld, tropicraft:tropicraft"
#-
Dimension_List_Storms = "minecraft:overworld, tropicraft:tropicraft"
#-
Dimension_List_WindEffects = "minecraft:overworld, tropicraft:tropicraft"
#-
blockBreakingInvokesCancellableEvent = false
#Server and client side, Locks down the mod to only do wind, leaves, foliage shader if on, etc. No weather systems, turns overcast mode on
Aesthetic_Only_Mode = false
#Runs regardless of Aesthetic_Only_Mode, makes snowstorms possible everywhere
Winter_Wonderland = false

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#General mod settings
[general]
#Adjust amount of precipitation based particles, works as a multiplier
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Precipitation_Particle_effect_rate = 0.7
#Adjust amount of all weather2 based particles, works as a multiplier
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Particle_effect_rate = 1.0
#If true, uses vanilla rain/snow non particle precipitation
Particle_vanilla_precipitation = false
#If set to false, particles are spawned in using the vanilla particle renderer, may cause issues, performance seems worse
Particle_engine_weather2 = true
#Extra flying block particles to spawn when the tornado rips up a block
#Range: > -2147483648
Particle_Tornado_extraParticleCubes = 2

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#General mod settings
[general]
#Takes the sand out of sandwiches
Storm_NoSandstorms = false
#-
Sandstorm_UseGlobalServerRate = false
#-
#Range: > -2147483648
Sandstorm_OddsTo1 = 30
#Time between sandstorms for either each player or entire server depending on if global rate is on, default: 3 client days
#Range: > -2147483648
Sandstorm_TimeBetweenInTicks = 72000
#Amount of game ticks between sand buildup iterations, keep it high to prevent client side chunk tick spam that destroys FPS
#Range: > -2147483648
Sandstorm_Sand_Buildup_TickRate = 40
#Base amount of loops done per iteration, scaled by the sandstorms intensity (value given here is the max possible)
#Range: > -2147483648
Sandstorm_Sand_Buildup_LoopAmountBase = 800
#Max height of sand allowed to buildup against something, higher = things get more buried over time
#Range: > -2147483648
Sandstorm_Sand_Block_Max_Height = 3
#Allow layered sand blocks to buildup outside deserty biomes where sandstorm is
Sandstorm_Sand_Buildup_AllowOutsideDesert = true
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Sandstorm_Particle_Dust_effect_rate = 0.6
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Sandstorm_Particle_Debris_effect_rate = 0.6
#-
Sandstorm_Siren_PleaseNoDarude = false

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#General mod settings
[general]
#-
Storm_NoSnowstorms = false
#-
Snowstorm_UseGlobalServerRate = false
#-
#Range: > -2147483648
Snowstorm_OddsTo1 = 30
#Time between snowstorms for either each player or entire server depending on if global rate is on, default: 3 client days
#Range: > -2147483648
Snowstorm_TimeBetweenInTicks = 72000
#Amount of game ticks between snow buildup iterations, keep it high to prevent client side chunk tick spam that destroys FPS
#Range: > -2147483648
Snowstorm_Snow_Buildup_TickRate = 40
#Base amount of loops done per iteration, scaled by the snowstorms intensity (value given here is the max possible), eg: at max storm intensity, every 40th tick, itll try to build up snow in 800 places around the storm
#Range: > -2147483648
Snowstorm_Snow_Buildup_LoopAmountBase = 800
#Max height of snow allowed to buildup against something, higher = things get more buried over time
#Range: > -2147483648
Snowstorm_Snow_Block_Max_Height = 5
#Allow layered snow blocks to buildup outside cold biomes where snowstorm is
Snowstorm_Snow_Buildup_AllowOutsideColdBiomes = true

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#General mod settings
[general]
#
#Range: 0.0 ~ 5.0
leavesVolume = 0.0
#
#Range: 0.0 ~ 5.0
tornadoWindVolume = 1.0
#
#Range: 0.0 ~ 5.0
tornadoDamageVolume = 1.0
#
#Range: 0.0 ~ 5.0
windyStormVolume = 1.0
#
#Range: 0.0 ~ 5.0
sirenVolume = 1.0

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#General mod settings
[general]
#-
#Range: > -2147483648
Storm_OddsTo1OfHighWindWaterSpout = 150
#-
Storm_FlyingBlocksHurt = true
#-
#Range: > -2147483648
Storm_MaxPerPlayerPerLayer = 20
#-
#Range: > -2147483648
Storm_Deadly_CollideDistance = 128
#-
#Range: > -2147483648
Storm_LightningStrikeBaseValueOddsTo1 = 200
#-
Storm_NoRainVisual = false
#-
#Range: > -2147483648
Storm_MaxRadius = 300
#-
#Range: > -2147483648
Storm_AllTypes_TickRateDelay = 60
#-
#Range: > -2147483648
Storm_Rain_WaterBuildUpRate = 10
#-
#Range: > -2147483648
Storm_Rain_WaterSpendRate = 3
#-
#Range: > -2147483648
Storm_Rain_WaterBuildUpOddsTo1FromSource = 15
#-
#Range: > -2147483648
Storm_Rain_WaterBuildUpOddsTo1FromNothing = 100
#-
#Range: > -2147483648
Storm_Rain_WaterBuildUpOddsTo1FromOvercastRaining = 30
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Storm_TemperatureAdjustRate = 0.1
#-
#Range: > -2147483648
Storm_HailPerTick = 10
#-
#Range: > -2147483648
Storm_OddsTo1OfOceanBasedStorm = 300
#-
#Range: > -2147483648
Storm_PercentChanceOf_HighWind = 90
#-
#Range: > -2147483648
Storm_PercentChanceOf_Hail = 80
#-
#Range: > -2147483648
Storm_PercentChanceOf_F0_Tornado = 70
#-
#Range: > -2147483648
Storm_PercentChanceOf_C0_Cyclone = 70
#-
#Range: > -2147483648
Storm_PercentChanceOf_F1_Tornado = 50
#-
#Range: > -2147483648
Storm_PercentChanceOf_C1_Cyclone = 50
#-
#Range: > -2147483648
Storm_PercentChanceOf_F2_Tornado = 40
#-
#Range: > -2147483648
Storm_PercentChanceOf_C2_Cyclone = 40
#-
#Range: > -2147483648
Storm_PercentChanceOf_F3_Tornado = 30
#-
#Range: > -2147483648
Storm_PercentChanceOf_C3_Cyclone = 30
#-
#Range: > -2147483648
Storm_PercentChanceOf_F4_Tornado = 20
#-
#Range: > -2147483648
Storm_PercentChanceOf_C4_Cyclone = 20
#-
#Range: > -2147483648
Storm_PercentChanceOf_F5_Tornado = 10
#Also known as full blown hurricane
#Range: > -2147483648
Storm_PercentChanceOf_C5_Cyclone = 10
#-
#Range: > -2147483648
Storm_ParticleSpawnDelay = 3
#-
#Range: > -2147483648
Player_Storm_Deadly_OddsTo1 = 30
#-
#Range: > -2147483648
Player_Storm_Deadly_TimeBetweenInTicks = 72000
#-
Server_Storm_Deadly_UseGlobalRate = true
#Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_OddsTo1
#Range: > -2147483648
Server_Storm_Deadly_OddsTo1 = 30
#Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_TimeBetweenInTicks
#Range: > -2147483648
Server_Storm_Deadly_TimeBetweenInTicks = 72000
#For areas without the right mix of hot and cold biomes
#Range: > -2147483648
Player_Storm_Deadly_OddsTo1_Land_Based = 1200
#For areas without the right mix of hot and cold biomes
#Range: > -2147483648
Player_Storm_Deadly_TimeBetweenInTicks_Land_Based = 240000
#Used if Server_Storm_Deadly_UseGlobalRate is on, for areas without the right mix of hot and cold biomes
#Range: > -2147483648
Server_Storm_Deadly_OddsTo1_Land_Based = 1200
#Used if Server_Storm_Deadly_UseGlobalRate is on, for areas without the right mix of hot and cold biomes
#Range: > -2147483648
Server_Storm_Deadly_TimeBetweenInTicks_Land_Based = 240000
#-
preventServerThunderstorms = true
#-
#Range: > -2147483648
Lightning_OddsTo1OfFire = 20
#-
#Range: > -2147483648
Lightning_lifetimeOfFire = 3
#-
#Range: > -2147483648
Lightning_DistanceToPlayerForEffects = 256
#-
Lightning_StartsFires = false
#-
#Range: > -2147483648
Storm_Deflector_RadiusOfStormRemoval = 150
#The minimum stage a storm has to be at to be removed, stages are: 0 = anything, 1 = thunder, 2 = high wind, 3 = hail, 4 = F0/C0, 5 = F1/C1, 6 = F2/C2, 7 = F3/C3, 8 = F4/C4, 9 = F5/C5
#Range: > -2147483648
Storm_Deflector_MinStageRemove = 1
#-
Storm_Deflector_RemoveRainstorms = false
#-
Storm_Deflector_RemoveSandstorms = true
#-
#Range: > -2147483648
Storm_Rain_Overcast_OddsTo1 = 50
#-
#Range: > -2147483648
Storm_Rain_OddsTo1 = 150
#How often in ticks, a rainstorm updates its list of entities under the rainstorm to extinguish. Extinguishes entities under rainclouds when globalOvercast is off. Set to 0 or less to disable
#Range: > -2147483648
Storm_Rain_TrackAndExtinguishEntitiesRate = 200

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#General mod settings
[general]
#Prevents tearing up of dirt, grass, sand and logs, overrides strength based grabbing
Storm_Tornado_RefinedGrabRules = true
#Makes weather boring! or peacefull?
Storm_NoTornadosOrCyclones = false
#Grab player or not
Storm_Tornado_grabPlayer = true
#Prevent grabbing of non players
Storm_Tornado_grabPlayersOnly = false
#Grab hostile mobs, overridden by Storm_Tornado_grabPlayersOnly
Storm_Tornado_grabMobs = true
#Grab animals, overridden by Storm_Tornado_grabPlayersOnly
Storm_Tornado_grabAnimals = true
#Grab villagers, overridden by Storm_Tornado_grabPlayersOnly
Storm_Tornado_grabVillagers = true
#Tear up blocks from the ground based on conditions defined
Storm_Tornado_grabBlocks = true
#Grab entity items, overridden by Storm_Tornado_grabPlayersOnly
Storm_Tornado_grabItems = false
#Grab blocks based on how well a diamond axe can mine the block, so mostly wooden blocks
Storm_Tornado_GrabCond_StrengthGrabbing = true
#Use a list of blocks or block tags instead of grabbing based on calculated strength of block, if true this overrides StrengthGrabbing and RefinedGrabRules
Storm_Tornado_GrabCond_List = false
#Treat block grab list as a blacklist instead of whitelist
Storm_Tornado_GrabListBlacklistMode = false
#Enable Storm_Tornado_GrabCond_List to use, add registered block names or block tags to list, for tags, indicate with #, use commas to separate values, if namespace missing, 'minecraft:' is automatically used
Storm_Tornado_GrabList = "#fences, #minecraft:fence_gates, #wooden_doors, #wooden_stairs, #wooden_slabs, #flowers, #planks, #wool, #wooden_trapdoors, #wooden_pressure_plates, #cave_vines, #saplings, #banners, #leaves, #small_flowers, #beds, #tall_flowers, #flowers, #candles, #wall_signs, #signs, #fire, #campfires, #replaceable_plants, #wall_post_override"
#Max amount of flying entity blocks allowed active, if it goes over this, it stops turning destroyed blocks into entities
#Range: > -2147483648
Storm_Tornado_maxFlyingEntityBlocks = 200
#-
#Range: > -2147483648
Storm_Tornado_maxBlocksGrabbedPerTick = 5
#Make tornados initial heading aimed towards closest player
Storm_Tornado_aimAtPlayerOnSpawn = true
#Accuracy of tornado aimed at player
#Range: > -2147483648
Storm_Tornado_aimAtPlayerAngleVariance = 5
#Extra bit of grab angle for the tornado, tweak for different grab shapes, higher = tigher grab, lower = wider grab, might toss them away
#Range: > -2147483648
Storm_Tornado_extraGrabAngle = 20
#-
Storm_Tornado_fallDamage = true

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#General mod settings
[general]
#-
Misc_windOn = true
#-
Wind_LowWindEvents = true
#-
Wind_HighWindEvents = true
#-
Wind_UsePerlinNoise = false
#-
#Range: > -2147483648
lowWindTimerEnableAmountBase = 2400
#-
#Range: > -2147483648
lowWindTimerEnableAmountRnd = 12000
#-
#Range: > -2147483648
lowWindOddsTo1 = 4000
#-
#Range: > -2147483648
highWindTimerEnableAmountBase = 2400
#-
#Range: > -2147483648
highWindTimerEnableAmountRnd = 12000
#-
#Range: > -2147483648
highWindOddsTo1 = 8000
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
globalWindAngleChangeAmountRate = 1.0
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
windSpeedMin = 1.0E-5
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
windSpeedMax = 1.0
#Min wind speed to maintain if its raining with global overcast mode on, overrides low wind events and windSpeedMin
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
windSpeedMinGlobalOvercastRaining = 0.01
#-
#Range: > -2147483648
Wind_Turbine_FE_Generated_Per_Tick = 10

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{
"showOxygenDistributorArea": false,
"showGravityNormalizerArea": false,
"jetSuitEnabled": true,
// Type: Integer
"oxygenBarX": 5,
// Type: Integer
"oxygenBarY": 25,
// Type: Float
"oxygenBarScale": 1.0,
// Type: Integer
"energyBarX": 11,
// Type: Integer
"energyBarY": 95,
// Type: Float
"energyBarScale": 1.0,
"spaceMuffler": true,
"radio": {
// Range: 0 - 100
"volume": 32,
"favorites": []
}
}

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{
// Allow players to set custom flag images for their rockets.
"allowFlagImages": true,
// Allow rockets to be launched from any dimension, even if it's not considered a planet.
"launchAnywhere": false,
/*
* The random tick speed for breaking plants, torches, freezing water, etc. on planets.
* Type: Integer
*/
"planetRandomTickSpeed": 20,
// Always tick every planet chunk for things like freezing water, breaking plants, etc., regardless of whether the chunk can tick randomly or not. This has a small performance impact.
"forcePlanetTick": false,
/*
* The y level where rockets should leave the dimension and enter space.
* Type: Integer
*/
"atmosphereLeave": 600,
// A comma-separated list of planet IDs that should be hidden from the planets screen. e.g. minecraft:overworld,ad_astra:moon,ad_astra:mars,ad_astra:venus,ad_astra:mercury,ad_astra:glacio
"disabledPlanets": "",
// Disables oxygen damage.
"disableOxygen": false,
// Disables temperature damage.
"disableTemperature": false,
// Uses normal gravity for all planets.
"disableGravity": false,
// An Air Vortex is created when an oxygenated structure breaks its seal, causing every entity inside to rapidly get sucked out. This setting disables that.
"disableAirVortexes": false,
"cryoFreezer": {
// Type: Long
"ironTierMaxEnergyInOut": 100,
// Type: Long
"steelTierMaxEnergyInOut": 150,
// Type: Long
"deshTierMaxEnergyInOut": 250,
// Type: Long
"ostrumTierMaxEnergyInOut": 500,
// Type: Long
"ironTierEnergyCapacity": 10000,
// Type: Long
"steelTierEnergyCapacity": 20000,
// Type: Long
"deshTierEnergyCapacity": 50000,
// Type: Long
"ostrumTierEnergyCapacity": 100000,
// Type: Long
"steelTierFluidCapacity": 3000,
// Type: Long
"deshTierFluidCapacity": 5000,
// Type: Long
"ostrumTierFluidCapacity": 10000,
// Type: Long
"coalGeneratorEnergyGenerationPerTick": 20,
// Type: Long
"etrionicBlastFurnaceBlastingEnergyPerItem": 10,
// Type: Long
"waterPumpEnergyPerTick": 20,
// Type: Long
"waterPumpFluidGenerationPerTick": 50,
// Type: Long
"energizerEnergyCapacity": 2000000,
/*
* The maximum number of blocks that an oxygen distributor and gravity normalizer can distribute to.
* Type: Integer
*/
"maxDistributionBlocks": 6000,
/*
* The tick rate (20 ticks = 1 second) at which the oxygen distributor and gravity normalizer will recalculate the distribution area.
* Type: Integer
*/
"distributionRefreshRate": 100,
/*
* The tick rate (20 ticks = 1 second) at which cables and fluid pipes will recalculate their connections.
* Type: Integer
*/
"pipeRefreshRate": 50
}
}

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{
"items": {
// Type: Integer
"oxygen_chargers_distribution_interval": 20,
// Type: Long
"oxygen_can_fluid_capacity": 500,
// Type: Long
"oxygen_can_fluid_transfer": 125,
// Type: Long
"netherite_oxygen_can_fluid_capacity": 1000,
// Type: Long
"netherite_oxygen_can_fluid_transfer": 250
},
"machines": {
// Type: Long
"fuel_loader_fluid_capacity": 8000,
// Type: Long
"fuel_loader_fluid_transfer": 250,
/*
* Blocks from Fuel Loader to each direction
* Type: Integer
*/
"fuel_loader_working_range": 2,
// Type: Long
"automation_nasa_workbench_energy_capacity": 9600,
// Type: Long
"automation_nasa_workbench_energy_usage": 24,
// Type: Integer
"automation_nasa_workbench_cook_time": 200,
// Type: Long
"gravity_normalizer_energy_capacity": 9600,
/*
* Blocks = x * y * z
* Type: Double
*/
"gravity_normalizer_energy_per_blocks": 0.5,
// Type: Integer
"gravity_normalizer_max_length": 31,
// Type: Integer
"gravity_normalizer_proof_duration": 10,
/*
* Blocks from Rocket Sensor to each direction
* Type: Integer
*/
"rocket_sensor_working_range": 2
},
"enchantments": {
// Show tooltip on this mod's enchanted book
"tooltip_enabled": true,
/*
* Tooltip will don't show when 'Enchantment Descriptions' or 'Enchantment Lore' or 'CoFH Core' installed.
* but, if this set 'true' show tooltip with ignore that mods.
*/
"tooltip_ignore": false,
/*
* Energy usage for breath [in every 30 ticks]
* Type: Integer
*/
"space_breathing_energy_using": 30,
/*
* Oxygen usage on using durability
* Type: Long
*/
"space_breathing_durability_oxygen": 2,
/*
* Durability usage for breath
* Type: Integer
*/
"space_breathing_durability_using": 1,
/*
* Breath duration on using durability [ticks, be multiple of 30]
* Type: Integer
*/
"space_breathing_durability_duration": 60,
/*
* Energy usage for proof [in every 10 ticks]
* Type: Integer
*/
"space_fire_proof_energy_using": 10,
/*
* Durability usage for proof
* Type: Integer
*/
"space_fire_proof_durability_using": 1,
/*
* Proof duration on using durability [ticks, be multiple of 10]
* Type: Integer
*/
"space_fire_proof_durability_duration": 60,
/*
* Energy usage for proof [in every 10 ticks]
* Type: Integer
*/
"acid_rain_proof_energy_using": 10,
/*
* Durability usage for proof
* Type: Integer
*/
"acid_rain_proof_durability_using": 1,
/*
* Proof duration on using durability [ticks, be multiple of 10]
* Type: Integer
*/
"acid_rain_proof_durability_duration": 60,
/*
* Energy usage for proof [in every 10 ticks]
* Type: Integer
*/
"gravity_normalizing_energy_using": 10,
/*
* Durability usage for proof
* Type: Integer
*/
"gravity_normalizing_durability_using": 1,
/*
* Proof duration on using durability [ticks, be multiple of 10]
* Type: Integer
*/
"gravity_normalizing_durability_duration": 60
},
"compats": {
"mekanism": {
/*
* Energy usage for provide oxygen [in every 30 ticks]
* Type: Integer
*/
"modules_space_breathing_energy_using_provide": 300,
/*
* Energy usage per mb when produce Mekanism oxygen to player in water, rain
* Type: Integer
*/
"modules_space_breathing_energy_using_produce": 200,
/*
* Energy usage for proof in every ticks [in every 10 ticks]
* Type: Integer
*/
"modules_space_fire_proof_energy_using": 100,
/*
* Energy usage for proof in every ticks [in every 10 ticks]
* Type: Integer
*/
"modules_acid_rain_proof_energy_using": 100,
/*
* Energy usage for proof in every ticks [in every 10 ticks]
* Type: Integer
*/
"modules_gravity_normalizing_energy_using": 100
},
"pneumaticcraft": {
/*
* Air usage for provide oxygen [in every 30 ticks]
* Type: Integer
*/
"upgades_space_breathing_air_using": 150,
/*
* Air usage for proof [in every 10 ticks]
* Type: Integer
*/
"upgades_space_fire_proof_air_using": 50,
/*
* Air usage for proof [in every 10 ticks]
* Type: Integer
*/
"upgades_acid_rain_proof_air_using": 50,
/*
* Air usage for proof [in every 10 ticks]
* Type: Integer
*/
"upgades_gravity_normalizing_air_using": 50
}
}
}

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#Whether to log the dirt block on common setup
logDirtBlock = true
#A magic number
#Range: > 0
magicNumber = 42
#What you want the introduction message to be for the magic number
magicNumberIntroduction = "The magic number is... "
#A list of items to log on common setup.
items = ["minecraft:iron_ingot"]

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[Smoke]
#Affects probability of coloring smoke by chimneys
#Range: 0.0 ~ 1.0
coloringFactor = 0.1
#Maximum smoke particles that can be rendered at scene.
#If exceeded, smoke amount will be reduced proportionally for each rendered chimney
#Range: 0 ~ 2000
maxRenderedParticlesAmount = 800
#If true, smoke particles will collide with obstacles
canCollide = true
#If true, all emitters will produce smoke even without connected chimneys
emitWithoutChimney = true
#Use vanilla smoke particles for compatibility with some mods.
#Limitations: no wind, no coloring, no collisions
useVanillaSmokeParticles = false
#Whether to colorize smoke particles or not
colorize = true

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[Smoke]
#Default smoke color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb)
defaultColor = -1
#Maximum smoke particles amount per chimney
#Range: 1 ~ 100
maxAmount = 16
#Maximum smoke blow out distance
#Range: 0.0 ~ 20.0
maxIntencity = 4.0
#Maximum smoke particles scale
#Range: 1.0 ~ 10.0
maxScale = 2.5
#Maximum smoke particles render distance
#Range: 16 ~ 256
maxRenderDistance = 128
#Whether to replace vanilla smoke particles from a campfire or not
replaceVanillaCampfireSmoke = true
[Paint]
#Whether a bucket of water is required to be in the player's inventory in order to paint
requiresWaterBucket = true
#Whether a dye is required to be in the player's inventory in order to paint
requiresDye = true
[Pipe]
#Number of pipes that can be placed(when holding pipe items in both hands) / broken(when crouching) at once
#Range: 1 ~ 128
maxPipesAtOnce = 8
[Vent]
#All settings related to the ventilation system are shared between several mods and therefore located in forgeendertech-common.toml
"whereAreTheSettings?" = ["I've read the hint and understood"]
[Pump]
#If set to True, the redstone signal will turn the pump off instead of turning it on
invertedRedstoneSignal = false
[Pump.ForgeEnergy]
#Whether Forge Energy is required or not
enabled = false
#Maximum amount of energy that can be held
#Range: 0 ~ 100000
capacity = 10000
#Amount of energy consumed per operation or second
#Range: 0 ~ 1000
consumption = 50

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:diamond_furnace:[lit=true]]
S:id=betterfurnacesreforged:diamond_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.4]
S:intensity=1.4
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:extreme_forge:[lit=true]]
S:id=betterfurnacesreforged:extreme_forge:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 8.0]
S:amount=8.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 4.0]
S:intensity=4.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:extreme_furnace:[lit=true]]
S:id=betterfurnacesreforged:extreme_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 8.0]
S:amount=8.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 4.0]
S:intensity=4.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:gold_furnace:[lit=true]]
S:id=betterfurnacesreforged:gold_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.2]
S:intensity=1.2
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:iron_furnace:[lit=true]]
S:id=betterfurnacesreforged:iron_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: betterfurnacesreforged:netherhot_furnace:[lit=true]]
S:id=betterfurnacesreforged:netherhot_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 4.0]
S:amount=4.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 2.0]
S:intensity=2.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11553025]
S:color=0x11553025
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: brickfurnace:brick_blast_furnace:[lit=true]]
S:id=brickfurnace:brick_blast_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11964f3d]
S:color=0x11964f3d
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: brickfurnace:brick_furnace:[lit=true]]
S:id=brickfurnace:brick_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11985442]
S:color=0x11985442
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: brickfurnace:brick_smoker:[lit=true]]
S:id=brickfurnace:brick_smoker:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: byg:boric_campfire:[lit=true, signal_fire=false]]
S:id=byg:boric_campfire:[lit=true, signal_fire=false]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.1]
S:intensity=0.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xbb29b113]
S:color=0xbb29b113
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: byg:boric_campfire:[lit=true, signal_fire=true]]
S:id=byg:boric_campfire:[lit=true, signal_fire=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: byg:cryptic_campfire:[lit=true, signal_fire=false]]
S:id=byg:cryptic_campfire:[lit=true, signal_fire=false]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.1]
S:intensity=0.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xbbdc1b27]
S:color=0xbbdc1b27
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: byg:cryptic_campfire:[lit=true, signal_fire=true]]
S:id=byg:cryptic_campfire:[lit=true, signal_fire=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11b4b4b4]
S:color=0x11b4b4b4
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: car:blastfurnace:[powered=true]]
S:id=car:blastfurnace:[powered=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11c46750]
S:color=0x11c46750
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ceramics:kiln:[lit=true]]
S:id=ceramics:kiln:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: charcoal_pit:blast_furnace:[lit=true]]
S:id=charcoal_pit:blast_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: charcoal_pit:bloomeryy:[lit=true]]
S:id=charcoal_pit:bloomeryy:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: charcoal_pit:distillery:[lit=true]]
S:id=charcoal_pit:distillery:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: charcoal_pit:steam_press:[lit=true]]
S:id=charcoal_pit:steam_press:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: false]
B:emitWithoutChimney=false
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: clayworks:kiln:[lit=true]]
S:id=clayworks:kiln:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: BurnTime]
S:activeTag=BurnTime
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: cookingforblockheads:oven:*]
S:id=cookingforblockheads:oven:*
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: create:blaze_burner:[blaze=kindled]]
S:id=create:blaze_burner:[blaze=kindled]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: create:lit_blaze_burner:*]
S:id=create:lit_blaze_burner:*
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: BLOCK]
S:type=BLOCK
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.1]
S:intensity=0.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: createdieselgenerators:diesel_engine:[powered=true, silenced=false]]
S:id=createdieselgenerators:diesel_engine:[powered=true, silenced=false]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: createdieselgenerators:diesel_engine:[powered=true, silenced=true]]
S:id=createdieselgenerators:diesel_engine:[powered=true, silenced=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.1]
S:intensity=0.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 1.0]
S:scale=1.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: createdieselgenerators:large_diesel_engine:[powered=true, silenced=false]]
S:id=createdieselgenerators:large_diesel_engine:[powered=true, silenced=false]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: createdieselgenerators:large_diesel_engine:[powered=true, silenced=true]]
S:id=createdieselgenerators:large_diesel_engine:[powered=true, silenced=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.1]
S:intensity=0.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 1.0]
S:scale=1.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11232327]
S:color=0x11232327
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: crossroads:firebox:[active=true]]
S:id=crossroads:firebox:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: divinerpg:coalstone_furnace:[lit=true]]
S:id=divinerpg:coalstone_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11a61900]
S:color=0x11a61900
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: divinerpg:demon_furnace:[lit=true]]
S:id=divinerpg:demon_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11646a45]
S:color=0x11646a45
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: divinerpg:greenlight_furnace:[lit=true]]
S:id=divinerpg:greenlight_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1178705e]
S:color=0x1178705e
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: divinerpg:molten_furnace:[lit=true]]
S:id=divinerpg:molten_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11575988]
S:color=0x11575988
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: divinerpg:moonlight_furnace:[lit=true]]
S:id=divinerpg:moonlight_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11437d9b]
S:color=0x11437d9b
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: divinerpg:oceanfire_furnace:[lit=true]]
S:id=divinerpg:oceanfire_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11c7c7c7]
S:color=0x11c7c7c7
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: divinerpg:whitefire_furnace:[lit=true]]
S:id=divinerpg:whitefire_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: burnTime]
S:activeTag=burnTime
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: electrodynamics:coalgenerator:*]
S:id=electrodynamics:coalgenerator:*
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11674833]
S:color=0x11674833
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: environmental:kiln:[lit=true]]
S:id=environmental:kiln:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: #hardcoded_cooking_pot_check]
S:activeTag=#hardcoded_cooking_pot_check
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: farmersdelight:stove:[lit=true]]
S:id=farmersdelight:stove:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: furnacemk2:furnacemk2:[lit=true]]
S:id=furnacemk2:furnacemk2:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: handcrafted:oven:[lit=true]]
S:id=handcrafted:oven:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ic2:fuel_boiler:[active=true]]
S:id=ic2:fuel_boiler:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
ic2:fuel_boiler_structure:*
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ic2:generator:[active=true]]
S:id=ic2:generator:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ic2:iron_furnace:[active=true]]
S:id=ic2:iron_furnace:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ic2:liquid_generator:[active=true]]
S:id=ic2:liquid_generator:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ic2:slag_generator:[active=true]]
S:id=ic2:slag_generator:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ic2:stone_canner:[active=true]]
S:id=ic2:stone_canner:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: false]
B:emitWithoutChimney=false
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ic2:stone_macerator:[active=true]]
S:id=ic2:stone_macerator:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ic2:wood_gassifier:[active=true]]
S:id=ic2:wood_gassifier:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: false]
B:canEmitAside=false
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x115f2f21]
S:color=0x115f2f21
# If true, the smoke particles will be generated even without connected chimney. [default: false]
B:emitWithoutChimney=false
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: immersiveengineering:advanced_blast_furnace:[active=true, multiblockslave=false]]
S:id=immersiveengineering:advanced_blast_furnace:[active=true, multiblockslave=false]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
immersiveengineering:advanced_blast_furnace:[multiblockslave=true]
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11794340]
S:color=0x11794340
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: immersiveengineering:alloy_smelter:[active=true, multiblockslave=false]]
S:id=immersiveengineering:alloy_smelter:[active=true, multiblockslave=false]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
immersiveengineering:alloy_smelter:[multiblockslave=true]
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.2]
S:intensity=1.2
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x115f2f21]
S:color=0x115f2f21
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: immersiveengineering:blast_furnace:[active=true, multiblockslave=false]]
S:id=immersiveengineering:blast_furnace:[active=true, multiblockslave=false]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
immersiveengineering:blast_furnace:[multiblockslave=true]
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11333333]
S:color=0x11333333
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: immersiveengineering:coke_oven:[active=true, multiblockslave=false]]
S:id=immersiveengineering:coke_oven:[active=true, multiblockslave=false]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
immersiveengineering:coke_oven:[multiblockslave=true]
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: active]
S:activeTag=active
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11353535]
S:color=0x11353535
# If true, the smoke particles will be generated even without connected chimney. [default: false]
B:emitWithoutChimney=false
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: immersiveengineering:diesel_generator:[multiblockslave=false]]
S:id=immersiveengineering:diesel_generator:[multiblockslave=false]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
immersiveengineering:diesel_generator:[multiblockslave=true]
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: progressBar/Tick]
S:activeTag=progressBar/Tick
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1183471e]
S:color=0x1183471e
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: industrialforegoing:biofuel_generator:*]
S:id=industrialforegoing:biofuel_generator:*
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: progressBar/Tick]
S:activeTag=progressBar/Tick
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x115c3c2c]
S:color=0x115c3c2c
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: industrialforegoing:pitiful_generator:*]
S:id=industrialforegoing:pitiful_generator:*
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11e2943c]
S:color=0x11e2943c
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ironfurnaces:copper_furnace:[lit=true]]
S:id=ironfurnaces:copper_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1123b6f6]
S:color=0x1123b6f6
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ironfurnaces:crystal_furnace:[lit=true]]
S:id=ironfurnaces:crystal_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 2.5]
S:intensity=2.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x113cdde2]
S:color=0x113cdde2
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ironfurnaces:diamond_furnace:[lit=true]]
S:id=ironfurnaces:diamond_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 2.0]
S:intensity=2.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1120c22f]
S:color=0x1120c22f
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ironfurnaces:emerald_furnace:[lit=true]]
S:id=ironfurnaces:emerald_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 2.0]
S:intensity=2.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11f6bb23]
S:color=0x11f6bb23
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ironfurnaces:gold_furnace:[lit=true]]
S:id=ironfurnaces:gold_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11727272]
S:color=0x11727272
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ironfurnaces:iron_furnace:[lit=true]]
S:id=ironfurnaces:iron_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11ffffff]
S:color=0x11ffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ironfurnaces:million_furnace:[lit=true]]
S:id=ironfurnaces:million_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11241e1f]
S:color=0x11241e1f
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ironfurnaces:netherite_furnace:[lit=true]]
S:id=ironfurnaces:netherite_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 4.0]
S:amount=4.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 4.0]
S:intensity=4.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11231732]
S:color=0x11231732
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ironfurnaces:obsidian_furnace:[lit=true]]
S:id=ironfurnaces:obsidian_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 2.0]
S:intensity=2.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11818d8d]
S:color=0x11818d8d
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: ironfurnaces:silver_furnace:[lit=true]]
S:id=ironfurnaces:silver_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11808080]
S:color=0x11808080
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: jumbofurnace:jumbo_furnace:[lit=true, x=1, y=1, z=0]]
S:id=jumbofurnace:jumbo_furnace:[lit=true, x=1, y=1, z=0]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
jumbofurnace:jumbo_furnace:*
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 3.0]
S:amount=3.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x117a5e53]
S:color=0x117a5e53
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: mekanism:fuelwood_heater:[active=true]]
S:id=mekanism:fuelwood_heater:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x113e3d41]
S:color=0x113e3d41
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: mekanismgenerators:bio_generator:[active=true]]
S:id=mekanismgenerators:bio_generator:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x113e3d41]
S:color=0x113e3d41
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: mekanismgenerators:gas_burning_generator:[active=true]]
S:id=mekanismgenerators:gas_burning_generator:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x113e3d41]
S:color=0x113e3d41
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: mekanismgenerators:heat_generator:[active=true]]
S:id=mekanismgenerators:heat_generator:[active=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x113e3d41]
S:color=0x113e3d41
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: blast_furnace:[lit=true]]
S:id=blast_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.5]
S:intensity=1.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: campfire:[lit=true, signal_fire=false]]
S:id=campfire:[lit=true, signal_fire=false]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.1]
S:intensity=0.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xbbff6600]
S:color=0xbbff6600
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: campfire:[lit=true, signal_fire=true]]
S:id=campfire:[lit=true, signal_fire=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11808080]
S:color=0x11808080
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: furnace:[lit=true]]
S:id=furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11654e2b]
S:color=0x11654e2b
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: smoker:[lit=true]]
S:id=smoker:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xffffffff]
S:color=0xffffffff
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: soul_campfire:[lit=true, signal_fire=false]]
S:id=soul_campfire:[lit=true, signal_fire=false]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 1.0]
S:amount=1.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.1]
S:intensity=0.1
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0xbb7cf2f5]
S:color=0xbb7cf2f5
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: soul_campfire:[lit=true, signal_fire=true]]
S:id=soul_campfire:[lit=true, signal_fire=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 2]
I:maxGapLength=2
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 0.5]
S:intensity=0.5
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: FuelLeft]
S:activeTag=FuelLeft
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11bbbab9]
S:color=0x11bbbab9
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: mysticalagriculture:basic_reprocessor:*]
S:id=mysticalagriculture:basic_reprocessor:*
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11008cf0]
S:color=0x11008cf0
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: mysticalagriculture:imperium_furnace:[lit=true]]
S:id=mysticalagriculture:imperium_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.6]
S:intensity=1.6
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: FuelLeft]
S:activeTag=FuelLeft
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x11008cf0]
S:color=0x11008cf0
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: mysticalagriculture:imperium_reprocessor:*]
S:id=mysticalagriculture:imperium_reprocessor:*
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.6]
S:intensity=1.6
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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# Configuration file
Emitter {
# Defines the name of the NBT tag that stores info about tile entity active state.
# Emitter is considered active if the return value is greater than 0 or true.
# Set to an empty string if you don't need this function. [default: ]
S:activeTag=
# If true, the smoke will be transferred to the chimneys directly connected from aside. [default: true]
B:canEmitAside=true
# Defines a color in ARGB (Alpha, Red, Green, Blue) hex format (0xaarrggbb) which will be applied to the smoke.
# The alpha channel of this color (aa) determines probability of applying (ff - always, 7f - 1/2, 00 - never).
# [default: 0x1192ad00]
S:color=0x1192ad00
# If true, the smoke particles will be generated even without connected chimney. [default: true]
B:emitWithoutChimney=true
# Id is a basic unit (block or item) identifier in <modId:unitName:meta> format.
# ModId can be omitted for vanilla items. Meta can be omitted too if it equals 0.
# UnitName must be lowercase, words separated by '_', words order - from private to common (example: black_iron_ore).
# Use '*' char or '[]' as meta value to specify all possible values (all block states).
# To define multiple block states, you can use block properties. The format is <modId:blockName:[prop1=value1, prop2=value2]>
# Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper).
# [default: mysticalagriculture:inferium_furnace:[lit=true]]
S:id=mysticalagriculture:inferium_furnace:[lit=true]
# This parameter is required only for those blocks that use NBT tags to fully identify themselves.
# The format is <tagKey>=<value>
# If the value is a string, it must be enclosed in double quotes. Example: id="ic2:generator"
# Leave this blank if you don't need it. [default: ]
S:identityTag=
# Defines the maximum allowable air gap between the emitter and the chimney located above. [range: 0 ~ 16, default: 0]
I:maxGapLength=0
# Defines a list of blocks which should be considered as part of this multiblock.
S:relatedBlocks <
>
# Defines the type of this emitter.
# Valid types (case insensitive):
# BLOCK - a simple Block without a Tile Entity that will be updated each time it receives a random tick.
# TILE - a Block with a Tile Entity that will be updated onces per second.
# ENTITY - a mobile Entity that will be updated onces per second.
# FUEL - a Tile Entity with a HARDCODED hook that will be updated each time it consumes fuel. [default: TILE]
S:type=TILE
}
Smoke {
# Defines particles amount [range: 0.0 ~ 16.0, default: 2.0]
S:amount=2.0
# Defines smoke blow out distance. [range: 0.0 ~ 4.0, default: 1.0]
S:intensity=1.0
# Defines smoke particles scale. [range: 1.0 ~ 2.5, default: 2.0]
S:scale=2.0
}

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