# 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: 0xbbe958a5] S:color=0xbbe958a5 # 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 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 # Also you may use tags. The format is <#modId:tagPath> (example: #forge:ores/copper). # [default: tintedcampfires:magenta_campfire:[lit=true, signal_fire=true]] S:id=tintedcampfires:magenta_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 = # 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 }