MineFactory lasery

Technická podpora k herním serverům Minecraft a Tekkit
Message
Autor
miminkek
Příspěvky: 565
Registrován: 14 čer 2014, 11:29
Reputation: 0
Bydliště: U počítače

MineFactory lasery

#1 Příspěvekod miminkek » 16 kvě 2015, 11:12

Server:93.91.250.124:27504
Ahoj mám dotaz. Nevíte někdo jak snížit žravost energie Laser drillů z mine factory reloaded? :) Docela bych to potřeboval. Předem děkuji za odpověď

Config minefactory reloaded:
Spoiler: zobrazit

Kód: Vybrat vše

# Configuration file

general {
    # If true, RedNet color bands will always be bright.
    B:BrightRedNetColors=false

    # Set to true to disable RedNet cables switching to TESRs when they detect that they are updating too rapidly.
    B:DisableRedNetFramerateStabilization=false

    # Set to true to enable the RedNet GUI's colorblind mode.
    B:EnableColorblindMode=false

    # The maximum number of blocks the spyglass and ruler can look to find something. This calculation is performed only on the client side.
    I:SpyglassRange=200
}


Common minefactory reloaded
Spoiler: zobrazit

Kód: Vybrat vše

# Configuration file

Entity {
    # If true, using a portaspawner on an empty minecart will make it into a spawner cart
    B:EnableSpawnerCarts=true
    I:ID.Zoologist=330
}


Machine {

    AutoSpawner {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=60

        # A list of entity IDs (e.g.: CaveSpider or VillagerGolem or Forestry.butterflyGE) to blacklist from the AutoSpawner. The Debugger item will display an entity's ID when used.
        S:Blacklist <
            VillagerGolem
         >
        B:Recipe.Enabled=true

        Cost {
            # The multiplier for work required to generate a mob in exact mode.
            I:Exact=5

            # The multiplier for work required to generate a mob in standard (non-exact) mode.
            I:Standard=1

            ##########################################################################################################
            # Custom
            #--------------------------------------------------------------------------------------------------------#
            # Custom base XP costs for entities. format: I:<entityid> = #. e.g.:
            # I:VillagerGolem = 25
            # I:Slime = 50
            ##########################################################################################################

            Custom {
            }

        }

    }

    Conveyor {
        # If false, conveyors will not grab non-item entities. Breaks conveyor mob grinders but makes them safe for golems, etc.
        B:CaptureNonItems=true

        # If true, conveyors will NEVER capture players regardless of other settings.
        B:NeverCapturePlayers=false

        # If true, conveyors will NEVER capture ThaumCraft golems regardless of other settings.
        B:NeverCaptureTCGolems=false
    }

    ChunkLoader {
        # If true, the Chunk Loader will use the activation energy config in this section. WARNING: this makes it much more expensive at lower values. (non-configurable is exponential)
        B:EnableConfigurableActivationEnergy=false

        # If true, the Chunk Loader will ignore forgeChunkLoading.cfg.
        B:IgnoreChunkLimit=false
        B:Recipe.Enabled=true

        # If true, the Chunk Loader will require that the player who placed it be online to function
        B:RequiresOwnerOnline=false
    }

    LaserDrill {
        B:Recipe.Enabled=true

        # The work required by the drill to generate a single ore.
        I:Work=300
    }

    Unifier {
        # A list of ore dictionary entrys to disable unifying for. By default, MFR will not attempt to unify anything with more than one oredict name.
        S:Blacklist <
            dyeBlue
            dyeWhite
            dyeBrown
            dyeBlack
            listAllwater
            listAllmilk
         >
        B:Recipe.Enabled=true
    }

    Breeder {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=64
        B:Recipe.Enabled=true

        # If the number of entities in the breeder's target area exceeds this value, the breeder will cease operating. This is provided to control server lag.
        I:ShutdownThreshold=50
    }

    Fertilizer {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=96

        # If true, the fertilizer will use bonemeal as well as MFR fertilizer. Provided for those who want a less work-intensive farm.
        B:EnableBonemeal=false
        B:Recipe.Enabled=true
    }

    AutoDisenchanter {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=32

        # If true, the disenchanter will use essence to disenchant items. Provided for those who want a more work-intensive enchanting system.
        B:EnableEssence=false
        B:Recipe.Enabled=true
    }

    SteamBoiler {
        # If true, the steam boiler will explode if it's hot and dry when you try to pump water into it.
        B:Explodes=false
        B:Recipe.Enabled=true
    }

    Planter {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    Fisher {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=2
        B:Recipe.Enabled=true
    }

    Harvester {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=24
        B:Recipe.Enabled=true

        # If true, the harvester will skip scanning some bocks when filled with sludge
        B:SkipWork=false
    }

    Rancher {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=32
        B:Recipe.Enabled=true
    }

    Vet {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=32
        B:Recipe.Enabled=true
    }

    ItemCollector {
        B:Recipe.Enabled=true
    }

    BlockBreaker {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=96
        B:Recipe.Enabled=true
    }

    WeatherCollector {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=1
        B:Recipe.Enabled=true
    }

    SludgeBoiler {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=3
        B:Recipe.Enabled=true
    }

    Sewer {
        B:Recipe.Enabled=true
    }

    Composter {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=4
        B:Recipe.Enabled=true
    }

    Grinder {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=320
        B:Recipe.Enabled=true
    }

    AutoEnchanter {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    Chronotyper {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=128
        B:Recipe.Enabled=true
    }

    Ejector {
        B:Recipe.Enabled=true
    }

    ItemRouter {
        B:Recipe.Enabled=true
    }

    LiquidRouter {
        B:Recipe.Enabled=true
    }

    DeepStorageUnit {
        B:Recipe.Enabled=true
    }

    LiquiCrafter {
        B:Recipe.Enabled=true
    }

    LavaFabricator {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=20
        B:Recipe.Enabled=true
    }

    AutoJukebox {
        B:Recipe.Enabled=true
    }

    BioReactor {
        B:Recipe.Enabled=true
    }

    BioFuelGenerator {
        # The amount of energy generated by this machine in one tick, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    Slaughterhouse {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=100
        B:Recipe.Enabled=true
    }

    MeatPacker {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=2
        B:Recipe.Enabled=true
    }

    EnchantmentRouter {
        B:Recipe.Enabled=true
    }

    LaserDrillPrecharger {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=500
        B:Recipe.Enabled=true
    }

    AutoAnvil {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    BlockSmasher {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=1
        B:Recipe.Enabled=true
    }

    RedNote {
        B:Recipe.Enabled=true
    }

    AutoBrewer {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=4
        B:Recipe.Enabled=true
    }

    FruitPicker {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=32
        B:Recipe.Enabled=true
    }

    BlockPlacer {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=1
        B:Recipe.Enabled=true
    }

    MobCounter {
        B:Recipe.Enabled=true
    }

    SteamTurbine {
        # The amount of energy generated by this machine in one tick, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    Fountain {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=8
        B:Recipe.Enabled=true
    }

    MobRouter {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=256
        B:Recipe.Enabled=true
    }

}


RecipeSets {
    # If true, MFR will register its EnderIO-based recipes.
    B:EnderIO=false

    # If true, MFR will register its Thermal Expansion-based recipes.
    B:ThermalExpansion=true

    # If true, MFR will register its standard (vanilla-item-only) recipes.
    B:Vanilla=false
}


entity {
    B:EnableSpawnerCarts=true
    I:ID.Zoologist=330
}


general {
    # Set to false to disable various sounds and particle effects, such as when a block is harvested.
    B:PlaySounds=true

    # A list of entity IDs (e.g.: CaveSpider or VillagerGolem or Forestry.butterflyGE) to blacklist from being captured by the SafariNet. The Debugger item will display an entity's ID when used.
    S:SafariNetBlacklist <
     >

    # If true, when you have no empty slots in your inventory, you will continue filling buckets from tanks and drop them on the ground.
    B:Tanks.FillWithoutEmptySlots=true

    searchdistance {
        I:FruitTree.MaxHoriztonal=5
        I:FruitTree.MaxVertical=20
        I:PassengerRail.MaxHorizontal=3
        I:PassengerRail.MaxVertical=2
        I:StackingBlock.MaxVertical=5
        I:Tree.MaxHorizontal=512
        I:Tree.MaxVertical=256
    }

    rednet {
        S:ConnectionBlackList <
         >
        B:Debug=false
    }

    worldgen {
        I:Dimension.Blacklist <
         >

        rubbertrees {
            S:Biome.Blacklist <
             >
            S:Biome.Whitelist <
             >
            B:Enable=true
            B:SacredRubberSapling=false
        }

        lakes {
            B:Enable=true

            sludge {
                S:BiomeList <
                 >
                B:BiomeList.Mode=false
                I:Rarity=32
            }

            sewage {
                S:BiomeList <
                 >
                B:BiomeList.Mode=false
                I:Rarity=32
            }

        }

        retrogen {
            B:RubberTrees=false
            B:SewageLakes=false
            B:SludgeLakes=false
        }

    }

    WorldGen {
        # A list of dimension IDs to disable MFR worldgen in.
        I:Dimension.Blacklist <
         >

        ##########################################################################################################
        # RetroGen
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable specific retrogen items.
        # Only has an effect if retroactive geneneration is enabled in CoFHCore.
        ##########################################################################################################

        RetroGen {
            B:RubberTrees=true
            B:SewageLakes=false
            B:SludgeLakes=false
        }

        RubberTrees {
            # A list of biomes to disallow rubber trees to spawn in. Overrides any other biomes added.
            S:Biome.Blacklist <
             >

            # A list of biomes to allow rubber trees to spawn in. Does nothing if rubber tree worldgen is disabled.
            S:Biome.Whitelist <
             >

            # Whether or not to generate MFR rubber trees during map generation
            B:Enable=true

            # If true, enable adding Enchanted Sacred Rubber Saplings to stronghold library loot.
            B:SacredRubberSapling=false
        }

        Lakes {
            # Whether or not to generate MFR lakes during map generation. By default, MFR will not attempt lake worldgen in dimensions where the player cannot respawn.
            B:Enable=true

            Sludge {
                # A list of biomes to allow/disallow Sludge lakes to spawn in. Does nothing if lake worldgen is disabled.
                S:BiomeList <
                 >

                # If false, the biome list is a blacklist. If true, the biome list is a whitelist.
                B:BiomeList.Mode=false

                # Higher numbers make sludge lakes rarer. A value of one will be approximately one per chunk. 0 will disable.
                I:Rarity=32
            }

            Sewage {
                # A list of biomes to allow/disallow Sewage lakes to spawn in. Does nothing if lake worldgen is disabled.
                S:BiomeList <
                 >

                # If false, the biome list is a blacklist. If true, the biome list is a whitelist.
                B:BiomeList.Mode=false

                # Higher numbers make Sewage lakes rarer. A value of one will be approximately one per chunk. 0 will disable.
                I:Rarity=32
            }

        }

    }

    SearchDistance {
        # When searching for parts of a fruit tree, how far out to the sides (radius) to search
        I:FruitTree.MaxHoriztonal=5

        # When searching for parts of a fruit tree, how far up to search
        I:FruitTree.MaxVertical=20

        # When searching for players or dropoff locations, how far out to the sides (radius) to search
        I:PassengerRail.MaxHorizontal=3

        # When searching for players or dropoff locations, how far up to search
        I:PassengerRail.MaxVertical=2

        # How far upward to search for members of "stacking" blocks, like cactus and sugarcane
        I:StackingBlock.MaxVertical=5

        # When searching for parts of a tree, how far out to the sides (radius) to search
        I:Tree.MaxHorizontal=512

        # When searching for parts of a tree, how far up to search
        I:Tree.MaxVertical=256
    }

    RedNet {
        # If true, placed rednet cable will default to cable-only connections.
        B:CableOnly=false

        # A list of block IDs to prevent RedNet cables from connecting to. (e.g., minecraft:torch)
        S:ConnectionBlackList <
         >

        # If true, RedNet cables will dump a massive amount of data to the log file. You should probably only use this if PC tells you to.
        B:Debug=false
    }

}


item {
    # If true, biofuel will explode when in the nether.
    B:Biofuel.Exploding=true

    # The rate at which fish are dropped from the fishing rod. The drop rate is 1 / this number. Must be greater than 0.
    I:FishDropRate=5

    # If true, only pink slimes larger than tiny will drop pink slimeballs. Provided for those who want a more work-intensive laser drill. (slimes can only be made larger through the slime embiggening syringe)
    B:LargeSlimeDrop=false

    # If true, Empty Syringes will be able to contain liquids and inject players.
    B:LiquidSyringes=true

    # If true, meat will be worth steak saturation instead of cookie saturation.
    B:Meat.IncreasedSaturation=false

    # If true, SPAMRs will explode when they run out of fuel.
    B:SPAMR.Exploding=true

    vanillaoverride {
        B:GlassPanes=true
        B:Ice=true
        B:MilkBucket=true
    }

    recipe {
        B:CheaperChunkLoader=false
        B:CheaperDSU=false
        B:Guns=true
        B:MossyCobble=true
        B:NetLauncher=true
        B:PortaSpawner=true
        B:SingleDSU=true
        B:SmoothSlab=true
        B:Syringes=true
    }

    VanillaOverride {
        # If true, replaces the vanilla milk bucket so milk can be placed in the world.
        B:MilkBucket=true
    }

    Recipe {
        # If true, the ChunkLoader can be built out of cheaper materials. Does nothing if the recipe is disabled.
        B:CheaperChunkLoader=false

        # If true, the DSU can be built out of chests instead of ender pearls. Does nothing if the recipe is disabled.
        B:CheaperDSU=false

        # If true, the reusable safarinet will require a portaspawner to craft. The portaspawner must be enabled for the safarinet to be craftable.
        B:ExpensiveSafariNet=false

        # If true, the golden jailer safarinet will be craftable. It causes released mobs to always render their nametag, like a player would.
        B:GoldenJailerSafariNet=true

        # If true, the Guns will be craftable.
        B:Guns=true

        # If true, mossy cobble can be crafted.
        B:MossyCobble=true

        # If true, the safarinet launcher will be craftable.
        B:NetLauncher=true

        # If true, the PortaSpawner will be craftable.
        B:PortaSpawner=true

        # DSU recipes will always craft one DSU. Does nothing for recipes that already only craft one DSU (cheap mode, etc).
        B:SingleDSU=true

        # If true, smooth double stone slabs can be craftable.
        B:SmoothSlab=true

        # If true, the Syringes will be craftable.
        B:Syringes=true
    }

}


machine {

    conveyor {
        B:CaptureNonItems=true
        B:NeverCapturePlayers=false
        B:NeverCaptureTCGolems=false
    }

    chunkloader {
        B:IgnoreChunkLimit=false
        B:Recipe.Enabled=true
        B:RequiresOwnerOnline=false
    }

    autospawner {
        I:ActivationCostDaRF=60
        S:Blacklist <
            VillagerGolem
         >
        B:Recipe.Enabled=true
        I:Work.Exact=50
        I:Work.Standard=15

        cost {
            I:Exact=5
            I:Standard=1
        }

    }

    laserdrill {
        B:Recipe.Enabled=true
        I:Work=300
    }

    unifier {
        S:Blacklist <
            dyeBlue
            dyeWhite
            dyeBrown
            dyeBlack
            listAllwater
            listAllmilk
         >
        B:Recipe.Enabled=true
    }

    breeder {
        I:ActivationCostDaRF=64
        B:Recipe.Enabled=true
        I:ShutdownThreshold=50
    }

    fertilizer {
        I:ActivationCostDaRF=96
        B:EnableBonemeal=false
        B:Recipe.Enabled=true
    }

    planter {
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    fisher {
        I:ActivationCostDaRF=2
        B:Recipe.Enabled=true
    }

    harvester {
        I:ActivationCostDaRF=24
        B:Recipe.Enabled=true
    }

    rancher {
        I:ActivationCostDaRF=32
        B:Recipe.Enabled=true
    }

    vet {
        I:ActivationCostDaRF=32
        B:Recipe.Enabled=true
    }

    itemcollector {
        B:Recipe.Enabled=true
    }

    blockbreaker {
        I:ActivationCostDaRF=96
        B:Recipe.Enabled=true
    }

    weathercollector {
        I:ActivationCostDaRF=1
        B:Recipe.Enabled=true
    }

    sludgeboiler {
        I:ActivationCostDaRF=3
        B:Recipe.Enabled=true
    }

    sewer {
        B:Recipe.Enabled=true
    }

    composter {
        I:ActivationCostDaRF=4
        B:Recipe.Enabled=true
    }

    grinder {
        I:ActivationCostDaRF=320
        B:Recipe.Enabled=true
    }

    autoenchanter {
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    chronotyper {
        I:ActivationCostDaRF=128
        B:Recipe.Enabled=true
    }

    ejector {
        B:Recipe.Enabled=true
    }

    itemrouter {
        B:Recipe.Enabled=true
    }

    liquidrouter {
        B:Recipe.Enabled=true
    }

    deepstorageunit {
        B:Recipe.Enabled=true
    }

    liquicrafter {
        B:Recipe.Enabled=true
    }

    lavafabricator {
        I:ActivationCostDaRF=20
        B:Recipe.Enabled=true
    }

    steamboiler {
        B:Recipe.Enabled=true
    }

    autojukebox {
        B:Recipe.Enabled=true
    }

    bioreactor {
        B:Recipe.Enabled=true
    }

    biofuelgenerator {
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    autodisenchanter {
        I:ActivationCostDaRF=32
        B:Recipe.Enabled=true
    }

    slaughterhouse {
        I:ActivationCostDaRF=100
        B:Recipe.Enabled=true
    }

    meatpacker {
        I:ActivationCostDaRF=2
        B:Recipe.Enabled=true
    }

    enchantmentrouter {
        B:Recipe.Enabled=true
    }

    laserdrillprecharger {
        I:ActivationCostDaRF=500
        B:Recipe.Enabled=true
    }

    autoanvil {
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    blocksmasher {
        I:ActivationCostDaRF=1
        B:Recipe.Enabled=true
    }

    rednote {
        B:Recipe.Enabled=true
    }

    autobrewer {
        I:ActivationCostDaRF=4
        B:Recipe.Enabled=true
    }

    fruitpicker {
        I:ActivationCostDaRF=32
        B:Recipe.Enabled=true
    }

    blockplacer {
        I:ActivationCostDaRF=1
        B:Recipe.Enabled=true
    }

    mobcounter {
        B:Recipe.Enabled=true
    }

    steamturbine {
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    fountain {
        I:ActivationCostDaRF=8
        B:Recipe.Enabled=true
    }

    mobrouter {
        I:ActivationCostDaRF=256
        B:Recipe.Enabled=true
    }

}


recipesets {
    B:ThermalExpansion=true
    B:Vanilla=false
}



Uživatelský avatar
Hanakocz
Příspěvky: 3228
Věk: 34
Registrován: 25 črc 2013, 20:53
Reputation: 7
Kontaktovat uživatele:

Re: MineFactory lasery

#2 Příspěvekod Hanakocz » 16 kvě 2015, 17:42

žeby měnit čísla tady?

Kód: Vybrat vše

 LaserDrill {
        B:Recipe.Enabled=true

        # The work required by the drill to generate a single ore.
        I:Work=300
    }


BTW. ZNIčíS SI TíM BALANCI... Je to úmyslně takto vysoko....pokud ti to přijde zbytečné, tak si taky rovnou můžeš dát creative nebo creative zdroj energie, pak dostaneš rudy ještě levněji....
(větší číslo = víc energie potřeba, menší číslo, míň potřeba
Industry 2.0 -> 1.7.10 GregTech6 server. Pro připojení stačí napsat.
Člen ligy pro aktualizaci serverů na novější verze a rozšíření modovaného MC.
Discord FH : http://discord.fakaheda.eu/ (sem psát pokud chcete poradit s MC mody akutně)


Zpět na „Minecraft, Tekkit“

Kdo je online

Uživatelé prohlížející si toto fórum: Žádní registrovaní uživatelé a 32 hostů