# Configuration file

##########################################################################################################
# dimletconstruction
#--------------------------------------------------------------------------------------------------------#
# Dimlet construction related settings
##########################################################################################################

dimletconstruction {
    # Maximum RF storage that the dimlet workbench can hold
    I:dimletWorkbenchMaxRF=32000

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

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

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

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

    # Amount of ticks needed to fully absorb a feature essence
    I:maxFeatureAbsorbtion=5000

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

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

    # Amount of ticks needed to fully absorb a terrain essence
    I:maxTerrainAbsorbtion=5000

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


##########################################################################################################
# dimlets
#--------------------------------------------------------------------------------------------------------#
# Dimlet related settings
##########################################################################################################

dimlets {
    # Rarity factor for level 0
    D:level0=500.0

    # Rarity factor for level 1
    D:level1=250.0

    # Rarity factor for level 2
    D:level2=150.0

    # Rarity factor for level 3
    D:level3=90.0

    # Rarity factor for level 4
    D:level4=40.0

    # Rarity factor for level 5
    D:level5=20.0

    # Rarity factor for level 6
    D:level6=3.0
}


##########################################################################################################
# general
#--------------------------------------------------------------------------------------------------------#
# Dimension related settings
##########################################################################################################

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

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

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

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

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

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

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

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

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

    # The chance that you get a dimlet parcel when killing an enderman. Set to 0 to disable
    D:endermanDimletPartDrop=0.019999999552965164

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

    # The maximum amount of dimlet parts you get out of a dimlet parcel
    I:maxParcelContents=6

    # The minimum amount of dimlet parts you get out of a dimlet parcel
    I:minParcelContents=3

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

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

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

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

    # The RFTools dimension provider id (-1 means try to find one automatically)
    I:rftoolsProviderId=-1

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

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

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


##########################################################################################################
# lostcity
#--------------------------------------------------------------------------------------------------------#
# Settings related to the Lost City dimlet
##########################################################################################################

lostcity {
    # The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
    S:bridgeChance=0.7

    # The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
    S:building2x2Chance=0.03

    # The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
    S:buildingChance=0.3

    # The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
    S:buildingDoorwayChance=0.6

    # The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
    I:buildingMaxCellars=4

    # A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
    I:buildingMaxFloors=9

    # The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
    I:buildingMaxFloorsChance=6

    # The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
    I:buildingMinCellars=0

    # The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
    I:buildingMinFloors=0

    # The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
    I:buildingMinFloorsChance=4

    # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
    S:cityChance=0.02

    # The maximum radius of a city [range: 1 ~ 2000, default: 128]
    I:cityMaxRadius=128

    # The minimum radius of a city [range: 1 ~ 1000, default: 50]
    I:cityMinRadius=50

    # The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
    S:cityThresshold=0.2

    # The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
    S:corridorChance=0.7

    # The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
    S:dataCenterChance=0.1

    # A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
    I:debrisToNearbyChunkFactor=200

    # When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
    S:destroyLoneBlocksFactor=0.05

    # When a section of blocks is to be moved or destroyed this chance gives the chance of remval (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
    S:destroyOrMoveChance=0.4

    # A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
    I:destroySmallSectionsSize=50

    # The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.005]
    S:explosionChance=0.005

    # The maximum height of an explosion [range: 1 ~ 256, default: 120]
    I:explosionMaxHeight=120

    # The maximum radius of an explosion [range: 1 ~ 3000, default: 80]
    I:explosionMaxRadius=80

    # The minimum height of an explosion [range: 1 ~ 256, default: 70]
    I:explosionMinHeight=70

    # The minimum radius of an explosion [range: 1 ~ 1000, default: 17]
    I:explosionMinRadius=17

    # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
    S:fountainChance=0.05

    # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
    S:libraryChance=0.1

    # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.07]
    S:miniExplosionChance=0.07

    # The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
    I:miniExplosionMaxHeight=100

    # The maximum radius of a mini explosion [range: 1 ~ 3000, default: 15]
    I:miniExplosionMaxRadius=15

    # The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
    I:miniExplosionMinHeight=60

    # The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
    I:miniExplosionMinRadius=5

    # The chance that a brick will be cracked [range: 0.0 ~ 1.0, default: 0.06]
    S:styleChanceCracked=0.06

    # The chance that a brick will be mossy [range: 0.0 ~ 1.0, default: 0.05]
    S:styleChanceMossy=0.05

    # The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
    S:vineChance=0.009

    # How much lower the water level is compared to the ground level (63) [range: 1 ~ 30, default: 8]
    I:waterLevelOffset=8
}


##########################################################################################################
# machines
#--------------------------------------------------------------------------------------------------------#
# Machine related settings
##########################################################################################################

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

    # RF per tick that the dimension builder can receive
    I:dimensionBuilderRFPerTick=100000

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

    # RF per tick that the dimension editor can receive
    I:dimensionEditorRFPerTick=100000

    # Maximum RF storage that the dimlet workbench can hold
    I:dimletWorkbenchMaxRF=32000

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

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

    # Maximum RF storage that the energy extractor can hold
    I:energyExtractorMaxRF=100000

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


##########################################################################################################
# mobs
#--------------------------------------------------------------------------------------------------------#
# Mob related settings
##########################################################################################################

mobs {
    I:Bat.chance=10
    I:Bat.maxentity=20
    I:Bat.maxgroup=8
    I:Bat.mingroup=8
    I:Blaze.chance=20
    I:Blaze.maxentity=20
    I:Blaze.maxgroup=4
    I:Blaze.mingroup=2
    I:CaveSpider.chance=100
    I:CaveSpider.maxentity=60
    I:CaveSpider.maxgroup=8
    I:CaveSpider.mingroup=8
    I:Chicken.chance=10
    I:Chicken.maxentity=40
    I:Chicken.maxgroup=4
    I:Chicken.mingroup=3
    I:Cow.chance=10
    I:Cow.maxentity=40
    I:Cow.maxgroup=4
    I:Cow.mingroup=3
    I:Creeper.chance=100
    I:Creeper.maxentity=60
    I:Creeper.maxgroup=8
    I:Creeper.mingroup=8
    I:EnderDragon.chance=4
    I:EnderDragon.maxentity=4
    I:EnderDragon.maxgroup=2
    I:EnderDragon.mingroup=1
    I:Enderman.chance=20
    I:Enderman.maxentity=20
    I:Enderman.maxgroup=4
    I:Enderman.mingroup=2
    I:Endermite.chance=6
    I:Endermite.maxentity=10
    I:Endermite.maxgroup=4
    I:Endermite.mingroup=2
    I:EntityHorse.chance=10
    I:EntityHorse.maxentity=40
    I:EntityHorse.maxgroup=4
    I:EntityHorse.mingroup=3
    I:Ghast.chance=20
    I:Ghast.maxentity=20
    I:Ghast.maxgroup=4
    I:Ghast.mingroup=2
    I:Guardian.chance=8
    I:Guardian.maxentity=7
    I:Guardian.maxgroup=3
    I:Guardian.mingroup=1
    I:LavaSlime.chance=50
    I:LavaSlime.maxentity=30
    I:LavaSlime.maxgroup=4
    I:LavaSlime.mingroup=2
    I:MushroomCow.chance=10
    I:MushroomCow.maxentity=40
    I:MushroomCow.maxgroup=4
    I:MushroomCow.mingroup=3
    I:Ozelot.chance=5
    I:Ozelot.maxentity=20
    I:Ozelot.maxgroup=3
    I:Ozelot.mingroup=2
    I:Pig.chance=10
    I:Pig.maxentity=40
    I:Pig.maxgroup=4
    I:Pig.mingroup=3
    I:PigZombie.chance=20
    I:PigZombie.maxentity=10
    I:PigZombie.maxgroup=4
    I:PigZombie.mingroup=2
    I:Rabbit.chance=10
    I:Rabbit.maxentity=20
    I:Rabbit.maxgroup=4
    I:Rabbit.mingroup=3
    I:Sheep.chance=10
    I:Sheep.maxentity=40
    I:Sheep.maxgroup=4
    I:Sheep.mingroup=3
    I:Silverfish.chance=6
    I:Silverfish.maxentity=10
    I:Silverfish.maxgroup=4
    I:Silverfish.mingroup=2
    I:Skeleton.chance=100
    I:Skeleton.maxentity=60
    I:Skeleton.maxgroup=8
    I:Skeleton.mingroup=8
    I:Slime.chance=50
    I:Slime.maxentity=30
    I:Slime.maxgroup=4
    I:Slime.mingroup=2
    I:SnowMan.chance=50
    I:SnowMan.maxentity=30
    I:SnowMan.maxgroup=4
    I:SnowMan.mingroup=2
    I:Spider.chance=100
    I:Spider.maxentity=60
    I:Spider.maxgroup=8
    I:Spider.mingroup=8
    I:Squid.chance=10
    I:Squid.maxentity=40
    I:Squid.maxgroup=4
    I:Squid.mingroup=3
    I:Villager.chance=10
    I:Villager.maxentity=20
    I:Villager.maxgroup=4
    I:Villager.mingroup=3
    I:VillagerGolem.chance=20
    I:VillagerGolem.maxentity=6
    I:VillagerGolem.maxgroup=2
    I:VillagerGolem.mingroup=1
    I:Witch.chance=10
    I:Witch.maxentity=20
    I:Witch.maxgroup=1
    I:Witch.mingroup=1
    I:WitherBoss.chance=5
    I:WitherBoss.maxentity=5
    I:WitherBoss.maxgroup=2
    I:WitherBoss.mingroup=1
    I:Wolf.chance=10
    I:Wolf.maxentity=20
    I:Wolf.maxgroup=4
    I:Wolf.mingroup=3
    I:Zombie.chance=100
    I:Zombie.maxentity=60
    I:Zombie.maxgroup=8
    I:Zombie.mingroup=8
    I:default.chance=6
    I:default.maxentity=10
    I:default.maxgroup=3
    I:default.mingroup=1
}


##########################################################################################################
# oresaplenty
#--------------------------------------------------------------------------------------------------------#
# Settings for the OresAPlenty dimlet
##########################################################################################################

oresaplenty {
    I:extraCoalCount=22
    I:extraCoalMaxHeight=128
    I:extraCoalMinHeight=0
    I:extraCoalSize=40
    I:extraDiamondCount=2
    I:extraDiamondMaxHeight=16
    I:extraDiamondMinHeight=0
    I:extraDiamondSize=20
    I:extraEmeraldCount=1
    I:extraEmeraldMaxHeight=32
    I:extraEmeraldMinHeight=0
    I:extraEmeraldSize=16
    I:extraGoldCount=3
    I:extraGoldMaxHeight=32
    I:extraGoldMinHeight=0
    I:extraGoldSize=20
    I:extraIronCount=20
    I:extraIronMaxHeight=64
    I:extraIronMinHeight=0
    I:extraIronSize=20
    I:extraLapisCount=2
    I:extraLapisMaxHeight=16
    I:extraLapisMinHeight=0
    I:extraLapisSize=20
    I:extraRedstoneCount=10
    I:extraRedstoneMaxHeight=16
    I:extraRedstoneMinHeight=0
    I:extraRedstoneSize=20
}


##########################################################################################################
# power
#--------------------------------------------------------------------------------------------------------#
# Power related settings
##########################################################################################################

power {
    # If the dimension turns out to be more expensive after creation you get a factor of the actual cost extra to the RF/tick maintenance cost. If this is 0 there is no such cost. If this is 1 then you get the full cost
    D:afterCreationCostFactor=0.10000000149011612

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


##########################################################################################################
# worldgen
#--------------------------------------------------------------------------------------------------------#
# Worldgen related settings
##########################################################################################################

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

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

    # The chance that you get a dimlet parcel in a dungeon chest
    I:dimletParcelRarity=2

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

    # The maximum number of random dimlets that can be generated in rftools dungeons (set to 0 to disable this)
    I:enableDimletsInRFToolsDungeons=2

    # If true then item frames in rftools dungeons will contain dimlets. Otherwise they will contain dimlet parts
    B:enableDimletsInRFToolsFrames=true

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

    # Maximum y level for dimensional shard ores
    I:oreMaximumHeight=40

    # Maximum number of veins for dimensional shard ores
    I:oreMaximumVeinCount=3

    # Maximum vein size of dimensional shard ores
    I:oreMaximumVeinSize=8

    # Minimum y level for dimensional shard ores
    I:oreMinimumHeight=2

    # Minimum vein size of dimensional shard ores
    I:oreMinimumVeinSize=5

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    # The number of uncraftable dimlets that will always be generated in rftools dungeons (set to 0 to disable this, this value is independ from enableDimletsInRFToolsDungeons)
    I:uncraftableDimletsInRFToolsDungeons=2

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


