
#Configuration related to Immersive Engineering wires
[wires]
    #Attempts to make the internal data structures used for wires consistent with the connectors in the world.Use with care and backups and only when suspecting corrupted data.
    #This option will check and load all connection endpoints and may slow down the world loading process.
    sanitizeConnections = false
    #If this is enabled, wires connected to power sources will cause damage to entities touching them
    #This shouldn't cause significant lag but possibly will. If it does, please report it at https://github.com/BluSunrize/ImmersiveEngineering/issues unless there is a report of it already.
    enableWireDamage = true
    #If this is enabled, placing a block in a wire will break it (drop the wire coil)
    blocksBreakWires = true

    [wires.copper]
        #The maximum length of copper wires
        #Range: > 0
        maxLength = 16
        #The transfer rate of copper wire in IF/t
        #Range: > 0
        transferRate = 2048
        #The percentage of power lost every 16 blocks of distance in copper wire
        #Range: 0.0 ~ 1.0
        loss = 0.05
        #In- and output rates of copper wire connectors. This is independant of the transferrate of the wires.
        #Range: > 0
        wireConnectorInput = 256

    [wires.electrum]
        #The maximum length of electrum wires
        #Range: > 0
        maxLength = 16
        #The transfer rate of electrum wire in IF/t
        #Range: > 0
        transferRate = 8192
        #The percentage of power lost every 16 blocks of distance in electrum wire
        #Range: 0.0 ~ 1.0
        loss = 0.025
        #In- and output rates of electrum wire connectors. This is independant of the transferrate of the wires.
        #Range: > 0
        wireConnectorInput = 1024

    [wires.hv]
        #The maximum length of hv wires
        #Range: > 0
        maxLength = 32
        #The transfer rate of hv wire in IF/t
        #Range: > 0
        transferRate = 32768
        #The percentage of power lost every 16 blocks of distance in hv wire
        #Range: 0.0 ~ 1.0
        loss = 0.025
        #In- and output rates of hv wire connectors. This is independant of the transferrate of the wires.
        #Range: > 0
        wireConnectorInput = 4096

    [wires.rope]
        #The maximum length of rope wires
        #Range: > 0
        maxLength = 32

    [wires.cable]
        #The maximum length of cable wires
        #Range: > 0
        maxLength = 32

    [wires.redstone]
        #The maximum length of redstone wires
        #Range: > 0
        maxLength = 32

    [wires.insulated_copper]
        #The maximum length of insulated_copper wires
        #Range: > 0
        maxLength = 16

    [wires.insulated_electrum]
        #The maximum length of insulated_electrum wires
        #Range: > 0
        maxLength = 16

[machines]
    #The base Flux that is output by the dynamo. This will be modified by the rotation modifier of the attached water- or windmill
    #Range: 0.0 ~ 2.147483647E9
    dynamo_output = 3.0
    #Output modifier for the energy created by the Thermoelectric Generator
    #Range: 0.0 ~ 2.147483647E9
    thermoelectric_output = 1.0
    #The Flux that will be output by the lightning rod when it is struck
    #Range: > 0
    lightning_output = 16000000
    #The Flux per tick that the Diesel Generator will output. The burn time of the fuel determines the total output
    #Range: > 0
    dieselGen_output = 4096
    #The Flux per tick the Blast Furnace Preheater will consume to speed up the Blast Furnace
    #Range: > 1
    preheater_consumption = 32
    #The Flux per tick the Charging Station can insert into an item
    #Range: > 1
    charger_consumption = 256
    #The amount of damage a sawblade in the sawmill takes for a single recipe.
    #Range: > 1
    sawmill_bladeDamage = 5
    #The Flux the Assembler will consume to craft an item from a recipe
    #Range: > 1
    assembler_consumption = 80

    [machines.capacitors]

        #Configuration for the low voltage capacitor
        [machines.capacitors.lv]
            #Maximum energy stored (Flux)
            #Range: > 1
            storage = 100000
            #Maximum energy input (Flux/tick)
            #Range: > 1
            input = 256
            #Maximum energy output (Flux/tick)
            #Range: > 1
            output = 256

        #Configuration for the medium voltage capacitor
        [machines.capacitors.mv]
            #Maximum energy stored (Flux)
            #Range: > 1
            storage = 1000000
            #Maximum energy input (Flux/tick)
            #Range: > 1
            input = 1024
            #Maximum energy output (Flux/tick)
            #Range: > 1
            output = 1024

        #Configuration for the high voltage capacitor
        [machines.capacitors.hv]
            #Maximum energy stored (Flux)
            #Range: > 1
            storage = 4000000
            #Maximum energy input (Flux/tick)
            #Range: > 1
            input = 4096
            #Maximum energy output (Flux/tick)
            #Range: > 1
            output = 4096

    [machines.external_heater]
        #The Flux per tick consumed to add one heat to a furnace. Creates up to 4 heat in the startup time and then 1 heat per tick to keep it running
        #Range: > 1
        consumption = 8
        #The Flux per tick consumed to double the speed of the furnace. Only happens if furnace is at maximum heat.
        #Range: > 1
        speedupConsumption = 24

    [machines.coredrill]
        #The length in ticks it takes for the Core Sample Drill to figure out which mineral is found in a chunk
        #Range: > 1
        time = 200
        #The Flux per tick consumed by the Core Sample Drill
        #Range: > 1
        consumption = 40

    [machines.pump]
        #The Flux the Fluid Pump will consume to pick up a fluid block in the world
        #Range: > 1
        consumption = 250
        #The Flux the Fluid Pump will consume pressurize and accelerate fluids, increasing the transferrate
        #Range: > 1
        consumption_accelerate = 5
        #If this is set to true (default) the pump will replace fluids it picks up with cobblestone in order to reduce lag caused by flowing fluids.
        placeCobble = true

    [machines.teslacoil]
        #The Flux per tick the Tesla Coil will consume, simply by being active
        #Range: > 1
        consumption = 256
        #The amount of Flux the Tesla Coil will consume when shocking an entity
        #Range: > 1
        consumption_active = 512
        #The amount of damage the Tesla Coil will do when shocking an entity
        #Range: 0.0 ~ 2.147483647E9
        damage = 6.0

    [machines.turret]
        #The Flux per tick any turret consumes to monitor the area
        #Range: > 1
        consumption = 64
        #The Flux per tick the chemthrower turret consumes to shoot
        #Range: > 1
        chem_consumption = 32
        #The Flux per tick the gun turret consumes to shoot
        #Range: > 1
        gun_consumption = 32

    [machines.garden_cloche]
        #The Flux per tick the cloche consumes to grow plants
        #Range: > 1
        consumption = 8
        #The amount of ticks one dose of fertilizer lasts in the cloche
        #Range: > 1
        fertilizer = 6000
        #The amount of fluid the cloche uses per dose of fertilizer
        #Range: > 1
        fluid = 250
        #A modifier to apply to the cloches total growing speed
        #Range: 0.001 ~ 1000.0
        growth_modifier = 1.0

    [machines.lantern]
        #Set this to false to disable the mob-spawn prevention of the Powered Lantern
        spawnPrevent = true
        #How much Flux the powered lantern draws per tick
        #Range: > 1
        energyDraw = 1
        #How much Flux the powered lantern can hold (should be greater than the power draw)
        #Range: > 1
        maxStorage = 10

    [machines.floodlight]
        #Set this to false to disable the mob-spawn prevention of the Floodlight
        spawnPrevent = true
        #How much Flux the floodlight draws per tick
        #Range: > 1
        energyDraw = 5
        #How much Flux the floodlight can hold (must be at least 10x the power draw)
        #Range: > 1
        max_storage = 80

    [machines.metal_press]
        #A modifier to apply to the energy costs of every metal press recipe
        #Range: 0.001 ~ 1000.0
        energyModifier = 1.0
        #A modifier to apply to the time of every metal press recipe
        #Range: 0.001 ~ 1000.0
        timeModifier = 1.0

    [machines.crusher]
        #A modifier to apply to the energy costs of every crusher recipe
        #Range: 0.001 ~ 1000.0
        energyModifier = 1.0
        #A modifier to apply to the time of every crusher recipe
        #Range: 0.001 ~ 1000.0
        timeModifier = 1.0

    [machines.squeezer]
        #A modifier to apply to the energy costs of every squeezer recipe
        #Range: 0.001 ~ 1000.0
        energyModifier = 1.0
        #A modifier to apply to the time of every squeezer recipe
        #Range: 0.001 ~ 1000.0
        timeModifier = 1.0

    [machines.fermenter]
        #A modifier to apply to the energy costs of every fermenter recipe
        #Range: 0.001 ~ 1000.0
        energyModifier = 1.0
        #A modifier to apply to the time of every fermenter recipe
        #Range: 0.001 ~ 1000.0
        timeModifier = 1.0

    [machines.refinery]
        #A modifier to apply to the energy costs of every refinery recipe
        #Range: 0.001 ~ 1000.0
        energyModifier = 1.0

    [machines.auto_workbench]
        #A modifier to apply to the energy costs of every auto workbench recipe
        #Range: 0.001 ~ 1000.0
        energyModifier = 1.0
        #A modifier to apply to the time of every auto workbench recipe
        #Range: 0.001 ~ 1000.0
        timeModifier = 1.0

    [machines.bottling_machine]
        #A modifier to apply to the energy costs of every bottling machine recipe
        #Range: 0.001 ~ 1000.0
        energyModifier = 1.0
        #A modifier to apply to the time of every bottling machine recipe
        #Range: 0.001 ~ 1000.0
        timeModifier = 1.0

    [machines.mixer]
        #A modifier to apply to the energy costs of every mixer recipe
        #Range: 0.001 ~ 1000.0
        energyModifier = 1.0
        #A modifier to apply to the time of every mixer recipe
        #Range: 0.001 ~ 1000.0
        timeModifier = 1.0

    [machines.sawmill]
        #A modifier to apply to the energy costs of every sawmill recipe
        #Range: 0.001 ~ 1000.0
        energyModifier = 1.0
        #A modifier to apply to the time of every sawmill recipe
        #Range: 0.001 ~ 1000.0
        timeModifier = 1.0

    [machines.arc_furnace]
        #A modifier to apply to the energy costs of every arc furnace recipe
        #Range: 0.001 ~ 1000.0
        energyModifier = 1.0
        #A modifier to apply to the time of every arc furnace recipe
        #Range: 0.001 ~ 1000.0
        timeModifier = 1.0
        #The maximum amount of damage Graphite Electrodes can take. While the furnace is working, electrodes sustain 1 damage per tick, so this is effectively the lifetime in ticks. The default value of 96000 makes them last for 8 consecutive ingame days
        #Range: > 1
        electrodeDamage = 96000
        #The recycling functionality of the arc furnace is no longer controlled by a config option.
        #Like all IE recipes, this is now controlled via a datapack, using the recipe file:
        #immersiveengineering/recipes/arc_recycling_list.json
        #To disable recycling, add that file to your datapack and fill it with the following content:
        #{
        #  "type": "immersiveengineering:generated_list",
        #  "conditions": [ { "type": "forge:false" } ]
        #}
        recycle = ""

    [machines.excavator]
        #The Flux per tick the Excavator will consume to dig
        #Range: > 1
        consumption = 4096
        #The speed of the Excavator. Basically translates to how many degrees per tick it will turn.
        #Range: 0.001 ~ 1000.0
        speed = 1.0
        #Set this to false to disable the ridiculous amounts of particles the Excavator spawns
        particles = true
        #The threshold the perlin noise has to cross for a mineral vein to be generated. Higher means less likely.
        #Range: 0.0 ~ 1.0
        chance = 0.9
        #The maximum amount of yield one can get out of a chunk with the excavator. Set a number smaller than zero to make it infinite
        #Range: > -1
        yield = 38400
        #The maximum depletion a vein can start with, as a decimal value. When a vein generates, a random percentage up to this value is depleted from it
        #Range: 0.0 ~ 1.0
        initial_depletion = 0.2

[ores]
    #The retrogeneration key. Basically IE checks if this key is saved in the chunks data. If it isn't, it will perform retrogen on all ores marked for retrogen.
    #Change this in combination with the retrogen booleans to regen only some of the ores.
    retrogen_key = "DEFAULT"
    #Set this to false to disable the logging of the chunks that were flagged for retrogen.
    retrogen_log_flagChunk = true
    #Set this to false to disable the logging of the chunks that are still left to retrogen.
    retrogen_log_remaining = true

    #Ore generation config - bauxite
    [ores.bauxite]
        #The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
        #Allowed Values: UNIFORM, TRAPEZOID
        distribution = "TRAPEZOID"
        #Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
        #Range: 0.0 ~ 1.0
        air_exposure = 0.0
        #The maximum size of a vein. Set to 0 to disable generation
        #Range: > 0
        vein_size = 6
        #The minimum Y coordinate this ore can spawn at
        #Range: > -2147483648
        min_y = 32
        #The maximum Y coordinate this ore can spawn at
        #Range: > -2147483648
        max_y = 112
        #The number of veins attempted to be generated per chunk
        #Range: > 0
        attempts_per_chunk = 16
        #Set this to true to allow retro-generation of bauxite Ore.
        retrogen_enable = false

    #Ore generation config - lead
    [ores.lead]
        #The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
        #Allowed Values: UNIFORM, TRAPEZOID
        distribution = "TRAPEZOID"
        #Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
        #Range: 0.0 ~ 1.0
        air_exposure = 0.0
        #The maximum size of a vein. Set to 0 to disable generation
        #Range: > 0
        vein_size = 0
        #The minimum Y coordinate this ore can spawn at
        #Range: > -2147483648
        min_y = -32
        #The maximum Y coordinate this ore can spawn at
        #Range: > -2147483648
        max_y = 80
        #The number of veins attempted to be generated per chunk
        #Range: > 0
        attempts_per_chunk = 12
        #Set this to true to allow retro-generation of lead Ore.
        retrogen_enable = false

    #Ore generation config - silver
    [ores.silver]
        #The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
        #Allowed Values: UNIFORM, TRAPEZOID
        distribution = "TRAPEZOID"
        #Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
        #Range: 0.0 ~ 1.0
        air_exposure = 0.25
        #The maximum size of a vein. Set to 0 to disable generation
        #Range: > 0
        vein_size = 0
        #The minimum Y coordinate this ore can spawn at
        #Range: > -2147483648
        min_y = -48
        #The maximum Y coordinate this ore can spawn at
        #Range: > -2147483648
        max_y = 32
        #The number of veins attempted to be generated per chunk
        #Range: > 0
        attempts_per_chunk = 10
        #Set this to true to allow retro-generation of silver Ore.
        retrogen_enable = false

    #Ore generation config - nickel
    [ores.nickel]
        #The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
        #Allowed Values: UNIFORM, TRAPEZOID
        distribution = "UNIFORM"
        #Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
        #Range: 0.0 ~ 1.0
        air_exposure = 0.0
        #The maximum size of a vein. Set to 0 to disable generation
        #Range: > 0
        vein_size = 5
        #The minimum Y coordinate this ore can spawn at
        #Range: > -2147483648
        min_y = -64
        #The maximum Y coordinate this ore can spawn at
        #Range: > -2147483648
        max_y = 24
        #The number of veins attempted to be generated per chunk
        #Range: > 0
        attempts_per_chunk = 7
        #Set this to true to allow retro-generation of nickel Ore.
        retrogen_enable = false

    #Ore generation config - deep_nickel
    [ores.deep_nickel]
        #The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
        #Allowed Values: UNIFORM, TRAPEZOID
        distribution = "TRAPEZOID"
        #Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
        #Range: 0.0 ~ 1.0
        air_exposure = 0.0
        #The maximum size of a vein. Set to 0 to disable generation
        #Range: > 0
        vein_size = 6
        #The minimum Y coordinate this ore can spawn at
        #Range: > -2147483648
        min_y = -120
        #The maximum Y coordinate this ore can spawn at
        #Range: > -2147483648
        max_y = -8
        #The number of veins attempted to be generated per chunk
        #Range: > 0
        attempts_per_chunk = 11
        #Set this to true to allow retro-generation of deep_nickel Ore.
        retrogen_enable = false

    #Ore generation config - uranium
    [ores.uranium]
        #The distribution shape. UNIFORM is evenly distributed across the height range, TRAPEZOID favors the middle of the range.
        #Allowed Values: UNIFORM, TRAPEZOID
        distribution = "TRAPEZOID"
        #Chance for ores to not generate, if they are exposed to air. 0 means ignoring air exposure, 1 requires being burried.
        #Range: 0.0 ~ 1.0
        air_exposure = 0.5
        #The maximum size of a vein. Set to 0 to disable generation
        #Range: > 0
        vein_size = 4
        #The minimum Y coordinate this ore can spawn at
        #Range: > -2147483648
        min_y = -64
        #The maximum Y coordinate this ore can spawn at
        #Range: > -2147483648
        max_y = 16
        #The number of veins attempted to be generated per chunk
        #Range: > 0
        attempts_per_chunk = 12
        #Set this to true to allow retro-generation of uranium Ore.
        retrogen_enable = false

[tools]
    #The maximum durability of the Engineer's Hammer. Used up when hammering ingots into plates.
    #Range: > 1
    hammer_durability = 100
    #The maximum durability of the Wirecutter. Used up when cutting plates into wire.
    #Range: > 1
    cutter_durability = 250

    [tools.bullet_damage]
        #The amount of base damage a Casull Cartridge inflicts
        #Range: 0.0 ~ 1.7976931348623157E308
        casull = 10.0
        #The amount of base damage a armor piercing Cartridge inflicts
        #Range: 0.0 ~ 1.7976931348623157E308
        ap = 10.0
        #The amount of base damage a single part of buckshot inflicts
        #Range: 0.0 ~ 1.7976931348623157E308
        buck = 2.0
        #The amount of base damage a dragon breath cartridge inflicts
        #Range: 0.0 ~ 1.7976931348623157E308
        dragon = 1.0
        #The amount of base damage a homing cartridge inflicts
        #Range: 0.0 ~ 1.7976931348623157E308
        homing = 10.0
        #The amount of base damage a wolfpack cartridge inflicts
        #Range: 0.0 ~ 1.7976931348623157E308
        wolfpack = 4.0
        #The amount of base damage the sub-projectiles of a  wolfpack cartridge inflicts
        #Range: 0.0 ~ 1.7976931348623157E308
        wolfpack_part = 8.0
        #The amount of damage a silver bullet inflicts
        #Range: 0.0 ~ 1.7976931348623157E308
        silver = 10.0
        #The amount of base damage a phial cartridge inflicts
        #Range: 0.0 ~ 1.7976931348623157E308
        phial = 1.0

    [tools.chemthrower]
        #The mb of fluid the Chemical Thrower will consume per tick of usage
        #Range: > 1
        consumption = 10
        #Set this to false to disable the use of Sneak+Scroll to switch Chemthrower tanks.
        scroll = true

    [tools.railgun]
        #The base amount of Flux consumed per shot by the Railgun
        #Range: > 1
        consumption = 800
        #A modifier for the damage of all projectiles fired by the Railgun
        #Range: 0.0 ~ 1.7976931348623157E308
        damage_modifier = 1.0
