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Merge pull request #5 from asylumdevgroup/quests-pre-steam
Mod Updates, a couple bugfixes
2 parents 48b2325 + 33d4dd6 commit 97686b0

26 files changed

+2322
-554
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config/AppliedEnergistics2/AppliedEnergistics2.cfg

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@@ -178,6 +178,9 @@ client {
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# Whether to add "Craftable" to item tooltips when they can be crafted automatically.
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B:showCraftableTooltip=true
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# Whether to show a preview of part and facade placement.
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B:showPlacementPreview=true
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B:useColoredCraftingStatus=true
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B:useTerminalUseLargeFont=false
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}
@@ -388,6 +391,7 @@ features {
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craftingfeatures {
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B:CraftingCPU=true
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B:CraftingManagerFallback=true
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B:CraftingToasts=true
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B:MolecularAssembler=true
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B:Patterns=true
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}

config/AppliedEnergistics2/CustomRecipes.cfg

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# Configuration file
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cache {
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S:digest=8c76d0de9dacdd3606b826d96d9b723b
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S:digest=7cb43b8bf87cf095e3c692fec2f9d3f0
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# Caching can save processing time, if there are a lot of items. [default: true]
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B:enableCache=true

config/AppliedEnergistics2/VersionChecker.cfg

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cache {
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# Waits as many hours, until it checks again. [range: 0 ~ 168, default: 24]
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I:interval=24
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S:lastCheck=1696020441235
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S:lastCheck=1705885166418
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}
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config/AppliedEnergistics2/items.csv

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config/InvTweaks.cfg

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#Inventory Tweaks Configuration
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#(Regarding shortcuts, all key names can be found at: http://legacy.lwjgl.org/javadoc/org/lwjgl/input/Keyboard.html)
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#Sat Sep 30 12:56:53 EDT 2023
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#Sun Jan 21 20:00:33 EST 2024
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enableMiddleClick=true
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showChestButtons=true
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enableSortingOnPickup=false

config/LogisticsPipes.cfg

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# Configuration file
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async {
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# Threshold for running asynchronous code. A lower value will make async calls with small networks where the impact is low. Low values might hurt performance
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I:threshold=100
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}
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@@ -25,7 +24,10 @@ general {
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# Should LogisticsPipes check for updates?
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B:checkForUpdates=true
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# The maximum number of buildcraft pipes (including forks) between logistics pipes. This is an indicator of the maximum amount of nodes the recursion algorithm will visit before giving up. As it is possible to fork a pipe connection using standard BC pipes the algorithm will attempt to discover all available destinations through that pipe. Do note that the logistics system will not interfere with the operation of non-logistics pipes. So a forked pipe will usually be sup-optimal, but it is possible. A low value might reduce CPU usage, a high value will be able to handle more complex pipe setups. If you never fork your connection between the logistics pipes this has the same meaning as detectionLength and the lower of the two will be used
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# Multiplier for the work speed of the compiler
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D:compilerSpeed=1.0
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# The maximum number of BuildCraft pipes (including forks) between logistics pipes. This is an indicator of the maximum amount of nodes the recursion algorithm will visit before giving up. As it is possible to fork a pipe connection using standard BC pipes the algorithm will attempt to discover all available destinations through that pipe. Do note that the logistics system will not interfere with the operation of non-logistics pipes. So a forked pipe will usually be sup-optimal, but it is possible. A low value might reduce CPU usage, a high value will be able to handle more complex pipe setups. If you never fork your connection between the logistics pipes this has the same meaning as detectionLength and the lower of the two will be used
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I:detectionCount=100
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# The maximum shortest length between logistics pipes. This is an indicator on the maxim depth of the recursion algorithm to discover logistics neighbours. A low value might use less CPU, a high value will allow longer pipe sections
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# Disable the power usage trough LogisticsPipes
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B:powerUsageDisabled=false
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# A Multiplyer for the power usage.
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# A multiplier for the power usage.
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D:powerUsageMultiplyer=1.0
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# The amount of time that passes between checks to see if it is still connected to its neighbours (Independently from block place detection). A low value will mean that it will correct wrong values faster but use more CPU. A high value means error correction takes longer, but CPU consumption is reduced. A value of 20 will check about every second (default 600 [30 seconds])
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}
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performance {
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# Disables asynchronous work (currently Extractor and QuickSort modules)
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B:disableAsyncWork=false
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# Maximum slots to access per tick (0 means infinite) for asynchronous modules (currently Extractor and QuickSort modules)
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I:maxSlotsPerTick=0
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# Minimum ticks to split work on within a job of asynchronous modules (currently Extractor and QuickSort modules)
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I:minJobTicks=1
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# Minimum slots to access per tick for asynchronous modules (currently Extractor and QuickSort modules)
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I:minSlotsPerTick=10
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}
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# Configuration file
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general {
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blocks {
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# Fixes rendering issues with banners by correctly sizing their render bounding boxes
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# Incompatible with RenderLib
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B:"Banner Bounding Box"=true
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# Fixes inconsistent delays of comparators to prevent redstone timing issues
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B:"Comparator Timing"=true
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# Only damage living entities hit by falling blocks, prevents killing items and XP
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B:"Falling Block Entity Damage"=true
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# Slims down the hopper bounding box for easier access of nearby blocks
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B:"Hopper Bounding Box"=true
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# Prevents crashes when the destination tile entity becomes unavailable during the item insert process
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# Mainly utilized to suppress edge case symptoms with Thaumcraft's Thaumatorium
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B:"Hopper Insert Safety Check"=true
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# Prevents voiding held items when right + left clicking on an item frame simultaneously
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B:"Item Frame Void"=true
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# Disables climbing movement when flying
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B:"Ladder Flying Slowdown"=true
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# Avoids the need for multiple mining attempts by sending additional movement packets
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B:"Mining Glitch"=true
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# Properly saves the last state of pistons to tags
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B:"Piston Progress"=true
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"block overlay" {
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# Fixes x-ray when standing in non-suffocating blocks
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B:"[1] Block Overlay Toggle"=true
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# Excludes blocks from the block overlay bugfix
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# Syntax: modid:block
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S:"[2] Blacklist" <
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>
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# Includes blocks in the block overlay bugfix
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# Syntax: modid:block
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S:"[3] Whitelist" <
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>
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}
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}
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entities {
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# Improves the attack radius of hostile mobs by checking the line of sight with raytracing
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B:"Attack Radius"=true
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# Prevents fire projectiles burning entities when blocking with shields
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B:"Block Fire"=true
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# Fixes entities glitching through the bottom of boats
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B:"Boat Riding Offset"=true
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# Replaces linked entity AI task sets with concurrent sets to avoid mod exception concerning entity AI
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# Only enable this if you're facing concurrent modification exceptions with entity AI tasks, for example Thaumcraft's Pechs
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B:"Concurrent Entity AI Tasks"=false
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# Fixes corrupted entities exceeding the allowed death time
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B:"Death Time"=true
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# Fixes lag caused by dead entities by sending additional packets when the player is not alive
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B:"Destroy Entity Packets"=true
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# Fixes missing player states when changing dimensions by sending additional packets
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B:"Dimension Change Player States"=true
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# Fixes item duplications when players are dropping items and disconnecting
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B:"Disconnect Dupe"=true
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# Fixes a duplication exploit connected to the inventories of donkeys and mules
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B:"Donkey/Mule Dupe"=true
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# Fixes consuming an item having a chance of also consuming a second item without any animation
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B:"Double Consumption"=true
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# Relocate elytra deployment and landing to client side to prevent issues with high latencies
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B:"Elytra Deployment & Landing"=true
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# Saves entity bounding boxes to tags to prevent breakouts and suffocation
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B:"Entity Bounding Box"=true
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# Fixes non-functional elytra firework boosting and guardian targeting if the entity ID is 0
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B:"Entity ID"=true
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# Prevents corruption of entities caused by invalid health or damage values
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B:"Entity NaN Values"=true
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# Pushes entities out of blocks when growing up to prevent suffocation
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B:"Entity Suffocation"=true
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# Fixes entity tracker to prevent client-sided desyncs when teleporting or changing dimensions
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# Incompatible with SpongeForge
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B:"Entity Tracker"=true
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# Changes UUIDs of loaded entities in case their UUIDs are already assigned (and removes log spam)
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B:"Entity UUID"=true
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# Modifies falling logic of horses, listening to LivingFallEvent and taking jump boost into account
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B:"Horse Falling"=true
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# Corrects maximum player health on joining by setting the last saved health value
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B:"Max Player Health"=true
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# Fixes mounts and boats sometimes disappearing after dismounting
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B:"Mount Desync"=true
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# Fixes saturation depleting in peaceful mode
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B:"Player Saturation"=true
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# Fixes a duplication exploit connected to shearing mooshrooms
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B:"Shear Mooshroom Dupe"=true
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# Fixes skeletons not looking at their targets when strafing
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B:"Skeleton Aim"=true
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# Returns missing hoods to villager mantles
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B:"Villager Mantle Hoods"=true
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"entity desync" {
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# Fixes entity motion desyncs most notable with arrows and thrown items
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# Incompatible with Immersive Vehicles
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B:"[1] Entity Desync Toggle"=true
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# Syntax: modid:entity
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# Example: minecraft:minecart
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S:"[2] Entity Blacklist" <
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minecraft:minecart
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>
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}
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}
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misc {
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# Improves the accuracy of smooth lighting by checking for suffocation and light opacity
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B:"Accurate Smooth Lighting"=true
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# Fixes entity and particle rendering issues by enabling depth buffer writing
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B:"Depth Mask"=true
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# Replaces the help command, sorts and reports broken commands
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B:"Help Command"=true
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# Prevents various crashes with Turkish locale
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B:"Locale Crash"=true
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# Increases the packet size limit to account for large packets in modded environments
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# Vanilla default is 0x200000
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# Incompatible with SpongeForge and RandomPatches
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I:"Packet Size"=16777216
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"model gap" {
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# Fixes transparent gaps in all 3D models of blocks and items
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B:"[1] Model Gap Toggle"=true
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# Quad X/Y offset
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# Moves the quad toward the center of the item
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# Use to hide gaps, keep as close to 0 as possible
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D:"[2] Recess Value"=0.007
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# Quad expansion increment
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# Enlarges each quad
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# Use to hide gaps, keep as close to 0 as possible
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D:"[3] Expansion Value"=0.008
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}
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}
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world {
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# Fixes loading of outdated chunks to prevent duplications, deletions and data corruption
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# Incompatible with SpongeForge
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B:"Chunk Saving"=true
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# Fixes invisible chunks in edge cases (small enclosed rooms at chunk borders)
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B:"Frustum Culling"=true
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# Changes the data table of tile entities to resolve issues
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# HASHMAP: Vanilla default
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# LINKED_HASHMAP: Keeps the loading order of tile entities to prevent issues during the first ticks of chunk loading
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# CONCURRENT_HASHMAP: Allows simultaneous access to tile entities to prevent concurrent modification exceptions
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# CONCURRENT_LINKED_HASHMAP: Combines LINKED_HASHMAP and CONCURRENT_HASHMAP, may have random side effects
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# Valid values:
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# HASHMAP
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# LINKED_HASHMAP
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# CONCURRENT_HASHMAP
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# CONCURRENT_LINKED_HASHMAP
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S:"Tile Entity Map"=LINKED_HASHMAP
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}
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}
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config/Universal Tweaks - General.cfg

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# Configuration file
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general {
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debug {
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# For those who live life on the edge, may or may not include Jons
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B:"Bypass Incompatibility Warnings"=false
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# Enables debug logging
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B:"Debug Logging"=false
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# Prints the time the game needed to launch to the log
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B:"Show Loading Time"=true
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}
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}
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