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tinkersurvival server
Wendall Cada edited this page Jun 28, 2022
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#Chance for a successful flint knapping. (1.0 = 100%, 0.4 = 40%, etc.)
#Range: 0.1 ~ 1.0
FLINT_CHANCE = 0.6
#Heal rate for bandages. Crude bandages are 50% less effective. (1.0 = 100%, 0.4 = 40%, etc.)
#Range: 0.1 ~ 1.0
HEAL_RATE = 0.14
#Option to adjust slow down on wrong tool usage. (1.0 = 100%, 2.0 = 200%, etc.)
#Range: 1.0 ~ 5.0
SLOW_DOWN_MULTIPLIER = 1.0
#List of mods that tools will always work for. All other mod tools will become wet noodles. Default: ["tconstruct", "tinkersurvival"]
mods = ["tconstruct", "tinkersurvival"]
#List of individual tools that will always work. Format tooltype-modid:item Default: ["hammer-immersiveengineering:hammer", "wirecutter-immersiveengineering:wirecutter"]
items = ["hammer-immersiveengineering:hammer", "wirecutter-immersiveengineering:wirecutter"]
#Used to dump log info for Tinkers's Survival Modpack. Ignore.
LOG_MODPACK_DATA = false
#List of mods that have blocks that are generally decorative in nature and require no tool for harvesting blocks. Default: ["cfm", "furnish"]
blockmods = ["cfm", "furnish"]
#Hunger penalty feature. If after dying, player is rewarded with reduced hunger levels.
ENABLE_HUNGER_PENALTY = false
#Hunger value after death in half shanks. (0 = Really? That's just cruel, 20 = No penalty.)
#Range: 0 ~ 20
HUNGER = 8
#Saturation value after death. Range 0 to 20.
#Range: 0 ~ 20
SATURATION = 0
#Health penalty feature. If after dying, player is rewarded with reduced health levels.
ENABLE_HEALTH_PENALTY = false
#Health value after death in half hearts.
#Range: 0.5 ~ 100.0
HEALTH = 6.0
#The amount of generic damage in half hearts a non-whitelisted tool, or bare hand should do. Default 0
#Range: 0 ~ 4
GENERIC_DAMAGE = 0
#Enforce use of armor whitelist. All other armor will not be equipable.
ENFORCE_WHITELIST_ARMOR = false
#List of mods that armor will be equipable for. Must enable ENFORCE_WHITELIST_ARMOR to be effective. Default: ["immersiveengineering", "tconstruct"]
armormods = ["immersiveengineering", "tconstruct"]
#List of individual armor items that will always work. Format modid:item Default: ["tconstruct:piggybackpack"]
armor = ["tconstruct:piggybackpack"]
items = ["drill-electrodynamics:electricdrill", "saw-electrodynamics:electricchainsaw"]
items = ["shovel-immersiveengineCommonering:drill", "pickaxe-immersiveengineering:drill", "axe-immersiveengineering:buzzsaw", "pickaxe-immersiveengineering:buzzsaw", "weapon-immersiveengineering:revolver", "weapon-immersiveengineering:revolver", "hammer-immersiveengineering:hammer", "wirecutter-immersiveengineering:wirecutter", "shovel-tconstruct:excavator"]
- pickaxe
- pickadze - pickaxe and shovel
- axe
- hoe
- mattock - axe and shovel
- kama - shears and hoe
- shears
- shovel
- sword
- weapon
- hammer
- wirecutter
- wrench
- drill - pickaxe and shovel
- building - pickaxe, shovel, axe and hoe
- revolver
- saw
Tools
Crude Knife
Crude Hatchet
Crude Saw
Tinkers' Knife
Tinkers' Saw
Mod Integrations
Tough As Nails
Constructs' Armory
Health
Crude Bandages
Bandages
Configuration
Client Configuration
Common Configuration
Server Configuration