# Configuration file

ae2 {

    cells {
        # Number of types of items how many storage cells can store from one quintillion [range: 1 ~ 1024, default: 1]
        I:typesCellE=1

        # Number of types of items a storage cell can store from one billion [range: 1 ~ 1024, default: 252]
        I:typesCellG=252

        # Number of types of items a storage cell stores from one million [range: 1 ~ 1024, default: 126]
        I:typesCellM=126

        # Number of types of items a storage cell holds per quadrillion [range: 1 ~ 1024, default: 756]
        I:typesCellP=756

        # Number of types of items how many storage cells can store from one trillion [range: 1 ~ 1024, default: 504]
        I:typesCellT=504

        energy {
            # How much energy does the Advanced Energy Cell hold?
            D:advancedEnergyCellPower=6400000.0

            # How much energy does the Hybrid Energy Cell hold?
            D:hybridEnergyCellPower=2.56E7

            # How much energy does the Ultimate Energy Cell hold?
            D:ultimateEnergyCellPower=1.024E8
        }

    }

    molecularassemblers {
        # Amount of energy AE2 per tick (ae/t) consumed by the molecular assembler [range: 1 ~ 2147483647, default: 10]
        I:basic_molecular_assembler_power=10

        # Number of items that the molecular assembler crafting per tick [range: 1 ~ 9223372036854775807] [default: 200]
        S:basic_molecular_assembler_speed=200

        # Amount of energy AE2 per tick (ae/t) consumed by the hybrid molecular assembler [range: 1 ~ 2147483647, default: 50]
        I:hybrid_molecular_assembler_power=50

        # Number of items that the hybrid molecular assembler crafting per tick [range: 1 ~ 9223372036854775807] [default: 25000]
        S:hybrid_molecular_assembler_speed=25000

        # Amount of energy AE2 per tick (ae/t) consumed by the ultimate molecular assembler [range: 1 ~ 2147483647, default: 100]
        I:ultimate_molecular_assembler_power=100

        # Number of items that the ultimate molecular assembler crafting per tick [range: 1 ~ 9223372036854775807] [default: 25000000]
        S:ultimate_molecular_assembler_speed=25000000
    }

    accelerators {
        # Advanced accelerator count [range: 1 ~ 2147483647, default: 9]
        I:advanced_accelerator=9

        # Hybrid accelerator count [range: 1 ~ 2147483647, default: 27]
        I:hybrid_accelerator=27

        # Quantum accelerator count [range: 1 ~ 2147483647, default: 243]
        I:quantum_accelerator=243

        # Ultimate accelerator count [range: 1 ~ 2147483647, default: 81]
        I:ultimate_accelerator=81
    }

    automatedblocks {
        # Number of items that the block crafting per tick [range: 1 ~ 9223372036854775807] [default: 200]
        S:speedAutoAwakenedBlocks=200

        # Number of items that the block crafting per tick [range: 1 ~ 9223372036854775807] [default: 10000]
        S:speedAutoCrystallizer=10000

        # Number of items that the block crafting per tick [range: 1 ~ 9223372036854775807] [default: 5]
        S:speedAutoNeutronCompressor=5

        # Number of items that the block crafting per tick [range: 1 ~ 9223372036854775807] [default: 1000]
        S:speedAutoPress=1000
    }

    fluidcells {
        # Number of types of fluids a fluid storage cell can store from one billion [range: 1 ~ 1024, default: 27]
        I:typesFluidCellG=27

        # Number of types of fluids a fluid storage cell stores from one thousand [range: 1 ~ 1024, default: 3]
        I:typesFluidCellK=3

        # Number of types of fluids a fluid storage cell stores from one million [range: 1 ~ 1024, default: 9]
        I:typesFluidCellM=9

        # Number of types of fluids a fluid storage cells can store from one trillion [range: 1 ~ 1024, default: 63]
        I:typesFluidCellT=63
    }

    channels {

        cables {
            # The maximum number of channels this cable can transmit [range: 1 ~ 2147483647, default: 64]
            I:cableAliteMaxChannelSize=64

            # The maximum number of channels this cable can transmit [range: 1 ~ 2147483647, default: 128]
            I:cableBimareMaxChannelSize=128

            # The maximum number of channels this cable can transmit [range: 1 ~ 2147483647, default: 256]
            I:cableDefitMaxChannelSize=256

            # The maximum number of channels this cable can transmit [range: 1 ~ 2147483647, default: 512]
            I:cableEfrimMaxChannelSize=512

            # The maximum number of channels this cable can transmit [range: 1 ~ 2147483647, default: 1024]
            I:cableNurMaxChannelSize=1024

            # The maximum number of channels this cable can transmit [range: 1 ~ 2147483647, default: 2048]
            I:cableXaurMaxChannelSize=2048
        }

        wireless {
            # The maximum number of channels that a wireless transmitter can transmit [range: 1 ~ 2147483647, default: 64]
            I:wirelessAliteMaxChannelSize=64

            # The maximum number of channels that a wireless transmitter can transmit [range: 1 ~ 2147483647, default: 128]
            I:wirelessBimareMaxChannelSize=128

            # The maximum number of channels that a wireless transmitter can transmit [range: 1 ~ 2147483647, default: 256]
            I:wirelessDefitMaxChannelSize=256

            # The maximum number of channels that a wireless transmitter can transmit [range: 1 ~ 2147483647, default: 512]
            I:wirelessEfrimMaxChannelSize=512

            # The maximum number of channels that a wireless transmitter can transmit [range: 1 ~ 2147483647, default: 1024]
            I:wirelessNurMaxChannelSize=1024

            # The maximum number of channels that a wireless transmitter can transmit [range: 1 ~ 2147483647, default: 2048]
            I:wirelessXaurMaxChannelSize=2048
        }

    }

}


avaritia {

    neutronticks {
        # Affects the rate of neutron production in the Advanced Neutron Collector [range: 1 ~ 2147483647, default: 5000]
        I:AdvancedNeutronCollectorTicks=5000

        # Affects the rate of neutron production in the Basic Neutron Collector [range: 1 ~ 2147483647, default: 6000]
        I:BaseNeutronCollectorTicks=6000

        # Affects the rate of neutron production in the Hybrid Neutron Collector [range: 1 ~ 2147483647, default: 4000]
        I:HybridNeutronCollectorTicks=4000

        # Affects the rate of neutron production in the Quantium Neutron Collector [range: 1 ~ 2147483647, default: 1000]
        I:QuantiumNeutronCollectorTicks=1000

        # Affects the rate of neutron production in the Ultimate Neutron Collector [range: 1 ~ 2147483647, default: 2500]
        I:UltimateNeutronCollectorTicks=2500
    }

}


bloodmagic {

    runes {

        ichor {
            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 5]
            I:ichorRuneAcceleration=5

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 5]
            I:ichorRuneBetterCapacity=5

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 5]
            I:ichorRuneCapacity=5

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 5]
            I:ichorRuneDislocation=5

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 5]
            I:ichorRuneEfficiency=5

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 5]
            I:ichorRuneOrbCapacity=5

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 5]
            I:ichorRuneSacrifice=5

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 5]
            I:ichorRuneSelfSacrifice=5

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 5]
            I:ichorRuneSpeed=5
        }

        singular {
            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 15]
            I:singularRuneAcceleration=15

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 15]
            I:singularRuneBetterCapacity=15

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 15]
            I:singularRuneCapacity=15

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 15]
            I:singularRuneDislocation=15

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 15]
            I:singularRuneEfficiency=15

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 15]
            I:singularRuneOrbCapacity=15

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 15]
            I:singularRuneSacrifice=15

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 15]
            I:singularRuneSelfSacrifice=5

            # How many times is a rune more effective than a regular one? [range: 1 ~ 2147483647, default: 15]
            I:singularRuneSpeed=15
        }

    }

}


botania {
    I:helibriumGeneration=10000000
    I:manaAsgardPool=750000000
    I:manaHelhelmPool=250000000
    I:manaMidgardPool=50000000
    I:manaPerSecAsgardSpreader=1000000
    I:manaPerSecHelhelmSpreader=600000
    I:manaPerSecMidgardSpreader=100000
    I:manaPerSecSparkAsgard=1250000
    I:manaPerSecSparkHelhelm=500000
    I:manaPerSecSparkMidgard=25000
    I:manaPerSecSparkValhalla=115000
    I:manaPerSecValhallaSpreader=250000
    I:manaValhallaPool=125000000
    I:midgaranGeneration=60000000
    I:valharinGeneration=30000000

    spark {
        # The amount of mana a asgard spark transfers per second [range: 1 ~ 2147483647, default: 1250000]
        I:manaPerSecSparkAsgard=1250000

        # The amount of mana a helhelm spark transfers per second [range: 1 ~ 2147483647, default: 500000]
        I:manaPerSecSparkHelhelm=500000

        # The amount of mana a midgard spark transfers per second [range: 1 ~ 2147483647, default: 25000]
        I:manaPerSecSparkMidgard=25000

        # The amount of mana a valhalla spark transfers per second [range: 1 ~ 2147483647, default: 115000]
        I:manaPerSecSparkValhalla=115000
    }

    pool {
        # The amount of mana stored in the asgard mana pool [range: 1 ~ 2147483647, default: 750000000]
        I:manaAsgardPool=750000000

        # The amount of mana stored in the helhelm mana pool [range: 1 ~ 2147483647, default: 250000000]
        I:manaHelhelmPool=250000000

        # The amount of mana stored in the midgard mana pool [range: 1 ~ 2147483647, default: 50000000]
        I:manaMidgardPool=50000000

        # The amount of mana stored in the valhalla mana pool [range: 1 ~ 2147483647, default: 125000000]
        I:manaValhallaPool=125000000
    }

    spreader {
        # The amount of mana a asgard spreader transfers per second [range: 1 ~ 2147483647, default: 100000000]
        I:manaPerSecAsgardSpreader=100000000

        # The amount of mana a helhelm spreader transfers per second [range: 1 ~ 2147483647, default: 6000000]
        I:manaPerSecHelhelmSpreader=6000000

        # The amount of mana a midgard spreader transfers per second [range: 1 ~ 2147483647, default: 700000]
        I:manaPerSecMidgardSpreader=700000

        # The amount of mana a valhalla spreader transfers per second [range: 1 ~ 2147483647, default: 2500000]
        I:manaPerSecValhallaSpreader=2500000
    }

    flowers {
        # The amount of mana produced by a helibrium in one operation [range: 1 ~ 2147483647, default: 10000000]
        I:helibriumGeneration=10000000

        # The amount of mana produced by a midgaran in one operation [range: 1 ~ 2147483647, default: 60000000]
        I:midgaranGeneration=60000000

        # The amount of mana produced by a valharin in one operation [range: 1 ~ 2147483647, default: 30000000]
        I:valharinGeneration=30000000
    }

}


client {
    # Show only interfaces with free slots [default: false]
    B:showOnlyInterfacesWithFreeSlotsInInterfaceTerminal=false
}


draconicevolution {

    blocks {
        # Awakened Draconium Block: Amount of energy required to charge (RF) [range: 1 ~ 2147483647, default: 1000000000]
        I:capacityAwake=1000000000

        # Chaos Block: Amount of energy required to charge (RF) [range: 1 ~ 2147483647, default: 2147483647]
        I:capacityChaos=2147483647

        # Awakened Draconium Block: Maximum charging speed (RF/t) [range: 1 ~ 2147483647, default: 100000000]
        I:maxReceiveAwake=100000000

        # Chaos Block: Maximum charging speed (RF/t) [range: 1 ~ 2147483647, default: 1000000000]
        I:maxReceiveChaos=1000000000
    }

    cores {
        # How many cores are needed for the arial block ritual? [range: 1 ~ 2147483647, default: 16]
        I:coresNeedsForArial=16

        # How many cores are needed for the chaos block ritual [range: 1 ~ 2147483647, default: 16]
        I:coresNeedsForChaotic=16
    }

    upgrades {
        # "How many ticks faster does the card make the draconic assembler? [range: 1 ~ 999, default: 300]
        I:draconicAssemblerSpeedUpgrade=600

        # To what capacity does the card increase the block capacity? [range: 1 ~ 9223372036854775807] [default: 1000000000000]
        S:energyUpgradeArial=1000000000000

        # To what capacity does the card increase the block capacity? [range: 1 ~ 9223372036854775807] [default: 1000000000]
        S:energyUpgradeAwakened=1000000000

        # To what capacity does the card increase the block capacity? [range: 1 ~ 9223372036854775807] [default: 100000000000]
        S:energyUpgradeChaotic=100000000000

        # To what capacity does the card increase the block capacity? [range: 1 ~ 9223372036854775807] [default: 10000000]
        S:energyUpgradeWywern=10000000
    }

    armor {
        # Use old armor model [default: false]
        B:useOldArmorModel=false

        # Use old 3D armor model [default: true]
        B:useOriginal3DArmorModel=true

        chaotic {
            # Basic Energy Storage for Chaos Armor [range: 1 ~ 2147483647, default: 100000000]
            I:chaoticArmorBaseStorage=100000000

            # Energy costs for damage protection [range: 1 ~ 2147483647, default: 1000]
            I:chaoticArmorEnergyPerProtectionPoint=1000

            # Energy expended to satisfy hunger [range: 1 ~ 2147483647, default: 5000]
            I:chaoticArmorEnergyToAddFood=5000

            # The amount of energy it will take to remove the effects [range: 1 ~ 2147483647, default: 5000]
            I:chaoticArmorEnergyToRemoveEffects=5000

            # Max Chaos Armor Capacity Upgrade Points [range: 1 ~ 2147483647, default: 100]
            I:chaoticArmorMaxCapacityUpgradePoints=100

            # The maximum amount of energy that Chaos Armor can transfer. [range: 1 ~ 2147483647, default: 2000000]
            I:chaoticArmorMaxTransfer=2000000

            # Max Upgrade Points for Chaos Armor [range: 1 ~ 2147483647, default: 100]
            I:chaoticArmorMaxUpgradePoints=100

            # Max upgrades for Chaos armor [range: 1 ~ 2147483647, default: 24]
            I:chaoticArmorMaxUpgrades=24

            # The amount of energy added to the Chaos Armor's storage for each upgrade. [range: 1 ~ 2147483647, default: 20000000]
            I:chaoticArmorStoragePerUpgrade=20000000
        }

        arial {
            # Basic Energy Storage for Arial Armor [range: 1 ~ 2147483647, default: 500000000]
            I:arialArmorBaseStorage=500000000

            # Energy costs for damage protection [range: 1 ~ 2147483647, default: 1000]
            I:arialArmorEnergyPerProtectionPoint=1000

            # Energy expended to satisfy hunger [range: 1 ~ 2147483647, default: 5000]
            I:arialArmorEnergyToAddFood=5000

            # The amount of energy it will take to remove the effects [range: 1 ~ 2147483647, default: 1000]
            I:arialArmorEnergyToRemoveEffects=1000

            # Max Arial Armor Capacity Upgrade Points [range: 1 ~ 2147483647, default: 300]
            I:arialArmorMaxCapacityUpgradePoints=300

            # The maximum amount of energy that Arial Armor can transfer. [range: 1 ~ 2147483647, default: 20000000]
            I:arialArmorMaxTransfer=20000000

            # Max Upgrade Points for Arial Armor [range: 1 ~ 2147483647, default: 300]
            I:arialArmorMaxUpgradePoints=300

            # Max upgrades for Arial armor [range: 1 ~ 2147483647, default: 36]
            I:arialArmorMaxUpgrades=36

            # The amount of energy added to the Arial Armor's storage for each upgrade. [range: 1 ~ 2147483647, default: 60000000]
            I:arialArmorStoragePerUpgrade=60000000
        }

    }

    items {

        chaotic {
            # Base Energy Storage Capacity for Chaos Capacitor [range: 1 ~ 9223372036854775807] [default: 1000000000]
            S:chaoticCapacitorBaseStorage=1000000000

            # The maximum amount of energy that the Chaos Capacitor can give off [range: 1 ~ 2147483647, default: 500000000]
            I:chaoticCapacitorMaxExtract=500000000

            # The maximum amount of energy that can enter the Chaos Capacitor [range: 1 ~ 2147483647, default: 20000000]
            I:chaoticCapacitorMaxReceive=20000000

            # Max Upgrade Points for Chaos Capacitor [range: 1 ~ 2147483647, default: 50]
            I:chaoticCapacitorMaxUpgradePoints=50

            # The amount of energy added to the Chaos Capacitor's storage for each upgrade. [range: 1 ~ 9223372036854775807] [default: 50000000]
            S:chaoticCapacitorStoragePerUpgrade=50000000
        }

        arial {
            # Base Energy Storage Capacity for Arial Capacitor [range: 1 ~ 9223372036854775807] [default: 2000000000]
            S:arialCapacitorBaseStorage=2000000000

            # The maximum amount of energy that the Arial Capacitor can give off [range: 1 ~ 2147483647, default: 1000000000]
            I:arialCapacitorMaxExtract=1000000000

            # The maximum amount of energy that can enter the Arial Capacitor [range: 1 ~ 2147483647, default: 200000000]
            I:arialCapacitorMaxReceive=200000000

            # Max Upgrade Points for Arial Capacitor [range: 1 ~ 2147483647, default: 128]
            I:arialCapacitorMaxUpgradePoints=128

            # The amount of energy added to the Arial Capacitor's storage for each upgrade. [range: 1 ~ 9223372036854775807] [default: 75000000]
            S:arialCapacitorStoragePerUpgrade=75000000
        }

    }

    tools {

        chaotic {
            # The amount of energy it would take to fire a chaotic bow [range: 1 ~ 2147483647, default: 80]
            I:chaoticBowEnergyPerShot=80

            # Max Capacity Upgrades for Chaotic Bow [range: 1 ~ 2147483647, default: 50]
            I:chaoticBowMaxCapacityUpgradePoints=50

            # Max Upgrade Points for Chaotic Bow [range: 1 ~ 2147483647, default: 50]
            I:chaoticBowMaxUpgradePoints=50

            # Max Upgrades for Chaotic Bow [range: 1 ~ 2147483647, default: 12]
            I:chaoticBowMaxUpgrades=12

            # Max Capacity Upgrades for Staff of Chaos [range: 1 ~ 2147483647, default: 96]
            I:chaoticStaffMaxCapacityUpgradePoints=96

            # Max Upgrade Points for Staff of Chaos [range: 1 ~ 2147483647, default: 50]
            I:chaoticStaffMaxUpgradePoints=50

            # Max Upgrades for Staff of Chaos [range: 1 ~ 2147483647, default: 24]
            I:chaoticStaffMaxUpgrades=24

            # Basic capacity of chaotic instruments [range: 1 ~ 2147483647, default: 100000000]
            I:chaoticToolsBaseStorage=100000000

            # Energy Costs Per Action for Chaotic Tools [range: 1 ~ 2147483647, default: 80]
            I:chaoticToolsEnergyPerAction=80

            # Max Capacity Upgrades for Chaotic Tools [range: 1 ~ 2147483647, default: 96]
            I:chaoticToolsMaxCapacityUpgradePoints=96

            # The maximum amount of energy that can be filled into chaotic instruments [range: 1 ~ 2147483647, default: 500000]
            I:chaoticToolsMaxTransfer=500000

            # Max Upgrade Points for Chaotic Tools [range: 1 ~ 2147483647, default: 50]
            I:chaoticToolsMaxUpgradePoints=50

            # Max Upgrades for Chaotic Tools [range: 1 ~ 2147483647, default: 12]
            I:chaoticToolsMaxUpgrades=12

            # The amount of energy added to the Chaotic Tool storage for each upgrade. [range: 1 ~ 2147483647, default: 6250000]
            I:chaoticToolsStoragePerUpgrade=6250000

            # Chaotic Weapon Base Capacity [range: 1 ~ 2147483647, default: 100000000]
            I:chaoticWeaponsBaseStorage=100000000

            # Attack Energy Cost for Chaotic Weapons [range: 1 ~ 2147483647, default: 250]
            I:chaoticWeaponsEnergyPerAttack=250

            # Max Capacity Upgrade Points for Chaotic Weapons [range: 1 ~ 2147483647, default: 96]
            I:chaoticWeaponsMaxCapacityUpgradePoints=96

            # The maximum amount of energy that can be fed into a chaotic weapon. [range: 1 ~ 2147483647, default: 50000000]
            I:chaoticWeaponsMaxTransfer=50000000

            # Max Upgrade Points for Chaotic Weapons [range: 1 ~ 2147483647, default: 50]
            I:chaoticWeaponsMaxUpgradePoints=50

            # Max Upgrades for Chaotic Weapons [range: 1 ~ 2147483647, default: 12]
            I:chaoticWeaponsMaxUpgrades=12

            # The amount of energy added to the Chaotic Weapon pool for each upgrade. [range: 1 ~ 2147483647, default: 6250000]
            I:chaoticWeaponsStoragePerUpgrade=6250000
        }

        arial {
            # The amount of energy it would take to fire a arial bow [range: 1 ~ 2147483647, default: 100]
            I:arialBowEnergyPerShot=100

            # Max Capacity Upgrades for Arial Bow [range: 1 ~ 2147483647, default: 150]
            I:arialBowMaxCapacityUpgradePoints=150

            # Max Upgrade Points for Arial Bow [range: 1 ~ 2147483647, default: 200]
            I:arialBowMaxUpgradePoints=200

            # Max Upgrades for Arial Bow [range: 1 ~ 2147483647, default: 20]
            I:arialBowMaxUpgrades=20

            # Max Capacity Upgrades for Staff of Arial [range: 1 ~ 2147483647, default: 64]
            I:arialStaffMaxCapacityUpgradePoints=64

            # Max Upgrade Points for Staff of Arial [range: 1 ~ 2147483647, default: 384]
            I:arialStaffMaxUpgradePoints=384

            # Max Upgrades for Staff of Arial [range: 1 ~ 2147483647, default: 48]
            I:arialStaffMaxUpgrades=48

            # Basic capacity of arial instruments [range: 1 ~ 2147483647, default: 200000000]
            I:arialToolsBaseStorage=200000000

            # Energy Costs Per Action for Arial Tools [range: 1 ~ 2147483647, default: 50]
            I:arialToolsEnergyPerAction=50

            # Max Capacity Upgrades for Arial Tools [range: 1 ~ 2147483647, default: 196]
            I:arialToolsMaxCapacityUpgradePoints=196

            # The maximum amount of energy that can be filled into arial instruments [range: 1 ~ 2147483647, default: 500000000]
            I:arialToolsMaxTransfer=500000000

            # Max Upgrade Points for Arial Tools [range: 1 ~ 2147483647, default: 150]
            I:arialToolsMaxUpgradePoints=150

            # Max Upgrades for Arial Tools [range: 1 ~ 2147483647, default: 16]
            I:arialToolsMaxUpgrades=16

            # The amount of energy added to the Arial Tool storage for each upgrade. [range: 1 ~ 2147483647, default: 15000000]
            I:arialToolsStoragePerUpgrade=15000000

            # Arial Weapon Base Capacity [range: 1 ~ 2147483647, default: 200000000]
            I:arialWeaponsBaseStorage=200000000

            # Attack Energy Cost for Arial Weapons [range: 1 ~ 2147483647, default: 500]
            I:arialWeaponsEnergyPerAttack=500

            # Max Capacity Upgrade Points for Arial Weapons [range: 1 ~ 2147483647, default: 196]
            I:arialWeaponsMaxCapacityUpgradePoints=196

            # The maximum amount of energy that can be fed into a arial weapon. [range: 1 ~ 2147483647, default: 500000000]
            I:arialWeaponsMaxTransfer=500000000

            # Max Upgrade Points for Arial Weapons [range: 1 ~ 2147483647, default: 150]
            I:arialWeaponsMaxUpgradePoints=150

            # Max Upgrades for Arial Weapons [range: 1 ~ 2147483647, default: 16]
            I:arialWeaponsMaxUpgrades=16

            # The amount of energy added to the Arial Weapon pool for each upgrade. [range: 1 ~ 2147483647, default: 15000000]
            I:arialWeaponsStoragePerUpgrade=15000000
        }

    }

}


general {
    # Enable tooltips? [default: true]
    B:enable_tooltips=true
}


ic2 {
    I:advancedScannerDuration=10

    solarpanels {
        I:panel1GenDay=1024
        I:panel1GenNight=512
        I:panel2GenDay=8192
        I:panel2GenNight=4096
        I:panel3GenDay=32768
        I:panel3GenNight=16384
        I:panel4GenDay=131072
        I:panel4GenNight=65536
        I:panel5GenDay=524288
        I:panel5GenNight=262144
        I:panel6GenDay=2097152
        I:panel6GenNight=1048576
        I:panel7GenDay=8388608
        I:panel7GenNight=4194304
        I:panel8GenDay=33554432
        I:panel8GenNight=16777216

        level1 {
            # Amount of energy produced by a level 1 solar panel during the day [range: 1 ~ 2147483647, default: 1024]
            I:GenDay=1024

            # Amount of energy produced by a level 1 solar panel at night [range: 1 ~ 2147483647, default: 512]
            I:GenNight=512
        }

        level2 {
            # Amount of energy produced by a level 2 solar panel during the day [range: 1 ~ 2147483647, default: 8192]
            I:GenDay=8192

            # Amount of energy produced by a level 2 solar panel at night [range: 1 ~ 2147483647, default: 4096]
            I:GenNight=4096
        }

        level3 {
            # Amount of energy produced by a level 3 solar panel during the day [range: 1 ~ 2147483647, default: 32768]
            I:GenDay=32768

            # Amount of energy produced by a level 3 solar panel at night [range: 1 ~ 2147483647, default: 16384]
            I:GenNight=16384
        }

        level4 {
            # Amount of energy produced by a level 4 solar panel during the day [range: 1 ~ 2147483647, default: 131072]
            I:GenDay=131072

            # Amount of energy produced by a level 4 solar panel at night [range: 1 ~ 2147483647, default: 65536]
            I:GenNight=65536
        }

        level5 {
            # Amount of energy produced by a level 5 solar panel during the day [range: 1 ~ 2147483647, default: 524288]
            I:GenDay=524288

            # Amount of energy produced by a level 5 solar panel at night [range: 1 ~ 2147483647, default: 262144]
            I:GenNight=262144
        }

        level6 {
            # Amount of energy produced by a level 6 solar panel during the day [range: 1 ~ 2147483647, default: 2097152]
            I:GenDay=2097152

            # Amount of energy produced by a level 6 solar panel at night [range: 1 ~ 2147483647, default: 1048576]
            I:GenNight=1048576
        }

        level7 {
            # Amount of energy produced by a level 7 solar panel during the day [range: 1 ~ 2147483647, default: 8388608]
            I:GenDay=8388608

            # Amount of energy produced by a level 7 solar panel at night [range: 1 ~ 2147483647, default: 4194304]
            I:GenNight=4194304
        }

        level8 {
            # Amount of energy produced by a level 8 solar panel during the day [range: 1 ~ 2147483647, default: 33554432]
            I:GenDay=33554432

            # Amount of energy produced by a level 8 solar panel at night [range: 1 ~ 2147483647, default: 16777216]
            I:GenNight=16777216
        }

    }

    matter {
        # The amount of matter produced by an advanced matter generator in one operation [range: 1 ~ 2147483647, default: 8]
        I:advancedMatterGeneration=8

        # The amount of matter that an advanced matter generator can store [range: 1 ~ 2147483647, default: 32000]
        I:advancedMatterTank=32000

        # Number of threads for which the advanced scanner scans [range: 1 ~ 2147483647, default: 10]
        I:advancedScannerDuration=10
        I:advanced_replicator_discount=1

        # Number of items that the advanced replicator crafting per tick [range: 1 ~ 9223372036854775807] [default: 10]
        S:advanced_replicator_speed=10

        # The amount of matter produced by a nano matter generator in one operation [range: 1 ~ 2147483647, default: 16]
        I:nanoMatterGeneration=16

        # The amount of matter that a nano matter generator can store [range: 1 ~ 2147483647, default: 96000]
        I:nanoMatterTank=96000
        I:nano_replicator_discount=10

        # Number of items that the nano replicator crafting per tick [range: 1 ~ 9223372036854775807] [default: 250]
        S:nano_replicator_speed=250

        # The amount of matter produced by a quantum matter generator in one operation [range: 1 ~ 2147483647, default: 32]
        I:quantumMatterGeneration=32

        # The amount of matter that a quantum matter generator can store [range: 1 ~ 2147483647, default: 128000]
        I:quantumMatterTank=128000
        I:quantum_replicator_discount=50

        # Number of items that the quantum replicator crafting per tick [range: 1 ~ 9223372036854775807] [default: 1000]
        S:quantum_replicator_speed=1000
    }

    generators {
        # Amount of energy produced by a quantum generator [range: 1 ~ 2147483647, default: 100000000]
        I:quantumGeneratorGeneration=100000000

        # Amount of energy produced by a singular generator [range: 1 ~ 2147483647, default: 200000000]
        I:singularGeneratorGeneration=200000000
    }

    upgrades {

        synthesizer {
            # By what percentage will the improvement increase the generation of panels in the Panel Synthesizer?
            D:synthesizerUpgrade1=0.5

            # By what percentage will the improvement increase the generation of panels in the Panel Synthesizer?
            D:synthesizerUpgrade10=150.0

            # By what percentage will the improvement increase the generation of panels in the Panel Synthesizer?
            D:synthesizerUpgrade2=1.0

            # By what percentage will the improvement increase the generation of panels in the Panel Synthesizer?
            D:synthesizerUpgrade3=2.5

            # By what percentage will the improvement increase the generation of panels in the Panel Synthesizer?
            D:synthesizerUpgrade4=5.0

            # By what percentage will the improvement increase the generation of panels in the Panel Synthesizer?
            D:synthesizerUpgrade5=10.0

            # By what percentage will the improvement increase the generation of panels in the Panel Synthesizer?
            D:synthesizerUpgrade6=15.0

            # By what percentage will the improvement increase the generation of panels in the Panel Synthesizer?
            D:synthesizerUpgrade7=25.0

            # By what percentage will the improvement increase the generation of panels in the Panel Synthesizer?
            D:synthesizerUpgrade8=50.0

            # By what percentage will the improvement increase the generation of panels in the Panel Synthesizer?
            D:synthesizerUpgrade9=100.0
        }

    }

}


neutronticks {
    I:"Advanced Neutron Collector ticks"=5000
    I:"Base Neutron Collector ticks"=6000
    I:"Hybrid Neutron Collector ticks"=4000
    I:"Quantium Neutron Collector ticks"=1000
    I:"Ultimate Neutron Collector ticks"=2500
}


