# Configuration file

"agricraft farming station" {
    # The initial value of 'till agressively' for newly placed farms
    B:farmAggressiveTillingDefault=true

    # 'Rings' of farmland a farm with no capacitor upgrades will work
    I:farmArea1=3

    # 'Rings' of farmland a farm with first capacitor upgrade will work
    I:farmArea2=5

    # 'Rings' of farmland a farm with second capacitor upgrade will work
    I:farmArea3=9

    # Chance that a farming station breaks a wooden hand rake (0-1)
    D:farmBreaksIronRakesChance=0.0011111111111111111

    # If enabled, the farming station can break iron hand rakes
    B:farmBreaksIronRakesEnabled=true

    # Chance that a farming station breaks a wooden hand rake (0-1)
    D:farmBreaksWoodenRakesChance=0.0033333333333333335

    # If enabled, the farming station can break wooden hand rakes
    B:farmBreaksWoodenRakesEnabled=true

    # When enabled, the farm will write extensive information about its operation into the logfile
    B:farmDebugLoggingEnabled=false

    # number of ticks it takes a farm with no capacitor upgrades to work one tile of land
    I:farmDelay1=20

    # number of ticks it takes a farm with first capacitor upgrade to work one tile of land
    I:farmDelay2=10

    # number of ticks it takes a farm with second capacitor upgrade to work one tile of land
    I:farmDelay3=3

    # RF used when analyzing a seed
    I:farmRFperAnalyzing=1000

    # RF used when placing down crop sticks
    I:farmRFperCrops=100

    # RF used when placing down cross crop sticks
    I:farmRFperCrossCrops=100

    # RF used when fertilizing a plant
    I:farmRFperFertilize=750

    # RF used when harvest produce
    I:farmRFperHarvest=200

    # RF used when planting a seed
    I:farmRFperPlant=2000

    # RF used when raking with a hand rake
    I:farmRFperRaking=100

    # RF used when raking with an industrial rake
    I:farmRFperRakingIndustrial=200

    # RF used when removing a plant to get back seeds, crop sticks and potentially harvest
    I:farmRFperSeedHarvest=500

    # RF used per tick per 'ring' of farmland
    D:farmRFperTickPerArea=2.5

    # RF used per tick per installed module
    D:farmRFperTickPerModule=5.0

    # RF used when tilling a block
    I:farmRFperTill=2000

    # If enabled there will be recipes for the farm that don't require you to gro capacitor plants. I call it cheat mode
    B:farmSeedlessRecipesEnabled=false

    # If enabled Capacitor Plants can be harvested with machines. I call it couch potato mode
    B:seedsAutomaticHarvestingEnabled=false

    # If enabled Capacitor Plants can be fertilized with bonemeal.
    B:seedsBonemealEnabled=false

    # RF it takes the Capacitor Plant to try to grow
    I:seedsRFperGrowthTick=100000

    # tier of the Capacitor seeds when 'easy recipes' are selected
    I:seedsTierEasy=3

    # tier of the Capacitor seeds when 'hard recipes' are selected
    I:seedsTierHard=5
}


"agricraft farming station notifications" {
    # Enable the notification FULL
    B:farmFULLEnabled=true

    # Enable the notification NO_CROPS
    B:farmNO_CROPSEnabled=true

    # Enable the notification NO_FERTILIZER
    B:farmNO_FERTILIZEREnabled=false

    # Enable the notification NO_HOE
    B:farmNO_HOEEnabled=true

    # Enable the notification NO_POWER
    B:farmNO_POWEREnabled=true

    # Enable the notification NO_RAKE
    B:farmNO_RAKEEnabled=true

    # Enable the notification NO_SEEDS
    B:farmNO_SEEDSEnabled=true

    # Enable the notification OFFLINE
    B:farmOFFLINEEnabled=true

    # Enable the notification WEEDS
    B:farmWEEDSEnabled=true
}


cobbleworks {
    # Discount on the RF cost of crafting operations in percent (0-100)
    I:cobbleWorksRfDiscountForCrafting=10

    # Discount on the RF cost of crusing (sagmilling) operations in percent (0-100)
    I:cobbleWorksRfDiscountForCrushing=10

    # Discount on the RF cost of smelting operations in percent (0-100)
    I:cobbleWorksRfDiscountForSmelting=10

    # Discount on the RF cost of any operation in percent (0-100). This discount is applied once for a double-layer capacitor and twice for an octadic capacitor upgrade.
    I:cobbleWorksRfDiscountPerUpgrade=10

    # RF used per generated cobblestone
    I:cobbleWorksRfPerCobblestone=100
}


"decoration block" {
    # Allow the invisible block to be invisible. Otherwise it will mimic a quite clear glass block.
    B:decoBlockInvisibleIsInvisible=true
}


development {
    # When enabled, profiling information will be written into the logfile
    B:profilingEnabled=false
}


drain {
    # Allow the use of the drain on a dedicated server.
    B:drainAllowOnDedicatedServer=false

    # The amount of power used by a drain per tick.
    I:drainContinuousEnergyUseRF=10

    # The amount of power used by a drain per 1000mB of liquid collected.
    I:drainPerBucketEnergyUseRF=400

    # The amount of power used by a drain to move a source block by one meter.
    I:drainPerSourceBlockMoveEnergyUseRF=250
}


"graphical power monitor" {
    # Enable dynamic texture updating for the Graphical Power Monitor. Disabling this also reduces network trafic
    B:pMonEnableDynamicTextures=true
}


impulsehopper {
    # RF use per transfered item
    D:impulseHopperRFusePerItem=1.0

    # RF use per operation (regardless of its outcome)
    I:impulseHopperRFusePerOperation=20

    # How many ticks does it take to execute one operation (machine with no capacitor upgrades)
    I:impulseHopperWorkEveryTick1=20

    # How many ticks does it take to execute one operation (machine with first capacitor upgrade)
    I:impulseHopperWorkEveryTick2=10

    # How many ticks does it take to execute one operation (machine with second capacitor upgrade)
    I:impulseHopperWorkEveryTick3=4
}


"loot recycler" {
    # RF wasted on failing to enchant in the Loot Recycler
    I:tcomEnchantingPowerPerFailure=1250

    # RF/tick for enchanting in the Loot Recycler
    I:tcomEnchantingPowerPerTick=125

    # Ticks for enchanting one item in the Loot Recycler
    I:tcomEnchantingTicksPerItem=80

    # RF for extracting one recycled item from the Loot Recycler
    I:tcomExtractingPowerPerItem=10

    # RF/tick the Loot Recycler can take
    I:tcomPowerIntakePerTick=100

    # Chance based loss of recycling in the Loot Recycler (0-1)
    D:tcomRecyclingLossChanced=0.5

    # Fix loss of recycling in the Loot Recycler (0-1)
    D:tcomRecyclingLossFix=0.25

    # RF/tick for recycling in the Loot Recycler
    I:tcomRecyclingPowerPerTick=10

    # Ticks for recycling one item in the Loot Recycler (Note: Sound plays for 45 ticks)
    I:tcomRecyclingTicksPerItem=45
}


"magnetic charger" {
    # RF/tick for magnetizing in the Magnetic Charger
    I:magcMagnetizingPowerPerTick=10

    # Ticks for magnetizing one item in the Magnetic Charger (Note: Sound plays for 20 ticks)
    I:magcMagnetizingTicksPerItem=20

    # RF/tick the Magnetic Charger can take
    I:magcPowerIntakePerTick=100
}


"magnetic flag" {
    # Chance that a Magnetic Flag demagnetizes when broken (0-1)
    D:flagDemagnetizingChance=0.04

    # Should Magnetic Flags keep their target when being broken?
    B:flagKeepTargetOnBreaking=false
}


niard {
    # Is the Niard allowed to place water in the Nether?
    B:niardAllowWaterInHell=false

    # The amount of power used by a niard per tick.
    I:niardContinuousEnergyUseRF=10

    # The amount of power used by a niard per 1000mB of liquid placed into the world.
    I:niardPerBucketEnergyUseRF=400
}


recipes {
    # Enable the crafting recipe for the Cobbleworks
    B:cobbleWorksEnabled=true

    # Enable the crafting recipe for the decoration block
    B:decoBlockEnabled=true

    # Enable the crafting recipe for the drain
    B:drainEnabled=true

    # Enable the crafting recipe for the AgriCraft farming station (will only work if AgriCraft is installed)
    B:farmEnabled=true

    # Enable the crafting recipe for the Magnetic Flag
    B:flagEnabled=true

    # Enable the crafting recipe for the Impulse Hopper
    B:impulseHopperEnabled=true

    # Enable the crafting recipe for the Magnetic Charger
    B:magcEnabled=true

    # Enable the crafting recipe for the Niard
    B:niardEnabled=true

    # Enable the crafting recipe for the Graphical Power Monitor
    B:pMonEnabled=true

    # Enable the crafting recipe for the Loot Recycler
    B:tcomEnabled=true

    # Enable the crafting recipe for the Portal Tank
    B:voidTankEnabled=true

    # Enable the crafting recipe for the Waterworks
    B:waterWorksEnabled=false
}


visuals {
    # Allow openGL drawing without tesselator. Disable this if certain machines don't render. Be prepared for texture mapping errors when this is off.
    B:directDrawingEnabled=true

    # Enable item ghosts in the GUI
    B:ghostItemsEnabled=true

    # Blocks rotate when placed in an item frame
    B:rotationInItemframesEnabled=true
}


"void tank" {
    # The amount of power used by a Portal Tank per tick (machine with no capacitor upgrades)
    I:voidTankContinuousEnergyUseRF1=10

    # The amount of power used by a Portal Tank per tick (machine with first capacitor upgrade)
    I:voidTankContinuousEnergyUseRF2=100

    # The amount of power used by a Portal Tank per tick (machine with second capacitor upgrade)
    I:voidTankContinuousEnergyUseRF3=10000
}


waterworks {
    # Amount of input liquid consumed per task as factor on the base value of 1000mB (machine with no capacitor upgrades)
    D:waterWorksLiquidFactorperTask1=1.0

    # Amount of input liquid consumed per task as factor on the base value of 1000mB (machine with first capacitor upgrade)
    D:waterWorksLiquidFactorperTask2=1.75

    # Amount of input liquid consumed per task as factor on the base value of 1000mB (machine with second capacitor upgrade)
    D:waterWorksLiquidFactorperTask3=3.0

    # RF a machine can accept per tick (machine with no capacitor upgrades)
    I:waterWorksRFinPerTick1=100

    # RF a machine can accept per tick (machine with first capacitor upgrade)
    I:waterWorksRFinPerTick2=200

    # RF a machine can accept per tick (machine with second capacitor upgrade)
    I:waterWorksRFinPerTick3=800

    # RF per task (machine with no capacitor upgrades)
    D:waterWorksRFperTask1=2000.0

    # RF per task (machine with first capacitor upgrade)
    D:waterWorksRFperTask2=3150.0

    # RF per task (machine with second capacitor upgrade)
    D:waterWorksRFperTask3=4800.0

    # RF a machine can use per tick (machine with no capacitor upgrades)
    I:waterWorksRFusePerTick1=20

    # RF a machine can use per tick (machine with first capacitor upgrade)
    I:waterWorksRFusePerTick2=40

    # RF a machine can use per tick (machine with second capacitor upgrade)
    I:waterWorksRFusePerTick3=60

    # Amount of liquid produced when processing in percent (0-100) of the input liquid
    I:waterWorksWaterReductionPercentage=10
}


