
#Settings for the builder
[builder]
	#Base RF per block operation for the builder when used as a quarry or voider (actual cost depends on hardness of block)
	#Range: > 0
	builderRfPerQuarry = 300
	#Maximum dimension for the space chamber
	#Range: 0 ~ 100000
	maxSpaceChamberDimension = 128
	#RF per block that is skipped (used when a filter is added to the builder)
	#Range: > 0
	builderRfPerSkipped = 50
	#The RF per operation of the builder is multiplied with this factor when using the fortune quarry shape card
	#Range: 0.0 ~ 1000000.0
	fortunequarryShapeCardFactor = 2.0
	#Use this block for the builder to replace with
	quarryReplace = "minecraft:dirt"
	#Base RF per block operation for the builder when used as a pump
	#Range: > 0
	builderRfPerLiquid = 300
	#How much more expensive a move accross dimensions is
	#Range: 0.0 ~ 1000000.0
	dimensionCostFactor = 5.0
	#If true we allow the clearing quarry cards to be crafted (these can be heavier on the server)
	clearingQuarryAllowed = true
	#The cost of collecting 1 XP level (builder 'collect items' mode))
	#Range: 0.0 ~ 1000000.0
	collectRFPerXP = 2.0
	#RF per block operation for the builder when used to build
	#Range: > 0
	builderRfPerOperation = 500
	#The RF/t per area to keep checking for items in a given area (builder 'collect items' mode))
	#Range: 0.0 ~ 1000000.0
	collectRFPerTickPerArea = 0.5
	#The RF per operation of the builder is multiplied with this factor when using the void shape card
	#Range: 0.0 ~ 1000000.0
	voidShapeCardFactor = 0.5
	#RF per player move operation for the builder
	#Range: > 0
	builderRfPerPlayer = 40000
	#Maximum dimension of the shape when a shape card is used in the builder
	#Range: > 0
	maxBuilderDimension = 512
	#If true we allow quarry cards to be crafted
	quarryAllowed = true
	#Multiply the infusion factor with this value and add that to the quarry base speed
	#Range: > 0
	quarryInfusionSpeedFactor = 20
	#If true we go back to the old (wrong) sphere/cylinder calculation for the builder/shield
	oldSphereCylinderShape = false
	#If true the quarry will also quarry tile entities. Otherwise it just ignores them
	quarryTileEntities = false
	#Maximum offset of the shape when a shape card is used in the builder
	#Range: > 0
	maxBuilderOffset = 260
	#How many ticks we wait before collecting again (with the builder 'collect items' mode)
	#Range: > 0
	collectTimer = 10
	#RF per tick that the builder can receive
	#Range: > 0
	builderRFPerTick = 20000
	#The RF per operation of the builder is multiplied with this factor when using the silk quarry shape card
	#Range: 0.0 ~ 1000000.0
	silkquarryShapeCardFactor = 3.0
	#If true the quarry will chunkload a chunk at a time. If false the quarry will stop if a chunk is not loaded
	quarryChunkloads = true
	#RF per entity move operation for the builder
	#Range: > 0
	builderRfPerEntity = 5000
	#Can Tile Entities be moved? 'forbidden' means never, 'whitelist' means only whitelisted, 'blacklist' means all except blacklisted, 'allowed' means all
	#Allowed Values: MOVE_FORBIDDEN, MOVE_WHITELIST, MOVE_BLACKLIST, MOVE_ALLOWED
	tileEntityMode = "MOVE_BLACKLIST"
	#The base speed (number of blocks per tick) of the quarry
	#Range: > 0
	quarryBaseSpeed = 8
	#The cost of collecting an item (builder 'collect items' mode))
	#Range: > 0
	collectRFPerItem = 20
	#If true we allow shape cards to be crafted. Note that in order to use the quarry system you must also enable this
	shapeCardAllowed = true
	#Maximum RF storage that the builder can hold
	#Range: > 0
	builderMaxRF = 1000000
	#This is a list of blocks that are either blacklisted or whitelisted from the Builder when it tries to move tile entities (format <id>=<cost>)
	blackWhiteListedBlocks = []

#Settings for the shield system
[shield]
	#Base amount of RF/tick for every 10 blocks in the shield (while active)
	#Range: > 0
	shieldRfBase = 8
	#Maximum RF storage that the shield block can hold
	#Range: > 0
	shieldMaxRF = 200000
	#The looting kill bonus
	#Range: 0 ~ 256
	lootingKillBonus = 3
	#Maximum offset of the shape when a shape card is used
	#Range: 0 ~ 100000
	maxShieldOffset = 128
	#The amount of RF to consume for a single spike of damage for one entity (used in case of player-type damage)
	#Range: > 0
	shieldRfDamagePlayer = 2000
	#The amount of damage to do for a single spike on one entity
	#Range: 0.0 ~ 1.0E9
	shieldDamage = 5.0
	#Set this to false if you don't want invisible shield rendering mode to be possible
	allowInvisibleShield = true
	#RF/tick for every 10 blocks added in case of camo mode
	#Range: > 0
	shieldRfCamo = 2
	#Amount of dimensional shards per looting kill. Remember that this is per block that does damage
	#Range: 0 ~ 256
	shardsPerLootingKill = 2
	#Maximum distance at which you can add disjoint shield sections to a composed shield
	#Range: 0 ~ 10000
	maxDisjointShieldDistance = 64
	#RF/tick for every 10 block addeds in case of shield mode
	#Range: > 0
	shieldRfShield = 2
	#Maximum size (in blocks) of a tier 1 shield
	#Range: 0 ~ 1000000
	shieldMaxSize = 256
	#The amount of RF to consume for a single spike of damage for one entity
	#Range: > 0
	shieldRfDamage = 1000
	#Maximum dimension of the shape when a shape card is used
	#Range: 0 ~ 1000000
	maxShieldDimension = 256
	#RF per tick that the shield block can receive
	#Range: > 0
	shieldRFPerTick = 5000

#Settings for the scanner, composer, and projector
[scanner]
	#Additional amount of RF per 16x16x16 subchunk needed for a scan for passive entities
	#Range: 0.0 ~ 1.0E9
	locatorUsePerTickPassive = 0.5
	#Additional amount of RF per 16x16x16 subchunk needed for a scan for low energy
	#Range: 0.0 ~ 1.0E9
	locatorUsePerTickEnergy = 5.0
	#Additional amount of RF per 16x16x16 subchunk needed for a scan for hostile entities
	#Range: 0.0 ~ 1.0E9
	locatorUsePerTickHostile = 1.0
	#Maximum amount of entities in a single block to show markers/beacons for
	#Range: > 0
	locatorEntitySafety = 10
	#Amount of RF needed per tick during the scan
	#Range: > 0
	scannerUsePerTick = 1000
	#Maximum RF storage that the projector can hold
	#Range: > 0
	projectorMaxRF = 500000
	#Maximum amount of 16x16 chunks we support for energy scanning
	#Range: > 0
	locatorMaxEnergyChunks = 25
	#The amount of surface area the scanner will scan in a tick. Increasing this will increase the speed of the scanner but cause more strain on the server
	#Range: 100 ~ 1073741824
	surfaceAreaPerTick = 262144
	#Fixed amount of RF needed for a scan
	#Range: > 0
	locatorUsePerTickBase = 5000
	#Base amount of RF needed for a scan per 16x16x16 subchunk
	#Range: 0.0 ~ 1.0E9
	locatorUsePerTickChunk = 0.1
	#Additional amount of RF per 16x16x16 subchunk needed for a scan for players
	#Range: 0.0 ~ 1.0E9
	locatorUsePerTickPlayer = 2.0
	#Maximum dimension of the shape when a scanner/projector card is used
	#Range: 0 ~ 10000
	maxScannerDimension = 512
	#Amount of RF needed per tick during the scan for a remote scanner
	#Range: > 0
	remoteScannerUsePerTick = 2000
	#Maximum offset of the shape when a shape card is used in the scanner/projector
	#Range: > 0
	maxScannerOffset = 2048
	#RF per tick that the scanner can receive
	#Range: > 0
	scannerRFPerTick = 20000
	#Additional amount of RF per 16x16x16 subchunk needed for a filtered scan
	#Range: 0.0 ~ 1.0E9
	locatorFilterCost = 0.5
	#RF per tick that the locator can receive
	#Range: > 0
	locatorRFPerTick = 20000
	#RF per tick that the projector can receive
	#Range: > 0
	projectorRFPerTick = 10000
	#The amount of 'surface area' that the server will send to the client for the projector. Increasing this will increase the speed at which projections are ready but also increase the load for server and client
	#Range: 100 ~ 10000000
	planeSurfacePerTick = 40000
	#RF/t for the projector while it is in use
	#Range: > 0
	projectorUsePerTick = 1000
	#Number of ticks between every scan of the locator
	#Range: > 0
	ticksPerLocatorScan = 40
	#Maximum RF storage that the locator can hold
	#Range: > 0
	locatorMaxRF = 2000000
	#Maximum RF storage that the scanner can hold
	#Range: > 0
	scannerMaxRF = 500000

