
[Module]
	#Base range for Sender Mk1 (no range upgrades)
	#Range: > 1
	sender1BaseRange = 8
	#Max range for Sender Mk1
	#Range: > 1
	sender1MaxRange = 16
	#Base range for Sender Mk2 (no range upgrades)
	#Range: > 1
	sender2BaseRange = 24
	#Max range for Sender Mk2
	#Range: > 1
	sender2MaxRange = 48
	#Base range for Vacuum (no range upgrades)
	#Range: > 1
	vacuumBaseRange = 6
	#Max range for Vacuum
	#Range: > 1
	vacuumMaxRange = 12
	#Base range for Extruder Mk1 (no range upgrades)
	#Range: > 1
	extruder1BaseRange = 16
	#Max range for Extruder Mk1
	#Range: > 1
	extruder1MaxRange = 32
	#Base range for Extruder Mk2 (no range upgrades)
	#Range: > 1
	extruder2BaseRange = 32
	#Max range for Extruder Mk2
	#Range: > 1
	extruder2MaxRange = 64
	#Base range for Puller Mk2 (no range upgrades)
	#Range: > 1
	puller2BaseRange = 12
	#Max range for Puller Mk2
	#Range: > 1
	puller2MaxRange = 24
	#Base range for Fluid Mk2 (no range upgrades)
	#Range: > 1
	fluid2BaseRange = 12
	#Max range for Fluid Mk2
	#Range: > 1
	fluid2MaxRange = 24
	#Should Sender modules show particle effects when working?
	senderParticles = true
	#Should Puller modules show particle effects when working?
	pullerParticles = true
	#Should Placer modules show particle effects when working?
	placerParticles = true
	#Should Breaker modules show particle effects when working?
	breakerParticles = true
	#Should Vacuum modules show particle effects when working?
	vacuumParticles = true
	#Should Flinger modules show smoke effects & play a sound when working?
	flingerEffects = true
	#Should Extruder Mk1/2 modules play a sound when placing/removing blocks?
	extruderSound = true
	#Should Extruder Mk1/2 modules push entities along when extruding blocks?
	extruderPushEntities = true
	#Should Breaker & Extruder Mk1 Modules respect the harvest level of the pickaxe used to craft them? (e.g. craft with an Iron Pickaxe => can't break Obsidian
	breakerHarvestLevelLimit = true
	#List of entity types which the Activator Module (in entity use mode) should never attempt to interact with. Any entity which opens a GUI when right-clicked, like Villagers, should be added here, especially if it prevents player interaction. Entity tags can be specified with a '#' prefix.
	activatorEntityBlacklist = ["minecraft:villager", "minecraft:wandering_trader"]
	#List of entity types which the Activator Module (in attack mode) should never attempt to attack. Entity tags can be specified with a '#' prefix.
	activatorEntityAttackBlacklist = []

[Router]
	#Base tick interval (in server ticks) for a router; router will run this often
	#Range: > 1
	baseTickRate = 20
	#Number of ticks by which 1 Speed Upgrade will reduce the router's tick interval
	#Range: > 1
	ticksPerUpgrade = 2
	#Hard minimum tick interval for a router regardless of Speed Upgrades
	#Range: > 1
	hardMinTickRate = 2
	#Router with eco mode enabled will go into low-power mode if idle for this many server ticks
	#Range: > 1
	ecoTimeout = 100
	#Tick interval for an eco-mode router which has gone into low-power mode
	#Range: > 1
	lowPowerTickRate = 100
	#Base fluid transfer rate (mB/t in each direction) for a router
	#Range: > 1
	fluidBaseTransferRate = 50
	#Max fluid transfer rate (mB/t in each direction) for a router
	#Range: > 1
	fluidMaxTransferRate = 400
	#Fluid transfer rate increase per Fluid Transfer Upgrade
	#Range: > 1
	mBperFluidUpgade = 10
	#FE capacity per Energy Upgrade
	#Range: > 1
	fePerEnergyUpgrade = 50000
	#FE transfer rate (FE/t) per Energy Upgrade
	#Range: > 1
	feXferPerEnergyUpgrade = 1000
	#Should block-breaking modules drop XP where appropriate? (ore mining etc.)
	blockBreakXPDrops = true

["Energy Costs"]
	#Energy cost (FE) to run one right-click operation for the Activator Module
	#Range: > 0
	activatorModuleEnergyCost = 0
	#Energy cost (FE) to run one left-click (attack) operation for the Activator Module
	#Range: > 0
	activatorModuleEnergyCostAttack = 150
	#Energy cost (FE) to run one operation for the Breaker Module
	#Range: > 0
	breakerModuleEnergyCost = 0
	#Energy cost (FE) to run one operation for the Detector Module
	#Range: > 0
	detectorModuleEnergyCost = 0
	#Energy cost (FE) to run one operation for the Distributor Module
	#Range: > 0
	distributorModuleEnergyCost = 0
	#Energy cost (FE) to run one operation for the Dropper Module
	#Range: > 0
	dropperModuleEnergyCost = 0
	#Energy cost (FE) to run one operation for the Energy Distributor Module
	#Range: > 0
	energydistributorModuleEnergyCost = 0
	#Energy cost (FE) to run one operation for the Energy Output Module
	#Range: > 0
	energyoutputModuleEnergyCost = 0
	#Energy cost (FE) to run one operation for the Extruder Module Mk1
	#Range: > 0
	extruderModule1EnergyCost = 0
	#Energy cost (FE) to run one operation for the Extruder Module Mk2
	#Range: > 0
	extruderModule2EnergyCost = 0
	#Energy cost (FE) to run one operation for the Flinger Module
	#Range: > 0
	flingerModuleEnergyCost = 0
	#Energy cost (FE) to run one operation for the Fluid Module Mk1
	#Range: > 0
	fluidModuleEnergyCost = 0
	#Energy cost (FE) to run one operation for the Fluid Module Mk2
	#Range: > 0
	fluidModule2EnergyCost = 0
	#Energy cost (FE) to run one operation for the Placer Module
	#Range: > 0
	placerModuleEnergyCost = 0
	#Energy cost (FE) to run one operation for the Player Module
	#Range: > 0
	playerModuleEnergyCost = 0
	#Energy cost (FE) to run one operation for the Puller Module Mk1
	#Range: > 0
	pullerModule1EnergyCost = 0
	#Energy cost (FE) to run one operation for the Puller Module Mk2
	#Range: > 0
	pullerModule2EnergyCost = 0
	#Energy cost (FE) to run one operation for the Sender Module Mk1
	#Range: > 0
	senderModule1EnergyCost = 0
	#Energy cost (FE) to run one operation for the Sender Module Mk2
	#Range: > 0
	senderModule2EnergyCost = 0
	#Energy cost (FE) to run one operation for the Sender Module Mk3
	#Range: > 0
	senderModule3EnergyCost = 0
	#Energy cost (FE) to run one operation for the Vacuum Module
	#Range: > 0
	vacuumModuleEnergyCost = 0
	#Energy cost (FE) to run one operation for the Void Module
	#Range: > 0
	voidModuleEnergyCost = 0

