263 lines
8 KiB
TOML
263 lines
8 KiB
TOML
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#.
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#These values affect the extent of cannon failure.
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[failure]
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#.
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#.
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#If true, cannons cannot fail whatsoever. Equivalent to setting all the chances below to zero.
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disableAllCannonFailure = false
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#.
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#Chance that a fired projectile will get stuck in a barrel after exceeding the squib ratio. 0 is 0%, 1 is 100%.
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#Range: 0.0 ~ 1.0
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squibChance = 0.25
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#.
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#Chance that a cannon will fail if a Powder Charge is ignited in a "barrel"-type cannon block. 0 is 0%, 1 is 100%.
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#This chance can be affected by stronger and weaker charge blocks.
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#Range: 0.0 ~ 1.0
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barrelChargeBurstChance = 0.20000000298023224
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#.
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#How strong the explosion of a catastrophic failure is. Scaled by the amount of charges used in the shot.
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#Range: 0.0 ~ 3.4028234663852886E38
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failureExplosionPower = 2.0
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#.
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#Chance that a cannon loaded with more Powder Charges that it can handle will fail. 0 is 0%, 1 is 100%.
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#Range: 0.0 ~ 1.0
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overloadBurstChance = 0.5
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#.
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#Chance that a load with gaps between the loaded Powder Charges will not completely combust. 0 is 0%, 1 is 100%.
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#Range: 0.0 ~ 1.0
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interruptedIgnitionChance = 0.33000001311302185
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#.
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#These values affect the characteristics of cannon munitions.
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[munitions]
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#.
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#.
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#If projectiles can bounce, ricochet, and be deflected.
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projectilesCanBounce = true
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#.
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#[in Meters per Tick]
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#The minimum velocity necessary to activate the penetration bonus.
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#Range: 0.0 ~ 3.4028234663852886E38
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minimumVelocityForPenetrationBonus = 1.0
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#.
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#Range: 0.0 ~ 3.4028234663852886E38
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penetrationBonusScale = 0.10000000149011612
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#.
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#The extent to which cannon projectiles can damage surrounding blocks.
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#All Damage - projectiles will destroy anything they hit, if applicable. Explosive projectiles will destroy blocks on detonation.
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#No Explosive Damage - projectiles will destroy anything they hit, if applicable. Explosive projectiles will only harm entities on detonation.
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#No Damage - projectiles will not destroy anything they hit, and will only deal entity damage. Explosive projectiles will only harm entities on detonation.
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#Allowed Values: ALL_DAMAGE, NO_EXPLOSIVE_DAMAGE, NO_DAMAGE
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damageRestriction = "ALL_DAMAGE"
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#.
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#Range: 0.0 ~ 1.0
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baseProjectileBounceChance = 0.33000001311302185
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#.
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#Range: 0.0 ~ 1.0
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baseProjectileFluidBounceChance = 0.8999999761581421
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#.
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projectilesChangeSurroundings = true
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#.
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#Projectile Fuzes
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[munitions.fuzes]
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#.
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#Chance that the Impact Fuze/Delayed Impact Fuze will detonate on hitting something. 0 is 0% (never), 1 is 100% (always).
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#Range: 0.0 ~ 1.0
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impactFuzeDetonationChance = 0.6700000166893005
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#.
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#How many blocks the Impact Fuze/Delayed Impact Fuze can hit before breaking. Set to -1 to never break.
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#Range: > -1
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impactFuzeDurability = 3
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#.
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#[in Ticks]
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#Time it takes for a proximity fuze to arm itself.
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#After the fuze has been in the air for the specified arming time, it will detonate when it gets close enough to a block or entity.
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#Range: > 0
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proximityFuzeArmingTime = 20
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#.
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#Grouped Munitions
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[munitions.groupedMunitions]
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#.
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#The chance of a fluid blob affecting a block in its area of effect (AOE). 0 is 0% (never), 1 is 100% (always).
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#Range: 0.0 ~ 1.0
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fluidBlobBlockEffectChance = 0.5
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#.
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#Autocannon Munitions
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[munitions.autocannonMunitions]
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#.
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#Makes all shot autocannon projectiles tracers regardless if the item had a tracer tip applied. Emulates legacy behavior.
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allAutocannonProjectilesAreTracers = false
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#.
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#How many autocannon rounds the Autocannon Ammo Container can store.
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#Range: 1 ~ 128
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autocannonAmmoContainerAutocannonRoundCapacity = 16
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#.
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#How many machine gun rounds the Autocannon Ammo Container can store.
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#Range: 1 ~ 128
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autocannonAmmoContainerMachineGunRoundCapacity = 64
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#.
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#Allowed Values: NONE, LONG, SHORT
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trailType = "SHORT"
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#.
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#Chunkloading
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[munitions.chunkloading]
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#.
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projectilesCanChunkload = true
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#.
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smokeCloudsCanChunkload = true
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#.
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#Big Cannon Munitions
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[munitions.bigCannonMunitions]
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#.
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#Allowed Values: NONE, LONG, SHORT
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trailType = "SHORT"
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#.
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#Makes all shot big cannon projectiles tracers regardless if the item had a tracer tip applied.
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allBigCannonProjectilesAreTracers = false
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#.
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#[in Ticks]
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#Range: 0 ~ 100
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quickFiringBreechItemPickupDelay = 20
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#.
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quickFiringBreechItemGoesToInventory = false
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#.
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#These values affect the characteristics of cannon materials and cannon structures
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[cannons]
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#.
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#.
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#Maximum length of cannons that can be built.
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#Range: > 3
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maxCannonLength = 64
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#.
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#Time when the Quickfiring Breech cannot be loaded by Mechanical Arms.
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#Range: > 0
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quickfiringBreechLoadingCooldown = 40
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#.
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#Time it takes for the Quickfiring Breech to fully open/close, during which it cannot be loaded.
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#Range: > 0
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quickfiringBreechOpeningCooldown = 5
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#.
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#Range: 0.0 ~ 3.4028234663852886E38
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bigCannonRecoilScale = 4.0
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#.
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#Range: 0.0 ~ 3.4028234663852886E38
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autocannonRecoilScale = 0.5
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#.
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#Drop Mortar
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[cannons.dropMortar]
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#.
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#Time in ticks between inserting a munition into a drop mortar and the drop mortar firing it. There are 20 ticks in 1 second.
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#Range: > 0
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dropMortarDelay = 5
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#.
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#Length in ticks that the player has to wait for before inserting the same munition type into a drop mortar again. There are 20 ticks in 1 second.
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#Range: > 0
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dropMortarItemCooldown = 40
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#.
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#Loading Tools
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[cannons.loadingTools]
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#.
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#If deployers can use loading tools.
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deployersCanUseLoadingTools = false
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#.
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#How many blocks inside a cannon a Ram Rod can reach.
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#Range: > 1
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ramRodReach = 5
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#.
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#Maximum amount of munition blocks a Ram Rod can push.
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#Range: > 1
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ramRodStrength = 3
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#.
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#How many blocks inside a cannon a Worm can reach.
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#Range: > 1
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wormReach = 5
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#.
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#How many hunger/saturation points it takes to move one munition block a distance of one block using loading tools.
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#Range: 0.0 ~ 3.4028234663852886E38
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loadingToolHungerConsumption = 2.5
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#.
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#How many ticks before a player can use a manual loading tool again. There are 20 ticks in 1 second.
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#Range: > 0
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loadingToolCooldown = 20
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#.
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#Cannon Carriages
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[cannons.carriage]
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#.
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#How fast the carriage is, in blocks per tick.
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#Range: 0.03999999910593033 ~ 1.0
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carriageSpeed = 0.03999999910593033
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#.
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#How fast the carriage turns, in degrees per tick.
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#Range: 0.10000000149011612 ~ 10.0
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carriageTurnRate = 1.0
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#.
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cannonWeightAffectsCarriageSpeed = true
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#.
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#Display Link Info
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[cannons.displayLink]
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#.
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shouldDisplayCannonRotation = true
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#.
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shouldDisplayContainedMunitions = true
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#.
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#Big Cannon Screen Shake
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[cannons.bigCannonScreenShake]
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#.
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#Range: 0.0 ~ 3.4028234663852886E38
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blastDistanceMultiplier = 8.0
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#.
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#These values affect various miscellaneous contraptions.
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[kinetics]
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#.
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#.
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#Maximum length of cannon loaders that can be built.
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#Range: > 3
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maxLoaderLength = 64
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#.
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#When enabled, Cannon Loaders will not break if another contraption is placed on them. Enables legacy behavior.
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enableIntersectionLoading = false
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[kinetics.stressValues]
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#.
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#These values affect the stress of Create Big Cannons' mechanical blocks.
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[kinetics.stressValues.v2]
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#.
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#
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#[in Stress Units]
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#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
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[kinetics.stressValues.v2.impact]
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bronze_sliding_breech = 12.0
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cannon_loader = 8.0
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steel_screw_breech = 16.0
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cannon_drill = 8.0
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cast_iron_sliding_breech = 16.0
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steel_sliding_breech = 32.0
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nethersteel_screw_breech = 40.0
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cannon_builder = 8.0
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#.
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#These values affect cannon crafting properties.
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[crafting]
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#.
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#.
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#Maximum height of a single cannon cast that can be built.
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#Range: > 1
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maxCannonCastHeight = 32
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#.
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#Maximum length of a Cannon Drill that can be built.
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#Range: > 1
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maxCannonDrillLength = 32
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#.
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#Maximum length of a Cannon Builder that can be built.
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#Range: > 1
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maxCannonBuilderLength = 32
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#.
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#Maximum reach of a Cannon Builder.
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#Range: > 2
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maxCannonBuilderRange = 32
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#.
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#[in Ticks]
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#Time a built-up cannon block needs to be heated for until it transforms into its finished form.
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#Range: > 0
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builtUpCannonHeatingTime = 6000
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