|  | # OpenComputers configuration. This file uses typesafe config's HOCON syntax. | 
|  | # Try setting your syntax highlighting to Ruby, to help readability. At least | 
|  | # in Sublime Text that works really well. Note that this file is overwritten | 
|  | # whenever you start the game! Changes to the comments may vanish. | 
|  | opencomputers { | 
|  |  | 
|  | # IDs used by the mod, adjust these if you get conflicts. | 
|  | ids { | 
|  | # The item ID used for all non-damageable items. | 
|  | item: 4600 | 
|  |  | 
|  | # List of block IDs the mod uses for different types of blocks. This list | 
|  | # must contain exactly four entries, or it will be ignored. | 
|  | block: [ | 
|  | 3650 | 
|  | 3651 | 
|  | 3652 | 
|  | 3653 | 
|  | ] | 
|  | } | 
|  |  | 
|  | # Client side settings, presentation and performance related stuff. | 
|  | client { | 
|  | # The distance at which to start fading out the text on screens. This is | 
|  | # purely cosmetic, to avoid text disappearing instantly when moving too | 
|  | # far away from a screen. This should have no measurable impact on | 
|  | # performance. Note that this needs OpenGL 1.4 to work, otherwise text | 
|  | # will always just instantly disappear when moving away from the screen | 
|  | # displaying it. | 
|  | screenTextFadeStartDistance: 8.0 | 
|  |  | 
|  | # The maximum distance at which to render text on screens. Rendering text | 
|  | # can be pretty expensive, so if you have a lot of screens you'll want to | 
|  | # avoid huge numbers here. Note that this setting is client-sided, and | 
|  | # only has an impact on render performance on clients. | 
|  | maxScreenTextRenderDistance: 10.0 | 
|  |  | 
|  | # Whether to apply linear filtering for text displayed on screens when the | 
|  | # screen has to be scaled down - i.e. the text is rendered at a resolution | 
|  | # lower than their native one, e.g. when the GUI scale is less than one or | 
|  | # when looking at a far away screen. This leads to smoother text for | 
|  | # scaled down text but results in characters not perfectly connecting | 
|  | # anymore (for example for box drawing characters. Look it up on | 
|  | # Wikipedia.) | 
|  | textLinearFiltering: false | 
|  |  | 
|  | # If you prefer the text on the screens to be aliased (you know, *not* | 
|  | # anti-aliased / smoothed) turn this option off. | 
|  | textAntiAlias: true | 
|  |  | 
|  | # The keyboard shortcut that is used to send the current text in the | 
|  | # clipboard to the currently opened screen (if said screen has a keyboard | 
|  | # attached to it). For valid key names, please see the following list: | 
|  | # https://github.com/LWJGL/lwjgl/blob/master/src/java/org/lwjgl/input/Keyboard.java#L73 | 
|  | pasteShortcut: [LSHIFT, INSERT] | 
|  | } | 
|  |  | 
|  | # Computer related settings, concerns server performance and security. | 
|  | computer { | 
|  | # The overall number of threads to use to drive computers. Whenever a | 
|  | # computer should run, for example because a signal should be processed or | 
|  | # some sleep timer expired it is queued for execution by a worker thread. | 
|  | # The higher the number of worker threads, the less likely it will be that | 
|  | # computers block each other from running, but the higher the host | 
|  | # system's load may become. | 
|  | threads: 4 | 
|  |  | 
|  | # The time in seconds a program may run without yielding before it is | 
|  | # forcibly aborted. This is used to avoid stupidly written or malicious | 
|  | # programs blocking other computers by locking down the executor threads. | 
|  | # Note that changing this won't have any effect on computers that are | 
|  | # already running - they'll have to be rebooted for this to take effect. | 
|  | timeout: 1.0 | 
|  |  | 
|  | # Whether to allow loading precompiled bytecode via Lua's `load` function, | 
|  | # or related functions (`loadfile`, `dofile`). Enable this only if you | 
|  | # absolutely trust all users on your server and all Lua code you run. This | 
|  | # can be a MASSIVE SECURITY RISK, since precompiled code can easily be | 
|  | # used for exploits, running arbitrary code on the real server! I cannot | 
|  | # stress this enough: only enable this is you know what you're doing. | 
|  | allowBytecode: false | 
|  |  | 
|  | # The time in seconds to wait after a computer has been restored before it | 
|  | # continues to run. This is meant to allow the world around the computer | 
|  | # to settle, avoiding issues such as components in neighboring chunks | 
|  | # being removed and then re-connected and other odd things that might | 
|  | # happen. | 
|  | startupDelay: 0.25 | 
|  |  | 
|  | # Whether to actively run Lua's garbage collector each time before the | 
|  | # Lua state of a computer is resumed. This has two advantages: memory is | 
|  | # less likely to run out because the emergency gargabe collection fails | 
|  | # to release certain structures, and Lua programs will get a better idea | 
|  | # of how much ram is *really* still available (otherwise the numbers you | 
|  | # get from os.freeMemory() will jump - a lot). The downside is that this | 
|  | # obviously is slightly more computationally expensive. However, since | 
|  | # the memory sizes for Lua states will generally be very small, due to | 
|  | # limited amount reachable via RAM items (per default 2*256KB) and being | 
|  | # run in a low-priority worker thread, this should be barely noticeable. | 
|  | activeGC: true | 
|  |  | 
|  | # The sizes of the three tiers of RAM, in kilobytes. This list must | 
|  | # contain exactly three entries, or it will be ignored. | 
|  | ramSizes: [ | 
|  | 64 | 
|  | 128 | 
|  | 256 | 
|  | 512 | 
|  | 1024 | 
|  | ] | 
|  |  | 
|  | # This setting allows you to fine-tune how RAM sizes are scaled internally | 
|  | # on 64 Bit machines (i.e. when the Minecraft server runs in a 64 Bit VM). | 
|  | # Why is this even necessary? Because objects consume more memory in a 64 | 
|  | # Bit environment than in a 32 Bit one, due to pointers and possibly some | 
|  | # integer types being twice as large. It's actually impossible to break | 
|  | # this down to a single number, so this is really just a rough guess. If | 
|  | # you notice this doesn't match what some Lua program would use on 32 bit, | 
|  | # feel free to play with this and report your findings! | 
|  | # Note that the values *displayed* to Lua via `computer.totalMemory` and | 
|  | # `computer.freeMemory` will be scaled by the inverse, so that they always | 
|  | # correspond to the "apparent" sizes of the installed memory modules. For | 
|  | # example, when running a computer with a 64KB RAM module, even if it's | 
|  | # scaled up to 96KB, `computer.totalMemory` will return 64KB, and if there | 
|  | # are really 45KB free, `computer.freeMemory` will return 32KB. | 
|  | ramScaleFor64Bit: 1.8 | 
|  |  | 
|  | # This determines whether computers can only be used by players that are | 
|  | # registered as users on them. Per default a newly placed computer has no | 
|  | # users. Whenever there are no users the computer is free for all. Users | 
|  | # can be managed via the Lua API (computer.addUser, computer.removeUser, | 
|  | # computer.users). If this is true, the following interactions are only | 
|  | # possible for users: | 
|  | # - input via the keyboard and touch screen. | 
|  | # - inventory management. | 
|  | # - breaking the computer block. | 
|  | # If this is set to false, all computers will always be usable by all | 
|  | # players, no matter the contents of the user list. Note that operators | 
|  | # are treated as if they were in the user list of every computer, i.e. no | 
|  | # restrictions apply to them. | 
|  | # See also: `maxUsers` and `maxUsernameLength`. | 
|  | canComputersBeOwned: true | 
|  |  | 
|  | # The maximum number of users that can be registered with a single | 
|  | # computer. This is used to avoid computers allocating unchecked amounts | 
|  | # of memory by registering an unlimited number of users. See also: | 
|  | # `canComputersBeOwned`. | 
|  | maxUsers: 16 | 
|  |  | 
|  | # Sanity check for username length for users registered with computers. We | 
|  | # store the actual user names instead of a hash to allow iterating the | 
|  | # list of registered users on the Lua side. | 
|  | # See also: `canComputersBeOwned`. | 
|  | maxUsernameLength: 32 | 
|  |  | 
|  | # This setting is meant for debugging errors that occur in Lua callbacks. | 
|  | # Per default, if an error occurs and it has a message set, only the | 
|  | # message is pushed back to Lua, and that's it. If you encounter weird | 
|  | # errors or are developing an addon you'll want the stacktrace for those | 
|  | # errors. Enabling this setting will log them to the game log. This is | 
|  | # disabled per default to avoid spamming the log with inconsequentual | 
|  | # exceptions such as IllegalArgumentExceptions and the like. | 
|  | logCallbackErrors: false | 
|  | } | 
|  |  | 
|  | # Robot related settings, what they may do and general balancing. | 
|  | robot { | 
|  | # Whether robots may place blocks in thin air, i.e. without a reference | 
|  | # point (as is required for real players). Set this to true to emulate | 
|  | # ComputerCraft's Turtles' behavior. When left false robots have to target | 
|  | # an existing block face to place another block. Note that calling either | 
|  | # `robot.place` or `robot.use` without a side will cause the robot to try | 
|  | # all valid sides. | 
|  | canPlaceInAir: false | 
|  |  | 
|  | # Whether robots may 'activate' blocks in the world. This includes | 
|  | # pressing buttons and flipping levers, for example. Disable this if it | 
|  | # causes problems with some mod (but let me know!) or if you think this | 
|  | # feature is too over-powered. | 
|  | allowActivateBlocks: true | 
|  |  | 
|  | # Whether robots may use items for a specifiable duration. This allows | 
|  | # robots to use items such as bows, for which the right mouse button has | 
|  | # to be held down for a longer period of time. For robots this works | 
|  | # slightly different: the item is told it was used for the specified | 
|  | # duration immediately, but the robot will not resume execution until the | 
|  | # time that the item was supposedly being used has elapsed. This way | 
|  | # robots cannot rapidly fire critical shots with a bow, for example. | 
|  | allowUseItemsWithDuration: true | 
|  |  | 
|  | # Whether robots may damage players if they get in their way. This | 
|  | # includes all 'player' entities, which may be more than just real players | 
|  | # in the game. | 
|  | canAttackPlayers: false | 
|  |  | 
|  | # Determines whether robots are a pretty cool guy. Ususally cobwebs are | 
|  | # the bane of anything using a tool other than a sword or shears. This is | 
|  | # an utter pain in the part you sit on, because it makes robots meant to | 
|  | # dig holes utterly useless: the poor things couldn't break cobwebs in | 
|  | # mining shafts with their golden pick axes. So, if this setting is true, | 
|  | # we check for cobwebs and allow robots to break 'em anyway, no matter | 
|  | # their current tool. After all, the hardness value of cobweb can only | 
|  | # rationally explained by Steve's fear of spiders, anyway. | 
|  | notAfraidOfSpiders: true | 
|  |  | 
|  | # The 'range' of robots when swinging an equipped tool (left click). This | 
|  | # is the distance to the center of block the robot swings the tool in to | 
|  | # the side the tool is swung towards. I.e. for the collision check, which | 
|  | # is performed via ray tracing, this determines the end point of the ray | 
|  | # like so: `block_center + unit_vector_towards_side * swingRange` | 
|  | # This defaults to a value just below 0.5 to ensure the robots will not | 
|  | # hit anything that's actually outside said block. | 
|  | swingRange: 0.49 | 
|  |  | 
|  | # The 'range' of robots when using an equipped tool (right click) or when | 
|  | # placing items from their inventory. See `robot.swingRange`. This | 
|  | # defaults to a value large enough to allow robots to detect 'farmland', | 
|  | # i.e. tilled dirt, so that they can plant seeds. | 
|  | useAndPlaceRange: 0.65 | 
|  |  | 
|  | # The rate at which items used as tools by robots take damage. A value of | 
|  | # one means that items lose durability as quickly as when they are used by | 
|  | # a real player. A value of zero means they will not lose any durability | 
|  | # at all. This only applies to items that can actually be damaged (such as | 
|  | # swords, pickaxes, axes and shovels). | 
|  | # Note that this actually is the *chance* of an item losing durability | 
|  | # when it is used. Or in other words, it's the inverse chance that the | 
|  | # item will be automatically repaired for the damage it just took | 
|  | # immediately after it was used. | 
|  | itemDamageRate: 0.1 | 
|  |  | 
|  | # The name format to use for robots. The substring '$player$' is | 
|  | # replaced with the name of the player that owns the robot, so for the | 
|  | # first robot placed this will be the name of the player that placed it. | 
|  | # This is transitive, i.e. when a robot in turn places a robot, that | 
|  | # robot's owner, too, will be the owner of the placing robot. | 
|  | # The substring $random$ will be replaced with a random number in the | 
|  | # interval [1, 0xFFFFFF], which may be useful if you need to differentiate | 
|  | # individual robots. | 
|  | # If a robot is placed by something that is not a player, e.g. by some | 
|  | # block from another mod, the name will default to 'OpenComputers'. | 
|  | nameFormat: "$player$.robot" | 
|  |  | 
|  | # This controls how fast robots gain experience, and how that experience | 
|  | # alters the stats. | 
|  | xp { | 
|  | # The required amount per level is computed like this: | 
|  | # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth | 
|  | baseValue: 50 | 
|  |  | 
|  | # The required amount per level is computed like this: | 
|  | # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth | 
|  | constantGrowth: 3 | 
|  |  | 
|  | # The required amount per level is computed like this: | 
|  | # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth | 
|  | exponentialGrowth: 3 | 
|  |  | 
|  | # This controls how much experience a robot gains for each successful | 
|  | # action it performs. "Actions" only include the following: swinging a | 
|  | # tool and killing something or destroying a block and placing a block | 
|  | # successfully. Note that a call to `swing` or `use` while "bare handed" | 
|  | # will *not* gain a robot any experience. | 
|  | actionXp: 0.05 | 
|  |  | 
|  | # This determines how much "exhaustion" contributes to a robots | 
|  | # experience. This is additive to the "action" xp, so digging a block | 
|  | # will per default give 0.05 + 0.025 [exhaustion] * 1.0 = 0.075 XP. | 
|  | exhaustionXpRate: 1.0 | 
|  |  | 
|  | # This is the amount of additional energy that fits into a robots | 
|  | # internal buffer for each level it gains. So with the default values, | 
|  | # at maximum level (30) a robot will have an internal buffer size of | 
|  | # two hundred thousand. | 
|  | bufferPerLevel: 5000 | 
|  |  | 
|  | # The additional "efficiency" a robot gains in using tools with each | 
|  | # level. This basically increases the chances of a tool not losing | 
|  | # durability when used, relative to the base rate. So for example, a | 
|  | # robot with level 15 gets a 0.15 bonus, with the default damage rate | 
|  | # that would lead to a damage rate of 0.1 * (1 - 0.15) = 0.085. | 
|  | toolEfficiencyPerLevel: 0.01 | 
|  |  | 
|  | # The increase in block harvest speed a robot gains per level. The time | 
|  | # it takes to break a block is computed as actualTime * (1 - bonus). | 
|  | # For example at level 20, with a bonus of 0.4 instead of taking 0.3 | 
|  | # seconds to break a stone block with a diamond pick axe it only takes | 
|  | # 0.12 seconds. | 
|  | harvestSpeedBoostPerLevel: 0.02 | 
|  | } | 
|  |  | 
|  | # Allows fine-tuning of delays for robot actions. | 
|  | delays { | 
|  | # The time in seconds to pause execution after a robot turned either | 
|  | # left or right. Note that this essentially determines hw fast robots | 
|  | # can turn around, since this also determines the length of the turn | 
|  | # animation. | 
|  | turn: 0.4 | 
|  |  | 
|  | # The time in seconds to pause execution after a robot issued a | 
|  | # successful move command. Note that this essentially determines how | 
|  | # fast robots can move around, since this also determines the length | 
|  | # of the move animation. | 
|  | move: 0.4 | 
|  |  | 
|  | # The time in seconds to pause execution after a robot successfully | 
|  | # swung a tool (or it's 'hands' if nothing is equipped). Successful in | 
|  | # this case means that it hit something, i.e. it attacked an entity or | 
|  | # extinguishing fires. | 
|  | # When breaking blocks the normal harvest time scaled with the | 
|  | # `harvestRatio` (see below) applies. | 
|  | swing: 0.4 | 
|  |  | 
|  | # The time in seconds to pause execution after a robot successfully | 
|  | # used an equipped tool (or it's 'hands' if nothing is equipped). | 
|  | # Successful in this case means that it either used the equipped item, | 
|  | # for example a splash potion, or that it activated a block, for | 
|  | # example by pushing a button. | 
|  | # Note that if an item is used for a specific amount of time, like | 
|  | # when shooting a bow, the maximum of this and the duration of the | 
|  | # item use is taken. | 
|  | use: 0.4 | 
|  |  | 
|  | # The time in seconds to pause execution after a robot successfully | 
|  | # placed an item from its inventory. | 
|  | place: 0.4 | 
|  |  | 
|  | # The time in seconds to pause execution after an item was | 
|  | # successfully dropped from a robot's inventory. | 
|  | drop: 0.5 | 
|  |  | 
|  | # The time in seconds to pause execution after a robot successfully | 
|  | # picked up an item after triggering a suck command. | 
|  | suck: 0.5 | 
|  |  | 
|  | # This is the *ratio* of the time a player would require to harvest a | 
|  | # block. Note that robots cannot break blocks they cannot harvest. So | 
|  | # the time a robot is forced to sleep after harvesting a block is | 
|  | #   breakTime * harvestRatio | 
|  | # Breaking a block will always at least take one tick, 0.05 seconds. | 
|  | harvestRatio: 1.0 | 
|  | } | 
|  | } | 
|  |  | 
|  | # Power settings, buffer sizes and power consumption. | 
|  | power { | 
|  | # Whether to ignore any power requirements. Whenever something requires | 
|  | # power to function, it will try to get the amount of energy it needs from | 
|  | # the buffer of its connector node, and in case it fails it won't perform | 
|  | # the action / trigger a shutdown / whatever. Setting this to `true` will | 
|  | # simply make the check 'is there enough energy' succeed unconditionally. | 
|  | # Note that buffers are still filled and emptied following the usual | 
|  | # rules, there just is no failure case anymore. The converter will however | 
|  | # not accept power from other mods. | 
|  | ignorePower: false | 
|  |  | 
|  | # This determines how often continuous power sinks try to actually try to | 
|  | # consume energy from the network. This includes computers, robots and | 
|  | # screens. This also controls how frequent distributors revalidate their | 
|  | # global state and secondary distributors, as well as how often the power | 
|  | # converter queries sources for energy (for now: only BuildCraft). If set | 
|  | # to 1, this would query every tick. The default queries every 20 ticks, | 
|  | # or in other words once per second. | 
|  | # Higher values mean more responsive power consumption, but slightly more | 
|  | # work per tick (shouldn't be that noticeable, though). Note that this | 
|  | # has no influence on the actual amount of energy required by computers | 
|  | # and screens. The power cost is directly scaled up accordingly: | 
|  | # `tickFrequency * cost`. | 
|  | tickFrequency: 20 | 
|  |  | 
|  | # Conversion ratio for BuildCraft's MJ. This is how many internal energy | 
|  | # units one MJ generates. | 
|  | ratioBuildCraft: 1.0 | 
|  |  | 
|  | # Conversion ratio for IndustrialCraft2's EU. This is how many internal | 
|  | # energy units one EU generates. | 
|  | ratioIndustrialCraft2: 0.4 | 
|  |  | 
|  | # Conversion ratio for Universal Electricity's Joules. This is how many | 
|  | # internal energy units one Joule generates. | 
|  | ratioUniversalElectricity: 1.0 | 
|  |  | 
|  | # Conversion ratio for Thermal Expansion's RF. This is how many internal | 
|  | # energy units one RF generates. | 
|  | ratioThermalExpansion: 0.1 | 
|  |  | 
|  | # The amount of energy a Charger transfers to each adjacent robot per tick | 
|  | # if a maximum strength redstone signal is set. Chargers load robots with | 
|  | # a controllable speed, based on the maximum strength of redstone signals | 
|  | # going into the block. So if a redstone signal of eight is set, it'll | 
|  | # charge robots at roughly half speed. | 
|  | chargerChargeRate: 100.0 | 
|  |  | 
|  | # The energy efficiency of the generator upgrade. At 1.0 this will | 
|  | # generate as much energy as you'd get by burning the fuel in a BuildCraft | 
|  | # Stirling Engine (1MJ per fuel value / burn ticks). To discourage fully | 
|  | # autonomous robots the efficiency of generators is slighly reduced by | 
|  | # default. | 
|  | generatorEfficiency: 0.8 | 
|  |  | 
|  | # The energy efficiency of the solar generator upgrade. At 1.0 this will | 
|  | # generate as much energy as you'd get by burning  fuel in a BuildCraft | 
|  | # Stirling Engine . To discourage fully autonomous robots the efficiency | 
|  | # of solar generators is greatly reduced by default. | 
|  | solarGeneratorEfficiency: 0.2 | 
|  |  | 
|  | # Default "buffer" sizes, i.e. how much energy certain blocks can store. | 
|  | buffer { | 
|  | # The amount of energy a single capacitor can store. | 
|  | capacitor: 1600.0 | 
|  |  | 
|  | # The amount of bonus energy a capacitor can store for each other | 
|  | # capacitor it shares a face with. This bonus applies to both of the | 
|  | # involved capacitors. It reaches a total of two blocks, where the | 
|  | # bonus is halved for the second neighbor. So three capacitors in a | 
|  | # row will give a total of 8.8k storage with default values: | 
|  | # (1.6 + 0.8 + 0.4)k + (0.8 + 1.6 + 0.8)k + (0.4 + 0.8 + 1.6)k | 
|  | capacitorAdjacencyBonus: 800.0 | 
|  |  | 
|  | # The amount of energy a computer can store. This allows you to get a | 
|  | # computer up and running without also having to build a capacitor. | 
|  | computer: 500.0 | 
|  |  | 
|  | # The amount of energy robots can store in their internal buffer. | 
|  | robot: 50000.0 | 
|  |  | 
|  | # The amount of energy a converter can store. This allows directly | 
|  | # connecting a converter to a distributor, without having to have a | 
|  | # capacitor on the side of the converter. | 
|  | converter: 1000.0 | 
|  |  | 
|  | # The amount of energy each face of a distributor can story. This | 
|  | # allows connecting two power distributors directly. If the buffer | 
|  | # capacity between the two distributors is zero, they won't be able | 
|  | # to exchange energy. This basically controls the bandwidth. You can | 
|  | # add capacitors between two distributors to increase this bandwidth. | 
|  | distributor: 250 | 
|  | } | 
|  |  | 
|  | # Default "costs", i.e. how much energy certain operations consume. | 
|  | cost { | 
|  | # The amount of energy a computer consumes per tick when running. | 
|  | computer: 0.5 | 
|  |  | 
|  | # The amount of energy a robot consumes per tick when running. This is | 
|  | # per default less than a normal computer uses because... well... they | 
|  | # are better optimized? It balances out due to the cost for movement, | 
|  | # interaction and whatnot, and the fact that robots cannot connect to | 
|  | # component networks directly, so they are no replacements for normal | 
|  | # computers. | 
|  | robot: 0.25 | 
|  |  | 
|  | # The actual cost per tick for computers and robots is multiplied | 
|  | # with this value if they are currently in a "sleeping" state. They | 
|  | # enter this state either by calling `os.sleep()` or by pulling | 
|  | # signals. Note that this does not apply in the tick they resume, so | 
|  | # you can't fake sleep by calling `os.sleep(0)`. | 
|  | sleepFactor: 0.1 | 
|  |  | 
|  | # The amount of energy a screen consumes per tick. For each lit pixel | 
|  | # (each character that is not blank) this cost increases linearly: | 
|  | # for basic screens, if all pixels are lit the cost per tick will be | 
|  | # twice as high as this value. Higher tier screens can become even | 
|  | # more expensive to run, due to their higher resolution. If a screen | 
|  | # cannot consume the defined amount of energy it will stop rendering | 
|  | # the text that should be displayed on it. It will *not* forget that | 
|  | # text, however, so when enough power is available again it will | 
|  | # restore the previously displayed text (with any changes possibly | 
|  | # made in the meantime). Note that for multi-block screens *each* | 
|  | # screen that is part of it will consume this amount of energy per | 
|  | # tick. | 
|  | screen: 0.1 | 
|  |  | 
|  | # Energy it takes read one kilobyte from a file system. Note that non | 
|  | # I/O operations on file systems such as `list` or `getFreeSpace` do | 
|  | # *not* consume power. Note that this very much determines how much | 
|  | # energy you need in store to start a computer, since you need enough | 
|  | # to have the computer read all the libraries, which is around 60KB | 
|  | # at the time of writing. | 
|  | # Note: internally this is adjusted to a cost per byte, and applied | 
|  | # as such. It's just specified per kilobyte to be more intuitive. | 
|  | hddRead: 0.1 | 
|  |  | 
|  | # Energy it takes to write one kilobyte to a file system. | 
|  | # Note: internally this is adjusted to a cost per byte, and applied | 
|  | # as such. It's just specified per kilobyte to be more intuitive. | 
|  | hddWrite: 0.25 | 
|  |  | 
|  | # Energy it takes to change *every* 'pixel' via the set command of a | 
|  | # basic screen via the `set` command. | 
|  | # Note: internally this is adjusted to a cost per pixel, and applied | 
|  | # as such, so this also implicitly defines the cost for higher tier | 
|  | # screens. | 
|  | gpuSet: 2.0 | 
|  |  | 
|  | # Energy it takes to change a basic screen with the fill command. | 
|  | # Note: internally this is adjusted to a cost per pixel, and applied | 
|  | # as such, so this also implicitly defines the cost for higher tier | 
|  | # screens. | 
|  | gpuFill: 1.5 | 
|  |  | 
|  | # Energy it takes to clear a basic screen using the fill command with | 
|  | # 'space' as the fill char. | 
|  | # Note: internally this is adjusted to a cost per pixel, and applied | 
|  | # as such, so this also implicitly defines the cost for higher tier | 
|  | # screens. | 
|  | gpuClear: 0.25 | 
|  |  | 
|  | # Energy it takes to copy half of a basic screen via the copy command. | 
|  | # Note: internally this is adjusted to a cost per pixel, and applied | 
|  | # as such, so this also implicitly defines the cost for higher tier | 
|  | # screens. | 
|  | gpuCopy: 0.5 | 
|  |  | 
|  | # The amount of energy it takes a robot to perform a 90 degree turn. | 
|  | robotTurn: 2.5 | 
|  |  | 
|  | # The amount of energy it takes a robot to move a single block. | 
|  | robotMove: 15.0 | 
|  |  | 
|  | # The conversion rate of exhaustion from using items to energy | 
|  | # consumed. Zero means exhaustion does not require energy, one is a | 
|  | # one to one conversion. For example, breaking a block generates 0.025 | 
|  | # exhaustion, attacking an entity generates 0.3 exhaustion. | 
|  | robotExhaustion: 10.0 | 
|  |  | 
|  | # The amount of energy it costs to send a wireless message with signal | 
|  | # strength one, which means the signal reaches one block. This is | 
|  | # scaled up linearly, so for example to send a signal 400 blocks a | 
|  | # signal strength of 400 is required, costing a total of | 
|  | # 400 * `wirelessStrength`. In other words, the higher this value, | 
|  | # the higher the cost of wireless messages. | 
|  | # See also: `maxWirelessRange`. | 
|  | wirelessStrength: 0.05 | 
|  |  | 
|  | # The cost of a single packet sent via StargateTech 2's abstract bus. | 
|  | abstractBusPacket: 1 | 
|  | } | 
|  | } | 
|  |  | 
|  | # File system related settings, performance and and balancing. | 
|  | filesystem { | 
|  | # Whether persistent file systems such as disk drivers should be | 
|  | # 'buffered', and only written to disk when the world is saved. This | 
|  | # applies to all hard drives. The advantage of having this enabled is that | 
|  | # data will never go 'out of sync' with the computer's state if the game | 
|  | # crashes. The price is slightly higher memory consumption, since all | 
|  | # loaded files have to be kept in memory (loaded as in when the hard drive | 
|  | # is in a computer). | 
|  | bufferChanges: true | 
|  |  | 
|  | # The base 'cost' of a single file or directory on a limited file system, | 
|  | # such as hard drives. When computing the used space we add this cost to | 
|  | # the real size of each file (and folders, which are zero sized | 
|  | # otherwise). This is to ensure that users cannot spam the file system | 
|  | # with an infinite number of files and/or folders. Note that the size | 
|  | # returned via the API will always be the real file size, however. | 
|  | fileCost: 512 | 
|  |  | 
|  | # The sizes of the three tiers of hard drives, in kilobytes. This list | 
|  | # must contain exactly three entries, or it will be ignored. | 
|  | hddSizes: [ | 
|  | 1024 | 
|  | 2048 | 
|  | 4096 | 
|  | ] | 
|  |  | 
|  | # The size of writable floppy disks, in kilobytes. | 
|  | floppySize: 512 | 
|  |  | 
|  | # The size of the /tmp filesystem that each computer gets for free. If | 
|  | # set to a non-positive value the tmp file system will not be created. | 
|  | tmpSize: 64 | 
|  |  | 
|  | # The maximum number of file handles any single computer may have open at | 
|  | # a time. Note that this is *per filesystem*. Also note that this is only | 
|  | # enforced by the filesystem node - if an add-on decides to be fancy it | 
|  | # may well ignore this. Since file systems are usually 'virtual' this will | 
|  | # usually not have any real impact on performance and won't be noticeable | 
|  | # on the host operating system. | 
|  | maxHandles: 16 | 
|  |  | 
|  | # The maximum block size that can be read in one 'read' call on a file | 
|  | # system. This is used to limit the amount of memory a call from a user | 
|  | # program can cause to be allocated on the host side: when 'read' is, | 
|  | # called a byte array with the specified size has to be allocated. So if | 
|  | # this weren't limited, a Lua program could trigger massive memory | 
|  | # allocations regardless of the amount of RAM installed in the computer it | 
|  | # runs on. As a side effect this pretty much determines the read | 
|  | # performance of file systems. | 
|  | maxReadBuffer: 8192 | 
|  | } | 
|  |  | 
|  | # Internet settings, security related. | 
|  | internet { | 
|  | # Whether to allow HTTP requests via internet cards. When enabled, | 
|  | # the `request` method on internet card components becomes available. | 
|  | enableHttp: true | 
|  |  | 
|  | # Whether to allow TCP connections via internet cards. When enabled, | 
|  | # the `connect` method on internet card components becomes available. | 
|  | enableTcp: true | 
|  |  | 
|  | # This is a list of blacklisted domain names. If an HTTP request is made | 
|  | # and the host name (domain) of the target URL matches any of the patterns | 
|  | # in this list, the request will be denied. | 
|  | # All entries are regular expression patterns, but they will only be | 
|  | # applied to the host name (domain) of a given URL. | 
|  | blacklist: [ | 
|  | "^127\\.0\\.0\\.1$" | 
|  | "^10\\.\\d+\\.\\d+\\.\\d+$" | 
|  | "^192\\.\\d+\\.\\d+\\.\\d+$" | 
|  | "^localhost$" | 
|  | ] | 
|  |  | 
|  | # This is a list of whitelisted domain names. Requests may only be made to | 
|  | # domains that match any pattern in this list. If this list is empty, | 
|  | # requests may be made to all domains not blacklisted. Note that the | 
|  | # blacklist is always applied, so if an entry is present in both the | 
|  | # whitelist and the blacklist, the blacklist will win. | 
|  | # All entries are regular expression patterns, but they will only be | 
|  | # applied to the host name (domain) of a given URL. Examples: | 
|  | # "^gist\\.github\\.com$", "^(:?www\\.)?pastebin\\.com$" | 
|  | whitelist: [] | 
|  |  | 
|  | # The number of threads used for processing HTTP requests in the | 
|  | # background. The more there are, the more concurrent connections can | 
|  | # potentially be opened by computers, and the less likely they are to | 
|  | # delay each other. | 
|  | requestThreads: 4 | 
|  |  | 
|  | # The time in seconds to wait for a response to a request before timing | 
|  | # out and returning an error message. If this is zero (the default) the | 
|  | # request will never time out. | 
|  | requestTimeout: 0 | 
|  |  | 
|  | # The maximum concurrent TCP connections *each* internet card can have | 
|  | # open at a time. | 
|  | maxTcpConnections: 4 | 
|  | } | 
|  |  | 
|  | # Other settings that you might find useful to tweak. | 
|  | misc { | 
|  | # The maximum width of multi-block screens, in blocks. | 
|  | # See also: `maxScreenHeight`. | 
|  | maxScreenWidth: 8 | 
|  |  | 
|  | # The maximum height of multi-block screens, in blocks. This is limited to | 
|  | # avoid excessive computations for merging screens. If you really need | 
|  | # bigger screens it's probably safe to bump this quite a bit before you | 
|  | # notice anything, since at least incremental updates should be very | 
|  | # efficient (i.e. when adding/removing a single screen). | 
|  | maxScreenHeight: 6 | 
|  |  | 
|  | # The maximum length of a string that may be pasted. This is used to limit | 
|  | # the size of the data sent to the server when the user tries to paste a | 
|  | # string from the clipboard (Shift+Ins on a screen with a keyboard). | 
|  | maxClipboard: 1024 | 
|  |  | 
|  | # The maximum size of network packets to allow sending via network cards. | 
|  | # This has *nothing to do* with real network traffic, it's just a limit | 
|  | # for the network cards, mostly to reduce the chance of computer with a | 
|  | # lot of RAM killing those with less by sending huge packets. This does | 
|  | # not apply to HTTP traffic. | 
|  | maxNetworkPacketSize: 8192 | 
|  |  | 
|  | # The maximum distance a wireless message can be sent. In other words, | 
|  | # this is the maximum signal strength a wireless network card supports. | 
|  | # This is used to limit the search range in which to check for modems, | 
|  | # which may or may not lead to performance issues for ridiculous ranges - | 
|  | # like, you know, more than the loaded area. | 
|  | # See also: `wirelessStrength`. | 
|  | maxWirelessRange: 400 | 
|  |  | 
|  | # The user name to specify when executing a command via a command block. | 
|  | # If you leave this empty it will use the address of the network node that | 
|  | # sent the execution request - which will usually be a computer. | 
|  | commandUser: OpenComputers | 
|  | } | 
|  | } |