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# OpenComputers configuration. This file uses typesafe config's HOCON syntax.
# Try setting your syntax highlighting to YAML, to help readability. At least
# in Sublime Text that works really well.
opencomputers {
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
}
# 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
# 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
# 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
]
# 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 (os.addUser, os.removeUser, os.users). If
# this is true, the following interactions are only possible for users:
# - input via the keyboard.
# - 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
}
# 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. For example, if the
# robots stands on a perfect plane, you have to call
# `robot.place(sides.down)` to place a block, instead of just
# `robot.place()`, which will default to `robot.place(sides.front)`.
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
# 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: 0.05
# 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"
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, either by attacking an entity
# or by breaking a block.
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 bone meal, 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: 0.1
# The time in seconds to pause execution after a robot successfully
# picked up an item after triggering a suck command.
suck: 0.1
}
}
# 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
# Conversion ratio for BuildCraft's MJ. This is how many internal energy
# units one MJ generates.
ratioBuildCraft: 5.0
# Conversion ratio for IndustrialCraft2's EU. This is how many internal
# energy units one EU generates.
ratioIndustrialCraft2: 2.0
# Conversion ratio for Universal Electricity's Joules. This is how many
# internal energy units one Joule generates.
ratioUniversalElectricity: 5.0
buffer {
# The amount of energy a single capacitor can store.
capacitor: 8000.0
# 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 44k storage with default values:
# (8 + 4 + 2)k + (4 + 8 + 4)k + (2 + 4 + 8)k
capacitorAdjacencyBonus: 4000.0
# The amount of power robots can store in their internal buffer.
robot: 1000000.0
}
cost {
# The amount of energy a computer consumes per tick when running.
computer: 1.0
# 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: 0.5
# 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: 0.25
# The amount of energy a screen consumes per displayed character per
# tick. 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 a single byte from a file system. Note that non
# I/O operations on file systems such as `list` or `getFreeSpace` do
# *not* consume power.
hddRead: 0.000625
# Energy it takes to write a single byte to a file system.
hddWrite: 0.00125
# Energy it takes to change a single 'pixel' via the set command. For
# calls to set with a string, this means the total cost will be the
# string length times this.
gpuSet: 0.0125
# Energy it takes to change a single 'pixel' via the fill command.
# This means the total cost of the fill command will be its area times
# this.
gpuFill: 0.01
# Energy it takes to change a single 'pixel' to blank using the fill
# command. This means the total cost of the fill command will be its
# area times this.
gpuClear: 0.0025
# Energy it takes to move a single 'pixel' via the copy command. This
# means the total cost of the copy command will be its area times
# this.
gpuCopy: 0.0050
# The amount of energy it takes a robot to perform a 90 degree turn.
robotTurn: 5.0
# The amount of energy it takes a robot to move a single block.
robotMove: 40.0
# 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: 1.0
# The amount of energy it costs to send a signal with 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 *
# `wirelessCostPerRange`. In other words, the higher this value, the
# higher the cost of wireless messages.
# See also: `maxWirelessRange`.
wirelessStrength: 0.05
}
}
# 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: [
2048
4096
8192
]
# 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
}
# HTTP settings, security related.
http {
# Whether to allow HTTP requests via wireless network cards. When enabled,
# pass a URL to `send`, to perform an HTTP request. The second parameter
# becomes an optional string to send as POST data. When the request
# finishes, it will push a signal named `http_response`. If the request
# cannot be performed because the URL is not allowed or this is disabled
# the card will fall back to the normal send logic.
enable: true
# 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.
threads: 4
# 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+"
]
# 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.
whitelist: [
"gist\\.github\\.com"
"pastebin\\.com"
]
}
# 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 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: `wirelessCostPerRange`.
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
}
}