Configuration
Config V 0.2b
lumberhut: levels: //'level': //materialRequiredForLevel:countRequiredForLevel //This is always required to achieve the level '1': WOOD: 100 //Time, in sec, which a lumberhut will need to gather one log basicProducingTime: 40 //Time, in seconds, a lumberhut will take less to gain a log per level producingTimeLevelStep: 3.5 lowestY: 40 highestY: 100 //Used in the next 2 settings yRelative: 10 //Whether the level block scan y-bounds are relative to the highest Y-block highestYRelativeToFloor: true lowestYRelativeToFloor: true //Ignore, will be removed townPostfixRequired: Settlement sheepfarm: levels: '1': WOOD: 120 //Like lumberhut basicProducingTime: 40 producingTimeLevelStep: 8.0 //Sheeps required to produce a levels bonus wool (See "buildings") sheepsPerLevel: 5 //Define the radius in which is being searched for sheeps on lv0 sheepScanRadiusBasic: 11 //Increment radius by this amount per level sheepScanRadiusPerLevel: 2 //As in lumberhut lowestY: 40 highestY: 100 yRelative: 100 highestYRelativeToFloor: true lowestYRelativeToFloor: true //Ignore. townLevelRequired: true mine: //This is the basic production time basicProducingTime: 10 //The time, in seconds, the proucing time will raise on each block of depth producingTimePerBlockDepth: 0.1 //The depth requiredfor producing another bonus block depthPerBonusBlock: 7 //This defines the efficiency loss of a mine by each gained block. The lower the efficiency, the less blocks will be gained at once. efficiencyLossOnBlockGain: 0.1 //Mine blocks dependent on a probability system, so the chance for ores raise on higher depth values? useProbabilitySystem: true //The blocks the mine can gain. Not used if probabilitySystem is set true. gainableBlocks: DIRT, GRAVEL, STONE, COAL_ORE, IRON_ORE, GOLD_ORE, DIAMOND_ORE //Ignore this, will be removed. townLevelRequired: 2 stock: //The time the stock will require for a item transfer is dependent on the distance of the 2nd chest. You can define the time per block distance here. timePerBlock: 0.25 //Whether or not buildings should be dependent on each other (For later updates) useDependencySystem: true //The time, im milliseconds, the plot threads will sleep. This will not affect the times defined above, But the refreshing rates of signs etc. threadSleepTimeMilliseconds: 1000 lang: //[You can edit the messages here]