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]