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satoshinm avatar satoshinm commented on August 28, 2024

Comparing FTB Infinity Evolved:

modpack $ diff -u config/ImmersiveEngineering.cfg /Applications/MultiMC.app/Contents/MacOS/instances/FTB\ Infinity\ Evolved\ 1.7\ copy/minecraft/config/ImmersiveEngineering.cfg 
--- config/ImmersiveEngineering.cfg	2017-06-22 21:26:28.000000000 -0700
+++ /Applications/MultiMC.app/Contents/MacOS/instances/FTB Infinity Evolved 1.7 copy/minecraft/config/ImmersiveEngineering.cfg	2017-06-19 22:30:21.000000000 -0700
@@ -138,13 +138,14 @@
     B:ColourblindSupport=false
 
     # Set this to true to completely disable the ore-crushing recipes with the Engineers Hammer
-    B:"Disable Hammer Crushing"=false
+    B:"Disable Hammer Crushing"=true
 
     # The amount of RF that equal 1 EU. 4 by default, so 4RF == 1EU and .25EU == 1RF
     I:"EU Conversion"=4
 
     # Set this to false to prevent the engineer's village house from being generated
     B:"Enable Village House"=true
+    B:"Force-Enable Hammer Crushing"=false
 
     # Set this to false to prevent wires from outputting GregTech EU
     B:"GregTech Compatability"=true
@@ -169,7 +170,6 @@
 
     # A list of preferred Mod IDs that results of IE processes should stem from, aka which mod you want the copper to come from. This affects the ores dug by the excavator, as well as those crushing recipes that don't have associated IE items. This list is in order of priority.
     S:"Preferred Ores" <
-        ImmersiveEngineering
         ThermalFoundation
      >
 
@@ -252,7 +252,7 @@
     I:"Crusher: Consumed"=120
 
     # The RF per tick that the Diesel Generator will output. The burn time of the fuel determines the total output
-    I:"Diesel Generator: Output"=4096
+    I:"Diesel Generator: Output"=1024
 
     # The base RF that is output by the dynamo. This will be modified by the rotation modifier of the attached water- or windmill
     D:"Dynamo: Output"=3.0
@@ -264,7 +264,7 @@
     I:"Excavator: Consumed"=4096
 
     # The maximum amount of yield one can get out of a chunk with the excavator. Set a number smaller than zero to make it infinite
-    I:"Excavator: Mineral Depletion"=76800
+    I:"Excavator: Mineral Depletion"=6912
 
     # Set this to false to disable the ridiculous amounts of particles the Excavator spawns
     B:"Excavator: Particles"=true
@@ -323,7 +323,7 @@
 oregen {
     # Generation config for Bauxite Ore. Parameters: Blocks per vein, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
     I:Bauxite <
-        4
+        0
         40
         85
         8
@@ -332,7 +332,7 @@
 
     # Generation config for Copper Ore. Parameters: Blocks per vein, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
     I:Copper <
-        8
+        0
         40
         72
         8
@@ -347,7 +347,7 @@
 
     # Generation config for Lead Ore. Parameters: Blocks per vein, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
     I:Lead <
-        6
+        0
         8
         36
         4
@@ -356,7 +356,7 @@
 
     # Generation config for Nickel Ore. Parameters: Blocks per vein, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
     I:Nickel <
-        6
+        0
         8
         24
         2
@@ -365,7 +365,7 @@
 
     # Generation config for Silver Ore. Parameters: Blocks per vein, lowest possible Y, highest possible Y, veins per chunk, chance for vein to spawn (out of 100). Set vein size to 0 to disable the generation
     I:Silver <
-        8
+        0
         8
         40
         4
@@ -376,16 +376,16 @@
 
 potions {
     # The potion ID for the Conductive potion effect
-    I:Conductive=29
+    I:Conductive=27
 
     # The potion ID for the Flammable potion effect
-    I:Flammable=27
+    I:Flammable=25
 
     # The potion ID for the Slippery potion effect
-    I:Slippery=28
+    I:Slippery=26
 
     # The potion ID for the Sticky potion effect
-    I:Sticky=30
+    I:Sticky=28
 }

from modpack.

satoshinm avatar satoshinm commented on August 28, 2024

Technically, maybe most of Thermal Foundation's ores should be disabled, too (copper, tin) since GregTech adds its own for this purpose, but not too terribly concerned about making it a bit easier. Testing with above changes disabling Immersive Engineering, quarrying in the mining world (Aroma1997s Dimension World added in #52):

2017-06-24_16 15 16

2017-06-24_16 15 26

Quarrying approximately everything from the quarry default size:

  • 4306 stone
  • 560 dirt
  • 230 gravel
  • 201 sulfur (Forgotten Nature)
  • 197 adensite (Chisel)
  • 160 limestone (Chisel)
  • 81 diorite (Chisel)
  • 70 gneiss (Forgotten Nature)
  • 59 granite (Chisel)
  • 47 redstone
  • 46 coal
  • 27 flint
  • 22 copper ore (Thermal Foundation)
  • 19 iron ore
  • 15 water shard (Thaumcraft)
  • 12 graphite ore (GregTech)
  • 9 yellorite ore (Big Reactors)
  • 8 cinnabar ore (Thaumcraft)
  • 7 marble (Chisel)
  • 6 air shard (Thaumcraft)
  • 5 lead ore (Thermal Foundation)
  • 5 certus quartz (GregTech)
  • 4 tin ore (Thermal Foundation)
  • 4 silver ore (Thermal Foundation)
  • 4 coal ore (GregTech) - apparently it adds its own?
  • 4 aluminum ore (Tinkers' Construct)
  • 4 hornfels (Forgotten Nature)
  • 4 marble (Forgotten Nature)
  • 3 ferrous ore (Thermal Foundation)
  • 3 amber (Thaumcraft)
  • 3 impure pile of lead dust (GregTech)
  • 2 impure pile of stone dust (GregTech)
  • 2 crushed copper ore (GregTech)
  • 2 crushed lead ore (GregTech)
  • 1 diamond ore (GregTech)
  • 1 stone dust (GregTech)
  • 1 impure pile of tin dust (GregTech)
  • 1 impure pile of opal dust (GregTech)
  • 1 crushed sulfur ore (GregTech)
  • 1 crushed silver ore (GregTech)
  • 1 red garnet (GregTech)

from modpack.

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