hydroenergy.“energy balance”.enabledTiers
[SERVER] A list of all tiers that should have a Hydro Pump and Hydro Turbine generated. ULV is ignored since it is disabled.
Type: list of string
Default:
[
"mv"
"hv"
"ev"
"iv"
"luv"
"zpm"
"uv"
]
hydroenergy.“energy balance”.damDrainPerSecond
[SERVER] How many EU a dam will provide as Pressurized Water for turbines per tick.
Type: signed integer
Default:
2048
hydroenergy.“energy balance”.efficiencyLossPerTier
[SERVER] Efficiency for Hydro Pump and Hydro Turbine in voltage variants and beginning from LV with ‘(1.0 - efficiencyLossPerTier)’.
Type: floating point number
Default:
0.029999999329447746
hydroenergy.“energy balance”.milliBucketPerEU
[SERVER] Conversion ratio between Pressurized Water and EU on pressure 1. Affects the throughput on pipes between multi blocks and how much energy is stored in each Hydro Dam.
Type: floating point number
Default:
1.0
hydroenergy.“energy balance”.pressureIncreasePerTier
[SERVER] Hydro Pump height limit for voltage variants in blocks and beginning from LV with ‘1 * pressureIncreasePerTier’.
Type: floating point number
Default:
2.0
hydroenergy.“energy balance”.waterBonusPerSurfaceBlockPerRainTick
[SERVER] How many EU are added to a dam during rain for each water block on the highest Y coordinate aka water surface when full.
Type: floating point number
Default:
1.0
hydroenergy.general.blockIdOffset
[SERVER + CLIENT] Offset of blockIds for GregTech block registration
Type: signed integer
Default:
17000
hydroenergy.general.clippingOffset
[SERVER + CLIENT] If water is sitting too narrow over a block there are graphical issues (Depth buffer resolution). To fix this, the game will not render a waterLevel that sits lower then the specified value over a block. This value is also used for physics calculation and is synced from the server all clients.
Type: floating point number
Default:
0.05000000074505806
hydroenergy.general.delayBetweenSpreadingChunks
[SERVER] Delay in milliseconds the game will wait between processing a chunk for water spreading. Keep in mind, that a single tick takes care of a whole chunk between y=0 and y=255 at once!
Type: signed integer
Default:
2000
hydroenergy.general.dimensionIdWhitelist
[SERVER] List of dimension a player is allowed to place a controller
Type: list of signed integer
Default:
[
0
]
hydroenergy.general.forceOpenGL
[CLIENT] Some Macs may always report OpenGL 2.1 - activate this to disable the OpenGL 3.2 check; it will assume you have OpenGL 3.2 or greater. But be warned: it may crash!
Type: boolean
Default:
false
hydroenergy.general.maxDams
[SERVER] How many dams should the game support. At least as many as the server you want to connect to. Each dam will receive its own water block and it will also have a minuscule performance impact. Keep it only as long as you need. You can always just raise, but not shorten the value.
Type: signed integer
Default:
16
hydroenergy.general.minLightUpdateTimePerSubChunk
[CLIENT] Light calculation required all affected chunks to be rerendered. When a change in waterLevel induces rerendering it will also calculate a minimum delay before it can happen again. Light updates will not be lost, just delayed. For every subChunk (16 blocks high) that was rerendered because of this update event, the game will add the specified delay (in milliseconds) up for the actual delay. You should expect the number of rerendered subChunks to be in the low hundreds
Type: signed integer
Default:
10
hydroenergy.general.minimalWaterUpdateInterval
[SERVER] Minimum delay in milliseconds between update packets from the server to ALL clients.
Type: signed integer
Default:
1000
hydroenergy.general.useLimitedRendering
[CLIENT] Activate this if you have performance issues with the mod. But be warned: you will have limited render capabilities!
Type: boolean
Default:
false
hydroenergy.spreading.maxWaterSpreadDown
[SERVER]
Type: signed integer
Default:
1000
hydroenergy.spreading.maxWaterSpreadEast
[SERVER]
Type: signed integer
Default:
1000
hydroenergy.spreading.maxWaterSpreadNorth
[SERVER]
Type: signed integer
Default:
1000
hydroenergy.spreading.maxWaterSpreadSouth
[SERVER]
Type: signed integer
Default:
10000
hydroenergy.spreading.maxWaterSpreadUp
[SERVER]
Type: signed integer
Default:
24
hydroenergy.spreading.maxWaterSpreadWest
[SERVER]
Type: signed integer
Default:
1000