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[1.12.2 And Older] Modpack Developers
There are a number of values a modpack developer can tweak to balance Immersive Petroleum with their pack.
D:reservoir_chance
Default chance for a fluid reservoir of some type to spawn. Lowering this makes oil far more valuable.
I:pumpjack_consumption
Default flux / tick cost of the Pumpjack. This is a major balancing point, see below spreadsheet.
I:pumpjack_speed
How many mB of fluid is extracted every tick by a single Pumpjack.
B:req_pipes
Whether the player must build pipes down to bedrock to use the Pumpjack. Recommended to keep disabled but may prove useful in hardcore packs.
D:distillationTower_energyModifier
Default cost of the Distillation Tower is 2048 flux / operation. Increasing this number to 2.0 will double the flux cost, halving it will half the flux cost.
D:distillationTower_timeModifier
Not super useful, but lets you make each operation in the Distillation Tower take longer if it is increased.
I highly suggest developers that want to go "into the weeds" of balance copy and edit this Google Drive spreadsheet which will automatically calculate net power production, reservoir drain time, and more.
Immersive Petroleum allows creation and removal of fluid reservoir types from the config file. Below is a guide on how to set up your own reservoirs and some potential ideas.
Below are the default reservoirs.
aquifer, water, 5000000, 10000000, 6, 30, [], [0], [], []
oil, oil, 2500000, 15000000, 6, 40, [1], [], [], []
lava, lava, 250000, 1000000, 0, 30, [1], [], [], []
Each has ten components. In order, they are the reservoir name, the fluid ID of the fluid it holds, the minimum amount of fluid in mB, the maximum amount of fluid in mB, the amount of fluid in mB that can be extracted once the reservoir is depleted, the weight (likelihood that this reservoir appears), dimension blacklist, dimension whitelist, biome blacklist, biome whitelist. More info on each is listed below:
Reservoir name
Display name for this reservoir type.
The base reservoirs are lowercase as they are translated - custom ones should be properly capitalized (ex. "Deep Ocean Oil Reservoir"
).
Fluid ID
The internal ID of the fluid that should be used.
(ex. "water"
, "lava"
, "oil"
, "ethanol"
, "concrete"
)
Minimum/Maximum Fluid Amounts
Any number >= 0. Max must be larger or equal to min. Linear distribution of reservoir sizes between these two numbers.
Depleted Fluid Yield
Certain reservoir types can still be used after they're empty, such as Oil Reservoirs or Aquifers in base Immersive Petroleum.
0 here represents a finite reservoir. This value must be less than or equal to the I:pumpjack_speed
config.
Weight
Used in a weighted random calculation with the weights of other valid reservoirs. If this is the only valid reservoir, it must spawn.
Dimension Blacklist/Whitelist
List dimension IDs separated by commas. A reservoir with a whitelist does not use its blacklist.
Example: [0, 1, -1]
(Only in Overworld, End, and Nether).
Biome Blacklist/Whitelist
List biome dictionary tags separated by commas. These tags correspond to biome types, all valid tags are listed below:
Climate:
- HOT (Hot temperature / climate)
- COLD (Cold temperature / climate)
- SPARSE (Little vegetation)
- DENSE (Dense vegetation)
- WET (Wet climate)
- DRY (Dry climate)
- SAVANNA (Dry, desert trees i.e. Acacia)
- CONIFEROUS (Snowy trees, i.e. Spruce)
- JUNGLE (Jungle trees)
Tags:
- SPOOKY
- DEAD
- LUSH
- NETHER
- END
- MUSHROOM
- MAGICAL
- RARE
- OCEAN
- RIVER
- MESA
- FOREST
- PLAINS
- MOUNTAIN
- HILLS
- SWAMP
- SANDY
- SNOWY
- WASTELAND
- BEACH
- VOID
Modpack developers may also edit, add, and remove Distillation Tower recipes. Each recipe has two components, the recipe and byproduct. Both defaults are shown below:
Recipe:
2048, oil, 75 -> lubricant, 9, diesel, 27, gasoline, 39
Byproduct:
immersivepetroleum:material, 1, 0, 7
The first term in the recipe is the RF cost for the operation. The second term is the fluid that will be distilled, and the third is the amount of fluid in mB used in each operation. After the arrow, fluids and amounts are listed. Each term is a fluid ID and the amount of fluid in mB produced. For example, if the distillation tower should produce Galacticraft fuel, the config could be changed to:
2048, oil, 75 -> lubricant, 9, diesel, 27, gasoline, 30, fuel, 9
Byproducts have four components, an item name, stack size, metadata, and percent chance. If no byproduct is desired in a particular recipe, a byproduct line must still be added. The percent chance in this case should be set to zero, as so:
immersivepetroleum:material, 1, 0, 0