#Print the Forgewright startup banner to the log. logStartupBanner = true #Enable GeckoLib rotation animation for shaft blocks. #When true, every shaft in a powered network spins at its network's RPM. #When false, the shaft falls back to a vanilla static model — useful on #low-end hardware or when a long shaft network drops the frame rate. shaftAnimation = true #Visual theme for Forgewright machine menu screens. # FORGEWRIGHT — parchment + copper + tooled-leather, cohesive with the in-game Codex. # VANILLA — lo-fi grey panel matching Minecraft's stock container chrome. #Client-side preference; toggle takes effect on next painted frame, no restart needed. #Note: this lives in the common config for now. On multiplayer the server's value applies #to clients that don't override it; per-client preference will move to a client-only spec #in a follow-up. #Allowed Values: FORGEWRIGHT, VANILLA menuTheme = "FORGEWRIGHT" [fluid] #Pressure loss per uninsulated brass pipe segment, in tenths of a bar. #Default 0.05 (= 0.005 bar/segment). Realistic friction loss is sub-tenth at #game-scale segment lengths; the value accumulates across all uninsulated #segments in a network and is rounded to integer tenths for the network's #equilibrated pressure. # Default: 0.05 # Range: 0.0 ~ 100.0 loss_uninsulated_tenths = 0.05 #Pressure loss per insulated brass pipe segment, in tenths of a bar. #Default 0 — insulation governs heat retention, not friction; modelled as #lossless at network scale. # Default: 0.0 # Range: 0.0 ~ 100.0 loss_insulated_tenths = 0.0 #Temperature loss per uninsulated pipe segment, in K. Default 5. # Default: 5 # Range: 0 ~ 100 temp_loss_uninsulated_k = 5 #Temperature loss per insulated pipe segment, in K. Default 1. # Default: 1 # Range: 0 ~ 100 temp_loss_insulated_k = 1 #Minimum temperature K at which an uninsulated pipe ruptures. Default 380 K. # Default: 380 # Range: 100 ~ 1000 rupture_temp_k = 380 #Minimum pressure (tenths of bar) above which an uninsulated pipe ruptures while above rupture_temp_k. Default 20 (= 2.0 bar). # Default: 20 # Range: 0 ~ 100 rupture_pressure_tenths = 20 #Toggle pipe rupture mechanics on or off. Default true. rupture_enabled = true [transmission] #Maximum SU a Tier 1 Belt-Pulley Junction will transmit before its network #freezes (totalLoad > cap → frozen). Default 24 — sized so a Hand Crank #(4 SU) feeding 2 Millstones (3+3) stays under cap, but a Steam Engine driving #two Edge Runners (12+12) trips it. Forces players to chain heavier producers #through the Heavy-Duty Junction instead of stacking T1 belts indefinitely. # Default: 24 # Range: 1 ~ 9223372036854775807 belt_pulley_su_cap = 24 #Maximum SU a Tier 2 Heavy-Duty Belt-Pulley Junction will transmit before #its rubber drive belt enters the snap-failure tick counter. Default 48 (= 2× T1). #Higher cap is the upgrade reason; the trade-off is the snap-on-overload failure #mode (see HEAVY_DUTY_SNAP_THRESHOLD_TICKS). # Default: 48 # Range: 1 ~ 9223372036854775807 heavy_duty_su_cap = 48 #Number of consecutive over-cap server ticks before a Heavy-Duty Belt-Pulley #Junction transitions OK → BROKEN. Default 20 (= 1 second at 20 TPS). Counter #resets to 0 when load drops back under cap. # Default: 20 # Range: 1 ~ 6000 heavy_duty_snap_threshold_ticks = 20 [npc] #Master toggle for the worker needs system (food/sleep/wages/morale). #When false, all four needs stay pinned at 100 — workers never get hungry, #tired, broke, or unhappy. Useful for casual play. needs_enabled = true #Multiplier on need-decay rates. 1.0 = spec defaults; 0.5 = gentle (twice #as long between meals); 2.0 = harsh. # Default: 1.0 # Range: 0.0 ~ 10.0 needs_severity = 1.0 #When false, workers reduced to 0 HP vanish quietly instead of dropping #items + leaving a gravestone. Death-handling content lands in 4s; this flag #is wired now so addons can check it from day one. death_enabled = true #Hard cap on how many workers a single player can hold an employer-UUID for. # Default: 50 # Range: 1 ~ 500 max_workers_per_player = 50 #ITEMS — wages paid as physical items the worker holds onto. #CREDITS — wages paid as abstract currency (Phase 7 banking; out of 4r scope). #Allowed Values: ITEMS, CREDITS wage_type = "ITEMS" #If true, workers retire after 1 MC year of employment (~122 real-world hours) #and die of natural causes 1 MC week later if not honored via a retirement ritual. #Set false to disable old-age mortality entirely — workers live until killed. old_age_enabled = true #If true, only a worker's employer can interact with them. Other players see #a 'Not your worker' actionbar message. Shift+rclick + iron ingot bypasses the gate #to open the Reassign Employer prompt (which costs the offering player -10 reputation). #Set false in a fully cooperative server where workers are shared community assets. multiplayer_recognition = true