Files
brass-and-sigil/pack/overrides/defaultconfigs/createbigcannons-server.toml
T
Matt cfc1a21d25 cbc: restore mod-default failure chances
Revert the custom tier-strict + user-error-forgiveness tuning shipped
in v0.29.0 and use the mod's shipped defaults instead:

  squibChance              0.0  -> 0.25
  barrelChargeBurstChance  0.0  -> 0.2
  interruptedIgnitionChance 0.0 -> 0.33
  overloadBurstChance      1.0  -> 0.5
  failureExplosionPower    0.0  -> 2.0

disableAllCannonFailure stays false. Tier balance is still preserved
(material maxSafePropellantStress is what gates overload). The
difference is failures are now probabilistic per the mod author's
intended balance, and the explosion has its default power.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 20:43:54 +00:00

343 lines
9.6 KiB
TOML

#.
#These values affect the extent of cannon failure.
[failure]
#.
#.
#If true, cannons cannot fail whatsoever. Equivalent to setting all the chances below to zero.
disableAllCannonFailure = false
#.
#Chance that a fired projectile will get stuck in a barrel after exceeding the squib ratio. 0 is 0%, 1 is 100%.
# Default: 0.25
# Range: 0.0 ~ 1.0
squibChance = 0.25
#.
#Chance that a cannon will fail if a Powder Charge is ignited in a "barrel"-type cannon block. 0 is 0%, 1 is 100%.
#This chance can be affected by stronger and weaker charge blocks.
# Default: 0.20000000298023224
# Range: 0.0 ~ 1.0
barrelChargeBurstChance = 0.20000000298023224
#.
#How strong the explosion of a catastrophic failure is. Scaled by the amount of charges used in the shot.
# Default: 2.0
# Range: 0.0 ~ 3.4028234663852886E38
failureExplosionPower = 2.0
#.
#Chance that a cannon loaded with more Powder Charges that it can handle will fail. 0 is 0%, 1 is 100%.
# Default: 0.5
# Range: 0.0 ~ 1.0
overloadBurstChance = 0.5
#.
#Chance that a load with gaps between the loaded Powder Charges will not completely combust. 0 is 0%, 1 is 100%.
# Default: 0.33000001311302185
# Range: 0.0 ~ 1.0
interruptedIgnitionChance = 0.33000001311302185
#.
#These values affect the characteristics of cannon munitions.
[munitions]
#.
#.
#If projectiles can bounce, ricochet, and be deflected.
projectilesCanBounce = true
#.
# Default: 0.33000001311302185
# Range: 0.0 ~ 1.0
baseProjectileBounceChance = 0.33000001311302185
#.
# Default: 0.8999999761581421
# Range: 0.0 ~ 1.0
baseProjectileFluidBounceChance = 0.8999999761581421
#.
#[in Meters per Tick]
#The minimum velocity necessary to activate the penetration bonus.
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
minimumVelocityForPenetrationBonus = 1.0
#.
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
penetrationBonusScale = 0.10000000149011612
#.
#The extent to which cannon projectiles can damage surrounding blocks.
#All Damage - projectiles will destroy anything they hit, if applicable. Explosive projectiles will destroy blocks on detonation.
#No Explosive Damage - projectiles will destroy anything they hit, if applicable. Explosive projectiles will only harm entities on detonation.
#No Damage - projectiles will not destroy anything they hit, and will only deal entity damage. Explosive projectiles will only harm entities on detonation.
#Allowed Values: ALL_DAMAGE, NO_EXPLOSIVE_DAMAGE, NO_DAMAGE
damageRestriction = "ALL_DAMAGE"
#.
projectilesChangeSurroundings = true
#.
munitionBlocksCanExplode = true
#.
#Damp Big Cannon Propellant
[munitions.dampBigCannonPropellant]
#.
dampPropellantBlocksStartingIgnition = true
#.
dampPropellantWeakensPropellant = true
#.
#Chunkloading
[munitions.chunkloading]
#.
projectilesCanChunkload = true
#.
smokeCloudsCanChunkload = true
#.
#Big Cannon Munitions
[munitions.bigCannonMunitions]
#.
#Allowed Values: NONE, LONG, SHORT
trailType = "SHORT"
#.
#Makes all shot big cannon projectiles tracers regardless if the item had a tracer tip applied.
allBigCannonProjectilesAreTracers = false
#.
#[in Ticks]
# Default: 20
# Range: 0 ~ 100
quickFiringBreechItemPickupDelay = 20
#.
quickFiringBreechItemGoesToInventory = false
#.
#Projectile Fuzes
[munitions.fuzes]
#.
#Chance that the Impact Fuze/Delayed Impact Fuze will detonate on hitting something. 0 is 0% (never), 1 is 100% (always).
# Default: 0.6700000166893005
# Range: 0.0 ~ 1.0
impactFuzeDetonationChance = 0.6700000166893005
#.
#How many blocks the Impact Fuze/Delayed Impact Fuze can hit before breaking. Set to -1 to never break.
# Default: 3
# Range: > -1
impactFuzeDurability = 3
#.
#Chance that the Inertia Fuze/Delayed Inertia Fuze will detonate on hitting something. 0 is 0% (never), 1 is 100% (always).
# Default: 0.8999999761581421
# Range: 0.0 ~ 1.0
inertiaFuzeDetonationChance = 0.8999999761581421
#.
#How many blocks the Inertia Fuze/Delayed Inertia Fuze can hit before breaking. Set to -1 to never break.
# Default: 3
# Range: > -1
inertiaFuzeDurability = 3
#.
#[in Ticks]
#Time it takes for a proximity fuze to arm itself.
#After the fuze has been in the air for the specified arming time, it will detonate when it gets close enough to a block or entity.
# Default: 5
# Range: > 0
proximityFuzeArmingTime = 5
#.
#Scale of the area covered by the Proximity Fuze. Larger number means wider area covered
# Default: 5
# Range: 1 ~ 10
proximityFuzeScale = 5
#.
#[in Blocks]
#Spacing of the detection points of the Proximity Fuze.
# Default: 1.5
# Range: 0.5 ~ 2.0
proximityFuzeSpacing = 1.5
#.
#Grouped Munitions
[munitions.groupedMunitions]
#.
#The chance of a fluid blob affecting a block in its area of effect (AOE). 0 is 0% (never), 1 is 100% (always).
# Default: 0.5
# Range: 0.0 ~ 1.0
fluidBlobBlockEffectChance = 0.5
#.
#Autocannon Munitions
[munitions.autocannonMunitions]
#.
#Allowed Values: NONE, LONG, SHORT
trailType = "SHORT"
#.
#Makes all shot autocannon projectiles tracers regardless if the item had a tracer tip applied. Emulates legacy behavior.
allAutocannonProjectilesAreTracers = false
#.
#How many autocannon rounds the Autocannon Ammo Container can store.
# Default: 16
# Range: 1 ~ 128
autocannonAmmoContainerAutocannonRoundCapacity = 16
#.
#How many machine gun rounds the Autocannon Ammo Container can store.
# Default: 64
# Range: 1 ~ 128
autocannonAmmoContainerMachineGunRoundCapacity = 64
#.
#These values affect the characteristics of cannon materials and cannon structures
[cannons]
#.
#.
#Maximum length of cannons that can be built.
# Default: 64
# Range: > 3
maxCannonLength = 64
#.
#Time when the Quickfiring Breech cannot be loaded by Mechanical Arms.
# Default: 40
# Range: > 0
quickfiringBreechLoadingCooldown = 40
#.
#Time it takes for the Quickfiring Breech to fully open/close, during which it cannot be loaded.
# Default: 5
# Range: > 0
quickfiringBreechOpeningCooldown = 5
#.
# Default: 4.0
# Range: 0.0 ~ 3.4028234663852886E38
bigCannonRecoilScale = 4.0
#.
# Default: 0.5
# Range: 0.0 ~ 3.4028234663852886E38
autocannonRecoilScale = 0.5
#.
#Drop Mortar
[cannons.dropMortar]
#.
#Time in ticks between inserting a munition into a drop mortar and the drop mortar firing it. There are 20 ticks in 1 second.
# Default: 5
# Range: > 0
dropMortarDelay = 5
#.
#Length in ticks that the player has to wait for before inserting the same munition type into a drop mortar again. There are 20 ticks in 1 second.
# Default: 40
# Range: > 0
dropMortarItemCooldown = 40
#.
#Loading Tools
[cannons.loadingTools]
#.
#If deployers can use loading tools.
deployersCanUseLoadingTools = false
#.
#How many blocks inside a cannon a Ram Rod can reach.
# Default: 5
# Range: > 1
ramRodReach = 5
#.
#Maximum amount of munition blocks a Ram Rod can push.
# Default: 3
# Range: > 1
ramRodStrength = 3
#.
#How many blocks inside a cannon a Worm can reach.
# Default: 5
# Range: > 1
wormReach = 5
#.
#How many hunger/saturation points it takes to move one munition block a distance of one block using loading tools.
# Default: 2.5
# Range: 0.0 ~ 3.4028234663852886E38
loadingToolHungerConsumption = 2.5
#.
#How many ticks before a player can use a manual loading tool again. There are 20 ticks in 1 second.
# Default: 20
# Range: > 0
loadingToolCooldown = 20
#.
#Cannon Carriages
[cannons.carriage]
#.
#How fast the carriage is, in blocks per tick.
# Default: 0.03999999910593033
# Range: 0.03999999910593033 ~ 1.0
carriageSpeed = 0.03999999910593033
#.
#How fast the carriage turns, in degrees per tick.
# Default: 1.0
# Range: 0.10000000149011612 ~ 10.0
carriageTurnRate = 1.0
#.
cannonWeightAffectsCarriageSpeed = true
#.
#Display Link Info
[cannons.displayLink]
#.
shouldDisplayCannonRotation = true
#.
shouldDisplayContainedMunitions = true
#.
#Big Cannon Screen Shake
[cannons.bigCannonScreenShake]
#.
# Default: 8.0
# Range: 0.0 ~ 3.4028234663852886E38
blastDistanceMultiplier = 8.0
#.
#These values affect various miscellaneous contraptions.
[kinetics]
#.
#.
#Maximum length of cannon loaders that can be built.
# Default: 64
# Range: > 3
maxLoaderLength = 64
#.
#When enabled, Cannon Loaders will not break if another contraption is placed on them. Enables legacy behavior.
enableIntersectionLoading = false
#.
#These values affect the stress of Create Big Cannons' mechanical blocks.
[kinetics.stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
steel_sliding_breech = 32.0
cannon_drill = 8.0
nethersteel_screw_breech = 40.0
steel_screw_breech = 16.0
bronze_sliding_breech = 12.0
cannon_loader = 4.0
cannon_builder = 8.0
cast_iron_sliding_breech = 16.0
#.
#These values affect cannon crafting properties.
[crafting]
#.
#.
#Maximum height of a single cannon cast that can be built.
# Default: 32
# Range: > 1
maxCannonCastHeight = 32
#.
#Maximum length of a Cannon Drill that can be built.
# Default: 32
# Range: > 1
maxCannonDrillLength = 32
#.
#Maximum length of a Cannon Builder that can be built.
# Default: 32
# Range: > 1
maxCannonBuilderLength = 32
#.
#Maximum reach of a Cannon Builder.
# Default: 32
# Range: > 2
maxCannonBuilderRange = 32
#.
#[in Ticks]
#Time a built-up cannon block needs to be heated for until it transforms into its finished form.
# Default: 6000
# Range: > 0
builtUpCannonHeatingTime = 6000