[gameplay] #Disable all hull implosion damage from pressure. disableImplosion = false #Maximum size, in blocks, of a creation that oxygen diffusers can scan and fill with breathable air. #Raise this if air pockets stop working on very large ships. #WARNING: large values make the air scan use more memory and take longer to finish. # Default: 500000 # Range: 1000 ~ 10000000 oxygenMaxFillBlocks = 500000 #Deepen the ocean floor below vanilla. #Off = vanilla ocean depth. Set the amount with deeperOceansDepth. #Requires the 'Lithostitched' mod to be installed. enableDeeperOceans = false #How many blocks deeper to push the ocean floor when enableDeeperOceans is on. #WARNING: large values generate and render far more terrain below the sea floor #and can badly hurt world-generation and rendering performance. Raise it carefully. # Default: 10 # Range: 1 ~ 256 deeperOceansDepth = 10 [hullStrength] #Cap applied to maxWaterDepth of all non-create_submarine blocks. #Per-block values are stored in config/submarine_hull.json. # Default: 300 # Range: 1 ~ 10000 globalMaxDepthCap = 300 #Multiplier on every block's effective maxWaterDepth at runtime. #Lower = more fragile hulls, higher = tougher hulls. # Default: 1.0 # Range: 0.01 ~ 100.0 maxDepthMultiplier = 1.0 #Multiplier on every block's implosionChance at runtime. #Lower = slower cracking, higher = faster cracking. # Default: 1.0 # Range: 0.0 ~ 10.0 implosionChanceMultiplier = 1.0 [mechanics] #Multiplier on the vertical force ballast tanks apply. #Lower = slower dive/ascend, higher = snappier. # Default: 1.0 # Range: 0.1 ~ 10.0 ballastForceMultiplier = 1.0 #Submarine mass each ballast tank can drive up or down (Sable mass units, roughly 1 per block). #Total lift scales with the number of tanks: a heavy submarine needs more of them. # Default: 75.0 # Range: 1.0 ~ 100000.0 ballastLiftPerTank = 75.0 #Mass each floater can push toward the surface (Sable mass units, roughly 1 per block). #Total lift scales with the number of floaters. # Default: 25.0 # Range: 1.0 ~ 100000.0 floaterLift = 25.0 #Maximum vertical speed (blocks per tick) ballast tanks drive the submarine at when diving or ascending. #Higher = faster dive and climb. The old fixed value was 2.0. # Default: 2.0 # Range: 0.1 ~ 20.0 ballastVerticalSpeed = 2.0 #Multiplier on the ballast vent fill/drain transfer rate. #Lower = slower filling/emptying, higher = faster. # Default: 2.0 # Range: 0.1 ~ 20.0 ballastTransferRateMultiplier = 2.0 #Multiplier on water thruster thrust output. #Lower = weaker propulsion, higher = stronger. # Default: 6.0 # Range: 0.1 ~ 50.0 waterThrusterPowerMultiplier = 6.0 #Multiplier on Submarine Propeller thrust and airflow output. #Lower = weaker propulsion, higher = stronger. # Default: 3.0 # Range: 0.1 ~ 50.0 submarinePropellerPowerMultiplier = 3.0 #Maximum sliding speed of a pulley along a steel cable (blocks/s). #Above this speed the pulley starts overheating. # Default: 24.0 # Range: 1.0 ~ 200.0 pulleyMaxSlideSpeed = 24.0 #Maximum length of a steel cable in blocks (distance between its two attachment points). #Very long cables can cause server lag; lower this on servers. # Default: 1000 # Range: 1 ~ 1000000 steelCableMaxLength = 1000 [experimental] #Experimental: hide the ocean surface seen inside floating boats (sub-levels without an oxygen system). enableBoatWaterCulling = false [client] #Disable all Deep Seas startup UI screens (Welcome screen and Update notifications). #Highly recommended to set this to TRUE if you are creating a modpack to avoid annoying your players. disableStartupScreens = false