# Block ID - Portals

idPortal = 500



# Block ID - Fizzlers (Material Emancipation Grids)

idFizzler = 501



# Block ID - Aerial Faith Plates, Electronic Intelligence Indicators, High Energy Pellets, Weighted Cube Vents.

idAFP = 502



# Item ID base

# Items start using the ID... Default: 13200

itemIdIndex = 13200



# Record ID base

# Records start using the ID... Default: 13400

recordIdIndex = 13400



# Net ID base

# Default: 150

netIDBase = 150



####################

# Map Keys or Mouse Buttons

# For Keyboard use the Letters or keycode value

# For Mouse, -100 for Left click, -99 for Right click, -98 for Middle Mouse Click



# Key to reboot the gun

# Def: R

resetPortalsKey = R



# Key to grab with gun

# Def: G

grabKey = G



# Key to shoot the blue portal (Colour 1)

# Def: -100

shootBluePortalKey = -100



# Key to shoot the orange portal (Colour 2)

# Def: -99

shootOrangePortalKey = -99



# Key to zoom with the portal gun

# Def: -98

zoomKey = -98



####################



# Mod Parts to Disable

# 0 = Portal Gun, Portal Spawners, Long Fall Boots

# 1 = Weighted Companion Cubes, Vents and Records

# 2 = Fizzlers (Material Emancipation Grids)

# 3 = Turrets

# 4 = Aerial Faith Plates and Electronic Intelligence Indicators

# 5 = High Energy Pellets

# 6 = Thermal Discouragement Beams & Checkpoint Blocks

# Format: 0, 1, 2...

modPartsDisabled = -1



####################

# Booleans (0 = No, 1 = Yes)



# Do portals on spawners erase if redstone power is removed

# spawnerPowered = 1

# The functionality of this property are now unique per spawner.



# Do fizzlers have to be redstone powered to be on?

fizzlerPowered = 0



# Are fizzlers indestructible once placed?

fizzlerIndestructible = 0



# Can you shoot portals through glass?

canShootPortalsThroughGlass = 0



# Are Weighted Cubes invincible? (Cannot change to item form)

cubeIsInvincible = 0



# Block grabbing whitelist enabled?

grabBlockWhitelist = 0



# Portal placement whitelist enabled?

portalWhitelist = 0



# Does the a sound play when you equip the portal gun? (I found it annoying after a while)

equipPortalGunSound = 1



# Can you be sucked to the moon?

canPlayerBeSuckedToTheMoon = 1



# Can items that require Ender Pearls be found in dungeons?

dungeonLoot = 0



# Does the bacon gun's portals have a custom colour?

customBaconGunColour = 0



# Does a turret drop an item when it dies?

turretDrops = 1



# Do oracle turrets only serenade when they see the player?

serenadeWhenSeen = 0



# Can turrets see through wall portals (ONLY)

turretSeesThroughPortals = 1



# Are turrets invincible?

turretIsInvincible = 0



# Does moon portals use the block grabbing black/whitelist when sucking blocks?

portalsUseGrabList = 0



# Are Pedestals invincible? (Cannot be broken to item form)

APGIsInvincible = 0



# Will the pedestal give you the gun when you walk into it (Right clicking still works)

# Removed, now known as APGGiveMode

# APGGivesGunOnCollision = 1



# Do two single coloured portal guns automatically merge into a dual portal gun?

autoMergeGuns = 1



# Does getting launched by an Aerial Faith Plate lock your keys? (Until you hit something)

AFPLocksKeys = 0



# Can the Aerial Faith Plate's power be modified when you right click it? (For use in maps)

AFPCanBeEdited = 1



# Can the High Energy Pellet be released from its catcher (For use in maps)

hepCanBeReleased = 1



# Can the radio take damage?

isRadioInvincible = 0



# Can the radio be turned off?

canRadioBeTurnedOff = 1



# Can the spawner be edited after being placed?

canSpawnersBeEdited = 1



# Can the reset key of portal guns be used?

canResetKeyBeUsed = 1



# Enable mod sounds?

enableSounds = 1







####################



# Custom bacon gun colour indexes (Google hex color codes if you don't understand)

# Format: \#<colour index> or 0x<colour index>

# Eg: \#ffffff or 0xffffff

baconGunColour1 = \#ffffff

baconGunColour2 = \#ffffff



# Can you see through portals?

# 0 = No

# 1 = Yes, but Rei's Minimap will flicker. 

# 2 = Yes, but when you look at yourself you will see your name above the player.

# 3 = Static image, Portal renders only one time and no longer updates.

# Note: Occasional flicker with Rei's Minimap will occur with Mode 2, it is not a 100% fix for Rei's, but works some of the time.

# Note: Certain Intel cards cannot support see through portals, for people with these cards, see through portals does not occur regardless of settings.

seeThroughPortals = 0



# Entity grabbing mode

# 1 = Most entities

# 2 = Living entities and Portal entities only

# 3 = Portal entities only

grabEntityMode = 1



# Block grabbing mode (How a grabbed block turns into a block again)

# 1 = Blocks snap to surroundings

# 2 = Blocks fall to the ground

# 3 = Blocks float when released

grabBlockMode = 1



# Block grabbing black/whitelist IDs + metadata

# Format: id: meta: meta, id: meta, id, id ...

# Example: You don't want ID 1, 2, 3 and 4 to be grabbed, but only metadata 5 and 7 for ID 1, and only metadata 9 for ID 2.

# Example: grabBlockListIDs = 1: 5: 7, 2: 9, 3, 4

# If you need a more proper explanation visit: http://www.minecraftforum.net/topic/199391-/page__view__findpost__p__13392100

grabBlockListIDs = 0



# Portal placement black/whitelist IDs

# Format: Refer block grabbing black/whitelist IDs + metadata above.

portalListIDs = 0



# Delay (in milliseconds) in the updating of each portal, in order.

# Note that the more portals you have on screen, the slower the portal's see through image updates.

# Lower = more resource heavy!

seeThroughPortalsDelay = 25



# Fizzler mode

# 1 = Portals only

# 2 = Portals and inventory (excluding weighted cubes and radios)

# 3 = Portals, inventory and living entities

# 4 = Portals and living entities

# 5 = Living entities only

fizzlerMode = 1



# Fizzler mode towards weighted cubes

# 0 = Not affected by lava or fizzlers

# 1 = Fizzlers destroy cubes

# 2 = Lava destroys cubes

# 3 = Fizzlers and lava destroys cubes

fizzlerCubeMode = 0



# Turret's explosion magnitude when on fire

# Default: 15

turretExplosionMag = 15



# Turret's range of fire (in blocks)

turretRange = 20



# Can turrets see through glass?

# 0 = No.

# 1 = Yes, but it doesn't fire.

# 2 = Yes, and it fires at target.

turretSeesThroughGlass = 0



# Turret's Damage

# Default: 2

turretDamage = 2



# Turret Exception modes. (Larger number = more exceptions)

# 1 = Attacks everything

# 2 = Ignores players and tamed pets

# 3 = Ignores animals and villagers

# 4 = Ignores mobs

turretMode = 1



# Additional turret exceptions

# Written in string form of the class.

# Format: <classname>, <classname>, <classname>

# Eg: thaumcraft.world.EntityThaumSlime, thaumcraft.world.EntityWisp, net.minecraft.src.gb_EntityGibs

turretExceptions =



# Chance of getting an oracle turret when placing a sentry turret

# Default: 10

# To disable it, set to -1

differentChance = 10



# What is the range of the turret's serenade? (in blocks)

serenadeRange = 75



# Do Portal Gun Pedestals automatically kill themselves after giving a portal gun?

# 0 = No.

# 1 = Yes, but does not drop itself as an item.

# 2 = Yes, and drops itself as an item.

autoKillAPG = 0



# How can you receive a portal gun from the APG?

# 1 = Walking into it or clicking it.

# 2 = Clicking it only.

# 3 = Walking into it only.

APGGiveMode = 1



# HEP Collision modes.

# 1 = Kill every living thing.

# 2 = Kill every living thing except players.

# 3 = Knockback every living thing.

# 4 = Knockback every living thing except players.

hepMode = 1



# Does Thermal Discouragement Beam do damage? (Larger number = more exceptions)

# 0 = No.

# 1 = Damages all entities.

# 2 = Damages all entities except players and tamed pets.

# 3 = Damages all entities except players, tamed pets, animals and villagers.

# 4 = Damages all entities except players, tamed pets, animals, villagers and mobs.

TDBDoesDamage = 0



# Damage done by Thermal Discouragement Beam

# Default: 2

TDBDamage = 2
