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# Use this file to override whether AutoSwitch thinks silk touch or fortune work

on a block
# to override what AutoSwitch considers a standard tool
# or to provide weapon overrides to AutoSwitch
# Lines beginning with # are ignored
# General rule:
# All numbers can be specified as normal numbers,
# But could also be specified as hexadecimal numbers by adding 0x to the front
# or as binary numbers by adding 0b to the front. (e.g. 0b10001 = 0x11 = 17)
# Config version number:
# If this is not found or does not match the current number, AutoSwitch will rep
lace your config with the default one.
R2
# ====== HOW TO SPECIFY BLOCKS ======
# To specify a block, use one of several forms:
# name
# name[(+|-)DamageSpecifier]...
# @name[(+|-)DamageSpecifier]...
# &name[(+|-)DamageSpecifier]...
# @
# @[(+|-)DamageSpecifier]...
# Minecraft names are either name or minecraft:name
# Mod names MUST have the modid in front, that is modid:name.
####### EXAMPLES #######
# All wool blocks
# wool
# Only white wool
# wool+0
# Only white and black wool:
# wool+0+15
# All wool except white
# wool-0
# All gravity affected blocks
# @sand
# All blocks made of wooden material
# &wood
# All blocks
# @
####### DETAILS #######
# name
# this is the block name, e.g. wool. Add "" for minecraft's blocks. Don't add "t
ile." in front.
# name[(+|-)damage_specifier]...
# This is the same as above, but it specifies which damage values are allowed, u
sing one or more damage specifiers.
# &name[(+|-)DamageSpecifier]...
# This is the same as above, but the & tells AS to also get blocks that have the
same general material as the block
# e.g. &wood will get all wooden blocks
# @name[(+|-)DamageSpecifier]...
# This is the same as above, but the @ tells AS to also get blocks that have the
same general behavior as the block
# e.g. @sand gets sand, red sand, and gravel.
# Note that this isn't perfect. @log doesn't get log2 because of the way Mojang
implemented this.
# (For you programmers, this gets all blocks whose class is a subtype of the blo
ck class of the given block.)
# Careful with this on ordinary blocks: @cobblestone gets all blocks!
# @
# Grabs all blocks
# @[(+|-)DamageSpecifier]...
# Same as above, but with damage specifiers
# ======== DAMAGE SPECIFIERS ========
# (only experienced users read this)
# A damage specifier tells AS a list of damage values to consider.
# A damage specifier is a + or - followed by a set of damage values.
# + tells AS to include the specified values
# - tells AS to exclude the specified values
# The values could be specified in one of several forms.
# An empty specifier (just a + or -) means "all damage values"
# Note that stone is an alias for stone+
# A (+|-) and a number means just that damage value.
# log+0 means "only upright oak logs"
# wool+15 means "only black wool"
# A (+|-)data:mask (both data and mask are numbers) tells AS to check the damage
value by calculating
# (damagevalue & mask) == data
# and include the value in the specifier
# log+0b10:0b11 is all birch logs
# log+0b0100:0b1100+0b1000:0b1100 is all sideways-facing logs (of the first log
type)
# the mask can be a one's complement, by adding a ~ in front.
# If the mask is a one's complement, then the tested damage values are subtracte
d from the item's max damage
# rather than taken at face value.
# This means that @+0:~0b11-0 specifies all items that will break after 4 or few
er hits.
# ====== HOW TO SPECIFY ITEMS =======
# To specify an item, use one of several forms:
# name
# name[(+|-)DamageSpecifier]...
# @name[(+|-)DamageSpecifier]...
# @
# @[(+|-)DamageSpecifier]...
####### EXAMPLES #######
# Diamond pickaxe
# diamond_pickaxe
# All pickaxes
# @diamond_pickaxe
# All hoes
# @diamond_hoe
# All items
# @
# Only brand new items (no damage)
# @+0

# Only items within 4 hits of breaking
# @+0:~0b11-0
# See HOW TO SPECIFY BLOCKS for details
# ========= SILK TOUCH =============
# AutoSwitch normally calculates if silk touch works on a block
# To tell AutoSwitch that silk touch works on a block, add the line
# T > block
# Similarly, to tell AutoSwitch that silk touch does not work on a block, add th
e line
# T < block
# For example, use
# T < stone
# to tell AutoSwitch that Silk Touch does not work on stone.
# Note: No always takes priority over yes.
# Place silk touch overrides here
T < stone
T < gravel
# ========= FORTUNE ================
# AutoSwitch normally calculates if fortune works on a block
# To tell AutoSwitch that fortune works on a block, add the line
# F > block
# Similarly, to tell AutoSwitch that fortune does not work on a block, add the l
ine
# F < block
# For example, use
# F > &stone
# to tell AutoSwitch that fortune works on all blocks that have the same materia
l as stone.
# Note: No always takes priority over yes.
# Place fortune overrides here
# This one tells AS that fortune works on crops
F > @wheat
# This one stops fortune on coal (remove the # to add)
# F < coal_ore
# ========= STANDARD TOOLS ==========
# AutoSwitch normally calculates if a tool is standard on a block
# To tell AutoSwitch that the specified tools are standard on the specified bloc
ks, use
# S tool > block
# Similarly, to tell AutoSwitch the specified tools are not standard on the spec
ified blocks, use
# S tool < block
# For example, to tell AutoSwitch that all items that behave like shears
# are standard tools on blocks that behave like vines, use
# S @shears > @vine
# Note: No always takes priority over yes.
# Place standard tool overrides here
# This one says shears work on all vine blocks
S @shears > @vine
# This one says shears work on all tallgrass blocks
S @shears > @tallgrass
# This one says to use a hoe on all crops blocks (for mcMMO Green Terra)
S @diamond_hoe > @wheat
# This one tells AS not to use tools that will break in 4 hits or fewer (remove
the # to add)
# S @+0:~0b11-0 < @
# Redpower stuff doesn't have names yet
# you can add a sickle override when RP2 is updated
# ======== WEAPON OVERRIDES =========
# AutoSwitch normally calculates how much damage a weapon does, in half-hearts
# To tell AutoSwitch that a specified item really does a different amount of dam
age, use
# W weapon > damage
# For example, use
# W diamond_sword > 1000
# to tell AutoSwitch that a diamond sword does 1000 damage.
# It won't make it actually do 1000, but AS will think so (and switch accordingl
y).
# IndustrialCraft2 stuff doesn't have names yet
# you can add chainsaws and nanosabers when IC2 is updated
# Note that if you want to override Tinker's Construct weapons, this is the plac
e to do it.
# Until Tinker's Construct uses the item attributes system, AS won't recognize t
he weapons by default.

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