# Configuration file

features {
    I:MaxLogStackSize=64
    I:MaxOreStackSize=64
    I:MaxOtherBlockStackSize=64
    I:MaxPlankStackSize=64
    I:UpgradeStacksize=4
}


general {
    B:AFK_Hunger=false
    B:AddGTRecipesToIC2Machines=false
    B:AdventureModeStartingAxe=true
    B:AllowAutoMaintenanceHatchInteraction=true
    B:AllowSmallBoilerAutomation=false
    B:ArcSmeltIntoAnnealedWrought=true
    B:BrickedBlastFurnace=true
    B:CableConnectionRequiresSolderingMaterial=false
    B:ComponentAssembler=true
    B:CraftingUnification=true
    B:CropNeedBlockBelow=true
    B:Debug=false
    B:Debug2=false
    B:DisableIC2Cables=true
    B:DisableOldChemicalRecipes=false
    B:DisableVanillaOres=true
    B:EasierIVPlusCables=false
    B:EnableAchievements=true
    B:EnableAllComponents=true
    B:EnableAllMaterials=true
    B:EnableCleanroom=true
    B:EnablePlaceholderForMaterialNamesInLangFile=true
    B:EnsureToBeLoadedLast=true
    B:ExplosionItemDrops=false
    I:FlintAndSteelChance=30
    B:GT6StyledPipesConnection=true
    B:GT6StyledWiresConnection=false
    B:GTBees=true
    B:HardCoreCableLoss=false
    B:HardMachineCasings=true
    B:HardRadonRecipe=true
    B:HideRecyclingRecipes=true
    B:HideUnusedOres=false
    B:Ic2EnergySourceCompat=true
    B:IncreaseDungeonLoot=true
    B:InventoryUnification=true
    I:ItemDespawnTime=6000
    B:LoggingExplosions=true
    B:LoggingPlayerActivity=true
    B:LowGravProcessing=true
    B:LowGravProcessingCircuits=true
    I:MaxEqualEntitiesAtOneSpot=3
    I:MillisecondsPassedInGTTileEntityUntilLagWarning=100
    B:MixedOreOnlyYieldsTwoThirdsOfPureOre=false
    B:MoreComplicatedChemicalRecipes=false
    B:NerfCombs=true
    B:NerfCrops=true
    B:NerfDustCrafting=true
    B:NerfStorageBlocks=true
    I:TicksForLagAveragingWithScanner=25
    B:WoodNeedsSawForCrafting=true
    B:"debug allow broken recipemap"=false
    B:debugCleanroom=false
    B:debugDriller=false
    B:debugOrevein=false

    # Displaying an "Error" item in recipes if they are broken or the item is missing [default: false]
    B:debugRecipes=false
    B:debugSmallOres=false
    B:debugStones=false
    B:debugWorldGen=false
    B:disable_STDOUT=false
    B:drinks_always_drinkable=false
    B:forceAdventureMode=false
    B:hardermobspawners=true
    B:harderstone=false

    # No Touch!
    B:mEnableAllComponentsWithoutIntegration=true
    B:online=true
    I:oreveinAttempts_64=64
    I:oreveinMaxPlacementAttempts_8=8
    I:oreveinPercentage_100=100
    B:oreveinPlacerOres=true
    I:oreveinPlacerOresMultiplier=2
    B:show_all_metaitems_in_creative_and_NEI=false
    B:smallerVanillaToolDurability=true
    B:sound_multi_threading=false
    B:timber_axe=true
}


machines {
    D:ReinforcedGlassPercentageForCleanroom=35.0
    I:TicksBetweenSounds=30
    B:colored_guis_when_painted=true
    B:constant_need_of_energy=true
    B:explosions_on_nonwrenching=true
    B:fire_causes_explosions=true
    B:lightning_causes_explosions=true
    B:machines_explosion_damage=true
    B:machines_flammable=true
    B:rain_causes_explosions=true
    B:use_machine_metal_tint=true
    B:wirefire_on_explosion=true
}


pollution {
    B:EnablePollution=true
    I:PoisonLimit=750000
    I:SmogLimit=500000
    I:SourRainLimit=2000000
    I:VegetationLimit=1000000
}


##########################################################################################################
# undergroundfluid
#--------------------------------------------------------------------------------------------------------#
# Config Underground Fluids (Delete this Category for regenerate)
##########################################################################################################

undergroundfluid {
    # Dimension IDs Black List
    I:DimBlackList <
        1
     >

    ##########################################################################################################
    # overworld
    #--------------------------------------------------------------------------------------------------------#
    # Set Overworld Generating
    ##########################################################################################################

    overworld {
        # Dimension ID or Class Name
        S:Dimension=0

        gas_natural_gas {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=7

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=700

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=100

            # Fluid registry name
            S:Registry=gas_natural_gas
        }

        liquid_light_oil {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=6

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=650

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=90

            # Fluid registry name
            S:Registry=liquid_light_oil
        }

        liquid_medium_oil {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=600

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=80

            # Fluid registry name
            S:Registry=liquid_medium_oil
        }

        liquid_heavy_oil {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=4

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=550

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=70

            # Fluid registry name
            S:Registry=liquid_heavy_oil
        }

        oil {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=600

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=80

            # Fluid registry name
            S:Registry=oil
        }

    }

    aroma1997 {
        # Dimension ID or Class Name
        S:Dimension=45

        gas_natural_gas {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=33

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=6

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=100

            # Fluid registry name
            S:Registry=gas_natural_gas
        }

        liquid_medium_oil {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=33

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=4

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=700

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=90

            # Fluid registry name
            S:Registry=liquid_medium_oil
        }

        oil {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=34

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=600

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=80

            # Fluid registry name
            S:Registry=oil
        }

    }

    ##########################################################################################################
    # moon
    #--------------------------------------------------------------------------------------------------------#
    # Set Moon Generating
    ##########################################################################################################

    moon {
        # Dimension ID or Class Name
        S:Dimension=Moon

        helium-3 {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=80

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=425

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=100

            # Fluid registry name
            S:Registry=helium-3
        }

        saltwater {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=2

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=50

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=0

            # Fluid registry name
            S:Registry=saltwater
        }

    }

    ##########################################################################################################
    # nether
    #--------------------------------------------------------------------------------------------------------#
    # Set Nether Generating
    ##########################################################################################################

    nether {
        # Dimension ID or Class Name
        S:Dimension=-1

        lava {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=100

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=0

            # Fluid registry name
            S:Registry=lava
        }

    }

    mars {
        # Dimension ID or Class Name
        S:Dimension=Mars

        saltwater {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=2

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=200

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=80

            # Fluid registry name
            S:Registry=saltwater
        }

        chlorobenzene {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=30

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=400

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=150

            # Fluid registry name
            S:Registry=chlorobenzene
        }

        bacterialsludge {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=50

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=200

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=70

            # Fluid registry name
            S:Registry=bacterialsludge
        }

    }

    deimos {
        # Dimension ID or Class Name
        S:Dimension=Deimos

        nitrogen {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=30

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=200

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=70

            # Fluid registry name
            S:Registry=nitrogen
        }

    }

    phobos {
        # Dimension ID or Class Name
        S:Dimension=Phobos

        saltwater {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=70

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=400

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=160

            # Fluid registry name
            S:Registry=saltwater
        }

    }

    europa {
        # Dimension ID or Class Name
        S:Dimension=Europa

        saltwater {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=30

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=600

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=100

            # Fluid registry name
            S:Registry=saltwater
        }

        liquid_extra_heavy_oil {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=400

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=80

            # Fluid registry name
            S:Registry=liquid_extra_heavy_oil
        }

        liquid_heavy_oil {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=30

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=200

            # Fluid registry name
            S:Registry=liquid_heavy_oil
        }

        distilled_water {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=3500

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=400

            # Fluid registry name
            S:Registry=ic2distilledwater
        }

    }

    callisto {
        # Dimension ID or Class Name
        S:Dimension=Callisto

        oxygen {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=40

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=200

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=80

            # Fluid registry name
            S:Registry=oxygen
        }

        oil {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=50

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=180

            # Fluid registry name
            S:Registry=oil
        }

        liquid_air {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=10

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=300

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=10

            # Fluid registry name
            S:Registry=liquidair
        }

    }

    ganymede {
        # Dimension ID or Class Name
        S:Dimension=Ganymede

        gas_natural_gas {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=70

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=100

            # Fluid registry name
            S:Registry=gas_natural_gas
        }

        helium {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=30

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=2

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=100

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=0

            # Fluid registry name
            S:Registry=helium
        }

    }

    ceres {
        # Dimension ID or Class Name
        S:Dimension=Ceres

        nitrogen {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=70

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=300

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=180

            # Fluid registry name
            S:Registry=nitrogen
        }

        fluorine {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=30

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=50

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=0

            # Fluid registry name
            S:Registry=fluorine
        }

    }

    mercury {
        # Dimension ID or Class Name
        S:Dimension=Mercury

        helium-3 {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=100

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=2

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=600

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=250

            # Fluid registry name
            S:Registry=helium-3
        }

    }

    venus {
        # Dimension ID or Class Name
        S:Dimension=Venus

        argon {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=50

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=0

            # Fluid registry name
            S:Registry=argon
        }

        molten_lead {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=60

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=600

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=100

            # Fluid registry name
            S:Registry=molten.lead
        }

        sulfuricacid {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=4

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=300

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=0

            # Fluid registry name
            S:Registry=sulfuricacid
        }

        carbon_dioxide {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=10

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=1500

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=0

            # Fluid registry name
            S:Registry=carbondioxide
        }

    }

    io {
        # Dimension ID or Class Name
        S:Dimension=Io

        lava {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=80

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=2

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=2000

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=600

            # Fluid registry name
            S:Registry=lava
        }

        carbon_dioxide {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=750

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=200

            # Fluid registry name
            S:Registry=carbondioxide
        }

    }

    titan {
        # Dimension ID or Class Name
        S:Dimension=Titan

        methane {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=60

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=200

            # Fluid registry name
            S:Registry=methane
        }

        ethane {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=40

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=200

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=50

            # Fluid registry name
            S:Registry=ethane
        }

    }

    miranda {
        # Dimension ID or Class Name
        S:Dimension=Miranda

        liquid_sufluriclight_fuel {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=80

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=500

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=100

            # Fluid registry name
            S:Registry=liquid_sufluriclight_fuel
        }

        hydrogen_sulfide {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=20

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=2

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=900

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=200

            # Fluid registry name
            S:Registry=liquid_hydricsulfur
        }

    }

    oberon {
        # Dimension ID or Class Name
        S:Dimension=Oberon

        liquid_sulfuricheavy_fuel {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=50

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=500

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=100

            # Fluid registry name
            S:Registry=liquid_sulfuricheavy_fuel
        }

        liquid_sulfuricnaphtha {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=50

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=500

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=100

            # Fluid registry name
            S:Registry=liquid_sulfuricnaphtha
        }

    }

    enceladus {
        # Dimension ID or Class Name
        S:Dimension=Enceladus

        radon {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=10

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=100

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=0

            # Fluid registry name
            S:Registry=radon
        }

        gas_sulfuricgas {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=80

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=500

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=200

            # Fluid registry name
            S:Registry=gas_sulfuricgas
        }

        molten_glowstone {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=10

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=400

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=0

            # Fluid registry name
            S:Registry=molten.glowstone
        }

    }

    triton {
        # Dimension ID or Class Name
        S:Dimension=Triton

        molten_indium {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=5

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=300

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=0

            # Fluid registry name
            S:Registry=molten.indium
        }

        molten_naquadah {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=5

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=200

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=50

            # Fluid registry name
            S:Registry=molten.naquadah
        }

    }

    proteus {
        # Dimension ID or Class Name
        S:Dimension=Proteus

        liquid_toluene {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=90

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=4

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=300

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=50

            # Fluid registry name
            S:Registry=liquid_toluene
        }

        molten_lutetium {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=10

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=100

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=0

            # Fluid registry name
            S:Registry=molten.lutetium
        }

    }

    pluto {
        # Dimension ID or Class Name
        S:Dimension=Pluto

        ethylene {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=70

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=400

            # Fluid registry name
            S:Registry=ethylene
        }

        chlorine {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=30

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=4

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=400

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=100

            # Fluid registry name
            S:Registry=chlorine
        }

    }

    haumea {
        # Dimension ID or Class Name
        S:Dimension=Haumea

        nitrogen {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=100

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=400

            # Fluid registry name
            S:Registry=nitrogen
        }

    }

    makemake {
        # Dimension ID or Class Name
        S:Dimension=Makemake

        oxygen {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=90

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=400

            # Fluid registry name
            S:Registry=oxygen
        }

        molten_naquadahenriched {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=10

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=200

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=50

            # Fluid registry name
            S:Registry=molten.naquadahenriched
        }

    }

    barnardc {
        # Dimension ID or Class Name
        S:Dimension=BarnardC

        liquid_extra_heavy_oil {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=70

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=400

            # Fluid registry name
            S:Registry=liquid_extra_heavy_oil
        }

        fluorine {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=30

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=100

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=50

            # Fluid registry name
            S:Registry=fluorine
        }

    }

    barnarde {
        # Dimension ID or Class Name
        S:Dimension=BarnardE

        radon {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=100

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=3

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=100

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=50

            # Fluid registry name
            S:Registry=radon
        }

    }

    tcetie {
        # Dimension ID or Class Name
        S:Dimension=TCetiE

        gas_natural_gas {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=60

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=400

            # Fluid registry name
            S:Registry=gas_natural_gas
        }

        hydrogen {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=40

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=400

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=150

            # Fluid registry name
            S:Registry=hydrogen
        }

    }

    barnardf {
        # Dimension ID or Class Name
        S:Dimension=BarnardF

        liquidair {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=100

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=350

            # Fluid registry name
            S:Registry=liquidair
        }

    }

    vegab {
        # Dimension ID or Class Name
        S:Dimension=VegaB

        helium {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=100

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=500

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=200

            # Fluid registry name
            S:Registry=helium
        }

    }

    centauria {
        # Dimension ID or Class Name
        S:Dimension=CentauriA

        lava {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=50

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=1

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=500

            # Fluid registry name
            S:Registry=lava
        }

        molten_naquadria {
            # Chance generating (weighted chance!, there will be a fluid in chunk always!)
            I:Chance=50

            # Decrease per operation (actual fluid gained works like (Litre)VeinData/5000)
            I:DecreasePerOperationAmount=5

            # Max amount generation (per operation, sets the VeinData) 80000 MAX
            I:MaxAmount=800

            # Min amount generation (per operation, sets the VeinData) 0 MIN
            I:MinAmount=100

            # Fluid registry name
            S:Registry=molten.naquadria
        }

    }

    ##########################################################################################################
    # default
    #--------------------------------------------------------------------------------------------------------#
    # Set Default Generating (Use this Category for Default settings)
    ##########################################################################################################

    default {
    }

}


