# OpenComputers configuration. This file uses typesafe config's HOCON syntax.
# Try setting your syntax highlighting to Ruby, to help readability. At least
# in Sublime Text that works really well. Note that this file is overwritten
# whenever you start the game! Changes to the comments may vanish.
# Note that all mentions of 'KB' or 'kilobyte' mean 1024 bytes.
opencomputers {

  # Client side settings, presentation and performance related stuff.
  client {

    # The radius in which computer beeps can be heard.
    beepRadius=16

    # The sample rate used for generating beeps of computers' internal
    # speakers. Use custom values at your own responsibility here; if it
    # breaks OC you'll get no support. Some potentially reasonable
    # lower values are 16000 or even 8000 (which was the old default, but
    # leads to artifacting on certain frequencies).
    beepSampleRate=44100

    # The base volume of beeps generated by computers. This may be in a
    # range of [0, 127], where 0 means mute (the sound will not even be
    # generated), and 127 means maximum amplitude / volume.
    beepVolume=32

    # Whether to emit particle effects around players via nanomachines. This
    # includes the basic particles giving a rough indication of the current
    # power level of the nanomachines as well as particles emitted by the
    # particle effect behaviors.
    enableNanomachinePfx=true

    # This is the scaling of the individual chars rendered on screens. This
    # is set to slightly overscale per default, to avoid gaps between fully
    # filled chars to appear (i.e. the block symbol that is used for cursor
    # blinking for example) on less accurate hardware.
    fontCharScale=1.01

    # Which font renderer to use. Defaults to `hexfont` if invalid.
    # Possible values:
    # - hexfont: the (since 1.3.2) default font renderer. Font in .hex format
    #            capable of rendering many unicode glyphs.
    #            The used font data can be swapped out using resource packs,
    #            but is harder to work with, since it involves binary data.
    # - texture: the old, font-texture based font renderer that was used
    #            in OC versions prior to 1.3.2. This will allow overriding
    #            the font texture as before. Keep in mind that this renderer
    #            is slightly less efficient than the new one, and more
    #            importantly, can only render code page 437 (as opposed to...
    #            a *lot* of unicode).
    fontRenderer=hexfont

    # The distance at which to start fading out the hologram (as with
    # hologramRenderDistance). This is purely cosmetic, to avoid image
    # disappearing instantly when moving too far away from a projector.
    # It does not affect performance. Holograms are transparent anyway.
    hologramFadeStartDistance=48

    # This controls how often holograms 'flicker'. This is the chance that it
    # flickers for *each frame*, meaning if you're running at high FPS you
    # may want to lower this a bit, to avoid it flickering too much.
    hologramFlickerFrequency=0.025

    # The maximum render distance of a hologram projected by a highest tier
    # hologram projector when at maximum scale. Render distance is scaled
    # down with the actual scale of the hologram.
    hologramRenderDistance=64

    # The maximum distance at which to render text on screens. Rendering text
    # can be pretty expensive, so if you have a lot of screens you'll want to
    # avoid huge numbers here. Note that this setting is client-sided, and
    # only has an impact on render performance on clients.
    maxScreenTextRenderDistance=20

    # The color of monochrome text (i.e. displayed when in 1-bit color depth,
    # e.g. tier one screens / GPUs, or higher tier set to 1-bit color depth).
    # Defaults to white, feel free to make it some other color, tho!
    monochromeColor="0xFFFFFF"

    # Position of the power indicator for nanomachines, by default left to the
    # player's health, specified by negative values. Values in [0, 1) will be
    # treated as relative positions, values in [1, inf) will be treated as
    # absolute positions.
    nanomachineHudPos=[
      -1,
      -1
    ]

    # Render robots' names as a label above them when near them
    robotLabels=true

    # The distance at which to start fading out the text on screens. This is
    # purely cosmetic, to avoid text disappearing instantly when moving too
    # far away from a screen. This should have no measurable impact on
    # performance. Note that this needs OpenGL 1.4 to work, otherwise text
    # will always just instantly disappear when moving away from the screen
    # displaying it.
    screenTextFadeStartDistance=15

    # The volume multiplier applied to sounds from this mod like the computer
    # running noise. Disable sounds by setting this to zero.
    soundVolume=1

    # If you prefer the text on the screens to be aliased (you know, *not*
    # anti-aliased / smoothed) turn this option off.
    textAntiAlias=true

    # Whether to apply linear filtering for text displayed on screens when the
    # screen has to be scaled down - i.e. the text is rendered at a resolution
    # lower than their native one, e.g. when the GUI scale is less than one or
    # when looking at a far away screen. This leads to smoother text for
    # scaled down text but results in characters not perfectly connecting
    # anymore (for example for box drawing characters. Look it up on
    # Wikipedia.)
    textLinearFiltering=false
  }

  # Computer related settings, concerns server performance and security.
  computer {

    # The provided call budgets by the three tiers of CPU and memory. Higher
    # budgets mean that more direct calls can be performed per tick. You can
    # raise this to increase the "speed" of computers at the cost of higher
    # real CPU time. Lower this to lower the load Lua executors put on your
    # machine / server, at the cost of slower computers. This list must
    # contain exactly three entries, or it will be ignored.
    callBudgets=[
      0.5,
      1,
      1.5
    ]

    # This determines whether computers can only be used by players that are
    # registered as users on them. Per default a newly placed computer has no
    # users. Whenever there are no users the computer is free for all. Users
    # can be managed via the Lua API (computer.addUser, computer.removeUser,
    # computer.users). If this is true, the following interactions are only
    # possible for users:
    # - input via the keyboard and touch screen.
    # - inventory management.
    # - breaking the computer block.
    # If this is set to false, all computers will always be usable by all
    # players, no matter the contents of the user list. Note that operators
    # are treated as if they were in the user list of every computer, i.e. no
    # restrictions apply to them.
    # See also: `maxUsers` and `maxUsernameLength`.
    canComputersBeOwned=true

    # The number of components the different CPU tiers support. This list
    # must contain exactly three entries, or it will be ignored.
    cpuComponentCount=[
      8,
      12,
      16
    ]

    # The maximum size of the byte array that can be stored on EEPROMs as configuration data.
    eepromDataSize=256

    # The maximum size of the byte array that can be stored on EEPROMs as executable data..
    eepromSize=4096

    # Whether to delete all contents in the /tmp file system when performing
    # a 'soft' reboot (i.e. via `computer.shutdown(true)`). The tmpfs will
    # always be erased when the computer is completely powered off, even if
    # it crashed. This setting is purely for software-triggered reboots.
    eraseTmpOnReboot=false

    # The time in milliseconds that scheduled computers are forced to wait
    # before executing more code. This avoids computers to "busy idle",
    # leading to artificially high CPU load. If you're worried about
    # performance on your server, increase this number a little (it should
    # never exceed 50, a single tick, though) to reduce CPU load even more.
    executionDelay=12

    # Settings specific to the Lua architecture.
    lua {

      # Whether to allow loading precompiled bytecode via Lua's `load`
      # function, or related functions (`loadfile`, `dofile`). Enable this
      # only if you absolutely trust all users on your server and all Lua
      # code you run. This can be a MASSIVE SECURITY RISK, since precompiled
      # code can easily be used for exploits, running arbitrary code on the
      # real server! I cannot stress this enough: only enable this is you
      # know what you're doing.
      allowBytecode=false

      # Whether to allow user defined __gc callbacks, i.e. __gc callbacks
      # defined *inside* the sandbox. Since garbage collection callbacks
      # are not sandboxed (hooks are disabled while they run), this is not
      # recommended.
      allowGC=false

      # Whether to make the Lua 5.3 architecture available. If enabled, you
      # can reconfigure any CPU to use the Lua 5.3 architecture.
      enableLua53=true

      # The total maximum amount of memory a Lua machine may use for user
      # programs. The total amount made available by components cannot
      # exceed this. The default is 64*1024*1024. Keep in mind that this does
      # not include memory reserved for built-in code such as `machine.lua`.
      # IMPORTANT: DO NOT MESS WITH THIS UNLESS YOU KNOW WHAT YOU'RE DOING.
      # IN PARTICULAR, DO NOT REPORT ISSUES AFTER MESSING WITH THIS!
      maxTotalRam=67108864

      # This setting allows you to fine-tune how RAM sizes are scaled internally
      # on 64 Bit machines (i.e. when the Minecraft server runs in a 64 Bit VM).
      # Why is this even necessary? Because objects consume more memory in a 64
      # Bit environment than in a 32 Bit one, due to pointers and possibly some
      # integer types being twice as large. It's actually impossible to break
      # this down to a single number, so this is really just a rough guess. If
      # you notice this doesn't match what some Lua program would use on 32 bit,
      # feel free to play with this and report your findings!
      # Note that the values *displayed* to Lua via `computer.totalMemory` and
      # `computer.freeMemory` will be scaled by the inverse, so that they always
      # correspond to the "apparent" sizes of the installed memory modules. For
      # example, when running a computer with a 64KB RAM module, even if it's
      # scaled up to 96KB, `computer.totalMemory` will return 64KB, and if there
      # are really 45KB free, `computer.freeMemory` will return 32KB.
      ramScaleFor64Bit=1.8

      # The sizes of the six levels of RAM, in kilobytes. This list must
      # contain exactly six entries, or it will be ignored. Note that while
      # there are six levels of RAM, they still fall into the three tiers of
      # items (level 1, 2 = tier 1, level 3, 4 = tier 2, level 5, 6 = tier 3).
      ramSizes=[
        192,
        256,
        384,
        512,
        768,
        1024
      ]
    }

    # Sanity check for username length for users registered with computers. We
    # store the actual user names instead of a hash to allow iterating the
    # list of registered users on the Lua side.
    # See also: `canComputersBeOwned`.
    maxUsernameLength=32

    # The maximum number of users that can be registered with a single
    # computer. This is used to avoid computers allocating unchecked amounts
    # of memory by registering an unlimited number of users. See also:
    # `canComputersBeOwned`.
    maxUsers=16

    # The time in seconds to wait after a computer has been restored before it
    # continues to run. This is meant to allow the world around the computer
    # to settle, avoiding issues such as components in neighboring chunks
    # being removed and then re-connected and other odd things that might
    # happen.
    startupDelay=0.25

    # The overall number of threads to use to drive computers. Whenever a
    # computer should run, for example because a signal should be processed or
    # some sleep timer expired it is queued for execution by a worker thread.
    # The higher the number of worker threads, the less likely it will be that
    # computers block each other from running, but the higher the host
    # system's load may become.
    threads=4

    # The time in seconds a program may run without yielding before it is
    # forcibly aborted. This is used to avoid stupidly written or malicious
    # programs blocking other computers by locking down the executor threads.
    # Note that changing this won't have any effect on computers that are
    # already running - they'll have to be rebooted for this to take effect.
    timeout=5
  }

  # Settings that are intended for debugging issues, not for normal use.
  # You usually don't want to touch these unless asked to do so by a developer.
  debug {

    # On some platforms the native library can crash the game, so there are
    # a few checks in place to avoid trying to load it in those cases. This
    # is Windows XP and Windows Server 2003, right. If you think it might
    # work nonetheless (newer builds of Server2k3 e.g.) you might want to
    # try setting this to `true`. Use this at your own risk. If the game
    # crashes as a result of setting this to `true` DO NOT REPORT IT.
    alwaysTryNative=false

    # Prevent OC calling Lua's os.setlocale method to ensure number
    # formatting is the same on all systems it is run on. Use this if you
    # suspect this might mess with some other part of Java (this affects
    # the native C locale).
    disableLocaleChanging=false

    # Disable memory limit enforcement. This means Lua states can
    # theoretically use as much memory as they want. Only relevant when
    # using the native library.
    disableMemoryLimit=false

    # Disable computer state persistence. This means that computers will
    # automatically be rebooted when loaded after being unloaded, instead
    # of resuming with their exection (it also means the state is not even
    # saved). Only relevant when using the native library.
    disablePersistence=false

    # Disable user data support. This means any otherwise supported
    # userdata (implementing the Value interface) will not be pushed
    # to the Lua state.
    disableUserdata=false

    # Enable debug card functionality. This may also be of use for custom
    # maps, so it is enabled by default. If you run a server where people
    # may cheat in items but should not have op/admin-like rights, you may
    # want to set this to false. This will *not* remove the card, it will
    # just make all functions it provides error out.
    enableDebugCard=true

    # Force the buffered file system to be case insensitive. This makes it
    # impossible to have multiple files whose names only differ in their
    # capitalization, which is commonly the case on Windows, for example.
    # This only takes effect when bufferChanges is set to true.
    forceCaseInsensitiveFS=false

    # Forces the use of the LuaJ fallback instead of the native libraries.
    # Use this if you have concerns using native libraries or experience
    # issues with the native library.
    forceLuaJ=false

    # Force loading one specific library, to avoid trying to load any
    # others. Use this if you get warnings in the log or are told to do
    # so for debugging purposes ;-)
    forceNativeLibWithName=""

    # Pass along IDs of items and fluids when converting them to a table
    # representation for Lua.
    insertIdsInConverters=false

    # This setting is meant for debugging errors that occur in Lua callbacks.
    # Per default, if an error occurs and it has a message set, only the
    # message is pushed back to Lua, and that's it. If you encounter weird
    # errors or are developing an addon you'll want the stacktrace for those
    # errors. Enabling this setting will log them to the game log. This is
    # disabled per default to avoid spamming the log with inconsequentual
    # exceptions such as IllegalArgumentExceptions and the like.
    logCallbackErrors=false

    # Logs the full error when a native library fails to load. This is
    # disabled by default to avoid spamming the log, since libraries are
    # iterated until one works, so it's very likely for some to fail. Use
    # this in case all libraries fail to load even though you'd expect one
    # to work.
    logFullNativeLibLoadErrors=false

    # Logs information about malformed glyphs (i.e. glyphs that deviate in
    # width from what wcwidth says).
    logHexFontErrors=false

    # Used to suppress log spam for OpenGL errors on derpy drivers. I'm
    # quite certain the code in the font render is valid, display list
    # compatible OpenGL, but it seems to cause 'invalid operation' errors
    # when executed as a display list. I'd be happy to be proven wrong,
    # since it'd restore some of my trust into AMD drivers...
    logOpenGLErrors=false

    # Extract the native library with Lua into the system's temporary
    # directory instead of the game directory (e.g. /tmp on Linux). The
    # default is to extract into the game directory, to avoid issues when
    # the temporary directory is mounted as noexec (meaning the lib cannot)
    # be loaded. There is also less of a chance of conflicts when running
    # multiple servers or server and client on the same machine.
    nativeInTmpDir=false

    # Due to a bug in Minecraft's lighting code there's an issue where
    # lighting does not properly update near light emitting blocks that are
    # fully solid - like screens, for example. This can be annoying when
    # using other blocks that dynamically change their brightness (e.g. for
    # the addon mod OpenLights). Enable this to force light emitting blocks
    # in oc to periodically (every two seconds) do an update. This should
    # not have an overly noticeable impact on performance, but it's disabled
    # by default because it is unnecessary in *most* cases.
    periodicallyForceLightUpdate=false

    # Whether to always register the LuaJ architecture - even if the native
    # library is available. In that case it is possible to switch between
    # the two like any other registered architecture.
    registerLuaJArchitecture=false

    # This is meant for debugging errors. Enabling this has a high impact
    # on computers' save and load performance, so you should not enable
    # this unless you're asked to.
    verbosePersistenceErrors=false
  }

  # File system related settings, performance and and balancing.
  filesystem {

    # Whether persistent file systems such as disk drivers should be
    # 'buffered', and only written to disk when the world is saved. This
    # applies to all hard drives. The advantage of having this enabled is that
    # data will never go 'out of sync' with the computer's state if the game
    # crashes. The price is slightly higher memory consumption, since all
    # loaded files have to be kept in memory (loaded as in when the hard drive
    # is in a computer).
    bufferChanges=true

    # The base 'cost' of a single file or directory on a limited file system,
    # such as hard drives. When computing the used space we add this cost to
    # the real size of each file (and folders, which are zero sized
    # otherwise). This is to ensure that users cannot spam the file system
    # with an infinite number of files and/or folders. Note that the size
    # returned via the API will always be the real file size, however.
    fileCost=512

    # The size of writable floppy disks, in kilobytes.
    floppySize=512

    # Number of physical platters to pretend a disk has in unmanaged mode. This
    # controls seek times, in how it emulates sectors overlapping (thus sharing
    # a common head position for access).
    hddPlatterCounts=[
      2,
      4,
      6
    ]

    # The sizes of the three tiers of hard drives, in kilobytes. This list
    # must contain exactly three entries, or it will be ignored.
    hddSizes=[
      1024,
      2048,
      4096
    ]

    # The maximum number of file handles any single computer may have open at
    # a time. Note that this is *per filesystem*. Also note that this is only
    # enforced by the filesystem node - if an add-on decides to be fancy it
    # may well ignore this. Since file systems are usually 'virtual' this will
    # usually not have any real impact on performance and won't be noticeable
    # on the host operating system.
    maxHandles=16

    # The maximum block size that can be read in one 'read' call on a file
    # system. This is used to limit the amount of memory a call from a user
    # program can cause to be allocated on the host side: when 'read' is,
    # called a byte array with the specified size has to be allocated. So if
    # this weren't limited, a Lua program could trigger massive memory
    # allocations regardless of the amount of RAM installed in the computer it
    # runs on. As a side effect this pretty much determines the read
    # performance of file systems.
    maxReadBuffer=2048

    # When skipping more than this number of sectors in unmanaged mode, the
    # pause specified in sectorSeekTime will be enforced. We use this instead
    # of linear scaling for movement because those values would have to be
    # really small, which is hard to conceptualize and configure.
    sectorSeekThreshold=128

    # The time to pause when the head movement threshold is exceeded.
    sectorSeekTime=0.1

    # The size of the /tmp filesystem that each computer gets for free. If
    # set to a non-positive value the tmp file system will not be created.
    tmpSize=64
  }
  hologram {

    # Whether the hologram block should provide light. It'll also emit light
    # when off, because having state-based light in MC is... painful.
    emitLight=true

    # This controls the maximum scales of holograms, by tier.
    # The size at scale 1 is 3x2x3 blocks, at scale 3 the hologram will
    # span up to 9x6x9 blocks. Unlike most other `client' settings, this
    # value is only used for validation *on the server*, with the effects
    # only being visible on the client.
    # Warning: very large values may lead to rendering and/or performance
    # issues due to the high view distance! Increase at your own peril.
    maxScale=[
      3,
      4
    ]

    # This controls the maximum translation of holograms, by tier.
    # The scale is in "hologram sizes", i.e. scale 1 allows offsetting a
    # hologram once by its own size.
    maxTranslation=[
      0.25,
      0.5
    ]

    # The delay forced on computers between calls to `hologram.setRaw`, in
    # seconds. Lower this if you want faster updates, raise this if you're
    # worried about bandwidth use; in *normal* use-cases this will never be
    # an issue. When abused, `setRaw` can be used to generate network traffic
    # due to changed data being sent to clients. With the default settings,
    # the *worst case* is ~30KB/s/client. Again, for normal use-cases this
    # is actually barely noticeable.
    setRawDelay=0.2
  }

  # Settings for mod integration (the mod previously known as OpenComponents).
  integration {
    buildcraft {

      # Cost to convert a loot disk to another in the BuildCraft programming table.
      programmingTableCost=5000
    }

    # The name to use for the global fake player needed for some mod
    # interactions.
    fakePlayerName="[OpenComputers]"

    # The UUID to use for the global fake player needed for some mod
    # interactions.
    fakePlayerUuid="7e506b5d-2ccb-4ac4-a249-5624925b0c67"

    # A list of mods (by mod id) for which support should NOT be enabled. Use
    # this to disable support for mods you feel should not be controllable via
    # computers (such as magic related mods, which is why Thaumcraft is on this
    # list by default.)
    modBlacklist=[
      Thaumcraft,
      thaumicenergistics
    ]

    # A list of tile entities by class name that should NOT be accessible via
    # the Adapter block. Add blocks here that can lead to crashes or deadlocks
    # (and report them, please!)
    peripheralBlacklist=[
      "net.minecraft.tileentity.TileEntityCommandBlock"
    ]

    # Vanilla integration related settings.
    vanilla {

      # Whether to allow the item stack converter to push NBT data in
      # compressed format (GZIP'ed). This can be useful for pushing this
      # data back to other callbacks. However, given a sophisticated
      # enough software (Lua script) it is possible to decode this data,
      # and get access to things that should be considered implementation
      # detail / private (mods may keep "secret" data in such NBT tags).
      # The recommended method is to use the database component instead.
      allowItemStackNBTTags=false

      # Whether to enable the command block driver. Enabling this allows
      # computers to set and execute commands via command blocks next to
      # adapter blocks. The commands are run using OC's general fake player.
      enableCommandBlockDriver=false

      # Whether to enable the inventory driver. This driver allows interacting
      # with inventories adjacent to adapters in a way similar to what the
      # inventory controller upgrade allows when built into a robot or placed
      # inside an adapter. It is therefore considered to be somewhat cheaty by
      # some, and disabled by default. If you don't care about that, feel free
      # to enable this driver.
      enableInventoryDriver=false

      # Whether to enable the tank driver. This driver is like the inventory
      # driver, just for fluid tanks, and is disabled by default with the same
      # reasoning as the inventory driver - using a tank controller upgrade in
      # an adapter has pretty much the same effect.
      enableTankDriver=false
    }
  }

  # Internet settings, security related.
  internet {

    # This is a list of blacklisted domain names. If an HTTP request is made
    # or a socket connection is opened the target address will be compared
    # to the addresses / adress ranges in this list. It it is present in this
    # list, the request will be denied.
    # Entries are either domain names (www.example.com) or IP addresses in
    # string format (10.0.0.3), optionally in CIDR notation to make it easier
    # to define address ranges (1.0.0.0/8). Domains are resolved to their
    # actual IP once on startup, future requests are resolved and compared
    # to the resolved addresses.
    # By default all local addresses are blocked. This is only meant as a
    # thin layer of security, to avoid average users hosting a game on their
    # local machine having players access services in their local network.
    # Server hosters are expected to configure their network outside of the
    # mod's context in an appropriate manner, e.g. using a system firewall.
    blacklist=[
      "127.0.0.0/8",
      "10.0.0.0/8",
      "192.168.0.0/16",
      "172.16.0.0/12"
    ]

    # Whether to allow HTTP requests via internet cards. When enabled,
    # the `request` method on internet card components becomes available.
    enableHttp=true

    # Whether to allow adding custom headers to HTTP requests.
    enableHttpHeaders=true

    # Whether to allow TCP connections via internet cards. When enabled,
    # the `connect` method on internet card components becomes available.
    enableTcp=true

    # The maximum concurrent TCP connections *each* internet card can have
    # open at a time.
    maxTcpConnections=4

    # The time in seconds to wait for a response to a request before timing
    # out and returning an error message. If this is zero (the default) the
    # request will never time out.
    requestTimeout=0

    # The number of threads used for processing host name lookups and HTTP
    # requests in the background. The more there are, the more concurrent
    # connections can potentially be opened by computers, and the less likely
    # they are to delay each other.
    threads=4

    # This is a list of whitelisted domain names. Requests may only be made
    # to addresses that are present in this list. If this list is empty,
    # requests may be made to all addresses not blacklisted. Note that the
    # blacklist is always applied, so if an entry is present in both the
    # whitelist and the blacklist, the blacklist will win.
    # Entries are of the same format as in the blacklist. Examples:
    # "gist.github.com", "www.pastebin.com"
    whitelist=[]
  }

  # Other settings that you might find useful to tweak.
  misc {

    # Allow robots to get a table representation of item stacks using the
    # inventory controller upgrade? (i.e. whether the getStackInSlot method
    # of said upgrade is enabled or not). Also applies to tank controller
    # upgrade and it's fluid getter method.
    allowItemStackInspection=true

    # List of item descriptors of assembler template base items to blacklist,
    # i.e. for disabling the assembler template for. Entries must be of the
    # format 'itemid@damage', were the damage is optional.
    # Examples: 'OpenComputers:case3', 'minecraft:stonebrick@1'
    assemblerBlacklist=[]

    # Hard limit for size of byte arrays passed to data card callbacks. If this
    # limit is exceeded, the call fails and does nothing.
    dataCardHardLimit=1048576

    # Soft limit for size of byte arrays passed to data card callbacks. If this
    # limit is exceeded, a longer sleep is enforced (see dataCardTimeout).
    dataCardSoftLimit=8192

    # Time in seconds to pause a calling machine when the soft limit for a data
    # card callback is exceeded.
    dataCardTimeout=1

    # By default the disassembler can only be used to disassemble items from
    # OpenComputers itself (or objects whitelisted via the API). If you'd
    # like to allow the disassembler to work on all kinds of items, even from
    # other mods, set this to true.
    disassembleAllTheThings=false

    # The probability that an item breaks when disassembled. This chance
    # applies *per extracted item*. For example, if an item was crafted from
    # three other items and gets disassembled, each of those three items has
    # this chance of breaking in the process.
    disassemblerBreakChance=0.05

    # Names of items / blocks that are blacklisted. Recipes containing these
    # as inputs will be ignored by the disassembler.
    disassemblerInputBlacklist=[
      "minecraft:fire"
    ]

    # Controls how noisy results from the Geolyzer are. This is the maximum
    # deviation from the original value at the maximum vertical distance
    # from the geolyzer. Noise increases linearly with the vertical distance
    # to the Geolyzer. So yes, on the same height, the returned value are of
    # equal 'quality', regardless of the real distance. This is a performance
    # trade-off.
    geolyzerNoise=2

    # The range, in blocks, in which the Geolyzer can scan blocks. Note that
    # it uses the maximum-distance, not the euclidean one, i.e. it can scan
    # in a cube surrounding it with twice this value as its edge length.
    geolyzerRange=32

    # Whether to give a new player a free copy of the manual. This will only
    # happen one time per game, not per world, not per death. Once. If this
    # is still too much for your taste, disable it here ;-)
    giveManualToNewPlayers=true

    # Whether to not show your special thinger (if you have one you know it).
    hideOwnSpecial=false

    # Whether to pass along the name of the user that caused an input signals
    # to the computer (mouse and keyboard signals). If you feel this breaks
    # the game's immersion, disable it.
    # Note: also applies to the motion sensor.
    inputUsername=true

    # The probability (or rather, weighted chance) that a program disk is
    # spawned as loot in a treasure chest. For reference, iron ingots have
    # a value of 10, gold ingots a value of 5 and and diamonds a value of 3.
    # This is the chance *that* a disk is created. Which disk that will be
    # is decided in an extra roll of the dice.
    lootProbability=5

    # Whether to allow loot disk cycling by crafting them with a wrench.
    lootRecrafting=true

    # The maximum length of a string that may be pasted. This is used to limit
    # the size of the data sent to the server when the user tries to paste a
    # string from the clipboard (Shift+Ins on a screen with a keyboard).
    maxClipboard=1024

    # The maximum number of "data parts" a network packet is allowed to have.
    # When sending a network message, from Lua this may look like so:
    #  component.modem.broadcast(port, "first", true, "third", 123)
    # This limits how many arguments can be passed and are wrapped into a
    # packet. This limit mostly serves as a protection for lower-tier
    # computers, to avoid them getting nuked by more powerful computers.
    maxNetworkPacketParts=8

    # The maximum size of network packets to allow sending via network cards.
    # This has *nothing to do* with real network traffic, it's just a limit
    # for the network cards, mostly to reduce the chance of computer with a
    # lot of RAM killing those with less by sending huge packets. This does
    # not apply to HTTP traffic.
    maxNetworkPacketSize=8192

    # The maximum number of ports a single network card can have opened at
    # any given time.
    maxOpenPorts=16

    # The maximum height of multi-block screens, in blocks. This is limited to
    # avoid excessive computations for merging screens. If you really need
    # bigger screens it's probably safe to bump this quite a bit before you
    # notice anything, since at least incremental updates should be very
    # efficient (i.e. when adding/removing a single screen).
    maxScreenHeight=6

    # The maximum width of multi-block screens, in blocks.
    # See also: `maxScreenHeight`.
    maxScreenWidth=8

    # The maximum distance a wireless message can be sent. In other words,
    # this is the maximum signal strength a wireless network card supports.
    # This is used to limit the search range in which to check for modems,
    # which may or may not lead to performance issues for ridiculous ranges -
    # like, you know, more than the loaded area.
    # See also: `wirelessCostPerRange`.
    maxWirelessRange=400

    # Probablility that at certain celebratory times crafting an OC item will
    # spawn a present in the crafting player's inventory. Set to zero to
    # disable.
    presentChance=0.05

    # Enforced delay when changing a redstone emitting component's output,
    # such as the redstone card and redstone I/O block. Lowering this can
    # have very negative impact on server TPS, so beware.
    redstoneDelay=0.1

    # The general upgrade tier of the switch built into server racks, i.e. how
    # upgraded server racks' switching logic is. Prior to the introduction of
    # this setting (1.5.15) this was always none. This applies to all
    # properties, i.e. througput, frequency and buffer size.
    # Valid values are: 0 = none, 1 = tier 1, 2 = tier 2, 3 = tier 3.
    serverRackSwitchTier=1

    # The number of remote terminals supported by each server tier.
    terminalsPerTier=[
      2,
      4,
      8
    ]

    # Override for the worker threads' thread priority. If set to a value
    # lower than 1 it will use the default value, which is half-way between
    # the system minimum and normal priority. Valid values may differ between
    # Java versions, but usually the minimum value (lowest priority) is 1,
    # the normal value is 5 and the maximum value is 10. If a manual value is
    # given it is automatically capped at the maximum.
    # USE THIS WITH GREAT CARE. Using a high priority for worker threads may
    # avoid issues with computers timing out, but can also lead to higher
    # server load. AGAIN, USE WITH CARE!
    threadPriority=-1

    # The maximum range between the drone/robot and a villager for a trade to
    # be performed by the trading upgrade
    tradingRange=8

    # Whether to perform an update check and informing local players and OPs
    # if a new version is available (contacts Github once the first player
    # joins a server / the first map in single player is opened).
    updateCheck=true
  }

  # Nanomachine related values. Note that most of these are relative, as
  # they scale with the number of total effects controlled by nanomachines,
  # which may very much vary depending on other mods used together with OC.
  # To configure this, you'll need to know how this works a bit more in-
  # depth, so here goes: there are three layers, the behavior layer, the
  # connector layer, and the input layer. The behavior layer consists of
  # one node for each behavior provided by registered providers (by default
  # these will be potion effects and a few other things). The connector
  # layer merely serves to mix things up a little. The input layer is made
  # up from nodes that can be triggered by the nanomachines. Each connector
  # node has behavior nodes it outputs to, and gets signals from input nodes.
  # Behavior nodes get signals from both the connector and the input layers.
  # Reconfiguring builds up random connections. Some behaviors change what
  # they do based on the number of active inputs (e.g. potion effects will
  # increase their amplification value).
  nanomachines {

    # Time in seconds it takes for the nanomachines to process a command
    # and send a response.
    commandDelay=1

    # The distance in blocks that nanomachines can communicate within. If
    # a message comes from further away, it'll be ignored. When responding,
    # the response will only be sent this far.
    commandRange=2

    # The relative number of connectors based on the number of available
    # behaviors (see triggerQuota).
    connectorQuota=0.2

    # Radius in blocks of the disintegration behavior for each active input.
    disintegrationRange=1

    # How much damage the hungry behavior should deal to the player when the
    # nanomachine controller runs out of energy.
    hungryDamage=5

    # How much energy the hungry behavior should restore when damaging the
    # player.
    hungryEnergyRestored=50

    # Range of the item magnet behavior added for each active input.
    magnetRange=8

    # The maximum number of inputs for each node of the "neural network"
    # nanomachines connect to. I.e. each behavior node and connector node
    # may only have up to this many inputs.
    maxInputs=2

    # Hard maximum number of active inputs. This is mainly to avoid people
    # bumping other nanomachines' inputs to max, killing them in a matter
    # of (milli)seconds.
    maxInputsActive=4

    # The maximum number of outputs for each node (see maxInputs).
    maxOutputs=2

    # Whitelisted potions, i.e. potions that will be used for the potion
    # behaviors nanomachines may trigger. This can contain strings or numbers.
    # In the case of strings, it has to be the internal name of the potion,
    # in case of a number it has to be the potion ID. Add any potion effects
    # to make use of here, since they will all be disabled by default.
    potionWhitelist=[
      "potion.moveSpeed",
      "potion.digSpeed",
      "potion.damageBoost",
      "potion.jump",
      "potion.resistance",
      "potion.fireResistance",
      "potion.waterBreathing",
      "potion.nightVision",
      "potion.absorption",
      "potion.blindness",
      "potion.confusion",
      "potion.digSlowDown",
      "potion.harm",
      "potion.hunger",
      "potion.moveSlowdown",
      "potion.poison",
      "potion.weakness",
      "potion.wither"
    ]

    # How many input nodes may be active at the same time before negative
    # effects are applied to the player.
    safeInputsActive=2

    # The relative amount of triggers available based on the number of
    # available behaviors (such as different potion effects). For example,
    # if there are a total of 10 behaviors available, 0.5 means there will
    # be 5 trigger inputs, triggers being the inputs that can be activated
    # via nanomachines.
    triggerQuota=0.4
  }

  # Power settings, buffer sizes and power consumption.
  power {

    # The amount of energy the robot assembler can apply per tick. This
    # controls the speed at which robots are assembled, basically.
    assemblerTickAmount=50

    # Default "buffer" sizes, i.e. how much energy certain blocks can store.
    buffer {

      # The amount of energy an access point can store.
      accessPoint=600

      # The amount of energy a capacitor can store when installed as an
      # upgrade into a robot.
      batteryUpgrades=[
        10000,
        15000,
        20000
      ]

      # The amount of energy a single capacitor can store.
      capacitor=1600

      # The amount of bonus energy a capacitor can store for each other
      # capacitor it shares a face with. This bonus applies to both of the
      # involved capacitors. It reaches a total of two blocks, where the
      # bonus is halved for the second neighbor. So three capacitors in a
      # row will give a total of 8.8k storage with default values:
      # (1.6 + 0.8 + 0.4)k + (0.8 + 1.6 + 0.8)k + (0.4 + 0.8 + 1.6)k
      capacitorAdjacencyBonus=800

      # The amount of energy a computer can store. This allows you to get a
      # computer up and running without also having to build a capacitor.
      computer=500

      # The amount of energy a converter can store. This allows directly
      # connecting a converter to a distributor, without having to have a
      # capacitor on the side of the converter.
      converter=1000

      # The amount of energy each face of a distributor can story. This
      # allows connecting two power distributors directly. If the buffer
      # capacity between the two distributors is zero, they won't be able
      # to exchange energy. This basically controls the bandwidth. You can
      # add capacitors between two distributors to increase this bandwidth.
      distributor=500

      # The amount of energy a drone can store in its internal buffer.
      drone=5000

      # The internal buffer size of the hover boots.
      hoverBoots=15000

      # The amount of energy a microcontroller can store in its internal
      # buffer.
      mcu=1000

      # Amount of energy stored by nanomachines. Yeah, I also don't know
      # where all that energy is stored. It's quite fascinating.
      nanomachines=100000

      # The amount of energy robots can store in their internal buffer.
      robot=20000

      # The amount a tablet can store in its internal buffer.
      tablet=10000
    }

    # The amount of energy a Charger transfers to each adjacent robot per tick
    # if a maximum strength redstone signal is set. Chargers load robots with
    # a controllable speed, based on the maximum strength of redstone signals
    # going into the block. So if a redstone signal of eight is set, it'll
    # charge robots at roughly half speed.
    chargerChargeRate=100

    # The amount of energy a Charger transfers into a tablet, if present, per
    # tick. This is also based on configured charge speed, as for robots.
    chargerChargeRateTablet=10

    # Default "costs", i.e. how much energy certain operations consume.
    cost {

      # The cost of a single packet sent via StargateTech 2's abstract bus.
      abstractBusPacket=1

      # The amount of energy the chunkloader upgrade draws per tick while
      # it is enabled, i.e. actually loading a chunk.
      chunkloaderCost=0.06

      # The amount of energy a computer consumes per tick when running.
      computer=0.5

      # Cost for asymmetric operations on the data card, such as ECDH and ECDSA
      # Per-byte cost for ECDSA operation is controlled by `complex` value,
      # because data is hashed with SHA256 before signing/verifying
      dataCardAsymmetric=10

      # Cost for complex operations on the data card, such as SHA256, inflate/deflate and SecureRandom.
      dataCardComplex=6

      # Per-byte cost for complex operations
      dataCardComplexByte=0.1

      # Cost for simple operations on the data card, such as MD5 or AES
      dataCardSimple=1

      # Per-byte cost for simple operations
      dataCardSimpleByte=0.01

      # Cost for trivial operations on the data card, such as CRC32 or Base64
      dataCardTrivial=0.2

      # Per-byte cost for trivial operations
      dataCardTrivialByte=0.005

      # The amount of energy it takes to extract one ingredient from an
      # item that is being disassembled. For example, if an item that was
      # crafted from three other items gets disassembled, a total of 15000
      # energy will be required by default.
      # Note that this is consumed over time, and each time this amount is
      # reached *one* ingredient gets ejected (unless it breaks, see the
      # disassemblerBreakChance setting).
      disassemblerPerItem=2000

      # The amount of energy a drone consumes per tick when running.
      drone=0.4

      # The base energy cost for assembling a drone.
      droneAssemblyBase=25000

      # The additional amount of energy required to assemble a
      # drone for each point of complexity.
      droneAssemblyComplexity=15000

      # Energy it costs to re-program an EEPROM. This is deliberately
      # expensive, to discourage frequent re-writing of EEPROMs.
      eepromWrite=50

      # How much energy is consumed when the Geolyzer scans a block.
      geolyzerScan=10

      # Energy it takes to clear a basic screen using the fill command with
      # 'space' as the fill char.
      # Note: internally this is adjusted to a cost per pixel, and applied
      # as such, so this also implicitly defines the cost for higher tier
      # screens.
      gpuClear=0.1

      # Energy it takes to copy half of a basic screen via the copy command.
      # Note: internally this is adjusted to a cost per pixel, and applied
      # as such, so this also implicitly defines the cost for higher tier
      # screens.
      gpuCopy=0.25

      # Energy it takes to change a basic screen with the fill command.
      # Note: internally this is adjusted to a cost per pixel, and applied
      # as such, so this also implicitly defines the cost for higher tier
      # screens.
      gpuFill=1

      # Energy it takes to change *every* 'pixel' via the set command of a
      # basic screen via the `set` command.
      # Note: internally this is adjusted to a cost per pixel, and applied
      # as such, so this also implicitly defines the cost for higher tier
      # screens.
      gpuSet=2

      # Energy it takes read one kilobyte from a file system. Note that non
      # I/O operations on file systems such as `list` or `getFreeSpace` do
      # *not* consume power. Note that this very much determines how much
      # energy you need in store to start a computer, since you need enough
      # to have the computer read all the libraries, which is around 60KB
      # at the time of writing.
      # Note: internally this is adjusted to a cost per byte, and applied
      # as such. It's just specified per kilobyte to be more intuitive.
      hddRead=0.1

      # Energy it takes to write one kilobyte to a file system.
      # Note: internally this is adjusted to a cost per byte, and applied
      # as such. It's just specified per kilobyte to be more intuitive.
      hddWrite=0.25

      # The amount of energy a hologram projetor consumes per tick. This
      # is the cost if every column is lit. If not a single voxel is
      # displayed the hologram projector will not drain energy.
      hologram=0.2

      # The amount of energy consumed when the hover boots absorb some fall
      # velocity (i.e. when falling from something higher than three blocks).
      hoverBootAbsorb=10

      # The amount of energy consumed when jumping with the hover boots. Only
      # applies when the jump boost is applied, i.e. when not sneaking.
      hoverBootJump=10

      # The amount of energy consumed *per second* when moving around while
      # wearing the hover boots. This is compensate for the step assist, which
      # does not consume energy on a per-use basis. When standing still or
      # moving very slowly this also does not trigger.
      hoverBootMove=1

      # Amount of energy a microcontroller consumes per tick while running.
      microcontroller=0.1

      # The base energy cost for assembling a microcontroller.
      microcontrollerAssemblyBase=10000

      # The additional amount of energy required to assemble a
      # microcontroller for each point of complexity.
      microcontrollerAssemblyComplexity=10000

      # Energy consumed per tick per active input node by nanomachines.
      nanomachineInput=0.5

      # Energy consumed when reconfiguring nanomachines.
      nanomachinesReconfigure=5000

      # The amount of energy pushing blocks with the piston upgrade costs.
      pistonPush=20

      # How much energy is required for a single 3D print.
      printerModel=100

      # The amount of energy a robot consumes per tick when running. This is
      # per default less than a normal computer uses because... well... they
      # are better optimized? It balances out due to the cost for movement,
      # interaction and whatnot, and the fact that robots cannot connect to
      # component networks directly, so they are no replacements for normal
      # computers.
      robot=0.25

      # The base energy cost for assembling a robot.
      robotAssemblyBase=50000

      # The additional amount of energy required to assemble a robot for
      # each point of complexity.
      robotAssemblyComplexity=10000

      # The conversion rate of exhaustion from using items to energy
      # consumed. Zero means exhaustion does not require energy, one is a
      # one to one conversion. For example, breaking a block generates 0.025
      # exhaustion, attacking an entity generates 0.3 exhaustion.
      robotExhaustion=10

      # The amount of energy it takes a robot to move a single block.
      robotMove=15

      # The amount of energy it takes a robot to perform a 90 degree turn.
      robotTurn=2.5

      # The amount of energy a screen consumes per tick. For each lit pixel
      # (each character that is not blank) this cost increases linearly:
      # for basic screens, if all pixels are lit the cost per tick will be
      # this value. Higher tier screens can become even more expensive to
      # run, due to their higher resolution. If a screen cannot consume the
      # defined amount of energy it will stop rendering the text that
      # should be displayed on it. It will *not* forget that text, however,
      # so when enough power is available again it will restore the
      # previously displayed text (with any changes possibly made in the
      # meantime). Note that for multi-block screens *each* screen that is
      # part of it will consume this amount of energy per tick.
      screen=0.05

      # The actual cost per tick for computers and robots is multiplied
      # with this value if they are currently in a "sleeping" state. They
      # enter this state either by calling `os.sleep()` or by pulling
      # signals. Note that this does not apply in the tick they resume, so
      # you can't fake sleep by calling `os.sleep(0)`.
      sleepFactor=0.1

      # The base energy cost for assembling a tablet.
      tabletAssemblyBase=20000

      # The additional amount of energy required to assemble a tablet for
      # each point of complexity.
      tabletAssemblyComplexity=5000

      # Energy required for one transposer operation (regardless of the number
      # of items / fluid volume moved).
      transposer=1

      # The amount of energy it costs to send a wireless message with signal
      # strength one, which means the signal reaches one block. This is
      # scaled up linearly, so for example to send a signal 400 blocks a
      # signal strength of 400 is required, costing a total of
      # 400 * `wirelessCostPerRange`. In other words, the higher this value,
      # the higher the cost of wireless messages.
      # See also: `maxWirelessRange`.
      wirelessCostPerRange=0.05
    }

    # The amount of energy the disassembler can apply per tick. This
    # controls the speed at which items are disassembled, basically.
    disassemblerTickAmount=25

    # The energy efficiency of the generator upgrade. At 1.0 this will
    # generate as much energy as you'd get by burning the fuel in a BuildCraft
    # Stirling Engine (1MJ per fuel value / burn ticks). To discourage fully
    # autonomous robots the efficiency of generators is slighly reduced by
    # default.
    generatorEfficiency=0.8

    # Whether to ignore any power requirements. Whenever something requires
    # power to function, it will try to get the amount of energy it needs from
    # the buffer of its connector node, and in case it fails it won't perform
    # the action / trigger a shutdown / whatever. Setting this to `true` will
    # simply make the check 'is there enough energy' succeed unconditionally.
    # Note that buffers are still filled and emptied following the usual
    # rules, there just is no failure case anymore. The converter will however
    # not accept power from other mods.
    ignorePower=false

    # If you don't want OpenComputers to accept power from one or more of the
    # supported power mods, for example because it doesn't suit the vision
    # of your mod pack, you can disable support for them here. To stop
    # OpenComputers accepting power from a mod, enter its mod id here, e.g.
    # `BuildCraftAPI|power`, `IC2`, `factorization`, ...
    modBlacklist=[]

    # The amount of energy the printer can apply per tick. This controls
    # the speed at which prints are completed, basically.
    printerTickAmount=1

    # The rate at which different blocks accept external power. All of these
    # values are in OC energy / tick.
    rate {
      accessPoint=10
      assembler=100
      case=[
        5,
        10,
        20
      ]
      charger=200
      disassembler=50
      powerConverter=500
      serverRack=50
    }

    # The energy efficiency of the solar generator upgrade. At 1.0 this will
    # generate as much energy as you'd get by burning  fuel in a BuildCraft
    # Stirling Engine . To discourage fully autonomous robots the efficiency
    # of solar generators is greatly reduced by default.
    solarGeneratorEfficiency=0.2

    # This determines how often continuous power sinks try to actually try to
    # consume energy from the network. This includes computers, robots and
    # screens. This also controls how frequent distributors revalidate their
    # global state and secondary distributors, as well as how often the power
    # converter queries sources for energy (for now: only BuildCraft). If set
    # to 1, this would query every tick. The default queries every 10 ticks,
    # or in other words twice per second.
    # Higher values mean more responsive power consumption, but slightly more
    # work per tick (shouldn't be that noticeable, though). Note that this
    # has no influence on the actual amount of energy required by computers
    # and screens. The power cost is directly scaled up accordingly:
    # `tickFrequency * cost`.
    tickFrequency=10

    # Power values for different power systems. For reference, the value of
    # OC's internal energy type is 1000. I.e. the conversion ratios are the
    # values here divided by 1000. This is mainly to avoid small floating
    # point numbers in the config, due to potential loss of precision.
    value {
      AppliedEnergistics2=200
      Factorization=13
      Galacticraft=48
      IndustrialCraft2=400
      Mekanism=1333.33
      PowerAdvantage=31.25
      RedstoneFlux=100

      # / 11256, same as AE2
      RotaryCraft=200
    }
  }

  # 3D printer related stuff.
  printer {

    # Whether Chamelium is edible or not. When eaten, it gives a (short)
    # invisibility buff, and (slightly longer) blindness debuff.
    chameliumEdible=true

    # The extra material cost involved for printing a model with a customized
    # redstone output, i.e. something in [1, 14].
    customRedstoneCost=300

    # The amount by which a printers ink buffer gets filled for a single
    # cartridge. Tweak this if you think printing is too cheap or expensive.
    # Note: the amount a single dye adds is this divided by 10.
    inkValue=50000

    # The amount by which a printers material buffer gets filled for a single
    # chamelium. Tweak this if you think printing is too cheap or expensive.
    materialValue=2000

    # The maximum light level a printed block can emit. This defaults to
    # a value similar to that of a redstone torch, because by default the
    # material prints are made of contains redstone, but no glowstone.
    # Prints' light level can further be boosted by crafting them with
    # glowstone dust. This is merely the maximum light level that can be
    # achieved directly when printing them.
    maxBaseLightLevel=8

    # The maximum number of shape for a state of a 3D print allowed. This is
    # for the individual states (off and on), so it is possible to have up to
    # this many shapes *per state* (the reasoning being that only one state
    # will ever be visible at a time).
    maxShapes=24

    # By what (linear) factor the cost of a print increases if one or both of
    # its states are non-collidable (i.e. entities can move through them).
    # This only influences the chamelium cost.
    noclipMultiplier=2

    # Whether to enable print opacity, i.e. make prints have shadows. If
    # enabled, prints will have an opacity that is estimated from their
    # sampled fill rate. This is disabled by default, because MC's lighting
    # computation is apparently not very happy with multiple blocks with
    # dynamic opacity sitting next to each other, and since all prints share
    # the same block type, this can lead to weird shadows on prints. If you
    # don't care about that and prefer them to be not totally shadowless,
    # enable this.
    printsHaveOpacity=false

    # How much of the material used to print a model is refunded when using
    # the model to refuel a printer. This the value the original material
    # cost is multiplied with, so 1 is a full refund, 0 disables the
    # functionality (won't be able to put prints into the material input).
    recycleRate=0.75
  }

  # Robot related settings, what they may do and general balancing.
  robot {

    # Whether robots may 'activate' blocks in the world. This includes
    # pressing buttons and flipping levers, for example. Disable this if it
    # causes problems with some mod (but let me know!) or if you think this
    # feature is too over-powered.
    allowActivateBlocks=true

    # Whether robots may use items for a specifiable duration. This allows
    # robots to use items such as bows, for which the right mouse button has
    # to be held down for a longer period of time. For robots this works
    # slightly different: the item is told it was used for the specified
    # duration immediately, but the robot will not resume execution until the
    # time that the item was supposedly being used has elapsed. This way
    # robots cannot rapidly fire critical shots with a bow, for example.
    allowUseItemsWithDuration=true

    # Whether robots may damage players if they get in their way. This
    # includes all 'player' entities, which may be more than just real players
    # in the game.
    canAttackPlayers=false

    # Allows fine-tuning of delays for robot actions.
    delays {

      # The time in seconds to pause execution after an item was
      # successfully dropped from a robot's inventory.
      drop=0.5

      # This is the *ratio* of the time a player would require to harvest a
      # block. Note that robots cannot break blocks they cannot harvest. So
      # the time a robot is forced to sleep after harvesting a block is
      #   breakTime * harvestRatio
      # Breaking a block will always at least take one tick, 0.05 seconds.
      harvestRatio=1

      # The time in seconds to pause execution after a robot issued a
      # successful move command. Note that this essentially determines how
      # fast robots can move around, since this also determines the length
      # of the move animation.
      move=0.4

      # The time in seconds to pause execution after a robot successfully
      # placed an item from its inventory.
      place=0.4

      # The time in seconds to pause execution after a robot successfully
      # picked up an item after triggering a suck command.
      suck=0.5

      # The time in seconds to pause execution after a robot successfully
      # swung a tool (or it's 'hands' if nothing is equipped). Successful in
      # this case means that it hit something, i.e. it attacked an entity or
      # extinguishing fires.
      # When breaking blocks the normal harvest time scaled with the
      # `harvestRatio` (see below) applies.
      swing=0.4

      # The time in seconds to pause execution after a robot turned either
      # left or right. Note that this essentially determines hw fast robots
      # can turn around, since this also determines the length of the turn
      # animation.
      turn=0.4

      # The time in seconds to pause execution after a robot successfully
      # used an equipped tool (or it's 'hands' if nothing is equipped).
      # Successful in this case means that it either used the equipped item,
      # for example a splash potion, or that it activated a block, for
      # example by pushing a button.
      # Note that if an item is used for a specific amount of time, like
      # when shooting a bow, the maximum of this and the duration of the
      # item use is taken.
      use=0.4
    }

    # The rate at which items used as tools by robots take damage. A value of
    # one means that items lose durability as quickly as when they are used by
    # a real player. A value of zero means they will not lose any durability
    # at all. This only applies to items that can actually be damaged (such as
    # swords, pickaxes, axes and shovels).
    # Note that this actually is the *chance* of an item losing durability
    # when it is used. Or in other words, it's the inverse chance that the
    # item will be automatically repaired for the damage it just took
    # immediately after it was used.
    itemDamageRate=0.1

    # Limit robot flight height, based on the following rules:
    # - Robots may only move if the start or target position is valid (e.g.
    #   to allow building bridges).
    # - The position below a robot is always valid (can always move down).
    # - Positions up to <flightHeight> above a block are valid (limited
    #   flight capabilities).
    # - Any position that has an adjacent block with a solid face towards the
    #   position is valid (robots can "climb").
    # Set this to 256 to allow robots to fly whereever, as was the case
    # before the 1.5 update. Consider using drones for cases where you need
    # unlimited flight capabilities instead!
    limitFlightHeight=8

    # The name format to use for robots. The substring '$player$' is
    # replaced with the name of the player that owns the robot, so for the
    # first robot placed this will be the name of the player that placed it.
    # This is transitive, i.e. when a robot in turn places a robot, that
    # robot's owner, too, will be the owner of the placing robot.
    # The substring $random$ will be replaced with a random number in the
    # interval [1, 0xFFFFFF], which may be useful if you need to differentiate
    # individual robots.
    # If a robot is placed by something that is not a player, e.g. by some
    # block from another mod, the name will default to 'OpenComputers'.
    nameFormat="$player$.robot"

    # Determines whether robots are a pretty cool guy. Ususally cobwebs are
    # the bane of anything using a tool other than a sword or shears. This is
    # an utter pain in the part you sit on, because it makes robots meant to
    # dig holes utterly useless: the poor things couldn't break cobwebs in
    # mining shafts with their golden pick axes. So, if this setting is true,
    # we check for cobwebs and allow robots to break 'em anyway, no matter
    # their current tool. After all, the hardness value of cobweb can only
    # rationally explained by Steve's fear of spiders, anyway.
    notAfraidOfSpiders=true

    # The 'range' of robots when swinging an equipped tool (left click). This
    # is the distance to the center of block the robot swings the tool in to
    # the side the tool is swung towards. I.e. for the collision check, which
    # is performed via ray tracing, this determines the end point of the ray
    # like so: `block_center + unit_vector_towards_side * swingRange`
    # This defaults to a value just below 0.5 to ensure the robots will not
    # hit anything that's actually outside said block.
    swingRange=0.49

    # The maximum flight height with upgrades, tier one and tier two of the
    # hover upgrade, respectively.
    upgradeFlightHeight=[
      64,
      256
    ]

    # The 'range' of robots when using an equipped tool (right click) or when
    # placing items from their inventory. See `robot.swingRange`. This
    # defaults to a value large enough to allow robots to detect 'farmland',
    # i.e. tilled dirt, so that they can plant seeds.
    useAndPlaceRange=0.65

    # Controls the UUID robots are given. You can either specify a fixed UUID
    # here or use the two provided variables:
    # - $random$, which will assign each robot a random UUID.
    # - $player$, which assigns to each placed robot the UUID of the player
    #   that placed it (note: if robots are placed by fake players, i.e.
    #   other mods' blocks, they will get that mods' fake player's profile!)
    #   Note that if no player UUID is available this will be the same as
    #   $random$.
    uuidFormat="$player$"

    # This controls how fast robots gain experience, and how that experience
    # alters the stats.
    xp {

      # This controls how much experience a robot gains for each successful
      # action it performs. "Actions" only include the following: swinging a
      # tool and killing something or destroying a block and placing a block
      # successfully. Note that a call to `swing` or `use` while "bare handed"
      # will *not* gain a robot any experience.
      actionXp=0.05

      # The required amount per level is computed like this:
      # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth
      baseValue=50

      # This is the amount of additional energy that fits into a robots
      # internal buffer for each level it gains. So with the default values,
      # at maximum level (30) a robot will have an internal buffer size of
      # two hundred thousand.
      bufferPerLevel=5000

      # The required amount per level is computed like this:
      # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth
      constantGrowth=8

      # This determines how much "exhaustion" contributes to a robots
      # experience. This is additive to the "action" xp, so digging a block
      # will per default give 0.05 + 0.025 [exhaustion] * 1.0 = 0.075 XP.
      exhaustionXpRate=1

      # The required amount per level is computed like this:
      # xp(level) = baseValue + (level * constantGrowth) ^ exponentialGrowth
      exponentialGrowth=2

      # The increase in block harvest speed a robot gains per level. The time
      # it takes to break a block is computed as actualTime * (1 - bonus).
      # For example at level 20, with a bonus of 0.4 instead of taking 0.3
      # seconds to break a stone block with a diamond pick axe it only takes
      # 0.12 seconds.
      harvestSpeedBoostPerLevel=0.02

      # This determines how much experience a robot gets for each real XP orb
      # an ore it harvested would have dropped. For example, coal is worth
      # two real experience points, redstone is worth 5.
      oreXpRate=4

      # The additional "efficiency" a robot gains in using tools with each
      # level. This basically increases the chances of a tool not losing
      # durability when used, relative to the base rate. So for example, a
      # robot with level 15 gets a 0.15 bonus, with the default damage rate
      # that would lead to a damage rate of 0.1 * (1 - 0.15) = 0.085.
      toolEfficiencyPerLevel=0.01
    }
  }

  # Switch and access point network message forwarding logic related stuff.
  switch {

    # This is the size of the queue of a not upgraded switch. Increasing it
    # avoids packets being dropped when many messages are sent in a single
    # burst.
    defaultMaxQueueSize=20

    # The base number of packets that get relayed in one 'cycle'. The
    # cooldown between cycles is determined by the delay.
    defaultRelayAmount=1

    # The delay a switch has by default between relaying packets (in ticks).
    # WARNING: lowering this value will result in higher maximum CPU load,
    # and may in extreme cases cause server lag.
    defaultRelayDelay=5

    # This is the amount by which the queue size increases per tier of the
    # hard drive installed in the switch.
    queueSizeUpgrade=10

    # The number of additional packets that get relayed per cycle, based on
    # the tier of RAM installed in the switch. For built-in RAM this
    # increases by one per half-tier, for third-party ram this increases by
    # two per item tier.
    relayAmountUpgrade=1

    # The amount of ticks the delay is *reduced* by per tier of the CPU
    # inserted into a switch.
    relayDelayUpgrade=1.5
  }

  # The version of OC this config was generated by. This is used to allow the
  # mod to reset parts of the config when their meaning changed across
  # versions, so that the user does not have to delete it.
  version="1.6.0.3-rc.1"

}