Config Parameter List

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This page contains a list of all parameter used in Flans mod, including all default settings, use and examples. Last corrected for Flans Mod 4.8 at 06.11.14.

Data Types

All Fields can be filled with different types of data. The column "Type" shows what type of data each config line must be filled with.

String: All Unicode characters including spaces

Float: A Number from 34028235 E+38 to 1.4 E-45, coma values allowed, e.g. 0.5

Double: A Number from 17976931348623157 E+308 to 4.9 E-324, coma values allowed, e.g. 0.5

Integer: A Number from +2147483647 to -2147483648, no coma values allowed, e.g. 10

Boolean: Only "false" or "true" are allowed

All Configs

No. Command Same As Type Default Description Imput Excemple
1 model   String - Name of Model file   Model mw.SentryGun
2 modelscale   Float 1 Scale of Model   ModelScale 0.5
3 name   String - Name shown in Inventory   Name Sentry Gun
4 description   String - Description shown in Inventory   description Amunition for MG42 and MG81
5 shortname   String - Minecraft ShortName. One Word without spaces   ShortName sentryGun
6 Colour 7 Integer 255 255 255 Color Overlay for the Inventory   Colour 255 255 255
7 Color 6 Integer 255 255 255 Color Overlay for the Inventory   Color 255 255 255
8 ItemID   Integer - Minecraft ItemID, used till 1.7.10   ItemID 23272
9 Icon   String - Name of icon file   Icon SentryGun
10 RecipeOutput   Integer 1 Recipe Output when crafting   RecipeOutput 1
11 Recipe   String - Recipe   Recipe I ingotIron B blockIron A aaBarrel
AA
AA
IBI
12 ShapelessRecipe   Boolean - Is recipe shapeless on the Crafting Table True/False ShapelessRecipe True
13 SmeltableFrom   String - item can be smet from which item   SmeltableFrom ingotIron
14 CanDrop   Boolean True If this is set to false, then this item cannot be dropped True/False CanDrop False
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Driveables

No. Command Same As Type Default Description Imput Excemple
1 Passengers   Integer 1 The number of passengers, not including the pilot   Passengers 2
2 NumWheels   Integer - Number of Wheels, for Planes    
3 Model   String - Name of Model file    
4 Texture   String - Name of Texture file    
5 MaxThrottle   Float 1 Generic movement modifiers, no longer repeated for plane and vehicle   MaxThrottle 0.5
6 MaxNegativeThrottle   Float 0 Generic movement modifiers, no longer repeated for plane and vehicle   MaxNegativeThrottle 0.3
7 Drag   Float 1 Coefficient of drag    
8 TurretOrigin   Vector3f - The origin of the tank turret    
9 CollisionPoint 10 String - Collision points for block based collisions    
10 AddCollisionPoint 9 String - Collision points for block based collisions    
11 PlaceableOnLand   Boolean True Defines where you can place this vehicle True/False  
12 PlaceableOnWater   Boolean False Defines where you can place this vehicle True/False  
13 FloatOnWater   Boolean False If true, then the vehicles wheels float on water True/False  
14 Boat   String - If added to config, all boat setting will be activated    
15 Buoyancy   Float 0.0165 The upwards force to apply to the vehicle per wheel when on water    
16 Wheel 17 String - Wheel positions   Wheel 0 -32 -8 -18
17 WheelPosition 16 String - Wheel positions   WheelPosition 0 -32 -8 -18
18 WheelRadius 19 Float 1 The wheel radius for onGround checks   WheelRadius 1.0
19 WheelStepHeight 18 Float 1 The wheel radius for onGround checks   WheelStepHeight 1.0
20 WheelSpringStrength 21 Float 0.5 Strength of springs connecting car to wheels   WheelSpringStrength 0.5
21 SpringStrength 20 Float 0.5 Strength of springs connecting car to wheels   SpringStrength 0.5
22 CargoSlots   Integer - Inventory sizes   CargoSlots 0
23 BombSlots 24 Integer - Inventory sizes    
24 MineSlots 23 Integer - Inventory sizes    
25 MissileSlots 26 Integer - Inventory sizes    
26 ShellSlots 25 Integer - Inventory sizes   ShellSlots 5
27 FuelTankSize   Integer 100 The fuel tank size   FuelTankSize 2000
28 BulletDetection   Float 5 The radius within which to check for bullets   BulletDetection 7
29 AddAmmo   String - The list of bullet types that can be used in this driveable for the main gun (tank shells, plane bombs etc)   AddAmmo shell
30 AllowAllAmmo 31 Boolean True If true, then all ammo is accepted. Default is true to minimise backwards compatibility issues True/False AllowAllAmmo False
31 AcceptAllAmmo 30 Boolean True If true, then all ammo is accepted. Default is true to minimise backwards compatibility issues True/False AcceptAllAmmo False
32 Primary   String NONE The weapon type assigned to left mouse MISSILE, BOMB, SHELL, MINE, GUN, NONE  
33 Secondary   String NONE The weapon type assigned to left mouse MISSILE, BOMB, SHELL, MINE, GUN, NONE  
34 ShootDelayPrimary   Integer 1 Delays. Can override gun delays    
35 ShootDelaySecondary   Integer 1 Delays. Can override gun delays    
36 AlternatePrimary   Boolean False Whether to alternate weapons or fire all at once True/False  
37 AlternateSecondary   Boolean False Whether to alternate weapons or fire all at once True/False  
38 ModePrimary   String FULLAUTO Firing modes for primary and secondary guns. Minigun also an option SEMIAUTO, FULLAUTO, MINIGUN, BURST  
39 ModeSecondary   String FULLAUTO Firing modes for primary and secondary guns. Minigun also an option SEMIAUTO, FULLAUTO, MINIGUN, BURST  
40 ShootPointPrimary   String - Positions of primary and secondary weapons    
41 ShootPointSecondary   String - Positions of primary and secondary weapons    
42 AddGun   String - Pilot guns also have their own seperate array so ammo handling can be done    
43 BombPosition   String - Same as ShootPointPrimary    
44 BarrelPosition   String - Same as ShootPointPrimary    
45 ShootDelay   String - Same as ShootDelaySecondary    
46 ShellDelay 47 String - Same as ShootDelayPrimary    
47 BombDelay 46 String - Same as ShootDelayPrimary    
48 AddRecipeParts   String - Recipe parts as one complete list   AddRecipeParts turret 1 tankTurret 1 vehicleSeat
49 AddDye   String - Color for the recipe   AddDye 10 gray
50 SetupPart   String - Health of each driveable part   SetupPart leftTrack 680 -47 -11 -27 105 20 9
51 Driver 52 String - Seat objects for holding information about the position and gun setup of each seat   Driver 0 9 0 -360 360 -2.5 3
52 Pilot 51 String - Seat objects for holding information about the position and gun setup of each seat    
53 RotatedDriverOffset   String - Offset when Driver is not at the center of the turret   RotatedDriverOffset 12 0 -8
54 RotatedPassengerOffset   String - Offset when Passenger is not at the center of the turret   RotatedPassengerOffset 1 -12 0 0
55 Passenger   String - Seat objects for holding information about the position and gun setup of each seat   Passenger 2 -16 6 0 core -60 60 -30 60 mg42 MG42
56 GunOrigin   String - Offset for Passenger Guns   GunOrigin 2 0 -4 0
57 YOffset   Float - The yOffset of the model. Shouldn't be needed if you made your model properly    
58 CameraDistance   Float 5 Third person render distance   CameraDistance 7.5
59 StartSoundLength   Integer - Lenght of Engine Start Sound in Ticks    
60 EngineSoundLength   Integer - Lenght of Engine Sound in Ticks    
61 StartSound   String - Name of Start Sound File    
62 EngineSound   String - Name of Engine Sound File    
63 ShootMainSound 64 65 66 String - Sounds    
64 ShootSoundPrimary 63 65 66 String - Sounds    
65 ShellSound 63 64 66 String - Sounds    
66 BombSound 63 64 65 String - Sounds    
67 ShootSecondarySound 68 String - Sounds    
68 ShootSoundSecondary 67 String - Sounds    
69 OnRadar   Boolean False Plane is shown on ICBM Radar and engaged by AA Guns True/False  
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Vehicles

No. Command Same As Type Default Description Imput Excemple
1 TurnLeftSpeed   Float 1 Movement modifiers    
2 TurnRightSpeed   Float 1 Movement modifiers    
3 SquashMobs   Boolean False If true, this will crush any living entity under the wheels True/False  
4 FourWheelDrive   Boolean False If this is true, the vehicle will drive from all wheels True/False  
5 Tank 6 Boolean False Tank movement system. Uses track collision box for thrust, rather than the wheels True/False  
6 TankMode 5 Boolean False Tank movement system. Uses track collision box for thrust, rather than the wheels True/False  
7 HasDoor   Boolean False Aesthetic door variable True/False  
8 RotateWheels   Boolean False If true, then wheels will rotate as the vehicle drives True/False  
9 ShootDelay   Integer - Shoot delays    
10 ShellDelay   Integer - Shoot delays    
11 ShootSound Outdated String - Same as ShootSoundPrimary in Driveables    
12 ShellSound Outdated String - Same as ShootSoundSecondary in Driveables    
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Planes

No. Command Same As Type Default Description Imput Excemple
1 Mode   String PLANE What type of flying vehicle is this PLANE, VTOL, HELI  
2 TurnLeftSpeed   Float 1 Yaw modifiers    
3 TurnRightSpeed   Float 1 Yaw modifiers    
4 LookUpSpeed   Float 1 Pitch modifiers    
5 LookDownSpeed   Float 1 Pitch modifiers    
6 RollLeftSpeed   Float 1 Roll modifiers    
7 RollRightSpeed   Float 1 Roll modifiers    
8 Lift   Float 1 Co-efficient of lift which determines how the plane flies    
9 ShootDelay   Integer - The time in ticks between bullets fired by the nose / wing guns    
10 BombDelay   Integer - The time in ticks between bombs dropped    
11 Propeller   String - The positions, parent parts and recipe items of the propellers, used to calculate forces and render the plane correctly    
12 HeliPropeller   String - The positions, parent parts and recipe items of the helicopter propellers, used to calculate forces and render the plane correctly    
13 HeliTailPropeller   String - The positions, parent parts and recipe items of the helicopter propellers, used to calculate forces and render the plane correctly    
14 PropSoundLength OutDated Integer - Same as EngineSoundLength in Driveables    
15 PropSound OutDated String - Same as EngineSound in Driveables    
16 ShootSound OutDated String - Same as ShootSoundPrimary in Driveables    
17 BombSound OutDated String - Same as ShootSoundSecondary in Driveables    
18 HasGear   Boolean False Aesthetic features True/False  
19 HasDoor   Boolean False Aesthetic features True/False  
20 HasWing   Boolean False Aesthetic features True/False  
21 RestingPitch   Float 0 Default pitch for when parked. Will implement better system soon    
22 InflightInventory   Boolean True Whether the player can access the inventory while in the air True/False  
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Mechas

No. Command Same As Type Default Description Imput Excemple
1 TurnLeftSpeed   Float 1 Movement modifiers    
2 TurnRightSpeed   Float 1 Movement modifiers    
3 MoveSpeed   Float 1 Movement modifiers    
4 SquashMobs   Boolean False If true, this will crush any living entity under the wheels True/False  
5 StepHeight   Integer 0 How many blocks can be stepped up when walking    
6 JumpHeight   Float 1 Jump Height (set 0 for no jump)    
7 RotateSpeed   Float 10 Speed of Rotation    
8 LeftArmOrigin   String - Origin of the mecha arms    
9 RightArmOrigin   String - Origin of the mecha arms    
10 ArmLength   Float 1 Length of the mecha arms and legs    
11 LegLength   Float 1 Length of the mecha arms and legs    
12 HeldItemScale   Float 1 The amount to scale the held items / tools by when rendering    
13 Height   Float 3 Height and Width of the world collision box    
14 Width   Float 2 Height and Width of the world collision box    
15 ChassisHeight   Float 1 The height of chassis above the ground; for use when legs are gone    
16 FallDamageMultiplier   Float 1 How much fall damage the mecha takes by default    
17 BlockDamageFromFalling   Float 1 The size of explosion to cause, per fall damage    
18 Reach   Float 10 The default reach of tools. Tools can multiply this base reach as they wish    
19 TakeFallDamage   Boolean True Whether the mecha takes fall damage. Can be overriden by upgrades True/False  
20 DamageBlocksFromFalling   Boolean True Whether the mecha damages blocks when falling. Can be overriden by upgrades True/False  
21 LegSwingLimit   Float 2 Leg Swing Limit    
22 LimitHeadTurn   Boolean/Float False/90 Limiting head turning True/False  
23 LegSwingTime   Float 5 Speed of Leg movement    
24 UpperArmLimit   Float 90 Upper/Lower Arm Limit    
25 LowerArmLimit   Float 90 Upper/Lower Arm Limit    
26 LeftHandModifier   String 0/0/0 Modifier for Weapons in Hand    
27 RightHandModifier   String 0/0/0 Modifier for Weapons in Hand    
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Mecha Items

No. Command Same As Type Default Description Imput Excemple
1 Model   String - Name of Model File    
2 Texture   String - Name of Texture File    
3 Type   String - The type of item upgrade, tool, armUpgrade, legUpgrade, headUpgrade, shoulderUpgrade, feetUpgrade, hipsUpgrade  
4 ToolType   String sword If this is a tool, then what type of tool is this? Axe? Pick? pickaxe, axe, shovel, shears, sword  
5 Speed   Float 1 How quickly this tool works    
6 ToolHardness   Float 1 The maximum block hardness you can break with this tool    
7 Reach   Float 1 This is multiplied by the mecha reach to calculate the total reach    
8 AutoFuel   Boolean False The following are a ton of upgrade flags and modifiers. True/False  
9 Armour   Float 0 damageResistance    
10 CoalMultiplier   Float 1 The drop rate of these items are multiplied by this float.    
11 DetectSound   String - This allows a sound to be played upon use (RocketPack only for the moment)    
12 DiamondDetect   Boolean False The following are a ton of upgrade flags and modifiers. True/False  
13 DiamondMultiplier   Float 1 The drop rate of these items are multiplied by this float.    
14 EmeraldMultiplier   Float 1 The drop rate of these items are multiplied by this float.    
15 FlameBurst   Boolean False The following are a ton of upgrade flags and modifiers. True/False  
16 Floatation   Boolean False This makes the mecha float towards the surface when underwater, because apparently people prefer limited functionality True/False  
17 ForceBlockFallDamage   Boolean False The following are a ton of upgrade flags and modifiers. True/False  
18 ForceDark   Boolean False The following are a ton of upgrade flags and modifiers. True/False  
19 InfiniteAmmo   Boolean False The following are a ton of upgrade flags and modifiers. True/False  
20 IronMultiplier   Float 1 The drop rate of these items are multiplied by this float.    
21 IronRefine   Boolean False The following are a ton of upgrade flags and modifiers. True/False  
22 ItemVacuum   Boolean False The following are a ton of upgrade flags and modifiers. True/False  
23 LightLevel   Integer 0 This allows a sound to be played upon use (RocketPack only for the moment)    
24 Nanorepair   Boolean False The following are a ton of upgrade flags and modifiers. True/False  
25 RedstoneMultiplier   Float 1 The drop rate of these items are multiplied by this float.    
26 RocketPack   Boolean False The following are a ton of upgrade flags and modifiers. True/False  
27 RocketPower   Float 1 The power of any attached jet pack is multiplied by this float    
28 SoundEffect   String - This allows a sound to be played upon use (RocketPack only for the moment)    
29 SoundTime   Float 0 This allows a sound to be played upon use (RocketPack only for the moment)    
30 SpeedMultiplier   Float 1 This allows an upgrade to affect the mecha's move speed    
31 StopMechaFallDamage   Boolean False The following are a ton of upgrade flags and modifiers. True/False  
32 WasteCompact   Boolean False The following are a ton of upgrade flags and modifiers. True/False  
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AAGuns

No. Command Same As Type Default Description Imput Excemple
1 Model   String - Name of Model file   Model mw.SentryGun
2 Texture   String - Name of Texture file   Texture SentryGun
3 Damage   Integer - Damage done by the gun in half hearts   Damage 2
4 ReloadTime   Integer - Time to reload in Ticks   ReloadTime 100
5 Recoil   Integer 5 Recoil of the gun   Recoil 5
6 Accuracy   Integer - Accuracy of the gun. The higher this value, the more the bullets spread   Accuracy 6
7 ShootDelay   Integer - Delay between shots in ticks   ShootDelay 1
8 ShootSound   String - Name of Sound file played when firing   ShootSound RPDShoot
9 ReloadSound   String - Name of Sound file played when reloading   ReloadSound BrowningReload
10 FireAlternately   Boolean -  ??? True/False FireAlternately False
11 NumBarrels   Integer - Number of Barrels   NumBarrels 4
12 Barrel   String - Cooridante of each Barrel   Barrel 0 40 6 6
13 Health   Integer - Health of the gun   Health 100
14 TopViewLimit   Float 75 Top View Limit of the gun   TopViewLimit 75
15 BottomViewLimit   Float 0 Bottom View Limit of the gun   BottomViewLimit 0
16 Ammo   String - The ammo types used by this gun   Ammo minigunAmmo
17 GunnerPos   String - Position of the Gunners Seat   GunnerPos 8 28 8
18 TargetMobs   Boolean False Sentry mode. If target players is true then it either targets everyone on the other team, or everyone other than the owner when not playing with teams True/False TargetMobs true
19 TargetPlayers   Boolean False Sentry mode. If target players is true then it either targets everyone on the other team, or everyone other than the owner when not playing with teams True/False TargetPlayers true
20 TargetVehicles   Boolean False Sentry mode. If target players is true then it either targets everyone on the other team, or everyone other than the owner when not playing with teams True/False TargetVehicles false
21 TargetPlanes   Boolean False Sentry mode. If target players is true then it either targets everyone on the other team, or everyone other than the owner when not playing with teams True/False TargetPlanes false
22 TargetMechas   Boolean False Sentry mode. If target players is true then it either targets everyone on the other team, or everyone other than the owner when not playing with teams True/False TargetMechas true
23 TargetDriveables   Boolean False Sentry mode. If target players is true then it either targets everyone on the other team, or everyone other than the owner when not playing with teams True/False TargetDriveables false
24 ShareAmmo   Boolean False If true, then all barrels share the same ammo slot True/False ShareAmmo true
25 TargetRange   Float 10 Targeting radius   TargetRange 10
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Guns

No. Command Same As Type Default Description Imput Excemple
1 Damage   Float 0 Damage inflicted by this gun. Multiplied by the bullet damage.    
2 MeleeDamage   Float 1 The damage inflicted upon punching someone with this gun    
3 CanForceReload   Boolean True Whether the player can press the reload key (default R) to reload this gun True/False  
4 ReloadTime   Integer - The time (in ticks) it takes to reload this gun    
5 Recoil   Integer - The amount to recoil the player's view by when firing a single shot from this gun    
6 Knockback   Float 0 The amount of knockback to impact upon the player per shot    
7 Accuracy 8 Float - The amount that bullets spread out when fired from this gun    
8 Spread 7 Float - The amount that bullets spread out when fired from this gun    
9 NumBullets   Integer 1 The number of bullet entities created by each shot    
10 ConsumeGunOnUse   Boolean False For one shot items like a panzerfaust True/False  
11 DropItemOnShoot   String - Item to drop on shooting    
12 NumBurstRounds   Integer 3 The number of bullets to fire per burst in burst mode    
13 ShootDelay   Integer 0 The delay between shots in ticks (1/20ths of seconds)    
14 SoundLength   Integer - The length of the sound for looping sounds    
15 DistortSound   Boolean True Whether to distort the sound or not. Generally only set to false for looping sounds True/False  
16 ShootSound   String - The sound played upon shooting    
17 ReloadSound   String - The sound to play upon reloading    
18 IdleSound   String - The sound to play while holding the weapon in the hand    
19 IdleSoundLength   Integer - The sound to play while holding the weapon in the hand    
20 MeleeSound   String - The sound to play upon weapon swing    
21 WarmupSound   String   Played when the player starts to hold shoot    
22 WarmupSoundLength   Integer 20 Played when the player starts to hold shoot    
23 LoopedSound 24 String   Played in a loop until player stops holding shoot    
24 SpinSound 23 String   Played in a loop until player stops holding shoot    
25 LoopedSoundLength 26 Integer 20 Played in a loop until player stops holding shoot    
26 SpinSoundLength 25 Integer 20 Played in a loop until player stops holding shoot    
27 CooldownSound   String - Played when the player stops holding shoot    
28 Mode   String FULLAUTO The firing mode of the gun. Currently semi auto or full auto. Burst coming soon maybe SEMIAUTO, FULLAUTO, MINIGUN, BURST  
29 Scope   String - Default scope overlay texture    
30 ZoomLevel   Float 1 The zoom level of the default scope    
31 FOVZoomLevel   Float 1.5 The FOV zoom level of the default scope    
32 Deployable   Boolean False If true, then the bullet does not shoot when right clicked, but must instead be placed on the ground True/False  
33 DeployedModel   String - The deployable model    
34 Model   String - For guns with 3D models    
35 ModelScale   Float 1 For making detailed models and scaling down    
36 Texture   String - name of the Texture File    
37 DeployedTexture   String - The deployable model's texture    
38 StandBackDistance   Float 1.5 Various deployable settings controlling the player view limits and standing position    
39 TopViewLimit   Float -60 Various deployable settings controlling the player view limits and standing position    
40 BottomViewLimit   Float 30 Various deployable settings controlling the player view limits and standing position    
41 SideViewLimit   Float 45 Various deployable settings controlling the player view limits and standing position    
42 PivotHeight   Float 0.375 Various deployable settings controlling the player view limits and standing position    
43 Ammo   String - The list of bullet types that can be used in this gun    
44 NumAmmoSlots 45 46 Integer 1 Number of ammo items that the gun may hold. Most guns will hold one magazine. Some may hold more, such as Nerf pistols, revolvers or shotguns    
45 NumAmmoItemsInGun 44 46 Integer 1 Number of ammo items that the gun may hold. Most guns will hold one magazine. Some may hold more, such as Nerf pistols, revolvers or shotguns    
46 LoadIntoGun 44 45 Integer 1 Number of ammo items that the gun may hold. Most guns will hold one magazine. Some may hold more, such as Nerf pistols, revolvers or shotguns    
47 BulletSpeed   Float 5 The speed of bullets upon leaving this gun    
48 CanShootUnderwater   Boolean True Whether this gun can be used underwater True/False  
49 OneHanded   Boolean False If true, then this gun can be dual wielded True/False  
50 SecondaryFunction   String ADS_ZOOM The secondary function of this gun. By default, the left mouse button triggers this ZOOM, ADS_ZOOM, MELEE, CUSTOM_MELEE  
51 UsableByPlayers   Boolean True Set these to make guns only usable by a certain type of entity True/False  
52 UsableByMechas   Boolean True Set these to make guns only usable by a certain type of entity True/False  
53 UseCustomMelee   Boolean   If set, the SecondaryFunction will be set to CUSTOM_MELEE True/False  
54 MeleeTime   Integer 1 The time delay between custom melee attacks    
55 AddNode   String - The path the melee weapon takes    
56 MeleeDamagePoint   String - The points on the melee weapon that damage is actually done from.    
57 MeleeDamageOffset   String - The points on the melee weapon that damage is actually done from.    
58 MoveSpeedModifier   Float 1 Speeds up or slows down player movement when this item is held    
59 KnockbackReduction   Float 0 Gives knockback resistance to the player    
60 KnockbackModifier   Float 0 Gives knockback resistance to the player    
61 AllowAllAttachments   Boolean False If this is true, then all attachments are allowed. Otherwise the list is checked True/False  
62 AllowAttachments   String - The list of allowed attachments for this gun    
63 AllowBarrelAttachments   Boolean False Whether each attachment slot is available True/False  
64 AllowScopeAttachments   Boolean False Whether each attachment slot is available True/False  
65 AllowStockAttachments   Boolean False Whether each attachment slot is available True/False  
66 AllowGripAttachments   Boolean False Whether each attachment slot is available True/False  
67 NumGenericAttachmentSlots   Integer 0 The number of generic attachment slots there are on this gun    
68 paintjob   String - The default paintjob for this gun. This is created automatically in the load process from existing info    
69 shield   Boolean/Float False A shield is actually a gun without any shoot functionality (similar to knives or binoculars) and a load of shield code on top. This means that guns can have in built shields (think Nerf Stampede) Whether or not this gun has a shield piece True/False  
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Gun Attachments

No. Command Same As Type Default Description Imput Excemple
1 AttachmentType   String - The type of attachment. Each gun can have one barrel, one scope, one grip, one stock and some number of generics up to a limit set by the gun barrel, sights, stock, grip, generic  
2 Model   String - Model. Only applicable when the attachment is added to 3D guns    
3 ModelScale   Float 1 For making detailed models and scaling down mainly    
4 Texture   String - Name of Texture File for 3D Model only    
5 Silencer   Boolean False This variable controls whether or not bullet sounds should be muffled True/False  
6 Flashlight   Boolean False If true, then this attachment will act like a flashlight True/False  
7 FlashlightRange   Float 10 Flashlight range. How far away it lights things up    
8 FlashlightStrength   Integer 12 Flashlight strength between 0 and 15    
9 MeleeDamageMultiplier   Float 1 Melee damage modifier    
10 DamageMultiplier   Float 1 Another stacking variable for damage    
11 SpreadMultiplier   Float 1 These stack between attachments and apply themselves to the gun's default spread    
12 RecoilMultiplier   Float 1 Likewise these stack and affect recoil    
13 BulletSpeedMultiplier   Float 1 Bullet speed modifier    
14 ReloadTimeMultiplier   Float 1 This modifies the reload time, which is then rounded down to the nearest tick    
15 ZoomLevel   Float 1 The zoomLevel of this scope    
16 FOVZoomLevel   Float 1 The FOV zoom level of this scope    
17 ZoomOverlay   String - The overlay to render when using this scope    
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Shootables

No. Command Same As Type Default Description Imput Excemple
1 Model   String - The model to render for this grenade in the world    
2 Texture   String - The Name of the Texture File    
3 StackSize 4 Integer 1 The maximum number of grenades that can be stacked together    
4 MaxStackSize 3 Integer 1 The maximum number of grenades that can be stacked together    
5 DropItemOnShoot   String - Items dropped on various events    
6 DropItemOnReload   String - Items dropped on various events    
7 DropItemOnHit   String - Items dropped on various events    
8 RoundsPerItem   Integer 1 The number of rounds fired by a gun per item    
9 FallSpeed   Float 1 The speed at which the grenade should fall    
10 ThrowSpeed 11 Float 1 The speed at which to throw the grenade. 0 will just drop it on the floor    
11 ShootSpeed 10 Float 1 The speed at which to throw the grenade. 0 will just drop it on the floor    
12 HitBoxSize   Float 0.5 Hit box size    
13 HitEntityDamage 14 15 Integer 1 Amount of damage to impart upon various entities    
14 DamageVsLiving 13 15 Integer 1 Amount of damage to impart upon various entities    
15 DamageVsPlayer 13 14 Integer 1 Amount of damage to impart upon various entities    
16 DamageVsVehicles   Integer 1 Amount of damage to impart upon various entities    
17 BreaksGlass   Boolean False Whether this grenade will break glass when thrown against it    
18 Fuse   Integer 0 If 0, then the grenade will last until some other detonation condition is met, else the grenade will detonate after this time (in ticks)    
19 DespawnTime   Integer 0 After this time the grenade will despawn quietly. 0 means no despawn time    
20 ExplodeOnImpact 21 Boolean False If true, then this will explode upon hitting something    
21 DetonateOnImpact 20 Boolean False If true, then this will explode upon hitting something    
22 FireRadius 23 Float 0 The radius in which to spread fire    
23 Fire 22 Float 0 The radius in which to spread fire    
24 ExplosionRadius 25 Float 0 The radius of explosion upon detonation    
25 Explosion 24 Float 0 The radius of explosion upon detonation    
26 ExplosionBreaksBlocks   Boolean False Whether the explosion can destroy blocks    
27 DropItemOnDetonate   String - The name of the item to drop upon detonating    
28 DetonateSound   String - Sound to play upon detonation    
29 TrailParticles 30 Boolean False Whether trail particles are given off True/False  
30 SmokeTrail 29 Boolean False Whether trail particles are given off True/False  
31 TrailParticleType   String smoke Trail particles given off by this while being thrown hugeexplosion, largeexplode, fireworksSpark, bubble, suspended, depthsuspend, townaura, crit, smoke, mobSpell, mobSpellAmbient, spell, noteportal, enchantmenttable, explode, flame, lava, footstep, splash, largesmoke, cloud, reddust, snowballpoof, dripWater, dripLava, snowshovel, slime, heart  
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Bullets

No. Command Same As Type Default Description Imput Excemple
1 FlakParticles   Integer 0 The number of flak particles to spawn upon exploding    
2 FlakParticleType   String largesmoke The type of flak particles to spawn hugeexplosion, largeexplode, fireworksSpark, bubble, suspended, depthsuspend, townaura, crit, smoke, mobSpell, mobSpellAmbient, spell, noteportal, enchantmenttable, explode, flame, lava, footstep, splash, largesmoke, cloud, reddust, snowballpoof, dripWater, dripLava, snowshovel, slime, heart  
3 SetEntitiesOnFire   Boolean False If true then this bullet will burn entites it hits    
4 HitSound   String - Sound played on hit    
5 Penetrates        ???    
6 Penetration 7 Float 1  ???    
7 PenetratingPower 6 Float 1  ???    
8 Bomb   Outdated - If line is added to config, WeaponType is set to Bomb    
9 Shell   Outdated - If line is added to config, WeaponType is set to shell    
10 Missile   Outdated - If line is added to config, WeaponType is set to missle    
11 WeaponType   String NONE Exclusively for driveable usage. Replaces old isBomb and isShell booleans with something more flexible MISSILE, BOMB, SHELL, MINE, GUN, NONE  
12 HasLight   Boolean False Bullet is glowing in the dark True/False  
13 LockOnToDriveables   Boolean False Lock on variables. If true, then the bullet will search for a target at the moment it is fired True/False  
14 LockOnToVehicles   Boolean False Lock on variables. If true, then the bullet will search for a target at the moment it is fired True/False  
15 LockOnToPlanes   Boolean False Lock on variables. If true, then the bullet will search for a target at the moment it is fired True/False  
16 LockOnToMechas   Boolean False Lock on variables. If true, then the bullet will search for a target at the moment it is fired True/False  
17 LockOnToPlayers   Boolean False Lock on variables. If true, then the bullet will search for a target at the moment it is fired True/False  
18 LockOnToLivings   Boolean False Lock on variables. If true, then the bullet will search for a target at the moment it is fired True/False  
19 MaxLockOnAngle   Float 45 Lock on maximum angle for finding a target    
20 LockOnForce 21 Float 1 Lock on force that pulls the bullet towards its prey    
21 TurningForce 20 Float 1 Lock on force that pulls the bullet towards its prey    
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Grenades

No. Command Same As Type Default Description Imput Excemple
1 MeleeDamage   Integer 1 The damage imparted by smacking someone over the head with this grenade    
2 ThrowDelay   Integer 0 The delay between subsequent grenade throws    
3 ThrowSound   String - The sound to play upon throwing this grenade    
4 DropItemOnThrow   String - The name of the item to drop (if any) when throwing the grenade    
5 CanThrow   Boolean True Whether you can throw this grenade by right clicking True/False  
6 Bounciness   Float 0.9 Upon hitting a block or entity, the grenade will be deflected and its motion will be multiplied by this constant    
7 PenetratesEntities   Boolean False Whether this grenade may pass through entities or blocks True/False  
8 PenetratesBlocks   Boolean False Whether this grenade may pass through entities or blocks True/False  
9 BounceSound   String - The sound to play upon bouncing off a surface    
10 Sticky   Boolean False Whether the grenade should stick to surfaces True/False  
11 LivingProximityTrigger   Float -1 If > 0 this will act like a mine and explode when a living entity comes within this radius of the grenade    
12 VehicleProximityTrigger   Float -1 If > 0 this will act like a mine and explode when a driveable comes within this radius of the grenade    
13 DamageToTriggerer   Float 0 How much damage to deal to the entity that triggered it    
14 DetonateWhenShot   Boolean False If true, then anything attacking this entity will detonate it True/False  
15 PrimeDelay 16 Integer 0 Detonation will not occur until after this time    
16 TriggerDelay 15 Integer 0 Detonation will not occur until after this time    
17 StickToThrower   Boolean False If true, then the grenade will stick to the player that threw it. Used to make delayed self destruct weapons True/False  
18 ExplosionDamageVsLiving   Float 0 Explosion damage vs various classes of entities    
19 ExplosionDamageVsDrivable   Float 0 Explosion damage vs various classes of entities    
20 NumExplodeParticles   Integer 0 Particles given off in the detonation    
21 ExplodeParticles   String largesmoke Particles given off in the detonation hugeexplosion, largeexplode, fireworksSpark, bubble, suspended, depthsuspend, townaura, crit, smoke, mobSpell, mobSpellAmbient, spell, noteportal, enchantmenttable, explode, flame, lava, footstep, splash, largesmoke, cloud, reddust, snowballpoof, dripWater, dripLava, snowshovel, slime, heart  
22 SmokeTime   Integer 0 Time to remain after detonation    
23 SmokeParticles   String explode Particles given off after detonation hugeexplosion, largeexplode, fireworksSpark, bubble, suspended, depthsuspend, townaura, crit, smoke, mobSpell, mobSpellAmbient, spell, noteportal, enchantmenttable, explode, flame, lava, footstep, splash, largesmoke, cloud, reddust, snowballpoof, dripWater, dripLava, snowshovel, slime, heart  
24 SmokeEffect   String - The effects to be given to people coming too close    
25 SmokeRadius   Float 5 The radius for smoke effects to take place in    
26 SpinWhenThrown   Boolean True Whether the grenade should spin when thrown. Generally false for mines or things that should lie flat True/False  
27 Remote   Boolean False If true, then this grenade can be detonated by any remote detonator tool    
28 DeployableBag   Boolean False If true, then right clicking this "grenade" will give the player health or buffs or ammo as defined below True/False  
29 NumUses   Integer 1 The number of times players can use this bag before it runs out True/False  
30 HealAmount   Float 0 The amount to heal the player using this bag    
31 AddPotionEffect 32 String - Name of the Potion    
32 PotionEffect 31 String - Name of the Potion    
33 NumClips   Integer 0 The number of clips to give to the player when using this bag    
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Gun Boxes

No. Command Same As Type Default Description Imput Excemple
1 NumGuns   Integer - Number of guns listed in the box, must match the guns added by AddGun    
2 TopTexture   String - Name of Texture File - Top Side    
3 BottomTexture   String - Name of Texture File - Bottom Side    
4 SideTexture   String - Name of Texture File - Side Texture    
5 AddGun   String - Adds a Gun with shortname and recipe    
6 AddAmmo   String - Adds a Gun with shortname and recipe    
7 AddAltAmmo 8 String - Adds Ammo with shortname and recipe    
8 AddAlternateAmmo 7 String - Adds Alternate Ammo with shortname and recipe    
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Armor

No. Command Same As Type Default Description Imput Excemple
1 Model   String - Name of Model File    
2 Type   String - Type of Armor Part Hat, Helmet, Chest, Body, Legs, Pants, Shoes, Boots  
3 DamageReduction 4 Double - The amount of damage to absorb. From 0 to 1. Stacks additively between armour pieces    
4 Defence 3 Double - The amount of damage to absorb. From 0 to 1. Stacks additively between armour pieces    
5 MoveSpeedModifier 6 Float 1 Modifiers for various player stats    
6 Slowness 5 Float 1 Modifiers for various player stats    
7 KnockbackReduction 8 Float 0.2 Modifiers for various player stats    
8 KnockbackModifier 7 Float 0.2 Modifiers for various player stats    
9 NightVision   Boolean False If true, then the player gets a night vision buff every couple of seconds True/False  
10 Overlay   String - The overlay to display when using this helmet. Textures are pulled from the scopes directory    
11 SmokeProtection   Boolean False If true, then smoke effects from grenades will have no effect on players wearing this True/False  
12 ArmourTexture 13 String - The name for the armour texture. Texture path/name is assets/flansmod/armor/<armourTextureName>_1.png or _2 for legs    
13 ArmorTexture 12 String - The name for the armour texture. Texture path/name is assets/flansmod/armor/<armourTextureName>_1.png or _2 for legs    
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Armor Boxes

No. Command Same As Type Default Description Imput Excemple
1 TopTexture   String - Name of Texture File - Top Texture    
2 BottomTexture   String - Name of Texture File - Bottom Texture    
3 SideTexture   String - Name of Texture File - Side Texture    
4 Addarmour 5 String - Adding Armor by Shortname and recipe    
5 addarmor 4 String - Adding Armor by Shortname and recipe    
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Tools

No. Command Same As Type Default Description Imput Excemple
1 Model   String - Name of Model file    
2 Texture   String - Name of Texture file    
3 Parachute   Boolean False If true, then this tool will deploy a parachute upon use (and consume itself) True/False  
4 ExplosiveRemote   Boolean False If true, then this will detonate the least recently placed remote explosive True/False  
5 Heal 6 Boolean False Boolean switches that decide whether the tool should heal players and / or driveables True/False  
6 HealPlayers 5 Boolean False Boolean switches that decide whether the tool should heal players and / or driveables True/False  
7 Repair 8 Boolean False Boolean switches that decide whether the tool should heal players and / or driveables True/False  
8 RepairVehicles 7 Boolean False Boolean switches that decide whether the tool should heal players and / or driveables True/False  
9 HealAmount 10 Integer 0 The amount to heal per use (one use per click)    
10 RepairAmount 9 Integer 0 The amount to heal per use (one use per click)    
11 ToolLife 12 Integer 0 The amount of uses the tool has. 0 means infinite    
12 ToolUses 11 Integer 0 The amount of uses the tool has. 0 means infinite    
13 EUPerCharge   Integer 0 Not yet implemented. For making tools chargeable with IC2 EU    
14 RechargeRecipe   String - The items required to be added (shapelessly) to recharge the tool    
15 DestroyOnEmpty   Boolean True If true, the tool will destroy itself when finished. Disable this for rechargeable tools True/False  
16 Food 17 Integer 0 If > 0, then the player can eat this and recover this much hunger    
17 Foodness 16 Integer 0 If > 0, then the player can eat this and recover this much hunger    
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Parts

No. Command Same As Type Default Description Imput Excemple
1 Category   String - Category of part Cockpit, Wing, Engine, Propeller, Bay, Tail, Wheel, Chassis, Turret, Fuel, Misc  
2 StackSize   Integer - Max stack size of item    
3 EngineSpeed   Float 1 (Engine) Multiplier applied to the thrust of the driveable    
4 FuelConsumption   Float 1 (Engine) Rate at which this engine consumes fuel    
5 Fuel   Integer 0 (Fuel) The amount of fuel this fuel tank gives    
6 PartBoxRecipe   String - Recipe for Partbox    
7 WorksWith   String - The types of driveables that this engine works with. Used to designate some engines as mecha CPUs and whatnot mecha, plane, vehicle  
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