Config reference
Every setting in Enthalpy's server config, with its default, its range and what it changes.
Enthalpy's settings live in enthalpy-server.toml, in each world's serverconfig
folder (or defaultconfigs to set them for every new world). They're server settings: in
multiplayer the server's values apply, and players don't need a copy. Recipes, fuel values and fish
yields aren't here; they're data, changed by datapack (see
Recipe and data formats).
Processing machines#
Energy use and buffers shared by every processing machine. In enthalpy-server.toml under [machines].
| Setting | Default | Range | What it does |
|---|---|---|---|
energyCapacity | 20,000 | 1 to no limit | Energy buffer of processing machines before upgrades, in FE |
energyPerTick | 20 | 1 to no limit | FE per tick a processing machine spends while working, before upgrades |
kilnEnergyPerCookingTick | 10 | 1 to no limit | FE the Resistive Kiln spends per tick of a smelting recipe's vanilla cooking time |
maxEnergyInput | 1,000 | 1 to no limit | Maximum FE per tick a processing machine accepts before upgrades |
Engines#
Output, buffers and fuel values for the four engines. In enthalpy-server.toml under [engines].
| Setting | Default | Range | What it does |
|---|---|---|---|
caloricEnergyPerBurnTick | 25 | 1 to no limit | Caloric Engine FE per tick of a fuel's furnace burn time, before caloricFuelEfficiency Items in data/enthalpy/data_maps/item/caloric_fuels.json use their fixed value instead |
caloricFuelEfficiency | 1.5 | 0.01 to 100 | Multiplies the FE the Caloric Engine gets from burn time, rounded to the nearest 250 FE (1.5: coal gives 60,000 FE) |
energyCapacity | 20,000 | 1 to no limit | Energy buffer of the Caloric Engine before upgrades, in FE |
energyPerTick | 40 | 1 to no limit | FE per tick the Caloric Engine generates while burning, before upgrades |
fluidTankCapacity | 8,000 | 1,000 to no limit | Fuel tank size of the Igneous, Ignition and Kettle engines, in mB |
igneousEnergyPerTick | 80 | 1 to no limit | FE per tick the Igneous Engine generates while burning, before upgrades. Fuel values are in data/enthalpy/data_maps/fluid/igneous_fuels.json |
ignitionEnergyPerTick | 100 | 1 to no limit | FE per tick the Ignition Engine generates while burning, before upgrades. Fuel values are in data/enthalpy/data_maps/fluid/ignition_fuels.json |
kettleEnergyPerTick | 80 | 1 to no limit | FE per tick the Kettle Engine generates while burning, before upgrades. Fuel values are in data/enthalpy/data_maps/fluid/kettle_fuels.json |
maxEnergyOutput | 1,000 | 1 to no limit | Maximum FE per tick the Caloric Engine pushes out before upgrades |
Voltaic Cell#
Capacity and transfer per tier. In enthalpy-server.toml under [voltaicCell].
| Setting | Default | Range | What it does |
|---|---|---|---|
capacity | 1,250,000 / 2,500,000 / 3,750,000 / 5,000,000 / 7,500,000 | Voltaic Cell energy capacity per tier, in FE: base, tempered, fortified, luminous, harmonic | |
transfer | 1,000 / 2,000 / 3,000 / 4,000 / 6,000 | Voltaic Cell input and output limit per tier, in FE/t: base, tempered, fortified, luminous, harmonic. The Tesla module's wireless output shares the output limit |
Upgrades#
What tier kits and modules multiply. In enthalpy-server.toml under [upgrades].
| Setting | Default | Range | What it does |
|---|---|---|---|
capacityMultipliers | 1 / 2 / 4 / 8 / 16 | Energy buffer and transfer multiplier per tier: base, tempered, fortified, luminous, harmonic | |
celerityCostIncrease | 0.5 | 0 to 100 | Extra energy per operation per Celerity module (0.5 = +50%) |
celeritySpeedBonus | 0.5 | 0 to 100 | Extra speed per Celerity module (0.5 = +50%) |
economizerEfficiency | 0.5 | 0 to 100 | Each Economizer module divides energy per operation by (1 + this), and grows the energy buffer by the same factor. With the defaults, equal numbers of Celerity and Economizer modules cancel out exactly. |
engineEconomizerCapacityBonus | 0.25 | 0 to 100 | In engines, each Economizer module grows the energy buffer by this much (0.25 = +25%) |
engineEconomizerFuelBonus | 0.3438 | 0 to 100 | In engines, each Economizer module adds this much FE per unit of fuel (0.34375 = +34.375%), while each Celerity module divides it by (1 + celerityCostIncrease). With the defaults, 8 Celerity and 8 Economizer modules leave an engine at 75% of its base FE per fuel, and 8 Economizers alone at 375%. |
rateMultipliers | 1 / 2 / 3 / 4 / 6 | Energy rate (and therefore speed) multiplier per tier: base, tempered, fortified, luminous, harmonic |
Aquifer#
Water output and the Irrigation and Lumen modules. In enthalpy-server.toml under [aquifer].
| Setting | Default | Range | What it does |
|---|---|---|---|
lumenGrowthBonus | 0.5 | 0 to 16 | Extra plant growth speed per Lumen module while grow lights are on (0.5 = +50%) |
minTankCapacity | 4,000 | 1,000 to no limit | Smallest Aquifer tank, in mB. The tank always holds at least one tick of output |
moduleBaseRadius | 4 | 1 to 64 | Radius the first Irrigation or Lumen module covers, in blocks (a water block hydrates farmland within 4) |
moduleRadiusBonus | 0.5 | 0 to 16 | Extra radius per Irrigation or Lumen module after the first (0.5 = +50% of the base radius) |
waterPerTick | 250 / 1,000 / 8,000 / 64,000 / 2,147,483,647 | Water the Aquifer makes per tick, in mB, per tier: base, tempered, fortified, luminous, harmonic |
Ecotone#
Breeding, harvests, nutrients, modules and running costs. In enthalpy-server.toml under [ecotone].
| Setting | Default | Range | What it does |
|---|---|---|---|
breedTicks | 200 | 1 to no limit | Average ticks for each pair of fish to breed one more, before tier speed (200 = one every 10 seconds) |
breedingsPerFishMeal | 1.5 | 0.1 to 64 | Breedings each Fish Meal in the Ecotone's meal slot feeds. At 1.5, one cod farm's ground cod feeds three resource farms |
energyPerTick | 60 | 0 to no limit | FE per tick the Ecotone draws by day, before its tier speed. After dark it draws twice this, and needs a Lumen module |
fishMealBonusChance | 0.5 | 0 to 1 | While fed Fish Meal, the chance each resource yield is doubled (0.5 = +50% on average) |
harvestTicks | 480 | 1 to no limit | Ticks between harvests for each planted crop, before tier speed. 480 matches one and a half fully planted 9x9 fields of wheat |
infusionBonusChance | 0.5 | 0 to 1 | With an Infusion module, the chance any other resource yield is doubled |
infusionJackpotChance | 0.2 | 0 to 1 | With an Infusion module, the chance a nugget yield is 9 nuggets instead |
infusionNuggetCount | 3 | 1 to 9 | With an Infusion module, how many nuggets a nugget-yielding fish gives instead of one |
moduleShift | 0.25 | 0 to 0.25 | Each Feeder module beyond the Filtration modules adds this share to breeding and takes it from crop growth; Filtration modules do the reverse. At 0.25, four of one kind double one side and stop the other |
nutrientEffect | 0.5 | 0 to 1 | How strongly the Ecotone's fish-to-crop balance trades crop growth against breeding. At 0.5, a tank of nothing but fish waste grows crops 50% faster and breeds 50% slower, and the reverse for very clean water |
prizedBonusChance | 0.5 | 0 to 0.5 | Per Prized parent in an Ecotone row, the chance each resource yield is doubled (0.5: one gives +50%, two double it) |
prizedChance | 0.01 | 0 to 1 | Chance any fish bred in an Ecotone or Spawning Basin is Prized. Prized parents breed ordinary young |
speed | 1 / 1.5 / 2 / 2.5 / 3 | Ecotone speed per tier, which also scales its FE and water use: base, tempered, fortified, luminous, harmonic | |
waterPerTick | 50 | 0 to no limit | Water the Ecotone uses per tick, in mB, before its tier speed |
Spawning Basin#
Breeding speed and running costs. In enthalpy-server.toml under [spawningBasin].
| Setting | Default | Range | What it does |
|---|---|---|---|
breedTicks | 200 | 1 to no limit | Ticks for the Spawning Basin's pair to breed once, before tier speed (200 = every 10 seconds). Each breeding eats one fish food |
energyPerTick | 40 | 0 to no limit | FE per tick the Spawning Basin draws while breeding, before its tier speed |
speed | 1 / 1.5 / 2 / 3 / 4 | Spawning Basin speed per tier, which also scales its FE and water use: base, tempered, fortified, luminous, harmonic | |
uncatalysedSpeed | 0.25 | 0.01 to 1 | Speed of the Spawning Basin when its pair has no catalyst to mutate with, using the same FE and water per tick |
waterPerTick | 5 | 0 to no limit | Water the Spawning Basin uses per tick while breeding, in mB, before its tier speed |
Brine Accretor#
How fast crystals grow. In enthalpy-server.toml under [brineAccretor].
| Setting | Default | Range | What it does |
|---|---|---|---|
energyPerTick | 100 | 1 to no limit | FE per tick the Brine Accretor spends growing a crystal; it takes no kits, so this sets its speed |
Haddock Howitzer#
Damage, power-up, splash, crystals, brakes and Rail Scales. In enthalpy-server.toml under [haddockHowitzer].
| Setting | Default | Range | What it does |
|---|---|---|---|
cooldownTicks | 20 | 1 to 1,200 | Ticks between shots |
damage | 8 | 0 to 1,000 | Damage a raw fish deals from a quick shot, before its ammo bonus in data/enthalpy/data_maps/item/fish_ammo.json. Prized fish deal half as much again |
dischargeCooldownTicks | 15 | 1 to 1,200 | Ticks after a beam before either attack can fire again; shots and beams share the howitzer's cooldown |
dischargeDamage | 0.5 | 0 to 10 | With a muzzle brake, left click fires a beam of the crystal's element, hitting for this share of a quick shot of raw fish |
dischargeEnergy | 250 | 0 to no limit | FE each beam costs |
dischargeRange | 24 | 4 to 64 | Blocks the beam reaches |
energyCapacity | 100,000 | 1 to no limit | FE the howitzer holds |
energyPerShot | 500 | 0 to no limit | FE each shot costs |
fullPower | 3 | 1 to 100 | Damage multiplier of a fully powered shot; shorter holds scale between 1 and this |
fullPowerTicks | 60 | 1 to 1,200 | Ticks a shot takes to power up fully while use is held |
galvanicFieldRadius | 2 | 0.5 to 8 | How far the field reaches, as a multiple of the splash's reach |
galvanicFieldTicks | 100 | 20 to 1,200 | Galvanic: ticks the shot's field lingers on the ground where it lands |
galvanicPull | 0.03 | 0 to 1 | Speed added each tick drawing hostile mobs near the field back toward its middle, bar bosses; 0 for none |
galvanicPulseDamage | 0.15 | 0 to 10 | Damage the field does each second to everything in it, as a share of the shot's hit with Power |
hydricEchoTicks | 10 | 1 to 200 | A socketed crystal changes the splash. Hydric: ticks before the splash comes again, as an echo |
hydricSlowLevel | 2 | 1 to 10 | Level of that Slowness |
hydricSlowTicks | 60 | 0 to 1,200 | Ticks of Slowness the Hydric splash and its echo put on what they hit, which they also root like the katana's water |
ironBallDamage | 3.5 | 0 to 1,000 | With an Iron Muzzle Brake, left click fires a plain ball instead of a beam, hitting the first mob for this much |
ironBallRange | 16 | 4 to 64 | Blocks the ball reaches |
maxEnergyInput | 2,000 | 1 to no limit | Maximum FE per tick the howitzer takes while charging |
muzzleBrakeDamage | 3 / 7 / 11 / 16 / 22 | A muzzle brake adds to every shot's damage before the power-up multiplies it: Iron, Netherite, Allthemodium, Vibranium, Unobtainium | |
pyricBlastDamage | 0.6 | 0 to 10 | Damage the blast does to everything else in reach, as a share of the shot's hit with Power |
pyricBlastRadius | 2 | 1 to 8 | Pyric: the shot explodes in place of its splash, breaking no blocks, reaching this many times as far |
pyricBurnSeconds | 4 | 0 to 60 | Seconds the shot and its blast set alight what they hit |
railScaleCooldownTicks | 20 | 1 to 1,200 | Ticks after rapid fire ends before either attack can fire again |
railScaleEnergyPerSecond | 500 | 0 to no limit | FE per second while firing with Rail Scales |
railScaleInaccuracy | 6 / 3.5 / 2 / 0.8 / 0.15 | Vanilla inaccuracy of a Rail Scale's rapid shots, one per scale: wider for Iron, near straight for Vibrant Alloy | |
railScaleIntervalTicks | 6 / 5 / 5 / 4.5 / 4.4 | Ticks between Rail Scales' rapid shots, one per scale: Iron, Netherite, Conductive Iron, Energetic Alloy, Vibrant Alloy | |
railScaleVelocity | 3 / 3.3 / 3.3 / 3.45 / 3.75 | Blocks per tick of a Rail Scale's rapid shots, one per scale | |
splashDamage | 0.3 | 0 to 10 | Damage the splash does to everything else in reach, as a share of the shot's hit with Power |
splashRadius | 3 | 0 to 16 | Blocks round a fully powered shot's impact its splash reaches; a quick shot's reaches half as far |
Kingfish Katana#
Damage per tier, lunges, elements and the Extendable Blade. In enthalpy-server.toml under [kingfishKatana].
| Setting | Default | Range | What it does |
|---|---|---|---|
damage | 6 / 8 / 10 / 13 / 17 | Attack damage per tier: base, Tempered, Fortified, Luminous, Harmonic | |
extensionChainDamage | 0.35 | 0 to 10 | Share of the thrust's damage dealt to each of five chain targets |
extensionCrashDamage | 0.5 | 0 to 10 | Attack damage multiplier for the separate impact at the end of the flame sweep |
extensionCrashRadius | 4.5 | 0.5 to 12 | |
extensionFlameCooldownTicks | 80 | 1 to 1,200 | |
extensionFlameDamage | 1 | 0 to 10 | |
extensionLightningCooldownTicks | 60 | 1 to 1,200 | |
extensionLightningDamage | 1 | 0 to 10 | |
extensionRange | 12 | 1 to 32 | |
extensionWaterCooldownTicks | 30 | 1 to 1,200 | |
extensionWaterFlurryDamage | 1.8 | 0 to 30 | Total attack damage multiplier shared across nine pressure thrusts, two ticks apart |
flameArmourBypass | 0.15 / 0.2 / 0.25 / 0.3 / 0.35 | Share of the hit that ignores the target's armour | |
flameBurnSeconds | 3 / 4 / 5 / 6 / 7 | Seconds flame sets its target alight for | |
flameBurstDamage | 0.5 | 0 to 10 | Damage the burst does to each, as a share of the lunge's hit, Sharpness and the like included |
flameBurstRadius | 3 / 3.4 / 3.75 / 4.1 / 4.5 | Blocks round the end of a flame lunge its burst reaches, setting alight and knocking back everything in range | |
lightningChainDamage | 0.35 | 0 to 10 | Damage each chained target takes, as a share of the hit |
lightningChainRange | 4 / 4.5 / 5 / 5.5 / 6 | Blocks lightning reaches from the target to chain | |
lightningChainTargets | 1 / 2 / 2 / 3 / 3 | How many nearby mobs lightning chains to | |
lightningShock | 0.15 | 0 to 10 | Extra damage lightning adds to the hit, as a share of it |
lightningWetRange | 2 | 0 to 16 | Extra chain range when the target is in water or rain |
lungeCooldownTicks | 60 | 1 to 1,200 | Ticks between lunges |
lungeDamage | 1.5 | 0 to 100 | A lunge hits everything on its path once, for this many times the katana's attack damage |
lungeDistance | 6 | 1 to 16 | Blocks a fully drawn lunge covers; the shortest draw covers two thirds of it |
waterLungeCooldownTicks | 14 | 1 to 1,200 | lungeCooldownTicks for water |
waterLungeDamage | 0.5 | 0 to 100 | lungeDamage for water, the nimble element: it hits softer but lunges more often |
waterSlowLevel | 1 / 1 / 2 / 2 / 3 | Level of that Slowness | |
waterSlowTicks | 30 / 40 / 50 / 60 / 80 | Elements: water with no crystal socketed, lightning from a Galvanic Crystal, flame from a Pyric Crystal. They act on lunges and fully charged swings. Lists run base, Tempered, Fortified, Luminous, Harmonic: kits amplify the element. Ticks of Slowness water puts on its target | |
waterStunImmunityTicks | 40 | 0 to 1,200 | Ticks after a stun before the same target can be stunned again, so it can't be held in place |
waterStunTicks | 10 | 0 to 200 | Ticks water roots a target in place; bosses (c:bosses) are only slowed |
Outputs#
Which mod's item a recipe gives when it outputs a tag. In enthalpy-server.toml under [outputs].
| Setting | Default | Range | What it does |
|---|---|---|---|
preferredMods | minecraft / alltheores / thermal / mekanism / immersiveengineering / create | When a recipe outputs a tag (e.g. c:dusts/tin), items from these mods are preferred in this order. Enthalpy's own items are only used when no other mod provides one. |