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].

SettingDefaultRangeWhat it does
energyCapacity20,0001 to no limitEnergy buffer of processing machines before upgrades, in FE
energyPerTick201 to no limitFE per tick a processing machine spends while working, before upgrades
kilnEnergyPerCookingTick101 to no limitFE the Resistive Kiln spends per tick of a smelting recipe's vanilla cooking time
maxEnergyInput1,0001 to no limitMaximum 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].

SettingDefaultRangeWhat it does
caloricEnergyPerBurnTick251 to no limitCaloric 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
caloricFuelEfficiency1.50.01 to 100Multiplies the FE the Caloric Engine gets from burn time, rounded to the nearest 250 FE (1.5: coal gives 60,000 FE)
energyCapacity20,0001 to no limitEnergy buffer of the Caloric Engine before upgrades, in FE
energyPerTick401 to no limitFE per tick the Caloric Engine generates while burning, before upgrades
fluidTankCapacity8,0001,000 to no limitFuel tank size of the Igneous, Ignition and Kettle engines, in mB
igneousEnergyPerTick801 to no limitFE per tick the Igneous Engine generates while burning, before upgrades. Fuel values are in data/enthalpy/data_maps/fluid/igneous_fuels.json
ignitionEnergyPerTick1001 to no limitFE per tick the Ignition Engine generates while burning, before upgrades. Fuel values are in data/enthalpy/data_maps/fluid/ignition_fuels.json
kettleEnergyPerTick801 to no limitFE per tick the Kettle Engine generates while burning, before upgrades. Fuel values are in data/enthalpy/data_maps/fluid/kettle_fuels.json
maxEnergyOutput1,0001 to no limitMaximum FE per tick the Caloric Engine pushes out before upgrades

Voltaic Cell#

Capacity and transfer per tier. In enthalpy-server.toml under [voltaicCell].

SettingDefaultRangeWhat it does
capacity1,250,000 / 2,500,000 / 3,750,000 / 5,000,000 / 7,500,000Voltaic Cell energy capacity per tier, in FE: base, tempered, fortified, luminous, harmonic
transfer1,000 / 2,000 / 3,000 / 4,000 / 6,000Voltaic 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].

SettingDefaultRangeWhat it does
capacityMultipliers1 / 2 / 4 / 8 / 16Energy buffer and transfer multiplier per tier: base, tempered, fortified, luminous, harmonic
celerityCostIncrease0.50 to 100Extra energy per operation per Celerity module (0.5 = +50%)
celeritySpeedBonus0.50 to 100Extra speed per Celerity module (0.5 = +50%)
economizerEfficiency0.50 to 100Each 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.
engineEconomizerCapacityBonus0.250 to 100In engines, each Economizer module grows the energy buffer by this much (0.25 = +25%)
engineEconomizerFuelBonus0.34380 to 100In 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%.
rateMultipliers1 / 2 / 3 / 4 / 6Energy 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].

SettingDefaultRangeWhat it does
lumenGrowthBonus0.50 to 16Extra plant growth speed per Lumen module while grow lights are on (0.5 = +50%)
minTankCapacity4,0001,000 to no limitSmallest Aquifer tank, in mB. The tank always holds at least one tick of output
moduleBaseRadius41 to 64Radius the first Irrigation or Lumen module covers, in blocks (a water block hydrates farmland within 4)
moduleRadiusBonus0.50 to 16Extra radius per Irrigation or Lumen module after the first (0.5 = +50% of the base radius)
waterPerTick250 / 1,000 / 8,000 / 64,000 / 2,147,483,647Water 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].

SettingDefaultRangeWhat it does
breedTicks2001 to no limitAverage ticks for each pair of fish to breed one more, before tier speed (200 = one every 10 seconds)
breedingsPerFishMeal1.50.1 to 64Breedings each Fish Meal in the Ecotone's meal slot feeds. At 1.5, one cod farm's ground cod feeds three resource farms
energyPerTick600 to no limitFE per tick the Ecotone draws by day, before its tier speed. After dark it draws twice this, and needs a Lumen module
fishMealBonusChance0.50 to 1While fed Fish Meal, the chance each resource yield is doubled (0.5 = +50% on average)
harvestTicks4801 to no limitTicks between harvests for each planted crop, before tier speed. 480 matches one and a half fully planted 9x9 fields of wheat
infusionBonusChance0.50 to 1With an Infusion module, the chance any other resource yield is doubled
infusionJackpotChance0.20 to 1With an Infusion module, the chance a nugget yield is 9 nuggets instead
infusionNuggetCount31 to 9With an Infusion module, how many nuggets a nugget-yielding fish gives instead of one
moduleShift0.250 to 0.25Each 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
nutrientEffect0.50 to 1How 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
prizedBonusChance0.50 to 0.5Per Prized parent in an Ecotone row, the chance each resource yield is doubled (0.5: one gives +50%, two double it)
prizedChance0.010 to 1Chance any fish bred in an Ecotone or Spawning Basin is Prized. Prized parents breed ordinary young
speed1 / 1.5 / 2 / 2.5 / 3Ecotone speed per tier, which also scales its FE and water use: base, tempered, fortified, luminous, harmonic
waterPerTick500 to no limitWater the Ecotone uses per tick, in mB, before its tier speed

Spawning Basin#

Breeding speed and running costs. In enthalpy-server.toml under [spawningBasin].

SettingDefaultRangeWhat it does
breedTicks2001 to no limitTicks for the Spawning Basin's pair to breed once, before tier speed (200 = every 10 seconds). Each breeding eats one fish food
energyPerTick400 to no limitFE per tick the Spawning Basin draws while breeding, before its tier speed
speed1 / 1.5 / 2 / 3 / 4Spawning Basin speed per tier, which also scales its FE and water use: base, tempered, fortified, luminous, harmonic
uncatalysedSpeed0.250.01 to 1Speed of the Spawning Basin when its pair has no catalyst to mutate with, using the same FE and water per tick
waterPerTick50 to no limitWater 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].

SettingDefaultRangeWhat it does
energyPerTick1001 to no limitFE 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].

SettingDefaultRangeWhat it does
cooldownTicks201 to 1,200Ticks between shots
damage80 to 1,000Damage 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
dischargeCooldownTicks151 to 1,200Ticks after a beam before either attack can fire again; shots and beams share the howitzer's cooldown
dischargeDamage0.50 to 10With a muzzle brake, left click fires a beam of the crystal's element, hitting for this share of a quick shot of raw fish
dischargeEnergy2500 to no limitFE each beam costs
dischargeRange244 to 64Blocks the beam reaches
energyCapacity100,0001 to no limitFE the howitzer holds
energyPerShot5000 to no limitFE each shot costs
fullPower31 to 100Damage multiplier of a fully powered shot; shorter holds scale between 1 and this
fullPowerTicks601 to 1,200Ticks a shot takes to power up fully while use is held
galvanicFieldRadius20.5 to 8How far the field reaches, as a multiple of the splash's reach
galvanicFieldTicks10020 to 1,200Galvanic: ticks the shot's field lingers on the ground where it lands
galvanicPull0.030 to 1Speed added each tick drawing hostile mobs near the field back toward its middle, bar bosses; 0 for none
galvanicPulseDamage0.150 to 10Damage the field does each second to everything in it, as a share of the shot's hit with Power
hydricEchoTicks101 to 200A socketed crystal changes the splash. Hydric: ticks before the splash comes again, as an echo
hydricSlowLevel21 to 10Level of that Slowness
hydricSlowTicks600 to 1,200Ticks of Slowness the Hydric splash and its echo put on what they hit, which they also root like the katana's water
ironBallDamage3.50 to 1,000With an Iron Muzzle Brake, left click fires a plain ball instead of a beam, hitting the first mob for this much
ironBallRange164 to 64Blocks the ball reaches
maxEnergyInput2,0001 to no limitMaximum FE per tick the howitzer takes while charging
muzzleBrakeDamage3 / 7 / 11 / 16 / 22A muzzle brake adds to every shot's damage before the power-up multiplies it: Iron, Netherite, Allthemodium, Vibranium, Unobtainium
pyricBlastDamage0.60 to 10Damage the blast does to everything else in reach, as a share of the shot's hit with Power
pyricBlastRadius21 to 8Pyric: the shot explodes in place of its splash, breaking no blocks, reaching this many times as far
pyricBurnSeconds40 to 60Seconds the shot and its blast set alight what they hit
railScaleCooldownTicks201 to 1,200Ticks after rapid fire ends before either attack can fire again
railScaleEnergyPerSecond5000 to no limitFE per second while firing with Rail Scales
railScaleInaccuracy6 / 3.5 / 2 / 0.8 / 0.15Vanilla inaccuracy of a Rail Scale's rapid shots, one per scale: wider for Iron, near straight for Vibrant Alloy
railScaleIntervalTicks6 / 5 / 5 / 4.5 / 4.4Ticks between Rail Scales' rapid shots, one per scale: Iron, Netherite, Conductive Iron, Energetic Alloy, Vibrant Alloy
railScaleVelocity3 / 3.3 / 3.3 / 3.45 / 3.75Blocks per tick of a Rail Scale's rapid shots, one per scale
splashDamage0.30 to 10Damage the splash does to everything else in reach, as a share of the shot's hit with Power
splashRadius30 to 16Blocks 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].

SettingDefaultRangeWhat it does
damage6 / 8 / 10 / 13 / 17Attack damage per tier: base, Tempered, Fortified, Luminous, Harmonic
extensionChainDamage0.350 to 10Share of the thrust's damage dealt to each of five chain targets
extensionCrashDamage0.50 to 10Attack damage multiplier for the separate impact at the end of the flame sweep
extensionCrashRadius4.50.5 to 12
extensionFlameCooldownTicks801 to 1,200
extensionFlameDamage10 to 10
extensionLightningCooldownTicks601 to 1,200
extensionLightningDamage10 to 10
extensionRange121 to 32
extensionWaterCooldownTicks301 to 1,200
extensionWaterFlurryDamage1.80 to 30Total attack damage multiplier shared across nine pressure thrusts, two ticks apart
flameArmourBypass0.15 / 0.2 / 0.25 / 0.3 / 0.35Share of the hit that ignores the target's armour
flameBurnSeconds3 / 4 / 5 / 6 / 7Seconds flame sets its target alight for
flameBurstDamage0.50 to 10Damage the burst does to each, as a share of the lunge's hit, Sharpness and the like included
flameBurstRadius3 / 3.4 / 3.75 / 4.1 / 4.5Blocks round the end of a flame lunge its burst reaches, setting alight and knocking back everything in range
lightningChainDamage0.350 to 10Damage each chained target takes, as a share of the hit
lightningChainRange4 / 4.5 / 5 / 5.5 / 6Blocks lightning reaches from the target to chain
lightningChainTargets1 / 2 / 2 / 3 / 3How many nearby mobs lightning chains to
lightningShock0.150 to 10Extra damage lightning adds to the hit, as a share of it
lightningWetRange20 to 16Extra chain range when the target is in water or rain
lungeCooldownTicks601 to 1,200Ticks between lunges
lungeDamage1.50 to 100A lunge hits everything on its path once, for this many times the katana's attack damage
lungeDistance61 to 16Blocks a fully drawn lunge covers; the shortest draw covers two thirds of it
waterLungeCooldownTicks141 to 1,200lungeCooldownTicks for water
waterLungeDamage0.50 to 100lungeDamage for water, the nimble element: it hits softer but lunges more often
waterSlowLevel1 / 1 / 2 / 2 / 3Level of that Slowness
waterSlowTicks30 / 40 / 50 / 60 / 80Elements: 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
waterStunImmunityTicks400 to 1,200Ticks after a stun before the same target can be stunned again, so it can't be held in place
waterStunTicks100 to 200Ticks 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].

SettingDefaultRangeWhat it does
preferredModsminecraft / alltheores / thermal / mekanism / immersiveengineering / createWhen 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.