AutoSwitch Overrides

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    # Use this file to override whether AutoSwitch thinks silk touch or fortune workon a block# to override what AutoSwitch considers a standard tool# or to provide weapon overrides to AutoSwitch

    # Lines beginning with # are ignored

    # General rule:# All numbers can be specified as normal numbers,# But could also be specified as hexadecimal numbers by adding 0x to the front# or as binary numbers by adding 0b to the front. (e.g. 0b10001 = 0x11 = 17)

    # Config version number:# If this is not found or does not match the current number, AutoSwitch will replace your config with the default one.

    R2

    # ====== HOW TO SPECIFY BLOCKS ======

    # To specify a block, use one of several forms:

    # name# name[(+|-)DamageSpecifier]...

    # @name[(+|-)DamageSpecifier]...# &name[(+|-)DamageSpecifier]...# @# @[(+|-)DamageSpecifier]...

    # Minecraft names are either name or minecraft:name# Mod names MUST have the modid in front, that is modid:name.

    ####### EXAMPLES #######

    # All wool blocks# wool

    # Only white wool# wool+0

    # Only white and black wool:# wool+0+15

    # All wool except white# wool-0

    # All gravity affected blocks# @sand

    # All blocks made of wooden material

    # &wood

    # All blocks# @

    ####### DETAILS #######

    # name# this is the block name, e.g. wool. Add "" for minecraft's blocks. Don't add "tile." in front.

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    # name[(+|-)damage_specifier]...# This is the same as above, but it specifies which damage values are allowed, using one or more damage specifiers.

    # &name[(+|-)DamageSpecifier]...# This is the same as above, but the & tells AS to also get blocks that have thesame general material as the block# e.g. &wood will get all wooden blocks

    # @name[(+|-)DamageSpecifier]...# This is the same as above, but the @ tells AS to also get blocks that have thesame general behavior as the block# e.g. @sand gets sand, red sand, and gravel.# Note that this isn't perfect. @log doesn't get log2 because of the way Mojangimplemented this.# (For you programmers, this gets all blocks whose class is a subtype of the block class of the given block.)# Careful with this on ordinary blocks: @cobblestone gets all blocks!

    # @# Grabs all blocks

    # @[(+|-)DamageSpecifier]...

    # Same as above, but with damage specifiers

    # ======== DAMAGE SPECIFIERS ========# (only experienced users read this)

    # A damage specifier tells AS a list of damage values to consider.# A damage specifier is a + or - followed by a set of damage values.

    # + tells AS to include the specified values# - tells AS to exclude the specified values

    # The values could be specified in one of several forms.

    # An empty specifier (just a + or -) means "all damage values"# Note that stone is an alias for stone+

    # A (+|-) and a number means just that damage value.# log+0 means "only upright oak logs"# wool+15 means "only black wool"

    # A (+|-)data:mask (both data and mask are numbers) tells AS to check the damagevalue by calculating# (damagevalue & mask) == data# and include the value in the specifier# log+0b10:0b11 is all birch logs# log+0b0100:0b1100+0b1000:0b1100 is all sideways-facing logs (of the first log

    type)# the mask can be a one's complement, by adding a ~ in front.# If the mask is a one's complement, then the tested damage values are subtracted from the item's max damage# rather than taken at face value.# This means that @+0:~0b11-0 specifies all items that will break after 4 or fewer hits.

    # ====== HOW TO SPECIFY ITEMS =======# To specify an item, use one of several forms:

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    # name# name[(+|-)DamageSpecifier]...# @name[(+|-)DamageSpecifier]...# @# @[(+|-)DamageSpecifier]...

    ####### EXAMPLES #######

    # Diamond pickaxe# diamond_pickaxe

    # All pickaxes# @diamond_pickaxe

    # All hoes# @diamond_hoe

    # All items# @

    # Only brand new items (no damage)# @+0

    # Only items within 4 hits of breaking# @+0:~0b11-0

    # See HOW TO SPECIFY BLOCKS for details

    # ========= SILK TOUCH =============# AutoSwitch normally calculates if silk touch works on a block# To tell AutoSwitch that silk touch works on a block, add the line# T > block# Similarly, to tell AutoSwitch that silk touch does not work on a block, add the line# T < block# For example, use

    # T < stone# to tell AutoSwitch that Silk Touch does not work on stone.

    # Note: No always takes priority over yes.

    # Place silk touch overrides hereT < stoneT < gravel

    # ========= FORTUNE ================# AutoSwitch normally calculates if fortune works on a block# To tell AutoSwitch that fortune works on a block, add the line# F > block

    # Similarly, to tell AutoSwitch that fortune does not work on a block, add the line# F < block# For example, use# F > &stone# to tell AutoSwitch that fortune works on all blocks that have the same material as stone.

    # Note: No always takes priority over yes.

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    # Place fortune overrides here

    # This one tells AS that fortune works on cropsF > @wheat

    # This one stops fortune on coal (remove the # to add)# F < coal_ore

    # ========= STANDARD TOOLS ==========# AutoSwitch normally calculates if a tool is standard on a block# To tell AutoSwitch that the specified tools are standard on the specified blocks, use# S tool > block# Similarly, to tell AutoSwitch the specified tools are not standard on the specified blocks, use# S tool < block# For example, to tell AutoSwitch that all items that behave like shears# are standard tools on blocks that behave like vines, use# S @shears > @vine

    # Note: No always takes priority over yes.

    # Place standard tool overrides here

    # This one says shears work on all vine blocksS @shears > @vine

    # This one says shears work on all tallgrass blocksS @shears > @tallgrass

    # This one says to use a hoe on all crops blocks (for mcMMO Green Terra)S @diamond_hoe > @wheat

    # This one tells AS not to use tools that will break in 4 hits or fewer (removethe # to add)# S @+0:~0b11-0 < @

    # Redpower stuff doesn't have names yet# you can add a sickle override when RP2 is updated

    # ======== WEAPON OVERRIDES =========# AutoSwitch normally calculates how much damage a weapon does, in half-hearts# To tell AutoSwitch that a specified item really does a different amount of damage, use# W weapon > damage# For example, use# W diamond_sword > 1000# to tell AutoSwitch that a diamond sword does 1000 damage.# It won't make it actually do 1000, but AS will think so (and switch accordingly).

    # IndustrialCraft2 stuff doesn't have names yet# you can add chainsaws and nanosabers when IC2 is updated

    # Note that if you want to override Tinker's Construct weapons, this is the place to do it.# Until Tinker's Construct uses the item attributes system, AS won't recognize the weapons by default.