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Configuration_EN
MIAOKATZE edited this page Jul 12, 2026
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GTSWN has 3 configuration files in the config/gtswn/ directory:
| File | Purpose |
|---|---|
| gtswn.cfg | Basic configuration (MTE ID offset) |
| gtswn_network.cfg | Network configuration (loss + HUD) |
| gtswn_ae.cfg | AE2 configuration (sampling, monitored items, chart) |
Category: none (top-level)
| Key | Type / Default | Range | Description |
|---|---|---|---|
| metaIdOffset | int = 0 | [-5000, 5000] | MTE ID offset |
Note: The MTE ID base is 14600 (
MetaTileEntityID.BASE); the offset is used to avoid conflicts with other mods' IDs. When an ID conflict occurs with another mod, adjust this offset.
| Key | Type / Default | Range | Description |
|---|---|---|---|
| DownlinkLossEU | float = 0.15 | [0.0, 10.0] | Downlink loss (Grid → Machine), default 15% |
| UplinkLossEU | float = 0.0 | [0.0, 1.0] | Uplink loss (Machine → Grid), default 0% |
| Key | Type / Default | Range | Description |
|---|---|---|---|
| HudXOffset | int = 0 | [-500, 500] | HUD X offset |
| HudYOffset | int = 0 | [-500, 500] | HUD Y offset |
| HudScale | float = 1.0 | [0.2, 5.0] | HUD scale |
- Downlink loss: the extra proportion deducted when a cover draws power from the grid (grid deducts more)
- Uplink loss: the proportion deducted when a cover sends power to the grid (grid receives less)
- Asymmetric loss design: downlink has loss, uplink defaults to no loss
- HUD offset: positive X = right, positive Y = up (screen coordinate inverted)
-
HUD position formula:
X = screenWidth / 2 + 91 + hudXOffsetY = screenHeight - 54 - hudYOffset
Category: ae2
| Key | Type / Default | Range | Description |
|---|---|---|---|
| aeSampleInterval | int = 100 | [1, 6000] | AE sampling interval (ticks) |
| aeMaxMonitoredItems | int = 64 | [1, 256] | Max AE realtime monitored items |
| aeMaxSamplePoints | int = 61 | [10, 120] | Max AE chart sample points |
| aeChartEnabled | boolean = true | — | AE chart feature toggle |
- aeSampleInterval: AE data sampling interval, default 100t (5 s), synchronized with EU sampling
- aeMaxMonitoredItems: maximum number of items in the AE realtime monitor list; cannot add beyond this
- aeMaxSamplePoints: maximum points per time window for the AE chart, limited by the internal FIFO capacity of 61
- aeChartEnabled: when disabled, the Network Info Panel does not show the AE tab
# GTSWN basic configuration
# MTE ID base is 14600 (MetaTileEntityID.BASE); offset avoids conflicts with other mods
# Range: [-5000, 5000]
I:metaIdOffset=0
# GTSWN network configuration
general {
# Downlink loss (Grid -> Machine); grid deducts extra
# Range: [0.0, 10.0]
F:DownlinkLossEU=0.15
# Uplink loss (Machine -> Grid); grid receives less
# Range: [0.0, 1.0]
F:UplinkLossEU=0.0
}
hud {
# HUD X offset (positive = right)
# Range: [-500, 500]
I:HudXOffset=0
# HUD Y offset (positive = up, screen coordinate inverted)
# Range: [-500, 500]
I:HudYOffset=0
# HUD scale
# Range: [0.2, 5.0]
F:HudScale=1.0
}
# GTSWN AE2 configuration
ae2 {
# AE sampling interval (ticks), default 100t (5 s), synchronized with EU sampling
# Range: [1, 6000]
I:aeSampleInterval=100
# Maximum number of AE realtime monitored items
# Range: [1, 256]
I:aeMaxMonitoredItems=64
# Maximum AE chart sample points per time window (limited by internal FIFO capacity of 61)
# Range: [10, 120]
I:aeMaxSamplePoints=61
# AE chart feature toggle (when disabled, the Network Info Panel does not show the AE tab)
B:aeChartEnabled=true
}
- Config hot-reload is not listened to currently
-
Read timing: configuration is read once during the
preInitphase - Loss coefficients (DownlinkLossEU / UplinkLossEU): read in real time at runtime (on each cover operation)
- HUD parameters (offset / scale): read in real time during HUD rendering
- Effective method: after modifying the config, a game restart is required (except for loss and HUD parameters)
Note: The loss coefficients and HUD parameters are read directly from the config file on each use, so changes take effect without a restart; whereas parameters like the MTE ID offset and AE sampling interval are initialized at startup and require a game restart to take effect.