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Wyrms of Nyrus Difficult Configuration File Sinicization (Oddds) [WON] WYRMS of Nyrus Minecraft Game

2024-12-05 23:05:44|Myriagame |source:minecraft skins

Evolution configuration file

# Configuration file

# Configuration file

############################################## This########################################## This

#########

# Evolution

#evolution

#---------------------------------------------------------------------------------------------------#

# #

# Minimum Evo Level that is Required Until Wyrms Start Getting Evolution Boosts.

#The minimum evolutionary level required before WyRMS began to evolve.

############################################## This########################################## This

#########

Evolution {{

# WYRMS Add More Evo Points If Killed by Fire. Default: False

#If Wyrm is killed by flame damage, it will add more EVO points.Default value: false

B: "Bonus from Wyrm Deaths by Fire" = false

# If you're a pack dev and disabled the read your model but still want to use a starting evo cap, this is for you.

#If you are an integrated package developer and disable the Read Your Modpack function, but you still want to use the starting EVO points, then this is for you.

I: "Custom Minimum Evo Cap" = 0

# ENables or Disables Maximum Applied Evolution. DEFAULT: TRUE

#Or disable maximum evolution.Default value: true

B: "Enable Maximum Applied Evolution" = TRUE

# How many points is a level? Default: 50

#How is the level?Default value: 50

I: "Evo Points Per Level" = 50

# The overall damage boost given to wyrms at the class stages of evolution. Default: 0.0055

#At some stages of evolution, the overall damage to WYRMS increases.Default value: 0.005

D: "Evolution atk Power" = 0.004999999888241291

# The overall arms at the certain stages of evolution: 0.01

#The overall armor of WyRMS is given at some stages of evolution.Default value: 0.01 D: "Evolution Def Power" = 0.009999999976482582

# The overall health boost given to wyrms at the class stages of evolution. Default: 0.015

#Give the overall life improvement of WYRMS at some stages of evolution.Default value: 0.015

D: "Evolution HP Power" = 0.014999999664723873

# ENables The Evolution System. DEFAULT: TRUE

#.Default value: true

B: "Evolution Enabled" = TRUE

# Determines How Powerful Evolution Gets. Do not touch this if you intending closer to what would be exten in in

Vanilla Mineccraft. Higher Values ​​Speeds Up the Evolution System Growth Faster, LOWER VALUES SLOW it Download: 1.0

#Determine the strong level of evolution.If you want to be closer to the original expectations, don't touch this.The higher the value of the values, the faster the growth rate of the evolution system, the lower the value of the values, the more the evolution system is developing the less development system

slow.Default value: 1.0

D: "Evolution Factor" = 1.0

# When wyrms die, they gain More evolutionary presure to evolve and adapt aging. Improvise. Overcom. Adapt. Adapt. Adapt.

Default: true

#When WYRMS dies, they will get more evolutionary pressure (machine turning, doubt) to evolve and adapt to death.Improvise. Overcom. Adapt.

Value: true

B: "Evolution from Wyrm Deaths" = TRUE

#AS EVOLUTION Increases, so do dof

#As the evolution increase, the chance of the Wyrm evolution and varieties increases.Default value: true

B: "Evolution Variants" = TRUE

# ENable/Disable the HBM Taint Evo Variations. Requires variants to be enabled, does notHing if hbm is not installed. Default

true

#/Disable HBM radiation variant.Set to TRUE to enable variants, and no operation is performed if HBM is not installed.Default value: true

B: "HBM Evolution Variants" = True # The Maximum Evolution levels that can be applied to wyrms. Default: 10

#WyRMS's maximum evolution level.Default value: 10

I: "Maximum Applied Evolution" = 10

# Uwu

S: "Modlist Detector Strings" <

Draconicevolution; 400

SRPARASITES; 300

Hbm; 250

Icbmclassic; 150

Lycanitesmobs; 125

SecurityCraft; 80

Techguns; 75

Roughmobsrevamped; 75

ImmersiveIntelligence; 65

Roughmobs; 60

IC2; 50

"

# Multiplier for the Bonus from Wyrm Deaths by Fire. Default: 2.0

#Wyrm died of evolutionary points obtained from flame damage.Default value: 2.0

D: "Multiplier from Wyrm Deaths by Fire" = 2.0

# By default, Wyrms of Nyrus Will Do A One-Time Check at the Initialization of the Game to Determine the Minimum Evolution

BASED on Certain Mods in your Modlist. If you have any privacy concepts, you can disable this feature, every whole this feature

DOESN'T Send Anything Out Into the Internet as it is all localized with your mc instance. Or, if you prefer not to have this feature

Enabled, this options. Default: true

#By default, Nyrus's WYRMS will perform a one -time inspection at the time of the game to determine the minimum evolution according to certain mods in your MOD list.If you have any privacy issues, you can disable this function, even if this function will not send any content to the Internet because it is localized in your MC.Or, if you don't want to enable this function,

Please turn off this option.Default value: true

B: "Read Your Modpack" = TRUE

}

#When the minimum evolution level reaches the specified level

"Min Evolution Level" {{

# Default: 6

I: Creepwyrm = 6

# Default: 4

I: Soldier = 4

# Default: 6

I: "SOLDIER (Frost)" = 6

# Default: 10

I: "Soldier (Infectoid)" = 10

# Default: 5

I: Warrior = 5

# Default: 12

I: "Warrior (Tainted)" = 12

# Default: 3

I: worker = 3

# Default: 2

I: wyrmling = 2

}

General configuration file

# Configuration file

#Configuration file

############################################## This########################################## This

#########

# AI

#---------------------------------------------------------------------------------------------------#

# #

# Ai configuration

# AI configuration

############################################## This########################################## This

#########

ai {{

# WYRMS that can target animals (sheep, Animania Cows, ETC) Will Target and Attack animals. Default: true

#WyRMS will attack animals.Default value: true

B: "Attack Animals" = TRUE

# WYRMS that can target Mobs (zombies, srp parasites, etc)

#Arbin the monster (parasitic body in zombies, SRP, etc.) WyRMS will attack monsters.Default value: true

B: "Attack Mobs" = TRUE

# Wyrms that can target villagers will target and attack villagers.

#Wyrms will attack the villagers.Default value: true

B: "Attack Villagers" = TRUE

#Some Wyrms (Those Marked as Digggers or Sapients) Will Try to Break Blocks. If this is disabled, then wON'E do that. SEE

Individual Wyrm Stat Configs to Set Their Block Griefing Capabilities (Via Block Hardness), Setting their Values ​​to Below 0 Disables

Their griping capability. Default: TRUE

#Some WyRMS (those marked with Digggers or Sapients) will try to destroy the block.If this is disabled, they will not do so.Please refer to each WYRMS STAT configuration

Set its damaged square (with the hardness of the square), and set its value below 0 to disable its damage function.Default value: true

B: "Block Destruction" = TRUE

# If a wyrm can break blocks, this option all to drop the item of that block or group. Disable if this causes too

Much lag, especially with larger wyrms. Default: true

#If WYRM can destroy the square, this option allows them to put the damaged block on the ground.If this will cause delay, especially for larger WYRM, please disable.default

Value: true

B: "Block Destruction Drops item" = TRUE

# 1 in x CHANCE that a Block Broken by Wyrms Drops An Item. Raising this valproves performance. Default: 5

#The probability of falling the items by WyRMS is 1/x.Increasing this value can improve performance.Default value: 5

I: "Block Destruction Its Drop CHANCE" = 5

# Reduces the amount of ai tasks given to wyrms. Enable this if the ai lags you, but keep in mind this may cause a young glitches.

or oDDITIES. Mainly Disables EntityAilookidle. Default: false

#Reduce the number of AI tasks that give WYRMS.If AI lags behind you, please use this function, but remember, this may cause some small faults or strange situations.Mainly disabled

ENTITYAILOOOKIDLE.Default value: false

B: "Enable Performance AI" = FALSE

# The savage ai may not be for everyne.

Invasion Stages, Rovers from Attacking Players, ETC. Default: True

#Barbarian AI may not be suitable for everyone.By setting as FALSE, you can disable some AI features, such as Workers attacking players in the later stage of invasion, Rovers attacking players, etc.default

Value: true

B: "Enable Savage AI" = TRUE

# Makes wyrms not attack players (unless if attacked alream). DEFAULT: false

#Make WYRMS a neutral creature.Default value: false

B: "Friendly to Players" = false

# The time in seconds between when wyrms can enrage. Default: 20

#WyRMS can be irritated (in seconds).Default value: 20

I: "rage cooldown" = 20

# Rage is applied when wyrms had a target, but had to switch priorities. This causes wyrms to get anony

Causing they to knock their original target away, gain short buffs, and go after they the interrupted them. Default: TRUE

#When WyRMS has the attack target, but when you must switch the attack priority, you will start to get angry.This will cause WYRMS to be annoyed and switch the target, causing them to hit the original goals.

Get a short buff and chase new goals.Default value: true

B: "rage enabled" = true

# Makes wyrms Also Attack Creepers Like Idiots, if they use hostile ai targeting more than just players. Leave this of you

WANT WYRMS to have more braincells than you. Default: false

#If they are aiming at players with hostile artificial intelligence, they will also attack reptiles like idiots.If you want Wyrms to have more brain cells than you, then

Just set it to FALSE.Default value: false

B: "suidical wyrms" = false

}

creeped {{

# CREEPWYRMS Can Check A Block Within A X by By X Range and Infest It. For Example, A Range of 8 Makes Creepwyrms In A 8x8x8 Range.

#Creepwyrms can check the blocks in the X -by -X -mm range and fill it in it.For example, the range is 8 to add a block within the range of 8x8x8.Default value: 16

I: "Creepwyrm Infestation Range" = 16

# Maximum tier of clas that creepwyrms can spawn. Default: 0

#Creepwyrms can reproduce the maximum evolution level.Default value: 0

I: "Creepwyrm Maximum Spawn Tier" = 0

# How far upwyrms can call in set pods. Default: 30

#Creepwyrms can call the same kind.Default value: 30

I: "Creepwyrm pod call radius" = 30

# The number of claep pods creepwyrms will summon. Default: 1

#Creepwyrms The number of Creepd Pods.Default value: 1

I: "Creepwyrm pod call Threshold" = 1

# CREEPWYRMS Must Summon x Amount of Times Before the Call a Creeped Pod to Spread their Influence. Default: 10

#Creepwyrms must summon X times to summon the Creepd Pods.Default value: 10

I: "Creepwyrm pod call Threshold spawn" = 10

# Amount of blocks creepwyrms need to infest in order to spawn some. Default: 20

#Creepwyrms The number of parasites requires parasites in order to breed something.Default value: 20

I: "Creepwyrm spawn threshold" = 20

# Makes the creeped immune to cactus damage. Default: false

#Creeped damage to the cactus immunity.Default value: false

B: "Immune to Cacti" = False

# Makes the creeled immune to explosions. Default: false

#Creeped immunity to explosion.Default value: false

B: "Immune to Explosions" = False # Makes the Creeped Immune to Fall Damage. Flying Creeped Alway Fall Damage. Default: False

#Creeped immunity to fall damage.Flying Creeped always ignores falling damage.Default value: false

B: "Immune to Falling" = False

# Makes the creeped immune to radioactive gasses. Default: true

#Creeped immunity to radioactive gases.The default value: TRUE (this item is the linkage option for HBM)

B: "Immune to Radioactive Gas" = TRUE

}

############################################## This########################################## This

#########

# GESTALT

#---------------------------------------------------------------------------------------------------#

# #

# GESTALT

# #

############################################## This########################################## This

#########

GESTAT {

# 1 in x CHANCE to Alert the GestAlt WHEN A Player Moves Through Hive Creep Flora. Range: 1 to 100000; default: 100

#When the player passes through the Hive Creep Flora, there is a chance to remind GESTALT by 1/X.Scope: 1 to 100000; default value: 100

I: "Flora Alert CHANCE" = 100

# 1 in x CHANCE to Decay infamy Every Tick. Goes Download.

#X's chance of reduced infamy.If INFAMY is very high, the decrease rate will be exponentially increased.Default value: 20000

I: "Infamy Decay CHANCE" = 20000

# Players that pick fights with wyrms will build up infamy within the same hive, and attract Other Wyrms to the Player's General Area.

Faster, if this is disabled, wyrms will only singly consent design players. DEFAULT: true

#Players who fight with WYRMS will establish infamy in the hive and attract other WYRMS to the conventional area of ​​the player faster. If this feature is disabled, WYRMS will only slowly gather around the player.Default value: true

B: "Infamy Enabled" = TRUE

# Max infamy causes invasion events to take play design the player. Unlike the normal scheduler, this system creates an event

for all players in the server, not just one random player. Default: true

#The largest Infate can cause invasion around players.Unlike ordinary scheduers, the system creates an event for all players in the server, not just a random play

Home.Default value: true

B: "max infamy causes invasion events" = true

# MAX Infamy Capeped Kills to Spawn Double The Entities. DEFAULT: TRUE

#The largest Infate will make the Creeped killing of double entities.Default value: true

B: "Max Infate Creeped spawns" = true

# NUMBER of Seconds Until Wyrms Forget their Target. Default: 20

#Wyrms for forgetting the number of seconds of the target.Default value: 20

I: "target memory" = 20

# If Players Move Through Hive Creep Plants Without Sneaking, The Plants Will Prompt Wyrms to Investigate the Disturbance.

Default: true

#If players pass through the hive Creep plant without sneak, these plants will promote Wyrms to discover the player.Default value: true

B: "The Wyrms Speak for the Plants" = TRUE

# WYRMS that get close enough to a player become aggressive, event if they otherwise core. Default: true

#Wyrms, which is close enough to players, will become aggressive, even if they cannot do this.Default value: true

B: "Total Awareness" = TRUE

# Control How Close a Member of the Hive Must be to the player. Default: 8

#The distance between members and players.Default value: 8

D: "Total Awareness Range" = 8.0

#Thile infamy is maxed out, wyrms and creeped know almost exactly when the player is at all time e a proximity is far longer than the topal awareness range. Default: false

#When infamy reaches the vertex, as long as they are near, Wyrms and Created always always knows where the player is.This total knowledge is far more than the scope of consciousness.

Default value: false

B: "Total War" = False

}

global {{

# METALCOMB ARREATED LIKE Iron Ingots and Can Replace Iron Ingots in RECIPES. Default: TRUE

#Metalcomb arrays can replace the iron ingots in the formula.Default value: true

B: Metalcombs-As-Iron = TRUE

# WYRMS, Creeped, and Follies Can Hold some Secrets ... default: true

#WYRMS, CREEED and FOLLIES can hide some secrets ... The default value: true

B: "Mobile Eggs" = TRUE

}

wyrmfollies {

# The factor of white wyrmfolly stats increase. Default: 1.05

#Wyrmully increased statistics.Default value: 1.05 //

D: "Wyrmfolly Buff Factor" = 1.1499999976158142

# The number of kills before a folly levels up. Default: 5

#The number of deaths before the stupid behavior upgrade.Default value: 5

I: "Wyrmfolly Level Steps" = 5

}

############################################## This########################################## This

#########

# WYRMS

#---------------------------------------------------------------------------------------------------#

# #

# Universal & Misc Properties for the Mod.

# #

############################################## This########################################## This

#########

wyrms {

# Drop Pods Can Damage Blocks Around them with An Actual Explove.

#Drop Pods can destroy the surrounding blocks through actual explosions.It should be paired with WyRMS and Cream to be immune to explosion!Default value: false

B: "Drop pods cause block damage" = false

# The Damage Multiplier Flying Wyrms (Including Probers) Will TAKE from Projectiles. Will Not Alway to Applicable to Some Flying

wyRMS. Does Not Apply to voidwyrms. 2.0 = Doubled Damage Default: 2.5

#Flying WYRMS (including Probers) will be damaged by projection.It is not always suitable for some flight WyRMS.Not applicable to voidwyrms.2.0 = double damage default

Value: 2.5

D: "Flying Wyrm Projectile Weakness" = 2.5

# Makes wyrms immune to cactus damage. Default: false

#Make WYRMS immune to the damage to the cactus.Default value: false

B: "Immune to Cacti" = False

# Makes wyrms immune to explosions. DEFAULT: false

#Make WYRMS immunity to explosion.Default value: false

B: "Immune to Explosions" = FALSE

# Makes wyrms immune to fall damage. Obviously Doesm Apply to Any Kind of Droppod If True, and Doeste do anyththing to

flying wyrms if set to false. Default: true

#Make WYRMS immunity to drop damage.If it is True, it is obviously not suitable for any type of Voidwyrms. If it is set to false, it has no effect on flying WyRMS.silent

Recognition: TRUE

B: "Immune to Falling" = TRUE

# The Damage Multiplier Voidwyrms (Like The Visitor) will take from projectiles. Will not alway to something voidwyrms.

Does not apply to flying wyrms. 2.0 = doubled damage default: 3.0

#(Such as The Visitor) will be obtained from the projection.It is not always suitable for some VoidwyRMS.Not suitable for flying WyRMS.2.0 = double damage.Default value: 3.0

D: "Voidyrm Projectile Weakness" = 3.0

# As a baseline, workers make a product everything x ticks. This value is the base time it take, Total Time Will Vary Based on RNG

Still. Default: 2500

#The as the benchmark, worker produces a product per X times.This value is the basic time required, and the total time will still change according to RNG.Default value: 2500

I: "Worker Productivity" = 2500

# The armor of wyrms. 1.0 = 100% default: 1.0

#WyRMS's armor multiplier.1.0 = 100%default value: 1.0

D: "Wyrm Resistance" = 1.0

# The attack stringth of wyrms. 1.0 = 100% default: 1.0

#Wyrms's attack damage damage multiplier.1.0 = 100%default value: 1.0

D: "Wyrm Stringth" = 1.0

# The heartth of wyrms. 1.0 = 100% default: 1.0

#WyRMS's life value multiple.1.0 = 100%default value: 1.0

D: "Wyrm Vitality" = 1.0

# Makes wyrms des.

#Make wyrms destroy the square.Default value: true

B: "Wyrm EXPLOSIONS DAMAGE BLOCKS" = TRUE

# LORE-WISE, WYRMS Can UNDERGO Uncontrolled Nuclear Chain Reactions WHEN SET on Fire. This Makes Wyrms Explode on Death If

They're on file upon deth. Default: TRUE

#Lore Wise, WyRMS will have an uncontrolled nuclear chain reaction when it is ignited.This will explode WYRMS during death, if they are angry at death.Default value: true

B: "Wyrms Go SuperCritical" = TRUE

}

Invassing configuration file

# Configuration file

#Configuration file

############################################## This########################################## This

#########

#Drop pods

#--------------------------------------------------------------------------------------------------- ##

#Everything involving wyrm spawns from the invasion system.

#Related to Wyrm in the Invasion system.

# #

############################################## This########################################## This

#########

"Drop Pods" {

# Maximum wyrms to spawn from callous pods. Default: 2

#.Default value: 2

I: "Callous Max spawns" = 2

# Minimum wyrms to spawn from callous pods. DEFAULT: 1

# The minimum WyRMS number hatched from Callous Pods.Default value: 1

I: "Callous min spawns" = 1

# Maximum wyrms to spawn from hexe pods. Default: 3

# The maximum WyRMS number hatched from Hexe Pods.Default value: 3

I: "Hexe Max spawns" = 3

# Minimum wyrms to spawn from hexe pods. Will Still Alway Alway AT Least 1 WYRM. Hexe Pods Alway SPAWN WYRMLINGS ThatT

Grow Into Various Castes of Wyrms Except Royals. Default: 1

# The minimum WYRMS number hatched from Hexe Pods.It will always incubate at least 1 WYRMS.Hexe Pods will hatch into various Wyrmlings, but excluding ROYALS.Default value: 1

I: "Hexe min spawns" = 1

# Delay for each drop pod spawn from the visitor. Default: 3500

# The visitor generates the delay time of each POD.Default value: 3500

I: "VISITOR DROP POD FREQUENCY" = 3500

# RANDOM VRIATION Added to the Drop Delays, Adds -X to X Ticks to Delay. Default: 500

# Randomly change to the drop delay, so that the ticking sound of delay-x to X.Default value: 500

I: "VISITOR DRop Pod Frequency Variation" = 500

}

############################################## This############################################## This######

# hive creep

# hive spread

#---------------------------------------------------------------------------------------------------#

# #

#Everything involving Hive Creep

# All content related to hive

# #

############################################## This########################################## This

#########

"Hive Creep" {

# The speard at a which creep hives spream the claep. Every x Entity Updates, the Creep Hive Runs A Check and Creeps Over A Valid

BLOCK If Found. LOWER this to make it faster, or increase item further to makecs do their thing a lot slower./n (warning:

As this mobiles action create blocks, keep this value very high to avoid block update spam buildup: Default:

1800

# HIVES spreads the speed of spread.Each X -based physical update cycle, HIVES is checked and spreads when finding a valid block.Reduce this value can accelerate, or further increase

Add its values ​​to slow down the function of the honeycomb (warning: Since this creature creates the activity spreading block, it is necessary to keep this value very high to avoid the block update spam accumulation).

Default value: 1800

I: "CREEP HIVE CREEP SPEED" = 1800

# If a hive Creep Block Fails to Find A Suitable Block to Creep, there is a 1 in nchance that it will decay into a hive block. Ps drops. Default: 50

# If HIVE cannot find a suitable square to spread, the chance of 1/n will become Hive Block.If you encounter TPS decline, reduce this value.Default value: 50

I: "Creep Decay CHANCE" = 50

# If enabled, if a hive set block decays and there is open air above it, it releases a radioactive gas. Default: false: false: false

# If it is enabled, if the Hive Creep Block is rotten and has an open air on it, the radioactive gases will be released.Default value: false

B: "Creep Decay Produces Radioactive Gas" = False

# If the creep is enabled or not. This stips spread, and also renders creepwyrms useless (Also disabling their spawning.) Default: True

# Whether to open and spread.This can prevent spread and make Creepwyrms useless (it will also disable their generation).Default value: true

B: "Creep Enabled" = TRUE

# Maximum Hardness of a Block that can be inchated. Can Automatical Generate A Blacklist this way for the Other Mods if you're too lazy to the blacklist belW. AULT: 2.45

# Maximum hardness that can be infected.You can automatically generate blacklists to add blacklists to other mods.Default value: 2.45

D: "Creep Spread Max Hardness" = 2.45

# Every time a clap block is created, the invasion points increase. If invasion is not entryed, this wORK work at all. It is.

Recommended you should keep this number as a decimal unless if you want post ... default: 0.015

# When creating Creep Block every time, Invasion Points will increase.If the invasion is not enabled, this will not work.It is recommended that you keep this number into decimal, unless you want to suffer

Bitter ... the default value: 0.015

D: "Creep Spread Points" = 0.015

# 1 to n chance every tick that a hive clarp blocks actual dof

Increase this number if you're seeing TPS Drops. Default: 7

# Every time Hive Creep Blocks will happen after how many games are engraved.Some blocks will be much slower (such as CreepStone).If you see TPS decline, please add this number

I: "Creep Spread Speed" = 7

#Every N World Ticks, HIVE CREEP BLOCKS Will Tick and ROLL to See If they spream or not. 20 ticks = 1 second. Default: 500

# Every n -world is engraved, and the hive spreads and rolls the scale to see if they will spread.20 scales = 1 second.The default value: 500 // The machine is turned over, it will not turn over

I: "Creep Tickrate" = 500

# Blacklist of Blocks HIVE CREEP Can Not SPREAD to. Blocks that are not considered a full block by the mc engine do not need to be included highEd highEd highEd highEd highEd highEd highEd highEd highEd highEd herrg.

# Blocks Hive Black list that spreads.The block without the MC engine does not need to be included here.

#Warning: Experimental Feature. Disabled/Enable in the 2nd Config Option. Is Automatic Set to True in Development

BUILDS.

#: Experimental function!Disable/enable in the second configuration option.The development version is automatically set to True.

S: "Creepable Block Blacklist" <

Minecraft: Furnace

Minecraft: brick_block

Minecraft: bone_block

Minecraft: Bedrolk

Minecraft: Concrete

Minecraft: Concrete_powder

Minecraft: End_bricks

Minecraft: end_stone

Minecraft: Glass

Minecraft: jukebox

Minecraft: Nether_brick

Minecraft: Red_nether_brick

Minecraft: NoteBlock

Minecraft: Observer

Minecraft: OBSIDIAN

Minecraft: Packed_ice

Minecraft: Prismarine

Minecraft: Purpur_block

Minecraft: Purpur_pillar

Minecraft: Quartz_block

Minecraft: sponge

Minecraft: StaineD_GLASS

Minecraft: Wool

Minecraft: StoneBrick

"

# ENABLES The CreePable Block Blacklist.

# Blacklist can be used.(The second option mentioned earlier is here)

B: "Creepable Block Blacklist Enabled" = True

# The speard at a whild normal creepwyrms spread the creep. Every x Entity Updates, The Creepwyrm Runs A Check and Creeps

over a valid block if found. LOWER this to make it faster, or increase item further to makePwyrms do their thing a lot Slower.

DEFAULT: 200

# NORMAL CREEPWYRMS spreads.Each X physical update cycle, CREEPWYRM is checked and spreads when finding a valid block.Reduce this number

It can speed up, or further increase its value, making the function of CreepwyRMS slower.Default value: 200

I: "Creepwyrm Creep Speed" = 200

# The speard at a whit diars spream the creep. Every x Entity Updates, The Creepwyrm Runs A Check and Creeps Over A

Valid Block if Found. LOWER this to make it faster, or increase item further to makeccrms do they real thing a lot

Slower./n (warning: as this mobile creates active claed blocks, keep this value very high to Avoid Block Update

Spam buildup) default: 1800

# DIREEPWYRMS spread speed.Each X physical update cycle, CREEPWYRM is checked and spreads when finding a valid block.Reduce this number

Accelerate the spread, or further increase its value to make the function of Creepwyrm slower (warning: Since this creature creates an activity spreading square, it is necessary to keep this value very well

High, to avoid the accumulation of information!).Default value: 1800

I: "Dire Creepwyrm Creep Speed" = 1800

}

############################################## This############################################## This######

# invasion

#(Currently translated as invasion)

#---------------------------------------------------------------------------------------------------#

# #

# The Wyrm Invasion is the Main Mechanic of This Mod, With a Fully-FLEDGED EVENT System with Threats thatP Players on Edge.

# WYRM Invasion is the main mechanism of this module. It has a comprehensive event system that can maintain the tension of the player.

# #

############################################## This########################################## This

#########

invasion {

# The Dimensions (in their Numerical ID

DIMENSION In Order for Certain Events to Work! Default: 0,1

# WYRMS can invade the dimension (represented by their digital IDs).Please note that the dimension must still be a surface dimension to make certain events work!Default value: 0,1 (that is, the main world and the end)

(Can't adjust into a blacklist, bad review (bushi))

I: "Invade-ABLE DIMENSIONS" <

0

1

"

#Every x minutes, an invasion event time. Default: 8

# Every minute, invasion occurs.Default value: 8

I: "Invasion Event Frequency" = 8

# WYRMS Gain Invasion Points for Every Kill. Set this to 0 to disable this feature entirely. Default: 1

# Wyrms will get a certain invasion point every time a creature kills a creature.Setting it to 0 will completely disable this function.Default value: 1

I: "Invasion Points Per Kill" = 1

# 1 in x CHANCE to OCCUR EACH Day Before Wyrms Start Invading. Default: 10

# Before WyRMS starts to invade, there is only a chance to occur every day.Default value: 10

I: "Invasion Start CHANCE" = 10

# 0 = Random CHANCE, 1 = After x Days, 2 = hybrid (time & chance). Default: 2 # 0 = Random probability, 1 = After x days, 2 = mixed (time and probability).Default value: 2

I: "Invasion Start Mode" = 2

# NUMBER of DAYS Until Wyrms Can Start to Invade. Default: 20

# WYRMS can start invasion days.Default value: 20

I: "Invasion Start Time" = 20

# ENABLES The Invasion System.

#.If this function is turned off, many functions of the module will be unavailable, including other subsystems.Default value: true

B: "Invasion Enabled" = TRUE

# Allows the invasion to start naturally with needing admin Commands. DEFAULT: true

# Allowing invasion naturally without the administrator command.Default value: true

B: "Invasion Starts Naturally" = TRUE

# All invasion events take Place Place a Certain Distance Away from the Player.

Happen Near the Player, But May Cauise Performance Hitches Due to Potential Chunkloading. Usually Keep this number in increments

of 16 (chunk x/z size). DEFAULT is Calculated for Minecraft's usual 12 chunk render radius. Default: 192

# All invasive incidents occur where the player distances a certain distance.Increasing this range can make the incident less near the player, but it may cause performance due to potential block loading

question.This number is usually kept at a multiple of 16 (block X/Z size).The default value is calculated by the 12 blocks of MINECRAFT.De Facin 192

I: "Max Event Distance" = 192

# Probers deal Heavy Damage and Every Kill Advances The Invasion by 5 Points, Compared to only One, if the entity can be be

SAMPLED (Hit) More than once. One-shots or Each Hit Adds 2 Points. They Also Have Longer Aggro Range and FLY FASTER. bers less dangerous. Default: true

# Probers will cause a lot of damage, and each killing will increase the invasion point by 5 points. In contrast, there is only 1 point. If the entity can be sampled multiple times (hit).Single killing or each time

Add 2 points to hit.Their hostile range is wider and the flight speed is faster.Setting it to FALSE can disable this function and reduce the threat of Probers.

B: "Probing Enabled" = TRUE

# How many points are required to reach this phase of the alien infour.

# How many points are needed to reach this invasion stage.Phase 0 (arrival) occurs at this value.The default value: 1000 (the following category push, no translation (laziness (drawing)))

I: "Stage 1 Invasion Point Threshold" = 1000

# How many points are required to reach this phase of the alien invasion. DEFAULT: 5000

I: "Stage 2 Invasion Point Threshold" = 5000

# How many points are required to reach this phase of the alien invasion. DEFAULT: 10000

I: "Stage 3 Invasion Point Threshold" = 10000

# How many points are required to reach this phase of the alien invasion. DEFAULT: 50000

I: "Stage 4 Invasion Point Threshold" = 50000

# How many points are required to reACH This Phase of the Alien Invasion. DEFAULT: 100000

I: "Stage 5 Invasion Point Threshold" = 100000

# How many points are required to reach this phase of the alien invasion. DEFAULT: 2500000

I: "Stage 6 Invasion Point Threshold" = 2500000

}

Manifest configuration file (don't touch)

# Configuration file

#Configuration file

############################################## This############################################## This######

# manifest

#---------------------------------------------------------------------------------------------------#

# #

# Meta information. Do not touch!

#, Don't touch it!

############################################## This########################################## This

#########

manifest {

# Used by the configuration system to compare and see if the preset was updated in the next version of wyrms of nyrus.

#Configuration system is used to compare and check whether the default is updated in the next version of Nyrus Wyrms.

I: "Configuration Version" = 19

}

Players configuration file

# Configuration file

#Configuration file

############################################## This########################################## This

#########

# Acute Radiation Syndrome

#(Ie, ARS below)

#---------------------------------------------------------------------------------------------------#

# #

# [Currently Indev do Not Activate Unless you know what you are doing!]

# [Indev is not activated, unless you know what you are doing!]

# #

# The art system simulating point pointing on players exposed to the nyracl wyrms.

And Managing ARS Requires you to know how Artls in Real Life, as this system aims to * accountly * simulating the effects of Art.

#ARS system simulation of radiation poisoning of players exposed to Nyral Wyrms.This is not like the mechanism of the radar radar. Manageing ARS requires you to know how ARS works in real life, because

This system aims to "accurately" the influence of ARS.

# #

# Instead of Going Off only the Collective Dosage Like What HBM, NC, and TG DOES, this goes off of an active dosage, white then

Determines up to how many stages of a player can go through, and the channels of art turning unTreatal Instead

Of some reason that can recover on its of.

The possibility, not the situation that can be recovered by itself.

# #

# However, this does not grant the player absolute image.

Fatal.

#However, this does not make players absolutely immunity to crazy high doses.The doses above 30GY are immediately fatal.

# #

# #

# The art system Goes of Gy, or Grays, a University of Radiation Dosage in the si. By default, The Ars System Aims to Be AS

Scientifically Accurate as Posses; Factory Presets Only Change How Much is Emitted from Wyrms and Creeped.

Times are slightely Changed for Gameplay Purposes But Still Reflect The Real Science.

#ARS system is based on GY or Grays, which is a radiation dose unit in SI.By default, the goal of the ARS system is to be as scientific and accurate as possible; only WYRMS and

Creped emission volume.The progress of ARS has changed slightly, but it still reflects real science.

############################################## This########################################## This

#########

"Acute Radiation Syndrome" {{

# If left unreated, this is how much time they have unil deth.

#If it is not treated, this is the time before they die.Treatment will only fight for time.Default value: 2

I: "DEADLY DOSAGE Days Until Death" = 2

# The maximum gy a player can be expsposed to and experience Stage 3 of ARS and Have No Recovery CHANCE with Dying on Dying On

The Spot. Any Values ​​beyond this is instant, unquestionable deth. Treatment only Buys Time left beFore invitable deth.

Stage 4 of Art. Default: 30.0

#Player can contact and go through the largest GY of ARS's third stage, and there is no chance to recover without death.Any value beyond this point is instantaneous, there is no doubt

Death.Treatment will only fight for the inevitable death.This is the 4th stage of ARS.Default value: 30.0

D: "DEADLY DOSAGE LIMIT" = 30.0

# The maximum number of days a player can extend their lifespan during Stage 4 of Ars Through Treatment. eath. Default: 14

#In the fourth stage of ARS, players can prolong the maximum number of days to prolong their life.Death occurred in many days+the number of basic days until death.Default value: 14

I: "DEADLY DOSAGE MAXIMUM Buyable Time" = 14

# ENABLE or DISABLE The ARS System. Default: TRUE

#Or disable the ARS system.Default value: True (if you don't want to challenge the difficulty, it is best to close it)

B: enabled = true

# If the player does not recover from stage 1 art, either due to bad luck or too many stacks of it, this is how much time the

have undil deth. DEFAULT: 30

#If the player does not recover from ARS in the first stage, whether it is because of bad luck or stacking too much, this is the time when they die.Default value: 30

I: "Mild Dosage Days Until Death" = 30

# The maximum gy a player can be expsposed to and only feel the mild of efficiency

recover from this, but can die at an extremely slow rate if left completion over process

Art. Default: 2.0

#The maximum GY that players can get in touch with and can only feel the most slightly impact of ARS.Players may recover from it, but if it is exposed in the environment for a long time without being treated, it can

Can die at a very slow speed.This is the first stage of ARS.Default value: 2.0

D: "Mild Dosage Limit" = 2.0

# The number of minutes unten, the second wave symptoms. Default: 6

#The second wave of symptoms before appear.Default value: 6

I: "Minutes Until onset" = 6

# If the player does not recover from stage 2 art, either due to bad luck, government to time, or too many stacks of it, this is how

Much time the have unTil deth. DEFAULT: 16

#If the player does not recover from ARS in the second stage, whether it is because of bad luck, failed treatment or stacking too much, this is the time when they die.Default value: 16 I: "Moderate Dosage Days Until Death" = 16

# The maximum gy a player can be exposed to and experience the more considelable effects of art. Treatment is required at

This level of exposure to avoid deth and symptoms, and outcoms start to look bleak, every with timent, as recovery rates

average around 55.5%. This is Stage 2 of Ars. Default: 6.0

#Player can reach the maximum GY and experience the more significant effect of ARS.It needs to be treated at this level of exposure to avoid death and symptoms.

It started to dim because the average rehabilitation rate was about 55.5%.This is the second stage of ARS.Default value: 6.0

D: "Moderate Dosage Limit" = 6.0

# The maximum gy a player can be expsposed to and never feel the effects of art. They player will alway from this. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This.

is Stage 0 of ARS. DEFAULT: 0.7

#The maximum GY that players can contact, and never feel the impact of ARS.Players will always recover from it.This is the 0th stage of ARS.Default value: 0.7

D: "SAFE DOSAGE LIMIT" = 0.7

# How many seconds does the player build up grays before it befores a dosage, after which acquired gy will reset to 0. DEFAULT:

95

#How many seconds do players can build Grays before it becomes, and the GY obtained later will be reset to 0.Default value: 95

I: "Seconds Until Dosage" = 95

# If the player does not recover from stage 3 art, Either Due Failure to take it or back, this is how much time the have UNTIL

deth. Default: 8

#If the player does not recover from ARS in the third stage, whether it is due to the failure of treatment or luck, this is the time before they die.Default value: 8

I: "SEVERE DOSAGE DAYS UNTIL Death" = 8

# The maximum gy a player can be expsposed to and experience all effects of art.

EXTREMELY LOW. This is Stage 3 of Art. Default: 8.0 #Players can contact and experience the maximum GY of all ARS effects.Even after treatment, the recovery rate is extremely low.This is the third stage of ARS.Default value: 8.0

D: "SEVERE DOSAGE LIMIT" = 8.0

# The number of days when 1 point of a player's art stacks gets taken off. Default: 1

#Player's ARS stacking reduces the number of days.Default value: 1

I: "Stage Stack Days Until Decay" = 1

# The number of art stacks that will increase general art see.

Stages of ARS Will Add More Stacks Over Time Based on the DOSAGE. This Value * 4 Also Defines the Fatal Limit in Stacks. Stacks Will

Not cause an effect but will afflicter Survival Chancess. It will decay over time. Default: 5

#Will increase the number of ARS stacks that are generally severity of ARS.When the active ARS phase is higher than the stage 1, stacks are added.The ARS stage will increase more piles according to the dosage over time

Stack.This value*4 also defines the fatal limit of the stack.Stacking does not cause effects, but it will affect the chance of survival.It will decrease over time.Default value: 5

I: "Stage Stack Severity Steps" = 5

}

World configuration file

# Configuration file

#Configuration file

############################################## This########################################## This

#########

# follies

#---------------------------------------------------------------------------------------------------#

# #

# [Currently Unused] Wyrmfolly Will Pollute The Chunk they Are Resrial Within with Every They Make. WHEN Enough

Follyflesh Exist in The Area, New Follies Can Be Made, and Follies in this area get excavation

World Mechanic.

#[No use now] Wyrmply will pollute the areas where they live.When there is enough welfare flesh in this area, new welfare can

You can get additional rewards.This is not a biological community, but a world mechanic.

# #

############################################## This############################################## This######

follies {

# Folly Blocks DON'TENTOP NORMAL Mobile

Extremely Powerful Due to them Killing Mobs Spawning in their Territory. DEFAULT: TRUE

#By default, the Folly block does not prevent ordinary monsters from generating on it.If you think Wyrmfolies becomes very powerful because of killing monsters generated on its territory, please disable this

Options.Default value: true

B: "Blocks DONETE PREVENT MOB SPAWNS" = TRUE

}

############################################## This########################################## This

#########

# General World

#一般 一般 一般

#---------------------------------------------------------------------------------------------------#

# #

# Details and Expectations of the World and Time Mechanics

#The details and expectations of the world and time mechanism

# #

############################################## This########################################## This

#########

"general world" {

# How long a day is support to be. Do not change this if most of another mod installed Changes the day length or you

Configured another mod to increase or decrease the amount of ticks there is to an overworld!

Wyrms of nyrus and must be handled with care! Default: 24000

#How long should it be one day.Don't change this, unless you install another MOD to change the length of the day, or you configure other mods to increase or reduce the number of tapeworms at the end of the world

quantity!This will affect many mechanisms of the module, and you must handle it carefully!Default value: 24000

I: "Ticks in a Day" = 24000

}

############################################## This########################################## This

#########

# hive biome

#HIVE biological community

#--------------------------------------------------------------------------------------------------- ##

# [Currently Unused] After Creep Blocks Infect A Certain Number of Blocks in the Chunk, They Turn the Chunk they're in to A

SPECIAL BIOME.

# #

############################################## This########################################## This

#########

"hive biome" {

# CREEP BLOCKS Will Stop Mobs From Spawning Normally on them. Creeped Will Still Be Spawned on the Blocks, Should The

run check out. DEFAULT: false

#Creep blocks will prevent monsters from being generated normally on it.If it is set to be true, The Creep is still breeding on these blocks.Default value: false

B: "Blocks DONETE PREVENT MOB Spawns" = False

# 1 in x CHANCE to Grow some for hivecreep geowth on top of hivecreep blocks, but not hive blocks. Default: 60

#1 tenth of the opportunity to grow at the top of the hivecreep block, but it is not on the HiveCream block.Default value: 60

I: "Hivecreep Decorants" = 60

# Hive Creep Will Occasionally Grow Plants on Top of it. Default: TRUE

#Hive Creep occasionally grow plants on it.Default value: true

B: "Hivecreep decoration enabled" = true

# When hive clarp decays into hivestone, there is a chance for it to create a hivesteel ore block insterad of his.

#When HIVE CREEP declines to Hivestone, it has the opportunity to create a HiveSteel Ore Block instead of Hivestone.

# Range: 5-560000 | default: 60

#Range: 5-2560000 | Default value: 60

I: "Hivesteel Ore Generation CHANCE" = 60

# AGE UNTIL CORILIM De CORIYS Into Inrt Corium. Leave this number Small So that Corium can't spread too far and caig. Maximum: 10; DEFAULT: 6

#Until Corium declines into Inert Corium.Keep this number smaller, so that Corium will not spread too far, causing a delay.Maximum value: 10; default value: 6

I: "Vile Creep Decay" = 6

# Only activity if scape and run: Parasites is present. Enables Corium, Which Eats up the World ONCE HIVE CREEP TOUCHES PARASTIC

Infestation. Developer in-general, disable if the design is too much. Default: true

#Only when there is "Escape: Parasitic".Corium is enabled, and once Hive Creep is exposed, it will devour the entire world.The developer joked that if it was damaged too much, it would be forbidden

use.Default value: true

B: "Vile Creep Enabled" = TRUE

}