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What do you modify in 1.20.1? In Control! Minecraft Game in 1.20.1?

2024-12-10 17:45:17|Myriagame |source:minecraft skins

This tutorial is set by the author's setting without permission.

first!Check your in control!

Why check?Because every update in Control basically fixes some bugs, or add/modify some expressions

Here are the official cases and announcements (wiki handling), which can determine what version you need:


This is the update log meow!

September 11, 2024:

Fixed the problem that the "Incontrol" label in the "Onjoin" rules cannot work properly

Two new keywords are added: "Inmultibuilding" and "Multibuilding". Their role is similar to "Inbuilding" and "Building" keywords, but it is suitable for multiple building scenes (loses).

May 7, 2024:

New "HasStruction" Boolean test is used to detect any building in the current position.

New "CAVE" test is used to determine whether the location is in the cave.

The "MOD" test in items filters was completely unable to work before.

Item filters have been improved.Now, you don't have to specify items, but you can only match the label or module.

Newly added "ARMORSET", "ARMORMULTIPLY", "Armoradd", "FollowRngeset", "Followrangemultiply" and "FollowRANGEADD" action to change the armor and follow range.

Newly added "AttackSpeedSet", "AttackspeedMultiply", "AttackSpeedadd", "ARMO RTOUGHNESSET", "ARMortoughsSMultiPly" and "Armortoothnessadd" action, used Change the attack speed and armor toughness of biology.

If scattered in multiple rules, all the actions that modify attributes will now work normally.

March 9, 2024:

"Structure" test now supports lists.

Added "Structuretags" test for support (structural labels) lists.

January 27, 2024:

Added naming digital system that allows you to set the name and integer value for the variable:

Two new commands: "Numbers" is used to display the current number, "Setnumber" is used to set numbers.

The new "NUMBER" test can be used in almost all rules to test whether the number meets the given expression.

This test is also suitable for events and generator rules.Basically, you can test the numbers anywhere in the test stage.

Newly added event action called "Number" allows the number to modify the number during the event.

The new "Changenumber" action can be used for multiple rules.Its grammar is the same as digital events: "Changenumber": "MyCounter =+1".

Multiple repair and improvements were performed on the stage system:

The stage of manual setting will now remain unchanged when re -loading in the world.

Newly added event movements named "Phase" allows setting or clearing phases when the event occurs.For example, you can set the stage when the player kills the creature, and then use the stage in the generator rules so that the creature can be generated during the stage.

Now, experience, loot, effects, harvesting, left -click, right -click, right -click, placement and summoning assistance rules also support the "PHASE" test.

New custom event:

The new "CustomEvent" action can be used in various rules to trigger custom events.

Added event trigger named "CUSTOM".

The result of adding a newly added "Deny_with_ACTIONS" will refuse the incident but still perform the action.This can be used to reject the production of creatures, but still trigger an event.

November 3, 2023:

Added the Events.json system, allowing players to generate creatures when some events occur."MOB_KILLED" (killing) and "block_broken" (blocks were destroyed) have been implemented.

The "EventSPawn" test is added in Spawn.json, which can be used to test creatures generated by the new Events.json system.

"SetPhase" (setting stage), "ClearPhase" (clearing stage) and "TogglePhase" (switching phase) are added for effect, left -click, right -click, right -click, right -click, reward and generate incidents.

The regional system was added to Areas.json.Map makers can use it to define the predefined position on the map.These areas can be used in various rules.For example, create a peaceful area on the server.

The "AREA" test is added, which can be used for almost all rules (such as Spawn.json, LOOT.JSON, Effects.json, etc.).If the location is within the specified area, the result of this test is true.The/Incontrol Area command is added to display the current area.

"SetPhase" and "ClearPhase" commands were added.

July 9, 2023:

The working method of the In Control 1.20 version is different from the previous editions.The "Onjoin" function has been removed.Instead, it is the current "When", which has four possible values: "Position", "Onjoin" (although the names are the same, but the functions have changed), "Finalize" and "Despawn".

The "Special.json" file has been removed.Now you can use "spawn.json" to meet all needs.By using "When" at "Finalize", you can now control the equipment and attributes of creatures.

Merge all FXControl functions into Incontrol.

July 1, 2023:

"Minlight_full" and "maxlight_full" keywords were added.They are similar to "MINLIGHT" and "Maxlight", but they will test complete light levels (including skylight levels)."MINLIGHT" and "Maxlight" only test block lighting levels.

May 10, 2023:

The new keyword "addscoreboardtags" was added to spawner.json and spawn.json.Using this keyword, you can add a separate panel label for each entity generated by this rule.

The new conditions "ScoreboardTags_all" and "ScoreBoardtags_any" were added to Spawn, Experience, LOOT, Special, and Summonaid.These conditions will test whether all or any given tags in the entity.

The new action "Nodespawn" has been added to Spawn, Special and Summonaid.This will prevent the creature from disappearing.

The new keywords "Time", "Height" and "Light" are added, and these keywords support these keywords where the corresponding min/max versions are supported.With these keywords, you can test specific values ​​more accurate.For more documents about this feature, see Wiki.

"Daycount" keywords now also support this new expression syntax.Using it, you can now do things such as "zombies that are generated for two days every 10 days, and generating climbers for a day in the same cycle".

Add new keywords "MINVERTICALDIST" and "Maxverticaldist" to the generator system.This will allow you to specify the vertical distance between the generator and the position position.

If there is no specified dimension, the generator system will fail (this should be, because the dimension is not optional)

April 30, 2023:

The "Building" keyword is added, which can be tested as a condition.For example, this will allow testing whether a production point is located in a specific building list.

April 28, 2023:

Increase the support of the "TAG" keywords in the description (to replace the old version of the "ORE" keyword).

February 7, 2023:

"Validspawn" and "Sturdy" conditions are added to the generator system.This can avoid generating creatures on certain surfaces (such as slate).

The update log part is over, what is updated?


Rules file/What file to fill in.

All rule files can be found in the .config/Incontrol directory.

The current supported rules include::

Phases.json: Using this file, you can define the public conditions of a group of global activities (called phase).Then use these stages in all follow -up rules to select the rules in a more efficient and clear way.

spawn.json: Using this file, you can prevent the production of specific creatures under certain conditions.In addition, when you are allowed, you can also change some attributes of the creatures, such as maximum health.Please note that the rules in this document only modify the existing generation.For example, using this file can not add the flames to the generation of the main world.To this end, you need to view Toospawner.json.


Summonaid.json: The structure of this file is the same as spawn.json, but it is only used when summoning zombie support


spawner.json: This is a new generation system (starting from version 1.16.5), you can use it to replace the current damaged PotentialSpawn.


Loot.json: Using this file, you can control the items dropped when the creatures are killed according to various conditions.Experience.json: This file controls the experience value obtained when you kill the creature.Its structure is similar to LOOT.JSON, but you cannot control the experience value based on the type of damage (such as magic, flames, explosions, etc.)


Effects.json: Using this file, you can add effects to players according to various conditions.


Breakevents.json: Using this file, you can add effects to players or the world when destroying the square (can also prevent the square from being destroyed).


Placeevents.json: Use this file, you can add effects to players or the world when placing a square (can also prevent the squares from being placed).


RightClicks.json: Using this file, you can use the player to click the square (can also prevent interaction) to add the effect to the player or the world.


leftclicks.json: Using this file, you can add the effect to the player or the world when you click the square (can also prevent interaction).


Areas.json: Using this file, you can define the naming area that can be used for rules.


Events.json: Using this file, you can define events so that creatures can be generated when something happens.The currently implemented events include "mob_killed" (killing), "block_broken" (block damage) and "Custom" (customized) events.

Here is a meow!


Some additional descriptions of spawn.json:


Each rule has a result, which can be Allow, Deny, DENY_WITH_ACTIONS or Default.If it is DENY, the generation will be canceled.

The difference between Deny and Deny_with_ACTIONS is that DENY_WITH_ACTIONS still tests some simple original generating limits (such as being generated inside the square), and Deny will not.

When Result is equal to DENY_WITH_ACTIONS, the difference from default is that DENY_WITH_ACTIONS still allows the "finalize" operation execution of the original game (for example, the skeleton will still get their bow).If you use Deny, only your own actions will be executed.

CONTINUE keywords allow a matching rules to be executed, and continue to handle other different rules that may exist (remember! The rules are implemented in order).

The rules are implemented in the order of the category!For each generation that occurs, each rule is evaluated from top to bottom.Article 1 rules that match all conditions will be executed, and the rest of the rules will be ignored (unless you use keywords Continue), which also means that the rules that perform a category will not stop performing the rules in other categories in other categories.

Some module creatures will not trigger the correct event in all circumstances, so you may need to use the onjoin category to obtain the required effect to set it to Onjoin