2024-12-10 17:46:11|Myriagame |source:minecraft skins
This tutorial is set by the author's setting without permission.
Let's talk about it first: If you do n’t die and do n’t fall and die, at the same time add this module, then the sword on your body will have a probability to become a tombstone and the process of the sword → tombstone is irreversible.of.But you can modify the configuration file to prevent your full -matching enchanting sword from becoming a tombstone. You only need to change the True behind GenerateswordGraves in the configuration file to
The following comments are marked on the basis of the original translation.Make good use of Ctrl+F for search
# Configuration file
compatability {
#Add the sword of the mysterious era as a tombstone, open the default (remember to set it to False if you don’t want the sword to become a tombstone)
B: addthaumcraftswordsASGRAVESTONES = TRUE
#Basion of Purgatory Halogen creatures and disabled by default (Knowing the purgatory potion in Tyraria, that is, the one who drinks a circle of fire, it will lose blood and fire.
B: DisableinfernalMobs = TRUE
#Death mark, open default
B: ENableAntiquetlasdeathMarkers = TRUE
#?It should be the compatibility option of other mods, open default
B: ENABLEFORESTRYBACKS = TRUE
#To generate more creatures, open default (meaning that the tombstone will also brush the skeleton warrior in this)
B: SpawnmocreaturesMobs = TRUE
#The tombstone will also preserve the items in the camping, and open the default
B: StoreThecampingModites = TRUE
}
debug {
#Debug mode, turn off by default
B: DEBUGMODE = FALSE
}
General {
#Generate the corpses of cats, dogs, horses, and villagers added in other modules, except for villagers' default opening
B: CreatecorpSformoddedNotvanillacats = TRUE
B: CreatecorpSformoddedNotvanilladogs = TRUE
B: CreatecorpSformoddedNotvanillahors = TRUE
B: CreatecorpSformoddedNotvanillavillagers = false
#, Open default
B: EnablenightStone = TRUE
#, Open default
B: ENableThunderStone = TRUE
#Remove poisonous water, default (I only found this in the large cemetery and tombstone dimension
B: RemovetoxicWater = FALSE
#, Default
B: ReplacehauntedChes = false
#Ar whether to display information on the midnight stone, open the default
B: ShownightStoneMessage = TRUE
#Is spreading rapidly like water, the default is
B: SpreadtoxicWater = TRUE
}
graves {{
#Allow a tombstone anywhere, default
B: AllowtoplaceGraveseveryWhere = false
#The maximum storage grid in the tombstone, 100 default
I: AmountofsaveDitems = 100
#, Open default
B: CEMETERYFOGENABLED = TRUE
#Create backup, open default
B: CreateBackups = TRUE
#When destroying the tombstone, drop the tombstone block and open the default
B: DropGraveblockdestruction = TRUE#b b b b also generates tombstones when died
B: GeneratesPtyplayergrastes = TRUE
#The tombstone can be generated in the magma and opens the default
B: Generategravesinlava = TRUE
#To generate a pet tombstone, open default
B: GeneratepetsGraves = TRUE
#Generate player's tombstone, open default
B: Generateplayersgrastes = TRUE
#, That is, sword tombstone, open default
B: GenerateswordGraves = TRUE
#Generate the tombstone of the villagers, open the default
B: Generatevillagraves = TRUE
#The chance of brushing the tombstone, default 80
I: GravesMobSSSPAWNCHANCE = 80
#MOD author strongly recommends that the next rule is higher than 600
# This value must be bigger than 600!
#Bio -refresh rate defaults to 1000
I: GravesMobSSSPAWNRate = 1000
#Only players can disassemble their tombstone by themselves.
B: OnlyOwnercanlootgrave = FALSE
#Configure the blacklist of player's tombstone
S: PlayergravesDimensionalBlacklist =
#, Default
B: Removeemptygraves = FALSE
#
B: RenderGravesflowers = TRUE
#
S: RESTRICTGRAVEGENTANAREA =
#When removing the tombstone, the death slogan is displayed, and the default is opened
B: ShowgravesremovingMessages = TRUE
#(Different from the next one is about the scary box skull altar fading skull altar
B: SpawnMobatgraveDestruction = TRUE
#Generate monsters, the default is opened (the difference from the previous one is to brush monsters from the tombstone
B: spawnmobsbygraves = true
#Rendering, the default opening (enchanting sword
B: VanillarenderForswordsGraves = TRUE
}
MOBS {
#Configuration of the biological generation dimension of the tombstone module
# List of Dimension ID in Which Mobs spawn is all all. "Dimension_id_1; Dimension_id_2; ...".
#Allowing the body generation dimension of the tombstone module, default 0 (that is, the main world
S: mobsdimensionwhitelist = 0
#The configuration dimension is generated, and the default is opened
B: spawnbarghestintHeworld = TRUE
#The configuration dimension is generated by the above, and the default opening (1.1.2.2 original is not this, which is added by the module
B: spawndrownedIntheWorld = TRUE
#Mummy is generated in the above configuration dimension, and opens by default
B: SpawnmummyIntheWorld = TRUE
#The configuration dimension is generated, and the default is opened
B: spawnphantomdiverIntheWorld = True#curse armor generates at the above configuration dimension, and turn on the default
B: spawnpossedarmorIntheWorld = TRUE
#Skeleton cat is generated in the above configuration dimension, and opened by default
B: SpawnskeletonCatsinTheWorld = TRUE
#The skeleton dog is generated in the above configuration dimension, and the default is opened
B: SpawnskeletondOgsinTheWorld = TRUE
#The Skeleton Knight is generated in the above configuration dimension, and opens by default (including the skeleton horse and the sword/bow skull
B: SpawnskeletonraidersinTheWorld = TRUE
#When the bone pile block is destroyed, there is a chance to generate the cranium, and open it by default
B: SpawnskullCrawlerSanboneBlockDestruction = TRUE
#When the creature dies, there is a chance to generate the crane of the crane and open the default
B: SpawnskullCrawlersatmobsDeath = TRUE
#When the bone pile and the skull block are destroyed, there is a chance to generate the crane of the crane and open it by default
B: SpawnskullCrawlerSatpilebonesDestruction = TRUE
#The configuration dimension is generated above, and the default is opened
B: spawnswamptHingintheworld = TRUE
#Zombie/Skull Horse is generated in the above configuration dimension, and opens by default
B: spawnundeadhors = true
#在 Bat Bat in the above configuration dimension, open default
B: spawnvampirebatintheward = true
#The following is the weight of module creatures. I will not translate one by one.
I: spawnweightbarghes = 5
I: spawnweightdropned = 15
I: spawnweightmummy = 20
I: spawnweightphantomdiver = 5
I: spawnweightpossedarmor = 20
I: spawnweightskeletoncats = 50
I: spawnweightskeletondogs = 50
I: Spawnweightskeletonraiders = 2
I: spawnweightswampthing = 50
I: SpawnweighttoxicSludge = 5
I: Spawnweightundeadeadhors = 5
I: spawnweightvampirebat = 30
I: spawnweightwitheredbat = 40
I: spawnweightzombiecats = 50
I: spawnweightzombiedOGS = 50
I: Spawnweightzombieraiders = 2
B: spawnwitheredbatinTheWorld = TRUE
B: SpawnzombiecatsintheWorld = TRUE
B: SpawnzombiedOGSIntHeworld = TRUE
B: Spawnzombieraidersintheward = TRUE
B: TooxicSludgeandWaterChangeblocks = True B: Zombiepetsattackanimals = True
B: zombiepetsattackpets = TRUE
}
particles {
#, Your torch, the water and splash particles are greener because you have the monsters in this module near you. If you don’t want it, you can refer to the original ID
I: Particlecatacombsportalid = 1456278125
I: ParticleGreenFlameid = 1456278124
I: ParticletoxicWaterbubbleid = 1456278128
I: ParticletoxicWaterDripid = 1456278126
I: Particletoxicwatersplashid = 1456278127
I: ParticletoxicWaterwakeid = 1456278129
}
poTions {{
#Purgatory Halo Pot also causes harm to players, closed default
B: InfernodealsDamageToplayers = false
}
recipes {
#, Brushing monster cage, lightning stones, and withering cages, default can synthesize
B: CraftablenightStone = TRUE
B: Craftablespawest = TRUE
B: CraftableThunderStone = TRUE
B: Craftablewitherspawner = True
#More difficult altar formula, default
B: HardalTarRrecipe = False
}
structures_catacombs {
#ID, default-8
I: CatacomBSDimensionid = -8
#Generation rate
D: CatacomBSGenerationChaance = 2.5E-4
#, The largest number of rooms on the first floor, the second floor, the third floor, and the fourth floor
I: CatacombsmaxRoomScountat1Level = 60
I: catacombsmaxRoomScountat2level = 120
I: CatacombsmaxRoomScountat3level = 180
I: CatacombsmaxRoomScountat4Level = 320
#At least number of rooms on the first floor, the second floor, the third floor, and the fourth floor of the tomb
I: Catacombsminroomscountat1level = 30
I: Catacombsminroomscountat2level = 60
I: catacombsminroomscountat3level = 90
I: Catacombsminroomscountat4Level = 160
#Generate underground tomb, open default
B: Generatecatacombs = TRUE
#Generate large cemetery containing the underground tomb, open default
B: Generatecatacombsgraveyard = TRUE
#
B: GeneratepileSofbones = TRUE
#
I: MaximumCatacomBSGENTENHEIGHT = 75
# List of Dimension ID in Which Structures Generation is Allowed. "Dimension_id_1; Dimension_id_2; ...". #
S: StructureSDimensionids = 0
}
structures_other {
#The tombstone will also be generated in the mushroom group, and the default is opened
B: Generategravesinmushroombiomes = TRUE
#Generate monument, open default
B: GenerateMorials = TRUE
#(Wild grave, accompanied by the type of word, which is quite interesting
B: Generatesinglegrastes = TRUE
#
D: GraveSgencyTionChaance = 0.1
#Chance
D: MemorialsGenerationChaance = 0.05
}
#Related
structures_village {
#The village generates underground tombs or large cemeteries, and it is recommended to set it to True by default if you also add other modules that have been generated.
B: Generatecemeteries = false
#Generate the funeral villagers, open the default
B: Generateundrtaker = TRUE
#
B: GeneratevillageMerials = TRUE
}
The first time I wrote a tutorial, the translation is also the format of others. If there is any bad place to do it, I hope to propose it. I will improve it.
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