2024-12-10 17:49:43|Myriagame |source:minecraft skins
This tutorial is set by the author's setting without permission.
There are eight configuration files in this module (in order)
dynamiclights.cfg
Client {I: The prohibited dimension ID <
I: Bannedimensionids <
-1
"
}
dynamiclights_dropitems.cfg
general {#.
S: lightitems =
#Must exist in LightItems.
S: TurnedoffbywaterItems =
#The update time of all items entities, the unit is milliseconds.The lower the value, the better, but the higher the performance loss.
I: "Update Inter" = 1000
}
dynamiclights_entityclasses.cfg (it will automatically add the creatures in the module, so if you don't want your computer card, please don't modify it) (jerky and difficult to understand)
general {I: BuildEntityExisting = 0#builder entity exists
I: BuildEntityLINKEDSEAT = 0#builder physical link seat
I: BuildEntity RENDERWRDER = 0#Builder physical rendering forwarder
I: dummyentity = 0#virtual entity
I: ENTITYAIRDROP = 0#airdrop entity
I: EntityArcticSpark = 0#Arctic spark entity
I: EntityAreaEffectCloud = 0#Area Effect Cloud Gas
I: ENTITYARMORSTAND = 0#Armor frame entity
I: EntityBandit = 0#robber entity
I: ENTITYBAT = 0#Bat entity
I: ENTITYBEE = 0#bee entity
I: EntityBlazeTempest = 0#i i i i i i
I: EntityBlindzombie = 0#Blind Zombie entity i: EntityBloatedzombie = 0#Swell zombie entity
I: EntityBullet = 0#Bullet entity
I: EntityCamera = 0#camera entity
I: EntityCaveSpider = 0#Cave Spider Entry
I: EntityChicken = 0#chick entity
I: ENTITYCINDERSPARK = 0#Ashes spark entity
I: EntityCod = 0#cod entity
I: EntityCow = 0#i i i
I: Entitycreeper = 0#Curber entity
I: Entitycreepercal = 0#Calculator Calculator
I: EntityDarkdruid = 0#Dark Druid entity
I: EntityDonkey = 0#donkey entity
I: EntityLderguardian = 0#Far Guardian entity
I: EntityElectriccube = 0#Electric block entity
I: ENTITYENDERPLL = 0#Last Shadow Pearl Gas
I: ENTITYENDERSHADOW = 0#Last shadow shadow entity
I: EntityNDERMAN = 0#末 i i i
I: ENTITYEVOKER = 0#Summoner entity
I: EntityFallingBlock = 0#dropped block entity
I: Entityflare = 0#signal bombs entity
I: EntityFrididhunter = 0#冰 冰 hunter entity
I: EntityFrostBittenWorker = 0#frostbite worker entity
I: EntityGhast = 0#Evil Soul Entity
I: EntityGore = 0#Bloody entity
I: Entitygrenade = 0#Grenade entity i: EntityGuardian = 0#Guardian entity
I: EntityHorse = 0#Horse Real body
I: ENTITYHUSK = 0#corpse shell entity
I: EntityInfenderman = 0#Infinite Frequent Shadowman entity
I: EntityInfendermanhead = 0#Infinite Frequent Shadowman's skull entity
I: EntityInfhuman = 0#Infinite Human entity
I: EntityInfhumanhead = 0#Infinite human skull entity
I: EntityInfplayer = 0#Infinite Player entity
I: EntityInfplayerhead = 0#Infinite Player Skull Gas
I: EntityINFSHEEP = 0#Infinite Sheep Gas
I: EntityInfvillager = 0#Infinite villagers entity
I: EntityInfvillagerhead = 0#Infinite villagers' skull entities
I: EntityInfectedSurvivor = 0#Infected survivor entity
I: Entityinhoom = 0#Infinite Ghost M entity
I: Entityinhoos = 0#Infinite Ghost S entity
I: EntityItem = 0#Item entity
I: EntityItemframe = 0#Item box entity
I: Entityjail = 0#Prison entity
I: Entity LargeFireball = 0#Big Fireball Gas
I: EntityLatchedRenderer = 0#Locking rendering entity
I: ENTITYLESH = 0#Lesh entity
I: Entityllama = 0#Camel entity
I: ENTITYLODO = 0#Lodo entity
I: Entitymagicalcle = 0#Magic Cycle Entity
I: EntityMineCartChes = 0#Railway cart (chest) entity I: EntityMineCartempty = 0#Railway cart (empty) entity
I: Entitymooshroom = 0#哞 i i i
I: EntityMountableBlock = 0#
I: ENTITYMUDO = 0#Magic Capital entity
I: EntityNogladapted = 0#Nogra adapt to the entity
I: Entityotherplayermp = 0#Other players multiplayer entity
I: Entitypainting = 0#Painting entity
I: Entityparasiticscent = 0#parasitic smell entity
I: Entitypig = 0#pig real body
I: Entitypigzombie = 0#Pig Zombies entity
I: Entityplaguednurse = 0#Plague nurse entity
dynamiclights_floodlights.cfg
general {#The item ID when handheld.
S: FlowlightItems =
#The shape of the light cone (expense resources!), FALSE is an analog single -point light source.
B: Simplemode = TRUE
}
dynamiclights_mobequipment.cfg
general {#When they find it.Grammar: Item ID: Light value, separate with comma.
S: lightitems = torch
#The update time of all biological entities is based on milliseconds.The lower the value, the better, but it will consume more resources.
I: "Update Inter" = 1500
}
dynamiclights_onfire.cfg
general {I: EntityBandit = 1
#When the creature is on fire, the setting to 0 will not shine
I: EntityBat = 1
I: Entitycreeper = 1
I: EntityNDERMAN = 1 I: Entityinfenderman = 1
I: Entityinfhuman = 1
I: EntityInfvillager = 1
I: Entityinhoom = 1
I: Entity LargeFireball = 1
I: EntityLodo = 1
I: Entitymudo = 1
I: Entityplaguednurse = 1
I: EntityReanimatedCorpse = 1
I: Entityshycoadapted = 1
I: EntitySkeleton = 1
I: EntitySoldier = 1
I: EntitySpider = 1
I: EntitySpiderzombie = 1
I: EntitySurvivor = 1
I: Entitytippedarrow = 1
I: EntityVillager = 1
I: EntityWaveshock = 1
I: Entitywitch = 1
I: Entityzombie = 1
I: Entityzombievillager = 1
I: "Update interval" = 1000}
dynamiclights_otherplayers.cfg
general {#, Will shine when handheld.When the equipment is equipped, it will also glow (only for other players).Grammar: Item ID [-Data value]: light value, separate with comma
S: lightitems = torch
#The update time of other player creatures, the unit is milliseconds.The lower the value, the better, but the higher the cost.
I: "Update interval" = 1500
}
dynamiclights_theplayer.cfg
general {#(Only for yourself)
S: lightItems = fire handle
#The ID ID that does not light up in the water, must be included in LightItems
S: TurnedoffbywaterItems =
}
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