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Dynamic light source (8 configuration file versions) [DL] dynamic lights (Dynamic Lights) Minecraft Game

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 =

}