2024-12-10 17:51:43|Myriagame |source:minecraft skins
Oceanic_expanse.cfg file Chinese
general {############################################## This############################################## This######
##世界
#---------------------------------------------------------------------------------------------------#
#Related configuration of the world
############################################## This############################################## This######
Worldgen {{
#Whether to generate seaweed blocks
B: ENableSeagrasspatches = TRUE
CoquinaOutCrop {
#The probability of each attempt, 1/This number
I: CoquinaOutCropHANCEPERCHUNK = 3
#Try to generate the number of times per block
I: CoquinaOutCroptriesperchunk = 1
#Whether to enable shell rocks
B: EnablecoquinaOutCrops = TRUE
}
KelpForest {
#Whether to enlighten seaweed forest
B: ENableKelPForest = TRUE
#The noise ratio of seaweed forest.Smaller numbers make more connected noodles, larger numbers to make independent clusters.D: Kelpconnective = 0.2
#The chance of seaweed in the forest
D: KelpDensity = 0.2
#The cutting value of the noise.Small numbers make the seaweed forest more spread.
D: Kelpspream = 0.1
}
Frozenocean {
#Whether to enable frozen oceans
B: ENABLEFROZENOCEAN = TRUE
#Whether to enable the ice and snow layer
B: ENABLEICESHEET = TRUE
#Whether to enable icebergs
B: ENableIcebergs = TRUE
#The cutting value of the noise.Small numbers make the ice layer more spread.
D: icesheetSpread = 0.3
Frozenseafloor {
#The chance of generating blue ice, 1/This number
I: BlueiceChanceperchunk = 2#The number of times each block attempts to generate
I: Blueicetriesperchunk = 8
#, 1/this number
I: dulsechanceperchunk = 3
#Try to generate the number of times per block
I: DusletrieSperchunk = 2
#Whether to enable the granite block on the bottom of the frozen ocean sea
B: Enablerockdecor = TRUE
#, 1/this number
I: SeastarchancePerchunk = 4
#Try to generate the number of times per block
I: SeastartrieSperchunk = 6
#, 1/This number
I: TubespongeChanceperChunk = 3#The number of times each block attempts to generate
I: Tubespongetriesperchunk = 1
}
}
Warmocean {
#Whether to enable the warm ocean
B: EnableWarmocean = TRUE
#The chance of generating kimchi, 1/this number
I: Seapicklechanceperchunk = 6
#Try to generate the number of times per block
I: Seapickletriesperchunk = 1
CORALREEF {
#/Claw.Side.
B: ENableCoralBranch = TRUE
#/Mushroom.Round part.
B: ENableCoralbulb = TRUE
#Whether to enable coral reefs.Need to warm the ocean.B: ENableCoraryreef = TRUE
#.Tree -like part.
B: ENableCoralstalk = TRUE
}
}
Palmtree {
#Whether to enable palm trees
B: ENablePalmTrees = TRUE
#, 1/This number
I: PALMTREECHANCEPERCHUNK = 8
#Whether the logs of the palm trees are complete.Don't confuse palm wood cubes, they are still logs.
B: PALMTREEFULLLBARK = TRUE
#Try to generate the number of times per block
I: PALMTREETRIESPERCHUNK = 3
}
Monumentpots {
#Whether to use the glass bottle in the underwater temple
B: ENableMoumentPots = True}
Seaoatspatch {
#Whether to generate sea oats and grass bushes
B: ENableSEAOATSPATCH = TRUE
#, 1/This number
I: SeaoatspatchChanceperchunk = 3
#Required for the minimum physical side number
I: SeaoatspatchMintallSides = 2
#If the minimum physical side number check is not passed, the chance of generating short sea oatlin is replaced. 1/This number will be set to 0 to the genetic of short sea oatlin.
I: Seaoatspatchshortchance = 3
#Try to generate the number of times per block
I: SeaoatspatchTriesperchunk = 2
}
Shellpatch {{
#Whether to generate a shell patch
B: ENableShellPatch = TRUE
#The shell patch can generate a block above the sea level
I: ShellpatchaboveSealevel = 2#The chance of generating shell patch, 1/This number
I: ShellpatchChancePerchunk = 2
#The chance of placing a starfish on the shell sand block
I: ShellpatchSeastarchance = 20
#Try to generate the number of times per block
I: ShellpatchTriesperchunk = 2
}
Shipwreck {{
#Make the drowning body in the group of the wreckage of the ship.Each box generates a set of drowning to make more complete ship wreckage more challenging.
B: ENABLESHIPWRECKDROWNED = TRUE
#Whether to use the wreckage of the ship
B: ENableshipWrecks = TRUE
#The chance of the wreckage of the ship, 1/This number
I: ShipwreckchancePerchunk = 300
}
}
}
General {
############################################## This############################################## This######
#Square
#--------------------------------------------------------------------------------------------------##--related configuration
############################################## This############################################## This######
Block {
#Whether you can use scissors to remove the thread on the dry kelp
B: DriedKelpshears = TRUE
#Whether to enable kelp
B: enablekelp = true
#Whether to use sea kimchi
B: ENableSeapickle = TRUE
#Whether to enlighten the starfish
B: ENableSeastar = TRUE
#Whether to enable shell sand
B: EnableShellysand = TRUE
Blueice {
#
##: 0.0
#Maximum: 16.0
D: Blueicelight = 0.0
#The slidingness of light blue ice
##: 0.6
#Maximum: 10.0
D: BlueiceSlipperines = 0.989#Whether to enable light blue ice
B: ENableBlueice = TRUE
}
Conduit {
#The block as a rack rack.
S: Conduitframeblocks <
Minecraft: Prismarine
Minecraft: sea_lantern
"
#
##: 0.0
#Maximum: 16.0
D: Conduitlight = 14.0
#During active or attack.(0 = none, 1 = rock formation rune, 2 = Heninos, 3 = two, 4 = yellow lightning)
#0: 0
#最 最: 18
D: ConduitPartICles = 3.0
#B: EnableConduit = TRUE
#The pulse animation of the water source tower.
B: ENableConduitpulse = TRUE
}
CORALBLOCKS {
#The number of worlds before the death of coral blocks.If you set to 0, the coral will never die.
I: CORALBLOCKDRYTICKS = 100
#The number of worlds before the coral death.If you set to 0, the coral will never die.
I: CORALDRYTICKS = 100
#Before the death of the coral fan.If you set to 0, the coral will never die.
I: CORALFANDRYTicks = 100
#
B: enablecoral = TRUE
#
B: ENableCoralBlock = TRUE
#
B: ENableCoraLFAN = TRUE
}
Coquina {#Whether to use oyster shell stones
B: Enablecoquina = TRUE
#Brick wall.You need to use oyster shell bricks.
B: Enablecoquinabrickwalls = TRUE
#, Oyster shell brick steps and oyster shell brick plates
B: Enablecoquinabricks = TRUE
}
Coconut {
#To break.(-1 = completely disabled)
##: -1.0
#: 9999.0
D: CoconutfallBream = 6.0
#.
##: -1.0
#: 9999.0
D: CoconutFallDamage = 1.0
#Maximum damage to the landing coconut
#0: 0
#: 9999 I: CoconutfallmaxDamage = 19
#Whether the coconut fell on the entity made a sound?
B: CoconutHitsound = TRUE
#Whether to enable coconut.This will also enable open coconuts.
B: EnableCoconut = TRUE
}
Dulse {
#Whether you can use scissors to remove the line on the dried seaweed
B: DrieddulShears = TRUE
#Whether to trim seaweed with scissors to prevent it from growing.The pruning seaweed can be recovered with bone meal.
B: DulseShears = TRUE
#Whether to use seaweed.This will also enable dried seaweed items and squares.
B: Enabledulse = TRUE
}
Palmblocks {
#Whether to enable palm leaves.Palm trees and coconuts need to be enabled.
B: EnablePalmlevees = TRUE
#Whether to enable palm saplings
B: EnablePalmsapLing = True#Whether to enable peeled palm wood.Please note that this will also disable the peeled palm wood.
B: EnablePalmstrippedwoods = TRUE
#The ability to peel off the palm wood with the ax
B: EnablePalmstripping = TRUE
#Whether to enable palm wood.Please note that this will not ban palm trees, and they will be generated using jungle wood.
B: EnablePalmwoods = TRUE
}
Pickledhead {
#Whether to enable the pickled head.
B: EnablePickledhead = TRUE
#Whether the note box uses tone.You need to enable the note box.
B: PickledheadNoteBlockpitch = TRUE
#Whether to play an ambient sound.
B: PickledheadNoteBlocksounds = TRUE
}
Guardianspike {
#Whether to use the guardian spike
B: ENableGuardianspike = TRUE
#The guardian's spikes doubled the damage to the fall.##: 0.0
#: 9999.0
D: Guspifallmultiplier = 2.0
#The guardian drops the percentage of spikes.
##: 0.0
#Maximum: 100.0
D: Guardianspikedropchance = 1.0
#The percentage probability of the advanced guardian drops the spike.
##: 0.0
#Maximum: 100.0
D: GuardianspikeeldropChaance = 100.0
#Increase the percentage of the spikes that the increased guardians of each kill.
##: 0.0
#Maximum: 100.0
D: Guardianspikeelderlooting = 0.0
#Increase the percentage of the spikes that the increased guardians of each kill.
##: 0.0
#: 100.0 D: GuardianspikeLooting = 0.5
}
Seagrass {
#Whether to enable seagrass
B: ENableSeagrass = TRUE
#Whether to enable tall seagrass
B: EnabletallSeagrass = TRUE
}
Seaoats {
#Whether to use sea oats
B: ENableseaoats = TRUE
#Whether you can use scissors to trim the oats as a short version.
B: Seaoatshears = TRUE
}
Tubesponge {
#Whether to enable a sponge
B: Enabletubesponge = TRUE
#Whether you can use scissors to pruning the sponge to prevent it from growing.
B: tabespongeshears = true
}
Turtleegg {#The number of turtle eggs destroyed when trampled on each time.
#0: 0
#最 最: 4
I: amountontontrample = 1
#Whether to use turtle eggs.If it is disabled, breeding turtles will directly produce young babies, just like ordinary biological breeding.
B: ENableTurturtleegg = TRUE
#Whether the eggshell particles are produced when it falls above.(0 = never, 1 = via AI, 2 = always)
#0: 0
#最 最: 2
I: ParticlesonFall = 2
#Whether to produce jet particles when trampled.(0 = never, 1 = via AI, 2 = always)
#0: 0
#最 最: 2
I: puffontrample = 2
#Whether to expand zombies (zombies, sandstorms, drowning, etc.) uses trampled AI
B: zombiestrample = TRUE
}
Watertorch {#Whether to enable the underwater torch
B: ENableWaterTorch = TRUE
#
##: 0.0
#Maximum: 16.0
D: Watertorchlight = 14.0
#The particle effect of the underwater torch.(0 = None, 1 = Lighting squid glow, 2 = firework spark, 3 = two)
##: 0.0
#Maximum: 3.0
D: WatertorchparticleS = 1.0
}
}
}
General {
############################################## This############################################## This######
# thing
#---------------------------------------------------------------------------------------------------#
#Related configuration related to items, tools, etc.
############################################## This############################################## This######
Item {
#Whether to enable an nautilus shell.Disable will destroy shell sand.
B: ENABLENAUTILUSSHELL = whether to use turtle shells.Disable will destroy shell sand.
B: EnableTurtlescute = TRUE
Bisque {
#Whether to remove the thick soup with all potions.This is because milk is used to make thick soup.
B: ENableBisquemilkeffect = TRUE
#Whether to use crab soup.
B: ENABLECRABISQUE = TRUE
#Whether to use lobster soup.
B: ENableLobsterBisque = TRUE
}
Conch {
#The default cooling time between the horns.You can use the "cooling" NBT label to set the cooling time separately for each angle.
#0: 0
#9: 9999
I: Conchcooldown = 60
#Add a description text to the corner to tell which sound effect is attached to the blowing angle.Applicable to the default speaker sound.
B: Conchdisplayhorn = TRUE
#Add the additional sound registration name to the description of the blowing angle.If the sound is a horn sound, it is covered by "ConchdisplayHorn".
B: Conchdisplayrawsound = True#The attenuation distance of the angle of blowing, that is, the distance that can be heard.
#0: 0
#9: 9999
I: Conchsounddistance = 256
#Whether to use the blowing angle.Disable will destroy shell sand.
B: ENableConch = TRUE
}
Conduitcharm {
#When players to get the scope of the water source tower effect.Set to 0 to cause the affected person to be affected.
#0: 0
#9: 9999
I: ConduitCharmConduitrange = 16
#Durability.Each application of the water source tower is reduced, and durability is reduced by 1, which makes the item a time counter.
#0: 0
#9: 9999
I: ConduitCharmDuality = 30
#Whether to enable runes.Then, then
B: EnableConduitcharm = True#Whether the effect of the runes makes the pulse sound when the effect is applied.
B: ENableConduitCharmpulseSound = TRUE
}
Glowitemframe {
#Whether to enable the light emitting item framework.
B: ENableGlowIntemframe = TRUE
#Whether the light emitting item framework can be placed on the ceiling and floor.
B: Glowitemframeceilingsandfloors = TRUE
#Whether the light -emitting item framework on the ceiling or floor renders the name of custom items in the same location, such as Quark.Otherwise, use the Vanilla name position.
B: Glowitemframequarknameposition = TRUE
}
Heavyboots {
#Whether to use heavy boots
B: Enableheavyboots = TRUE
#
B: HeavyBootsdesc = TRUE
#The duration of the landing effect given (second)
I: HeavyBootseffectLength = 10}
Pearl {
#Whether to enable pearls
B: Enablepearl = TRUE
#When you hold pearls and eat purple pornography, whether the pearls become the last shadow pearl.
B: Enablepearlenering = TRUE
#
B: Enablepearltrade = TRUE
}
Spawnbucket {
#.These creatures will also appear in creating labels.
S: bucketableMobs <
OE: baby_squid
OE: baby_glow_squid
OE: COD
OE: SALMON
OE: pufferfish
OE: Tropical_fish Oe: CRAB
OE: lbster
"
#Make each possible generic bucket appear in the creation search label.Warning, this is equivalent to every egg, and most of the production eggs have no correct texture!
B: ENableAllBucketScause = false
#Allow an empty bucket to install barrel creatures.This is true in the base rock version.
B: ENableSpawnbucketemptyusage = false
#Whether the tropical fish is added to the color and type of the fish to the name of the barrel (such as "White Kob barrel").Note that this will not cover the existing custom name of the fish.
B: spawnbucatetropicalFishSpecificnames = TRUE
#Is the color and type of fish in the tool prompt.
B: spawnbucatetropicalfishtips = true
}
Spongechunk {
#Whether to use sponge blocks.
B: ENABLESPONGECHUNK = TRUE
#The radius of absorbing water in the sponge block.
##: 0#Most: 100
I: SPONGECHUNKABSORBRADIUS = 5
#The cavernous block can accommodate a maximum saturation (water).Setting it to 0 will disable the collection of water, and setting it to -1 will make it unlimited!
#1: -1
#9: 9999
I: SPONGECHUNKMAXSATURATION = 30
}
Trident {{
#Whether to enable Trident
B: ENabletrident = TRUE
#Whether you can make tridents.You need to enable the guardian spike.
B: ENabletridentCrafting = TRUE
#Uses a third -person animation style.(0 = none, 1 = vanilla, 2 = marine vast)
#0: 0
#最 最: 2
I: Trident3psnanimStyle = 2
#Attack damage
I: TridentDamage = 9#Trident is durability (note that it is shown in the game for this way -1, because 0 is a point)
I: TridentDurability = 250
#As a protective measure to prevent players from throwing tridents into 1 durability because it will be damaged during impact.This protection measures are in Vanilla Minecraft.
B: TridentpreventthRowbreak = TRUE
#Axie attack speed
D: TridentSpeed = 1.1
#The attack damage to the Throwing Trident
I: TridentthrowDamage = 8
}
Turtleshell {
#Whether to use turtles shell
B: EnableTurtleshell = TRUE
#
B: EnableTurtleshelldesc = TRUE
#The duration of the underwater breathing effect (second)
I: TURTLESHELLEFFECTLENGTH = 10
}
}
}
############################################## This############################################## This#######Q entity
#---------------------------------------------------------------------------------------------------#
#Related configuration
############################################## This############################################## This######
Entity {{
Squid {
#Whether to use a custom model and texture to present small squid.If they are disabled, they will use a narrow version of the vanilla squid model.
B: ENableBabySquidCustomModel = TRUE
#The probability percentage of small squid and adult squid together.
#Minimum value: 0.0
#Maximum value: 100.0
D: BABYSQUIDSPAWNCHANCE = 14.3
#Whether to enable small squid
B: ENableBabySquid = TRUE
}
Small light squid {
#Whether to use a custom model and texture to present a small light squid.If they are disabled, they will use a narrow version of the vanilla squid model.
B: BabyglowsquidCustomModel = TRUE
#The probability percentage of small glow squid and adult glowing squid together.
#Minimum value: 0.0
#Maximum value: 100.0
D: babyglowsquidspawnchance = 14.3
#Whether to enable small hair light squid
B: ENableBabyGlowSquid = TRUE
}
clams {
#Whether to open the clam B: EnableClam = TRUE
}
Cod {
#Whether to enable cod
B: EnableCod = TRUE
}
Crab {
#Allow crabs to dig from a specific square, and they will extract the loot table.
S: CrabdiggingList <
Minecraft: Gravel = OE: Gameplay/CRAB_DIG/GRAVEL
Minecraft: Sand: 1 = OE: Gameplay/CRAB_DIG/Red_SAND
Minecraft: Sand = OE: Gameplay/CRAB_DIG/SAND
OE: Shell_sand = OE: Gameplay/CRAB_DIG/SHELLY_SAND
Minecraft: Soul_sand = OE: Gameplay/CRAB_DIG/SOUL_SANAND
"
#(Environmental sound) time interval.0 Disable it, if you hate them.
I: Crabtalkinterval = 280
#Whether to use crabs
B: ENABLECRAB = TRUE
#Whether to allow crabs to mine.It will not affect a single crab that sets 'candig' to FALSE.
B: ENABLECRABDIGGING = TRUE
}
Glowing squid {
#The minimum brightness of light squid.15 to Quanliang I: GlowSquidBodybright = 4
#Whether the glowing squid has the second layer of brightness
B: Glowsquidlayer = TRUE
#The brightness of the second layer of glowing squid.15 for Quanliang
I: Glowsquidlayerbrid = 11
#
I: GlowsquidSPAWNMAXHEIGHT = 40
}
lobster {
#Whether to enable lobster
B: ENableLobster = TRUE
#Lobster to molt the cooling time again.The scale is reduced at a time, so 20: 1 second.The default is 3000 (2.5 minutes).
I: lobstermoltcooldown = 3000
}
Pickle {
#Whether to use kimchi
B: EnablePickled = TRUE
}
Puffer fish {
#Whether to enable puffer fish
B: ENablePufferfish = TRUE
#Puffer fish immediately expands to the maximum when injured
B: EnablePufferfishinflatinghit = TRUE
#.
S: pufferfishfrients <
Minecraft: Squid
OE: baby_squid oe: baby_glow_squid
OE: COD
OE: lbster
OE: SALMON
OE: pufferfish
OE: Tropical_fish
OE: TURTLE
OE: Glow_squid
OE: CLAM
"
#The strength of puffer fish toxins.
I: Pufferfishpoisonamplifier = 1
#The duration of puffer fish toxins.
I: PufferfishpoisonLength = 6
}
Salmon {
#Whether to enable salmon
B: ENablesalmon = TRUE
#When using breeding items on salmon, they will increase.This is a joke function.
B: SALMONFEDINGROWTH = false
#Whether to allow salmon to generate in multiple sizes.
B: SALMONSIZEVARIENCE = TRUE
}
Tropical fish {
#The most likely generated tropical fish color variant list
S: DefaultTropicalFishvariants <
65536
459008
917504
918273
918529
16778497
50660352
50726144
67108865 67110144
67371009
67699456
67764993
101253888
117441025
117441793
117506305
117899265
118161664
185008129
234882305
235340288
"
#Whether to include black in possible tropical fish tables.This will not happen in the vanilla version, because it will make the fish eye difficult to see.
B: ENableBlacktropicalfish = false
#Whether to enable tropical fish
B: Enabletropicalfish = TRUE
#Whether the color of the tropical fish uses the name of the base rock.[Light Blue-> Sky, Pink-> Rose, Light Gray-> Silver, Blue-> Blue Green, Purple-> Lizi]
B: TropicalfishbedrockColors = TRUE
#Tropical fish is a percentage probability of the default variant list.
I: TropicalFishDefaultChaance = 90
#The most likely generated tropical fish color variant list
S: Tropicalfishnameoverrides <
65536 = Clownfish
459008 = Tental Fish
917504 = Tomato Clown Fish
918273 = Red Sea 918529 = Red Liyu
16778497 = Gorgeous Butterfly Fish
50660352 = Queen Angel Fish
50726144 = marshmallow β tower fish
67108865 = silk fin
67110144 = Rushan
67371009 = Matsus thorous tailfish
67699456 = Yellow Tail Parrot Fish
67764993 = point back
101253888 = Parrons
117441025 = Islamic Silver 鳎
117441793 = butterfly fish
117506305 = Anemone
117899265 = Black thorous tailfish
118161664 = Cichigra
185008129 = blue spots
234882305 = Emperor Red Sea
235340288 = red lip scales cod
"
}
Tropical Slim {
#Whether to enable tropical Slim
B: Enabletropicalslime = TRUE
#Allow players to scoop fish from medium or small tropical Slim.This will kill Slime.
B: TropicalslimeBucketkill = TRUE
#The tropical Slim can be generated in the jungle.Follow the rules of Slim in the swamp.
B: TropicalslimejunglesPawning = TRUE
}
Turtle {{
#These creatures will attack young turtles.If creatures are tamed (such as wolves or leopard cats), they will only attack when they are not tamed.
S: BabyturtleDators <
Minecraft: zombie mincraft: Husk
Minecraft: Skeleton
Minecraft: Stray
Minecraft: Wither_skeleton
Minecraft: wolf
Minecraft: Ocelot
OE: Drowned
OE: pickled
"
#Whether to use turtles
B: Enableturtle = TRUE
#The number of seconds before the turtle breeds again.For example, in the base rock version, the cooler of the turtle breeding is 90 seconds and 300 in the Java version (standard for 5 minutes).
I: TURTLEBREEDCOOLDOWN = 90
}
Drowning {
#Whether the drowning corpse can wear armor is like ordinary zombies.
B: Drownedarmorspawning = TRUE
#Do you have a second layer of brightness?
B: Drownedglowlayer = TRUE
#The brightness of the second layer of the drowning corpse.15 for Quanliang
I: Drownedglowlayerbrid = 13
#Whether to use drowning corpses
B: ENABLEDROWNED = TRUE
}
Wart nose bat {
#Whether to use wart ninx
B: Enablewartbat = TRUE
}
Name {
#The option for defining physical names
Physical name {
#These entities have a default name generated in it.If this is set to FALSE, they will no longer use the default name.
B: DEFAULTNAMES = TRUE
#Whether it is randomly named when the entity is generated.
B: Randomnames = TRUE}
#Customized entity name
Custom name {{
"Minecraft: COD" = cod
"Minecraft: Salmon" = salmon
"Minecraft: pufferfish" = puffer fish
"Minecraft: Tropical_fish" = tropical fish
}
}
Pet {
#Whether to enable pets
B: enablepet = true
#.In the unit, 1 is half a square.
I: PETFOLLOWRANGE = 12
#Whether to generate fields on wild pets.
B: PETWILDTERRITORYMARKERS = TRUE
}
Behavior {
#The behavior option of the entity
Physical behavior {
#Whether to enable physical behavior
B: EnablentityBehaviors = TRUE
#If it is enabled, the entity will try to track and attack the entities they think they think are the sea monster.
B: EntityBehavioroceanlife = TRUE
#The entities try to cool or move when they are ignited or feel the flame.
B: EntityBehaviorpaniconfire = TRUE
#Whether the entity conflicts with creatures that threatens them.
B: EntityBehaviorIRitorial = TRUE
#The entity will be more energetic when you find the player or creature nearby.
B: EntityBehaviorvigiland = TRUE
}
#S entity behavior configuration physical behavior configuration {
#Physical behavior settings
Behavior setting {
"Minecraft: Bee" = vigiland, PANIC_ON_FIRE
"Minecraft: Chicken" = Territorial
"Minecraft: COD" = Ocean_life
"Minecraft: Cow" = Territorial
"Minecraft: DoNkey" = Vigiland
"Minecraft: Drowned" = Territorial, PANIC_ON_FIRE
"Minecraft: Ender_dragon" = Territorial
"Minecraft: ghast" = territorial
"Minecraft: Hoglin" = Territorial
"Minecraft: Husk" = Territorial, PANIC_ON_FIRE
"Minecraft: Llama" = vigiland
"MAGMA_CUBE" = Territorial
"Minecraft: mooshroom" = territorial
"Minecraft: Ocelot" = Territorial "Minecraft: Parrot" = Terrgerial
"Minecraft: pig" = territorial
"Minecraft: piglin" = territorial
"Minecraft: POLAR_BEAR" = Territorial
"Minecraft: pufferfish" = Ocean_life
"Minecraft: rabbit" = territorial
"Minecraft: Salmon" = Ocean_life
"Minecraft: Sheep" = Territorial
"Minecraft: Shulker" = Territorial
"Minecraft: Silverfish" = Territorial
"Minecraft: Skeleton" = Territorial, PANIC_ON_FIRE
"Minecraft: Slime" = Territorial
"Minecraft: Squid" = Ocean_life
"Minecraft: Stray" = Territorial, PANIC_ON_FIRE
"Minecraft: TURTLE" = Territorial "Minecraft: VEX" = Territorial
"Minecraft: Villager" = Territorial
"Minecraft: Witch" = Territorial
"Minecraft: Wither_skeleton" = Territorial, PANIC_ON_FIRE
"Minecraft: Wolf" = Territorial
"Minecraft: zoglin" = territorial
"Minecraft: Zombie" = Territorial, PANIC_ON_FIRE
"Minecraft: Zombie_pigman" = Territorial
"Minecraft: Zombie_villager" = Territorial, PANIC_ON_FIRE
}
}
}
############################################## This############################################## This######
# #附 附
#---------------------------------------------------------------------------------------------------#
#Related configuration related to enchantment
############################################## This############################################## This######
Affiliated {{
############################################## This############################################## This#######Channeling
#---------------------------------------------------------------------------------------------------#
#For the configuration of lightning enchantment
############################################## This############################################## This######
Lightning enchantment {
#Whether to enable lightning enchantment.
B: ENableChannelingenchant = TRUE
#Prive the lightning white list into a blacklist.
B: INVERTLIGHTNING = FALSE
#If the target is in the magma, stop lightning.
B: lavacheck = TRUE
#What blocks will be produced on which blocks will be produced when they hit.
S: lightningrodwhitelist <
Minecraft: Iron_bars
"
#If the target rides the following entity, stop lightning.
S: RIDINGBLACKLIST <
Minecraft: Boat
Minecraft: Minecart
"
#If the target is in the water, stop lightning.
B: WaterCheck = TRUE}
############################################## This############################################## This######
#Impaling
#---------------------------------------------------------------------------------------------------#
#The configuration of stabbing and water spray
############################################## This############################################## This######
Stabbing {
#Aquatic creature affected by the stabbing enchantment.
S: AquaticMobs <
Minecraft: Squid
Minecraft: Guardian
Minecraft: Elder_guardian
OE: CLAM
OE: COD
OE: CRAB
OE: Drowned
OE: Glow_squid
OE: lbster
OE: pickled
OE: pufferfish
OE: SALMON OE: Tropical_fish
OE: Tropical_slime
OE: TURTLE
"
#Whether to enable the stabbing enchantment.
B: ENableIMPALINGENCHANT = TRUE
#Add water spraying enchantment, which is similar to the stabbing of the base rock version (causes additional damage to humid creatures).(0 = disable, 1 = enable, 2 = disable and use this behavior instead of stabbing)
I: Enablewaterjet = 1
#Cattage damage per level.
D: ImpalingDamage = 2.5
#.
D: WaterJetDamage = 1.0
}
############################################## This############################################## This######
#Loyalty
#---------------------------------------------------------------------------------------------------#
#Configuration
############################################## This############################################## This######
Loyalty {
#Whether to enable loyalty enchanting.
B: ENableLoyaltyEnchant = TRUE
#Back in the void.B: Loyaltyvoidreturn = TRUE
#Back at the following Y coordinates below.(Need to enable the void and return)
I: Loyaltyvoidreturnlevel = -15
}
############################################## This############################################## This######
#MOBSTOP
#---------------------------------------------------------------------------------------------------#
#Monster trampled configuration
############################################## This############################################## This######
Monster trample {
#Allow monsters to trample on the armored rack when landing.
B: ENableMobStomomorsstandboard = TRUE
#After successful use, monster tramples will reduce durability.
B: ENableMobStomPDurabilityCost = TRUE
#Whether to use monsters to trample on the attachment.
B: ENableMobStompenchant = TRUE
#Allow monster to trample on any boots.This enchantment was originally exclusive to heavy boots, so this will destroy the original balance.
B: ENableMobStaponanyboots = FALSE
}
############################################## This############################################## This######
#Riptide
#--------------------------------------------------------------------------------------------------##---configuration
############################################## This############################################## This######
Mad {
#Whether to enable the madness.
B: enableeriptideenchant = true
#Allow the madness by holding the bucket in the other hand.I think this will destroy the balance of enchanting, but if someone wants, I add this option.
B: Riptideibroughtmyownwaterthankyou = false
#Allow players to throw mad trident through sneak.The throwing speed is multiplied by the madness level so that it is very fast!
B: RIPTIDESNEAKTHROWING = FALSE
}
}
############################################## This############################################## This######
# Effect
#---------------------------------------------------------------------------------------------------#
#Related to potion effect
############################################## This############################################## This######
Effect {
decline {
#When the descent is decreased in the water, the descent is attractive to the player, and it is installed when using Aqua Acrobatics.Use different formulas, but if set to 0, use the original value.
D: DescentaqacWaterPull = 0.07
#DESCENT is attractive to players when it falls.Each level of amplifier and the current down speed will be multiplied by this value.
D: Descentfallpull = 0.05
#Fixed a strange bug to cause the mucus block to cause unlimited momentum.I set it to the configuration option because it is very interesting.B: Descentslimefix = TRUE
#DESCENT is attractive to players in the water.Each level of amplifier and current sinking speed will be taken by this value.
D: DescentWaterPull = 0.05
}
}
############################################## This############################################## This######
#整 万 万 万
#---------------------------------------------------------------------------------------------------#
#Any configuration of directly adjusting or changing the original content
############################################## This############################################## This######
Universal adjustment {
#Allow squid to roll on land like fish.
B: squidflop = TRUE
#Allow players and right -click to click squid to push it slightly.This is a solution to players who want to help squid but cannot help because of their unstable movement.
B: squidpush = TRUE
#Prevent a bucket on the use of water materials.This can prevent buckets from replacing water plants/animals such as coral and sea kimchi.Some edge cases may be triggered, so the configuration option.
B: Watercancelreplace = TRUE
#Modify the degree of water and flowing water blocking light.The default water is 3.It is automatically disabled because I predict that there will be some huge non -compatibility, and this needs to update each water block.Each.
I: Watertweak = 3
Drowning conversion {
#When drowning, which creatures will be converted into which creatures.If there are multiple entries in the same creature, only the first one in the list!
S: DropNConVersionsList <
Minecraft: zombie = OE: Drowned
Minecraft: Husk = Minecraft: Zombie
"
#Drowning conversion.B: ENABLEDROWNCONVERTING = TRUE
#Add light -emitting particles when creatures are converting.
B: ENABLEDROWNPARTICLES = TRUE
}
Water bone meal {
#Fertilizer.
B: EnablewaterBoneMeal = TRUE
#If you pass the WaterboneMealc:Otherwise, place seaweed.1/This number.
I: WaterboneMealc:
#When using underwater bone meal, produce corals near the coral block.(0 = disable, 1 = only generated on the top, 2 = generate on any side)
I: WaterboneMealc:
}
Ink spray squid {{
#The number of particles produced during inkjet, if squid is a cub.The particles of cub squid will also be smaller.
I: BabysquidParticalAmount = 4
#.
B: ENablesquidinking = TRUE
#Blind duration (second) caused by inkjet.Set to 0 to completely disable inkjet and cause blindness.
I: InkBlindnessLength = 5
#The maximum life of inkjet particles.
I: Inkparticleage = 20
#The number of particles produced during every inkjet.
I: squidparticleAmount = 60
} Hydropower {
#Set up the organism when it is underwater.Applicable to underwater!
S: nodrownlist <
Minecraft: zombie
Minecraft: zombie_villager
Minecraft: zombie_horse
Minecraft: zombie_pigman
Minecraft: Husk
Minecraft: Skeleton
Minecraft: Skeleton_horse
Minecraft: Stray
Minecraft: Wither_skeleton
OE: Tropical_slime
"
#Set the creature that does not swim, but just sink.This is effective for the creatures that can be swimming before!
S: noswimlist <
Minecraft: zombie
Minecraft: zombie_villager
Minecraft: zombie_horse
Minecraft: zombie_pigman minecraft: Husk
Minecraft: Skeleton
Minecraft: Skeleton_horse
Minecraft: Stray
Minecraft: Wither_skeleton
OE: Tropical_slime
"
#Modify the uninstallation behavior, and will not forcibly exit the ride during underwater.
B: NounderWaterDISMOUNT = TRUE
}
Inkjet {{
#The function of inkjet sac.
B: Enableinksquering = TRUE
#Add cooling time between using inkjet sac.
I: InksquirtingCooldown = 5
#The function of the ink spraying ink from the inkjet sac.
B: Inksquirtingdispense = TRUE
#Inkjet sac users are immune to effect.The default is False because it is interesting.
B: InksquirtingUserimmune = false
}
}
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