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Parasitic Bee Configuration File Sinicide

2024-12-10 17:51:50|Myriagame |source:minecraft skins

"Although it is necessary to set up an easy -to -contact information channel for the new‘ compatriot ’, it’ s really good to write these records directly on the incomplete encyclopedia flowing outside ... ”

——The voicing of a notes added by a roaming person in the translation of the "Super Biology Cognitive Manual".


Edible description

The update of this tutorial is as of the 1.1.3 version of the MOD version.

First of all, thank@首 首 首 to supplement the basic translation of this tutorial.

The words are homely, this tutorial is mainly for srp: SRPCOTESIA_MOBS.CFG files of parasitic bees.

Although the original MOD has a config page, it shows that the text is a hard -coded. There is no possibility of Chineseization in the game without changing the source code. Therefore, the configuration modification is made here.Can be used to make the production package.

It is more convenient to retain the original text for survey, and it will be more convenient to use CTRL+F to confirm the location.

Precautions

Because the code format of the Encyclopedia may swallow the translation, the code format has been released, and it has changed the color of the vSCode mode.

The actual potion effect level = brewing coefficient +1.

There is a "GREP" in the configuration file, which is still in WIP, and its content will not be placed in the tutorial.

——The specific description is "The Grep is a Sentinel That Fuses with Mobs or Players, Buffing them and deploying they aginst the parasites.

If there is no configuration file, there is no way to change.

Ask Ctrl+F how to use or where the config file is, please report to the nearby ghost immediately, it will "teach" how you use these features (laughs).

Translation -related

Some translation entries that have not appeared in i18 for the time being:

Corpse Bloom = Dead and lush (the evolution level of parasitic players)

BLOOM TIER/BLOOM Level = Loving Level/Evolution level

Bloom Value = Frequent value

text

Lanch settings (LANCH)

# Settings related to the latch.

// It will affect the setting of the dyeing cable.

# The latch is the parasite that is launched by a parasite player when the throw latch key is presentd.

// When the parasite player presses the emitted dyeing key, the dyeing cable will be released.

Latch {

# Base Armor Points

// Basic armor points

# Min: 0.0

# MAX: 1.7976931348623157E308

D: "Armor Points" = 0.0

# Base Armor toughness

// Basic armor toughness

# Min: 0.0

# MAX: 1.7976931348623157E308

D: "Armor Toughness" = 0.0

# Base Attack Power

// Basic attack power

# Min: 0.0

# MAX: 1.7976931348623157E308

D: "Attack Stringth" = 10.0 # for Each Bloom Tier after UnLocking the Latch, its damage will increase by this number.

// The attack power bonus provided by each level (evolution)

# Min: 0.0

# MAX: 1.7976931348623157E308

D: "Attack Stringth Per Tier" = 5.0

#Thether the latch can be used to store parasites.

// Whether the dyeing cable can store parasites.

# A PARASITE can be stored by retracting a latch while sneaking.

// Players can retract dye cables to store parasites when sneaking.

# It can be retrieved by deploy.

// Release the storage parasites while releasing the dyeing cable while stealth.

B: "Can Store" = TRUE

#WHETHER the LATCH Can only attach to entities in the cannot attach list.

// Whether the dyeing cable can only be attached to the organisms that are attached to the "cannot attach the entity list" (that is, the reversal cannot be attached list is a white list)

B: "Cannot Attach Whitelist" = false

# Base Health Points

// Basic health

# Min: 0.0

# MAX: 1.7976931348623157E308

D: HP = 10.0

# For Each Bloom Tier after Unlocking the Latch, its health Will increase by this number.

// After unlocking the dyeing cable, each level (evolution level) increases the health.

# Min: 0.0

# MAX: 1.7976931348623157E308

D: "hp per tier" = 5.0

# ENTITIES that the Latch Cannit Attach to. //

S: "Latch Cannot Attach list" <

Minecraft: Ender_dragon

"

# Effects to grant to parasites that are snared by a latch.

// The effect of the parasite attached to the dyeing cable.

# The general formting is resourcelocation; minblock; maxamplifier; blockFactor

// The general format is the effect ID; the minimum level requirements; the maximum brewing coefficient; the increase factor (the level of effect per level (the level of the evolution)).

# SET The Maximum Amplifier to -1 to Remove the Limit.

// Set the maximum brewing coefficient to "-1" to increase the production coefficient to increase the upper limit.

# The block factor is how much each level of the block after the minimum level control constributes to the effect's amplifier.

// The increase factor is the multiplier of the increasing brewing coefficient of each level of evolution.(Translated note: If it is set to 1.0, the actual brewing coefficient is 0+ roamers currently level × increase factor)

# The latchd effect is alway granted, regardless of this config.

// The effect of sending the dyeing cable is always given, not affected by this configuration

S: "Latch Effects" <

Srparasites: Debar; 0; 0; 1.0

Srparasites: rage; 0; -1; 1.0

SRPARASITES: FOSTER; 3; 0; 1.0

Srpcotesia: recuperation; 0; -1; 2.0

Srpcotesia: antibodies; 2; 2; 1.0

Minecraft: Resistance; 2; 1; 1.0

Minecraft: Fire_resistance; 7; 0; 1.0

"

#Whether or not the latch is enabled. // Whether to enable a dyeing cable.

B: "Latch Enabled" = TRUE

# A Player's Bloom Must be girener than or equal to this value to spawn a latch.

// Unlock the minimum and vibrant value required for dyeing cables.

# Min: 0

# MAX: 8

I: "minimum block" = 1

# Base minimum damage

// Basic minimum damage.

# Min: 0.0

# MAX: 1.7976931348623157E308

D: "Minimum Damage" = 1.0

# Minimum distance to public a latch's owner and victim towards each other.

// Drag the dye cable and the minimum of the attachment target.

# Min: 0.0

# MAX: 1.7976931348623157E308

D: "Minimum Pull Distance" = 6.5

# Minimum distance to automaticLly RETRACT a latch.

// Automatically recover the minimum distance of the dyeing cable.

# Min: 0.0

# MAX: 1.7976931348623157E308

D: "Minimum Retract Distance" = 15.0

# Minimum bloom level needed to store parasites.

// The minimum lush level of the parasite can be stored.

# Min: 0

# Max: 2147483647

I: "Minimum Storage Bloom" = 0

#Thether to show the particles of efficiency added by a latch.

// Whether to show particle effects with the effect of the dyeing cable.

B: "Show Effect particles" = TRUE

# Minimum distance for the latch to put when the owner is sneaking.

// The minimum drag distance of the dyeing cable is sneaky.

# Min: 0.0

# MAX: 1.7976931348623157E308

D: "Sneaking Pull Distance" = 3.0

# Sneaking Throw Streangth

// The launch of dyeing cables when stealth.

# Min: 0.0

# MAX: 10.0

D: "Sneaking Throw Power" = 2.5

# Parasites that cannot be store.

// Parasites list that cannot be stored.

S: "Storage Blacklist" <

Srparasites: Beckon_siv

Srparasites: Dispatcher_SIV

"

# When the storage blacklist is a whitelist instant.

// Reversing the above list is a whitelist.

B: "Storage Whitelist" = FALSE

# Base Throw Stringth

// Basic emission force

# Min: 0.0

# MAX: 10.0

D: "Throw Power" = 1.75

# The channel for the latch to turn mobs it kills.

// Send a dye cable to kill the biological transformation probability of creature

# Min: 0.0

# MAX: 1.0

D: "Turn CHANCE" = 0.5

#Thether the Latch Can Turn Mobs It Kills.

// Whether the dye cable can assimilate the creature when killing the creature.B: "Turn on Kill" = TRUE

}

Parasitic nest settings (Factory)

# Settings related to the factory.

// It will affect the setting of the parasitic nest.

# The factory is a parasite that userd biomass to make new parasites.

// Parasitic nests can be used to store new parasites for biomass manufacturing.

# It can be bound to a parasite to spawn more of that.

// It can bind a parasite to produce more above parasites.

# Otherwise, it will use ites biomass to Upgrade Nearby Parasites or GIVE BIOMASS to Lower Tier Factories.

// At the same time, it will use the parasites nearby to upgrade the biomass stored or give the low -order nest biomass.

# It has a set size that it will be around, and also looks different base tier.

// Depending on the lush level, it will show different storage capacity.

# It also has an item form, which can be created using itscorsponding key.

// It also has the form of items, which can be created according to the corresponding key position.

Factory {

# Base Armor Points

// Basic armor points

# Min: 0.0

# MAX: 1.7976931348623157E308

D: "Armor Points" = 0.0

# Base Armor Toughnes

// Basic armor toughness

# Min: 0.0

# MAX: 1.7976931348623157E308

D: "Armor Toughness" = 0.0

# BIOMASS COST for A Factory. This is spent when creating one user.

// Create the biomass points required to create a parasitic nest

# Min: 0

# Max: 2147483647

I: "Biomass Cost" = 10

# Items this mob will drop. Ex. 'Mincrft: nether_star; 100; 5; true' where: // Example: 'mincrft: nether_star; 100; 5; true', where:

# 'MINECRAFT: Nether_star' is the item,

// 'Minecraft: Nether_star' is an item,

# '100' is the channel to drop,

// '100' is its probability of drop,

# '5' is the max number of items,

// '5' is the number of items drop,

# 'True' is for the item to always roll, if false the ites will be unique and only 1 will be chooosen.

// 'Ture' means that this item will always be random, and 'false' means that the drops should be mutually exclusive to other drops and fall alone.

S: Drops <

SRPCOTESIA: Factory_drop; 10; 3; TRUE

"

# Amount of time, in ticks, that parasites spawned by factions,

// Parasites produced by parasitic nests to obtain the duration of reducing effects

# Set to 0 to disable.

// Set to 0 disable this item.

# Min: 0

# Max: 2147483647

I: "Factory Debar" = 0

# Amount of time, in ticks, that parasites spawned by factions, the rage effect.

// Parasitic parasites for parasitic nests to obtain a duration of anger

# Set to 0 to disable.

// Set to 0 disable this item.

# Min: 0

# Max: 2147483647

I: "Factory Rage" = 20 # Percentage amount of the Calculated Wait Time for a Given Factory that is actually used.

// Parannis of production time percentage of the actual use of parasites

# Min: 0.0

# MAX: 1.7976931348623157E308

D: "Global Fuse SCALE" = 1.0

# Base Health Points

// Basic health

# Min: 0.0

# MAX: 1.7976931348623157E308

D: HP = 2.5

D: "Minimum Colony Distance" = 10.0

// The maximum distance of the material occurs = 10

}