2024-12-10 17:56:16|Myriagame |source:minecraft skins
First download the MOD and throw it into the MOD folder and run it once, and you will see a file called PropertyModifier-COMMON.toml at the Config folder
Here is a line of translation, please compare it by yourself (double slash // later to the editor's note, some will be thickened, please do not directly copy anything here, because there are situations in Chinese symbols, but the things behind the well are not in the well.Reading actually doesn't seem to be a problem)
#Some general matters that need to be paid attention to:
#Any useless entry will lead to a log warning, but it will only be skipped, and effective entries will work normally.
#Most items will use blocks, items, or enchanting IDs. These IDs need to follow the format of Modid: blockid, modid: itemid or Modid: Enchantmentid.For the original content, minecraft:.// You can also add CRT and then use/CT Hand in the game to delete the sprite bracket and the previous item:
// Write the content in the brackets. Each individual item is caused by dual quotes, and the two items are separated by English commas, such as ["Minecraft: DIRT; 1", "U PGRADEDNETHERITE_ULTIMATE: Ultimate_upgraded_netherite_helmet; 0. 5 "]
#All these entries support regular expressions.Therefore, you can use.*To select all entries, or use minecraft:.*To select all elements in Minecraft name space.If you do n’t understand, you can Baidu.// Original for further information, please consult google.
The #strip is read from left to right, which means that if they modify the same block/item/enchantment, the subsequent entry will cover the previous entry.
#NBT and BlockState are currently not supported.
[logging]
#Whether to record successful operations.
log_successful = true
#Whether to record failed operations.
log_errors = true
[item_groups] (In fact, it is the creation mode item bar, instead of the items below, the "project below" should refer to the project below the project, such as the project below it_group = [] is remove_empty_item_groups = True).
#Define the new item bar.The format is "ID; icon", and icon is the ID you want to choose.It will run before the project (the original "Will Run Before The Below Stuff", which is running before the things below) and allows the following groups.Please note that you need to use a resource package or itemgroup to set the translation.At the same time, the
// This section probably means that you can customize new items and select logo items. This item bar will not be translated by default.
item_group = []
#Delete the item bar without items, including an empty item bar created by the MOD.Run after the project below, remove the empty group left after all items are removed.
Remove_empty_item_groups = TRUE
#Whether to sort all items.
sort = false
#In any case, the list of the items bar that should be deleted.Cannot delete "HOTBAR", "Search" and "Inventory" // These three are originally comes with the original version, which are shortcuts, searching and backpacks, which has no effect.
Force_remove = []
// I didn't understand what it was. I asked the AI to control the values of which game elements in the log (DUMP) before and after the application modification.
#Turn all the corresponding values and the attributes of the changes to the log.Because of the procedure limit, it is impossible for the plowing (that is, the right button of the hoe to become a cultivated land) or villagers' transactions, so there is no.
[DUMP]
// The applications here are verbs
#.
dump_blocks = FASLE
#Cap to change the storage block.
dump_blocks_after = false
#.Only the non -default value.If dump_blocks is set to true, no operation is performed.
dump_blocks_non_default = FASLE
#Cap to change the storage block.Only the non -default value.If dump_blocks_aifter is set to true, no operation is performed.dump_blocks_after_non_default = false
#Cap to reserve items before the application changes.Due to technical reasons, maintenance materials cannot be reserved.
dump_items = false
#Plip -storage items after application changes.Due to technical reasons, maintenance materials cannot be reserved.
dump_items_after = false
#Cap to reserve items before the application changes.Maintenance materials cannot be reserved (technical restrictions).Only the non -default value.If dump_items is set to true, no operation is performed.
dump_items_non_default = error
#Plip -storage items after application changes.Maintenance materials cannot be reserved (technical restrictions).Only the non -default value.If dump_items is set to true, no operation is performed.
dump_items_after_non_default = false
#Discard the enchantment before the application changes.
dump_accomments = false
#Discard enchantment after the application changes.
dump_angerments_after = false
#.
dump_groups = error
#Profting the storage item bar after application change.
dump_groups_after = false
#Before the application is changed.
dump_composter = FALSE
#After application change, the storage pile barrel input.
dump_composer_after = false
#Properative peeling and conversion before the application changes.
dump_stripping = error
#Pytasis and peeling and conversion after application changes.
dump_stripping_after = false
#At the conversion of the storage path before the application changes.// The path conversion is said to right -click to generate a straw diameter
dump_pathing = false
#Profting storage path conversion after application change.
dump_pathing_after = false
#。。.If you install a MOD that enchant each item, please change this option.If you are not sure, keep this state unchanged, and then run the item to reserve.You will know if you need to change it.
#:> 0
default_enchantment_value = 0
#The settings related to blocks.Unless there is another instructions, the format is "blockid; value" (for example, Minecraft: DIRT; Value).
[Block]
#How long does it take to destroy the block.0.5 represents soil, 1.5 represents stone, 50 represents obsidian, -1 cannot be destroyed.It is not recommended for other mods that may be added in block state (blockState, which means that the block may be destroyed, such as automatic destroying after generation, and writing a problem here).Default value: 0
destroy_time = []
#The explosion -proof.0.5 is dirt, 6 is stones and round stones, and 1200 is obsidian.3600000+ makes the square completely explosion.Default value: 0
Explosion_resistance = []
#Whether the corresponding tools are required to obtain the block drops (such as stones, ore), or whether the tool will only speed up the damage (such as soil, gravel).Default value: false
// Note that the default value is false, that is to say, this is a value type, for example, Minecraft: DIRT; FALSE
requires_tol = []
#.It is not recommended for blocks (such as blockState, and at the same time, glowing and non -glowing, do not add it) related luminous blocks (such as melting furnaces).Default value: 0
light_emission = []
#The friction coefficient of the entity moved on this block.The lower the value, the slower the speed.Default value: 0.6
friction = []
#(If> 1) or slow (if between 0 and 1) that walks on this block.Default value: 1
speed_actor = []
#Allow the entity on this block to jump higher (if> 1) or lower (if between 0 and 1).Default value: 1
jump_factor = []
#Sound type.Only support the original sound type.Default value: Stone.The original sound type is:
#Wood, Gravel, Grass, Grass, Lily_pad, Stone, Metal, Glass, WOOL, SNOW, Ladder, Anvil, Slime_block, Honey_block, Wet_grass, CORAL_BLOCK, BAMBOO, BA mboo_sapling, scaffolding, Sweet_berry_bush, CROP, Hard_crop, Vine, Nether_WART, LANTERN, STEM, Nylium, Fingus, ROOTS, SHROOMLIGHT, Weeping_vine, Twisting_vine, Soul_sand, Soul_soil, BASALT, WART_BLOCK, NETHERRACKS, Nether_bricks, Nether_ sprouts, nether_ore, bone_block, netherite_block, ancient_debris, Lodestone, Chain, Nether_gold_ore, Gilded_blackstone (interested go to wiki to check) Sound_type = []
#The settings related to items.Unless otherwise explained, the format is "item; value" // For example, minecraft: dirt; value, the block in MC must be an object, and the object is not necessarily the square.
[Item]
#Maximum durability of an item.It can only be set on durable items.Default value: 0
max_damage = []
#The maximum stack of items.Can't be set on durable items.Default value: 64 (durable items are 1)
max_stack_size = []
#(That is, creative tab).Use "None" to delete the item from any item bar.Default value: None
Group = []
#The item should have the fire prevention and anti -magma performance of the lower alloys.Default value: false
is_fire_resistant = []
#Set the scarcity of items (currently only affects text color).It must be one of ordinary (Common white), uncommon (uncommon yellow), rare (rare light green) and epic (EPIC light purple).Default value: COMMON
Rarity = []
#Set the added value of the item.Default value: The default accessory value defined on the item
enchantment_value = []
#Set the repair material for items.Tag (such as #Minecraft: Planks) is also allowed.
repair_material = []
#The settings related to armor.Only armored items (excluding spleen spleen) will be affected, and anything else will be skipped.
[item.armor]
#Set the armor value.// The armor value can only be an integer, there is no decimal point, and the value of the decimal point does not take effect
defense = []
#Set the armor tough value.Default value: 0 // Toughness can have decimal points
toughness = []
#Set the resistance resistance.Default value: 0 // Revisible can also have a small number
knockback_restance = []
#Settings related to tools.Only tools, swords, and trigabines can be affected, and anything else will be skipped.
[item.tool]
#Set attack damage.
Attak_edamage = []
#Set the attack speed.
Attach_speed = []
#Setting efficiency.Not suitable for swords and tridents.
efficience = []
#The settings related to enchantment.Unless otherwise explained, the format is "enchantment; value".(Except for the first article, the other is not recommended to modify, the MOD itself does not add the ability to add enchant
[Enchantments]
#The rarity of this magic.It must be one of the common (10), uncommon (5), rare (2) and very rare (1).
Rarity = []
#The item bar where the enchantment type enchantment book is located.Once you add a enchanting book to a item bar, you need to re -add each enchanting type for the item bar.The type of enchantment includes:
#Vanishable, Breakable, Wearable, Armor, Armor_chest, Armor_feet, Armor_Head, Armor_legs, Weapon, DIGGER, Bow, CrossBow, Fishing_ROD, Tridentgroup = []
#Delete the magic book from the creative item bar.Run before grouping, so you can add it again.
Remove_item_groups = false
[composer]
#Define the additional pile barrel input.The format is "Itemid; CHANCE", where CHANCE is percentage between 0.0 and 1.0.
inputs = []
#Whether to clear the default fertilizer barrel input and make the fertilizer input contain only the content defined here.
clear = false
[Stripping] (I think it is a tree peeling, and right -click the box with an ax)
#Define other peeling transitions.The format is "from; toid", both of which are modid: blockid format.
Transitions = []
#Whether to clear the default peeling conversion and make the peeling conversion contain only the defined content here.
clear = false
[PATHING] (Right -click the shovel and the like, right -click the converting square)
#Define other path conversion.The format is "Fromid; TOID", both of which are modid: blockid format.
Turn to transitions = []
#Whether to clear the default path conversion and make path conversion only contain the content defined here.
clear = false
[tilling]
#Define the additional farming transition.The format is "from; toid", both of which are modid: blockid format.
Transitions = []
#Whether to clear the default arable land conversion and make the cultivated land conversion only include the content defined here.
clear = false
[ENTITIES]
#When generating, the physical attribute modifier is applied.To obtain the default value of the attribute, create an ultra -flat world that does not generate monsters, generate the monster you need, and then run "/Attribute@E [Type =
#entity: entity ID (e.g. Minecraft: Rabbit)
#attribute: Properties ID (for example, minecraft: generic.max_health)
#AMOUNT: The amount of a modified agent (for example 5)
#Opertions: 0 indicates the addition, 1 means multiplier, 2 indicates that the multiplication is summed up.(If there are two bonuses for the same attribute, one at a time is 10%and one is 5%at a time, then 1 is 15%here, and 2 is (1+10%)*(1+5%). If you fill in 0 0)That is generally numbers instead of percentage. In short, fill in 0 intuitive and simple, fill in the amplitude of 1 change BI0, 2 larger, and the range of 2 changes is the smallest)
modifiers = []
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