2024-12-10 17:56:29|Myriagame |source:minecraft skins
This tutorial is set by the author's setting without permission.
#Configuration file
#Biomes
#---------------------------------------------------------------------------------------------------#
#Biomes and effects
############################################## This############################################## This######
biomes {
#Eerie biome ID
I: biome_eerie = 194
// The mysterious biological group ID
#ELDRITCH LANDS BIOME ID
I: biome_eldritch = 195
// The biological group ID in the outer domain
#Magical Forest Biome ID
I: biome_magical_Forest = 193
// The biological group ID of the Magic Forest
#Taint biome ID
I: biome_taint = 192
// The biological group ID of the corrupted place
#Higher value increases number of Magical Forest Biomes. If you are using biome addon Mods You Probably WANT to Increase this weighing quite a bit
I: Magical_Forest_biome_weight = 5
// The weight of the magic forest biological group (if you add BOP and the like there are many MODs of biological groups, it is recommended to increase this weight)
I: OUTER_LANDS_DIM = -42
// The dimension ID of the outer domain (if the collapse caused by the dimension ID conflict of the occurrence of the dimension ID needs to be modified)
#Higher Values Increases Number of Taint Biomes. If you are using biome Addon Mods You Probably Want to Increase this Weight Quite a bit
I: Taint_biome_weight = 2
// The weight of the biological group system of corruption (if you add BOP and the like there are many MODs of biological groups, it is recommended to increase the weight)
}
#---------------------------------------------------------------------------------------------------#
#CUSTOM Enchantments
############################################## This############################################## This######
enchantments {
I: Ench_haste = 150
I: Ench_repair = 151
// Urgent, fixed enchanting ID, you need to modify the enchanting ID conflict
}
General {
#ENABLES A version of the THAUMINOMICON in Creative Mode that grants you all the research when you first use it.
B: Allow_cheat_Sheet = false
// Whether the creative mode completes all research
#Setting this to false will disable Arcane Mirror Research and Crafting Recipes.
B: Allow_mirrs = TRUE
// Whether the magic mirror can be made and used
#If Set to False, Warded Stone, Doors and Glass Will Just Be Cosmetic in Nature and Not Have its Hardnet With equal ease).
B: Allow_wardeded_stone = true
// Whether to allow guardians to be protected by glass and Austrian 扉 (except that the placement cannot be destroyed), if it is set to FALSE, they are only used as decorations.
#Can Taint Be Caused by Flux Effects.
B: biome_taint_from_flux = true // Is it corrupted due to the effect of the state of the curse?
#The channel per block update (1 in n) of the table biome spreading. Setting it to 0 prevents the space of taint biomes.
I: biome_taint_spread = 200
// The spread of corruption places is set to 0 to prevent the spread of corruption.
#SET this to true to get the old block magnet back.
B: Blue_magical_Forest = FALSE
// Set it to True to use the old blue magic forest
#SETTING This to True Will Make Certain Colors Higher Contrast or Darker to Prevent them FROM BeING 'Invisible' to COLOR BLIR BLIR BLIND PEOPLE.
B: color_blind = false
// For patients with color blindness, it needs to be set to True
#Hate CROOKED LABELS, Kittens, Puppies and All Things Awesome? If yes, set this to false.
B: Crooked = TRUE
// If you hate labels and other amazing items, please disable it
#ITEM Aspects are Hidden by Default and Pressing Shift Reveals them. Changing this setting to 'True' WillSe Reverse This Behaviour and Always D Isplay Aspects Unless Shift is Presset.
B: Display_aspects = false // By default, the elements of the items are hidden, and the Shift key will display them.The change of this settings to "True" will reverse this behavior and always display the elements unless press the Shift key.
#Setting this to false Will Remove the Glowing Purple Nodules from Taint Fibres. This Might Prevent CraShes Some PEOPLE Experience Performance.
B: Glowing_taint = TRUE
// Remove the luminous purple nodules from corruption fibers, avoid some potential collapse problems, and improve performance
#If Set to True Golems Will Attempt to play the cheat Opening Animations and Sounds where they interact with them.
B: Golem_Chest_interact = TRUE
// Set it to true, and the puppet makes a sound when interacting with the box
#How Many Ticks A Golem Waits BetWeen Checking for Tasks. Setting it his will save server ticks, but will make the Golems Slower to react.
I: GOLEM_DELAY = 5
// The delay of the puppet, setting up higher will reduce the server stuck, but it will slow down the reaction time of the puppet
#How Many MilliseConds A Golem Will Ignore An AFTER It has failed to find a destination or use for it. Min Value 1000
I: Golem_ignore_delay = 10000
// 不 The milliseconds of the item after being found or unable to use a certain item.Minimum value 1000
#The fx quality of the line connecting Golems to Marked Blocks. Setting this Below 4 deactives the effect entirely. I: Golem_link_qualityy
// Connect the puppet to the thickness of the lines of the tag block.Setting it to less than 4 will completely disable the effect.
#Negative nodes like hungry, tainted or dark nodes will have additional, much nastier, effects.
B: Hard_mode_nodes = TRUE
// Difficult node mode: 餮, pollution, dangerous nodes will have an impact
#How rare nodes are in the world. The number there will be (on the average) one node per n chunks.
I: node_rarity = 36
// Nodes are scarce, the distance between the average node (unit: block) per two nodes
#Determines how Fast Notifications Scroll Downloads.
I: Notification_Dlay = 5000
// The speed of rolling down on the bottom right
#The maximum amount of notifications that are displayed onscreen.
I: notification_max = 15
// The maximum notification number at the bottom right
#This is a commit, the portable house is not allowed to pass arough.
S: portablehole_blacklist = IRON_DOOR
// The blacklist of the core action block of the portable cave staff, separate
#This setting will disable Certain Thaumcraft Shaders for Those WHO Experience FPS Drops. B: Shaders = True
// The mysterious times are related to the light and shadow. If you encounter the FPS problem, or you can close it when you open the Optifine's rapid rendering
#The channel of a node bebing Special (Pure, DARK, Unstable, ETC.). The number Means Roughly 1 in N Nodes Will Be Special, so setting the number to 5 Will Mean 1 in 5 NODES May Be Spect.
I: SPECIAL_NODE_RARITY = 18
// The special possibilities of nodes (pure, dangerous, unstable, etc.).This number means that about one of the n nodes is special, so setting this number to 5 means that one of the 5 nodes may be special.
#THAUMCRAFT Banker Villager ID
I: THAUMCRAFT_BANKER_ID = 191
// The ID of the villagers in the mysterious era
#THAUMCRAFT WIZARD VILLAGER ID
I: THAUMCRAFT_VILLAGER_ID = 190
// The ID of the villagers in the mysterious era
#Set to true to have the wand display in the bottom left intends of the top left.
B: WAND_DIAL_BOTTOM = FALSE
// Set to TRUE can make the discs that display the head element in the lower left corner instead of the upper left corner
#Setting this to true disables warp and similar mechanics. You wuss.
B: wuss_mode = false
// Set it to TRUE to disable the distorted reaction (the author voiced: you timid ghost)
}
#Monster_spawning
#---------------------------------------------------------------------------------------------------#
#Will the mobs spawn
############################################## This############################################## This######
Monster_spawning {
# Setting this to false will disable spawning champion mobs. Even when false they will still have a greatly reduced chance of spawning in certain dangerous places.
B: Champion_mobs = TRUE
B: spawn_angry_zombies = true
B: spawn_eldercreatures = true
B: spawn_fire_bats = true
B: spawn_pechs = true
B: spawn_taint_spores = true
B: spawn_taintacles = true
B: spawn_wisps = true
// Whether to generate creatures: elite monsters, red -eyed zombies, nine prison bats, rotten spores, etc.
}
############################################## This############################################## This######
#Research
#---------------------------------------------------------------------------------------------------#
#Various research related thing.
############################################## This############################################## This######
Research {
#The topal amount of RP YOU can have in your pool per Aspect beface the scanning Soft Cap Kicks in. Aspect_total_cap = 100
// Before the amount of elements obtained by scanning, the number of elements you can have
#0 = normal, -1 = Easy (All Research items are directly purchaset with RP), 1 = Hard (All Research items need to solved via the reSearch table)
I: Research_diffical = 0
// The difficulty of research, -1 All studies are directly consumed to unlock the elements.
}
#Runic_shielding
#---------------------------------------------------------------------------------------------------#
#Runic shielding
############################################## This############################################## This######
runic_shielding {
#How much aer and Terra Centi-Vis (0.01 VIS) It is Costs to Reacharge a Single Unit of Shielding. Minimum of 0.
I: runic_cost = 50
// Rune Shield Reply requires the number of VIS VIS (= The value of the follow -up multiplied by 0.01)
#How many game pass after a shield has reduced to zero before it can start recharging agan. Minimum of 0. I: Runic_recharge_dlay = 80
// After the rune shield returns to zero, how much can I pass again?
#How Many MilliseConds Pass Between Runic Shielding Recharge Ticks. LOWER VALUES EQUALS FASTER RECHARGE. Minimum of 500.
I: runic_rechaarge_speed = 2000
// Rune shield charge speed
}
#WORLD_GENRATION
#---------------------------------------------------------------------------------------------------#
#Settings to turn certain world-gen on or off.
############################################## This############################################## This######
World_Gieration {
B: Generate_amber_ore = TRUE
// Whether to generate amber ore
B: Generate_aura_nodes = true
// Whether to generate nodes
B: Generate_cinnibar_ore = true
// Whether to generate a cinnabar ore
B: Generate_infused_stone = true
// Whether to generate magic stones
B: Generate_Structures = TRUE
// Whether to generate structure
#Can Taint Biomes Generate at WorldGen
B: Generate_taint = TRUE
// Whether to generate corruption
B: Generate_trees = TRUE
// Whether to generate magnificent wood and silver trees
}
#WORLD_REGENTANOON
#--------------------------------------------------------------------------------------------------##--h e s s s s-, then the Game will attemtain freeS if the set to true. Caution : Best use for Worlds Created Before You Added this mod, and only ifYou are what you are doing. Backups are advied.
// Whether the blocks that have been loaded in the world are reappeared into a mysterious era 4 mineral and trees, corruption, and structure, it is not recommended to open, if necessary, please back up archives
############################################## This############################################## This######
World_regENRATION {
B: amber_ore = false
B: Aura_nodes = false
B: cinibar_ore = false
B: infused_stone = false
#This key is used to keep track of which chunk have playerated/regenerica. Ge it if you want it to happy. Useful to register one world feature at a time.
S: Regen_key = DEFAULT
B: Structures = FALSE
B: Taint = false
B: trees = false
}
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