我的世界Wyrms of Nyrus难度配置文件汉化[WIP]
evolution配置文件
# Configuration file
# 配置文件
##################################################################################################
########
# evolution
#进化
#——————————————————————————————————–#
#
# Minimum evo level that is required until wyrms start getting evolution boosts.
#在wyrms开始获得进化提升之前所需的最低进化水平。
##################################################################################################
########
evolution {
# Wyrms add more evo points if killed by fire. Default: false
#如果Wyrm被火焰伤害击杀,它会增加更多的evo点。默认值:false
B:”Bonus from wyrm deaths by fire”=false
# If you’re a pack dev and disabled the Read Your Modpack feature but still want to use a starting evo cap, this is for you.
#如果你是一个整合包开发者,并且禁用了Read Your Modpack功能,但仍然想使用起始evo点数,那这个就是为你准备的。
I:”Custom minimum evo cap”=0
# Enables or disables Maximum Applied Evolution. Default: true
#启用或禁用最大进化。默认值:true
B:”Enable Maximum Applied Evolution”=true
# How many points is a level? Default: 50
#多少点数是一个等级?默认值:50
I:”Evo Points per Level”=50
# The overall damage boost given to wyrms at certain stages of evolution. Default: 0.005
#在进化的某些阶段,对wyrms的整体伤害提升。默认值:0.005
D:”Evolution ATK power”=0.004999999888241291
# The overall armor boost given to wyrms at certain stages of evolution. Default: 0.01
#在进化的某些阶段赋予wyrms的整体护甲提升。默认值:0.01
D:”Evolution DEF power”=0.009999999776482582
# The overall health boost given to wyrms at certain stages of evolution. Default: 0.015
#在进化的某些阶段给予wyrms的整体生命提升。默认值:0.015
D:”Evolution HP power”=0.014999999664723873
# Enables the evolution system. Default: true
#启用进化系统。默认值:true
B:”Evolution enabled”=true
# Determines how powerful evolution gets. Do not touch this if you intend on keeping closer to what would be expected in
vanilla Mineccraft. Higher values speeds up the evolution system growth faster, lower values slow it down. Default: 1.0
#决定进化的强大程度。如果你想更接近原版的预期,就不要碰这个。数值越高进化系统的增长速度越快,数值越低进化系统的发展速度越
慢。默认值:1.0
D:”Evolution factor”=1.0
# When wyrms die, they gain more evolutionary pressure to evolve and adapt against dying. Improvise. Overcome. Adapt.
Default: true
#当wyrms死亡时,它们会获得更多的进化压力(机翻,存疑)来进化和适应死亡。Improvise. Overcome. Adapt.(真的不会翻了)默认
值:true
B:”Evolution from wyrm deaths”=true
# As evolution increases, so does the chance of meeting an evolved variant of wyrm. Default: true
#随着进化的增加,遇到wyrm进化变种的机会增加。默认值:true
B:”Evolution variants”=true
# Enable/disable the HBM Taint evo variations. Requires variants to be enabled, does nothing if HBM is not installed. Default:
true
#启用/禁用HBM 辐射变体。设置为true启用变体,如果未安装HBM则不执行任何操作。默认值:true
B:”HBM evolution variants”=true
# The maximum evolution levels that can be applied to wyrms. Default: 10
#wyrms的最大进化水平。默认值:10
I:”Maximum Applied Evolution”=10
# uwu
S:”Modlist detector strings” <
draconicevolution;400
srparasites;300
hbm;250
icbmclassic;150
lycanitesmobs;125
securitycraft;80
techguns;75
roughmobsrevamped;75
immersiveintelligence;65
roughmobs;60
ic2;50
>
# Multiplier for the bonus from wyrm deaths by fire. Default: 2.0
#wyrm死于火焰伤害获得的进化点数。默认值:2.0
D:”Multiplier from wyrm deaths by fire”=2.0
# By default, Wyrms of Nyrus will do a one-time check at the initialization of the game to determine the minimum evolution
based on certain mods in your modlist. If you have any privacy concerns, you can disable this feature, even though this feature
doesn’t send anything out into the internet as it is all localized within your MC instance. Or, if you prefer not to have this feature
enabled, this option exists. Default: true
#默认情况下,Nyrus的Wyrms将在游戏初始化时进行一次性检查,以根据您的MOD列表中的某些MOD确定最小进化。如果您有任何隐私
问题,您可以禁用此功能,即使此功能不会将任何内容发送到internet,因为它都是在您的MC中本地化的。或者,如果您不希望启用此功能,
请关闭此选项。默认值:true
B:”Read Your Modpack”=true
}
#当最小进化等级达到指定等级后解锁的生物
“min evolution level” {
# Default: 6
I:Creepwyrm=6
# Default: 4
I:Soldier=4
# Default: 6
I:”Soldier (Frost)”=6
# Default: 10
I:”Soldier (Infectoid)”=10
# Default: 5
I:Warrior=5
# Default: 12
I:”Warrior (Tainted)”=12
# Default: 3
I:Worker=3
# Default: 2
I:Wyrmling=2
}
general配置文件
# Configuration file
#配置文件
##################################################################################################
########
# ai
#——————————————————————————————————–#
#
# AI configuration
# AI配置
##################################################################################################
########
ai {
# Wyrms that can target animals (Sheep, animania cows, etc) will target and attack animals. Default: true
#Wyrms会攻击动物。默认值:true
B:”Attack animals”=true
# Wyrms that can target mobs (zombies, SRP parasites, etc) will target and attack mobs. Default: true
#可以攻击怪物(僵尸、SRP中的寄生体等)Wyrms会攻击怪物。默认值:true
B:”Attack mobs”=true
# Wyrms that can target villagers will target and attack villagers. Default: true
#Wyrms会攻击村民。默认值:true
B:”Attack villagers”=true
# Some wyrms (Those marked as diggers or sapients) will try to break blocks. If this is disabled, they won’t do that. See
individual wyrm stat configs to set their block griefing capabilities (via block hardness), setting their values to below 0 disables
their griefing capability. Default: true
#一些wyrms(那些被标记为diggers或sapients的)会试图破坏方块。如果这个被禁用,他们就不会这么做。请参阅各个wyrms stat配置以
设置其可破坏的方块(通过方块硬度),将其值设置为0以下将禁用其破坏功能。默认值:true
B:”Block destruction”=true
# If a wyrm can break blocks, this option allows them to drop the item of that block onto the ground. Disable if this causes too
much lag, especially with larger wyrms. Default: true
#如果wyrm可以破坏方块,则此选项允许他们将破坏的方块放在地上。如果这会导致延迟,特别是对于较大wyrm的,请禁用。默认
值:true
B:”Block destruction drops item”=true
# 1 in x chance that a block broken by wyrms drops an item. Raising this value improves performance. Default: 5
#被wyrms打破的方块掉落物品的几率为1/x。提高此值可提高性能。默认值:5
I:”Block destruction item drop chance”=5
# Reduces the amount of AI tasks given to wyrms. Enable this if the AI lags you, but keep in mind this may cause a few glitches
or oddities. Mainly disables EntityAILookIdle. Default: false
#减少赋予wyrms的AI任务数量。如果AI落后于您,请启用此功能,但请记住,这可能会导致一些小故障或奇怪情况。主要禁用
EntityAILookIdle。默认值:false
B:”Enable Performance AI”=false
# The savage AI may not be for everyone. By setting this to false, you disable AI features like Workers attacking players at later
invasion stages, Rovers from attacking players, etc. Default: true
#野蛮的AI可能不适合所有人。通过设置为false,您可以禁用一些AI功能,如workers在入侵后期攻击玩家,Rovers攻击玩家等。默认
值:true
B:”Enable Savage AI”=true
# Makes wyrms not attack players (unless if attacked already). Default: false
#使wyrms成为中立生物。默认值:false
B:”Friendly to players”=false
# The time in seconds between when wyrms can enrage. Default: 20
#wyrms可以激怒的时间间隔(以秒为单位)。默认值:20
I:”Rage Cooldown”=20
# Rage is applied when wyrms had a target, but had to switch priorities. This causes wyrms to get annoyed and switch targets,
causing them to knock their original target away, gain short buffs, and go after the being that interrupted them. Default: true
#当wyrms有了攻击目标,但必须切换攻击优先级时,就会开始愤怒。这会导致wyrms感到恼火并切换目标,导致他们将原来的目标击飞,
获得短暂的buff,并追逐新的目标。默认值:true
B:”Rage Enabled”=true
# Makes wyrms also attack creepers like idiots, if they use hostile AI targeting more than just players. Leave this as false if you
want wyrms to have more braincells than you. Default: false
#如果他们使用敌对的人工智能瞄准的不仅仅是玩家,那么他们也会像白痴一样攻击爬行者。如果你想让wyrms拥有比你更多的脑细胞,那
么就把它设为false。默认值:false
B:”Suidical wyrms”=false
}
creeped {
# Creepwyrms can check a block within a x by x by x range and infest it. For example, a range of 8 makes creepwyrms add blocks
in a 8x8x8 range. Default: 16
#Creepwyrms可以检查x乘x乘x范围内的块并对其进行填充。例如,范围为8会使creepwyrm在8x8x8范围内添加块。默认值:16
I:”Creepwyrm Infestation Range”=16
# Maximum tier of Creeped that Creepwyrms can spawn. Default: 0
#Creepwyrms可以繁殖的最大进化等级。默认值:0
I:”Creepwyrm Maximum Spawn Tier”=0
# How far up Creepwyrms can call in Creeped Pods. Default: 30
#Creepwyrms可以呼唤多远的同类。默认值:30
I:”Creepwyrm Pod Call Radius”=30
# The number of Creeped Pods Creepwyrms will summon. Default: 1
#Creepwyrms可召唤的Creeped Pods数量。默认值:1
I:”Creepwyrm Pod Call Threshold”=1
# Creepwyrms must summon x amount of times before they call a creeped pod to spread their influence. Default: 10
#Creepwyrms必须召唤x次才能召唤Creeped Pods。默认值:10
I:”Creepwyrm Pod Call Threshold Spawn”=10
# Amount of blocks Creepwyrms need to infest in order to spawn something. Default: 20
#Creepwyrms为了繁殖某种东西需要寄生的方块数量。默认值:20
I:”Creepwyrm Spawn Threshold”=20
# Makes the Creeped immune to cactus damage. Default: false
#使Creeped对仙人掌的伤害免疫。默认值:false
B:”Immune to cacti”=false
# Makes the Creeped immune to explosions. Default: false
#使Creeped对爆炸免疫。默认值:false
B:”Immune to explosions”=false
# Makes the Creeped immune to fall damage. Flying Creeped always ignore fall damage. Default: false
#使Creeped对摔落伤害免疫。飞行Creeped总是忽略摔落伤害。默认值:false
B:”Immune to falling”=false
# Makes the Creeped immune to radioactive gasses. Default: true
#使Creeped对放射性气体免疫。默认值:true (本项是对hbm的联动选项)
B:”Immune to radioactive gas”=true
}
##################################################################################################
########
# gestalt
#——————————————————————————————————–#
#
# GESTALT
#
##################################################################################################
########
gestalt {
# 1 in X chance to alert the gestalt when a player moves through Hive Creep flora. Range: 1 to 100000; Default: 100
#当玩家穿过Hive Creep flora时,有1/X的机会提醒gestalt。范围:1至100000;默认值:100
I:”Flora alert chance”=100
# 1 in X chance to decay infamy every tick. Goes down exponentially faster if infamy is high. Default: 20000
#X分之一的机会降低的infamy。如果infamy很高,下降速度会呈指数级增长。默认值:20000
I:”Infamy Decay Chance”=20000
# Players that pick fights with wyrms will build up infamy within the Hive, and attract other wyrms to the player’s general area
faster, if this is disabled, wyrms will only slowly congregate around players. Default: true
#与wyrms打架的玩家将在蜂巢内建立infamy,并更快地吸引其他wyrms进入玩家的常规区域,如果禁用了这一功能,wyrms只会慢慢聚集
在玩家周围。默认值:true
B:”Infamy Enabled”=true
# Max infamy causes invasion events to take place around the player. Unlike the normal scheduler, this system creates an event
for ALL players in the server, not just one random player. Default: true
#最大infamy会导致玩家周围发生入侵事件。与普通的调度器不同,该系统为服务器中的所有玩家创建一个事件,而不仅仅是一个随机玩
家。默认值:true
B:”Max infamy Causes Invasion Events”=true
# Max infamy causes Creeped kills to spawn double the entities. Default: true
#最大infamy会使Creeped的杀戮产生双倍的实体。默认值:true
B:”Max infamy Creeped Spawns”=true
# Number of seconds until wyrms forget their target. Default: 20
#wyrms忘记目标的秒数。默认值:20
I:”Target memory”=20
# If players move through hive creep plants without sneaking, the plants will prompt wyrms to investigate the disturbance.
Default: true
#如果玩家在没有潜行的情况下穿过蜂巢creep植物,这些植物将促使wyrms发现玩家。默认值:true
B:”The wyrms speak for the plants”=true
# Wyrms that get close enough to a player become aggressive, even if they otherwise could not. Default: true
#距离玩家足够近的Wyrms会变得有侵略性,即使他们无法做到这一点。默认值:true
B:”Total Awareness”=true
# Control how close a member of the hive must be to the player. Default: 8
#控制hive成员与玩家的距离。默认值:8
D:”Total Awareness Range”=8.0
# While infamy is maxed out, wyrms and creeped know almost EXACTLY where the player is at all times, so long as they’re within
proximity. This total knowledge proximity is far longer than the Total Awareness Range. Default: false
#当infamy达到顶点时,只要他们在附近,wyrms和created几乎总是准确地知道玩家在哪里。这种总的知识接近度远远超过总的意识范围。
默认值:false
B:”Total War”=false
}
global {
# Metalcomb arrays are treated like iron ingots and can replace iron ingots in recipes. Default: true
#Metalcomb arrays可以取代配方中的铁锭。默认值:true
B:Metalcombs-as-iron=true
# Wyrms, Creeped, and Follies can hold some secrets… Default: true
#Wyrms、Creeped和Follies可以隐藏一些秘密…默认值:true
B:”Mob Easter Eggs”=true
}
wyrmfollies {
# The factor of which wyrmfolly stats increase. Default: 1.05
#wyrmully统计数据增加的因素。默认值:1.05 //机翻
D:”Wyrmfolly buff factor”=1.149999976158142
# The number of kills before a folly levels up. Default: 5
#愚蠢行为升级前的死亡数量。默认值:5
I:”Wyrmfolly level steps”=5
}
##################################################################################################
########
# wyrms
#——————————————————————————————————–#
#
# Universal & misc properties for the mod.
#
##################################################################################################
########
wyrms {
# Drop pods can damage blocks around them with an actual explosion. SHOULD BE PAIRED WITH WYRMS AND CREEPED BEING
IMMUNE TO EXPLOSIONS! Default: false
#Drop pods可以通过实际的爆炸破坏周围的方块。应该与wyrms和creaped配对,对爆炸免疫!默认值:false
B:”Drop pods cause block damage”=false
# The damage multiplier flying wyrms (including probers) will take from projectiles. Will not always be applicable to some flying
wyrms. Does not apply to voidwyrms. 2.0 = doubled damage Default: 2.5
#飞行的wyrms(包括probers)将受到投射物的伤害。并不总是适用于某些飞行的wyrms。不适用于voidwyrms。2.0=双倍伤害默认
值:2.5
D:”Flying Wyrm Projectile Weakness”=2.5
# Makes wyrms immune to cactus damage. Default: false
#使wyrms对仙人掌的伤害免疫。默认值:false
B:”Immune to cacti”=false
# Makes wyrms immune to explosions. Default: false
#使wyrms对爆炸免疫。默认值:false
B:”Immune to explosions”=false
# Makes wyrms immune to fall damage. Obviously doesn’t apply to any kind of droppod if true, and doesn’t do anything to
flying wyrms if set to false. Default: true
#使wyrms对掉落伤害免疫。如果为true,则显然不适用于任何类型的voidwyrms,如果设置为false,则对飞行wyrms也没有任何作用。默
认值:true
B:”Immune to falling”=true
# The damage multiplier voidwyrms (like the Visitor) will take from projectiles. Will not always be applicable to some voidwyrms.
Does not apply to flying wyrms. 2.0 = doubled damage Default: 3.0
#更高伤害倍数(如the Visitor)将从投射物中获得。并不总是适用于某些voidwyrms。不适用于飞行的wyrms。2.0=双倍伤害。默认
值:3.0
D:”Voidyrm Projectile Weakness”=3.0
# As a baseline, workers make a product every x ticks. This value is the base time it will take, total time will vary based on RNG
still. Default: 2500
#作为基准,worker每x次生产一个product。该值是所需的基本时间,总时间仍将根据RNG而变化。默认值:2500
I:”Worker productivity”=2500
# The armor of wyrms. 1.0 = 100% Default: 1.0
#wyrms的盔甲倍率。1.0=100%默认值:1.0
D:”Wyrm Resistance”=1.0
# The attack strength of wyrms. 1.0 = 100% Default: 1.0
#wyrms的攻击伤害倍率。1.0=100%默认值:1.0
D:”Wyrm Strength”=1.0
# The health of wyrms. 1.0 = 100% Default: 1.0
#wyrms的生命值倍率。1.0=100%默认值:1.0
D:”Wyrm Vitality”=1.0
# Makes wyrms destroy blocks. Default: true
#使wyrms破坏方块。默认值:true
B:”Wyrm explosions damage blocks”=true
# Lore-wise, wyrms can undergo uncontrolled nuclear chain reactions when set on fire. This makes wyrms explode on death if
they’re on fire upon death. Default: true
#Lore wise,wyrms在被点燃时会发生不受控制的核连锁反应。这会使wyrms在死亡时爆炸,如果它们在死亡时着火的话。默认值:true
B:”Wyrms go supercritical”=true
}
invasion配置文件
# Configuration file
#配置文件
##################################################################################################
########
# drop pods
#——————————————————————————————————–#
#
# Everything involving wyrm spawns from the Invasion system.
#与Invasion系统中的wyrm生成相关的所有内容。
#
##################################################################################################
########
“drop pods” {
# Maximum wyrms to spawn from Callous pods. Default: 2
# 从Callous pods中孵化的最大wyrms数量。默认值:2
I:”Callous max spawns”=2
# Minimum wyrms to spawn from Callous pods. Default: 1
# 从Callous pods中孵化的最小wyrms数量。默认值:1
I:”Callous min spawns”=1
# Maximum wyrms to spawn from Hexe pods. Default: 3
# 从Hexe pods中孵化的最大wyrms数量。默认值:3
I:”Hexe max spawns”=3
# Minimum wyrms to spawn from Hexe pods. Will still always spawn at least 1 wyrm. Hexe pods always spawn wyrmlings that
grow into various castes of wyrms except royals. Default: 1
# 从Hexe pods中孵化的最小wyrms数量。将始终孵化至少1个wyrms。Hexe pods会孵化成各种wyrmlings,但不包括royals。默认值:1
I:”Hexe min spawns”=1
# Delay for each drop pod spawn from The Visitor. Default: 3500
# The Visitor生成每个pod的延迟时间。默认值:3500
I:”Visitor drop pod frequency”=3500
# Random variation added to the drop delays, adds -x to x ticks to delay. Default: 500
# 随机变化加入到掉落延迟,使延迟增加-x到x的滴答声。默认值:500
I:”Visitor drop pod frequency variation”=500
}
##################################################################################################
########
# hive creep
# hive蔓延
#——————————————————————————————————–#
#
# Everything involving Hive Creep
# 所有与Hive蔓延有关的内容
#
##################################################################################################
########
“hive creep” {
# The speed at which Creep Hives spread The Creep. Every x entity updates, the creep hive runs a check and creeps over a valid
block if found. Lower this to make it faster, or increase it even further to make creep hives do their thing a lot slower./n(WARNING:
AS THIS MOB CREATES ACTIVE CREEPED BLOCKS, KEEP THIS VALUE VERY HIGH TO AVOID BLOCK UPDATE SPAM BUILDUP) Default:
1800
# Hives传播蔓延的速度。每过x个实体更新周期,Hives都会检查并在找到一个有效方块时蔓延。减少这个数值可以加速蔓延,或者进一步增
加它的数值,使蜂巢的功能放慢速度(警告:由于这个生物创造了活动蔓延方块,因此要将此值保持非常高,以避免块更新垃圾邮件积聚)。
默认值:1800
I:”Creep Hive creep speed”=1800
# If a hive creep block fails to find a suitable block to creep, there is a 1 in n chance that it will decay into a hive block. Lower this value if you’re experiencing TPS drops. Default: 50
# 如果hive找不到合适的方块进行蔓延,就有1/n的几率会变成hive block。如果您遇到TPS下降,降低这个值。默认值:50
I:”Creep decay chance”=50
# If enabled, if a hive creep block decays and there is open air above it, it releases a radioactive gas. Default: false
# 如果启用,则如果hive creep block腐烂并且上面有开阔的空气,则会释放放射性气体。默认值:false
B:”Creep decay produces radioactive gas”=false
# If The Creep is enabled or not. This stops spread, and also renders Creepwyrms useless (Also disabling their spawning.)
Default: true
# 是否启用蔓延。这可以防止蔓延,并且还使Creepwyrms无用(还会禁用它们的生成)。默认值:true
B:”Creep enabled”=true
# Maximum hardness of a block that can be infested. Can automatically generate a blacklist this way for other mods if you’re too lazy to add to the blacklist below. Default: 2.45
# 可以感染的方块的最大硬度。可以自动生成黑名单,以此为其他mod添加黑名单。默认值:2.45
D:”Creep spread max hardness”=2.45
# Every time a creep block is created, the invasion points increase. If Invasion is not enabled, this won’t work at all. It is
recommended you should keep this number as a decimal unless if you want pain… Default: 0.015
# 每次创建creep block时,invasion points就会增加。如果未启用入侵,则这将不起作用。建议您将此数字保留为十进制,除非你想受
苦……默认值:0.015
D:”Creep spread points”=0.015
# 1 to n chance every tick that a hive creep blocks actually does something. Some blocks will tick much slower, like creepstone.
Increase this number if you’re seeing TPS drops. Default: 7
# 每1次告知hive creep blocks会在多少游戏刻后发生一些事情。某些块将慢得多(如creepstone)。如果你看到TPS下降,请增加这个数
I:”Creep spread speed”=7
# Every n world ticks, hive creep blocks will tick and roll to see if they spread or not. 20 ticks = 1 second. Default: 500
# 每n个世界刻,蜂巢蔓延方块将刻度并滚动,看看它们是否会蔓延。20个刻度=1秒。默认值:500//机翻,实在不会翻了
I:”Creep tickrate”=500
# Blacklist of blocks hive creep can not spread to. Blocks that are not considered a full block by the MC engine do not need to
be included here.
# blocks hive可蔓延的方块黑名单。不被MC引擎视为完整块的方块不需要在此处包括。
# WARNING: EXPERIMENTAL FEATURE. Disabled/enable in the 2nd config option. Is automatically set to true in development
builds.
# 警告:实验功能!在第二个配置选项中禁用/启用。在开发版本中自动设置为true。
S:”Creepable block blacklist” <
minecraft:furnace
minecraft:brick_block
minecraft:bone_block
minecraft:bedrock
minecraft:concrete
minecraft:concrete_powder
minecraft:end_bricks
minecraft:end_stone
minecraft:glass
minecraft:jukebox
minecraft:nether_brick
minecraft:red_nether_brick
minecraft:noteblock
minecraft:observer
minecraft:obsidian
minecraft:packed_ice
minecraft:prismarine
minecraft:purpur_block
minecraft:purpur_pillar
minecraft:quartz_block
minecraft:sponge
minecraft:stained_glass
minecraft:wool
minecraft:stonebrick
>
# Enables the creepable block blacklist.
# 启用可蔓延方块黑名单。(前文说的第二个选项就是这里)
B:”Creepable block blacklist enabled”=true
# The speed at which normal Creepwyrms spread The Creep. Every x entity updates, the creepwyrm runs a check and creeps
over a valid block if found. Lower this to make it faster, or increase it even further to make creepwyrms do their thing a lot slower.
Default: 200
# normal Creepwyrms传播蔓延的速度。每过x个实体更新周期,creepwyrm进行检查,并在找到有效的方块时进行蔓延。将这个数字减少
可以加快蔓延,或进一步增加它的数值,使得creepwyrms的功能变慢。默认值:200
I:”Creepwyrm creep speed”=200
# The speed at which Dire Creepwyrms spread The Creep. Every x entity updates, the creepwyrm runs a check and creeps over a
valid block if found. Lower this to make it faster, or increase it even further to make creepwyrms do their thing a lot
slower./n(WARNING: AS THIS MOB CREATES ACTIVE CREEPED BLOCKS, KEEP THIS VALUE VERY HIGH TO AVOID BLOCK UPDATE
SPAM BUILDUP) Default: 1800
# Dire Creepwyrms传播蔓延速度。每过x个实体更新周期,creepwyrm进行检查,并在找到有效的方块时进行蔓延。将这个数字减少可以
加快蔓延,或者进一步增加它的数值,使creepwyrm的功能变得更慢(警告:由于此生物创造了活动蔓延方块,因此需要将这个值保持非常
高,以避免块更新信息积聚!)。默认值:1800
I:”Dire Creepwyrm creep speed”=1800
}
##################################################################################################
########
# invasion
#(目前暂译为入侵)
#——————————————————————————————————–#
#
# The Wyrm Invasion is the main mechanic of this mod, with a fully-fledged event system with threats that keep players on edge.
# Wyrm Invasion是此模组的主要机制,具有全面的事件系统,可保持玩家的紧张感。
#
##################################################################################################
########
invasion {
# The dimensions (in their numerical IDs) in which wyrms are able to invade. Note that the dimension still must be a surface
dimension in order for certain events to work! Default: 0,1
# wyrms可以入侵的维度(以它们的数字ID表示)。请注意,维度仍必须是表面维度,以使某些事件起作用!默认值:0,1(即主世界和末地)
(不能调节成黑名单,差评(bushi))
I:”Invade-able dimensions” <
0
1
>
# Every x minutes, an invasion event takes place. Default: 8
# 每隔x分钟,就会发生入侵事件。默认值:8
I:”Invasion Event Frequency”=8
# Wyrms gain invasion points for every kill. Set this to 0 to disable this feature entirely. Default: 1
# wyrms每杀死一个生物都会获得一定的入侵点数。将其设置为0将完全禁用此功能。默认值:1
I:”Invasion Points Per Kill”=1
# 1 in x chance to occur each day before wyrms start invading. Default: 10
# 在wyrms开始入侵之前,每天只有x分之一的几率发生。默认值:10
I:”Invasion Start Chance”=10
# 0 = Random chance, 1 = after x days, 2 = hybrid (time & chance). Default: 2
# 0 = 随机几率,1 = 经过x天之后,2 = 混合(时间和几率)。默认值:2
I:”Invasion Start Mode”=2
# Number of days until wyrms can start to invade. Default: 20
# wyrms可以开始入侵的天数。默认值:20
I:”Invasion Start Time”=20
# Enables the invasion system. Many functions of the mod will not work if this is off, including other sub-systems. Default: true
# 启用入侵系统。如果关闭此功能,模组的许多功能都将无法使用,包括其他子系统。默认值:true
B:”Invasion enabled”=true
# Allows the invasion to start naturally without needing admin commands. Default: true
# 允许入侵自然开始而不需要管理员命令。默认值:true
B:”Invasion starts naturally”=true
# All invasion events take place a certain distance away from the player. Increasing this range makes it less likely that events
happen near the player, but may cause performance hitches due to potential chunkloading. Usually keep this number in increments
of 16 (Chunk x/z size). Default is calculated for Minecraft’s usual 12 chunk render radius. Default: 192
# 所有入侵事件都在距离玩家一定距离的地方发生。增加这个范围可以使事件少发生在玩家附近,但可能会因为潜在的区块加载而造成性能
问题。通常将此数字保持为16的倍数(块x/z大小)。默认值由Minecraft的12块呈现半径计算。默认为192
I:”Max event distance”=192
# Probers deal heavy damage and every kill advances the invasion by 5 points, compared to only one, IF the entity can be
sampled (hit) more than once. One-shots or each hit adds 2 points. They also have longer aggro range and fly faster. Set to false to
disable this feature and make probers less dangerous. Default: true
# Probers会造成大量伤害,并且每次击杀都会使入侵点数增加5点,相比之下只有1点,如果实体可被多次采样(击中)。单次击杀或每次
击中增加2个点。它们的敌意范围也更广,飞行速度更快。将其设置为false可禁用此功能,并使Probers的威胁降低。
B:”Probing enabled”=true
# How many points are required to reach this phase of the alien invasion. Phase 0 (arriving) takes place UNDER this value.Default: 1000
# 需要多少点才能达到这个入侵阶段。阶段0(到达)发生在此值下。默认值:1000(以下类推,不予翻译(懒(划掉)))
I:”Stage 1 Invasion Point threshold”=1000
# How many points are required to reach this phase of the alien invasion. Default: 5000
I:”Stage 2 Invasion Point threshold”=5000
# How many points are required to reach this phase of the alien invasion. Default: 10000
I:”Stage 3 Invasion Point threshold”=10000
# How many points are required to reach this phase of the alien invasion. Default: 50000
I:”Stage 4 Invasion Point threshold”=50000
# How many points are required to reach this phase of the alien invasion. Default: 100000
I:”Stage 5 Invasion Point threshold”=100000
# How many points are required to reach this phase of the alien invasion. Default: 2500000
I:”Stage 6 Invasion Point threshold”=2500000
}
manifest配置文件(不要碰)
# Configuration file
#配置文件
##################################################################################################
########
# manifest
#——————————————————————————————————–#
#
# Meta information. DO NOT TOUCH!
# 元信息,不要碰!
##################################################################################################
########
manifest {
# Used by the configuration system to compare and see if the preset was updated in the next version of Wyrms of Nyrus.
#配置系统用于比较并查看预设是否在下一版本的Nyrus Wyrms中更新。
I:”Configuration version”=19
}
players配置文件
# Configuration file
#配置文件
##################################################################################################
########
# acute radiation syndrome
#急性辐射综合征(即下文的ars)
#——————————————————————————————————–#
#
# [CURRENTLY INDEV DO NOT ACTIVATE UNLESS YOU KNOW WHAT YOU ARE DOING!]
# [目前INDEV不会激活,除非你知道自己在做什么!]
#
# The ARS system simulates Radiation Poisoning on players exposed to the Nyral Wyrms. This is not like Fallout Rads mechanics
and managing ARS requires you to know how ARS works in real life, as this system aims to *accurately* simulate the effects of ARS.
# ARS系统模拟暴露于Nyral Wyrms的玩家的辐射中毒。这不像辐射雷达的机制,管理ARS需要你知道ARS在现实生活中是如何工作的,因为
这个系统旨在“准确”模拟ARS的影响。
#
# Instead of going off of ONLY the collective dosage like what HBM, NC, and TG does, this goes off of an active dosage, which then
determines up to how many stages of ARS a player can go through, and the chances of ARS turning untreatable and fatal instead
of something that can recover on its own.
#这不是像HBM、NC和TG那样只使用集体剂量,而是使用活性剂量,然后决定玩家可以经历多少个ARS阶段,以及ARS变得无法治疗和致命的
可能性,而不是可以自行恢复的情况。
#
# However, this does NOT grant the player absolute immunity from crazy high dosages. A dosage of above 30 Gy is INSTANTLY
fatal.
# 然而,这并不能使玩家对疯狂的高剂量有绝对的免疫力。30Gy以上的剂量是立即致命的。
#
#
# The ARS System goes off of Gy, or Grays, a unit of radiation dosage in the SI. By default, the ARS system aims to be as
scientifically accurate as possible; factory presets only change how much is emitted from Wyrms and Creeped. ARS progression
times are slightly changed for gameplay purposes but still reflect the real science.
# ARS系统以Gy或Grays为单位,这是SI中的辐射剂量单位。默认情况下,ARS系统的目标是尽可能科学准确;出厂预设仅更改Wyrms和
Creped的发射量。ARS的进展时间略有改变,但仍然反映了真实的科学。
##################################################################################################
########
“acute radiation syndrome” {
# If left untreated, this is how much time they have until death. Treatment will only buy time. Default: 2
#如果不治疗,这就是他们死亡前的时间。治疗只会争取时间。默认值:2
I:”Deadly Dosage Days Until Death”=2
# The maximum Gy a player can be exposed to and experience Stage 3 of ARS and have no recovery chance without dying on
the spot. Any values beyond this is instant, unquestionable death. Treatment only buys time left before inevitable death. This is
Stage 4 of ARS. Default: 30.0
#玩家可以接触并经历ARS第三阶段的最大Gy,并且在不当场死亡的情况下没有恢复机会。任何超越这一点的价值观都是瞬间的、毫无疑问
的死亡。治疗只会为不可避免的死亡争取时间。这是ARS的第4阶段。默认值:30.0
D:”Deadly Dosage Limit”=30.0
# The maximum number of days a player can extend their lifespan during Stage 4 of ARS through treatment. Death with occur
within this many days + base Days Until Death. Default: 14
#在ARS的第四阶段,玩家可以通过治疗延长寿命的最大天数。死亡发生在这许多天内+基本天数直到死亡。默认值:14
I:”Deadly Dosage Maximum Buyable Time”=14
# Enable or disable the ARS system. Default: true
#启用或禁用ARS系统。默认值:true(如果不想挑战难度最好还是关上)
B:Enabled=true
# If the player does not recover from Stage 1 ARS, either due to bad luck or too many stacks of it, this is how much time they
have until death. Default: 30
#如果玩家没有从第一阶段ARS中恢复,无论是由于运气不好还是堆叠太多,这就是他们直到死亡的时间。默认值:30
I:”Mild Dosage Days Until Death”=30
# The maximum Gy a player can be exposed to and only feel the most mild of effects of ARS. The player is somewhat likely to
recover from this, but can die at an extremely slow rate if left completely untreated over prolonged exposure. This is Stage 1 of
ARS. Default: 2.0
#玩家可以接触到的最大Gy,并且只能感受到ARS最轻微的影响。玩家有可能从中恢复过来,但如果长时间暴露在环境中而不加以治疗,可
能会以极慢的速度死亡。这是ARS的第一阶段。默认值:2.0
D:”Mild Dosage Limit”=2.0
# The number of minutes until the second wave of symptoms. Default: 6
#第二波症状出现前的分钟数。默认值:6
I:”Minutes Until Onset”=6
# If the player does not recover from Stage 2 ARS, either due to bad luck, failure to treat, or too many stacks of it, this is how
much time they have until death. Default: 16
#如果玩家没有从第二阶段ARS中恢复,无论是由于运气不好、治疗失败还是堆叠太多,这就是他们直到死亡的时间。默认值:16
I:”Moderate Dosage Days Until Death”=16
# The maximum Gy a player can be exposed to and experience the more considerable effects of ARS. Treatment is required at
this level of exposure to avoid death and symptoms, and outcomes start to look bleak, even with treatment, as recovery rates
average around 55.5%. This is Stage 2 of ARS. Default: 6.0
#玩家可以接触到的最大Gy并体验到ARS更显著的效果。需要在这种暴露水平下进行治疗,以避免死亡和症状,即使进行了治疗,结果也开
始变得黯淡,因为平均康复率约为55.5%。这是ARS的第2阶段。默认值:6.0
D:”Moderate Dosage Limit”=6.0
# The maximum Gy a player can be exposed to and never feel the effects of ARS. They player will always recover from this. This
is Stage 0 of ARS. Default: 0.7
#玩家可以接触到的最大Gy,并且永远不会感受到ARS的影响。玩家总会从中恢复过来。这是ARS的第0阶段。默认值:0.7
D:”Safe Dosage Limit”=0.7
# How many seconds does the player build up Grays before it becomes a dosage, after which acquired Gy will reset to 0. Default:
95
#玩家在变成它之前需要多少秒才能建立Grays,之后获得的Gy将重置为0。默认值:95
I:”Seconds Until Dosage”=95
# If the player does not recover from Stage 3 ARS, either due failure to treat it or bad luck, this is how much time they have until
death. Default: 8
#如果玩家没有从第三阶段ARS中恢复,无论是由于治疗失败还是运气不好,这就是他们死亡前的时间。默认值:8
I:”Severe Dosage Days Until Death”=8
# The maximum Gy a player can be exposed to and experience ALL effects of ARS. Even with treatment, recovery rates are
extremely low. This is Stage 3 of ARS. Default: 8.0
#玩家可以接触并体验ARS所有效果的最大Gy。即使经过治疗,恢复率也极低。这是ARS的第三阶段。默认值:8.0
D:”Severe Dosage Limit”=8.0
# The number of days when 1 point of a player’s ARS stacks gets taken off. Default: 1
#玩家的ARS堆叠降低一点的天数。默认值:1
I:”Stage Stack Days Until Decay”=1
# The number of ARS stacks that will increase general ARS severity. Stacks are added when the active ARS stage is above Stage 1.
Stages of ARS will add more stacks over time based on the dosage. This value * 4 also defines the fatal limit in stacks. Stacks will
not cause an effect but will affect survival chances. It will decay over time. Default: 5
#将增加一般ARS严重程度的ARS堆叠的数量。当激活的ARS阶段高于阶段1时,将添加堆叠。ARS的阶段将根据剂量随时间增加更多的堆
叠。该值*4还定义了堆栈中的致命限制。堆叠不会造成效果,但会影响生存几率。它会随着时间的推移而降低。默认值:5
I:”Stage Stack Severity Steps”=5
}
world配置文件
# Configuration file
#配置文件
##################################################################################################
########
# follies
#——————————————————————————————————–#
#
# [CURRENTLY UNUSED] Wyrmfolly will pollute the chunk they are residing within with every kill they make. When enough
follyflesh exists in the area, new follies can be made, and follies in this area get extra bonuses. This is not a biome, but rather a
world mechanic.
#【目前未使用】Wyrmply每次杀人都会污染它们居住的区域。当该区域存在足够的福利斯肉时,可以制作新的福利斯,并且该区域的福利斯
可以获得额外的奖励。这不是一个生物群落,而是一个世界机械师。
#
##################################################################################################
########
follies {
# Folly blocks don’t stop normal mobs from spawning on them by default. Disable this if you think that wyrmfollies are getting
extremely powerful due to them killing mobs spawning in their territory. Default: true
#默认情况下,Folly方块不会阻止普通怪物在上面生成。如果你认为wyrmfolies由于杀死在其领土上生成的怪物而变得非常强大,请禁用此
选项。默认值:true
B:”Blocks don’t prevent mob spawns”=true
}
##################################################################################################
########
# general world
#一般世界
#——————————————————————————————————–#
#
# Details and expectations of the world and time mechanics
#世界和时间机制的细节和期望
#
##################################################################################################
########
“general world” {
# How long a day is supposed to be. Do not change this unless if another mod installed changes the day length or you
configured another mod to increase or decrease the amount of ticks there is to an Overworld day! This affects many mechanics in
Wyrms of Nyrus and must be handled with care! Default: 24000
#一天应该有多长。不要改变这个,除非安装了另一个mod改变了一天的长度,或者你配置了其他mod来增加或减少一个世界末日的蜱虫数
量!这会影响模组的许多机制,必须小心处理!默认值:24000
I:”Ticks in a day”=24000
}
##################################################################################################
########
# hive biome
#hive生物群落
#——————————————————————————————————–#
#
# [CURRENTLY UNUSED] After creep blocks infect a certain number of blocks in the chunk, they turn the chunk they’re in to a
special biome.
#
##################################################################################################
########
“hive biome” {
# Creep blocks will stop mobs from spawning normally on them. The Creeped will still be spawned on these blocks, should the
rules check out. Default: false
#Creep blocks将阻止怪物在其上正常生成。如果设置为真,The Creeped仍将在这些区块上繁殖。默认值:false
B:”Blocks don’t prevent mob spawns”=false
# 1 in X chance to grow some form of hivecreep growth on top of hivecreep blocks, but not hive blocks. Default: 60
#十分之一的机会在hivecreep块的顶部生长某种形式的hivecreed,但不是在hivecreap块上。默认值:60
I:”Hivecreep decoration density”=60
# Hive creep will occasionally grow plants on top of it. Default: true
#Hive creep偶尔会在上面长出植物。默认值:true
B:”Hivecreep decoration enabled”=true
# When Hive Creep decays into Hivestone, there is a chance for it to create a hivesteel ore block instead of hivestone.
#当Hive Creep衰变到Hivestone时,它有机会创建一个hivesteel ore block而不是Hivestone。
# Range: 5 – 2560000 | Default: 60
#范围:5-2560000 |默认值:60
I:”Hivesteel ore generation chance”=60
# Age until Corium decays into Inert Corium. Leave this number small so that corium can’t spread too far and cause lag.
Maximum: 10 ; Default: 6
#老化,直到Corium衰变为Inert Corium。保持这个数字较小,这样corium就不会扩散太远,造成延迟。最大值:10;默认值:6
I:”Vile creep decay”=6
# Only activated if Scape and Run: Parasites is present. Enables corium, which eats up the world once hive creep touches parastic
infestation. Developer in-joke, disable if the destruction is too much. Default: true
#仅当存在“逃逸:寄生体”时激活。启用corium,一旦Hive Creep接触到,它就会吞噬整个世界。开发者开玩笑说,如果破坏太多,就禁
用。默认值:true
B:”Vile creep enabled”=true
}