This tutorial is a community tutorial. Interested parties, please help join the newly added configuration option in the future.
[The abyss country version corresponding to the current configuration file: 1.10.1]
#Configuration file
# Configuration file
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#Biome_generation
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#BIME Generation Configuration (WHETHER a Biome Should Generate).
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#Biological group generation
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# The configuration of the biological group (determines whether a biological group will generate).All changes will take effect after restarting Minecraft.
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biome_generation {
#SET TRUE for the Coralium Infested Swamp to Generate.
B: "CORALIUM Infested SWAMP" = TRUE
#Set to TRUE to make corals infected with swamps.
B: "Coral infection with swamps" = TRUE
#Set true for the darklands biome to generate.
B: darklands = true
#Set to True to generate the biological group in the dark land.
B: Dark Land = TRUE
#Set true for the darklands forest biome to generate.
B: "Darklands Forest" = True #Set to True to generate the dark forest biological group.
B: Dark Forest = TRUE
#Set true for the darklands highland biome to generate.
B: "Darklands Highland" = TRUE
#Set to True to generate the biological group of the dark land.
B: Dark Land Heights = TRUE
#Set true for the darklands mountain biome to generate.
B: "Darklands Mountain" = TRUE
#Set to True to generate the biological group of the dark land.
B: Dark Land Mountains = TRUE
#SET TRUE for The Darklands Plains Biome to Generate.
B: "Darklands Plains" = TRUE
#Set to True to generate the plain biological group in the dark.
B: Dark Plain = TRUE
}
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#Biome_spawning
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#Biome spawning configuration (if players have a channel of spawning in the biomes).
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# The biological group generated by the player
#--------------------------------------------------------------------------------------------------##-Biological group generation configuration (whether the player has the opportunity to generate in a certain biological group).All changes will take effect after restarting Minecraft.
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biome_spawning {
#If true, you can spawn in the coralium infested swamp biome.
B: "CORALIUM Infested SWAMP" = TRUE
# If it is set to True, you will be generated in the coral infection of the swamp biological group.
B: "Coral infection with swamps" = TRUE
#If true, you can spawn in the darklands biome.
B: darklands = true
# If it is set to True, you will be generated in the biological group in the dark place.
B: "Dark Land" = TRUE
#If true, you can spawn in the darklands forest biome.
B: "Darklands Forest" = TRUE
# If it is set to True, you will be generated in the dark forest biological group.
B: "Dark Land Forest" = TRUE
#If true, you can spawn in the darklands highland biome.
B: "Darklands Highland" = TRUE
# If it is set to True, you will be generated in the biological group in the dark land.
B: "Dark Land Heights" = TRUE
#If true, you can spawn in the darklands mountain biome.
B: "Darklands Mountain" = TRUE
# If it is set to True, you will be generated in the biological group of the dark land.
B: "Dark Land Mountains" = TRUE#If True, you can spawn in the darklans plains biome.
B: "Darklands Plains" = TRUE
# If it is set to True, you will be generated in the plain biological group in the dark.
B: "Dark Plain" = TRUE
}
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#Biome_weight
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#BIOME Weight Configuration (The CHANCE N OUT of 100 that A Biome is Picked to Generate).
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# The biological group weight configuration (the probability of a biological group is selected and generated, the value is n/100).All changes will take effect after restarting Minecraft.
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biome_weight {
#BIOME Weight for the Coralium Infested Swamp Biome, Controls The CHANCE of It Generation (N Out of 100)
#[Range: 0 ~ 100, default: 5]
I: "Coralium Infested SWAMP" = 6
# The weight of the biological group infected by the coral invading the swamp, controlling its probability (n/100)*n as the set value, the same as* # [range: 0 ~ 100, default: 5]
I: "Coral infection with swamps" = 6
#BIOME Weight for the Darklands Biome, Controls The CHANCE of It Generation (N Out of 100).
#[Range: 0 ~ 100, default: 5]
I: darklands = 4
# The biological group is the weight of the biological group in the dark land to control its chance of generating (n/100)
#[Range: 0 ~ 100, default: 5]
I: "Dark Land" = 4
#BIOME Weight for the Darklands Forest Biome, Controls The CHANCE of It Generation (N Out of 100)
#[Range: 0 ~ 100, default: 5]
I: "Darklands Forest" = 4
# The biological group of the Forest of the Dark Land to control its chance of generating (N/100)
#[Range: 0 ~ 100, default: 5]
I: "Dark Forest" = 4
#BIOME Weight for the Darklands Highland Biome, Controls The CHANCE of It Generation (N Out of 100)
#[Range: 0 ~ 100, default: 5]
I: "Darklands Highland" = 4
# (N/100)
#[Range: 0 ~ 100, default: 5]
I: "Dark Land Heights" = 4
#BIOME Weight for the Darklands Mountain Biome, Controls The CHANCE of It Generation (N Out of 100)#[Range: 0 ~ 100, Default: 5]
I: "Darklands Mountain" = 4
# The biological group of the mountains in the dark land, control its chance of generating (n/100)
#[Range: 0 ~ 100, default: 5]
I: "Dark Land Mountains" = 4
#BIOME Weight for the Darklands Plains Biome, Controls The CHANCE of It Generation (N Out of 100)
#[Range: 0 ~ 100, default: 5]
I: "Darklands Plains" = 4
# The biological group of the plain of the dark plain to control its chance of generating (n/100)
#[Range: 0 ~ 100, default: 5]
I: "Dark Land" = 4
}
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#Blocks
#---------------------------------------------------------------------------------------------------#
#These settings allow you to disable spiecific blocks in the mod, mainly slabs, stairs and wants. Any Changes take efficiency a minecraft restart.
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#方
#--------------------------------------------------------------------------------------------------## These settings allow you to disable the specific blocks of this module, mainly steps, stairs and walls.All changes will take effect after restarting Minecraft.
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blocks {{
B: "ABYSSAL COBBLESTONE SLAB" = TRUE
B: "Abyss Round Stone step" = TRUE
B: "ABYSSAL COBBLESTONE STAIRS" = TRUE
B: "Abyss Roundstone Stairs" = TRUE
B: "ABYSSAL COBBLESTONE WALL" = TRUE
B: "Abyss Round Stone Wall" = TRUE
B: "ABYSSAL Stone Brick Slab" = TRUE
B: "Abyss Stone Brick steps" = TRUE
B: "ABYSSAL Stone Brick Stairs" = TRUE
B: "Abyss Stone Brick Stairs" = TRUE
B: "ABYSSALNITE COBBLESTONE SLAB" = TRUE
B: "Yuan Su Yuanshi step" = TRUE
B: "ABYSSALNITE COBBLESTONE Stairs" = TRUE
B: "Yuan Su Yuanshi Stairs" = TRUE
B: "ABYSSALNITE COBBLESTONE WALL" = TRUE
B: "Yuan Su Round Stone Wall" = TRUE
B: "ABYSSALNITE Stone Brick Slab" = TRUE
B: "Yuan Su Stone Brick steps" = TRUE
B: "ABYSSALNITE Stone Brick Stairs" = True
B: "Yuan Su Shi Brick Stairs" = TRUE
B: "Coralium Cobblestone SLAB" = TRUE
B: "Coral Round Stone step" = TRUE
B: "CORALIUM COBBLESTONE STAIRS" = TRUE
B: "Coral Round Stairs" = TRUE B: "Coralium Cobblestone Wall" = TRUE
B: "Coral Round Stone Wall" = TRUE
B: "Coralium Stone Brick SLAB" = TRUE
B: "Coral brick steps" = TRUE
B: "CORALIUM Stone Brick Stairs" = TRUE
B: "Coral brick stairs" = TRUE
B: "Darklands Oak Slab" = TRUE
B: "Dark Land Oak step" = TRUE
B: "Darklands Oak Stairs" = TRUE
B: "Dark Land Oak Stairs" = TRUE
B: "DARKSTONE BRICK SLAB" = TRUE
B: "Dark Stone Brick steps" = TRUE
B: "DARKSTONE Brick Stairs" = TRUE
B: "Dark Stone Brick Stairs" = TRUE
B: "DARKSTONE COBBLESTONE SLAB" = TRUE
B: "Dark Round Stone step" = TRUE
B: "DARKSTONE COBBLESTONE STAIRS" = TRUE
B: "Dark Round Stairs" = TRUE
B: "DARKSTONE COBBLESTONE WALL" = TRUE
B: "Dark Round Stone Wall" = TRUE
B: "DARKSTONE SLAB" = TRUE
B: "Dark Stone steps" = true
B: "DreamStone Brick Slab" = TRUE
B: "Fear stone brick steps" = TRUE
B: "DreamStone Brick Stairs" = TRUE
B: "Fear stone brick stairs" = TRUE
B: "DreamStone Cobblestone SLAB" = TRUE
B: "Fear of the Round Stone step" = TRUE
B: "DreamStone Cobblestone Stairs" = True B: "Fear Round Stairs" = TRUE
B: "DreamStone Cobblestone Wall" = TRUE
B: "Fear of Round Stone Wall" = TRUE
B: "Ethaxium Brick Slab" = TRUE
B: "Isez brick step" = TRUE
B: "Ethaxium Brick Stairs" = True
B: "Isez brick stairs" = TRUE
}
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#Dimensions
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#Dimension Configuration (ID Configuration and Dimension University).
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#Dimension
#---------------------------------------------------------------------------------------------------#
# Configuration (dimension ID settings and dimension unloading).All changes will take effect after restarting Minecraft.
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DIMENSIONS {
#The third diarsion, also known assthe realm of j'zahar.
I: omothol = 52
# The third abyss dimension, also known as the country of Zahar.
I: Oumoso = 52*Set dimension ID*
#SET TRUE to Prevent Omothol FROM AutomaticLly University
# Set to True to prevent Oumoso from uninstalling automatically (may affect performance)
B: "Prevent Uninstallation: Oumoso" = false
#SET TRUE to Prevent the Abysal Wasteland from Automatical Unloading (Might Affect Performance)
B: "Prevent unloading: The abyssal wasteland" = false
# Set to TRUE to prevent the abyss and wasteland from uninstalling automatically (may affect performance)
B: "Prevent Uninstallation: Abyss Wastel" = FALSE
#SET TRUE to Prevent the Dark Realm FROM Automatical Unloading (Might Affect Performance)
B: "Prevent unloading: The dark realm" = false
# Set to True to prevent automatic uninstallation in the dark field (may affect performance)
B: "Prevent Uninstallation: Dark Realm" = False
#SET TRUE to Prevent the Dreamlands From Automatical Unloading (Might Affect Performance)
B: "Prevent unloading: The dreamlands" = false
# Set to TRUE to prevent automatic uninstallation of fear (may affect performance)
B: "Prevent Uninstallation: The Land of Fear" = FALSE
#The first diarsion, full of undead monsters.
I: "The Abyssal Wasteland" = 50
# The first abyss dimension is full of undead creatures.
I: "Abyss Wastel" = 50*Set dimension ID*#hidden foursction, reached by falling double omothol
I: "The Dark Realm" = 53
# The hidden fourth abyss dimension arrived by the void from Oumoso.
I: "Dark Realm" = 53*Set dimension ID*
#The Second Dimension, Infested with Mutmed Monstersters.
I: "The Dreamlands" = 51
# The second abyss dimension is infected by mutant monsters.
I: "The Land of Fear" = 51*Set the dimension ID*
}
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#General
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#General Configuration (MISC Things). Only the Spawn Weights Require A Minecraft RESTART for Changes to take Effect.
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# #
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# Conventional configuration (miscellaneous item).Only changes to the weight of the generation need to take effect after restarting Minecraft.
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General {
#TOGGLES WHETHER or Not Abysal Zombies Should Use the Biome Dictionary for Finding Biomes to Spawn In (Which Might to them Spawnings F Rom Other Mods). B: "ABYSSAL ZOMBIE BIOME Dictionary Spawning" = True
# Switch whether the abyss zombie should use the biological group dictionary to find the biological group system generated (which may cause them to generate in the dimensions of other modules).
B: "The abyss zombie generates according to the biological group dictionary" = TRUE
#TOGGLES Any Interactions where armor sets either give certain effects, or dispeell Others. Useful if you have antalled that project IDES SIMILAR CUSTMATION to Any Armor Set.
B: "Armor Potion Effects" = TRUE
# Switching the armor will give a specific potion effect or remove other effects.If you install other mods that provide similar customs to armor, this configuration will be more useful.
B: "Armor gives the potion effect" = true
#TOGGLES WHETHER BLOCKS that Emits PARTICLES Should Do so so.
B: "block particles" = true
# Switch the box whether they emit their particle effects.*As the ember of the ritual altar*
B: "Block particle effect" = TRUE
#The Range (in Chunks) that will be afflicted by the ritual of cleanse (on the x and z axis)
#[Range: 3 ~ 100, default: 32] I: "Cleansing Ritual Range" = 32
# (On the X -axis and Z axis) influence range (number of blocks).
#[Range: 3 ~ 100, default: 32]
I: "Scope of healing ceremony" = 32
#ENTITIES Add to this list are considered carriers of the coralium plagu
S: "Coralium Plague Carrier List" <
"
# The entity added to the list will be recognized as the carrier of the coral plague (which will also cause it immune to the coral plague).
S: "The list of coral plague" <*Input after " #ENTITIES Add to this list are considerted immune to the coralium plague. S: "Coralium Plagets Immunity List" < " # The entity added to the list will be considered an immune coral plague. S: "List of Coral Plague Immune" <*Enter after " #SET TRUE to Allow the Corary Plague to Spread Outside the Abyssal Wasteland. B: "CORALIUM PLAGUE Spreading" = false # Set to True to allow coral plague to spread outside the abyss wasteland. B: "The spread of coral plague" = False#The Range (in chunks) that will be affected by the ritual of corruption (on the x and z axis) #[Range: 3 ~ 100, default: 32] I: "Corruption Ritual Range" = 32 # Dark pollution ceremony (on the X -axis and Z axis) influence (number of blocks). #[Range: 3 ~ 100, default: 32] I: "Dark pollution ceremony scope" = 32 #The Range (In Chunks) That Will Be Affected by the Ritual of Purging (on the x and Z axis) #[Range: 3 ~ 100, default: 32] I: "Curing Ritual Range" = 32 # Dark purification ceremony (on the X -axis and Z axis) influence range (number of blocks). #[Range: 3 ~ 100, default: 32] I: "Dark purification ceremony range" = 32 #Spawn weight for dark office. They spawn twice as likely in darklands forests and rooted forests. #[Range: 0 ~ 50, default: 5] I: "DARK Offspring Spawn Weight" = 5 # Dark cubs generate weight.The probability of generating the generics in the dark forest and black forests will be twice the current value. #[Range: 0 ~ 50, default: 5] I: "Dark cubs generate weight" = 5 #MOBS Added to this list will have a channel of spawning a demon animal of choice on deth.#Format: Entityid; Demonanimal; #Where EntityId is the string userd in the/Summon Command #Demonanimal is a Integer reprerenting the demon animal to spawn (0 = Demon Pig, 1 = DEMON COW, 2 = Demon Chicken, 3 = Demon Sheep) #CHANCE is a DecimAl Number Representing The CHANCE (Optional, Can Be Left Out) of the Demon Animal Being Spawned (0.2 Would Mean A 20%CHANCE, Defaults To 100%if not set [default:] S: "Demon Animal Transformations" < " # The creature added to the list has the opportunity to generate demon animals after death. # Format: entity ID; Demon Animal ID; Generation rate # The physical ID is a string used in the/summon command #The devil animal generated by an integer (0 = Demon Pig, 1 = Demon Cow, 2 = Demon Chicken, 3 = Demon Sheep) # (Selected and filled, can not be filled) is the chance of generating the devil animals represented by decimal (0.2 means a 20%chance. S: "Demon Animals Conveyor" <*Enter after " #Set to false to prevent demon animals (pigs, cows, chICKENS) from burning in the overworld. B: "Demon animal burning" = false # Set as FALSE will prevent the devil (pig, cattle, cow, chicken) burn in the Lord world. B: "Demon Animal Burning" = FALSE #Spawn Weight for the Demon Animals (PIGS, COWS, Chickens) spawning in the nether. #[Range: 0 ~ 100, default: 15] I: "Demon Animal Spawn Weight" = 15 # Demon animals (pigs, cows, chickens) in the lower realm. #[Range: 0 ~ 100, default: 15] I: "Demon Animal Generation weight" = 15 #TOGGLES WHETHER or Not An Eval Animal Spawns a Demon Animal on Death. B: "Demon Animals spawn on deth" = true # Switch whether the devil is generated after the death of evil animals. B: "Demon animals generate" = TRUE after death # TOGGLES WHETHER or Not DEPTHS GHOULS Should Use the Biome Dictionary for Finding Biomes to Spawn In (Which Might to them Spawning in Dimensio ns from Other Mods). B: "depths ghul biome dictionary spawning" = true # Switch whether the abyssal ghoul uses the biological group dictionary to find the biological group system generated (it may cause them to generate in the dimension of other modules). B: "The abyss gangsters generate the biological group dictionary" = TRUE#TOGGLES WHETHER or Not to Override the name Locking and Display item names of the Knowledge Being Ob. Tained or not. B: "Display item names" = false # Switch whether the name of the item is locked and shows its original name, whether or not it has obtained the corresponding knowledge. B: "Display the name of the item" = false #Entities Add to this list are considered carriers of the dread plaguue (this also makes them immune). S: "Dream Plague Carrier List" < " #The entity added to the list will be recognized as a carrier of the fear of the plague (which will also make it immune to the plague). S: "The list of fear plague carriers" <*Enter after " #ENTITIES Add to this list are considerted immune to the dread plagu. S: "Dream Plaget Immunity List" < " #The entity added to the list will be considered to be immune to the plague. S: "The list of fear plague immune" <*Input after " #TOGGLES WHETHER or Not Dreamlands Grass Can Spread ONTO NORMAL GRASS and DIRT, Slowly Turning them Into their Dreamlands CountParts. B: "Dreamlandland s Grass Spread "= TRUE # Whether the grass cubes of fear can spread to ordinary grass and soil, and slowly convert them into the corresponding version of the place of fear. B: "The grass square of fear spreads" = true #TOGGLES WHETHER ENTITIES that Emits Particles Should Do so so. B: "Entity Particles" = TRUE # Switch whether the entity emits its particle effect.*Smoke granules of shadow monsters* B: "Effective granules" = TRUE #TOGGLES WHETHER or Not Eval Animals only spawn at night during a new moon. B: "Eval Animal New Moon Spawning" = TRUE # Switch whether the evil animals are generated at night of the new month. B: "Evil animals generate in the new month" = true #Spawn Weight for the Evil Animals (Pigs, COWS, Chickens), Keep Under 35 to Avoid Complete Annihilation. #[Range: 0 ~ 100, default: 20] I: "Eval Animal Spawn Weight" = 15 # (Pig, cow, chicken) generation weight, it is recommended to keep below 35 to prevent devastating consequences. #[Range: 0 ~ 100, default: 20] I: "Evil animals generation weight" = 15 #TOGGLES Hardcore Mode. If Set to True, All Mobs (in the MOD) Will Become Tougher. B: "Hardcore Mode" = FALSE # Switch whether to turn on the HardCore mode.If it is set to True, all creatures (in this module) will become stronger. B: "Hardcore mode" = false #When Hardcore Mode is enabled, you can use this to amplify the artor-PierCing Damage Mobs Deal. #[Range: 1.0 ~ 10.0, default: 1.0] D: "Hardcore Mode Damage Amplifier" = 1.0 # When the Hardcore mode is turned on, you can use this configuration to enhance armor -piercing damage caused by organisms. #[Range: 1.0 ~ 10.0, default: 1.0] D: "Hardcore mode damage increase" = 1.0 #ENTITIES Add to this list can't be captured with the interdimensional cage. S: "Internet" " # The entity added to the list cannot be captured by cross -dimensional cage. S: "Cross -dimensional cage blacklist" <*Enter after " #TOLE ENTIES Added to this list will not be usable with the item transport system (eg. You cannot move itms from them). Format: name S: "Item Transportation System Blacklist" <> # The block entity added to the list will not be able to use the item transportation system (for example: you cannot move them to them).Format: MODID: name*such as: Minecraft: Sand* S: "Blacklist of the item transportation system" <*Enter after " #Delay in Ticks UNTIL KNOWLEDGE is Syinded to the Client upon Changing Dimensions. When Changing Dimension, But Might Reduce Load Time for The Dimension by A Little (Useful in Larger Modpacks). #[Range: 20 ~ 400, default: 60] I: "Knowledge Sync Delay" = 60 # When the client changes the dimension, the number of knowledge synchronization is synchronized.A higher value means that you will see the name of the item when you switch the dimension, but you may re -display the garbled number, but it may reduce the time required for the loading dimension (it is more useful in a large integrated package). #[Range: 20 ~ 400, default: 60] I: "Knowledge Synchronous Delay Time" = 60*Calculated by carving, 20 engraved = 1 second* #TOGGLES WHETHER or Not Liquid Antimatter Will Disintegrate Any Its Dropped into a Pool of It. B: "liquid antimatter item disintegration" = true # Switch whether the liquid anti -substance is destroyed into any item. B: "Lovable anti -material destruction item" = True#SET TRUE for the liquid Coralu Convert Other liquids Into itset and Transmute Blocks INTO Their Abasulland Count Erparts Outside of the Abyssal Wasteland. B: "liquid Coralium Transmutation" = TRUE # Set to TRUE to make other liquids be turned into the corresponding version of the abyss wasteland when other liquids enter the liquid coral. B: "Liquid coral 液 change" = TRUE*If the main world uses liquid antimatter to turn liquid coral 嬗 into coral stone* #TOGGLES WHETHER or Not AbysaLCraft Items Should Be Inserted InSerto Vanilla Loot Tables (DUNGEONS, Strongholds ETC). B: "Loot Table Content" = TRUE # Whether the items of the abyss country should be embedded in the original loot table (dungeon, fortress, etc.). B: "Blood Table Content" = TRUE #TOGGLES WHETHER or Not Books Can Be Enchanted Through the Mass Enchantment Ritual. B: "Mass Enchantment Books" = TRUE #The switch book can be a magic enchantment by convergence. B: "Gathering the enchantment book" = TRUE #The Combied Max Level A Single Enchantment Applied Through The Mass Enchantment Ritual Can Have. For example, if the max level is 10 And You Apply 8 Shaa RPNESS 5 BOOKS, You'd End Up with Sharpness 10 on the Item, Rather than 40.#[Range: 1 ~ 100, DEFAULT: 10] I: "Mass Enchantment Max Level" = 10 #Caping the enchantment ceremony to achieve the maximum level that can be reached when a single type enchanting fusion.For example, if the maximum level is 10, and you integrate 5 sharp VIII (8), you can only get a sharp X (10) enchanting item instead of XL (40). #[Range: 1 ~ 100, default: 10] I: "Gather the maximum level of enchantment" = 10 #TOGGLES WHETHER or Not Demon Animals Will Spread Mimic Fire Instead of Regular Fire (Regular Fire Can Affect Performance) B: "MIMIC FIRE" = TRUE # Switch whether the demon animals are scattered, not the fire (ordinary fire will affect performance). B: "Mattering Fire" = TRUE*The so -called mimic fire refers to a fire that does not destroy the block and the duration is short.Demon animals will leave mimic fire when walking.* #TOGGLES WHETHER or Not the Necronomomicon Knowledge Will Sync from the Server to the Client Each Time a Player OpenS their Necronomicon. B: "Necronomicon Data Syncing" = TRUE #The knowledge of switching the book of Nadto is synchronized from the server to the client every time the player opens the book of their necromancer.B: "Synchronization of the Book of Dead" = TRUE #SET TRUE to Allow the Liquid Coralu to Spread Across Oceans. Warning: The game can crash from this. B: "Oceanic Coralium Pollut" = false # Set to true to allow liquid corals to spread in the ocean.Warning: The game may collapse. B: "Marine liquid coral pollution" = false # TOGGLES WHETHER or Not the Night Vision Buff from the Plated Cricmet Should Shoulied in All Dimensions, Rather than Dim Face Worlds. B: "Plated Corary Helmet Night Vision Everywhere" = TRUE # The night vision buff of the coral board helmet takes effect in all dimensions, not only in the surface world. B: "Coral board helmet Global night vision" = true*The so -called surface world refers to the dimension of the main world, such as the twilight forest* #TOGGLES WHETHER or Not Portals Require A Player to Be Nearby in Order for It to Rarely Spawn Mobs. If this option is disabled the same princ iice as nether portals. B: "Portal Mob spawning Near Players" = TRUE # Switching the portal requires players to generate monsters occasionally when they are nearby.If the option is disabled, the generating principle will be the same as the lower door. B: "The portal generates a monster when the player is near the player" = true #COOLDON AFTER UISING A portal, increasing the value increases the delay unTil you can teleport again. [Range: 10 ~ 300, default: 100] I: "portal cooldown" = 100 # The cooling time after using the portal, adding a value will increase the delay before use.Measurement according to the engraving (20 engraved = 1 second). #[Range: 10 ~ 300, default: 100] I: "Transmitting door cooling time" = 100 #TOGGLES WHETHER or Not to Clear and Repopult The Monster Spawn List of All Dimension Biomes to Ensure No Mob from Another Mod Got in there. B: "Purge Mob spawns" = false # Switch whether to clear and re -generate a monster generation list of biological groups with all dimensions to ensure that another MOD creature will not appear in the abyss dimension. B: "Purify creatures" = FALSE #The Range (In Chunks) That Will Be Affected by the Ritual of Purging (on the x and Z axis) #[Range: 3 ~ 100, default: 32] I: "Purging Ritual Range" = 32 # (On the X -axis and Z axis) influence range (number of blocks). #[Range: 3 ~ 100, default: 32] I: "Purifying Ritual Scope" = 32 #DIMENSION IDS Added to this list wOON'TO userd as portal destinations for black holes created by j'zahar. "Reality Maelstrom Blacklist" < " # The dimension ID of the list will no longer be used as a potential transmission destination of Zahar black holes. I: "Real Vortex Blacklist" <*Enter after " #TOGGLES WHETHER or not boss dialogs are displayed at any point during their figts (when they spawn, when they die, ETC) B: "Show Boss Dialogs" = TRUE # Switch whether the conversation of BOSS is displayed at a specific moment of the battle (when it is generated, when it dies, and so on) B: "Show boss dialog" = TRUE #TOGGLES WHETHER or Not to Add Smelting Recipes for Armor Pieces. B: "SMELTING RECIPES" = TRUE # Switch whether to add a firing formula for the armor of the abyss country. B: "Burning Formula" = TRUE*If you burn the fear armor into fear particles* #Sets the Opages for the Overlay Shown When Wearing the Visage of the DEPTHS, Reducing the Value Increases The TEXTUREINTCY. #[Range: 0.5 ~ 1.0, default: 1.0] D: "Visage of the Depths Overlay OPACITY" = 1.0 # Setting the opaqueity of the vision layer when wearing a deep sea cover, reducing the value will increase the transparency of the material.Only valid on the client! #[Range: 0.5 ~ 1.0, default: 1.0] D: "The opaque layer of the deep sea mask coverage layer" = 1.0 } ############################################## This########################################## This #Item_blacklist #---------------------------------------------------------------------------------------------------# #Entity item Blacklist (Allows you to blacklist items/blocks for Entities that can pick up thinks). Any Changes take effect after a minecraft restart. ############################################## This########################################## This ############################################## This########################################## This #Blacklist #---------------------------------------------------------------------------------------------------# # The blacklist of the entity (allows you to set the blacklist to disable the entity with the ability to pick up the items/blocks).All changes will take effect after restarting Minecraft. ############################################## This########################################## This item_blacklist { #ITEMS/BLOCKS Added to this list wOON'T be picked up by abyssal anti-zombies. Format: modid: name: meta, where meta is optional. S: "ABYSSAL ANTI-ZOMBIE Item Blacklist" < Minecraft: rotten_fless minecraft: bone AbyssalCraft: ATIFLESH AbyssalCraft: CORFLESH Abyssalcraft: anticorflesh " # The items/squares added to this list will not be picked up by the anti -material abyss zombie.Format: MODID: Name: metadata, metadata optional filling. S: "Blacklist for Anti -material abyss zombies" < Minecraft: rotten_fless Minecraft: bone AbyssalCraft: ATIFLESH AbyssalCraft: CORFLESH Abyssalcraft: anticorflesh " #ITEMS/BLOCKS Added to this list wOON'T be picked up by abyssal zombies. Format: Modid: name: Meta, where method is optional. S: "ABYSSAL ZOMBIE Item Blacklist" < Minecraft: rotten_fless Minecraft: bone AbyssalCraft: ATIFLESH AbyssalCraft: CORFLESH Abyssalcraft: anticorflesh " # The items/squares added to this list will not be picked up by the abyss zombie.Format: MODID: Name: metadata, metadata optional filling. S: "Blacklist for Abyss Zombies" < Minecraft: rotten_fless minecraft: bone AbyssalCraft: ATIFLESH AbyssalCraft: CORFLESH Abyssalcraft: anticorflesh " #ITEMS/BLOCKS Added to this list wOON'T be picked up by anti -Ghouls. Format: Modid: name: Meta, where method is optional. S: "Anti-GHOUL item Blacklist" < Minecraft: rotten_fless Minecraft: bone AbyssalCraft: ATIFLESH AbyssalCraft: CORFLESH Abyssalcraft: anticorflesh " # The items/squares added to this list will not be picked up by the anti -material ghost.Format: MODID: Name: metadata, metadata optional filling. S: "Blacklist of Anti -material corpse objects" < Minecraft: rotten_fless Minecraft: bone AbyssalCraft: ATIFLESH AbyssalCraft: CORFLESH Abyssalcraft: anticorflesh " #TOGGLES WHETHER or Not Anti-Players Can Pick Up Loot. You Really Should Just, I-Players Can Pick up Loot "= TRUE # Whether the anti -material player can pick up the loot.You should really add them to the blacklist in a monster cage or biocodeer. B: "Anti -material players can pick up loot" = true #ITEMS/BLOCKS Added to this list wOON'T be picked up by depths ghouls. Format: modid: name: Meta, where meta is optional. S: "DEPTHS GHOUL ITEM BLACKLIST" < Minecraft: rotten_fless Minecraft: bone AbyssalCraft: ATIFLESH AbyssalCraft: CORFLESH Abyssalcraft: anticorflesh " # The items/squares added to this list will not be picked up by the abyss ghost.Format: MODID: Name: metadata, metadata optional filling. S: "Blacklist for the abyss gangsters" < Minecraft: rotten_fless Minecraft: bone AbyssalCraft: ATIFLESH AbyssalCraft: CORFLESH Abyssalcraft: anticorflesh " #ITEMS/BLOCKS Added to this list wOON'T be picked up by Omothol Ghouls. Format: Modid: name: Meta, where method is optional. S: "Omothol Ghoul Ghoul Item blacklist "< Minecraft: rotten_fless Minecraft: bone AbyssalCraft: ATIFLESH AbyssalCraft: CORFLESH Abyssalcraft: anticorflesh " # The items/squares added to this list will not be picked up by Oumoso ghosts.Format: MODID: Name: metadata, metadata optional filling. S: "Blacklist of Oumoso Gongxian items" < Minecraft: rotten_fless Minecraft: bone AbyssalCraft: ATIFLESH AbyssalCraft: CORFLESH Abyssalcraft: anticorflesh " } ############################################## This########################################## This #Mod_compat #---------------------------------------------------------------------------------------------------# #MOD Compatability Configuration (Settings in Regards to Certain Composition with Other Mods that can be disabled at will). ############################################## This############################################## This############################################## This############################################## #MOD compatibility #---------------------------------------------------------------------------------------------------# # MOD compatibility configuration (setting of specific compatibility with other mods can be disabled at will). ############################################## This########################################## This mod_compat { #TOGGLES WHETHER or not the abyssal wasteland should be darker if hardcore darkness is installed. B: "Hardcore Darkness: ABYSSAL WATELAND" = TRUE # After switching, after installing Hardcore Darkness, will the abyss wasteland become darker. B: "Hardcore Darkness: Abyss Wastel" = TRUE #TOGGLES WHETHER or Not the Dark Realm Should Be Darker if Hardcore Darkness is Installed. B: "Hardcore Darkness: Dark Realm" = TRUE # After switching to install Hardcore Darkness, will the dark field become darker. B: "Hardcore Darkness: The Dark Realm" = TRUE #TOGGLES WHETHER or Not the Dreamlands Should Be Darker if Hardcore Darkness is Installed. B: "Hardcore Darkness: Dreamlands" = TRUE # Switch whether the place of fear will become darker after installing Hardcore Darkness. B: "Hardcore Darkness: The Land of Fear" = TRUE #TOGGLES WHETHER or Not Omothol Should Be Darker if Hardcore Darkness is Installed. B: "Hardcore Darkness: Omothol" = True # Switch whether Oumoso will become darker after installing Hardcore Darkness. B: "Hardcore Darkness: Oumoso" = TRUE } ############################################## This########################################## This #Modules #---------------------------------------------------------------------------------------------------# #These settings allow you to disable content from the May be out of place to some extent, or Other Reason. craft restart. ############################################## This########################################## This ############################################## This########################################## This #Module #---------------------------------------------------------------------------------------------------# #This settings allow you to disable the content of this MOD, which may not be appropriate to some extent, or there are other reasons.All changes will take effect after restarting Minecraft. ############################################## This########################################## This modules { #SET to False to Revert to the Old Crystal Recipes (and them Being Fuels). B: "Crystal rework" = true # Set to FALSE to restore the old version of the crystal formula (and can be used as fuel). B: "Crystal Reconstruction" = TRUE#SET to False to Disable ABYSSALCRAFT FOOD. B: "Enable FoodStuffs" = TRUE # Set to FALSE to disable the food of the abyss country. B: "Enable Food" = TRUE #Set to false to disable the coralium and dream enchantments. B: "Enable Plague Enchantments" = TRUE # Set to FALSE to disable corals and fear enchantment. B: "Enable plague enchantment" = true #Set to false to disable upgrade kits. B: "Enable Upgrade Kits" = TRUE # Set to FALSE to disable the upgrade kit. B: "Enable the upgrade kit" = TRUE } ############################################## This########################################## This #Shoggoth #---------------------------------------------------------------------------------------------------# #Shoggoth ooze Configuration (Blacklist Materials From Turning Into Ooze). ############################################## This########################################## This ############################################## This########################################## This # # #修 #---------------------------------------------------------------------------------------------------# # (Prohibited to convert certain materials into soft mud).All changes will take effect immediately. ############################################## This########################################## This Shoggoth {#The Minimum Block Hardness Required for a Block to Not Be Destroyed by Shoggoth Acid (Some Blocks Are UNAFFECTESS of their Hardness) #[Range: 2.1 ~ 51.0, default: 3.0] D: "Acid Resistance Hardness" = 3.0 # The smallest block of the blocks destroyed by the liquid ball of the liquid liquid (some blocks will not be affected regardless of the hardness of the block) #[Range: 2.1 ~ 51.0, default: 3.0] D: "Anticated liquid hardness" = 3.0 #The Frequency (In Ticks) at a Which a Lesser Shoggoth Can Spit Acid. screase the time (and 0 disables it). #[Range: 0 ~ 300, DEFAULT: 100] I: "Acid SPIT FREQUENCY" = 120 # (According to the measurement).The higher value will increase the time interval of acid spray, and the lower value will reduce this time (set to 0 to disable acid liquid attacks). #[Range: 0 ~ 300, default: 100] I: "acid liquid spitting frequency" = 120 * 20 engraved = 1 second * #TOGGLES WHETHER or Not the Eyes of Lesser Shoggoths Should Glow. The Glow Can Be Heavy on Performance, so if you're dropping fps Notice WHILE LOOKI ng at lesser shoggoths, consider turning this off. Client size only! B: "glowing eyes"= true # Switch whether the eyes of the small Shugus will glow.The light emitting effect may have a burden on performance, so if you have a significant decline in FPS when watching a small Shugus, consider turning off it.Only valid on the client! B: "Eyes shine" = true #TOGGLES WHETHER or Not Lesser Shoggoths Will Consume Any Dropped itey Run Into. B: "item consumption" = false # Switch whether the small Shurtus digests the items they hit. B: "Illustrated" = false #The cooldown (in ticks) (in ticks) Between Each Attempt by a Lesser Shoggoth to Constructure a Monolith. Rease it (and 0 disables it). #[Range: 0 ~ 2400, default: 1800] I: "Monolith Building Cooldown" = 1500 # Try to build the cooling time of the boulder (measured by at the moment).The higher value will increase the cooling time, and the lower value will be reduced (set to 0 to disable the construction of the boulder pillars). #[Range: 0 ~ 2400, default: 1800] I: "Boulder Pillar Construction Cooldown" = 1500 #TOGGLES WHETHER or Not Shoggoth Ooze Slowly Reverts to DIRT AFTER Constant Light Exposure. B: "Ooze Expiration" = TRUE # Switch whether the Shugs Software Block will slowly restore into dirt under the light.Software cubes that are not filled with space will shrink and disappear. B: "Software period" = true #TOGGLES WHETHER or Not Shields Can Block The Acid Projectiles Spat by Lesser Shoggoths. B: "Shields Block Acid" = TRUE # Can the shield resist the sour ejaculation of the small Shugles spit. B: "Shield resisting acid liquid" = TRUE #TOGGLES WHETHER or Not Lesser Shoggoths Should Spread their Ooze Walking Around Around. B: "Shoggoth Ooze spream" = true # Switch the small Shugus Whether the soft mud will spread everywhere when walking. B: "Shuggers Soft Mud spread" = TRUE } ############################################## This########################################## This #Silly_Settings #---------------------------------------------------------------------------------------------------# #These settings are generally out of plants, and do't control to the mod experience. ############################################## This########################################## This ############################################## This############################################### 趣set up #---------------------------------------------------------------------------------------------------# #This settings are basically a bit overwhelming and helpless to the MOD experience.The reason they exist is "What will happen if X do this?" ############################################## This########################################## This Silly_Settings { #The Explosion Size of Antimatter Mobs Collmed with their Normal Counterpart If Nucler Antimatter Explosions is enabled. I: "Antimatter Explosion Size" = 80 # When opening the anti -material nuclear explosion option, the explosion size of the antimatter creatures when it collides with its ordinary version. I: "Anti -material explosion size" = 80 #TOGGLES WHETHER or Not J'zahar Can Break the Fours Throle. B: "j'zahar can break the fourth want" = true # Can break the fourth wall. B: "Zahar can break the fourth wall" = true #SET TRUE to Allic the Liquid Corary to Break The Laws of Physics in Terms of Movement B: "liquid Coralium Physics" = false # Set to true to allow liquid corals to break the physical law when moving. B: "Liquid Coral Physics" = FALSE #Take a freess what this does ... do guessing? Yeah, makes the antimatter explosions more geenuine by making them. Recommended to NOT ENABL e unless you want chaos and destructure. B: "Nuclear Antimatter Explosions" = false # Use wild conjecture to judge what this can do ... Guess?Yes, the anti -material explosion is more realistic by giving the scale of nuclear explosion.Unless you want to be confused and destroyed, it is not recommended to use it. B: "Anti -material nuclear explosion" = false #The exploss size of an oDB. 400 is the rough limit if running on 2GB of Ram, the any h the game or freeze it for longer periods of time. I: "ODB Explosion Size" = 160 #.400 square meters are about the limit of 2GB memory. Any higher value requires more distribution of memory, and may cause the game to collapse or cause the game for a long time. I: "The size of the bomb explosion" = 160 } ############################################## This########################################## This #Spells #---------------------------------------------------------------------------------------------------# #Spell Configuration (Allows you to enable or disable Specific Spells Added by the Mod). ############################################## This############################################## This############################################## This############################################## # #---------------------------------------------------------------------------------------------------# # (Allow you to open or disable the unique spell added by this MOD).All changes will take effect after restarting Minecraft. ############################################## This########################################## This Spells { #Set to false to disable the defachment speed. B: Detachment = TRUE # Set as FALSE to disable the separation spell. B: Separation = TRUE #Set to false to disable the display routes spell. B: "Display Routes" = true # Set to FALSE to disable the display route spell. B display route = true #Set to false to disable the entropy spell. B: Entropy = TRUE # Set to false to disable entropy spells. B: Entropy = TRUE #Set to false to disable the floating speed. B: Floating = TRUE # Set to FALSE to disable the floating spell. B: Floating = TRUE #Set to false to disable the grasp of cthulhu spell. B: "Grasp of cthulhu" = true # Set to FALSE to disable Cesu's grip. B: Cisu's grip = true #Set to false to disable the hide from the eye spell. B: "Hide from the eye" = true " # Set to FALSE to disable the dodge spell. B: Dodge sight = TRUE #SET to false to disable the life draw abell. B: "live drain" = true # Set to FALSE to disable life to absorb spells. B: Life suck = TRUE #Set to false to disable the mining spell. B: MINING = TRUE # Set to FALSE to disable the excavation spell. B: Digging = TRUE #Set to false to disable the ooze removal spell. B: "OOZE Removal" = TRUE # Set to FALSE to disable the soft mud to remove the spell. B: Software removal = TRUE #Set to false to disable the sacrificial interdictor. B: "SACRIFICIAL InterDiction" = TRUE # Set to FALSE to disable the sacrifice dispersion spell. B: sacrifice dispersion = true #Set to false to disable the size's song spell. B: "Siren's song §" = true # Set to FALSE to disable the singer of the Siren. B: The Song of Siren = TRUE #Set to false to disable the steal vigor spell. B: "Steal Vigor" = TRUE # Set as FALSE to disable vitality to steal the spell.B: Vitality theft = TRUE #Set to false to disable the team spell. B: "Teleport Home" = TRUE # Set to FALSE to disable home spells. B: Home = TRUE #SET to false to disable the touch the belL spell. B: "TOLL The Bell" = TRUE # Set to FALSE to disable the clock spell. B: Narut bell = TRUE #Set to false to disable the undeath to dust Spell. B: "Undeath to dust" = true # Set to FALSE to disable the undead of dust spells. B: Undead Dust = TRUE } ############################################## This########################################## This #WET_NOODLE #---------------------------------------------------------------------------------------------------# #These settings all, you to be disable features of a design type, or thinks that to some extent will impact how the mod is played (While General Y Making It Easier). ############################################## This########################################## This ############################################## This########################################## This # "Wet Noodles" #---------------------------------------------------------------------------------------------------# #This settings allow you to disable the characteristics of destructive types, or something that affects MOD to some extent (at the same time make the game easier).############################################## This########################################## This WET_NOODLE { #TOGGLES WHETHER or Not the Acid Projectiles Lesser Shoggoths Spit Can Break Blocks. B: "Disable Acid Projectiles Breaking Blocks" = false # / Switch whether the sour ejaculation of the small Shugles spit can destroy the block. B: "Disable the Disperture of the acid Lock Ejection" = FALSE #TOGGLES WHETHER or Not J'zahar Can Use His Attack that Creates a Black Hole. B: "Disable Black Holes" = FALSE # / Switch whether Zahar can use His black holes to attack. B: "Disable Black Hole" = false #TOGGLES WHETHER or Not Statues or Failing Rituals Will Trigger Disruptions. B: "Disable Disruptions" = FALSE # Switching statue or ritual failure will trigger punishment. B: "Disable punishment" = false #TOGGLES WHETHER or Not the Spreading of Dreamlands Through The Dream Plageue is Disabled. Cha'garoth Remains UnaFFECTED by this (Because He Doesm Naturally spawn outside of the diarsion. B: "Disable Dreamlands Spread" = False # Switch whether to disable the spread of fear caused by fear plague.Chagaros will not be affected (because he will not generate naturally outside the place of fear). B: "The spread of fear of fear" = False#Toggles WHETHER or Not Obliving Deathbombs (or Odb Cores) Can Explode. B: "Disable Odb Explosions" = False # Switch whether the annihilation (or the core of the annihilation) can explode. B: "Disable the explosion of the bomb" = false #TOGGLES WHETHER or Not Lesser Shoggoths Are Immune to Projectile Damage. B: "Disable Projectile Damage Immunity" = false # Switch whether the small Shugus is immune to the ejaculation damage. B: "Disable ejection damage immunity" = false #TOGGLES WHETHER or not spectral dragons should spawn in the abyssal waterland. B: "Disable Spectral Dragons" = false # Switch whether the ghost dragon is formed in the abyss wasteland. B: "Disable Ghost Dragon" = false } ############################################## This########################################## This #WORLDGEN #---------------------------------------------------------------------------------------------------# #WORLD Generation Configuration (Things that Generate in the World). ############################################## This########################################## This ############################################## This########################################## This # #世界 #--------------------------------------------------------------------------------------------------##-----(things that can be generated in the world).All changes will take effect immediately. ############################################## This########################################## This worldgen {{ #TOGGLES WHETHER or Not to Generate Copper Ore in the Abyssal Wasteland. B: "ABYSSAL COPPER ORE" = TRUE # Switch whether copper ore is formed in the abyss wasteland. B: "Abyss copper ore" = TRUE #TOGGLES WHETHER or Not to Generate CORALIUM ORE in The Abysal Wasteland. B: "ABYSSAL CORALIUM ORE" = TRUE # Switch whether coral ore is formed in the abyss wasteland. B: "Abyss Coral ore" = TRUE #TOGGLES WHETHER or Not to Generate Diamond Ore in the Abysal Wasteland B: "ABYSSAL DIAMOND ORE" = TRUE # Switch whether diamond ore is formed in the abyss wasteland. B: "Abyss Diamond ore" = TRUE #TOGGLES WHETHER or Not to Generate Gold Ore in the Abyssal Wasteland. B: "ABYSSAL GOLD ORE" = TRUE # Switch whether gold ore is formed in the abyss wasteland. B: "Abyss Gold ore" = TRUE #TOGGLES WHETHER or Not to Generate Iron Ore in the Abysal Wasteland. B: "ABYSSAL Iron Ore" = TRUE # Switch whether iron ore is formed in the abyss wasteland. B: "Abyss Iron ore" = TRUE #TOGGLES WHETHER or Not to Generate Nitre Ore in the Abyssal Wasteland. B: "ABYSSAL NITRE ORE" = TRUE # Switch whether to form nitrogen ore in the abyss wasteland. B: "Abyss Nitnesia ore" = TRUE #TOGGLES WHETHER or Not to Generate Tin Ore in the ABYSSAL WATELAND B: "ABYSSAL TIN ORE" = TRUE # Switch whether to form tin ore in the abyss wasteland. B: "Abyss Tin ore" = TRUE #TOGGLES WHETHER or Not to Generate TALL OBSIDIAN PILLARS in The Abyssal Wasteland. B: "ABYSSAL WATELARARS" = TRUE # Switch whether to generate tall obsidian columns in the abyss. [1.9.3.9 abandoned] B: "Abyss barren land, obsidian column" = true #TOGGLES WHETHER or Not to Generate Small Ruins in the Abyssal Wasteland. B: "ABYSSAL WATELAND RUINS" = TRUE # Switch whether to form small relics in the abyss wasteland. B: "Abyss Wasteland Relics" = TRUE #TOGGLES WHETER or not to generate abyssalnite ore in darklands biomes. B: "ABYSSALNITE ORE" = TRUE # Switch whether the ore is generated in the place of fear. B: "Yuan Su ore" = TRUE #TOGGLES WHETHER or Not to Generate CORALIUM ol # Switch whether coral ore is generated in the main world. B: "Coral ore" = TRUE #CORALIUM ORE Generation. FIRST PARETER is the Vein Count, Secound is amount of os per vein, Third is Max Height for it to generate at. In swamps are have as commit as oceans. I: "Coralium ore Generation" < 12 8 40 " # Coral ore generation.The first parameter is the number of ore veins, the second parameter is the number of ore of each ore vein, and the third is the maximum height generated.The production rate of coral ore in the swamp is half of the ocean. I: "Coral ore generation" < 12 8 40 " #TOGGLES WHETHER or Not to Generate Random Darklands Structures. B: "Darklands Structures" = TRUE # Switch whether to generate a random dark land structure. B: "Dark Land Structure" = TRUE #TOGGLES WHETHER or Not to Generate Dreaded ABYSSALNITE ORE in the Dreamlands. B: "Dreamed ABYSSALNITE ORE" = TRUE # Switch whether to generate fear of inferior ore in a place of fear. B: "Fear Yuan Ling ore" = TRUE #TOGGLES WHETHER or Not to Generate ABYSSALNITE ORE in the Dreamlands. B: "Dreamlands ABYSSALNITE ORE" = TRUE # Switch whether the ore is generated in the place of fear. B: "The place of fear of Yuan Su ore" = TRUE #TOGGLES WHETHER or Not to Generate Stalagmits in Dreamlands and Purify Dreamlands Biomes. B: "Dreamlands Stalagmites" = TRUE # Switch whether the biological group is generated in the place where fear and the place of cleaning and fear are generated. B: "The stalagmites of fear" = TRUE #TOGGLES WHETHER or Not Statues have a CHANCE of Generation Inside a Shoggoth Lair. B: "Generate Statues in Lairs" = TRUE # Switching the statue is there a chance to generate in the nest of Shugs. B: "Generate a statue in the nest" = true #TOGGLES WHETHER or Not to Generate Liquid Antimatter Lakes in Corary Infested Swamps. B: "liquid Antimatter Lakes" = true # Switch whether to invade the swamp to generate liquid anti -substances. B: "Liquid Lake Lake" = TRUE #TOGGLES WHETHER or Not to Generate Liquid Coralus in The Abyssal Wasteland. B: "liquid Coralium Lakes" = True # Switch whether to generate liquid coral lake in the abyss wasteland. B: "Liquid Coral Lake" = TRUE #TOGGLES WHETHER or Not to Generate Liquify CORALIUM ORE in The Abyssal Wasteland. B: "liquify Coralium ol" = TRUE # Switch whether to generate liquefied coral ore in the abyss wasteland. B: "LNM ore" = TRUE #TOGGLES WHETHER or Not to Generate Nitre Ore in the Overworld. B: "nitre ore" = true # Switch whether nitrogen ore is generated in the main world. B: "Nitrogen ore" = TRUE #DIMENSION Ids AdDed to this list wON'T has been oF ABYSSALCRAFT's Overworld Ores (Coralium, Nitre) Generation in them. s (Dimensions that hand, generation like the overworld does). I: "Ore Generation Dimension Blacklist" < " # The dimension ID of this list will not generate the main world ore (coral, nitrogen) added by any abyss country.This is only valid for the surface world (similar to the dimension of the world generation mechanism of the main world). I: "Blacklist for the Mine Generation Dimensions" < " #TOGGLES WHETHER or Not to Generate Pearlescent CORALIUM ol # Switch whether the coral ore with pearls is generated in the abyss wasteland. B: "The coral ore of the pearls" = TRUE #Generation CHANCE of a Shoggoth Lair in River Biomes. Higher Numbers Decrease the CHANCE of a Lair Generation, While Lower Numbers Increase the CHANCE. #[Range: 0 ~ 1000, default: 30] I: "Shoggoth Lair Generation CHANCE: RIVERS" = 30 #.Higher value will reduce the chance of generating the nest, and the lower value will increase the opportunity. #[Range: 0 ~ 1000, default: 30] I: "Shuggus Nest Acupoint Generation: River" = 30 #Generation CHANCE of a Shoggoth Lair in Swamp Biomes. Higher Numbers Decrease the CHANCE of a Lair Generation, While Lower Numbers Increase the CHANCE. #[Range: 0 ~ 1000, default: 30] I: "Shoggoth Lair Generation CHANCE: SWAMPS" = 35 #.Higher value will reduce the chance of generating the nest, and the lower value will increase the opportunity. #[Range: 0 ~ 1000, default: 35] I: "Surgus Nest Acupoint: Swamp" = 35 #TOGGLES WHETHER or Not to Generate Shoggoth Lairs (However, They Will Still Generate in Omothol). # Switch whether to generate the Shugus nest (however, even if it is closed, they will still be generated in Omuso). B: "Shuggers Nest Point" = TRUE #DIMENSION Ids AdDed to this list wON'T have been after have any of abystemsalcraft's overworld structures (Darklands Structures, Shoggoth Lairs) only AFFECTS Surface Worlds (Dimensions that handle world generation like the overworld does). I: "Structure Generation Dimension Blacklist" < " # The dimension ID of the list to this list will not generate the main world structure (dark land structure, Shugs nest) added by any abyss country.This is only valid for the surface world (similar to the dimension of the world generation mechanism of the main world). I: "Structure Generation Dimension Blacklist" < " #TOGGLES WHETHER or Not the Dimensions Will Have their Terrain Affect by the Amplify World Type. B: "Use Amplify World World Type" = TRUE # Switch whether the terrain of the abyss dimension is affected by large -scale world types. B: "Use the World Types" = TRUE }