This tutorial is set by the author's setting without permission.
I originally thought that I didn't need this tutorial, so I didn't want to be sinicized at all, but I found that I did n’t know that there were many people who configure files in zh_cn.lang. In addition, the MOD file was not friendly to many people (easy to wain), so I hereby ex Andiented.translate.
Note:
This translation will continue to follow up, so there may be unequal values, please ignore this difference;
Please make sure what you are found is .minecraft-versons-core -Config-Overlast-Overlast.cfg file;
Whoever uses decompressing files to disassemble the MOD and find config, I will feed you a parasite
Both annotations and small TIP use the star number "*".
#Configuration fileclient {
#When set to greater than 0, the ui bar will be office to the right,
#And when set to less than 0, the ui bar will be office to the left.
I: xoffset = 0
// The X -axis parameter of GUI displacement
//*GUI is your rational bar and evolution
//*X axis regulation left and right displacement
//*If the value is greater than 0, it will turn right on the basis of the original
//*If the value is less than 0, it will turn on the left on the basis
#When set to greater than 0, the ui bar will be office to the bottom,
#And when set to less than 0, the ui bar will be office to the top.
I: YOFFSET = 0
// The y -axis parameter of the GUI displacement
//*Y -axis regulating up and down displacement
//*If the value is greater than 0, it will offer down the original basis
//*If the value is less than 0, it will turn upwards on the basis of the original
#Specify where to play the gui bars. You can set it to any of the footowing:
#Top left // upper left corner#TOP RIGHT // The upper right corner of the right
#MIDDLE Left // In the middle of the left side
#MIDDLE RIGHT // In the middle of the right
#Bottom left // lower left corner
#Bottom right // lower right corner
#Include the space. If you message, it'll default to middle right.
S: BarPOSITIONS = MIDDLE Left
// GUI's infrastructure, each preset has been marked above
//*Facing the middle of the left side
#ToTher to Enable Low Sanity Visual Effects, May Conflict with Other Mods.
B: ENableEffect = FALSE
// Whether to open the low -rational visual effect
//*After enabling, triggering "The whispering of ancient gods" may cause the game to crash
// The default is false (no)
#Thether to enable low sanity sound effects, may conflict with other mods.
B: ENableSound = false
// Whether to open the low rational sound effect
//*After enabling, triggering "The whispering of ancient gods" may cause the game to crash
// The default is false (no)
}
CUSTOM {
#SRP Killer of the Damage. The default damage is 1.25+0.75*level (EG: 0.75F)
D: SRPENCHANTBASEDAMAGE = 0.75
// Basic damage to the scattered spiritual dispersion
//*Dispel Democracy Democracy Formula: Actual Damage = 1.25+X*Level
//*This value is changed to X value instead of 1.25
#SRP Killer of the Rarity. 0-Common 1-Uncommon 2-Rare 3 -Rare (EG: 3) I: SRPENCHANTRARITY = 3
// Sending the scarcity of scattered enchantment
//*0-ordinary, 1-rare, 2-rare; 3-very rare
#SRP Killer Applicable Item Types 0-ALL 1-weight 2-FISHING_ROD 3-BOW (EG: 1)
I: SrpenChanttype = 0
// You can attach the items that are dispelled by the spiritual dispersion
//*0-All items; 1-limited weapons; 2-only fish rods; 3-only bow
#When to enable automatic configuration of fire sanity.
B: EnableAutofoodsan = FALSE
// Whether to enable the automatic distribution mechanism of food
//*This configuration is to compat with food that is not added to the list
// The default is false (no)
#FINAL BATTLE DIMENSION ID. (EG: 0)
I: FinalBatthicensionid = 0
// The dimension ID of the battle of world purification
//*View dimension ID can use/forge instruction
#WORLD PURIFICATION CORE RECIPE. (Eg: Minecraft: ID; Amount; META)
S: FinalSpecimen <
Overlast: SPECIMEN_CELL; 1; 0
Overlast: Specimen_farm; 1; 0
Overlast: SPECIMEN_INFECT; 1; 0
"
// World Purification Core Formula (CGM firearms workbench)
//*Format is: "Item ID; Number of required; 0"
#EEATING FOOD ALTERED SANITY. (Eg: Minecraft: ID; Meta; Value) s: Foodsanity <
Minecraft: Chicken; 0; -3
Minecraft: beef; 0; -5
Minecraft: rabbit; 0; -3
Minecraft: mutton; 0; -3
Minecraft: Porkchop; 0; -5
Minecraft: fish; 0; -3
Minecraft: rotten_fless; 0; -10
Minecraft: potato; 0; -1
Minecraft: Poisonous_potato; 0; -5
Overlast: POLLUTE_BOWL_HERBAL; 0; -5
Minecraft: cooked_chicken; 0; 3
Minecraft: Bread; 0; 1.5
Minecraft: cooked_beef; 0; 5
Minecraft: cooked_rabbit; 0; 3
Minecraft: cooked_mutton; 0; 3
Minecraft: cooked_portchop; 0; 3
Minecraft: Baked_potato; 0; 1.5
Minecraft: cooked_fish; 0; 3
Minecraft: pumpkin_pie; 0; 10
Minecraft: cookie; 0; 1.5
Minecraft: rabbit_Sthe; 0; 3
Minecraft: Mushroom_Stew; 0; 1.5 Overlast: chocolate_smoothie; 0; 5
Overlast: Beef_pickaxe; 0; 5
Overlast: bowl_herbal; 0; 5
Overlast: dumpling; 0; 5
"
// Food can restore the rational list (support customization)
//*Format is: "Item ID; 0; I can restore knowledge value"
//*If the wise value is restored to the negative number, the consumption will deduct the rationality of the relative nature
#Hide the evolution bar of the specify phase. (EG: -1,0,3)
I: Hideui <
"
// It will hide the evolutionary stage of evolutionary progress bar
//*Chinese translation: When the evolutionary stage reaches the stage in the list, the evolutionary progress bar will not be displayed
#EFFECTS of Potions Given to Low Sanity Under ParasitesInfection Status.
S: LOWSANITYPARASITES <
Minecraft: SPEED; 600; 2; 0
Minecraft: Resistance; 600; 1; 0
Minecraft: stringth; 1200; 2; 0
Minecraft: SPEED; 600; 3; 1
Minecraft: Resistance; 600; 3; 1
Minecraft: stringth; 1200; 3; 1
"
// List of hydropenic effects that will be obtained when there is a low -ration and a group infection with a group infection
//*Format is: "Pottery ID; duration; buff grade; group infection BUFF level"#Low Sanity Spawn Entity Pools (EG: Minecraft: ID; Phase; Rate)
S: LOWSANITYPOOLS <
Srparasites: movingfless; 0; 1
Srparasites: Rupter; 0; 1
Srparasites: Rupter; 0; 1
Srparasites: gnat; 1; 1
SRPARASITES: Rupter; 1; 1
SRPARASITES: Gnat; 2; 1
SRPARASITES: Rupter; 1; 1
SRPARASITES: Gnat; 2; 1
Srparasites: mangler; 3; 2
SRPARASITES: SIM_ENDERMAN; 4; 1
SRPARASITES: SIM_ENDERMAN; 5; 1
Srparasites: Sim_enderman; 6; 2
SRPARASITES: SIM_ENDERMAN; 7; 2
SRPARASITES: FER_ENDERMAN; 10; 1
"
// At the time of low rational, the parasitic list of parasites generated by players randomly
//*Format is: "Biological ID; current evolutionary stage; weight"
//*Single visual trigger probability = (the weight/total weight)*100%
#EFFECTS of PotionS Given to Low Sanity. (Eg: Minecraft: ID; Duration; AMPLIFIER)
S: LOWSANITYPOTION <
Minecraft: SPEED; 100; 1 Minecraft: Invisibility; 100; 0
Minecraft: Resistance; 100; 0
SRPARASITES: Coth; 100; 4
"
// The potion effect that will be obtained in low rational
//*Format is: "Pottery ID; duration; BUFF level"
#Cellular specimen recipe. (Eg: Minecraft: id; amount; meta)
S: Specimencell <
SRPARASITES: LURECOMPONENT4; 256; 0
SRPARASITES: LURECOMPONENT5; 256; 0
SRPARASITES: LURECOMPONENT6; 256; 0
SRPARASITES: LURECOMPONENT4; 256; 0
Overlast: boss_chip; 16; 0
"
// The formula of the sample block (cell)
//*Format is: "Item ID; Number of required; 0"
#Agriculturturturturturturturturturturen recipe. (Eg: Minecraft: ID; amount; Meta)
S: Specimenfarm <
Overlast: CROPS; 1280; 0
Minecraft: pumpkin; 512; 0
"
// The formula of the sample block (agriculture)
//*Format is: "Item ID; Number of required; 0"
#Infected Specimen Recipe. (Eg: Minecraft: ID; Amount; META)
S: Specimeninfect <
SRPARASITES: ParasitesaPling; 16; 2 SRPARASITES: Parasiterubble; 640; 2
Srparasites: Parasitestain; 640; 0
Srparasites: Parasitethin; 64; 0
Srparasites: Parasitecanister; 64; 2
Srparasites: ParasiteStain; 640; 3
Srparasites: Parasitemouth; 64; 0
Srparasites: Parasiterubble; 64; 1
Srparasites: biomeheart; 0; 8
"
// The formula of the sample block (infection)
//*Format is: "Item ID; Number of required; 0"
}
Mechanics {{
#The rate of courage Change, both increasing and decreasing.
#Min: 0.1
#MAX: 10.0
D: Couragescale = 1.0
// Courage to increase the plot
//*The lowest is 1.0 (1 times), the highest is 10.0 (10 times)
#When to enable the county mechanic.
B: EnableCourage = TRUE
// Whether to open the courage mechanism
//*Deficiency True (Yes)
#Thether to Summon the Daily Boss During the High Evolution Phase.
B: EnableDailyboss = TRUE
// Whether a boss is generated every day in the high evolution stage
// The default is true (yes)
#WHETHER BRIGHTNESS EFFECTS SANITY. B: EnableLightEffect = True
// Whether brightness will affect reason
//*Deficiency True (Yes)
#WHETHER to Enable the Parasitic Mechanic.
B: EnableParasitic = TRUE
// Whether to enable the infection mechanism
//*This will increase the evolution of the game
//*Deficiency True (Yes)
//*I don’t know what role, I just stuck directly from the module file
#For the features provided by the modpacks, the modpacks author is about to customize the Radio Text Through the Resource Pack.
B: Enableradio = TRUE
// Whether the resource package/integration package author customizes the MOD text
//*Deficiency True (Yes)
#When to enable the sanity mechanic.
B: ENablesanity = TRUE
// Whether to start a rational mechanism
//*Deficiency True (Yes)
#Thether to enable the temporar mechanic.
#EFFECTIVE only in Summer and Winter.
B: ENableTemperator = TRUE
// Whether to start the temperature system
//*Effective in winter and summer
// The default is true (yes)
#Evolution Phase 3 or Above Will Enable the Natural Evolution,
#The higher the speard of the faster. SET to 0 for it to never occur.#Min: 4.9E-324
#MAX: 1.7976931348623157E308
D: naturaLevolutionScale = 1.0
// After the evolutionary stage reaches 3, the speed multiplier of natural evolution
//*minimum is 4.9E-324; the maximum is 1.7976931348623157e308
//*Set to 0, then it will not evolve naturally
//*1.0 Enter the next stage every 66 hours (only when naturally evolved) (yes this is percentage)
#The rate of parasitic Change, both increasing and decreasing.
#Min: 0.1
#MAX: 10.0
D: ParasiticsCale = 1.0
// The rate of infection increases or decreases
//*minimum is 0.1; the maximum is 10.0
//*I don’t know what role, I just stuck directly from the module file
#The rate of Sanity Change, both increasing and decreasing.
#Min: 0.1
#MAX: 10.0
D: Sanityscale = 1.5
// Limitation reduction rate
//*minimum is 0.1; the maximum is 10.0
#If Set to True, The Nature Evolution Bar Will only be displayed when a dirty clock.
B: ShowrequestDirtyClock = false
// If you open it, then only the clock with blood staining will display the evolutionary progress bar
#The rate at other.
#Min: 0.1#max: 10.0
D: TemperatureScale = 1.5
// Players' body temperature rising and decreased rate
//*minimum is 0.1; the maximum is 10.0
}
season {{
#When to enable the seasons, Will Affect the Ambient Tempeature and Leaf Color.
B: AenableSeason = TRUE
// Whether to turn on the season system
//*It will affect the color and temperature changes of the leaves
#Length of autumn, in which the leaves Change color.
#Set to 0 for it to never occur.
I: AutumnLength = 5
// The number of days in autumn
#Season when you first create the world.winter: 1; spring: 2; Summer: 3; Autumn: 4; default: 0;
I: DefaultSeason = 0
// The initial season of entering the world
//*Defyment 0, will choose one of them between spring and autumn
//*1-spring; 2-summer; 3-autumn; 4-winter
#Thether to enable the summer parasiteeffect, Will Affect the Parasites Spontaneous Combustion.
B: ENableSummerParasiteeffect = TRUE
// Whether the parasite will spontaneously ignite in the open -air environment in summer
//*Deficiency True (Yes)
#Thether to enable the summer playereffect, Will Affect the Player Spontaneous Combustion.
B: ENableSummerplayReffect = true // Whether the player will spontaneously ignite in the open -air environment in summer
//*Deficiency True (Yes)
#Thether to enable the winter parasiteeffect, Will Affect the Parasites Speed and Streangth.
B: Enablewinterparasiteeffect = TRUE
// Will the parasite increase in winter?
//*Deficiency True (Yes)
#Thether to enable the winter playereffect, Will Affect the Player Sanity and Nature Evolution Rate.
B: EnablewinterplayReffect = TRUE
// Whether players will get BUFF in winter (that is, the cold wave invasion and freezing)
// The default is true (yes)
#Length of winter, color of the leaves will recover in the spring.
#Set to 0 for it to never occur.
I: Springlength = 5
// The number of days in spring (you have typed the wrong words !!!)
#Length of summer, when most biome become hot.
#Set to 0 for it to never occur.
I: SummerLength = 5
// The number of days in summer
#LENGTH of Winter, During which most biome will snow and crops will stop geowing.
#Set to 0 for it to never occur.
I: WinterLength = 5 // The number of days in winter
}