[Overlast.cfg] Configuration file Translation Parasitic Beast: Overlast Minecraft Game

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 file

client {

#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

}