"What do you want to call this module? Parasitic bees? The heart of insects? You can. Just as the codename" Vagrant "is not only a‘ parasitic player ’or‘ roaming ”.
Edible description
The update of this tutorial is as of the 1.1.3 version of the MOD version.
The words are homely, this tutorial is mainly configured to configure files for SCAPE and Run Parasites Addon: Cotesia Glomesia.cfg files.
Although the original MOD has a config page, it shows that the text is a hard -coded. There is no possibility of Chineseization in the game without changing the source code. Therefore, the configuration modification is made here.Can be used to make the production package.
This time, the original text was retained for survey and classification. It may not be sorted according to the original configuration file. It is more convenient to use CTRL+F to confirm the location.
Because the code format of the Encyclopedia may swallow the translation, the code format has been released, and it has changed the color of the vSCode mode.
If there is no configuration file, there is no way to change.You have to ask me how to use Ctrl+F to use or where the config files are.
Translation -related
Some translation entries that have not appeared in i18 for the time being:
Corpse Bloom = Dead and lush (the evolution level of parasitic players)
BLOOM TIER/BLOOM Level = Loving Level
Bloom Value = Frequent value
Slicer = cutting blade (the sickle attached to the sickle entangled on the head after losing the disguise)
Part of the entry involved in the SRP body but no official translation:
Carcass = bait pile
SCENT = Smell Factor
ORB = Dyeing Bubble
Nade = acid liquid bubble
The author is blind and does not see the possibility of the official plan.
text
Basic settings
The project includes but not limited to:
Adjust the behavior of the four -level summoning column.
Parasite players and some originals and some originals and SRP potion effects.
Links of parasite players and gathering places/groups.
Some parasites on the parasite player's body (warrior and "death value")
#Thether Effects from the Strongest Colony Will Be Applied to Parasite Players.
// Whether the parasite player will be given the strongest effect of the plastic land.
B: "Apply Colony Effects" = TRUE
#When effects from the next node will be applied to parasite players.
// Whether the parasite player will be given the effect of the nearest node.
B: "Apply Node Effects" = TRUE
#Amount to heal parasite players every feature seconds in the parasite biome.
// Parasitic players The amount of treatment of parasites within five seconds.
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "biome heal" = 10.0
#Thether Stage Iv Beckons Will Dismiss You Stage III- ieckons. // IV-IV Summoning Pillar will dismiss the III-IV-order column that appears late.
B: "Dismiss Beckons" = TRUE
#Amount that Stage Iv Beckons dismissing younger beckons increases their damage cap by.
// IV Summon Calls to dismiss the minimum number of hits after the summoning column that appears later.
I: "DISMISSAL DAMAMAGE CAP Increase" = 1
#Maximum amount that Stage Iv Beckons Dismissing You Beckons Increases Their Damage Cap to.
// The maximum limit that can be increased to the minimum number of hits after the summoning column that appears later than the summoning column that appears later.
#Should Ideally Be Higher than the Stage Iv Beckon's Base Damage Cap.
// This value must be greater than the foundation of the minimum hits of the IV summoning column.
I: "DISMISSAL DAMAGE CAP MAXIMUM" = 30
#Amount of evolution points Generated when Iv Beckons Dismiss You BECKONS.
// IV -level summoning columns to dismiss the evolutionary points after the summoning column that appears later.
I: "DISMISSAL VALUE" = 10000
#Effects that will be swapped out for parasite players.
// The potion effect on the parasite player will be replaced.
#Fear is only swapped out if granting by a parasite, or its duration is guater than 60 ticks. // The fear is replaced only when the source is parasitic, or its duration is greater than 60 games.
#SYNTAX is effectin; Effectout
// grammar format: the effect of being given;
S: "Effect Swaps" <
SRPARASITES: Needler; Minecraft: Resistance
SRPARASITES: Corrosive; Minecraft: Regeneration
Srparasites: Prey; SRPARASITES: rage
Srparasites: Fear; SRPARASITES: rage
"
#Effects that Parasite Players Are Immune to.
// Positive player's immune drug effect.
S: "Inherent Immunities" <
Minecraft: Poison
Minecraft: HUNGER
SRPARASITES: Viral
"
#Thether Parasite Players Receive Night Vision.
// Whether the parasite player will be given to the night vision effect.
B: "Night Vision" = TRUE
#Thether Parasite Players Can Send Their Most Common Damage Type to Nearby Colonies on Death.
// Whether parasites can upload the most damage types they suffered when they die.
B: "Notify Colonies on Death" = false
#Items this mob will drop. Ex. 'Mincrft: nether_star; 100; 5; true' where:
// The warriper dropped by the creature (parasitic player), for example: 'Minecraft: Nether_star; 100; 5; TRUE', where:
#'MINECRAFT: Nether_star' is the item,
// 'Minecraft: Nether_star' is an item,
#'100' is the channel to drop,
// '100' is its probability of drop,
#'5' is the max number of items,
// '5' is the number of items drop,
#'True' is for the item to always roll, if false the ites will be unique and only 1 will be chooosen.
// 'Ture' means that this item will always be random, and 'false' means that the drops should be mutually exclusive to other drops and fall alone.
S: "Parasite Player Drops" <
SRPCOTESIA: Factory_drop; 75; 7; True
"
#Thether Parasite Players Can, if they arehiding, induce natural mob spawns past the evolution pHASE that bars they.
// If the parasite player is not disguised, the natural creature will be blocked outside the evolutionary stage.
B: "Parasite Player spawn loophole" = True#When spawning Beckons via The Reinforcement System (or Similar Method Internal) Factory-spawned tag.
// Whether the summoning column generated by the support system (or other similar internal mechanisms) will inherit the "generated by the nest" label.
#In Other Words, what or not the reinforcement system Copies that over.
// In other words, whether the support system will copy this label.
#This also affects stage Iv Becking Other Beckons.
// This will also affect other summoning columns generated by the IV step call column.
B: "Reinforcement Ownership Transfer" = TRUE
#SCENT Death Value for Parasite Players. Only using if scents is enabled.
// Parasites' death value in Scent (SCENT).It can only be available when the smell factor is available.
#Set to 0 by default for most parasites, but just in case ...
// By default, the value of most parasites is set to 0, but in case ...
I: "SCENT Death Value" = 10
#Thether Parasite Players Can Proc the Reinforcement System on Death to Entities.
// When the parasite player will trigger the support system after a certain entity dies.
B: "Spawn Beckon on Death" = TRUE
#Thether Parasite Players Can Spawn A SCENT on Death to Entities.
B: "Spawn SCENT on Death" = TRUE
Record settings (logging settings)
# Settings Which Affect Debug Logging./// will affect the setting of debugging records.
Basically, some developer options are debugged carefully.
"Logging Settings" {{
#When to log the processing of biomass settings.
// Whether to record biomass settings.
#This normally occurs on World RESTARTRTRTRTRTRTRTRTRTRTRTRTORS
// This usually occurs when the world restarts or configuration is modified, and the world has not been opened at this time.
B: "log biomass settings" = false
#ToTher to Log the Processing of Potions that Latches Give.
// Whether to record the dyeing cable settings (LATCH) settings
#This normally occurs on World RESTARTRTRTRTRTRTRTRTRTRTRTRTORS
// This usually occurs when the world restarts or configuration is modified, and the world has not been opened at this time.
B: "Log Latch Pody" = False
#ToTher to Log Parasits SuccessFully Spawning Via Parasitic Light Sources. // Whether to record the parasitic light sources that have been successfully set (translated: Ben MOD torch and lanterns)
#Only for testing purposes. DON'T Leave this on.
// Only used for testing.Don't let it keep opening.
B: "Log Light Sources" = false
#Debugging feature, Prints Sent and Received Config Variables to the Console.
// The debugging function shows the configuration variables sent and received to the console.
B: "Verbose Config Sync Logging" = FALSE
}
Well Setting
# Settings which aFFECT WELLS, RIPS in Spacetime That STEAL EVOLUTION POINTS FROMTTE World, among Other Things.
// This setting will affect the well entrance, a setting of time and space cracks that will steal the evolutionary points from the world.Including something else.
It is strongly recommended that the well -estate -generated dimension can be adjusted to a whitelist and only adds a specific dimension, especially when it is installed with AE2 -you will not want to see this thing in the virtual space ...
"Well Settings" {
#Wells Cannot Appear in the Dimensions in this list.
// The list of non -generated dimensions of the well mouth.
#Use the Dimension's Numerical ID.
// Use the dimension ID value record.
S: "Dimension Blacklist" <
> #TiTher The Dimension Blacklist is a Whitelist Instead.
// Whether this list is used as a whitelist.
B: "Dimension Whitelist" = false
#TheTher Wells are enabled.
// Whether the well is available.
B: enabled = true
#The amount of point a Will will subtract in this phase./// The number of stolen points at this stage.
I: "PHASE 0 POINT LOSS" = 50
#The amount of point a Will will subtract in this phase./// The number of stolen points at this stage.
I: "PHASE 1 POINT LOSS" = 75
#The amount of point a Will will subtract in this phase./// The number of stolen points at this stage.
I: "PHASE 10 POINT LOSS" = 1000000000
#The amount of point a Will will subtract in this phase./// The number of stolen points at this stage.
I: "PHASE 2 Point Loss" = 100
#The amount of point a Will will subtract in this phase./// The number of stolen points at this stage.I: "PHASE 3 Point Loss" = 400
#The amount of point a Will will subtract in this phase./// The number of stolen points at this stage.
I: "Phase 4 Point Loss" = 5000
#The amount of point a Will will subtract in this phase./// The number of stolen points at this stage.
I: "PHASE 5 POINT LOSS" = 50000
#The amount of point a Will will subtract in this phase./// The number of stolen points at this stage.
I: "PHASE 6 POINT LOSS" = 2500000
#The amount of point a Will will subtract in this phase./// The number of stolen points at this stage.
I: "PHASE 7 Point Loss" = 10000000
#The amount of point a Will will subtract in this phase./// The number of stolen points at this stage.
I: "PHASE 8 Point Loss" = 100000000
#The amount of point a Will will subtract in this phase./// The number of stolen points at this stage.I: "PHASE 9 POINT LOSS" = 100000000
#Thether all wells will be removed if there is'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T's usable diansions.
// If there is no available dimension, all wells will be removed.
B: "Retroactive Well Relocation" = TRUE
#Thether all wells will be removed if there is'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T's usable diansions.
// If there is no available dimension, whether all wells will be removed.
B: "Retroactive Well Removal" = TRUE
#When a well is successfully destroyed, the armagedon timer will be increase by this value, delaying the threat.
// If a well mouth is successfully destroyed, the ending time will increase this value, which is determined by the "threat" option.
#Min: 0
#Max: 2147483647
I: "Time Add to Armageddon Timer" = 240000
#Time in Between Well Point Drain Events, in ticks. // The time interval of the "well outlet leakage point" event, the unit is engraved.(Translation: Stealing the trigger time of the incident.)
#The default value corresponds to Every 10 Days.
// The default configuration value is once every ten days.
#Setting this to 0 prevents wall from draining points at all.
// Set to 0 to prevent the number of points from stealing the well.
#Min: 0
#Max: 2147483647
I: "Well Drain Ticks" = 240000
#Time before wells will begin to appear, in ticks.
// The time interval before the well mouth appears, the unit is engraved.
#A Well Will Not Instantly Appear once This is Over. This is when it'll start ticking down.
// Before this time, Jingkou will not appear before that.At this time, time will begin.
#Refer to the well ticks option for how long that will take.
// See "Jingkou Carving" option to understand how long it takes.
#Min: 0#max: 2147483647
I: "Well Grace Period" = 240000
#The amount of health a well has, by default.
// All the default health of a wellkin.
#Once This is deploy, the well will be destroyed.
// When it is empty, the well entrance will be destroyed.
#Min: 1
#Max: 2147483647
I: "Well Health" = 100
#The maximum distance from the origin where a well can applear.
// The longest distance of the well is from the birth point.
#Min: 0
#Max: 2147483647
I: "Well Max Distance" = 20000
#The minimum distance from the original where a well can applear.
// The nearest distance from the birth point.
#Min: 0
#Max: 2147483647
I: "Well Min Distance" = 0#The amount of damage a single well seler will deal to a well.
// Each well -sealing device can damage the well.
#Min: 0
#Max: 2147483647
I: "Well Sealer Damage" = 10
#The minimum distance a well sealer neededs to be from a well in order to seal it.
// The minimum distance required for the well sealing well.
#Vertical distance is not considered.
// The vertical distance is not considered.
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Well Sealer Distance" = 10.0
#The amount of wells that spawn each spawn attempt.
// The number of appearances appears at a time.
#Min: 0
#Max: 2147483647
I: "Well spawn amount" = 1
#Time in BetWeen Each Well Apperance, in Ticks. // The time interval between each well appears, the unit is engraved.
#The default value corresponds to Every 10 Days.
// The default configuration value is once every ten days.
#Setting this to 0 prevents new wells from appery.
// Set to 0 to prevent the production of the well.
#Min: 0
#Max: 2147483647
I: "Well Ticks" = 240000
#Thether Wells Will Amplify Changes in ANTE.
// Whether the well entrance will be bonus to the adaptive factor.
B: "Wells Buff ANTE" = TRUE
}
The end of the world (ArmageDon Setting)
# Settings Which Affect the Armageddon System, Which FORCES the Parasites to Keep An Eldritl Presence at Bay.
// It will affect the setting of the end of the world, and this system will force the parasites to refuse the appalling things.
#AS TIME Goes On, this model's mechanics, mainly the rpl system and coth reWORK, will become more and more intense.
// Over time, the mechanism of this module -mainly because the impact of random points of loss and the revision of the call of the nest -will become more intense.
# ENHANCED MOBS WILL Also Get Stronger and Hit Harder, and Gain The Swiftness Effect, Provided they Are Fighting a Parasite.
// The enhanced creatures will also become stronger, the attack is becoming more and more violent, and it will achieve a fast effect when confronting the parasite.
# The system dofes this this through ante, a number which increases every buts but is state mode from the armageddon timer./// It will increase once, butMost of the time is calculated separately from the end of the day.
It may greatly affect the balanced settings of numerical and mechanisms, and debug it carefully, otherwise it will become unfortunate.
Adaptation factor and ending chronograph basic settings
The total mechanism switch is also here
"Armageddon Settings" {
#WhenVer Ante is decreased, it cannot go below its highest achieved value minus this number.
// When the adaptation factor decreases, it cannot be lower than the value of the maximum historical value.
#So with the default value of 5, if anger has previously ben 17, it cannot be reduced past 12.
// Therefore, when the default value is 5, if the adaptation factor is 17, it cannot be reduced to 12.
#Setting this to a value below 0 will disable the minimum ante mechanic.
// Set this value to 0 to the minimum adaptation factor mechanism.
I: "Ante Buffer" = 5
#Thether Ante is enabled. If disabled, Enhanced Mobs Will Not Gain Defense, Bank, or Hyper Armor.
// Whether the adaptation factor is enabled.If it is disabled, biological enhancement will not be increased to resist, special attack or super -energy armor enhancement.
B: "ANTE Enabled" = false
#Time in Between Each ANTE Upgrade, in Ticks. // The time interval of each adaptation factor upgrade is carved.
#Set this to 0 to prevent ate from increasing.
// Set to 0 to prevent the adaptive factors from rising.
#Min: 0
#Max: 2147483647
I: "ANTE TICKS" = 240000
//////
#Master Switch for WHETHER ARMAGEDDN Is Enabled. If Not, The Threat WON'T Appear, The Timer WON'T TICK DOWN, Enhanced Mobs Cannit Appear.
// Whether the end of the world opens the general switch.If it is not enabled, the threat will not appear, the time time will not pass, the enhanced creature will not appear, and the well mouth will not be revealed.
B: "Armageddon Enabled" = Ture
//////
#When the amount of days remaining on the timer reaches this value, the thinking will show itset.
// When the remaining days of the doomsday reaches this value, the "threat" will appear.
#Min: 1
#Max: 2147483647
I: "Day Threat Becomes Visible" = 50#When a World is Created, The ArmageDDON TILL WILL Be Initialized to this value, in ticks (Converted with some).
// When a new world is created, the initial value of the doomsday will be the value, and the unit is engraved.
#Min: 1
#Max: 2147483647
I: "Day Until Armageddon" = 50
//////
#When a world is created, ante will be set to this value.
// When creating a new world, the adaptation factor will be the value.
I: "Starting ANTE VALUE" = 0
#The amount of ticks in a day where it is nighttime.
// The game carving at night in one day.
#Min: 0
#Max: 2147483647
I: "Ticks in Nighttime" = 11000
#The amount of ticks in a day.
// The game carving all day.
#Min: 1#max: 2147483647
I: "Ticks in a Full Day" = 24000
#Thether the ArmageDdon Timer is enabled. Disabling this sentence enhanced mobs and anger.
// Whether the ending time is enabled.Disable this function will have only enhanced biological and adaptive factors.
B: "Timer Enabled" = false
Adaptation factor enhancement settings
#The amount to add per -level of angel.
// Special attacks increased at each level of adaptation factor.
#Bank is extra damage dealt to parasites.
// Special attack will cause additional damage to the parasite.
D: "Chane Per Ante" = 10.0
//////
#The amount to add per -level of angel.
// The resistance of each level adaptation factor.
#This works similar to a health multiplier.
// This mechanism is similar to life multiplier.
#Defense is effectively an Auxillar Health Bar, preventing deth while it remains.
#Defense, as well as any other defensive mechanic added by armageddon, only applies to compat with parasites;
// The resistance is the same as other resistance mechanisms added by the end of the world. It only takes effect on the parasite -this mechanism will not take effect elsewhere.
D: "DEFENSE PER ANTE" = 5.0
#MOBS (OR MOBS FROM MODIDS) in this this list will not be enhanced naturally.
// Modids (or target creatures) in this list are not naturally enhanced.
S: "Enhancement Blacklist" <
Minecraft: Ender_dragon
Minecraft: Armor_STAND
"
#BASE CHANCE for a Mob to be enhanced.
// Basic probability of enhancement.
D: "Enhancement CHANCE" = 0.0
#Thether the Enhancement CHANCE IS FIXED, Not Changing as the Timer Ticks double.
B: "Enhancement Fixed" = FALSE
#Thether the enhancement blacklist is a whitelist instant.
// Whether to enhance the blacklist as a whitelist.
B: "Enhancement Whitelist" = false
#Amount of gravity effect amplifier to add per ate.
// Gravity effects increased at each level of adaptation factor.
#This effect is applied to targets, usually parasites.
// This effect will be applied to the target, usually parasites.
#The resulting value, if it is not an integer, is randed down.
// If the value obtained is not an integer, it will be taken down.
D: "Gravity Amplifier Per Ante" = 0.5
#The amount of painting blocks beneth the target that are needed to apply gravity.
// Number of accessible blocks below the target of gravity effect.(Translation: Do not include fluids)
#-1 disables the check entirely. //-1 will be completely disabled.
#Min: -1
#Max: 2147483647
I: "Gravity Passable Blocks Needed" = 3
#The maximum multiplier of the entity's health to heal with hyper armor.
// The maximum health multiplication of the entity uses ultra -energy armor treatment.
D: "Hyper Armor Max Healing" = 0.5
#The amount to add per -level of angel.
// The super -energy armor effect increased at each level of adaptation factor.
#Hyper armor prevents damage below its value, turning it into healing insterad.
// Ultra -energy armor can offset the damage below this value and convert it into the treatment effect.
D: "Hyper Armor Per Ante" = 10.0
#The maximum value anging can reach.
// The maximum value that adapts factor can reach.
#Set to-1 for no limit.
// Set to -1 The upper limit of the adaptation factor will be lifted.
I: "Maximum ANTE" = 256#The maximum value Ante can add.
// Adapting factor can increase the maximum value of special attack.
D: "maximum bank" = 75.0
#The maximum value ang can add.
// Adapt the maximum value that can increase the resistance.
#Defense is added as a multiplier of the entity's maximum health, so this indicates the maximum 'health multiplier' added as defense.
// Resistance is bonus with the multipliers of the maximum health, so this indicates the biggest "life value multiplier" of the resistance bonus.
#So the default value means that 30000%of the mob's maximum health (300*100%) can be added as defense.
// Therefore, the default value means the maximum value of the effect is 30000%(300*100%) of the maximum health.
D: "maximum defens" = 300.0
#The maximum amplifier of the gravity effect enhanced mobs can apply.
// Enhance the maximum rate of gravity effects that biology can apply.
I: "Maximum Gravity Amplifier" = 15
#The maximum value anging can add. // The maximum value of the super -energy armor can be increased by the adapting factor.
D: "Maximum Hyper Armor" = 75.0
#The maximum value ang can add.
// The maximum value of the random point loss caused by the adaptation factor can increase the loss of random points.
I: "Maximum RPL BURNS" = 10
#The maximum value ang can add.
// Adapt the maximum probability of increasing random point loss.
D: "Maximum RPL CHANCE" = 5.0E-4
#The maximum value ang can add.
// Adapt the maximum loss of random points caused by adapting factor to increase death.
I: "Maximum RPL Deaths" = 100
#The maximum amplifier of the speard effect enhanced mobs can apply.
// The maximum brewing coefficient that enhances the speed effect that creatures can be applied.(Translation: The effect level is the brewing coefficient +1, the same below)
I: "Maximum Speed Amplifier" = 7
#WHETHER MOBS Can be Enhanced. Existing Enhanced Mobs Will Behave Like Normal Mobs if this is disabled.
// Whether creatures can be enhanced.If this function is disabled, existing reinforcement creatures will be no different from ordinary creatures.B: "Mobilement enabled" = false
#Thether Enhanced Mobs Can Apply Gravity to Airborne Targets.
// Enhance whether creatures can perform gravity effects on air targets.
B: "Mobs Apply Gravity" = TRUE
#Thether Enhanced Mobs Can Apply Speed to the Melves.
// Enhance whether organisms can exert the speed of itself.
B: "Mobs Apply Speed" = TRUE
Adaptation factor settings to parasite settings
#ANTE Needed to Burn Parasits in Sunlight.
// Allow the adaptation factor required for the parasitic body in the sun.(Translation: Of course, this includes yourself, dear roamers.)
#Armor Cannot Prevent this, but Fire Resistance Can.
// Armor cannot avoid this burning damage, but the effect of fire resistance is available.
#Set this to -1 to disable it.
// Set to -1 will be disabled.
#Min: -1
#Max: 2147483647
I: "ANTE to Burn in Sunlight" = 7
//////
#CHANCE that, provided parasites will burn in sunlight, that the fire residence effect is removed each tick.
// When the parasite is burned in the sun, the fire effect on the body is removed every moment.
D: "CHANCE to Remove Fire Resistance" = 0.01
//////
#Message sent to all players in the Current World When Parasites are dragged, kicking and screeching, to this phase
// When the parasites were dragged to the ground by the ground to the ground, they sent information to all players in the current world.(Translation: You can make a brain to make up a parasitic (especially the roamer who lift the disguise) by a group of human players, screaming and screaming, crying and crying)
S: "PHASE-2 Warning Message" = Negative Two
#The amount to add per -level of angel.
// Each level of adaptation factor increases the number of random points caused by burn.
#The topal will be beunded down.
// The total number will enter the four houses and five.
D: "RPL Burning Per Ante" = 1.0
#The amount to add per -level of angel.
// Each level of adaptation factor increases the chance of random point loss.D: "RPL CHANCE PER ANTE" = 1.0E-5
#The amount to add per -level of angel.
// Each level of adaptation factor increases the number of random points caused by death.
#The topal will be beunded down.
// The total number will enter the four houses and five.
D: "RPL DEATHS PER ANTE" = 10.0
#Amount of spey effect amplifier to add per ate.
// The speed effect of the speed of each level of adaptation factor.
#This effect is applied to enhanced mobs.
// This effect will be applied to enhanced creatures.
#The resulting value, if it is not an integer, is randed down.
// If the value obtained is not an integer, it will be taken down.
D: "Speed Amplifier Per Ante" = 1.0
//////
}
Client settings
# Settings Which Affect the Client View (Guis & Such).
// Options that affect the client view.
Client {
#WhenTher The Standard Hit Colors for Parasite Players will be replaced with adaptation-supervispic ones installd. // Pattern players will show a hit color when they are more adaptable.
B: "adaptation custom her colors" = true
#Thether ArmageDDON CAUSES CERTAIN VISUAL Artifacts WHEN It Occurs.
// Whether the end of the world will cause certain visual effects.
B: "ArmageDDON VISUAL Artifacts" = TRUE
#TheTher Being Beheaded Will Redden Vision.
// Whether beheaded will cause the field of vision to become red.
B: "Beheading Red Tint" = TRUE
#Amount to reden vision for beheaded pairsite players.
// Parasitic players turn red after being beheaded.
#Min: 0.0
#MAX: 1.0
D: "Beheading Red Tint Amount" = 0.5
#Thether its present causes color to face from vision, event with no emes present.
// Whether the existence of "threat" will cause the color to fade out of the vision -even if they have no eyes.B: "EldritCh Desaturation" = TRUE
#Thether Staring at a Certain Something in the Sky Capes Visual AbnoMalities.
// Whether something stares at the sky will cause visual vision.
B: "Eldritch Fog" = TRUE
#Thether Staring at a Certain Something in the Sky CapeSes A Deafening Silence.
// Whether to stare at the sky will suddenly die.
B: "Eldritch Silence" = TRUE
#The maximum amount of fog that can result from visual activity.
// Visual vision may produce maximum fog.
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "max fog" = 0.5
#The amount to shift this model's custom overlay to the right by, in pixels.
// How much does the UI of this module be shifted? The unit is pixel.(Translation: The parasitic UI in the lower left corner)
I: "Overlay Rightward Shift" = 0#The amount to shift this mode uprlay up by, in pixels.
// How much to move the UI of this module? The unit is pixel.
I: "Overlay Upward Shift" = 0
#TheTher a Factory Will Render the Custom Enchantment Glint When Placed.
// Whether the nest will have enchanting light effects when placed.
B: "Render Factory Entity Glint" = TRUE
#TheTher a Factory Will Render the Custom Enchantment Glint if it is an item.
// Whether the nest will have enchanting light effects when it holds items.
B: "Render Factory item Glint" = True
#WHETHER, when holding or looking at a bound factory, The Bound Parasite is rendered.
// When you look or hold a nest that has been bound, whether the nest will show the binding parasite.
B: "Render Factory Parasite" = TRUE
#TheTher a Factory will render the vanilla enchantment glint on its bound parasite's spawn item. // Whether the parasitic -generated items bound to the nest have the original enchanting light effect.
B: "Render Factory spawn item glint" = true
#Allows the hunger bar to render for parasite players.
// Show the hunger of the parasitic player.
B: "Render HUNGER BAR" = FALSE
#When or not Parasite Players can see the fog of the parasite biome.
// Whether parasites can see the dense fog in the parasitic group.
#If making a node is your goal, the reduced vision may end up bebing detailntal.
// If the manufacturing node is your goal, the decline in vision will bring you adverse effects.
B: "SHOW BIOME FOG" = FALSE
#Thether Parasite Players Can ance Coth On Living Creatures, Visible as an Occaisonal Small Puff of Smoke.
// Whether the parasite player can see the alive creatures carrying the group, manifested as an occasional small stock smoke.
#The Puff Resembles An Instant Splash Potion if the mobile assilate, or is a hiding parasite. // When the creature is completely assimilated or used as a camouflage parasitic body, this smoke is like splash potion.
B: "Show Coth Afflicted Mobs" = TRUE
#The delay for the emitting of the puff of smokes, in ticks.
// Spray the delay of smoke, the unit is engraved.
#Min: 0
#Max: 2147483647
I: "Show Coth Afflicted Mobs Tick Delay" = 50
#Thether a Factory Spawned Parasite Will Emit PARTICLES WHEN You Are Holding A Factory.
// Whether you can see the particle effect of the parasite generated by the nest when you hold the nest.
B: "Show Factory Spawned Parasites" = TRUE
#Thether to put the block level on the biomass icon.
// Whether the lush level is displayed on the biomass logo.
#ENABLE this if anything needs a block level of 7 or higher, or -1 or lower. // If there is any function, it requires lush levels to be greater than level 7 or less than -1.
B: "Show Numerical Bloom" = TRUE
#Whether to show the whole schpiel about factories in their ites toOoltip when lshift is presentd.
// Press whether the lshift key will display the complete tool prompt bar of the nest.
#I don't like having my screen filed up either.
// I don't like to be stuffed on the screen either.
B: "Verbose Factory Description" = TRUE
}
Block setting (block setting)
# Settings Which Affect The Blocks of the Mod.
// It will affect the setting of this module block.
"Block Settings" {{
#Amount of biomass needed to use the beckon haRBringer.
// Use the biomass needs of the summoning pillar.
#Min: 0
#Max: 2147483647
I: "Beckon Harbringer Biomass Requirement" = 160
#WhenTher The Beckon Harbringer Can Be used to create new beckons.
B: "Beckon Harbringer Enabled" = TRUE
#Thether Cartilage Caues Nearby Non-Parasites to Bleed Uncontrollably.
// Whether the cartilage tissue will cause nearby non -parasites to bleed.
B: "Cartilage Bleeding" = TRUE
#Minimum distance between two dendriti.
// The distance between the two dendrites needs to be separated.
#Min: 0
#Max: 2147483647
I: "DENDRITUS Distance" = 70
#When the dendritus has any effect at all.
// Whether the dendritors have worked.
B: "DENDRITUS EFFECTS" = TRUE
#Dendritus Stage Needed to Apply Phasing Automatical to Newly Spawned Parasites.
// The dendritors automatically apply the phase shift effect on the newly generated parasitic body.
#Setting this to 5 will disable the mechanic. // Set to 5 to disable the mechanism.
#Min: 0
#Max: 2147483647
I: "DENDRITUS PASSIVE Stage" = 2
#The range in which the dendritus will provoke position, per disatcher stage.
// The scope of the phase displacement effect is applied to the dendritic body, and calculated according to the scheduling column.
#SO A Stage I Dispatcher Woul This AS ITS DENDRITUS RANGE, Stage II Would Have Twice It, et Cetera.
// Therefore, the first -order scheduling column has the basic effect of its dendritic body, and the exertion range of the second order will double, and so on.
#Min: 0
#Max: 2147483647
I: "DENDRITUS RANGE" = 500
#Amount of depth below the space y level to check for parasite light source.
// The depth of detection range of parasitic light sources.
#Min: 0
#Max: 2147483647
I: "EXTRA LIGHT DEPTH" = 1#Amount of Height ABove the Spawning Y Level to Check for Parasite Light Sources.
// The detection range height of the parasitic light source.
#Min: 0
#Max: 2147483647
I: "EXTRA LIGHT Height" = 0
#TheTher GloomTorches, as well as Other Parasitic Light Sources, Allow Nearby Parasite Spawns.
// Whether the dark torch, or other parasitic light sources are allowed to be generated by a nearby parasitic body.
B: "GLOOMTORCH LIGHT SUBVERSION" = TRUE
#The radius artid a given spawning spot to check for parasitic light source.
// Detect the specified genera of the parasitic light source.
#The default all rows for checks in a 10x10 set of blocks. Adding 1 depth doubles that to design 200 total.
// The default setting allows checking in the range of 10x10 blocks.After an increase of 1 square meter, the total number will double to about 200, which should be noted.
#Light Sources Must be placed on group level (Either on a Nearby Wall or Just on the Group) in order to qualify for this. // The light source must be placed on the ground to the ground Only on the surface (on the wall or on the ground) only meet the requirements.
#The check is only do the spawn would have ben preventd by an artificial light source, not the sky.
// Only detect the light source of the artificial light, excluding skylight.
#The check also does not occur if the area is dark enough to spawn mobs anyway, or if they light level is iGnored.
// If the area is dark enough, the monster will be generated anyway, or the light intensity will be ignored, and it will not be checked.
#Min: 0
#MAX: 15
I: "GLOOMTORCH LIGHT SUBVERSION RADIUS" = 5
#Amount of biomass Needed to use the reclassation table.
// Use the biomass required for the recycling table.
#Min: 0
#Max: 2147483647
I: "ReClamation Biomass Requirement" = 50#amount of xp generated by items input into the reclassation table.
// Put in the recycling table to produce experienced items.
S: "reclaational settings" <
SRPARASITES: LURECOMPONENT1; 1
SRPARASITES: LURECOMPONENT2; 2
SRPARASITES: LURECOMPONENT3; 10
SRPARASITES: LURECOMPONENT4; 50
SRPARASITES: LURECOMPONENT5; 100; 100
Srpcotesia: mortifying_tentacle; 1000
SRPARASITES: Bone; 30
SRPARASITES: Beckon_drop; 30
SRPARASITES: Dispatcher_drop; 30
Srparasites: EvolutionLure#0; 2
SRPARASITES: EvolutionLure#1; 4
SRPARASITES: EvolutionLure#2; 20
SRPARASITES: EvolutionLure#3; 100 SRPARASITES: EvolutionLure#4; 200
SRPARASITES: ada_reeker_drop; 25
Srparasites: ada_yelloweye_drop; 25
SRPARASITES: ada_longarms_drop; 25
SRPARASITES: ada_bolster_drop; 25
SRPARASITES: ada_arachnida_drop; 25
SRPARASITES: ada_manducater_drop; 25
SRPARASITES: ada_devourer_drop; 25
SRPARASITES: Dried_itendons; 60
Srparasites: Hardnet_bone_handle; 75
SRPARASITES: Infectious_blade_fragment; 50
SRPARASITES: Living_core; 50
SRPARASITES: Vile_shell; 50
Srparasites: weapon_scythe; 400
Srparasites: weapon_axe; 375
SRPARASITES: Weapon_sword; 425 SRPARASITES: Weapon_Cleaver; 450
Srparasites: weapon_bow; 475
Srpcotesia: Tool_pickaxe; 425
Srparasites: weapon_scythe_Sentient; 1400
Srparasites: weapon_axe_ setient; 1375
SRPARASITES: Weapon_sword_SENTIENT; 1425
SRPARASITES: Weapon_Cleaver_SENTIENT; 1450
SRPARASITES: weapon_bow_SENTIENT; 1475
Srpcotesia: Tool_pickaxe_SENTIENT; 1425
Srpcotesia: scalpel; 1
SRPCoteSia: Dirty_needle; 5
Srpcotesia: putrid_unit; 10
Srpcotesia: soulless_core; 45
HermitsarsarSenal: incineralted_fless; 1
HermitsarsarSenal: Fragamented_Genome; 50
HermitSarsarsar: viral_gland; 30 HermitsarsarsaNal: Unraveled_musCles; 30
Hermitsarsarsar: REPROGRAMMED_GLAND; 50
HermitsarsarSenal: Vengnce_core; 55
HermitsarsarSenal: Wratfful_core; 70
HermitsarsarSenal: REKINDLED_DISPATCHER; 100
Hermitsarsarons: gene_splicer; 300
Hermitsarsarons: OutBreak_dagger; 350
Hermitsarsarsenal: seizer_spear; 475
Hermitsarsarsenal: seismic_warhammer; 450
Hermitsarsarons: cytokine_mutator; 775
Hermitsarsarons: longarm_appendage; 250
Hermitsarsarsar: Extended_appendage; 575
"
#WHETHER PARASITE PLAYERS Can Right Click on Dispatcher Niduses to Spawn in a Factory-spawned disparatcher, proved they have enough biomass.
// Whether the parasitic player can right -click the scheduling column source to generate a scheduling column with a "nest" TAG -as long as they have enough biomass.
B: "Use Dispatcher Nidus" = True
}
Bloom Settings
# Settings which affect block, a system used to scale parasite players as they adD evolution points.
// It will affect the prosperity of death, and parasites to measure the setting system when the number of evolution points increases.
# EFFECTIVELY Just A Leveling/Tieering System. Displayed in the UI as a Pulsating Org Varying Makeup.
// In fact, this is just a hierarchical/hierarchical system.In the interactive interface (UI), it will be displayed as pulsating organs of different structures.
# The bar below it shows how many points you have control, and how many are needed for the next time.
// The progress bar below shows how many points you contribute and how many points you need in the next level.
Although the number of contributions and the number of evolution is similar, it is not the same thing.The former can continue to accumulate when the global evolution is cooled, and then convert it into an evolutionary point when there is progress in the evolutionary stage.
Due to the problem of the former, the evolutionary point of the SRP body is not completely linked to your evolutionary points.
Never sorted according to the original configuration, make good use of CTRL+F (search)!
Adaptability and the call of the nest
"Block settings" {{
#Statistics for Player Adaptations, UnLocked at Tier 2 (Primitive)
// Player adaptability statistics, unlocked when the player's secondary (original species).
#If Parsing Fails, it will default to the primitive adaptation stats.
// When the evolutionary stage decreases, it will be represented to the state of the original species.
#Inputs to this great than the Maximum Evolution Phase or Less than 0 Will Be Clamped.
// Enter a number greater than the maximum evolution stage or less than 0 will cause stuck.
#Formatted as block; pointcap; pointRedour; CHANCELEARN; CHANCELEARNFIRE; DAMAGETYPECAP // Format is: lush grades; PointCap (PointRedReering) ); CHANCELEARN; Unshilation probability-Chancelearnfire; DamageTypecap can be adapted
#POINTCAP is the maximum amount of 'adaption points' that can be attamed to a damage type.
// PointCap refers to the "adaptation point" limit that can be obtained by the type of damage.
#PointRedouch is the amount of drovided for each adaptation point.
// PointReduce refers to the injury reduction amplitude provided by each adaptation point.
#CHANCELEARN is the channel to learn the damage source, and assign it points.
// Adaptive probability (CHANCELEARN) is the probability of understanding the source of damage and assigning points for it.
#CHANCELERNFIRE is the channel to fail adapting when fire.
// Adaptation probability-Chancelearnfire refers to the probability of adapting in the state of litting.
#DAMAGETYPECAP is the maximum amount of damage types one lead.
// Advantage the maximum value of the type of damage type (DamageTypecap) refers to the maximum value of the type of damage.
S: "adaptation stats" <0; 12; 0.05; 0.7; 0.7; 2
1; 12; 0.05; 0.7; 0.7; 2
2; 12; 0.05; 0.7; 0.7; 2
3; 10; 0.1; 0.8; 0.5; 3
4; 8; 0.125; 0.95; 0.3; 4
5; 5; 0.2; 0.9; 0.3; 5
6; 4; 0.25; 1.0; 0.2; 6
7; 4; 0.25; 1.0; 0.1; 7
8; 4; 0.25; 1.0; 0.05; 8
9; 4; 0.25; 1.0; 0.025; 9
10; 4; 0.25; 1.0; 0.015; 10
"
#BLOOM Requirement for Adapting to Damage Sources.
// Unlock the lush level required for damage adaptability.
#This only applies to players.
// Only suitable for players.
I: "block for adaptation" = 2
#Thether adaptation is enabled or not. // Whether adaptability is enabled.
B: "Player Adaptation" = TRUE
#Thether Parasite Players Alway Apply Coth On Contract, Regardless of CHANCE.
// Whether parasites can always apply the call of the nest, regardless of the actual probability.
B: "Apply Coth On Contact" = TRUE
#CHANCE INCREASE PER Level of Bloom When A Player Tries to Inflict Call of the Hive.
// Each level of lush level increases the probability of applying the group when the player attacks.
#The channel is added on top of the base assimally; so refer to that when modifying this.
// This probability will be increased directly on the basis of the infection of the basics. Please refer to it when modifying this.
D: "Coth CHANCE Increase" = 0.1
#Thether Parasite Players can get adaptation points for the most common damage type stored in a color.
// Whether parasite players can get the most common damage type adaptation point of the most common damage type stored.
#Parasites almedy do this when they spawn in, but in this case parasite players have a button the ear Will do this, but in this case, parasitic bodyPlayers have a button that can get adaptability with one click.
B: "Colony Common Damage Type" = TRUE
Behead settings
#CHANCE That a Parasite Player's Secondary Head Will Be Removed on A Sword Strike.
// The probability of the second skull of the parasite player with a sword.
#This cannot occur during immunity frames.
// Beheading will not be judged on the invincible frame.
#Min: 0.0
#MAX: 1.0
D: "Beheading CHANCE" = 0.6
#Amount of damage, after Armor Calcuration, that neededs to be done to see a parasite player's secondary head.
// After calculating the armor, the second skull of the parasite player parasitic player needs to cause damage.
#If this is les that equal to zero, the check will not occur.
// If the damage is less than or equal to zero, the damage will not be judged.#Min: -1.0
#MAX: 1.7976931348623157E308
D: "Beheading Threshold" = 7.0
#WhenTher Fire Damage Pierces the Beheading Threshold.
// Whether the flame damage will break through the chop threshold.
B: "Beheading Threshold Fire" = TRUE
#Amount of time it takes to regenerate the secondary head once it is severed, in ticks.
// The recovery time after the second skull is cut off, the unit is engraved.
#Thee Are 20 Ticks in a Second./20 is engraved for one second.
#Min: 0
#Max: 2147483647
I: "Head Regency Time" = 2400
Partial ability unlock
#BLOOM Requirement for Applying the Fear Effect to Nearby Visible Players.
// For the lush levels required for the fear of players.
#Fear is Calculated so that it is similar to parasites of that tier. // The fear of calculation is similar to that of this level of parasites.
I: "block for fear" = 1
#BLOOM Requirement for Hiding.
// The lush level required for disguise.
I: "block for hiding" = 0
#BLOOM Requirement for Leaping.
// The lush level required for the attack.
I: "block for leaping" = 1
#Thether Parasite Players Can Leap in the Direction they are facing.
// Whether the parasite player can attack a certain distance in the direction.
B: "Leaping Enabled" = TRUE
#Thether Parasites of a Blow Level Lower than a parasite player can follow they if they are hiding.
// Whether the unsatisfactory parasite that is less than a parasite player will follow the player.
B: "Parasites can follow players" = true
Minimum number of hits and fall damage reduction reduction
Cold Knowledge: Most of the original species and adaptation of the species parasite have almost no fall damage.
#Thether Parasite Players Have a Damage Cap. // Parasite player has the minimum number of hits.
B: "DAMAGE CAP Enabled" = FALSE
#The block requirement to unlock the damage cap, which prevents oneshots, among Other Things.
// Unlock the lush level required for the minimum number of hits, which can be used to resist a single attack.
I: "DAMAGE CAP BLOOM Requirement" = 1
#The damage cap attaining at each block value, sequentially, starting at tier 0's damage cap.
// The minimum number of hits obtained by each lush level increases from the minimum number of hits at level 0.
D: "DAMAGE CAP PER BLOOM" <
1.0
1.0
3.0
5.0
7.0
15.0
16.0
17.0 18.0
19.0
20.0
"
#Fall Reduction for Each Bloom Level, sequentially, starting at tier 0.
// The damage given by each lush level is reduced, and it will increase in sequence from level 0.
#If the distance is less, no damage is taken.
// If the fall height is less than this value, it will not be damaged.
D: "Fall Reduction Per Bloom" <
0.0
0.0
40.0
60.0
80.0
150.0
200.0
250.0
300.0 350.0
"
Give the minimum damage and hunger level
#When Parasite Players Can Deal Minimum Damage Via The Slicer.
// Whether the parasite player can minimize damage by the cutting blade.
B: "Minimum Damage Enabled" = TRUE
#The block requirement to unlock the slicer, and by proxy minimum damage
// Unlock the lush level required for the minimum damage brought by it.
I: "Minimum Damage Bloom Requirement" = 1
#The minimum damage attained at each block value, sequentially, starting at tier 0's minimum damage.
// The minimum damage given by each lush level, the minimum damage increases from level 0 in order.
D: "Minimum Damage Per Bloom" <
0.10000000149011612
0.5
1.0
1.5 2.0
4.0
4.5
5.0
5.5
6.0
6.5
"
#The block requirement to unlock exhaustion.
// Unlock the lush level required.
I: "Exhaustion Bloom Requirement" = 2
#Thether Parasite Players Can Day Exhaustion Via The Slicer.
// Whether the parasite player can give the hunger level with the cutting blade.
B: "Exhaustion Enabled" = TRUE
#The exhaustion applied to end eACH BLOOM VALUE, Sequeentially, Starting at tier 0.
// Each lush level can give hostile players' hunger levels, and starts from level 0.
D: "Exhaustion Per Bloom" <0.0
0.0
0.5
1.0
2.0
5.0
5.0
6.0
7.0
8.0
9.0
"
Dye
#Amount of biomass needed to release an orb.
// Release the biomass required to send dye bubbles.
#Set to 0 to make orBS Free.
// Set to 0 to release for free.
I: "Orb Biomass Cost" = 5
#The block requirement to unlock player orBS.
// Unlock the lush levels required for dyeing bubbles.
I: "Orb Blow Requirement" = 3#Potion Effects Which Player ORBS Cannot Diffuse from Player to Parasite.
// It is impossible to share the effect of the parasite through the player's dyeing bubbles.
#In Simpler Terms, you can'T give thes to your friends.
// To put it easier, you can't share these effects with your friends.
S: "ORB Diffusion Blacklist" <
Minecraft: Invisibility
"
#Thether the Orb Diffusion Blacklist is a Whitelist Intead.
// Use the black list of dyeing bubbles as whites.
B: "ORB Diffusion Whitelist" = False
#Thether Parasite Players can use orBS.
// Whether parasites can use dyeing bubbles.
B: "Orb ENABLED" = TRUE
#EFFECTS Applied by Parasite Player ORBS.
// Players send the effect of dyeing soaked.
#Formatted Exactly The Same as for Other Parasites, Except for the Blow Requirement at the Beginning. // The format is consistent with other parasites.
#The block requirement use a plus symbol (+), Everything after that Abides by SRP's Standard.
// The lush level needs to use the positive number (+), and then all follow the SRP body MOD settings.
#This Means that, if you watchd to use a spiecific parasite's orb effect, you cooy it here here and just put the block research with a+at the beginning.
// This means that if you want to use a specific parasitic dyeing effect, you can copy it directly here, just use "+" and plus the lush level requirements.
#For Multiple Instances of the Same Effect, The One Listed FIRST TAERST TAKES PRECEDENCE, Proved the Player Qualifies for Both.
// For multiple instances of the same effect, the first priority listed, provided that the player meets these two conditions at the same time.
#Ex. '5+0; 60; 2; Minecraft: Fire_resistance; 4; 3' where:
// For example: "5+0; 60; 2; Minecraft: Fire_resistance; 4; 3" where:
#'5' Blow Requirement, // '5' is the demand for lush level,
#'0' Mode of Applying, 0 to Non Parasite Mobs, 1 to Self, 2 to Parasite Mobs,
// "0" means an object applied for the effect, 0 pairs of non -parasites, 1 pair of itself, 2 pairs of parasites,
#'60' Potion Duration in Seconds,
// Indicates the duration of the potion (second)
#'2' Potion Amplifier, 'Minecraft: Fire_resistance' The Potion Itself,
// '2' is the brewing coefficient, "Minecraft: Fire_resistance" represents the specific potion effect,
#'4' if! = 0 the amblifier+= (mobs inside the orb/this value)
// "4" If!It is equal to 0, then the increase of the increase level of this effect = (the number of creatures in the dyeing bubble/set value)
#'3' if! = 0 the amblifier+= (mobs inside the orb/this value)*20.
// "3" If!It is equal to 0, then the number of increases of the effect of the effect = (the number/setting value of the biological in the dyeing bubble)*20.
S: "orb settings" <
7+0; 30; 1; Srpcotesia: Screp; 4; 0 6+0; 30; 1; SRPCOTESIA: SCrying; 3; 0
5+0; 30; 1; Srpcotesia: Screp; 2; 0
5+2; 30; 7; Minecraft: stream; 1; 1
5+2; 5; 5; srpcotesia: recuperation; 1; 0
5+0; 5; -5; srpcotesia: recuperation; 1; 0
4+0; 30; 3; SRPARASITES: viral; 1; 0
4+0; 10; 1; SRPARASITES: Corrosive; 1; 0
4+2; 5; 2; srpcotesia: recuperation; 1; 0
4+0; 30; 3; Minecraft: hunger; 1; 0
3+0; 15; 1; srparasites: viral; 1; 0
3+0; 15; 1; Minecraft: Poison; 1; 0
3+0; 15; 1; Minecraft: hunger; 1; 0
3+0; 15; 1; Minecraft: Wither; 1; 0
"
#The amount of xp stolen at each block value, sequentially, starting at tier 0's damage cap. // Each lush grades of dyeing foam stealing experience value increased in sequence from level 0.(Translation: The original text is wrong here, not the minimum number of hits (DAMAGE CAP))
I: "ORB XP STEAL PER BLOOM" <
0
0
10
50
180
340
680
1020
1360
1700
2040
"
#Thether Player ORBS DIFFUSE WHATEVER BeENEFICIAL Status Effects The Player has to Nearby Parasites.
// Whether the player's dyeing bubble will spread all the gain effect to the additional parasite.
B: "ORBS Diffuse Effects" = True#WHETHER PARASITE PLAYER ORBS CAN STEAL Experience.
// Whether the parasite player's dyeing bubbles will steal the experience value.
B: "ORBS STEAL Experience" = TRUE
Evolution and degradation
#Table use for converting evolution pHases into block value.
// Convert to the evolutionary stage into a formal form.
#Used to translate the evolution pHase into the maximum attainable block value for that phase.
// Used to convert the evolutionary stage into the largest lush value at this stage.
#DOES NOTHING If 'Require Evolution Phase for Upgrade' is Disabled
// It is ineffective when the "need to evolve in order to upgrade".
S: "Bloom Phase Conversion" <
-2; 0
-1; 0
0; 0
1; 1
2; 2
3; 3
4; 4 5; 5
6; 6 6
7; 7; 7
8; 8
9; 9
10; 10
"
#Amount of evolution pointing on deth when a parasite player different, depending on their block.
// The number of evolutionary points lost when the parasite player dies depends on its lush level.
#If a value is not present, it will default to the highest result below the block value, or 0 if the block is les that equal to 0
// If there is no value, the highest result below the lush value is used by default, or it is set to 0 when the lush level is less than or equal to zero.
S: "Bloom Phase Death Value" <
0; 0
1; 1
2; 10
3; 100
4; 1000 5; 10000
6; 20000
7; 100000
8; 1000000
9; 10000000
10; 100000000
"
#Thether Parasite Players Can Gain Points Contributed, But Not Evolution POINTS, During A Phase Cooldown.
// Whether parasites can continue to obtain contribution points (but excluding evolutionary points) during the cooling stage.
B: "Catch-Up Mechanic" = TRUE
#Thether Bloom Can be sacrified to avoid deth, as long as a color is active.
// Whether it is available when convergence is available, can it be sacrificed to avoid death.
#This emulates hst parasites in range of a collene insterad of dying.
// This emulates the characteristics of the parasitic experience of most gathering places rather than death rather than death.
B: "Colony Revive" = TRUE
#BLOOM VALUE for Parasite Players When Evolution Phases Are Disabled.
// When the evolutionary stage is disabled, the lush value of the parasite player.
I: "Evoless Bloom" = 4
#WHETHER POINTS LOST on Death Are Also SubtraCted from Points Contribute.
// Whether it will deduct the contribution points when they die.
B: "Lose Contributions on Death" = TRUE
#The amount of points needed for each block level, sequentially, starting at tier 1's requirement.
// The number of points required for each lush level will increase from level 1.
#0 is omitted since it is the starting value.
// Since 0 is the starting value, it is omitted 0.
#Putting a 9th value, or any value of, Will do Nothing.
// Enter the 9th value or even any of the subsequent values.
I: "Point Milestones" <
400 800
1800
20000
200000
5000000
25000000
5000000
1000000000
18000000
"
#Normally, Corpse Bloom Cannot Increase Past The Current Evolution PHASE's Bloom Value.
// Generally speaking, the lushness of death cannot exceed the lush value of the evolutionary stage.
#Setting this to false disables that requirement, so your points contributed will be directly converted, allowing tier 8 in phase 0, ETC.
// Setting it as FALSE will disable this requirement. Therefore, the points you contribute will be directly converted to the number of evolution points and allows you to reach level 8 when level 0 in the evolution stage.
B: "Require Evolution Phase for Upgrade" = TRUE
#BLOOM Level that Stage Iv Beckons Will Automatical Upgrade Nearby Parasite Players to. // The fourth -order summoning column will upgrade the lush grades of parasites nearby.
#This wint any pointss control, and the extra block is loost when you die.
// This will not increase any contribution points, and this extra lush level will be lost when you die.
#Setting this to 0 causes it to do nothing.
// Setting it to 0 will make it fail.
#Min: 0
#Max: 2147483647
I: "Stage Iv Beckon Upgrade Bloom" = 4
}
Fear items and miscellaneous items
#Items which grant fear to parasite players when held and the amplifier.
// Parasitic players hold the items that will produce fear and the fear of fear given.
S: "Fear items" <
Minecraft: lava_bucket; 4
Minecraft: Flint_AnD_STEEL; 2
Minecraft: Blaze_rod; 2
Minecraft: Blaze_powder; 0 Minecraft: Fire_Charge; 2
SRPARASITES: itemthrow; 3
SRPARASITES: biomepurifier; 3
HermitsarsarSenal: Ignis_knife; 4
Hermitsarsarsar: Ignis_chakram; 4
"
#Parasite to spawn when a parasite player diss and explodes.
// If the parasitic player dies and the parasite will produce when the explosion occurs.(Translation: Think of the assimilation body that exploded)
S: "Gore Mob" = SRPARASITES: Buglin; 2; 1
#Thether Custom Adaptation Hit Colors Are Hidden when a Player is hiding.
// Util the color whether the player will hide during the disguise.
#This only really does anything in multiplayer.
// This will only take effect in multiplayer games.
#The player that is adapting will strong hear the sound and see the color, as will any other parasite players.
// Players can still hear sound effects and see coloring, as well as other parasites.B: "Hide Adaptation Colors" = TRUE
Biomass setting
# Settings Which Affect How Biomass is Spent or Received for Parasite Players.
// It will affect the settings of parasites and how much the biomass will be received.
#This Mechanic Replaces KillCount for Parasite Players. Kills are Still Present, but they act as more of a score than a resource.
// This mechanism replaces the kill counting system of parasites.The kill count still exists, but they are more like a score rather than resources.
# See the bloom settings for more information on that.
// You can take a look at more related information.
"Biomass settings" {{
#The amount of biomass userd to heal, as well as the amount head.
// Used to cure the biomass consumed and the amount of treatment.
#Healing occurs every seacond out of conbat.
// Treatment per second after war.
#Set to 0 to disable.
// Set to 0 to disable this function.
#Min: 0
#Max: 2147483647
I: "biomass healing" = 4
#The amount of time, in ticks, that a parasite player needs to spend not fighting in order to heal.
// Parasite players trigger the time to get out of war.#Min: 0
#Max: 2147483647
I: "Biomass Healing Delay" = 200
#Biomass gaiined every kill.
// The number of biomass grows each time.
#0 disables the feature.
// Set to 0 disable this item.
#-1 Refers to SRP's Killcount Behavior.
// Set to -1 and refer to the kill count of SRP body.
#Min: -1
#Max: 2147483647
I: "biomass on kill" =-1
#TheTher Factories for All RegisterEd Parasites Should be added to the Creative Menu.
// Whether the nest will add all registered parasitic nest points to the creative mode menu.(Translation: This has nothing to do with whether you can actually use it.)
B: "Creative Menu Parasites" = True
#The amount of biomass to drawry 5 ticks while on fire.
// Biomass lost every 5 pits in front of the fire.
#Min: 0#max: 2147483647
I: "Fire Drain" = 10
#BIOMASS COST AND BLOOM TIER for EACH PARASITE. Most Systems in this mod, Specifically Those Revolving Around Factories, Need Parasits to Be RegisterEd Here.
// Create the biomass expenses and lush grades required for each parasite. Most of the systems of this MOD, especially the systems around the nest, need to be registered here.
#The block tier is the base, level Needed to create or salvage it.
// The lush level is the foundation of the foundation and recycling of the parasitic body.
#List a Parasite as 'ResourceLocation | Tier | Cost' Without The quotes.
// Parasites are listed in the format of 'parasitic ID | required level | biomass spending' format, do not add quotes.'Srparasites: Rupter | 0 | 3' is a good example.
#'ResourceLocation | Tier | Cost | AddedFusetime' Can Be used to add more ticks to the construment time for a parasite in a factor.
// 'Parasites ID | The required grade | Biomass spending | Parasite production time' is used to add extra parasites (carved as a unit).
#This expectedra fuse is unaffected by the global fuse scalar. // This additional "front shake time" is not affected by the overall bid quantity.(Translation: Just have time to have a strange time.)
S: "Parasite Cost Settings" <
Srparasites: Beckon_SI | 2 | 20
Srparasites: Beckon_SII | 3 | 160
Srparasites: Beckon_SIII | 4 | 320
Srparasites: Beckon_SIV | 6 | 1280
SRPARASITES: Dispatcher_SI | 2 | 20
Srparasites: Dispatcher_SII | 3 | 160
Srparasites: Dispatcher_SIII | 4 | 320
Srparasites: Dispatcher_SIV | 6 | 1280
Srparasites: buglin | 0 | 3
Srparasites: Rupter | 0 | 3
SRPARASITES: Gnat | 0 | 3 | 100
Srparasites: mangler | 0 | 15 | 60
Srparasites: Carrier_flying | 0 | 30 | 120
Srparasites: Carier_heavy | 0 | 125 | 200 SRPARASITES: Carrier_light | 0 | 25 | 100
Srparasites: IncompleteForm_Medium | 1 | 10
Srparasites: Movingfless | 1 | 10
SRPARASITES: Thrall | 1 | 25
Srparasites: SIM_Squid | 1 | 10
Srparasites: SIM_ENDERMAN | 1 | 20 | 200
Srparasites: Sim_bear | 1 | 15 | 100
SRPARASITES: Sim_bigspider | 1 | 10
Srparasites: SIM_ADVENTURER | 1 | 10
Srparasites: Sim_human | 1 | 10
Srparasites: SIM_VILLAGER | 1 | 10
Srparasites: SIM_PIG | 1 | 10
Srparasites: SIM_COW | 1 | 10
Srparasites: SIM_WOLF | 1 | 10
Srparasites: SIM_SHEEP | 1 | 10
Srparasites: SIM_HORSE | 1 | 10
Srparasites: SIM_DRAGONE | 1 | 640 | 2000 SRPARASITES: Fer_bear | 1 | 30 | 100 | 100
Srparasites: Fer_human | 1 | 25
Srparasites: Fer_cow | 1 | 25
Srparasites: Fer_sheep | 1 | 25
Srparasites: FER_WOLF | 1 | 25
Srparasites: Fer_pig | 1 | 25
Srparasites: Fer_villager | 1 | 25
Srparasites: Fer_horse | 1 | 25
Srparasites: Fer_engerman | 1 | 50 | 200
Srparasites: IncompleteForm_small | 1 | 5
Srparasites: Sim_engermanhead | 1 | 10
Srparasites: Sim_bearhead | 1 | 10
Srparasites: SIM_ADVENTURERHEAD | 1 | 10
Srparasites: Sim_humanhead | 1 | 5
Srparasites: Sim_villagerhead | 1 | 5
Srparasites: SIM_PIGHEAD | 1 | 5 SRPARASITES: SIM_COWHEAD | 1 | 5
Srparasites: SIM_WOLFHEAD | 1 | 5
Srparasites: SIM_SHEEPHEAD | 1 | 5
Srparasites: SIM_HORSEHEAD | 1 | 5
Srparasites: SIM_DRAGONEHEAD | 1 | 320 | 2000
Srparasites: hi_golem | 0 | 3
Srparasites: hi_skeleton | 0 | 3
Srparasites: hi_blaze | 0 | 3
Srparasites: pri_longarms | 2 | 40
Srparasites: pri_summoner | 2 | 35
Srparasites: pri_reeker | 2 | 40
Srparasites: pri_bolster | 2 | 35
Srparasites: pri_arachnida | 2 | 35
SRPARASITES: Pri_Manducater | 2 | 30
Srparasites: pri_yelloweye | 2 | 20
Srparasites: pri_vermin | 2 | 40 | 200
Srparasites: pri_tozoon | 2 | 35 SRPARASITES: Pri_Devourer | 2 | 35
Srparasites: Host | 2 | 30
Srparasites: hostii | 4 | 70
Srparasites: ada_longarms | 3 | 50
Srparasites: ada_summoner | 3 | 45
Srparasites: ada_reeker | 3 | 50
Srparasites: ada_bolster | 3 | 50
Srparasites: ada_arachnida | 3 | 50
Srparasites: ada_manducater | 3 | 45
Srparasites: ada_yelloweye | 3 | 50
Srparasites: CRUX | 3 | 50
Srparasites: heed | 3 | 50 | 400
Srparasites: seizer | 4 | 5
Srparasites: sentry | 4 | 25
Srparasites: kyphosis | 4 | 25
SRPARASITES: GRUNT | 4 | 25
Srparasites: bomber_light | 4 | 75 sRPARASITES: vigilante | 4 | 75
SRPARASITES: Maraguard | 4 | 80
Srparasites: Warden | 4 | 80
Srparasites: Monarch | 4 | 75
Srparasites: Overseer | 4 | 80
SRPARASITES: Bogle | 5 | 640 | 4000
Srparasites: haunter | 5 | 640 | 4000
Srparasites: Wraith | 5 | 640
Srparasites: bomber_heavy | 5 | 640
Srparasites: carrier_colony | 5 | 640
Srparasites: ANC_DREADNAUT | 6 | 1280
Srparasites: ANC_Overlord | 6 | 1280
"
#Amount of durability to report.
// Repair the durability per second when repairing the equipment.
#Min: 0
#Max: 2147483647
I: "Repair amount" = 100#WHETHER PARASITE PLAYERS Can Repair Damaged Parasitic Equipment.
// Whether parasites can repair damaged parasitic equipment.
B: "REPAIR PARASITE EQUIPMENT" = TRUE
#Items which parasite players can repair using biomass.
// Packet players can use the equipment for biomass repair.
#Specifying a modid works here.
// Specify the MODID to be effective here.
S: "Repairable items" <
SRPARASITES
Srpcotesia: Tool_pickaxe
Srpcotesia: Tool_pickaxe_Sentient
Srpcotesia: scalpel
Srpcotesia: Masticator
Nocubessrparmory
Nocubessrpnesss
Nocubessrpsurvival
HermitsarsarSenal
>#When the repaiale items list is a blacklist intends.
// Whether to repair items as blacklists.
B: "Repairable items blacklist" = false
#WHETHER You Can DISSOLVE PARASITES Into Biomass by Sneak Interacting with An Empty Hand, Rather than Needing a Factory.
// Whether you can sneak karate without the need for nests to dissolve parasites into biomas.
B: "Sneak To DISSOLVE" = TRUE
#Thether Parasite Players Need A Nearby Summoner to Repair Equipment.
// Whether a parasite player needs a summoned beast nearby to repair the equipment.
B: "Summoner for Repair" = TRUE
}
Factory Behavior
# SETTINGS Which Affect Certain Factory Behavior, Specifically BlackLists.
// Affects the settings of certain nest behaviors, especially the blacklist.
Dissolved option
"Factory Behavior" {
#Parasites that played factories cannot absorb.
// Parasites that cannot be absorbed by the nest.
#BOUND FACTORIES will Naturally ABSORB Nearby Parasites Below their Tier. // The binding nests will naturally absorb nearby parasites below its level.
#Deterrent and nexus are exempt from this, as are latched or in-composites.
// Fighting species and connection species, connecting the parasite of the dye cable and the coming of the war will be excluded.
S: "ABSORB BLACKLIST" <
Srparasites: SIM_DRAGONE
Srparasites: Bogle
Srparasites: Wraith
Srparasites: haunter
SRPARASITES: Carrier_Colony
Srparasites: bomber_heavy
Srparasites: hi_golem
Srparasites: hi_skeleton
Srparasites: hi_blaze
"
#The range, in blocks, in which a parasite can be absorbed by a factory.
// The nest absorption of the parasite range is based on the grid.#Min: 0.0
#MAX: 1.7976931348623157E308
D: "absorb range" = 10.0
#TheTher The Absorbing Blacklist is a Whitelist Instead.
// Use the absorption blacklist as a whitelist.
B: "absorb whitelist" = false
#Parasites that cannot have factories bound to them.
// Parasites that cannot be bound by the nest.
S: "binding blacklist" <
"
#Thether the binding blacklist is a whitelist instead.
// Use the blacklist for binding blacklists as a whitelist.
B: "binding whitelist" = false
#Thether Parasite Drops can be created using a factor.
// Whether you can use the nest to get the parasite.
B: "Can Make Drops" = TRUE
#WHETHER PRE-EMINENT Or Higher-Tier Factories Need An Active Colony to Produce Parasites. // Excellence and higher-level nests need a available presence.
B: "Colony Requirement" = TRUE
#Parasites that cannot be disolved with a factor.
// Cannot hold the parasite dissolved in the nest.
#This government, right crick action with the factory item.
// This will control the handheld nest item and click the result of the operation.
#Refer to the absorb setting for what they do when placed.
// Please refer to the "absorption" settings to understand their role when placing.
S: "DISSOLVE BLACKLIST" <
Srparasites: Beckon_SI
Srparasites: Beckon_sii
Srparasites: Beckon_siii
Srparasites: Beckon_siv
SRPARASITES: Dispatcher_SI
Srparasites: Dispatcher_SII
Srparasites: Dispatcher_SIII SRPARASITES: Dispatcher_SIV
Srparasites: seizer
Srparasites: Sentry
Srparasites: kyphosis
"
#Thether the dislicve blacklist is a whitelist instant.
// Use the dissolved blacklist as a whitelist.
B: "DISSOLVE Whitelist" = FALSE
Falling material and food consumption
#The frame of a parasite's biomass Cost that is spent on its drops.
// The percentage of them consumes biomass themselves for making their drops.
#Min: 0.0
#MAX: 1.0
D: "Drop Factor" = 0.5
#Items that can be traded for evolution points using a faction, the tier needed to trade, and the amount of points given for each.
// It can be traded with the nest transaction in exchange for the items of the evolutionary points, the trading demand nest level, and the points given by each item.
#Syntax is registryname; mintier; points // grammar format is registered name; minimum nest level;
#Listing Higher Tier Trades Before Lower Tier Trades (In Other Words, Deshenging Tier Order) for the Same Item Alows to get more from an item.
// Put the high -level nest transactions of the same item before the low -level nest trading (in other words, arrange the order by level), which can make high -level transactions get more items.
S: "Evolution Point Trades" <
Minecraft: nether_star; 3; 1000
"
#Extra Drops Which Can only be obtaind using a factor.
// The additional drops that can be obtained when using the nest.
#Formatted As ResourceLocation+DropString, where resourceLocation is the Entity id of the parasite it is object.
// The format is ResourceLocation+DropString, where the source ID of the resource source is the source ID of the source.
#Dropstring is a stand-in for srp's existing config structure for dropped items. Refer to that how to format it. // The drop string replaced the configuration structure of the config file of the sRP body.For the format setting method, see the file.
#SRP users ';' as a delimiter, so a+is used hereintead. Metadata will not work here.
// The srp body uses ';' as a separate number, so the ‘+’ is used as a replacement here, and the metadata cannot take effect here.
S: "EXTRA PARASITE DROPS" <
Srparasites: Bogle+srpcotesia: mortifying_tentacle; 25; 1; false
Srparasites: Wraith+srpcotesia: mortifying_tentacle; 25; 1; false
Srparasites: haunter+srpcotesia: mortifying_tentacle; 25; 1; false
Srparasites: fer_human+srpcotesia: putrid_unit; 100; 1; false
Srparasites: Fer_Bear+Srpcotesia: Putrid_unit; 100; 1; false
Srparasites: Fer_COW+SRPCOTESIA: Putrid_unit; 100; 1; false
SRPARASITES: Fer_sheep+srpcotesia: putrid_unit; 100; 1; false
SRPARASITES: Fer_wolf+Srpcotesia: Putrid_unit; 100; 1; False SRPARASITES: FER_PIG+SRPCOTESIA: putrid_unit; 100; 1; false
Srparasites: Fer_villager+srpcotesia: putrid_unit; 100; 1; false
SRPARASITES: FER_HORSE+SRPCOTESIA: PUTRID_UNIT; 100; 1; False
Srparasites: Fer_engerman+srpcotesia: putrid_unit; 100; 1; false
SRPARASITES: SIM_ENDERMAN+SRPARASITES: Lurecomponent2; 50; 1; False
SRPARASITES: SIM_ENDERMAN+MINECRAFT: Ender_pearl; 50; 1; False
SRPARASITES: FER_ENDERMAN+SRPARASITES: Lurecomponent2; 25; 1; False
SRPARASITES: FER_ENDERMAN+MINECRAFT: Ender_pearl; 75; 2; False
Srparasites: Host+Minecraft: Bone; 25; 15; False
SRPARASITES: Hostii+Minecraft: Bone; 30; 20; False
SRPARASITES: SIM_COW+MINECRAFT: Leather; 25; 3; False
SRPARASITES: FER_COW+MINECRAFT: Leather; 30; 6; False
SRPARASITES: SIM_HORSE+MINECRAFT: Leather; 20; 5; False SRPARASITES: FER_HORSE+MINECRAFT: Leather; 25; 10; Falsee
SRPARASITES: SIM_SHEEP+MINECRAFT: Wool; 25; 3; false
SRPARASITES: FER_SHEEP+MINECRAFT: Wool; 30; 6; False
SRPARASITES: SIM_SHEEP+MINECRAFT: String; 10; 8; False
Srparasites: Fer_sheep+Minecraft: String; 20; 16; false
"
#FOOOD items that factories cannot IDly consume.
// Food that cannot be consumed by the nest.
#Items can be blocked via modid as well. That goes for major of the blacklist in this mod.
// You can also prevent items from being consumed by Modid.Most of the blacklists in this module are so.
S: "FOOD BLACKLIST" <
Minecraft: Golden_apple
Minecraft: Golden_Carrot
"
#TheTher Factories can consume food ites. // Whether the nest is consumed.
B: "Food Consumption" = TRUE
#Thether the Food Blacklist is a whitelist instead.
// Whether the food black list is used as a whitelist.
B: "Food Whitelist" = False
//////
#The frame of the looting level to convert into bonus drops.
// Convert part of the drop level to a reward drop.
#This only applies to the living scalpel.
// This is only applicable to a live surgery knife.
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Looting Drop Factor" = 1.0
#The maximum amount of distinct nearby factories that can improve maximumum drop yield.
// The maximum bonus given to the surrounding nests is given.
#Set to-1 for no limit, and set to 0 to disable.
// Set to -1 to cancel the bonus limit, and the setting to 0 will be disabled.
#Min: -1#max: 2147483647
I: "Maximum Relatives" = 5
//////
#The frame of a parasite's biomass Cost that is spent when used a living scalped of a normal sword.
// When using a live surgery knife instead of the ordinary sword to obtain a drop -off, the drop material consumes the sources of parasites occupied by the biomass.
#Min: 0.0
#MAX: 1.0
D: "Scalpel Drop Factor" = 0.4
///////
#Other Weapons that can be used as swords, for beheading or getting drops from factor.
// Other weapons that can be beheaded or obtained from the nest can be used as a sword.
S: "Sword Alternatives" <"<
Minecraft: Shears
"
///////
#WHETHER MAKING PARASITE DROPS USING A Factory Requires The Domobloot Gamerule to Be True.
// Whether the parasitic body drops need "DomoBloot (Biosario Fall)" rule is Ture B: "Domobloot for Drops" = FALSE
Nest trading
#Items that can be traded for Other ites using a factory, the tier needed to trade, and the amountine biomass eACH Trade Requires
// It can be traded in the nest trading to exchange items, the level of the nest required, and the biomass required for exchange.
#Note that items with presenting uses, like swords, or evolution point trades (but not clocks), Will not work as inputs here. Items obtained thi. s way will have a special tag added.
// It should be noted that items such as swords, or items used for evolutionary points, have existed, and it will not take effect to fill these items below.The items obtained in this way will be added with special tags.
#SYNTAX is registryname; registryname; mintier; biomass. The biomass part can be saFly Omitted, Resulting in JustivityName;
// The grammar format is: registered name; registration name; minimum nest level; biomass.A required biomass can be omitted, even if the registration name; registration name; the minimum nest level format.
#METADATA for Both Input and Output Can Be Provided using an Octothorp (#) Followed by the Number: Minecraft: Skull#1. It defaults to 0 if Not PROVIDED. // Input and output metadata can all use wells (#) Provide, follow the number: minecraft: skull#1.If it is not provided, the default is 0.
#Specifying A Specific MetAdata in One Entry and then a Wildcard in the Follow One ALLOWS You to target a Specific Meta, While Giving someThi. ng else for the other.
// Specify a specific metadata in one entry, and then use the compatriots in the subsequent entry, so that you can provide other content for other metadata for specific metadata.
S: "item tracks" <
Srparasites: weapon_axe; srpcotesia: Tool_pickaxe; 3; 75
SRPARASITES: InfestedStain; SRPCOTESIA: Scalpel; 2; 10
Srparasites: ParasiteStain#0; srpcotesia: scalpel; 2; 10
Minecraft: crafting_table; srpcotesia: inf_crafting_table; 2
Minecraft: TORCH; SRPCOTESIA: GLOOM_TORCH; 0
RealisticChes: Lit_Torch; SRPCOTESIA: GLOOM_TORCH; 0 RealisticalChes: UNLIT_TORCH; SRPCOTESIA: GLOOM_TORCH; 0
Survivalistlighting: torch_lit; srpcotesia: GLOOM_TORCH; 0
Survivalistlighting: torch_unlit; srpcotesia: GLOOM_TORCH; 0
Bonetorch: bonetorch; srpcotesia: Gloom_TORCH; 0
AETHER: ambrosium_torch; srpcotesia: Gloom_TORCH; 0
AETHER_LEGACY: ambrosium_torch; srpcotesia: Gloom_TORCH; 0
TheBetweenlands: Sulfur_TORCH; SRPCOTESIA: GLOOM_TORCH; 0
Thebetweenlands: Sulfur_TORCH_EXTINGUISHED; SRPCOTESIA: GLOOM_TORCH; 0
Minecraft: TORCH; SRPCOTESIA: GLOOM_TORCH; 0
Minecraft: Obsidian; SRPARASITES: Parasiterubble#7; 5
SRPARASITES: Parasiterubble#7; Minecraft: Obsidian; 0
Minecraft: Sand; SRPARASITES: ParasiteStain#1; 5
Srparasites: Parasitestain#1; Minecraft: Sand; 0
SRPARASITES: Parasiterubble#1; Minecraft: Bone_block; 0 Minecraft: Bone_block; SRPARASITES: Parasiterubble#1; 5
SRPARASITES: Parasitetrunk; Minecraft: Log2#1; 0
SRPARASITES: Parasitethin; Minecraft: Reeds; 0
Minecraft: Log#0; SRPARASITES: Parasitetrunk#0; 5
Minecraft: Log#1; SRPARASITES: Parasitetrunk#1; 5
Minecraft: Log#2; SRPARASITES: Parasitetrunk#2; 5
Minecraft: Log; SRPARASITES: Parasitetrunk#2; 5
Minecraft: log2; SRPARASITES: Parasitetrunk#2; 5
Minecraft: Planks; SRPARASITES: Parasiterubble#4; 5
SRPARASITES: Parasiterubble#4; Minecraft: Planks#5; 0
SRPARASITES: Parasiterubble#2; Minecraft: Cobblestone; 0
Minecraft: Cobblestone; SRPARASITES: Parasiterubble#2; 5
SRPARASITES: Parasiterubble#5; Minecraft: StoneBrick; 0
Minecraft: Stonebrick; SRPARASITES: Parasiterubble#5; 5 Minecraft: Sapling; SRPARASITES: ParasitesapLING#0; 5
SRPARASITES: ParasitesaPling#0; SRPARASITES: ParasitesaPling#1; 0
SRPARASITES: ParasitesaPling#1; SRPARASITES: ParasitesaPling#2; 0
SRPARASITES: ParasitesaPling#2; SRPARASITES: ParasitesaPling#0; 0
SRPARASITES: LURECOMPONENT6; SRPARASITES: ParasitesaPling#0; 0
SRPARASITES: Parasitecanister#2; SRPARASITES: ParasitesapLING#1; 0
SRPARASITES: ParasiteStain#2; SRPARASITES: ParasitesaPling#2; 0
SRPARASITES: Infestedore#0; Minecraft: Coal_block; 0
SRPARASITES: Infestedore#1; Minecraft: Diamond_block; 0
SRPARASITES: Infestedore#2; Minecraft: EMERALD_BLOCK; 0
SRPARASITES: Infestedore#3; Minecraft: GOLD_BLOCK; 0
SRPARASITES: Infestedore#4; Minecraft: IRON_BLOCK; 0
SRPARASITES: Infestedore#5; Minecraft: LAPIS_BLOCK; 0 SRPARASITES: Infestedore#6; Minecraft: Redstone_block; 0
Srparasites: living_core; srpcotesia: moldered_segments; 3
Minecraft: BOOK; SRPCOTESIA: Faustian_note; 0
SrpcoteSia: Trojan_note; srpcotesia: faustian_note; 0
"
Interaction with parasites
#Thether a Player's Health Can be used as a substitute for biomass where.
// Whether the player can use your health instead of biomass to create a nest.
B: "Health to Factory" = false
///////
#Thether Hijacked Versions Will Yield A Gnat Factory When Attempting to Bind A Factory to them.
// When trying to abduct the hijacking species on the nest, whether it will produce a mosquito mosquito nest.
#The parasite must excerjjacked in order to behave this way.
// This parasite*must be tag "EntityPhijacked" tags before it will occur.
B: "Hijacked Gnat Standin" = true //////
#The minimum distance from a collene that a pre-EMINENT or HIGHER FACTORY Needs to be in order to work.
// In order to work for the nesting of the excerpt, the minimum distance is required to be maintained from the gathering place.(In the units of the grid.) (Translation: In fact, nodes can also be used.)
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Minimum Colony Distance" = 10.0
#PATHS for UPGrading Parasites (Primitive to Adapted, ETC.)
// Upgrade the parasitic way.(Primitive species evolved into adaptive species, so on.)
#This handles playing the thunder effect for cleaning transformations, as well as removing the fuse time undertain circumstances.
// This effect will be accompanied by lightning strikes, and it will be canceled at some point.
#General Formatting is ResourceLocation> ResourceLocation
// The general format is the parasite ID> parasite ID
S: "Parasite Upgrade Paths" <
SRPARASITES: Rupter> SRPARASITES: MANGLER SRPARASITES: MANGLER> SRPARASITES: Monarch
Srparasites: host> SRPARASITES: Hostii
Srparasites: SIM_ADVENTURER> SRPARASITES: Thrall
Srparasites: pri_longarms> SRPARASITES: ada_longarms
Srparasites: pri_ylloweye> SRPARASITES: ada_yelloweye
Srparasites: pri_arachnida> SRPARASITES: ada_arachnida
Srparasites: pri_reeker> srparasites: ada_reeker
Srparasites: pri_manducater> srparasites: ada_manducater
SRPARASITES: Pri_bolster> SRPARASITES: ada_bolster
Srparasites: pri_summoner> srprasites: ada_summoner
SRPARASITES: GRUNT> SRPARASITES: Marauder
Srparasites: Beckon_SI> SRPARASITES: Beckon_SII
Srparasites: Beckon_SII> SRPARASITES: Beckon_SIII
Srparasites: Beckon_SIII> SRPARASITES: Beckon_siv Srparasites: Dispatcher_SI> SRPARASITES: Dispatcher_SII
Srparasites: Dispatcher_SII> SRPARASITES: Dispatcher_SIII
Srparasites: Dispatcher_SIII> SRPARASITES: Dispatcher_siv
"
#Thether Held Factories Passively Spawn Their Bound Parasite If IS A Deterrent.
// When the nest is bound to the deterrent species, whether it can automatically generate its binding parasites when holding the nest.
#This counts no biomass, and occurs everything.
// This generation mode does not require biomass spending, and it only takes a few seconds.Need to have enough space to support deterrent species.
#As of writing, the sentry, kyphosis, and seizer are the only spawnable deterrents supported, Although Those Not Mentioned Will IF They Have biomass Costs.
// As of writing the configuration file, only the whistle claws, curvature columns and entangled tentacles can be used for support. However, if biomass is spent, the remaining deterrent species parasites can also be used.
B: "Passively Spawn Deterrents" = True#Parasites that cannot be propuced by factories.
// The parasitic body that cannot be generated by the nest.
#For a parasite barred by this, Bound Factories can only be used to get drops.
// For these parasites, the binding nest can only be used to get their drops.
S: "Product Blacklist" <
Srparasites: Beckon_SI
Srparasites: Beckon_sii
Srparasites: Beckon_siii
Srparasites: Beckon_siv
SRPARASITES: Dispatcher_SI
Srparasites: Dispatcher_SII
Srparasites: Dispatcher_SIII
Srparasites: Dispatcher_SIV
Srparasites: hi_golem
Srparasites: hi_skeleton
Srparasites: hi_blaze
"
#Thether the product blacklist is a whitelist instant.
// Use the blacklist of production as a whitelist.
B: "Producing Whitelist" = FALSE
///////
#When faction-spawned parasits can despawn.
// Whether parasites with "generated by the nest" label disappear.(Translated Note: You have this TAG with a free pillar with a deterrent to the nest. In view of the deterrent species that cannot be dissolved or used by the nest, or even the initiative to clean up, it will become unfortunate directly.)
B: "Spawn Persistence" = TRUE
///////
#Parasites that cannot be transformed with a factor.
// Parasites that cannot be transformed by the nest.
S: "Transform Blacklist" <
Srparasites: Beckon_SI
Srparasites: Beckon_sii
Srparasites: Beckon_siii
Srparasites: Beckon_siv
SRPARASITES: Dispatcher_SI
Srparasites: Dispatcher_SII
Srparasites: Dispatcher_SIII SRPARASITES: Dispatcher_SIV
"
#Thether the transform blacklist is a whitelist instead.
// Use the blacklisted blacklist as a whitelist.
B: "Transform Whitelist" = false
#TheTher Factories Need to Add Evolution Points in order to award xp when tracking itms.
// Whether the nest needs to increase the number of evolutionary points when trading items to obtain experience value.
#This is normally in effect when elmas are disabled.
// This usually takes effect when the evolutionary stage is disabled.
B: "XP Requires EP" = FALSE
/////
}
Stat Scaling
# Settings Which Affect Stat Scaling for Parasite Players.
// Affects the setting of the basic status value of the parasitic player.
# All scaling stacks with srp's global scaling by default. This can be disabled.
// This data zoom ratio will be superimposed with the global zoom ratio of the SRP body by default.This item can be disabled.
"STAT Scaling" {
#The amount to scale the player's armor by.
// Players' armored rate.
#Min: 0.0#max: 1.7976931348623157e308
D: "Armor Scale" = 1.0
#The amount to scale the player's attack damage by.
// Player damage multiplier.
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Attack Damage Scale" = 1.0
#The amount to scale the player's health by.
// Player life value multiple.
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Health Scale" = 1.0
#ToTher to Stack Srp's Global Scaling on top of normal scaling.
// Whether the SRP will be superimposed on the basis of the normal zoom ratio.
B: "srp scaling enabled" = true
#Thether to grow scale the player's attributes at all.
// Whether to scaling the attributes of the player.
B: "scaling enabled" = true}
Item settings (item settings)
# Settings Which Affect the Items of the Mod.
// It will affect the setting of this MOD item.
"Item settings" {{
#The poTION EFFECTS Apply by the Dirty Needle.
// The potion effect applied to the dirty needle.
#Ex. '30; 0; srpcotesia: embolism '
// For example: '30; 0; srpcotesia: embolism '
#'30' is the duration, in seconds
// '30' is the effect time, calculate in seconds;
#'0' is the amplifier
// '0' is the brewing coefficient;
#'Srpcotesia: Embolism' is the registry name of the effect in question.
// 'srpcotesia: Embolism' is the registration name of the required potion.
S: "Dirty Needle Effects" <
30; 0; srpcotesia: Embolism
"
#The amount of damage this too day her.
// This tool (living holy ax) damage caused by each attack.#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Living Pick-AXe Attack Damage" = 13.65
#The amount of reACH this too, for damaging mobs.
// The attack range (grid) of this tool (living holy ax).
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Living Pick-AXe Attack Range" = 4.0
#The amount of durability this too.
// The durability value of this tool (living holy ax).
#Set to 0 to make it unbreakable.
// Set to 0 will make it irreplaceable.
#Min: 0
#Max: 2147483647
I: "Living pick-axe durability" = 1000
#Thether the living scalpel should try to avoid breaking if public.
// Whether the live surgery knife avoids damage by itself.
#Only Applies if its max durability is geater than 1. // only applicable to its durability value greater than 1.
B: "Living Scalpel Anti-Break" = TRUE
#The amount of durability this too.
// The durability value of this tool (live surgery knife).
#Set to 0 to make it unbreakable.
// Set to 0 will make it irreplaceable.
#Min: 0
#Max: 2147483647
I: "Living scalpel durability" = 200
#Thether The Masticator used a CUSTOM 3D Model Instead of its Standard Design.
// Whether to use the 3D modeling of the 均///instead of its standard design.
B: "Masticator 3d Model" = False
#The amount of evolution points generated when the maSticator infests a block.
// The number of evolution points that can be obtained when the average gas gun attacks a single square.
#Min: 0
#Max: 2147483647
I: "Masticator Block Value" = 10#The Evolution Phase Needed for the Masticator to Infest Blocks.
// The average gas gun can be evolved in the demand for blocks.
#Min: 0
#MAX: 11
I: "Masticator Minimum Phase" = 4
#The percentage of Armor Durability to Remove When the Pick-AXE Strikes A Mob.
// The armor value removed when the axa attacks the creature.
#Min: 0
#Max: 2147483647
D: "Pick-AXE ARMOR DAMAGE" = 0.05
#Whenther this item function at all.
// Whether the item (contempt pearl) is available.
#Min: 0
#Max: 2147483647
B: "ScoRened Pearl Enabled" = TRUE
#The amount of damage this too day her.
// This tool (ax ax) damage caused by each attack.
#Min: 0.0#max: 1.7976931348623157e308
D: "SENTIENT PICK-AXE Attack Damage" = 27.3
#The amount of reACH this too, for damaging mobs.
// The attack range (grid) of this tool (ax ax).
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "SENTIENT PICK-AXE Attack Range" = 5.0
#The amount of durability this too.
// The durability of this tool (ax ax).
#Set to 0 to make it unbreakable.
// Set to 0 will make it irreplaceable.
#Min: 0
#Max: 2147483647
I: "SENTIENT PICK-AXE DURABILITY" = 10000
#The amount of durability this too.
// The durability value of this tool (均 均 枪 枪).
#Set to 0 to make it unbreakable.
// Set to 0 will make it irreplaceable.#Min: 0
#Max: 2147483647
I: "The Masticator Durability" = 0
#The amount of durability this too.
// The durability value of this tool (roamer indicator).
#Set to 0 to make it unbreakable.
// Set to 0 will make it irreplaceable.
#Min: 0
#Max: 2147483647
I: "Vagrant Divining Rod Durability" = 32
#Whenther this item function at all.
// Whether the item (the roamers indicator staff) is available.
B: "Vagrant Divining Rod Enabled" = TRUE
#The amount of durability this too.
// The durability value of this tool (well in the well mouth indicator).
#Set to 0 to make it unbreakable.
// Set to 0 will make it irreplaceable.
#Min: 0
#MAX: 2147483647 I: "Well Divining Rod Durability" = 200
Reliable letter settings
# Settings Which Affect the Trustworthy Note, The Intented Way to Become A Parasite Player.
// Affecting reliable letters -preset method of becoming a parasite player -setting.
"Trustworthy Note Settings" {{
#Normally, The THE THE THETWORTHY NOTE APPEARS in the First Chest A Player Opens, Provided All the Following (Default) Conditions Are Met:
// Usually, a reliable letter will appear in the first box that the player is opened, provided that all the following (default) conditions are met:
#-T is nighttime. (Applies to usage) // -The night.
#-[No Longer Applies by Default] It is a full moon.
#-If Evolution PHASES Are Enabled, It is Phase 0. (Applies to USAGE) // -If it is enabled by the evolution stage, it needs to be 0.
#-The player is in the overworld.
#-There is space in the chest.//- There is a box.#-The Player Has Not Received a Note Yet./// The player has not seen a letter yet.
#-This config value is set to true.//- The option is set to Ture.
B: "TN APPEARS NATURLLL" = TRUE
#WHETHER to Show a Death Message in Chat When A Player Opens The Trustworthy Note Attachment.
// When the player opens the attachment of the reliable letter, it will display death information.
B: "TN Death Message" = TRUE
#WhenTher The Trustworthy Note Skips the Entire Turning Sequence and Just Makes You A Parasite Player on the Spot.
// Whether the reliable letter will directly skip the entire transformation and let you instantly transform into a parasite player.
#The sequence will also be skipped if the assilatedurer is disabled.
// If the assimilated adventurer is disabled, it will also skip the field.#SKIPPING this is not intended though.
// But we don't want to skip this link.
B: "TN Instantly Turns" = false
#If Evolution Phases are enabled, and the phase is about this value, the note will not spawn.
// If the evolution stage is enabled and the stage exceeds this value, the letter will not be reappeared.
#This stipulation applies to its usage as well.
// This setting is also applicable to the use of letters.
#Min: -3
#MAX: 8
I: "TN Maximum Evolution Phase" = 0
#The moon phase in a white the tn can applear.
// The monthly phase of a reliable letter will appear.
#This research can be lifted by setting this to all.
#Valid values: // The valid value includes:
#Fult_moon
#WANING_GIBBOUS
#Third_quarter
#WANING_CRESCENT
#New_moon
#WAXING_CRESCENT
#First_quarter
#WAXING_GIBBOUS
#All
S: "TN Moon Phase" = all
#Thether the Note Can only be used at night.
// Whether the letter can only be used at night.
B: "TN NIGHTTIME only" = TRUE
#Thether the Note Can be used at all. // Whether the letter is available.
B: "tn useable" = true
}
Phase Booster Settings
# Settings Which Affect Phase Boosters, Which Increase KillCount Gain When Equipped.
// The setting of the influencing phase amplifier, when you are equipped, it will increase your killing count.
# PHASE BOOSTESSTES WILL Scale Additively With Each Player If they Apply Globally, so as to prevent things getting out of hand.
// If the increase in the use phase in the global range, it is increasing with each player to prevent out of control.
# So if two players each have a 1.5X Global Point Gain Booster, The Actual Final "
// In other words, if each of the two players has a 1.5X global point increase, the final actual improvement will be 2 times, because each point will increase the number of basic points by 50%.
# They Will Also Only Start Boosting Points if there is xp to consume.
// Only when the experience value is consumed can they start to increase the number of points.
"PHASE BOOSTER SETTINGS" {
#Thether point boosters boost global point gain.
// Whether the phase increase will increase the global points acquisition.
B: "Boost Global Gain" = False
#The Multiplier to Global Point Gain When IS Booster is Equipped.
// Equipped the global point of the increase in this level.D: "Booster Stage I Multiplier" = 2.0
#The amount of xp this booster draws.
// The experience from this increase.
I: "Booster Stage I XP DRAIN" = 2
#The Multiplier to Global Point Gain When IS Booster is Equipped.
// Equipped the global point of the increase in this level.
D: "Booster Stage II Multiplier" = 4.0
#The amount of xp this booster draws.
// The experience from this increase.
I: "Booster Stage II XP DRAIN" = 4
#The Multiplier to Global Point Gain When IS Booster is Equipped.
// Equipped the global point of the increase in this level.
D: "Booster Stage III Multiplier" = 8.0#The amount of xp this booster drains.
// The experience from this increase.
I: "Booster Stage III XP DRAIN" = 8
#The Multiplier to Global Point Gain When IS Booster is Equipped.
// Equipped the global point of the increase in this level.
D: "Booster Stage Iv Multiplier" = 16.0
#The amount of xp this booster draws.
// The experience from this increase.
I: "Booster Stage IV XP DRAIN" = 16
#Thether The Awards from Phase Boosters (to Parasite Players, Not Global Points) Will never be zero.
// Whether the additional kills of the stage increase (for parasites itself, not the entire bonus of the whole game) will never be 0.
B: "Minimum Bonus of One" = True#When Phase Boosters Will Award Any Extra Kills they Add to Parasite Players as Well.
// The additional kill count of the stager reward will also add additional kills to players.
B: "Phase Boosters Credit Point Gain" = TRUE
#Thether or not pointing boosters are enabled. They wON'T be removed, but they won't do anything either.
// Whether the number of points amplifiers is available.They will not be removed, but they will lose their effect.
B: "Phase Boosters Enabled" = TRUE
#The amount of ticks between each xp drawd event.
// Each time the experience value is absorbed.
#For reference, there are 20 ticks in a sex.
// 20 is one second.
#Min: 1
#MAX: 2147483647 I: "XP DRAIN Delay" = 200
}
}
Hunger Settings
# Settings Which Affect the HUNGER ReWork (or Complete Removal) by this mod.
// Affects the settings of this MOD hunger value (or completely removed).
"Hunger Settings" {{
#The amount of exceanger to convert to biomass. Setting this to 0 disables the biomass convert.
// The amount of biomass transformed into each overflowing hunger value.Setting it to 0 will disable biomass conversion.
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "hunger-> biomass factor." = 0.25
#If Override Hunger System is enabled, this is the amount of hanks parasite players are forced to have.
// If the health value system is enabled, the parasite player is locked by the hunger value.
#Min: 0
#MAX: 20
I: "Minimum Hunger" = 19
#Thether Parasite Players Receive Nature Regeneration. // Parasite players have natural regeneration.
#This does not affect people.
// This does not affect the peace mode.
B: "Nature Regency" = False
#When enabled, Parasite Players Will Have their Hunger Permanently Set to x Half Shanks
// When enabled, the hunger value of the parasite player locks permanently to a certain value.
B: "Override Hunger System" = TRUE
}
"Targetting expansion settings" {{
B: "Lycanites Mobs Module" = TRUE
}
Potion Settings
# Settings Which Affect the Potions in the Mod.
// It will affect the setting of this MOD potion effect.
Phasing
# PHASING is a Beneficial Potion Effect that Prevents Collmed with Blocks.
// Phase shift is an gain potion effect that can prevent block collisions.
# It Also moves entities towards their attaCk target, if they have one.
// If the entity has attack targets, it will also move the entity towards the attack target.
# The effect will still all allow colorInding with the group, the provided shift is not help.
// As long as you don't press the Shift key, this effect still allows you to touch the ground.
# The dendritus application this effect to any parasite that attempts to blocks withIn ITS RANGE, expluding parasite players.
// Trust dendritic appreciate this effect to all parasites that try to dismantle the family -this also includes parasitic players.
Usually this effect is given by the dendrites.
Phasing {#Blocks with Hardness ABove This Value Cannit Be Easily Phased Through by Phasing, and Will Dispel the Effect.
// The block with high hardness is higher than this value, which cannot be easily penetrated through the phase, and it will dispel the effect.
#The parasite's maximum block breaking hardness takes predendence over this.
// Parasites The maximum damaged block hardness is higher than this settings.
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Base Maximum Block Hardness" = 1.0
#The Multiplier for Block Breaking Max Hardness for Parasites with Phasing.
// Black the maximum hardness of the parasite with a phase shift.
#When Parasites Have Phasing, They Can Phase Through Blocks that Would Normally Be too hard to break the.
// When the parasites have phase -shifts, they can pass through obstacles that are usually difficult to break through.#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Block Hardness Multiplier" = 1.5
#WHETHER PARASITES ShULD Be Allowed to Break Blocks if Phasing cannot be applied.
// If the phase shift cannot be applied, the parasite can destroy the square.
B: "Break if Not" = TRUE
#Blocks that disrupt the stateing effect
// Blocks that disperse the phase shift effect.
#Use the block's registry name, or modid for an Entire Mod's Blocks.
// Use the square registration name, or use Modid to represent all the blocks of the MOD.
S: disruptors <
Minecraft: Purpur_block
Minecraft: Purpur_pillar Minecraft: Purpur_stairs
Minecraft: Purpur_slab
Minecraft: end_stone
Minecraft: End_bricks
Minecraft: Portal
Minecraft: End_Portal
Minecraft: End_Portal_frame
Minecraft: Bedrolk
Minecraft: Barrier
"
#Thether disruptors are any blocks not present in the list.
// Whether there is an unprecedented block in the list.(Translation: Text error, the original setting may be that the dispersion list is used as a whitelist.)
B: "Disruptors Blacklist" = False
#Prevents registration if disabled. // If it is disabled, it will prevent the effect from being registered.
#DENDRITI Will Still Prevent Block Breaking, But the Effect WON'T BE Applied.
// Trendy bodies can still prevent the square from being destroyed, but this effect will not be applied.
B: "Phasing Enabled" = TRUE
#The Multiplier for Block Breaking Max Hardness for Parasites with Phasing.
// Black the maximum hardness of the parasite with a phase shift.
#When Parasites Have Phasing, They Can Phase Through Blocks that Would Normally Be too hard to break the.
// When the parasites have phase -shifts, they can pass through obstacles that are usually difficult to break through.(Translation: Here is a text error. The actual effect is to adjust the probability of parasites with phase shifts to avoid the chance of projection)
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Projectile Avoidance CHANCE" = 0.2
#Amount of evolution points gained when a parasite SuccessFully Phases Through a block. // The number of evolution points when the parasite successfully passes through the square.
#This Occurs for Each SuccessFully Phased Block, so for a break range of 2 inside of a solid cube of blocks, this will generate value*2^3 points.
// Each of the blocks that successfully pass through will have this effect, so for the two break points in a solid block, it will generate value*2^3 points.
#CYSTS are not generated if parasites do not break blocks, so this accounts for that.
// Parasites do not produce natal bays when they are not destroyed, so they replace them.
#Min: 0
#Max: 2147483647
I: "Scan Block Value" = 1
}
Embolism (Embolism)
# Embolism is a Negative Status Effect that Makes Coth Work Faster.
// Resolving is a negative state effect that will make the nest that takes effect faster.
# It Also Damages Entities down to the Coth Rework Threshold if that is enabled.
// It will also reduce the number of tract damage thresholds of the nesting of the nest when the nest is used.Usually this effect is given by the use of dirty needles.
Embolism {
#The Multiplier on the Speed of the Coth Effect While Embolism is Active.
// When the embolism is effective, the efficiency speed of the nest calls.
#Min: 1
#Max: 2147483647
I: "Coth Speed Multiplier" = 15
#Prevents registration if disabled.
// If it is disabled, it will prevent the effect from being registered.
B: "Embolism Enabled" = TRUE
#The maximum amount of damage this efficiency can die
// The maximum harm caused by this effect to the enemy, provided that the calling modification of the nest has been enabled.
#Set to a value less than equal to 0 to disable defaleing any damage.
// When setting to less than or equal to 0, it will not cause any harm.#Min: -1.0
#MAX: 1.7976931348623157E308
D: "max damage" = 5.0
}
Gravity
# Gravity is a Negative Potion Effect that SLAMS ITS TARGET ONTO The GROUND, DEALING DAMAGE.
// Gravity is a negative potion effect that can fall the target to the ground and cause damage.
Usually the flower living of the Monster Monster of the Doomsday system.
Gravity {
#The amount to date at base.
// Basic damage of this effect.
#This scales with (AMP+1).
// It will be multiplied by the brewing coefficient +1.
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Gravity Damage" = 20.0
#Prevents registration if disabled.
// If it is disabled, it will prevent the effect from being registered.
B: "Gravity Enabled" = True#The Speed at which the effect Throws Entities to the Group.
// The effect of throwing the entity to the ground.
#This is added to the entity's motion every tick.
// The speed will increase every moment during physical exercise, and adjust it with caution.
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Gravity Velocity" = 0.5
}
Recuperation (recuperation)
# Recuperation is a beneficial point efficiency that heals everything.
// Recovery is a kind of gain potion effect, which can be treated once every second.
# It is usually only given via the latch, but only if on the effect list.
// Usually given the dyeing cable of the parasite player, provided that it is in the effect list.
Recuperation {
#Prevents registration if disabled.
// If it is disabled, it will prevent the effect from being registered.
B: "recuperation enabled" = true
#The amount to heal by each second. // The amount of treatment per second.
#This scales with (AMP+1).
// This will take the brewing coefficient +1.
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Recuperation Health/Second" = 2.0
}
Antibody (Antibodies)
#Antibodies is a Beneficial Potion Effect that Removes Several Negative Effects.
// Antibodies are an effect of gain potion that can eliminate a variety of negative effects.
This effect is generally obtained through a sour foam made by a yellow -eyed beast.
AntiBodies {
#Amplifier applied by adapted YellowEyes.
// The brewing coefficient of the effect given by the yellow -eyed beast.
#Min: 0
#Max: 2147483647
I: "Adapted Yelloweye Amplifier" = 2
#Duration Applied by Adapted Yelloweyes.
// The duration of the effect given by adapting to the yellow eyes.#Min: 0
#Max: 2147483647
I: "adapted Yelloweye duration" = 400
#Prevents registration if disabled.
// If it is disabled, it will prevent the effect from being registered.
B: "Antibodies Enabled" = TRUE
#Effects that antibodies can cure.
// The negative effect of antibody cure.
S: "Cure List" <
Minecraft: Wither
Minecraft: Slowness
Minecraft: Instant_damage
Minecraft: Levitch
Minecraft: BLINDNESS
Minecraft: mining_fative minecraft: nauseaa
SRPARASITES: BLEED
AETHER: INEBRIATION
"
#Amplifier applied by primitive yelloweyes.
// The brewing coefficient of the effect given by the primitive yellow eyes.
#Min: 0
#Max: 2147483647
I: "Primitive Yelloweye Amplifier" = 0
#Duration Applied by Primitive YellowEyes.
// The duration of the effect given by the primitive yellow eyes.
#Min: 0
#Max: 2147483647
I: "Primitive YellowEye duration" = 200
#Amplifier applied by wraiths. // The effect of the effect given by the ghost.
#Min: 0
#Max: 2147483647
I: "wraith amplifier" = 9
#Duration Applied by Wraiths.
// The duration of the effect given by the ghost.
#Min: 0
#Max: 2147483647
I: "wraith duration" = 6000
}
Dutching
# SCRYING is a Status Effect Whits Global Point and Biomass Gain When An Entity is Killed.
// Discovery is a state effect that enables biological harvest biomass and global points.
# The bonus is base on the xp drop drap for the entity, and as a result requires a parasite player to have attacked the afflicted mobile.
// Bonus is based on physical drop experience, so this requires parasitic players to attack the victims in the near future.
Scrying {{
#The amount to multiply the extra kills by, per each level of amplifier.
// Each level of brewing coefficient will be given additional kills.#This scales exponentially, where the amp is the power and this value is the base.
// It will increase index, where the brewing coefficient is power, and the value is the base.
#Min: 0
#Max: 2147483647
I: "POINT GAIN SCALAR" = 5
#Prevents registration if disabled.
// If it is disabled, it will prevent the effect from being registered.
B: "SCRYING Enabled" = TRUE
}
}
Modification Settings of the Nest (Coth Rework Settings)
# Settings Which Affect the Coth Rework, a minor Chang Which Gates Infection Behind A Health ThRESHOLD.
// It will affect the recurrence of the nest, it is a small change that controls the infection after the critical value of life.
# While this doys slow double progression, it becomes night in later phases.
// Although this will indeed slow down the progress of the stage, there is almost no such situation in the later stage of evolution.
# It is moreso prevent together from instantaneously removing disciculty in a combat enCounter, due to its inherent power.
// It is more important to prevent the inherent forces of the nest from instantly eliminating difficulties in combat.
"Coth reWORK settings" {
#WHETHER this reWORK is in effect or not. // Whether this modification is enabled.
B: "Coth ReWORK Enabled" = TRUE
#Determines who healthold is used.
// Determine which life threshold is used.
#False indicates that the numerical threshold is used.
// False indicates the use of numerical thresholds.
#True uses the percentage threshold.
// True represents the percentage threshold.
B: "Health Threshold Type" = TRUE
#The amount of health a mobiles to reACH to be vulnerable to coth.
// The life threshold required for creatures to be susceptible to the nest.(Value)
#Min: 0.0
#MAX: 1.7976931348623157E308
D: "Numerical Health Threshold" = 5.0
#The percentage of health a mobiles to reACH to be vulnerable to coth.
// The life threshold required for creatures to be susceptible to the nest.(Percent)#min: 0.0
#MAX: 1.0
D: "Percentage Health Threshold" = 0.5
}
Random Point Loss Settings
# Settings which aFFECT RANDOM POINT LOSS, a system which simulating Loss via deth and cusomtomtomtoint loss to counter point gain.
// It will affect the setting of random point loss. The system simulates the increase in points through the loss of point loss and customized points.
# Mainly intended for singleplayer, but can be used in multiplayer. The Goal is to make gaining points an involved activity.
// It is mainly used for single -player games, but it can also be used for multiplayer games.The purpose is to make the number of points a participation activity.
# It Works Based on What Parasites Currently Exist in The World, and the Current Evolution Phase.
// What kind of parasitic is existed in the world and the current evolutionary stage.
"Random Point Loss Settings" {{
#The channel that, when rpl occurs, it will subtract a larger, phase-dependent amount of points.
// When the random point is lost and effective, it will minimize the probability of the larger, staged points.
#Min: 0.0
#MAX: 1.0
D: "Burning CHANCE" = 0.3
#Thether this system is using at all.
// Whether this system is available.
B: enabled = false
#LOGS The amount of point to this system when it occurs. // The number of points of the system lost when the mechanism occurs.
B: logging = true
#The maximum amount of 'burning' point Loss events that can occur in a single event.
// The largest number of "combustion" loss points that may occur in a single incident.
#The amount is chosen pSeudoudomly from all numbers from 1 to this number, with even distribution.
// The number is randomly selected from 1 to all data from 1 to this value, which is evenly distributed.
#Min: 1
#Max: 2147483647
I: "Max Burns" = 4
#The maximum amount of simulated deths that can obcur in a single event.
// The maximum number of deaths may occur in a single incident.
#The amount is chosen pSeudoudomly from all numbers from 1 to this number, with even distribution.
// The number is randomly selected from 1 to all data from 1 to this value, which is evenly distributed.
#Min: 1#max: 2147483647
I: "max deths" = 10
#The amount of pings rpl will subtract independent of deths for this phase.
// At this stage, the random point caused by death is reduced.
I: "PHASE 0 POINT LOSS" = 10
#The amount of pings rpl will subtract independent of deths for this phase.
// At this stage, the random point caused by death is reduced.
I: "PHASE 1 POINT LOSS" = 20
#The amount of pings rpl will subtract independent of deths for this phase.
// At this stage, the random point caused by death is reduced.
I: "PHASE 10 Point Loss" = 300000000
#The amount of pings rpl will subtract independent of deths for this phase.
// At this stage, the random point caused by death is reduced.
I: "PHASE 2 Point Loss" = 50
#The amount of pings rpl will subtract independent of deths for this phase. // At this stage, the random point caused by death is reduced.
I: "PHASE 3 Point Loss" = 400
#The amount of pings rpl will subtract independent of deths for this phase.
// At this stage, the random point caused by death is reduced.
I: "Phase 4 Point Loss" = 10000
#The amount of pings rpl will subtract independent of deths for this phase.
// At this stage, the random point caused by death is reduced.
I: "PHASE 5 POINT LOSS" = 100000
#The amount of pings rpl will subtract independent of deths for this phase.
// At this stage, the random point caused by death is reduced.
I: "PHASE 6 POINT LOSS" = 2500000
#The amount of pings rpl will subtract independent of deths for this phase.
// At this stage, the random point caused by death is reduced.
I: "PHASE 7 POINT LOSS" = 10000000#The amount of points rpl will subtract independent of deths for this phase.
// At this stage, the random point caused by death is reduced.
I: "PHASE 8 Point Loss" = 15000000
#The amount of pings rpl will subtract independent of deths for this phase.
// At this stage, the random point caused by death is reduced.
I: "PHASE 9 POINT LOSS" = 20000000
#The channel that a random point Loss event all occur each tick.
// The probability of random loss points every moment.
#Min: 0.0
#MAX: 1.0
D: "Tick CHANCE" = 1.0E-5
}
Brews Settings (Brews Settings)
# Settings which affect brews, weapons similar to splash pitions that can be given effects.
// This setting affects the brewing sac -its weapons that gives effects similar to splash -like potions.
"Brew Settings" {
#Base damage for a newly crafted brew sac.
// Basic damage of the new synthetic brewing sac.
#Min: 0.0#max: 1.7976931348623157e308
D: "base damage" = 3.0
#Max ammo for a newly crafted brew sac.
// The ammunition of the new synthetic brewing sac.
#Min: 1
#Max: 2147483647
I: "max ammo" = 16
#Duration of Potion Effects Applied by Brews.
// The duration of the effect of the brewing capsule (the unit is engraved).
#Min: 1
#Max: 2147483647
I: "Potion Duration" = 200
Recipes
# WAYS to Modify Brews.
// The way to transform the brewed sac.
If you want to call this "recipe", I will not oppose it.
Recipes {
#Reagents that Add Potions to Brews.
// The reaction can be added to the effect of the pottery.
#Formatted as item; Potion; maxamp; Cost; Parasites
// The format is the item; the potion effect; the maximum brewing coefficient; the cost; the target
#Use-1 for the Max Amplifier to have no limit // Set to -1 to make it the maximum brewing coefficient.
#True for Parasites Means the Effect is Applied to Parasites, False Means It is Applied to ENEMIES.
// Ture means that the effect takes effect on the parasite, and False takes effect to the enemy.
S: "Brew Effect Potion Recipes" <
Minecraft: Skull#1; Minecraft: Wither; -1; 2; False
Srparasites: Lurecomponent5; srpcotesia: scrying; 4; 5; false
Srparasites: ada_reeker_drop; srparasites: viral; -1; 10; false
Srparasites: ada_yelloweye_drop; srparasites: corrosive; -1; 1; false
Srparasites: ada_summoner_drop; srparasites: rage; 1; 2; true
Srparasites: ada_bolster_drop; srpcotesia: recuperation; -1; 5; true
Minecraft: Sugar; MINECRAFT: Speed; 1; 5; TRUE SRPARASITES: ada_manducater_drop; minecraft: invisibility; 1; 20; TRUE
TCONSTRUCT: Materials#17; MINECRAFT: Wither; 3; 2; False
TCONSTRUCT: Throwball#0; Minecraft: Glowing; 1; 1; False
TCONSTRUCT: Slime#3; SRPARASITES: BLEED; 3; 3; False
"
#Reagents for Each Brew Effect.
// Adjustable reactions of the damage effect of brewing sac.
#This does not include point brews, through have their own option.
// This does not include the production of the potion effect, they have their own options.
#Formatted as item; Effect; Cost // Format is the item; the effect; spend
#For any items within this category, a#Can be used to indicate the metadata. An exmple is used for a well skeleton skull. // For any project in this category,#can be used to represent metadata.The withering skull is an example.
S: "Brew Effect Recipes" <
SRPARASITES: LURECOMPONENT1; Turn; 5
Srparasites: LURECOMPONENT2; Harm; 5
Minecraft: Fermeented_spider_eye; PoisonBane; 3
Minecraft: nether_star; witherbane; 3
Minecraft: GunPowder; Explosion; 10
"
#Reagents that Change the base damage of a brew.
// Adjust the reactor of the basic damage of the brewing sac.
#Formatted as item; Damage // Format as items; damage
S: "DAMAGE MODIFIERS" Minecraft: Flint; 4 Minecraft: Iron_ingot; 6 Srparasites: ada_arachnida_drop; 8 Srparasites: living_core; 12 Srparasites: Parasitemouth; 18 " #Reagents that increase intensity, or the amplifier, of a brew's potion effects. // Increase the strength of the brewing capsule, or in other words, the reaction of the brewing coefficient. #Each One Must be applied in the process order. Duplicates are allowed. // Each must be added in order.Allowed repeated. S: Intensifiers < Srparasites: Dispatcher_drop SRPARASITES: Beckon_DROP Srpcotesia: mortifying_tentacle " } Effect (Effect) Effects { Harm { #MODIFier on the Brew's Base Damage to Apply. // Apply basic damage correction of this effect (damage). #Min: 0.0 #MAX: 1.7976931348623157E308 D: "Damage Modifier" = 1.0 #MODIFier on the Brew's Base Damage to Apply If the Brew Hit the Entity Directly. Stacks with the Damage Modifier. // If the brewing sac directly hit the entity, it will be revised again to the basic damage of the brewing sac.Reflection with basic damage.#Min: 0.0 #MAX: 1.7976931348623157E308 D: "Direct Hit Damage Modifier" = 1.1 } "Poison Bane" { #MODIFier on the Brew's Base Damage to Apply. // Apply the basic damage correction of this effect (poisoning special attack). #Min: 0.0 #MAX: 1.7976931348623157E308 D: "Damage Modifier" = 0.5 #MODIFier on the Brew's Base Damage to Apply If the Brew Hit the Entity Directly. Stacks with the Damage Modifier. // If the brewing sac directly hit the entity, it will be revised again to the basic damage of the brewing sac.Reflection with basic damage.#Min: 0.0 #MAX: 1.7976931348623157E308 D: "Direct Hit Damage Modifier" = 1.1 } "Wither Bane" { #MODIFier on the Brew's Base Damage to Apply. // Apply the basic damage correction of this effect (withering special attack). #Min: 0.0 #MAX: 1.7976931348623157E308 D: "Damage Modifier" = 0.9 #MODIFier on the Brew's Base Damage to Apply If the Brew Hit the Entity Directly. Stacks with the Damage Modifier. // If the brewing sac directly hit the entity, it will be revised again to the basic damage of the brewing sac.Reflection with basic damage.#Min: 0.0 #MAX: 1.7976931348623157E308 D: "Direct Hit Damage Modifier" = 1.1 } Explosion { #MODIFier on the Brew's Base Damage to Apply. // Apply basic damage correction of this effect (damage). #Min: 0.0 #MAX: 1.7976931348623157E308 D: "Damage Modifier" = 0.5 #MODIFier on the Brew's Base Damage to Apply If the Brew Hit the Entity Directly. Stacks with the Damage Modifier. // If the brewing sac directly hit the entity, it will be revised again to the basic damage of the brewing sac.Reflection with basic damage.#Min: 0.0 #MAX: 1.7976931348623157E308 D: "Direct Hit Damage Modifier" = 1.1 } Turn { #The victim's health neededs to be below this value in order for the effect to work. // The health of the victim must be lower than the effect of this value. #Min: 0.0 #MAX: 1.7976931348623157E308 D: "Health Threshold" = 5.0 #The amount of elmeds gained when the turn effect turns a mob. // When the transformation effect affects the number of evolutionary points obtained when the creature affects the creature.#Min: 0 #Max: 2147483647 I: "turn value" = 6 } } Brews Settings # Settings Which Affect the Enchantments of the Mod // Affected by this MOD's enchanting entry settings. If an enchantment uses the "Treasure Enchantment" entry, it will cause the enchantment to become a "treasure enchantment" and become extremely rare. ——Sheet at least when I wrote this tutorial until the second big update tutorial, I have never seen a sour bath enhancement enchantment. "Enchantment settings" {{ Virulant { #WHETHER this enchantment is registerEd // Whether to register the enchant (viral). B: enabled = true #WhenTher this enchantment is a time enchantment. // Whether the enchant (viral) is a treasure enchantment. B: treasure = true } ############################################## This############################################## This#######Berzerking // Rage #---------------------------------------------------------------------------------------------------# #Makes spawned parasites into Berzerker Variants, which Draw Blood When Attacking. // Allow the nest to generate a parasite of the mad war, so that the affected parasitic body should apply the bleeding effect when contacting or causing damage. ############################################## This############################################## This###### Berzerking { #WHETHER this enchantment is registerEd // Whether to register this enchantment. B: enabled = true #WhenTher this enchantment is a time enchantment. // Whether the enchantment is a treasure enchantment. B: tarsure = false } ############################################## This############################################## This###### #Breaking // break through#------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------# #Makes spawned parasites into breakher variants, white break blocks of higher hardness. // The nest is generated and the parasite parasites can be produced, making the affected parasite better at destroying the harder objects. ############################################## This############################################## This###### Breaming {{ #WHETHER this enchantment is registerEd // Whether to register this enchantment. B: enabled = true #WhenTher this enchantment is a time enchantment. // Whether the enchantment is a treasure enchantment. B: tarsure = false } ############################################## This############################################## This###### #Deviantive // mutation #--------------------------------------------------------------------------------------------------##Makes spawned parasites into their custom variants, which vary from parasite to parasite. // Make the nest generate of rare variants of parasites. ############################################## This############################################## This###### Deviantive { #WHETHER this enchantment is registerEd // Whether to register this enchantment. B: enabled = true #WhenTher this enchantment is a time enchantment. // Whether the enchantment is a treasure enchantment. B: treasure = true } ############################################## This############################################## This###### #Defiled // Breaking Desert #---------------------------------------------------------------------------------------------------# #Causes rapters to ... well ... // lead to cracks ... oh ... ######################################################################################################################################################################################################################################### This############################################## This############################## DEFIIILD { #Thether this enchantment is registerEd, given hermit's arttenal is installed. // Whether the enchantment is registered when the "Hermit's ARSENAL" MOD is installed. B: enabled = true #WhenTher this enchantment is a time enchantment. // Whether the enchantment is a treasure enchantment. B: tarsure = false } ############################################## This############################################## This###### #Throwing // Throw #---------------------------------------------------------------------------------------------------# #Applied to kyphosis factories. Makes Spawned Kyphosi Throw Nearby Parasites Atmies. // Applicable to the curvature pillar nest.Make Qu John pillars throwing a nearby parasite at the enemy.############################################## This############################################## This###### Throwing { #WHETHER this enchantment is registerEd // Whether to register this enchantment. B: enabled = true #The power with white to think parasites. // Throw the strength of the parasite. D: "Throwing Power" = 5.0 #WhenTher this enchantment is a time enchantment. // Whether the enchantment is a treasure enchantment. B: tarsure = false } ############################################## This############################################## This###### #FLUIDITY // Lobricity #---------------------------------------------------------------------------------------------------# #Cases factories to make parasits faster. // It will accelerate the nest generated parasites. ############################################## This############################################## This###### Fluidity { #WHETHER this enchantment is registerEd // Whether to register this enchantment. B: enabled = true #The amount of fuse time reduction per level, as a percentage. // Decrease the amount of time for each preliminary shake (percentage). #The default, 0.1, reducess it by 10%. // The default is 0.1, equivalent to 10%. D: "Fuse Reduction" = 0.1 #The maximum level of this enchantment. // The biggest level of the enchantment. #Min: 0 #Max: 2147483647 I: "Maximum Level" = 5#WHETHER this enchantment is a treason enchantment. // Whether the enchantment is a treasure enchantment. B: tarsure = false } ############################################## This############################################## This###### #Cunning // cunning #---------------------------------------------------------------------------------------------------# #Causes spawned parasites to diel minimumum damage. // Add the minimum damage caused by the nest acupoint to produce parasites. ############################################## This############################################## This###### Canning {{ #WHETHER this enchantment is registerEd // Whether to register this enchantment. B: enabled = true #The maximum level of this enchantment. // The maximum level of the enchantment. #Min: 0 #Max: 2147483647 I: "maximum level" = 5 #The amount of fuse time reduction per level, as a percentage. // Decrease the amount of time for each preliminary shake (percentage).(Translation: The text of this office is wrong, and the minimum damage amount should be improved per level.) #The default, 0.1, reducess it by 10%. // The default is 0.1, equivalent to 10%. D: "Per-level damage increase" = 1.0 #WhenTher this enchantment is a time enchantment. // Whether the enchantment is a treasure enchantment. B: tarsure = false } ############################################## This############################################## This###### #Dense tissue // Secret organization #---------------------------------------------------------------------------------------------------# #Causes spawned parasites to have more max health. // Make the parasite generated by this nest has a higher blood limit. ############################################## This############################################## This###### "DENSE TISSUE" { #WHETHER this enchantment is registerEd // Whether to register this enchantment. B: enabled = true #The amount of maximum health increase per -level, as a percentage. // The increase in the maximum health per level (percentage). #The default, 0.1, increases it by 10%. // The default is 0.1, equivalent to 10%.(Translation: The text is wrong here, the default is 0.2) D: "Health Increase" = 0.2 #The maximum level of this enchantment. // The biggest level of the enchantment.#Min: 0 #Max: 2147483647 I: "maximum level" = 5 #WhenTher this enchantment is a time enchantment. // Whether the enchantment is a treasure enchantment. B: tarsure = false } ############################################## This############################################## This###### #Rarefaction // dilute #---------------------------------------------------------------------------------------------------# #Causes the masticator to have a chance to not consume fetid canisters. // The probability of consumes a smelly filter tank for the average gas gun of the radon is reduced. ############################################## This############################################## This###### RareFaction { #The amount of ammo conservation channel increase per -level, as a percentage. // The probability of use (percentage) per level is not consumed. #The default, 0.1, increases it by 10%. // The default is 0.1, equivalent to 10%. D: "CHANCE PER Level" = 0.1 #WHETHER this enchantment is registerEd // Whether to register this enchantment. B: enabled = true #The maximum level of this enchantment. // The biggest level of the enchantment. #Min: 0 #Max: 2147483647 I: "maximum level" = 5 #WhenTher this enchantment is a time enchantment. // Whether the enchantment is a treasure enchantment. B: timeure = false} ############################################## This############################################## This###### #Acid bath // sour bath #---------------------------------------------------------------------------------------------------# #Applied to wraith factories. Massively Increases the size and stream of nades spawned by the wraith. // Suitable for the ghost nest.The power and size of the acid liquid bubbles generated by the ghostly ghosts are greatly increased. ############################################## This############################################## This###### "Acid Bath" { #The increase in attack damage that the nade will due. This obltiplies minimum damage, but that is randed down. // This enchanting increased acid liquid bubble damage multiplier.This will also take the minimum damage, but it will give up. #Min: 1.0 #MAX: 1.7976931348623157E308 D: "Attack Power Multiplier" = 6.0#WHether This Enchantment Is Registered // Whether to register this enchantment. B: enabled = true #The increase in the maximum size the nade will reach, it is multiplied by the base size. // The maximum size that can be achieved by the addicted acid liquid foam.This will take its foundation size. #Min: 1.0 #MAX: 1.7976931348623157E308 D: "Nade Size Multiplier" = 15.0 #WhenTher this enchantment is a time enchantment. // Whether the enchantment is a treasure enchantment. B: treasure = true } } MOD compatibility settings (Brews Settings) # Changes Made to Accomodate for Other Mods // Modified to adapt to other mods. Impact MOD includes: Epic Siege Horror "MOD Compatability Settings" {{ #ENables Epic Siege Digging AI Modification. // Enable Epic Siege to dig AI modification. B: "EPIC SIEGE DIGGING MODULULE" = TRUE #Allows Parasites to passively Grief Parasitic Blocks from this mod, Such as GLOOM TORCHES // Allow parasites passively to destroy this MOD parasitic block, such as dark torch. #YOUND THEM to the Griefing List Anyway for Mean Anything. It would go aginst the point of the light source to enable this. // In any case, you need to add them to the list of deliberate damage, so that it makes sense.Despite the use of this violation of parasitic light sources.(Translation: Configure General Griefable Blocks in Epic Siege.) B: "EPIC SIEGE GRIEFING COTESIA BLOCKS" = false #ENABLES EPIC SIEGE GRIEFING AI Modification. // Enable the epic siege to deliberately destroy the AI modification. B: "EPIC SIEGE GRIEFING MODULE" = TRUE #RESTRICTS The EPIC SIEGE TARGETING AI Modification to Only Exempt Players, Not Other Parasites. // Make the Epic Siege AI AI aim to exempt players alone without other parasites.B: "EPIC SIEGE TARGETING FIX Player only" = false #ENables The Epic Siege Targeting AI Modification, Preventing Parasite Players From Being Targeted by Parasites USIC SIEGE AI. // Establish an epic siege to ask the enemy AI to modify it to prevent parasites from being designated as an attack target by the parasite of the AI of the Epic Siege. B: "EPIC SIEGE TARGETING MODULE" = TRUE #ENables Lycanites Mobs Composition, Allowing Srp's Targetting AI to Be Applied to Lycanites Mobs Creatures. // Enable horror biological compatibility and allow SRP to be applied to terrorist creatures. B: "Lycanites Mobs Module" = TRUE }