This tutorial is set by the author's setting without permission.
Configure file path config/randomthings.cfg
The translation of junior high school students is not very good.
# Configuration file
Features {
B: ArtificiaLendportal = TRUE
# Whether to let the block where the end anchor is located is loaded
B: EndranchorchunkLoading = TRUE
# Every pod will have golden eggs
B: Goldnegg = TRUE
# Whether it should be enabled by magnetic enchantment.
B: Magneticenchantment = true
# Try to remove the strange water texture around all non -complete blocks.For example, when you are on a ladder underwater, this may look strange [default: false]
B: Removeunderwatertexture = false
}
Internet {
# ID
I: Spectreid = -343800852
}
numbers {
#
I: AdvanceditemCollectorMaxRange = 10
# How many pieces can it be transformed (melting) before stopping
I: Ancientfurnacelimit = 10000
# ”(0 = unlimited)
I: BlockDestabilizerlimit = 50
# A (conventional) item collector radius
I: ItemCollectorrange = 3
# Nr .___ Tingling coil per TICK's energy (___ in the number is random)
I: NUMBEREDSPECTRECOILENERGY = 128
# How far can the effect of the rain shield be produced?(Block as a unit)
I: RainShieldRange = 80
# After defeating the last shadow dragon, how much does the soul increase?(0.07 = 7%)
D: Spiritchancendincrease = 0.07
# (Full moon) how much soul will increase the probability of the soul (2 = increase by 2%at full moon)
D: SpiritChanceMoonmult = 2.0
# The basic probability of the soul resurrection (appearing) when the physical death is dead (0.01 = 1%)
D: SpiritChancenormal = 0.01
# How long does the soul stay in the world after generation (20 = 1 second)
I: SpiritlifeTime = 400
# In order to get the bottle of time for 1 second, how much tick is needed in the past (20 = 1 second)
I: TimeinabottleperSecond = 20
}
visual {
# Replaces the noisy default rune texture with a fire version
B: Flatrunes = false
# When set to true the coordinates a position file / portKey point to wON'T be displayed in its tooltip B: HideCoordInters = False
}
voxelprojector {
# Should the Client Save Models Received by the Server to Disk So that they Don'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T't have to be requeststed agin Later?
B: Clientmodelsaving = TRUE
# The amount of bytes that can be used to transfer models to clients per two
I: ModeltransferbandWidth = 1000
}
############################################## This############################################## This######
#WORLDGEN
#---------------------------------------------------------------------------------------------------#
# Set as FALSE to disable the generation of each item
############################################## This############################################## This######
worldgen {{
B: Ancientfurnace = TRUE
B: Beans = TRUE
B: biomecrystal = true
B: Glowmushrooms = TRUE
B: lavacharm = true
B: lotus = true
B: Magichood = TRUE
B: nature-core = true
B: NUMBEREDSPECTRECOILS = TRUE
B: Peacecandle = TRUE
B: PitcherPlants = TRUE
B: sakanade = true
B: slimecube = true
B: Summoningpendulum = TRUE
B: WaterChest = TRUE
}