Seven -day Kill Configuration File Sinicization 7 Days to Mine (7 Days to Mine) Minecraft Game

Now that the module is updated, I will start with Chinese (configuration file: SevendayStomine.cfg)

Client settings {

# (Who can tell me what is the stuff)

# Minimum value: 0.0

# Maximum value: 1.0

D: blodmoonColorb = 0.0

# (This is also)

# Minimum value: 0.0

# Maximum value: 1.0

D: blodmoonColorg = 0.0

# (Normal stuff)

# Minimum value: 0.0

# Maximum value: 1.0

D: blodmoonColorr = 0

#Can the void fog particles in the burning biological group?

B: BurntForestparticleS = FALSE

# Do you use custom hand rendering (with firearms) at the first -person perspective?It is not recommended to close, because the rendering results may be problems.This option may be useful in a module (such as Vivecraft) that affects hand rendering.

B: Customgunhands = TRUE

# Do you use a custom menu?

B: Custommenu = false

# Do you use a custom player renderer (for a third person aim, rotate the player when riding a small motorcycle, etc.)?

B: CustomPlayerrenderer = false

# Do you use a custom sky (for Bloody Moon, etc.)?

B: Customsky = false

# Thirst and endurance strips

# Effective value:

# Lower left corner

# 左 左

#

# Lower right corner

#

S: HUDPOSITION = lower left corner

# Should you shake the camera when riding a small motorcycle?

B: MinibikeCamerarall = TRUE

# Should the flames of the bottle of flames generate flame particles?(Note: The burning bottle of flame particles have a great range) The effect of zombies is average, but it has a wonderful effect on your computer

B: molotovparticleS = TRUE

# Is the muzzle flame?

B: Muzzleflash = TRUE

# Do you use custom particles?

B: particles = true

# Is it a GLSL color device for drunk/bleeding effect?(Bleeding particles have small bugs, which are manifested as the residues in the world and will not disappear)

B: PostProcessingShaders = false

# Do you use the original code to render the CCTV camera instead of the code that may be injected with MODs such as Optifine?

B: UsevanillaCamerarendering = TRUE

# Are it rendering fog in the wasteland/scorched biological group?

B: wastelandfog = false

}

Biological settings {

# Animal (including the original villagers) should avoid zombies?

B: Animalsavoidzombies = TRUE

# The larger the value, the less the possibility of the entity starts to bleed

# Minimum value: 1

# Maximum value: 2147483647

I: BleedingChanceModifier = 100

# Can the bullets be crushed?

B: BulletsBreakblocks = TRUE

#Can the original version of the player (and Modded) monsters also attack human NPCs (such as robbers, survivors, soldiers)?(Note: These creatures are considered to be friendly creatures, such as small maps, sweet magic, etc. If you add a module that cancel the misunderstanding, it is recommended to close it)

B: Monstersattackhumannpcs = TRUE

(Note: The following quantities are the maximum number of players loaded the block, rather than the largest number of the world. When the maximum number is reached, it is only to stop generating instead of eliminating the existing zombies)

#

I: spawnmaxblolatezombie = 1

#

I: spawnmaxburntzombie = 1

#

I: spawnmaxferalzombie = 1

#

I: spawnmaxfrigidhunter = 1

#

I: spawnmaxfrostBittenWorker = 1

#

I: spawnmaxfrozenlumberjack = 1

# Number of Nurse Nurses of Plague

I: spawnmaxplaguednurse = 1

#

I: spawnmaxreanimatedcorpse = 1

# Number of spider zombies

I: spawnmaxspiderzombie = 1

# Number of maximum zombie crawers

I: spawnmaxzombieCrawler = 1

#

I: spawnmaxzombieminer = 1

# Number of zombie pigs

I: spawnmaxzombiepig = 1

#

I: spawnmaxzombiewolf = 1

# Minimum expansion zombie quantity

I: spawnminblolatezombie = 1

#

I: spawnminburntzombie = 1

# I: spawnminferalzombie = 1

#

I: spawnminfrigidhunter = 1

# 人

I: spawnminfrostBittenWorker = 1

#

I: spawnminfrozenlumberjack = 1

# Nurse Nurse

I: spawnminplaguednurse = 1

# 尸

I: SpawnMinreanimatedCorpse = 1

#

I: spawnminspiderzombie = 1

#

I: spawnminzombieCrawler = 1

# 量

I: spawnminzombiemine = 1

#

I: spawnminzombiepig = 1

#

I: spawnminzombiewolf = 1

# The weight of the expansion zombie

I: Spawnweightblolatedzombie = 1

# The weight of the generation of burn zombies

I: spawnweightburnzombie = 1

#

I: spawnweightferalalzombie = 1

#

I: Spawnweightfrigidhunter = 1

#

I: SpawnweightfrostBittenWorker = 1

#

I: spawnweightfrozenlumberjack = 1

#

I: spawnweightplaguednurse = 1

#

I: SpawnweightreanImatedCorpse = 1

#

I: spawnweightspiderzombie = 1

#

I: spawnweightzombie cover = 1

# The weight of the generation of zombie miners

I: spawnweightzombiemine = 1

# The weight of the zombie pig

I: spawnweightzombiepig = 1

# The weight of the zombie wolf

I: spawnweightzombieWolf = 1

# When is zombie died?(The corpse is a physical entity, which can be stuck too much, but the author originally meant that zombies can climb the city wall through the corpse)

B: zombiecorpses = true

# All zombie's repellarization # minimum value: 0.0

# Maximum value: 1.7976931348623157e308

D: ZombieknockBackResistance = 0.0

# Are zombies attack animals?

B: zombiesattackanimals = true

# Can zombies be crushed?

B: zombiesBreakblocks = TRUE

# Zombie run mode: 0 = never run, 1 = run in darkness, 2 = always run (this is instantaneous, not running)

# Minimum value: 0

# Maximum value: 2

I: zombiesrunmode = 1

}

Player setting {

#Can players can use the camera (block)?(Nothing to use, just one thing that can be used for shooting)

B: AllowCameras = false

# Can players take pictures with analog camera items?(This is also useless Dongdong)

B: Allowphotos = false

# Whether to add a backpack slot to the player's items (does not affect the texture, if you close this option, you should use the resource package of the slot in the texture package)

B: Backpackslot = TRUE

#

# Minimum value: 0.0

# Maximum value: 1.7976931348623157e308

D: BALANCEMODIFIER = 1.0

#Bun from gold/iron blocks to make ingots and from gold ingots/iron ingots to make gold blocks/iron blocks (the building will naturally generate gold block/iron block to destroy the game experience)

B: DisableBlocktoingot = false

# Is it prohibited from stacking certain food items (such as meat vegetables, but the food part of the module can be eaten multiple times)?(Thank you, the original version cannot be stacked)

B: DisableFoodStacking = TRUE

# Make certain original blocks and items (tools, armor, furnaces, etc.) cannot be made

B: Disablevanillablocksanditems = false

#Confoly berry, will the poisoning state effect?

B: EXTRAPOISONOUUUUSBERIES = FALSE

#Can players may break their legs due to falling?

B: Fragilelegs = FALSE

# Make the block more slower and more immersive (this is torture)

B: ImmerSiveblockbreaking = false

# When immersiveBlockBreaking is the TRUE, it affects the furnace damage speed.The higher the value, the slower the damage

D: ImmerSiveBlockBreakingModifier = 32.0

# The larger the value, the less the possibility of player infection

# Minimum value: 1

# Maximum value: 2147483647

I: InfectionChanceModifier = 100

# The duration of each infection stage

I: InfectionStagesDuration <

20

20

20

20

20

20

20

"

#

# Minimum value: 0

# Maximum value: 2147483647

I: maxquality = 600

#Can the quality system?

B: QualitySystem = false

# Do you need to use the formula to unlock the formula?

B: Recipebooksrequired = false

# Rendering of player's items (weapons, tools).If it is false on the server, no matter what the setting is set, no one can see items

B: RenderPlayerinventory = TRUE

# Control the number of waste obtained from disassembly from the item

# Minimum value: 0.0

# Maximum value: 1.0

D: SCRAPCOEFICIENT = 1.0

#At use endurance system?

B: StaminaSystem = TRUE

#Can players to get the "Survival Guide" at the first generation?(This book is a waste, but you can make paper)

B: SurvivalGuide = TRUE

# Is the thirsty system?

B: ThirtSystem = false

# The experience value corresponding to the quality point every 1 (when you do not enable the quality system, it is useless)

# Minimum value: 0.0

# Maximum value: 1.7976931348623157e308

D: Xpperquality = 0.0

}

World Settings {

# The number of days between the airdrop (0 = disable)

# Minimum value: 0

# Maximum value: 2147483647

I: AirDropFrequency = 2

#Chiside to all players (roughly) airdrop coordinates?(It will probably deviate from a few hundred square meters. It is recommended to turn off the light and shadow when looking for it. There is no way to adjust the number of deviations)

B: Announteairdropposition = TRUE

# (0 = disable)

# Minimum value: 0

# Maximum value: 2147483647

I: Bloodmoonfrequency = 0

#

# Minimum value: 0

# Maximum value: 2147483647

I: Bloodmoonhordewaves = 0

# The largest number of zombies in the number of blood beast group waves -Use after the fifth blood month

# Minimum value: 0

# Maximum value: 2147483647

I: BloodmoonhordezombieSperWaveMax = 0

# The minimum zombie in the number of blood beast group waves -Use # minimum value in the first few blood months: 0

# Maximum value: 2147483647

I: BloodmoonhordezombieSperWavemin = 0

# The number of ticks rotten by corpse (how long does it take to disappear the body)

# Minimum value: 0

# Maximum value: 2147483647

I: Corpselifespan = 0

# The rate of attenuation of the damage block, the frequency of each attenuation update (12000 = every 12000 ticks -twice a day).Non -positive value is disabled attenuation.It can be covered by DamageDeCayrate Gamerule (this is effective for monsters)

# Minimum value: -1

# Maximum value: 2147483647

I: DamageDeCayrate = 12000

#The chance of triggering a general random beast group at a time, unless the player has generated the beast group (0 = disable) that day

# Minimum value: 0.0

# Maximum value: 1.0

D: GENERICHONCHANCE = 0

# The waves of general beast group

# Minimum value: 0

# Maximum value: 2147483647

I: GENERICHONEWAVES = 0

# The largest number of zombies in the general number of beast groups -after reaching the fifth blood month

# Minimum value: 0

# Maximum value: 2147483647

I: GENERCHOCDEZOMBIESPERWAVEMAX = 0

# The smallest zombie in the number of general beast group waves -Use in the first few blood months

# Minimum value: 0

# Maximum value: 2147483647

I: GENERICHOCEZOMBIESPERWAVEMIN = 0

# The maximum distance that can be generated by the beast group

# Minimum value: 0

# Maximum value: 2147483647

I: hordemaxdistance = 0

# The minimum distance that can be generated by the beast group

# Minimum value: 0

# Maximum value: 2147483647

I: hordemindistance = 1

#Wave number delay ticks number

# Minimum value: 0

# Maximum value: 2147483647

I: hordewaveDelay = 0

# Remove the original monster (and skeleton, zombie)?

B: Removevanillazombies = false

#Can the original torch?

B: REPLACETORCHES = FALSE

# (-1 = unlimited)

# Minimum value: -1

# Maximum value: 2147483647

I: Torchburntime = -1

# Is the rain that extinguish the burning torch?

B: Torchrainextinguish = False # The number of days between individual wolves and beast groups (0 = disable)

# Minimum value: 0

# Maximum value: 2147483647

I: Wolfhordefrequency = 0

#

# Minimum value: 0

# Maximum value: 2147483647

I: Wolfhordewaves = 0

# Of the number of zombies in the number of wolves and beast group

# Minimum value: 0

# Maximum value: 2147483647

I: WolfhordezombieSperwave = 0

}

World Generation Settings {

# The maximum number of bushes in a block

I: BerryGieRATEMAX = 0

# The minimum number of shrubs in a block

I: BerryGenerationRatemin = 0

#

I: Burntforestweight = 2

# Burning the probability of weighted the coke jungle biological group

I: Burntjungleweight = 2

# The maximum number of gray blocks in a block (don’t understand what this is)

I: CinderBlockGenerationRateMax = 3

# The minimum number of gray blocks in a block (don’t understand what this is)

I: CinderBlockGenerationRatemin = 0

# The degree of common degree of pyroye mine (0 = disable)

I: CinnabaroreGenerationRate = 4

# Block spacing between cities

I: Cityspacing = 6

# The common level of copper mines (0 = disable)

I: CopperoreGenerationRate = 6

# The maximum number of corn plants in a block

I: CorNgieNENTENRATEMAX = 0

# The minimum number of corn plants in a block

I: CorNgieNETIONATINRATEMIN = 0

# The maximum number of withered shrubs in a block (modified) withered shrub

I: DEADBUSHGENERATINRATMAX = 0

# The minimum quantity of the withered shrubs in a block (modified) withered shrub

I: DEADBUSHGENERATIONRATEMIN = 0

# The probability of weighted the death forest biological group

I: DEADFORESTWEIGHT = 0

# Has it generated?

B: Generatoroads = TRUE

# The maximum number of golden chrysanthemum plants in a block

I: GoldenrodgeenerationRateMax = 0

# The minimum number of golden chrysanthemum plants in a block

I: GoldenrodgeenerationRateMin = 0

# The maximum number of large stones in a block

I: LargerockGenerationRateMax = 1 # The minimum number of large stones in a block

I: LargerockGenerationRatemin = 0

#The common level of lead ore (0 = disable)

I: LeadoreGenerationRate = 5

# The largest number of streets in the city

I: maxCitySize = 30

#The minimum block distance from the recent city

I: MINSCATREDISTANCEFROMCITIES = 2500

# The minimum distance between the random structure (100 = 10 square blocks)

I: MINSCATREDISTANCESQ = 0

#Prexiability of potassium ore (0 = disable)

I: PotassiumoreGenerationRate = 20

# The maximum height of the road

I: Roadmaxy = 80

# The minimum height of the road

I: Roadminy = 63

#Canly produced sand coverage on the road between the desert biological group?

B: Sandroidcover = FALSE

# The scarcity of random structure (0 = disable) (I don’t understand what this is)

D: ScatteredStructureChanceModifier = 0

# The maximum number of small and medium stones in a block

I: SmallrockGenerationRateMax = 2

# The minimum quantity of a small and medium -sized stones in the block

I: SmallrockGenerationRatemin = 0

#Is only a smaller structure?

B: SmallStructuresonly = false

#Can snow/sand coverage in the snow/desert biological group?

B: SNOWSANDBUILDINGCOVER = false

# The maximum number of branches in a block

I: StickGenerationRateMax = 3

# The minimum number of branches in a block

I: StickGenerationRatemin = 0

# Do you generate a base under the structure (prevent floating)?

B: StructurepedESTAL = TRUE

#The common level of tin ore (0 = disable)

I: tinoreGenerationRate = 4

# Probability of biological groups

I: Wastelandweight = 0

# (0 = disable)

I: ZincoregenerationRate = 5

}