The balance setting between the structure {#If another structure exists at the same coordinate, it will be used to cancel the structure of any recurren complex structure.[Default: true]
B: AvoidoverlappingGENTEON = TRUE
#When the trigger that generates the ruin is triggered, the probability of generating the genetic generation of the CustomArtifacttag is used.[Scope: 0.0 ~ 1.0, default: 0.0]
S: CustomArtifactchance = 0.0
#When the trigger of the relic is triggered, it should cover the original customistance table.[default:]
S: CustomArtifacttg =
#When the trigger of a book is triggered, the probability of generating the genetic chance of generating using the CustomArtifacttg.[Scope: 0.0 ~ 1.0, default: 0.0]
S: CustomBookChance = 0.0
#When the trigger of the book is triggered, it should cover the original customistance table.[default:]
S: Custombooktag =
#Special ruins of some decorative types.The disable this option may repair the problem (such as the villages of other modules cannot be generated, and the disable it will be improved), but it will make REC unable to cover these types of structures.[Default: true]
B: decorationhacks = true
#Resource expression of the structure that generates failure.[default:]
S: FailingStructionLogExpression =
#The natural element (such as trees, mushrooms) added by the module should actively generate.[Default: true]
B: Geneture = false
#The global switch that can be used in the expression.You can also add your own switch.For example: 'TreeleavesDeCay: True'.[Default: [timeleavesDeCay: true]]]
S: Globaltoggles <
TreeleaveSDeCay: TRUE
"
#If disable, REC will generate structures in a world without structure generation options.[Default: true]
B: HonorStructureGenerationOption = TRUE
#The resource expression formula for each loaded loot table to determine whether it should be set to "Active".[default:]
S: InventoryGeneratorGenerationMatcher =
#The resource expression formula for each loaded loot table to determine whether it should be loaded.[By default:] S: InventoryGenratorLoadmatcher =
#The maximum number of reversal times per room of the maze generator.Higher numbers can lead to a better generation success rate, but it may temporarily freeze the server (often a core is difficult, multi -core onlookers).[Scope: -1.0 ~ 100.0, default: 3.0]
S: Mazeplacementreversperroom = 3.0
#Timeout time, in milliseconds.After more than time, the maze will give up generation (pay attention to the setting time of the door).[Scope: -1 ~ 600000, default: 20000]
I: Mazetimeout = 20000
#In this radius, the default structure will not be generated (the birth point of the main dimension is the radius).[Scope: 0.0 ~ 500.0, default: 30.0]
S: Mindisttospawnformation = 30.0
#Structure generation rate.[Scope: 0.0 ~ 10.0, default: 1.0]
S: StructureSpawnchance = 1.0
#The resource expression applied to each structure when loading each structure, determine whether it should be set to "Active".[default:]
S: StructuregeenerationMatcher =
#The resource expression applied when loading each structure to determine whether it should be loaded.[default:]
S: StructureLoadmatcher =
#The frequency of structural generation?[Scope: 0.0 ~ 10.0, default: 1.0]
S: StructureSpawnchance = 1.0
#The biological group expression of the biological group to be checked.Use this expression to blacklist/whitelist that should not have structured biological groups.[default:]
S: Universalbiomematcher =
#The dimension expression of the dimension to check.Use this expression to blacklist/whitelist should not have a structured dimension.[default:]
S: UniversalDimensionMatcher =
#To apply to the preset name of the converter for each generation structure.If you need to enforce specific rules (for example, "absolutely do not generate wooden blocks" (using replacement converters). [By default:]
S: UniversalTransformerPresets <
"
}
decorate {
#Recurren complex sapling types of basic weight.If you want to completely replace the original tree, increase this value.[Scope: 0.0 ~ 100000.0, default: 0.2]
S: BasesaplingSpawnweight = 0#Recurrent Complex Village to generate the basic weight of the type.The average value of the original village structure is about 10-if you want to completely replace the structure in the original village, increase this value.[Scope: 0 ~ 100000, default: 10]
I: Basevillagespawnweight = 10
#The basic weight of this decoration type.The weight of the original decorative device is 1-If you want to completely replace the original decoration, increase this value.[Scope: 0.0 ~ 1000.0, default: 0.2]
S: Baseweight_big_mushroom = 0.2
#The basic weight of this decoration type.The weight of the original decorative device is 1-If you want to completely replace the original decoration, increase this value.[Scope: 0.0 ~ 1000.0, default: 0.2]
S: Baseweight_cactus = 0.2
#The basic weight of this decorative type S..The weight of the original decorative device is 1-If you want to completely replace the original decoration, increase this value.[Scope: 0.0 ~ 1000.0, default: 0.2]
S: Baseweight_Desert_well = 0.2
#The basic weight of this decoration type.The weight of the original decorative device is 1-If you want to completely replace the original decoration, increase this value.[Scope: 0.0 ~ 1000.0, default: 0.2]
S: Baseweight_Fossil = 0.2
#The basic weight of this decoration type.The weight of the original decorative device is 1-If you want to completely replace the original decoration, increase this value.[Scope: 0.0 ~ 1000.0, default: 0.2]
S: Baseweight_mineShaft = 0.2
#The basic weight of this decoration type.The weight of the original decorative device is 1-If you want to completely replace the original decoration, increase this value.[Scope: 0.0 ~ 1000.0, default: 0.2]
S: Baseweight_nether_bridge = 0.2
#The basic weight of this decoration type.The weight of the original decorative device is 1-If you want to completely replace the original decoration, increase this value.[Scope: 0.0 ~ 1000.0, default: 0.2]
S: Baseweight_ocean_Monumen = 0.2
#The basic weight of this decoration type.The weight of the original decorative device is 1-If you want to completely replace the original decoration, increase this value.[Scope: 0.0 ~ 1000.0, default: 0.2]
S: Baseweight_scattered_feature = 0.2
#The basic weight of this decoration type.The weight of the original decorative device is 1-If you want to completely replace the original decoration, increase this value.[Scope: 0.0 ~ 1000.0, default: 0.2]
S: Baseweight_stronghold = 0.2
#The basic weight of this decoration type.The weight of the original decorative device is 1-If you want to completely replace the original decoration, increase this value.[Scope: 0.0 ~ 1000.0, default: 0.2]
S: Baseweight_tree = 0.2
#The basic weight of this decoration type.The weight of the original decorative device is 1-If you want to completely replace the original decoration, increase this value.[Scope: 0.0 ~ 1000.0, default: 0.2] s: baseweight_village = 0.2
#Trigger any opportunity to generate any special saplings.If you want to disable big trees, set this value to 0.[Scope: 0.0 ~ 1.0, default: 1.0]
S: SaplingtriggerChaance = 0
}
Universal {
#/#AS command function required for authority.Set to 2 indicates command blocks and OP, 4 means that only the server, -1 means disable.Please note that this may be a low -level security issue.[Scope: -1 ~ 10, default: 4]
I: AscommandPermissionLevel = 4
#Determine whether the command of the command can be executed.Example: #Export: # 3 | $ ivorforce [By default:]
S: CommandMatches <
"
#Will be added to the prefix of each command, such as ' #' → '/ #Gen', ' #Paste', etc.[default:#]
S: Commandprefix =#
#Will open the lightweight mode so that it is limited to the server side.Please note that this will prevent you from editing or importing structures.[Default: FALSE]
B: lightweightmode = true
#(Such as trees or mushrooms) cache (for/#WhatistHis).Because decoratives are very common, it is recommended to use only when debugging/balanced.[Default: FALSE]
B: MemorizeDecoration = FALSE
#(For/#WhatistHis).Because saplings are very common, it is recommended to use only when debugging/equilibrium purposes.[Default: FALSE]
B: MemorizesapLings = false
#Disable this item will prevent the generator of the formation block notifying the server administrator, just like ordinary commands.[Default: FALSE]
B: NotifyAdminonblockCommands = false
#Each world, release the status of REC to the administrator.[Default: true]
B: Postworldstatus = false
#Whether to save and load the player cache, such as clipboard and preview operation.[Default: true]
B: SaveplayerCache = false
Natural architecture generate recomplex.cfg file Chinese [REC] RECURRENT Complex Minecraft Game
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