This tutorial is set by the author's setting without permission.
The function of deep monsters to learn itself to provide config can already meet most of the demand for magic reform, so no other MOD is no longer necessary.
Because of the strong linkage, it leads to more config content, but it is generally the same, so only partial analysis is selected.
Do not use // as a comment in the Config file.
What kind of monster can make the data model upgrade
"Data Model Mobile Mob Names" {{#Blaze
S: Blaze <
Minecraft: Blaze
"
#Creeper
S: Creeper <
Minecraft: Creeper
Minecraft: Wither // For example: withering can also make the bitterness fear the model upgrade
"
}
The corresponding monster model is consumed by the RF (maximum value 6666rf/t) per TICK when analog
"Data Model Simulation Costs" {{I: Blaze = 256
I: Creeper = 80
I: Dragon = 1 // For example: The last Shadow Dragon data model consumes 1RF each time when it is simulated
}
The experience value of the corresponding material (up to 999)
Note:
"Matter Experience" {{I: EXTRATERSRISTRIAL = 20 // Mochidal material
I: HelloSh = 14 // Below material
I: Overworkdian = 10 // Material of the main world
I: Twilight = 30 // Twilight material (only the installation of the twilight forest is valid)
}
Each kill will upgrade multiple and upgrade to the experience required for the next level (the maximum multiple of the multiple, the highest upgrade experience is 500)
"Model Experience Tweaks" {{#How much data you get per kill on the faulty tier (it is bst to leave this at 1, as a baseline) //
I: Killmultipliertier0 = 1
#How much data you get per kill on the basic tier
I: Killmultipliertier1 = 4
#How much data you get per kill on the advanced tier
I: Killmultipliertier2 = 10
#How much data you get per kill on the superior tier
I: Killmultipliertier3 = 18
#NUMBER of Kills to Reach the Basic Tier.
I: Killstotier1 = 20
#NUMBER of Kills to Reach the Advanced Tier.
I: Killstotier2 = 40
#NUMBER of Kills to Reach the Superior Tier.
I: Killstotier3 = 60
#NUMBER of Kills to Reach the Self Aware Tier.
I: Killstotier4 = 80
}
The probability of different levels of output primitive substances
"Pristine Matter CHANCE" {{I: Tier1 = 5
I: tier2 = 11
I: tier3 = 24
I: Tier4 = 100 // If the same is the same as here, then the highest level will have a certain output every time}
The items and quantities produced when using different primitive substances when using different primitive substances
// format ID name, quantity, meta value"Pristine Output ites" {{
#Blaze
S: Blaze <
Minecraft: Blaze_rod, 22,0
"
#Creeper
S: Creeper <
Minecraft: Bedrolk, 1,0 // For example, if the bitterness is afraid of the original substance can produce a base rock
"
}
Test wedge stone last extra torrential products
// format ID name, quantity, meta value"TRIAL MAX Tier Rewards" {
#Enderman trial reward
S: Enderman <
Deepmoparning: Glitch_heart, 5,0
"
#Skeleton trial reward
S: Skeleton <
Deepmoparning: Glitch_heart, 3,0
Minecraft: Diamond, 1,0 // Skeleton finally drops a diamond
"
}