本篇教程由作者设定未经允许禁止转载。
经过一段时间的游玩,发现这个mod在服务器其实并不是特别适宜,需要调整相当多的东西,像是Spigo的AI冻结,就会影响殖民者们的活动。而且mod本身也并不完善,许多数值不平衡,殖民地的机制也有待完善,总体来说可玩性较低,如果您仍需要在服务器内游玩,可以参照本篇教程内的翻译,调整相关配置,增加可玩性。
Minecolonies服务器配置文件目录在 服务器根目录\世界名(一般为world)\serverconfig\minecolonies-server.toml,服务端可修改此配置文件变更游戏内的一些设置
#All configuration items related to the core gameplay
与游戏相关的核心配置项目
[gameplay]
#Amount of initial citizens. [Default: 4, min: 1, max: 10]
#Range: 1 ~ 10
初始居民的数量,默认为4,最小值为1,最大值为10。
initialcitizenamount = 4
#Should construction tape be placed around in-construction builds? [Default: true]
这个选项确定在建造建筑物时是否放置建筑施工带,默认为true。
builderplaceconstructiontape = true
#Should players be able to place an infinite amount of supply camps/ships? [Default: false]
这个选项确定玩家是否可以放置无限数量的供应箱/船,默认为false。
allowinfinitesupplychests = false
#Should players be allowed to abandon their colony to create a new one easily? Note: This is buggy! [Default: false]
这个选项确定玩家是否可以轻松地放弃自己的殖民地并创建新的殖民地(注意:这个功能可能存在问题),默认为false。
allowinfinitecolonies = false
#Should colonies in other dimensions be allowed? [Default: true]
这个选项确定是否允许在其他维度建立殖民地,默认为true。
allowotherdimcolonies = true
#If a colony is under the initial citizen count, this changes the amount of time before a new citizen spawns. [Default: 60, min: 10, max: 600]
#Range: 10 ~ 600
如果殖民地的居民数低于初始居民数量,该选项会改变生成新居民之前的时间间隔,默认为60,最小值为10,最大值为600。
citizenrespawninterval = 60
#Max citizens in one colony. [Default: 250, min: 4, max: 500]
#Range: 4 ~ 500
殖民地中的最大居民数量,默认为250,最小值为4,最大值为500。
maxcitizenpercolony = 250
#Delay after each block placement (increasing it increases the delay). [Default: 15, min: 1, max: 500]
#Range: 1 ~ 500
每次放置方块后的延迟时间(增加此值会增加延迟),默认为15,最小值为1,最大值为500。(注:更改此值能够改变建筑工建筑速度,我是把它调整到了1点)
builderbuildblockdelay = 15
#Delay modifier to mine a block (decreasing it decreases the delay). [Default: 500, min: 1, max: 10000]
#Range: 1 ~ 10000
挖掘方块的延迟修正值(减小此值会减少延迟),默认为500,最小值为1,最大值为10000。
blockminingdelaymodifier = 500
#Should development features be enabled (might be buggy)? [Default: false]
是否启用开发中的功能(可能存在问题),默认为false。
enableindevelopmentfeatures = false
#Should citizen name tags be rendered? [Default: true]
是否渲染居民的名称标签,默认为true。
alwaysrendernametag = true
#Should workers work during the rain? [Default: false]
是否允许工人在雨天工作,默认为false。(改了这条下雨天就能干活啦)
workersalwaysworkinrain = false
#Should players be sent entering/leaving colony notifications? [Default: true]
是否发送进入/离开殖民地的通知消息给玩家,默认为true。
sendenteringleavingmessages = true
#Should players be allowed to change citizen names? -1 for false, 0 for certain players only, 1 for true. (To set which players can change the names, see "Special Permissions Group" below.) [Default: 1, min: -1, max: 1]
#Range: -1 ~ 1
是否允许玩家更改居民的名称。-1表示禁止更改,0表示只有特定玩家可以更改,1表示允许所有玩家更改(可以在下面的"特殊权限组"中设置哪些玩家可以更改名称),默认为1。
allowglobalnamechanges = 1
#Should special holiday content be displayed? [Default: true]
是否显示特殊假日内容,默认为true。
holidayfeatures = true
#AI Update rate. Increase this to improve performance. This throttles citizen updates. [Default: 1, min: 1, max: 100]
#Range: 1 ~ 100
AI更新速率。增加此值可以提高性能,限制居民的更新频率,默认为1,最小值为1,最大值为100。
updaterate = 1
#Quantity of dirt per compost filling. [Default: 1, min: 0, max: 100]
#Range: 0 ~ 100
每次堆肥填充所需的泥土数量,默认为1,最小值为0,最大值为100。
dirtfromcompost = 1
#Chance for the Miner to get an ore when mining cobblestone or stone (by default, can be expanded with datapacks to other materials). This is a percentage. (To change which ores the Miner can find, see "List of Lucky Ores".) [Default: 1, min: 0, max: 100]
矿工在挖掘圆石或石头(默认情况下,可以通过数据包扩展到其他材料)时获得矿石的几率百分比。默认为1,最小值为0,最大值为100。
#Range: 0 ~ 100
luckyblockchance = 1
#The minimum level a Town Hall has to be to allow teleportation to allied colonies. [Default: 3, min: 0, max: 5]
#Range: 0 ~ 5
允许传送到盟友殖民地的要求的最低市政厅等级,默认为3,最小值为0,最大值为5。
minthleveltoteleport = 3
#Suggest build tool usage when trying to place a building without the build tool. [Default: true]
在没有建筑工具的情况下尝试放置建筑物时是否建议使用建筑工具,默认为true。
suggestbuildtoolplacement = true
#Food consumption modifier. [Default: 1.000000, min: 0.100000, max: 100.000000]
#Range: 0.1 ~ 100.0
食物消耗修正值,默认为1.0,最小值为0.1,最大值为100.0。
foodmodifier = 1.0
#How common diseases are. 1 = Very common, 100 = extremely rare. [Default: 5, min: 1, max: 100]
#Range: 1 ~ 100
疾病的普遍程度。1表示非常普遍,100表示极其罕见,默认为5,最小值为1,最大值为100。
diseasemodifier = 5
#If part of the colony is loaded by an owner/officer, should the colony be kept loaded? (Set how many chunks are loaded with the "Colony Chunk Loading Strictness" option.) [Default: false]
如果领地所有者/officer权限的好友加载了殖民地的一部分,是否保持加载殖民地。使用"colonyloadstrictness"选项设置加载的区块数量,默认为false。
forceloadcolony = false
#Set how long chunks stay loaded after player leaves, does not persist through restarts. Default: 10min [Default: 10, min: 1, max: 1440]
#Range: 1 ~ 1440
在玩家离开后保持加载的区块时间,默认为10分钟,最小值为1,最大值为1440。
loadtime = 10
#This controls how many chunks are loaded with the "Chunk Load Colony" option. The higher this value, the fewer chunks will be loaded. (The innermost chunks will be loaded first.) 1 = load all claimed chunks. [Default: 3, min: 1, max: 15]
#Range: 1 ~ 15
使用"forceloadcolony"选项时加载的区块数量。该值越高,加载的区块数量越少(首先加载内部区块)。1表示加载所有已声明的区块,默认为3,最小值为1,最大值为15。
colonyloadstrictness = 3
#Chance to get an evil Tavern visitor that will run off with the resources you give them. This is a %. [Default: 2, min: 1, max: 100]
#Range: 1 ~ 100
获取恶意酒馆访客的几率,他们会拿走你给他们的资源。这是一个百分比值,默认为2,最小值为1,最大值为100。(它会拿走你的资源跑路,不过译者目前还没见过)
badvisitorchance = 2
#Max log count in one tree for the Forester to check during their tree search. [Default: 400, min: 1, max: 1000]
#Range: 1 ~ 1000
护林人搜寻树木时,一颗树上的最大木头数。默认为400,最小值为1,最大值为1000。
maxtreesize = 400
#Disables supply camp placing restrictions, intended for skyworlds and similar [Default: false]
禁用补给点放置限制,适用于空岛等特殊情况。默认为false。
nosupplyplacementrestrictions = false
#Raiders will spawn in the sky if this is enabled [Default: false]
如果启用此选项,袭击也会在天空生成。默认为false。
skyraiders = false
#All configurations related to the research system
研究系统的相关设置
[research]
#Allows automatic and (near) instant completion of research for players in creative mode. If false, creative players will still be able to begin researches, but will have normal progress rates. [Default: true]
是否允许在创造模式下自动完成研究(几乎瞬间完成)。如果设置为false,创造模式玩家仍然可以开始研究,但进度将按照正常速率进行,默认为true。
researchcreativecompletion = true
#Significantly increases the amount of information related to research datapacks that is logged during the world load. [Default: false]
是否在世界加载期间大量记录与研究数据包相关的信息,默认为false。
researchdebuglog = false
#A list of items to charge players when undoing an already-completed research.
撤销已完成的研究花费。默认为1个古籍
researchresetcost = ["minecolonies:ancienttome:1"]
#All configurations related to the MineColonies commands
模拟殖民地相关指令的配置
[commands]
#Should players be allowed to use the /mc rtp command? [Default: false]
是否允许玩家使用/mc rtp命令,默认为false。
canplayerusertpcommand = false
#Should players be allowed to use the /mc colony teleport command? [Default: false]
是否允许玩家使用/mc colony teleport命令,默认为false。
canplayerusecolonytpcommand = false
#Can players teleport to allied colonies? [Default: true]
玩家是否可以传送到盟友的城镇大厅,默认为true。
canplayeruseallytownhallteleport = true
#Should players be allowed to use the /mc home command? Note: Only owners of the colony can use this command. [Default: false]
是否允许玩家使用/mc home命令(注意:只有殖民地的所有者可以使用此命令),默认为false。
canplayerusehometpcommand = false
#Should players be allowed to use the /mc colony info command? [Default: true]
是否允许玩家使用/mc colony info命令,默认为true。
canplayeruseshowcolonyinfocommand = true
#Should players be allowed to use the /mc citizens kill command? [Default: false]
是否允许玩家使用/mc citizens kill命令,默认为false。
canplayerusekillcitizenscommand = false
#Should players be allowed to use the /mc colony addOfficer command? [Default: true]
是否允许玩家使用/mc colony addOfficer命令,默认为true。
canplayeruseaddofficercommand = true
#Should players be allowed to use the /mc colony delete command? [Default: true]
是否允许玩家使用/mc colony delete命令,默认为true。
canplayerusedeletecolonycommand = true
#Amount of attempts to find a safe random teleport (with /mc rtp). [Default: 4, min: 1, max: 10]
#Range: 1 ~ 10
在尝试进行安全随机传送(使用/mc rtp命令)时的尝试次数,默认为4,最小值为1,最大值为10。
numberofattemptsforsafetp = 4
#All configuration related to colony claims
殖民地的领地配置
[claims]
#Maximum claim range for a colony. This is the radius, measured in chunks. [Default: 20, min: 1, max: 50]
#Range: 1 ~ 50
殖民地的最大领地范围,以区块为单位的半径,默认为20,最小值为1,最大值为50。
maxColonySize = 20
#The minimum distance (in chunks) between colonies. [Default: 8, min: 1, max: 200]
#Range: 1 ~ 200
殖民地之间的最小距离,以区块为单位,默认为8,最小值为1,最大值为200。
minColonyDistance = 8
#Initial claim size for a colony. This is the radius, measured in chunks. [Default: 4, min: 1, max: 15]
#Range: 1 ~ 15
殖民地的初始领地范围,以区块为单位的半径,默认为4,最小值为1,最大值为15。
initialColonySize = 4
#Should the min/max distance from spawn also affect colony placement? [Default: false]
是否根据最小/最大出生地距离限制殖民地的放置,默认为false。
restrictcolonyplacement = false
#Max distance (in blocks) from world spawn for a colony. [Default: 8000, min: 1000, max: 100000]
#Range: 1000 ~ 100000
殖民地距离世界生成点的最大距离(以方块为单位),默认为8000,最小值为1000,最大值为100000。
maxdistancefromworldspawn = 8000
#Min distance (in blocks) from world spawn for a colony. [Default: 512, min: 1, max: 1000]
#Range: 1 ~ 1000
殖民地距离世界生成点的最小距离(以方块为单位),默认为512,最小值为1,最大值为1000。
mindistancefromworldspawn = 512
#Should officers of a colony receive advancements from that colony? [Default: true]
officer权限的玩家是否能获得进度通知,默认为true。
officersreceiveadvancements = true
#All configuration items related to the combat elements of MineColonies
战斗元素配置
[combat]
#Whether or not to spawn raiders. [Default: true]
是否生成蛮族袭击,默认为true。
dobarbariansspawn = true
#The difficulty setting for raiders. [Default: 5, min: 0, max: 10]
#Range: 0 ~ 10
蛮族袭击的难度设置,默认为5,最小值为0,最大值为10。
barbarianhordedifficulty = 5
#The max size of a raider horde. [Default: 80, min: 6, max: 400]
#Range: 6 ~ 400
蛮族袭击的最大规模,默认为80,最小值为6,最大值为400。
maxBarbarianSize = 80
#Whether or not raiders can break through obstacles [Default: true]
蛮族袭击是否可以突破障碍物,默认为true。
dobarbariansbreakthroughwalls = true
#The average number of nights between raids. [Default: 14, min: 1, max: 50]
#Range: 1 ~ 50
袭击之间的平均夜晚数量,默认为14,最小值为1,最大值为50。
averagenumberofnightsbetweenraids = 14
#The minimum number of nights between raids. [Default: 10, min: 1, max: 30]
#Range: 1 ~ 30
袭击之间的最小夜晚数量,默认为10,最小值为1,最大值为30。
minimumnumberofnightsbetweenraids = 10
#Should mobs attack citizens? [Default: true]
怪物是否攻击殖民地居民,默认为true。
mobattackcitizens = true
#Whether or not raiders can break through doors. [Default: true]
袭击者是否可以打破门,默认为true。
shouldraiderbreakdoors = true
#Should citizens call Guards for help when attacked? [Default: true]
居民在受到攻击时是否呼叫卫兵帮助,默认为true。
citizencallforhelp = true
#Attack damage multiplier for Archer Guards. [Default: 1.000000, min: 0.100000, max: 5.000000]
#Range: 0.1 ~ 5.0
射手卫兵的攻击伤害倍数,默认为1.0,最小值为0.1,最大值为5.0。
rangerdamagemult = 1.0
#Attack damage multiplier for Knight Guards. [Default: 1.000000, min: 0.100000, max: 5.000000]
#Range: 0.1 ~ 5.0
骑士卫兵的攻击伤害倍数,默认为1.0,最小值为0.1,最大值为5.0。
knightdamagemult = 1.0
#Health multiplier for all Guards. [Default: 1.000000, min: 0.100000, max: 5.000000]
#Range: 0.1 ~ 5.0
所有卫兵的生命值倍数,默认为1.0,最小值为0.1,最大值为5.0。
guardhealthmult = 1.0
#Turn on MineColonies PVP mode (colonies can be destroyed and griefed under certain conditions). [Default: false]
是否启用MineColonies PVP模式(在特定条件下,殖民地可以被摧毁和破坏),默认为false。
pvp_mode = false
#Days until the pirate ships despawn. [Default: 3, min: 1, max: 10]
#Range: 1 ~ 10
海盗船消失的天数,默认为3,最小值为1,最大值为10。
daysuntilpirateshipsdespawn = 3
#Max Y level (height) for Raiders to spawn. [Default: 200, min: 1, max: 500]
#Range: 1 ~ 500
蛮族袭击生成的最大Y坐标(高度),默认为200,最小值为1,最大值为500。
maxyforbarbarians = 200
#All permission configuration options
所有的权限配置选项
[permissions]
#Should colony protection be enabled? [Default: true]
是否启用殖民地保护,默认为true。
enablecolonyprotection = true
#Set the max amount of backups kept [Default: 50, min: 3, max: 5000]
#Range: 3 ~ 5000
保留的最大备份数量,默认为50,最小值为3,最大值为5000。
maxkeptbackups = 50
#Independent from the colony protection, should explosions be turned off inside colonies? DAMAGE_NOTHING prevents explosions completely. DAMAGE_PLAYERS, allows explosions to damage players and hostile mobs, but not blocks or neutral or friendly mobs. DAMAGE_ENTITIES allows damage to all entities. DAMAGE_EVERYTHING allows explosions to damage entities and blocks.
#Allowed Values: DAMAGE_NOTHING, DAMAGE_PLAYERS, DAMAGE_ENTITIES, DAMAGE_EVERYTHING
是否在殖民地内关闭爆炸,默认值为"DAMAGE_ENTITIES"。"DAMAGE_NOTHING"表示完全阻止爆炸,"DAMAGE_PLAYERS"允许爆炸伤害玩家和敌对生物,但不伤害方块或中立/友好生物,"DAMAGE_ENTITIES"允许对所有实体造成伤害,"DAMAGE_EVERYTHING"允许爆炸对实体和方块造成伤害。
turnoffexplosionsincolonies = "DAMAGE_ENTITIES"
#Players who have special permissions, especially to change citizen names (see "Name Changes" above).
具有特殊权限的玩家组,特别是更改居民名称的权限。
specialpermgroup = ["_Raycoms_"]
#Blocks players should be able to interact with in any colony (ex: vending machines)
在任何殖民地中玩家可以与之交互的方块列表(例如:自动贩卖机)。
freetointeractblocks = ["dirt", "0 0 0"]
#Seconds between each permission message (to reduce spam). [Default: 30, min: 1, max: 1000]
#Range: 1 ~ 1000
权限消息之间的时间间隔(以秒为单位),用于减少垃圾信息。默认为30,最小值为1,最大值为1000。
secondsBetweenPermissionMessages = 30
#All configuration related to mod compatibility
模组兼容性配置
[compatibility]
#Items consumed by citizens in the Library.
图书馆中居民消耗的物品列表。
configliststudyitems = ["minecraft:paper;400;100", "minecraft:book;600;10"]
#Items requested by Tavern visitors.
酒馆访客请求的物品列表。
configlistrecruitmentitems = ["minecraft:hay_block;3", "minecraft:book;2", "minecraft:enchanted_book;9", "minecraft:diamond;9", "minecraft:emerald;8", "minecraft:baked_potato;1", "minecraft:gold_ingot;2", "minecraft:redstone;2", "minecraft:lapis_lazuli;2", "minecraft:cake;11", "minecraft:sunflower;5", "minecraft:honeycomb;6", "minecraft:quartz;3"]
#List of ore blocks rarely found magically by Miners (see "Ore Chance"). Includes the block and its chance, separated by exclamation marks.
矿工通过魔法稀有发现的矿石方块列表,包括方块和机率,使用感叹号分隔。(矿工出产的矿物分两种,一种是挖出来的,一种是凭空造出来的,造矿石的几率取决于本配置项和luckyblockchance配置项的效果,你也可以在这里增加其他mod的矿物,这样矿工就能挖出别的mod的矿物了。)
luckyores = ["minecraft:coal_ore!64", "minecraft:copper_ore!48", "minecraft:iron_ore!32", "minecraft:gold_ore!16", "minecraft:redstone_ore!8", "minecraft:lapis_ore!4", "minecraft:diamond_ore!2", "minecraft:emerald_ore!1"]
#Forester harvest trunk size for dynamic trees: 1-8. [Default: 5, min: 1, max: 8]
#Range: 1 ~ 8
动态树木的伐木大小,取值范围为1-8,默认为5。
dynamictreeharvestsize = 5
#Offset for the maximum durability unenchanted rod a T2 Fishing Hut can use, compared to iron tools (250). Thermal Foundation Iron requires +6. T3 huts can use unenchanted rods of any durability level, so long as they can take damage at all. Anything below -250 will only allow vanilla rods, except as allowed by T1. [Default: 6, min: -249, max: 250000]
#Range: -249 ~ 250000
T2级渔业小屋可以使用的未附魔鱼竿的最大耐久度偏移量,与铁质工具相比(250)。热力基本(Thermal Foundation)需要+6。T3级小屋可以使用任何耐久度的未附魔鱼竿,只要它们有耐久度存在。低于-250的值将只允许使用原版鱼竿,除非T1级允许其他类型的鱼竿。默认值允许使用热力基本的鱼竿。范围为-249至250000。
fishingroddurabilityadjustt2 = 6
#Offset for the maximum durability unenchanted rod a T1 Fishing Hut can use, compared to other wooden tools (59). Vanilla rods always work, but equivalents would need +6. Default value allows up to Thermal Foundation Silver Anything below -59 will only allow vanilla rods. [Default: 22, min: -58, max: 250000]
#Range: -58 ~ 250000
T1级渔业小屋可以使用的未附魔鱼竿的最大耐久度偏移量,与其他木质工具相比(59)。原版鱼竿始终可用,但同等的鱼竿需要+6。默认值允许使用热力基本的银质钓鱼竿。低于-59的值将只允许使用原版钓竿。(银质钓鱼竿耐久度为80)
fishingroddurabilityadjustt1 = 22
译者注:调整以上两项能够让殖民者们使用来自其它mod的高耐久度钓鱼竿,而不仅仅只使用原版的64耐久度钓竿
#All diseases citizens can get. The name, how common it is, and all ingredients to cure it.
殖民者们能够罹患的疾病、得病几率、名称、以及需要什么材料去治愈它
diseases = ["Influenza,100,minecraft:carrot,minecraft:potato", "Measles,10,minecraft:dandelion,minecraft:kelp,minecraft:poppy", "Smallpox,1,minecraft:honey_bottle,minecraft:golden_apple"]
默认的三种疾病为:
流感 需要用胡萝卜 土豆治愈
麻疹 需要用蒲公英 海带 虞美人治愈
天花 需要用蜂蜜瓶 金苹果治愈
#When loading recipes, generate audit CSV files to help debug datapacks or extra mods. [Default: false]
当加载配方时,是否生成调试文件来帮助调试数据包或其他的mod
auditcraftingtags = false
#Enable inventory debugging. [Default: false]
启用调试清单
debuginventories = false
#Turn this on if you're using this world for blueprint building and scanning. [Default: false]
如果您正在使用这个世界进行蓝图构建和扫描,请启用此选项
blueprintbuildmode = false
#All configurations related to pathfinding
殖民者寻路设置
[pathfinding]
#Verbosity of pathfinding debug messages. [Default: 0, min: 0, max: 10]
#Range: 0 ~ 10
寻路的详细程度,默认为0。取值范围为0-10。
pathfindingdebugverbosity = 0
#Minimum number of consecutive rails for citizens to use them. [Default: 8, min: 5, max: 100]
#Range: 5 ~ 100
居民使用铁路的最小连续轨道数,默认为8,最小值为5,最大值为100。
minimumrailstopath = 8
#Amount of additional threads to be used for pathfinding. [Default: 2, min: 1, max: 10]
#Range: 1 ~ 10
用于寻路的额外线程数量,默认为2,最小值为1,最大值为10。
pathfindingmaxthreadcount = 2
#All configurations related to the request system
请求系统配置
[requestSystem]
#The maximal amount of tries that the request system will perform for retryable requests. Higher increases server load. [Default: 3, min: 1, max: 10]
#Range: 1 ~ 10
请求系统对可重试请求尝试的最大次数。增加此值会增加服务器负载,默认为3,最小值为1,最大值为10。
maximalretries = 3
#The amount of ticks between retries of the request system for retryable requests. Lower increases server load. [Default: 1200, min: 30, max: 10000]
#Range: 30 ~ 10000
对可重试请求进行重试之间的间隔时间(以游戏刻为单位)。降低此值会增加服务器负载,默认为1200,最小值为30,最大值为10000。
delaybetweenretries = 1200
#Should the request system creatively resolve (if possible) when the player is required to resolve a request? This is a debugging tool and can take a very long time to resolve a request. [Default: false]
当玩家需要解决请求时,请求系统是否应进行创造性解决(如果可能)。这是一个调试工具,可能需要很长时间来解决请求,默认为false。
creativeresolve = false
#Should players be allowed to use the /mc colony requestsystem-reset command? [Default: false]
是否允许玩家使用"/mc colony requestsystem-reset"命令重置请求系统,默认为false。
canplayeruseresetcommand = false
翻译完发现如果装了自动翻译mod,本地的配置文件是有中文注释的,但是服务端没有,还以为没有翻译....等于我重复造了一波轮子,不过我这版加了注释,自认可读性也稍微好一点,大家凑合看吧