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# Configuration file
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# biomes
#--------------------------------------------------------------------------------------------------------#
# Biomes and effects
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biomes {
# Eerie biome id
I:biome_eerie=194
//诡秘之地的生物群系ID
# Eldritch Lands biome id
I:biome_eldritch=195
//外域的生物群系ID
# Magical Forest biome id
I:biome_magical_forest=193
//魔法森林的生物群系ID
# Taint biome id
I:biome_taint=192
//腐化之地生物群系ID
# higher values increases number of magical forest biomes. If you are using biome addon mods you probably want to increase this weight quite a bit
I:magical_forest_biome_weight=5
//魔法森林生物群系的权重(如果你添加了BOP之类的有很多生物群系的mod,建议调高该权重)
I:outer_lands_dim=-42
//外域的维度ID(如果发生维度ID冲突引起的崩溃需要修改)
# higher values increases number of taint biomes. If you are using biome addon mods you probably want to increase this weight quite a bit
I:taint_biome_weight=2
//腐化之地生物群系的权重(如果你添加了BOP之类的有很多生物群系的mod,建议调高该权重)
}
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# enchantments
#--------------------------------------------------------------------------------------------------------#
# Custom enchantments
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enchantments {
I:ench_haste=150
I:ench_repair=151
//急迫,修复的附魔ID,发生附魔ID冲突时需要修改
}
general {
# Enables a version of the Thauminomicon in creative mode that grants you all the research when you first use it.
B:allow_cheat_sheet=false
//创造模式是否完成所有的研究
# Setting this to false will disable arcane mirror research and crafting recipes.
B:allow_mirrors=true
//魔镜是否可以制作和使用
# If set to false, warded stone, doors and glass will just be cosmetic in nature and not have its hardened properties (everyone will be able to break it with equal ease).
B:allow_warded_stone=true
//是否允许守卫者玻璃和奥能之扉具有保护性质(除了放置者不可破坏),如果设置成false,它们仅仅作为装饰品。
# Can Taint be caused by flux effects.
B:biome_taint_from_flux=true
//是否由于咒流状态效果产生腐化
# The chance per block update (1 in n) of the Taint biome spreading. Setting it to 0 prevents the spread of Taint biomes.
I:biome_taint_spread=200
//腐化之地的蔓延速度,设置成0阻止腐化之地蔓延
# Set this to true to get the old blue magical forest back.
B:blue_magical_forest=false
//设置成true来使用旧的蓝色魔法森林
# Setting this to true will make certain colors higher contrast or darker to prevent them from being 'invisible' to color blind people.
B:color_blind=false
//对于色盲患者需要设置成true
# Hate crooked labels, kittens, puppies and all things awesome? If yes, set this to false.
B:crooked=true
//如果你讨厌标签之类的令人惊叹的物品,请禁用它
# Item aspects are hidden by default and pressing shift reveals them. Changing this setting to 'true' will reverse this behaviour and always display aspects unless shift is pressed.
B:display_aspects=false
//默认情况下,物品的要素是隐藏的,按shift键将显示它们。将此设置更改为“true”将反转此行为,并始终显示要素,除非按下shift键。
# Setting this to false will remove the glowing purple nodules from taint fibres. This might prevent crashes some people experience and improve performance.
B:glowing_taint=true
//从腐化纤维中去除发光的紫色结节,避免了一些潜在的崩溃问题,并且提高了性能
# If set to true golems will attempt to play the chest opening animations and sounds whenever they interact with them.
B:golem_chest_interact=true
//设置成true,傀儡在与箱子交互时发出声音
# How many ticks a golem waits between checking for tasks. Setting it higher will save server ticks, but will make the golems slower to react.
I:golem_delay=5
//傀儡的延迟,设置高一些会减少服务器卡顿,但是会让傀儡的反应时间变慢
# How many milliseconds a golem will ignore an item after it has failed to find a destination or use for it. Min value 1000
I:golem_ignore_delay=10000
//傀儡在找不到目的地或无法使用某个物品后会忽略该物品的毫秒数。最小值1000
# The fx quality of the line connecting golems to marked blocks. Setting this below 4 deactives the effect entirely.
I:golem_link_quality=16
//将傀儡连接到标记方块的线条的粗细。将其设置为低于4将完全禁用效果。
# Negative nodes like hungry, tainted or dark nodes will have additional, much nastier, effects.
B:hard_mode_nodes=true
//困难节点模式:饕餮,污染,凶险节点将会产生影响
# How rare nodes are in the world. The number means there will be (on average) one node per N chunks.
I:node_rarity=36
//节点稀有度,平均每两个节点的间距(单位:区块)
# Determines how fast notifications scroll downwards.
I:notification_delay=5000
//右下方通知向下滚动的速度
# The maximum amount of notifications that are displayed onscreen.
I:notification_max=15
//右下方最大通知数
# This is a comma-delimited list of any block names the portable hole is not allowed to pass through.
S:portablehole_blacklist=iron_door
//便携式洞穴法杖核心作用方块的黑名单,按逗号分隔
# This setting will disable certain thaumcraft shaders for those who experience FPS drops.
B:shaders=true
//神秘时代光影相关,如果遇到fps问题,或者打开optifine的快速渲染的情况下可以关闭
# The chance of a node being special (pure, dark, unstable, etc.). The number means roughly 1 in N nodes will be special, so setting the number to 5 will mean 1 in 5 nodes may be special.
I:special_node_rarity=18
//节点特殊的可能性(纯净、凶险、不稳定等)。这个数字意味着N个节点中大约有1个是特殊的,因此将这个数字设置为5将意味着5个节点中有1个可能是特殊的。
# Thaumcraft banker villager id
I:thaumcraft_banker_id=191
//神秘时代村民的ID
# Thaumcraft wizard villager id
I:thaumcraft_villager_id=190
//神秘时代村民的ID
# Set to true to have the wand dial display in the bottom left instead of the top left.
B:wand_dial_bottom=false
//设置成true可以使显示法杖要素的圆盘位于左下角而不是左上角
# Setting this to true disables Warp and similar mechanics. You wuss.
B:wuss_mode=false
//设置成true来禁用扭曲反应(作者吐槽:你这个胆小鬼)
}
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# monster_spawning
#--------------------------------------------------------------------------------------------------------#
# Will these mobs spawn
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monster_spawning {
# Setting this to false will disable spawning champion mobs. Even when false they will still have a greatly reduced chance of spawning in certain dangerous places.
B:champion_mobs=true
B:spawn_angry_zombies=true
B:spawn_eldercreatures=true
B:spawn_fire_bats=true
B:spawn_pechs=true
B:spawn_taint_spores=true
B:spawn_taintacles=true
B:spawn_wisps=true
//是否生成生物:精英怪,红眼僵尸,九狱焱蝠,腐化孢子群等
}
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# research
#--------------------------------------------------------------------------------------------------------#
# Various research related things.
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research {
# The total amount of RP you can have in your pool per aspect before the scanning soft cap kicks in.
I:aspect_total_cap=100
//在扫描获得的某要素的量减少之前,你可以拥有的该要素数目
# 0 = normal, -1 = easy (all research items are directly purchased with RP), 1 = Hard (all research items need to be solved via the research table)
I:research_difficulty=0
//研究的难度,-1下所有研究都是直接消耗要素解锁,1下所有的研究都是需要研究台解笔记来解锁
}
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# runic_shielding
#--------------------------------------------------------------------------------------------------------#
# Runic Shielding
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runic_shielding {
# How much aer and terra centi-vis (0.01 vis) it costs to reacharge a single unit of shielding. Minimum of 0.
I:runic_cost=50
//符文护盾回复一点需要风和地vis数目(=后面的值乘以0.01)
# How many game ticks pass after a shield has been reduced to zero before it can start recharging again. Minimum of 0.
I:runic_recharge_delay=80
//符文护盾归零后,再次充能需要经过多少tick
# How many milliseconds pass between runic shielding recharge ticks. Lower values equals faster recharge. Minimum of 500.
I:runic_recharge_speed=2000
//符文护盾充能速度
}
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# world_generation
#--------------------------------------------------------------------------------------------------------#
# Settings to turn certain world-gen on or off.
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world_generation {
B:generate_amber_ore=true
//是否生成琥珀矿石
B:generate_aura_nodes=true
//是否生成节点
B:generate_cinnibar_ore=true
//是否生成朱砂矿石
B:generate_infused_stone=true
//是否生成蕴魔石
B:generate_structures=true
//是否生成结构
# Can taint biomes generate at worldgen
B:generate_taint=true
//是否生成腐化之地
B:generate_trees=true
//是否生成宏伟之木和银树
}
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# world_regeneration
#--------------------------------------------------------------------------------------------------------#
# If a chunk is encountered that skipped TC worldgen, then the game will attempt to regenerate certain world features if they are set to true. CAUTION: Best used for worlds created before you added this mod, and only if you know what you are doing. Backups are advised.
//世界中已经加载的区块是否重新再生成一次神秘时代4的矿物和树木,腐化,以及结构,不建议开启,如果有需要,请备份存档
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world_regeneration {
B:amber_ore=false
B:aura_nodes=false
B:cinnibar_ore=false
B:infused_stone=false
# This key is used to keep track of which chunk have been generated/regenerated. Changing it will cause the regeneration code to run again, so only change it if you want it to happen. Useful to regen only one world feature at a time.
S:regen_key=DEFAULT
B:structures=false
B:taint=false
B:trees=false
}