配置文件位置位于.minecraft\config\sanitydim 文件名称 default.toml
#Sanity configuration
#NOTE: all sanity values are measxured in percentages (i.e. 40.0 is equal to 40% of sanity bar)
#NOTE: each subsequent usa)ge of an active source or item has its effectiveness multiplied by (timeSinceLastUsage / cooldown) (capped at 1.0)
[sanity]
#For balancing purposes: the effectiveness of all positive sanity sources will be multiplied by this number
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
positive_multiplier =
(该值表示增加san值的倍率,下方所有增加san值的数据将乘以此数以得到最终数值)
#For balancing purposes: the effectiveness of all negative sanity sources will be multiplied by this number
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
negative_multiplier =
(该值表示扣除san值的倍率,下方所有扣除san值的数据将乘以此数以得到最终数值)
#Configuration for passive sanity sources
[sanity.passive]
#This value will be added to sanity each second regardless of any other factors
#Range: -100.0 ~ 100.0
passive =
(该值表示正常回复san值速率,以下出现的速率若未提及单位均为 数值/20tick=1s)
#Sanity gain per second during rainy weather or in water
#Range: -100.0 ~ 100.0
raining =
(淋雨时的san值变化)
#Players' sanity will start getting affected with food levels at and below this threshold (in half-drumsticks)
#Range: 0 ~ 20
hunger_threshold =
(饥饿值低于此值时san值将受到影响,单位:半鸡腿)
#Players with food levels at and below <hunger_threshold> gain this amount of sanity per second
#Range: -100.0 ~ 100.0
hungry =
(饥饿对san值的影响)
#Players will gain this amount of sanity per second for 5 seconds after looking at an enderman
#Range: -100.0 ~ 100.0
ender_man_anger =
(激怒末影人后对san值的影响,持续100tick=5s)
#Players will gain this amount of sanity per second while being near their pets
#Range: -100.0 ~ 100.0
pet =
(靠近宠物后对san值的影响)
#Players will gain this amount of sanity per second while being near any monsters
#This value is doubled if the monster is aggressive towards the player
#Range: -100.0 ~ 100.0
monster =
(靠近怪物后对san值的影响)
#Players will gain this amount of sanity per second while being in the dark
#Range: -100.0 ~ 100.0
darkness =
(在黑暗中对san值的影响)
#Maximum light level considered to be darkness (inclusive)
#Range: 0 ~ 15
darkness_threshold =
(亮度低于此数值将被判定为黑暗)
#Players will gain this amount of sanity per second while being in the light
#Range: -100.0 ~ 100.0
lightness =
(光照对san值的影响)
#Minimum light level considered to be lightness (inclusive)
#Range: 0 ~ 15
lightness_threshold = 4
(亮度高于或等于此数值将判定为拥有光照条件)
#Players who are stuck in blocks (such as cobweb) and have their movement restricted gain this amount of sanity per second
#Range: -100.0 ~ 100.0
block_stuck =
(被困在方块中[窒息、蜘蛛网]对san值的影响)
#Players moving on a dirt path or a carpet receive this amount of sanity per second
#Range: -100.0 ~ 100.0
dirt_path =
(站立于土径、地毯对于san值的影响)
#Nearby jukebox playing a pleasant melody gives this amount of sanity per second
#Range: -100.0 ~ 100.0
jukebox_pleasant =
(唱片机播放悦耳的旋律对san值的影响)
#Nearby jukebox playing an unsettling melody gives this amount of sanity per second (this takes priority over pleasant melodies)
#Range: -100.0 ~ 100.0
jukebox_unsettling =
(唱片机播放诡异的旋律对san值的影响)
#Define a list of blocks that affect sanity of players standing near them
#A block should be included as follows: block_registry_name[property1=value1,property2=value2];A;B;C
#Where A is how much sanity is gained per second, B is a radius in blocks,
#C is whether a block needs to be naturally generated (not placed by player) (true/false)
#Supports boolean block state properties (can be omitted together with brackets)
#Prefix with TAG_ and follow with a tag registry name to define all blocks with the tag
#NOTE: not everything may work correctly with any configuration, e.g. multiblocks like tall flowers and beds; needs testing
blocks =
(此位置用于添加对san值影响的方块,如案例["block;A;B;C"] ,block处填写方块注册名,A填写san值的影响值,B填写作用范围[单位/格],C处填写true/false,表示该方块是否受玩家行为影响而失去效果[自然生成/玩家放置])
#Configuration for active sanity sources
[sanity.active]
#Sleeping restores this amount of sanity
#Range: -100.0 ~ 100.0
sleeping =
(睡觉对san值的影响,单位:次)
#Sleeping cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
sleeping_cd =
(睡觉影响san值冷却,单位:tick)
#Players will gain sanity based on the damage they take from any sources with the ratio of 1 to this number
#Range: -100.0 ~ 100.0
hurt_ratio =
(受到伤害对san值的影响,单位:次)
#Spawning a baby chicken by throwing an egg restores this amount of sanity
#Range: -100.0 ~ 100.0
baby_chicken_spawn =
(打破鸡蛋并生成小鸡对san值的影响,单位:次)
#Spawning a baby chicken cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
baby_chicken_spawn_cd =
(打破鸡蛋并生成小鸡对san值的影响冷却时间,单位tick)
#Earning an advancement gives this amount of sanity
#Range: -100.0 ~ 100.0
advancement =
(升级时对san值的影响,单位:次)
#Breeding two animals together gives this amount of sanity
#Range: -100.0 ~ 100.0
animal_breeding =
(繁殖动物对san值的影响,单位:次)
#Breeding animals cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
animal_breeding_cd =
(繁殖动物对san值影响的冷却时间,单位:tick)
#Players gain this amount of sanity for every point of damage dealt to peaceful animals (incl. neutral ones)
#This value is doubled for baby animals
#Range: -100.0 ~ 100.0
animal_hurt_ratio =
(伤害对中立动物造成1点伤害后对san值的影响,单位:次)
#Players gain this amount of sanity upon their pets' death
#Range: -100.0 ~ 100.0
pet_death =
(宠物死亡后对san值造成的影响,单位:次)
#Players gain this amount of sanity upon successfully trading with a villager
#Range: -100.0 ~ 100.0
villager_trade = 20.0
(与村民交易后对san值造成的影响,单位:次)
#Villager trade cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
villager_trade_cd = 600.0
(与村民交易影响san值的冷却,单位:tick)
#Shearing an animal gives this amount of sanity
#Range: -100.0 ~ 100.0
shearing =
(剪羊毛对san值的影响)
#Shearing animals cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
shearing_cd =
(剪羊毛对san值影响的冷却时间,单位:tick)
#Consuming food gives this amount of sanity for every half-drumstick the meal restores
#Range: -100.0 ~ 100.0
eating =
(每恢复1点饥饿值对san值的影响,单位:次)
#Eating cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
eating_cd = 300.0
(进食对san值影响的冷却,单位:tick)
#Fishing an item gives this amount of sanity
#Range: -100.0 ~ 100.0
fishing = 1.3
(钓鱼对san值的影响,单位:次)
#Fishing cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
fishing_cd =
(钓鱼影响san值的冷却时间,单位:tick)
#Trampling a farmland gives this amount of sanity
#Range: -100.0 ~ 100.0
farmland_trample =
(践踏农田对san值的影响,单位:次)
#Potting a flower gives this amount of sanity
#Range: -100.0 ~ 100.0
potting_flower =
(采集花朵对san值的影响,单位:次)
#Potting a flower cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
potting_flower_cd = 300.0
(采集花朵对san值影响的冷却,单位:tick)
#Teleporting to another dimension gives this amount of sanity
#Range: -100.0 ~ 100.0
changed_dimension =
(更换维度对san值的影响,单位:次)
#Players gain this amount of sanity upon being struck by lightning
#Range: -100.0 ~ 100.0
struck_by_lightning =
(被闪电命中对san值的影响,单位:次)
#Multiplayer configuration
(多人模式配置)
[sanity.multiplayer]
#Being around players with sanity higher than 50% gives this amount of sanity per second
#Range: -100.0 ~ 100.0
sane_player_company =
(接近san值高于50%的玩家对san值的影响)
#Being around players with sanity lower than 50% gives this amount of sanity per second
#Range: -100.0 ~ 100.0
insane_player_company =
(接近san值低于50%的玩家对san值的影响)
#Entities configuration
(实体设置)
[sanity.entity]
#Whether sane players should be able to see and battle inner entities
#Mobs will still be there server-side and will count towards passive sanity
#Players who are targeted by inner entities see them regardless
sane_see_inner_entities = false
(理智较高的玩家是否可见并可攻击理智怪物)
#Client configuration
(客户端配置)
[sanity.client]
#Whether to render sanity postprocessing effects
render_post = true
(san值变化时的画面效果)
#Whether to enable sanity sound effects
play_sounds = true
(san值变化时的声音效果)
#Insanity ambience max volume
#Range: 0.0 ~ 1.0
insanity_volume = 0.6
(san值声音效果的音量大小)
#Sanity indicator configuration
(san值指示器配置)
[sanity.client.indicator]
#Whether to render sanity indicator
render = true
(是否显示san值指示器)
#Whether to twitch sanity indicator at low sanity levels
twitch = true
(san值较低时指示器是否抖动)
#Sanity indicator scale
#Range: 0.0 ~ 3.4028234663852886E38
scale = 1.0
(san值指示器大小)
#Sanity indicator location
#Allowed Values: HOTBAR_LEFT, HOTBAR_RIGHT, TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT
location = "HOTBAR_LEFT"
(san值指示器位置)
#Inner monologue configuration
(浮动文字设置)
[sanity.client.hints]
#Whether to render inner monologue/random thoughts
render = true
(是否启用浮动文字)
#Whether to twitch inner monologue/random thoughts at low sanity levels
twitch = true
(低san值时浮动文字是否抖动)
#Blood tendrils overlay configuration
(卷曲效果设置)
[sanity.client.blood_tendrils]
#Whether to render blood tendrils overlay
render = true
(是否启动卷曲效果)
#Whether to flash blood tendrils overlay upon losing sanity in a short burst
short_burst_flash = true
(san值大量下降是是否启用卷曲效果)
#Whether to render blood tendrils overlay when passively losing sanity
render_passive = true
(san值缓慢下降时是否启用卷曲效果)