本篇教程由作者设定使用 CC BY-NC-SA 协议。
前言
模组的正文都是我花费大量时间ps汉化,模组的官译也是我提交的,本篇教程我写了两天。我们为爱发电,所以在您阅读本篇教程前,请务必给这个mod点个赞,让更多的人见证它!
本模组一共有12个配置文件,位置在 \.minecraft\config\legendarysurvivaloverhaul 文件夹内,其中两个为模组相关特性配置,json文件夹内的则是模组内容的扩展配置。
教程开始之前,本人比较推荐使用 Visual Studio Code 编辑配置文件,原因后面会说。另外,配置文件前面带“#”号的均为备注!
阅读本篇教程时如果想在tp配置文件里,可以在教程里复制带中括号的配置选项标题,然后去配置文件里按住ctrl+F搜索关键词。
客户端配置项
找到 legendarysurvivaloverhaul-client.toml 文件,直接双击打开。
这里主要是修改客户端的相关配置,也就是你改这个文件改什么都只会影响客户端的一些效果,服务端修改不会影响客户端。
HUD
[hud.general]
# Whether the vanilla animation of the Food bar and Hydration bar is rendered. The bar shakes more the lower they are.
#是否显示 饥饿值 和 饮水值 的原版动画。(就是饥饿值的抖动动画)它们的位置越低抖动得越厉害。
# This mod render a new food bar as a secondary effect of a cold temperature.
#这个mod渲染了一个新的“饥饿值”作为低温的次要效果。(也就是饥寒的buff效果)
# Disable this animation if the temperature secondary effect is enabled to allow a compatibility with other mods rendering the food bar (by example Appleskin).
#此选项可以禁用此动画,默认启用温度次要效果,以允许与其他渲染饥饿值的mod兼容(例如苹果皮)。
"Show Vanilla Animation Overlay" = true(默认开启)
温度相关HUD
[hud.temperature]
# How temperature is displayed. Accepted values are as follows:
#如何显示体温(那个体温球)。可接受的值如下:
# SYMBOL - Display the player's current temperature as a symbol above the hotbar.
# SYMBOL - 在工具栏上方显示玩家当前的体温。
# NONE - Disable the temperature indicator.
# NONE - 关闭体温指示球。
#Allowed Values: SYMBOL, NONE
#允许的值:SYMBOL, NONE(就是下面这个配置选项的双引号内只能填这两个,注意要大写,建议)
"Temperature Display Mode" = "SYMBOL"
# The X and Y offset of the temperature indicator. Set both to 0 for no offset.
# 体温指示球的X和Y偏移位。默认都设为0,没有偏移。
#Range: -10000 ~ 10000
#范围:-10000 ~ 10000
"Temperature Display X Offset" = 0
(这里设置 X 横向 的偏移位置)
#Range: -10000 ~ 10000
#范围:-10000 ~ 10000
"Temperature Display Y Offset" = 0
(这里设置 Y 纵向 的偏移位置)
# The X and Y offset of the body temperature, shown when thermometer is equipped as a bauble (needs the curios mod).
#体温温度计的X和Y偏移量,当温度计被装备为饰品时显示(需要 Curios API mod)。
# Set both to 0 for no offset.
#默认都设为0,没有偏移
#Range: -10000 ~ 10000
#范围:-10000 ~ 10000
"Body Temperature Display X Offset" = 0
(这里设置 X 横向 的偏移位置)
#Range: -10000 ~ 10000
#范围:-10000 ~ 10000
"Body Temperature Display Y Offset" = 0
(这里设置 Y 纵向 的偏移位置)
# If enabled, player will see a foggy effect when the heat is high.
#如果启用,当温度高时,玩家将看到雾气效果。
"Heat Temperature Overlay" = true(默认开启)
# If enabled, player will see a frost effect when the cold is low.
#如果启用,当温度低时,玩家将看到冰霜效果。
"Cold Temperature Overlay" = true(默认开启)
# If enabled, breathing sound can be heard while player faces harsh temperatures.
#如果启用,当玩家面对严寒的温度时,可以听到喘息声。
"Breathing Sound Enabled" = true(默认开启)
# Temperature threshold below which a cold breath effect is rendered by the player. -1000 disable the feature.
#温度阈值,低于该阈值,玩家将呈现寒冷喘息效果。-1000禁用该特性。
#Range: -1000.0 ~ 1000.0
#范围: -1000.0 ~ 1000.0
"Cold Breath Temperature Threshold" = 10.0
# If enabled, render the temperature values in Fahrenheit.
#如果启用,则以华氏度显示温度值。
"Temperature In Fahrenheit" = false
# If enabled, the food saturation will be rendered on the Food Bar while the player suffers Cold Hunger Effect (secondary temperature effect).
#如果启用,当玩家遭受饥寒DeBuff时,食物饱食度将显示在食物栏上(附加温度效果)(最新版本已删除)
"Show Food Saturation Bar" = true(默认开启)
湿度HUD
[hud.temperature.wetness]
# The X and Y offset of the wetness indicator. Set both to 0 for no offset.
#湿度指示图标的X、Y偏移位。默认都设为0,没有偏移。
#Range: -10000 ~ 10000
#范围:-10000 ~ 10000
"Wetness Indicator X Offset" = 0
(这里设置 X 横向 的偏移位置)
#Range: -10000 ~ 10000
#范围:-10000 ~ 10000
"Wetness Indicator Y Offset" = 0
(这里设置 Y 纵向 的偏移位置)
身体损伤相关HUD
[body-damage]
# The X and Y offset of the body damage indicator. Set both to 0 for no offset.
#身体损伤指示图标的X、Y偏移位。默认都设为0,没有偏移。
# By default, render next to the inventory bar.
#默认情况下,在物品栏右边显示。
#Range: -10000 ~ 10000
#范围:-10000 ~ 10000
"Body Damage Indicator X Offset" = 0
(这里设置 X 横向 的偏移位置)
#Range: -10000 ~ 10000
#范围:-10000 ~ 10000
"Body Damage Indicator Y Offset" = 0
(这里设置 Y 纵向 的偏移位置)
# If true, the body damage indicator will always be rendered
#如果为true,则始终显示身体损伤指示图标
# By default, the body damage indicator disappears when no wounded body limbs.
#如果为false,当没有肢体受伤时,身体损伤指示图标隐藏。
"Body Damage indicator Always Rendered" = false(默认关闭)
季节标题相关HUD
[season-cards]
# The X and Y offset of the season cards. Set both to 0 for no offset.(就是那个当季节变化的时候出现在屏幕正上方的字幕)
#季节日历信息的X、Y偏移位。默认都设为0,没有偏移。(这里指的是当季节变化的时候出现在屏幕正上方的字幕的位置)
# By default, render first top quarter vertically and centered horizontally.
#默认配置下,在屏幕上方的四分之一位置的垂直上方,并且水平居中渲染
#Range: -10000 ~ 10000
#范围:-10000 ~ 10000
"Season Cards X Offset" = 0
(这里设置 X 横向 的偏移位置)
#Range: -10000 ~ 10000
#范围:-10000 ~ 10000
"Season Cards Y Offset" = 0
(这里设置 Y 纵向 的偏移位置)
# The delay before rendering the season card at first player spawn or player dimension change.
#在玩家第一次显示季节标题或者玩家变更维度的时候渲染季节标题的延迟
#Range: > 0
#范围:> 0
"Season Cards Delay In Ticks" = 80
# The display time in ticks that the season card will be fully rendered.
#季节标题显示的时间以多少游戏刻为单位
#Range: > 0
#范围:> 0
"Season Cards Display Time In Ticks" = 40
# The fade in time in ticks that the season card will appear.
#季节标题字幕的消失渲染速度
#Range: > 0
#范围:> 0
"Season Cards Fade in In Ticks" = 20
# The fade out time in ticks that the season card will disappear.
#季节标题以游戏刻为单位的淡出时间
#Range: > 0
#范围:> 0
"Season Cards Fade Out In Ticks" = 20
饮水值相关HUD
[thirst]
# If enabled, show the hydration values in the item tooltip.
#如果启用,在物品工具提示框中显示水合度。
"Show Hydration Tooltip" = true(默认开启)
# If enabled, show the hydration and the saturation values on the same line in the tooltip.
#如果启用,在物品工具提示框中显示水合度和饱饱食度在同一行。
"Merge Hydration And Saturation Tooltip" = true(默认开启)
# Whether the Thirst Saturation is displayed or not.
#是否显示水合度
"Render the thirst saturation" = true(默认开启)
# If enabled, player's vision will become blurry when running low on hydration.
#如果启用,当饮水值过低的时候,玩家的视野会变得模糊。
"Low Thirst Effect" = true
模组特性全局配置项
找到 legendarysurvivaloverhaul-common.toml 文件,直接双击打开。
这个配置文件里全都是涉及模组特性的配置,服务端修改后将同步全局游戏,部分特性不懂没需求别乱调
核心功能
[core]
# Whether the temperature system is enabled.
#温度系统是否开启。
"Temperature Enabled" = true(默认开启)
# Whether the thirst system is enabled.
#饮水系统是否开启。
"Thirst Enabled" = true(默认开启)
# Whether heart fruits are functional and generate in-world.
#杈杷果是否具有生命恢复特性和增加生命值特性。
"Heart Fruits Enabled" = true(默认开启)
# Whether body members receive localized damages.
#身体局部损伤系统是否开启。
"Localized Body Damage Enabled" = true(默认开启)
# If enabled, information like position and direction will be hidden from the debug screen (F3).
#如果启用,位置和方向等信息将在F3调试界面中隐藏。
"Hide Info From Debug" = true(默认开启)
# If enabled, the player can regenerate health naturally if their hunger is full enough (doesn't affect external healing, such as golden apples, the Regeneration effect, etc.)
#如果启用,玩家可以在足够饥饿值的情况下自然恢复生命值(不影响外部治疗,如金苹果,再生效果等)。
"Natural Regeneration Enabled" = false
核心功能微调
[core.advanced]
# How often player temperature is regularly synced between the client and server, in ticks.
#玩家温度在客户端和服务器之间定期同步的频率,以游戏刻为单位。
# Lower values will increase accuracy at the cost of performance
#越高的值将以牺牲性能为代价提高精度
#Range: > 1
#范围:> 1
"Routine Packet Sync" = 30(非服主专业人士别动)
食物相关配置
# Food exhausted every 10 ticks. Increase the base minecraft food exhaustion.
#饥饿值每10个游戏刻消耗一次。增加原版的食物消耗。
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Base Food Exhaustion" = 0.03(这里的0.03应该是代表着每10个游戏刻消耗0.03的饥饿值)
温度系统相关配置
[temperature]
# If enabled, players will take damage from the effects of temperature.
#如果启用,玩家将受到极端温度影响的伤害。
"Dangerous Temperature Effects" = true(默认开启)
# How much of an effect being on fire has on a player's temperature.
#在火中对玩家体温的影响大小
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Player On Fire Modifier" = 12.5
# How much of an effect sprinting has on a player's temperature.
#疾跑对玩家体温的影响大小
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Player Sprint Modifier" = 1.5
# How much the effects of the player's altitude on temperature are multiplied starting at Y 64.
#从Y=64开始,玩家对高度对温度的影响倍数大小
# Each 64 blocks further from Y 64 will reduce player's temperature by this value.
#当Y=64并且每升高64格方块玩家的温度就会降低这个倍数值
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Altitude Modifier" = -3.0
死亡配置选项
[temperature.on-death]
# If enabled, players will be immune to temperature effects after death.
#如果启用,玩家死后将有一个免疫温度效果影响的保护期。
"Temperature Resistance Enabled" = true(默认开启)
# Temperature resistance period in ticks while the player is immune to temperature effects.
#以游戏刻为单位的免疫温度效果影响保护期。
#Range: 0 ~ 100000
#范围:0 ~ 100000
"Temperature Resistance Time" = 1800
附加效果
[temperature.secondary_effects]
# If enabled, players will also receive other effects from their current temperature state.
#如果启用,玩家还将从当前的温度状态获得其他效果。
# If the player is too hot, hydration will deplete faster. If the player is too cold, hunger will deplete faster.
#如果玩家太热,饮水值会消耗得更快。如果玩家太冷,饥饿值会消耗得更快。(即脱水和饥寒的DeBuff)
"Secondary Temperature Effects" = true(默认开启)
# How much thirst exhaustion will be added every 50 ticks with no amplification effect.
#在没有增加效果等级的情况下,每 50 游戏刻会增消耗的饮水值数量
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Heat Thirst Effect Modifier" = 0.1
# How much food exhaustion will be added every 50 ticks with no amplification effect.
#在没有增加效果等级的情况下,每 50 游戏刻会增消耗的饥饿值数量
# As reference, the hunger effect add 0.025 food exhaustion every 50 ticks.
#作为参考,饥饿值每 50 游戏刻增加 0.025 的饥饿值消耗。
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Cold Hunger Modifier" = 0.05
湿度温度影响
[temperature.wetness]
# How a player's "wetness" is determined. Accepted values are as follows:
#决定玩家的“湿度”特性影响。可接受的值如下:
# DISABLE - Disable wetness and any effects on temperature it might have.
# DISABLE - 禁止湿度和任何可能对温度的影响。
# SIMPLE - Wetness is only based on whether you're in water/rain or not. Slightly better in terms of performance.
# SIMPLE - 湿度只取决于你是否在水/雨中。在性能影响方面稍微好一点。
# DYNAMIC - Wetness can change dynamically based on various conditions, and does not instantly go away when moving out of water.
# DYNAMIC - 湿度可以根据各种条件动态变化,并且在离开水时不会立即消失。
# Any other value will default to DISABLE.
#任何其他值将默认为DISABLE。
"Wetness Mode" = "DYNAMIC"
# How much being wet influences the player's temperature.
#湿度对玩家体温的影响程度。
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Wetness Modifier" = -10.0
# How much the wetness decrease when out of water, in case of dynamic wetness.
#在动态湿度影响的情况下,从水里离开时湿度降低多少?
#Range: -1000 ~ 0
#范围:-1000 ~ 0
"Wetness Decrease" = -5
# How much the wetness increase when under rain, in case of dynamic wetness.
#在动态湿度影响的情况下,下雨时湿度增加多少。
#Range: 0 ~ 1000
#范围:0 ~ 1000
"Wetness Under Rain Increase" = 5
# How much the wetness increase when the player is in a fluid, scale by the amount of fluid in the block, in case of dynamic wetness.
#当玩家处于流体中时,湿度会增加多少,在动态湿度影响的情况下,根据方块中流体的数量进行缩放比值。
# The defined value is for a full block of fluid, and goes up to 2 times this value when fully immerge.
#定义的值适用于一整块流体,当完全浸入时,该值最高可达该值的2倍。
#Range: 0 ~ 1000
#范围:0 ~ 1000
"Wetness In Fluid Increase" = 10
各个维度的默认玩家体温
[temperature.dimension-default](最新版本已删除)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Default Overworld Modifier" = 20.0(主世界默认温度)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Default Nether Modifier" = 30.0(下界默认温度)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Default The End Modifier" = 5.0(末地默认温度)
抱团温度影响
[temperature.huddling]
# How much nearby players increase the ambient temperature by.
#附近玩家会将环境温度提高多少。
# Note that this value stacks!
#注意,这个值会随着玩家数量叠加!
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Player Huddling Modifier" = 0.5
# The radius, in blocks, around which players will add to each other's temperature.
#以方块为半径,在这个半径值周围玩家会增加彼此的温度。
#Range: 0 ~ 10
#范围:0 ~ 10
"Player Huddling Radius" = 1
群系温度影响
[temperature.biomes]
# How much a biome's temperature effects are multiplied.
#一个生物群系的温度效应的增长倍数值。
#Range: 0.0 ~ Infinity
#范围:∞>0.0
"Biome Temperature Multiplier" = 16.0
# Whether biomes will have an effect on a player's temperature.
#生物群系是否会对玩家的体温产生影响。
"Biomes affect Temperature" = true(默认开启)
# Whether hot biome's dryness will make days really hot and nights really cold.
#干燥的热生物群系是否会使白天非常热,晚上非常冷。(模拟类似沙漠一样昼夜温差大)(最新版本已删除更改为以下数值调节项)
"Biome's dryness affects Temperature" = false(默认关闭)我觉得应该默认开启,反正我开了
# How much hot biome's dryness will make nights really cold.
#干燥的热带生物群系昼夜温差的温度差值
# Affects only dry (minecraft down fall <0.2) and hot biome.
#只影响干燥(minecraft down fall <0.2)(这里的down fall指的是MC群系数值中控制草和树叶的颜色,大于0.85的值还可以使火焰更快地燃烧。)和炎热的生物群落。
# 0 means no dryness effect; 0.5 means the biome temp will be divided by 2 at the middle of the night.
#0表示关闭昼夜温差;0.5意味着生物群落的温度将在午夜除以2。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
"Biome's Dryness Multiplier" = 0.8(默认温度乘以80%)
地下温度影响
# The underground effect starts apply at Start Distance to the world surface.
#地下温度影响在世界表面的起始距离处开始生效。
# The underground effect will linearly apply a multiplier on the biome temperature, and averages the time and season temperature effects.
#地下温度影响将线性地对生物群系温度施加乘数效应,并平均时间和季节温度效果。
[temperature.underground]
# How much a biomes temperature effects are multiplied when player is underground
#当玩家在地下时,生物群系的温度会增加多少
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Underground Biome Temperature Multiplier" = 0.8
# Distance to the World Surface where underground effect will start to be applied.
#距离世界表面的多少深度,地下效果将开始应用。
# Smaller distance, no underground effect are applied.
#短距离无地下温度影响。
#Range: 0 ~ 400
#范围:0 ~ 400
"Start Distance To World Surface For Underground Effect" = 10(10格深度)
# Distance to the World Surface where underground effect will be maximal.
#到世界表面的距离,在那里地下效应将是最大的。
# Bigger distance, the underground effect is maximal. Between the Start and End Distance, the increase of underground effect is linear.
#深度越深,地下温度影响越大。在起点距离和终点距离之间,地下效应呈线性增长。
#Range: 0 ~ 400
#范围:0 ~ 400
"End Distance To World Surface For Underground Effect" = 16
天气温度影响
[temperature.weather]
# How much of an effect rain has on temperature.
#下雨天对温度的影响值。
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Rain Temperature Modifier" = -2.0
# How much of an effect snow has on temperature.
#下雪天对温度的影响有多大。
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Snow Temperature Modifier" = -6.0
时间温度影响
[temperature.time]
# How much Time has effect on Temperature.
#时间对温度的影响值
# Maximum effect at noon (positive) and midnight (negative), following a sinusoidal
#在正午(正)和午夜(负)的最大影响,温度变化遵循正弦曲线
#Range: 0.0 ~ Infinity
#范围:∞>0.0
"Time Based Temperature Modifier" = 2.0
# How strongly time in extreme temperature biomes affect player's temperature.
#某些极端温度生物群系中的时间对玩家温度的影响值
# Extreme temperature biomes (like snowy taiga, deserts, ...) will multiply the time based temperature by this value, while temperate biome won't be affected by this value, following a linear.
#极端温度的生物群落(如积雪的针叶林、沙漠等)会将基于时间的温度乘以这个值,而温带生物群落不会受到这个值的影响,遵循线性关系。
#Range: 1.0 ~ Infinity
#范围:∞>0.0
"Biome Time Multiplier" = 1.75
# Staying in the shade or during cloudy weather will reduce player's temperature by this amount based on time of the day (maximum effect at noon, following sinusoidal).
#待在阴凉处或多云的天气会根据一天中的时间降低玩家的温度(最大影响是在中午,遵循正弦曲线)。
# Only effective in hot biomes and during day time!
#只在炎热的生物群系和白天有效!
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Shade Time Modifier" = -6
针线包温度影响
[temperature.coat]
# Add an adaptive heating effect on armors.
#应用了加热针线包的盔甲升温效果
[temperature.coat.heating]
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Heating Coat I" = 2.0(控温加热等级2的升温数值)
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Heating Coat II" = 3.0(控温加热等级3的升温数值)
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Heating Coat III" = 4.0(控温加热等级4的升温数值)
# Add an adaptive cooling effect on armors.
#应用了降温针线包的盔甲降温效果
[temperature.coat.cooling]
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Cooling Coat I" = 2.0(控温冷却等级2的降温数值)
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Cooling Coat II" = 3.0(控温冷却等级3的降温数值)
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Cooling Coat III" = 4.0(控温冷却等级4的降温数值)
# Add an adaptive temperature effect on armors that can both heat and cool the player.
#应用了恒温针线包的盔甲恒温效果
[temperature.coat.thermal]
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Thermal Coat I" = 2.0(控温恒温等级2的恒温数值)
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Thermal Coat II" = 3.0(控温恒温等级3的恒温数值)
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Thermal Coat III" = 4.0(控温恒温等级4的恒温数值)
其他微调温度影响
[temperature.advanced]
# Maximum distance, in blocks, where thermal sources will have an effect on temperature.
#以方块为单位,热源对温度有影响的最大距离。
#Range: 1 ~ 40
#范围:1 ~ 40
"Temperature Influence Maximum Distance" = 20
# How strongly distance above the player is reduced where thermal sources will have an effect on temperature.
#当热源对温度产生影响时,对于玩家上方的距离会减少。
# Example max dist is 10, up mult is 0.75 -> max distance is 10 * 0.75 = 7.5 blocks above the player.
#例如热源最大距离为10,向上倍数为0.75 ->最大距离为10 * 0.75 =玩家上方7.5个方块距离。
# Logic is as the heat goes up, the strength of the heat source above the player is decreased faster with distance.
#逻辑是,当热量上升时,玩家上方热源的强度随着距离的增加而下降得更快。有理有据
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
"Temperature Influence Up Distance Multiplier" = 0.75
# How strongly distance outside a structure is reduced where thermal sources will have an effect on temperature.
#热源对温度产生影响时,方块结构外距离减小的强度。(说人话就是房子封闭空间以外的热量扩散,将是房子内的热量的乘以下面这个选项的值。即房子内升温10度,那根据上面设置的温度扩展距离20格,超出房子外面多于的距离10度乘以0.5也就是5度)
# The outside maximum distance is defined as the maximum distance * this value
#外部最大距离定义为最大距离*此值
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
"Temperature Influence Outside Distance Multiplier" = 0.5
(这一段不需要的或者不理解的别瞎动,大概意思就是每个游戏刻度可变动的最高和最小温度量,说真的意义不大,可动数值很小)
# The player's temperature will be adjusted at each temperature tick time,
#玩家的温度将在每个温度刻度时间进行更新,
# by an amount of temperature defined between the minimum and the maximum temperature modification adjusted linearly.
#由定义的温度量在最低和最高温度之间线性调整修改。
[temperature.advanced.temperature-modification]
# Maximum amount of temperature the player's temperature can be modified at each temperature tick time.
#玩家在每个游戏刻的最大温度量变动修改。
# Correspond to the amount of temperature given when temperature difference is maximum.
#对应于温差最大时给出的温度值。
#Range: 0.1 ~ 2.147483647E9
#范围:0.1 ~ 2.147483647E9
"Maximum Temperature Modification" = 2.0
# Minimum amount of temperature the player's temperature can be modified at each temperature tick time.
#玩家在每个游戏刻的最低温度量变动修改。
# Correspond to the amount of temperature given when there is no temperature difference
#对应于无温度差时给出的温度值
#Range: 0.1 ~ 2.147483647E9
#范围:0.1 ~ 2.147483647E9
"Minimum Temperature Modification" = 0.2
# Amount of time in ticks between 2 player temperature modification. The bigger is this value, the more time it takes between temperature adjustments.
#两名玩家温度调整之间的间隔游戏刻度时间。这个值越大,温度调整间隔的时间就越长。(最新版本已删除)
#Range: > 5
#范围:> 5
"Temperature Tick Time" = 20
季节温度影响
[temperature.integration]
群峦传说季节温度影响
[temperature.integration.terrafirmacraft]
# If TerraFirmaCraft is installed, then biome, time, season (if serene seasons installed) and altitude modifiers will be disabled, and TerraFirmaCraft calculation used instead.
#如果安装了群峦传说,那么生物群系、时间、季节(如果安装了宁静季节)和海拔调整器将被禁用,而使用群峦传说计算。
# All other modifiers remain to calculate Player temperature.
#所有其他的修饰符仍然用来计算玩家的温度。
"TerraFirmaCraft Temperature Override Enabled" = true(默认开启)
# How much the temperature given from TerraFirmaCraft is multiplied, to adjust with the other temperature effects.
#从群峦传说给出的温度乘以多少以调整与其他温度的影响。
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"TerraFirmaCraft Temperature Multiplier" = 1.0
静谧四季季节温度影响
[temperature.integration.seasons]
# If Serene Seasons is installed, then seasons will have an effect on the player's temperature.
#如果安装了 静谧四季,那么季节将是否对玩家的温度产生影响。
"Seasons affect Temperature" = true(默认开启)
# If the tropical seasons are disabled, the normal summer-autumn-winter-spring seasons are applied.
#如果炎热季节被禁用,则使用正常温度值的四季。(咸鱼模式)
# If disabled, dry and wet seasons are applied for hot biomes.
#如果禁用,干湿季节适用于热生物群系。
"Tropical Seasons Enabled" = true(默认开启)
# If season cards are enabled, season cards will appear at every season changes.
#如果启用了季节标题,季节标题将在每个季节变化时出现。(就是那个当季节变化的时候出现在屏幕正上方的字幕)
"Season Cards Enabled" = true(默认开启)
# If default season is enabled, when serene season defines no season effect in a biome, the normal season temperature will be applied.
#如果启用,当静谧四季在生物群系中没有定义季节影响时,将使用默认正常的季节温度。
# If disabled, when serene season defines no season effects, no season temperature will be applied.
#如果禁用,当静谧四季没有定义季节效果时,将不应用季节温度。(具体效果不知道是不是直接到0度或者和其他维度一样)
"Default Season Enabled" = true(默认开启)
# Temperature modifiers per season in temperate biomes. The value is reached at the middle of the sub season, and smoothly transition from one to another.
#温带生物群系中每个季节的温度调节剂。该值在分季中期达到,并顺利地从一个过渡到另一个。(讲人话就是,静谧四季每个季节有三个期(你就当节气),下面的选项是配置每个节气的温度差的)
[temperature.integration.seasons.temperate]
[temperature.integration.seasons.temperate.spring](春季)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Early Spring Modifier" = -3(早春的温度配置)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Mid Spring Modifier" = 0(仲春的温度配置)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Late Spring Modifier" = 3(晚春的温度配置)
[temperature.integration.seasons.temperate.summer](夏季)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Early Summer Modifier" = 5(初夏的温度配置)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Mid Summer Modifier" = 8(仲夏的温度配置)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Late Summer Modifier" = 5(晚夏的温度配置)
[temperature.integration.seasons.temperate.autumn](秋季)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Early Autumn Modifier" = 3(早秋的温度配置)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Mid Autumn Modifier" = 0(中秋的温度配置)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Late Autumn Modifier" = -3(晚秋的温度配置)
[temperature.integration.seasons.temperate.winter](冬季)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Early Winter Modifier" = -7(初冬的温度配置)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Mid Winter Modifier" = -12(仲冬的温度配置)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Late Winter Modifier" = -7(冬末的温度配置)
# Temperature modifiers per season in tropical biomes.
#热带生物群系的季节温度配置
[temperature.integration.seasons.tropical](不清楚是静谧四季的设定还是这个模组的设定,在热带生物群系里没有明显的四季变化,只有雨季和旱季)
[temperature.integration.seasons.tropical.wet-season](雨季)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Early Wet Season Modifier" = -1(初期雨季温度配置)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Mid Wet Season Modifier" = -5(中期雨季温度配置)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Late Wet Season Modifier" = -1(后期雨季温度配置)
[temperature.integration.seasons.tropical.dry-season](旱季)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Early Dry Season Modifier" = 3(初期旱季温度配置)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Mid Dry Season Modifier" = 7(中期旱季温度配置)
#Range: -1000.0 ~ 1000.0
#范围:-1000.0 ~ 1000.0
"Late Dry Season Modifier" = 3(后期旱季温度配置)
饮水系统相关配置
[thirst]
# If enabled, players will take damage from the complete dehydration.
#如果启用,玩家将在饮水值不足后受到伤害。
"Dangerous Dehydration" = true(默认开启)
# Scaling of the damages dealt when completely dehydrated. Each tick damage will be increased by this value.
#当完全缺水时造成的伤害的大小。每个游戏刻的伤害将增加这个值。
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Dehydration Damage Scaling" = 0.3
# How many thirst exhaustion will be added every 50 ticks when the player suffers from not amplified Thirst Effect.
#当玩家遭受未增加等级的干渴效果时,每 50 游戏刻会增加饮水值的消耗数量
# The player will suffer Thirst Effect from dirty water by example.
#就是在喝到脏水触发的干渴Buff,默认都是等级为1的buff
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Thirst Effect Modifier" = 0.25
# If enabled, player's vision will become blurry when running low on hydration.
#如果启用,在玩家非常口渴的时候视野会变得模糊(最新版本已删除移动至客户端配置文件中)
"Low Thirst Effect" = true
饮水消耗
[thirst.exhaustion]
# Thirst exhausted every 10 ticks.
#每10游戏刻度消耗一次口渴值。(基础配置)
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Base Thirst Exhaustion" = 0.03
# Thirst exhausted when sprinting, replacing the base thirst exhausted.
#疾跑时消耗的饮水值,替换基础的饮水值消耗。
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Sprinting Thirst Exhaustion" = 0.15
# Thirst exhausted on every jump.
#每次跳跃的饮水值消耗
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"On Jump Thirst Exhaustion" = 0.3
# Thirst exhausted on every block break.
#每走一格消耗的饮水值
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"On Block Break Thirst Exhaustion" = 0.1
# Thirst exhausted on every attack.
#每次攻击消耗的饮水值
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"On Attack Thirst Exhaustion" = 0.5
水壶
[thirst.canteen]
# Capacity of the canteen used to store water.
#用来储存水的水壶的容量。
#Range: 0 ~ 1000
#范围:0 ~ 1000
"Canteen Capacity" = 10
# Capacity of the large canteen used to store water.
#用于储水的大水壶的容量。
#Range: 0 ~ 1000
#范围:0 ~ 1000
"Large Canteen Capacity" = 20
# Allow override of purified water stored in canteen with normal water.
#允许在水壶储存纯净水与普通水。
"Allow Override Purified Water" = true(默认开启)
下界圣杯相关
# Allows drinking from lava. Can be used as bauble.
#允许饮用岩浆的饰品。
[thirst.nether_chalice]
# Amount of hydration recovered when drinking from lava.
#从岩浆中饮用时恢复的饮水值。
#Range: 0 ~ 20
#范围:0 ~ 20
Hydration = 6(默认3个水滴)
# Amount of saturation recovered when drinking from lava.
#从熔岩中饮用时恢复的水合度。
#Range: 0.0 ~ 20.0
#范围: 0.0 ~ 20.0
Saturation = 4.0(默认2个水滴)
饮用雨水相关
[thirst.rain](最新版本已删除)
# Whether players can drink from rain or not.
#是否允许玩家喝雨水
"Drink From Rain" = true
# Amount of hydration recovered when drinking from the rain.
#饮用雨水时恢复的饮水值。
#Range: 0 ~ 20
#范围:0 ~ 20
Hydration = 1
# Amount of saturation recovered when drinking from the rain.
#饮用雨水时恢复的水合度。
#Range: 0.0 ~ 20.0
#范围:0.0 ~ 20.0
Saturation = 0.0
# Chance of getting an effect while drinking from the rain.
#饮用雨水时可获得的Buff概率。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
"Effect Chance" = 0.0
# Possible effect given while drinking from the rain.
#饮用雨水时可产生的Buff。
Effect = ""(默认无配置,mc没有工业污染雨水是很干净的)
饮用野区水源相关
[thirst.water](最新版本已删除)
# Whether players can drink from water (or flowing water) block or not.
#玩家是否可以从水(或流动的水)方块中喝水。
"Drink From Water" = true(默认开启)
# Amount of hydration recovered while drinking water.
#饮水时恢复的饮水值。
#Range: 0 ~ 20
#范围:0 ~ 20
Hydration = 3
# Amount of saturation recovered while drinking water.
#饮水时恢复的水合度。
#Range: 0.0 ~ 20.0
#范围:0.0 ~ 20.0
Saturation = 0.0
# Chance of getting an effect while drinking water.
#饮水时可获得的Buff概率。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
"Effect Chance" = 0.75
# Possible effect given while drinking water.
#饮水时可产生的Buff。
Effect = "legendarysurvivaloverhaul:thirst"(默认干渴Buff)
饮用药水相关
[thirst.potion](最新版本已删除)
# Amount of hydration recovered while drinking a potion.
#饮用药水时恢复的饮水值。
#Range: 0 ~ 20
#范围:0 ~ 20
Hydration = 3
# Amount of saturation recovered while drinking a potion.
#饮用药水时恢复的水合度。
#Range: 0.0 ~ 20.0
#范围:0.0 ~ 20.0
Saturation = 0.3
# Chance of getting an effect while drinking a potion.
#饮用药水时可获得的Buff概率。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
"Effect Chance" = 0.0
# Possible effect given while drinking a potion.
#饮用药水时可产生的Buff。
Effect = ""(默认无配置)
饮用纯净水相关
[thirst.purified-water](最新版本已删除)
# Amount of hydration recovered while drinking purified water.
#饮用纯净水时恢复的饮水值。
#Range: 0 ~ 20
#范围:0 ~ 20
Hydration = 6
# Amount of saturation recovered while drinking purified water.
#饮用纯净水时恢复的水合度。
#Range: 0.0 ~ 20.0
#范围:0.0 ~ 20.0
Saturation = 1.5
# Chance of getting an effect while drinking purified water.
#饮用药水时可获得的Buff概率。
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
"Effect Chance" = 0.0
# Possible effect given while drinking purified water.
#饮用药水时可产生的Buff。
Effect = ""(默认无配置)
饮用果汁相关
[thirst.juices]
# Whether the player retrieves a glass bottle after drinking a juice.
# 玩家是否在喝完果汁后回收一个玻璃瓶。(这个选项问你想不想吃玻璃瓶)
"Glass Bottle Loot After Drinking A Juice" = true(默认开启)
饮水集成配置
[thirst.integration]
吸血鬼/血族传说饮水相关
[thirst.integration.vampirism]
# If Vampirism is installed and if thirst enabled while being a vampire, keep the thirst system in addition to the vampiric one.
#如果安装了吸血鬼/血族传说,并且当你是吸血鬼时开启了口渴,除了吸血鬼系统外,还要保留口渴系统。
# If disabled, the thirst system will be disabled for vampires.
#如果被禁用,所有人包括吸血鬼的口渴系统都会被禁用。
"Thirst Enabled If Vampire" = false
杈杷果相关配置
[heart-fruits]
# Maximum number of additional hearts that can be given by Heart Fruits.
#杈杷果可以提供的额外心的最大数量
#Range: > 1
#范围:> 1
"Maximum Additional Hearts" = 10(增加20点()生命值上限,也就是一排10颗心)
# The number of additional hearts lost on death.
#死亡时额外损失的心脏数量。
# Set to -1 to force loss of all additional hearts on death.
#设置为-1死亡时强制失去的额外的生命值上限。
# Set to 0 to make additional hearts permanent.
#设置为0,使额外的生命值上限永久。
#Range: > -1
#范围:> -1
"Hearts Lost On Death" = -1戴了七咒之戒的就别开-1了……
杈杷果效果相关
[heart-fruits.effects]
# Amount of hearts gained from eating a Heart Fruit.
#吃一个杈杷果获得的生命值上限心心数量。
#Range: > 1
#范围:> 1
"Additional Hearts Per Heart Fruit" = 1(一颗心)
# Whether Heart Fruits give a strong regeneration effect.
#食用杈杷果是否可以获得生命恢复Buff
"Heart Fruits Give Regen" = true
局部身体损伤相关配置
# The damageSourceBodyParts.json allows you to define for specific damage source, the damage spread across specified body parts.
# damageSourceBodyParts.json 允许你定义特定的伤害源,伤害分布在指定的身体部位。
# The damage distribution can either be ONE_OF or ALL. ALL means the damage are equally divided across all body parts.
#伤害分布可以是 ONE_OF 或 ALL 。ALL的意思是伤害平均分布在身体的各个部位。
基础配置
[body-damage]
# Multiply the damage taken by the player when shot in the head.
#玩家头部受到伤害时扣血的倍数值。
#Range: 1.0 ~ 1000.0
#范围:1.0 ~ 1000.0
"Headshot Multiplier" = 2.0
# How much of the hurt player's damage is assigned to the body parts.
#玩家受伤的伤害值分配到身体部位的数量。(就是你因为某些原因扣血了,这个伤害应该分批给肢体多少)
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Body Damage Multiplier" = 1.0
# How much health ratio are recovered in all body parts from bed sleeping.
#在睡觉时身体各部位恢复的血量比例
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
"Body Part Health Ratio Recovered" = 0.3
# How much health ratio are recovered from bed sleeping.
#睡眠后恢复的血量比例
#Range: 0.0 ~ 1.0
#范围:0.0 ~ 1.0
"Health Ratio Recovered" = 0.3
治疗物品配置
[body-damage.healing-items]
# Item use time is ticks.
#物品使用的游戏刻时间。
#Range: 0 ~ 1000
#范围:0 ~ 1000
"Healing Herbs Use Time" = 20(草药使用时间)
#Range: 0 ~ 1000
#范围:0 ~ 1000
"Plaster Use Time" = 20(创可贴使用时间)
#Range: 0 ~ 1000
#范围:0 ~ 1000
"Bandage Use Time" = 30(绷带使用时间)
#Range: 0 ~ 1000
#范围:0 ~ 1000
"Tonic Use Time" = 50(疗愈药剂使用时间)
#Range: 0 ~ 1000
#范围:0 ~ 1000
"Medikit Use Time" = 50(止痛针使用时间)
身体部位损伤伤害计算
这部分配置文件主要是计算身体各个部位的损伤最终计算玩家的生命值。例如说默认的动态计算模式,玩家总生命值是20点,手占比20%(0.2),那手断了就掉4点血,然后其他部位的占比和手部加起来刚刚好是100%,而头部的计算单独拉出来整体乘以20%(说简单点就是可受伤的计算部位变成了120%,而血量就100%)。简易计算模式则是加上下面的各个肢体配置的值是多少,那这个部位管理的血量就是多少,例如我把头部占的血量设置成20,那如果被爆头的话就是直接死亡,其他部位同理。
[body-damage.body-parts-health]
# How a player's body part health is determined. Accepted values are as follows:
#玩家身体部位的生命值是如何决定的。可接受的值如下:
# SIMPLE - Body parts will have initial fixed values. The body parts health define the health value.
# SIMPLE - 身体各部分将有初始的生命值。身体各部分的健康值决定了玩家血量。(简易计算模式)
# In this case, if the 'headPartHeath = 10', the head will have '10' health.
#假设 在这种情况下,如果“headPartHeath = 10”,则头部的生命值为“10”。
# DYNAMIC - Body parts will have dynamic values based on the player's max health. In this case, the body parts health is a multiplier of the player's max health.
# DYNAMIC - 身体部位将根据玩家的最大生命值动态变化。在这种情况下,身体部位的生命值是玩家最大生命值的倍数。(动态计算模式)
# In this case, if the 'headPartHeath = 0.3', the head will have '0.3' * 'player max health' health.
#假设 在这种情况下,如果“headPartHeath = 0.3”,头部将拥有“0.3”乘以“玩家最大生命值”。
# Any other value will default to SIMPLE.
#任何其他值将默认为 SIMPLE。
"Body Part Health Mode" = "DYNAMIC"
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Head Part Health" = 0.2(头部生命值)
# Both arms will have this health.
#双臂的生命值。
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Arms Part Health" = 0.2(双臂生命值)
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Chest Part Health" = 0.3(身体生命值)
# Both legs will have this health.
#双腿的生命值
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Legs Part Health" = 0.3(双腿生命值)
# Both feet will have this health.
#双脚的生命值
#Range: 0.0 ~ 1000.0
#范围:0.0 ~ 1000.0
"Feet Part Health" = 0.2(双脚生命值)
身体损伤Buff配置
[body-damage.body-parts-effects]
# Each effect, threshold and amplifier lists must have the same number of items.
#每个效果,阈值和等级列表必须有相同数量的物品。
# The first effect will be triggered with the first amplifier value when the first threshold is reach.
#当到达第一个效果时,将用第一效果等级触发第一个buff。
[body-damage.body-parts-effects.head](头部配置)
# The list of effects that will be triggered when the head is damaged by the percentage of remaining head health defined in the thresholds.
#当头部受损时将触发的Buff列表,按阈值中定义的剩余头部健康百分比列出。
"Head Part Effects" = ["legendarysurvivaloverhaul:headache"](头痛效果)
# The list of amplifiers the effect will have.
#该Buff的触发等级配置
# 0 means the basic effect, 1 means the effect is amplified once.
#0表示基本效果,1表示提高一级效果。
"Head Part Effect Amplifiers" = [0]
# The list of thresholds for which each effect will be triggered. A threshold is a percentage of remaining head health.
#每个效果将被触发的阈值列表。阈值是剩余头部健康的百分比。(这里的意思是说,下面的选项你设置头部损伤的百分比,默认头部损伤后的血量低于20%(0.2)时将会触发buff,0就是0%也就是血量为0)
# 0 means the head is fully damaged.
#0表示头部完全受损。
"Head Part Effect Thresholds" = [0.2]
[body-damage.body-parts-effects.arms](双臂配置)
"Arms Part Effects" = ["minecraft:mining_fatigue"](挖掘疲劳效果)
"Arms Part Effect Amplifiers" = [0]
"Arms Part Effect Thresholds" = [0.2]
# These effects will be triggered when both arms reach the thresholds.
#当两臂都达到阈值时,这些Buff将被触发。
# If a same effect is used with a higher amplifier, the higher prevails (normal Minecraft behaviour).
#如果你设置了和上面一样的Buff,那么效果等级将会直接叠加(MC的buff计算方式)
"Both Arms Part Effects" = ["minecraft:weakness"](虚弱效果)
"Both Arms Part Effect Amplifiers" = [0]
"Both Arms Part Effect Thresholds" = [0.2]
[body-damage.body-parts-effects.chest](身体配置)
"Chest Part Effects" = ["legendarysurvivaloverhaul:vulnerability"](内伤效果)
"Chest Part Effect Amplifier" = [0]
"Chest Part Effect Thresholds" = [0.2]
[body-damage.body-parts-effects.legs](腿部配置)(默认)
"Legs Part Effects" = ["legendarysurvivaloverhaul:hard_falling"](骨折效果)(这里代表的一只腿)
"Legs Part Effect Amplifiers" = [0]
"Legs Part Effect Thresholds" = [0.2]
"Both Legs Part Effects" = ["legendarysurvivaloverhaul:hard_falling"](骨折效果)(这里代表的两只腿)
"Both Legs Part Effect Amplifiers" = [1]
"Both Legs Part Effect Thresholds" = [0.2]
[body-damage.body-parts-effects.feet](脚部配置)
"Feet Part Effects" = ["minecraft:slowness"](缓慢效果)(这里代表的一只脚)
"Feet Part Effect Amplifiers" = [0]
"Feet Part Effect Thresholds" = [0.2]
"Both Feet Part Effects" = ["minecraft:slowness"](缓慢效果)(这里代表的两只脚)
"Both Feet Part Effect Amplifiers" = [1]
"Both Feet Part Effect Thresholds" = [0.2]
模组内容扩展配置
打开 \.minecraft\config\legendarysurvivaloverhaul\json\ 文件夹,这里存放着关于某些设定的扩展配置文件
添加预设的时候,使用Visual Studio Code编辑的好处就来了,假设你漏打了个逗号或者多打了个逗号,软件都会提示你语法错误。
插入新预设
群系温度
找到第一个文件 biomeOverrides.json ,我们可以看到这里面已经有些预设了,这些预设的定义如下:
"biomesoplenty:crystalline_chasm": { //这里填群系ID,群系ID你可以用群系指南针,或者打开F3自己查看
"temperature": 0.8, //温度设置,这里的0.8是指默认的初始温度的80%度数,至于默认多少度在模组特性全局配置项里找,如果一定要达到零下温度的话自行计算负数百分比,注意要带小数点哪怕是整数(0.0或者1.0)
"isDry": false //这里指的是是否为热带群系,如果是热带群系按照模组设定将不会有明显的四季变化,而是变为雨季和旱季
}
方块温度
找到第二个文件 blockTemperatures.json ,我们可以看到这里面已经有些预设了,其中你会发现有两种预设,这些预设的定义如下:
只有一种状态的方块(例如说熔炉那种点燃和熄灭的状态就是有两种状态的,岩浆块这种不能改变形态的就是一种状态)
"minecraft:torch": [ //这里填的是该发热的方块ID,例如这个预设填的ID就是火把
{
"properties": {}, //方块状态
"temperature": 1.5 //影响温度度数,正数为增加多少度,如果是负数(-1.5)就是减多少度,注意要带小数点哪怕是整数(0.0或者1.0)
}
]
两种状态的方块
"minecraft:campfire": [ //这里填的是该发热的方块ID,例如这个预设填的ID就是营火
{
"properties": { //方块状态开启的时候
"lit": "true"
},
"temperature": 10.0 //开启状态的温度
},
{
"properties": { //方块状态关闭的时候
"lit": "false"
},
"temperature": 0.0 //关启状态的温度
}
]
饮水方块
找到第三个文件 blockThirst.json ,我们可以看到这里面已经有些预设了,这些预设的定义如下:
"minecraft:water": [ //方块ID,这里是水方块,如果是流动方块除了本体以外还有一个流动方块flowing_water以及如果可以装入炼药锅的water_cauldron ID
{
"hydration": 3, //饮水值,和饥饿值一样,一个水滴图标代表2,这里的4也就是两个水滴的饮水值
"saturation": 0.0, //水合度(对应饥饿值的饱食度),数量同上计算
"effects": [ //Buff设置
{
"chance": 0.75, //Buff概率,1就是100%,这里是75%
"effect": "legendarysurvivaloverhaul:thirst", //Buff的ID,填什么Buff的都可以,只要ID填对就行,这里是干渴的ID
"duration": 300, //Buff持续时间
"amplifier": 0 //Buff的增加等级,0就是默认不增加
}
],
"properties": {} //方块属性,具体查看wiki方块的属性有哪些
}
]
身体损伤来源
找到第四个文件 damageSourceBodyParts.json ,我们可以看到这里面已经有些预设了,这些预设的定义如下:
"bad_respawn_point": { //伤害来源的类型标签(标签ID上方链接查看官方wiki,Java版伤害类型表格中的第一列)
"bodyParts": [ //伤害影响的肢体,影响哪些就填哪些,最后一项的后面记得别加逗号
"HEAD",
"RIGHT_ARM",
"LEFT_ARM",
"CHEST",
"RIGHT_LEG",
"RIGHT_FOOT",
"LEFT_LEG",
"LEFT_FOOT"
],
"damageDistribution": "ALL" //伤害分布可以是 ONE_OF 或 ALL 。ALL的意思是伤害平均分布在身体的各个部位。
}
维度温度
找到第五个文件 dimensionTemperatures.json ,我们可以看到这里面已经有些预设了,这些预设的定义如下:
"minecraft:the_end": { //维度ID
"temperature": -15.0 //温度值,这里默认末地就是-15℃,个人建议改成5℃……
}
冰桶和加热炉的原料
找到第六个文件 fuelItems.json ,我们可以看到这里面已经有些预设了,这些预设的定义如下:
"minecraft:blue_ice": { //物品ID,可以放进冰桶或者加热炉的消耗原料
"thermalType": "COOLING", //这里可以填“COOLING”或者“HEATING”,分别为冰桶用的和加热炉用的原料类型
"fuelValue": 30 //热值,具体就是可使用的时间
}
治疗物品
找到第七个文件 healingConsumables.json ,我们可以看到这里面已经有些预设了,预设里只有本体mod的治疗物品,如果你打了其他医疗物品类型的mod可以在这里填,填了之后就能让那些物品对肢体的血量有治疗效果,这些预设的定义如下:
"legendarysurvivaloverhaul:healing_herbs": { //物品ID, 预设里只有本体mod的治疗物品
"healingCharges": 1, //治疗消耗的物品数量
"healingValue": 2.0, //治疗的血量
"healingTime": 600 //治疗时效
}
服饰/盔甲的体温影响
找到第八个文件 itemTemperatures.json ,我们可以看到这里面已经有些预设了,这些预设的定义如下:
"legendarysurvivaloverhaul:desert_leggings": { //物品ID,建议只填盔甲,暂未尝试用在其他物品拿在手里能不能降温
"temperature": -2.5 //影响温度度数,正数为增加多少度,如果是负数(-1.5)就是减多少度,注意要带小数点哪怕是整数(0.0或者1.0)
}
食品的体温Buff影响
找到第九个文件 temperatureConsumables.json ,我们可以看到这里面已经有些预设了,这些预设的定义如下:
单个Buff食物
"minecraft:rabbit_stew": [ //食物的物品ID
{
"group": "FOOD", //食物类型,这里可填“FOOD”或者“DRINK”分别代表食物和饮品,对应下面的温度如果是正数就是热食和热饮Buff,如果是负数就是凉食和冷饮的Buff
"temperatureLevel": 2, //Buff的等级,分别为-3,-2,-1,1,2,3,同上说法
"duration": 2400 //Buff的时间,此数值为游戏刻度,1秒钟等于20个游戏刻,这里的2400也就是除以20等于120秒,也就是两分钟
}
]
多个Buff食物,例如说汤
"minecraft:mushroom_stew": [ //食物的物品ID(我比较喜欢给一些汤食添加两个属性)
{
"group": "FOOD",
"temperatureLevel": 2,
"duration": 2400
}, //在第一个效果配置的大括号结束这里加一个逗号,然后回车下面重新添加一个效果配置即可
{
"group": "DRINK",
"temperatureLevel": 1,
"duration": 600
}
]
物品饮水值
找到第十个文件 thirstConsumables.json ,我们可以看到这里面已经有些预设了,这些预设的定义如下:
1.4.2版本后的配置文件
"legendarysurvivaloverhaul:canteen": [ //食用或者饮用的物品ID
{
"hydration": 3, //饮水值,和饥饿值一样,一个水滴图标代表2,这里的4也就是两个水滴的饮水值
"saturation": 0.0, //水合度(对应饥饿值的饱食度),数量同上计算
"effects": [
{
"chance": 0.75, //Buff概率,1就是100%,这里是75%
"effect": "legendarysurvivaloverhaul:thirst", //Buff的ID,填什么Buff的都可以,只要ID填对就行,这里是干渴的ID
"duration": 600, //Buff的时长
"amplifier": 0 //Buff的增加等级,0就是默认不增加
}
],
"nbt": {
"legendarysurvivaloverhaul:HydrationPurity": "normal" //匹配NBT,具体怎么使用例如你想针对某个单独效果的药水就可以在这里填写NBT来匹配那个物品了
}
}
1.3.6版本后的配置文件
"minecraft:apple": [ //食用或者饮用的物品ID
{
"hydration": 4, //饮水值,和饥饿值一样,一个水滴图标代表2,这里的4也就是两个水滴的饮水值
"saturation": 1.0, //水合度(对应饥饿值的饱食度),数量同上计算
"effectChance": 0.0, //Buff概率,1就是100%,不可设置时效
"effect": "", //Buff的ID,填什么Buff的都可以,只要ID填对就行
"nbt": {} //匹配NBT,具体怎么使用例如你想针对某个单独效果的药水就可以在这里填写NBT来匹配那个物品了
}
]
如果是想设置脏水的效果,示例:
"minecraft:rotten_flesh": [
{
"hydration": -1, //如果这里设置成负数的话饮水值会显示成绿色的,但是并不会有其他什么效果
"saturation": 0.0,
"effectChance": 1.0, //100%的概率
"effect": "legendarysurvivaloverhaul:thirst", //干渴的Buff效果ID
"nbt": {}
}
]
1.3.6版本以前的配置文件
"minecraft:apple": { //食用或者饮用的物品ID
"hydration": 4, //饮水值,和饥饿值一样,一个水滴图标代表2,这里的4也就是两个水滴的饮水值
"saturation": 1.0, //水合度(对应饥饿值的饱食度),数量同上计算
"dirty": 0.0 //干渴Buff概率,1就是100%,不可设置时效
}
结尾
这个教程我敲了整整两天,说长不长说短不短。有说错的,翻译错误的都是难免的事情,你可以直接评论区指出我会改。
记住这是为爱发电所做的,没有人有义务为你服务,说话前态度好点会有人帮助你的。祝您游戏愉快!