本篇教程由作者设定未经允许禁止转载。
我本来以为不需要这个教程,所以我完全没想汉化,结果发现不知道zh_cn.lang里有配置文件翻译的人很多,加上扒mod文件对很多人不咋友好(容易绕晕),特此出翻译。
注意事项:
本翻译会持续跟进,所以可能会出现数值不对等的情况,请忽略这种差异;
请确保自己所找到的是.minecraft-versons-游戏核心-config-Overlast-Overlast.cfg文件;
谁要是用解压缩文件去拆mod然后找config我就把你喂寄生虫
注解与小tip均使用星号“*”标出。
# Configuration file
client {
# When set to greater than 0, the UI bar will be offset to the right,
# and when set to less than 0, the UI bar will be offset to the left.
I:Xoffset=0
//GUI位移的X轴参数
//*GUI就是你的理智条和演化条
//*X轴调控左右位移
//*如果该数值大于0,会在原基础上向右偏移
//*如果该数值小于0,会在原基础上向左偏移
# When set to greater than 0, the UI bar will be offset to the bottom,
# and when set to less than 0, the UI bar will be offset to the top.
I:Yoffset=0
//GUI位移的Y轴参数
//*Y轴调控上下位移
//*如果该数值大于0,会在原基础上向下偏移
//*如果该数值小于0,会在原基础上向上偏移
# Specify where to place the GUI bars. You can set it to any of the following:
# top left //左上角
# top right //右上角
# middle left //左侧正中
# middle right //右侧正中
# bottom left //左下角
# bottom right //右下角
# Include the space. If you mess up, it'll default to middle right.
S:barPositions=middle left
//GUI的基础预设,每个预设已在上方标出
//*默认为左侧正中
# Whether to enable low sanity visual effects,may conflict with other mods.
B:enableEffect=false
//是否开启低理智视觉效果
//*启用后,触发“古神的低语”可能会导致游戏崩溃
//默认为false(否)
# Whether to enable low sanity sound effects,may conflict with other mods.
B:enableSound=false
//是否开启低理智音效
//*启用后,触发“古神的低语”可能会导致游戏崩溃
//默认为false(否)
}
custom {
# SRP Killer of the Damage. The default damage is 1.25 + 0.75 * level (eg: 0.75f)
D:SRPEnchantBaseDamage=0.75
//寄灵驱散的基础伤害
//*寄灵驱散伤害公式:实际伤害=1.25+x*等级
//*此值改的是x值而不是1.25
# SRP Killer of the Rarity. 0-COMMON 1-UNCOMMON 2-RARE 3-VERY_RARE(eg: 3)
I:SRPEnchantRarity=3
//寄灵驱散附魔的稀有度
//*0-普通,1-罕见,2-稀有;3-非常稀有
# SRP Killer applicable item types 0-ALL 1-WEAPON 2-FISHING_ROD 3-BOW (eg: 1)
I:SRPEnchantType=0
//可以附上寄灵驱散的物品
//*0-所有物品;1-仅限武器;2-仅限鱼竿;3-仅限弓
# Whether to enable automatic configuration of food Sanity.
B:enableAutoFoodSan=false
//是否启用对食物的理智自动分配机制
//*本配置是为了兼容未添加到列表里的食物
//默认为false(否)
# Final Battle Dimension ID. (eg: 0)
I:finalBattleDimensionID=0
//进行世界净化之战的维度id
//*查看维度id可以使用/forge指令
# World Purification Core Recipe. (eg: minecraft:id;amount;meta)
S:finalSpecimen <
overlast:specimen_cell;1;0
overlast:specimen_farm;1;0
overlast:specimen_infect;1;0
>
//世界净化核心配方(需要CGM的枪械工作台)
//*格式为:“物品id;所需数量;0”
# Eating food altered sanity.(eg: minecraft:id;meta;value)
S:foodSanity <
minecraft:chicken;0;-3
minecraft:beef;0;-5
minecraft:rabbit;0;-3
minecraft:mutton;0;-3
minecraft:porkchop;0;-5
minecraft:fish;0;-3
minecraft:rotten_flesh;0;-10
minecraft:potato;0;-1
minecraft:poisonous_potato;0;-5
overlast:pollute_bowl_herbal;0;-5
minecraft:cooked_chicken;0;3
minecraft:bread;0;1.5
minecraft:cooked_beef;0;5
minecraft:cooked_rabbit;0;3
minecraft:cooked_mutton;0;3
minecraft:cooked_porkchop;0;3
minecraft:baked_potato;0;1.5
minecraft:cooked_fish;0;3
minecraft:pumpkin_pie;0;10
minecraft:cookie;0;1.5
minecraft:rabbit_stew;0;3
minecraft:mushroom_stew;0;1.5
overlast:chocolate_smoothie;0;5
overlast:beef_pickaxe;0;5
overlast:bowl_herbal;0;5
overlast:dumpling;0;5
>
//食物可恢复理智列表(支持自定义)
//*格式为:“物品id;0;所能恢复理智值”
//*若所恢复理智值为负数,则食用会扣除相对性的理智
# Hide the evolution bar of the specified phase. (eg: -1,0,3)
I:hideUI <
>
//会隐藏演化进度条的演化阶段
//*中译中:在演化阶段到达列表中的阶段时,演化进度条不会显示
# Effects of potions given to low sanity under ParasitesInfection status. (eg: minecraft:id;duration;amplifier;parasites)
S:lowSanityParasites <
minecraft:speed;600;2;0
minecraft:resistance;600;1;0
minecraft:strength;1200;2;0
minecraft:speed;600;3;1
minecraft:resistance;600;3;1
minecraft:strength;1200;3;1
>
//低理智且拥有寄群感染buff时,会获得的药水效果的列表
//*格式为:“药水id;持续时间;buff等级;寄群感染buff等级”
# Low sanity spawn entity pools (eg: minecraft:id;phase;rate)
S:lowSanityPools <
srparasites:movingflesh;0;1
srparasites:rupter;0;1
srparasites:rupter;0;1
srparasites:gnat;1;1
srparasites:rupter;1;1
srparasites:gnat;2;1
srparasites:rupter;1;1
srparasites:gnat;2;1
srparasites:mangler;3;2
srparasites:sim_enderman;4;1
srparasites:sim_enderman;5;1
srparasites:sim_enderman;6;2
srparasites:sim_enderman;7;2
srparasites:fer_enderman;10;1
>
//低理智时,在玩家随机生成的寄生体列表
//*格式为:“生物id;当前演化阶段;权重”
//*单条目触发概率=(该条目权重/总权重)*100%
# Effects of potions given to low sanity. (eg: minecraft:id;duration;amplifier)
S:lowSanityPotion <
minecraft:speed;100;1
minecraft:invisibility;100;0
minecraft:resistance;100;0
srparasites:coth;100;4
>
//低理智时会获得的药水效果
//*格式为:“药水id;持续时间;buff等级”
# Cellular Specimen Recipe. (eg: minecraft:id;amount;meta)
S:specimenCell <
srparasites:lurecomponent4;256;0
srparasites:lurecomponent5;256;0
srparasites:lurecomponent6;256;0
srparasites:lurecomponent4;256;0
overlast:boss_chip;16;0
>
//样本方块(细胞)的配方
//*格式为:“物品id;所需数量;0”
# Agricultural Specimen Recipe.(eg: minecraft:id;amount;meta)
S:specimenFarm <
overlast:crops;1280;0
minecraft:pumpkin;512;0
>
//样本方块(农业)的配方
//*格式为:“物品id;所需数量;0”
# Infected Specimen Recipe. (eg: minecraft:id;amount;meta)
S:specimenInfect <
srparasites:parasitesapling;16;2
srparasites:parasiterubble;640;2
srparasites:parasitestain;640;0
srparasites:parasitethin;64;0
srparasites:parasitecanister;64;2
srparasites:parasitestain;640;3
srparasites:parasitemouth;64;0
srparasites:parasiterubble;64;1
srparasites:biomeheart;0;8
>
//样本方块(感染)的配方
//*格式为:“物品id;所需数量;0”
}
mechanics {
# The rate of courage change, both increasing and decreasing.
# Min: 0.1
# Max: 10.0
D:courageScale=1.0
//勇气增减倍率
//*最低为1.0(1倍),最高为10.0(10倍)
# Whether to enable the courage mechanic.
B:enableCourage=true
//是否开启勇气机制
//*默认为true(是)
# Whether to summon the daily boss during the high evolution phase.
B:enableDailyBOSS=true
//是否在高演化阶段的每一天均生成一个boss
//默认为true(是)
# Whether brightness effects sanity.
B:enableLightEffect=true
//亮度是否会影响理智
//*默认为true(是)
# Whether to enable the parasitic mechanic.
B:enableParasitic=true
//是否启用感染机制
//*这将增加游戏的演化速度
//*默认为true(是)
//*这玩意我不知道什么作用,直接从模组文件薅出来的
# For the features provided by the modpacks, the modpacks author is able to customize the radio text through the resource pack.
B:enableRadio=true
//是否允许资源包/整合包作者自定义本Mod文本
//*默认为true(是)
# Whether to enable the sanity mechanic.
B:enableSanity=true
//是否开始理智机制
//*默认为true(是)
# Whether to enable the temperature mechanic.
# Effective only in summer and winter.
B:enableTemperature=true
//是否开始温度系统
//*仅在冬季与夏季有效
//默认为true(是)
# Evolution phase 3 or above will enable the natural evolution,
# the higher the speed of the faster. Set to 0 for it to never occur.
# Min: 4.9E-324
# Max: 1.7976931348623157E308
D:naturalEvolutionScale=1.0
//演化阶段达到3以后,自然演化的速度倍率
//*最小为4.9E-324;最大为1.7976931348623157E308
//*设置为0,则不会自然演化
//*1.0为每66小时进入下一阶段(仅自然演化时)(没错这是百分比的)
# The rate of parasitic change, both increasing and decreasing.
# Min: 0.1
# Max: 10.0
D:parasiticScale=1.0
//感染增减的速率
//*最小为0.1;最大为10.0
//*这玩意我不知道什么作用,直接从模组文件薅出来的
# The rate of Sanity change, both increasing and decreasing.
# Min: 0.1
# Max: 10.0
D:sanityScale=1.5
//理智增减倍率
//*最小为0.1;最大为10.0
# If set to true, the natural evolution bar will only be displayed when holding a dirty clock.
B:showRequestDirtyClock=false
//如果开启,那么只有手持染血的钟时才会显示演化进度条
# The rate at which a player heats up and cools down.
# Min: 0.1
# Max: 10.0
D:temperatureScale=1.5
//玩家体温升降倍率
//*最小为0.1;最大为10.0
}
seasons {
# Whether to enable the Seasons, will affect the ambient temperature and leaf color.
B:aenableSeasons=true
//是否开启季节系统
//*会影响树叶的颜色和温度变化
# Length of autumn, in which the leaves change color.
# Set to 0 for it to never occur.
I:autumnLength=5
//秋季持续天数
# Season when you first create the world.WINTER: 1;SPRING: 2;SUMMER: 3;AUTUMN: 4;default: 0;
I:defaultSeason=0
//进入世界的初始季节
//*默认为0,会在春秋之间任选其一
//*1-春季;2-夏季;3-秋季;4-冬季
# Whether to enable the Summer ParasiteEffect, will affect the Parasites spontaneous combustion.
B:enableSummerParasiteEffect=true
//寄生体在夏季的露天环境下是否会自燃
//*默认为true(是)
# Whether to enable the Summer PlayerEffect, will affect the Player spontaneous combustion.
B:enableSummerPlayerEffect=true
//玩家在夏季的露天环境下是否会自燃
//*默认为true(是)
# Whether to enable the Winter ParasiteEffect, will affect the Parasites speed and strength.
B:enableWinterParasiteEffect=true
//寄生体在冬季是否会获得增幅
//*默认为true(是)
# Whether to enable the Winter PlayerEffect, will affect the Player sanity and natural evolution rate.
B:enableWinterPlayerEffect=true
//玩家在冬季是否会获得buff(即寒潮侵袭与冻结)
//默认为true(是)
# Length of winter, color of the leaves will recover in the spring.
# Set to 0 for it to never occur.
I:springLength=5
//春季持续天数(浅白你打错字了!!!)
# Length of summer, when most biome become hot.
# Set to 0 for it to never occur.
I:summerLength=5
//夏季持续天数
# Length of winter, during which most biome will snow and crops will stop growing.
# Set to 0 for it to never occur.
I:winterLength=5
//冬季持续天数
}