cfg地址为.minecraft/cfg/lostcities
- <font face="simsun" size="3" color="#000000"># Configuration file
- # 配置文件
- ##########################################################################################################
- # cities_default
- #--------------------------------------------------------------------------------------------------------#
- # Settings related to city generation for the default profile
- # 默认城市生成的设置
- ##########################################################################################################
- cities_default {
- # The default biome factor which is used if your biome is not specified in 'cityBiomeFactors' [range: 0.0 ~ 1.0, default: 1.0]
- # 默认的生物群系城市生成几率,在你的生物群系没有在'cityBiomeFactors'写清时使用。范围0-1,1.0为正常城市生成率
- S:cityBiomeFactorDefault=1.0
- # List of biomes with a factor to affect the city factor in that biome. Using the value 0 you can disable city generation in biomes [default: [river=0], [frozen_river=0], [ocean=.7], [frozen_ocean=.7], [deep_ocean=.4]]
- # 不同生物群系里的城市生成几率。设为0可禁用该生物群系里的城市生成。比如ocean=0.7会将海洋的城市生成降低30%。
- S:cityBiomeFactors <
- river=0
- frozen_river=0
- ocean=.7
- frozen_ocean=.7
- deep_ocean=.4
- >
- # The chance this chunk will be the center of a city [range: 0.0 ~ 1.0, default: 0.02]
- # 任何区块作为城市中心的几率(0-1,默认0.02)
- S:cityChance=0.02
- # The maximum radius of a city [range: 1 ~ 10000, default: 128]
- # 城市最大半径(默认128)
- I:cityMaxRadius=128
- # The minimum radius of a city [range: 1 ~ 10000, default: 50]
- # 城市最小半径(默认50)
- I:cityMinRadius=50
- # The center and radius of a city define a sphere. This thresshold indicates from which point a city is considered a city. This is important for calculating where cities are based on overlapping city circles (where the city thressholds are added) [range: 0.0 ~ 1.0, default: 0.2]
- # 这个没看懂,貌似和重叠的城市有关
- S:cityThresshold=0.2
- }
- ##########################################################################################################
- # explosions_default
- #--------------------------------------------------------------------------------------------------------#
- # Settings related to explosions and damage for the default profile
- # 对随机爆炸伤害生成的设置(摧毁的建筑等等)
- ##########################################################################################################
- explosions_default {
- # A factor that determines how much debris will overflow from nearby damaged chunks. Bigger numbers mean less debris [range: 1 ~ 10000, default: 200]
- # 多少碎片会被洒到临近区块(更小的数值会有更多碎片)(默认200)
- I:debrisToNearbyChunkFactor=200
- # When a section of blocks in in an explosion the generator will count the number of blocks that are connected. The number of connections divided by the total number of blocks in a connected section is compared with this number. If it is smaller then the section of blocks is destroyed or moved down with gravity [range: 0.0 ~ 1.0, default: 0.05]
- # 在爆炸残骸中悬浮的方块会消失或掉落。这个数值越高,更多的悬浮方块连在一起就也会掉落(范围0-1,0禁用,默认0.05)
- S:destroyLoneBlocksFactor=0.05
- # When a section of blocks is to be moved or destroyed this chance gives the chance of removal (as opposed to moving with gravity) [range: 0.0 ~ 1.0, default: 0.4]
- # 如果一些方块被判定为悬浮,就会消失或掉落。这数值为此时方块消失的可能性。例如默认0.4为40%消失60%掉落
- S:destroyOrMoveChance=0.4
- # A section of blocks that is about to be moved or destroyed is always destroyed if it is smaller then this size [range: 1 ~ 5000, default: 50]
- # 如果悬浮方块连在一起的数量小于这个数值,就必定会消失,不会掉落。默认50
- I:destroySmallSectionsSize=50
- # The chance that a chunk will contain an explosion [range: 0.0 ~ 1.0, default: 0.005]
- # 一个区块包含爆炸的几率
- S:explosionChance=0.005
- # The maximum height of an explosion [range: 1 ~ 256, default: 90]
- # 爆炸最高高度
- I:explosionMaxHeight=90
- # The maximum radius of an explosion [range: 1 ~ 3000, default: 50]
- # 爆炸最高半径
- I:explosionMaxRadius=50
- # The minimum height of an explosion [range: 1 ~ 256, default: 75]
- # 爆炸最小高度
- I:explosionMinHeight=75
- # The minimum radius of an explosion [range: 1 ~ 1000, default: 17]
- # 爆炸最小半径
- I:explosionMinRadius=17
- # If this is true the center of an explosion can only be in a city (the blast can still affect non-city chunks) [default: true]
- # 如果这个是true,爆炸中心只能在城市区块(爆炸仍然能波及不是城市的区块)
- B:explosionsInCitiesOnly=true
- # The chance that a chunk will contain a mini explosion [range: 0.0 ~ 1.0, default: 0.07]
- # 一个区块包含小爆炸的几率
- S:miniExplosionChance=0.07
- # The maximum height of a mini explosion [range: 1 ~ 256, default: 100]
- # 小爆炸最高高度
- I:miniExplosionMaxHeight=100
- # The maximum radius of a mini explosion [range: 1 ~ 3000, default: 15]
- # 小爆炸最高半径
- I:miniExplosionMaxRadius=15
- # The minimum height of a mini explosion [range: 1 ~ 256, default: 60]
- # 小爆炸最小高度
- I:miniExplosionMinHeight=60
- # The minimum radius of a mini explosion [range: 1 ~ 1000, default: 5]
- # 小爆炸最小半径
- I:miniExplosionMinRadius=5
- }
- ##########################################################################################################
- # lostcity_default
- #--------------------------------------------------------------------------------------------------------#
- # Settings related to the Lost City for the default profile
- # 世界生成器的设置
- ##########################################################################################################
- lostcity_default {
- # The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation [range: 0 ~ 10, default: 1]
- # 世界低端基岩层的高度。设为0禁用并且使用原版基岩生成器。(范围0-10,默认1)
- I:bedrockLayer=1
- # The chance that a chunk can possibly contain a bridge. There actually being a bridge also depends on the presence of adjacent bridges and other conditions [range: 0.0 ~ 1.0, default: 0.7]
- # 区块可能有桥梁的几率。如果路途中任何一个区块不能生成桥梁,一个桥梁就不会生成。(范围0-1,默认0.7)(这个设置对桥梁几率影响很大,0.6-0.8最好)
- S:bridgeChance=0.7
- # The chance that a chunk can possibly be the top-left chunk of 2x2 building. There actually being a 2x2 building also depends on the condition of those other chunks [range: 0.0 ~ 1.0, default: 0.03]
- # 区块作为一个2x2区块(32x32)建筑左上角的几率
- S:building2x2Chance=0.03
- # The chance that a chunk in a city will have a building. Otherwise it will be a street [range: 0.0 ~ 1.0, default: 0.3]
- # 区块有楼房的几率。一个区块要么是楼房要么是马路。
- S:buildingChance=0.3
- # The chance that a doorway will be generated at a side of a building (on any level). Only when possible [range: 0.0 ~ 1.0, default: 0.6]
- # 建筑一边生成门的几率(只在没有阻拦时)
- S:buildingDoorwayChance=0.6
- # The maximum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 4]
- # 建筑最多地下室层数(范围0-7)
- I:buildingMaxCellars=4
- # A cap for the amount of floors a city can have (above ground) [range: 0 ~ 30, default: 9]
- # 建筑最多地上层数(范围0-30)
- I:buildingMaxFloors=9
- # The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 6]
- # 这个设置用在算法里。一个楼内的楼层数是这么算的: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) (范围1-30,默认6)
- I:buildingMaxFloorsChance=6
- # The minimum number of cellars (below ground). 0 means no cellar [range: 0 ~ 7, default: 0]
- # 建筑最少地下室层数(0代表没有地下室)(范围0-7)
- I:buildingMinCellars=0
- # The minimum number of floors (above ground) for a building (0 means the first floor only) [range: 0 ~ 30, default: 0]
- # 建筑最少地上层数(0代表只有第一层)(范围0-30)
- I:buildingMinFloors=0
- # The amount of floors of a building is equal to: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) [range: 1 ~ 30, default: 4]
- # 这个设置用在算法里。一个楼内的楼层数是这么算的: MINFLOORS + random(MINFLOORS_CHANCE + (cityFactor + .1f) * (MAXFLOORS_CHANCE - MINFLOORS_CHANCE)) (范围1-30,默认4)
- I:buildingMinFloorsChance=4
- # The chance that a chunk can possibly contain a corridor. There actually being a corridor also depends on the presence of adjacent corridors [range: 0.0 ~ 1.0, default: 0.7]
- # 一个区块生成道路的几率(生成道路还有其他条件)
- S:corridorChance=0.7
- # The chance that a 2x2 building will be a data center [range: 0.0 ~ 1.0, default: 0.1]
- # 2x2建筑作为数据库的几率(0-1)
- S:dataCenterChance=0.1
- # The description of this profile [default: Default generation, common cities, explosions]
- # 这个生成器档案的介绍(在生成世界界面中可查看)
- S:description=Default generation, common cities, explosions
- # The chance that a street section contains a fountain [range: 0.0 ~ 1.0, default: 0.05]
- # 街区区块有喷泉的几率(0-1)
- S:fountainChance=0.05
- # If true then there will be minimal lighting in the buildings [default: false]
- # 如果true,建筑物内将会有少量灯光(false为无灯光)
- B:generateLigthing=false
- # If true the chests in the buildings will contain loot [default: true]
- # 如果true,建筑物内的箱子就会有宝物
- B:generateLoot=true
- # If true then the buildings will be full of spawners [default: true]
- # 如果true,建筑物会生成刷怪笼
- B:generateSpawners=true
- # Ground level [range: 2 ~ 256, default: 71]
- # 地面高度(2-256,默认71)
- I:groundLevel=71
- # The chance that a 2x2 building will be a library [range: 0.0 ~ 1.0, default: 0.1]
- # 2x2建筑是图书馆的几率(0-1)
- S:libraryChance=0.1
- # Chance that leafblocks will be generated at the border of a building and a street [range: 0.0 ~ 1.0, default: 0.1]
- # 树叶方块在楼房和街道之间生成的几率(0-1)
- S:randomLeafBlockChance=0.1
- # The chance that a brick will be cracked [range: 0.0 ~ 1.0, default: 0.06]
- # 石砖为破裂石砖的几率(0-1)
- S:styleChanceCracked=0.06
- # The chance that a brick will be mossy [range: 0.0 ~ 1.0, default: 0.05]
- # 石砖为发霉石砖的几率(0-1)
- S:styleChanceMossy=0.05
- # The chance that a block on the outside of a building will be covered with a vine [range: 0.0 ~ 1.0, default: 0.009]
- # 房屋侧面任意一个方块有藤蔓的几率(0-1)
- S:vineChance=0.009
- # How much lower the water level is compared to the ground level (63) [range: 1 ~ 30, default: 8]
- # 水面比地面(Y=63)低多少(范围1-30,默认8)
- I:waterLevelOffset=8
- # The worldstyle used by this profile (defined in the assets) [default: standard]
- # 世界风格(?)
- S:worldStyle=standard
- }
- ##########################################################################################################
- # structures_default
- #--------------------------------------------------------------------------------------------------------#
- # Settings related to structure generation for the default profile
- # 原版生成器设置
- ##########################################################################################################
- structures_default {
- # Generate caves
- # 生成洞穴
- B:generateCaves=true
- # Generate mineshafts
- # 生成废矿
- B:generateMineshafts=true
- # Generate ocean monuments
- # 生成海洋要塞
- B:generateOceanMonuments=true
- # Generate ravines
- # 生成峡谷
- B:generateRavines=true
- # Generate scattered features (swamphunts, desert temples, ...)
- # 生成女巫塔,沙漠要塞等
- B:generateScattered=true
- # Generate strongholds
- # 生成末影要塞
- B:generateStrongholds=true
- # Generate villages
- # 生成村庄
- B:generateVillages=true
- # If true then an attempt will be made to prevent villages in cities. Note that enabling this option will likely require a low city density in order to actually get a reasonable chance for villages.
- # 如果为true村庄将不会在城市内生成
- B:preventVillagesInCities=true
- }
- </font>
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