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Pokemeteors [Cobblemon Sidemod]

作者:Emafire003

让太空风格的宝可梦随真正坠落的陨石生成!兼容 Cobblemon 和 OhMyMeteors

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介绍

介绍由机器翻译自 CurseForge 原页面,仅供参考。

pokemeteors_text

一个模组,可让太空相关(或普通!)的 Cobblemon 宝可梦在坠落的陨石中生成,这要归功于 OhMyMeteors 模组!

miniortake160fps1080p-ezgif com-optimize

当宝可梦正常生成时,模组会检查它是否应该在陨石中生成(可通过数据包配置),以及生成概率。随后,一颗陨石会在宝可梦的生成位置上方从天空中坠落;落地时会形成撞击坑,并生成陨石和宝可梦。宝可梦会遵循你通过 Cobblemon 数据包设定的所有常规生成规则。例如,如果它只应在寒冷生物群系中生成,那么它就只会在寒冷生物群系中生成;如果它的等级应在 20 到 30 之间,那么它的等级也会在 20 到 30 之间,以此类推。注意:只有在地表生成的宝可梦(也就是能看到天空时)才能触发陨石生成。这是为了避免陨石试图抵达洞穴,却最终在地表爆炸。

强烈建议同时下载 Cobblemon Megashowdown 模组,该模组添加了许多太空风格的宝可梦模型。

pokemeteors_text

体验这个模组的最佳方式是和其他人一起在服务器上游玩,这样你就可以在 Nodecraft 使用优惠码 EMALIGHTDEV 享受折扣!

功能

宝可梦可以伴随不同尺寸等级的陨石结构生成;陨石也可以是独特的,并针对宝可梦的某些特征进行专门设计(例如,落陨小星的核心颜色)。

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默认生成

默认情况下,此模组为以下宝可梦添加了陨石生成:

  • 落陨小星:小型陨石,每种核心颜色都有独特的陨石,必定以陨石形式生成
  • 皮可西:中型陨石,有 1/8 的概率在陨石中生成
  • 皮皮:小型陨石,有 1/6 的概率在陨石中生成
  • 皮宝宝:与皮皮相同
  • 月石:中型陨石,有专属陨石,有 1/3 的概率在陨石中生成
  • 太阳岩:与月石相同(拥有自己的专属陨石)
  • 代欧奇希斯:大型陨石,拥有专属陨石,必定在陨石中生成
  • 索尔迦雷欧:大型陨石,不会生成陨石结构,必定在陨石中生成
  • 露奈雅拉:与索尔迦雷欧相同
  • 奈克洛兹玛:与索尔迦雷欧和露奈雅拉相同
  • 酋雷姆:超大型陨石,拥有专属冰陨石,必定以陨石形式生成(是的,我知道,严格来说它本该是原始之龙)

自定义生成(数据包)

你可以自定义哪些宝可梦会伴随陨石生成、生成概率,以及它们会生成在哪种陨石结构中。

要进行设置,你必须在 data/pokemeteors/spawns/<yourfilename>.json 中创建一个 JSON 文件。文件结构如下:

{
  "speciesMeteorChances": [
    {
      "species": "cobblemon:<pokemonname>",
      "chance": <1 in x chances>,
      "max_meteor_size": <1-50>,
      "min_meteor_size": <1-50>,
      "meteor_size_class": "<small|medium|big|huge>",
      "unique_meteor": "",
      "aspect_unique_meteor": {}
    },
    {
      "species": "cobblemon:clefairy",
      "chance": 10,
      "max_meteor_size": 6,
      "min_meteor_size": 3,
      "meteor_size_class": "small",
      "unique_meteor": "",
      "aspect_unique_meteor": {}
    }
  ],
  "override_for": [],
  "version_do_not_touch": 1
}

在 specieMeteorChances 中,你可以填写应该伴随陨石生成的宝可梦。每个 pokemon-chance 都有一些必须填写的参数,另外还有一些参数可用于指定它会在哪种陨石结构中生成。

  • species:应与陨石一同生成的宝可梦 ID
  • chance:该宝可梦随陨石生成而非正常生成的概率,以每 <x> 次中发生 1 次表示。(例如,设置为 2 会使宝可梦有 50% 的概率随陨石生成,也就是每两次中生成一次)
  • max_meteor_size:1 到 50 之间的数字,表示陨石的最大尺寸。陨石越大,爆炸范围越大。以及游戏中渲染的陨石实体
  • min_meteor_size:同上,但表示最小尺寸
  • meteor_size_class:四种可能值之一:small、medium、big、huge。此值用于确定陨石结构嵌入地下的深度,并大致描述陨石的尺寸。它还用于确定宝可梦会随哪种陨石结构生成;实际上,每个类别都对应一组陨石结构类型
  • unique_meteor:一个选项值,会覆盖由陨石尺寸类别选定的陨石结构,改为生成指定 ID 的结构。你也可以使用 "pokemeteors:simple_spawn",让宝可梦生成在陨石撞击坑中心,不生成任何结构
  • aspect_unique_meteor:与上面的选项类似,它是一个 aspect:structure_id 映射,并会为指定的属性生成独特的陨石结构。例如 Minior,每种核心颜色都会生成对应的陨石结构

override_for 可用于指定特定宝可梦的覆盖设置。例如,假设你想让 Minior 使用自己的结构生成,但默认数据包会让它随默认的彩色陨石生成。将 "cobblemon:minior" 放入列表后,你的配置就会覆盖默认值(或其他值)。若要覆盖所有默认宝可梦生成设置,可以将 "all_default"

作为列表的第一个元素自定义陨石结构(数据包)

你可以为宝可梦生成时所在的陨石添加自定义结构。这些文件的格式与原版 StructureBlock .nbt 文件相同,也可以用相同的方法生成。你还可以使用 提供的命令,通过 WorldEdit 和 Litematica 来制作结构(/omm custom),更多信息请查看该模组页面。将这些文件放入 data/pokemeteors/structure/。把不想正常生成、只想让某些宝可梦使用的独特结构放在根目录(<– 就是这个目录),其他陨石结构则放在对应尺寸类别的文件夹中,例如小型陨石放在 small。尺寸文件夹中还可以包含一个名为“special”的文件夹,例如:data/pokemeteors/structure/small/special/。放在 special 文件夹中的结构会以较低的概率(10%)出现,而不是生成普通结构。你可以在 OhMyMeteor 的配置中调整此概率。若要移除此模组默认添加的特定结构,可以在对应文件夹中添加一个同名文件,并在文件名前加上“ignore_”。例如,如果你不想生成 solmeteor 结构,就在此位置添加该文件:data/pokemeteors/structure/medium/ignore_solmeteor.nbt。你也可以选择忽略此模组添加的所有默认陨石,并改用自己的结构。在这种情况下,可以将名为 ignore_defualt.nbt 的文件放在 structure 根目录。

要生成宝可梦,必须在陨石结构内放置任意类型的告示牌,并在上面写入 pokespawn。陨石着陆时,宝可梦便会在该位置生成

sign example

数据包示例

你可以在 此处

找到示例数据包的链接。如果有问题,请在 GitHub 上提交 issue,或在 Discord 给我发消息:@Emafire003

配置

安装 YetAnotherConfigLib 和 ModMenu 后,你可以调整一些设置,例如使用 /pokespawn 命令时流星的生成方式、是否以及何时播报流星生成消息、流星中包含哪些宝可梦等。

OhMyMeteors 推荐配置

以下是一些 Oh My, Meteors! 配置修改建议,可让你搭配此模组使用时获得更好的体验:

  • min_meteor_spawn_distance:15让流星在稍远处生成,使其以更倾斜的角度坠落
  • max_meteor_spawn_distance:50同上
  • meteor_spawn_chance:-1禁用自然生成的流星
  • area_explosion_sound:true让更多玩家能听到流星坠落的声音
  • area_explosion_sound_radius:200但也别让太多人听到
  • spawn_fire_with_meteor:false尤其是对于 simple_spawn 宝可梦,它们可能会着火。不过另一方面,流星坑有火焰时看起来酷多了。

<details> <summary>配置文件版本 7 示例(OhMyMeteors 1.4.0)</summary>

请发送需要翻译的英文内容。

  #The version of the config. DO NOT CHANGE IT :D | default= 7 | type= Integer
version:7

#Expressed in blocks, represents the min distance (as in a radius) from the origin of the meteor (like a player) in which the meteor wont' spawn in. (Remember that it has an angled trajectory so it could end up in that area regardless) | default= 2 | type= Integer
min_meteor_spawn_distance:15
#Expressed in blocks, represents the max distance (as in a radius) from the origin of the meteor (like a player) in which a meteor can spawn in. (Remember that it has an angled trajectory so it could end up in that area regardless) | default= 25 | type= Integer
max_meteor_spawn_distance:50
#The world height (y level) at which meteors spawn in | default= 300 | type= Integer
meteor_spawn_height:300
#The higher the value the less the meteor will go diagonally, and will keep mostly vertical. (randomness remains so it's not 100%). Generally, you can remain between 1 and 10. | default= 3.1 | type= Double
meteor_dispersion_factor:3.1
#Expressed as '1 in <x>' chances of spawning a meteor each tick (similar to randomTickSpeed). Setting it to a negative value will disable natural meteor spawn For example, by default it has a chance of 1 in 20000 | default= 30000 | type= Integer
meteor_spawn_chance:-1
#Should huge meteors be able to spawn? They are meteors bigger than the maximum size of the big ones | default= true | type= Boolean
spawn_huge_meteors:true
#The chance for a spawned meteor to be of huge size. Expressed as in 1 in x chances. (on top of the 'normal' spawning chance) | default= 100 | type= Integer
huge_meteor_chance:100
#The size limit of how big a huge meteor can be | default= 40 | type= Integer
huge_meteor_size_limit:40
#Should the spawn rate be different during the night? | default= false | type= Boolean
modify_spawn_chance_at_night:false
#The chance for a meteor to spawn at night if enabled. Expressed as in 1 in x chances. | default= 10000 | type= Integer
meteor_night_spawn_chance:10000
#The smallest size a natural meteor can have when spawned in. Cannot go below 1 | default= 1 | type= Integer
natural_meteor_min_size:1
#The biggest size a natural meteor can have when spawned in. Cannot go above 50. | default= 10 | type= Integer
natural_meteor_max_size:10
#A factor to ADD to the explosion power (by default, the power is equal to the meteor size), thus increasing the damage and radius of the explosion. Also supports negative numbers | default= 0 | type= Integer
explosion_power_modifier:0
#A factor to ADD to the speed at which the meteor falls downwards. It is added to a randomly generated number between 1 and 0. Also supports negative numbers | default= 0 | type= Integer
downwards_speed_modifier:0
#Should meteors explode when they come into contact with an entity? (if true you could use an arrow to make the meteor explode for example) | default= false | type= Boolean
explode_on_entity_collision:false

#This option has no effect as of version 0.4.0. Please use the 'ohmymeteors:meteor_bypasses' tag instead. | default= true | type= Boolean
should_bypass_leaves:true
#This option has no effect as of version 0.4.0. Please use the 'ohmymeteors:meteor_bypasses_and_destroy' tag instead | default= true | type= Boolean
should_destroy_leaves:true
#Should meteors be (more or less) directed towards the nearest player? | default= false | type= Boolean
homing_meteors:false
#Should players get a message in chat/hotbar when a meteor spawns? | default= false | type= Boolean
announce_meteor_spawn:false
#Should players get a message in chat/hotbar when a meteor is destroyed? | default= false | type= Boolean
announce_meteor_destroyed:false
#Should the above announcement be displayed above the hotbar in the actionbar or in chat? | default= true | type= Boolean
actionbar_announcements:true
#If announcements are enabled, should they also display the (approximate) coordinates of the meteor being spawned/destroyed? | default= true | type= Boolean
announce_location:true
#Should the explosion sound of the meteor be heard by all players online? | default= false | type= Boolean
global_explosion_sound:false
#Should the explosion sound of the meteor be heard by all players around a certain area from the impact point? | default= false | type= Boolean
area_explosion_sound:true
#The radius in blocks of the area in which the sound of the meteor will be heard if the option above is true | default= 500 | type= Integer
area_explosion_sound_radius:200

#Should there be a cooldown between a meteor spawning one meteor and then another? | default= true | type= Boolean
should_cooldown_between_meteors:true
#The minimum time interval (in seconds) between spawning a meteor and then another | default= 20 | type= Integer
min_meteor_cooldown_time:20
#Should meteors be able to destroy blocks on impact? | default= true | type= Boolean
meteor_griefing:true
#Should the meteors that come out of a bigger meteor when it's broken be able to destroy blocks on impact? | default= true | type= Boolean
scatter_meteor_griefing:false
#Should meteors spawn the meteor structure after impact? | default= true | type= Boolean
meteor_structure:true
#Should the meteors that come out of a bigger meteor when it's broken be able to destroy spawn structures on impact? | default= true | type= Boolean
scatter_meteor_structure:false
#Should the meteor structure only replace air blocks? | default= false | type= Boolean
only_replace_air:false
#Should the meteors that come out of a bigger meteor when it's broken only replace air blocks for their structure? | default= true | type= Boolean
scatter_only_replace_air:true
#Should fire be spawned on meteor impact? (it looks cool!) | default= true | type= Boolean
spawn_fire_with_meteor:false

#The radius in blocks of the xz area covered by the Basic laser block, where meteors will be blown up | default= 32 | type= Integer
basic_laser_area_radius:32
#How many blocks up from the position of the basic laser should meteors be checked for? (note that the detection box is only 2 blocks thick, not the whole way) | default= 64 | type= Integer
basic_laser_height:64
#The radius in blocks of the xz area covered by the advanced laser block, where meteors will be blown up | default= 48 | type= Integer
advanced_laser_area_radius:48
#How many blocks up from the position of the advanced laser should meteors be checked for? (note that the detection box is only 2 blocks thick, not the whole way) | default= 64 | type= Integer
advanced_laser_height:64
#Should the laser be in a cooldown where it can't fire, after it has just fired? | default= true | type= Boolean
should_basic_laser_cooldown:true
#How many seconds should this cooldown last? | default= 3 | type= Integer
basic_laser_cooldown:3
#Should the laser be in a cooldown where it can't fire, after it has just fired? | default= true | type= Boolean
should_advanced_laser_cooldown:true
#How many seconds should this cooldown last? | default= 1 | type= Integer
advanced_laser_cooldown:1

#The maximum size of meteor that can be considered small, and will spawn a small meteor structure upon impact | default= 4 | type= Integer
max_small_meteor_size:4
#The maximum size of meteor that can be considered medium, and will spawn a medium meteor structure upon impact | default= 7 | type= Integer
max_medium_meteor_size:7
#The maximum size of meteor that can be considered big, and will spawn a big meteor structure upon impact. Only these can spawn a meteor cat by default. | default= 20 | type= Integer
max_big_meteor_size:20
#The chance of spawning a special meteor structure in a certain size category (for example the meteor cat meteor) (works like the other chances, aka 1 in x probability) | default= 10 | type= Integer
special_meteors_chance:10

#Should meteor and laser particles be forced? They will be rendered further away and look better, but if there are too many of them you may want to disable this for lag reasons. Note: some particles will never displays as forced, like the lasers target box | default= true | type= Boolean
use_forced_particles:true

#A list of the IDs of the dimensions in which meteors can naturally spawn in, vanilla or not. | default= [minecraft:overworld, minecraft:the_end] | type= List12
spawn_dimensions:[minecraft:overworld, minecraft:the_end]
#A map consisting of dimension=chance of spawning. The dimension must be present in the list above, otherwise meteors won't spawn at all. This chance will ALWAYS ovveride the default if present. The spawn chance works as described above. | default= {minecraft:the_end=300000} | type= Map1
dimension_chances:{minecraft:the_end=300000}
#The same as above but with a possibly different chance at night if enabled | default= {minecraft:the_end=100000} | type= Map1
dimension_night_chances:{minecraft:the_end=100000}
#If set to false will behave like a blacklist, aka meteors won't spawn in those biomes. If true will behave like a whitelist, meteors will spawn ONLY in those biomes. | default= false | type= Boolean
biome_list_mode:false
#A black or whitelist of the biomes in which meteor will or will not spawn according to the setting above | default= [minecraft:cherry_grove, minecraft:soul_sand_valley, modname:modbiome] | type= ListN
biome_spawn_list:[modname:modbiome]
#A map consisting of biome=chance of spawning. The spawn chance works as described above. The meteors must be able to spawn in those biomes, otherwise they won't! | default= {minecraft:desert=29990, modname:modbiome=2025} | type= MapN
biome_chances:{modname:modbiome=2025}
#The same as above but with a possibly different chance at night if enabled | default= {minecraft:desert=9995, modname:modbiome=2025} | type= MapN
biome_night_chances:{modname:modbiome=2025}

#If true will use a spherical explosion instead of the vanilla cubical one. These look nicer at higher explosion power/ranges, but after power 100 become quite laggy. | default= true | type= Boolean
use_better_explosions:true
#How far should meteors be rendered. WARNING: YOU NEED TO RESTART YOUR SERVER AND CLIENT IF YOU CHANGE THIS VALUE in order for it to take effect. It is multiplied by the 'entity render' distance of the server | default= 200 | type= Integer
meteor_render_distance:200

#If true, there will be a chance that meteor showers will spawn (a lot of meteors spawning at the same time & place. it can also cause brief lag spikes, nothing too dramatic tho) | default= true | type= Boolean
meteor_showers_enabled:true
#The chance for a meteor shower to spawn (on top of the normal meteor spawning chance, so it's meteor_spawn*meteor_shower spawn) | default= 100 | type= Integer
meteor_shower_chance:100
#The minimum number of meteors that are going to spawn in the meteor shower. | default= 5 | type= Integer
min_meteors_in_shower:5
#The maximum number of meteors that are going to spawn in the meteor shower. | default= 20 | type= Integer
max_meteors_in_shower:20
#The delay (in ticks) between each meteor that gets spawned in delayed and direction delayed meteor showers | default= 15 | type= Integer
meteor_shower_delay_ticks:15
#If true, makes the sky glow a certain color when a meteor passes by. This only applies if the meteor is in rendering range and not world or server wide. | default= true | type= Boolean
meteor_skyglow:true
#The color to apply to the sky when a meteor passes by if it's enabled. By default it's a lightblue-cyan color. Bear in mind that Minecraft still applies its own colors, so some shades (like green) work less well than others (blue) | default= #048da5 | type= String
meteor_skyglow_color:#048da5

</details>

支持

最好的支持方式,就是把这个模组分享给尽可能多的人!也欢迎制作视频教程、游戏实况等内容,这会非常有帮助!

你也可以通过此链接请我喝杯咖啡,直接支持我:ko-fi

许可证

GNU GPL3。是的,无需征求我的同意,你可以将此模组加入整合包。

常见问题

Pokemeteors [Cobblemon Sidemod] 支持哪些 Minecraft 版本?

Pokemeteors [Cobblemon Sidemod] 支持 Minecraft Java 版 1.21–1.21.1,共 2 个版本,可用的加载器:Fabric / NeoForge。下载时注意选择和你游戏版本一致的文件。

Pokemeteors [Cobblemon Sidemod] 怎么安装?

先用 PCL2 或 HMCL 启动器安装对应版本的 Fabric / NeoForge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。

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