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# Configuration file
# Configuration file
####################
####################
# block
# block
####################
####################
block {
block {
####################
####################
# ids
# ids
#===================
#===================
# Block Ids.
# Block Ids.
# Blocks will use these IDs. If there is a conflict on first generation there will be autoresolve.
# Blocks will use these IDs. If there is a conflict on first generation there will be autoresolve.
####################
####################
ids {
ids {
# Almost every other block in the mod.
# Almost every other block in the mod.
I:idMulti=1101
I:idMulti=1101
# Portals
# Portals
I:idPortal=1100
I:idPortal=1100
}
}
}
}
####################
####################
# chestloot
# chestloot
#===================
#===================
# Chest Loot options.
# Chest Loot options.
# Changes will only take effect on newly generated loot chests.
# Changes will only take effect on newly generated loot chests.
#
#
# For Booleans
# For Booleans
# 1 means Yes
# 1 means Yes
# 0 means No
# 0 means No
####################
####################
chestloot {
chestloot {
# Boolean:
# Boolean:
# Is chest loot enabled for Ender Pearl Dust?
# Is chest loot enabled for Ender Pearl Dust?
I:enableLootDust=1
I:enableLootDust=1
# Boolean:
# Boolean:
# Is chest loot enabled for Fizzlers?
# Is chest loot enabled for Fizzlers?
I:enableLootFizzler=1
I:enableLootFizzler=1
# Boolean:
# Boolean:
# Is chest loot enabled for Portal Guns?
# Is chest loot enabled for Portal Guns?
I:enableLootPortalGun=1
I:enableLootPortalGun=1
# Boolean:
# Boolean:
# Is chest loot enabled for Portal Spawners?
# Is chest loot enabled for Portal Spawners?
I:enableLootPortalSpawner=1
I:enableLootPortalSpawner=1
# Enabled chest loot spawns.
# Enabled chest loot spawns.
# 0 = Disabled
# 0 = Disabled
# 1 = Dungeon Chests
# 1 = Dungeon Chests
# 2 = Bonus Chests
# 2 = Bonus Chests
# 3 = Village Blacksmith Chests
# 3 = Village Blacksmith Chests
# 4 = Stronghold Crossing Chests
# 4 = Stronghold Crossing Chests
# 5 = Stronghold Library Chests
# 5 = Stronghold Library Chests
# 6 = Stronghold Corridor Chests
# 6 = Stronghold Corridor Chests
# 7 = Jungle Pyramid Dispensers
# 7 = Jungle Pyramid Dispensers
# 8 = Jungle Pyramid Chests
# 8 = Jungle Pyramid Chests
# 9 = Desert Pyramid Chests
# 9 = Desert Pyramid Chests
# 10 = Mineshaft Corridor Chests
# 10 = Mineshaft Corridor Chests
# Formatting: 1, 2, 3, ... etc
# Formatting: 1, 2, 3, ... etc
S:enabledLootOptions=1
S:enabledLootOptions=1
# What is the rarity of Ender Pearl Dust?
# What is the rarity of Ender Pearl Dust?
# 1 - 100
# 1 - 100
I:lootRarityDust=10
I:lootRarityDust=10
# What is the rarity of Fizzlers?
# What is the rarity of Fizzlers?
# 1 - 100
# 1 - 100
I:lootRarityFizzler=2
I:lootRarityFizzler=2
# What is the rarity of Portal Guns?
# What is the rarity of Portal Guns?
# 1 - 100
# 1 - 100
I:lootRarityPortalGun=2
I:lootRarityPortalGun=2
# What is the rarity of Portal Spawners?
# What is the rarity of Portal Spawners?
# 1 - 100
# 1 - 100
I:lootRarityPortalSpawner=2
I:lootRarityPortalSpawner=2
}
}
####################
####################
# client
# client
####################
####################
client {
client {
####################
####################
# clientspecific
# clientspecific
####################
####################
clientspecific {
clientspecific {
I:christmasPotatOS=0
I:christmasPotatOS=0
S:colourBaconGun1=#ffffff
S:colourBaconGun1=#ffffff
S:colourBaconGun2=#ffffff
S:colourBaconGun2=#ffffff
S:colourPotatoGun1=#ffffff
S:colourPotatoGun1=#ffffff
S:colourPotatoGun2=#ffffff
S:colourPotatoGun2=#ffffff
I:customBaconGunColour=0
I:customBaconGunColour=0
I:customPotatoGunColour=0
I:customPotatoGunColour=0
I:enableSounds=1
I:enableSounds=1
I:equipPortalGunSound=1
I:equipPortalGunSound=1
I:portalGunModel=1
I:portalGunModel=1
I:renderTurretLaser=1
I:renderTurretLaser=1
}
}
####################
####################
# keybinds
# keybinds
####################
####################
keybinds {
keybinds {
I:grabKey=34
I:grabKey=34
I:resetPortalsKey=19
I:resetPortalsKey=19
I:shootBluePortalKey=-100
I:shootBluePortalKey=-100
I:shootOrangePortalKey=-99
I:shootOrangePortalKey=-99
I:zoomKey=-98
I:zoomKey=-98
}
}
복사
복사됨
복사
복사됨
####################
# others
####################
others {
# Oh wouldn't you like to know?
I:easterEgg=0
}
}
}
####################
####################
# general
# general
#===================
#===================
# General settings for the mod.
# General settings for the mod.
####################
####################
general {
general {
# Disabled mod parts.
# Disabled mod parts.
# Mod parts in this mod can be disabled to free up Block/Item IDs, etc.
# Mod parts in this mod can be disabled to free up Block/Item IDs, etc.
# More info can be found here:
# More info can be found here:
# http://ichun.us/mods/portalgun/mod-content/
# http://ichun.us/mods/portalgun/mod-content/
#
#
# By default, all mod parts are enabled, so this setting is set to -1.
# By default, all mod parts are enabled, so this setting is set to -1.
# To disable parts, list them as so, with letters A, B, C, D representing a number of a mod part:
# To disable parts, list them as so, with letters A, B, C, D representing a number of a mod part:
# EG: A, B, C, D. (They should be numbers!)
# EG: A, B, C, D. (They should be numbers!)
# At this moment, not all of the previous mod content have been added. They will be in the future.
# At this moment, not all of the previous mod content have been added. They will be in the future.
#
#
# 0 = Portals (Including the pedestal)
# 0 = Portals (Including the pedestal)
# 1 = Long fall boots
# 1 = Long fall boots
# 2 = Weighted Storage Cubes, including the records and the radio.
# 2 = Weighted Storage Cubes, including the records and the radio.
# 3 = Material Emancipation Grid(Not yet implemented)
# 3 = Material Emancipation Grid(Not yet implemented)
# 4 = Turrets
# 4 = Turrets
# 5 = Aerial Faith Plates
# 5 = Aerial Faith Plates
# 6 = High Energy Pellets
# 6 = High Energy Pellets
# 7 = Thermal Discouragement Beams(Not yet implemented)
# 7 = Thermal Discouragement Beams(Not yet implemented)
# 8 = Checkpoint Blocks(Not yet implemented)
# 8 = Checkpoint Blocks(Not yet implemented)
# 9 = Decorative items.
# 9 = Decorative items.
S:modPartsDisabled=-1
S:modPartsDisabled=-1
# Boolean:
# Boolean:
# Enable easy Long Fall Boots recipe?
# Enable easy Long Fall Boots recipe?
I:recipeEasyLongFallBoots=0
I:recipeEasyLongFallBoots=0
# Boolean:
# Boolean:
# Enable easy Default PortalGun and Portal Spawner recipe?
# Enable easy Default PortalGun and Portal Spawner recipe?
I:recipeEasyPortalGun=0
I:recipeEasyPortalGun=0
}
}
####################
####################
# item
# item
####################
####################
item {
item {
####################
####################
# ids
# ids
#===================
#===================
# Base Item Ids.
# Base Item Ids.
# Items will start using these IDs and increment.
# Items will start using these IDs and increment.
# Items do not have autoresolve.
# Items do not have autoresolve.
####################
####################
ids {
ids {
# Item ID base
# Item ID base
# Mod items (Excluding records) will start using this ID and increment.
# Mod items (Excluding records) will start using this ID and increment.
# Default: 13200
# Default: 13200
I:itemIdIndex=13200
I:itemIdIndex=13200
# Record ID base
# Record ID base
# Mod records will start using this ID and increment.
# Mod records will start using this ID and increment.
# Default: 13400
# Default: 13400
I:recordIdIndex=13400
I:recordIdIndex=13400
}
}
}
}
####################
####################
# portalgun
# portalgun
#===================
#===================
# Portalgun options.
# Portalgun options.
# These cannot be changed in-game. Look in the world folder for many more options.
# These cannot be changed in-game. Look in the world folder for many more options.
#
#
# For Booleans
# For Booleans
# 1 means Yes
# 1 means Yes
# 0 means No
# 0 means No
####################
####################
portalgun {
portalgun {
# Boolean:
# Boolean:
# Can you macerate the ender pearl to get ender pearl dust (For IndustrialCraft 2 mod only)?
# Can you macerate the ender pearl to get ender pearl dust (For IndustrialCraft 2 mod only)?
I:dustMaceration=1
I:dustMaceration=1
# Boolean:
# Boolean:
# Enable Fuel (ender pearl dust) for the portalgun?
# Enable Fuel (ender pearl dust) for the portalgun?
# Custom fuel is possible in the WORLD config.
# Custom fuel is possible in the WORLD config.
I:portalGunFuel=0
I:portalGunFuel=0
}
}
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# Configuration file #################### # block #################### block { #################### # ids #=================== # Block Ids. # Blocks will use these IDs. If there is a conflict on first generation there will be autoresolve. #################### ids { # Almost every other block in the mod. I:idMulti=1101 # Portals I:idPortal=1100 } } #################### # chestloot #=================== # Chest Loot options. # Changes will only take effect on newly generated loot chests. # # For Booleans # 1 means Yes # 0 means No #################### chestloot { # Boolean: # Is chest loot enabled for Ender Pearl Dust? I:enableLootDust=1 # Boolean: # Is chest loot enabled for Fizzlers? I:enableLootFizzler=1 # Boolean: # Is chest loot enabled for Portal Guns? I:enableLootPortalGun=1 # Boolean: # Is chest loot enabled for Portal Spawners? I:enableLootPortalSpawner=1 # Enabled chest loot spawns. # 0 = Disabled # 1 = Dungeon Chests # 2 = Bonus Chests # 3 = Village Blacksmith Chests # 4 = Stronghold Crossing Chests # 5 = Stronghold Library Chests # 6 = Stronghold Corridor Chests # 7 = Jungle Pyramid Dispensers # 8 = Jungle Pyramid Chests # 9 = Desert Pyramid Chests # 10 = Mineshaft Corridor Chests # Formatting: 1, 2, 3, ... etc S:enabledLootOptions=1 # What is the rarity of Ender Pearl Dust? # 1 - 100 I:lootRarityDust=10 # What is the rarity of Fizzlers? # 1 - 100 I:lootRarityFizzler=2 # What is the rarity of Portal Guns? # 1 - 100 I:lootRarityPortalGun=2 # What is the rarity of Portal Spawners? # 1 - 100 I:lootRarityPortalSpawner=2 } #################### # client #################### client { #################### # clientspecific #################### clientspecific { I:christmasPotatOS=0 S:colourBaconGun1=#ffffff S:colourBaconGun2=#ffffff S:colourPotatoGun1=#ffffff S:colourPotatoGun2=#ffffff I:customBaconGunColour=0 I:customPotatoGunColour=0 I:enableSounds=1 I:equipPortalGunSound=1 I:portalGunModel=1 I:renderTurretLaser=1 } #################### # keybinds #################### keybinds { I:grabKey=34 I:resetPortalsKey=19 I:shootBluePortalKey=-100 I:shootOrangePortalKey=-99 I:zoomKey=-98 } } #################### # general #=================== # General settings for the mod. #################### general { # Disabled mod parts. # Mod parts in this mod can be disabled to free up Block/Item IDs, etc. # More info can be found here: # http://ichun.us/mods/portalgun/mod-content/ # # By default, all mod parts are enabled, so this setting is set to -1. # To disable parts, list them as so, with letters A, B, C, D representing a number of a mod part: # EG: A, B, C, D. (They should be numbers!) # At this moment, not all of the previous mod content have been added. They will be in the future. # # 0 = Portals (Including the pedestal) # 1 = Long fall boots # 2 = Weighted Storage Cubes, including the records and the radio. # 3 = Material Emancipation Grid(Not yet implemented) # 4 = Turrets # 5 = Aerial Faith Plates # 6 = High Energy Pellets # 7 = Thermal Discouragement Beams(Not yet implemented) # 8 = Checkpoint Blocks(Not yet implemented) # 9 = Decorative items. S:modPartsDisabled=-1 # Boolean: # Enable easy Long Fall Boots recipe? I:recipeEasyLongFallBoots=0 # Boolean: # Enable easy Default PortalGun and Portal Spawner recipe? I:recipeEasyPortalGun=0 } #################### # item #################### item { #################### # ids #=================== # Base Item Ids. # Items will start using these IDs and increment. # Items do not have autoresolve. #################### ids { # Item ID base # Mod items (Excluding records) will start using this ID and increment. # Default: 13200 I:itemIdIndex=13200 # Record ID base # Mod records will start using this ID and increment. # Default: 13400 I:recordIdIndex=13400 } } #################### # portalgun #=================== # Portalgun options. # These cannot be changed in-game. Look in the world folder for many more options. # # For Booleans # 1 means Yes # 0 means No #################### portalgun { # Boolean: # Can you macerate the ender pearl to get ender pearl dust (For IndustrialCraft 2 mod only)? I:dustMaceration=1 # Boolean: # Enable Fuel (ender pearl dust) for the portalgun? # Custom fuel is possible in the WORLD config. I:portalGunFuel=0 }
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# Configuration file #################### # block #################### block { #################### # ids #=================== # Block Ids. # Blocks will use these IDs. If there is a conflict on first generation there will be autoresolve. #################### ids { # Almost every other block in the mod. I:idMulti=1101 # Portals I:idPortal=1100 } } #################### # chestloot #=================== # Chest Loot options. # Changes will only take effect on newly generated loot chests. # # For Booleans # 1 means Yes # 0 means No #################### chestloot { # Boolean: # Is chest loot enabled for Ender Pearl Dust? I:enableLootDust=1 # Boolean: # Is chest loot enabled for Fizzlers? I:enableLootFizzler=1 # Boolean: # Is chest loot enabled for Portal Guns? I:enableLootPortalGun=1 # Boolean: # Is chest loot enabled for Portal Spawners? I:enableLootPortalSpawner=1 # Enabled chest loot spawns. # 0 = Disabled # 1 = Dungeon Chests # 2 = Bonus Chests # 3 = Village Blacksmith Chests # 4 = Stronghold Crossing Chests # 5 = Stronghold Library Chests # 6 = Stronghold Corridor Chests # 7 = Jungle Pyramid Dispensers # 8 = Jungle Pyramid Chests # 9 = Desert Pyramid Chests # 10 = Mineshaft Corridor Chests # Formatting: 1, 2, 3, ... etc S:enabledLootOptions=1 # What is the rarity of Ender Pearl Dust? # 1 - 100 I:lootRarityDust=10 # What is the rarity of Fizzlers? # 1 - 100 I:lootRarityFizzler=2 # What is the rarity of Portal Guns? # 1 - 100 I:lootRarityPortalGun=2 # What is the rarity of Portal Spawners? # 1 - 100 I:lootRarityPortalSpawner=2 } #################### # client #################### client { #################### # clientspecific #################### clientspecific { I:christmasPotatOS=0 S:colourBaconGun1=#ffffff S:colourBaconGun2=#ffffff S:colourPotatoGun1=#ffffff S:colourPotatoGun2=#ffffff I:customBaconGunColour=0 I:customPotatoGunColour=0 I:enableSounds=1 I:equipPortalGunSound=1 I:portalGunModel=1 I:renderTurretLaser=1 } #################### # keybinds #################### keybinds { I:grabKey=34 I:resetPortalsKey=19 I:shootBluePortalKey=-100 I:shootOrangePortalKey=-99 I:zoomKey=-98 } #################### # others #################### others { # Oh wouldn't you like to know? I:easterEgg=0 } } #################### # general #=================== # General settings for the mod. #################### general { # Disabled mod parts. # Mod parts in this mod can be disabled to free up Block/Item IDs, etc. # More info can be found here: # http://ichun.us/mods/portalgun/mod-content/ # # By default, all mod parts are enabled, so this setting is set to -1. # To disable parts, list them as so, with letters A, B, C, D representing a number of a mod part: # EG: A, B, C, D. (They should be numbers!) # At this moment, not all of the previous mod content have been added. They will be in the future. # # 0 = Portals (Including the pedestal) # 1 = Long fall boots # 2 = Weighted Storage Cubes, including the records and the radio. # 3 = Material Emancipation Grid(Not yet implemented) # 4 = Turrets # 5 = Aerial Faith Plates # 6 = High Energy Pellets # 7 = Thermal Discouragement Beams(Not yet implemented) # 8 = Checkpoint Blocks(Not yet implemented) # 9 = Decorative items. S:modPartsDisabled=-1 # Boolean: # Enable easy Long Fall Boots recipe? I:recipeEasyLongFallBoots=0 # Boolean: # Enable easy Default PortalGun and Portal Spawner recipe? I:recipeEasyPortalGun=0 } #################### # item #################### item { #################### # ids #=================== # Base Item Ids. # Items will start using these IDs and increment. # Items do not have autoresolve. #################### ids { # Item ID base # Mod items (Excluding records) will start using this ID and increment. # Default: 13200 I:itemIdIndex=13200 # Record ID base # Mod records will start using this ID and increment. # Default: 13400 I:recordIdIndex=13400 } } #################### # portalgun #=================== # Portalgun options. # These cannot be changed in-game. Look in the world folder for many more options. # # For Booleans # 1 means Yes # 0 means No #################### portalgun { # Boolean: # Can you macerate the ender pearl to get ender pearl dust (For IndustrialCraft 2 mod only)? I:dustMaceration=1 # Boolean: # Enable Fuel (ender pearl dust) for the portalgun? # Custom fuel is possible in the WORLD config. I:portalGunFuel=0 }
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