我的世界星系mod解说①1

合集下载

我的世界神秘时代4mod攻略汇总

我的世界神秘时代4mod攻略汇总

我的世界神秘时代4mod攻略汇总我的世界是一款可以自由安装各种mod的沙盒类游戏,而在众多的玩家自制mod中,最受欢迎的想必应该是神秘时代4mod,因为在这个mod里,玩家可以将游戏世界中的任一物体分成各种元素构成,并且还能使用魔法。

下面小编就给大家带来我的世界神秘时代4mod 攻略汇总。

我的世界神秘时代4mod神秘时代4mod介绍:神秘(Thaumaturgy)是一种能用魔法产生奇迹的能力。

使用“神秘”的先驱者被称为“秘术使(thaumaturge)”,“奇术使(thaumaturgist)”或者“引发奇迹之人(miracleworker)”。

这就是神秘时代4mod的内容:从物体中获得元素精华(Essentia)并加以重塑而引发奇迹(Miracles)。

我们需要做的第一件物品就是魔杖,最先能获得的是铁杖头的木质魔杖。

mod的安装方法是先安装forge,然后将mod放进mods文件夹就可以了。

我的世界元素合成表:游戏开始只有6中基本元素的知识,我们需要通过对世界进行探索,才能获得更为复杂的元素知识。

在神秘时代4mod中,把源自古希腊哲学的四大基本元素理论扩展至硫元素,并通过基本元素复合的方式将世界上的任一物体分析为最多10种的元素构成。

我的世界神秘时代4元素怎么解锁?1、在游戏中一开始只有6种基本元素的知识,因此需要通过对世界上的各种方块、物体、生物进行探索,从中获得更为复杂的元素知道。

当然,除了探索,玩家还可以在研究台通过元素合成的方式来获得新元素的知识。

2、而一个优秀的秘术师显然不会光对照这合成表来解锁全部的元素知识,因为你很快就会发现,如果天天只是在家里合成元素,元素研究点数早晚会捉襟见肘,而下图就是一种完全无需合成的元素全解锁方法。

而当你解锁全部元素知识后,就能满世界跑去研究各种物品来积累研究点数,并为研究系统做准备了。

我的世界神秘时代4mod地精介绍:地精是一种奇特的人形生物,能在我的世界中的魔法森林里找到。

我的世界籽岷火星计划

我的世界籽岷火星计划

我的世界籽岷火星计划工作目标1.火星生态环境构建本计划旨在通过《我的世界》籽岷的视角,设计一个虚拟的火星生态环境。

我们将探索火星的地理特征,如火山、峡谷、沙漠等,并将其以游戏的形式呈现出来。

此外,我们还将着重于火星上的生命可能性,设计一系列生态系统,包括水源、植被、气候等,以期在游戏中构建一个可持续发展的火星世界。

2.科技与资源管理在游戏中,玩家需要面对资源稀缺和恶劣环境的双重挑战。

因此,本计划将重点研究火星上的科技发展和资源管理。

如何利用火星上的有限资源,发展可持续的科技,将是游戏设计的关键。

我们计划引入一系列科技树和资源循环利用机制,让玩家在游戏中不断探索和创新,以适应火星的生活。

3.文化与社区建设火星计划的另一个目标是建立一个多元文化的社区。

我们将结合籽岷的特色,引入不同国家和文化的元素,让玩家在游戏中体验到多样化的文化碰撞和融合。

同时,我们将建立一个活跃的社区,鼓励玩家分享自己的火星探险经历,共同创造一个丰富多彩的火星世界。

工作任务1.游戏环境的设定与设计首先,我们需要对火星的环境进行深入研究,包括地质结构、气候条件、植被分布等,以确保游戏中的环境真实可信。

我们将利用3D建模技术,设计出火星的地表、地下结构、天空等细节,为玩家提供一个沉浸式的游戏体验。

2.游戏机制的创新与开发我们将开发一系列独特的游戏机制,如科技树、资源循环利用、生态平衡等,以增加游戏的深度和挑战性。

同时,我们也将引入生存、建设、探险等多种游戏模式,满足不同玩家的需求。

3.社区建设与管理为了建立一个活跃的社区,我们将开发一套社区交流平台,鼓励玩家分享经验、交流心得。

同时,我们也将定期举办线上、线下的活动,如火星探险比赛、创意建造大赛等,以增强社区的凝聚力。

4.市场推广与合作为了确保火星计划的顺利进行,我们将制定一套全面的市场推广计划,包括社交媒体宣传、合作伙伴的引入、品牌赞助等。

我们将寻找与我们志同道合的合作伙伴,共同推广火星计划,扩大其影响力。

我的世界星系mod怎么用

我的世界星系mod怎么用

我的世界星系mod怎么用我的世界中有许许多多有趣的有趣的mod,但是这些mod要怎么玩呢,今天小编给大家带来的是的我的世界星系mod的教程,希望大家喜欢。

首先呢,挖矿,星系mod的资源消耗不是一般的大。

后面mod矿石依次是铜矿,锡矿,铝矿,硅七种矿石缺一不可,(当然,煤矿可以用木炭代替。

)然后呢,就是燃煤发电机和元件制造台。

相比工业mod我很嫌弃星系的发电机,因为不自带电能存储,只会不停的发电,很浪费我家的煤诶,不过星系的机器可以直接用镐子破坏这点必须赞发电机和元件制造台连接,制造第一个基础晶圆。

话说一个钻石合成3个晶圆还是感觉有点贵,特别是对于前期没有多少资源的游民有了晶圆我们就可以开始做些(和谐)的事了首先合成压缩机,这玩意除了用来浪费资源我觉得就没别的用处正如上面这样,把两块铁合成致密铁我还是比较喜欢叫铁板。

后面就直接叫铁板吧。

不要介意。

相同的办法把铜锭,锡锭,铝锭弄成板。

然后两份煤和铁板可以弄成钢板好浪费煤然后钢板可以用来弄特种兵套装特种兵套装有很高的火抗哦【我可没说完全免疫火焰】,可以到岩浆里游泳哼哼,有了压缩机,我们就可以制造更高级的机器了。

合成高级晶圆!正如上面这样,把两块铁合成致密铁我还是比较喜欢叫铁板。

后面就直接叫铁板吧。

不要介意。

相同的办法把铜锭,锡锭,铝锭弄成板。

然后钢板可以用来弄特种兵套装特种兵套装有很高的火抗哦【我可没说完全免疫火焰】,可以到岩浆里游泳哼哼,有了压缩机,我们就可以制造更高级的机器了。

合成高级晶圆!一个钻石搞基一次,作者坑不止一点点然后就是太阳能电板【钻石足够直接弄搞基太阳能,基础太阳能就是基础晶圆】接着就是噔噔噔,电力压缩机登场,再也不用烧煤了、至此可以脱离烧煤的时代~然后就是需要蓄电池啦~一整个白天生产的电能是很多的,几个电池应付不过来,只好弄成储能模块,存储更多电能。

方便晚上"摔角"低级和高级差距是五倍,左边50万蓄能,右边250万的蓄能。

我的世界神秘时代4怪异之地生物群系讲解

我的世界神秘时代4怪异之地生物群系讲解

神秘时代4怪异之地生物群系讲解我的世界神秘时代4怪异之地(Eerie)生物群系是神秘4特有的生物群系有3种今天小编为大家介绍的是三大生物群系之一的怪异之地生物群系,喜欢的小伙伴不要错过哦。

这是一种有限扩散的生物群系,它可以出现在各种生物群系内部,产生的源头在于黑暗节点。

通常会在黑曜石图腾柱周围形成。

这种生物群系是一格一格缓慢扩散的,最初生成黑曜石图腾时,周围并没有这种生物群系。

在黑曜石柱顶部的黑暗节点影响下,距离柱10格内随机选取几格转变成怪异之地,直到范围内完全变成这种生物群系,并使草地、树叶、水等颜色变暗。

当这种生物群系内的条件符合刷怪范围时(光照、与主角距离等),会刷出暴怒巨人僵尸(Furious Zombie)。

刷出的过程类似于刷怪笼,会在节点周围出现一些火,但是并不需要符合刷怪笼在人物16格以内才会刷的规律,而且只会从节点旁刷出,哪怕是在空中。

暴怒巨人僵尸看起来除了眼睛是红色以外和普通僵尸没什么差别,但是它有30颗心的血量,是普通僵尸的3倍,而且速度快,攻击路径判断更聪明,在受到伤害时,体型会增大至3格高(停止受伤时又会慢慢缩小)。

地精随时有可能终止交易,强制关闭交易界面,此时需要重新哄他开心才能再次开启交易。

一般能交易十几到几十次,偶尔会1次就关闭。

杀死地精会概率掉落它手持物品和魔豆。

有一种黑曜石阵,中心上空是一个黑暗节点,下方是一个箱子和精灵刷怪笼,属性和单一的黑曜石柱差不多,也刷暴怒巨人僵尸。

而且精灵刷怪笼会刷出一些攻击性的精灵,所以晚上来这里还是比较危险的。

但是白天的话可以轻松拿走箱子里的东西,而且如果研究成了缸中节点,可以把黑暗节点也带走。

带走的黑暗节点会变虚弱,各方面会比原来的节点差一些。

不过带走的节点放出来仍然可以形成一个新的怪异之地,虽然速度要慢很多。

可以利用来做成暴怒巨人僵尸农场。

即使黑暗节点被带走,要消除这里的怪异之地还是很难的。

更多我的世界攻略信息还可以关注:触手TV我的世界直播专区和触手TV我的世界攻略视频教程专区。

我的世界jenny模组动作指令

我的世界jenny模组动作指令

我的世界jenny模组动作指令Minecraft 中的“Jenny”模块是一种命令方块,允许玩家在游戏中执行动作或执行命令。

它以其创建者Jenny 的名字命名,并且是“Minecraft Comes Alive”模组的一部分。

要使用Jenny 模组,玩家必须先安装“Minecraft Comes Alive”模组,然后在他们的物品栏中找到Jenny 方块。

放置方块后,玩家可以右键单击它以访问GUI(图形用户界面),他们可以在其中输入命令或操作。

使用Jenny 模块可以执行多种操作和命令。

一些示例包括生成生物或物品、传送到不同位置、更改一天中的时间以及修改天气。

玩家还可以使用Jenny 模块执行复杂的命令或功能,例如创建自定义交易或与游戏中的其他NPC(非玩家角色)互动。

使用Jenny 模块的好处之一是,它可以让玩家更方便、更高效地执行动作和执行命令。

玩家无需输入长命令或执行多个步骤来获得特定结果,只需将他们想要的动作或命令输入Jenny 积木,让它为他们执行命令即可。

以下是一些可以使用Minecraft 中的Jenny 模块执行的命令示例:生成生物或物品:玩家可以使用Jenny 模块生成生物或物品,方法是使用“summon(召唤)”命令,然后使用所需的生物或物品。

例如,要生成僵尸,玩家可以使用命令“summon zombie(召唤僵尸)”。

传送:珍妮模块可用于将玩家传送到游戏世界中的不同位置。

这可以使用“tp”命令后跟玩家姓名和所需坐标来完成。

例如,要将名为“Steve”的玩家传送到坐标(x=64,y=64,z=64),命令为“tp Steve 64 64 64”。

更改一天中的时间:玩家可以使用Jenny 模块更改Minecraft 中的一天中的时间,方法是使用“time set"(时间设置)”命令,然后使用所需的时间。

例如,要将时间设置为日出(上午6:00),命令为“time set 60000”。

我的世界3.14版本冷门知识点

我的世界3.14版本冷门知识点

我的世界3.14版本冷门知识点:1.箭可以凌空被砍下来,不过需要单身30年的手速与偷瞄女厕50年的判断力与观察力才行。

要解释也很简单:当你按下f3+b打开碰撞箱体积显示时,你可以看见,凌空的箭也是有碰撞箱体积的,于是使凌空砍箭成为可能。

2.使用无限岩浆的新人朋友,在1.6版本才能使用无限岩浆,运用的机制是:岩浆流过涂在地上的红石时,可以变成静止岩浆,不过机智的mojang已经在1.7版本把这个bug改掉了3.怎样自己修改亮度比明亮更亮呢!首先打开minecraft-options文本文件,找到“gama:1.0”,将“1”改成任意数值,你就可以感受到,夜晚也亮的瞎眼耶!!哦,千万不要调太高,这得问问你的显卡了。

3.发现一个好玩的设备:将你的四周用任意放块围起来,高度两格,随后在你的脚下放一格水,在你的头的放一个tnt并点燃,它将落到你脚下的水里并爆炸。

奇迹发生了,你并没有死,而是被弹飞到了很高的空中,于是你惊奇的发现,蹦床产生了。

4.如何无视光亮种植蘑菇呢?首先你先挖个坑,随后倒一桶水,然后用蘑菇右击水,于是蘑菇便种上去了。

地狱的基岩顶部也可以种蘑菇。

5.小黑不能搬运比泥土硬的放块。

6.不想装门又不想让怪物进来的方法是啥捏?挖三格高,上面一个半砖下面一个半砖。

因为怪物的ai是将半砖视为一格,当他跳起时,正好上面的半砖也挡住了它,于是他再也进不了了。

注意!小僵尸除外。

7.为何会出现多只末影龙!!原因是因为加载错误导致末地被刷新了多次。

根据已知的信息证明,敖厂长就是个典型例子。

还有吧友私聊我说,他这个倒霉蛋有过1人干7龙.avi的经验。

8.刚刚有人告诉我了!1.7版本也可以刷黑曜石,前提是并不是用红石,而是用激活的红石。

激活的红石铁轨也可以。

9.当你正在吃东西或者格挡时,同时按下左键,就可以边吃东西边挖方块,格挡也是一样。

不过在1.8这种好玩的东西已经被万恶的mojang改掉了。

10.怎样换游戏中画的图片呢? 打开材质包,assets->minecraft->textures->painting,可以看到一张图片,改动它就可以了(我的材质包是这个路径,不知道别的是不是也是这样)。

TD-SCDMA 3GPP TS 34.122 V11.11.0 (2015-06)第一部分

TD-SCDMA 3GPP TS 34.122 V11.11.0 (2015-06)第一部分

3GPP TS 34.122 V11.11.0 (2015-06)Technical Specification3rd Generation Partnership Project;Technical Specification Group Radio Access Network;Terminal conformance specification;Radio transmission and reception (TDD)(Release 11)The present document has been developed within the 3rd Generation Partnership Project (3GPP TM) and may be further elaborated for the purposes of 3GPP.KeywordsUMTS, testing, terminal3GPPPostal address3GPP support office address650 Route des Lucioles - Sophia AntipolisValbonne - FRANCETel.: +33 4 92 94 42 00 Fax: +33 4 93 65 47 16InternetCopyright NotificationNo part may be reproduced except as authorized by written permission.The copyright and the foregoing restriction extend to reproduction in all media.© 2015, 3GPP Organizational Partners (ARIB, ATIS, CCSA, ETSI, TSDSI, TTA, TTC).All rights reserved.UMTS™ is a Trade Mark of ETSI registered for the benefit of its members3GPP™ is a Trade Mark of ETSI registered for the benefit of its Members and of the 3GPP Organizational Partners LTE™ is a Trade Mark of ETSI registered for the benefit of its Members a nd of the 3GPP Organizational Partners GSM® and the GSM logo are registered and owned by the GSM AssociationContents Foreword (44)1Scope (45)2References (45)3Definitions, abbreviations and equations (46)3.1Definitions (46)3.2Abbreviations (47)3.3Equations (48)4Frequency bands and channel arrangement (48)4.1General (48)4.2Frequency bands (48)4.3TX–RX frequency separation (49)4.3.13,84 Mcps TDD Option (49)4.3.21,28 Mcps TDD Option (49)4.3.37,68 Mcps TDD Option (49)4.4Channel arrangement (49)4.4.1Channel spacing (49)4.4.1.13,84 Mcps TDD Option (49)4.4.1.21,28 Mcps TDD Option (49)4.4.1.37,68 Mcps TDD Option (49)4.4.2Channel raster (49)4.4.3Channel number (49)4.4.4UARFCN (3,84 Mcps TDD Option) (49)4.4.4A UARFCN (1.28 Mcps TDD Option) (50)4.4.5UARFCN (7,68 Mcps TDD Option) (50)5Transmitter Characteristics (51)5.1General (51)5.2User Equipment maximum output power (51)5.2.1Definition and applicability (51)5.2.2Minimum Requirements (51)5.2.2.1 3.84 Mcps TDD option (51)5.2.2.2 1.28 Mcps TDD option (52)5.2.2.37.68 Mcps TDD option (52)5.2.3Test purpose (53)5.2.4Method of test (53)5.2.4.1Initial conditions (53)5.2.4.1.13,84 Mcps TDD Option (53)5.2.4.1.21,28 Mcps TDD Option (54)5.2.4.1.37,68 Mcps TDD Option (54)5.2.4.2Procedure (55)5.2.5Test Requirements (55)5.2.5.13,84 Mcps TDD Option (55)5.2.5.2 1.28 Mcps TDD Option (55)5.2.5.37.68 Mcps TDD Option (56)5.2A User Equipment maximum output power with E-DCH (56)5.2A.1Definition and applicability (56)5.2A.2Minimum Requirements (56)5.2A.2.1 3.84 Mcps TDD option (56)5.2A.2.2 1.28 Mcps TDD option (56)5.2A.2.37.68 Mcps TDD option (57)5.2A.3Test purpose (57)5.2A.4Method of test (57)5.2A.4.1Initial conditions (57)5.2A.4.1.13,84 Mcps TDD Option (57)5.2A.4.1.21,28 Mcps TDD Option (58)5.2A.4.2Procedure (58)5.2A.5Test requirements (58)5.2A.5.1 3.84 Mcps TDD Option (58)5.2A.5.2 1.28 Mcps TDD Option (58)5.2A.5.37.68 Mcps TDD Option (59)5.2B User Equipment maximum output power with HS-SICH and DPCH (59)5.2B.1Definition and applicability (59)5.2B.2Minimum Requirements (59)5.2B.2.1 3.84 Mcps TDD option (59)5.2B2.2 1.28 Mcps TDD option (59)5.2B.2.37.68 Mcps TDD option (60)5.2B.3Test purpose (60)5.2B.4Method of test (60)5.2B.4.1Initial conditions (60)5.2B.4.2Procedure (60)5.2B.5Test requirements (61)5.2B.5.1 3.84 Mcps TDD Option (61)5.2B.5.2 1.28 Mcps TDD Option (61)5.2B.5.37.68 Mcps TDD Option (61)5.3UE frequency stability (61)5.3.1Definition and applicability (61)5.3.2Minimum Requirements (61)5.3.3Test purpose (62)5.3.4Method of test (62)5.3.4.1Initial conditions (62)5.3.4.1.13,84 Mcps TDD Option (62)5.3.4.1.21,28 Mcps TDD Option (62)5.3.4.1.37,68 Mcps TDD Option (62)5.3.4.2Procedure (63)5.3.5Test Requirements (63)5.4Output Power Dynamics (63)5.4.1Uplink power control (63)5.4.1.1Initial accuracy (3,84 Mcps TDD Option) (63)5.4.1.1.1Definition and applicability (63)5.4.1.1.2Minimum requirements (63)5.4.1.1.3Test purpose (63)5.4.1.1.4Method of test (64)5.4.1.1.5Test requirements (64)5.4.1.2Differential accuracy, controlled input (3,84 Mcps TDD Option) (65)5.4.1.2.1Definition and applicability (65)5.4.1.2.2Minimum requirements (65)5.4.1.2.3Test purpose (65)5.4.1.2.4Method of test (65)5.4.1.2.5Test requirements (66)5.4.1.2A Differential accuracy, controlled input (67)5.4.1.3Open loop power control (1,28 Mcps TDD Option) (67)5.4.1.3.1Definition and applicability (67)5.4.1.3.2Minimum requirements (67)5.4.1.3.3 Test purpose (67)5.4.1.3.4Method of test (67)5.4.1.3.5Test requirements (68)5.4.1.4Closed loop power control (1,28 Mcps TDD Option) (69)5.4.1.4.1Definition and applicability (69)5.4.1.4.2Minimum requirements (69)5.4.1.4.3Test purpose (69)5.4.1.4.4Method of test (69)5.4.1.4.5Test requirements (70)5.4.1.5Initial accuracy (7,68 Mcps TDD Option) (71)5.4.1.5.1Definition and applicability (71)5.4.1.5.2Minimum requirements (71)5.4.1.5.5Test requirements (72)5.4.2Minimum output power (72)5.4.2.1Definition and applicability (72)5.4.2.2Minimum Requirements (72)5.4.2.2.13,84Mcps TDD Option (72)5.4.2.2.21,28Mcps TDD Option (72)5.4.2.2.37,68Mcps TDD Option (73)5.4.2.3Test purpose (73)5.4.2.4Method of test (73)5.4.2.4.1Initial conditions (73)5.4.2.4.2Procedure (73)5.4.2.5Test requirements (73)5.4.2.5.13,84 Mcps TDD Option (73)5.4.2.5.21,28 Mcps TDD Option (73)5.4.2.5.37,68 Mcps TDD Option (73)5.4.3Transmit OFF power (74)5.4.3.1Definition and applicability (74)5.4.3.2Minimum Requirements (74)5.4.3.3Test purpose (74)5.4.3.4Method of test (74)5.4.3.5Test requirements (74)5.4.4Transmit ON/OFF Time mask (74)5.4.4.1Definition and applicability (74)5.4.4.2Minimum requirements (74)5.4.4.2.13,84Mcps TDD Option (74)5.4.4.2.21,28Mcps TDD Option (75)5.4.4.2.37,68Mcps TDD Option (75)5.4.4.3Test Purpose (76)5.4.4.4Method of test (76)5.4.4.4.1Initial conditions (76)5.4.4.4.2Procedure (76)5.4.4.5Test requirements (76)5.4.5Out-of-synchronisation handling of output power for continuous transmission (77)5.4.5.1Definition and applicability (77)5.4.5.2Minimum Requirement (77)5.4.5.2.13,84 Mcps TDD Option (77)5.4.5.2.21,28 Mcps TDD Option (78)5.4.5.2.37,68 Mcps TDD Option (79)5.4.5.3Test purpose (80)5.4.5.4Method of test (81)5.4.5.4.1Initial conditions (81)5.4.5.4.2Procedure (81)5.4.5.5Test Requirements (82)5.4.6Out-of-synchronisation handling of output power for discontinuous transmission (82)5.4.6.1Definition and applicability (82)5.4.6.2Minimum Requirement (83)5.4.6.2.13,84 Mcps TDD Option (83)5.4.6.2.21,28 Mcps TDD Option (84)5.4.6.2.37,68 Mcps TDD Option (85)5.4.6.3Test purpose (86)5.4.6.4Method of test (87)5.4.6.4.1Initial conditions (87)5.4.6.4.2Procedure (87)5.4.6.5Test Requirements (88)5.5Output RF spectrum emissions (88)5.5.1Occupied bandwidth (88)5.5.1.1Definition and applicability (88)5.5.1.2Minimum Requirements (88)5.5.1.4Method of test (89)5.5.1.4.1Initial conditions (89)5.5.1.4.2Procedure (89)5.5.1.5Test requirements (89)5.5.1.5.13,84 Mcps TDD Option (89)5.5.1.5.21,28 Mcps TDD Option (90)5.5.1.5.37,68 Mcps TDD Option (90)5.5.2Out of band emission (90)5.5.2.1Spectrum emission mask (90)5.5.2.1.1Definition and applicability (90)5.5.2.1.1.13,84 Mcps TDD Option (90)5.5.2.1.1.21,28 Mcps TDD Option (90)5.5.2.1.1.37,68 Mcps TDD Option (90)5.5.2.1.2Minimum Requirements (90)5.5.2.1.2.13,84 Mcps TDD Option (90)5.5.2.1.2.21,28 Mcps TDD Option (91)5.5.2.1.2.37,68 Mcps TDD Option (91)5.5.2.1.3Test purpose (92)5.5.2.1.4Method of test (92)5.5.2.1.5Test requirements (93)5.5.2.1.5.13,84 Mcps TDD Option (93)5.5.2.1.5.21,28 Mcps TDD Option (94)5.5.2.1.5.37,68 Mcps TDD Option (95)5.5.2.1A Spectrum emission mask with E-DCH (95)5.5.2.1A.1Definition and applicability (95)5.5.2.1A.2Minimum Requirements (95)5.5.2.1A.3Test purpose (96)5.5.2.1A.4Method of test (96)5.5.2.1A5Test requirements (97)5.5.2.1B Spectrum emission mask with HS-SICH and DPCH (97)5.5.2.1B.1Definition and applicability (97)5.5.2.1B.2Minimum Requirements (98)5.5.2.1B.3Test purpose (98)5.5.2.1B.4Method of test (98)5.5.2.1B5Test requirements (99)5.5.2.2Adjacent Channel Leakage power Ratio (ACLR) (99)5.5.2.2.1Definition and applicability (99)5.5.2.2.2Minimum Requirements (100)5.5.2.2.2.13,84Mcps TDD Option (100)5.5.2.2.2.21,28Mcps TDD Option (100)5.5.2.2.2.37,68Mcps TDD Option (100)5.5.2.2.3Test purpose (100)5.5.2.2.4Method of test (101)5.5.2.2.5Test requirements (101)5.5.2.2.5.13,84 Mcps TDD Option (101)5.5.2.2.5.21,28 Mcps TDD Option (101)5.5.2.2.5.37,68 Mcps TDD Option (102)5.5.2.2A Adjacent Channel Leakage power Ratio (ACLR) with E-DCH (102)5.5.2.2A.1Definition and applicability (102)5.5.2.2A.2Minimum Requirements (102)5.5.2.2A.2.13,84Mcps TDD Option (102)5.5.2.2A.2.21,28Mcps TDD Option (102)5.5.2.2A.2.37,68Mcps TDD Option (103)5.5.2.2A.3Test purpose (103)5.5.2.2A.4Method of test (103)5.5.2.2A.5Test requirements (103)5.5.2.2A.5.13,84 Mcps TDD Option (103)5.5.2.2A.5.21,28 Mcps TDD Option (103)5.5.2.2B.2.13,84Mcps TDD Option (104)5.5.2.2B.2.21,28Mcps TDD Option (104)5.5.2.2B.2.37,68Mcps TDD Option (104)5.5.2.2B.3Test purpose (104)5.5.2.2B.4Method of test (105)5.5.2.2B.5Test requirements (105)5.5.2.2B.5.13,84 Mcps TDD Option (105)5.5.2.2B.5.21,28 Mcps TDD Option (105)5.5.2.2B.5.37,68 Mcps TDD Option (105)5.5.3Spurious emissions (105)5.5.3.1Definition and applicability (105)5.5.3.2Minimum Requirements (106)5.5.3.2.13,84 Mcps TDD Option (106)5.5.3.2.21,28Mcps TDD Option (106)5.5.3.2.37,68 Mcps TDD Option (107)5.5.3.3Test purpose (108)5.5.3.3.13,84 Mcps Option (108)5.5.3.3.21,28 Mcps Option (108)5.5.3.3.37,68 Mcps Option (108)5.5.3.4Method of test (108)5.5.3.4.1Initial conditions (108)5.5.3.4.2Procedure (108)5.5.3.5Test requirements (109)5.5.3.5.13,84 Mcps TDD Option (109)5.5.3.5.21,28 Mcps TDD Option (109)5.5.3.5.37,68 Mcps TDD Option (111)5.6Transmit Intermodulation (111)5.6.1Definition and applicability (111)5.6.2Minimum Requirements (111)5.6.2.13,84 Mcps TDD Option (111)5.6.2.21,28 Mcps TDD Option (112)5.6.2.37,68 Mcps TDD Option (112)5.6.3Test purpose (112)5.6.4Method of test (112)5.6.4.1Initial conditions (112)5.6.4.2Procedure (113)5.6.4.2.13,84 Mcps TDD Option (113)5.6.4.2.21,28 Mcps TDD Option (113)5.6.4.2.37,68 Mcps TDD Option (113)5.6.5Test requirements (113)5.6.5.13,84 Mcps TDD Option (113)5.6.5.21,28 Mcps TDD Option (113)5.6.5.37,68 Mcps TDD Option (114)5.7Transmit Modulation (114)5.7.1Error Vector Magnitude (114)5.7.1.1Definition and applicability (114)5.7.1.2Minimum Requirements (114)5.7.1.3Test purpose (115)5.7.1.4Method of test (115)5.7.1.4.1Initial conditions (115)5.7.1.4.2Procedure (115)5.7.1.5Test requirements (115)5.7.1A Error Vector Magnitude with E-DCH16QAM (115)5.7.1A.1Definition and applicability (115)5.7.1A.2Minimum Requirements (115)5.7.1A.4Method of test (116)5.7.1A.4.1Initial conditions (116)5.7.1A.4.2Procedure (116)5.7.1B.1Definition and applicability (117)5.7.1B.2Minimum Requirements (117)5.7.B1.3Test purpose (117)5.7.1B.4Method of test (117)5.7.1B.4.1Initial conditions (117)5.7.1B.4.2Procedure (117)5.7.1B.5Test requirements (117)5.7.2Peak code domain error (118)5.7.2.1Definition and applicability (118)5.7.2.2Minimum Requirement (118)5.7.2.3Test purpose (118)5.7.2.4Method of test (118)5.7.2.4.1Initial conditions (118)5.7.2.4.1.13,84 Mcps TDD Option (118)5.7.2.4.1.21,28 Mcps TDD Option (118)5.7.2.4.1.37,68 Mcps TDD Option (119)5.7.2.4.2Procedure (119)5.7.2.5Test requirements (119)6Receiver Characteristics (119)6.1General (119)6.2Reference sensitivity level (120)6.2.1Definition and applicability (120)6.2.2Minimum Requirements (120)6.2.2.13,84 Mcps TDD Option (120)6.2.2.21,28 Mcps TDD Option (120)6.2.2.37,68 Mcps TDD Option (121)6.2.3Test purpose (121)6.2.4Method of test (121)6.2.4.1Initial conditions (121)6.2.4.2Procedure (121)6.2.5Test requirements (121)6.2.5.13,84 Mcps TDD Option (121)6.2.5.21,28 Mcps TDD Option (122)6.2.5.37,68 Mcps TDD Option (122)6.2A Reference sensitivity level (IMB) (122)6.2A.1Definition and applicability (122)6.2A.2Minimum Requirements (122)6.2A.3Test purpose (123)6.2A.4Method of test (123)6.2A.4.1Initial conditions (123)6.2A.4.2Procedure (123)6.2A.5Test requirements (123)6.3Maximum Input Level (124)6.3.1Definition and applicability (124)6.3.2Minimum requirements (124)6.3.2.13,84 Mcps TDD Option (124)6.3.2.21,28 Mcps TDD Option (124)6.3.2.37,68 Mcps TDD Option (125)6.3.3Test purpose (125)6.3.4Method of test (125)6.3.4.1Initial conditions (125)6.3.4.2Procedure (125)6.3.5Test requirements (125)6.3A Maximum Input Level for HS-PDSCH Reception (16QAM) (125)6.3A.1Definition and applicability (125)6.3A.2Minimum requirements (125)6.3A.3Test purpose (126)6.3A.4Method of test (126)6.3A.4.1Initial conditions (126)6.3A.4.2Procedure (126)6.3B Maximum Input Level for HS-PDSCH Reception (64QAM) (127)6.3B.1Definition and applicability (127)6.3B.2Minimum requirements (127)6.3B.3Test purpose (127)6.3B.4Method of test (127)6.3B.4.1Initial conditions (127)6.3B.4.2Procedure (128)6.3B.5Test requirements (128)6.3C Maximum Input Level (IMB) (128)6.3C.1Definition and applicability (128)6.3C.2Minimum requirements (128)6.3C.3Test purpose (128)6.3C.4Method of test (128)6.3C.4.1Initial conditions (128)6.3C.4.2Procedure (129)6.3C.5Test requirements (129)6.4Adjacent Channel Selectivity (ACS) (129)6.4.1Definition and applicability (129)6.4.2Minimum Requirements (129)6.4.2.13,84 Mcps TDD Option (129)6.4.2.21,28 Mcps TDD Option (130)6.4.2.37,68 Mcps TDD Option (130)6.4.3Test purpose (130)6.4.4Method of test (130)6.4.4.1Initial conditions (130)6.4.4.2Procedure (131)6.4.5Test Requirements (131)6.4.5.13,84 Mcps TDD Option (131)6.4.5.21,28 Mcps TDD Option (131)6.4.5.37,68 Mcps TDD Option (132)6.4A Adjacent Channel Selectivity (ACS) (IMB) (132)6.4A.1Definition and applicability (132)6.4A.2Minimum Requirements (132)6.4A.3Test purpose (133)6.4A.4Method of test (133)6.4A.4.1Initial conditions (133)6.4A.4.2Procedure (133)6.4A.5Test Requirements (133)6.5Blocking Characteristics (134)6.5.1Definition and applicability (134)6.5.2Minimum Requirements (134)6.5.2.13,84 Mcps TDD Option (134)6.5.2.21,28 Mcps TDD Option (135)6.5.2.37,68 Mcps TDD Option (137)6.5.3Test purpose (138)6.5.4Method of test (138)6.5.4.1Initial conditions (138)6.5.4.2Procedure (138)6.5.5Test requirements (139)6.5.5.13,84 Mcps TDD Option (139)6.5.5.21,28 Mcps TDD Option (140)6.5.5.37,68 Mcps TDD Option (140)6.5A Blocking Characteristics (IMB) (141)6.5A.1Definition and applicability (141)6.5A.2Minimum Requirements (141)6.5A.3Test purpose (142)6.5A.4Method of test (142)6.5A.4.1Initial conditions (142)6.5A.4.2Procedure (143)6.5A.5Test requirements (143)6.6.2Minimum Requirements (144)6.6.2.13,84 Mcps TDD Option (144)6.6.2.21,28 Mcps TDD Option (145)6.6.2.37,68 Mcps TDD Option (145)6.6.3Test purpose (145)6.6.4Method of test (145)6.6.4.1Initial conditions (145)6.6.4.2Procedure (145)6.6.5Test requirements (146)6.6.5.13,84 Mcps TDD (146)6.6.5.21,28 Mcps TDD (146)6.6.5.37,68 Mcps TDD (146)6.6A Spurious Response (IMB) (147)6.6A.1Definition and applicability (147)6.6A.2Minimum Requirements (147)6.6A.3Test purpose (147)6.6A.4Method of test (147)6.6A.4.1Initial conditions (147)6.6A.4.2Procedure (148)6.6A.5Test requirements (148)6.7Intermodulation Characteristics (148)6.7.1Definition and applicability (148)6.7.2Minimum Requirements (149)6.7.2.13,84 Mcps TDD Option (149)6.7.2.21,28 Mcps TDD Option (149)6.7.2.37,68 Mcps TDD Option (149)6.7.3Test purpose (150)6.7.4Method of test (150)6.7.4.1Initial conditions (150)6.7.4.2Procedure (150)6.7.5Test requirements (150)6.7.5.13,84 Mcps TDD Option (150)6.7.5.21,28 Mcps TDD Option (150)6.7.5.37,68 Mcps TDD Option (151)6.7A Intermodulation Characteristics (IMB) (151)6.7A.1Definition and applicability (151)6.7A.2Minimum Requirements (151)6.7A.3Test purpose (152)6.7A.4Method of test (152)6.7A.4.1Initial conditions (152)6.7A.4.2Procedure (152)6.7A.5Test requirements (153)6.8Spurious Emissions (153)6.8.1Definition and applicability (153)6.8.2Minimum Requirements (153)6.8.2.13,84 Mcps TDD Option (153)6.8.2.21,28 Mcps TDD Option (153)6.8.2.37,68 Mcps TDD Option (154)6.8.3Test purpose (155)6.8.4Method of test (155)6.8.4.1Initial conditions (155)6.8.4.2Procedure (155)6.8.5Test requirements (156)6.8.5.13,84 Mcps TDD Option (156)6.8.5.21,28 Mcps TDD Option (156)6.8.5.37,68 Mcps TDD Option (157)7Performance Requirements (159)7.1General (159)7.1.2Definition of Additive White Gaussian Noise (AWGN) Interferer (159)7.2Demodulation in static propagation conditions (159)7.2.1.1Definition and applicability (159)7.2.1.2Minimum requirements (159)7.2.1.2.13,84 Mcps TDD Option (159)7.2.1.2.21,28 Mcps TDD Option (160)7.2.1.2.37,68 Mcps TDD Option (160)7.2.1.3Test purpose (161)7.2.1.4Method of test (161)7.2.1.4.1Initial conditions (161)7.2.1.4.2Procedure (161)7.2.1.5Test requirements (161)7.2.1.5.1 3.84Mcps TDD Option (161)7.2.1.5.2 1.28Mcps TDD Option (162)7.2.1.5.37.68Mcps TDD Option (162)7.3Demodulation of DCH in multipath fading conditions (162)7.3.1Multipath fading Case 1 (162)7.3.1.1Definition and applicability (162)7.3.1.2Minimum requirements (162)7.3.1.2.13,84 Mcps TDD Option (162)7.3.1.2.21,28 Mcps TDD Option (163)7.3.1.2.37,68 Mcps TDD Option (164)7.3.1.3Test purpose (164)7.3.1.4Method of test (164)7.3.1.4.1Initial conditions (164)7.3.1.4.2Procedure (165)7.3.1.5Test requirements (165)7.3.1.5.1 3.84Mcps TDD Option (165)7.3.1.5.2 1.28Mcps TDD Option (165)7.3.1.5.37.68Mcps TDD Option (165)7.3.2Multipath fading Case 2 (165)7.3.2.1Definition and applicability (165)7.3.2.2Minimum requirement (166)7.3.2.2.13,84 Mcps TDD Option (166)7.3.2.2.21,28 Mcps TDD Option (166)7.3.2.2.37,68 Mcps TDD Option (167)7.3.2.3Test purpose (167)7.3.2.4Method of test (168)7.3.2.4.1Initial conditions (168)7.3.2.4.2Procedure (168)7.3.2.5Test requirements (168)7.3.2.5.1 3.84Mcps TDD Option (168)7.3.2.5.2 1.28Mcps TDD Option (168)7.3.2.5.37.68Mcps TDD Option (168)7.3.3Multipath fading Case 3 (169)7.3.3.1Definition and applicability (169)7.3.3.2Minimum requirements (169)7.3.3.2.13,84 Mcps TDD Option (169)7.3.3.2.21,28 Mcps TDD Option (169)7.3.3.2.37,68 Mcps TDD Option (170)7.3.3.3Test purpose (171)7.3.3.4Method of test (171)7.3.3.4.1Initial conditions (171)7.3.3.4.2Procedure (171)7.3.3.5Test requirements (171)7.3.3.5.1 3.84Mcps TDD Option (171)7.3.3.5.2 1.28Mcps TDD Option (171)7.3.3.5.37.68Mcps TDD Option (172)7.3A Demodulation of DCH in High speed train conditions (172)7.3A.1Definition and applicability (172)7.3A.1.13,84 Mcps TDD Option (172)7.3A.1.21,28 Mcps TDD Option (172)7.3A.2.37,68 Mcps TDD Option (173)7.3A.3Test purpose (173)7.3A.4Method of test (173)7.3A.4.1Initial conditions (173)7.3A.4.2Procedure (173)7.3A.5Test requirements (173)7.3A.5.1 3.84Mcps TDD Option (173)7.3A.5.2 1.28Mcps TDD Option (173)7.3A.5.37.68Mcps TDD Option (174)7.4Base station transmit diversity mode for 3,84 Mcps TDD Option (174)7.4.1Demodulation of BCH in SCTD mode (174)7.5Power control in downlink (174)7.5.1Definition and applicability (174)7.5.2Power control in downlink for 3,84 Mcps TDD option, constant BLER Target (174)7.5.2.1Minimum requirements (174)7.5.2.2Test purpose (175)7.5.2.3Method of test (175)7.5.2.3.1Initial conditions (175)7.5.2.3.2Procedure (175)7.5.2.4Test Requirements (175)7.5.3Power control in downlink for 1,28 Mcps TDD option, constant BLER Target(Release 6 and earlier) .. 175 7.5.3.1Definition and applicability (175)7.5.3.2Minimum requirements (176)7.5.3.3Test purpose (176)7.5.3.4Method of test (176)7.5.3.4.1Initial conditions (176)7.5.3.4.2Procedure (177)7.5.3.5Test Requirements (177)7.5.3A Power control in downlink for 1,28 Mcps TDD option, constant BLER Target(Release 7 and later) (177)7.5.3A.1Definition and applicability (177)7.5.3A.2Minimum requirements (177)7.5.3A.3Test purpose (178)7.5.3A.4Method of test (178)7.5.3A.4.1Initial conditions (178)7.5.3A.4.2Procedure (178)7.5.3A.5Test Requirements (178)7.5.4Power control in the downlink for 1,28 Mcps TDD option, wind up effects (178)7.5.4.1 Definition and applicability (178)7.5.4.2Minimum requirements (179)7.5.4.3Test purpose (179)7.5.4.4Method of test (179)7.5.4.5Test Requirements (180)7.5.5Power control in the downlink for 1,28 Mcps TDD option, initial convergence (180)7.5.5.1Definition and applicability (180)7.5.5.2Minimum requirements (180)7.5.5.3Test purpose (181)7.5.5.4Method of test (181)7.5.5.5Test Requirements (181)7.6Uplink Power Control (181)7.6.1Definition and applicability (181)7.6.2Minimum requirements (181)7.6.3Test purpose (183)7.6.4Method of test (183)7.6.4.1Initial conditions (183)7.6.4.2Procedure (183)7.6.5Test Requirements (183)7.7Demodulation of DCH in moving conditions (184)7.7.1Definition and applicability (184)7.7.2.1 3.84 Mcps TDD Option (184)7.7.2.2 1.28 Mcps TDD Option (184)7.7.2.37.68 Mcps TDD Option (185)7.7.3Test purpose (185)7.7.4Method of test (185)7.7.4.1Initial conditions (185)7.7.4.2Procedure (185)7.7.5Test Requirements (185)7.7.5.1 3.84 Mcps option (185)7.7.5.2 1.28 Mcps option (185)7.7.5.37.68Mcps option (186)7.8Demodulation of DCH in birth-death conditions (186)7.8.1Definition and applicability (186)7.8.1.13,84 Mcps TDD Option (186)7.8.1.21,28 Mcps TDD Option (186)7.8.1.37,68 Mcps TDD Option (186)7.8.2Minimum requirements (186)7.8.2.1 3.84 Mcps TDD Option (186)7.8.2.2 1.28 Mcps TDD Option (187)7.8.2.37.68 Mcps TDD Option (187)7.8.3Test purpose (187)7.8.4Method of test (187)7.8.4.1Initial conditions (187)7.8.4.2Procedure (187)7.8.5Test Requirements (188)7.8.5.1 3.84 Mcps option (188)7.8.5.2 1.28 Mcps option (188)7.8.5.37.68 Mcps option (188)8Requirements for Support of RRM (189)8.1General (189)8.2Idle Mode Tasks (189)8.2.1RF Cell Selection Scenario (189)8.2.1.1Introduction (189)8.2.2Cell Re-Selection (189)8.2.2.1Scenario 1: Cell re-selection to intra frequency TDD cell (189)8.2.2.1.1Definition and applicability (189)8.2.2.1.1.13,84 Mcps TDD Option (189)8.2.2.1.1.21,28 Mcps TDD Option (189)8.2.2.1.1.37,68 Mcps TDD Option (189)8.2.2.1.2Minimum requirement (189)8.2.2.1.2.13,84 Mcps TDD Option (189)8.2.2.1.2.21,28 Mcps TDD Option (190)8.2.2.1.2.37,68 Mcps TDD Option (190)8.2.2.1.3Test purpose (190)8.2.2.1.4Method of test (190)8.2.2.1.4.13,84 Mcps TDD Option (190)8.2.2.1.4.1.1Initial conditions (190)8.2.2.1.4.1.2Procedure (193)8.2.2.1.4.21,28 Mcps TDD Option (193)8.2.2.1.4.37,68 Mcps TDD Option (195)8.2.2.1.4.3.1Initial conditions (195)8.2.2.1.4.3.2Procedure (197)8.2.2.1.5Test Requirements (197)8.2.2.1.5.13,84 Mcps TDD Option (197)8.2.2.1.5.21,28 Mcps TDD Option (197)8.2.2.1.5.37,68 Mcps TDD Option (197)8.2.2.2Scenario 2: Cell re-selection to inter-frequency TDD cell (198)8.2.2.2.1Definition and applicability (198)8.2.2.2.2Minimum requirement (198)8.2.2.2.2.13,84 Mcps Option (198)8.2.2.2.2.21,28 Mcps Option (198)8.2.2.2.2.37,68 Mcps Option (199)8.2.2.2.3Test purpose (199)8.2.2.2.4Method of test (199)8.2.2.2.4.13,84 Mcps Option (199)8.2.2.2.4.1.1Initial conditions (199)8.2.2.2.4.1.2Procedure (201)8.2.2.2.4.21,28 Mcps Option (201)8.2.2.2.4.37,68 Mcps Option (203)8.2.2.2.4.3.1Initial conditions (203)8.2.2.2.4.3.2Procedure (205)8.2.2.2.5Test Requirements (205)8.2.2.2.5.13,84 Mcps Option (205)8.2.2.2.5.21,28 Mcps Option (205)8.2.2.2.5.37,68 Mcps Option (205)8.2.2.2A Scenario 2A: 3,84 Mcps TDD cell re-selection for 1,28 Mcps TDD UE (206)8.2.2.2B Scenario 2B: 1,28 Mcps TDD cell re-selection for 3,84 Mcps TDD UE (206)8.2.2.2C Scenario 2C: 3,84 Mcps TDD cell re-selection for 7,68 Mcps TDD UE (206)8.2.2.2C.1Definition and applicability (206)8.2.2.2C.2Minimum requirement (206)8.2.2.2C.3Test purpose (206)8.2.2.2C.4Method of test (206)8.2.2.2C.4.1Initial conditions (206)8.2.2.2C.4.2Procedure (207)8.2.2.2C.5Test Requirements (208)8.2.2.2D Scenario 2D: 7,68 Mcps TDD cell re-selection for 3,84 Mcps TDD UE (208)8.2.2.2D.1Definition and applicability (208)8.2.2.2D.2Minimum requirement (208)8.2.2.2D.3Test purpose (208)8.2.2.2D.4Method of test (208)8.2.2.2D.4.1Initial conditions (208)8.2.2.2D.4.2Procedure (209)8.2.2.2D.5Test Requirements (210)8.2.2.3Scenario 3: TDD/FDD Cell re-selection (210)8.2.2.3.1Definition and applicability (210)8.2.2.3.1.13,84 Mcps Option (210)8.2.2.3.1.21,28 Mcps Option (210)8.2.2.3.1.37,68 Mcps Option (210)8.2.2.3.2Minimum requirements (210)8.2.2.3.3Test purpose (211)8.2.2.3.4Method of test (211)8.2.2.3.4.13,84 Mcps Option (211)8.2.2.3.4.1.1Initial conditions (211)8.2.2.3.4.1.2Procedure (212)8.2.2.3.4.21,28 Mcps Option (213)8.2.2.3.4.37,68 Mcps Option (214)8.2.2.3.4.3.1Initial conditions (214)8.2.2.3.4.3.2Procedure (215)8.2.2.3.5Test requirements (215)8.2.2.4Scenario 4: inter RAT cell re-selection (216)8.2.2.4.1Definition and applicability (216)8.2.2.4.1.13,84 Mcps Option (216)8.2.2.4.1.21,28 Mcps Option (216)8.2.2.4.1.37,68 Mcps Option (216)8.2.2.4.2Minimum requirement (216)8.2.2.4.2.13,84 Mcps Option (216)8.2.2.4.4.13,84 Mcps Option (217)8.2.2.4.4.1.1Initial conditions (217)8.2.2.4.4.1.2Procedure (218)8.2.2.4.4.21,28 Mcps Option (219)8.2.2.4.4.37,68 Mcps Option (220)8.2.2.4.5Test Requirements (221)8.2.2.4.5.13,84 Mcps Option (221)8.2.2.4.5.21,28 Mcps Option (221)8.2.2.4.5.37,68 Mcps Option (221)8.2.2.5Scenario 4A: inter RAT cell acquisition and re-selection (221)8.2.2.5.1Definition and applicability (221)8.2.2.5.1.13,84 Mcps Option (221)8.2.2.5.1.21,28 Mcps Option (222)8.2.2.5.1.37,68 Mcps Option (222)8.2.2.5.2Minimum requirement (222)8.2.2.5.2.13,84 Mcps Option (222)8.2.2.5.2.21,28 Mcps Option (222)8.2.2.5.2.37,68 Mcps Option (222)8.2.2.5.3Test purpose (222)8.2.2.5.4Method of Test (222)8.2.2.5.4.13,84 Mcps Option (222)8.2.2.5.4.21,28 Mcps Option (222)8.2.2.5.4.2.1Initial conditions (222)8.2.2.5.4.2.2Procedure (223)8.2.2.5.4.37,68 Mcps Option (224)8.2.2.5.5Test Requirements (224)8.2.2.5.5.13,84 Mcps Option (224)8.2.2.5.5.21,28 Mcps Option (224)8.2.2.5.5.37,68 Mcps Option (224)8.2.2.5A Scenario 4B: UTRAN to GSM Cell Re-Selection: HCS with only UTRA level changed (224)8.2.2.5A.1Definition and applicability (224)8.2.2.5A.1.13,84 Mcps Option (224)8.2.2.5A.1.21,28 Mcps Option (224)8.2.2.5A.1.37,68 Mcps Option (224)8.2.2.5A.2Minimum requirement (224)8.2.2.5A.2.13,84 Mcps Option (224)8.2.2.5A.2.21,28 Mcps Option (224)8.2.2.5A.2.37,68 Mcps Option (225)8.2.2.5A.3Test purpose (225)8.2.2.5A.4Method of Test (225)8.2.2.5A.4.13,84 Mcps Option (225)8.2.2.5A.4.21,28 Mcps Option (225)8.2.2.5A.4.2.1Initial conditions (225)8.2.2.5A.4.2.2Procedure (226)8.2.2.5A.4.37,68 Mcps Option (227)8.2.2.5A.5Test Requirements (227)8.2.2.5A.5.13,84 Mcps Option (227)8.2.2.5A.5.21,28 Mcps Option (227)8.2.2.5A.5.37,68 Mcps Option (227)8.2.2.6Scenario 5:TDD/E-UTRA cell re-selection (227)8.2.2.6.1UTRA to E-UTRA TDD cell reselection: E-UTRA is of higher priority (227)8.2.2.6.1.5.2 1.28Mcps Option (232)8.2.2.6.1.5.37.68Mcps Option (233)8.2.2.6.2UTRA to E-UTRA TDD cell reselection: E-UTRA is of lower priority (233)8.2.2.6.2.5Test requirement (238)8.2.2.7Scenario 6: Inter-band Cell Re-selection for 1.28 Mcps TDD UE (239)8.2.2.7.1Definition and applicability (239)8.2.2.7.2Minimum requirement (239)。

我的世界群峦传说模组和原版区别详解

我的世界群峦传说模组和原版区别详解

我的世界-群峦传说模组和原版区别详解
群峦传说,⼀个以其极强的科学性和“⾃虐”性⽽出名的⼤型m o d,这个m o d基本颠覆了原版玩法。

那么群峦传说M o d和原版有什么区别呢?下⾯⼩编为⼤家带来详细介绍。

1、⾸先,地形⽣成器完全更改,你看到的地形都是群峦式的同样,在群峦⾥,你很难找到和原版相同的⽅块。

2、群峦中共有21种⽯头、21种泥⼟和同样种类数量的沙砾和沙⼦。

除了⽯头,其他物品的种类只有外观的影响。

3、17种普通树⽊、9种果树、11种灌⽊和各种花草、野⽣作物构成了群峦的植物界,其中游荡着⽜、⽺、猪、鸡、雉、⿅、马和熊、狼。

这是⼀个完全不同、精彩纷呈的世界。

逗游⽹——中国2亿游戏⽤户⼀致选择的”⼀站式“游戏服务平台。

我的世界1.8版本衣架特性详解 衣架图文攻略

我的世界1.8版本衣架特性详解 衣架图文攻略

我的世界1.8版本衣架特性详解衣架图文攻略《我的世界》游戏中1.8版本有哪些新特性呢?接下来口袋小编xrump为大家介绍下游戏中1.8衣架特性及衣架循环脉冲,有兴趣的一起来看看吧。

1.8变化不少,这个不多说,这次的重点是衣架,也就是这个作为1.8的一大特色更新,衣架看来挺受关注的。

除了可以挂衣服这个理所当然的功能外,它还有受重力作用,受水流推动而不被破坏,两格高碰撞箱(对玩家及其他衣架无碰撞箱)以及可以掉落在半砖上等等特性,在debug界面也可以看到这货属于一个enity。

然后或许有人已经注意到了——这不就是相当于一个不会动的玩家本身么!!于是我突然想到了某个只有玩家和生物能做到的事情……对,没错!这货果然也能触发石制压力板!(我不常上WIKI和youtube如果火星了请原谅我OTZ)我认为这是一个非常有用的特性,因为相较于用物品触发木质压力板,衣架没有会消失的弊端,两格高的碰撞箱让它能很方便的从压力板上被推开而不破坏压力板本身,运输方面它也能被水流推动,长距离运输什么的完全无压力XD所以我认为衣架在红石领域的潜力不可小觑!接下来就是我基于以上特性做出来的一个循环脉冲装置不过我认为这个完全不是重点……由于实在是太简单存档什么的就没必要了,水流的最后一格底下是栅栏因为栅栏碰撞箱高1.5格,相当于多了一个半砖使水流能把衣架推上压力板,这是服务器里挂机池常用的技巧。

中间用栅栏使用为它的碰撞箱较小不会把衣架卡住。

另一个角的活塞用来把衣架挡住中断脉冲。

这个脉冲既不精确体积也不小,纯粹是个蛋疼的产物OTZ。

但咱只是举个栗子,算抛砖引玉吧。

相信这次更新以后,红石领域会出现更多新奇有趣的模块的PS:补充一个……运输方面还可以用矿车,这个可以配合激活铁轨能抖落生物的新特性配合使用。

我的世界魔杖核心类型介绍 Minecraft神秘时代4mod魔杖核心攻略(图文)

我的世界魔杖核心类型介绍 Minecraft神秘时代4mod魔杖核心攻略(图文)

我的世界魔杖核心类型介绍Minecraft神秘时代4mod魔杖核心攻略(图文)我的世界是一款可以自由安装各种mod的沙盒类游戏,而在众多的玩家自制mod中,最受欢迎的想必应该是神秘时代4mod。

下面小编就给大家带来我的世界神秘时代4mod魔杖核心攻略。

魔杖核心我的世界魔杖核心类型介绍神秘时代4mod魔杖核心攻略:在我的世界魔杖系统里,魔杖核心的内容很丰富,种类比较多,并且不同种类的魔杖核心所能施放出的效果不同。

当装备好魔杖,并且背包里有魔杖核心时,按F键就可以装备或者切换了。

一个核心袋子能装18个核心,但其实目前总共也就只有8种核心可以使用而已。

①火焰核心:这事最基础的攻击类核心,虽然可以喷射出火焰,但是没法点燃除了怪物以外的东西。

②电击核心:可以造成雷电伤害,当击中猪和苦力怕时,有一定几率会使其变成僵尸猪人和高压苦力怕,所以使用的时候需要注意。

③冰冻核心:可以造成冰冻伤害,也可以冻结水方块变成冰,还会打碎一些物品,如玻璃,萤石等。

④挖掘核心:正如其名,这个核心的作用是挖矿,在游戏中是挖矿神器。

⑤地狱核心:用这个魔杖核心可以召唤出地狱中的火蝙蝠来攻击敌人,效果是使敌人着火。

⑥地精诅咒核心:这种核心无法通过研究来获得,本来是属于地精法师的魔杖核心,效果看起来很华丽,但是攻击力很一般。

⑦等价交换核心的使用方式稍微有点麻烦,初次装备这种核心时,屏幕左上角显示核心本身。

然后你要设置你打算从背包里拿出去的方块种类。

比如说背包里有一堆圆石,打算换一堆泥土,于是对着圆石按shift+右键,然后注意到左上角魔杖核心的位置显示一个发光的圆石,下标是背包里圆石的数量,这时你就可以用圆石去换其他方块了。

换的方式有两种:左键点击的效果是1块换1块。

右键点击则是对一个区域内的方块(7x7以内)进行等数量交换。

这种核心的交换本质上是破坏目标方块放入背包,然后把付出的方块放置到目标方块原来的位置,所以一些需要精准采集才能获得的方块不能通过这种方式直接获得,核心附魔精准采集也不能,替换草方块时只能获得泥土。

我的世界神秘时代4研究笔记--魔力学篇

我的世界神秘时代4研究笔记--魔力学篇

我的世界神秘时代4研究笔记--魔力学篇我的世界中神秘时代是一个很好玩的MOD,目前该MOD已经到了4.2版本了,小编给大家分享一下4.2版本的研究笔记【魔力学篇】,希望大家喜欢。

法杖充能基座
法杖充能基座2
法杖核心
法杖核心:便携式洞穴
法杖核心:便携式洞穴2
法杖核心:便携式洞穴3
法杖核心:便携式洞穴4
法杖核心:采掘
法杖核心:采掘2
法杖核心:更替
法杖核心:九狱【禁术】
法杖核心:九狱【禁术】2
法杖核心:守护
法杖核心:守护2
法杖核心2
法杖核心3
法杖核心4
工艺权杖
工艺权杖2
宏伟之木杖柄
宏伟之木杖柄2
宏伟之木杖柄3
节点稳定器
金杖端
金杖端2
魔法手杖
魔法手杖2
魔力储存
魔力储存2
银树杖柄
银树杖柄2
掌控魔力
掌控魔力2
以上就是小编关于我的世界神秘时代4研究笔记--魔力学篇的详细说明了,希望可以帮到玩家们,也祝玩家们游戏开心。

minecraft神秘时代4MOD教学教程

minecraft神秘时代4MOD教学教程

喜欢魔法MOD的一定知道神秘时代(Thuamcraft),这个魔法气息浓厚的mod将我们带入了另一个世界,各种新奇的神秘研究,威力无穷的法杖核心。

这是一个可玩性和平衡性比较强的一个MOD,没玩过的也可以看一下这MOD。

1.7.10修复了各种小bug添加了宏伟之树和银树的合成表?修复了先进炼丹炉的渲染错误后面的看不懂了,硬翻译,各种不通-增加了一个小的机会为某些小怪产卵的“冠军”相比他们的正常同行稍微更先进的能力。

-冠军有产卵危险生物群落或位置的可能性要高得多-这可以部分禁用的配置并且存在可用于其他小怪添加到白名单中一个IMC消息-创意方尖碑的创造者,现在做一坛石的基地。

警告只是一个字-即使完成了你可能不会得到一个迷宫的另一面,如果它是靠近现有的方尖碑。

-香草村民去除硬币相关行业,并增加了一个新的“金融家”村民来改变你的硬币到有用的对象-固定相的成本为丝绸触控对焦升级,因此不会要求不可能的事-增加了一个新的3级升级为挖掘重点-重点火余烬将无法穿过固体物体了-卸下硬编码各种工具丰收水平-添加配方手艺自己怪异的眼神,一旦适当的研究已经解锁-固定流量洗涤管连接教程目录一、环境篇:1.矿物的介绍2.植物介绍3.生物介绍一、环境篇1.矿物的介绍矿物和上个版本一样,从左到右:朱砂,风之蕴魔石,火之蕴魔石,水之蕴魔石,地之蕴魔石,秩序蕴魔石,混沌蕴魔石,琥珀矿,上面为矿物原型,中间为采掘工具,下面是掉落物2.植物介绍左:宏伟之木,右:银树宏伟之木:树干粗壮(2X2)分布在草原,森林,雪原,魔法森林,腐化之地,木质颜色偏深,原木是制作许多物品的原料。

p.s:有蜘蛛网的宏伟之木的下面有刷怪笼和宝箱‘银树:同样作为神秘时代特有的树木,高品质设置下树叶会有闪光的粒子特效,主要分布在魔法森林和腐化之地,生成时一般伴有水银花,木质偏白,原木用作高级法杖的制作原料。

银树树木有一定概率生成带有树洞的树干,用揭示之护目镜或魔法透镜就能看到里面的节点元素,此种节点多为纯净节点。

Native Instruments MASCHINE MK3 用户手册说明书

Native Instruments MASCHINE MK3 用户手册说明书

The information in this document is subject to change without notice and does not represent a commitment on the part of Native Instruments GmbH. The software described by this docu-ment is subject to a License Agreement and may not be copied to other media. No part of this publication may be copied, reproduced or otherwise transmitted or recorded, for any purpose, without prior written permission by Native Instruments GmbH, hereinafter referred to as Native Instruments.“Native Instruments”, “NI” and associated logos are (registered) trademarks of Native Instru-ments GmbH.ASIO, VST, HALion and Cubase are registered trademarks of Steinberg Media Technologies GmbH.All other product and company names are trademarks™ or registered® trademarks of their re-spective holders. Use of them does not imply any affiliation with or endorsement by them.Document authored by: David Gover and Nico Sidi.Software version: 2.6.11 (11/2017)Hardware version: MASCHINE MK3Special thanks to the Beta Test Team, who were invaluable not just in tracking down bugs, but in making this a better product.NATIVE INSTRUMENTS GmbH Schlesische Str. 29-30D-10997 Berlin Germanywww.native-instruments.de NATIVE INSTRUMENTS North America, Inc. 6725 Sunset Boulevard5th FloorLos Angeles, CA 90028USANATIVE INSTRUMENTS K.K.YO Building 3FJingumae 6-7-15, Shibuya-ku, Tokyo 150-0001Japanwww.native-instruments.co.jp NATIVE INSTRUMENTS UK Limited 18 Phipp StreetLondon EC2A 4NUUKNATIVE INSTRUMENTS FRANCE SARL 113 Rue Saint-Maur75011 ParisFrance SHENZHEN NATIVE INSTRUMENTS COMPANY Limited 203B & 201B, Nanshan E-Commerce Base Of Innovative ServicesShi Yun Road, Shekou, Nanshan, Shenzhen China© NATIVE INSTRUMENTS GmbH, 2017. All rights reserved.Table of Contents1Welcome to MASCHINE (23)1.1MASCHINE Documentation (24)1.2Document Conventions (25)1.3New Features in MASCHINE 2.6.11 (27)2Basic Concepts (29)2.1Important Names and Concepts (29)2.2Adjusting the MASCHINE User Interface (32)2.2.1Adjusting the Size of the Interface (32)2.2.2Switching between Ideas View and Arranger View (33)2.2.3Showing/Hiding the Browser (34)2.2.4Minimizing the Mixer (34)2.2.5Showing/Hiding the Control Lane (35)2.3Common Operations (36)2.3.1Using the 4-Directional Push Encoder (36)2.3.2Pinning a Mode on the Controller (37)2.3.3Pinning a Mode on the Controller (38)2.3.4Undo/Redo (39)2.3.5List Overlay for Selectors (41)2.3.6Zoom and Scroll Overlays (42)2.3.7Focusing on a Group or a Sound (42)2.3.8Switching Between the Master, Group, and Sound Level (47)2.3.9Navigating Channel Properties, Plug-ins, and Parameter Pages in the Control Area.482.3.9.1Extended Navigate Mode on Your Controller (53)2.3.10Using Two or More Hardware Controllers (56)2.3.11Touch Auto-Write Option (58)2.4Native Kontrol Standard (60)2.5Stand-Alone and Plug-in Mode (62)2.5.1Differences between Stand-Alone and Plug-in Mode (62)2.5.2Switching Instances (63)2.5.3Controlling Various Instances with Different Controllers (64)2.6Preferences (65)2.6.1Preferences – General Page (66)2.6.2Preferences – Audio Page (70)2.6.3Preferences – MIDI Page (74)2.6.4Preferences – Default Page (77)2.6.5Preferences – Library Page (81)2.6.6Preferences – Plug-ins Page (89)2.6.7Preferences – Hardware Page (94)2.6.8Preferences – Colors Page (98)2.7Integrating MASCHINE into a MIDI Setup (100)2.7.1Connecting External MIDI Equipment (100)2.7.2Sync to External MIDI Clock (101)2.7.3Send MIDI Clock (102)2.8Syncing MASCHINE using Ableton Link (103)2.8.1Connecting to a Network (103)2.8.2Joining and Leaving a Link Session (103)2.9Using a Pedal with the MASCHINE Controller (105)2.10File Management on the MASCHINE Controller (105)3Browser (107)3.1Browser Basics (107)3.1.1The MASCHINE Library (107)3.1.2Browsing the Library vs. Browsing Your Hard Disks (108)3.2Searching and Loading Files from the Library (109)3.2.1Overview of the LIBRARY Pane (109)3.2.2Selecting or Loading a Product and Selecting a Bank from the Browser (114)3.2.2.1Browsing by Product Category Using MASCHINE MK3 (118)3.2.2.2Browsing by Product Vendor Using MASCHINE MK3 (119)3.2.3Selecting a Product Category, a Product, a Bank, and a Sub-Bank (119)3.2.3.1Selecting a Product Category, a Product, a Bank, and a Sub-Bank on theController (124)3.2.4Selecting a File Type (125)3.2.5Choosing Between Factory and User Content (126)3.2.6Selecting Type and Mode Tags (127)3.2.7List and Tag Overlays in the Browser (133)3.2.8Performing a Text Search (135)3.2.9Loading a File from the Result List (135)3.3Additional Browsing Tools (140)3.3.1Loading the Selected Files Automatically (140)3.3.2Auditioning Instrument Presets (142)3.3.3Auditioning Samples (143)3.3.4Loading Groups with Patterns (144)3.3.5Loading Groups with Routing (145)3.3.6Displaying File Information (145)3.4Using Favorites in the Browser (146)3.5Editing the Files’ Tags and Properties (152)3.5.1Attribute Editor Basics (152)3.5.2The BANK Page (154)3.5.3The TYPES and MODES Pages (155)3.5.4The PROPERTIES Page (157)3.6Loading and Importing Files from Your File System (158)3.6.1Overview of the FILES Pane (158)3.6.2Using Favorites (160)3.6.3Using the Location Bar (161)3.6.4Navigating to Recent Locations (162)3.6.5Using the Result List (163)3.6.6Importing Files to the MASCHINE Library (166)3.7Locating Missing Samples (168)3.8Using Quick Browse (170)4Managing Sounds, Groups, and Your Project (175)4.1Overview of the Sounds, Groups, and Master (175)4.1.1The Sound, Group, and Master Channels (176)4.1.2Similarities and Differences in Handling Sounds and Groups (177)4.1.3Selecting Multiple Sounds or Groups (178)4.2Managing Sounds (183)4.2.1Loading Sounds (185)4.2.2Pre-listening to Sounds (186)4.2.3Renaming Sound Slots (187)4.2.4Changing the Sound’s Color (187)4.2.5Saving Sounds (189)4.2.6Copying and Pasting Sounds (191)4.2.7Moving Sounds (194)4.2.8Resetting Sound Slots (196)4.3Managing Groups (197)4.3.1Creating Groups (198)4.3.2Loading Groups (200)4.3.3Renaming Groups (201)4.3.4Changing the Group’s Color (201)4.3.5Saving Groups (203)4.3.6Copying and Pasting Groups (205)4.3.7Reordering Groups (208)4.3.8Deleting Groups (209)4.4Exporting MASCHINE Objects and Audio (210)4.4.1Saving a Group with its Samples (211)4.4.2Saving a Project with its Samples (212)4.4.3Exporting Audio (214)4.5Importing Third-Party File Formats (221)4.5.1Loading REX Files into Sound Slots (221)4.5.2Importing MPC Programs to Groups (222)5Playing on the Controller (226)5.1Adjusting the Pads (226)5.1.1The Pad View in the Software (226)5.1.2Choosing a Pad Input Mode (228)5.1.3Adjusting the Base Key (231)5.1.4Using Choke Groups (233)5.1.5Using Link Groups (235)5.2Adjusting the Key, Choke, and Link Parameters for Multiple Sounds (238)5.3Adjusting the Base Key (239)5.4Playing Tools (240)5.4.1Mute and Solo (241)5.4.2Choke All Notes (245)5.4.3Groove (246)5.4.4Level, Tempo, Tune, and Groove Shortcuts on Your Controller (248)5.4.5Tap Tempo (252)5.5Performance Features (253)5.5.1Overview of the Perform Features (253)5.5.2Selecting a Scale and Creating Chords (256)5.5.3Scale and Chord Parameters (256)5.5.4Creating Arpeggios and Repeated Notes (262)5.5.5Swing on Note Repeat / Arp Output (267)5.6Using Lock Snapshots (268)5.6.1Creating a Lock Snapshot (268)5.6.2Using Extended Lock (269)5.6.3Updating a Lock Snapshot (269)5.6.4Recalling a Lock Snapshot (270)5.6.5Morphing Between Lock Snapshots (270)5.6.6Deleting a Lock Snapshot (271)5.6.7Triggering Lock Snapshots via MIDI (272)5.7Using the Smart Strip (274)5.7.1Pitch Mode (274)5.7.2Modulation Mode (275)5.7.3Perform Mode (275)5.7.4Notes Mode (276)6Working with Plug-ins (277)6.1Plug-in Overview (277)6.1.1Plug-in Basics (277)6.1.2First Plug-in Slot of Sounds: Choosing the Sound’s Role (281)6.1.3Loading, Removing, and Replacing a Plug-in (281)6.1.3.1Browser Plug-in Slot Selection (287)6.1.4Adjusting the Plug-in Parameters (290)6.1.5Bypassing Plug-in Slots (290)6.1.6Using Side-Chain (292)6.1.7Moving Plug-ins (292)6.1.8Alternative: the Plug-in Strip (294)6.1.9Saving and Recalling Plug-in Presets (294)6.1.9.1Saving Plug-in Presets (295)6.1.9.2Recalling Plug-in Presets (296)6.1.9.3Removing a Default Plug-in Preset (297)6.2The Sampler Plug-in (298)6.2.1Page 1: Voice Settings / Engine (300)6.2.2Page 2: Pitch / Envelope (302)6.2.3Page 3: FX / Filter (305)6.2.4Page 4: Modulation (307)6.2.5Page 5: LFO (309)6.2.6Page 6: Velocity / Modwheel (311)6.3Using Native Instruments and External Plug-ins (313)6.3.1Opening/Closing Plug-in Windows (313)6.3.2Using the VST/AU Plug-in Parameters (316)6.3.3Setting Up Your Own Parameter Pages (317)6.3.4Using VST/AU Plug-in Presets (322)6.3.5Multiple-Output Plug-ins and Multitimbral Plug-ins (325)7Working with Patterns (326)7.1Pattern Basics (326)7.1.1Pattern Editor Overview (327)7.1.2Navigating the Event Area (333)7.1.3Following the Playback Position in the Pattern (335)7.1.4Jumping to Another Playback Position in the Pattern (337)7.1.5Group View and Keyboard View (338)7.1.6Adjusting the Arrange Grid and the Pattern Length (341)7.1.7Adjusting the Step Grid and the Nudge Grid (344)7.2Recording Patterns in Real Time (349)7.2.1Recording Your Patterns Live (349)7.2.2The Record Prepare Mode (352)7.2.3Using the Metronome (353)7.2.4Recording with Count-in (354)7.2.5Quantizing while Recording (356)7.3Recording Patterns with the Step Sequencer (356)7.3.1Step Mode Basics (356)7.3.2Editing Events in Step Mode (359)7.3.3Recording Modulation in Step Mode (361)7.4Editing Events (361)7.4.1Editing Events with the Mouse: an Overview (362)7.4.2Creating Events/Notes (365)7.4.3Selecting Events/Notes (366)7.4.4Editing Selected Events/Notes (372)7.4.5Deleting Events/Notes (378)7.4.6Cut, Copy, and Paste Events/Notes (381)7.4.7Quantizing Events/Notes (383)7.4.8Quantization While Playing (385)7.4.9Doubling a Pattern (386)7.4.10Adding Variation to Patterns (387)7.5Recording and Editing Modulation (391)7.5.1Which Parameters Are Modulatable? (392)7.5.2Recording Modulation (393)7.5.3Creating and Editing Modulation in the Control Lane (395)7.6Creating MIDI Tracks from Scratch in MASCHINE (401)7.7Managing Patterns (403)7.7.1The Pattern Manager and Pattern Mode (403)7.7.2Selecting Patterns and Pattern Banks (406)7.7.3Creating Patterns (408)7.7.4Deleting Patterns (410)7.7.5Creating and Deleting Pattern Banks (411)7.7.6Naming Patterns (413)7.7.7Changing the Pattern’s Color (415)7.7.8Duplicating, Copying, and Pasting Patterns (416)7.7.9Moving Patterns (419)7.7.10Adjusting Pattern Length in Fine Increments (420)7.8Importing/Exporting Audio and MIDI to/from Patterns (421)7.8.1Exporting Audio from Patterns (421)7.8.2Exporting MIDI from Patterns (422)7.8.3Importing MIDI to Patterns (425)8Audio Routing, Remote Control, and Macro Controls (434)8.1Audio Routing in MASCHINE (435)8.1.1Sending External Audio to Sounds (436)8.1.2Configuring the Main Output of Sounds and Groups (441)8.1.3Setting Up Auxiliary Outputs for Sounds and Groups (446)8.1.4Configuring the Master and Cue Outputs of MASCHINE (450)8.1.5Mono Audio Inputs (456)8.1.5.1Configuring External Inputs for Sounds in Mix View (457)8.2Using MIDI Control and Host Automation (461)8.2.1Triggering Sounds via MIDI Notes (462)8.2.2Triggering Scenes via MIDI (469)8.2.3Controlling Parameters via MIDI and Host Automation (471)8.2.4Selecting VST/AU Plug-in Presets via MIDI Program Change (479)8.2.5Sending MIDI from Sounds (480)8.3Creating Custom Sets of Parameters with the Macro Controls (484)8.3.1Macro Control Overview (485)8.3.2Assigning Macro Controls Using the Software (486)8.3.3Assigning Macro Controls Using the Controller (492)9Controlling Your Mix (494)9.1Mix View Basics (494)9.1.1Switching between Arrange View and Mix View (494)9.1.2Mix View Elements (495)9.2The Mixer (497)9.2.1Displaying Groups vs. Displaying Sounds (498)9.2.2Adjusting the Mixer Layout (500)9.2.3Selecting Channel Strips (501)9.2.4Managing Your Channels in the Mixer (502)9.2.5Adjusting Settings in the Channel Strips (504)9.2.6Using the Cue Bus (508)9.3The Plug-in Chain (510)9.4The Plug-in Strip (511)9.4.1The Plug-in Header (513)9.4.2Panels for Drumsynths and Internal Effects (515)9.4.3Panel for the Sampler (516)9.4.4Custom Panels for Native Instruments Plug-ins (519)9.4.5Undocking a Plug-in Panel (Native Instruments and External Plug-ins Only) (523)9.5Controlling Your Mix from the Controller (525)9.5.1Navigating Your Channels in Mix Mode (526)9.5.2Adjusting the Level and Pan in Mix Mode (527)9.5.3Mute and Solo in Mix Mode (528)9.5.4Plug-in Icons in Mix Mode (528)10Using the Drumsynths (529)10.1Drumsynths – General Handling (530)10.1.1Engines: Many Different Drums per Drumsynth (530)10.1.2Common Parameter Organization (530)10.1.3Shared Parameters (533)10.1.4Various Velocity Responses (533)10.1.5Pitch Range, Tuning, and MIDI Notes (533)10.2The Kicks (534)10.2.1Kick – Sub (536)10.2.2Kick – Tronic (538)10.2.3Kick – Dusty (541)10.2.4Kick – Grit (542)10.2.5Kick – Rasper (545)10.2.6Kick – Snappy (546)10.2.7Kick – Bold (548)10.2.8Kick – Maple (550)10.2.9Kick – Push (551)10.3The Snares (553)10.3.1Snare – Volt (555)10.3.2Snare – Bit (557)10.3.3Snare – Pow (559)10.3.4Snare – Sharp (560)10.3.5Snare – Airy (562)10.3.6Snare – Vintage (564)10.3.7Snare – Chrome (566)10.3.8Snare – Iron (568)10.3.9Snare – Clap (570)10.3.10Snare – Breaker (572)10.4The Hi-hats (574)10.4.1Hi-hat – Silver (575)10.4.2Hi-hat – Circuit (577)10.4.3Hi-hat – Memory (579)10.4.4Hi-hat – Hybrid (581)10.4.5Creating a Pattern with Closed and Open Hi-hats (583)10.5The Toms (584)10.5.1Tom – Tronic (586)10.5.2Tom – Fractal (588)10.5.3Tom – Floor (592)10.5.4Tom – High (594)10.6The Percussions (595)10.6.1Percussion – Fractal (597)10.6.2Percussion – Kettle (600)10.6.3Percussion – Shaker (602)10.7The Cymbals (606)10.7.1Cymbal – Crash (608)10.7.2Cymbal – Ride (610)11Using the Bass Synth (613)11.1Bass Synth – General Handling (614)11.1.1Parameter Organization (614)11.1.2Bass Synth Parameters (616)12Using Effects (618)12.1Applying Effects to a Sound, a Group or the Master (618)12.1.1Adding an Effect (618)12.1.2Other Operations on Effects (627)12.1.3Using the Side-Chain Input (629)12.2Applying Effects to External Audio (632)12.2.1Step 1: Configure MASCHINE Audio Inputs (632)12.2.2Step 2: Set up a Sound to Receive the External Input (635)12.2.3Step 3: Load an Effect to Process an Input (637)12.3Creating a Send Effect (639)12.3.1Step 1: Set Up a Sound or Group as Send Effect (639)12.3.2Step 2: Route Audio to the Send Effect (644)12.3.3 A Few Notes on Send Effects (646)12.4Creating Multi-Effects (647)13Effect Reference (650)13.1Dynamics (651)13.1.1Compressor (651)13.1.2Gate (655)13.1.3Transient Master (659)13.1.4Limiter (661)13.1.5Maximizer (665)13.2Filtering Effects (668)13.2.1EQ (668)13.2.2Filter (671)13.2.3Cabinet (675)13.3Modulation Effects (676)13.3.1Chorus (676)13.3.2Flanger (678)13.3.3FM (680)13.3.4Freq Shifter (681)13.3.5Phaser (683)13.4Spatial and Reverb Effects (685)13.4.1Ice (685)13.4.2Metaverb (687)13.4.3Reflex (688)13.4.4Reverb (Legacy) (690)13.4.5Reverb (692)13.4.5.1Reverb Room (692)13.4.5.2Reverb Hall (695)13.4.5.3Plate Reverb (698)13.5Delays (700)13.5.1Beat Delay (700)13.5.2Grain Delay (703)13.5.3Grain Stretch (705)13.5.4Resochord (707)13.6Distortion Effects (709)13.6.1Distortion (709)13.6.2Lofi (711)13.6.3Saturator (713)13.6.4Analog Distortion (716)13.7Perform FX (718)13.7.1Filter (719)13.7.2Flanger (721)13.7.3Burst Echo (724)13.7.4Reso Echo (726)13.7.5Ring (729)13.7.6Stutter (731)13.7.7Tremolo (734)13.7.8Scratcher (737)14Working with the Arranger (740)14.1Arranger Basics (740)14.1.1Navigating the Arranger (743)14.1.2Following the Playback Position in Your Project (745)14.1.3Jumping to Other Sections (746)14.2Using Ideas View (748)14.2.1Scene Overview (748)14.2.2Creating Scenes (750)14.2.3Assigning and Removing Patterns (751)14.2.4Selecting Scenes (755)14.2.5Deleting Scenes (757)14.2.6Creating and Deleting Scene Banks (758)14.2.7Clearing Scenes (759)14.2.8Duplicating Scenes (759)14.2.9Reordering Scenes (761)14.2.10Making Scenes Unique (762)14.2.11Appending Scenes to Arrangement (763)14.2.12Naming Scenes (764)14.2.13Changing the Color of a Scene (765)14.3Using Arranger View (767)14.3.1Section Management Overview (767)14.3.2Creating Sections (772)14.3.3Assigning a Scene to a Section (773)14.3.4Selecting Sections and Section Banks (774)14.3.5Reorganizing Sections (778)14.3.6Adjusting the Length of a Section (779)14.3.6.1Adjusting the Length of a Section Using the Software (781)14.3.6.2Adjusting the Length of a Section Using the Controller (782)14.3.7Assigning and Removing Patterns (783)14.3.8Duplicating Sections (785)14.3.8.1Making Sections Unique (786)14.3.9Removing Sections (787)14.3.10Renaming Scenes (789)14.3.11Clearing Sections (790)14.3.12Creating and Deleting Section Banks (791)14.3.13Enabling Auto Length (792)14.3.14Looping (793)14.3.14.1Setting the Loop Range in the Software (793)14.4Playing with Sections (794)14.4.1Jumping to another Playback Position in Your Project (795)14.5Triggering Sections or Scenes via MIDI (796)14.6The Arrange Grid (798)14.7Quick Grid (800)15Sampling and Sample Mapping (801)15.1Opening the Sample Editor (801)15.2Recording a Sample (802)15.2.1Opening the Record Page (802)15.2.2Selecting the Source and the Recording Mode (803)15.2.3Arming, Starting, and Stopping the Recording (806)15.2.5Checking Your Recordings (810)15.2.6Location and Name of Your Recorded Samples (813)15.3Editing a Sample (814)15.3.1Using the Edit Page (814)15.3.2Audio Editing Functions (820)15.4Slicing a Sample (828)15.4.1Opening the Slice Page (829)15.4.2Adjusting the Slicing Settings (830)15.4.3Live Slicing (836)15.4.3.1Live Slicing Using the Controller (836)15.4.3.2Delete All Slices (837)15.4.4Manually Adjusting Your Slices (837)15.4.5Applying the Slicing (844)15.5Mapping Samples to Zones (850)15.5.1Opening the Zone Page (850)15.5.2Zone Page Overview (851)15.5.3Selecting and Managing Zones in the Zone List (853)15.5.4Selecting and Editing Zones in the Map View (858)15.5.5Editing Zones in the Sample View (862)15.5.6Adjusting the Zone Settings (865)15.5.7Adding Samples to the Sample Map (872)16Appendix: Tips for Playing Live (875)16.1Preparations (875)16.1.1Focus on the Hardware (875)16.1.2Customize the Pads of the Hardware (875)16.1.3Check Your CPU Power Before Playing (875)16.1.4Name and Color Your Groups, Patterns, Sounds and Scenes (876)16.1.5Consider Using a Limiter on Your Master (876)16.1.6Hook Up Your Other Gear and Sync It with MIDI Clock (876)16.1.7Improvise (876)16.2Basic Techniques (876)16.2.1Use Mute and Solo (876)16.2.2Use Scene Mode and Tweak the Loop Range (877)16.2.3Create Variations of Your Drum Patterns in the Step Sequencer (877)16.2.4Use Note Repeat (877)16.2.5Set Up Your Own Multi-effect Groups and Automate Them (877)16.3Special Tricks (878)16.3.1Changing Pattern Length for Variation (878)16.3.2Using Loops to Cycle Through Samples (878)16.3.3Using Loops to Cycle Through Samples (878)16.3.4Load Long Audio Files and Play with the Start Point (878)17Troubleshooting (879)17.1Knowledge Base (879)17.2Technical Support (879)17.3Registration Support (880)17.4User Forum (880)18Glossary (881)Index (889)1Welcome to MASCHINEThank you for buying MASCHINE!MASCHINE is a groove production studio that implements the familiar working style of classi-cal groove boxes along with the advantages of a computer based system. MASCHINE is ideal for making music live, as well as in the studio. It’s the hands-on aspect of a dedicated instru-ment, the MASCHINE hardware controller, united with the advanced editing features of the MASCHINE software.Creating beats is often not very intuitive with a computer, but using the MASCHINE hardware controller to do it makes it easy and fun. You can tap in freely with the pads or use Note Re-peat to jam along. Alternatively, build your beats using the step sequencer just as in classic drum machines.Patterns can be intuitively combined and rearranged on the fly to form larger ideas. You can try out several different versions of a song without ever having to stop the music.Since you can integrate it into any sequencer that supports VST, AU, or AAX plug-ins, you can reap the benefits in almost any software setup, or use it as a stand-alone application. You can sample your own material, slice loops and rearrange them easily.However, MASCHINE is a lot more than an ordinary groovebox or sampler: it comes with an inspiring 7-gigabyte library, and a sophisticated, yet easy to use tag-based Browser to give you instant access to the sounds you are looking for.What’s more, MASCHINE provides lots of options for manipulating your sounds via internal ef-fects and other sound-shaping possibilities. You can also control external MIDI hardware and 3rd-party software with the MASCHINE hardware controller, while customizing the functions of the pads, knobs and buttons according to your needs utilizing the included Controller Editor application. We hope you enjoy this fantastic instrument as much as we do. Now let’s get go-ing!—The MASCHINE team at Native Instruments.MASCHINE Documentation1.1MASCHINE DocumentationNative Instruments provide many information sources regarding MASCHINE. The main docu-ments should be read in the following sequence:1.MASCHINE Getting Started: This document provides a practical approach to MASCHINE viaa set of tutorials covering easy and more advanced tasks in order to help you familiarizeyourself with MASCHINE.2.MASCHINE Manual (this document): The MASCHINE Manual provides you with a compre-hensive description of all MASCHINE software and hardware features.Additional documentation sources provide you with details on more specific topics:▪Controller Editor Manual: Besides using your MASCHINE hardware controller together withits dedicated MASCHINE software, you can also use it as a powerful and highly versatileMIDI controller to pilot any other MIDI-capable application or device. This is made possibleby the Controller Editor software, an application that allows you to precisely define all MIDIassignments for your MASCHINE controller. The Controller Editor was installed during theMASCHINE installation procedure. For more information on this, please refer to the Con-troller Editor Manual available as a PDF file via the Help menu of Controller Editor.▪Online Support Videos: You can find a number of support videos on The Official Native In-struments Support Channel under the following URL: https:///NIsupport-EN We recommend that you follow along with these instructions while the respective appli-cation is running on your computer.Other Online Resources:If you are experiencing problems related to your Native Instruments product that the supplied documentation does not cover, there are several ways of getting help:▪Knowledge Base▪User Forum▪Technical Support▪Registration SupportYou will find more information on these subjects in the chapter Troubleshooting.1.2Document ConventionsThis section introduces you to the signage and text highlighting used in this manual. This man-ual uses particular formatting to point out special facts and to warn you of potential issues. The icons introducing these notes let you see what kind of information is to be expected:This document uses particular formatting to point out special facts and to warn you of poten-tial issues. The icons introducing the following notes let you see what kind of information can be expected:Furthermore, the following formatting is used:▪Text appearing in (drop-down) menus (such as Open…, Save as… etc.) in the software and paths to locations on your hard disk or other storage devices is printed in italics.▪Text appearing elsewhere (labels of buttons, controls, text next to checkboxes etc.) in the software is printed in blue. Whenever you see this formatting applied, you will find the same text appearing somewhere on the screen.▪Text appearing on the displays of the controller is printed in light grey. Whenever you see this formatting applied, you will find the same text on a controller display.▪Text appearing on labels of the hardware controller is printed in orange. Whenever you see this formatting applied, you will find the same text on the controller.▪Important names and concepts are printed in bold.▪References to keys on your computer’s keyboard you’ll find put in square brackets (e.g.,“Press [Shift] + [Enter]”).►Single instructions are introduced by this play button type arrow.→Results of actions are introduced by this smaller arrow.Naming ConventionThroughout the documentation we will refer to MASCHINE controller (or just controller) as the hardware controller and MASCHINE software as the software installed on your computer.The term “effect” will sometimes be abbreviated as “FX” when referring to elements in the MA-SCHINE software and hardware. These terms have the same meaning.Button Combinations and Shortcuts on Your ControllerMost instructions will use the “+” sign to indicate buttons (or buttons and pads) that must be pressed simultaneously, starting with the button indicated first. E.g., an instruction such as:“Press SHIFT + PLAY”means:1.Press and hold SHIFT.2.While holding SHIFT, press PLAY and release it.3.Release SHIFT.Unlabeled Buttons on the ControllerThe buttons and knobs above and below the displays on your MASCHINE controller do not have labels.1234567812345678The unlabeled buttons and knobs on the MASCHINE controller.For better reference, we applied a special formatting here: throughout the document, the ele-ments are capitalized and numbered, so the buttons above the displays are written Button 1 to Button 8, while the knobs under the displays are written Knob 1 to Knob 8. E.g., whenever you see an instruction such as “Press Button 2 to open the EDIT page,” you’ll know it’s the second button from the left above the displays.1.3New Features in MASCHINE2.6.11The following two new features have been added to MASCHINE 2.6.11 and are only aimed at MASCHINE MK3 users:▪Introduction of the General, Audio, MIDI and Hardware Preferences direct from the MA-SCHINE MK3 controller using the SETTINGS button. For more information on using the Preferences from the hardware, refer to each section of the following chapter: ↑2.6, Prefer-ences.。

多通道电子负载IT8700用户使用手册

多通道电子负载IT8700用户使用手册
第二章 验收和安装.........................................................................................................10 2.1 检查 ......................................................................................................................10 2.2 清洁 ......................................................................................................................10 2.3 模组安装 ...............................................................................................................10 2.3.1 通道编号.....................................................................................................11 2.4 主机安装 ...............................................................................................................12 2.4.1 安装尺寸.....................................................................................................13

Minecraft盖亚魔典3 MOD教程

Minecraft盖亚魔典3 MOD教程

Minecraft盖亚魔典3 MOD教程注意:此文档是为了方便大家快速查询而制作,部分内容转载自MC百科。

1.怪物怪物是盖亚魔典的核心,盖亚的所有物品的来源也只能是怪物掉落,下面按照三种类别为大家介绍盖亚MOD中所有已出现的怪物1.1.和平怪物1.1.1.兔女郎商人(Trader)和平怪物不会主动攻击你,甚至你主动攻击他后也不会反击,通常能为玩家提供便利,因此建议和平相处(圈养PLAY)。

通过商人卡片召唤而出,是盖亚魔典3中来与玩家进行交易的主要NPC。

血量为40,死亡后会变回商人卡片。

交易内容:1枚盖亚钱币=>铁盒子4枚盖亚钱币=>金盒子8枚盖亚钱币=>钻石盒子6枚盖亚钱币=>书包1枚盖亚钱币=>矿石袋2枚盖亚钱币=>唱片包6枚盖亚钱币=>等级书千兆骑士的心脏=>8枚盖亚钱币残页=>4枚盖亚钱币无效果的速度指环=>8枚盖亚钱币无效果的急迫指环=>8枚盖亚钱币无效果的跳跃指环=>8枚盖亚钱币无效果的夜视指环=>8枚盖亚钱币爬行者卡片=>2枚盖亚钱币商人卡片=>2枚盖亚钱币史莱姆女孩卡片=>2枚盖亚钱币末影女孩卡片=>2枚盖亚钱币荷斯陶诺斯卡片=>2枚盖亚钱币无用的末影杖=>2枚盖亚钱币无用的烈焰杖=>2枚盖亚钱币华丽的烈焰扇=>4枚盖亚钱币华丽的寒冰扇=>4枚盖亚钱币不幸之书=>4枚盖亚钱币恶梦之书=>4枚盖亚钱币自然之书=>4枚盖亚钱币金属之书=>4枚盖亚钱币战斗手册=>4枚盖亚钱币斗技之书=>4枚盖亚钱币烈焰之书=>4枚盖亚钱币末影之书=>4枚盖亚钱币好运之书=>4枚盖亚钱币霜冻之书=>4枚盖亚钱币诅咒木像=>8枚盖亚钱币1.2.中立怪物中立怪物并不会主动攻击你,如果你没有染指他们口袋里的宝物的想法,那么和平地从身边走过不会给你带来什么麻烦。

我的世界模组星空工艺

我的世界模组星空工艺

我的世界模组星空工艺
星空工艺是一款非常受欢迎的《我的世界》模组,它添加了大量与太空、星际航行相关的内容和功能。

这个模组允许玩家建造自己的太空基地,并进行星际航行和探险。

它添加了新的方块、工具、装备和生物,玩家可以利用它们在太空中生存和探索新的星球。

星空工艺还添加了太空飞船、火箭和卫星等交通工具,玩家可以乘坐它们穿越银河系,探索不同的星球和行星。

玩家可以通过收集资源、建造设施和参与任务来提升自己在太空中的地位和能力。

此外,星空工艺还增加了一个新的维度——太空维度,玩家可以通过构建太空传送门来进入该维度。

太空维度是一个广阔的太空空间,充满了不同的行星、卫星和陨石等。

总的来说,星空工艺模组给《我的世界》带来了全新的太空体验,让玩家可以在游戏中探索未知的宇宙。

籽岷我的世界火星计划1

籽岷我的世界火星计划1

籽岷我的世界火星计划1第一部分:工作目标1. 研究火星的地质特征我们将对火星的地质特征进行深入研究,包括火星的地壳、地幔、以及表面地貌等。

这需要我们收集并分析火星探测任务中的大量数据,了解火星的形成历史、地质活动以及可能存在的资源分布情况。

这项工作的目标是为我们后续的任务提供基础数据,以便我们更好地了解火星的环境,从而制定出更有效的探测计划。

2. 设计火星探测器的任务方案在了解火星的地质特征之后,我们需要设计出一套火星探测器的任务方案。

这包括探测器的轨道设计、着陆策略、以及巡视探测任务等。

我们需要考虑到探测器的重量、能源、以及通信等多种因素,以确保探测器能够顺利地完成各项任务。

这项工作的目标是为我们实际的火星探测任务提供可行的方案,以便我们能够有效地探索火星。

3. 探索火星上的生命迹象火星探测的一个重要目标就是寻找火星上的生命迹象。

我们需要设计出一套有效的生命探测方案,包括对火星土壤、岩石以及大气等多种样本的采集和分析。

我们还需要考虑如何在火星上进行实验,以及如何解释实验结果。

这项工作的目标是为我们找到火星上的生命迹象,或者至少为我们提供一些有关生命可能存在的线索。

第二部分:工作任务1. 收集并分析火星探测数据我们需要收集并分析火星探测任务中的大量数据,包括遥感数据、地质样本数据以及火星车巡视数据等。

我们需要对这些数据进行整理、归类并进行深入分析,以便我们能够更好地了解火星的地质特征。

这项任务需要我们具备深厚的地质知识,以及熟练的数据处理技能。

2. 设计火星探测器任务方案我们需要设计出一套火星探测器的任务方案,包括探测器的轨道设计、着陆策略、以及巡视探测任务等。

我们需要考虑到探测器的重量、能源、以及通信等多种因素,以确保探测器能够顺利地完成各项任务。

这项任务需要我们具备深厚的航天知识,以及优秀的方案设计能力。

3. 设计生命探测方案我们需要设计出一套有效的生命探测方案,包括对火星土壤、岩石以及大气等多种样本的采集和分析。

群星mod大小是负数

群星mod大小是负数

群星mod大小是负数(最新版)目录1.引言:介绍“群星”游戏和 mod2.群星 mod 的大小为负数的原因3.对游戏体验的影响4.结论:总结群星 mod 大小为负数的情况正文【引言】《群星》(Stellaris)是一款由瑞典游戏公司 Paradox Interactive 开发的太空战略游戏。

游戏中,玩家可以扮演不同种族的统治者,在浩瀚的宇宙中进行探险、扩张和战争。

为了丰富游戏内容和增加可玩性,玩家们会创作各种 mod(模组),即对游戏原有内容进行修改或补充的文件。

【群星 mod 的大小为负数的原因】然而,近期有玩家发现,群星的一款 mod 的大小竟然是负数。

这究竟是怎么回事呢?经过调查,发现这是由于该 mod 使用了一种名为“负数大小”的技术。

这种技术是指在文件的属性中,将大小字段设置为负数,从而实现一些特定功能,例如隐藏文件或使其在游戏资源管理器中排名更靠前。

【对游戏体验的影响】虽然负数大小的 mod 在一定程度上给玩家带来了便利,但它也引发了一些争议。

首先,这种技术可能对游戏的稳定性产生影响,导致游戏出现未知的错误或崩溃。

其次,对于其他玩家而言,负数大小的 mod 可能会造成困扰,因为它们可能难以找到或识别这些文件。

最后,这种做法违反了游戏社区的一般道德准则,可能会导致作者受到其他玩家的指责或抵制。

【结论】综上所述,虽然群星 mod 的大小为负数这种技术在一定程度上给玩家带来了便利,但它也存在诸多潜在问题。

因此,我们建议玩家在创作和使用 mod 时,遵循游戏社区的道德准则,尽量避免使用这种可能会对游戏稳定性产生负面影响的技术。

相关主题
  1. 1、下载文档前请自行甄别文档内容的完整性,平台不提供额外的编辑、内容补充、找答案等附加服务。
  2. 2、"仅部分预览"的文档,不可在线预览部分如存在完整性等问题,可反馈申请退款(可完整预览的文档不适用该条件!)。
  3. 3、如文档侵犯您的权益,请联系客服反馈,我们会尽快为您处理(人工客服工作时间:9:00-18:30)。
好了这就是元件制造台
让我们打开它
什么看不懂?
左上角的是钻石槽,每次制作都要放一个钻石
钻石槽用一根浅灰色的线连接起来的是硅槽,每次制作都要放2个硅
硅槽用一根浅灰色的线连接起来的是红石槽,每次制作放一个红石
右上角放要用来制作的东西,左边的小黑条是指进度条
左下角是电量
右下角就是输出的东西了
可以不进入工业时代因为有了一个神圣的燃煤发电机······
把液体空罐子 放在右上角就可以装起来
接下来你会问 装起来后 怎么放进火箭里面
这时候我们需要一个
做法是 中间是基础晶圆
做出来后这样放
右键会显示
什么啊看不懂啊
我一一给你道来 左上角是 放精炼后的燃油管 中间是放电池的 右下角是
电量
电池做法是 中间煤炭
什么你不想浪费材料?好吧
那就这样
和燃煤发电机连起来
就ok了点击加载燃料 你会发现火箭的燃料在上升红色的满代表你飞不出地球绿色就可以出地球
然后把火箭放进去
火箭按空格发射
这时候你发现发射不了是不是你的键盘换了no no no你按下F会发现没有燃油
怎么办
这时候你要去找石油然后放到精炼器里面精炼
石油就这.样大概在世界的30~60层会有水平线是60然后你不要用桶去装啊
不用桶装 用什么装 = =
用桶装的话会变成 这时候要合成一个 还有一个这个 刚刚说到要精炼器做法是 铜罐石头熔炉和致密钢
我们先做一个星系最基础的燃煤发电机很多时候要用到它····
上面3个像翔一样的锭是铜锭
铜矿是像这样的,随处可见,比铁常见一点点
铜矿石用石稿子挖就行了,木搞没实验过,估计也可以
锡矿石石稿子挖就可以了这东西也很重要
铝矿石这个需要铁稿子以上来挖来个几组就好了,
硅颜色比煤略浅一些,是星系三矿物中,最稀有的一种,比铁稀有一点大约在黄金矿石那一层
啦啦啦
这个很有用···········
压缩机我说了铁毡很有用吧= =
压缩机使用方法:放2个矿物锭,下面煤,然后等待
致密铝的做法
做一个致密铁,一个煤可以做8个哦
做致密铁ing
做高级晶圆
制作完成
补图
做点致密铝~
做点致密锡,用来做致密青铜
yooooooooo
致密铜做法你懂得= =
致密青铜做法
烧重阶板!
折ห้องสมุดไป่ตู้半天只有一个
做好后用铝制电线连起来然后就做便携取油器和液体罐
做法是 左下角是红石黑色的你懂得
中间是玻璃下面是锡罐旁边是致密锡
然后就做出来了最好多做几个不然来回很麻烦
带着这几个装备去吧用便携取油器对着石油的源头右键(石油是不可再生能源取完就没了) 然后把石油灌放在左上角通上电点击精炼就会显示上面的图片
精炼好慢的说在此期间你可以去挖矿去搞基
一个重阶板=2致密铁2致密铝2致密青铜=2致密铁4煤4铝2致密锡2致密铜=4铁4煤4铝4锡4铜
然后接下来就是火箭的头了···
最上面那个就是红石火把
头做好了接下来就是火箭的尾巴了
中间是致密钢
边边就不说了
这个尾巴要4个
现在弄火箭的引擎
做法是
这个是排气扇 这个是锡罐 打火石和按钮(石头做的。一开始我以为是木头做的做了半天都做不出来很气人= =)
会出现··
这里我准备好了材料
弄好了太空站
就会出现这样进去后
这尼玛的叫太空站= =算了
不要学我作死我是开了创造·····
这东西叫氧气值···最多带两罐
再次启程
这次目的地是月球
这个地图可以鼠标右键+m切换出来目前只有2个星球其他星球貌似还在开发状态
上了月球后
要赶紧安空格
不然你会以华丽的死亡登陆月球·····
额这时候你别急上月球啊
不然你会挂的、、(本人刚开始就上月球结果次次都死)
为什么呢你按E会发现
有这样的东西好吧材料好像又不够了快去挖···
擦突遇jj怪我的机器= =
算了不鸟了
这3个必备
上面叫氧气面罩中间是供氧设备下面是氧气罐分小中大
中间是铁头盔
这个比较重要
终于出来了、
氧气罐需要羊毛
橙色羊毛
锡罐
致密锡
红色羊毛
望谅解比较还是花了很长时间来编辑的·······
月球的晚上伸手不见五指最好多带萤石··火把燃烧需要氧气···
你会惊讶的发现地球的生物·······我擦怎么会这样啊····带好武器干死他们
下一个文档我打算讲在月球或者是太空站的生态和月球车的使用也顺便讲剩下的机器
以上都是我本人摸索过来的望大神们不要吐槽轻喷就好了····
可能会有错别字(我自己没发现)
需要用铁镐子挖,一次只能爆一个,没试过时运对其是否有用
铁在星系初期还是很重要的,在防具上,裸装可以只要你不怕上月球后给怪啃,压缩机很坑爹的,压缩机要用铁毡合成
做一个压缩机和一个电动压缩机就要2个铁毡=62个铁锭,如果你前期有这么多铁锭,那么你就随便合吧
发电机
右上角放要用来制作的东西
红石火把=3个基础晶圆
我叫MC_Zheng
下面是我带来的星系mod解说
必备材料
10组铁锭12组煤炭15组木炭青金石1组生硅2组锡矿10组铜矿3组青铜锭4组铝5组最低越多越好红石3组各色羊毛随意2组红色最低1组
以上材料提供两个人上月球一个人的话材料适当减半
其实向上月球还是比较简单的可以不用进入工业时代
这是铝质导线
合成完毕后,我们来合一个元件制造台(星系第一个机器就必须做这个!!!)
锡罐
致密钢
白色的是蜘蛛丝
合成的氧气罐是空的要怎么才能收集氧气呢
问的好这时候我问需要一个氧气收集器和一个氧气压缩机
银白色的是致密铝
做好后用电线和燃煤发电机连起来
再用氧气管道和氧气收集器连接起来
再把空的氧气瓶防到氧气压缩机
比如这样
收集满了那好东西准备出发
发射咯
这是地球不要说我认识你 这东西 到达顶部之后
红石中续器=1个高级晶圆
青金石=9个太阳能板晶圆(这就是我以前说挖到青金石说太阳能有戏的原因)
这种红色的口要对红色的口,不要傻傻以为随便接一个方向就能通电
要放两个煤才发电······略坑
可以用木碳或者煤炭建议木炭因为发电量比煤炭大··
已经在制作了~
我在发电机里放了4个煤,我看了一下,3个就够了,大家放3个就行了
锡罐的做法
做法是3个致密锡和一个致密刚
然后就出来啦····
接下来就回到工作台
然后把材料摆好
这样就出来啦···
有点猥琐的样子 = =
(你为什么要把屁股撅起来= =)
这时候你会问为什么放不了地上
很正常你见过那个国家发射火箭不用发射平台
这时候我们需要铁块和致密铁
这样就出来了有木有
把它摆成3×3
就会变成这样
相关文档
最新文档