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修复部分情况下配置未加载的问题
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@@ -145,14 +145,36 @@ resource-pack:
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item:
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# [Premium Exclusive]
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# Make custom-model-data and item-model clientside by default
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# Makes custom-model-data and item-model client-side by default.
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#
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# This provides several benefits. For example, you can update model values
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# dynamically without causing inconsistencies for players' existing items.
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#
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# The main drawback is that plugins relying on custom-model-data for item
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# identification will not work correctly, as this data is not present in
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# the server-side item stack.
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#
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# You can override this global setting per item using the
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# client-bound-model option.
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client-bound-model: true
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# Add a <!i> tag on custom name and lore
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# When enabled (recommended), this option adds both custom-model-data
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# and an item-model to optimize client-side rendering.
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#
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# If disabled, the system falls back to using only custom-model-data.
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# You can override this behavior by setting the item-model option
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# on a per-item basis.
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#
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# This option only works if your resource pack supports 1.21.1 or below
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always-use-item-model: true
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# Since Minecraft renders lore text in italics by default, you can
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# optionally prefix any lore with <!i> to remove the italic formatting.
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non-italic-tag: false
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# Determines when to trigger the item updater
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# This feature may incur some performance overhead. Please do not enable it unless necessary.
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# Correct use case: When you designed incorrect weapon attributes and need to update the values for items already held by players.
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# Wrong use case: When you want to update an item's name and lore to a newer version (In this case you should use client-bound-data instead of the item updater)
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# Defines the trigger condition for the item updater.
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#
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# Warning: This operation is performance-intensive. Enable only if needed.
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#
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# Purpose: Reserved for correcting faults on existing player items.
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# Not intended for updating names/lore; use 'client-bound-data' for those changes.
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update-triggers:
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click-in-inventory: false # this option won't work for players in creative mode
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drop: false
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@@ -175,29 +197,31 @@ equipment:
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humanoid-leggings: minecraft:trims/entity/humanoid_leggings/chainmail
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block:
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# This decides the amount of real blocks on serverside. Requires a restart to apply.
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serverside-blocks: 2025
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# This decides the amount of real blocks on serverside. You should only consider increasing this value when your server state is insufficient.
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# It is recommended to increase it by 500 each time. This option requires a restart to apply.
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serverside-blocks: 2000
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# Enables the sound system, which prevents the client from hearing some non-custom block sounds and improves the client experience.
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sound-system:
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enable: true
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# In Adventure Mode, players need the correct tool to break custom blocks.
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# Vanilla clients DO NOT recognize custom block IDs (e.g., craftengine:note_block_0).
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# Adventure mode requires correct tools to break custom blocks.
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# Vanilla clients cannot recognize custom block IDs (e.g., craftengine:custom_100).
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#
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# - When ENABLED:
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# - Players can break custom blocks if their tools can mine their VANILLA EQUIVALENTS.
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# Example: A tool for "note_block" can break "craftengine:note_block_0".
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# ENABLED:
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# - Tools that can break vanilla equivalents also break custom variants.
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# Example: A "note_block" tool breaks custom blocks based on note blocks
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#
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# - When DISABLED:
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# ⚠️ WARNING:
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# - Server MUST list ACTUAL CUSTOM BLOCK IDs in item's `can_break` component.
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# - Sending custom IDs (e.g., craftengine:note_block_0) to vanilla clients WILL CRASH THEM!
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# ✅ Solution:
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# - Use `client-bound-data` to safely sync custom block data to clients.
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# DISABLED:
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# ⚠️ Server MUST specify SERVERSIDE CUSTOM BLOCK IDs in item's `can_break`.
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# ⚠️ Sending custom block IDs to vanilla clients WILL CAUSE CRASHES!
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# ✅ Recommended: Use `client-bound-data` for safe client synchronization.
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simplify-adventure-break-check: false
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# Similar to the option above, but designed for block placement
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simplify-adventure-place-check: false
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# Whether plugin should predict the next block to break
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# This can help improve mining experience to some extent at the cost of performance
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# Uses raycasting to predict the player's next block break,
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# enabling pre-calculation of mining speed attributes.
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# Enables block break prediction.
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# Enhances mining responsiveness with moderate performance cost.
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predict-breaking:
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enable: false
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interval: 10
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@@ -933,7 +933,7 @@ templates#block_states:
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resistance: 1200.0
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burnable: false
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fluid-state: water
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distance=7:
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distance=7,persistent=false:
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settings:
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is-randomly-ticking: true
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# trapdoor block
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