Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
89 changes: 86 additions & 3 deletions pages/de/docs/config/data/leaf-global-latest.ts
Original file line number Diff line number Diff line change
Expand Up @@ -157,6 +157,20 @@ const config: ConfigRoot = {
__⚡Empfohlener Wert: \`true\`__`
}
},
"despawn-time": {
"proactive-weak-loading-despawn": {
default: false,
desc: `Ob die proaktive Despawn-Prüfung für weak-loaded Entities aktiviert werden soll.<br>
Dies kann helfen, Lag zu reduzieren, der durch das Laden und Ticking einer großen Menge angesammelter Entities in weak-loaded Chunks verursacht wird.<br>
<br>
__⚡Empfohlener Wert: \`true\`__<br>
<br>
<div class="warning custom-block">
<p class="custom-block-title custom-block-title-default">Experimentell</p>
Experimentelles Feature, das aktiv getestet wird. Bitte melde alle auftretenden Bugs.
</div>`
}
},
"dont-save-entity": {
"dont-save-primed-tnt": {
default: false,
Expand Down Expand Up @@ -239,6 +253,44 @@ const config: ConfigRoot = {
<br>
__⚡Empfohlener Wert: \`true\`__`
},
"entity-goal": {
"start-tick-chance": {
__desc__: `Wie oft die Startversuche für gewöhnliche Mob-Goals berechnet werden.<br>
In Vanilla prüft das Goal jeden Tick, ob es starten kann. Durch das Erhöhen der untenstehenden Werte werden diese Prüfungen gedrosselt, was die Performance deutlich verbessern kann, aber kleinere Auswirkungen auf das Gameplay haben kann.<br>
Wenn auf \`-1\` gesetzt, verhält sich die Tick-Frequenz wie in Vanilla.<br>
<br>
__⚡Empfohlene Werte:__
<table>
<thead><tr><th>Entity Goal</th><th>Start Tick Chance</th></tr></thead>
<tbody>
<tr><td>nearest-attackable-target</td><td>20</td></tr>
<tr><td>follow-parent</td><td>20</td></tr>
<tr><td>avoid-entity</td><td>20</td></tr>
<tr><td>temptation</td><td>20</td></tr>
<tr><td>enderman-look-for-player</td><td>20</td></tr>
</tbody></table>`,
"nearest-attackable-target": {
default: -1,
desc: "Wie oft das __nearest attackable target__ Goal versucht, für eine Entity zu starten."
},
"follow-parent": {
default: -1,
desc: "Wie oft das __follow parent__ Goal versucht, für eine Entity zu starten."
},
"avoid-entity": {
default: -1,
desc: "Wie oft das __avoid entity__ Goal versucht, für eine Entity zu starten."
},
temptation: {
default: -1,
desc: "Wie oft das __temptation__ Goal versucht, für eine Entity zu starten."
},
"enderman-look-for-player": {
default: -1,
desc: "Wie oft das __look for player__ Goal versucht, für einen Enderman zu starten."
}
}
},
"fast-biome-manager-seed-obfuscation": {
enabled: {
default: false,
Expand Down Expand Up @@ -306,6 +358,18 @@ const config: ConfigRoot = {
Dies kann in seltenen Grenzfällen zu einer inkonsistenten Reihenfolge zukünftiger Compose-Tasks führen, was unterschiedliche Ergebnisse bei der Strukturgenerierung zur Folge haben kann.
</div>`
},
"reuse-random-ticking-blockpos": {
default: false,
desc: `Ob ein Teil der blockpos-Instanz während des Random Block Tickings wiederverwendet werden soll.<br>
Dies kann unnötige Speicherzuweisungen vermeiden und den GC-Overhead bei einer großen Menge an Random Block Ticking leicht reduzieren.<br>
<br>
__⚡Empfohlener Wert: \`false\`__<br>
<br>
<div class="warning custom-block">
<p class="custom-block-title custom-block-title-default">Experimentell</p>
Experimentelles Feature, das aktiv getestet wird. Es kann zu Konflikten mit einigen Plugins führen oder verursachen, dass Ticking-Positionen verschoben werden. Bitte mit Vorsicht verwenden und alle auftretenden Bugs melden.
</div>`
},
"cache-biome": {
enabled: {
default: false,
Expand Down Expand Up @@ -595,9 +659,28 @@ const config: ConfigRoot = {
}
},

// fixes: {
// __desc__: "Dieser Abschnitt enthält Bugfixes für spezifische Probleme.",
// },
fixes: {
__desc__: "Dieser Abschnitt enthält Bugfixes für spezifische Probleme.",
"prevent-moving-into-weak-loaded-chunks": {
__desc__: "Ob verhindert werden soll, dass Entities sich in weak-loaded Chunks bewegen.",
enabled: {
default: false,
desc: "Setze dies auf `true`, um die untenstehenden Optionen nutzen zu können."
},
projectiles: {
default: false,
desc: "Ob verhindert werden soll, dass Projektile sich in weak-loaded Chunks bewegen."
}
},
"vanilla-bug-fix": {
__desc__: "Dieser Abschnitt enthält Fixes für Vanilla Minecraft Bugs.",
"mc-270656": {
default: false,
desc: `Ob die fehlerhafte Vergabe des \`Wer braucht schon Raketen?\` Advancements behoben werden soll.<br>
Mojira-Link: [MC-270656](https://mojira.dev/MC-270656).`
}
}
},

"gameplay-mechanisms": {
__desc__: "Dieser Abschnitt enthält Funktionen, die die Spielmechanik modifizieren oder verbessern.",
Expand Down
89 changes: 86 additions & 3 deletions pages/docs/config/data/leaf-global-latest.ts
Original file line number Diff line number Diff line change
Expand Up @@ -160,6 +160,20 @@ const config: ConfigRoot = {
__⚡Recommended value: \`true\`__`
}
},
"despawn-time": {
"proactive-weak-loading-despawn": {
default: false,
desc: `Whether to enable proactive despawn check for weak-loaded entities.<br>
This can help reduce lag caused by loading and ticking a large amount of cumulative entities left in weak-loaded chunks.<br>
<br>
__⚡Recommended value: \`true\`__<br>
<br>
<div class="warning custom-block">
<p class="custom-block-title custom-block-title-default">Experimental</p>
Experimental feature, actively testing, please report any bugs you encounter.
</div>`
}
},
"dont-save-entity": {
"dont-save-primed-tnt": {
default: false,
Expand Down Expand Up @@ -242,6 +256,44 @@ const config: ConfigRoot = {
<br>
__⚡Recommended value: \`true\`__`
},
"entity-goal": {
"start-tick-chance": {
__desc__: `How often are the common mob goal attempts calculated.<br>
In vanilla, the goal checks every tick whether the goal can start. By increasing the values below to throttle the checks, which can improve performance significantly, but may have minor gameplay implications.<br>
If set to \`-1\`, it follows the tick frequency as vanilla does.<br>
<br>
__⚡Recommended values:__
<table>
<thead><tr><th>Entity Goal</th><th>Start Tick Chance</th></tr></thead>
<tbody>
<tr><td>nearest-attackable-target</td><td>20</td></tr>
<tr><td>follow-parent</td><td>20</td></tr>
<tr><td>avoid-entity</td><td>20</td></tr>
<tr><td>temptation</td><td>20</td></tr>
<tr><td>enderman-look-for-player</td><td>20</td></tr>
</tbody></table>`,
"nearest-attackable-target": {
default: -1,
desc: "How often does the __nearest attackable target__ goal attempt to start running for an entity."
},
"follow-parent": {
default: -1,
desc: "How often does the __follow parent__ goal attempt to start running for an entity."
},
"avoid-entity": {
default: -1,
desc: "How often does the __avoid entity__ goal attempt to start running for an entity."
},
temptation: {
default: -1,
desc: "How often does the __temptation__ goal attempt to start running for an entity."
},
"enderman-look-for-player": {
default: -1,
desc: "How often does the __look for player__ goal attempt to start running for an enderman."
}
}
},
"fast-biome-manager-seed-obfuscation": {
enabled: {
default: false,
Expand Down Expand Up @@ -316,6 +368,18 @@ const config: ConfigRoot = {
This may cause the inconsistent order of future compose tasks in rare edge cases, which may lead to different structure generation results.
</div>`
},
"reuse-random-ticking-blockpos": {
default: false,
desc: `Whether to reuse part of the blockpos instance during random block ticking.<br>
This can avoid unnecessary memory allocation and reduce GC overhead slightly during a large amount of random block ticking.<br>
<br>
__⚡Recommended value: \`false\`__<br>
<br>
<div class="warning custom-block">
<p class="custom-block-title custom-block-title-default">Experimental</p>
Experimental feature, actively testing. It may conflict with some plugins or cause ticking positions to be offset. Please use with caution and report any bugs you encounter.
</div>`
},
"cache-biome": {
enabled: {
default: false,
Expand Down Expand Up @@ -612,9 +676,28 @@ const config: ConfigRoot = {
}
},

// fixes: {
// __desc__: "This section contains bug fixes for specific issues.",
// },
fixes: {
__desc__: "This section contains bug fixes for specific issues.",
"prevent-moving-into-weak-loaded-chunks": {
__desc__: "Whether to prevent entities from moving into weak-loaded chunks.",
enabled: {
default: false,
desc: "Set this to `true` to be able to use options below."
},
projectiles: {
default: false,
desc: "Whether to prevent projectiles from moving into weak-loaded chunks."
}
},
"vanilla-bug-fix": {
__desc__: "This section contains fixes for vanilla Minecraft bugs.",
"mc-270656": {
default: false,
desc: `Whether to fix incorrect granting of \`Who needs rockets?\` advancement.<br>
Mojira link: [MC-270656](https://mojira.dev/MC-270656).`
}
}
},

"gameplay-mechanisms": {
__desc__: "This section contains the features that modify or improve the game mechanics.",
Expand Down
89 changes: 86 additions & 3 deletions pages/zh/docs/config/data/leaf-global-latest.ts
Original file line number Diff line number Diff line change
Expand Up @@ -159,6 +159,20 @@ const config: ConfigRoot = {
__⚡推荐值:\`true\`__`
}
},
"despawn-time": {
"proactive-weak-loading-despawn": {
default: false,
desc: `是否启用对弱加载实体的主动消失检查。<br>
这可以帮助缓解在弱加载区块中加载和 tick 大量累积的实体而导致的卡顿。<br>
<br>
__⚡推荐值:\`true\`__<br>
<br>
<div class="warning custom-block">
<p class="custom-block-title custom-block-title-default">实验性功能</p>
实验性功能,正在积极测试中,如遇到问题请反馈。
</div>`
}
},
"dont-save-entity": {
"dont-save-primed-tnt": {
default: false,
Expand Down Expand Up @@ -242,6 +256,44 @@ const config: ConfigRoot = {
<br>
__⚡推荐值:\`true\`__`
},
"entity-goal": {
"start-tick-chance": {
__desc__: `常见生物的意向执行尝试的检查频率。<br>
在原版中,生物会在每 tick 检查是否可以开始执行某个意向,随后执行意向任务。通过增加下方配置项的数值来降低检查频率,可以显著提高性能,但可能会对游戏体验有轻微影响。<br>
如果设为 \`-1\`,则遵循原版的 tick 频率。<br>
<br>
__⚡推荐值:__
<table>
<thead><tr><th>生物</th><th>开始 Tick 的频率</th></tr></thead>
<tbody>
<tr><td>nearest-attackable-target</td><td>20</td></tr>
<tr><td>follow-parent</td><td>20</td></tr>
<tr><td>avoid-entity</td><td>20</td></tr>
<tr><td>temptation</td><td>20</td></tr>
<tr><td>enderman-look-for-player</td><td>20</td></tr>
</tbody></table>`,
"nearest-attackable-target": {
default: -1,
desc: "实体检查是否能执行 __最近的可攻击目标__ 意向的频率。"
},
"follow-parent": {
default: -1,
desc: "实体检查是否能执行 __跟随父母__ 意向的频率。"
},
"avoid-entity": {
default: -1,
desc: "实体检查是否能执行 __远离特定生物__ 意向的频率。"
},
temptation: {
default: -1,
desc: "实体检查是否能执行 __跟随手持指定物品玩家__ 意向的频率。"
},
"enderman-look-for-player": {
default: -1,
desc: "末影人检查是否能执行 __被玩家注视__ 意向的频率。"
}
}
},
"fast-biome-manager-seed-obfuscation": {
enabled: {
default: false,
Expand Down Expand Up @@ -316,6 +368,18 @@ const config: ConfigRoot = {
在可能存在的边缘情况下,这可能会导致结构生成任务的合并顺序不一致,从而引起结构生成结果和原版有差异。
</div>`
},
"reuse-random-ticking-blockpos": {
default: false,
desc: `是否在随机方块 tick 时是否复用部分 BlockPos 实例<br>
这可以在大量随机方块 tick 时略微减少内存分配和 GC 开销。<br>
<br>
__⚡推荐值:\`false\`__<br>
<br>
<div class="warning custom-block">
<p class="custom-block-title custom-block-title-default">实验性功能</p>
实验性功能,正在积极测试中,可能与某些插件冲突或导致方块 tick 的位置偏移。请谨慎使用,并报告任何遇到的问题。
</div>`
},
"cache-biome": {
enabled: {
default: false,
Expand Down Expand Up @@ -617,9 +681,28 @@ const config: ConfigRoot = {
}
},

// fixes: {
// __desc__: "本节包含对特定问题的修复。",
// },
fixes: {
__desc__: "本节包含对特定问题的修复。",
"prevent-moving-into-weak-loaded-chunks": {
__desc__: "是否阻止实体进入弱加载区块。",
enabled: {
default: false,
desc: "设为 `true` 以启用以下功能。"
},
projectiles: {
default: false,
desc: "是否阻止弹射物进入弱加载区块。"
}
},
"vanilla-bug-fix": {
__desc__: "本节包含对 Minecraft 原版的问题修复。",
"mc-270656": {
default: false,
desc: `是否修复 \`还要啥火箭啊?\` 进度触发的错误检查逻辑。<br>
Mojira 问题跟踪链接:[MC-270656](https://mojira.dev/MC-270656).`
}
}
},

"gameplay-mechanisms": {
__desc__: "本节包含修改或改进游戏机制的相关功能。",
Expand Down