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Configuration
Skylark is intended to be a pure server-side mod, at least for now. Therefore there is no configuration GUI. Instead you will need to configure the mod via its configuration file (typically in the server's home directory under a sub-directory named config
). The file will be named skylark.toml
. See further below for an example configuration you can use if you want to preconfigure the mod.
ArrayList of String values which should each be valid Minecraft Identifiers for a placeable feature. Technically, they must be configured features, not placed features, but you can ignore this if you do not know what it means.
Skylark provides three basic spawn platform structures for those who want a little more at the start of the game.
-
skylark:sky_island_small
- The classic small patch of grass with one small oak tree. -
skylark:sky_island_medium
- A larger spawn island with a small safety structure but relatively few resources. -
skylark:sky_island_large
- A big spawn island with loads of starting resources.
The default is a long list of Minecraft tree types.
Example:
spawnPlatform = ["minecraft:grass_block", "dark_oak", "traverse:orange_autumnal_tree"]
A boolean value determining whether new users are placed in a single default team or in an automatically generated individual team when joining the game. This option is primarily intended to facilitate ad-hoc group play without requiring an operator to manage teams. For the best results, this option should be left at its default value (false) when the server operator intends to use custom scoreboard teams for grouping players (see Commands). Players can then spawn initially on the central feature, be grouped, and be teleported to their team feature.
Default: false
Example:
separateTeams = true
Distance from the origin (0, 0) to the ring where players' starting features are placed. Players will be spawned as far apart as possible given existing placements in the ring (f.e., the first two players will be 2 * spawnRingRadius apart). Do not specify a negative number. The special case value 0
means to place all players on a single feature at the origin.
Default: 0
Example:
spawnRingRadius = 1000
The height (altitude) to place spawn features in the Overworld. This number must be above minY (typically, -63) and far enough below the max build height to allow space for the features to generate (typically anywhere below 200 should be OK).
Default: 120
Example:
spawnHeight = 88
An array describing the item slots of a single chest (i.e. up to 27 values) from top left to bottom right. Slots can be empty (""
). The format is a Minecraft Item Identifier optionally followed by a semi-colon (;
) and quantity of the item. Quantities will be limited to the range from 1 to the maximum stack size of the item.
Default: []
Example:
starterChest = ["minecraft:grass_block", "", "netherrack;16", "cinderscapes:rose_quartz;9"]
Here's the default configuration, with comments. You can use this file to configure Skylark ... but Cloth Config will delete all the comments. If you know how to disable that, please tell me...
#
# Skylark mod default configuration
#
# spawnPlatform
#
# The list of blocks, features, and/or structures Skylark will randomly select from whenever it needs to
# place a spawn platform. Values should be valid Minecraft Identifiers. You can omit "minecraft:" if you like.
#
# Valid feature types as of this writing:
# Any solid block. The spawn feature will be placed as just one of the selected block.
# Any configured feature. F.e. trees, shrubs, cactus, etc. (But watch out if it breaks for lack of soil.)
# Any structure, but many structures do not generate well without existing blocks.
#
spawnPlatform = ["acacia", "azalea_tree", "birch", "dark_oak", "fancy_oak", "fancy_oak_bees", "jungle_tree", "mangrove", "tall_mangrove", "mega_jungle_tree", "mega_pine", "mega_spruce", "oak", "pine", "spruce", "super_birch_bees"]
# separateTeams
#
# If this setting is true, players will each automatically be placed in their own automatically created team
# when they first join the game. This setting is good for small ad-hoc games where everyone should have
# their own default spawn point. For more complex team arrangements, or if spawnRingRadius is not 0, this
# option should generally be set to false.
#
separateTeams = false
# spawnRingRadius
#
# This is the distance from origin (0, 0) to the circle on which player spawn positions will be allocated.
# The placement pattern is similar to E, W, N, S, NE, SE, SW, NW, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW.
#
# Setting the radius to 0 (its default value) causes all players to spawn on a single feature at the origin.
# This or fairly small radius values are the only way to have spawn points in fully force loaded chunks.
#
spawnRingRadius = 0
# spawnHeight
#
# The spawn height sets the Y value at which the bottoms of the spawn features are placed. The value must
# not be below the bottom of the world or high enough to cause features to attempt to place beyond the top
# of the world. (Practically speaking, keep it between -60 and 200 and it should be fine.)
#
spawnHeight = 120
# starterChest
#
# An array of up to 27 chest slots from the top left to the bottom right. Each slot contains an Item ID and
# optionally a semi-colon (`;`) followed by the quantity of the item. Items cannot yet have JSON properties
# (so you cannot provide f.e. an enchanted sword). An empty array (the default) does not generate a chest.
#
starterChest = []