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[time]
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#The speed at which time passes during the day.
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#Day is defined as any time between dayStart (see below) and nightStart (see below) the next day.
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#This is the RATIO of time passing relative to vanilla.
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#Vanilla speed: 1.0
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#Range: 0.0 ~ 24000.0
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daySpeed = 0.7
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#The speed at which time passes during the night.
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#Night is defined as any time between dayStart (see below) and nightStart (see below).
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#This is the RATIO of time passing relative to vanilla.
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#Vanilla speed: 1.0
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#Range: 0.0 ~ 24000.0
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nightSpeed = 0.7
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#An alternative way to set day speed. This setting is mutually exclusive with daySpeed.
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#If both are set, speedMethod (see below) determines which setting is used.
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#This setting defines the length of the day in real-world minutes.
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#Vanilla length: 10.0 minutes
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#Range: 0.1 ~ 10000.0
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daySpeedMinutes = 10.0
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#An alternative way to set night speed. This setting is mutually exclusive with nightSpeed.
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#If both are set, speedMethod (see below) determines which setting is used.
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#This setting defines the length of the night in real-world minutes.
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#Vanilla length: 10.0 minutes
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#Range: 0.1 ~ 10000.0
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nightSpeedMinutes = 10.0
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#Determines which method is used to set day and night speed.
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#RATIO: Uses daySpeed and nightSpeed settings.
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#MINUTES: Uses daySpeedMinutes and nightSpeedMinutes settings.
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#REALTIME: Sets day and night to 12 real-world hours each.
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#Allowed Values: RATIO, MINUTES, REALTIME
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speedMethod = "RATIO"
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#The time to start day. This is configurable within the time the sun appears and day starts.
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#Default: 23500
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#Range: 22300.0 ~ 24000.0
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dayStart = 23500.0
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#The time to start night. This is configurable within the time sunset starts and night starts.
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#Default: 12500
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#Range: 12000.0 ~ 13000.0
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nightStart = 12500.0
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#Enabling this will allow the setting of an infinite amount of time speeds defined as pairs in the form:
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#(currentTick, desiredSpeed)
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#where between each value bezier spline interpolation is performed for smooth transitioning
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#The two default pairs at 0 and 24000 are necessary as they act as bounds. However
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#The time speed value for each of them can be freely modified
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enableInterpolatedTime = false
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#The value that determines the smoothing factor in the interpolation algorithm.
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#A high value will make the interpolation softer and curvier
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#A low value will make the interpolation closer to a piecewise function
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#Range: 0.0 ~ 10.0
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interpolatedTimeSmoothingFactor = 0.25
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#These are the pairs that define what speed time should run at, at the specified day/night tick
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#The two default pairs need to exist, but their time speed values can be modified
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interpolatedTimeList = ["0,1.0", "24000,1.0"]
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[time.effects]
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#When applied, this effect syncs the passage of weather with the current speed of time.
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#I.e., as time moves faster, rain stops faster. Clear weather is not affected.
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#When set to SLEEPING, this effect only applies when at least one player is sleeping in a dimension.
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#Note: This setting is not applicable if game rule doWeatherCycle is false.
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#Allowed Values: NEVER, ALWAYS, SLEEPING
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weatherEffect = "SLEEPING"
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#When applied, this effect syncs the random tick speed with the current speed of time, forcing
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#crop, tree, and grass growth to occur at baseRandomTickSpeed multiplied by the current time-speed.
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#When set to SLEEPING, randomTickSpeed is set to baseRandomTickSpeed unless at least one player is sleeping in a dimension.
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#More information on the effects of random tick speed can be found here: https://minecraft.wiki/w/Tick#Random_tick
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#WARNING: This setting overwrites the randomTickSpeed game rule. To modify the base random tick speed,
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#use the baseRandomTickSpeed setting instead of changing the game rule directly.
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#This effect has a minimum randomTickSpeed of 1 if time speed is less than 1.0.
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#Allowed Values: NEVER, ALWAYS, SLEEPING
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randomTickEffect = "SLEEPING"
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#The base random tick speed used by the randomTickEffect time effect.
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#Range: > 0
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baseRandomTickSpeed = 3
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#When applied, this effect progresses potion effects to match the rate of the current time-speed.
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#This effect does not apply if time speed is 1.0 or less.
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#THIS MAY HAVE A NEGATIVE IMPACT ON PERFORMANCE IN SERVERS WITH MANY PLAYERS.
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#When set to ALWAYS, this effect applies to all players in the dimension, day or night.
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#When set to SLEEPING, this effect only applies to players who are sleeping.
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#Allowed Values: NEVER, ALWAYS, SLEEPING
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potionEffect = "SLEEPING"
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#When applied, this effect progresses player hunger effects to match the rate of the current time-speed.
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#This results in faster healing when food level is full, and faster harm when food level is too low.
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#This effect does not apply if time speed is 1.0 or less.
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#When set to ALWAYS, this effect applies to all players in the dimension, day or night. Not recommended on higher difficulty settings
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#When set to SLEEPING, this effect only applies to players who are sleeping.
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#Allowed Values: NEVER, ALWAYS, SLEEPING
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hungerEffect = "SLEEPING"
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#When applied, this effect progresses block entities like furnaces, hoppers, and spawners to match the rate of the current time-speed.
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#WARNING: This time-effect has a significant impact on performance.
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#This effect does not apply if time speed is 1.0 or less.
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#When set to SLEEPING, this effect only applies when at least one player is sleeping in a dimension.
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#Allowed Values: NEVER, ALWAYS, SLEEPING
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blockEntityEffect = "SLEEPING"
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[sleep]
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#Enables or disables the sleep feature of this mod. Enabling this setting will modify the vanilla sleep functionality
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#and may conflict with other sleep mods. If disabled, all settings in the sleep section will not apply.
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enableSleepFeature = true
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### THIS SETTING DEFINES THE SLEEP TIME-SPEED IN SINGLE-PLAYER GAMES ###
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#The maximum speed at which time passes when all players are sleeping.
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#A value of 110 is nearly equal to the time it takes to sleep in vanilla.
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#Range: 0.0 ~ 24000.0
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sleepSpeedMax = 16.0
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#The minimum speed at which time passes when only 1 player is sleeping in a full server.
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#Range: 0.0 ~ 24000.0
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sleepSpeedMin = 1.0
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#The speed at which time passes when all players are sleeping.
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#Set to -1 to disable this feature (sleepSpeedMax will be used when all players are sleeping).
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#Range: -1.0 ~ 24000.0
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sleepSpeedAll = -1.0
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#This parameter defines the curvature of the interpolation function that translates the sleeping player percentage into time-speed.
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#The function used is a Normalized Tunable Sigmoid Function.
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#A value of 0.5 represents a linear relationship.
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#Smaller values bend the curve toward the X axis, while greater values bend it toward the Y axis.
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#This graph may be used as a reference for tuning the curve: https://www.desmos.com/calculator/w8gntxzfow
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#Credit to Dino Dini for the function: https://dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/
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#Credit to SmoothSleep for the idea: https://www.spigotmc.org/resources/smoothsleep.32043/
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#Range: 0.0 ~ 1.0
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sleepSpeedCurve = 0.3
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#Set to 'true' for the weather to clear when players wake up in the morning as it does in vanilla.
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#Set to 'false' to force weather to pass naturally. Adds realism when accelerateWeather is enabled.
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#Note: This setting is ignored if game rule doWeatherCycle is false.
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clearWeatherOnWake = true
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#When true, players are allowed to sleep at all times of day in dimensions controlled by Better Days.
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#Note: Other mods may override this ability.
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allowDaySleep = false
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#When true, a clock is displayed in the sleep interface.
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displayBedClock = true
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#The ratio of players in a dimension that must be sleeping to skip to morning.
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#A value of 1 means all players must be sleeping, 0.5 means half the players must be sleeping, etc.
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#A value of 0 effectively disables this feature.
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#Range: 0.0 ~ 1.0
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ratioPlayersForSleep = 0.0
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#This section defines settings for notification messages.
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#All messages support Minecraft formatting codes (https://minecraft.wiki/w/Formatting_codes).
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#All messages have variables that can be inserted using the following format: ${variableName}
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#The type option controls where the message appears:
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# SYSTEM: Appears as a message in the chat. (e.g., "Respawn point set")
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# GAME_INFO: Game information that appears above the hotbar (e.g., "You may not rest now, the bed is too far away").
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#The target option controls to whom the message is sent:
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# ALL: Sends the message to all players on the server.
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# DIMENSION: Sends the message to all players in the current dimension.
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# SLEEPING: Sends the message to all players in the current dimension who are sleeping.
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[sleep.messages]
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#This message is sent after a sleep cycle has completed.
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[sleep.messages.morning]
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#Available variables:
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#sleepingPlayers -> the number of players in the current dimension who were sleeping.
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#totalPlayers -> the number of players in the current dimension (spectators are not counted).
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#sleepingPercentage -> the percentage of players in the current dimension who were sleeping (does not include % symbol).
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message = "§e§oGood Morning!"
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#Sets where this message appears.
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#Allowed Values: SYSTEM, GAME_INFO
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type = "GAME_INFO"
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#Sets to whom this message is sent.
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#A target of 'SLEEPING' will send the message to all players who just woke up.
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#Allowed Values: ALL, DIMENSION, SLEEPING
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target = "DIMENSION"
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#This message is sent when a player enters their bed.
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[sleep.messages.enterBed]
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#Available variables:
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#player -> the player who started sleeping.
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#sleepingPlayers -> the number of players in the current dimension who are sleeping.
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#totalPlayers -> the number of players in the current dimension (spectators are not counted).
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#sleepingPercentage -> the percentage of players in the current dimension who are sleeping (does not include % symbol).
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message = "${player} is now sleeping. [${sleepingPlayers}/${totalPlayers}]"
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#Sets where this message appears.
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#Allowed Values: SYSTEM, GAME_INFO
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type = "GAME_INFO"
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#Sets to whom this message is sent.
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#Allowed Values: ALL, DIMENSION, SLEEPING
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target = "DIMENSION"
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#This message is sent when a player leaves their bed (without being woken up naturally by morning).
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[sleep.messages.leaveBed]
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#Available variables:
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#player -> the player who left their bed.
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#sleepingPlayers -> the number of players in the current dimension who are sleeping.
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#totalPlayers -> the number of players in the current dimension (spectators are not counted).
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#sleepingPercentage -> the percentage of players in the current dimension who are sleeping (does not include % symbol).
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message = "${player} has left their bed. [${sleepingPlayers}/${totalPlayers}]"
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#Sets where this message appears.
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#Allowed Values: SYSTEM, GAME_INFO
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type = "GAME_INFO"
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#Sets to whom this message is sent.
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#Allowed Values: ALL, DIMENSION, SLEEPING
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target = "DIMENSION"
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