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其他 server.properties(BDS服务端配置文件)[已翻译中文,且保留原文] v1.19.83.01_v1.2

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版权类型
二次开发
版权链接
#
Wiki/文档
https://minewiki.net/Server.properties
语言支持
中文(简体)
前置组件
自己的小脑瓜与小嫩手,当然还有
bedrock-serve
https://www.minecraft.net/zh-hans/download/server/bedrock
适配版本(基岩)
  1. 全版本
请结合这几个站点查看:

本文件结合了以上帖子的一部分内容



YAML:
# 参数说明
# true:真(启用)
# false:关闭(禁用)
# Disabled:禁用(关闭)
# [114,514]:意为取值范围,就像114-514一样,选取中间的某个值即可


server-name=Dedicated Server
# Used as the server name
# Allowed values: Any string without semicolon symbol.
# ---
# 用作服务器名称
# 允许值:任何不带分号的字符串。

gamemode=survival
# Sets the game mode for new players.
# Allowed values: "survival", "creative", or "adventure"
# ---
# 为新玩家设置游戏模式。
# 允许值:“survival”、“creative”或“adventure”

force-gamemode=false
# force-gamemode=false (or force-gamemode  is not defined in the server.properties)
# prevents the server from sending to the client gamemode values other
# than the gamemode value saved by the server during world creation
# even if those values are set in server.properties after world creation.
#
# force-gamemode=true forces the server to send to the client gamemode values
# other than the gamemode value saved by the server during world creation
# if those values are set in server.properties after world creation.
# ---
# forcegamemode=false(或forcegamemode未在server.properties中定义)阻止服务器向客户端发送世界创建期间服务器保存的gamemode值以外的其他gamemode,即使这些值在世界创建后在server.properties中设置。
#
# forcegamemode=true强制服务器将世界创建期间服务器保存的gamemode值以外的值发送给客户端,如果这些值在世界创建后在server.properties中设置。
# 用法与说明:
# 强制玩家加入时为默认游戏模式。
# false - 玩家将以退出前的游戏模式加入
# true - 玩家总是以默认游戏模式加入

difficulty=easy
# Sets the difficulty of the world.
# Allowed values: "peaceful", "easy", "normal", or "hard"
# ---
# 设置世界的难度。
# 允许值:“peaceful”、“easy”、“normal”或“hard”

allow-cheats=false
# If true then cheats like commands can be used.
# Allowed values: "true" or "false"
# ---
# 如果为true,则可以使用命令作弊。
# 允许值:“true”或“false”

max-players=10
# The maximum number of players that can play on the server.
# Allowed values: Any positive integer
# ---
# 服务器上可以玩的最大玩家数。
# 允许值:任何正整数

online-mode=true
# If true then all connected players must be authenticated to Xbox Live.
# Clients connecting to remote (non-LAN) servers will always require Xbox Live authentication regardless of this setting.
# If the server accepts connections from the Internet, then it's highly recommended to enable online-mode.
# Allowed values: "true" or "false"
# ---
# 如果为 true,则所有连接的玩家都必须通过 Xbox Live 的身份验证。[微软(Microsoft)身份验证]
# 无论此设置如何,连接到远程(非 LAN)服务器的客户端始终需要 Xbox Live 身份验证。
# 如果服务器接受来自 Internet 的连接,那么强烈建议启用在线模式。
# 允许值:“true”或“false”

allow-list=false
# If true then all connected players must be listed in the separate allowlist.json file.
# Allowed values: "true" or "false"
# ---
# 如果为 true,则所有连接的玩家必须列在单独的 allowlist.json 文件中。[白名单文件,若开启,没在此名单中的玩家无法加入服务器]
# 允许值:“true”或“false”

server-port=19132
# Which IPv4 port the server should listen to.
# Allowed values: Integers in the range [1, 65535]
# ---
# 服务器应该监听哪个 IPv4 端口。
# 允许值:[1, 65535] 范围内的整数

server-portv6=19133
# Which IPv6 port the server should listen to.
# Allowed values: Integers in the range [1, 65535]
# ---
# 服务器应该监听哪个 IPv6 端口。
# 允许值:[1, 65535] 范围内的整数

enable-lan-visibility=true
# Listen and respond to clients that are looking for servers on the LAN. This will cause the server
# to bind to the default ports (19132, 19133) even when `server-port` and `server-portv6`
# have non-default values. Consider turning this off if LAN discovery is not desirable, or when
# running multiple servers on the same host may lead to port conflicts.
# Allowed values: "true" or "false"
# ---
# 监听并响应在LAN上查找服务器的客户端。这将导致服务器绑定到默认端口(19132、19133),即使“服务器端口”和“服务器端口v6”`
# 具有非默认值。如果不需要LAN发现,或者在同一主机上运行多个服务器可能会导致端口冲突,请考虑关闭此选项。
# 允许的值:“true”或“false”

view-distance=32
# The maximum allowed view distance in number of chunks.
# Allowed values: Positive integer equal to 5 or greater.
# ---
# 以区块数表示的最大允许查看距离。[玩家最远视距,无论玩家在客户端中如何设置,都无法超过该配置的最大值]
# 允许值:等于或大于 5 的正整数。

tick-distance=4
# The world will be ticked this many chunks away from any player.
# Allowed values: Integers in the range [4, 12]
# ---
# 世界将与任何玩家相距这么多块。[模拟区块]
# 允许值:[4, 12] 范围内的整数

player-idle-timeout=30
# After a player has idled for this many minutes they will be kicked. If set to 0 then players can idle indefinitely.
# Allowed values: Any non-negative integer.
# ---
# 在玩家闲置了这么多分钟后,他们将被踢出。 如果设置为 0,则玩家可以无限期地闲置。[是指挂机时长]
# 允许值:任何非负整数。

max-threads=8
# Maximum number of threads the server will try to use. If set to 0 or removed then it will use as many as possible.
# Allowed values: Any positive integer.
# ---
# 服务器将尝试使用的最大线程数。 如果设置为 0 或删除,那么它将尽可能多地使用。
# 允许值:任何正整数。

level-name=Bedrock level
# Allowed values: Any string without semicolon symbol or symbols illegal for file name: /\n\r\t\f`?*\\<>|\":
# ---
# 允许值:任何不带分号的字符串或文件名非法符号:/\n\r\t\f`?*\\<>|\":

level-seed=
# Use to randomize the world
# Allowed values: Any string
# ---
# 用于随机化世界[地图种子,仅可以在服务端生成新世界之前使用]
# 允许值:任何字符串

default-player-permission-level=member
# Permission level for new players joining for the first time.
# Allowed values: "visitor", "member", "operator"
# ---
# 新玩家首次加入的权限级别。[依次为游客、成员、操作员]
# 允许值:“visitor”、“member”、“operator”

texturepack-required=false
# Force clients to use texture packs in the current world
# Allowed values: "true" or "false"
# ---
# 强制客户端在当前世界中使用材质包[开启后,与服务端不匹配的客户端资源包将会被禁用,只能使用服务器的资源包]
# 允许值:“true”或“false”

content-log-file-enabled=false
# Enables logging content errors to a file
# Allowed values: "true" or "false"
# ---
# 允许将内容错误记录到文件中
# 允许值:“true”或“false”

compression-threshold=1
# Determines the smallest size of raw network payload to compress
# Allowed values: 0-65535
# ---
# 确定要压缩的原始网络负载的最小大小
# 允许值:0-65535

compression-algorithm=zlib
# Determines the compression algorithm to use for networking
# Allowed values: "zlib", "snappy"
# ---
# 确定用于网络的压缩算法
# 允许的值:“zlib”、“snappy”

server-authoritative-movement=server-auth
# Allowed values: "client-auth", "server-auth", "server-auth-with-rewind"
# Enables server authoritative movement. If "server-auth", the server will replay local user input on
# the server and send down corrections when the client's position doesn't match the server's.
# If "server-auth-with-rewind" is enabled and the server sends a correction, the clients will be instructed
# to rewind time back to the correction time, apply the correction, then replay all the player's inputs since then. This results in smoother and more frequent corrections.
# Corrections will only happen if correct-player-movement is set to true.
# ---
# [俗称的服务端自带反挂]
# 允许的值:"client-auth", "server-auth", "server-auth-with-rewind"
# 启用服务器授权移动。如果是"server-auth",服务器将在服务器上重放本地用户输入,并在客户端位置与服务器位置不匹配时发送更正。
# 如果“server-auth-with-rewind”被启用,并且服务器发送了一个更正,客户端将被指示将时间倒回到更正的时间,应用更正,然后重放从那时起所有玩家的输入。这导致更流畅和更频繁的校正。
# 只有当correct-player-movement设置为true时才会发生更正。

player-movement-score-threshold=20
# The number of incongruent time intervals needed before abnormal behavior is reported.
# Disabled by server-authoritative-movement.
# ---
# 在报告异常行为之前需要的不一致时间间隔的数量。
# 被服务器权威运动禁用。
# 被server-authoritative-movement禁用。

player-movement-action-direction-threshold=0.85
# The amount that the player's attack direction and look direction can differ.
# Allowed values: Any value in the range of [0, 1] where 1 means that the
# direction of the players view and the direction the player is attacking
# must match exactly and a value of 0 means that the two directions can
# differ by up to and including 90 degrees.
# ---
# 玩家攻击方向和视线方向的差异。
# 允许的值:[0,1]范围内的任何值,其中1表示玩家观看的方向和玩家攻击的方向必须完全匹配,0表示这两个方向可以有90度的差异。

player-movement-distance-threshold=0.3
# The difference between server and client positions that needs to be exceeded before abnormal behavior is detected.
# Disabled by server-authoritative-movement.
# ---
# 在检测到异常行为之前需要超过的服务器和客户端位置之间的差异。
# 被服务器权威运动禁用。
# 被server-authoritative-movement禁用。

player-movement-duration-threshold-in-ms=500
# The duration of time the server and client positions can be out of sync (as defined by player-movement-distance-threshold)
# before the abnormal movement score is incremented. This value is defined in milliseconds.
# Disabled by server-authoritative-movement.
# ---
# 服务器和客户端位置不同步的持续时间(由player-movement-distance-threshold定义)在异常移动分数增加之前。该值以毫秒为单位定义。
# 被server- authority -movement禁用。

correct-player-movement=false
# If true, the client position will get corrected to the server position if the movement score exceeds the threshold.
# ---
# 如果为true,如果移动分数超过阈值,客户端位置将被校正为服务器位置。[俗称的服务端自带反挂]

server-authoritative-block-breaking=false
# If true, the server will compute block mining operations in sync with the client so it can verify that the client should be able to break blocks when it thinks it can.
# ---
# 如果为true,服务器将与客户端同步计算块挖掘操作,以便它可以验证客户端应该能够在它认为可以时打破块。[这个应该是俗称的服务端自带反挂吧,我没用过]

chat-restriction=None
# Allowed values: "None", "Dropped", "Disabled"
# This represents the level of restriction applied to the chat for each player that joins the server.
# "None" is the default and represents regular free chat.
# "Dropped" means the chat messages are dropped and never sent to any client. Players receive a message to let them know the feature is disabled.
# "Disabled" means that unless the player is an operator, the chat UI does not even appear. No information is displayed to the player.
# ---
# 允许的值:“None”、“Dropped”、“Disabled”
# 这表示加入服务器的每个玩家的聊天限制级别。
# “None”是默认值,代表正常自由聊天。
# "Dropped" 意味着聊天消息被丢弃并且永远不会发送给任何客户端。 玩家会收到一条消息,让他们知道该功能已被禁用。
# “Disabled”表示除非玩家是操作员,否则聊天 UI 也不会出现。 不会向播放器显示任何信息。

disable-player-interaction=false
# If true, the server will inform clients that they should ignore other players when interacting with the world. This is not server authoritative.
# ---
# 如果为true,服务器将通知客户端在与世界交互时应忽略其他玩家。 这不是服务器权威。

client-side-chunk-generation-enabled=true
# If true, the server will inform clients that they have the ability to generate visual level chunks outside of player interaction distances.
# ---
# 客户端块生成已启用=true
# 如果为true,服务器将通知客户端他们有能力在玩家交互距离之外生成视觉级别的块。

block-network-ids-are-hashes=false
# If true, the server will send hashed block network ID's instead of id's that start from 0 and go up.  These id's are stable and won't change regardless of other block changes.
# ---
# 区块网络 ID 是哈希值=false
# 如果为true,服务器将发送哈希块网络 ID,而不是从 0 开始向上的 ID。 这些 id 是稳定的,不会随着其他块的变化而改变。

disable-persona=false
# ---
# 禁用角色=false

disable-custom-skins=false
# Client avatar personalization options
# ---
# 禁用自定义皮肤=false
# 客户端头像个性化选项

server-build-radius-ratio=Disabled
# Allowed values: "Disabled" or any value in range [0.0, 1.0]
# If "Disabled" the server will dynamically calculate how much of the player's view it will generate, assigning the rest to the client to build.
# Otherwise from the overridden ratio tell the server how much of the player's view to generate, disregarding client hardware capability.
# ---
# 服务器构建半径比=Disabled
# 允许值:“Disabled”或范围 [0.0, 1.0] 中的任何值
# 如果“Disabled”,服务器将动态计算它将生成多少玩家视图,将其余部分分配给客户端构建。
# 否则从重写比率告诉服务器生成多少玩家视图,忽略客户端硬件能力。

language=en_US
# 后台指令语言,默认英文,不推荐中文,中文得改控制台编码,否则,你会对着控制台发呆
# 允许的值: 服务端\resource_packs\vanilla\texts中的文件名
# 举例:zh_CN,en_US

op-permission-level=4
# 操作员的等级
# 注意:以下是Java服务器的特性,可能有的部分并不适用于基岩版服务器
# 设定使用/op命令时OP的权限等级。所有存档会从之前的存档继承能力和命令。
# 1 - OP可以绕过重生点保护。
# 2 - OP可以使用所有单人游戏作弊命令(除了/publish,因为不能在服务器上使用;/debug也是)并使用命令方块。命令方块和领域服服主/管理员有此等级权限。
# 3 - OP可以使用大多数多人游戏中独有的命令,包括 /debug,以及管理玩家的命令(/ban,/op等等)。
# 4 - OP可以使用所有命令,包括 /stop, /save-all, /save-on 和 /save-off。
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  1. 用机翻新增了部分翻译

    block-network-ids-are-hashes=false # If true, the server will send hashed block network ID's...
  2. 用机翻修正了部分翻译

    force-gamemode=false server-authoritative-movement=server-auth...
  3. 已更新翻译至1.19.51.01

    服务器配置文件新增:客户端块生成已启用、启用局域网可见性 enable-lan-visibility=true # Listen and respond to clients that...
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