基巖版server.properties人工翻譯+詳細(xì)解釋[實(shí)時(shí)更新-3]

*編寫日期:2023/6/10-6/11
*編寫時(shí),服務(wù)端最新版本:1.20.0.01
*均為默認(rèn)值、默認(rèn)排序
*人工翻譯(已和機(jī)器翻譯進(jìn)行比較,無問題),如有錯(cuò)漏,請(qǐng)?jiān)u論區(qū)指正

server-name=Dedicated Server
服務(wù)器名稱
# Used as the server name
# 用作于服務(wù)器名稱
# Allowed values: Any string without semicolon symbol.
# 允許值:任何不帶“分號(hào)符號(hào)”的字符串。
gamemode=survival
游戲模式
# Sets the game mode for new players.
# 為新玩家設(shè)置的游戲模式。(解釋:此新玩家是相對(duì)于服務(wù)器的存檔來說)
# Allowed values: "survival", "creative", or "adventure"
# 允許值:"survival"(生存)、"creative"(創(chuàng)造)?或 "adventure"(冒險(xiǎn))
force-gamemode=false
強(qiáng)制游戲模式
# force-gamemode=false (or force-gamemode? is not defined in the server.properties)
# force-gamemode=false(或者在 server.properties 中沒有定義 force-gamemode)
# prevents the server from sending to the client gamemode values other
# 防止服務(wù)器向客戶端發(fā)送游戲模式值
# than the gamemode value saved by the server during world creation
# 而不是服務(wù)器在創(chuàng)建世界期間保存的游戲模式值
# even if those values are set in server.properties after world creation.
# 即使這些值是在世界創(chuàng)建后在 server.properties 中設(shè)置的。
#?
# force-gamemode=true forces the server to send to the client gamemode values
# force-gamemode=true 將強(qiáng)制服務(wù)器把游戲模式值發(fā)送到客戶端
# other than the gamemode value saved by the server during world creation
# 除了在世界創(chuàng)建期間服務(wù)器保存的游戲模式值
# if those values are set in server.properties after world creation.
# 如果這些值是在世界創(chuàng)建后在 server.properties 中設(shè)置的。
difficulty=easy
游戲難度
# Sets the difficulty of the world.
# 設(shè)置世界的難度。
# Allowed values: "peaceful", "easy", "normal", or "hard"
#?允許值:"peaceful"(和平)、"easy"(簡單)、"normal"(普通) 或?"hard"(困難)
allow-cheats=false
作弊
# If true then cheats like commands can be used.
# 如果為?true,則可以使用諸如命令之類的作弊。(提醒:即使設(shè)置為false,服務(wù)器后臺(tái)仍然可以使用命令。|| 彩蛋:那么如果服務(wù)器存檔沒有開過作弊,那是不是可以刷成就??。?/span>
# Allowed values: "true" or "false"
# 允許值:“true”(是)?或?“false”(否)
max-players=10
最大玩家數(shù)
# The maximum number of players that can play on the server.
# 服務(wù)器的人數(shù)上限。(彩蛋:設(shè)置為0有驚喜awa )
# Allowed values: Any positive integer
# 允許值:任何正整數(shù)
online-mode=true
聯(lián)網(wǎng)模式
# If true then all connected players must be authenticated to Xbox Live.
# 如果為 true,則所有連接的玩家都必須通過 Xbox Live 的身份驗(yàn)證。
# Clients connecting to remote (non-LAN) servers will always require Xbox Live authentication regardless of this setting.
# 無論如何設(shè)置,連接到遠(yuǎn)程(非 LAN)服務(wù)器的客戶端將始終需要 Xbox Live 身份驗(yàn)證。
# If the server accepts connections from the Internet, then it's highly recommended to enable online-mode.
# 如果服務(wù)器接受來自 Internet 的連接,那么強(qiáng)烈建議啟用 online-mode。(官方推薦,我也推薦)
# Allowed values: "true" or "false"
# 允許值:“true”(是)?或?“false”(否)
推薦原因:開啟 “身份驗(yàn)證” (online-mode)后每個(gè)連接的玩家都必須與Xbox Live進(jìn)行身份驗(yàn)證,可避免玩家因網(wǎng)絡(luò)延遲無法登錄原有賬號(hào)的xuid而重新注冊(cè)xuid,這會(huì)讓這個(gè)Xbox ID在服務(wù)器的數(shù)據(jù)丟失(比如:背包突然變空,等等),雖然可登錄回去,但這挺玄學(xué)的。
如有錯(cuò)誤清及時(shí)指出,推薦在評(píng)論區(qū)反饋交流
allow-list=false
白名單
# If true then all connected players must be listed in the separate allowlist.json file.
# 如果為 true,則所有連接的玩家必須列在單獨(dú)的 allowlist.json 文件中。
# Allowed values: "true" or "false"
# 允許值:“true”(是) 或 “false”(否)
server-port=19132
服務(wù)器IPv4端口
# Which IPv4 port the server should listen to.
# 服務(wù)器應(yīng)該監(jiān)聽哪個(gè) IPv4 端口。
# Allowed values: Integers in the range [1, 65535]
# 允許值:[1, 65535] 范圍內(nèi)的整數(shù)
server-portv6=19133
服務(wù)器IPv6端口
# Which IPv6 port the server should listen to.
# 服務(wù)器應(yīng)該監(jiān)聽哪個(gè) IPv6 端口。
# Allowed values: Integers in the range [1, 65535]
# 允許值:[1, 65535] 范圍內(nèi)的整數(shù)
view-distance=32
視距
# The maximum allowed view distance in number of chunks.
# 以區(qū)塊數(shù)表示的最大允許視距。(單位:區(qū)塊 || 提醒:較高的值對(duì)服務(wù)器性能有影響)
# Allowed values: Positive integer equal to 5 or greater.
# 允許值:等于或大于 5 的正整數(shù)。
tick-distance=4
加載區(qū)塊的距離
# The world will be ticked this many chunks away from any player.
# 世界將在距離任何玩家這么遠(yuǎn)的地方停止加載。(單位:區(qū)塊 || 解釋:當(dāng)玩家遠(yuǎn)離某個(gè)區(qū)塊的距離超過設(shè)定值后,該區(qū)塊會(huì)停止加載。?停止加載的區(qū)塊內(nèi)的 實(shí)體、方塊、等將凍結(jié)于最后加載的狀態(tài)(表現(xiàn)現(xiàn)象例如:生物、植物停止生長;紅石系統(tǒng)停止運(yùn)行),且實(shí)體將不更新渲染,方塊停止更新渲染。|| 提醒:較高的值可能會(huì)影響服務(wù)器性能)
# Allowed values: Integers in the range [4, 12]
# 允許值:[4, 12] 范圍內(nèi)的整數(shù)
player-idle-timeout=30
玩家掛機(jī)時(shí)間限制
# After a player has idled for this many minutes they will be kicked. If set to 0 then players can idle indefinitely.
# 玩家掛機(jī)幾分鐘后將被踢出。 如果設(shè)置為 0,則玩家可以無限期掛機(jī)。
# Allowed values: Any non-negative integer.
# 允許值:任何非負(fù)整數(shù)。
max-threads=8
最大線程數(shù)
# Maximum number of threads the server will try to use. If set to 0 or removed then it will use as many as possible.
# 服務(wù)器將嘗試使用的最大線程數(shù)。 如果設(shè)置為 0 或 留空,那么將盡可能使用更多的線程數(shù)。
# Allowed values: Any positive integer.
# 允許值:任何正整數(shù)。
level-name=Bedrock level
地圖名稱
# Allowed values: Any string without semicolon symbol or symbols illegal for file name:?/\n\r\t\f`?*\\<>|\":
# 允許值:任何不帶“分號(hào)符號(hào)”或“文件名的非法符號(hào)?/\n\r\t\f`?*\\<>|\":”的字符串
請(qǐng)不要輸入中文,可能會(huì)無法正常識(shí)別,并且服務(wù)器程序會(huì)根據(jù)地圖名稱找存檔文件夾,即存檔文件夾名稱=地圖名稱


level-seed=
地圖種子
# Use to randomize the world
# 用于隨機(jī)化世界(解釋:換句話來說 - 地圖種子,留空將隨機(jī)種子,如果服務(wù)器沒有地圖存檔,將以這個(gè)種子生成一個(gè)地圖存檔)
# Allowed values: Any string
# 允許值:任何字符串
default-player-permission-level=member
玩家的默認(rèn)權(quán)限級(jí)別
# Permission level for new players joining for the first time.
# 新玩家首次加入的權(quán)限級(jí)別。(此新玩家指:相對(duì)于服務(wù)器的存檔來說是新玩家)
# Allowed values: "visitor", "member", "operator"
# 允許值:"visitor"(訪客)、"member"(成員)、"operator"(操作員)
texturepack-required=false
依賴紋理包
# Force clients to use texture packs in the current world
# 強(qiáng)制客戶端使用在當(dāng)前世界(存檔)的紋理包(貌似可以阻止由全局加載材質(zhì)包的透視,以及用著色器弄的夜視)
# Allowed values: "true" or "false"
# 允許值:“true”(是)?或?“false”(否)
content-log-file-enabled=false
日志文件
# Enables logging content errors to a file
# 啟用會(huì)將內(nèi)容錯(cuò)誤記錄到文件中(解釋:是否啟用錯(cuò)誤日志)
# Allowed values: "true" or "false"
# 允許值:“true”(是)?或?“false”(否)
compression-threshold=1
發(fā)送數(shù)據(jù)包的壓縮閾值
# Determines the smallest size of raw network payload to compress
# 原始網(wǎng)絡(luò)數(shù)據(jù)的有效載荷將會(huì)被壓縮的最小大小閾值(解釋:服務(wù)器發(fā)送的數(shù)據(jù)包里的有效數(shù)據(jù)將會(huì)被壓縮的最小大小閾值。一般默認(rèn)即可)
# Allowed values: 0-65535
# 允許值:0-65535
compression-algorithm=zlib
發(fā)送數(shù)據(jù)包的壓縮算法
# Determines the compression algorithm to use for networking
# 確定用于發(fā)送數(shù)據(jù)包的壓縮算法
# Allowed values: "zlib", "snappy"
# 允許值:“zlib”、“snappy”
zlib算法特點(diǎn):壓縮率取決于原數(shù)據(jù)里的重復(fù)數(shù)據(jù),無損壓縮。
snappy算法特點(diǎn):通常來說比“zlib”算法快,但犧牲了一定的壓縮率。
一般默認(rèn)即可
server-authoritative-movement=server-auth
客戶端行動(dòng)的驗(yàn)證方式
# Allowed values: "client-auth", "server-auth", "server-auth-with-rewind"
# 允許值:"client-auth"(客戶端驗(yàn)證)、"server-auth"(服務(wù)器驗(yàn)證)、"server-auth-with-rewind"(服務(wù)器驗(yàn)證和“倒帶”)
# Enables server authoritative movement. If "server-auth", the server will replay local user input on
# 啟用服務(wù)器驗(yàn)證移動(dòng)。 如果是“server-auth”,服務(wù)器將重演本地賬戶輸入
# the server and send down corrections when the client's position doesn't match the server's.
# 服務(wù)器并在客戶端的位置與服務(wù)器的位置不匹配時(shí)發(fā)送更正。(解釋:即利用玩家更新數(shù)據(jù)的原因、影響、條件,來重新演算該玩家的影響、趨勢(shì),并更正該玩家不合理的數(shù)據(jù)。)
# If "server-auth-with-rewind" is enabled and the server sends a correction, the clients will be instructed
# 如果啟用了“server-auth-with-rewind”并且服務(wù)器發(fā)送更正,則將指示客戶端
# 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.
# 將狀態(tài)倒回到更正時(shí),應(yīng)用更正,然后從那時(shí)起重演所有玩家輸入。 這導(dǎo)致更平滑和更頻繁的校正。(解釋:即把所有影響、狀態(tài)、條件倒回到玩家更新數(shù)據(jù)那刻,之后重新演算所有玩家所導(dǎo)致影響、趨勢(shì),并更正該玩家不合理的數(shù)據(jù)。)
# Corrections will only happen if correct-player-movement is set to true.
# 只有在 “correct-player-movement” 設(shè)置為 true 時(shí)才會(huì)發(fā)生更正。(解釋:即除了 "client-auth" - “客戶端驗(yàn)證” 服務(wù)器都會(huì)更正玩家不合理數(shù)據(jù))
這個(gè)server-authoritative-movement是不是看得一頭霧水?
為此,我舉一個(gè)類似例子:
上面所描述的“倒帶”指的是“狀態(tài)變化的倒帶”,不是世界時(shí)間的“倒帶”,時(shí)間不會(huì)倒流。
服務(wù)器驗(yàn)證 與 服務(wù)器驗(yàn)證和“倒帶”的區(qū)別?
服務(wù)器驗(yàn)證:更正狀態(tài)是狀態(tài)變化后。
舉個(gè)例子:蛋糕切歪了,重新買一個(gè)蛋糕代替原蛋糕并假裝無事發(fā)生。
服務(wù)器驗(yàn)證和“倒帶”:把現(xiàn)狀態(tài)“倒帶”到異常前的狀態(tài),并更正。
舉個(gè)例子:蛋糕切到一半,發(fā)現(xiàn)切歪了,借哆啦a夢(mèng)的時(shí)光布,把蛋糕的狀態(tài)還原到切之前。
player-movement-score-threshold=20
玩家異常移動(dòng)數(shù)閾值
# The number of incongruent time intervals needed before abnormal behavior is reported.
# 允許 (服務(wù)器演算位置與客戶端位置)不一致(超時(shí)的)時(shí)段 的數(shù)量,超出將報(bào)告異常行為。
# Disabled by server-authoritative-movement.
# 可被 “server-authoritative-movement” 禁用。(解釋:指可被 "server-authoritative-movement" 的 "client-auth" 選項(xiàng)禁用)
player-movement-action-direction-threshold=0.85
玩家異常 移動(dòng)/攻擊 方向閾值
# The amount that the player's attack direction and look direction can differ.
# 允許 玩家的攻擊方向和視線方向差異 的閾值。
# Allowed values: Any value in the range of [0, 1] where 1 means that the
# 允許值: 范圍 [0, 1] 內(nèi)的任何值,其中1表示
# direction of the players view and the direction the player is attacking
# 玩家視線的方向和玩家攻擊的方向
# must match exactly and a value of 0 means that the two directions can
# 必須完全匹配,值為0表示允許兩個(gè)方向(玩家視線的方向和玩家攻擊的方向)
# differ by up to and including 90 degrees.
# 相差不超過90度。
player-movement-distance-threshold=0.3
玩家移動(dòng)異常距離閾值
# The difference between server and client positions that needs to be exceeded before abnormal behavior is detected.
# 允許 服務(wù)器(演算)位置與客戶端位置之間差異 的閾值,超出將視為異常。
# Disabled by server-authoritative-movement.
# 可被 “server-authoritative-movement” 禁用。(解釋:指可被 "server-authoritative-movement" 的 "client-auth" 選項(xiàng)禁用)
player-movement-duration-threshold-in-ms=500
玩家異常移動(dòng)持續(xù)時(shí)間閾值(毫秒)
# The duration of time the server and client positions can be out of sync (as defined by player-movement-distance-threshold)
# 允許 服務(wù)器(演算)位置與客戶端位置差異異常 存在的時(shí)段長度(異常移動(dòng)由 "player-movement-distance-threshold" 定義)
# before the abnormal movement score is incremented. This value is defined in milliseconds.
# 超時(shí)將增加異常移動(dòng)分?jǐn)?shù)。該參數(shù)以毫秒為單位定義。
# Disabled by server-authoritative-movement.
# 可被 “server-authoritative-movement” 禁用。(解釋:指可被 "server-authoritative-movement" 的 "client-auth" 選項(xiàng)禁用)
correct-player-movement=false
糾正玩家異常行為
# If true, the client position will get corrected to the server position if the movement score exceeds the threshold.
# 如果為 true,當(dāng)異常移動(dòng)分?jǐn)?shù)超過閾值時(shí),客戶端位置將被更正為服務(wù)器(演算)位置。
上面的 “correct-player-movement”(糾正玩家異常行為) 與附屬規(guī)則 “server-authoritative-movement”(客戶端行動(dòng)的驗(yàn)證方式), “player-movement-score-threshold”(玩家異常移動(dòng)數(shù)閾值), “player-movement-action-direction-threshold”(玩家異常?移動(dòng)/攻擊?方向閾值), “player-movement-distance-threshold”(玩家移動(dòng)異常距離閾值), “player-movement-duration-threshold-in-ms”(玩家異常移動(dòng)持續(xù)時(shí)間閾值(毫秒)) 的運(yùn)轉(zhuǎn)關(guān)系
沒看懂?
沒有關(guān)系,看多幾次,結(jié)合解釋,我相信你會(huì)看懂的,我第一次看也是一臉懵 awa
server-authoritative-block-breaking=false
挖掘驗(yàn)證
# 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.
# 如果為 true,服務(wù)器將與客戶端同步計(jì)算塊挖掘操作,以便客戶端在驗(yàn)證通過后允許打破方塊。
chat-restriction=None
聊天限制
# Allowed values: "None", "Dropped", "Disabled"
#允許值:"None"(無限制)、"Dropped"(被終止)、"Disabled"(被關(guān)閉)
# This represents the level of restriction applied to the chat for each player that joins the server.
# 這是服務(wù)器里所有玩家的聊天限制。
# "None" is the default and represents regular free chat.
# "None"(無限制)是默認(rèn)值,表示可以暢聊無阻(廢話文學(xué))
# "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.
# "Dropped"(被終止)意味著發(fā)送的聊天消息將會(huì)被攔截。發(fā)送聊天消息的玩家會(huì)被告知該功能無法使用。
# "Disabled" means that unless the player is an operator, the chat UI does not even appear. No information is displayed to the player.
# "Disabled"(被關(guān)閉)意味著除管理員以外的玩家將不會(huì)顯示聊天界面。并且不會(huì)向玩家顯示任何信息。
disable-player-interaction=false
禁用與其他玩家交互
# If true, the server will inform clients that they should ignore other players when interacting with the world. This is not server authoritative.
# 如果為 true,玩家將忽略與其他玩家的交互。但這將沒有服務(wù)器行為驗(yàn)證。
“忽略與其他玩家的交互”指:對(duì)其他玩家攻擊時(shí),將穿透其他玩家,即使pvp是開啟狀態(tài),表現(xiàn)效果類似為其他玩家沒有hitbox,像幽靈一樣,但在pvp狀態(tài)還開著的時(shí)候,對(duì)其他玩家射箭是可以造成傷害,魚鉤還是還是可以鉤到的,因?yàn)榧?,魚鉤不是玩家本體。
client-side-chunk-generation-enabled=true
客戶端輔助生成區(qū)塊
# If true, the server will inform clients that they have the ability to generate visual level chunks outside of player interaction distances.
# 如果為 true,將允許客戶端自行在玩家交互距離之外生成視覺級(jí)別的區(qū)塊。
block-network-ids-are-hashes=true
異步發(fā)送區(qū)塊數(shù)據(jù)包
# 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.
# 如果為 true,服務(wù)器將不按區(qū)塊ID順序發(fā)送數(shù)據(jù)包。請(qǐng)注意這些ID是穩(wěn)定的,無論其他區(qū)塊如何更改,都不會(huì)更改。
disable-persona=false
禁用角色(喵?什么角色?)
# Internal Use Only
# 僅供內(nèi)部使用(喵?那,默認(rèn)就好啦?)
disable-custom-skins=false
禁用第三方自定義皮膚
# If true, disable players customized skins that were customized outside of the Minecraft store assets or in game assets. ?This is used to disable possibly offensive custom skins players make.
# 如果為 true,則禁用玩家使用?在Minecraft商店(市場)所獲取的皮膚 或 游戲的角色創(chuàng)建器中自定義的自定義皮膚 之外的皮膚。這用于禁用玩家制作的可能令人反感的自定義皮膚。(屬于是一刀切了)
server-build-radius-ratio=Disabled
服務(wù)器生成區(qū)塊半徑比
# Allowed values: "Disabled" or any value in range [0.0, 1.0]
# 允許值:"Disabled"(被關(guān)閉)?或 [0.0, 1.0]范圍內(nèi)的取值
# 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.
# 如果設(shè)置 "Disabled"(被關(guān)閉),服務(wù)器將會(huì)動(dòng)態(tài)計(jì)算它要生成的區(qū)塊數(shù)據(jù)相對(duì)于某位玩家視距,并將其余區(qū)塊分配給其客戶端自行生成。
# Otherwise from the overridden ratio tell the server how much of the player's view to generate, disregarding client hardware capability.
# 否則,根據(jù)此設(shè)置的值(生成比例)計(jì)算服務(wù)器要生成的區(qū)塊數(shù)據(jù)相對(duì)于某位玩家視距,而不考慮其客戶端的硬件性能。(貌似設(shè)置不合理就很容易造成炸其中一端的現(xiàn)象,一般默認(rèn)即可)
# Only valid if client-side-chunk-generation-enabled is enabled
# 僅當(dāng) "client-side-chunk-generation-enabled" 啟用(設(shè)置為 true)時(shí)有效

補(bǔ)充
*以上為?server.properties?默認(rèn)存在的設(shè)置,下面將為大家補(bǔ)充其他可用設(shè)置
level-type=DEFAULT
地圖世界類型
# server.properties?默認(rèn)無設(shè)置此項(xiàng),但服務(wù)器默認(rèn) “l(fā)evel-type=DEFAULT”
#?地圖的世界類型,僅在服務(wù)器沒有存檔時(shí),創(chuàng)建地圖時(shí)應(yīng)用。
# 允許值:"FLAT"(超平坦)、"LEGACY"(舊世界類型)、"DEFAULT"(默認(rèn))
emit-server-telemetry
發(fā)送服務(wù)器遙測數(shù)據(jù)
# server.properties?默認(rèn)無設(shè)置此項(xiàng)
# 當(dāng)此項(xiàng)不是設(shè)置為 true,服務(wù)器啟動(dòng)時(shí)會(huì)在終端發(fā)送:
#?====?TELEMETRY MESSAGE ====
# Server Telemetry is currently not enabled.
# Enabling this telemetry helps us improve the game.
#
# To enable this feature, add the line 'emit-server-telemetry=true'
# to the server.properties file in the handheld/src-server directory
# ==== 遙測模塊消息?====
# 服務(wù)器遙測當(dāng)前未啟用。
# 啟用這種遙測技術(shù)有助于'我們'(Mojang)改進(jìn)游戲。
#
# 要啟用此功能,請(qǐng)?zhí)砑?“emit-server-telemetry=true”
# 到該服務(wù)器目錄的 server.properties 文件中
當(dāng)然直接無視是沒有問題的,對(duì)服務(wù)器沒有任何影響
*如有 疏漏 或 錯(cuò)誤 請(qǐng)?jiān)谠u(píng)論區(qū)指出,謝謝

參考:server.properties - Minecraft Wiki
(https://minecraft.fandom.com/zh/wiki/Server.properties)