Config
Default config.yml and description
Default config.yml:
config:
sphere:
# See below for full description
# Fractional positive number
calculation:
ad_factor: 20.0
rad_factor: 2.0
# Integer positive number
display:
# Sphere refresh rate in ticks
frequency: 20
# Sphere display time in ticks
duration: 400
# See below for full description
threads:
# Integer positive number
particles_per_thread: 2147483647
# boolean true/false
calculation_info: false
particle:
# Particle type.
# See below for possible values.
particle_type: VILLAGER_HAPPY
# Values of these keys are only used if the particle_type is REDSTONE.
# Otherwise, these values will be ignored.
particle_data:
# Color in RGB format
# Integer number 0-255
color:
r: 0
g: 0
b: 0
# Particle size
# Fractional positive number
size: 1.0
messages:
prefix: "&7[&5CTRZ&7] &b:"
import: "%prefix% &aImport completed!"
reload: "%prefix% &aReload completed!"
invalid_number_args: "%prefix% &cInvalid number of arguments."
invalid_argument: "%prefix% &cInvalid argument &9%arg%&c."
no_permission: "&cNo permission."
# Don't edit it!
config_version: 4
config.sphere.calculation
ad_factor:
A displayed sphere is a collection of circles. This parameter affects a rotation angle calculation, which, in turn, affects a calculation of a next point coordinate lying on the same circle. The larger value of this parameter, the smaller distance between points and, accordingly, the greater points number. All calculated sphere coordinates are rounded and deduplicated. Therefore, unreasonably large values of this parameter will not change a sphere appearance, but will only pointlessly increase CPU load and a sphere calculation time.

rad_factor
This parameter determines а rotation angle for calculating next boundary of a sphere mesh cell. The larger value of this parameter, the smaller cell size.

config.threads
particles_per_thread:
This parameter determines how many threads will be created to display a sphere. For example, a calculated sphere surface has 57439 coordinates. If particles_per_thread = 10000 then 6 threads will be created for spawning particles:
1 - 10000
2 - 10000
3 - 10000
4 - 10000
5 - 10000
6 - 7439
The more threads, the more CPU usage. Don't touch the default value unless you fully understand what you are doing.
calculation_info
If true, then will display information about a calculated sphere:
Total calculation - total number of calculations performed in calculating a sphere surface coordinates. Sphere points - number of sphere surface coordinates after deduplication. Threads - number of threads created to display a sphere
Valid values for the particle_type key
ASH
BUBBLE_COLUMN_UP
BUBBLE_POP
CAMPFIRE_COSY_SMOKE
CAMPFIRE_SIGNAL_SMOKE
CHERRY_LEAVES
CLOUD
COMPOSTER
CRIMSON_SPORE
CRIT
CRIT_MAGIC
CURRENT_DOWN
DAMAGE_INDICATOR
DOLPHIN
DRAGON_BREATH
DRIP_LAVA
DRIP_WATER
DRIPPING_DRIPSTONE_LAVA
DRIPPING_DRIPSTONE_WATER
DRIPPING_HONEY
DRIPPING_OBSIDIAN_TEAR
EGG_CRACK
ELECTRIC_SPARK
ENCHANTMENT_TABLE
END_ROD
EXPLOSION_HUGE
EXPLOSION_LARGE
EXPLOSION_NORMAL
FALLING_DRIPSTONE_LAVA
FALLING_DRIPSTONE_WATER
FALLING_HONEY
FALLING_LAVA
FALLING_NECTAR
FALLING_OBSIDIAN_TEAR
FALLING_SPORE_BLOSSOM
FALLING_WATER
FIREWORKS_SPARK
FLAME
FLASH
GLOW
GLOW_SQUID_INK
HEART
LANDING_HONEY
LANDING_LAVA
LANDING_OBSIDIAN_TEAR
LAVA
MOB_APPEARANCE
NAUTILUS
NOTE
PORTAL
REDSTONE
REVERSE_PORTAL
SCRAPE
SCULK_CHARGE
SCULK_CHARGE_POP
SCULK_SOUL
SHRIEK
SLIME
SMALL_FLAME
SMOKE_LARGE
SMOKE_NORMAL
SNEEZE
SNOW_SHOVEL
SNOWBALL
SNOWFLAKE
SONIC_BOOM
SOUL
SOUL_FIRE_FLAME
SPELL
SPELL_INSTANT
SPELL_MOB
SPELL_MOB_AMBIENT
SPELL_WITCH
SPIT
SPORE_BLOSSOM_AIR
SQUID_INK
SUSPENDED
SUSPENDED_DEPTH
SWEEP_ATTACK
TOTEM
TOWN_AURA
VILLAGER_ANGRY
VILLAGER_HAPPY
WARPED_SPORE
WATER_BUBBLE
WATER_DROP
WATER_SPLASH
WATER_WAKE
WAX_OFF
WAX_ON
WHITE_ASH
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