limiters.yml¶
Enchantment caps, potion caps, effect caps, and the most of each block a team's territory may hold.
How it plays: read the guide
Every example on this page is taken from the shipped limiters.yml. Changes apply with /hcf reload, to what players already carry too. Every list ships empty: which levels a map allows is its defining choice. enabled: true at the top switches everything on and off.
Enchantments¶
limiters.yml
enchantments:
# The highest level each enchantment may reach. 0 forbids it entirely. Anything
# not listed keeps vanilla's levels.
#
# EMPTY ON PURPOSE. Which levels a map allows - Protection I or II, Sharpness I
# or II - is the defining choice of an HCF map, and not a default to invent.
#
# Names are the enchantment's id, with or without "minecraft:". A name this
# server does not know is reported in the console when the file is loaded.
#
# A cap can also be ABOVE vanilla's maximum: the anvil then combines past it,
# with vanilla's rule - two equal levels make one higher - so two Sharpness V
# make Sharpness VI when sharpness is capped at 6. Nothing else in the game
# creates such levels, so the anvil is where they come from.
#
# caps:
# protection: 2
# sharpness: 2
# power: 3
# fire_aspect: 0
caps: {}
# Caps always apply at the enchanting table and the anvil. This also brings
# down items that arrive some other way - loot, villager trades, fishing,
# another plugin - when their holder joins, closes an inventory, or fights with
# them. It only ever lowers. The very first hit with such an item can still land
# at its old level: the damage of a hit is worked out before it can be seen.
# Enchanted books are left as they are - they only give their levels through an
# anvil, which caps them.
fix-existing-items: true
| Key | As shipped | What it does |
|---|---|---|
caps |
{} |
Enchantment id to its highest level; 0 forbids it. A cap above vanilla's maximum is reached at the anvil |
fix-existing-items |
true |
Also lower items that arrive otherwise — loot, trades, other plugins — on join, on closing an inventory and in combat |
Potions¶
limiters.yml
potions:
# The highest level each effect may be applied at FROM A POTION - drunk,
# splashed, a lingering cloud, a tipped arrow. 0 forbids it. Anything not
# listed is untouched. An effect above its cap is brought down to it rather
# than refused: Strength II drinks as Strength I when strength is capped at 1.
#
# A forbidden potion (0) is not brewed, and drinking, throwing or shooting one
# is refused and the player told - a potion is kept, not used up for nothing.
#
# Golden apples, beacons, commands and other plugins are left alone: a cap on
# regeneration is about potions, not about apples. So are the classes' effects:
# "strength: 0" leaves Strength to the Bard.
#
# Empty on purpose, like the enchantments.
#
# caps:
# strength: 0 # Strength from the Bard only
# invisibility: 0
# speed: 2
caps: {}
| Key | As shipped | What it does |
|---|---|---|
caps |
{} |
Effect to its highest level from a potion (drunk, splashed, lingering, tipped arrow); 0 forbids it: not brewed, drinking, throwing or shooting refused. Above the cap, the effect is brought down, not refused. A Bard's effects are not potions |
Effects¶
limiters.yml
effects:
# The highest level each effect may have on a player, WHATEVER gives it: a
# potion, a class (a Bard's burst), a custom enchant, the King, a golden apple,
# a beacon, a command, another plugin. 0 forbids it. Anything not listed is
# untouched; an effect above its cap is brought down to it, not refused.
#
# Where potions.caps above is about potions only, this is about the effect:
# "resistance: 3" and no player ever has more than Resistance III.
#
# Empty on purpose, like the rest.
#
# caps:
# resistance: 3
# speed: 3
caps: {}
| Key | As shipped | What it does |
|---|---|---|
caps |
{} |
Effect to its highest level on a player, whatever gives it — potion, class, custom enchant, the King, golden apple, beacon, command, another plugin; 0 forbids it. Above the cap, the effect is brought down, keeping its duration. Applies at once on /hcf reload and on join. For a potion, the lower of potions.caps and this holds |
Blocks per claim¶
| Key | As shipped | What it does |
|---|---|---|
enabled |
true |
The block limits |
limits |
{} |
Block name to the most a team's whole territory may hold; 0 forbids it in claims |
The whole shipped file¶
limiters.yml
# ---------------------------------------------------------------------------
# limiters.yml - enchantment, potion and effect limits
#
# /hcf reload applies changes at once, including to what players already carry.
#
# Lines "# --8<-- [start:...]" and "# --8<-- [end:...]" mark the parts the online
# documentation quotes from this file. They are comments and change nothing.
# ---------------------------------------------------------------------------
enabled: true
enchantments:
# The highest level each enchantment may reach. 0 forbids it entirely. Anything
# not listed keeps vanilla's levels.
#
# EMPTY ON PURPOSE. Which levels a map allows - Protection I or II, Sharpness I
# or II - is the defining choice of an HCF map, and not a default to invent.
#
# Names are the enchantment's id, with or without "minecraft:". A name this
# server does not know is reported in the console when the file is loaded.
#
# A cap can also be ABOVE vanilla's maximum: the anvil then combines past it,
# with vanilla's rule - two equal levels make one higher - so two Sharpness V
# make Sharpness VI when sharpness is capped at 6. Nothing else in the game
# creates such levels, so the anvil is where they come from.
#
# caps:
# protection: 2
# sharpness: 2
# power: 3
# fire_aspect: 0
caps: {}
# Caps always apply at the enchanting table and the anvil. This also brings
# down items that arrive some other way - loot, villager trades, fishing,
# another plugin - when their holder joins, closes an inventory, or fights with
# them. It only ever lowers. The very first hit with such an item can still land
# at its old level: the damage of a hit is worked out before it can be seen.
# Enchanted books are left as they are - they only give their levels through an
# anvil, which caps them.
fix-existing-items: true
potions:
# The highest level each effect may be applied at FROM A POTION - drunk,
# splashed, a lingering cloud, a tipped arrow. 0 forbids it. Anything not
# listed is untouched. An effect above its cap is brought down to it rather
# than refused: Strength II drinks as Strength I when strength is capped at 1.
#
# A forbidden potion (0) is not brewed, and drinking, throwing or shooting one
# is refused and the player told - a potion is kept, not used up for nothing.
#
# Golden apples, beacons, commands and other plugins are left alone: a cap on
# regeneration is about potions, not about apples. So are the classes' effects:
# "strength: 0" leaves Strength to the Bard.
#
# Empty on purpose, like the enchantments.
#
# caps:
# strength: 0 # Strength from the Bard only
# invisibility: 0
# speed: 2
caps: {}
effects:
# The highest level each effect may have on a player, WHATEVER gives it: a
# potion, a class (a Bard's burst), a custom enchant, the King, a golden apple,
# a beacon, a command, another plugin. 0 forbids it. Anything not listed is
# untouched; an effect above its cap is brought down to it, not refused.
#
# Where potions.caps above is about potions only, this is about the effect:
# "resistance: 3" and no player ever has more than Resistance III.
#
# Empty on purpose, like the rest.
#
# caps:
# resistance: 3
# speed: 3
caps: {}
# ---------------------------------------------------------------------------
# Blocks per claim: the most of a block a team's whole territory may hold -
# against lag machines and abuse. Placing one more there is refused. Only player
# teams' land counts. Staff get past the limits only while they hold
# hcfcore.limiter.bypass AND have /staffbuild on - an operator placing blocks in
# normal play is counted like anybody else. Players see their team's usage with
# /team limits.
#
# Counted per chunk and kept up as blocks are placed, broken, burnt and blown up;
# each claimed chunk is also recounted exactly - off the main thread - the first
# time it loads after a start, which puts right whatever the events cannot see
# (redstone washed away by water, blocks changed by another plugin). A limit of 0
# forbids the block in claims. Names as the server spells them. Ships empty:
#
# claim-blocks:
# enabled: true
# limits:
# HOPPER: 64
# SPAWNER: 8
# REDSTONE_WIRE: 256
# ---------------------------------------------------------------------------
claim-blocks:
enabled: true
limits: {}