Help/Tutorials/Configuration

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Introduction to Inceptions configuration files

Well, since Inception uses a logical approach to configuration files, they are placed differently and act 'wrong' at first look, but in reality, it's just acting by what you give it, thus not breaking it's own logic.
You'll find the plugins configuration file named 'config.yml' under 'plugins/Inception', the default world configuration file named 'default.yml' under 'plugins/Inception' and your per-world configurations under 'plugins/Inception/per-world' with the name you gave your world.

Configuring the Plugin

Inception on itself will do nothing unless you tell it to, so let's start with the plugins configuration file, 'config.yml'.

The General section

This section gives you a few options that roughly define how Inception will respond to actions.

  • TickTaskTicks:
    Most of Inception works by checking things out, and that means pulling a lot of data, going through it, and acting upon it. This controls how long Inception will wait between doing it again, values below 5 will work fine (mostly), values above 5 will likely hurt your structures or players.
  • PositionPrediction:
    Since we wait some ticks between each time we act upon data, should we predict where it will move in that time?

The General.OverlapTriggers section

This section controls how Inception will respond to different overlapping actions in the world, be it by a player, mob or physics.

  • BlockPlace:
    React when a player/mob places a block?
  • BlockBreak:
    React when a player/mob breaks a block?
  • BlockGrow:
    React when a blocks grows, like wheat?
  • BlockBurn:
    React when a block burns?
  • BlockFade:
    React when a block fades, like portal blocks?
  • BlockSpread:
    React when a block spreads?
  • BlockFromTo:
    React when a fluid flows, like lava and water?

Configuring each World

Inception will also generate several files that control the behaviour in a single world and a default configuration that is used as a base for missing values. The default configuration file is always named 'default.yml' and the per world configurations are located in the folder 'per-world'. In these files, there are multiple

The World Section

This controls basic interaction from Inception with the world, like enabling and time synchronisation.

  • Enabled:
    Weether or not Inception should launch a task for this world to process information in it.
  • SyncTimeWith:
    World to synchronize time with. This will overwrite time in this world with the set worlds time.

The Upper & Lower Section

Each world is divided into two sections, upper and lower. This is due to the math applied to positions within them and to make the configuration m.

  • World:
    Which world to connect this section to.
  • Teleport.Enabled:
    Should Inception try to teleport entities between worlds?
  • Teleport.From:
    On which layer should Inception start recognizing Entitites?
  • Teleport.To:
    To which layer should Inception teleport recognized entities?
  • Teleport.Safe:
    Should Inception try and make the target coordinates safe for teleporting?
    Warning: Removes existing blocks
  • Teleport.SafeGlass:
    Place a glass block below the player?
  • Teleport.EntityFilter:
    A regular expression of which entities to block from teleporting.
    Hint: Use simple class names.
  • Overlap.Enabled:
    Enable overlapping between worlds?
  • Overlap.From:
    What layer should Inception start overlapping to another world?
  • Overlap.To:
    What layer should Inception overlap to?
  • Overlap.Layers:
    How many layers of blocks should Inception watch and overlap?
  • Overlap.SourceFilter:
    A regular expression that matches the ids of all unallowed blocks that get placed.
  • Overlap.TargetFilter:
    A regular expression that matches the ids of all unreplaceable blocks.