diff --git a/src/content/docs/en-us/2.3.x/misc.md b/src/content/docs/en-us/2.3.x/misc.md index 3087fd3..4a2bc88 100644 --- a/src/content/docs/en-us/2.3.x/misc.md +++ b/src/content/docs/en-us/2.3.x/misc.md @@ -66,29 +66,26 @@ Most configs will look something like this: "bootstrap": { "enabled": false }, - "main": { - }, - "game": { - }, - "client": { - } + "main": {}, + "game": {}, + "client": {} } ``` -The `bootstrap` block controls if a module should be loaded at all -(indicated by "loading X modules" in the game logs). All modules have this option. +The `bootstrap` block controls if a module should be loaded at all +(indicated by "loading X modules" in the game logs). All modules have this option. If a module cannot load for some reason, the mod will log the "forced module" state. -The `main` block controls global module configs, such as item registrations and other things which are usually not +The `main` block controls global module configs, such as item registrations and other things which are usually not expected to change during a play session. Most configs in this category must be synced between a server and client, and usually require a restart to apply. -The `game` block controls options that apply for stuff that happens in a world, during a play session. -Unlike the `main` block, these options are only required on the server (logical, works in singleplayer too). -Due to the nature of those options, they support overrides via [Data Packs](#data-pack-configs), per-dimension. -Some `game` configs support `available`, which act as `bootstrap.enabled`, but during gameplay, +The `game` block controls options that apply for stuff that happens in a world, during a play session. +Unlike the `main` block, these options are only required on the server (logical, works in singleplayer too). +Due to the nature of those options, they support overrides via [Data Packs](#data-pack-configs), per-dimension. +Some `game` configs support `available`, which act as `bootstrap.enabled`, but during gameplay, so a module could be bootstrapped, but most logic in it is disabled. -The `client` block controls options that are only relavant on the client, +The `client` block controls options that are only relavant on the client, and such are not required, or supported on the server. Usually related to visual stuff. diff --git a/src/content/docs/en-us/2.5.x/blocks.md b/src/content/docs/en-us/2.5.x/blocks.md index 0547358..9cac409 100644 --- a/src/content/docs/en-us/2.5.x/blocks.md +++ b/src/content/docs/en-us/2.5.x/blocks.md @@ -57,11 +57,11 @@ Well, this tweak forces you to kill every monster around the chest before you ca ::: details configuration -| Config | Description | -| ------------------ | -------------------------------------------------------------- | -| `range` | The range a mob must be in, to be considered a guard. | -| `breakingHandler` | Should guarded containers be unbreakable? | -| `checkReach` | Check if an enemy can reach the container (can find a path) | +| Config | Description | +| ----------------- | ----------------------------------------------------------- | +| `range` | The range a mob must be in, to be considered a guard. | +| `breakingHandler` | Should guarded containers be unbreakable? | +| `checkReach` | Check if an enemy can reach the container (can find a path) | ::: diff --git a/src/content/docs/en-us/2.5.x/items.md b/src/content/docs/en-us/2.5.x/items.md index 9b3a338..95d11cc 100644 --- a/src/content/docs/en-us/2.5.x/items.md +++ b/src/content/docs/en-us/2.5.x/items.md @@ -12,7 +12,7 @@ Also applies a cooldown of 0.5s and stops using the currently active shield ::: details configuration -All damageable items are controlled by the `andromeda:fire_damageable` item tag. +All damageable items are controlled by the `andromeda:fire_damageable` item tag. Shields are checked using the `c:tools/shield` item tag. Items that don't have the `minecraft:max_damage` component will be skipped.