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⌨️ Configuration & Dynamic GameRules (MC 26.3) ​

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1. Official Infobox Table ​

ParameterTechnical Details
Subsystem NameDynamic GameRules & Brigadier Command Suite
Minecraft AnchorMC 26.3
Java Implementationnet.vanillaoutsider.velocityrender.registry.YouRunFastGameRules
Command Implementationnet.vanillaoutsider.velocityrender.command.YouRunFastCommand
Root Command/velocityrender
GameRule Categoryvelocityrender:main ("Velocity Render")
Permission Level (Get/Status)Level 0 (All players)
Permission Level (Set/Reset/Reload)Level 2 (GAMEMASTERS / Server Operators)
Integration FrameworkDynamicGameRuleManager via DasikLibrary

2. Step-by-Step Player Workflow & Command Usage ​

1. Checking Real-Time Telemetry (/velocityrender status) ​

Players can check their instantaneous velocity, server tick performance, active tickets, and chunk mesh state at any time:

/velocityrender status

Example Output:

§6[Velocity Render — Engine Telemetry]§r
 §7• §fStatus: §aACTIVE§r
 §7• §fYour Velocity: §a1.45 b/t (29.0 m/s)§r
 §7• §fDynamic Forward Reach: §e14 Chunks§r
 §7• §fActive Packed Tickets: §b18 (LongOpenHashSet Zero-Alloc)§r
 §7• §fServer MSPT Load: §f18.4 ms §7(§a20.0 TPS§7)§r
 §7• §fClient Mesh Bias: §aCOMPILING FORWARD§r
 §7• §fForward Lead Multiplier: §e100%§r
 §7• §fMin Speed Threshold: §b0.20 b/t (4.0 m/s)§r
 §7• §fBudget Conservation: §aON§r
 §7• §fDebug Logging: §7OFF

2. Querying Active GameRules (/velocityrender get <rule>) ​

/velocityrender get lead_multiplier
-> §6velocityrender:forward_lead_multiplier = §e100%

/velocityrender get min_speed
-> §6velocityrender:min_speed = §e0.2 b/t

3. Modifying Settings in Real Time (/velocityrender set <rule> <value>) ​

Operators can tune settings on the fly without restarting the server or client:

/velocityrender set lead_multiplier 150
-> §aUpdated velocityrender:lead_multiplier to 150

/velocityrender set min_speed 30
-> §aUpdated velocityrender:min_speed to 30

4. Restoring Defaults & Reloading ​

/velocityrender reset
-> §aReset all You Run Fast settings to vanilla defaults.

/velocityrender reload
-> §aReloaded You Run Fast configuration successfully.

3. Mathematical Conversions & Configuration Ranges ​

  • Forward Lead Multiplier: $$\text{Multiplier Ratio} = \frac{\text{Setting Value}}{100.0}, \quad \text{Range: }[0, 300]%$$
    • 100 = 1.0x baseline lookahead ($16$ blocks per block/tick).
    • 200 = 2.0x aggressive lookahead ($32$ blocks per block/tick).
    • 0 = Disables forward bias entirely.
  • Minimum Speed Threshold: $$\text{Velocity Threshold} = \frac{\text{Setting Value}}{100.0}\text{ blocks/tick}, \quad \text{Range: }[1, 200]$$
    • 20 = $0.20\text{ b/t} = 4.0\text{ m/s}$ (Default: activates on sprint/horse).
    • 50 = $0.50\text{ b/t} = 10.0\text{ m/s}$ (Activates only on Elytra / Ice Boat).

4. Visual ASCII Diagram: Command Dispatcher Tree ​

/velocityrender
├── help (Level 0)
├── status (Level 0)
├── get (Level 0)
│   └── <rule> [enabled | lead_multiplier | budget_conservation | min_speed | debug_mode]
├── set (Level 2)
│   ├── enabled <boolean>
│   ├── lead_multiplier <int: 0..300>
│   ├── budget_conservation <boolean>
│   ├── min_speed <int: 1..200>
│   └── debug_mode <boolean>
├── reset (Level 2)
└── reload (Level 2)

5. SNBT & Level.dat GameRule Schema ​

Settings are saved automatically in Minecraft's level.dat under GameRules:

snbt
{
    GameRules: {
        "velocityrender:enabled": "true",
        "velocityrender:forward_lead_multiplier": "100",
        "velocityrender:budget_conservation": "true",
        "velocityrender:min_speed_threshold_pct": "20",
        "velocityrender:debug_mode": "false"
    }
}

6. Exhaustive Reference Tables ​

Dynamic GameRules ​

GameRule KeyTypeDefaultValid RangePermissionDescription
velocityrender:enabledBooleantruetrue, falseLevel 2Master toggle for both client meshing and server ticket allocation
velocityrender:forward_lead_multiplierInteger100$0$ to $300$Level 2Percentage multiplier scaling lookahead distance ($100 = 1.0\text{x}$)
velocityrender:budget_conservationBooleantruetrue, falseLevel 2Enables dynamic trimming of rear/lateral non-simulation tickets at high speed
velocityrender:min_speed_threshold_pctInteger20$1$ to $200$Level 2Minimum speed percentage ($20 = 0.20\text{ b/t} = 4.0\text{ m/s}$)
velocityrender:debug_modeBooleanfalsetrue, falseLevel 2Enables verbose diagnostic telemetry logging to server and client logs

Brigadier Commands ​

Command SyntaxArgumentsPermReturns
/velocityrender helpNone0Displays comprehensive command guide in chat
/velocityrender statusNone0Displays live velocity, dynamic reach, tickets, MSPT, and client status
/velocityrender get <rule>rule: Word0Prints current active value for the specified setting
/velocityrender set enabled <val>val: Boolean2Updates master mod enablement state
/velocityrender set lead_multiplier <val>val: 0..3002Updates forward lead scaling percentage
/velocityrender set budget_conservation <val>val: Boolean2Updates budget conservation mode
/velocityrender set min_speed <val>val: 1..2002Updates minimum activation speed threshold
/velocityrender set debug_mode <val>val: Boolean2Updates diagnostic debug logging flag
/velocityrender resetNone2Restores all 5 GameRules to default values
/velocityrender reloadNone2Flushes and confirms active runtime configuration

7. Developer & API Hooks ​

java
// Querying GameRules programmatically via DasikLibrary
boolean enabled = YouRunFastGameRules.isEnabled(serverLevel);
int leadPct = YouRunFastGameRules.getLeadMultiplierPct(serverLevel);
boolean budget = YouRunFastGameRules.isBudgetConservationEnabled(serverLevel);
double minSpeed = YouRunFastGameRules.getMinSpeedThreshold(serverLevel);
boolean debug = YouRunFastGameRules.isDebugMode(serverLevel);

Official documentation & web portal for Dasik Igaijinn mods.