TeamLifeBind 是一个面向 Minecraft 的团队生存对抗玩法,核心规则是“队友共享生死,一人死亡,全队连坐”。
TeamLifeBind is a Minecraft team survival PvP mode built around shared lives: when one teammate dies, the whole team is wiped.
最低两个人,推荐四个人及以上人数游玩,后续会添加更多的道具以及机制
A minimum of two people, recommended for four or more players. More items and mechanics will be added later.
这个仓库同时维护 server (Bukkit/Spigot/Paper)、Fabric、Forge、NeoForge 四个平台实现,并通过 common 模块共享核心规则、语言文本和部分通用逻辑。
This repository ships synchronized implementations for server (Bukkit/Spigot/Paper), Fabric, Forge, and NeoForge, with a common module for the core rules, language assets, and shared logic.
- 支持
2-32队,开局会为每支队伍分配独立出生区。
Supports2-32teams, with a dedicated spawn area assigned to each team at match start. - 生命绑定规则:任意一名队员死亡,会触发整队淘汰。
Shared-life rule: a single teammate death wipes the entire team. - 大厅准备流:玩家在大厅待命,使用
/tlb ready后进入自动开局倒计时。
Lobby-ready flow: players wait in the lobby, use/tlb ready, and then trigger an automatic start countdown. - 进入比赛场地后会有
10秒观察阶段,此阶段只能转视角、不能移动。
After entering the battle area, players get a10second observation phase where they can look around but cannot move. - 默认启用禁复活维度机制,在配置的维度中死亡会直接变为旁观者淘汰。
No-respawn dimensions are enabled by default: dying there eliminates the player into spectator mode. - 自带大厅菜单、计分板、Tab 信息、队伍通报等 UI,并已对齐四个平台表现。
Includes a built-in lobby menu, scoreboard, tab display, and team announcements, aligned across all four platforms. - 胜利条件默认为“首支击杀末影龙的队伍获胜”。
The default win condition is “the first team to kill the Ender Dragon wins.”
- 玩家进入大厅并使用大厅菜单或
/tlb ready准备。
Players enter the lobby and ready up through the lobby menu or/tlb ready. - 所有人准备完成后,系统开始开局倒计时。
Once everyone is ready, the start countdown begins. - 倒计时结束后,所有玩家被传送到比赛区域。
When the countdown finishes, all players are teleported into the battle area. - 进场后先进入
10秒观察阶段,方便确认地形和周边环境。
Players then enter a10second observation phase to inspect terrain and surroundings. - 观察阶段结束后,正式开放移动与战斗。
When the observation phase ends, movement and combat are fully enabled. - 推进资源与战斗,直到只剩最后赢家,或有队伍击杀末影龙。
Teams gather resources and fight until one winner remains or a team kills the Ender Dragon.
common
公共规则层,包含TeamLifeBindEngine、血量预设、语言文本等共享逻辑。
Shared rules layer containingTeamLifeBindEngine, health presets, language assets, and other common logic.serverPaper 插件实现,使用插件配置和每局独立比赛世界。
Paper plugin implementation using plugin config and a fresh match world per round.fabric
Fabric 模组实现,使用专用大厅/战斗维度和模组配置文件。
Fabric mod implementation using dedicated lobby/battle dimensions and a mod config file.forge
Forge 模组实现,结构与 Fabric/NeoForge 基本同步。
Forge mod implementation, kept largely in sync with Fabric and NeoForge.neoforge
NeoForge 模组实现,和 Forge/Fabric 一起维护模组端行为。
NeoForge mod implementation maintained alongside the other mod loaders.
- Paper 每局会创建新的比赛世界,并在对局结束后清理旧世界。
Paper creates a fresh match world for each round and cleans it up after the game ends. - Fabric / Forge / NeoForge 使用固定维度组来承载大厅和战斗。
Fabric / Forge / NeoForge use fixed dimensions for lobby and battle flow. - 模组端当前使用的关键维度为:
The main mod-side dimensions currently used are:teamlifebind:lobby_overworldteamlifebind:battle_overworldteamlifebind:battle_netherteamlifebind:battle_end
- server 端的主要配置入口是
server/src/main/resources/config.yml。 The server module is primarily configured throughserver/src/main/resources/config.yml. - 模组端运行后会把设置写入
config/teamlifebind/settings.properties。
Mod loaders persist settings intoconfig/teamlifebind/settings.properties.
所有平台通用命令 / Commands available on all platforms:
/tlb help/tlb menu/tlb ready/tlb unready/tlb start/tlb stop/tlb status/tlb teams <2-32>/tlb health <ONE_HEART|HALF_ROW|ONE_ROW>/tlb norespawn/tlb norespawn on/tlb norespawn off/tlb norespawn add <namespace:path>/tlb norespawn remove <namespace:path>/tlb norespawn clear
Paper 额外命令 / Paper-only extra commands:
/tlb setspawn <teamId>/tlb clearspawns/tlb reload
- 队伍数量:
team-count
Team count:team-count - 血量预设:
health-preset
Health preset:health-preset - 随机出生范围:
random-spawn-radius
Random spawn radius:random-spawn-radius - 队伍最小间距:
min-team-distance
Minimum team distance:min-team-distance - 开局准备倒计时:
ready-countdown-seconds
Ready countdown seconds:ready-countdown-seconds - 计分板 / Tab / 成就播报开关:
Scoreboard / tab / advancement toggles:scoreboard.enabledtab.enabledadvancements.enabled
- 禁复活维度列表:
no-respawn.blocked-dimensions
No-respawn dimension list:no-respawn.blocked-dimensions
模组端会把常用设置保存到 settings.properties,目前主要包括:
The mod loaders save their common settings to settings.properties, including:
team-counthealth-presetannounce-team-assignmentscoreboard-enabledtab-enabledadvancements-enabled
推荐使用 Java 21。
Java 21 is recommended.
构建全部模块 / Build all modules:
./gradlew build只构建某个平台 / Build a single platform:
./gradlew :server:build
./gradlew :fabric:build
./gradlew :forge:build
./gradlew :neoforge:build根项目已经提供了便捷任务。
The root project already provides convenience tasks.
启动本地 Paper 测试服 / Start the local Paper test server:
./gradlew runPaperServer启动各平台客户端 / Start platform clients:
./gradlew runFabricClient
./gradlew runForgeClient
./gradlew runNeoForgeClient启动各平台服务端 / Start platform servers:
./gradlew runFabricServer
./gradlew runForgeServer
./gradlew runNeoForgeServer补充说明 / Notes:
runServer会自动准备run/server,并复制最新的通用服务端插件到plugins/;runPaperServer只是兼容别名。runServerpreparesrun/serverand copies the latest shared server plugin intoplugins/;runPaperServerremains only as a compatibility alias.run*Client现在会正常启动到客户端,而不会再自动连接本地服务器。
run*Clientnow starts the client normally and no longer auto-connects to a local server.- 各平台开发运行目录分别位于
run/server、run/fabric-client、run/fabric-server、run/forge-client、run/forge-server、run/neoforge-client、run/neoforge-server。 Development run directories live underrun/server,run/fabric-client,run/fabric-server,run/forge-client,run/forge-server,run/neoforge-client, andrun/neoforge-server.
- 这个项目虽然有
common公共层,但大量完整玩法逻辑仍然分别存在于server、fabric、forge、neoforge四端。 Even though the project has acommonlayer, a large portion of the gameplay logic still lives separately inserver,fabric,forge, andneoforge. - 如果要改规则枚举、文本、血量预设这类基础内容,通常先看
common。
For core enums, text assets, and health preset changes,commonis usually the first place to update. - 如果要改 UI、计分板、Tab、菜单、开局流程、重生、床逻辑、维度流转,通常需要同步四个平台。
For UI, scoreboard, tab, menu flow, match start flow, respawn, bed logic, or dimension flow, expect to sync changes across all four platforms. - 当前仓库没有完整的自动化玩法测试,平台同步主要依赖人工比对和编译验证。
The repository does not yet have full gameplay automation tests, so platform sync still relies mostly on manual comparison and compile verification. - 部分代码由AI辅助完成。
Some of the code was assisted by AI
本项目使用 MIT License。
This project is licensed under the MIT License.