Tristan Daniël Maat
544036d4e4
Largely sensible changes, no complete rewrites without taking user configuration into account like ice and fire.
139 lines
7.9 KiB
TOML
139 lines
7.9 KiB
TOML
#Enables logging the too large packets causing disconnects. , default = true
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displayTooLargePackets = true
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["Load balancing settings"]
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["Load balancing settings"."Tile entities load balancing settings"]
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#Requires TELoadBalancing = true. Enables dealing with lag caused by tile entities during chunk unload. This is normally not needed. default = false
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TEUnloadLag = false
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#Enables Tile entity load balancing. default: true
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TELoadBalancing = true
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#Mean tick time at which load balancing takes effect, 1000 / mean tick time = TPS. default: 55
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#Range: 1 ~ 200
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meanTickTH = 55
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#Enables debug log output for lagging tile entities, default = false
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TEDebugOutput = false
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["Load balancing settings"."Event load balancing settings"]
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#Mean tick time at which event load balancing takes effect, 1000 / mean tick time = TPS. default: 55
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#Range: 1 ~ 200
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meanTickEvent = 60
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#Enables debug log output for lagging event subscribers, default = false
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eventDebugOutput = true
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#Enables event load balancing, this is mostly stuff which is happening outside entityAI/Tile entities on world ticks. default: false
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eventLoadBalancing = false
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# Load balancing is a mechanic which profiles and throttles down lagging entities, tileentities and event subscribers.
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# It is used to prevent a certain laggy mob or block from lagging out the whole game. Since this is rather invasive and may cause the lagging
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# entity/block to not work nicely it is only done once the game goes over the configured lagging threshold.
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# Those thresholds as set in miliseconds, anything below 50ms is 20 TPS (1s = 1000ms, 1000 / 50 = 20).
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# Above 50ms ticks is where your game starts to lag, as it hits 100% cpu and starts skipping ticks.
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# This is where load balancing comes in and reduces the lag caused by specific entities and blocks.
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# If you run into trouble with some of the entities or blocks not working correctly you can disable it here
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#
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["Load balancing settings"."Entity AI Load balancing settings"]
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#Mean tick time at which AI load balancing takes effect, 1000 / mean tick time = TPS. default: 55
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#Range: 1 ~ 200
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meanTickAITH = 55
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#Enables load balancing for entity AI. default = true
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AILoadBalancing = true
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#Whether to debug lagging entities and log offenders, requires load balancing to be enabled. default = true
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logEntityAILag = true
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["Entity settings"]
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#Entity spawn interval setting, determines how frequently entities are spawned overall. 1 = Vanilla default, default = 10
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#Range: 1 ~ 1000
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spawnInterval = 10
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#List of entities excluded from beeing affected by dynamic entity updates: e.g. format : ["minecraft:zombie", "minecraft:creeper"]
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excludedTickDistanceMobs = []
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#Fix leash lag from entities on a leash, default = true
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fixLeash = true
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#Enable multithreading support for entities, requires fastCollisions to be enabled. default = true
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multiEntities = true
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#Disables block changes notifying all entity paths in the world, to possibly adjust their paths, disable with IE, incompat, default = true
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disableNotifyOnBlockChange = true
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#Slower updating of armor stands, default = true
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slowArmorStands = true
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#Enables improved entity collision and movement calculations for any non item entity, default = true
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fastCollisions = true
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#Enables less laggy entity item pickup, default = true
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noLagItemPickup = true
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#Enables dynamic update distance, it will reduces entity updates when far away from the player, respecting the entities own update range. default = true. Requires restart
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enableDynamicEntityUpdates = true
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#Enables fast itemstack comparisons
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fastItemCompare = true
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#Entity density setting, determines how many entities are spawned overall. 1 = Vanilla default, 0.1 e.g 10x less than vanilla. 10 = 10x more than vanilla, default = 1
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#Range: 0.01 ~ 100.0
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entityDensity = 1.0
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#Enables dynamic entity rendering, stops non-visible entities from beeing rendered but can sometimes cause a slight phasing-in delay. Usually a large boost to fps, default = true. Require restart
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enableDynamicEntityRendering = true
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#Enable fast inventory advancement triggers, many advancements based on items tend to lag the players, default = true
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fastInventoryAdvancement = true
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#Adapt entity speed to tps, makes entities struggle less with lag. default = true
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adaptiveSpeed = true
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#Entity dynamic update distance setting, reduces the entities own update range from players at which entities get slowed down, in chunks(16blocks). The higher you set this, the closer to the player entities will get slower updates. Default = 0
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#Range: 0 ~ 1000
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entityUpdateDistanceReduction = 0
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#Enable faster pathfinding, default = true
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fastPathFinding = true
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["Entity AI Settings"]
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#Sets the tick interval in which non-running AI tasks are rechecked. Vanilla default is 1(starting with 1.13+), this mods suggested default is 4(as it was in vanilla 1.12)
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#Range: 1 ~ 500
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goalselectorrate = 4
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#Enables a slower updated AI Fox find shelter goal, which causes too much load. default = true
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slowFindShelter = true
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#Enables a slower updated AI Panic entity goal, panic is used for chickens/other animals running away e.g. on fire. default = true
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optimizePanic = true
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#Enables a slower updated AI Breed entity goal, breed is used for searching nearby similar animals and doesnt have to be checked that often. default = true
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optimizeBreed = true
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#Enables a slower updated AI tempt goal, tempt is used e.g. for luring sheep with wheat. default = true
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optimizeTempt = true
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#Enables a slower updated AI avoid entity goal, avoid is used e.g. for villagers avoiding zombies so it constantly searches for mobs in the area. default = true
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optimizeAvoid = true
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#Fix chunkloading and lag caused by the block break goal, mostly used by zombies or endermen. default = true
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fixBlockBreakGoal = true
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["General performance improvements settings"]
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#If true hoppers are causing less lag
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fasterHoppers = true
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#Reduces crafting lag by caching recipe lookups, helps a lot with autocrafting/crafting related lag. default = true
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cacheRecipes = true
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#Enable fast spawn radius check, this makes entity spawn mechanics lag less. default = true
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fastSpawnRadius = true
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#Set how many scheduled blocks are updated each tick, scheduled block updates are for example fluid flowing. default = 1000, vanilla default = 65536
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#Range: 1 ~ 65536
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blockTicks = 3000
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#Enable fast chunk save, unmodified chunks are saved a lot faster and cause less lag when saving to disk. default = true
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fastChunkSave = true
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#Enable FPS improvements, default = true
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betterFps = true
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#Enable fast chunk block ticks, reduces lag on random block ticks in the world but keeps the same growth e.g. on crops. default = true
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fastChunkBlocks = true
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["Utility settings, debugging and other"]
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#Set the max login timeout during connection in ticks. 20 ticks = 1 sec, default = 120 seconds
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#Range: 600 ~ 20000
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logintimeout = 2400
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#Set the amount of items at which too many stacked items report their position. Default = 100 items
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#Range: 2 ~ 1000
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maxItems = 100
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#Enable various debugging error logs, like chunkloading etc. , default = false
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debugOptionsEnabled = false
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#Disables the config reload during the game, can cause performance issues on some linux systems, default = false
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disableConfigReload = false
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#Enable printing of world/chunk saves for debugging purposes, those normally happen every 5minutes. default = false
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printWorldSaves = false
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#Set the watchdog timeout for the integrated server in miliseconds, -1 Disables it. 1 second = 1000 miliseconds, default = 180000
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#Range: -1 ~ 500000
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singlePlayerWatchDogTimeout = 180000
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#Set the ingame disconnect timeout for disconnecting players. Default = 60sec
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#Range: 15 ~ 400
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disconnectTimeout = 60
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#Set the maximum allowed amount of same sounds playing at the same time. Lowers e.g. lag of flowing water and other cases where a sound is repeated a lot at once. Default = 10
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#Range: 1 ~ 4000
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maxSameSounds = 10
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#List of mobs disallowed from spawning: e.g. format : ["minecraft:zombie", "minecraft:creeper"]
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forbiddenMobs = []
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