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Fellies/config[copied]/performant-common.toml

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["Load balancing settings"]
["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
TEUnloadLag = false
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#Enables Tile entity load balancing. default: true
TELoadBalancing = true
#Mean tick time at which load balancing takes effect, 1000 / mean tick time = TPS. default: 55
#Range: 1 ~ 200
meanTickTH = 55
#Enables debug log output for lagging tile entities, default = false
TEDebugOutput = false
["Load balancing settings"."Event load balancing settings"]
#Mean tick time at which event load balancing takes effect, 1000 / mean tick time = TPS. default: 55
#Range: 1 ~ 200
meanTickEvent = 60
#Enables debug log output for lagging event subscribers, default = false
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: true
eventLoadBalancing = false
# Load balancing is a mechanic which profiles and throttles down lagging entities, tileentities and event subscribers.
# 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
# entity/block to not work nicely it is only done once the game goes over the configured lagging threshold.
# Those thresholds as set in miliseconds, anything below 50ms is 20 TPS (1s = 1000ms, 1000 / 50 = 20).
# Above 50ms ticks is where your game starts to lag, as it hits 100% cpu and starts skipping ticks.
# This is where load balancing comes in and reduces the lag caused by specific entities and blocks.
# If you run into trouble with some of the entities or blocks not working correctly you can disable it here
#
["Load balancing settings"."Entity AI Load balancing settings"]
#Mean tick time at which AI load balancing takes effect, 1000 / mean tick time = TPS. default: 55
#Range: 1 ~ 200
meanTickAITH = 55
#Enables load balancing for entity AI. default = true
AILoadBalancing = true
#Whether to debug lagging entities and log offenders, requires load balancing to be enabled. default = true
logEntityAILag = true
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["Entity settings"]
#Entity spawn interval setting, determines how frequently entities are spawned overall. 1 = Vanilla default, default = 10
#Range: 1 ~ 1000
spawnInterval = 10
#Fix leash lag from entities on a leash, default = true
fixLeash = true
#Enables improved entity collision and movement calculations for any non item entity, default = true
fastCollisions = true
#Enables less laggy entity item pickup, default = true
noLagItemPickup = true
#Enable multithreading support for entities, requires fastCollisions to be enabled. default = true
multiEntities = true
#Disables block changes notifying all entity paths in the world, to possibly adjust their paths, disable with IE, incompat, default = true
disableNotifyOnBlockChange = true
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#Enables fast itemstack comparisons
fastItemCompare = true
#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
#Range: 0.01 ~ 100.0
entityDensity = 1.0
#Enable fast inventory advancement triggers, many advancements based on items tend to lag the players, default = true
fastInventoryAdvancement = true
#Adapt entity speed to tps, makes entities struggle less with lag. default = true
adaptiveSpeed = true
#Enable faster pathfinding, default = true
fastPathFinding = true
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["Entity AI Settings"]
#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 1.12)
#Range: 1 ~ 500
goalselectorrate = 4
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#Enables a slower updated AI Fox find shelter goal, which causes too much load. default = true
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
optimizePanic = true
#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
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
optimizeTempt = true
#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
optimizeAvoid = true
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#Fix chunkloading and lag caused by the block break goal, mostly used by zombies or endermen. default = true
fixBlockBreakGoal = true
["General performance improvements settings"]
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#If true hoppers are causing less lag
fasterHoppers = true
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#Reduces crafting lag by caching recipe lookups, helps a lot with autocrafting/crafting related lag. default = true
cacheRecipes = true
#Enable fast spawn radius check, this makes entity spawn mechanics lag less. default = true
fastSpawnRadius = true
#Enable fast chunk save, unmodified chunks are saved a lot faster and cause less lag when saving to disk. default = true
fastChunkSave = true
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#Enable FPS improvements, default = true
betterFps = true
#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
fastChunkBlocks = true
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["Utility settings, debugging and other"]
#Set the max login timeout during connection in ticks. 20 ticks = 1 sec, default = 120 seconds
#Range: 600 ~ 20000
logintimeout = 2400
#Set the amount of items at which too many stacked items report their position. Default = 100 items
#Range: 2 ~ 1000
maxItems = 100
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#Enable various debugging error logs, like chunkloading etc. , default = false
debugOptionsEnabled = false
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#Disables the config reload during the game, can cause performance issues on some linux systems, default = false
disableConfigReload = false
#Enable printing of world/chunk saves for debugging purposes, those normally happen every 5minutes. default = false
printWorldSaves = false
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#Set the ingame disconnect timeout for disconnecting players. Default = 60sec
#Range: 15 ~ 400
disconnectTimeout = 60
#List of mobs disallowed from spawning: e.g. format : ["minecraft:zombie", "minecraft:creeper"]
forbiddenMobs = []
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