Tiny client and server pack for daxe's community
modrinth.com/project/daxe
1# This is the configuration file for Moonrise.
2#
3# Each configuration option is prefixed with a comment to explain what it does. Additional changes to this file
4# other than modifying the options, such as adding comments, will be overwritten when Moonrise loads the config.
5#
6# Below are the Moonrise startup flags. Note that startup flags must be placed in the JVM arguments, not
7# program arguments.
8# -DMoonrise.ConfigFile=<file> - Override the config file location. Might be useful for multiple game versions.
9# -DMoonrise.WorkerThreadCount=<number> - Override the auto configured worker thread counts (worker-threads).
10# -DMoonrise.MaxViewDistance=<number> - Overrides the maximum view distance, should only use for debugging purposes.
11
12bug-fixes:
13 # Fixes https://bugs.mojang.com/browse/MC-159283. This fixes a bug resulting in the end islands
14 # not properly generating at far enough distances in the end. Note that toggling this config option
15 # will not affect already generated areas.
16 # This configuration has two options:
17 # true -> Fixes the end islands generation. This is different from Vanilla behavior.
18 # false -> Does not fix the end islands generation. This is the same behavior as Vanilla.
19 fix-MC-159283: true
20 # Fixes https://bugs.mojang.com/browse/MC-224294. By avoiding double ticking lava blocks during
21 # chunk random ticking, the cost of world random ticking is significantly reduced.
22 # This configuration has two options:
23 # true -> Does not double tick lava. This is different from Vanilla behavior.
24 # false -> Does double tick lava. This is the same behavior as Vanilla.
25 fix-MC-224294: true
26chunk-loading:
27 # Advanced configuration options for player chunk loading. You shouldn't be touching these
28 # unless you have a reason.
29 advanced:
30 # Whether to avoid sending chunks to players who have a view distance
31 # configured lower than the server's.
32 auto-config-send-distance: true
33 # The maximum amount of pending chunk generations per player. If
34 # this value is 0, then the player chunk loader will automatically determine a value. If
35 # this value is less-than 0, then there is no limit.
36 #
37 # This value should be used to tune the saturation of the chunk system.
38 player-max-concurrent-chunk-generates: 0
39 # The maximum amount of pending chunk loads per player. If
40 # this value is 0, then the player chunk loader will automatically determine a value. If
41 # this value is less-than 0, then there is no limit.
42 #
43 # This value should be used to tune the saturation of the chunk system.
44 player-max-concurrent-chunk-loads: 0
45 # Chunk loading/generation/sending rate targets for the chunk system. These values are the
46 # maximum rates at which the player chunk loader will attempt to load/generate/send chunks to
47 # players. Actual resulting rates will depend on hardware.
48 basic:
49 # The delay before chunks are unloaded around players once they leave their view distance.
50 # The Vanilla value is 0 ticks. Setting this value higher (i.e 5s) will allow pets to teleport
51 # to their owners when they teleport.
52 player-chunk-unload-delay: 5s
53 # The maximum rate of chunks to generate for given player, per second. If this value is <= 0,
54 # then there is no rate limit.
55 player-max-gen-rate: -1.0
56 # The maximum rate of chunks to load from disk for any given player, per second. If this value is <= 0,
57 # then there is no rate limit.
58 player-max-load-rate: -1.0
59 # The maximum rate of chunks to send to any given player, per second. If this value is <= 0,
60 # then there is no rate limit.
61 player-max-send-rate: -1.0
62chunk-saving:
63 # The interval at which chunks should be incrementally autosaved.
64 auto-save-interval: 5m
65 # The maximum number of chunks to incrementally autosave each tick. If
66 # the value is <= 0, then no chunks will be incrementally saved.
67 max-auto-save-chunks-per-tick: 12
68chunk-system: {}
69misc: {}
70tick-loop:
71 # Configures the maximum number of ticks the server will attempt to catch up on.
72 # The server will attempt to catch up by "sprinting." This is visually apparent by
73 # watching mobs move/attack quickly after the server lags.
74 #
75 # If the server falls behind by 10 ticks and the configured value is 5, then the server
76 # will only attempt to catch up by 5 ticks.
77 #
78 # Tick catchup exists so that temporary spikes in server lag do not cause the server time
79 # to fall behind wall time over a long period. However, the speedup caused by the catchup
80 # process may be disruptive to players.
81 #
82 # The default value is set to 5 so that players are not unnecessarily disrupted if the server
83 # happens to lag for any reason, and so that small lag spikes do not cause de-sync from wall
84 # time. Note that this value is smaller than Vanilla, which is at least 20 ticks.
85 #
86 # To disable tick catchup, set the configured value to 1.
87 catchup-ticks: default
88# Do not change, used internally.
89version: 1
90# Configuration options which control the behavior of the common threadpool workers.
91worker-pool:
92 # Set the number of threads dedicated to RegionFile I/O operations.
93 # If the value is <= 0, then the number of threads used is 1. Configuring
94 # a higher value than 1 is only recommended on SSDs (HDDs scale negatively)
95 # and when you have determined that I/O is the bottleneck for chunk loading/saving.
96 io-threads: -1
97 # Set the number of shared worker threads to be used by chunk rendering,
98 # chunk loading, chunk generation. If the value is <= 0, then the number
99 # of threads will automatically be determined.
100 worker-threads: -1