Tiny client and server pack for daxe's community modrinth.com/project/daxe
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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