# This is the configuration file for Moonrise. # # Each configuration option is prefixed with a comment to explain what it does. Additional changes to this file # other than modifying the options, such as adding comments, will be overwritten when Moonrise loads the config. # # Below are the Moonrise startup flags. Note that startup flags must be placed in the JVM arguments, not # program arguments. # -DMoonrise.ConfigFile= - Override the config file location. Might be useful for multiple game versions. # -DMoonrise.WorkerThreadCount= - Override the auto configured worker thread counts (worker-threads). # -DMoonrise.MaxViewDistance= - Overrides the maximum view distance, should only use for debugging purposes. bug-fixes: # Fixes https://bugs.mojang.com/browse/MC-159283. This fixes a bug resulting in the end islands # not properly generating at far enough distances in the end. Note that toggling this config option # will not affect already generated areas. # This configuration has two options: # true -> Fixes the end islands generation. This is different from Vanilla behavior. # false -> Does not fix the end islands generation. This is the same behavior as Vanilla. fix-MC-159283: true # Fixes https://bugs.mojang.com/browse/MC-224294. By avoiding double ticking lava blocks during # chunk random ticking, the cost of world random ticking is significantly reduced. # This configuration has two options: # true -> Does not double tick lava. This is different from Vanilla behavior. # false -> Does double tick lava. This is the same behavior as Vanilla. fix-MC-224294: true chunk-loading: # Advanced configuration options for player chunk loading. You shouldn't be touching these # unless you have a reason. advanced: # Whether to avoid sending chunks to players who have a view distance # configured lower than the server's. auto-config-send-distance: true # The maximum amount of pending chunk generations per player. If # this value is 0, then the player chunk loader will automatically determine a value. If # this value is less-than 0, then there is no limit. # # This value should be used to tune the saturation of the chunk system. player-max-concurrent-chunk-generates: 0 # The maximum amount of pending chunk loads per player. If # this value is 0, then the player chunk loader will automatically determine a value. If # this value is less-than 0, then there is no limit. # # This value should be used to tune the saturation of the chunk system. player-max-concurrent-chunk-loads: 0 # Chunk loading/generation/sending rate targets for the chunk system. These values are the # maximum rates at which the player chunk loader will attempt to load/generate/send chunks to # players. Actual resulting rates will depend on hardware. basic: # The delay before chunks are unloaded around players once they leave their view distance. # The Vanilla value is 0 ticks. Setting this value higher (i.e 5s) will allow pets to teleport # to their owners when they teleport. player-chunk-unload-delay: 5s # The maximum rate of chunks to generate for given player, per second. If this value is <= 0, # then there is no rate limit. player-max-gen-rate: -1.0 # The maximum rate of chunks to load from disk for any given player, per second. If this value is <= 0, # then there is no rate limit. player-max-load-rate: -1.0 # The maximum rate of chunks to send to any given player, per second. If this value is <= 0, # then there is no rate limit. player-max-send-rate: -1.0 chunk-saving: # The interval at which chunks should be incrementally autosaved. auto-save-interval: 5m # The maximum number of chunks to incrementally autosave each tick. If # the value is <= 0, then no chunks will be incrementally saved. max-auto-save-chunks-per-tick: 12 chunk-system: {} misc: {} tick-loop: # Configures the maximum number of ticks the server will attempt to catch up on. # The server will attempt to catch up by "sprinting." This is visually apparent by # watching mobs move/attack quickly after the server lags. # # If the server falls behind by 10 ticks and the configured value is 5, then the server # will only attempt to catch up by 5 ticks. # # Tick catchup exists so that temporary spikes in server lag do not cause the server time # to fall behind wall time over a long period. However, the speedup caused by the catchup # process may be disruptive to players. # # The default value is set to 5 so that players are not unnecessarily disrupted if the server # happens to lag for any reason, and so that small lag spikes do not cause de-sync from wall # time. Note that this value is smaller than Vanilla, which is at least 20 ticks. # # To disable tick catchup, set the configured value to 1. catchup-ticks: default # Do not change, used internally. version: 1 # Configuration options which control the behavior of the common threadpool workers. worker-pool: # Set the number of threads dedicated to RegionFile I/O operations. # If the value is <= 0, then the number of threads used is 1. Configuring # a higher value than 1 is only recommended on SSDs (HDDs scale negatively) # and when you have determined that I/O is the bottleneck for chunk loading/saving. io-threads: -1 # Set the number of shared worker threads to be used by chunk rendering, # chunk loading, chunk generation. If the value is <= 0, then the number # of threads will automatically be determined. worker-threads: -1