# Lets you enable / disable certain features and modify them. [features] # (Default = true) Fixes MC-162253, preventing long freezes on the client when crossing chunkborders. # Performing this workaround does require a tiny bit more CPU on the server than it would without it. # Incompatible with Immersive Portals. fix_client_lag_on_chunkborders = true # (Default = false) Stops the server from loading spawn chunks. disable_spawn_chunks = false # (Default = false) Prevents lagspikes caused by players moving into unloaded chunks. prevent_moving_into_unloaded_chunks = false # (Default = false) Makes villagers tick less often if they are stuck in a 1x1 space. lobotomize_villagers = false # (Default = 20) Decides the interval in between villager ticks when lobotomized. lobotomized_tick_interval = 20 # (Default = 6000) The amount of ticks between auto-saves when /save-on is active. autosave_interval = 6000 # (Default = 40) Decides the chance of XP orbs being able to merge together (1 in X). xp_merge_chance = 40 # (Default = 0.5) Decides the radius in blocks that items / xp will merge at. item_merge_radius = 0.5 xp_merge_radius = 0.5 # Modifies mobcaps, no-chunk-tick, simulation and view-distance depending on the MSPT. [dynamic] # (Default = false) Enables this feature. enabled = false # (Default = 35) The average MSPT to target. target_mspt = 35 # (Default = 15) The amount of seconds between dynamic performance updates. update_rate = 15 # (Default = 150) The amount of seconds between dynamic viewdistance updates. # This value is separate from the other checks because it makes all clients reload their chunks. view_distance_update_rate = 150 # (Default = [Max: 10, Min: 2, Increment: 1]) Distance in which random ticks and mobspawning can happen. max_chunk_tick_distance = 10 min_chunk_tick_distance = 2 chunk_tick_distance_increment = 1 # (Default = [Max: 10, Min: 2, Increment: 1]) Distance in which the world will tick, similar to no-tick-vd. max_simulation_distance = 10 min_simulation_distance = 2 simulation_distance_increment = 1 # (Default = [Max: 10, Min: 2, Increment: 1]) Distance in which the world will render. max_view_distance = 10 min_view_distance = 2 view_distance_increment = 1 # (Default = [Max: 1.0, Min: 0.3, Increment: 0.1]) Global multiplier that decides the percentage of the mobcap to be used. max_mobcap = 1.0 min_mobcap = 0.3 mobcap_increment = 0.1 # (Default = ["chunk_tick_distance", "mobcap_multiplier", "simulation_distance", "view_distance"]) # The order in which the settings will be decreased when the server is overloaded. # Removing a setting from the list will disable it. setting_order = ["CHUNK_TICK_DISTANCE", "MOBCAP_MULTIPLIER", "SIMULATION_DISTANCE", "VIEW_DISTANCE"] # Stops animals / villagers from breeding if there are too many of the same type nearby. [breeding_cap] # (Default = false) Enables this feature. enabled = false # (Default = [Villager: 24, Animals: 32]) Maximum count before stopping entities of the same type from breeding. villager_count = 24 animal_count = 32 # (Default = [Villager: 64, Animals: 64]) The range it will check for entities of the same type. villager_range = 64 animal_range = 64 # Allows you to toggle specific optimizations that don't have full vanilla parity. # These settings will only take effect after server restarts. [optimizations] # (Default = true) Prevents many different lagspikes caused by loading chunks synchronously. # This for example causes maps to only update loaded chunks, which depending on the viewdistance can be a smaller radius than vanilla. reduce_sync_loads = true # (Default = true) Can significantly reduce the time spent on chunk iteration by caching ticking chunks every second. # This is especially useful for servers with a high playercount and / or viewdistance. # Note: The list of ticking chunks is only updated every second, rather than every tick (but that is very unlikely to matter). cache_ticking_chunks = true # (Default = false) Can significantly reduce time spent on mobspawning, but isn't as accurate as vanilla on biome borders. # This may cause mobs from another biome to spawn a few blocks across a biome border (this does not affect structure spawning!). fast_biome_lookups = false # Allows you to disable specific commands and modify the way some of them are formatted. [commands] # Enables / disables the /servercore status command. command_status = true # Enables / disables the /mobcaps command. command_mobcaps = true # The title for the /mobcaps command. mobcap_title = "${line} Mobcaps (${mobcap_percentage}) ${line}" # The content for the /mobcaps command. This is displayed for every existing spawngroup. mobcap_content = "» ${name}: ${current} / ${capacity}" # The title for the /servercore status command. status_title = "${line} ServerCore ${line}" # The content for the /servercore status command. status_content = "» Version: ${version}\n» Mobcap Percentage: ${mobcap_percentage}\n» Chunk-Tick Distance: ${chunk_tick_distance}\n» Simulation Distance: ${simulation_distance}\n» View Distance: ${view_distance}" # The title for the /statistics command. stats_title = "${line} Statistics ${line}" # The content for the /statistics command. stats_content = "» TPS: ${tps} - MSPT: ${mspt}\n» Total chunk count: ${chunk_count}\n» Total entity count: ${entity_count}\n» Total block entity count: ${block_entity_count}" # The title for the /statistics (block) entities command. stats_page_title = "${line} ${title} by ${type} ${line}" stats_page_title_player = "${line} ${title} for ${player} ${line}" # The content for the /statistics (block) entities command. This is displayed for every entry. stats_page_content = "${index}. ${name} ${count}" # The footer for the /statistics (block) entities command. stats_page_footer = "${line} ${prev_page} Page ${page} of ${page_count} ${next_page} ${line}" # Stops entities from ticking if they are too far away. [activation_range] # (Default = false) Enables this feature. enabled = false # (Default = false) Enables vertical range checks. By default, activation ranges only work horizontally. # This can greatly improve performance on taller worlds, but might break a few very specific ai-based mobfarms. use_vertical_range = false # (Default = false) Skips 1/4th of entity ticks whilst not immune. # This affects entities that are within the activation range, but not immune (for example by falling or being in water). skip_non_immune = false # (Default = true) Allows villagers to tick regardless of the activation range when panicking. villager_tick_panic = true # (Default = false) Allows villagers to tick regardless of the activation range. villager_tick_always = false # (Default = 20) The time in seconds that a villager needs to be inactive for before obtaining work immunity (if it has work tasks). villager_work_immunity_after = 20 # (Default = 20) The amount of ticks an inactive villager will wake up for when it has work immunity. villager_work_immunity_for = 20 # Activation Range = The range an entity is required to be in from a player to tick. # Tick Inactive = Whether an entity is allowed to tick once per second whilst inactive. # Wakeup Max = The maximum amount of entities in the same group and world that are allowed to be awakened at the same time. # Wakeup Interval = The interval between inactive entity wake ups in seconds. # Activation range settings for villagers. villager_activation_range = 16 villager_tick_inactive = true villager_wakeup_max = 4 villager_wakeup_interval = 30 # Activation range settings for monsters. monster_activation_range = 32 monster_tick_inactive = true monster_wakeup_max = 8 monster_wakeup_interval = 20 # Activation range settings for animals. animal_activation_range = 16 animal_tick_inactive = true animal_wakeup_max = 4 animal_wakeup_interval = 60 # Activation range settings for flying mobs. flying_activation_range = 48 flying_wakeup_max = 8 flying_wakeup_interval = 10 flying_tick_inactive = true # Activation range settings for water mobs. water_activation_range = 16 water_tick_inactive = true # Activation range settings for neutral mobs. neutral_activation_range = 24 neutral_tick_inactive = true # Activation range settings for zombies. zombie_activation_range = 16 zombie_tick_inactive = true # Activation range settings for raider mobs. raider_activation_range = 48 raider_tick_inactive = true # Activation range settings for miscellaneous entities. misc_activation_range = 16 misc_tick_inactive = true