# 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