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# 1.0
# 
# # If you need help with the configuration or have any questions related to Sponge,
# # join us at the IRC or drop by our forums and leave a post.
# 
# # IRC: #sponge @ irc.esper.net ( https://webchat.esper.net/?channel=sponge )
# # Forums: https://forums.spongepowered.org/
# 

sponge {
    # Stopgap measures for dealing with broken mods
    broken-mods {
        # A list of mod ids that have broken network handlers (they interact with the game from a Netty handler thread).
        # All network handlers from a forcibly scheduled to run on the main thread.
        # Note that this setting should be considered a last resort, and should only be used as a stopgap measure
        # while waiting for a mod to properly fix the issue.
        broken-network-handler-mods=[]
    }
    # Controls how Sponge interacts with server proxies, such as BungeeCord and Velocity.
    # Requires that the 'bungeecord' module is enabled.
    bungeecord {
        # If 'true', allows BungeeCord to forward IP address, UUID, and Game Profile to this server.
        ip-forwarding=false
    }
    # Configuration options related to Sponge's cause tracking system
    cause-tracker {
        # A mapping that is semi-auto-populating for TileEntities whose types
        # are found to be providing 'null' Block sources as neighbor notifications
        # that end up causing crashes or spam reports. If the value is set to
        # 'true', then a "workaround" will be attempted. If not, the
        # current BlockState at the target source will be queried from the world.
        # This map having a specific
        # entry of a TileEntity will prevent a log or warning come up to any logs
        # when that 'null' arises, and Sponge will self-rectify the TileEntity
        # by calling the method "getBlockType()". It is advised that if the mod
        # id in question is coming up, that the mod author is notified about the
        # error-prone usage of the field "blockType". You can refer them to
        # the following links for the issue:
        # https://gist.github.com/gabizou/ad570dc09dfed259cac9d74284e78e8b
        # https://github.com/SpongePowered/SpongeForge/issues/2787
        # Also, please provide them with these links for the example PR to
        # fix the issue itself, as the fix is very simple:
        # https://github.com/TehNut/Soul-Shards-Respawn/pull/24
        # https://github.com/Epoxide-Software/Enchanting-Plus/pull/135
        # 
        auto-fix-null-source-block-providing-tile-entities {}
        # If set to 'true', when a mod or plugin attempts to spawn an entity
        # off the main server thread, Sponge will automatically
        # capture said entity to spawn it properly on the main
        # server thread. The catch to this is that some mods are
        # not considering the consequences of spawning an entity
        # off the server thread, and are unaware of potential race
        # conditions they may cause. If this is set to false,
        # Sponge will politely ignore the entity being spawned,
        # and emit a warning about said spawn anyways.
        capture-async-spawning-entities=true
        # If 'true', more thorough debugging for PhaseStates
        # such that a StackTrace is created every time a PhaseState
        # switches, allowing for more fine grained troubleshooting
        # in the cases of runaway phase states. Note that this is
        # not extremely performant and may have some associated costs
        # with generating the stack traces constantly.
        generate-stacktrace-per-phase=false
        # The maximum number of times to recursively process transactions in a single phase.
        # Some mods may interact badly with Sponge's block capturing system, causing Sponge to
        # end up capturing block transactions every time it tries to process an existing batch.
        # Due to the recursive nature of the depth-first processing that Sponge uses to handle block transactions,
        # this can result in a stack overflow, which causes us to lose all infomration about the original cause of the issue.
        # To prevent a stack overflow, Sponge tracks the current processing depth, and aborts processing when it exceeds
        # this threshold.
        # The default value should almost always work properly - it's unlikely you'll ever have to change it.
        max-block-processing-depth=1000
        # If verbose is not enabled, this restricts the amount of
        # runaway phase state printouts, usually happens on a server
        # where a PhaseState is not completing. Although rare, it should
        # never happen, but when it does, sometimes it can continuously print
        # more and more. This attempts to placate that while a fix can be worked on
        # to resolve the runaway. If 'verbose' is enabled, they will always print.
        maximum-printed-runaway-counts=3
        # If true, when a mod attempts to perform a neighbor notification
        # on a block, some mods do not know to perform a 'null' check
        # on the source block of their TileEntity. This usually goes by
        # unnoticed by other mods, because they may perform '==' instance
        # equality checks instead of calling methods on the potentially
        # null Block, but Sponge uses the block to build information to
        # help tracking. This has caused issues in the past. Generally,
        # this can be useful for leaving 'true' so a proper report is
        # generated once for your server, and can be reported to the
        # offending mod author.
        # This is 'false' by default in SpongeVanilla.
        # Review the following links for more info:
        # https://gist.github.com/gabizou/ad570dc09dfed259cac9d74284e78e8b
        # https://github.com/SpongePowered/SpongeForge/issues/2787
        # 
        report-null-source-blocks-on-neighbor-notifications=false
        # If set to 'true', when a mod or plugin attempts to submit a command
        # asynchronously, Sponge will automatically capture said command
        # and submit it for processing on the server thread. The catch to
        # this is that some mods are performing these commands in vanilla
        # without considering the possible consequences of such commands
        # affecting any thread-unsafe parts of Minecraft, such as worlds,
        # block edits, entity spawns, etc. If this is set to false, Sponge
        # will politely ignore the command being executed, and emit a warning
        # about said command anyways.
        resync-commands-from-async=true
        # If 'true', the phase tracker will print out when there are too many phases
        # being entered, usually considered as an issue of phase re-entrance and
        # indicates an unexpected issue of tracking phases not to complete.
        # If this is not reported yet, please report to Sponge. If it has been
        # reported, you may disable this.
        verbose=true
        # If 'true', the phase tracker will dump extra information about the current phases
        # when certain non-PhaseTracker related exceptions occur. This is usually not necessary, as the information
        # in the exception itself can normally be used to determine the cause of the issue.
        verbose-errors=false
    }
    # Configuration options related to commands, including command aliases and hidden commands.
    commands {
        # Command aliases will resolve conflicts when multiple plugins request a specific command.
        # Correct syntax is '<unqualified command>=<plugin name>' e.g. 'sethome=homeplugin'
        aliases {}
        # Defines how Sponge should act when a user tries to access a command they do not have
        # permission for
        command-hiding {
            # If this is true, when a user tries to tab complete a command, or use "/sponge which" or
            # "/sponge:help" this prevents commands a user does not have permission for from being completed.
            # 
            # Note that some commands may not show up during tab complete if a user does not have permission
            # regardless of this setting.
            hide-on-discovery-attempt=true
            # If this is true, when a user tries to use a command they don't have permission for, Sponge
            # will act as if the command doesn't exist, rather than showing a no permissions message.
            hide-on-execution-attempt=false
        }
        # Some mods may not trigger a permission check when running their command. Setting this to
        # 'true' will enforce a check of the Sponge provided permission ('<modid>.command.<commandname>').
        # Note that setting this to 'true' may cause some commands that are generally accessible to all to
        # require a permission to run.
        # 
        # Setting this to 'true' will enable greater control over whether a command will appear in
        # tab completion and Sponge's help command.
        # 
        # If you are not using a permissions plugin, it is highly recommended that this is set to 'false'
        # (as it is by default).
        enforce-permission-checks-on-non-sponge-commands=false
        # Patches the specified commands to respect the world of the sender instead of applying the
        # changes on the all worlds.
        multi-world-patches {
            defaultgamemode=true
            difficulty=true
            gamerule=true
            seed=true
            setdefaultspawnpoint=true
            time=true
            toggledownfall=true
            weather=true
            worldborder=true
        }
    }
    # Configuratiom options related to debugging features that are disabled by default.
    debug {
        # Detect and prevent parts of PlayerChunkMap being called off the main thread.
        # This may decrease sever preformance, so you should only enable it when debugging a specific issue.
        concurrent-chunk-map-checks=false
        # Detect and prevent certain attempts to use entities concurrently.
        # WARNING: May drastically decrease server performance.
        # Only set this to 'true' to debug a pre-existing issue.
        concurrent-entity-checks=false
        # If 'true', Java's thread contention monitoring for thread dumps is enabled.
        thread-contention-monitoring=false
    }
    # Configuration options related to entities and their performance impact.
    entity {
        # Number of colliding entities in one spot before logging a warning.
        # Set to '0' to disable.
        collision-warn-size=200
        # Number of ticks before a painting is respawned on clients when their art is changed.
        entity-painting-respawn-delay=2
        # Number of ticks before the fake player entry of a human is removed from the tab list
        # (ranges from '0' to '100' ticks).
        human-player-list-remove-delay=10
        # Controls the time in ticks for when an item despawns.
        item-despawn-rate=6000
        # The upper bounded range where living entities farther from a player will likely despawn.
        living-hard-despawn-range=128
        # The amount of seconds before a living entity between the soft and hard despawn ranges
        # from a player to be considered for despawning.
        living-soft-despawn-minimum-life=30
        # The lower bounded range where living entities near a player may potentially despawn.
        living-soft-despawn-range=32
        # Maximum size of an entity's bounding box before removing it.
        # Set to '0' to disable.
        max-bounding-box-size=1000
        # Square of the maximum speed of an entity before removing it.
        # Set to '0' to disable.
        max-speed=100
    }
    # Allows the configuration of the default entity activation ranges.
    entity-activation-range {
        # If 'true', newly discovered entities will be added to this config with a default value.
        auto-populate=false
        # Default activation ranges used for all entities unless overridden.
        defaults {
            ambient=32
            aquatic=32
            creature=32
            misc=16
            monster=32
        }
        # Per-mod overrides. Refer to the minecraft default mod for example.
        mods {}
    }
    # Configuration options related to entity collision checks.
    entity-collisions {
        # If 'true', newly discovered entities/blocks will be added to this config with a default value.
        auto-populate=false
        # Maximum amount of entities any given entity or block can collide with.
        # This improves performance when there are more than 8 entities on top of each other
        # such as a 1x1 spawn pen.Set to '0' to disable.
        max-entities-within-aabb=8
        # Per-mod overrides. Refer to the minecraft default mod for example.
        mods {
            minecraft {
                # Default maximum collisions used for all entities unless overridden.
                defaults {}
                # If 'false', entity collision rules for this mod will be ignored.
                enabled=true
                entities {}
            }
        }
    }
    # Configuration option related to sponge provided exploit patches
    exploits {
        # If 'limit-book-size' is enabled, controls the multiplier applied to each book page size
        book-size-total-multiplier=0.98
        # Enables filtering invalid entities when a chunk is being saved
        # such that the entity that does not "belong" in the saving chunk will not be saved,
        # and forced an update to the world's tracked entity lists for chunks.
        # See https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0311-Prevent-Saving-Bad-entities-to-chunks.patch
        filter-invalid-entities-on-chunk-save=true
        # Limits the size of a book that can be sent by the client.
        # See https://github.com/PaperMC/Paper/blob/f8058a8187da9f6185d95bb786783e12c79c8b18/Spigot-Server-Patches/0403-Book-Size-Limits.patch
        # (Only affects SpongeVanilla)
        limit-book-size=true
        # Enables focing a chunk load when an entity position is set.
        # Usually due to teleportation, vehicle movement etc. can a position lead an entity to no longer exist
        # within it's currently marked and tracked chunk. This will enable that chunk for the position is loaded.
        # Part of several exploits.
        # See https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0335-Ensure-chunks-are-always-loaded-on-hard-position-set.patch
        # (Only affects SpongeVanilla)
        load-chunk-on-position-set=true
        # Enables forcing chunks to save when an entity is added or removed from said chunk.
        # This is a partial fix for some exploits using vehicles.
        # See https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0306-Mark-chunk-dirty-anytime-entities-change-to-guarante.patch
        # (Only affects SpongeVanilla)
        mark-chunks-as-dirty-on-entity-list-modification=true
        # If 'limit-book-size' is enabled, controls the maximum size of a book page
        max-book-page-size=2560
        # Prevents an exploit in which the client sends a packet with the itemstack name
        # exceeding the string limit.
        prevent-creative-itemstack-name-exploit=true
        # Enables forcing updates to the player's location on vehicle movement.
        # This is partially required to update the server's understanding of where the player exists,
        # and allows chunk loading issues to be avoided with laggy connections and/or hack clients.
        # See https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0378-Sync-Player-Position-to-Vehicles.patch
        # (Only affects SpongeVanilla)
        sync-player-positions-for-vehicle-movement=true
        # Enables forcing a chunk-tracking refresh on entity movement.
        # This enables a guarantee that the entity is tracked in the proper chunk when moving.
        # See https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0315-Always-process-chunk-registration-after-moving.patch
        # (Only affects SpongeVanilla)
        update-tracked-chunk-on-entity-move=true
    }
    # Contains general configuration options for Sponge that don't fit into a specific classification
    general {
        # If 'true', Sponge will try to ensure that its data is on disk
        # when saving the 'level_sponge.dat' file,
        # but this may cause a slight performance hit.
        # 
        # Setting this to 'false' will mean Sponge does not
        # perform any consistency checks, but you may end up
        # with corrupt data if an unexpected failure occurs on your server,
        # requiring restoring this file from backup.
        check-file-when-saving-sponge-data-file=true
        # The directory for Sponge plugin configurations, relative to the
        # execution root or specified as an absolute path.
        # Note that the default: '${CANONICAL_GAME_DIR}/config'
        # is going to use the 'config' directory in the root game directory.
        # If you wish for plugin configs to reside within a child of the configuration
        # directory, change the value to, for example, '${CANONICAL_CONFIG_DIR}/sponge/plugins'.
        # Note: It is not recommended to set this to '${CANONICAL_CONFIG_DIR}/sponge', as there is
        # a possibility that plugin configurations can conflict the Sponge core configurations.
        # 
        config-dir="${CANONICAL_GAME_DIR}/config"
        # If 'true', sleeping between chunk saves will be enabled, beware of memory issues.
        file-io-thread-sleep=false
        # Additional directory to search for plugins, relative to the
        # execution root or specified as an absolute path.
        # Note that the default: '${CANONICAL_MODS_DIR}/plugins'
        # is going to search for a plugins folder in the mods directory.
        # If you wish for the plugins folder to reside in the root game
        # directory, change the value to '${CANONICAL_GAME_DIR}/plugins'.
        plugins-dir="${CANONICAL_MODS_DIR}/plugins"
    }
    # Automatically assigns (permission) contexts to users that use any of the given ips.
    # This can be used to restrict/grant permissions, based on the player's source or target ip.
    ip-sets {}
    # Configuration option related to logging certain action such as chunk loading.
    logging {
        # Log when blocks are broken
        block-break=false
        # Log when blocks are modified
        block-modify=false
        # Log when blocks are placed
        block-place=false
        # Log when blocks are populated in a chunk
        block-populate=false
        # Log when blocks are placed by players and tracked
        block-tracking=false
        # Log when chunks are queued to be unloaded by the chunk garbage collector.
        chunk-gc-queue-unload=false
        # Log when chunks are loaded
        chunk-load=false
        # Log when chunks are unloaded
        chunk-unload=false
        # Whether to log entity collision/count checks
        entity-collision-checks=false
        # Log when living entities are destroyed
        entity-death=false
        # Log when living entities are despawned
        entity-despawn=false
        # Log when living entities are spawned
        entity-spawn=false
        # Whether to log entity removals due to speed
        entity-speed-removal=false
        # Log when server receives exploited packet with itemstack name exceeding string limit.
        exploit-itemstack-name-overflow=false
        # Log when player attempts to respawn invisible to surrounding players.
        exploit-respawn-invisibility=false
        # Log when server receives exploited packet to update a sign containing commands
        # from player with no permission.
        exploit-sign-command-updates=false
        # Add stack traces to dev logging
        log-stacktraces=false
        # Log when two conflicting changes are merged into one. (This number specifies the maximum number of
        # messages to log. Set to 0 to show all messages.)
        transaction-merge-fail=25
        # Log when a world auto-saves its chunk data.
        # Note: This may be spammy depending on the auto-save-interval configured for world.
        world-auto-save=false
    }
    # Configuration options related to metric collection.
    metrics {
        # The global collection state that should be respected by all plugins that have no specified collection state. If 'undefined' then it is treated as disabled.
        global-state=UNDEFINED
        # Plugin-specific collection states that override the global collection state.
        plugin-states {}
    }
    # Sponge provides a number of modules that allow for enabling or disabling
    # certain specific features. These may be enabled or disabled below.
    # 
    # Any changes here require a server restart as modules are applied at startup.
    modules {
        # Enables experimental fixes for broken mods
        broken-mod=false
        # The BungeeCord Module, allows Sponge to be used with a Proxy like Bungeecord or Velocity.
        # Usually you want to also enable 'bungeecord.ip-forwarding' with this.
        bungeecord=false
        # The entity activation module, allows you to tweak entity activation ranges,
        # similarly to "Entity Distance" in the latest 1.16 snapshots but per mob.
        # Essentially, it changes how far an entity can be away from a player, until it stops being updated (e.g. moving).
        entity-activation-range=true
        # Module that allows you to configure the maximum amount of entities a specific entity or block can collide with.
        entity-collisions=true
        # Controls whether any exploit patches are applied.
        # If there are issues with any specific exploits, please test in the exploit category first,
        # before disabling all exploits with this toggle.
        exploits=true
        # Allows configuring Vanilla movement and speed checks
        movement-checks=false
        optimizations=true
        # Use real (wall) time instead of ticks as much as possible
        realtime=false
        # Controls block range and tick rate of tileentities.
        # Use with caution as this can break intended functionality.
        tileentity-activation=false
        # Module to run Aikar's Timings, profile your server performance and get a sharable web result.
        # https://github.com/aikar/timings#aikars-minecraft-timings-viewer-v2
        timings=true
        # Can be used to disable some parts of the tracking.
        tracking=true
    }
    # Configuration options related to minecraft's movement checks, that can be enabled or disabled.
    movement-checks {
        # Controls whether the 'player/entity moved wrongly!' check will be enforced
        moved-wrongly=true
        # Controls whether the 'player moved too quickly!' check will be enforced
        player-moved-too-quickly=true
        # Controls whether the 'vehicle of player moved too quickly!' check will be enforced
        player-vehicle-moved-too-quickly=true
    }
    # Configuration options related to sponge provided performance optimizations.
    optimizations {
        # Runs lighting updates asynchronously.
        async-lighting {
            # If 'true', lighting updates are run asynchronously.
            enabled=true
            # The amount of threads to dedicate for asynchronous lighting updates. (Default: 2)
            num-threads=2
        }
        # Caches tameable entities owners to avoid constant lookups against data watchers.
        # If mods cause issues, disable this.
        cache-tameable-owners=true
        # Occasionally, some built in advancements, recipes, etc. can fail to deserialize properly
        # which ends up potentially spamming the server log and the original provider of the failing content
        # is not able to fix them. This provides an option to suppress the exceptions printing out in the log.
        disable-failing-deserialization-log-spam=true
        # In vanilla, pathfinding may result in loading chunks.
        # You can disable that here, which may result in a
        # performance improvement. This may not work well
        # with mods.
        disable-pathfinding-chunk-loads=false
        # In vanilla, ray tracing may result in loading chunks.
        # You can disable that here, which may result in a
        # performance improvement. This may not work well
        # with mods.
        disable-raytracing-chunk-loads=false
        # If 'true', block item drops are pre-processed to avoid
        # having to spawn extra entities that will be merged post spawning.
        # Usually, Sponge is smart enough to determine when to attempt an item pre-merge and when not to,
        # however, in certain cases, some mods rely on items not being pre-merged and actually spawned,
        # in which case, the items will flow right through without being merged.
        drops-pre-merge=false
        # Uses theosib's redstone algorithms to completely overhaul the way redstone works.
        eigen-redstone {
            # If 'true', uses theosib's redstone implementation which improves performance.
            # See https://bugs.mojang.com/browse/MC-11193 and
            #     https://bugs.mojang.com/browse/MC-81098 for more information.
            # Note: We cannot guarantee compatibility with mods. Use at your discretion.
            enabled=false
            # If 'true', restores the vanilla algorithm for computing wire power levels when powering off.
            vanilla-decrement=false
            # If 'true', restores the vanilla algorithm for propagating redstone wire changes.
            vanilla-search=false
        }
        # If 'true', provides a fix for possible leaks through
        # Minecraft's enchantment helper code that can leak
        # entity and world references without much interaction
        # Forge native (so when running SpongeForge implementation)
        # has a similar patch, but Sponge's patch works a little harder
        # at it, but Vanilla (SpongeVanilla implementation) does NOT
        # have any of the patch, leading to the recommendation that this
        # patch is enabled "for sure" when using SpongeVanilla implementation.
        # See https://bugs.mojang.com/browse/MC-128547 for more information.
        # 
        enchantment-helper-leak-fix=true
        # If 'true', allows for Sponge to make better assumptinos on single threaded
        # operations with relation to various checks for server threaded operations.
        # This is default to true due to Sponge being able to precisely inject when
        # the server thread is available. This should make an already fast operation
        # much faster for better thread checks to ensure stability of sponge's systems.
        faster-thread-checks=true
        # If 'true', re-writes the incredibly inefficient Vanilla Map code.
        # This yields enormous performance enhancements when using many maps,
        # but has a tiny chance of breaking mods that invasively modify Vanilla.
        # It is strongly reccomended to keep this on, unless explicitly advised otherwise by a Sponge developer
        map-optimization=true
        # Based on Aikar's optimizations of Hoppers, setting this to 'true'
        # will allow for hoppers to save performing server -> client updates when transferring items.
        # Because hoppers can transfer items multiple times per tick, these updates can get costly on the server,
        # with little to no benefit to the client. Because of the nature of the change,
        # the default will be 'false' due to the inability to pre-emptively
        # foretell whether mod compatibility will fail with these changes or not.
        # Refer to: https://github.com/PaperMC/Paper/blob/8175ec916f31dcd130fe0884fe46bdc187d829aa/Spigot-Server-Patches/0269-Optimize-Hoppers.patch
        # for more details.
        optimize-hoppers=false
        # If 'true', uses Panda4494's redstone implementation which improves performance.
        # See https://bugs.mojang.com/browse/MC-11193 for more information.
        # Note: This optimization has a few issues which are explained in the bug report.
        # We strongly recommend using eigen redstone over this implementation as this will
        # be removed in a future release.
        panda-redstone=false
        # Handles structures that are saved to disk. Certain structures can take up large amounts
        # of disk space for very large maps and the data for these structures is only needed while the
        # world around them is generating. Disabling saving of these structures can save disk space and
        # time during saves if your world is already fully generated.
        # Warning: disabling structure saving will break the vanilla locate command.
        structure-saving {
            # If 'true', newly discovered structures will be added to this config with a default value of 'true'.
            # This is useful for finding out potentially what structures are being saved from various mods,
            # and allowing those structures to be selectively disabled.
            auto-populate=false
            # Global switch to enable sponge's changes to the structure saving mechansim.
            # By default, this option is disabled, i.e. saving structures is not affected.
            # If you want to prevent that a certain "named" structure is saved to the world's folder,
            # you have to enable this module/setting and disable the structure in the further settings.
            # An example of a structure that is costly and somewhat irrelevant is 'mineshaft',
            # as they build and save several structures even after the mine shafts have been completely generated.
            # However, this has the disadvantage that these structures may no longer be locatable by some mods.
            enabled=false
            # Per-mod overrides. Refer to the minecraft default mod for example.
            mods {
                minecraft {
                    # Global flag, whether this mod's structures will be saved.
                    # If 'false', this mod will never save its structures.
                    # If 'true', it will check the 'structureList' for disabled structures.
                    enabled=true
                    # The configuration for each struture.
                    # A value of 'false' prevents that struture from being saved.
                    # Entries that are either missing in this list or have the value 'true' will still be saved,
                    # unless the structure saving of the mod is globally disabled.
                    structures {
                        mineshaft=false
                    }
                }
            }
        }
        # Vanilla performs a lot of is area loaded checks during entity collision calculations with blocks,
        # and because these calculations require fetching the chunks to see if they are loaded,
        # before getting the block states from those chunks, there can be some small performance
        # increase by checking the entity's owned active chunk it may currently reside in.
        # Essentially, instead of asking the world if those chunks are loaded, the entity
        # would know whether it's chunks are loaded and that neighbor's chunks are loaded.
        use-active-chunks-for-collisions=false
    }
    # Configuration options related to permissions and permission handling
    permission {
        # If 'true', Sponge plugins will be used to handle permissions rather than any Forge mod
        forge-permissions-handler=false
    }
    # Configuration options related to tracking player interactions with blocks
    player-block-tracker {
        # Block IDs that will be blacklisted for player block placement tracking.
        block-blacklist=[]
        # If 'true', adds player tracking support for block positions.
        # Note: This should only be disabled if you do not care who caused a block to change.
        enabled=true
    }
    # Used to control spawn limits around players.
    # Note: The radius uses the lower value of mob spawn range and server's view distance.
    spawner {
        # The number of ambients the spawner can potentially spawn around a player.
        spawn-limit-ambient=15
        # The number of animals the spawner can potentially spawn around a player.
        spawn-limit-animal=15
        # The number of aquatics the spawner can potentially spawn around a player.
        spawn-limit-aquatic=5
        # The number of monsters the spawner can potentially spawn around a player.
        spawn-limit-monster=70
        # The ambient spawning tick rate. Default: 400
        tick-rate-ambient=400
        # The animal spawning tick rate. Default: 400
        tick-rate-animal=400
        # The aquatic spawning tick rate. Default: 1
        tick-rate-aquatic=1
        # The monster spawning tick rate. Default: 1
        tick-rate-monster=1
    }
    # Configuration options related to the Sql service, including connection aliases etc
    sql {
        # Aliases for SQL connections, in the format jdbc:protocol://[username[:password]@]host/database
        aliases {}
    }
    # Blocks to blacklist for safe teleportation.
    teleport-helper {
        # If 'true', this blacklist will always be respected, otherwise, plugins can choose whether
        # or not to respect it.
        force-blacklist=false
        # Block IDs that are listed here will not be selected by Sponge's safe teleport routine as
        # a safe block for players to warp into.
        # You should only list blocks here that are incorrectly selected, solid blocks that prevent
        # movement are automatically excluded.
        unsafe-body-block-ids=[]
        # Block IDs that are listed here will not be selected by Sponge's safe
        # teleport routine as a safe floor block.
        unsafe-floor-block-ids=[]
    }
    # Configuration options related to activation ranges of tile entities.
    tileentity-activation {
        # If 'true', newly discovered tileentities will be added to this config with default settings.
        auto-populate=false
        # Default activation block range used for all tileentities unless overridden.
        default-block-range=64
        # Default tick rate used for all tileentities unless overridden.
        default-tick-rate=1
        # Per-mod overrides. Refer to the minecraft default mod for example.
        mods {}
    }
    # Module to run Aikar's Timings, profile your server performance and get a sharable web result.
    # https://github.com/aikar/timings#aikars-minecraft-timings-viewer-v2
    timings {
        # Enables the timing module
        enabled=true
        # These configuration entries/paths/sections are removed before the report is sent.
        # This is to prevent credentials from being leaked unintentionally.
        # Note: The 'sponge.sql' section is always ignored
        # and thus is never sent to the webviewer regardless of this config.
        hidden-config-entries=[
            "sponge.sql"
        ]
        # Modulo value how often a tick should be pushed to the timings history
        history-interval=300
        # How long the list of said history can get
        history-length=3600
        # Hides the server name in the Aikar webviewer to no leak the l33t server you are running
        server-name-privacy=false
        # Enables the verbose mode for the timings module.
        verbose=false
    }
    # Configuration options that will affect all worlds.
    world {
        # The auto-save tick interval used when saving global player data. (Default: 900)
        # Note: 20 ticks is equivalent to 1 second. Set to 0 to disable.
        auto-player-save-interval=900
        # The auto-save tick interval used to save all loaded chunks in a world.
        # Set to 0 to disable. (Default: 900)
        # Note: 20 ticks is equivalent to 1 second.
        auto-save-interval=900
        # The number of newly loaded chunks before triggering a forced cleanup.
        # Note: When triggered, the loaded chunk threshold will reset and start incrementing.
        # Disabled by default.
        chunk-gc-load-threshold=0
        # The tick interval used to cleanup all inactive chunks that have leaked in a world.
        # Set to 0 to disable which restores vanilla handling. (Default: 600)
        chunk-gc-tick-interval=600
        # The number of seconds to delay a chunk unload once marked inactive. (Default: 15)
        # Note: This gets reset if the chunk becomes active again.
        chunk-unload-delay=15
        # If 'true', any request for a chunk not currently loaded will be denied
        # (exceptions apply for things like world gen and player movement).
        # Warning: As this is an experimental setting for performance gain,
        # if you encounter any issues then we recommend disabling it.
        deny-chunk-requests=false
        # If 'true', any neighbour notification for a chunk not currently loaded will be denied
        # Warning: As this is an experimental setting for performance gain,
        # if you encounter any issues then we recommend disabling it.
        deny-neighbor-notification-chunk-requests=false
        # The interval, in seconds, used by the GameProfileQueryTask to process queued GameProfile requests. (Default: 4)
        # Note: This setting should be raised if you experience the following error:
        # "The client has sent too many requests within a certain amount of time".
        # Finally, if set to 0 or less, the default interval will be used.
        gameprofile-lookup-task-interval=4
        # If 'true', this world will generate its spawn the moment its loaded.
        generate-spawn-on-load=false
        # The list of uuid's that should never perform a lookup against Mojang's session server.
        # Note: If you are using SpongeForge, make sure to enter any mod fake player's UUID to this list.
        invalid-lookup-uuids=[
            "00000000-0000-0000-0000-000000000000",
            "0d0c4ca0-4ff1-11e4-916c-0800200c9a66",
            "41c82c87-7afb-4024-ba57-13d2c99cae77"
        ]
        # The defined merge radius for Item entities such that when two items are
        # within the defined radius of each other, they will attempt to merge.
        # Usually, the default radius is set to 0.5 in Vanilla, however, for performance reasons
        # 2.5 is generally acceptable.
        # Note: Increasing the radius higher will likely cause performance degradation
        # with larger amount of items as they attempt to merge and search nearby
        # areas for more items. Setting to a negative value is not supported!
        item-merge-radius=2.5
        # If 'true', this worlds spawn will remain loaded with no players.
        keep-spawn-loaded=true
        # If 'true', natural leaf decay is allowed.
        leaf-decay=true
        # If 'true', this world will load on startup.
        load-on-startup=false
        # The maximum number of queued unloaded chunks that will be unloaded in a single tick.
        # Note: With the chunk gc enabled, this setting only applies to the ticks
        # where the gc runs (controlled by 'chunk-gc-tick-interval')
        # Note: If the maximum unloads is too low, too many chunks may remain loaded on the world
        # and increases the chance for a drop in tps. (Default: 100)
        max-chunk-unloads-per-tick=100
        # Specifies the radius (in chunks) of where creatures will spawn.
        # This value is capped to the current view distance setting in server.properties
        mob-spawn-range=4
        # A list of all detected portal agents used in this world.
        # In order to override, change the target world name to any other valid world.
        # Note: If world is not found, it will fallback to default.
        portal-agents {
            "minecraft:default_the_end"=DIM1
            "minecraft:default_the_nether"=DIM-1
        }
        # If 'true', this world will allow PVP combat.
        pvp-enabled=true
        # Override world distance per world/dimension
        # The value must be greater than or equal to 3 and less than or equal to 32
        # The server-wide view distance will be used when the value is -1.
        view-distance=-1
        # If 'true', natural formation of ice and snow in supported biomes will be allowed.
        weather-ice-and-snow=true
        # If 'true', thunderstorms will be initiated in supported biomes.
        weather-thunder=true
        # If 'true', this world will be registered.
        world-enabled=true
    }
    # World Generation Modifiers to apply to the world
    world-generation-modifiers=[]
}