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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=[]
}