X-Git-Url: https://gitweb.ps.run/packwiz/blobdiff_plain/80194dfea42a212c27f443cae45f9229b81b9743..08af78edc150c8fd965f5ed76572c321249eb82e:/config/c2me.toml diff --git a/config/c2me.toml b/config/c2me.toml deleted file mode 100644 index b9430e8..0000000 --- a/config/c2me.toml +++ /dev/null @@ -1,218 +0,0 @@ -version = 3 -# (Default: -# max( -# 1, -# min( -# if( is_windows, -# (cpus / 1.6), -# (cpus / 1.3) -# ) - if(is_client, 1, 0), -# ( ( mem_gb - (if(is_client, 1.0, 0.5)) ) / 0.6 ) -# ) -# ) -# ) -# The expression for the default value of global executor parallelism. -# This is used when the parallelism isn't overridden. -# Available variables: is_windows, is_j9vm, is_client, cpus, mem_gb -# -defaultGlobalExecutorParallelismExpression = "max(1,min(if(is_client,(cpus/2.66+1),(cpus/1.5)),if(is_j9vm,((mem_gb-(if(is_client,0.5,0.2)))/0.2),((mem_gb-(if(is_client,0.8,0.5)))/0.2))))" -# (Default: 4) Sets the thread priority for worker threads -# -# References: -# - https://docs.oracle.com/en/java/javase/21/docs/api/java.base/java/lang/Thread.html#setPriority(int) -# -threadPoolPriority = "default" -# (Default: 5) Configures the parallelism of global executor -globalExecutorParallelism = "default" - - [clientSideConfig.modifyMaxVDConfig] - # (Default: true) Enable client-side support for extended render distance protocol (c2me:ext_render_distance_v1) - # This allows requesting render distances higher than 127 chunks from the server - # - # Requires Fabric API (currently available) - # - # Note: The server must advertise support this protocol for this to work - # - enableExtRenderDistanceProtocol = false - # (Default: true) Whether to modify maximum view distance - enabled = false - # (Default: 43) Max render distance allowed in game options - maxViewDistance = "default" - -[noTickViewDistance] - # (Default: 10) No-tick view distance max concurrent chunk loads - # Lower this for a better latency and higher this for a faster loading - maxConcurrentChunkLoads = 2 - # (Default: true) Enable server-side support for extended render distance protocol (c2me:ext_render_distance_v1) - # This allows requesting render distances higher than 127 chunks from the server - # - # Requires Fabric API (currently available) - # - enableExtRenderDistanceProtocol = false - # (Default: true) Whether to attempt to smooth out chunk sending rate - # - # Due to the nature of chunk loading and generation, chunks reach full status in bursts, - # which can cause frame time stability if the server also delivers chunks in a bursty way - # This config attempts to smooth out the bursty stream of chunks to help frame time stability - # - smoothChunkSendingRate = "default" - # (Default: false) Whether to ensure correct chunks within normal render distance - # This will send chunks twice increasing network load - ensureChunkCorrectness = "default" - -[ioSystem] - # (Default: false) EXPERIMENTAL FEATURE - # This replaces the way your chunks are saved. - # Please keep regular backups of your world if you are using this feature, - # and report any world issues you encounter with this feature to our GitHub. - # - # Whether to use the fast reduced allocation chunk serializer - # (may cause incompatibility with other mods) - # - # Set to false for the following reasons: - # Incompatible with architectury@18.0.8 (*) (defined in c2me) - gcFreeChunkSerializer = true - # (Default: 8192) Soft limit for io worker nbt cache - chunkDataCacheSoftLimit = "default" - # (Default: 32678) Hard limit for io worker nbt cache - chunkDataCacheLimit = "default" - # (Default: true) Whether to use the optimized implementation of IO system - replaceImpl = "default" - -[chunkSystem] - # (Default: true) Whether to synchronize the management of player tickets - # - # In vanilla Minecraft, player tickets are not always removed immediately when players leave an area. - # The delay in removal increases with the chunk system’s throughput, but due to vanilla’s typically - # slow chunk loading, tickets are almost always removed immediately. However, some contraptions rely - # on this immediate removal behavior and tend to be broken with the increased chunk throughput. - # Enabling this option synchronizes player ticket handling, making it more predictable and - # thus improving compatibility with these contraptions. - # - syncPlayerTickets = false - # (Default: true) Whether to enable async serialization - # - asyncSerialization = "default" - # (Default: false) Whether to recover from errors when loading chunks - # This will cause errored chunk to be regenerated entirely, which may cause data loss - # Only applies when async chunk loading is enabled - # - recoverFromErrors = "default" - # (Default: true) Whether to allow POIs (Point of Interest) to be unloaded - # Unloaded POIs are reloaded on-demand or when the corresponding chunks are loaded again, - # which should not cause any behavior change - # - # Note: - # Vanilla never unloads POIs when chunks unload, causing small memory leaks - # These leaks adds up and eventually cause issues after generating millions of chunks - # in a single world instance - # - allowPOIUnloading = "default" - # (Default: true) This option workarounds MC-276863, a bug that makes mushrooms appear in non-postprocessed chunks - # This bug is amplified with notickvd as it exposes non-postprocessed chunks to players - # - # This should not affect other worldgen behavior and game mechanics in general - # - suppressGhostMushrooms = "default" - # (Default: true) Whether to turn fluid postprocessing into scheduled tick - # - # Fluid post-processing is very expensive when loading in new chunks, and this can affect - # MSPT significantly. This option delays fluid post-processing to scheduled tick to hopefully - # mitigate this issue. - # - fluidPostProcessingToScheduledTick = "default" - # (Default: true) Whether to filter fluid post-processing on worldgen threads - # - # The worldgen processes creates a lot of unnecessary fluid post-processing tasks, - # which can overload the server thread and cause stutters. - # This applies a rough filter to filter out fluids that are definitely not going to flow - # - filterFluidPostProcessing = "default" - # (Default: false) Whether to use legacy scheduling for neighbor chunks - # - # Enabling this restores the behavior of always loading in neighbor chunks when a chunk is loaded. - # - # This is currently deprecated and will be removed in the future. - # - useLegacyScheduling = "default" - # (Default: false) Whether to enable low memory mode - # - # This option will attempt to aggressively unload unused chunks. - # Only applies when useLegacyScheduling is disabled. - # - lowMemoryMode = "default" - -[fixes] - # (Default: true) - # Whether to disable the shutdown hook of log4j2 on dedicated servers. - # Enabling this also makes the JVM exit when the dedicated server is considered fully shut down. - # This option have no effect on client-side. - # We has historically been doing this, and this config option allows you to disable this behavior. - # - disableLoggingShutdownHook = "default" - # (Default: true) Whether to prevent early client ticks. - # - # This avoids the player from falling through the world. - # Mitigates https://github.com/CaffeineMC/sodium/issues/3065 - # - preventEarlyClientMovementTicks = "default" - # (Default: true) Enforces safe world random access. - # This feature detects unsafe off-thread world random access, helping to find the causes - # of mysterious "Accessing LegacyRandomSource from multiple threads" crash. - # The default behavior is to fail hard when such bad things happens. - # Disabling this option will replace this behavior with a warning. - # - # It is generally not recommended to disable this settings unless you know what you are doing - # - # - enforceSafeWorldRandomAccess = "default" - -[vanillaWorldGenOptimizations] - # (Default: true) Whether to use density function compiler to accelerate world generation - # - # Density function: https://minecraft.wiki/w/Density_function - # - # This functionality compiles density functions from world generation - # datapacks (including vanilla generation) to JVM bytecode to increase - # performance by allowing JVM JIT to better optimize the code - # - # Currently, all functions provided by vanilla are implemented. - # Chunk upgrades from pre-1.18 versions are not implemented and will - # fall back to the unoptimized version of density functions. - # - useDensityFunctionCompiler = "default" - # (Default: true) Whether to enable aquifer optimizations to accelerate overworld worldgen - # (may cause incompatibility with other mods) - optimizeAquifer = "default" - # (Default: true) Whether to enable End Biome Cache to accelerate The End worldgen - # This is no longer included in lithium-fabric - # (may cause incompatibility with other mods) - # - useEndBiomeCache = "default" - # (Default: true) Whether to enable StructureWeightSampler optimizations to accelerate world generation - # - optimizeStructureWeightSampler = "default" - -[generalOptimizations] - # (Default: 100000) The task interval of mid-tick chunk tasks in nanoseconds (-1 to disable) - # Mid-tick chunk tasks is to execute chunk tasks during server tick loop - # to speed up chunk loading and generation - # This helps chunks loading and generating under high MSPT but may raise - # MSPT when chunks are loading or generating - # - # It is generally not recommended to adjust this value unless you know - # what you are doing - # - # Incompatible with Dimensional Threading (dimthread) - # - midTickChunkTasksInterval = "default" - - [generalOptimizations.autoSave] - # (Default: ENHANCED) Defines how auto save should be handled - # VANILLA: Use vanilla auto-save behavior (auto-save performed every tick during ticking) - # ENHANCED: Use C2ME enhanced auto-save (auto-save performed when the server have spare time after ticking) - # PERIODIC: Use pre-1.18 vanilla auto-save behavior (auto-save performed every 6000 ticks during ticking) - # - # Please preserve quotes so this config don't break - # - mode = "default"