# 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=[] } bungeecord { # If 'true', allows BungeeCord to forward IP address, UUID, and Game Profile to this server. ip-forwarding=false } 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 } commands { # Command aliases will resolve conflicts when multiple plugins request a specific command, # Correct syntax is = 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 (".command."). # 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 { ""=true } } 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 } 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 (range of 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 } 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 {} } 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 { botania { blocks {} # Default maximum collisions used for all entities/blocks unless overridden. defaults {} # If 'false', entity collision rules for this mod will be ignored. enabled=true entities { corporeaspark=-1 spark=-1 } } minecraft { blocks { "detector_rail"=1 "heavy_weighted_pressure_plate"=150 "light_weighted_pressure_plate"=15 "mob_spawner"=-1 "stone_pressure_plate"=1 "wooden_button"=1 "wooden_pressure_plate"=1 } # Default maximum collisions used for all entities/blocks unless overridden. defaults {} # If 'false', entity collision rules for this mod will be ignored. enabled=true entities { thrownpotion=-1 } } } } 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.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 } general { # 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" } ip-sets {} 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 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 } 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 {} } modules { # Enables experimental fixes for broken mods broken-mod=false bungeecord=false entity-activation-range=true 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 timings=true tracking=true } 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 } 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. This provides an option to # suppress the exceptions printing out in the log. disable-failing-deserialization-log-spam=true # 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 optimizationo 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 # If 'false', disables the modification to prevent certain structures # from saving to the world's data folder. If you wish to prevent certain # structures from saving, leave this "enabled=true". When 'true', the # modification allows for specific 'named' structures to NOT be saved to # disk. Examples of some structures that are costly and somewhat irrelivent # is 'mineshaft's, as they build several structures and save, even after # finished generating. enabled=false # Per-mod overrides. Refer to the minecraft default mod for example. mods { minecraft { # If 'false', this mod will never save its structures. This may # break some mod functionalities when requesting to locate their # structures in a World. If true, allows structures not overridden # in the section below to be saved by default. If you wish to find # a structure to prevent it being saved, enable 'auto-populate' and # restart the server/world instance. enabled=true # Per structure override. Having the value of 'false' will prevent # that specific named structure from saving. 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 } permission { # If 'true', Sponge plugins will be used to handle permissions rather than any Forge mod forge-permissions-handler=false } 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: 400 tick-rate-aquatic=400 # 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=[] } 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 {} } timings { enabled=true hidden-config-entries=[ "sponge.sql" ] history-interval=300 history-length=3600 server-name-privacy=false verbose=false } 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 # 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=[] }