645 lines
36 KiB
Text
645 lines
36 KiB
Text
# 1.0
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#
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# # If you need help with the configuration or have any questions related to Sponge,
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# # join us at the IRC or drop by our forums and leave a post.
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#
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# # IRC: #sponge @ irc.esper.net ( https://webchat.esper.net/?channel=sponge )
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# # Forums: https://forums.spongepowered.org/
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#
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sponge {
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# Stopgap measures for dealing with broken mods
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broken-mods {
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# A list of mod ids that have broken network handlers (they interact with the game from a Netty handler thread).
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# All network handlers from a forcibly scheduled to run on the main thread.
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# 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.
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broken-network-handler-mods=[]
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}
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bungeecord {
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# If 'true', allows BungeeCord to forward IP address, UUID, and Game Profile to this server.
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ip-forwarding=false
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}
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cause-tracker {
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# A mapping that is semi-auto-populating for TileEntities whose types
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# are found to be providing "null" Block sources as neighbor notifications
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# that end up causing crashes or spam reports. If the value is set to
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# "true", then a "workaround" will be attempted. If not, the
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#
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# current BlockState at the target source will be queried from the world.
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# This map having a specific
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# entry of a TileEntity will prevent a log or warning come up to any logs
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# when that "null" arises, and Sponge will self-rectify the TileEntity
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# by calling the method "getBlockType()". It is advised that if the mod
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# id in question is coming up, that the mod author is notified about the
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# error-prone usage of the field "blockType". You can refer them to
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# the following links for the issue:
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# https://gist.github.com/gabizou/ad570dc09dfed259cac9d74284e78e8b
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# https://github.com/SpongePowered/SpongeForge/issues/2787
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# Also, please provide them with these links for the example PR to
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# fix the issue itself, as the fix is very simple:
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# https://github.com/TehNut/Soul-Shards-Respawn/pull/24
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# https://github.com/Epoxide-Software/Enchanting-Plus/pull/135
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#
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auto-fix-null-source-block-providing-tile-entities {}
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# If set to 'true', when a mod or plugin attempts to spawn an entity
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# off the main server thread, Sponge will automatically
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# capture said entity to spawn it properly on the main
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# server thread. The catch to this is that some mods are
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# not considering the consequences of spawning an entity
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# off the server thread, and are unaware of potential race
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# conditions they may cause. If this is set to false,
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# Sponge will politely ignore the entity being spawned,
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# and emit a warning about said spawn anyways.
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capture-async-spawning-entities=true
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# If 'true', more thorough debugging for PhaseStates
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# such that a StackTrace is created every time a PhaseState
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# switches, allowing for more fine grained troubleshooting
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# in the cases of runaway phase states. Note that this is
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# not extremely performant and may have some associated costs
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# with generating the stack traces constantly.
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generate-stacktrace-per-phase=false
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# The maximum number of times to recursively process transactions in a single phase.
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# Some mods may interact badly with Sponge's block capturing system, causing Sponge to
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# end up capturing block transactions every time it tries to process an existing batch.
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# Due to the recursive nature of the depth-first processing that Sponge uses to handle block transactions,
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# this can result in a stack overflow, which causes us to lose all infomration about the original cause of the issue.
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# To prevent a stack overflow, Sponge tracks the current processing depth, and aborts processing when it exceeds
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# this threshold.
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# The default value should almost always work properly - it's unlikely you'll ever have to change it.
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max-block-processing-depth=1000
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# If verbose is not enabled, this restricts the amount of
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# runaway phase state printouts, usually happens on a server
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# where a PhaseState is not completing. Although rare, it should
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# never happen, but when it does, sometimes it can continuously print
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# more and more. This attempts to placate that while a fix can be worked on
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# to resolve the runaway. If verbose is enabled, they will always print.
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maximum-printed-runaway-counts=3
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# If true, when a mod attempts to perform a neighbor notification
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# on a block, some mods do not know to perform a 'null' check
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# on the source block of their TileEntity. This usually goes by
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# unnoticed by other mods, because they may perform '==' instance
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# equality checks instead of calling methods on the potentially
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# null Block, but Sponge uses the block to build information to
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# help tracking. This has caused issues in the past. Generally,
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# this can be useful for leaving "true" so a proper report is
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# generated once for your server, and can be reported to the
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# offending mod author.
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# This is 'false' by default in SpongeVanilla.
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# Review the following links for more info:
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# https://gist.github.com/gabizou/ad570dc09dfed259cac9d74284e78e8b
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# https://github.com/SpongePowered/SpongeForge/issues/2787
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#
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report-null-source-blocks-on-neighbor-notifications=false
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# If set to 'true', when a mod or plugin attempts to submit a command
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# asynchronously, Sponge will automatically capture said command
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# and submit it for processing on the server thread. The catch to
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# this is that some mods are performing these commands in vanilla
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# without considering the possible consequences of such commands
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# affecting any thread-unsafe parts of Minecraft, such as worlds,
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# block edits, entity spawns, etc. If this is set to false, Sponge
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# will politely ignore the command being executed, and emit a warning
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# about said command anyways.
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resync-commands-from-async=true
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# If 'true', the phase tracker will print out when there are too many phases
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# being entered, usually considered as an issue of phase re-entrance and
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# indicates an unexpected issue of tracking phases not to complete.
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# If this is not reported yet, please report to Sponge. If it has been
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# reported, you may disable this.
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verbose=true
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# If 'true', the phase tracker will dump extra information about the current phases
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# when certain non-PhaseTracker related exceptions occur. This is usually not necessary, as the information
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# in the exception itself can normally be used to determine the cause of the issue
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verbose-errors=false
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}
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commands {
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# Command aliases will resolve conflicts when multiple plugins request a specific command,
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# Correct syntax is <unqualified command>=<plugin name> e.g. "sethome=homeplugin"
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aliases {}
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# Defines how Sponge should act when a user tries to access a command they do not have
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# permission for
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command-hiding {
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# If this is true, when a user tries to tab complete a command, or use "/sponge which" or
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# "/sponge:help" this prevents commands a user does not have permission for from being completed.
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#
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# Note that some commands may not show up during tab complete if a user does not have permission
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# regardless of this setting.
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hide-on-discovery-attempt=true
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# If this is true, when a user tries to use a command they don't have permission for, Sponge
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# will act as if the command doesn't exist, rather than showing a no permissions message.
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hide-on-execution-attempt=false
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}
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# Some mods may not trigger a permission check when running their command. Setting this to
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# true will enforce a check of the Sponge provided permission ("<modid>.command.<commandname>").
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# Note that setting this to true may cause some commands that are generally accessible to all to
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# require a permission to run.
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#
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# Setting this to true will enable greater control over whether a command will appear in
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# tab completion and Sponge's help command.
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#
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# If you are not using a permissions plugin, it is highly recommended that this is set to false
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# (as it is by default).
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enforce-permission-checks-on-non-sponge-commands=false
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# Patches the specified commands to respect the world of the sender instead of applying the
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# changes on the all worlds.
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multi-world-patches {
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""=true
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}
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}
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debug {
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# Detect and prevent parts of PlayerChunkMap being called off the main thread.
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# This may decrease sever preformance, so you should only enable it when debugging a specific issue.
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concurrent-chunk-map-checks=false
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# Detect and prevent certain attempts to use entities concurrently.
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# WARNING: May drastically decrease server performance. Only set this to 'true' to debug a pre-existing issue.
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concurrent-entity-checks=false
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# If 'true', Java's thread contention monitoring for thread dumps is enabled.
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thread-contention-monitoring=false
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}
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entity {
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# Number of colliding entities in one spot before logging a warning. Set to 0 to disable
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collision-warn-size=200
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# Number of ticks before a painting is respawned on clients when their art is changed
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entity-painting-respawn-delay=2
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# Number of ticks before the fake player entry of a human is removed from the tab list (range of 0 to 100 ticks).
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human-player-list-remove-delay=10
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# Controls the time in ticks for when an item despawns.
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item-despawn-rate=6000
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# The upper bounded range where living entities farther from a player will likely despawn
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living-hard-despawn-range=128
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# The amount of seconds before a living entity between the soft and hard despawn ranges from a player to be considered for despawning
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living-soft-despawn-minimum-life=30
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# The lower bounded range where living entities near a player may potentially despawn
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living-soft-despawn-range=32
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# Maximum size of an entity's bounding box before removing it. Set to 0 to disable
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max-bounding-box-size=1000
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# Square of the maximum speed of an entity before removing it. Set to 0 to disable
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max-speed=100
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}
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entity-activation-range {
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# If 'true', newly discovered entities will be added to this config with a default value.
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auto-populate=false
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# Default activation ranges used for all entities unless overridden.
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defaults {
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ambient=32
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aquatic=32
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creature=32
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misc=16
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monster=32
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}
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# Per-mod overrides. Refer to the minecraft default mod for example.
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mods {}
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}
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entity-collisions {
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# If 'true', newly discovered entities/blocks will be added to this config with a default value.
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auto-populate=false
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# Maximum amount of entities any given entity or block can collide with. This improves
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# performance when there are more than 8 entities on top of each other such as a 1x1
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# spawn pen. Set to 0 to disable.
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max-entities-within-aabb=8
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# Per-mod overrides. Refer to the minecraft default mod for example.
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mods {
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botania {
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blocks {}
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# Default maximum collisions used for all entities/blocks unless overridden.
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defaults {}
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# If 'false', entity collision rules for this mod will be ignored.
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enabled=true
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entities {
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corporeaspark=-1
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spark=-1
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}
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}
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minecraft {
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blocks {
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"detector_rail"=1
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"heavy_weighted_pressure_plate"=150
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"light_weighted_pressure_plate"=15
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"mob_spawner"=-1
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"stone_pressure_plate"=1
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"wooden_button"=1
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"wooden_pressure_plate"=1
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}
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# Default maximum collisions used for all entities/blocks unless overridden.
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defaults {}
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# If 'false', entity collision rules for this mod will be ignored.
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enabled=true
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entities {
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thrownpotion=-1
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}
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}
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}
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}
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exploits {
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# If limit-book-size is enabled, controls the multiplier applied to each book page size
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book-size-total-multiplier=0.98
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# Enables filtering invalid entities when a chunk is being saved
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# such that the entity that does not "belong" in the saving
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# chunk will not be saved, and forced an update to the world's
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# tracked entity lists for chunks.
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# See https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0311-Prevent-Saving-Bad-entities-to-chunks.patch
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filter-invalid-entities-on-chunk-save=true
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# Limits the size of a book that can be sent by the client.
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# See https://github.com/PaperMC/Paper/blob/f8058a8187da9f6185d95bb786783e12c79c8b18/Spigot-Server-Patches/0403-Book-Size-Limits.patch
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# (Only affects SpongeVanilla)
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limit-book-size=true
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# Enables focing a chunk load when an entity position
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# is set. Usually due to teleportation, vehicle movement
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# etc. can a position lead an entity to no longer exist
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# within it's currently marked and tracked chunk. This will
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# enable that chunk for the position is loaded. Part of several
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# exploits.See https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0335-Ensure-chunks-are-always-loaded-on-hard-position-set.patch
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# (Only affects SpongeVanilla)
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load-chunk-on-position-set=true
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# Enables forcing chunks to save when an entity is added
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# or removed from said chunk. This is a partial fix for
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# 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
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# (Only affects SpongeVanilla)
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mark-chunks-as-dirty-on-entity-list-modification=true
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# If limit-book-size is enabled, controls the maximum size of a book page
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max-book-page-size=2560
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# Prevents an exploit in which the client sends a packet with the
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# itemstack name exceeding the string limit.
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prevent-creative-itemstack-name-exploit=true
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# Enables forcing updates to the player's location on vehicle movement.
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# This is partially required to update the server's understanding of
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# where the player exists, and allows chunk loading issues to be avoided
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# 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
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# (Only affects SpongeVanilla)
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sync-player-positions-for-vehicle-movement=true
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# Enables forcing a chunk-tracking refresh on entity movement.
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# This enables a guarantee that the entity is tracked in the
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# proper chunk when moving.https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0315-Always-process-chunk-registration-after-moving.patch
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# (Only affects SpongeVanilla)
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update-tracked-chunk-on-entity-move=true
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}
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general {
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# The directory for Sponge plugin configurations, relative to the
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# execution root or specified as an absolute path.
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# Note that the default: "${CANONICAL_GAME_DIR}/config"
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# is going to use the "config" directory in the root game directory.
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# If you wish for plugin configs to reside within a child of the configuration
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# directory, change the value to, for example, "${CANONICAL_CONFIG_DIR}/sponge/plugins".
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# Note: It is not recommended to set this to "${CANONICAL_CONFIG_DIR}/sponge", as there is
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# a possibility that plugin configurations can conflict the Sponge core configurations.
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#
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config-dir="${CANONICAL_GAME_DIR}/config"
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# If 'true', sleeping between chunk saves will be enabled, beware of memory issues.
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file-io-thread-sleep=false
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# Additional directory to search for plugins, relative to the
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# execution root or specified as an absolute path.
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# Note that the default: "${CANONICAL_MODS_DIR}/plugins"
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# is going to search for a plugins folder in the mods directory.
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# If you wish for the plugins folder to reside in the root game
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# directory, change the value to "${CANONICAL_GAME_DIR}/plugins".
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plugins-dir="${CANONICAL_MODS_DIR}/plugins"
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}
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ip-sets {}
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logging {
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# Log when blocks are broken
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block-break=false
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# Log when blocks are modified
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block-modify=false
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# Log when blocks are placed
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block-place=false
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# Log when blocks are populated in a chunk
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block-populate=false
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# Log when blocks are placed by players and tracked
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block-tracking=false
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# Log when chunks are queued to be unloaded by the chunk garbage collector.
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chunk-gc-queue-unload=false
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# Log when chunks are loaded
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chunk-load=false
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# Log when chunks are unloaded
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chunk-unload=false
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# Whether to log entity collision/count checks
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entity-collision-checks=false
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# Log when living entities are destroyed
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entity-death=false
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# Log when living entities are despawned
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entity-despawn=false
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# Log when living entities are spawned
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entity-spawn=false
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# Whether to log entity removals due to speed
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entity-speed-removal=false
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# Log when server receives exploited packet with itemstack name exceeding string limit.
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exploit-itemstack-name-overflow=false
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# Log when player attempts to respawn invisible to surrounding players.
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exploit-respawn-invisibility=false
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# Log when server receives exploited packet to update a sign containing commands from player with no permission.
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exploit-sign-command-updates=false
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# Add stack traces to dev logging
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log-stacktraces=false
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# Log when a world auto-saves its chunk data. Note: This may be spammy depending on the auto-save-interval configured for world.
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world-auto-save=false
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}
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metrics {
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# 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.
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global-state=UNDEFINED
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# Plugin-specific collection states that override the global collection state.
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plugin-states {}
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}
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modules {
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# Enables experimental fixes for broken mods
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broken-mod=false
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bungeecord=false
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entity-activation-range=true
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entity-collisions=true
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# Controls whether any exploit patches are applied.
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# If there are issues with any specific exploits, please
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# test in the exploit category first, before disabling all
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# exploits with this toggle.
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exploits=true
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# Allows configuring Vanilla movement and speed checks
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movement-checks=false
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optimizations=true
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# Use real (wall) time instead of ticks as much as possible
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realtime=false
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# Controls block range and tick rate of tileentities.
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# Use with caution as this can break intended functionality.
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tileentity-activation=false
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timings=true
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tracking=true
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}
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movement-checks {
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# Controls whether the 'player/entity moved wrongly!' check will be enforced
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moved-wrongly=true
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# Controls whether the 'player moved too quickly!' check will be enforced
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player-moved-too-quickly=true
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# Controls whether the 'vehicle of player moved too quickly!' check will be enforced
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player-vehicle-moved-too-quickly=true
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}
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optimizations {
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# Runs lighting updates asynchronously.
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async-lighting {
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# If 'true', lighting updates are run asynchronously.
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enabled=true
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# The amount of threads to dedicate for asynchronous lighting updates. (Default: 2)
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num-threads=2
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}
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# Caches tameable entities owners to avoid constant lookups against data watchers. If mods
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# cause issues, disable this.
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cache-tameable-owners=true
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# Occasionally, some built in advancements,
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# recipes, etc. can fail to deserialize properly
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# which ends up potentially spamming the server log
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# and the original provider of the failing content
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# is not able to fix. This provides an option to
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# suppress the exceptions printing out in the log.
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disable-failing-deserialization-log-spam=true
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# If 'true', block item drops are pre-processed to avoid
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# having to spawn extra entities that will be merged post spawning.
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# Usually, Sponge is smart enough to determine when to attempt an item pre-merge
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# and when not to, however, in certain cases, some mods rely on items not being
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# pre-merged and actually spawned, in which case, the items will flow right through
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# without being merged.
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drops-pre-merge=false
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# Uses theosib's redstone algorithms to completely overhaul the way redstone works.
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eigen-redstone {
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# If 'true', uses theosib's redstone implementation which improves performance.
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# See https://bugs.mojang.com/browse/MC-11193 and
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# https://bugs.mojang.com/browse/MC-81098 for more information.
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# Note: We cannot guarantee compatibility with mods. Use at your discretion.
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enabled=false
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# If 'true', restores the vanilla algorithm for computing wire power levels when powering off.
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vanilla-decrement=false
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# If 'true', restores the vanilla algorithm for propagating redstone wire changes.
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vanilla-search=false
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}
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# If 'true', provides a fix for possible leaks through
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# Minecraft's enchantment helper code that can leak
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# entity and world references without much interaction
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# Forge native (so when running SpongeForge implementation)
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# has a similar patch, but Sponge's patch works a little harder
|
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# at it, but Vanilla (SpongeVanilla implementation) does NOT
|
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# have any of the patch, leading to the recommendation that this
|
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# patch is enabled "for sure" when using SpongeVanilla implementation.
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# See https://bugs.mojang.com/browse/MC-128547 for more information.
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|
#
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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=[]
|
|
}
|