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Boredom-combat-server / MultiMC Server instance / Modded Server 1.16.5 / .minecraft / config / jmt_mcmt-common.toml

[general]
	#Globally disable all toggleable functionality
	disabled = false

	[general.parallelism]
		#Other modes for paraMax
		#Override: Standard but without the CoreCount Ceiling (So you can have 64k threads if you want)
		#Reduction: Parallelism becomes Math.max(CoreCount-paramax, 2), if paramax is set to be -1, it's treated as 0
		#Todo: add more
		#Allowed Values: Standard, Override, Reduction
		paraMaxMode = "Standard"
		#Thread count config; In standard mode: will never create more threads
		#than there are CPU threads (as that causeses Context switch churning)
		#Values <=1 are treated as 'all cores'
		#Range: > -1
		paraMax = -1

[world]
	#Disable world parallelisation
	disableWorld = false
	#Disable world post tick parallelisation
	disableWorldPostTick = false

[entity]
	#Disable entity parallelisation
	disableEntity = false

[te]
	#Use chunklocks for any unknown (i.e. modded) tile entities
	#Chunklocking means we prevent multiple tile entities a 1 chunk radius of eachother being ticked to limit concurrency impacts
	chunkLockModded = true
	#Disable tile entity parallelisation
	disableTileEntity = false
	#List of tile entity classes that will always be fully parallelised
	#This will occur even when chunkLockModded is set to true
	#Adding pistons to this will not parallelise them
	teWhiteList = []
	#List of tile entity classes that will always be chunklocked
	#This will occur even when chunkLockModded is set to false
	teBlackList = []

[misc]
	#Disable environment (plant ticks, etc.) parallelisation
	disableEnvironment = false
	#Disable parallelised chunk caching; doing this will result in much lower performance with little to no gain
	disableChunkProvider = false

[debug]

	#Here is where all the wierd diagnostic and hack options go to live
	[debug.load-forcing]
		#Enable chunk loading timeouts; this will forcably kill any chunks that fail to load in sufficient time
		#may allow for loading of damaged/corrupted worlds
		enableChunkTimeout = false
		#Ammount of workless iterations to wait before declaring a chunk load attempt as timed out
		#This is in ~100us itterations (plus minus yield time) so timeout >= timeoutCount*100us
		#Range: 500 ~ 500000
		timeoutCount = 5000
		#Attempts to re-load timed out chunks; Seems to work
		enableTimeoutReload = false

	[debug.ops-tracing]
		#Enable ops tracing; this will probably have a performance impact, but allows for better debugging
		opsTracing = false

	[debug.logcap]
		#Maximum time between MCMT presence alerts in 10ms steps
		#Range: > 15000
		opsTracing = 720000