[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