mirror of
https://github.com/pelican-eggs/minecraft.git
synced 2024-11-22 10:52:34 +01:00
5604306254
moving over to the new pelican-eggs layout
163 lines
5.2 KiB
YAML
163 lines
5.2 KiB
YAML
# Advanced configuration file for Nukkit
|
||
# Some of these settings are safe, others can break your server if modified incorrectly
|
||
# New settings/defaults won't appear automatically on this file when upgrading
|
||
|
||
settings:
|
||
# Multi-language setting
|
||
# Available: eng, chs, cht, jpn, rus, spa, pol, bra, kor, ukr, deu, ltu, idn, cze, tur, fin, vie, fra
|
||
language: eng
|
||
# Whether to send all strings translated to server locale or let the device handle them
|
||
force-language: false
|
||
shutdown-message: "Server closed"
|
||
# Allow listing plugins via Query
|
||
query-plugins: true
|
||
# Show a console message when a plugin uses deprecated API methods
|
||
deprecated-verbose: true
|
||
# Number of AsyncTask workers
|
||
# If set to auto, it'll try to detect the number of cores (and at least 4)
|
||
async-workers: auto
|
||
safe-spawn: true
|
||
waterdogpe: false
|
||
|
||
network:
|
||
maximum-stale-datagrams: 512
|
||
# Threshold for batching packets, in bytes. Only these packets will be compressed
|
||
# Set to 0 to compress everything, -1 to disable
|
||
batch-threshold: 256
|
||
# Compression level used of Zlib when sending batched packets. Higher = more CPU, less bandwidth usage
|
||
compression-level: 7
|
||
# Use AsyncTasks for compression. Adds half/one tick delay, less CPU load on main thread
|
||
async-compression: false
|
||
# 0:Create a new compressor for each compression request
|
||
# 1:All compression requests are done with only one thread and one compressor
|
||
# 2:Using the original Nukkit server-side algorithm for high stability, using ThreadLocal to create a compressor for each thread
|
||
# 3:Modern hardware acceleration using the PowerNukkitX server, which improves on the original algorithm.
|
||
zlib-provider: 2
|
||
snappy: false
|
||
|
||
debug:
|
||
# If > 1, it will show debug messages in the console
|
||
level: 1
|
||
# Enables commands: /status /gc
|
||
commands: false
|
||
ignored-packets:
|
||
- LevelChunkPacket
|
||
|
||
timings:
|
||
# Turn off the timing completely, no timing object will be created, which can help improve performance
|
||
completely-close: false
|
||
# Enable core and plugin timings by default
|
||
enabled: false
|
||
# Enable monitoring at verbose level, include high-frequency timings
|
||
verbose: false
|
||
# Interval between history frames in ticks
|
||
# Default is 5 minutes (6000 ticks)
|
||
history-interval: 6000
|
||
# Length of the whole timing history in ticks
|
||
# Default is 1 hour (72000 ticks)
|
||
# This value is capped at a maximum of history-interval * 12
|
||
history-length: 72000
|
||
# For special cases of servers with special permission to bypass the max
|
||
# This max helps keep data file sizes reasonable for processing on Aikar's Timing parser side
|
||
# Setting this will not help you bypass the max unless Aikar has added an exception on the API side
|
||
bypass-max: false
|
||
# If set to true, name of your server won't be sent
|
||
privacy: false
|
||
ignore: []
|
||
|
||
level-settings:
|
||
# The default format that levels will use when created
|
||
default-format: anvil
|
||
# Automatically change levels tick rate to maintain 20 ticks per second
|
||
auto-tick-rate: true
|
||
auto-tick-rate-limit: 20
|
||
# Sets the base tick rate (1 = 20 ticks per second, 2 = 10 ticks per second, etc.)
|
||
base-tick-rate: 1
|
||
# Tick all players each tick even when other settings disallow this
|
||
always-tick-players: false
|
||
tick-redstone: true
|
||
|
||
chunk-saving:
|
||
maximum-size-per-chunk: 1048576
|
||
|
||
chunk-sending:
|
||
# Amount of chunks sent to players per tick
|
||
per-tick: 8
|
||
# Amount of chunks sent around each player
|
||
max-chunks: 192
|
||
# Amount of chunks that need to be sent before spawning the player
|
||
spawn-threshold: 56
|
||
# Save a serialized copy of the chunk in memory for faster sending
|
||
# Useful in mostly-static worlds where lots of players join at the same time
|
||
cache-chunks: false
|
||
|
||
chunk-ticking:
|
||
# Max amount of chunks processed each tick
|
||
per-tick: 40
|
||
# Radius of chunks around a player to tick
|
||
tick-radius: 3
|
||
light-updates: false
|
||
clear-tick-list: false
|
||
|
||
chunk-generation:
|
||
# Max. amount of chunks in the waiting queue to be generated
|
||
queue-size: 8
|
||
# Max. amount of chunks in the waiting queue to be populated
|
||
population-queue-size: 8
|
||
|
||
# Max tick rate for these entities
|
||
ticks-per:
|
||
animal-spawns: 400
|
||
monster-spawns: 1
|
||
autosave: 6000
|
||
cache-cleanup: 900
|
||
|
||
memory-compression:
|
||
enable: true
|
||
slots: 32
|
||
default-temperature: 32
|
||
threshold:
|
||
freezing-point: 0
|
||
boiling-point: 1024
|
||
absolute-zero: -256
|
||
heat:
|
||
melting: 16
|
||
single-operation: 1
|
||
batch-operation: 32
|
||
|
||
|
||
# Max amount of these entities
|
||
spawn-limits:
|
||
monsters: 70
|
||
animals: 15
|
||
water-animals: 5
|
||
ambient: 15
|
||
|
||
player:
|
||
# If true, player data will be saved as players/playername.dat
|
||
# If false, nukkit won't save player data as "dat" files, in order that plugins can do something on it.
|
||
save-player-data: true
|
||
# The time between skin change action in seconds, set to 0 if you dont want the cooldown
|
||
skin-change-cooldown: 30
|
||
force-skin-trusted: false
|
||
check-movement: true
|
||
|
||
aliases:
|
||
# Aliases for commands
|
||
# Examples:
|
||
# showtheversion: version
|
||
# savestop: [save-all, stop]
|
||
|
||
worlds:
|
||
# These settings will override the generator set in server.properties and allows loading multiple levels
|
||
# Examples:
|
||
#world:
|
||
# seed: 404
|
||
# generator: FLAT:2;7,59x1,3x3,2;1;decoration(treecount=80 grasscount=45)
|
||
|
||
anti-xray:
|
||
#world:
|
||
# enabled: true
|
||
# level: low
|
||
# pre-deobfuscate: true
|