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288
config/servercore/config.yml
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288
config/servercore/config.yml
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# The main configuration file for ServerCore.
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# Most of these settings can be reloaded without restarting using /servercore reload.
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# Most miscellaneous feature toggles.
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features:
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# Stops the server from loading spawn chunks.
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disable-spawn-chunks: false
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# Prevents lagspikes caused by players moving into unloaded chunks.
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prevent-moving-into-unloaded-chunks: false
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# The amount of seconds between auto-saves when /save-on is active.
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autosave-interval-seconds: 300
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# The fraction that decides the chance of experience orbs being able to merge with each other. (1 = 100%, 40 = 2.5%)
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# Note that just like in vanilla, experience orbs will still need to be of the same size to actually merge.
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xp-merge-fraction: 40
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# The radius in blocks that experience orbs will merge at.
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xp-merge-radius: 0.5
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# The radius in blocks that items will merge at.
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item-merge-radius: 0.5
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lobotomize-villagers:
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# Makes villagers tick less often if they are stuck in a 1x1 space.
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enabled: false
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# Decides the interval in between villager ticks when lobotomized.
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tick-interval: 20
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# Automatically modifies dynamic settings based on the server performance.
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dynamic:
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# Enables dynamic performance checks.
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enabled: false
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# The average MSPT to target.
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target-mspt: 35
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# The settings that will be decreased when the server is overloaded, in the specified order.
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# Removing a setting from the list will disable it.
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# ► max = The maximum value the server will increase the setting to.
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# ► min = The minimum value the server will decrease the setting to.
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# ► increment = The amount the setting will be increased or decreased by.
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# ► interval = The amount of seconds between each check to increase or decrease.
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dynamic-settings:
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- setting: 'CHUNK_TICK_DISTANCE'
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max: 10
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min: 2
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increment: 1
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interval: 15
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- setting: 'MOBCAP_PERCENTAGE'
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max: 100
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min: 30
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increment: 10
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interval: 15
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- setting: 'SIMULATION_DISTANCE'
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max: 10
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min: 2
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increment: 1
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interval: 15
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- setting: 'VIEW_DISTANCE'
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max: 10
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min: 2
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increment: 1
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interval: 150
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# A special mobcap that only affects the breeding of animals and villagers.
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breeding-cap:
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# Enables breeding caps.
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enabled: false
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# The breeding cap for villagers.
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# ► limit = The limit of mobs of the same type within range. Setting this to negative will disable the breeding cap.
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# ► range = The range it will check for entities of the same type.
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villagers:
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limit: 32
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range: 64
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# The breeding cap for animals.
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# Note that this cap only checks for animals of the same type.
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# If the limit is 32 you can still breed 32 cows and 32 pigs next to each other.
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animals:
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limit: 32
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range: 64
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# Gives more control over mob spawning.
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mob-spawning:
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# Mobcap settings for zombie reinforcements.
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# ► enforce-mobcaps = Whether to enforce mobcaps for this type of mobspawning.
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# ► mobcap-modifier = The modifier to apply to this enforced mobcap. This modifier only affects this type of mobspawning.
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# Since these mobspawns normally wouldn't be affected by the mobcap, you might want to allow them to spawn a bit over it.
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zombie-reinforcements:
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enforce-mobcap: false
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mobcap-modifier: 1.5
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# Mobcap settings for zombified piglin spawning from nether portal random ticks.
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nether-portal-randomticks:
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enforce-mobcap: false
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mobcap-modifier: 1.5
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# Mobcap settings for mobs spawned from monster spawners.
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monster-spawners:
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enforce-mobcap: false
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mobcap-modifier: 1.5
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# A list of mob categories with their respective mobcap and spawn interval.
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# ► category = The vanilla spawn category.
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# ► mobcap = The maximum amount of entities in the same category that can spawn near a player.
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# ► spawn-interval = The interval between spawn attempts in ticks. Higher values mean less frequent spawn attempts.
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categories:
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- category: 'MONSTER'
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mobcap: 70
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spawn-interval: 1
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- category: 'CREATURE'
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mobcap: 10
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spawn-interval: 400
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- category: 'AMBIENT'
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mobcap: 15
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spawn-interval: 1
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- category: 'AXOLOTLS'
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mobcap: 5
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spawn-interval: 1
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- category: 'UNDERGROUND_WATER_CREATURE'
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mobcap: 5
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spawn-interval: 1
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- category: 'WATER_CREATURE'
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mobcap: 5
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spawn-interval: 1
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- category: 'WATER_AMBIENT'
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mobcap: 20
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spawn-interval: 1
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# Settings for commands and their formatting.
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commands:
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# Enables the /servercore status command.
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status-enabled: true
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# Enables the /mobcaps command.
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mobcaps-enabled: true
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colors:
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# The colors used in command feedback. You can use hex codes or minecraft legacy color names.
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# The primary color is the most used color in command feedback.
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primary: 'dark_aqua'
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# The secondary color is used for highlighting important information, like values.
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secondary: 'green'
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# The tertiary color is mostly used for text in titles.
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tertiary: 'aqua'
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# Activation range can drastically reduce the amount of lag caused by ticking entities.
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# It does this by cleverly skipping certain entity ticks based on the distance to players and other factors, like immunity checks.
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# Immunity checks determine whether an entity should be ticked even when it's outside the activation range, like for example when it is falling or takes damage.
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# Note: while this is a very powerful feature, it can still slow down mobfarms and break very specific technical contraptions.
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activation-range:
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# Enables activation range.
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enabled: false
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# Briefly ticks entities newly added to the world for 10 seconds (includes both spawning and loading).
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# This gives them a chance to properly immunize when they are spawned if they should be. Can be helpful for mobfarms.
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tick-new-entities: true
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# Enables vertical range checks. By default, activation ranges only work horizontally.
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# This can greatly improve performance on taller worlds, but might break a few very specific ai-based mobfarms.
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use-vertical-range: false
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# Skips 1/4th of entity ticks whilst not immune.
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# This affects entities that are within the activation range, but not immune (for example by falling or being in water).
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skip-non-immune: false
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# Allows villagers to tick regardless of the activation range when panicking.
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villager-tick-panic: true
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# The time in seconds that a villager needs to be inactive for before obtaining work immunity (if it has work tasks).
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villager-work-immunity-after: 20
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# The amount of ticks an inactive villager will wake up for when it has work immunity.
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villager-work-immunity-for: 20
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# A list of entity types that should be excluded from activation range checks.
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excluded-entity-types:
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- 'minecraft:hopper_minecart'
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- 'minecraft:warden'
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- 'minecraft:ghast'
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# The activation type that will get assigned to any entity that doesn't have a custom activation type.
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# ► activation-range = The range an entity is required to be in from a player to be activated.
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# ► tick-interval = The interval between 'active' ticks whilst the entity is inactive. Negative values will disable these active ticks.
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# ► wakeup-interval = The interval between inactive entity wakeups in seconds.
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# ► extra-height-up = Allows entities to be ticked when far above the player when vertical range is in use.
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# ► extra-height-down = Allows entities to be ticked when far below the player when vertical range is in use.
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default-activation-type:
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activation-range: 16
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tick-interval: 20
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wakeup-interval: -1
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extra-height-up: false
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extra-height-down: false
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# A list of custom activation types.
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# ► name = The name of the activation type.
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# ► entity-matcher = A list of conditions to filter entities. Only one of these conditions needs to be met for an entity to match.
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# ► If an entity matches multiple activation types, the one highest in the list will be used. The conditions accept the following formats:
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# - Entity type matching | Uses the entity type's identifier. | 'minecraft:zombie' matches zombies, but for example not husks or drowned.
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# - Typeof class matching | Uses the 'typeof:' prefix. | 'typeof:monster' matches all monsters.
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# ► Available typeof classes: mob, monster, raider, neutral, ambient, animal, water_animal, flying_animal, flying_monster, villager.
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custom-activation-types:
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- name: 'raider'
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activation-range: 48
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tick-interval: 20
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wakeup-interval: 20
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extra-height-up: true
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extra-height-down: false
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entity-matcher:
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- 'typeof:raider'
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- name: 'water'
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activation-range: 16
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tick-interval: 20
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wakeup-interval: 60
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extra-height-up: false
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extra-height-down: false
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entity-matcher:
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- 'typeof:water_animal'
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- name: 'villager'
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activation-range: 16
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tick-interval: 20
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wakeup-interval: 30
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extra-height-up: false
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extra-height-down: false
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entity-matcher:
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- 'typeof:villager'
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- name: 'zombie'
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activation-range: 16
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tick-interval: 20
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wakeup-interval: 20
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extra-height-up: true
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extra-height-down: false
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entity-matcher:
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- 'minecraft:zombie'
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- 'minecraft:husk'
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- name: 'monster-below'
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activation-range: 32
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tick-interval: 20
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wakeup-interval: 20
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extra-height-up: true
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extra-height-down: true
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entity-matcher:
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- 'minecraft:creeper'
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- 'minecraft:slime'
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- 'minecraft:magma_cube'
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- 'minecraft:hoglin'
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- name: 'flying-monster'
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activation-range: 48
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tick-interval: 20
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wakeup-interval: 20
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extra-height-up: true
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extra-height-down: false
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entity-matcher:
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- 'minecraft:ghast'
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- 'minecraft:phantom'
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- name: 'monster'
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activation-range: 32
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tick-interval: 20
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wakeup-interval: 20
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extra-height-up: true
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extra-height-down: false
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entity-matcher:
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- 'typeof:monster'
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- name: 'animal'
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activation-range: 16
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tick-interval: 20
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wakeup-interval: 60
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extra-height-up: false
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extra-height-down: false
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entity-matcher:
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- 'typeof:animal'
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- 'typeof:ambient'
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- name: 'creature'
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activation-range: 24
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tick-interval: 20
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wakeup-interval: 30
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extra-height-up: false
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extra-height-down: false
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entity-matcher:
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- 'typeof:mob'
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16
config/servercore/optimizations.yml
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16
config/servercore/optimizations.yml
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# Allows you to toggle specific optimizations that don't have full vanilla parity.
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# These settings will only take effect after server restarts.
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# Prevents many different lagspikes caused by loading chunks synchronously.
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# This for example causes maps to only update loaded chunks, which depending on the viewdistance can be a smaller radius than vanilla.
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reduce-sync-loads: true
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# Can significantly reduce the time spent on chunk iteration by caching ticking chunks every second.
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# This is especially useful for servers with a high playercount and / or viewdistance.
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# Note: The list of ticking chunks is only updated every second, rather than every tick (but that is very unlikely to matter).
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cache-ticking-chunks: true
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# Can significantly reduce time spent on mobspawning, but isn't as accurate as vanilla on biome borders.
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# This may cause mobs from another biome to spawn a few blocks across a biome border (this does not affect structure spawning!).
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fast-biome-lookups: false
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# Fluid random ticks, like lava spreading fire, are run twice each game tick.
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# Enabling this will cancel the 'duplicate' second fluid tick, but this may cause slight behavior changes.
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cancel-duplicate-fluid-ticks: false
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