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DebCraft

DebCraft is a community driven Minecraft Server for the Debian Community Discord

Mods

Disclaimer: The download links below point to rehosted files in this repository for convenience. I do not recommend downloading mods from this repo. Please prefer the official mod pages (linked under Name) for the latest, verified releases. All rights belong to their respective authors.

| Name | Description | Download |

Name Description Download
Concurrent Chunk Management Engine A Fabric mod designed to improve the chunk performance of Minecraft. download
Connectivity Lightweight mod which solves several connection problems like Login-Timeouts, DecoderException, Packet size limits, Ghostblock issues, Payload too large and more. It also offers commands to analyze network traffic. download
Chunky Pre-generates chunks, quickly and efficiently. download
Chunk Sending Optimizes chunk packet sending through sorting and distributing them over time. download
Clumps Clumps groups XP orbs together into a single entity to reduce lag when there are many in a small area. download
FerriteCore This mod reduces the memory usage of Minecraft in a few different ways download
Krypton Krypton is a Minecraft mod designed for the Fabric mod loader that implements a suite of optimizations focused on the Minecraft networking stack. download
Ksyxis Speeds up your world loading by skipping vanilla's unnecessary 441 chunk loading-unloading on every login. download
Lithium Lithium is a general-purpose optimization mod for Minecraft which works to improve a number of systems without changing any behavior download
ModernFix Improves launch times, world load times, and memory usage download
ServerCore A fabric mod that aims to optimize & add multiplayer features to the minecraft server. download
Smooth Chunk Save Saves chunks continuously over time, reducing server lag and preventing lagspikes from saving too many chunks at once. download
Very Many Players Very Many Players, or VMP for short, is a Fabric mod designed to improve general server performance at high playercount without sacrificing vanilla functionality or behavior. download
Cupboard Cupboard provides code, different frameworks and utilities for minecraft mods download
ScalableLux A Fabric mod based on Starlight that improves the performance of light updates in Minecraft.
Ledger Ledger is a comprehensive logging system for Fabric servers. It provides essential tracking for hundreds of in game events from block placement to silverfish infestation, allowing for easy inspection and rollbacks by moderators. It includes advanced search functions that allows you quickly and easily filter by player, action, time, object, and more. download
Fabric Language Kotlin This is a mod that enables usage of the Kotlin programming language for Fabric mods. download
Polysit A server-side sit mod for Quilt & Fabric download

Configs

Connectivity

{
  "disableLoginLimits": {
    "desc:": "Should login packet size limits be disabled? Error:(IOException(\"Payload may not be larger than 1048576 bytes\")) default:true",
    "disableLoginLimits": true
  },
  "disablePacketLimits": {
    "desc:": "Should play packet size limits be disabled? Error:(Badly compressed packet) default:true",
    "disablePacketLimits": true
  },
  "disableChatVerificationDisconnect": {
    "desc:": "(Clientside) Disables players disconnecting on chat message verification problems,(enable debugPrintMessages to see the message causing issues). default:true",
    "disableChatVerificationDisconnect": true
  },
  "debugPrintMessages": {
    "desc:": "Enable addition debug logging for networking errors. default:false",
    "debugPrintMessages": false
  },
  "logintimeout": {
    "desc:": "Set the max login timeout in seconds. default = 120",
    "logintimeout": 30
  },
  "disconnectTimeout": {
    "desc:": "Set the ingame disconnect timeout for disconnecting players. Default = 60sec",
    "disconnectTimeout": 30
  },
  "packetHistoryMinutes": {
    "desc:": "Set the amount of minutes for which network packet history data is saved. Default = 5 minutes",
    "packetHistoryMinutes": 5
  },
  "showFullResourceLocationException": {
    "desc:": "Enable to see the full log output for all resource location exceptions. Default = false",
    "showFullResourceLocationException": false
  }
}

Very Many Players

#Configuration file for VMP
#Tue Aug 12 13:21:02 CEST 2025
optimized_entity_tracking_use_staging_area=true
show_async_loading_messages=true
show_chunk_tracking_messages=true
target_chunk_send_rate=-1
use_async_chunks_on_login=true
use_async_chunks_on_some_commands=false
use_async_logging=true
use_async_portals=true
use_multiple_netty_event_loops=true
use_optimized_entity_tracking=true

ScalableLux

#Configuration file for ScalableLux
#Tue Aug 12 13:21:12 CEST 2025
use_starlight_format=false

Concurrent Chunk Management Engine

version = 3
# (Default: 
#    max(
#        1,
#        min(
#            if( is_windows,
#                (cpus / 1.6 - 2),
#                (cpus / 1.2 - 2)
#            )  - if(is_client, 2, 0),
#            if( is_j9vm,
#                ( ( mem_gb - (if(is_client, 0.6, 0.2)) ) / 0.4 ),
#                ( ( mem_gb - (if(is_client, 1.2, 0.6)) ) / 0.6 )
#            )
#        )
#    )
# )  
#  The expression for the default value of global executor parallelism. 
#  This is used when the parallelism isn't overridden.
#  Available variables: is_windows, is_j9vm, is_client, cpus, mem_gb
# 
defaultGlobalExecutorParallelismExpression = "default"
# (Default: 2) Configures the parallelism of global executor
globalExecutorParallelism = "default"

[fixes]
	# (Default: true)  
	#  Whether to disable the shutdown hook of log4j2 on dedicated servers.
	#  Enabling this also makes the JVM exit when the dedicated server is considered fully shut down.
	#  This option have no effect on client-side.
	#  We has historically been doing this, and this config option allows you to disable this behavior.
	# 
	disableLoggingShutdownHook = "default"
	# (Default: true) Enforces safe world random access.  
	# This feature detects unsafe off-thread world random access, helping to find the causes  
	# of mysterious "Accessing LegacyRandomSource from multiple threads" crash.  
	# The default behavior is to fail hard when such bad things happens.  
	# Disabling this option will replace this behavior with a warning.  
	# 
	# It is generally not recommended to disable this settings unless you know what you are doing  
	# 
	# 
	enforceSafeWorldRandomAccess = "default"

[noTickViewDistance]
	# (Default: true) Whether to use compatibility mode to send chunks 
	#  This may fix some mod compatibility issues
	compatibilityMode = "default"
	# (Default: 4) No-tick view distance max concurrent chunk loads 
	#  Lower this for a better latency and higher this for a faster loading
	maxConcurrentChunkLoads = "default"
	# (Default: false) Whether to ensure correct chunks within normal render distance 
	#  This will send chunks twice increasing network load
	ensureChunkCorrectness = "default"
	# (Default: true) Enable server-side support for extended render distance protocol (c2me:ext_render_distance_v1)
	# This allows requesting render distances higher than 127 chunks from the server
	# 
	# Requires Fabric API (currently available)
	# 
	enableExtRenderDistanceProtocol = "default"
	# (Default: true) Whether to enable no-tick view distance
	enabled = "default"

[ioSystem]
	# (Default: false) EXPERIMENTAL FEATURE
	# This replaces the way your chunks are saved.
	# Please keep regular backups of your world if you are using this feature,
	# and report any world issues you encounter with this feature to our GitHub.
	# 
	# Whether to use the fast reduced allocation chunk serializer
	# (may cause incompatibility with other mods)
	# 
	gcFreeChunkSerializer = "default"
	# (Default: true) Whether to use the optimized implementation of IO system
	replaceImpl = "default"
	# (Default: 8192) Soft limit for io worker nbt cache
	chunkDataCacheSoftLimit = "default"
	# (Default: 32678) Hard limit for io worker nbt cache
	chunkDataCacheLimit = "default"

[vanillaWorldGenOptimizations]
	# (Default: true) Whether to enable StructureWeightSampler optimizations to accelerate world generation
	# 
	optimizeStructureWeightSampler = "default"
	# (Default: true) Whether to enable aquifer optimizations to accelerate overworld worldgen
	# (may cause incompatibility with other mods)
	optimizeAquifer = "default"
	# (Default: true) Whether to use density function compiler to accelerate world generation
	# 
	# Density function: https://minecraft.wiki/w/Density_function
	# 
	# This functionality compiles density functions from world generation
	# datapacks (including vanilla generation) to JVM bytecode to increase
	# performance by allowing JVM JIT to better optimize the code
	# 
	# Currently, all functions provided by vanilla are implemented.
	# Chunk upgrades from pre-1.18 versions are not implemented and will
	# fall back to the unoptimized version of density functions.
	# 
	useDensityFunctionCompiler = "default"
	# (Default: true) Whether to enable End Biome Cache to accelerate The End worldgen 
	# This is no longer included in lithium-fabric 
	# (may cause incompatibility with other mods)
	# 
	useEndBiomeCache = "default"

[generalOptimizations]
	# (Default: 100000) The task interval of mid-tick chunk tasks in nanoseconds (-1 to disable)  
	# Mid-tick chunk tasks is to execute chunk tasks during server tick loop  
	# to speed up chunk loading and generation  
	# This helps chunks loading and generating under high MSPT but may raise  
	# MSPT when chunks are loading or generating  
	#  
	# It is generally not recommended to adjust this value unless you know  
	# what you are doing  
	#  
	# Incompatible with Dimensional Threading (dimthread)
	# 
	midTickChunkTasksInterval = "default"

	[generalOptimizations.autoSave]
		# (Default: ENHANCED) Defines how auto save should be handled  
		# VANILLA: Use vanilla auto-save behavior (auto-save performed every tick during ticking)  
		# ENHANCED: Use C2ME enhanced auto-save (auto-save performed when the server have spare time after ticking)  
		# PERIODIC: Use pre-1.18 vanilla auto-save behavior (auto-save performed every 6000 ticks during ticking)  
		#  
		# Please preserve quotes so this config don't break
		# 
		mode = "default"

[chunkSystem]
	# (Default: true) Whether to enable async serialization
	# 
	asyncSerialization = "default"
	# (Default: false) Whether to recover from errors when loading chunks 
	#  This will cause errored chunk to be regenerated entirely, which may cause data loss 
	#  Only applies when async chunk loading is enabled
	# 
	recoverFromErrors = "default"
	# (Default: true) Whether to turn fluid postprocessing into scheduled tick
	# 
	# Fluid post-processing is very expensive when loading in new chunks, and this can affect
	# MSPT significantly. This option delays fluid post-processing to scheduled tick to hopefully
	# mitigate this issue.
	# 
	fluidPostProcessingToScheduledTick = "default"
	# (Default: true) Whether to synchronize the management of player tickets
	# 
	# In vanilla Minecraft, player tickets are not always removed immediately when players leave an area.
	# The delay in removal increases with the chunk systems throughput, but due to vanillas typically
	# slow chunk loading, tickets are almost always removed immediately. However, some contraptions rely
	# on this immediate removal behavior and tend to be broken with the increased chunk throughput.
	# Enabling this option synchronizes player ticket handling, making it more predictable and
	# thus improving compatibility with these contraptions.
	# 
	syncPlayerTickets = "default"
	# (Default: true) This option workarounds MC-276863, a bug that makes mushrooms appear in non-postprocessed chunks
	# This bug is amplified with notickvd as it exposes non-postprocessed chunks to players
	# 
	# This should not affect other worldgen behavior and game mechanics in general
	# 
	suppressGhostMushrooms = "default"
	# (Default: true) Whether to allow POIs (Point of Interest) to be unloaded
	# Unloaded POIs are reloaded on-demand or when the corresponding chunks are loaded again,
	# which should not cause any behavior change
	#  
	# Note:
	# Vanilla never unloads POIs when chunks unload, causing small memory leaks
	# These leaks adds up and eventually cause issues after generating millions of chunks
	# in a single world instance
	# 
	allowPOIUnloading = "default"

Smooth Chunk

{
  "chunkSaveDelay": {
    "desc:": "Delay before a chunk is saved to disk, default: 300 seconds",
    "chunkSaveDelay": 300
  },
  "chunkUnloadLimit": {
    "desc:": "Maximum amount of chunks unloaded per tick, default: 20, vanilla:200",
    "chunkUnloadLimit": 20
  },
  "disableProtoSave": {
    "desc:": "Disables saving of protochunks(not fully generated chunks) to reduce saving lag. Default: true",
    "disableProtoSave": true
  },
  "debugLogging": {
    "desc:": "Enables debug logging of how many chunks got saved in a tick. default: false",
    "debugLogging": false
  }
}

Chunksending

{
  "maxChunksPerTick": {
    "desc:": "Maximum amount of chunks sent per tick to a player, increases dynamically with size of the backlog",
    "maxChunksPerTick": 5
  },
  "debugLogging": {
    "desc:": "Enable debug logging to show the amount of chunks sent/queued",
    "debugLogging": false
  }
}

Cupboard

{
  "showCommandExecutionErrors": {
    "desc:": "Whether to display errors during command execution: default:true",
    "showCommandExecutionErrors": true
  },
  "debugChunkloadAttempts": {
    "desc:": "Enables debug logging of chunks being forceloaded on serverthread by directly accessing an unloaded chunk, which stalls the server until the chunk finishes loading, incompatible with lithium and its forks: default:false",
    "debugChunkloadAttempts": false
  },
  "skipErrorOnEntityLoad": {
    "desc:": "Prevent crashes on entity loading: default:false",
    "skipErrorOnEntityLoad": false
  },
  "logOffthreadEntityAdd": {
    "desc:": "Entities should only be added on the server thread itself, cupboard fixes the crashes caused by mods violating that, this option enables the logging of those: default:true",
    "logOffthreadEntityAdd": true
  },
  "forceHeapDumpOnOOM": {
    "desc:": "Enables creating a heap dump automatically once the game crashes with an out of memory issue, use with care heapdumps take a lot of space. default:false",
    "forceHeapDumpOnOOM": false
  }
}

Chunky

{
  "version": 2,
  "language": "en",
  "continueOnRestart": true,
  "forceLoadExistingChunks": false,
  "silent": false,
  "updateInterval": 1
}

ServerCore

# The main configuration file for ServerCore.
# Most of these settings can be reloaded without restarting using /servercore reload.

# Most miscellaneous feature toggles.
features:
  # Reverts enderpearl behavior to pre-1.21.2. The following will change when this setting is enabled:
  # ► Enderpearls will no longer load chunks around them.
  # ► Enderpearls will load / unload with chunks again instead of with their owner joining / leaving the game.
  # Note: Toggling this setting may cause some old enderpearls from before the toggle to be lost.
  prevent-enderpearl-chunkloading: false
  # Prevents lagspikes caused by players moving into unloaded chunks.
  prevent-moving-into-unloaded-chunks: true
  # The amount of seconds between auto-saves when /save-on is active.
  autosave-interval-seconds: 300
  # The fraction that decides the chance of experience orbs being able to merge with each other. (1 = 100%, 40 = 2.5%)
  # Note that just like in vanilla, experience orbs will still need to be of the same size to actually merge.
  xp-merge-fraction: 40
  # The radius in blocks that experience orbs will merge at.
  xp-merge-radius: 0.5
  # The radius in blocks that items will merge at.
  item-merge-radius: 0.5
  lobotomize-villagers:
    # Makes villagers tick less often if they are stuck in a 1x1 space.
    enabled: false
    # Decides the interval in between villager ticks when lobotomized.
    tick-interval: 20


# Automatically modifies dynamic settings based on the server performance.
dynamic:
  # Enables dynamic performance checks.
  enabled: false
  # The average MSPT to target.
  target-mspt: 35
  # The settings that will be decreased when the server is overloaded, in the specified order.
  # You can remove settings from the list that you don't want to be dynamically adjusted.
  # ► max = The maximum value the server will increase the setting to.
  # ► min = The minimum value the server will decrease the setting to.
  # ► increment = The amount the setting will be increased or decreased by.
  # ► interval = The amount of seconds between each check to increase or decrease.
  dynamic-settings:
    - setting: 'CHUNK_TICK_DISTANCE'
      max: 10
      min: 6
      increment: 1
      interval: 15

    - setting: 'MOBCAP_PERCENTAGE'
      max: 100
      min: 50
      increment: 10
      interval: 15

    - setting: 'SIMULATION_DISTANCE'
      max: 10
      min: 6
      increment: 1
      interval: 15

    - setting: 'CHUNK_TICK_DISTANCE'
      max: 6
      min: 2
      increment: 1
      interval: 15

    - setting: 'MOBCAP_PERCENTAGE'
      max: 50
      min: 30
      increment: 10
      interval: 15

    - setting: 'SIMULATION_DISTANCE'
      max: 6
      min: 2
      increment: 1
      interval: 15

    - setting: 'VIEW_DISTANCE'
      max: 10
      min: 5
      increment: 1
      interval: 150


# A special mobcap that only affects the breeding of animals and villagers.
breeding-cap:
  # Enables breeding caps.
  enabled: false
  # The breeding cap for villagers.
  # ► limit = The limit of mobs of the same type within range. Setting this to negative will disable the breeding cap.
  # ► range = The range it will check for entities of the same type.
  # ► unlimited-height = Whether to ignore the vertical distance when checking for entities of the same type.
  villagers:
    limit: 32
    range: 64
    unlimited-height: false

  # The breeding cap for animals.
  # Note that this cap only checks for animals of the same type.
  # If the limit is 32 you can still breed 32 cows and 32 pigs next to each other.
  animals:
    limit: 32
    range: 64
    unlimited-height: false


# Gives more control over mob spawning.
mob-spawning:
  # Mobcap settings for zombie reinforcements.
  # ► enforce-mobcap = Whether to enforce mobcaps for this type of mobspawning.
  # ► additional-capacity = Additional capacity for this specific mobcap. Decides how much it can spawn over the regular mobcap.
  # It is recommended to allow them to spawn a bit over the regular mobcap as they would otherwise never get a chance to spawn.
  zombie-reinforcements:
    enforce-mobcap: false
    additional-capacity: 32

  # Mobcap settings for zombified piglin spawning from nether portal random ticks.
  nether-portal-randomticks:
    enforce-mobcap: false
    additional-capacity: 32

  # Mobcap settings for mobs spawned from monster spawners.
  monster-spawners:
    enforce-mobcap: false
    additional-capacity: 32

  # Mobcap settings for silverfish spawned from the infested potion effect.
  infested:
    enforce-mobcap: false
    additional-capacity: 32

  # A list of mob categories with their respective mobcap and spawn interval.
  # ► category = The vanilla spawn category.
  # ► mobcap = The maximum amount of entities in the same category that can spawn near a player.
  # ► spawn-interval = The interval between spawn attempts in ticks. Higher values mean less frequent spawn attempts.
  categories:
    - category: 'MONSTER'
      mobcap: 70
      spawn-interval: 1

    - category: 'CREATURE'
      mobcap: 10
      spawn-interval: 400

    - category: 'AMBIENT'
      mobcap: 15
      spawn-interval: 1

    - category: 'AXOLOTLS'
      mobcap: 5
      spawn-interval: 1

    - category: 'UNDERGROUND_WATER_CREATURE'
      mobcap: 5
      spawn-interval: 1

    - category: 'WATER_CREATURE'
      mobcap: 5
      spawn-interval: 1

    - category: 'WATER_AMBIENT'
      mobcap: 20
      spawn-interval: 1


# Settings for commands and their formatting.
commands:
  # Enables the /servercore status command.
  status-enabled: true
  # Enables the /mobcaps command.
  mobcaps-enabled: true
  # The colors used in command feedback. You can use hex codes or minecraft legacy color names.
  # The primary color is the most used color in command feedback.
  primary: 'dark_aqua'
  # The secondary color is used for highlighting important information, like values.
  secondary: 'green'
  # The tertiary color is mostly used for text in titles.
  tertiary: 'aqua'


# Activation range can drastically reduce the amount of lag caused by ticking entities.
# It does this by cleverly skipping certain entity ticks based on the distance to players and other factors, like immunity checks.
# 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.
# Note: while this is a very powerful feature, it can still slow down mobfarms and break very specific technical contraptions.
activation-range:
  # Enables activation range.
  enabled: false
  # Briefly ticks entities newly added to the world for 10 seconds (includes both spawning and loading).
  # This gives them a chance to properly immunize when they are spawned if they should be. Can be helpful for mobfarms.
  tick-new-entities: true
  # Enables vertical range checks. By default, activation ranges only work horizontally.
  # This can greatly improve performance on taller worlds, but might break a few very specific ai-based mobfarms.
  use-vertical-range: false
  # Skips 1/4th of entity ticks whilst not immune.
  skip-non-immune: false
  # Allows villagers to tick regardless of the activation range when panicking.
  villager-tick-panic: true
  # The time in seconds that a villager needs to be inactive for before obtaining work immunity (if it has work tasks).
  villager-work-immunity-after: 20
  # The amount of ticks an inactive villager will wake up for when it has work immunity.
  villager-work-immunity-for: 20
  # A list of entity types that should be excluded from activation range checks.
  excluded-entity-types:
    - 'minecraft:hopper_minecart'
    - 'minecraft:warden'
    - 'minecraft:ghast'
  # The activation type that will get assigned to any entity that doesn't have a custom activation type.
  # ► activation-range = The range an entity is required to be in from a player to be activated.
  # ► tick-interval = The interval between 'active' ticks whilst the entity is inactive. Negative values will disable these active ticks.
  # ► wakeup-interval = The interval between inactive entity wakeups in seconds.
  # ► extra-height-up = Allows entities to be ticked when far above the player when vertical range is in use.
  # ► extra-height-down = Allows entities to be ticked when far below the player when vertical range is in use.
  default-activation-type:
    activation-range: 16
    tick-interval: 20
    wakeup-interval: -1
    extra-height-up: false
    extra-height-down: false

  # A list of custom activation types.
  # ► name = The name of the activation type.
  # ► entity-matcher = A list of conditions to filter entities. Only one of these conditions needs to be met for an entity to match.
  # ► If an entity matches multiple activation types, the one highest in the list will be used. The conditions accept the following formats:
  #   - Entity type matching    |   Uses the entity type's identifier.  |  'minecraft:zombie' matches zombies, but for example not husks or drowned.
  #   - Typeof class matching   |   Uses the 'typeof:' prefix.          |  'typeof:monster' matches all monsters.
  # ► Available typeof classes: mob, monster, raider, neutral, ambient, animal, water_animal, flying_animal, flying_monster, villager, projectile.
  custom-activation-types:
    - name: 'raider'
      activation-range: 48
      tick-interval: 20
      wakeup-interval: 20
      extra-height-up: true
      extra-height-down: false
      entity-matcher:
        - 'typeof:raider'

    - name: 'water'
      activation-range: 16
      tick-interval: 20
      wakeup-interval: 60
      extra-height-up: false
      extra-height-down: false
      entity-matcher:
        - 'typeof:water_animal'

    - name: 'villager'
      activation-range: 16
      tick-interval: 20
      wakeup-interval: 30
      extra-height-up: false
      extra-height-down: false
      entity-matcher:
        - 'typeof:villager'

    - name: 'zombie'
      activation-range: 16
      tick-interval: 20
      wakeup-interval: 20
      extra-height-up: true
      extra-height-down: false
      entity-matcher:
        - 'minecraft:zombie'
        - 'minecraft:husk'

    - name: 'monster-below'
      activation-range: 32
      tick-interval: 20
      wakeup-interval: 20
      extra-height-up: true
      extra-height-down: true
      entity-matcher:
        - 'minecraft:creeper'
        - 'minecraft:slime'
        - 'minecraft:magma_cube'
        - 'minecraft:hoglin'

    - name: 'flying-monster'
      activation-range: 48
      tick-interval: 20
      wakeup-interval: 20
      extra-height-up: true
      extra-height-down: false
      entity-matcher:
        - 'minecraft:ghast'
        - 'minecraft:phantom'

    - name: 'monster'
      activation-range: 32
      tick-interval: 20
      wakeup-interval: 20
      extra-height-up: true
      extra-height-down: false
      entity-matcher:
        - 'typeof:monster'

    - name: 'animal'
      activation-range: 16
      tick-interval: 20
      wakeup-interval: 60
      extra-height-up: false
      extra-height-down: false
      entity-matcher:
        - 'typeof:animal'
        - 'typeof:ambient'

    - name: 'creature'
      activation-range: 24
      tick-interval: 20
      wakeup-interval: 30
      extra-height-up: false
      extra-height-down: false
      entity-matcher:
        - 'typeof:mob'
# Allows you to toggle specific optimizations that don't have full vanilla parity.
# These settings will only take effect after server restarts.

# Prevents many different lagspikes caused by loading chunks synchronously.
# This for example causes maps to only update loaded chunks, which depending on the viewdistance can be a smaller radius than vanilla.
reduce-sync-loads: true
# Can significantly reduce the time spent on chunk iteration by only updating the ticking chunks list each second, rather than each tick.
# This is especially useful for servers with a high playercount and / or viewdistance.
cache-ticking-chunks: true
# Optimizes command block executions by caching parsed commands.
# Command parsing is a relatively expensive operation. By caching it we avoid parsing the same command every time it is executed.
optimize-command-blocks: true
# Can significantly reduce time spent on mobspawning, but isn't as accurate as vanilla on biome borders.
# This may cause mobs from another biome to spawn a few blocks across a biome border (this does not affect structure spawning!).
fast-biome-lookups: false
# Fluid random ticks, like lava spreading fire, are run twice each game tick.
# Enabling this will cancel the 'duplicate' second fluid tick, but this may cause slight behavior changes.
cancel-duplicate-fluid-ticks: false