#Enables logging the too large packets causing disconnects. , default = true
displayTooLargePackets = true

["Load balancing settings"]

	# Load balancing is a mechanic which profiles and throttles down lagging entities, tileentities and event subscribers.
	# It is used to prevent a certain laggy mob or block from lagging out the whole game. Since this is rather invasive and may cause the lagging
	# entity/block to not work nicely it is only done once the game goes over the configured lagging threshold.
	# Those thresholds as set in miliseconds, anything below 50ms is 20 TPS (1s = 1000ms, 1000 / 50 = 20).
	# Above 50ms ticks is where your game starts to lag, as it hits 100% cpu and starts skipping ticks.
	# This is where load balancing comes in and reduces the lag caused by specific entities and blocks.
	# If you run into trouble with some of the entities or blocks not working correctly you can disable it here
	#
	["Load balancing settings"."Entity AI Load balancing settings"]
		#Enables load balancing for entity AI. default = true
		AILoadBalancing = true
		#Mean tick time at which AI load balancing takes effect, 1000 / mean tick time = TPS. default: 55
		#Range: 1 ~ 200
		meanTickAITH = 55
		#Whether to debug lagging entities and log offenders, requires load balancing to be enabled. default = true
		logEntityAILag = true

	["Load balancing settings"."Tile entities load balancing settings"]
		#Enables Tile entity load balancing. default: true
		TELoadBalancing = true
		#Mean tick time at which load balancing takes effect, 1000 / mean tick time = TPS. default: 55
		#Range: 1 ~ 200
		meanTickTH = 55
		#Enables debug log output for lagging tile entities, default = false
		TEDebugOutput = false
		#Requires TELoadBalancing = true. Enables dealing with lag caused by tile entities during chunk unload. This is normally not needed. default = false
		TEUnloadLag = false

	["Load balancing settings"."Event load balancing settings"]
		#Enables event load balancing, this is mostly stuff which is happening outside entityAI/Tile entities on world ticks. default: false
		eventLoadBalancing = false
		#Mean tick time at which event load balancing takes effect, 1000 / mean tick time = TPS. default: 55
		#Range: 1 ~ 200
		meanTickEvent = 60
		#Enables debug log output for lagging event subscribers, default = false
		eventDebugOutput = true

["Entity settings"]
	#Entity density setting, determines how many entities are spawned overall. 1 = Vanilla default, 0.1 e.g 10x less than vanilla. 10 = 10x more than vanilla, default = 1
	#Range: 0.01 ~ 100.0
	entityDensity = 1.0
	#Adapt entity speed to tps, makes entities struggle less with lag. default = true
	adaptiveSpeed = true
	#Entity spawn interval setting, determines how frequently entities are spawned overall. 1 = Vanilla default, default = 10
	#Range: 1 ~ 1000
	spawnInterval = 10
	#Fix leash lag from entities on a leash, default = true
	fixLeash = true
	#Enables improved entity collision and movement calculations for any non item entity, default = true
	fastCollisions = true
	#Enables less laggy entity item pickup, default = true
	noLagItemPickup = true
	#Enables fast itemstack comparisons
	fastItemCompare = true
	#Enable faster pathfinding, default = true
	fastPathFinding = true
	#Enable fast inventory advancement triggers, many advancements based on items tend to lag the players, default = true
	fastInventoryAdvancement = true
	#Enable multithreading support for entities, requires fastCollisions to be enabled. default = true
	multiEntities = true
	#Disables block changes notifying all entity paths in the world, to possibly adjust their paths, disable with IE, incompat, default = true
	disableNotifyOnBlockChange = true
	#Slower updating of armor stands, default = true
	slowArmorStands = true
	#Enables dynamic entity rendering, stops non-visible entities from beeing rendered but can sometimes cause a slight phasing-in delay. Usually a large boost to fps, default = true. Require restart
	enableDynamicEntityRendering = true
	#Enables dynamic update distance, it will reduces entity updates when far away from the player, respecting the entities own update range. default = true. Requires restart
	enableDynamicEntityUpdates = true
	#Entity dynamic update distance setting, reduces the entities own update range from players at which entities get slowed down, in chunks(16blocks). The higher you set this, the closer to the player entities will get slower updates. Default = 0
	#Range: 0 ~ 1000
	entityUpdateDistanceReduction = 0
	#List of entities excluded from beeing affected by dynamic entity updates: e.g. format :  ["minecraft:zombie", "minecraft:creeper"]
	excludedTickDistanceMobs = []

["Entity AI Settings"]
	#Sets the tick interval in which non-running AI tasks are rechecked. Vanilla default is 1(starting with 1.13+), this mods suggested default is 4(as it was in vanilla 1.12)
	#Range: 1 ~ 500
	goalselectorrate = 4
	#Enables a slower updated AI tempt goal, tempt is used e.g. for luring sheep with wheat. default = true
	optimizeTempt = true
	#Enables a slower updated AI avoid entity goal, avoid is used e.g. for villagers avoiding zombies so it constantly searches for mobs in the area. default = true
	optimizeAvoid = true
	#Enables a slower updated AI Panic entity goal, panic is used for chickens/other animals running away e.g. on fire. default = true
	optimizePanic = true
	#Enables a slower updated AI Breed entity goal, breed is used for searching nearby similar animals and doesnt have to be checked that often. default = true
	optimizeBreed = true
	#Enables a slower updated AI Fox find shelter goal, which causes too much load. default = true
	slowFindShelter = true
	#Fix chunkloading and lag caused by the block break goal, mostly used by zombies or endermen. default = true
	fixBlockBreakGoal = true

["General performance improvements settings"]
	#Enable FPS improvements, default = true
	betterFps = true
	#Reduces crafting lag by caching recipe lookups, helps a lot with autocrafting/crafting related lag. default = true
	cacheRecipes = true
	#Enable fast spawn radius check, this makes entity spawn mechanics lag less. default = true
	fastSpawnRadius = true
	#Enable fast chunk block ticks, reduces lag on random block ticks in the world but keeps the same growth e.g. on crops. default = true
	fastChunkBlocks = true
	#Set how many scheduled blocks are updated each tick, scheduled block updates are for example fluid flowing. default = 1000, vanilla default = 65536
	#Range: 1 ~ 65536
	blockTicks = 3000
	#Enable fast chunk save, unmodified chunks are saved a lot faster and cause less lag when saving to disk. default = true
	fastChunkSave = true
	#If true hoppers are causing less lag
	fasterHoppers = true

["Utility settings, debugging and other"]
	#List of mobs disallowed from spawning: e.g. format :  ["minecraft:zombie", "minecraft:creeper"]
	forbiddenMobs = []
	#Set the max login timeout during connection in ticks. 20 ticks = 1 sec, default = 120 seconds
	#Range: 600 ~ 20000
	logintimeout = 2400
	#Set the amount of items at which too many stacked items report their position. Default = 100 items
	#Range: 2 ~ 1000
	maxItems = 100
	#Set the ingame disconnect timeout for disconnecting players. Default = 60sec
	#Range: 15 ~ 400
	disconnectTimeout = 60
	#Disables the config reload during the game, can cause performance issues on some linux systems, default = false
	disableConfigReload = false
	#Enable printing of world/chunk saves for debugging purposes, those normally happen every 5minutes. default = false
	printWorldSaves = false
	#Enable various debugging error logs, like chunkloading etc. , default = false
	debugOptionsEnabled = false
	#Set the watchdog timeout for the integrated server in miliseconds, -1 Disables it. 1 second = 1000 miliseconds, default = 180000
	#Range: -1 ~ 500000
	singlePlayerWatchDogTimeout = 180000
	#Set the maximum allowed amount of same sounds playing at the same time. Lowers e.g. lag of flowing water and other cases where a sound is repeated a lot at once. Default = 10
	#Range: 1 ~ 4000
	maxSameSounds = 10

