#Globally disable all toggleable functionality
disabled = false

[world]
	#Disable world parallelisation
	disableWorld = 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 = []

[environment]
	#Disable environment (plant ticks, etc.) parallelisation
	disableEnvironment = false

[misc]
	#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
	#Disable parallelised chunk caching; doing this will result in much lower performance with little to no gain
	disableChunkProvider = 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

