#Is udp enabled? If not, the server will only use TCP
enableUdp = false
#Ship load distance in blocks
shipLoadDistance = 128.0
#Ship unload distance in blocks
shipUnloadDistance = 196.0
#Port to attempt to establish UDP connections on
udpPort = 25565

["Drag Settings"]
	#The drag coefficient used to represent a solid 1x1x1 cube. This is an exaggerated value by default due to the scale of builds in MC.
	dragCoefficient = 2.18
	#A static multiplier applied to drag forces. Useful for when your configured masses are higher/lower than the default.
	dragMultiplier = 10.0
	#Enable/Disable Drag on all bodies.
	enableDrag = true
	#Enable/Disable Lift on all bodies.
	enableLift = true
	#A static multiplier applied to lift forces. Useful for when your configured masses are higher/lower than the default.
	liftMultiplier = 10.0

["Krunch Konfig"]
	#Sets number of iterations per sub-steps used by Krunch Classic. Typically 1 is enough, increasing substeps is more substantial.
	krunchIterations = 1
	#The detail of the collision LOD of ships, higher values are more detailed but heavier to compute. Setting this to 0 disables Lod.
	lodDetail = 8192
	#Limit the max collision de-penetration speed so that rigid bodies don't go flying apart when they overlap
	maxDePenetrationSpeed = 10.0
	#Which backend to use.
	#Allowed Values: KRUNCH_CLASSIC, KRUNCH_PHYSX
	physicsBackend = "KRUNCH_CLASSIC"
	#How fast the physics is running. 1.0 is full speed, 0.5 is 50% speed, etc.
	physicsSpeed = 1.0
	#Sets number of sub-steps used by Krunch
	physicsSubSteps = 20
	#How many threads are used by Krunch physics. When set to 0 Krunch will run everything on 1 thread, the same thread that executed krunch
	physicsThreads = 4
	#The maximum number of iterations used by the PhysX to resolve positions. Higher values are more accurate but heavier to compute
	#Range: 1 ~ 30
	positionIterations = 8
	#The maximum number of iterations used by PhysX to resolve velocity. Higher values are more accurate but heavier to compute
	#Range: 1 ~ 30
	velocityIterations = 2

["Physics Thread Settings"]
	#default is 3, for 60 phys ticks per second
	physicsTicksPerGameTick = 3
	#Synchronize the physics thread and the game thread
	synchronizePhysics = false
	#Thread priority of terrain baking threads. 5 is default priority, higher is higher priority, lower is lower priority.
	terrainBakingThreadPriority = 5
	#Number of terrain baking threads, more is good for preventing stutters when flying fast ships. However, too many will overload the cpu which will lag the game.
	terrainBakingThreads = 4
	#Thread priority of terrain deletion threads. These are used to clean up memory, so they can be lower priority than.
	terrainDeletionThreadPriority = 4
	#Number of terrain deletion threads. Typically just 1 is fine.
	terrainDeletionThreads = 1

["Connectivity Settings (Experimental)"]
	#Enable/Disable Block Corner Connectivity (WARNING! May significantly increase memory usage)
	enableBlockCornerConnectivity = false
	#Enable/Disable Block Edge Connectivity (WARNING! May significantly increase memory usage)
	enableBlockEdgeConnectivity = true
	#Enable/Disable Connectivity (May reduce memory usage. Use [enableSplitting] instead if you just want to disable ship splitting.)
	enableConnectivity = true
	#Enable/Disable Splitting (Disabling this setting will not prevent the use of Air Pockets.)
	enableSplitting = false
	#Enable/Disable World Connectivity (Experimental!)
	enableWorldConnectivity = false
	#Enable verbose logging of connectivity (May result in very large log files)
	verboseConnectivityLogging = false
