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August 23, 2019 22:45
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| # Configuration file | |
| tiquality { | |
| # When a tracker is being throttled, we can send a notification to the user. | |
| # How often do you want the user to receive a message about his/her personal tick speed? | |
| # | |
| # Note: If you don't want to send a message at all, set DEFAULT_THROTTLE_WARNING_LEVEL to 1. | |
| # Min: 0 | |
| # Max: 2147483647 | |
| I:DEFAULT_THROTTLE_WARNING_INTERVAL_SECONDS=600 | |
| # When a tracker is being throttled, we can send a notification to the user. | |
| # Throttling is measured by comparing the full tick cycles within ticking queues and comparing that to the server ticks. | |
| # Every 100 server ticks the amount of completed full ticks of the tracker is compared. | |
| # | |
| # If the tracker is falling behind (actively throttling) the value for this tracker gets closer to zero. In | |
| # comparison, a tracker that runs at full speed will have a value of 1 (100%) | |
| # Whenever the value falls below the value specified here, a warning will be sent to the tracker | |
| # | |
| # There's currently a limitation making warning levels between 0.5 and 1.0 unreliable. (Between 50% and 100% speed) | |
| # | |
| # Set to 1 to disable | |
| # | |
| # Note: If the server is ticking at 18 TPS, the tracker can still have a value of 1. Server tick speed does not impact this value. | |
| # Min: 0.0 | |
| # Max: 1.0 | |
| D:DEFAULT_THROTTLE_WARNING_LEVEL=0.5 | |
| # Define a maximum square range someone can claim using /tq claim [range]. | |
| # This will also be the default value for usage of /tq claim [range] without the range argument | |
| I:MAX_CLAIM_RADIUS=50 | |
| # Tiquality pre-allocates the max tick time someone can use. | |
| # This includes offline players (Loaded chunks with an offline player's base, for example) | |
| # With this in mind, what multiplier should we use to assign tick time to them? | |
| # | |
| # Where 0 means offline player's base does not get any pre-allocated tick time and 1 means they will get the same tick time as an online player. | |
| # Keep in mind that people might be living together... | |
| # Min: 0.0 | |
| # Max: 1.0 | |
| D:OFFLINE_PLAYER_TICK_TIME_MULTIPLIER=0.5 | |
| # Tiquality stores data in every affected chunk, but it's possible | |
| # tiquality's data can get corrupted somehow. In order to still be able to use tiquality | |
| # without resetting your world, we can store data in a different tag in the chunk. | |
| # | |
| # WARNING: Changing this value will erase previous data saved by tiquality, but will not | |
| # affect other data (Your world stays intact, but tiquality has a clean slate) | |
| # | |
| # Just increase this number by one if you run into problems. Don't forget to submit a | |
| # detailed bug report on Github if you run into unexpected problems. | |
| # | |
| # New versions of Tiquality with incompatible storage data will override this setting for you automatically. | |
| I:SAVE_VERSION=0 | |
| # Between ticks, the server must do some internal processing. | |
| # Increase this value if you see "can't keep up!" errors. | |
| # Try to keep this value as low as possible for performance. | |
| # Min: 0 | |
| # Max: 2147483647 | |
| I:TIME_BETWEEN_TICKS_IN_NS=90000 | |
| ########################################################################################################## | |
| # block_tick_behavior | |
| #--------------------------------------------------------------------------------------------------------# | |
| # A block will tick if at least one of the following statements is true: | |
| # - There's a Tracker assigned and the tracker has enough time to tick the block | |
| # - The block is defined in the config NATURAL_BLOCKS and there's no tracker assigned to it | |
| # - The block is defined in the config NATURAL_BLOCKS and the tracker has enough time to tick the block | |
| # - The block is defined in the config ALWAYS_TICKED_BLOCKS It will tick even if a tracker has been assigned that ran out of time. Note that this will still consume the time on the tracker. | |
| # | |
| # Try running `/tq set <below|feet> DEFAULT`. It will remove the block from the config, returning default behavior. | |
| # Try running `/tq set <below|feet> NATURAL`. It will add the block to the config under NATURAL_BLOCKS. | |
| # Try running `/tq set <below|feet> PRIORITY`. It will add the block to the config under PRIORITY_BLOCKS. | |
| # Try running `/tq set <below|feet> ALWAYS_TICK`. It will add the block to the config under ALWAYS_TICKED_BLOCKS. | |
| # Try running `/tq set <below|feet> TICK_DENIED`. It will add the block to the config under TICK_DENIED_BLOCKS. | |
| # | |
| # Protip: Use /tq info first, to see if you are actually positioned on the block correctly. | |
| # | |
| # For nicer formatting, see: https://github.com/TerminatorNL/Tiquality/blob/master/README.md#my-blocks-dont-tick-what-do-i-do | |
| ########################################################################################################## | |
| block_tick_behavior { | |
| # Some blocks, you simply don't want to be throttled, ever. For example: piston extensions. | |
| # Tiquality will still attempt to tick them per player, but if the player runs out of tick time, it will still tick these blocks. | |
| # Items in this list are also appended to NATURAL_BLOCKS through code, there is no need to define blocks twice. | |
| S:ALWAYS_TICKED_BLOCKS < | |
| minecraft:piston_extension | |
| minecraft:piston_head | |
| minecraft:portal | |
| > | |
| # Some blocks are automatically generated in the world, but do require ticking in order to function properly. | |
| # Define the blocks you wish to keep tick when the block has not been assigned an owner yet. | |
| # Keep in mind, if there is an owner set on this block, the block can be throttled. See: ALWAYS_TICKED_BLOCKS | |
| S:NATURAL_BLOCKS < | |
| minecraft:mob_spawner | |
| minecraft:chest | |
| minecraft:ender_chest | |
| minecraft:trapped_chest | |
| REGEX=leaves | |
| REGEX=sapling | |
| REGEX=flowing | |
| minecraft:snow_layer | |
| minecraft:ice | |
| minecraft:water | |
| minecraft:lava | |
| minecraft:grass | |
| minecraft:sand | |
| minecraft:gravel | |
| minecraft:beetroots | |
| minecraft:wheat | |
| minecraft:carrots | |
| minecraft:potatoes | |
| minecraft:reeds | |
| minecraft:farmland | |
| minecraft:fire | |
| minecraft:cocoa | |
| minecraft:cactus | |
| minecraft:double_plant | |
| > | |
| # When people run bases, you can prioritize which blocks have to be updated first. Unlinke | |
| # ALWAYS_TICKED_BLOCKS, PRIORITY_BLOCKS can be throttled. | |
| S:PRIORITY_BLOCKS < | |
| > | |
| # Blocks you never want to tick are defined here. Useful for stopping dupes or game breaking lag without banning recipes! | |
| S:TICK_DENIED_BLOCKS < | |
| industrialrenewal:fluid_pipe | |
| > | |
| } | |
| ########################################################################################################## | |
| # entity_tick_behavior | |
| #--------------------------------------------------------------------------------------------------------# | |
| # Entity handling is a bit different than blocks. DEFAULT behavior is the same as NATURAL in blocks. | |
| ########################################################################################################## | |
| entity_tick_behavior { | |
| # Some entities, you simply don't want to be throttled, ever. | |
| # Tiquality will still attempt to tick them per player, but if the player runs out of tick time, it will still tick these entities. | |
| # Players are hardcoded to be in this category. | |
| S:ALWAYS_TICKED_ENTITIES < | |
| > | |
| # When people run bases, you can prioritize which entities have to be updated first. Unlike | |
| # ALWAYS_TICKED_ENTITIES, PRIORITY_ENTITIES can be throttled. | |
| # If you put 'minecraft:item' here, it will be easier for players to pick them up etc. Recommended. | |
| S:PRIORITY_ENTITIES < | |
| minecraft:item | |
| minecraft:falling_block | |
| > | |
| # Entities you never want to tick are defined here. Useful for stopping dupes or game breaking lag without banning recipes! | |
| S:TICK_DENIED_ENTITIES < | |
| industrialrenewal:fluid_pipe | |
| > | |
| } | |
| } | |
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