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# Configuration file
general {
debug {
B:EnableDebugLog=false
}
bugfixes {
vanilla {
# Fix the NPE problem that occasionally occurs with the client when the server sends a null block packet.
B:ClientNullBlockPacket=true
# If the NBT size is larger than the maximum size, it will display a warning message.
# It will only take effect if LongNBTKiller is enabled.
B:DisplayLargeNBTWarning=true
# Unlocks the size limit of NBT and removes the length limit of NBTTagCompound and NBTTagList,
# usually many mods will have this feature, you just need to enable one of these modules.
B:LongNBTKiller=false
# The maximum depth of NBTTagCompound and NBTTagList.
# It will only take effect if LongNBTKiller is enabled.
I:MaxNBTDepth=2048
# The maximum size of NBT.
# It will only take effect if LongNBTKiller is enabled.
I:MaxNBTSize=16777216
}
critical {
# Usually just set it to true, this option fixed a serious network packet problem.
B:GuGuUtilsSetContainerPacket=true
}
container {
# Restricts the player from interacting with the world's blocks when the player opens any container interface (except the player inventory).
B:ContainerInteractRestriction=false
# A generic feature that when a player's open TileEntity GUI is uninstalled,
# it also forces the player's open GUI to be closed.
B:ContainerUnloadTileEntityFixes=false
}
armourersworkshop {
# Cleanroom only, used to fix an issue that caused the game to crash when unloading skin texture files.
B:SkinTextureCrashFixes=true
}
astralsorcery {
# This option is used to fix some item duplication issues on Astral Tome's constellation paper collection page.
B:ContainerJournalFixes=true
# This option is used to fix occasional crashes related to PlayerAttributeMap.
B:PlayerAttributeMapCrashFixes=true
}
avaritaddons {
# This option is used to fix some item duplication issues with Auto Extreme Crafting Table.
B:TileEntityExtremeAutoCrafterFixes=true
}
cofhcore {
# This option is used to fix some item duplication issues with any containers related to TE5.
B:ContainerInventoryItemFixes=true
# This option is used to fix an issue that would accidentally cause non-stackable items to
# exceed their maximum number of stacks.
B:TileInventoryFixes=true
}
customstartinggear {
# This option causes CustomStartingGear to standardize the encoding of file reads to UTF-8,
# preventing them from having problems on computers in certain regions.
B:DataManagerCharSetFixes=true
}
draconicevolution {
# This option is used to fix some item duplication issues with CraftingInjector.
B:CraftingInjectorFixes=true
}
enderioconduits {
# A somewhat disruptive feature fix that modifies some of the way item conduits work,
# allowing some special cases to store extracted items inside the conduit,
# which will help fix some item duplication issues,
# but may introduce a slight performance overhead and some unexpected filter issues.
B:ItemConduitItemStackCache=false
}
extrabotany {
# Prevents the Mana Liquefaction Device from storing far more liquid magic than it is set to store.
B:TileManaLiquefactionFixes=true
}
fluxnetworks {
# Possible fix for duplicate users or even crashes on player networks in some cases.
B:SynchronizeFixes=true
# Fixes an issue where TheOneProbe on a dedicated server shows localized text anomalies.
B:TheOneProbeIntegration=true
}
industrialcraft2 {
# Fixed an issue where some item repair recipes would duplication items.
B:GradualRecipeFixes=true
# Fixed an issue where the orientation determined by Ejector / Pulling Upgrade was the opposite of what it actually was.
B:StackUtilInvFacingFixes=true
}
ingameinfoxml {
# Fix the issue where a paragraph would pop up to report an error in a server environment, that's all.
B:PlayerHandlerFixes=true
}
immersiveengineering {
# (Client Only) Clear the model cache when the player switches worlds to avoid memory leaks.
# Minor performance impact. Mainly a problem when installing with other mods.
B:AutoCleanRenderCache=true
# Immediately exit the thread when `Immersive Engineering Contributors Thread` encounters an error while reading JSON,
# instead of always printing the error.
B:IEContributorsThreadExceptionFixes=true
# Fixes an issue that would cause fluids to duplicate in some special cases, although they were a bit tricky to reproduce.
B:JerryCanFixes=true
# Fixes an issue that would cause items to duplicate in certain special cases, although they were a bit tricky to reproduce.
B:MultiblockStructureContainerFixes=true
# Fixes an issue that caused ArcFurnace's item bar items to stack
# more than their items themselves under certain special circumstances, helping to fix item duplication.
B:TileEntityArcFurnaceInventoryFixes=true
# Makes Excavator not drop twice drops when digging blocks (possible side effect).
B:TileEntityExcavatorDigBlockFixes=true
}
moreelectrictools {
# Items such as Electric First Aid Life Support do not continue to work if the player has died.
B:LifeSupportsFixes=true
}
mrcrayfishfurniture {
# Problem preventing certain container items from duplicate.
B:BlockFurnitureTileFixes=true
# Stops the game from freezing in certain special cases, mainly occurring on photo frames and other similar blocks.
B:ImageCacheCrashFixes=true
# Make blocks be rotated without losing their internal attributes and items (possibly not all blocks).
B:RotatableFurniture=false
# Stopping washing machines from repairing non-repairable items.
B:WashingMachineDamageFixes=true
}
scalingguis {
# Fixes an issue that caused a crash when deleting invalid GUI configurations.
B:JsonHelperCrashFixes=true
}
sync {
# Make players get off their mounts when they die.
B:RidingFixes=true
# A special fix that keeps Sync from triggering some weird item duplication issues when installed with Techguns.
B:TechgunsDuplicationFixes=true
}
tconevo {
# Fix a special crash issue that would cause special cases,
# reporting that they were attributed to xyz.phanta.tconevo.integration.avaritia.client.AvaritiaMaterialModel$BakedAvaritiaMaterialModel$ WithoutHalo handleCosmicLighting().
B:HandleCosmicLightingNPEFixes=true
}
techguns {
# Fix for recipes not working properly for certain items (Techguns only).
B:InvalidRecipeFixes=true
# Fixes an issue that would cause crashes in server environments.
B:ServerSideEntityCrashFixes=true
# Fixes an issue that would cause crashes in server environments.
B:TGPermissionsCrashFixes=true
}
theoneprobe {
# Prevents TheOneProbe from rendering the entity/player in such a way that their head is locked to a fixed pitch.
B:PlayerEntityRenderFixes=true
}
thermaldynamics {
# Fix a fluid duplication issue where they would only appear on Super-Laminar FluidDuct.
B:FluidDuplicateFixes=true
}
thermalexpansion {
# The problem with stopping a backpack from replicating is that this probably does the same thing as UniversalTweaks.
B:ContainerSatchelFilterFixes=true
}
advancedrocketry {
# Fix the NPE problem that occasionally occurs with BiomeChanger.
B:ItemBiomeChanger=true
# When the planetDefs.xml file is corrupted, make it regenerate the file instead of letting it damn near crash.
# This is usually only a problem if the game process is unexpectedly exited, and the file is usually unrecoverable without a backup.
B:PreventDimensionManagerCrash=true
}
ancientspellcraft {
B:ASFakePlayerFixes=false
}
botania {
# (Client Only) Automatically clean up data when the player switches worlds, optional feature as WeakHashMap does not usually cause memory leaks.
B:AutoCleanManaNetworkHandler=true
}
journeymap {
# (Client Only) Automatically clears the radar player cache when a player switches worlds to avoid memory leaks caused in the client.
B:AutoCleanPlayerRadar=true
}
libvulpes {
# (Client Only) Automatically clean up InputSyncHandler's spaceDown data when the player switches worlds.
# Although libvulpes has already coded this judgment, there is still a small chance that it will trigger a memory leak.
B:AutoCleanInputSyncHandlerData=true
}
mekanism {
# (Client Only) Automatically clean up old player data when the player switches worlds to address some memory leaks,
# and while Mekanism has written cleanup features, they will only clean up when returning to the main menu.
B:AutoCleanPortableTeleports=false
}
modularrouters {
# Prevent routers from recognizing fluid bucket containers to avoid unexpected fluid replication problems.
B:BufferHandlerFluidHandlerFixes=true
}
rpsideas {
# (Client Only) Fix memory leaks caused by improper object management on the client side.
B:ItemBioticSensorMemoryLeakFixes=true
}
enderutilities {
# Fix an issue where HandyBag sometimes picking up items would cause them to be duplicated,
# with the side effect that the player's item bar would no longer be populated when picking up matching items.
B:ItemHandyBagDupeFixes=true
# Fix an issue where Nullifier sometimes picking up items would cause them to be duplicated,
# with the side effect that the player's item bar would no longer be populated when picking up matching items.
B:ItemNullifierDupeFixes=true
}
ebwizardry {
# Fix an issue where Imbuement Altar could copy items using a special interact method.
B:BlockImbuementAltarDupeFixes=true
}
}
performance {
vanilla {
# (Client Performance | Sodium Feature) Making all immediate chunk updates always deferred helps improve intermittent
# low FPS conditions, but potentially leads to rendering delays.
B:AlwaysDeferChunkUpdates=false
# (Client/Server Performance | Experimental) Asynchronous loading of ItemStack's Capability to improve performance.
# Conflict with CensoredASM's `delayItemStackCapabilityInit` option.
# Deprecated: unstable, use at your own risk.
B:AsyncItemStackCapabilityInit=true
# (Client Performance | Experimental) Deduplicate vertexData array to optimise memory usage.
# Works in most cases, but may cause rendering issues with models in some mods.
B:BakedQuadVertexDataCanonicalization=false
# (Client Performance) Deduplicate BlockFaceUV `uvs` array to optimise memory usage.
B:BlockFaceUVsCanonicalization=true
# (Client Performance) Improved BlockPart data structure, improve memory usage with a more efficient map.
B:BlockPartDataStructureImprovements=true
# (Server Performance) Improving BlockStateContainer$BlockStateImplementation#hashCode Performance with hashCode cache.
B:BlockStateImplementationHashCodeCache=true
# (Client/Server Performance) Optimize BoundingBox intersect check.
B:BoundingBoxIntersectCheck=true
# (Server Performance) Modified the data structure of capturedBlockSnapshots to a LinkedList to help improve insertion and deletion performance.
B:CapturedBlockSnapshotsImprovements=false
# (Client/Server Performance | Experimental) Cache the TileEntity state of the IBlockState in a chunk to improve performance.
B:ChunkTileEntityCache=false
# (Client/Server Performance) Use long instead of BlockPos to store TileEntities, optimising memory usage and potentially improving performance.
# Conflicts with UniversalTweaks - 'Tile Entity Map' options and StellarCore maybe overrides them.
B:ChunkTileEntityMapImprovements=false
# (Client/Server Performance) Improving Chunk Performance with Improved Data Structures.
B:ChunkTileEntityQueueImprovements=true
# (Server Performance) Improving the performance of ClassInheritanceMultiMap (up to ~40%).
B:ClassInheritanceMultiMapImprovements=true
# (Client Performance | Experimental) Pre-scan directory-based resource packs to build an existence index,
# reducing Windows/NTFS File.exists/isFile overhead during model/texture loading.
# Only effective when ResourceExistStateCache is enabled.
B:DirectoryResourcePackIndex=true
# (Server Performance) Improving EntityTracker Performance with Improved Data Structures.
B:EntityTrackerImprovements=true
# (Server Performance) Include Y distance checks when tracking entities.
B:EntityTrackerIncludeY=false
# (Client Performance | Experimental) A feature from Patcher mod, using protocol CC-BY-NC-SA 4.0, if there are any copyright issues, please contact me to remove it.
# Dramatically improves performance by limiting the HUD to a specified FPS, may not be compatible with older devices.
# May perform strangely with some HUD Mods.
B:HudCaching=false
# Select a restricted HUD FPS that is only valid when HudCaching is enabled.
# Min: 5
# Max: 240
I:HudCachingFPSLimit=20
# (Client Performance) Modify the data structure of ModelBlock's textures map to improve performance and reduce memory usage.
# This feature requires CensoredASM mod.
# Known to be incompatible with DynamicTrees.
B:ModelBlockStringCanonicalization=false
# (Client/Server Performance) Cache constants -32768 - 32767 of NBTTagByte, NBTTagInt, NBTTagLong, NBTTagFloat, NBTTagDouble using constant pool.
# Like IntegerCache in the JVM, improves memory usage and reduces object creation overhead.
# Note: Some mods may not comply with the specification causing NBTBase to be loaded prematurely, so there may be a higher probability of problems with this feature.
# Incompatible with old version of Quark (< r1.6-189), which modifies the bytecode of the NBTTag class too early.
B:NBTPrimitiveConstantsPool=false
B:NBTTagCompoundMapImprovements=true
# (Client/Server Performance) Improve the data structure of NBTTagCompound and NBTTagList and optimise the performance of matching, fetching and copying.
# May conflict with other mods optimised for NBT.
# Known to conflict with CensoredASM's `optimizeNBTTagCompoundBackingMap` and `nbtBackingMapStringCanonicalization` option.
B:NBTTagImprovements=true
# (Client Performance) As the configuration name says, use at your own risk.
B:NoGLError=false
# (Client/Server Performance | Experimental) Replaces the internal default ArrayList of NonNullList with an ObjectArrayList (may not work).
B:NonNullListImprovements=true
# (Client Performance | Experimental) A feature that helps speed up game loading by modifying the model loader's code to enable parallel loading capabilities (5s ~ 40s faster).
# Incompatible with some mod's models because they use their own model loader, if you encounter a missing model, please report it to the StellarCore author for manual compatibility.
# Compatible model loader: CTMLibNineTConstruct
# Contrary to VintageFix's DynamicResource functionality and therefore incompatible, you can only choose one.
B:ParallelModelLoader=false
# Additional blacklist entries. Merged with ParallelModelLoaderBlackListPredefined.
# Defining which ModelLoader cannot be safely asynchronized to allow StellarCore to load models
# using a synchronous approach, usually requires no modification to it.
S:ParallelModelLoaderBlackList <
slimeknights.tconstruct.library.client.model.ModifierModelLoader
>
# Predefined blacklist entries shipped by StellarCore.
# These entries are merged with ParallelModelLoaderBlackList.
# Remove them only if you are sure the loader is thread-safe in your modpack.
S:ParallelModelLoaderBlackListPredefined <
blusunrize.immersiveengineering.client.models.obj.IEOBJLoader
blusunrize.immersiveengineering.client.models.multilayer.MultiLayerLoader
blusunrize.immersiveengineering.client.models.smart.ConnLoader
blusunrize.immersiveengineering.client.models.smart.FeedthroughLoader
blusunrize.immersiveengineering.client.models.ModelConfigurableSides$Loader
electroblob.wizardry.client.model.ModelLoaderBookshelf
>
# (Client/Server Performance) Use parallelStream to handle randomTick operations on world blocks to improve performance in more player environments.
# Note: Possibly affecting the random logic of the original game.
B:ParallelRandomBlockTicker=false
# (Client Performance | Experimental) An feature that uses parallel loading of texture files, improved game loading speed.
# If you get a crash when installing with VintageFix, turn this feature off, or turn off the mixins.texturemap option for VintageFix.
B:ParallelTextureLoad=false
B:ParallelTextureMapLoad=false
# (Client Performance) Improving PropertyEnum#hashCode Performance with hashCode cache.
B:PropertyEnumHashCodeCache=true
# (Client Performance) Caches the state of existence of each resource file in the ResourcePack,
# improve the speed of model loading, if you encounter the game can not be loaded or display anomaly, turn off this option.
B:ResourceExistStateCache=false
# (Client/Server Performance) Deduplicate internal strings of ResourceLocation to reduce memory usage.
# When installed with CensoredASM, turn off the `resourceLocationCanonicalization` feature of CensoredASM.
# StellarCore already has backend integration for it.
# Note: This feature may have a large impact on load times.
B:ResourceLocationCanonicalization=true
# (Client/Server Performance) ResourceLocationCanonicalization Available when enabled, makes the operation process asynchronous,
# dramatically reduces the impact on startup time, but uses more memory (mainly in client model loading, very much more memory) during loading,
# and the memory returns to normal after loading is complete.
B:ResourceLocationCanonicalizationAsync=false
# (Client Performance | Experimental) BakedQuad deduplication of SimpleBakedModel to optimise memory usage.
# Works in most cases, but may cause rendering issues with models in some mods.
B:SimpleBakedModelCanonicalization=false
# (Client Performance) Improve the Map data structures of StateMapperBase to make them faster (~30%).
B:StateMapperBaseImprovements=true
# (Client Performance) Enabling Stitcher caching improves the game loading speed.
# The main principle is to cache the Stitcher's splicing results and save them to the hard drive for next time reading, so
# you need to pre-launch the game once before you can see the effect.
# Not compatible with VintageFix's DynamicResource, but should work well with VintageFix's TurboStitcher.
B:StitcherCache=false
# (Client Performance) Clearing the cache after loading a model, significantly reduce memory usage.
# But it may cause some mod's models to be messed up after reloading ResourcePacks,
# Turning this option off will use more memory.
# If you installed FoamFix, FoamFix does the same thing but StellarCore is faster, you may need to turn off the `wipeModelCache` option in foamfix.cfg.
B:WipeModelCache=true
# (Client/Server Performance) Improved `World#isValid` / `World#isOutsideBuildHeight` judgement performance, minor performance improvements.
B:WorldBlockPosJudgement=true
# (Server Performance) Improving WorldServer#getPendingBlockUpdates Performance with Improved Data Structures.
B:WorldServerGetPendingBlockUpdatesImprovements=true
}
forge {
# (Client/Server Performance) ASMDataTable Annotation Map builds use half of the CPU instead of all of it,
# helping to improve the computer freezing problem at game startup, but potentially causing the game to take longer to load.
B:ASMDataTableCPUUsageImprovements=false
# (Client/Server Performance) Improved performance of ASMModParser in parsing bytecode, improved startup speed (~1 ~ 5 seconds).
B:ASMModParserImprovements=true
# (Client/Server Performance) ChunkManager optimisation, improves performance in more player environments.
B:ChunkManager=true
# When writing to Capability's NBT, if the returned NBT is empty, no content is written, which may help improve performance.
B:DeallocateEmptyCapabilityNBT=true
# (Client Performance | Experimental) Deduplicate unpackedData array to optimise memory usage, with significant optimisation for some mods.
# Works in most cases, but may cause rendering issues with models in some mods.
B:UnpackedBakedQuadDataCanonicalization=false
# Adjust the optimisation level of the `UnpackedBakedQuadDataCanonicalization` option, the higher the level
# the better the results but the higher the probability of encountering problems, normally a setting of 2 is sufficient...
# Higher levels consume more CPU performance.
# This option can be adjusted while the game is running, but restarting the game is highly recommended.
# Min: 1
# Max: 3
I:UnpackedBakedQuadDataCanonicalizationLevel=1
# (Client Performance | Experimental) Deduplicate vertexData array to optimise memory usage.
# Works in most cases, but may cause rendering issues with models in some mods.
B:UnpackedBakedQuadVertexDataCanonicalization=false
}
avaritia {
# (Client / Server Performance) Speed up recipe loading with parallel loading.
B:AvaritiaRecipeManagerImprovements=true
# (Server Performance) Removing some unnecessary Server to Client synchronization helps ease network bandwidth usage.
B:TileBaseImprovements=true
}
biomesoplenty {
# (Client/Server Performance) Block them from doing network operations in the main thread.
B:TrailManagerAsync=true
}
extrabotany {
# (Client/Server Performance) Block them from doing network operations in the main thread.
B:PersistentVariableHandlerAsync=true
}
bloodmagic {
# (Server Performance) Removing some unnecessary Server to Client synchronization helps ease network bandwidth usage.
B:BloodAltarImprovements=true
}
botania {
# (Server Performance) A feature with some side effects to make sparks use less performance through dynamic Tick acceleration.
B:SparkEntityImprovements=false
# What is the maximum working interval of the sparks? They will eventually be accelerated to 1 tick.
# Only works if SparkEntityImprovements is enabled.
# Min: 2
# Max: 60
I:SparkMaxWorkDelay=10
# (Server Performance) Improvements to the way Alf Portals work to slightly improve performance.
B:alfPortalImprovements=true
# (Server Performance) Improvements to the way Pylons work to slightly improve performance.
B:pylonImprovements=true
# (Server Performance) Improvements to the way Rune Altars work to slightly improve performance.
B:runeAltarImprovements=true
}
chisel {
# (Server Performance) A feature with some side effects that improves the performance of Auto Chisel's recipe search
# and makes the interval between searches for recipes increase.
B:AutoChiselImprovements=true
# What is the maximum recipe search interval of the Auto Chisels? They will eventually be accelerated to 20 tick.
# Only works if AutoChiselImprovements is enabled.
# Min: 20
# Max: 100
I:AutoChiselMaxWorkDelay=100
}
ctm {
# (Client Performance | Experimental) A feature that loads CTM's Metadata data faster (~60%) using parallelStream,
# usually with few conflict issues. If enabling this feature causes a problem, please report it immediately.
B:TextureMetadataHandlerImprovements=false
}
cucumber {
# When a block is updated, how many players within range can receive its update?
# Only works if VanillaPacketDispatcherImprovements is enabled, and only works on mods that use the Cucumber lib.
D:TileEntityUpdateRange=16.0
# (Client/Server Performance) Block them from doing network operations in the main thread.
B:VanillaPacketDispatcherImprovements=false
}
customloadingscreen {
# (Recommend) (Client Performance) We'll never know why we have to wait an extra (20*5)ms for each module loaded.
B:ModLoadingListenerImprovements=true
# (Client Performance) Clean up their mapping after the game has finished loading to improve memory usage.
B:TextureCleanup=true
}
endercore {
# (Server Performance) Improve the speed of matching materials such as items using caching and special data structures
# to improve the performance of EnderIO Machines overall, with a slight increase in memory usage.
B:OreThingImprovements=true
# (Server Performance) Improve the speed of matching materials such as items using caching and special data structures
# to improve the performance of EnderIO Machines overall, with a slight increase in memory usage.
B:ThingsImprovements=true
}
enderio {
# (Server Performance) Improve the performance of item determination in FarmerStation using caching (mainly related to the canPlant() method).
B:FarmerImprovements=true
# (Server Performance) Removing some unnecessary parts to improve performance, may affect the use of the Profiler.
B:ItemToolsImprovements=true
# (Server Performance) Improve recipe search speed with caching.
B:RecipeImprovements=true
# (Server Performance) Remove some unnecessary judgments to improve performance (may have side effects).
B:TileEntityBaseImprovements=true
}
enderioconduits {
# (Server Performance) Removing some unnecessary parts to improve performance, may affect the use of the Profiler.
B:AbstractConduitImprovements=true
# (Server Performance) Improved some data structures, slight performance improvements.
B:EnderLiquidConduitNetworkTankMap=true
# (Server Performance | Experimental) Rewriting the eio conduit energy network computation logic to improve performance using multithreading.
B:NetworkPowerManagerImprovements=true
# (Server Performance) Improved the hashCode() method of NetworkTankKey, which can improve the performance of the EnderIO Conduit Network.
B:NetworkTankKeyHashCodeCache=true
# (Server Performance) Removing some unnecessary parts to improve performance, may affect the use of the Profiler.
B:TileConduitBundleImprovements=true
}
ftblib {
# (Server Performance) Improved some of the judgments so that it doesn't consume a lot of time sending network packets.
B:InvUtilsForceUpdateImprovements=true
}
ftbquests {
# (Server Performance) Improved performance of item quest checking (but may result in longer intervals between quest checks).
B:QuestInventoryListenerImprovements=false
}
industrialcraft2 {
# (Server Performance | Experimental) Rewriting the ic2 energy network computation logic to improve performance using multithreading.
B:EnergyCalculatorLegImprovements=true
# (Server Performance | Experimental) Select IC2 EnergyCalculatorLeg parallel mode.
# AUTO: Automatically choose a safe mode based on the loaded environment (e.g. uses SEMI_ASYNC when Galacticraft is loaded).
# FULL_ASYNC: Fully parallel. May crash with mods that are not thread-safe (e.g. Galacticraft).
# SEMI_ASYNC: Fallback parallel. Avoids calling external energy tiles' methods off-thread, improving compatibility at the cost of performance.
# Valid values:
# AUTO
# FULL_ASYNC
# SEMI_ASYNC
S:EnergyCalculatorLegParallelMode=AUTO
# (Server Performance) Improved some data structures, slight performance improvements.
B:EnergyNetLocalImprovements=true
B:GetIoAndSubTileEnergyNetLocalImprovements=true
# (Server Performance) Improved some data structures, slight performance improvements.
B:GridDataImprovements=true
# (Server Performance) Improved some data structures, slight performance improvements.
B:GridImprovements=true
# (Server Performance) Allows you to adjust the working speed of the Ejector / Pulling Module.
B:ItemUpgradeModuleImprovements=false
# Work speed of Ejector / Pulling Module.
# Only works if ItemUpgradeModuleImprovements is enabled.
I:ItemUpgradeModuleWorkDelay=5
}
ingameinfoxml {
# Select a restricted HUD FPS that is only valid when HUDFramebuffer is enabled.
# Min: 5
# Max: 60
I:HUDFPS=10
# (Client Performance) Limit the rendering FPS of InGameInfoXML to significantly improve performance (similar to HUDCaching),
# may not be compatible with older devices.
B:HUDFramebuffer=false
}
mekanism {
# (Server Performance) Performance improvements on data structures.
# MEKCEu already includes this feature, so installing MEKCEu will automatically disable it.
B:EnergyNetworkImprovements=false
# (Server Performance) Performance improvements on data structures.
# MEKCEu already includes this feature, so installing MEKCEu will automatically disable it.
B:FrequencyImprovements=false
# (Server Performance) Performance improvements on data structures.
# MEKCEu already includes this feature, so installing MEKCEu will automatically disable it.
B:PipeUtilsImprovements=false
}
tconstruct {
# (Server Performance) Improvements in the search performance of Basin Casing recipes.
B:BasinCastingRecipeSearchImprovements=true
# (Server Performance) Improvements in the search performance of Melting recipes.
B:MeltingRecipeSearchImprovements=true
# (Server Performance) Improvements in the search performance of Table Casing recipes.
B:TableCastingRecipeSearchImprovements=true
# (Server Performance) Improvements in the search performance of Smeltery Alloy Casing recipes.
B:TileSmelteryAlloyRecipeSearchImprovements=true
# (Server Performance) Smeltery What is the maximum number of recipes that can be completed per tick?
# Min: 1
# Max: 100
I:TileSmelteryMaxAlloyRecipePerTick=5
}
ebwizardry {
# (Server Performance) Improved event listening performance for DispenserCastingData, required mc restart.
# Incompatible with TickCentral mod, alternative optimisations are used when installing with this mod.
B:DispenserCastingDataImprovements=true
}
astralsorcery {
# (Server Performance) Add optional updates to the block to improve network bandwidth usage.
B:TileNetworkSkyboundImprovements=true
}
enderutilities {
# (Server Performance) Improvements to the way UtilItemModular loads items to slightly improve performance.
B:UtilItemModularImprovements=true
}
fluxnetworks {
# (Server Performance) Removing the secondary judgement of energy transfer may help improve performance.
B:ConnectionTransferImprovements=true
# (Server Performance | Experimental) Rewriting the flux network calculation logic to improve performance using multithreading.
B:ParallelNetworkCalculation=false
}
immersiveengineering {
# (Server Performance) Blocking the IE Mechanical Block from triggering a full block update when transferring energy may improve performance.
# But if strange block states appear try turning off this option.
B:EnergyTransferNoUpdate=true
}
libnine {
# (Client Performance) Cache the result of L9Models#isOfType to improve game loading speed.
# This feature requires Vanilla#ResourceExistStateCache option.
B:L9ModelsIsOfTypeCache=true
}
touhoulittlemaid {
# (Client Performance) Enable model data Canonicalization to improve TLM model memory usage.
B:modelDataCanonicalization=true
# (Client Performance) Enable TexturedQuadFloat data Canonicalization to improve TLM model memory usage.
B:texturedQuadFloatCanonicalization=true
}
nuclearcraftoverhauled {
# (Server Performance) Improvements search performance of basic recipes.
# Requires disable processor.smart_processor_input option at nuclearcraft.cfg.
B:BasicRecipeSearchImprovements=true
}
}
features {
# The title.
S:CustomGameTitle=Minecraft 1.12.2
# (Client) Allows you to modify the title of the game, highest priority,
# supports earlier versions such as CleanroomLoader 3029 (May do the same thing with other mods).
B:EnableCustomGameTitle=false
# Does the CustomGameTitle use Hitokoto API to get random messages? (Chinese Only)
B:TitleUseHitokotoAPI=false
vanilla {
# (Server) Allows CriterionProgress to be serialized in multiple threads.
B:AsyncAdvancementSerialize=true
# (Server) Define which entities will be forced to be updated.
# The update to stop when there are no players near the entity, which may cause some projectiles to pile up.
# This feature allows certain entities to be forced to be updated.
# Note: Entity classes must be explicitly defined and their superclasses cannot be retrieved, this is for performance reasons.
S:ForceUpdateEntityClasses <
cofh.redstonearsenal.entity.projectile.EntityArrowFlux
com.brandon3055.draconicevolution.entity.EntityCustomArrow
hellfirepvp.astralsorcery.common.entities.EntityFlare
hellfirepvp.astralsorcery.common.entities.EntityLiquidSpark
mekanism.weapons.common.entity.EntityMekaArrow
net.minecraft.entity.projectile.EntitySpectralArrow
thundr.redstonerepository.entity.projectile.EntityArrowGelid
xyz.phanta.tconevo.entity.EntityMagicMissile
>
# Completely remove something from the Forge registry, use at your own risk.
# Usage: `minecraft:dirt`, `modid:something`
S:ForgeRegistryRemoveList <
>
# (Client Only) Listening to clients loading/unloading new worlds, disabling this option will cause some features on memory leak fixing to fail.
B:HandleClientWorldLoad=true
# An extra feature that stops the model loader from printing errors, neat log, no?
# May have implications for Debug, cannot prevent errors in the output of custom loaders. only available if ParallelModelLoader is enabled.
B:ShutUpModelLoader=false
}
fontscale {
# (Client) Allows you to modify the specific scaling of small fonts in the AE2 GUI.
# Min: 0.25
# Max: 1.0
D:AppliedEnergetics2=0.5
# (Client) Allows you to modify the specific scaling of small fonts in the EnderUtilities GUI.
# Min: 0.25
# Max: 1.0
D:EnderUtilities=0.5
}
astralsorcery {
# Disables AstralSorcery's ChainMining perk, make that doesn't work.
B:DisableChainMining=false
}
betterchat {
# (Client) Message compat (probably does the same thing as UniversalTweaks, but the difference is that this is a special compatibility with the BetterChat mod).
B:EnableMessageCompat=false
}
botania {
# As the name suggests, use at your own risk.
B:DisableCosmeticRecipe=false
}
ic2 {
# A highly intrusive feature that makes the IC2 and most of its Addon mod's power items no longer use the endurance value to
# display power, but instead use a special display, a feature that disables the endurance value and helps automate the crafting.
B:ElectricItemNonDurability=false
}
legendarytooltips {
# (Client) As the name suggests, enable it only when necessary.
B:DisableTitleWrap=false
}
mekanism {
# Allows Mekanism's machines to transmit more than 2147483647 units of energy through FluxNetworks.
# MEKCEu already includes this feature, so installing MEKCEu will automatically disable it.
B:FluxNetworksSupport=false
# Allows TheOneProbe to show that Mekanism's machines exceed 2147483647 units of energy.
# MEKCEu already includes this feature, so installing MEKCEu will automatically disable it.
B:TOPSupport=false
}
nuclearcraftoverhauled {
# Completely disable NuclearCraft: Overhauled's radiation system if you really don't want to see them in every item's NBT, haha.
B:DisableRadiationCapability=false
}
rgbchat {
# (Client) Complete rewrite of RGBChat's font renderer to optimize performance and fix crashes.
B:TrueRGBSimpleRendererImprovements=true
}
techguns {
# Are bullets treated as projectiles (affecting damage determination)?
B:BulletIsProjectile=false
# Safe mode is used by default for every player.
B:ForceSecurityMode=true
}
moreelectrictools {
# Disable the Efficient enchantment, if you think this enchantment will appear on any item it's just too bad.
B:RemoveEfficientEnergyCostEnchantment=false
}
enderioconduits {
# If you're really tired of all this useless logging, set it to true (filter only the no side effects section).
B:PrevEnderLiquidConduitNetworkLogSpam=true
}
lazyae2 {
# The Level Maintainer request synthesis will always be made to the set value, not just to the critical value.
B:LevelMaintainerRequestCountImprovements=false
}
ebwizardry {
# Prevents the WizardSpell loot from logging to the server console when it's casted.
B:PreventWizardSpellLogSpam=false
}
fluxnetworks {
# (Server) Make FluxNetworks to generate a random int uid for each network, instead of using the self-incrementing ID.
B:RandomNetworkUniqueID=false
}
modularrouters {
# (Client) Automatically enable the ECO mode for new routers.
B:RouterECOModeByDefault=true
}
draconicevolution {
# This option modifies the way Chaos Islands are generated
B:ChaosIslandChunks=false
}
}
}