81f239c21b
0.18.0, hotfix4 update
845 lines
40 KiB
INI
845 lines
40 KiB
INI
# Configuration file
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general {
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debug {
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B:EnableDebugLog=false
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}
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bugfixes {
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vanilla {
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# Fix the NPE problem that occasionally occurs with the client when the server sends a null block packet.
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B:ClientNullBlockPacket=true
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# If the NBT size is larger than the maximum size, it will display a warning message.
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# It will only take effect if LongNBTKiller is enabled.
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B:DisplayLargeNBTWarning=true
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# Unlocks the size limit of NBT and removes the length limit of NBTTagCompound and NBTTagList,
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# usually many mods will have this feature, you just need to enable one of these modules.
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B:LongNBTKiller=false
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# The maximum depth of NBTTagCompound and NBTTagList.
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# It will only take effect if LongNBTKiller is enabled.
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I:MaxNBTDepth=2048
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# The maximum size of NBT.
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# It will only take effect if LongNBTKiller is enabled.
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I:MaxNBTSize=16777216
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}
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critical {
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# Usually just set it to true, this option fixed a serious network packet problem.
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B:GuGuUtilsSetContainerPacket=true
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}
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container {
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# Restricts the player from interacting with the world's blocks when the player opens any container interface (except the player inventory).
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B:ContainerInteractRestriction=false
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# A generic feature that when a player's open TileEntity GUI is uninstalled,
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# it also forces the player's open GUI to be closed.
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B:ContainerUnloadTileEntityFixes=false
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}
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armourersworkshop {
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# Cleanroom only, used to fix an issue that caused the game to crash when unloading skin texture files.
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B:SkinTextureCrashFixes=true
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}
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astralsorcery {
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# This option is used to fix some item duplication issues on Astral Tome's constellation paper collection page.
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B:ContainerJournalFixes=true
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# This option is used to fix occasional crashes related to PlayerAttributeMap.
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B:PlayerAttributeMapCrashFixes=true
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}
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avaritaddons {
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# This option is used to fix some item duplication issues with Auto Extreme Crafting Table.
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B:TileEntityExtremeAutoCrafterFixes=true
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}
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cofhcore {
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# This option is used to fix some item duplication issues with any containers related to TE5.
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B:ContainerInventoryItemFixes=true
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# This option is used to fix an issue that would accidentally cause non-stackable items to
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# exceed their maximum number of stacks.
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B:TileInventoryFixes=true
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}
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customstartinggear {
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# This option causes CustomStartingGear to standardize the encoding of file reads to UTF-8,
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# preventing them from having problems on computers in certain regions.
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B:DataManagerCharSetFixes=true
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}
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draconicevolution {
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# This option is used to fix some item duplication issues with CraftingInjector.
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B:CraftingInjectorFixes=true
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}
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enderioconduits {
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# A somewhat disruptive feature fix that modifies some of the way item conduits work,
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# allowing some special cases to store extracted items inside the conduit,
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# which will help fix some item duplication issues,
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# but may introduce a slight performance overhead and some unexpected filter issues.
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B:ItemConduitItemStackCache=false
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}
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extrabotany {
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# Prevents the Mana Liquefaction Device from storing far more liquid magic than it is set to store.
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B:TileManaLiquefactionFixes=true
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}
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fluxnetworks {
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# Possible fix for duplicate users or even crashes on player networks in some cases.
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B:SynchronizeFixes=true
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# Fixes an issue where TheOneProbe on a dedicated server shows localized text anomalies.
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B:TheOneProbeIntegration=true
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}
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industrialcraft2 {
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# Fixed an issue where some item repair recipes would duplication items.
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B:GradualRecipeFixes=true
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# Fixed an issue where the orientation determined by Ejector / Pulling Upgrade was the opposite of what it actually was.
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B:StackUtilInvFacingFixes=true
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}
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ingameinfoxml {
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# Fix the issue where a paragraph would pop up to report an error in a server environment, that's all.
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B:PlayerHandlerFixes=true
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}
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immersiveengineering {
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# (Client Only) Clear the model cache when the player switches worlds to avoid memory leaks.
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# Minor performance impact. Mainly a problem when installing with other mods.
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B:AutoCleanRenderCache=true
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# Immediately exit the thread when `Immersive Engineering Contributors Thread` encounters an error while reading JSON,
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# instead of always printing the error.
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B:IEContributorsThreadExceptionFixes=true
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# Fixes an issue that would cause fluids to duplicate in some special cases, although they were a bit tricky to reproduce.
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B:JerryCanFixes=true
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# Fixes an issue that would cause items to duplicate in certain special cases, although they were a bit tricky to reproduce.
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B:MultiblockStructureContainerFixes=true
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# Fixes an issue that caused ArcFurnace's item bar items to stack
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# more than their items themselves under certain special circumstances, helping to fix item duplication.
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B:TileEntityArcFurnaceInventoryFixes=true
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# Makes Excavator not drop twice drops when digging blocks (possible side effect).
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B:TileEntityExcavatorDigBlockFixes=true
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}
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moreelectrictools {
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# Items such as Electric First Aid Life Support do not continue to work if the player has died.
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B:LifeSupportsFixes=true
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}
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mrcrayfishfurniture {
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# Problem preventing certain container items from duplicate.
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B:BlockFurnitureTileFixes=true
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# Stops the game from freezing in certain special cases, mainly occurring on photo frames and other similar blocks.
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B:ImageCacheCrashFixes=true
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# Make blocks be rotated without losing their internal attributes and items (possibly not all blocks).
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B:RotatableFurniture=false
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# Stopping washing machines from repairing non-repairable items.
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B:WashingMachineDamageFixes=true
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}
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scalingguis {
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# Fixes an issue that caused a crash when deleting invalid GUI configurations.
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B:JsonHelperCrashFixes=true
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}
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sync {
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# Make players get off their mounts when they die.
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B:RidingFixes=true
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# A special fix that keeps Sync from triggering some weird item duplication issues when installed with Techguns.
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B:TechgunsDuplicationFixes=true
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}
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tconevo {
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# Fix a special crash issue that would cause special cases,
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# reporting that they were attributed to xyz.phanta.tconevo.integration.avaritia.client.AvaritiaMaterialModel$BakedAvaritiaMaterialModel$ WithoutHalo handleCosmicLighting().
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B:HandleCosmicLightingNPEFixes=true
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}
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techguns {
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# Fix for recipes not working properly for certain items (Techguns only).
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B:InvalidRecipeFixes=true
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# Fixes an issue that would cause crashes in server environments.
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B:ServerSideEntityCrashFixes=true
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# Fixes an issue that would cause crashes in server environments.
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B:TGPermissionsCrashFixes=true
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}
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theoneprobe {
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# Prevents TheOneProbe from rendering the entity/player in such a way that their head is locked to a fixed pitch.
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B:PlayerEntityRenderFixes=true
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}
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thermaldynamics {
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# Fix a fluid duplication issue where they would only appear on Super-Laminar FluidDuct.
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B:FluidDuplicateFixes=true
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}
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thermalexpansion {
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# The problem with stopping a backpack from replicating is that this probably does the same thing as UniversalTweaks.
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B:ContainerSatchelFilterFixes=true
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}
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advancedrocketry {
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# Fix the NPE problem that occasionally occurs with BiomeChanger.
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B:ItemBiomeChanger=true
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# When the planetDefs.xml file is corrupted, make it regenerate the file instead of letting it damn near crash.
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# This is usually only a problem if the game process is unexpectedly exited, and the file is usually unrecoverable without a backup.
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B:PreventDimensionManagerCrash=true
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}
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ancientspellcraft {
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# (Client Only) Fix a memory leak caused by AncientSpellCraft's FakePlayer,
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# mainly in that it would cause the first world loaded not to be cleaned up by Java GC.
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# Experimental, if a crash occurs with anything related to ASFakePlayer, please report this issue immediately.
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B:ASFakePlayerFixes=false
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}
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botania {
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# (Client Only) Automatically clean up data when the player switches worlds, optional feature as WeakHashMap does not usually cause memory leaks.
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B:AutoCleanManaNetworkHandler=true
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}
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journeymap {
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# (Client Only) Automatically clears the radar player cache when a player switches worlds to avoid memory leaks caused in the client.
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B:AutoCleanPlayerRadar=true
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}
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libvulpes {
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# (Client Only) Automatically clean up InputSyncHandler's spaceDown data when the player switches worlds.
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# Although libvulpes has already coded this judgment, there is still a small chance that it will trigger a memory leak.
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B:AutoCleanInputSyncHandlerData=true
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}
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mekanism {
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# (Client Only) Automatically clean up old player data when the player switches worlds to address some memory leaks,
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# and while Mekanism has written cleanup features, they will only clean up when returning to the main menu.
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B:AutoCleanPortableTeleports=true
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}
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modularrouters {
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# Prevent routers from recognizing fluid bucket containers to avoid unexpected fluid replication problems.
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B:BufferHandlerFluidHandlerFixes=true
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}
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rpsideas {
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# (Client Only) Fix memory leaks caused by improper object management on the client side.
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B:ItemBioticSensorMemoryLeakFixes=true
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}
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enderutilities {
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# Fix an issue where HandyBag sometimes picking up items would cause them to be duplicated,
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# with the side effect that the player's item bar would no longer be populated when picking up matching items.
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B:ItemHandyBagDupeFixes=true
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# Fix an issue where Nullifier sometimes picking up items would cause them to be duplicated,
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# with the side effect that the player's item bar would no longer be populated when picking up matching items.
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B:ItemNullifierDupeFixes=true
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}
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ebwizardry {
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# Fix an issue where Imbuement Altar could copy items using a special interact method.
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B:BlockImbuementAltarDupeFixes=true
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}
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}
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performance {
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vanilla {
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# (Client Performance | Sodium Feature) Making all immediate chunk updates always deferred helps improve intermittent
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# low FPS conditions, but potentially leads to rendering delays.
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B:AlwaysDeferChunkUpdates=false
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# (Client/Server Performance | Experimental) Asynchronous loading of ItemStack's Capability to improve performance.
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# Conflict with CensoredASM's `delayItemStackCapabilityInit` option.
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# Deprecated: unstable, use at your own risk.
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B:AsyncItemStackCapabilityInit=true
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# (Client Performance | Experimental) Deduplicate vertexData array to optimise memory usage.
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# Works in most cases, but may cause rendering issues with models in some mods.
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B:BakedQuadVertexDataCanonicalization=false
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# (Client Performance) Deduplicate BlockFaceUV `uvs` array to optimise memory usage.
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B:BlockFaceUVsCanonicalization=true
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# (Client Performance) Improved BlockPart data structure, improve memory usage with a more efficient map.
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B:BlockPartDataStructureImprovements=true
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# (Server Performance) Improving BlockStateContainer$BlockStateImplementation#hashCode Performance with hashCode cache.
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B:BlockStateImplementationHashCodeCache=true
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# (Client/Server Performance) Optimize BoundingBox intersect check.
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B:BoundingBoxIntersectCheck=true
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# (Server Performance) Modified the data structure of capturedBlockSnapshots to a LinkedList to help improve insertion and deletion performance.
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B:CapturedBlockSnapshotsImprovements=false
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# (Client/Server Performance | Experimental) Cache the TileEntity state of the IBlockState in a chunk to improve performance.
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B:ChunkTileEntityCache=false
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# (Client/Server Performance) Use long instead of BlockPos to store TileEntities, optimising memory usage and potentially improving performance.
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# Conflicts with UniversalTweaks - 'Tile Entity Map' options and StellarCore maybe overrides them.
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B:ChunkTileEntityMapImprovements=false
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# (Client/Server Performance) Improving Chunk Performance with Improved Data Structures.
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B:ChunkTileEntityQueueImprovements=true
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# (Server Performance) Improving the performance of ClassInheritanceMultiMap (up to ~40%).
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B:ClassInheritanceMultiMapImprovements=true
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# (Server Performance) Improving EntityTracker Performance with Improved Data Structures.
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B:EntityTrackerImprovements=true
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# (Server Performance) Include Y distance checks when tracking entities.
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B:EntityTrackerIncludeY=false
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# (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.
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# Dramatically improves performance by limiting the HUD to a specified FPS, may not be compatible with older devices.
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# May perform strangely with some HUD Mods.
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B:HudCaching=false
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# Select a restricted HUD FPS that is only valid when HudCaching is enabled.
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# Min: 5
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# Max: 240
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I:HudCachingFPSLimit=20
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# (Client Performance) Modify the data structure of ModelBlock's textures map to improve performance and reduce memory usage.
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# This feature requires CensoredASM mod.
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# Known to be incompatible with DynamicTrees.
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B:ModelBlockStringCanonicalization=false
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# (Client/Server Performance) Cache constants -32768 - 32767 of NBTTagByte, NBTTagInt, NBTTagLong, NBTTagFloat, NBTTagDouble using constant pool.
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# Like IntegerCache in the JVM, improves memory usage and reduces object creation overhead.
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# 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.
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# Incompatible with old version of Quark (< r1.6-189), which modifies the bytecode of the NBTTag class too early.
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B:NBTPrimitiveConstantsPool=false
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B:NBTTagCompoundMapImprovements=true
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# (Client/Server Performance) Improve the data structure of NBTTagCompound and NBTTagList and optimise the performance of matching, fetching and copying.
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# May conflict with other mods optimised for NBT.
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# Known to conflict with CensoredASM's `optimizeNBTTagCompoundBackingMap` and `nbtBackingMapStringCanonicalization` option.
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B:NBTTagImprovements=true
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# (Client Performance) As the configuration name says, use at your own risk.
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B:NoGLError=false
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# (Client/Server Performance | Experimental) Replaces the internal default ArrayList of NonNullList with an ObjectArrayList (may not work).
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B:NonNullListImprovements=true
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# (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).
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# 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.
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# Compatible model loader: CTM,LibNine,TConstruct
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# Contrary to VintageFix's DynamicResource functionality and therefore incompatible, you can only choose one.
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B:ParallelModelLoader=false
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# Defining which ModelLoader cannot be safely asynchronized to allow StellarCore to load models
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# using a synchronous approach, usually requires no modification to it.
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S:ParallelModelLoaderBlackList <
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slimeknights.tconstruct.library.client.model.ModifierModelLoader
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>
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# (Client/Server Performance) Use parallelStream to handle randomTick operations on world blocks to improve performance in more player environments.
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# Note: Possibly affecting the random logic of the original game.
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B:ParallelRandomBlockTicker=false
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# (Client Performance | Experimental) An feature that uses parallel loading of texture files, improved game loading speed.
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# If you get a crash when installing with VintageFix, turn this feature off, or turn off the mixins.texturemap option for VintageFix.
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B:ParallelTextureLoad=false
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B:ParallelTextureMapLoad=false
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# (Client Performance) Improving PropertyEnum#hashCode Performance with hashCode cache.
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B:PropertyEnumHashCodeCache=true
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# (Client Performance) Caches the state of existence of each resource file in the ResourcePack,
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# improve the speed of model loading, if you encounter the game can not be loaded or display anomaly, turn off this option.
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B:ResourceExistStateCache=false
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# (Client/Server Performance) Deduplicate internal strings of ResourceLocation to reduce memory usage.
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# When installed with CensoredASM, turn off the `resourceLocationCanonicalization` feature of CensoredASM.
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# StellarCore already has backend integration for it.
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# Note: This feature may have a large impact on load times.
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B:ResourceLocationCanonicalization=true
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# (Client/Server Performance) ResourceLocationCanonicalization Available when enabled, makes the operation process asynchronous,
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# dramatically reduces the impact on startup time, but uses more memory (mainly in client model loading, very much more memory) during loading,
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# and the memory returns to normal after loading is complete.
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B:ResourceLocationCanonicalizationAsync=false
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# (Client Performance | Experimental) BakedQuad deduplication of SimpleBakedModel to optimise memory usage.
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# Works in most cases, but may cause rendering issues with models in some mods.
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B:SimpleBakedModelCanonicalization=false
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# (Client Performance) Improve the Map data structures of StateMapperBase to make them faster (~30%).
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B:StateMapperBaseImprovements=true
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# (Client Performance) Enabling Stitcher caching improves the game loading speed.
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# The main principle is to cache the Stitcher's splicing results and save them to the hard drive for next time reading, so
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# you need to pre-launch the game once before you can see the effect.
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# Not compatible with VintageFix's DynamicResource, but should work well with VintageFix's TurboStitcher.
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B:StitcherCache=false
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# (Client Performance) Clearing the cache after loading a model, significantly reduce memory usage.
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# But it may cause some mod's models to be messed up after reloading ResourcePacks,
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# Turning this option off will use more memory.
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# 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.
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B:WipeModelCache=true
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# (Client/Server Performance) Improved `World#isValid` / `World#isOutsideBuildHeight` judgement performance, minor performance improvements.
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B:WorldBlockPosJudgement=true
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# (Server Performance) Improving WorldServer#getPendingBlockUpdates Performance with Improved Data Structures.
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B:WorldServerGetPendingBlockUpdatesImprovements=true
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}
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forge {
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# (Client/Server Performance) ASMDataTable Annotation Map builds use half of the CPU instead of all of it,
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# helping to improve the computer freezing problem at game startup, but potentially causing the game to take longer to load.
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B:ASMDataTableCPUUsageImprovements=false
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# (Client/Server Performance) Improved performance of ASMModParser in parsing bytecode, improved startup speed (~1 ~ 5 seconds).
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B:ASMModParserImprovements=true
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# (Client/Server Performance) ChunkManager optimisation, improves performance in more player environments.
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B:ChunkManager=true
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# When writing to Capability's NBT, if the returned NBT is empty, no content is written, which may help improve performance.
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B:DeallocateEmptyCapabilityNBT=true
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# (Client Performance | Experimental) Deduplicate unpackedData array to optimise memory usage, with significant optimisation for some mods.
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# Works in most cases, but may cause rendering issues with models in some mods.
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B:UnpackedBakedQuadDataCanonicalization=false
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# Adjust the optimisation level of the `UnpackedBakedQuadDataCanonicalization` option, the higher the level
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# the better the results but the higher the probability of encountering problems, normally a setting of 2 is sufficient...
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# Higher levels consume more CPU performance.
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# This option can be adjusted while the game is running, but restarting the game is highly recommended.
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# Min: 1
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# Max: 3
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I:UnpackedBakedQuadDataCanonicalizationLevel=1
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# (Client Performance | Experimental) Deduplicate vertexData array to optimise memory usage.
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# Works in most cases, but may cause rendering issues with models in some mods.
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B:UnpackedBakedQuadVertexDataCanonicalization=false
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}
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avaritia {
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# (Client / Server Performance) Speed up recipe loading with parallel loading.
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B:AvaritiaRecipeManagerImprovements=true
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# (Server Performance) Removing some unnecessary Server to Client synchronization helps ease network bandwidth usage.
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B:TileBaseImprovements=true
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}
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biomesoplenty {
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# (Client/Server Performance) Block them from doing network operations in the main thread.
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B:TrailManagerAsync=true
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}
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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) 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=true
|
||
|
||
# (Server Performance) Performance improvements on data structures.
|
||
# MEKCEu already includes this feature, so installing MEKCEu will automatically disable it.
|
||
B:FrequencyImprovements=true
|
||
|
||
# (Server Performance) Performance improvements on data structures.
|
||
# MEKCEu already includes this feature, so installing MEKCEu will automatically disable it.
|
||
B:PipeUtilsImprovements=true
|
||
}
|
||
|
||
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=false
|
||
}
|
||
|
||
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=true
|
||
|
||
# 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=true
|
||
}
|
||
|
||
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=true
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|