["Entity settings"] #Adapt entity speed to tps, makes entities struggle less with lag. default = true adaptiveSpeed = true #Fix leash lag from entities on a leash, default = true fixLeash = true #Enables improved entity collision and movement calculations for any non item entity, default = true fastCollisions = true #Enables less laggy entity item pickup, default = true noLagItemPickup = true #Enable fast inventory advancement triggers, many advancements based on items tend to lag the players, default = true fastInventoryAdvancement = true #Enable multithreaded movement for entities, requires fastCollisions to be enabled. default = true multiEntities = true #List of entities excluded from multithreaded movement. format : ["minecraft:zombie", "minecraft:creeper"] excludedThreadedMovement = [] #Disables block changes notifying all entity paths in the world, to possibly adjust their paths, disable with Immersive Engineering, incompat, default = true disableNotifyOnBlockChange = true #Slower updating of armor stands, default = true slowArmorStands = true #Enables dynamic entity rendering, stops non-visible entities from beeing rendered but can sometimes cause a slight phasing-in delay. Usually a large boost to fps, default = true. Require restart enableDynamicEntityRendering = true #List of entities excluded from beeing affected by dynamic entity rendering, by entity ID: e.g. format : ["minecraft:zombie", "minecraft:creeper"] excludedRenderHidingMobs = [] #Should entities with glowing effect always be rendered?. default = true alwaysglow = true #Enables dynamic update distance, it will reduce entity updates when far away from the player, respecting the entities own update range. default = true. Requires restart enableDynamicEntityUpdates = true #Entity dynamic update distance setting, reduces the entities own update range from players at which entities get slowed down, in chunks(16blocks). The higher you set this, the closer to the player entities will get slower updates. Default = 0 #Range: 0 ~ 1000 entityUpdateDistanceReduction = 0 #List of entities excluded from beeing affected by dynamic entity updates: e.g. format : ["minecraft:zombie", "minecraft:creeper"] excludedTickDistanceMobs = [] ["Entity AI Settings"] #This section is about specific settings and tickrates for AI goals. Ticks happen 20 times a second when at 20 TPS. #Sets the tick interval in which non-running AI tasks are rechecked. Vanilla default is 1(starting with 1.13+), this mods suggested default is 4(as it was in vanilla 1.12) #Range: 1 ~ 500 goalselectorrate = 4 #Enables a slower updated AI avoid entity goal, avoid is used e.g. for villagers avoiding zombies so it constantly searches for mobs in the area. default = true optimizeAvoid = true #Enables a slower updated AI Panic entity goal, panic is used for chickens/other animals running away e.g. on fire. default = true optimizePanic = true #Enables a slower updated AI Breed entity goal, breed is used for searching nearby similar animals and doesnt have to be checked that often. default = true optimizeBreed = true #Enables a slower updated AI Fox find shelter goal, which causes too much load. default = true slowFindShelter = true #Fix chunkloading and lag caused by the block break goal, mostly used by zombies or endermen. default = true fixBlockBreakGoal = true ["Entity AI Load balancing settings"] #Enables load balancing for entity AI, this checks for lagging AI's and pauses them when they lag too much. default = true AILoadBalancing = true #Mean tick time at which AI load balancing takes effect, 1000 / mean tick time = TPS. default: 55 #Range: 1 ~ 200 meanTickAITH = 55 #Whether to debug lagging entities and log offenders, requires load balancing to be enabled. default = true logEntityAILag = true ["Entity spawn settings"] #Entity spawn interval setting, determines how frequently entities are spawned overall. 1 = Vanilla default, default = 20 #Range: 1 ~ 1000 spawnInterval = 20 #List of mobs disallowed from spawning: e.g. format : ["minecraft:zombie", "minecraft:creeper"] forbiddenMobs = [] ["General performance improvements settings"] #Enable fast chunk block ticks, reduces lag on random block ticks in the world but keeps the same growth e.g. on crops. default = true fastChunkBlocks = true #Set how many scheduled blocks are updated each tick, scheduled block updates are for example fluid flowing. default = 1000, vanilla default = 65536 #Range: 1 ~ 65536 blockTicks = 1000 #Enables hopper improvements to reduce their lag, default = true fasterHoppers = true #Set the maximum allowed amount of times the same sounds is allowed to play at once. Lowers e.g. lag of flowing water and other cases where a sound is repeated a lot at once. Default = 10 #Range: 1 ~ 4000 maxSameSounds = 10 ["Utility settings, debugging and other"] #List of automated command ID's forbidden from executing (usually used by datapacks/some mods in mcfunctions) : e.g. format : ["nullscape:clocks/main", "nullscape:clocks/main"] forbiddenCommands = [] #Set the watchdog timeout for the integrated server(singleplayer) in miliseconds, -1 Disables it. 1 second = 1000 miliseconds, default = 180000 #Range: -1 ~ 500000 singlePlayerWatchDogTimeout = 180000 #Disables the config reload/file watching during the game, can cause performance issues on some linux systems, default = false disableConfigReload = false #Enable printing of world/chunk saves for debugging purposes, those normally happen every 5minutes. default = false printWorldSaves = false #Enable various debugging error logs, like chunkloading etc. , default = false debugOptionsEnabled = false