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Last active July 21, 2021 06:10
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config for MCMT mod to make it compatible with sodium reforged (21/7/2021)
[general]
#Globally disable all toggleable functionality
disabled = false
[general.parallelism]
#Other modes for paraMax
#Override: Standard but without the CoreCount Ceiling (So you can have 64k threads if you want)
#Reduction: Parallelism becomes Math.max(CoreCount-paramax, 2), if paramax is set to be -1, it's treated as 0
#Todo: add more
#Allowed Values: Standard, Override, Reduction
paraMaxMode = "Standard"
#Thread count config; In standard mode: will never create more threads
#than there are CPU threads (as that causeses Context switch churning)
#Values <=1 are treated as 'all cores'
#Range: > -1
paraMax = -1
[world]
#Disable world parallelisation
disableWorld = false
#Disable world post tick parallelisation
disableWorldPostTick = false
[entity]
#Disable entity parallelisation
disableEntity = false
[te]
#Use chunklocks for any unknown (i.e. modded) tile entities
#Chunklocking means we prevent multiple tile entities a 1 chunk radius of eachother being ticked to limit concurrency impacts
chunkLockModded = true
#Disable tile entity parallelisation
disableTileEntity = false
#List of tile entity classes that will always be fully parallelised
#This will occur even when chunkLockModded is set to true
#Adding pistons to this will not parallelise them
teWhiteList = []
#List of tile entity classes that will always be chunklocked
#This will occur even when chunkLockModded is set to false
teBlackList = []
[misc]
#Disable environment (plant ticks, etc.) parallelisation
disableEnvironment = false
#Disable parallelised chunk caching; doing this will result in much lower performance with little to no gain
disableChunkProvider = false
[debug]
#Here is where all the wierd diagnostic and hack options go to live
[debug.load-forcing]
#Enable chunk loading timeouts; this will forcably kill any chunks that fail to load in sufficient time
#may allow for loading of damaged/corrupted worlds
enableChunkTimeout = false
#Ammount of workless iterations to wait before declaring a chunk load attempt as timed out
#This is in ~100us itterations (plus minus yield time) so timeout >= timeoutCount*100us
#Range: 500 ~ 500000
timeoutCount = 5000
#Attempts to re-load timed out chunks; Seems to work
enableTimeoutReload = false
[debug.ops-tracing]
#Enable ops tracing; this will probably have a performance impact, but allows for better debugging
opsTracing = false
[debug.logcap]
#Maximum time between MCMT presence alerts in 10ms steps
#Range: > 15000
logcap = 720000
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