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config for MCMT mod to make it compatible with sodium reforged (21/7/2021)
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[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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