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Foam Fix

minecraft server config
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0% found this document useful (0 votes)
47 views4 pages

Foam Fix

minecraft server config
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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# Configuration file

client {
# Clears caches on world unload a bit faster than usual. Prevents temporary
memory leaks. More effective in Anarchy. [default: true]
B:clearCachesOnWorldUnload=true

# Clears the baked models generated in the first pass *before* entering the
second pass, instead of *after*. While this doesn't reduce memory usage in-game, it
does reduce it noticeably during loading. [default: true]
B:clearDuplicateModelRegistry=true

# Deduplicates IModels too. Takes a few seconds more, but shaves off another
bit of RAM. [default: true]
B:deduplicateModelBakers=true

# Deduplicates baked models. The original feature. [default: true]


B:deduplicateModels=true

# The maximum amount of levels of recursion for the deduplication process.


Smaller values will deduplicate less data, but make the process run faster.
[default: 9, range: 1-2147483647]
I:deduplicateModelsMaxRecursion=9

# Disables texture animations. [default: false]


B:disableTextureAnimations=false

# Initialize the options.txt and forge.cfg files with rendering performance-


friendly defaults if not present. [default: true]
B:initOptions=true

# Makes vanilla creative tab search use JEI's lookups - saves a lot of RAM
*and* gives you fancy JEI features! [default: true]
B:jeiCreativeSearch=true

# Remove unnecessary data from a pointlessly cached ModelLoader instance.


[default: true]
B:modelLoaderCleanup=true

# Wipes the IModel cache after baking is finished. Saves a lot of RAM, as most
IModels will not be reloaded. [default: true]
B:wipeModelCache=true
}

coremod {
# Stops certain non-Minecraft-related libraries from being ASM transformed. You
shouldn't be transforming those anyway. [default: true]
B:blacklistLibraryTransformers=true

# Make 3D forms of items be rendered dynamically and cached when necessary.


[default: true]
B:dynamicItemModels=true

# Optimizes ItemStack.isEmpty by removing a map lookup. Initially found by


Aikar (Paper/0181). [default: true]
B:fasterAirItemLookup=true

# Speeds up entity lookup by optimizing ClassInheritanceMultiMap.getByClass.


[default: true]
B:fasterEntityLookup=true

# Speeds up the hopper's calculations. [default: true]


B:fasterHopper=true

# Optimizes blockstate property equals and hashCode methods. [default: true]


B:fasterPropertyComparisons=true

# Fixes the server not removing unloaded entities/tile entities if no


chunkloaders are active. Thanks to CreativeMD for finding this! [default: true]
B:fixWorldEntityCleanup=true

# Disables all coremod functionality. [default: false]


B:forceDisable=false

# The amount of ticks per player presence check for mob spawners. Set to 1 to
disable the patch and match vanilla behaviour. [default: 10, range: 1-200]
I:mobSpawnerCheckSpeed=10

# Optimizes BlockPos mutable/immutable getters to run on the same variables,


letting them be inlined and thus theoretically increasing performance. [default:
true]
B:optimizedBlockPos=true

# Fix a bug in chunk serialization leading to crashes. Originally found and


fixed by Aaron1011 of Sponge. [default: true]
B:patchChunkSerialization=true

# Replaces the default BlockState/ExtendedBlockState implementations with a far


more memory-efficient variant. [default: true]
B:smallPropertyStorage=true
}

debug {
# Should FoamFix count and list baked models during deduplication, per mod?
[default: false]
B:countListBakedModels=false
}

experimental {
# Optimizes the backing map for EntityDataManager, saving memory *and* CPU
time! May cause issues, however - please test and report back! [default: false]
B:fasterEntityDataManager=false

# Unpacks all baked quads. Increases RAM usage, but might speed some things up.
[default: false]
B:unpackBakedQuads=false
}

general {
# Enable deduplication of redundant objects in memory. [default: true]
B:deduplicate=true
}
ghostbuster {
# Checks if worlds do not unload after a specified amount of time, and notifies
the user if that is the case. [default: true]
B:checkNonUnloadedWorldClients=true

# The amount of time FoamFix should wait for a world to be deemed non-unloaded.
[default: 60, range: 10-3600]
I:checkNonUnloadedWorldTimeout=60

# Wrap ChunkProviderServers to be able to provide the /ghostbuster command for


debugging ghost chunkloads. [default: false]
B:enableDebuggingWrapper=false

# For FoamFix debugging/development purposes only. [default: false]


B:nonUnloadedWorldsForceGCOnCheck=false

# Should beds be prevented from ghost chunkloading? [default: true]


B:patchBeds=true

# Should the /ghostbuster debugger show neighbor updates? [default: false]


B:wrapperShowsNeighborUpdates=false
}

launchwrapper {
# Remove Launchwrapper package manifest map (which is not used anyway).
[default: true]
B:removePackageManifestMap=true

# Weaken LaunchWrapper's byte[] resource cache to make it cleanuppable by the


GC. Safe. [default: true]
B:weakenResourceCache=true
}

textures {
# If false, disables any patches from this category. [default: true]
B:enable=true

# Controls the faster animation path. 0 - disable, 2 - force enable, 1


(default) - enable on devices which have been shown to benefit from it. [default:
1, range: 0-2]
I:fasterAnimation=1

# The maximum amount of frames an animation can have for it to be cached. If


you have a lot of VRAM, set higher. [default: 256, range: 0-2147483647]
I:maxAnimationFramesForCache=256

# Set to a number to disable animation updates past that mip level. -1 means
update all. Higher numbers update more levels. To disable animation updates
altogether, use the option for it. [default: -1, range: -1-4]
I:maxAnimationMipLevel=-1
}

tweaks {
# Prevent redstone from causing light updates by removing its light level.
[default: false]
B:disableRedstoneLight=false
# Do not delay lighting updates over other types of updates. [default: false]
B:immediateLightingUpdates=false
}

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