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The document outlines the configuration settings for the Leaf server, detailing various performance enhancements, asynchronous features, gameplay mechanisms, network settings, and miscellaneous options. Key features include parallel world ticking, async entity tracking, and optimizations for mob spawning and player movement. It also covers fixes for server full scenarios, chat message signatures, and options for secure seed generation.
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0% found this document useful (0 votes)
43 views7 pages

Message

The document outlines the configuration settings for the Leaf server, detailing various performance enhancements, asynchronous features, gameplay mechanisms, network settings, and miscellaneous options. Key features include parallel world ticking, async entity tracking, and optimizations for mob spawning and player movement. It also covers fixes for server full scenarios, chat message signatures, and options for secure seed generation.
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

# Leaf Config

# GitHub Repo: [Link]


# Discord: [Link]
config-version: '3.0'

###########
# ASYNC #
###########
async:
# **Experimental feature**
# Enables parallel world ticking to improve performance on multi-core systems.
parallel-world-ticking:
enabled: false
threads: 8
log-container-creation-stacktraces: false
disable-hard-throw: false
async-unsafe-read-handling: BUFFERED
# Make entity tracking saving asynchronously, can improve performance
significantly,
# especially in some massive entities in small area situations.
async-entity-tracker:
enabled: true
# Enable compat mode ONLY if Citizens or NPC plugins using real entity has
installed,
# Compat mode fixed visible issue with player type NPCs of Citizens,
# But still recommend to use packet based / virtual entity NPC plugin, e.g.
ZNPC Plus, Adyeshach, Fancy NPC or else.
compat-mode: false
max-threads: 0
keepalive: 60
queue-size: 0
# This moves the expensive entity and block search calculations to background
thread while
# keeping the actual validation on the main thread.
async-target-finding:
enabled: false
async-alert-other: true
async-search-block: true
async-search-entity: true
queue-size: 0
# Make PlayerData saving asynchronously.
async-playerdata-save:
enabled: false
async-pathfinding:
enabled: true
max-threads: 0
keepalive: 60
queue-size: 0
# The policy to use when the queue is full and a new task is submitted.
# FLUSH_ALL: All pending tasks will be run on server thread.
# CALLER_RUNS: Newly submitted task will be run on server thread.
# DISCARD: Newly submitted task will be dropped directly.
reject-policy: DISCARD
# Whether or not asynchronous mob spawning should be enabled.
# On servers with many entities, this can improve performance by up to 15%. You
must have
# paper's per-player-mob-spawns setting set to true for this to work.
# One quick note - this does not actually spawn mobs async (that would be very
unsafe).
# This just offloads some expensive calculations that are required for mob
spawning.
async-mob-spawning:
enabled: true
# Whether or not asynchronous locator should be enabled.
# This offloads structure locating to other threads.
# Only for locate command, dolphin treasure finding and eye of ender currently.
async-locator:
enabled: false
threads: 0
keepalive: 60
# Makes chunk packet preparation and sending asynchronous to improve server
performance.
# This can significantly reduce main thread load when many players are loading
chunks.
async-chunk-send:
enabled: true

##########
# PERF #
##########
performance:
# Use the new Virtual Thread introduced in JDK 21 for User Authenticator.
use-virtual-thread-for-user-authenticator: true
# Use the new Virtual Thread introduced in JDK 21 for profile lookup executor.
use-virtual-thread-for-profile-executor: true
# Use the new Virtual Thread introduced in JDK 21 for Async Chat Executor.
use-virtual-thread-for-async-chat-executor: true
# Use the new Virtual Thread introduced in JDK 21 for CraftAsyncScheduler.
use-virtual-thread-for-async-scheduler: true
create-snapshot-on-retrieving-blockstate: true
throttle-mob-spawning:
enabled: true
monster:
min-failed: 8
spawn-chance: 25.0
creature:
min-failed: 8
spawn-chance: 25.0
ambient:
min-failed: 8
spawn-chance: 25.0
axolotls:
min-failed: 8
spawn-chance: 25.0
underground_water_creature:
min-failed: 8
spawn-chance: 25.0
water_creature:
min-failed: 8
spawn-chance: 25.0
water_ambient:
min-failed: 8
spawn-chance: 25.0
misc:
min-failed: 8
spawn-chance: 25.0
# Throttles the AI goal selector in entity inactive ticks.
# This can improve performance by a few percent, but has minor gameplay
implications.
inactive-goal-selector-throttle: true
throttle-hopper-when-full:
# Throttles the hopper if target container is full.
enabled: true
# How many ticks to throttle when the Hopper is throttled.
skip-ticks: 8
skip-map-item-data-updates-if-map-does-not-have-craftmaprenderer: true
skip-ai-for-non-aware-mob: true
reduce-packets:
reduce-entity-move-packets: true
optimized-powered-rails: true
optimise-random-tick: true
# Whether to optimize player movement processing by skipping unnecessary edge
checks and avoiding redundant view distance updates.
optimize-player-movement: true
# Whether to only tick / update items in main hand and offhand instead of the
entire inventory.
only-tick-items-in-hand: false
optimize-block-entities: true
cache-biome:
enabled: true
mob-spawning: true
advancements: false
# May cause the inconsistent order of future compose tasks.
faster-structure-gen-future-sequencing: true
# Use faster random generator?
# Requires a JVM that supports RandomGenerator.
# Some JREs don't support this.
faster-random-generator:
enabled: true
# Which random generator will be used?
# See [Link]
random-generator: Xoroshiro128PlusPlus
# Enable faster random generator for world generation.
# WARNING: This will affect world generation!!!
enable-for-worldgen: false
# Warn if you are not using legacy random source for slime chunk generation.
warn-for-slime-chunk: true
# Use legacy random source for slime chunk generation,
# to follow vanilla behavior.
use-legacy-random-for-slime-chunk: false
# Use direct random implementation instead of delegating to Java's
RandomGenerator.
# This may improve performance but potentially changes RNG behavior.
use-direct-implementation: false
# Whether to cache the isEyeInFluid method to improve performance and reduce
memory usage.
cache-eye-fluid-status: false
# Whether to cache expensive CraftEntityType#minecraftToBukkit call.
enable-cached-minecraft-to-bukkit-entitytype-convert: true
# Optimizes entity brains when
# they're far away from the player
dab:
enabled: true
# After enabling this, non-aquatic entities in the water will not be affected
by DAB.
# This could fix entities suffocate in the water.
dont-enable-if-in-water: false
# This value determines how far away an entity has to be
# from the player to start being effected by DEAR.
start-distance: 12
# This value defines how often in ticks, the furthest entity
# will get their pathfinders and behaviors ticked. 20 = 1s
max-tick-freq: 20
# This value defines how much distance modifies an entity's
# tick frequency. freq = (distanceToPlayer^2) / (2^value)",
# If you want further away entities to tick less often, use 7.
# If you want further away entities to tick more often, try 9.
activation-dist-mod: 7
# A list of entities to ignore for activation
blacklisted-entities: []
dont-save-entity:
# Disable save primed tnt on chunk unloads.
# Useful for redstone/technical servers, can prevent machines from being
exploded by TNT,
# when player disconnected caused by Internet issue.
dont-save-primed-tnt: false
dont-save-falling-block: false
count-all-chunks-for-ticking: false
check-survival-before-growth:
# Check if a cactus can survive before growing.
cactus-check-survival: false

###########
# FIXES #
###########
fixes:
# Don't let player join server if the server is full.
# If enable this, you should use '[Link]' permission instead of
# PlayerLoginEvent#allow to let player join full server.
dont-place-player-if-server-full: false

##############
# GAMEPLAY #
##############
gameplay-mechanisms:
use-spigot-item-merging-mechanism: true
# This section contains settings for mob spawner blocks.
spawner-settings:
# Enable custom spawner settings. Set to true to enable all features below.
enabled: false
# Various checks that can be enabled or disabled for spawner blocks.
checks:
# Check if there is the required light level to spawn the mob
light-level-check: false
# Check if there are the max amount of nearby mobs to spawn the mob
spawner-max-nearby-check: true
# Check if any players are in a radius to spawn the mob
check-for-nearby-players: true
# Check if there are physical blocks obstructing the spawn location, or if
custom spawn rules (isValidPosition) fail due to block conditions.
spawner-block-checks: false
# Checks if there is water around that prevents spawning
water-prevent-spawn-check: false
# Ignore mob-specific spawn rules, like animals needing grass or specific
biomes/blocks (does not affect light level or physical obstruction checks).
ignore-spawn-rules: false
# Minimum delay (in ticks) between spawner spawns. Higher values slow down
spawners.
min-spawn-delay: 200
# Maximum delay (in ticks) between spawner spawns. Higher values slow down
spawners.
max-spawn-delay: 800
# Enable to make only player pushable
only-player-pushable: false
knockback:
# Make snowball can knockback players.
snowball-knockback-players: false
# Make egg can knockback players.
egg-knockback-players: false
# Make players can knockback zombie.
can-player-knockback-zombie: true
flush-location-while-knockback-player: false
old-blast-protection-explosion-knockback: false
# Controls whether specified component information would be sent to clients.
# It may break resource packs and mods that rely on the information.
# Also, it can avoid some frequent client animations.
# Attention: This is not same as Paper's item-obfuscation, we only hide specified
component information from player's inventory.
hide-item-component:
# Which type of components will be hidden from clients.
# It needs a component type list, incorrect things will not work.
hidden-types: []
# If enabled, specified item component information from player's inventory will
be hided.
enabled: false
death-item-drop-knockback:
# If true, items will drop randomly around the player on death.
drop-around: true
# Base speed for horizontal velocity when randomly dropping items.
horizontal-force: 0.5
# Upward motion for randomly dropped items.
vertical-force: 0.2
allow-tripwire-dupe: false
player:
# The max distance of UseItem for players.
# Set to -1 to disable max-distance-check.
# NOTE: if set to -1 to disable the check,
# players are able to use some packet modules of hack clients,
# and NoCom Exploit!!
max-use-item-distance: 1.0000001
inventory-overflow-event:
# The event called when used plugin to Inventory#addItem
# into player's inventory, and the inventory is full.
# This is not recommended to use, please re-design to use the
# returned map of Inventory#addItem method as soon as possible!
enabled: false
# The full class name of the listener which listens to this inventory overflow
event.
listener-class: [Link]
afk-command:
# The AFK command based on Minecraft built-in idle-timeout mechanism
# Rest of AFK settings are in the Purpur config
enabled: false
#############
# NETWORK #
#############
network:
protocol-support:
jade-protocol: false
appleskin-protocol: false
appleskin-protocol-sync-tick-interval: 20
asteorbar-protocol: false
chatimage-protocol: false
xaero-map-protocol: false
xaero-map-server-id: 1350983995
syncmatica-protocol: false
syncmatica-quota: false
syncmatica-quota-limit: 40000000
do-a-barrel-roll-protocol: false
do-a-barrel-roll-allow-thrusting: false
do-a-barrel-roll-force-enabled: false
do-a-barrel-roll-force-installed: false
do-a-barrel-roll-installed-timeout: 0
# WARNING: This option is NOT compatible with ProtocolLib and may cause
# issues with other plugins that modify packet handling.
#
# Optimizes non-flush packet sending by using Netty's lazyExecute method to avoid
# expensive thread wakeup calls when scheduling packet operations.
#
# Requires server restart to take effect.
OptimizeNonFlushPacketSending: false
# Whether or not enable chat message signature,
# disable will prevent players to report chat messages.
# And also disables the popup when joining a server without
# 'secure chat', such as offline-mode servers.
chat-message-signature: true
# Async switch connection state.
async-switch-state: true

##########
# MISC #
##########
misc:
message:
# Unknown command message, using MiniMessage format, set to "default" to use
vanilla message,
# placeholder:
# <message>, show message of the command exception.
# <detail>, shows detail of the command exception.
unknown-command: default
rebrand:
server-mod-name: CoreSpigot
server-gui-name: CoreSpigot Console
sentry:
# Sentry DSN for improved error logging, leave blank to disable,
# Obtain from [Link]
dsn: ''
# Logs with a level higher than or equal to this level will be recorded.
log-level: WARN
# Only log with a Throwable will be recorded after enabling this.
only-log-thrown: true
# Once you enable secure seed, all ores and structures are generated with 1024-
bit seed
# instead of using 64-bit seed in vanilla, made seed cracker become impossible.
secure-seed:
enabled: false
# Remove Vanilla username check,
# allowing all characters as username.
remove-vanilla-username-check: true
# Enable player enter backend server through proxy
# without backend server enabling its bungee mode.
remove-spigot-check-bungee-config: true
# Enable to prevent console spam.
remove-change-non-editable-sign-warning: false
# Linear is a region file format that uses ZSTD compression instead of
# ZLIB.
# This format saves about 50% of disk space.
# Read Documentation before using:
[Link]
# Disclaimer: This is an experimental feature, there is potential risk to lose
chunk data.
# So backup your server before switching to Linear.
region-format-settings:
# Available region formats: MCA, LINEAR
region-format: MCA
linear-compress-level: 1
throw-on-unknown-extension-detected: false
flush-interval-seconds: 5
# This section contains lag compensation features,
# which could ensure basic playing experience during a lag.
lag-compensation:
enabled: false
enable-for-water: false
enable-for-lava: false
including-5s-in-get-tps: true
# Connection message, using MiniMessage format, set to "default" to use vanilla
join message.
# available placeholders:
# %player_name% - player name
# %player_displayname% - player display name
connection-message:
join:
enabled: true
# Join message of player
message: default
quit:
enabled: true
# Quit message of player
message: default
cache:
# Cache the player profile result on they first join.
# It's useful if Mojang's verification server is down.
cache-player-profile-result: false
# The timeout of the cache. Unit: Minutes.
cache-player-profile-result-timeout: 1440
# !!! WARNING !!!
# Disabling this is NOT recommended and can lead to severe server instability.
# Only disable this if you are an advanced user or debugging a specific issue
# and understand the risks involved.
async-catcher:
enabled: true

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