#Sound system settings [Sounds] #Enable advanced sound speed system for explosions. If disabled, sound always travels at 343 m/s. enableAdvancedSoundSpeed = false # #Player shake settings ["Player Shake"] #Enables or disables the player shake effect from explosions. enablePlayerShake = true #Amplifier for the player shake intensity. 0.0 = no shake, 1.0 = default, 10.0 = maximum shake. #Range: 0.0 ~ 10.0 playerShakeAmplifier = 1.0 #Common settings that will be synced from server to client. [General] #Enables or disables blocks being launched from explosions. #If false, explosions will still destroy blocks but won't create falling block entities. enableFallingBlocks = true #Enables or disables the clustering of nearby explosives into a single, more powerful explosion. #If true, multiple TNT blocks/entities close together will merge into one explosion with increased power. enableExplosionClustering = true #Maximum total power for clustered TNT explosions. #4 = minimum (single TNT), 100 = default, 1000 = extreme (high crash risk). #WARNING: Values above 150 may cause rendering lag. Values above 500 risk game crashes. #Range: 4 ~ 1000 maxClusterPower = 100 #Enables or disables the falling effect for pointed dripstone near explosions. enableDripstoneFalling = true #Enables or disables the destruction of blocks, creating craters. #If false, explosions will still cause visual and sound effects, but won't break blocks. enableCraterDestruction = true #Enables or disables glass being shattered by the explosion's shockwave. enableGlassBreaking = true #Enables or disables the flickering effect on Redstone Lamps near explosions. enableLampFlicker = true # #Dripstone Falling ["Dripstone Falling"] #The radius around the explosion in which to search for pointed dripstone to fall. #Warning: High values on servers with many players and dripstones can cause lag. #Range: 1 ~ 100 dripstoneFallingSearchRadius = 50 # #Fine-tuning for the glass breaking effect. High values can impact performance. ["Glass Breaking"] #The interval in game ticks between each glass breaking cycle. #1 tick = 0.05 seconds. Lower values make the effect smoother but use more server resources. #Default: 1 #Range: 1 ~ 20 glassBreakingIntervalTicks = 1 #The maximum number of glass blocks that can be broken in a single processing cycle. #This prevents server lag from massive explosions. Higher values can handle large glass structures better but may cause spikes. #Default: 70 #Range: 10 ~ 500 glassBlocksPerCycle = 70 # #Crater Customization ["Crater Settings"] #Multiplier for the radius of the explosion crater. #Affects both crater size and the number of generated particles. #1.0 = default size. #Range: 0.1 ~ 50.0 craterSizeMultiplier = 1.0 #For explosions with power 40+, this controls the shape of the crater. #Determines the size of the solid 'core' relative to the total radius. #0.1 = very ray-like, 0.95 = almost a perfect sphere. #Default: 0.7 (70%) #Range: 0.1 ~ 0.95 craterCoreRatio = 0.7 # #Async crater pipeline (off-thread ray geometry + main-thread batched application) ["Async Crater"] #Enable the asynchronous crater pipeline. #Compute crater geometry off-thread and apply block changes in small batches per tick to keep TPS smooth on large explosions. # #WARNING: When asynchronous and multi-threaded mode is enabled - destruction of VS objects - does not work. enableAsyncCrater = true #Maximum number of threads for off-thread crater geometry precomputation. #0 = Auto (use all available: 28) #1 = Single-threaded #2-28 = Custom thread count for this system #Range: 0 ~ 28 craterMaxThreads = 0 #Maximum number of blocks to evaluate/apply per server tick when building a crater. #Higher values complete faster but can cause small TPS dips. #Lower values keep TPS flatter but take longer. #Range: 0 ~ 150000 craterApplyBlocksPerTick = 50000 #Limit of falling block entities to spawn per tick during crater application (visual debris). #Set to 0 to disable spawning via the async pipeline. #Range: 0 ~ 2000 craterMaxFallingBlocksPerTick = 500 #Directly write block states into chunk sections during crater application (much faster). #When enabled, bypasses Level#setBlock and updates heightmaps/light manually. #Note: This skips Forge block events and neighbor updates. enableDirectChunkWrites = true #Maximum number of chunks to process per tick when direct writes are enabled. #Used along with block budget to smooth TPS. #Range: 0 ~ 500 craterChunksPerTick = 120 # #Redstone Lamp Flickering ["Lamp Flickering"] #The radius around the player in which to search for lamps to flicker. #Warning: High values on servers with many players and lamps can cause lag. #Range: 1 ~ 100 lampFlickerSearchRadius = 50 #Settings for the ambient explosion system, creating a 'battlefield' atmosphere. [Ambient] #Globally enables or disables the ambient explosion sound system. enableAmbientExplosions = false #Minimum time in ticks between ambient explosion events (20 ticks = 1 second). #Range: 100 ~ 72000 minTimeBetweenExplosions = 1200 #Maximum time in ticks between ambient explosion events. #Range: 200 ~ 72000 maxTimeBetweenExplosions = 6000 #Minimum distance in blocks from the player where an ambient sound can originate. #Range: 100 ~ 10000 minExplosionDistance = 501 #Maximum distance in blocks from the player where an ambient sound can originate. #Range: 200 ~ 10000 maxExplosionDistance = 5001 #The maximum power a random 'Cataclysm' tier explosion can have. #Range: 40.0 ~ 200.0 maxAmbientExplosionPower = 80.0 # #Configuration for different ambient event scenarios. #The chance for a scenario is (its_weight / sum_of_all_scenario_weights). [Ambient.Scenarios] #Weight for a standard, single explosion event. #Range: 0 ~ 1000 singleExplosionWeight = 70 #Weight for a 'Chain Reaction' event (a series of increasingly powerful explosions). #Range: 0 ~ 1000 chainReactionWeight = 15 #Weight for an 'Artillery Shelling' event (a quiet shot followed by a delayed, loud impact). #Range: 0 ~ 1000 shellingWeight = 15 # #Settings for the 'Chain Reaction' scenario. [Ambient.Scenarios.ChainReaction] #Range: 2 ~ 20 minChainReactionShots = 3 #Range: 2 ~ 20 maxChainReactionShots = 7 #Range: 5 ~ 200 minTimeBetweenChainShots = 10 #Range: 10 ~ 400 maxTimeBetweenChainShots = 40 # #Settings for the 'Artillery Shelling' scenario. [Ambient.Scenarios.Shelling] #Minimum delay in ticks between the 'shot' sound and the 'impact' sound (20 ticks = 1s). #Range: 20 ~ 400 minShellingDelay = 40 #Maximum delay in ticks between the 'shot' and 'impact' sounds. #Range: 20 ~ 400 maxShellingDelay = 140 # #Weighted chances for explosion power tiers (for single and shelling events). #The chance for a tier is (its_weight / sum_of_all_weights). Set a weight to 0 to disable that tier. [Ambient.Power_Tiers_Weight] #Weight for 'Background Noise' (Power 1-4) #Range: 0 ~ 1000 tier1_weight = 50 #Weight for 'Local Skirmish' (Power 5-15) #Range: 0 ~ 1000 tier2_weight = 25 #Weight for 'Serious Battle' (Power 16-40) #Range: 0 ~ 1000 tier3_weight = 15 #Weight for 'Epicenter' (Power 41-80) #Range: 0 ~ 1000 tier4_weight = 8 #Weight for 'Cataclysm' (Power 81+) #Range: 0 ~ 1000 tier5_weight = 2 # #Enable or disable specific types of ambient sound environments. [Ambient.Sound_Types] #Surface: A clear explosion sound in an open area. enableSurfaceSounds = true #Cave: A loud, reverberating sound when both player and explosion are in a cave. enableCaveSounds = true #If enabled, an ambient cave explosion will cause a visual dust effect to fall from the ceiling. enableAmbientCaveDust = true #Settings for chunk scanning and block indexing system. #System detected: 28 CPU threads available #Configuration ranges are automatically adjusted for your system [Scan] #Maximum number of threads to use for chunk scanning. #Available range for your system: 0-28 threads #0 = Auto-detect (recommended): uses all 28 available threads #1 = Single-threaded (slowest but safest) #2-28 = Custom thread count for this system #Your system supports up to 28 concurrent threads #Range: 0 ~ 28 maxScanThreads = 0 #How much CPU power to use for chunk scanning (1-100%). #100% = Maximum speed, uses all available threads intensively #50% = Balanced, leaves room for other server processes #25% = Conservative, minimal impact on server performance #Lower values add delays between chunk processing to reduce CPU load. #Range: 1 ~ 100 cpuUsagePercent = 75 #Enables or disables the block indexing system. #When enabled, chunks are automatically scanned for Redstone Lamps and Pointed Dripstone. #When disabled, only manual registration/unregistration of blocks will occur. #This affects Redstone Lamp flickering and Pointed Dripstone falling effects near explosions. enableBlockIndexing = true #Controls visibility of the scanning progress HUD. #When disabled, no progress bar will be shown even if scanning is enabled. #Shows percentage of chunks scanned during world initialization and automatically hides when complete. showScanProgressHUD = true