194 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			TOML
		
	
	
	
		
		
			
		
	
	
			194 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			TOML
		
	
	
	
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								version = 3
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								# (Default: 
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								#    max(
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								#        1,
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								#        min(
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								#            if( is_windows,
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								#                (cpus / 1.6),
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								#                (cpus / 1.3)
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								#            )  - if(is_client, 1, 0),
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								#            ( ( mem_gb - (if(is_client, 1.0, 0.5)) ) / 0.6 )
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								#        )
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								#    )
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								# )  
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								#  The expression for the default value of global executor parallelism. 
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								#  This is used when the parallelism isn't overridden.
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								#  Available variables: is_windows, is_j9vm, is_client, cpus, mem_gb
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								# 
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								defaultGlobalExecutorParallelismExpression = "default"
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								# (Default: 4) Sets the thread priority for worker threads
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								# 
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								# References:
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								# - https://docs.oracle.com/en/java/javase/21/docs/api/java.base/java/lang/Thread.html#setPriority(int)
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								# 
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								threadPoolPriority = "default"
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								# (Default: 12) Configures the parallelism of global executor
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								globalExecutorParallelism = "default"
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								[fixes]
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									# (Default: true)  
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									#  Whether to disable the shutdown hook of log4j2 on dedicated servers.
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									#  Enabling this also makes the JVM exit when the dedicated server is considered fully shut down.
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									#  This option have no effect on client-side.
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									#  We has historically been doing this, and this config option allows you to disable this behavior.
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									# 
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									disableLoggingShutdownHook = "default"
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									# (Default: true) Whether to prevent early client ticks.
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									# 
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									# This avoids the player from falling through the world.
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									# Mitigates https://github.com/CaffeineMC/sodium/issues/3065
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									# 
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									preventEarlyClientMovementTicks = "default"
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									# (Default: true) Enforces safe world random access.  
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									# This feature detects unsafe off-thread world random access, helping to find the causes  
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									# of mysterious "Accessing LegacyRandomSource from multiple threads" crash.  
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									# The default behavior is to fail hard when such bad things happens.  
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									# Disabling this option will replace this behavior with a warning.  
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									# 
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									# It is generally not recommended to disable this settings unless you know what you are doing  
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									# 
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									# 
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									enforceSafeWorldRandomAccess = "default"
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								[noTickViewDistance]
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									# (Default: true) Whether to enable no-tick view distance
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									enabled = "default"
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									# (Default: 24) No-tick view distance max concurrent chunk loads 
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									#  Lower this for a better latency and higher this for a faster loading
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									maxConcurrentChunkLoads = "default"
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									# (Default: true) Whether to use compatibility mode to send chunks 
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									#  This may fix some mod compatibility issues
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									compatibilityMode = "default"
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									# (Default: true) Enable server-side support for extended render distance protocol (c2me:ext_render_distance_v1)
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									# This allows requesting render distances higher than 127 chunks from the server
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									# 
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									# Requires Fabric API (currently available)
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									# 
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									enableExtRenderDistanceProtocol = "default"
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									# (Default: false) Whether to ensure correct chunks within normal render distance 
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									#  This will send chunks twice increasing network load
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									ensureChunkCorrectness = "default"
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								[ioSystem]
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									# (Default: 8192) Soft limit for io worker nbt cache
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									chunkDataCacheSoftLimit = "default"
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									# (Default: 32678) Hard limit for io worker nbt cache
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									chunkDataCacheLimit = "default"
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									# (Default: false) EXPERIMENTAL FEATURE
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									# This replaces the way your chunks are saved.
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									# Please keep regular backups of your world if you are using this feature,
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									# and report any world issues you encounter with this feature to our GitHub.
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									# 
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									# Whether to use the fast reduced allocation chunk serializer
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									# (may cause incompatibility with other mods)
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									# 
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									gcFreeChunkSerializer = "default"
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									# (Default: true) Whether to use the optimized implementation of IO system
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									replaceImpl = "default"
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								[vanillaWorldGenOptimizations]
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									# (Default: true) Whether to use density function compiler to accelerate world generation
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									# 
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									# Density function: https://minecraft.wiki/w/Density_function
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									# 
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									# This functionality compiles density functions from world generation
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									# datapacks (including vanilla generation) to JVM bytecode to increase
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									# performance by allowing JVM JIT to better optimize the code
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									# 
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									# Currently, all functions provided by vanilla are implemented.
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									# Chunk upgrades from pre-1.18 versions are not implemented and will
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									# fall back to the unoptimized version of density functions.
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									# 
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									useDensityFunctionCompiler = "default"
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									# (Default: true) Whether to enable aquifer optimizations to accelerate overworld worldgen
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									# (may cause incompatibility with other mods)
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									optimizeAquifer = "default"
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									# (Default: true) Whether to enable End Biome Cache to accelerate The End worldgen 
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									# This is no longer included in lithium-fabric 
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									# (may cause incompatibility with other mods)
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									# 
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									useEndBiomeCache = "default"
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									# (Default: true) Whether to enable StructureWeightSampler optimizations to accelerate world generation
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									# 
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									optimizeStructureWeightSampler = "default"
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								[generalOptimizations]
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									# (Default: 100000) The task interval of mid-tick chunk tasks in nanoseconds (-1 to disable)  
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									# Mid-tick chunk tasks is to execute chunk tasks during server tick loop  
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									# to speed up chunk loading and generation  
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									# This helps chunks loading and generating under high MSPT but may raise  
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									# MSPT when chunks are loading or generating  
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									#  
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									# It is generally not recommended to adjust this value unless you know  
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									# what you are doing  
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									#  
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									# Incompatible with Dimensional Threading (dimthread)
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									# 
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									midTickChunkTasksInterval = "default"
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									[generalOptimizations.autoSave]
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										# (Default: ENHANCED) Defines how auto save should be handled  
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										# VANILLA: Use vanilla auto-save behavior (auto-save performed every tick during ticking)  
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										# ENHANCED: Use C2ME enhanced auto-save (auto-save performed when the server have spare time after ticking)  
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										# PERIODIC: Use pre-1.18 vanilla auto-save behavior (auto-save performed every 6000 ticks during ticking)  
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										#  
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										# Please preserve quotes so this config don't break
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										# 
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										mode = "default"
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								[chunkSystem]
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									# (Default: true) Whether to enable async serialization
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									# 
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									asyncSerialization = "default"
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									# (Default: false) Whether to recover from errors when loading chunks 
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									#  This will cause errored chunk to be regenerated entirely, which may cause data loss 
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									#  Only applies when async chunk loading is enabled
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									# 
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									recoverFromErrors = "default"
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									# (Default: true) Whether to allow POIs (Point of Interest) to be unloaded
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									# Unloaded POIs are reloaded on-demand or when the corresponding chunks are loaded again,
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									# which should not cause any behavior change
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									#  
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									# Note:
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									# Vanilla never unloads POIs when chunks unload, causing small memory leaks
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									# These leaks adds up and eventually cause issues after generating millions of chunks
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									# in a single world instance
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									# 
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									allowPOIUnloading = "default"
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									# (Default: true) This option workarounds MC-276863, a bug that makes mushrooms appear in non-postprocessed chunks
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									# This bug is amplified with notickvd as it exposes non-postprocessed chunks to players
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									# 
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									# This should not affect other worldgen behavior and game mechanics in general
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									# 
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									suppressGhostMushrooms = "default"
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									# (Default: true) Whether to synchronize the management of player tickets
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									# 
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									# In vanilla Minecraft, player tickets are not always removed immediately when players leave an area.
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									# The delay in removal increases with the chunk system’s throughput, but due to vanilla’s typically
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									# slow chunk loading, tickets are almost always removed immediately. However, some contraptions rely
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									# on this immediate removal behavior and tend to be broken with the increased chunk throughput.
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									# Enabling this option synchronizes player ticket handling, making it more predictable and
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									# thus improving compatibility with these contraptions.
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									# 
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									syncPlayerTickets = "default"
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									# (Default: true) Whether to turn fluid postprocessing into scheduled tick
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									# 
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									# Fluid post-processing is very expensive when loading in new chunks, and this can affect
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									# MSPT significantly. This option delays fluid post-processing to scheduled tick to hopefully
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									# mitigate this issue.
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									# 
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									fluidPostProcessingToScheduledTick = "default"
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									# (Default: true) Whether to filter fluid post-processing on worldgen threads
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									# 
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									# The worldgen processes creates a lot of unnecessary fluid post-processing tasks,
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									# which can overload the server thread and cause stutters.
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									# This applies a rough filter to filter out fluids that are definitely not going to flow
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									# 
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									filterFluidPostProcessing = "default"
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									# (Default: false) Whether to enable low memory mode
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									# 
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									# This will attempt to aggressively unload unneeded chunks, saving memory at the cost of additional
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									# overhead when generating new chunks.
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									# 
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									lowMemoryMode = "default"
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