Advertisement
luckdemon

TickDynamicsConfig

Mar 22nd, 2015
207
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Lua 10.06 KB | None | 0 0
  1. # Configuration file
  2.  
  3. ##########################################################################################################
  4. # general
  5. #--------------------------------------------------------------------------------------------------------#
  6. # WEBSITE: http://mods.stjerncraft.com/tickdynamic   <- Head here for the documentation, if you have problems or if you have questions.
  7. #
  8. # Slices are the way you control the time allottment to each world, and within each world, to Entities and TileEntities.
  9. # Each tick the time for a tick(By default 50ms) will be distributed among all the worlds, according to how many slices they have.
  10. # If you have 3 worlds, each with 100 slices, then each world will get 100/300 = ~33% of the time.
  11. # So you can thus give the Overworld a maxSlices of 300, while giving the other two 100 each. This way the Overworld will get 60% of the time.
  12. #
  13. # Of the time given to the world, this is further distributed to TileEntities and Entities according to their slices, the same way.
  14. # TileEntities and Entities are given a portion of the time first given to the world, so their slices are only relative to each other within that world.If any group has unused time, then that time will be distributed to the remaining groups.
  15. # So even if you give 1000 slices to TileEntities and 100 to Entities, as long as as TileEntities aren't using it's full time,
  16. # Entities will be able to use more than 100 slices of time.
  17. #
  18. # So the formula for slices to time percentage is: (group.maxSlices/allSiblings.maxSlices)*100
  19. #
  20. # Note: maxSlices = 0 has a special meaning. It means that the group's time usage is accounted for, but not limited.
  21. # Basically it can take all the time it needs, even if it goes above the parent maxTime, pushing its siblings down to minimumObjects.
  22. ##########################################################################################################
  23.  
  24. general {
  25.    # How many ticks of data to when averaging for time balancing.
  26.    # A higher number will make it take regular spikes into account, however will make it slower to addjust to changes.
  27.    I:averageTicks=20
  28.  
  29.    # Debug output. Warning: Setting this to true will cause a lot of console spam.
  30.    # Only do it if developer or someone else asks for the output!
  31.    B:debug=false
  32.  
  33.    # The default maxSlices for a new automatically added world.
  34.    I:defaultWorldSlicesMax=20
  35.    B:enabled=true
  36.  
  37.    ##########################################################################################################
  38.    # entitydefaults
  39.    #--------------------------------------------------------------------------------------------------------#
  40.    # The default values for new Entity groups when automatically created for new worlds.
  41.    ##########################################################################################################
  42.  
  43.    entitydefaults {
  44.        # The minimum number of Entities to update per tick, independent of time given.
  45.        I:minimumObjects=100
  46.  
  47.        # The number of time slices given to the group.
  48.        I:slicesMax=20
  49.    }
  50.  
  51.    ##########################################################################################################
  52.    # tileentitydefaults
  53.    #--------------------------------------------------------------------------------------------------------#
  54.    # The default values for new TileEntity groups when automatically created for new worlds.
  55.    ##########################################################################################################
  56.  
  57.    tileentitydefaults {
  58.        # The minimum number of TileEntities to update per tick, independent of time given.
  59.        I:minimumObjects=100
  60.  
  61.        # The number of time slices given to the group.
  62.        I:slicesMax=100
  63.    }
  64.  
  65. }
  66.  
  67.  
  68. worlds {
  69.    # The time allotted to a tick in milliseconds. 20 Ticks per second means 50ms per tick.
  70.    # This is the base time allotment it will use when balancing the time usage between worlds and objects.
  71.    # You can set this to less than 50ms if you want to leave a bit of buffer time for other things, or don't want to use 100% cpu.
  72.     I:tickTime=50
  73.  
  74.     ##########################################################################################################
  75.     # dim-7
  76.     #--------------------------------------------------------------------------------------------------------#
  77.     # Twilight Forest
  78.     ##########################################################################################################
  79.  
  80.     dim-7 {
  81.         I:slicesMax=100
  82.  
  83.         entity {
  84.             I:minimumObjects=100
  85.             I:slicesMax=100
  86.         }
  87.  
  88.         tileentity {
  89.             I:minimumObjects=100
  90.             I:slicesMax=100
  91.         }
  92.  
  93.     }
  94.  
  95.     ##########################################################################################################
  96.     # dim-100
  97.     #--------------------------------------------------------------------------------------------------------#
  98.     # Underdark
  99.     ##########################################################################################################
  100.  
  101.     dim-100 {
  102.         I:slicesMax=20
  103.  
  104.         entity {
  105.             I:minimumObjects=100
  106.             I:slicesMax=100
  107.         }
  108.  
  109.         tileentity {
  110.             I:minimumObjects=100
  111.             I:slicesMax=100
  112.         }
  113.  
  114.     }
  115.  
  116.     ##########################################################################################################
  117.     # dim-34
  118.     #--------------------------------------------------------------------------------------------------------#
  119.     # Dungeon
  120.     ##########################################################################################################
  121.  
  122.     dim-34 {
  123.         I:slicesMax=10
  124.  
  125.         entity {
  126.             I:minimumObjects=100
  127.             I:slicesMax=100
  128.         }
  129.  
  130.         tileentity {
  131.             I:minimumObjects=100
  132.             I:slicesMax=100
  133.         }
  134.  
  135.     }
  136.  
  137.     ##########################################################################################################
  138.     # dim-37
  139.     #--------------------------------------------------------------------------------------------------------#
  140.     # Spirit World
  141.     ##########################################################################################################
  142.  
  143.     dim-37 {
  144.         I:slicesMax=10
  145.  
  146.         entity {
  147.             I:minimumObjects=100
  148.             I:slicesMax=100
  149.         }
  150.  
  151.         tileentity {
  152.             I:minimumObjects=100
  153.             I:slicesMax=100
  154.         }
  155.  
  156.     }
  157.  
  158.     ##########################################################################################################
  159.     # dim-38
  160.     #--------------------------------------------------------------------------------------------------------#
  161.     # Torment
  162.     ##########################################################################################################
  163.  
  164.     dim-38 {
  165.         I:slicesMax=10
  166.  
  167.         entity {
  168.             I:minimumObjects=100
  169.             I:slicesMax=100
  170.         }
  171.  
  172.         tileentity {
  173.             I:minimumObjects=100
  174.             I:slicesMax=100
  175.         }
  176.  
  177.     }
  178.  
  179.     ##########################################################################################################
  180.     # dim-42
  181.     #--------------------------------------------------------------------------------------------------------#
  182.     # The Outer Lands
  183.     ##########################################################################################################
  184.  
  185.     dim-42 {
  186.         I:slicesMax=10
  187.  
  188.         entity {
  189.             I:minimumObjects=100
  190.             I:slicesMax=100
  191.         }
  192.  
  193.         tileentity {
  194.             I:minimumObjects=100
  195.             I:slicesMax=100
  196.         }
  197.  
  198.     }
  199.  
  200.     ##########################################################################################################
  201.     # dim-19
  202.     #--------------------------------------------------------------------------------------------------------#
  203.     # Bedrock
  204.     ##########################################################################################################
  205.  
  206.     dim-19 {
  207.         I:slicesMax=10
  208.  
  209.         entity {
  210.             I:minimumObjects=100
  211.             I:slicesMax=100
  212.         }
  213.  
  214.         tileentity {
  215.             I:minimumObjects=100
  216.             I:slicesMax=100
  217.         }
  218.  
  219.     }
  220.  
  221.     ##########################################################################################################
  222.     # dim-1
  223.     #--------------------------------------------------------------------------------------------------------#
  224.     # Nether
  225.     ##########################################################################################################
  226.  
  227.     dim-1 {
  228.         I:slicesMax=50
  229.  
  230.         entity {
  231.             I:minimumObjects=100
  232.             I:slicesMax=100
  233.         }
  234.  
  235.         tileentity {
  236.             I:minimumObjects=100
  237.             I:slicesMax=100
  238.         }
  239.  
  240.     }
  241.  
  242.     ##########################################################################################################
  243.     # dim1
  244.     #--------------------------------------------------------------------------------------------------------#
  245.     # The End
  246.     ##########################################################################################################
  247.  
  248.     dim1 {
  249.         I:slicesMax=10
  250.  
  251.         entity {
  252.             I:minimumObjects=100
  253.             I:slicesMax=100
  254.         }
  255.  
  256.         tileentity {
  257.             I:minimumObjects=100
  258.             I:slicesMax=100
  259.         }
  260.  
  261.     }
  262.  
  263.     ##########################################################################################################
  264.     # dim0
  265.     #--------------------------------------------------------------------------------------------------------#
  266.     # Overworld
  267.     ##########################################################################################################
  268.  
  269.     dim0 {
  270.         I:slicesMax=1000
  271.  
  272.         entity {
  273.             I:minimumObjects=100
  274.             I:slicesMax=100
  275.         }
  276.  
  277.         tileentity {
  278.             I:minimumObjects=100
  279.             I:slicesMax=300
  280.         }
  281.  
  282.     }
  283.  
  284. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement