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  1. # The smart stacker system allows you to efficiently stack mobs in a chunk based on a
  2. # cubic chunk splitting system. This algorithm is extremely light-weight compared
  3. # to past stacking algorithms, which means more performance left for your server.
  4. smart-stacker:
  5. # Should we enable the smart stacker system?
  6. enabled: false
  7. checks:
  8. # Run stack check when a mob spawns.
  9. spawn-check: true
  10. # Way more efficient than spawn check, but only works on paper servers. You can use both for
  11. # best performance.
  12. pre-spawn-check: false
  13. # Should we try to stack mobs when they change splits?
  14. # Disabling it may improve performance, but it's not recommended since it disables
  15. # stacking when moving from one chunk to another.
  16. split-change-check: true
  17. gameplay:
  18. # Should players always see stacked mob tags?
  19. # (!) Setting to false will make it so you can only see mob stacking when hovering over a mob
  20. tag-visibility: true
  21. # Size is required if you want stacking to work.
  22. tag-format: "&f{type} &cx{size}"
  23. # What entity types don't you want to be stackable.
  24. unstackable:
  25. - "ENDER_DRAGON"
  26. - "WITHER"
  27. - "BOAT"
  28. - "MINECART"
  29. - "ARMOR_STAND"
  30. technical:
  31. # The amount of vertical splits per chunk (Must divide 256). A lower amount makes the stacking area go down and thus
  32. # improve compatibility with farms.
  33. # (!) Setting it under 4 is not recommended. 8, 16 recommended.
  34. splits: 8
  35. # Should we remove all stacked mobs when the plugin is disabled? (DISABLED FEATURE)
  36. # (!) Highly suggested to be left on true, since it can help a lot with TPS. It
  37. # also prevents the algorithm having to search the old mobs when the chunk issue
  38. # empty which is a huge bonus.
  39. # (!) If left on false, the system will do stacking on chunk enable.
  40. # shutdown-clean: false
  41. # Should we amplify drops to get the approximate value of what those mobs would drop
  42. # if they were to be killed one by one?
  43. drops-fix: true
  44. # What's the highest amount a stack can get to? Since there's a limit of 1 stack per
  45. # split, it's useful to keep this higher.
  46. max-stack: 500
  47. # This section deals with custom handling for damage for stacked mobs.
  48. damage:
  49. # What damage causes should be multiplied by the stack count.
  50. # (!) This helps with farms. For example, multiplying fall damage fixes
  51. # drop farms.
  52. multiply:
  53. - "CRAMMING"
  54. - "FALL"
  55. - "DROWNING"
  56. - "CONTACT"
  57. - "VOID"
  58. - "FIRE_TICK"
  59. - "DRYOUT"
  60. # Entity Comparison is used to prevent 2 similar entities from being stacked together.
  61. # Extremely useful when you want to retain vanilla-like gameplay.
  62. comparison:
  63. sheep: true
  64. pig: true
  65. slime: true
  66. villager: false
  67. tameable: true
  68. horse: true
  69. # Checks for the age of the mob approximatively
  70. ageable: false
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