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Jun 9th, 2019
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  1. # _ _ _
  2. # | | /\ (_) | |
  3. # | | __ _ __ _ / \ ___ ___ _ ___| |_
  4. # | | / _` |/ _` | / /\ \ / __/ __| / __| __|
  5. # | |___| (_| | (_| |/ ____ \\__ \__ \ \__ \ |_
  6. # |______\__,_|\__, /_/ \_\___/___/_|___/\__|
  7. # __/ |
  8. # |___/ By Stefatorus
  9. #
  10. # This is the default configuration. I suggest using it as it is.
  11. # If you need help configuring it, please add me on discord.
  12. # DISCORD: Stefatorus#9382
  13. #
  14. # Mobs that will be removed by the smart cleaner.
  15. #
  16. # TIP: This will not remove named mobs, even if they are in the list.
  17. # This follows the vanilla rule - don't despawn named entities, which
  18. # players are allready acustom to.
  19. smart-cleaner:
  20. # Do you want the system to be in whitelist or blacklist mode?
  21. # TIP: Whitelist - All except these get deleted ; Blacklist is the opposite
  22. whitelist: false
  23. # Automatic Physics disabler will occur if tps is under this value.
  24. # EG: If tps is under 16, lagassist will disable the physics that are
  25. # TIP: Set to 0.0 to disable it.
  26. maxtps-cull: 16.0
  27. # Automatically disable mob spawning if tps is under this value.
  28. # EG: If tps is under 14, lagassist will disable mob spawning.
  29. maxtps-disablespawn: 14.0
  30. # List of the mobs that will get removed by the smart-cleaner.
  31. # Mob names: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html
  32. mobs:
  33. - "ZOMBIE"
  34. - "CREEPER"
  35. - "SKELETON"
  36. - "WITHER_SKELETON"
  37. - "SQUID"
  38. - "SPIDER"
  39. - "SILVERFISH"
  40. - "PIG_ZOMBIE"
  41. - "MINECART"
  42. - "ILLUSIONER"
  43. - "GHAST"
  44. - "HUSK"
  45. - "EVOKER"
  46. - "ENDERMAN"
  47. - "ENDERMITE"
  48. - "ELDER_GUARDIAN"
  49. - "CAVE_SPIDER"
  50. - "BAT"
  51. - "BLAZE"
  52. # For Creative Servers
  53. # - ARMOR_STAND
  54. # For Factions Servers
  55. # - PRIMED_TNT
  56.  
  57.  
  58. # The smart stacker system allows you to efficiently stack mobs in a chunk based on a
  59. # cubic chunk splitting system. This algorithm is extremely light-weight compared
  60. # to past stacking algorithms, which means more performance left for your server.
  61. smart-stacker:
  62. # Should we enable the smart stacker system?
  63. enabled: false
  64. checks:
  65. # Run stack check when a mob spawns.
  66. spawn-check: true
  67. # Way more efficient than spawn check, but only works on paper servers. You can use both for
  68. # best performance.
  69. pre-spawn-check: false
  70. # Should we try to stack mobs when they pathfind to an area from a cubic area to another?
  71. # Disabling it may improve performance based on your gametype.
  72. #
  73. # (!) Only works on paper, but is way more efficient than past attempts.
  74. # Not recommended if you don't want fast stacking, since aggresive mobs will stack before
  75. # managing to hit the player (if a zombie already exists in that area).
  76. #
  77. pathfinder-check: false
  78. gameplay:
  79. # Should players always see stacked mob tags?
  80. # (!) Setting to false will make it so you can only see mob stacking when hovering over a mob
  81. tag-visibility: true
  82. # Size is required if you want stacking to work.
  83. tag-format: "&f{type} &cx{size}"
  84. technical:
  85. # The amount of vertical splits per chunk (Must divide 256). A lower amount makes the stacking area go down and thus
  86. # improve compatibility with farms.
  87. # (!) Setting it under 4 is not recommended. 8, 16 recommended.
  88. splits: 8
  89. # Should we remove all stacked mobs when the plugin is disabled? (DISABLED FEATURE)
  90. # (!) Highly suggested to be left on true, since it can help a lot with TPS. It
  91. # also prevents the algorithm having to search the old mobs when the chunk issue
  92. # empty which is a huge bonus.
  93. # (!) If left on false, the system will do stacking on chunk enable.
  94. # shutdown-clean: false
  95. # Should we amplify drops to get the approximate value of what those mobs would drop
  96. # if they were to be killed one by one?
  97. drops-fix: true
  98.  
  99. # This is a simple mob modifier. It changes how some mobs behave to improve the server
  100. # performance.
  101. mob-manager:
  102. # Disable armorstand gravity. This might help with creative servers which have a lot of armorstands.
  103. no-armorstand-gravity: false
  104. # Disable slime splitting, approximating the drops and health of a vanilla confrontation. This is very
  105. # useful for larger than vanilla slimes.
  106. # NOTE: This also helps for vanilla slimes, but shouldn't (in my opinion) be used unless there is lag from
  107. # NOTE: slimes.
  108. simple-slime: false
  109.  
  110. # Laggy Chunk detection. You can fiddle around and find the best settings for your
  111. # server.
  112. #
  113. # TIP: Find what kind of tiles or entities lag your server and set them a proper lag score
  114. # here. The default values should be fine, but finding the best settings for yourself is allways
  115. # the best way.
  116. chunkanalyse:
  117. # Teleport command that will be issued when you click the text.
  118. # PLACEHOLDERS: {x}, {y}, {z}, {chunkx}, {chunkz} {world}
  119. #
  120. # TIP: Set it to a command that you like. This can be used to automatically clear lag in chunks, unload it, etc.
  121. tp-cmd: "lagassist tpchunk {world} {chunkx} {chunkz}"
  122. # Score at wich the server will consider the chunk laggy and make it appear in the list. You should fiddle around with it so it only shows
  123. # the chunks that you want it to find.
  124. #
  125. # TIP: The amount of chunks /lagassist chunkanalyse will show.
  126. # (It will always show the top (amount value) laggiest chunks.)
  127. ammount: 10
  128. # Entity & Material names for laggy values.
  129. #
  130. # materials: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
  131. # entities: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html
  132. # tile entities: https://minecraft.gamepedia.com/Block_entity
  133. #
  134. # TIP: Only detects Tile entities & entities. Normal blocks aren't ticked. This means that it would lag if i were to check the normal blocks.
  135. # At the same time, normal blocks don't lag the server.
  136. values:
  137. # -------------
  138. # TILE ENTITIES
  139. # -------------
  140. chest: 1
  141. trapped_chest: 2
  142. burning_furnace: 3
  143. sign: 1
  144. # Beacons don't really lag the server, but they usually appear in laggy chunks due to them being placed near grinders & automatic farms.
  145. # High score due to their rarity.
  146. beacon: 35
  147. hopper: 6
  148. note_block: 4
  149. piston_extension: 5
  150. dispenser: 10
  151. # Mob spawners really lag the server. I suggest setting a high score related to them.
  152. mob_spawner: 60
  153. # --------------
  154. # NORMAL ENTITIES
  155. # --------------
  156. # Players themselves. They have a decent score due to them being a lag cause (they create farms, afk at them, etc)
  157. player: 15
  158. # Normal mobs that are found in a chunk. Set the value to a moderate one. They don't lag the server so much.
  159. # Creeper score slightly higher due to the explosion that could lag the server a bit.
  160. zombie: 2
  161. spider: 2
  162. skeleton: 2
  163. creeper: 3
  164. # Passive mobs. Might signal some custom spawner farms. They are pretty optimised in AdvancedSpigotTweaks though.
  165. cow: 1
  166. pig: 1
  167. # Thrown items. Don't pose a huge issue due to them being optimised by AdvancedSpigotTweaks. The endereye (ender_signal) might
  168. # mean there is a end portal nearby, that might mean more activity (and thus, lag). Egg can spawn mobs and such has a higher score.
  169. ender_signal: 5
  170. egg: 3
  171. fishing_hook: 2
  172. ender_pearl: 2
  173. snowball: 2
  174. arrow: 1
  175. # Static entities might lag the server, but it all depends. They usually signal a big player city, and such is related to lag.
  176. painting: 2
  177. item_frame: 3
  178. armor_stand: 4
  179. # Stacked items & XP do not lag the server as much. If you use AdvancedSpigotTweaks, keep that in mind.
  180. # Fireworks might lag the server, especially if they have big explosions.
  181. dropped_item: 2
  182. experience_orb: 3
  183. firework: 8
  184. # Bosses have complex abilities that might lag your server. The ability entities can also offer additional proof the
  185. # bosses are actively fighting.
  186. ender_dragon: 85
  187. ender_crystal: 10
  188. wither: 55
  189. wither_skull: 20
  190. # Tnt is a severe lag issue. I recommend setting primed tnt (activated tnt) to a higher score. Remember that a tnt by
  191. # itself doesn't lag as much, but they are used in mass numbers in cannons, etc.
  192. # Minecart-TNTS are evem bigger of an issue due to their moving mechanics.
  193. primed_tnt: 7
  194. minecart_tnt: 15
  195. # Highly active entities. Includes entities that do many checks, and are used for mechanics.
  196. minecart_hopper: 20
  197. minecart_mob_spawner: 80
  198. endermite: 5
  199.  
  200.  
  201. # Chunk-Manager System.
  202. chunk-manager:
  203. # Should we enable the chunk-manager? It can highly help with memory issues if you have too many loaded chunks.
  204. # NOTE: You need to have the max view distance set in your server.properties file.
  205. #
  206. # (!) This feature will only work on PaperSpigot servers.
  207. enabled: false
  208. # How many chunks should all players load at the same time.
  209. # TIP: The view distance is calculated using this formula:
  210. # SQRT(MAX-CHUNKS / PLAYERS / 4).
  211. # EG: If the max chunks are at 6500, and you have 100 players online
  212. # your view distance would be at 4.
  213. # (!) In order for this to work, please set your view distance in
  214. # both server.properties & spigot.yml to the minimum view distance you
  215. # want to set.
  216. max-chunks: 5000
  217. # (!) Try making it larger progressively. Sometimes it's safe to limit it
  218. # at a smaller view distance.
  219. max-view: 12
  220.  
  221. #LagMeasures Config
  222. lag-measures:
  223. # Lag measures automatically runs anti-lag actions if the server has
  224. # under a set amount of TPS. To configure the tps values, look for
  225. # the maxtps setting in all lagassist systems.
  226. #
  227. # Announce the lag cleaning in the console and chat.
  228. announce:
  229. # Show players that the lag-cleaning has occured.
  230. enabled: false
  231. # Should we show the staff a different, more exact message of lag-measures?
  232. # Permission node: lagassist.notify
  233. staffmsg: true
  234. message: "&c&lLag&f&lAssist &e» &fRemoving server lag..."
  235. # Set the time between the lag-cleaning cycles.
  236. # I suggest keeping it on 6000 as the fact that it disables redstone
  237. # machines might annoy some players if it is done too often.
  238. #
  239. # TIP: Time is measured in ticks. 1 second has a tick
  240. # (For 10 second interval, set to 200)
  241. timer: 6000
  242.  
  243. # RedstoneCuller Tweaks
  244. redstone-culler:
  245. breaker: true
  246. # Chance from 1 to 100 for the redstone to break. If you don't think
  247. # redstone could lag your server, disable it.
  248. #
  249. # The breaker system griefs some redstone from Players' contraptions in
  250. # order to prolongue the effect of the cull. If it is set to 0, it will
  251. # be harder to get rid of redsotne lag, because players can just start
  252. # their farms & Lag Machines back up in a matter of seconds.
  253. #
  254. # TIP: The chance doesn't need to be too big in order for their farms to
  255. # break. The system triggers for all of the active redstone trails and will
  256. # break X percent of the track. Remember that even if you have chance 2, if
  257. # we have 100 redstone, you will still have an effect on them.
  258. chance: 3
  259. #
  260. # How many ticks should the redstone be culled if the signal changes. A too small value
  261. # will not stop clocks, and a too large value will make destructive checks less effective.
  262. #
  263. # TIP: The recommmended value for destructive checks is 10-30; and 50-70 without.
  264. ticks: 60
  265. # Destructive checks. Implemented to combat Observer lagmachines, which can bring
  266. # a I7-4770k machine to it's knees quite easily. It listens for singal changes and
  267. # removes all observers that go over a set value.
  268. # Lag-Machine example: http://stefatorus.go.ro/img/SpigotTweaks/ObserverFix.gif
  269. #
  270. # (!) This should be safe, but at the same time, don't enable it without any reason.
  271. # These lag machines are not found very often, and there is no reason to try fix them
  272. # if everything works fine.
  273. destructive:
  274. # Should we enable destructive checks?
  275. enabled: false
  276. # How many updates should the observer do in order to remove it? I recommend the default value.
  277. value: 16
  278. #
  279. # Automatic Redstone culling will occur if tps is under this value.
  280. # EG: If tps is under 19, lagassist will cull redstone each time the monitor runs.
  281. # TIP: Set to 0.0 to disable it.
  282. maxtps: 19.0
  283.  
  284.  
  285.  
  286. # Disable hopper crafting. Hoppers are one of the issues non-minigame server owners have to face. Enabling this
  287. # check allows you to make hoppers more rare. This won't really affect farms, but will make them more efficient.
  288. #
  289. # Hoppers are easy to craft in vanilla minecraft, and this makes them to get overused (>100 HOPPERS/FARM)
  290. hopper-check:
  291. enabled: false
  292. reason: "&c&lLag&f&lAssist &e» &fHopper crafting has been disabled."
  293. # Sabotage hoppers in order to defer players from using them. This
  294. # will break huge farms in a while, and has a bigger chance of destroying
  295. # large hopper lines instead of single hoppers. (multyply by how many)
  296. #
  297. # TIP: This is is not percent, it is per10mille (X in 10000 chance).
  298. # Don't set it too big. If you set it to 1 or 2, it will make sure
  299. # huge afk farms will break and won't lag your server for actually
  300. # active players, while also not annoying the less-extreme players.
  301. #
  302. # Disable by setting it to 0.
  303. chance: 0
  304. # Make item drops go directly into hoppers. This was designed with
  305. # factions servers in order to replace plugins like crophoppers and
  306. # in general improve performance for many hopper drops.
  307. chunk-hoppers:
  308. # Should we enable chunk hoppers? They will catch all items
  309. # that aren't dropped by players and are ine items list and
  310. # place it in the chosen hopper.
  311. enabled: false
  312. # What mode do you want to use for chunk hopper additions
  313. # FIRST - Uses first hopper that is available
  314. # RANDOM - Get a random hopper (may help with logistic speed)
  315. # CLOSEST - Uses hoppers in ordered by their range to the item.
  316. mode: "RANDOM"
  317. # How do you want chunk-hoppers to be defined?
  318. # DEFAULT - All hoppers become chunk-hoppers. Useful for already
  319. # established servers that haven't used them in the current
  320. # season or wipe.
  321. # NAME - Hoppers being named customly are chunk-hoppers. Will reduce
  322. # the amount of hoppers that need sorted and thus will possibly
  323. # improve performance (if they are properly advertised on the server)
  324. define: "DEFAULT"
  325. # The filter system allows you to give players the ability to filter what items the chunk hoppers will pick. It is really useful
  326. # for creating simple & performance efficient filters, along with incentivizing people to use chunk hoppers.
  327. filter:
  328. # The default items that chunk hoppers should pick up. This is used in case a hopper doesn't have a custom filter.\
  329. # (!) In case you use the custom hopper filter, please make sure to set the slots larger than the amount of slots in default.
  330. default:
  331. - "IRON_ORE"
  332. - "ROTTEN_FLESH"
  333. - "BONE"
  334. - "ARROW"
  335. gui:
  336. # The name that the filtering GUI should have. This can be used to customize the looks of the
  337. # filter system.
  338. name: "&d&lHopper Filter"
  339. # This represents the size of the GUI that the filter represents. Tweaking these settings allows
  340. # you to choose how complex a filter can get.
  341. # (!) Must be a multiple of 9.
  342. size: 18
  343. # Mob hoppers allow people to instanly funnel spawner mob drops to chunk hoppers. It works using the filter that is found above.
  344. # Players will have to add a mob spawnegg to the hopper to allow it to catch the respective mob.
  345. mob-hopper:
  346. # (!) Note: Mob Hoppers currently only work on 1.13+ servers.
  347. #
  348. # This check can be used to alleviate lag during extreme lag sessions, or used temporarily. While i suggest
  349. # keeping it on all the times, if your players don't mind having to have their grinder account for it, you can
  350. # make it only run when the server lags.
  351. # (!) To disable mob hoppers from working, just set max-tps to 0.
  352. # I suggest 17 if you want it temporary, or 20 if you want it permanent.
  353. maxtps: 0.0
  354. # The reasons that the mob hopper will work for. This allows you to exclude normal mob
  355. # spawns from being funneled to the chunk hopper.
  356. spawn-reasons:
  357. - "SPAWNER"
  358. - "NETHER_PORTAL"
  359. # Multiplying the drop amount can help you fiddle with mob spawns without changing the
  360. # amount players win from a hopper, effectively tuning performance drastically without
  361. # negatively affecting the players.
  362. multiplier: 1
  363. # Entity Materials represent the materials that will allow their respective mobs to
  364. # get caught in mob hoppers.
  365. filter-items:
  366. zombie: "ROTTEN_FLESH"
  367. creeper: "GUNPOWDER"
  368. skeleton: "BONE"
  369.  
  370.  
  371.  
  372. # The limiter allows you to limit the amount of mobs & tiles there are on a single chunk.
  373. # This system can be used to deny abusing spawning mobs, minecarts, etc.
  374. #
  375. # Setting the per-limit maximum will overwrite the total-limit.
  376. # This way, you may set exceptions to the rule.
  377. limiter:
  378. mobs:
  379. # The maximum limit of mobs that can spawn per chunk. Set this to a larger number, and use
  380. # the per-limit system to set limits for certain types of mobs.
  381. total-limit: 11
  382. per-limit:
  383. # Dropped items are here because we don't want dropped items not to spawn.
  384. dropped_item: 200
  385. entity2: -1
  386. tiles:
  387. # The maximum limit of tile entities that can be placed per chunk. Note that there are
  388. # very many types of tile entities, and they don't produce so much lag. This has limited
  389. # uses for lag prevention, but may be used for other tasks.
  390. # (!) Set to '-1' to disable it.
  391. total-limit: -1
  392. per-limit:
  393. tileentity1: -1
  394. tileentity2: -1
  395.  
  396.  
  397.  
  398. # Anti Spawner-Lag implementation for large servers with a lot of spawners.
  399. spawner-check:
  400. # Should we enable the spawner check?
  401. enabled: true
  402. # Should we break spawners with a set chance (permille)? This highly helps
  403. # severs where spawners are very easily procured.
  404. breaker: false
  405. # What chance (permille) should we have.
  406. # EG: If you set it to 5, the chance will be 5/1000 which is 1/200;
  407. chance: 5
  408. # Custom spawner implementation. This should work with all spawner
  409. # plugins, like EpicSpawners or SilkSpawners.
  410. custom-settings:
  411. # Delay in ticks between mob spawner spawns.
  412. delay: 300
  413. # (!) 1.12 ONLY FEATURES
  414. # How many mobs should we spawn. This can greatly lower the mob lag
  415. # from mob-spawners.
  416. amount:
  417. min: 1
  418. max: 2
  419. # How spread out we should spawn the entities. I recommend keeping it lower.
  420. spawnrange: 3
  421. # The maximum distance a player can be in order for the spawner to be active.
  422. player-range: 10
  423. # Automatic Spawner-Check activator. This will have no effect if the check is
  424. # disabled.
  425. # EG: If tps is under 19, lagassist will start modifying how the spawners work.
  426. # TIP: Set to 0.0 to disable it.
  427. maxtps: 16.0
  428.  
  429. # The Physics system disables laggy or ununsed game mechanics that might lag your server. The physics system can
  430. # be set to be enabled on start or by using /lagassist.
  431. #
  432. # TIP: Disabling it here won't actually remove the checks when you use /lagassist. If you want some checks to
  433. # work, please add them here.
  434. deny-physics:
  435. # Should we disable physics just as the server starts?
  436. # TIP: It can be used to modify gameplay features.
  437. # For example, you can disable decay, fire & melting for a build server.
  438. enabled: false
  439. # Automatic Physics disabler will occur if tps is under this value.
  440. # EG: If tps is under 16, lagassist will disable the physics that are
  441. # TIP: Set to 0.0 to disable it.
  442. maxtps: 17.0
  443. # What should we disable? Please make sure this fits your game perfectly. If you have a cannoning server,
  444. # disabling explosions would be useless. At the same time, you shouldn't enable them for a survival server.
  445. systems:
  446. explosions: true
  447. grassspread: true
  448. melting: true
  449. pistons: true
  450. fire: true
  451. liquidspread: true
  452. decay: true
  453. redstone: true
  454. # Had reports of noteblock & observer machines to lag the server significantly
  455. noteblock: true
  456.  
  457.  
  458.  
  459. benchmark:
  460. # Benchmarking can be used to approximate the max players your server will be able
  461. # to sustain.
  462. #
  463. # TIP: If you want more accurate results (and don't mind waiting longer), change the
  464. # ftp link under here.
  465. # Placeholders: %RND% - Generate random name (useful for upload testing).
  466. #
  467. # (!) The size for upload is in bytes. A MB = 1.000.000 bytes. Default is 50MB
  468. download:
  469. link: "ftp://speedtest.tele2.net/50MB.zip"
  470. upload:
  471. link: "ftp://speedtest.tele2.net/upload/%RND%.bin"
  472. size: 50000000
  473.  
  474.  
  475. blacklisted-worlds:
  476. # Worlds where this plugin will have no effect. All lag-measures will simply be disabled.
  477. # (!) Analysis features are not disabled. (LagMonitor, LagMap)
  478. enabled: false
  479. list:
  480. - blacklisted1name
  481. - blacklisted2name
  482.  
  483.  
  484. safety-manager:
  485. # The safety manager tries to lower the chances of a server crash when the server
  486. # is under extreme load or doesn't have enough resources to run.
  487. #
  488. # It will safely shut down the server whenever the respective settings are met.
  489. # (!) This is an experimental feature and is still not recommended by default.
  490. enabled: false
  491. # Triggered when the system's space is not enough for a minecraft server. Shutting
  492. # down the server prevents glitched chunks from forming.
  493. no-space:
  494. # Space for the server to start up in bytes. The default is 50 MB.
  495. startup-space: 50000000
  496. # Threshold under which server will safely shutdown th server. Default is 20MB.
  497. shutdown-space: 20000000
  498.  
  499. logcleaner:
  500. # The Log-Cleaner cleans old logs from the directories that you select. You can use this feature to get rid of old
  501. # logs.
  502. #
  503. # maxsize = Max size (in megabytes) that the log needs to have in order to be cleaned.
  504. # maxage = Max time (in days) that the log needs to have in order to get removed.
  505. #
  506. # (!) Both of these settings are independent. If any of these conditions are met, the
  507. # (!) file will get removed.
  508. enabled: true
  509. list:
  510. - "logs/"
  511. conditions:
  512. maxsize: 30
  513. maxage: 7
  514.  
  515.  
  516. # (!) Highly Experimental! - May cause irreversible damage to your server. Please use with care.
  517. super-loader:
  518. # The super loader feature allows LagAssist and other plugins to implement so called "NMS Expansions".
  519. # NMS Expansions allow the modification of minecraft classes during runtime.
  520. enabled: false
  521.  
  522. stats-bar:
  523. # The statsbar can be accessed using /lagassist statsbar. You can configure it to better show your server
  524. # performance, or to better resemble your server's design choices.
  525. # PLACEHOLDERS: {TPS} {CHKS} {MEM} {ENT}
  526. message: "&c&l⬛ &fTPS: &a{TPS} &7&m|&r &fMEM: &a{MEM}GB &7&m|&r &fCHKS: &a{CHKS} &7&m|&r &fENT: &a{ENT} &c&l⬛"
  527. # The interval in which the tps average is created. A lower value will be more acurrate but will fluctuate a lot.
  528. # I suggest setting it around 6-12 for it to be the most precise.
  529. tps-interval: 10
  530. # How often should we refresh the statsbar? A lower value will look nicer and is more accurate, but might take more
  531. # (yet a minuscule difference) processing power to show.
  532. show-delay: 5
  533.  
  534.  
  535. # The system that creates the lagmap.
  536. lag-map:
  537. # Do you want us to fully reserve filled_map:0? This will allow for placing lagmaps in spawns and giving them to players.
  538. fully-reserve: false
  539.  
  540.  
  541. # This system allows you to configure the SmartUpdater Reminder. This
  542. # system was developed to better notify users of important changes to
  543. # the plugin and alert people using old and maybe inefficient ways of
  544. # using the plugin.
  545. smart-updater:
  546. # This feature allows you to choose which updates you will get
  547. # notified for. The default should only announce stable versions.
  548. enabled: true
  549. announce:
  550. # Don't announce updates that have been flagged as unsafe due to
  551. # major issues that have been detected.
  552. unsafe: false
  553. # Minimum likes received for the update post. Likes are usually
  554. # given when a large bug has been fixed or i've added a new feature.
  555. min-likes: 1
  556. # Minimum downloads to announce the update.
  557. min-downloads: 10
  558. # Minimum rating. Note that unrated counts as 5 stars.
  559. min-rating: 3.95
  560. settings:
  561. # Tooltips notify you when something may be broken in the current LagAssist version along with
  562. # information to help you to remedy the issue.
  563. tooltips: true
  564. # The untested system notifies you if you are using the plugin on untested versions in order
  565. # to prevent misuse.
  566. untested: true
  567.  
  568.  
  569. # This allows the system to update the config if the plugin is updated.
  570. version: 23
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