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- 更新示例配置文件。
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KasumiNova committed Sep 9, 2024
1 parent 4ecc9f6 commit ddd1546
Showing 1 changed file with 134 additions and 1 deletion.
135 changes: 134 additions & 1 deletion ExampleConfiguration.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,9 @@ general {
# (Client/Server Performance) Modified Chunk's TileEntityMap to a special data structure to improve performance (experimental, may not work).
B:ChunkTileEntityMapImprovements=true

# (Server Performance) Improving the performance of ClassInheritanceMultiMap (up to ~40%).
B:ClassInheritanceMultiMapImprovements=true

# (Client Performance) An experimental feature from Patcher mod, using protocol CC-BY-NC-SA 4.0, if there are any copyright issues, please contact me to remove it.
# Dramatically improves performance by limiting the HUD to a specified FPS, may not be compatible with older devices.
# May perform strangely with some HUD Mods.
Expand All @@ -32,14 +35,44 @@ general {
B:NonNullListImprovements=true

# (Client Performance) An experimental feature that helps speed up game loading by modifying the model loader's code to enable parallel loading capabilities (5s ~ 40s faster).
# Incompatible with some mod's models because they use their own model loader, if you encounter a missing model, please report it to the StellarCore author for manual compatibility.
# Compatible model loader: CTM,LibNine,TConstruct
# Contrary to VintageFix's DynamicResource functionality and therefore incompatible, you can only choose one.
B:ParallelModelLoader=true

# Defining which ModelLoader cannot be safely asynchronized to allow StellarCore to load models
# using a synchronous approach, usually requires no modification to it.
S:ParallelModelLoaderBlackList <
slimeknights.tconstruct.library.client.model.ModifierModelLoader
>

# (Client Performance) An experimental feature that uses parallel loading of texture files.
B:ParallelTextureLoad=true

# (Client Performance) Caches the state of existence of each resource file in the ResourcePack,
# improve the speed of model loading, if you encounter the game can not be loaded or display anomaly, turn off this option.
B:ResourceExistStateCache=true

# (Client Performance) Improve the Map data structures of StateMapperBase to make them faster (~30%).
B:StateMapperBaseImprovements=true

# (Client Performance) Enabling Stitcher caching improves the game loading speed.
# The main principle is to cache the Stitcher's splicing results and save them to the hard drive for next time reading, so
# you need to pre-launch the game once before you can see the effect.
# Not compatible with VintageFix's DynamicResource, but should work well with VintageFix's TurboStitcher.
B:StitcherCache=true

# (Client Performance) Clearing the cache after loading a model, significantly reduce memory usage.
# But it may cause some mod's models to be messed up after reloading ResourcePacks,
# Turning this option off will use more memory.
# If you installed FoamFix, FoamFix does the same thing but StellarCore is faster, you may need to turn off the `wipeModelCache` option in foamfix.cfg.
B:WipeModelCache=true
}

avaritia {
# (Client / Server Performance) Speed up recipe loading with parallel loading.
B:AvaritiaRecipeManagerImprovements=true

# (Server Performance) Removing some unnecessary Server to Client synchronization helps ease network bandwidth usage.
B:TileBaseImprovements=true
}
Expand Down Expand Up @@ -78,6 +111,9 @@ general {
}

enderio {
# (Server Performance) Improve the performance of item determination in FarmerStation using caching (mainly related to the canPlant() method).
B:FarmerImprovements=true

# (Server Performance) Removing some unnecessary parts to improve performance, may affect the use of the Profiler.
B:ItemToolsImprovements=true

Expand Down Expand Up @@ -150,6 +186,9 @@ general {
}

customloadingscreen {
# (Recommend) (Client Performance) We'll never know why we have to wait an extra (20*5)ms for each module loaded.
B:ModLoadingListenerImprovements=true

# (Client Performance) Clean up their mapping after the game has finished loading to improve memory usage.
B:TextureCleanup=true
}
Expand Down Expand Up @@ -197,6 +236,18 @@ general {
I:TileSmelteryMaxAlloyRecipePerTick=5
}

ctm {
# (Client Performance) An experimental feature that loads CTM's Metadata data faster (~60%) using parallelStream,
# usually with few conflict issues. If enabling this feature causes a problem, please report it immediately.
B:TextureMetadataHandlerImprovements=true
}

ebwizardry {
# (Server Performance) Improved event listening performance for DispenserCastingData.
# Note: We are currently experiencing strange issues on some devices during testing, please report any unknown crashes with this feature enabled immediately.
B:DispenserCastingDataImprovements=true
}

}

features {
Expand Down Expand Up @@ -255,9 +306,14 @@ general {

fontscale {
# (Client) Allows you to modify the specific scaling of small fonts in the AE2 GUI.
# Min: 0.0
# Min: 0.25
# Max: 1.0
D:AppliedEnergetics2=0.5

# (Client) Allows you to modify the specific scaling of small fonts in the EnderUtilities GUI.
# Min: 0.25
# Max: 1.0
D:EnderUtilities=0.5
}

astralsorcery {
Expand All @@ -273,6 +329,13 @@ general {
vanilla {
# (Server) Allows CriterionProgress to be serialized in multiple threads.
B:AsyncAdvancementSerialize=true

# (Client Only) Listening to clients loading/unloading new worlds, disabling this option will cause some features on memory leak fixing to fail.
B:HandleClientWorldLoad=true

# An extra feature that stops the model loader from printing errors, neat log, no?
# May have implications for Debug, cannot prevent errors in the output of custom loaders. only available if ParallelModelLoader is enabled.
B:ShutUpModelLoader=false
}

ic2 {
Expand All @@ -281,6 +344,16 @@ general {
B:ElectricItemNonDurability=true
}

enderioconduits {
# If you're really tired of all this useless logging, set it to true (filter only the no side effects section).
B:PrevEnderLiquidConduitNetworkLogSpam=true
}

lazyae2 {
# The Level Maintainer request synthesis will always be made to the set value, not just to the critical value.
B:LevelMaintainerRequestCountImprovements=false
}

}

bugfixes {
Expand Down Expand Up @@ -345,12 +418,24 @@ general {
}

immersiveengineering {
# (Client Only) Clear the model cache when the player switches worlds to avoid memory leaks.
# Minor performance impact. Mainly a problem when installing with other mods.
B:AutoCleanRenderCache=true

# Immediately exit the thread when `Immersive Engineering Contributors Thread` encounters an error while reading JSON,
# instead of always printing the error.
B:IEContributorsThreadExceptionFixes=true

# Fixes an issue that would cause fluids to duplicate in some special cases, although they were a bit tricky to reproduce.
B:JerryCanFixes=true

# Fixes an issue that would cause items to duplicate in certain special cases, although they were a bit tricky to reproduce.
B:MultiblockStructureContainerFixes=true

# Fixes an issue that caused ArcFurnace's item bar items to stack
# more than their items themselves under certain special circumstances, helping to fix item duplication.
B:TileEntityArcFurnaceInventoryFixes=true

# Makes Excavator not drop twice drops when digging blocks (possible side effect).
B:TileEntityExcavatorDigBlockFixes=true
}
Expand Down Expand Up @@ -452,6 +537,54 @@ general {
B:HandleCosmicLightingNPEFixes=true
}

advancedrocketry {
# Fix the NPE problem that occasionally occurs with BiomeChanger.
B:ItemBiomeChanger=true

# When the planetDefs.xml file is corrupted, make it regenerate the file instead of letting it damn near crash.
# This is usually only a problem if the game process is unexpectedly exited, and the file is usually unrecoverable without a backup.
B:PreventDimensionManagerCrash=true
}

ancientspellcraft {
# (Client Only) Fix a memory leak caused by AncientSpellCraft's FakePlayer,
# mainly in that it would cause the first world loaded not to be cleaned up by Java GC.
# Experimental, if a crash occurs with anything related to ASFakePlayer, please report this issue immediately.
B:ASFakePlayerFixes=false
}

botania {
# (Client Only) Automatically clean up data when the player switches worlds, optional feature as WeakHashMap does not usually cause memory leaks.
B:AutoCleanManaNetworkHandler=true
}

journeymap {
# (Client Only) Automatically clears the radar player cache when a player switches worlds to avoid memory leaks caused in the client.
B:AutoCleanPlayerRadar=true
}

libvulpes {
# (Client Only) Automatically clean up InputSyncHandler's spaceDown data when the player switches worlds.
# Although libvulpes has already coded this judgment, there is still a small chance that it will trigger a memory leak.
B:AutoCleanInputSyncHandlerData=true
}

mekanism {
# (Client Only) Automatically clean up old player data when the player switches worlds to address some memory leaks,
# and while Mekanism has written cleanup features, they will only clean up when returning to the main menu.
B:AutoCleanPortableTeleports=true
}

modularrouters {
# Prevent routers from recognizing fluid bucket containers to avoid unexpected fluid replication problems.
B:BufferHandlerFluidHandlerFixes=true
}

rpsideas {
# (Client Only) Fix memory leaks caused by improper object management on the client side.
B:ItemBioticSensorMemoryLeakFixes=true
}

}

debug {
Expand Down

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