# Configuration file general { debug { B:EnableDebugLog=false } bugfixes { vanilla { # Fix the NPE problem that occasionally occurs with the client when the server sends a null block packet. B:ClientNullBlockPacket=true # If the NBT size is larger than the maximum size, it will display a warning message. # It will only take effect if LongNBTKiller is enabled. B:DisplayLargeNBTWarning=true # Unlocks the size limit of NBT and removes the length limit of NBTTagCompound and NBTTagList, # usually many mods will have this feature, you just need to enable one of these modules. B:LongNBTKiller=false # The maximum depth of NBTTagCompound and NBTTagList. # It will only take effect if LongNBTKiller is enabled. I:MaxNBTDepth=2048 # The maximum size of NBT. # It will only take effect if LongNBTKiller is enabled. I:MaxNBTSize=16777216 } critical { # Usually just set it to true, this option fixed a serious network packet problem. B:GuGuUtilsSetContainerPacket=true } container { # Restricts the player from interacting with the world's blocks when the player opens any container interface (except the player inventory). B:ContainerInteractRestriction=false # A generic feature that when a player's open TileEntity GUI is uninstalled, # it also forces the player's open GUI to be closed. B:ContainerUnloadTileEntityFixes=false } armourersworkshop { # Cleanroom only, used to fix an issue that caused the game to crash when unloading skin texture files. B:SkinTextureCrashFixes=true } astralsorcery { # This option is used to fix some item duplication issues on Astral Tome's constellation paper collection page. B:ContainerJournalFixes=true # This option is used to fix occasional crashes related to PlayerAttributeMap. B:PlayerAttributeMapCrashFixes=true } avaritaddons { # This option is used to fix some item duplication issues with Auto Extreme Crafting Table. B:TileEntityExtremeAutoCrafterFixes=true } cofhcore { # This option is used to fix some item duplication issues with any containers related to TE5. B:ContainerInventoryItemFixes=true # This option is used to fix an issue that would accidentally cause non-stackable items to # exceed their maximum number of stacks. B:TileInventoryFixes=true } customstartinggear { # This option causes CustomStartingGear to standardize the encoding of file reads to UTF-8, # preventing them from having problems on computers in certain regions. B:DataManagerCharSetFixes=true } draconicevolution { # This option is used to fix some item duplication issues with CraftingInjector. B:CraftingInjectorFixes=true } enderioconduits { # A somewhat disruptive feature fix that modifies some of the way item conduits work, # allowing some special cases to store extracted items inside the conduit, # which will help fix some item duplication issues, # but may introduce a slight performance overhead and some unexpected filter issues. B:ItemConduitItemStackCache=false } extrabotany { # Prevents the Mana Liquefaction Device from storing far more liquid magic than it is set to store. B:TileManaLiquefactionFixes=true } fluxnetworks { # Possible fix for duplicate users or even crashes on player networks in some cases. B:SynchronizeFixes=true # Fixes an issue where TheOneProbe on a dedicated server shows localized text anomalies. B:TheOneProbeIntegration=true } industrialcraft2 { # Fixed an issue where some item repair recipes would duplication items. B:GradualRecipeFixes=true # Fixed an issue where the orientation determined by Ejector / Pulling Upgrade was the opposite of what it actually was. B:StackUtilInvFacingFixes=true } ingameinfoxml { # Fix the issue where a paragraph would pop up to report an error in a server environment, that's all. B:PlayerHandlerFixes=true } 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 } moreelectrictools { # Items such as Electric First Aid Life Support do not continue to work if the player has died. B:LifeSupportsFixes=true } mrcrayfishfurniture { # Problem preventing certain container items from duplicate. B:BlockFurnitureTileFixes=true # Stops the game from freezing in certain special cases, mainly occurring on photo frames and other similar blocks. B:ImageCacheCrashFixes=true # Make blocks be rotated without losing their internal attributes and items (possibly not all blocks). B:RotatableFurniture=false # Stopping washing machines from repairing non-repairable items. B:WashingMachineDamageFixes=true } scalingguis { # Fixes an issue that caused a crash when deleting invalid GUI configurations. B:JsonHelperCrashFixes=true } sync { # Make players get off their mounts when they die. B:RidingFixes=true # A special fix that keeps Sync from triggering some weird item duplication issues when installed with Techguns. B:TechgunsDuplicationFixes=true } tconevo { # Fix a special crash issue that would cause special cases, # reporting that they were attributed to xyz.phanta.tconevo.integration.avaritia.client.AvaritiaMaterialModel$BakedAvaritiaMaterialModel$ WithoutHalo handleCosmicLighting(). B:HandleCosmicLightingNPEFixes=true } techguns { # Fix for recipes not working properly for certain items (Techguns only). B:InvalidRecipeFixes=true # Fixes an issue that would cause crashes in server environments. B:ServerSideEntityCrashFixes=true # Fixes an issue that would cause crashes in server environments. B:TGPermissionsCrashFixes=true } theoneprobe { # Prevents TheOneProbe from rendering the entity/player in such a way that their head is locked to a fixed pitch. B:PlayerEntityRenderFixes=true } thermaldynamics { # Fix a fluid duplication issue where they would only appear on Super-Laminar FluidDuct. B:FluidDuplicateFixes=true } thermalexpansion { # The problem with stopping a backpack from replicating is that this probably does the same thing as UniversalTweaks. B:ContainerSatchelFilterFixes=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 } enderutilities { # Fix an issue where HandyBag sometimes picking up items would cause them to be duplicated, # with the side effect that the player's item bar would no longer be populated when picking up matching items. B:ItemHandyBagDupeFixes=true # Fix an issue where Nullifier sometimes picking up items would cause them to be duplicated, # with the side effect that the player's item bar would no longer be populated when picking up matching items. B:ItemNullifierDupeFixes=true } ebwizardry { # Fix an issue where Imbuement Altar could copy items using a special interact method. B:BlockImbuementAltarDupeFixes=true } } performance { vanilla { # (Client Performance | Sodium Feature) Making all immediate chunk updates always deferred helps improve intermittent # low FPS conditions, but potentially leads to rendering delays. B:AlwaysDeferChunkUpdates=false # (Client/Server Performance | Experimental) Asynchronous loading of ItemStack's Capability to improve performance. # Conflict with CensoredASM's `delayItemStackCapabilityInit` option. # Deprecated: unstable, use at your own risk. B:AsyncItemStackCapabilityInit=true # (Client Performance | Experimental) Deduplicate vertexData array to optimise memory usage. # Works in most cases, but may cause rendering issues with models in some mods. B:BakedQuadVertexDataCanonicalization=false # (Client Performance) Deduplicate BlockFaceUV `uvs` array to optimise memory usage. B:BlockFaceUVsCanonicalization=true # (Client Performance) Improved BlockPart data structure, improve memory usage with a more efficient map. B:BlockPartDataStructureImprovements=true # (Server Performance) Improving BlockStateContainer$BlockStateImplementation#hashCode Performance with hashCode cache. B:BlockStateImplementationHashCodeCache=true # (Client/Server Performance) Optimize BoundingBox intersect check. B:BoundingBoxIntersectCheck=true # (Server Performance) Modified the data structure of capturedBlockSnapshots to a LinkedList to help improve insertion and deletion performance. B:CapturedBlockSnapshotsImprovements=false # (Client/Server Performance | Experimental) Cache the TileEntity state of the IBlockState in a chunk to improve performance. B:ChunkTileEntityCache=false # (Client/Server Performance) Use long instead of BlockPos to store TileEntities, optimising memory usage and potentially improving performance. # Conflicts with UniversalTweaks - 'Tile Entity Map' options and StellarCore maybe overrides them. B:ChunkTileEntityMapImprovements=false # (Client/Server Performance) Improving Chunk Performance with Improved Data Structures. B:ChunkTileEntityQueueImprovements=true # (Server Performance) Improving the performance of ClassInheritanceMultiMap (up to ~40%). B:ClassInheritanceMultiMapImprovements=true # (Server Performance) Improving EntityTracker Performance with Improved Data Structures. B:EntityTrackerImprovements=true # (Server Performance) Include Y distance checks when tracking entities. B:EntityTrackerIncludeY=false # (Client Performance | Experimental) A 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. B:HudCaching=false # Select a restricted HUD FPS that is only valid when HudCaching is enabled. # Min: 5 # Max: 240 I:HudCachingFPSLimit=20 # (Client Performance) Modify the data structure of ModelBlock's textures map to improve performance and reduce memory usage. # This feature requires CensoredASM mod. # Known to be incompatible with DynamicTrees. B:ModelBlockStringCanonicalization=false # (Client/Server Performance) Cache constants -32768 - 32767 of NBTTagByte, NBTTagInt, NBTTagLong, NBTTagFloat, NBTTagDouble using constant pool. # Like IntegerCache in the JVM, improves memory usage and reduces object creation overhead. # Note: Some mods may not comply with the specification causing NBTBase to be loaded prematurely, so there may be a higher probability of problems with this feature. # Incompatible with old version of Quark (< r1.6-189), which modifies the bytecode of the NBTTag class too early. B:NBTPrimitiveConstantsPool=false B:NBTTagCompoundMapImprovements=true # (Client/Server Performance) Improve the data structure of NBTTagCompound and NBTTagList and optimise the performance of matching, fetching and copying. # May conflict with other mods optimised for NBT. # Known to conflict with CensoredASM's `optimizeNBTTagCompoundBackingMap` and `nbtBackingMapStringCanonicalization` option. B:NBTTagImprovements=true # (Client Performance) As the configuration name says, use at your own risk. B:NoGLError=false # (Client/Server Performance | Experimental) Replaces the internal default ArrayList of NonNullList with an ObjectArrayList (may not work). B:NonNullListImprovements=true # (Client Performance | Experimental) A 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=false # 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/Server Performance) Use parallelStream to handle randomTick operations on world blocks to improve performance in more player environments. # Note: Possibly affecting the random logic of the original game. B:ParallelRandomBlockTicker=false # (Client Performance | Experimental) An feature that uses parallel loading of texture files, improved game loading speed. # If you get a crash when installing with VintageFix, turn this feature off, or turn off the mixins.texturemap option for VintageFix. B:ParallelTextureLoad=false B:ParallelTextureMapLoad=false # (Client Performance) Improving PropertyEnum#hashCode Performance with hashCode cache. B:PropertyEnumHashCodeCache=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=false # (Client/Server Performance) Deduplicate internal strings of ResourceLocation to reduce memory usage. # When installed with CensoredASM, turn off the `resourceLocationCanonicalization` feature of CensoredASM. # StellarCore already has backend integration for it. # Note: This feature may have a large impact on load times. B:ResourceLocationCanonicalization=true # (Client/Server Performance) ResourceLocationCanonicalization Available when enabled, makes the operation process asynchronous, # dramatically reduces the impact on startup time, but uses more memory (mainly in client model loading, very much more memory) during loading, # and the memory returns to normal after loading is complete. B:ResourceLocationCanonicalizationAsync=false # (Client Performance | Experimental) BakedQuad deduplication of SimpleBakedModel to optimise memory usage. # Works in most cases, but may cause rendering issues with models in some mods. B:SimpleBakedModelCanonicalization=false # (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=false # (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 # (Client/Server Performance) Improved `World#isValid` / `World#isOutsideBuildHeight` judgement performance, minor performance improvements. B:WorldBlockPosJudgement=true # (Server Performance) Improving WorldServer#getPendingBlockUpdates Performance with Improved Data Structures. B:WorldServerGetPendingBlockUpdatesImprovements=true } forge { # (Client/Server Performance) ASMDataTable Annotation Map builds use half of the CPU instead of all of it, # helping to improve the computer freezing problem at game startup, but potentially causing the game to take longer to load. B:ASMDataTableCPUUsageImprovements=false # (Client/Server Performance) Improved performance of ASMModParser in parsing bytecode, improved startup speed (~1 ~ 5 seconds). B:ASMModParserImprovements=true # (Client/Server Performance) ChunkManager optimisation, improves performance in more player environments. B:ChunkManager=true # When writing to Capability's NBT, if the returned NBT is empty, no content is written, which may help improve performance. B:DeallocateEmptyCapabilityNBT=true # (Client Performance | Experimental) Deduplicate unpackedData array to optimise memory usage, with significant optimisation for some mods. # Works in most cases, but may cause rendering issues with models in some mods. B:UnpackedBakedQuadDataCanonicalization=false # Adjust the optimisation level of the `UnpackedBakedQuadDataCanonicalization` option, the higher the level # the better the results but the higher the probability of encountering problems, normally a setting of 2 is sufficient... # Higher levels consume more CPU performance. # This option can be adjusted while the game is running, but restarting the game is highly recommended. # Min: 1 # Max: 3 I:UnpackedBakedQuadDataCanonicalizationLevel=1 # (Client Performance | Experimental) Deduplicate vertexData array to optimise memory usage. # Works in most cases, but may cause rendering issues with models in some mods. B:UnpackedBakedQuadVertexDataCanonicalization=false } 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 } biomesoplenty { # (Client/Server Performance) Block them from doing network operations in the main thread. B:TrailManagerAsync=true } extrabotany { # (Client/Server Performance) Block them from doing network operations in the main thread. B:PersistentVariableHandlerAsync=true } bloodmagic { # (Server Performance) Removing some unnecessary Server to Client synchronization helps ease network bandwidth usage. B:BloodAltarImprovements=true } botania { # (Server Performance) A feature with some side effects to make sparks use less performance through dynamic Tick acceleration. B:SparkEntityImprovements=false # What is the maximum working interval of the sparks? They will eventually be accelerated to 1 tick. # Only works if SparkEntityImprovements is enabled. # Min: 2 # Max: 60 I:SparkMaxWorkDelay=10 # (Server Performance) Improvements to the way Alf Portals work to slightly improve performance. B:alfPortalImprovements=true # (Server Performance) Improvements to the way Pylons work to slightly improve performance. B:pylonImprovements=true # (Server Performance) Improvements to the way Rune Altars work to slightly improve performance. B:runeAltarImprovements=true } chisel { # (Server Performance) A feature with some side effects that improves the performance of Auto Chisel's recipe search # and makes the interval between searches for recipes increase. B:AutoChiselImprovements=true # What is the maximum recipe search interval of the Auto Chisels? They will eventually be accelerated to 20 tick. # Only works if AutoChiselImprovements is enabled. # Min: 20 # Max: 100 I:AutoChiselMaxWorkDelay=100 } ctm { # (Client Performance | Experimental) A 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=false } cucumber { # When a block is updated, how many players within range can receive its update? # Only works if VanillaPacketDispatcherImprovements is enabled, and only works on mods that use the Cucumber lib. D:TileEntityUpdateRange=16.0 # (Client/Server Performance) Block them from doing network operations in the main thread. B:VanillaPacketDispatcherImprovements=false } 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 } endercore { # (Server Performance) Improve the speed of matching materials such as items using caching and special data structures # to improve the performance of EnderIO Machines overall, with a slight increase in memory usage. B:OreThingImprovements=true # (Server Performance) Improve the speed of matching materials such as items using caching and special data structures # to improve the performance of EnderIO Machines overall, with a slight increase in memory usage. B:ThingsImprovements=true } 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 # (Server Performance) Improve recipe search speed with caching. B:RecipeImprovements=true # (Server Performance) Remove some unnecessary judgments to improve performance (may have side effects). B:TileEntityBaseImprovements=true } enderioconduits { # (Server Performance) Removing some unnecessary parts to improve performance, may affect the use of the Profiler. B:AbstractConduitImprovements=true # (Server Performance) Improved some data structures, slight performance improvements. B:EnderLiquidConduitNetworkTankMap=true # (Server Performance | Experimental) Rewriting the eio conduit energy network computation logic to improve performance using multithreading. B:NetworkPowerManagerImprovements=true # (Server Performance) Improved the hashCode() method of NetworkTankKey, which can improve the performance of the EnderIO Conduit Network. B:NetworkTankKeyHashCodeCache=true # (Server Performance) Removing some unnecessary parts to improve performance, may affect the use of the Profiler. B:TileConduitBundleImprovements=true } ftblib { # (Server Performance) Improved some of the judgments so that it doesn't consume a lot of time sending network packets. B:InvUtilsForceUpdateImprovements=true } ftbquests { # (Server Performance) Improved performance of item quest checking (but may result in longer intervals between quest checks). B:QuestInventoryListenerImprovements=false } industrialcraft2 { # (Server Performance | Experimental) Rewriting the ic2 energy network computation logic to improve performance using multithreading. B:EnergyCalculatorLegImprovements=true # (Server Performance) Improved some data structures, slight performance improvements. B:EnergyNetLocalImprovements=true B:GetIoAndSubTileEnergyNetLocalImprovements=true # (Server Performance) Improved some data structures, slight performance improvements. B:GridDataImprovements=true # (Server Performance) Improved some data structures, slight performance improvements. B:GridImprovements=true # (Server Performance) Allows you to adjust the working speed of the Ejector / Pulling Module. B:ItemUpgradeModuleImprovements=false # Work speed of Ejector / Pulling Module. # Only works if ItemUpgradeModuleImprovements is enabled. I:ItemUpgradeModuleWorkDelay=5 } ingameinfoxml { # Select a restricted HUD FPS that is only valid when HUDFramebuffer is enabled. # Min: 5 # Max: 60 I:HUDFPS=10 # (Client Performance) Limit the rendering FPS of InGameInfoXML to significantly improve performance (similar to HUDCaching), # may not be compatible with older devices. B:HUDFramebuffer=false } mekanism { # (Server Performance) Performance improvements on data structures. # MEKCEu already includes this feature, so installing MEKCEu will automatically disable it. B:EnergyNetworkImprovements=true # (Server Performance) Performance improvements on data structures. # MEKCEu already includes this feature, so installing MEKCEu will automatically disable it. B:FrequencyImprovements=true # (Server Performance) Performance improvements on data structures. # MEKCEu already includes this feature, so installing MEKCEu will automatically disable it. B:PipeUtilsImprovements=true } tconstruct { # (Server Performance) Improvements in the search performance of Basin Casing recipes. B:BasinCastingRecipeSearchImprovements=true # (Server Performance) Improvements in the search performance of Melting recipes. B:MeltingRecipeSearchImprovements=true # (Server Performance) Improvements in the search performance of Table Casing recipes. B:TableCastingRecipeSearchImprovements=true # (Server Performance) Improvements in the search performance of Smeltery Alloy Casing recipes. B:TileSmelteryAlloyRecipeSearchImprovements=true # (Server Performance) Smeltery What is the maximum number of recipes that can be completed per tick? # Min: 1 # Max: 100 I:TileSmelteryMaxAlloyRecipePerTick=5 } ebwizardry { # (Server Performance) Improved event listening performance for DispenserCastingData, required mc restart. # Incompatible with TickCentral mod, alternative optimisations are used when installing with this mod. B:DispenserCastingDataImprovements=false } astralsorcery { # (Server Performance) Add optional updates to the block to improve network bandwidth usage. B:TileNetworkSkyboundImprovements=true } enderutilities { # (Server Performance) Improvements to the way UtilItemModular loads items to slightly improve performance. B:UtilItemModularImprovements=true } fluxnetworks { # (Server Performance) Removing the secondary judgement of energy transfer may help improve performance. B:ConnectionTransferImprovements=true # (Server Performance | Experimental) Rewriting the flux network calculation logic to improve performance using multithreading. B:ParallelNetworkCalculation=false } immersiveengineering { # (Server Performance) Blocking the IE Mechanical Block from triggering a full block update when transferring energy may improve performance. # But if strange block states appear try turning off this option. B:EnergyTransferNoUpdate=true } libnine { # (Client Performance) Cache the result of L9Models#isOfType to improve game loading speed. # This feature requires Vanilla#ResourceExistStateCache option. B:L9ModelsIsOfTypeCache=true } touhoulittlemaid { # (Client Performance) Enable model data Canonicalization to improve TLM model memory usage. B:modelDataCanonicalization=true # (Client Performance) Enable TexturedQuadFloat data Canonicalization to improve TLM model memory usage. B:texturedQuadFloatCanonicalization=true } nuclearcraftoverhauled { # (Server Performance) Improvements search performance of basic recipes. # Requires disable processor.smart_processor_input option at nuclearcraft.cfg. B:BasicRecipeSearchImprovements=true } } features { # The title. S:CustomGameTitle=Minecraft 1.12.2 # (Client) Allows you to modify the title of the game, highest priority, # supports earlier versions such as CleanroomLoader 3029 (May do the same thing with other mods). B:EnableCustomGameTitle=false # Does the CustomGameTitle use Hitokoto API to get random messages? (Chinese Only) B:TitleUseHitokotoAPI=false vanilla { # (Server) Allows CriterionProgress to be serialized in multiple threads. B:AsyncAdvancementSerialize=true # (Server) Define which entities will be forced to be updated. # The update to stop when there are no players near the entity, which may cause some projectiles to pile up. # This feature allows certain entities to be forced to be updated. # Note: Entity classes must be explicitly defined and their superclasses cannot be retrieved, this is for performance reasons. S:ForceUpdateEntityClasses < cofh.redstonearsenal.entity.projectile.EntityArrowFlux com.brandon3055.draconicevolution.entity.EntityCustomArrow hellfirepvp.astralsorcery.common.entities.EntityFlare hellfirepvp.astralsorcery.common.entities.EntityLiquidSpark mekanism.weapons.common.entity.EntityMekaArrow net.minecraft.entity.projectile.EntitySpectralArrow thundr.redstonerepository.entity.projectile.EntityArrowGelid xyz.phanta.tconevo.entity.EntityMagicMissile > # Completely remove something from the Forge registry, use at your own risk. # Usage: `minecraft:dirt`, `modid:something` S:ForgeRegistryRemoveList < > # (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 } fontscale { # (Client) Allows you to modify the specific scaling of small fonts in the AE2 GUI. # 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 { # Disables AstralSorcery's ChainMining perk, make that doesn't work. B:DisableChainMining=false } betterchat { # (Client) Message compat (probably does the same thing as UniversalTweaks, but the difference is that this is a special compatibility with the BetterChat mod). B:EnableMessageCompat=false } botania { # As the name suggests, use at your own risk. B:DisableCosmeticRecipe=false } ic2 { # A highly intrusive feature that makes the IC2 and most of its Addon mod's power items no longer use the endurance value to # display power, but instead use a special display, a feature that disables the endurance value and helps automate the crafting. B:ElectricItemNonDurability=false } legendarytooltips { # (Client) As the name suggests, enable it only when necessary. B:DisableTitleWrap=false } mekanism { # Allows Mekanism's machines to transmit more than 2147483647 units of energy through FluxNetworks. # MEKCEu already includes this feature, so installing MEKCEu will automatically disable it. B:FluxNetworksSupport=true # Allows TheOneProbe to show that Mekanism's machines exceed 2147483647 units of energy. # MEKCEu already includes this feature, so installing MEKCEu will automatically disable it. B:TOPSupport=true } nuclearcraftoverhauled { # Completely disable NuclearCraft: Overhauled's radiation system if you really don't want to see them in every item's NBT, haha. B:DisableRadiationCapability=false } rgbchat { # (Client) Complete rewrite of RGBChat's font renderer to optimize performance and fix crashes. B:TrueRGBSimpleRendererImprovements=true } techguns { # Are bullets treated as projectiles (affecting damage determination)? B:BulletIsProjectile=false # Safe mode is used by default for every player. B:ForceSecurityMode=true } moreelectrictools { # Disable the Efficient enchantment, if you think this enchantment will appear on any item it's just too bad. B:RemoveEfficientEnergyCostEnchantment=false } 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 } ebwizardry { # Prevents the WizardSpell loot from logging to the server console when it's casted. B:PreventWizardSpellLogSpam=false } fluxnetworks { # (Server) Make FluxNetworks to generate a random int uid for each network, instead of using the self-incrementing ID. B:RandomNetworkUniqueID=false } modularrouters { # (Client) Automatically enable the ECO mode for new routers. B:RouterECOModeByDefault=true } draconicevolution { # This option modifies the way Chaos Islands are generated B:ChaosIslandChunks=true } } }