# Configuration file

client {
    # Toggle off to make missing model text in the gui fit inside the slot.
    B:zoomInMissingModelTextInGui=false

    # Enable uploading cloud geometry to the GPU for faster rendering.
    B:forgeCloudsEnabled=true

    # Disable culling of hidden faces next to stairs and slabs. Causes extra rendering, but may fix some resource packs that exploit this vanilla mechanic.
    B:disableStairSlabCulling=false

    # Enable forge to queue all chunk updates to the Chunk Update thread. May increase FPS significantly, but may also cause weird rendering lag. Not recommended for computers without a significant number of cores available.
    B:alwaysSetupTerrainOffThread=false

    # Allow item rendering to detect emissive quads and draw them properly. This allows glowing blocks to look the same in item form, but incurs a very slight performance hit.
    B:allowEmissiveItems=true

    # Control the range of sky blending for colored skies in biomes.
    I:biomeSkyBlendRange <
        2
        4
        6
        8
        10
        12
        14
        16
        18
        20
        22
        24
        26
        28
        30
        32
        34
     >

    # Enable the forge block rendering pipeline - fixes the lighting of custom models.
    B:forgeLightPipelineEnabled=true

    # When enabled, makes specific reload tasks such as language changing quicker to run.
    B:selectiveResourceReloadEnabled=false
}


general {
    # Set to true to disable Forge's version check mechanics. Forge queries a small json file on our server for version information. For more details see the ForgeVersion class in our github.
    B:disableVersionCheck=false

    # Controls the number threshold at which Packet51 is preferred over Packet52, default and minimum 64, maximum 1024
    I:clumpingThreshold=64

    # Set to true to enable the post initialization sorting of crafting recipes using Forge's sorter. May cause desyncing on conflicting recipes. MUST RESTART MINECRAFT IF CHANGED FROM THE CONFIG GUI.
    B:sortRecipies=true

    # Set this to true to remove any Entity that throws an error in its update method instead of closing the server and reporting a crash log. BE WARNED THIS COULD SCREW UP EVERYTHING USE SPARINGLY WE ARE NOT RESPONSIBLE FOR DAMAGES.
    B:removeErroringEntities=false

    # Set this to true to remove any TileEntity that throws an error in its update method instead of closing the server and reporting a crash log. BE WARNED THIS COULD SCREW UP EVERYTHING USE SPARINGLY WE ARE NOT RESPONSIBLE FOR DAMAGES.
    B:removeErroringTileEntities=false

    # Set this to true to check the entire entity's collision bounding box for ladders instead of just the block they are in. Causes noticeable differences in mechanics so default is vanilla behavior. Default: false
    B:fullBoundingBoxLadders=false

    # Base zombie summoning spawn chance. Allows changing the bonus zombie summoning mechanic.
    D:zombieBaseSummonChance=0.1

    # Chance that a zombie (or subclass) is a baby. Allows changing the zombie spawning mechanic.
    D:zombieBabyChance=0.05

    # Log cascading chunk generation issues during terrain population.
    B:logCascadingWorldGeneration=true

    # Fix vanilla issues that cause worldgen cascading. This DOES change vanilla worldgen so DO NOT report bugs related to world differences if this flag is on.
    B:fixVanillaCascading=false

    # The time in ticks the server will wait when a dimension was queued to unload. This can be useful when rapidly loading and unloading dimensions, like e.g. throwing items through a nether portal a few time per second.
    I:dimensionUnloadQueueDelay=0
    B:enableGlobalConfig=false
}


version_checking {
    # Enable the entire mod update check system. This only applies to mods using the Forge system.
    B:Global=true
}


