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README.md
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README.md
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@ -6,16 +6,10 @@ ## (Yet another ~~Paper~~ Tuinity fork attempt)
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## What ##
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## What ##
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This Fork tries to import universal/performance patches from [EMC](https://github.com/starlis/empirecraft), [Lithium](https://github.com/jellysquid3/lithium-fabric), [Akarin](https://github.com/Akarin-project/Akarin) and [Purpur](https://github.com/pl3xgaming/Purpur), while adding a few more (optional via config) "extrem" patches that modify the vanilla minecraft gameplay for more performance(noteable killing entity pushing/collisionboxes). This fork was based on Paper, but is now based on [Tuinity](https://github.com/Spottedleaf/Tuinity).
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This Fork tries to import universal/performance patches from [EMC](https://github.com/starlis/empirecraft), [Lithium](https://github.com/jellysquid3/lithium-fabric), [Akarin](https://github.com/Akarin-project/Akarin) and [Purpur](https://github.com/pl3xgaming/Purpur), while adding a few more (optional via config) "extreme" patches that modify the vanilla minecraft gameplay for more performance(noteable killing entity pushing/collisionboxes). This fork was based on Paper, but is now based on [Tuinity](https://github.com/Spottedleaf/Tuinity).
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## Config entries
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## Config entries
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### itemStuckSleepTicks
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``Default``:``1`` Controlls how often a dropped item checks rather it's stuck inside a block(Their most expansive operation). Higher values like ``15`` can be savely used and greatly improves dropped item performance if your server has thousends of them(from big farms/tnt/farming players etc).
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### disableEntityWaterChecks
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``Default``:``false`` Entities don't check for drowning. Legacy option that probably doesn't do that much.
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### disableEntityStuckChecks
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### disableEntityStuckChecks
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``Default``:``false`` Entities don't check if they are stuck in a wall and should sufficate. Usefull in for example hubs where player damage is canceled anyway.
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``Default``:``false`` Entities don't check if they are stuck in a wall and should sufficate. Usefull in for example hubs where player damage is canceled anyway.
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@ -25,18 +19,18 @@ ### disablePlayerOutOfWorldBorderCheck
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### disableEntityCollisions
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### disableEntityCollisions
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``Default``:``false`` All entities stop pushing each other. The only exception is that players still will be pushed since this is clientside and controlled by a scoreboard team flag. This also breaks the entity cramming(which players can bypass anyway with ladders). Greatly improves performance where entity pushing is not required.
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``Default``:``false`` All entities stop pushing each other. The only exception is that players still will be pushed since this is clientside and controlled by a scoreboard team flag. This also breaks the entity cramming(which players can bypass anyway with ladders). Greatly improves performance where entity pushing is not required.
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### onlyPlayerCollisions
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``Default``:``false`` Does the same as ``disableEntityCollisions`` except that players are still able to push other entities.
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### disableEntityCollisionboxes
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### disableEntityCollisionboxes
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``Default``:``false`` Removes the collisionbox from entities. This only really affects shulker mobs(not the shulker box) so that mobs will fall through them like any other mob. Players still can walk over them since that is clientside. Greatly improves performance, with minimal impact on ingame behavior.
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``Default``:``false`` Removes the collisionbox from entities. This only really affects shulker mobs(not the shulker box) so that mobs will fall through them like any other mob. Players still can walk over them since that is clientside. Greatly improves performance, with minimal impact on ingame behavior.
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### checkEntityBlockCollisionTicks
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### onlyPlayerCollisions
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``Default``:``1`` How often entities trigger blocks like pressureplates/cactus/nether portals. Legacy option that probably doesn't do that much, breaks the nether portal logic and will be removed later.
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``Default``:``false`` Does the same as ``disableEntityCollisions`` except that players are still able to push other entities.
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### pistonPushLimit
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### pistonPushLimit
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``Default``:``12`` Just a fun option that enables you to modify the maximum amount of blocks that a piston can push. Together with slime/honeyblocks and pushable tiles from tuinity this allows a lot of new machines/doors.
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``Default``:``12`` Just a fun option that enables you to modify the maximum amount of blocks that a piston can push. Together with slime/honeyblocks and pushable tiles from tuinity this allows a lot of new machines/doors.
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### itemStuckSleepTicks
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``Default``:``1`` Controlls how often a dropped item checks rather it's stuck inside a block(Their most expansive operation). Higher values like ``15`` can be savely used and greatly improves dropped item performance if your server has thousends of them(from big farms/tnt/farming players etc).
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### villager.simplerVillagerBehavior
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### villager.simplerVillagerBehavior
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``Default``:``false`` Replaces the entire villager AI to the old AI system that all other mobs use. This breaks iron farms/villager breeders/villages(WIP to fix these problems), all villagers get a random profession(if they didn't have one) like in 1.8, don't need/use workstations and refresh their trades after some time(trades are completly unaffected). This makes villagers as performant as all the other mobs by getting rid of their "brain"(Mojangs name^^) and behavior controller system, instead using the normal goal selector system. This way villagers are over twice as performant, but with the drawbacks that for now Iron farms/villager breeders are broken, so they can just be used for trading systems.
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``Default``:``false`` Replaces the entire villager AI to the old AI system that all other mobs use. This breaks iron farms/villager breeders/villages(WIP to fix these problems), all villagers get a random profession(if they didn't have one) like in 1.8, don't need/use workstations and refresh their trades after some time(trades are completly unaffected). This makes villagers as performant as all the other mobs by getting rid of their "brain"(Mojangs name^^) and behavior controller system, instead using the normal goal selector system. This way villagers are over twice as performant, but with the drawbacks that for now Iron farms/villager breeders are broken, so they can just be used for trading systems.
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@ -58,4 +52,4 @@ ## LICENSE
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See [EMC](https://github.com/starlis/empirecraft), [Lithium](https://github.com/jellysquid3/lithium-fabric), [Akarin](https://github.com/Akarin-project/Akarin), [Purpur](https://github.com/pl3xgaming/Purpur) and [Tuinity](https://github.com/Spottedleaf/Tuinity)
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See [EMC](https://github.com/starlis/empirecraft), [Lithium](https://github.com/jellysquid3/lithium-fabric), [Akarin](https://github.com/Akarin-project/Akarin), [Purpur](https://github.com/pl3xgaming/Purpur) and [Tuinity](https://github.com/Spottedleaf/Tuinity)
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for the license of material used/modified by this project.
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for the license of material used/modified by this project.
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**By using this project you accept the Mojang EULA! Starting the server-jar requires that you have read and accepted the EULA because of [this patch](https://github.com/tr7zw/YAPFA/blob/master/patches/server/0017-EMC-Accept-the-EULA.patch)!**
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**By using this project you accept the Mojang EULA! Starting the server-jar requires that you have read and accepted the EULA.**
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