anytime there is a blood moon the server tps drops to about 2-6 tps this should be fixed by this Cfg Spoiler: Cfg Code: # Configuration file blocks { B:BloodmoonSensor=true B:DyeingMachine=true B:EnderEnergyDistributor=true B:EnergyDistributor=true B:FertilizedDirt=true B:FluidDisplay=true B:ItemCollector=true B:LapisLamp=true B:MoonSensor=true B:NotificationInterface=false B:OnlineDetector=true B:PlayerInterface=true B:SpectreGlass=true B:WirelessLever=true } dungeonloot { I:WhiteStone=6 } items { B:BiomePainter=true B:BiomeSolution=true B:Bloodstone=true B:CreativeChestGenerator=true B:CreativeGrower=true B:CreativeSword=true B:DropFilter=true B:EnderLetter=true B:Ginto=true B:Imbues=true B:MagneticForce=true B:OpSpectreKey=true B:SoundRecorder=true B:SpectreArmor=true B:SpectreKey=true B:SpectreSword=true B:SpiritBinder=true B:VoidStone=true B:Whitestone=true } ########################################################################################################## # potionids #--------------------------------------------------------------------------------------------------------# # Setting these to -1 will auto resolve them. If RandomThings finds a potion at the position of the specified id it will try to find a free one. It will also dynamically increase the size of the potion array if necessary. ########################################################################################################## potionids { I:ImbueExperience=30 I:ImbueFire=76 I:ImbuePoison=31 I:ImbueSpectre=79 I:ImbueWeakness=78 I:ImbueWither=77 } settings { # The amount of ticks the biome capsule needs to collect 1 charge I:BiomeChargeTime=20 # Whether fog will turn black on a Bloodmoon to look better with the red sky B:BloodMoonBlackFog=false # The chance of a bloodmoon happening (0=Never;1=Every night;0.05=5% of all nights) D:BloodMoonChance=0.02 # Whether players are NOT allowed to sleep during a bloodmoon B:BloodMoonNoSleep=false # Whether light will be tinted red on a Bloodmoon B:BloodMoonRedLight=false # Whether the moon will be red on a Bloodmoon B:BloodMoonRedMoon=true # Whether the sky will turn red on a Bloodmoon B:BloodMoonRedSky=false # With which number should the default entity limit be multiplicated on a blood moon I:BloodMoonSpawnLimitMult=1 # How close can enemys spawn next to the player on a bloodmoon in blocks? (Vanilla=24) I:BloodMoonSpawnRange=3 # How much faster enemys spawn on a bloodmoon (0=Vanilla) I:BloodMoonSpawnSpeed=2 # Whether players in the overworld should receive a message at the beginning of the bloodmoon B:BloodmoonMessage=true # Whether the Bloodmoon should respect the doMobSpawning gamerule B:BloodmoonRespectGamerule=true # Should monsters spawned by a bloodmoon vanish at dawn? B:BloodmoonVanish=true # Bonemeal particles will appear whenever fertilized dirt boosts the plant B:FertilizedDirtGrowthIndicator=false # How often should Fertilize Dirt tick the plant above it when it's ticked itself? I:FertilizedDirtGrowthModifier=3 # The duration of imbues (in ticks) I:ImbueDuration=6000 # A random number from 0-thisconfigoption will be added to the decay speed for every Leave. Setting this to 0 will decay leaves rather linear while higher numbers will let the whole thing look more natural I:LeaveDecayFuzz=5 # The amount of ticks every leave needs to decay (Lower is faster) I:LeaveDecaySpeed=7 # In ticks (20=1 Second) I:MagneticForceTeleportLength=200 B:SpectreDimensionFog=true # The Dimension ID of the spectre World. On first run and when you set this setting to -1 RandomThings will try to find a dimensionID itself I:SpectreDimensionID=2 # The chance of phasing through an attack while being imbued with spectre D:SpectreImbueChance=0.1 # The chance of a spirit spawning when you don't use a Spectre Sword (0-1) D:SpiritChance=0.02 # The chance of a spirit spawning when you have a spirit binder in your inventory and kill the entity with a spectre sword. (0-1) D:SpiritChanceSword=0.1 # The range of a wireless lever in blocks I:WirelessLeverRange=10 } vanillachanges { # Leaves will decay much faster when no longer connected to a log B:FasterLeaveDecay=true # The minimum light will be removed so if there's no light source it's actually going to be completely black B:"Hardcore Darkness"=false # Locks the Gamma to 0 B:LockedGamma=false # The normal dirt background will be replaced with a different block each start B:ModifiedBackgrounds=true # When you throw something or shoot an arrow the motion of the player will be added to the motion of the projectile B:ThrowableMotion=false # If this is not empty the options background will not be random but the one specified here. This has to be a Resource Location, for more information visit the Curse Forge Page of Custom Backgrounds S:fixedBackground= }
implemented the config settings from civ. According to a few players it has been working out on there with the adjusted settings. They will take effect with the next restart.