#Use console coloring and formatting
console-strip-color: true
# Change the react text color to something else
# Strip all color in chat from react
# NOTE: Some parts of react may not respond
# Change the react theme color to something else, or set it to RGB...
# Change the react dark color to something else.
# Treats item frames as dangerous, and prevents react from killing them, or
# culling them. Set this to false to allow culling them with rules, or purging
treat-itemframes-dangerous: true
# Treats armor stands as dangerous, and prevents react from killing them, or
# culling them. Set this to false to allow culling them with rules, or purging
treat-armorstands-dangerous: true
# Disable all capabilities for react to unload chunks
safemode-unload-chunks: false
# Disable all capabilities for react to interact with FastAsyncWorldEdit
# Disable all capabilities for react to communicate to the internet. I.e. Cant
# create pastebin reports, or use stats.
safemode-networking: false
# Disable all capabilities for react to interact with the game's protocol. I.e.
# Sending & intercepting packets, Ping and other features.
# Disables all capabilities for react to utilize NMS classes in CraftBukkit.
# Use this if either you are having serious problems, or are using
# Sponge,MCPC+,KCauldron, or even Glowkit
# The time a report will not show again for (in ticks) after it was just shown
# Monitor the main thread and warn the chat AND console if the server is
# locked. Please note that there is no way of knowing if the server is during a
# garbage collection. This means there WILL BE false positives. Especially with
# Save tracked spikes to React/spikes
# Due to word wrapping and hover elements, react hides the full package names
# For example net.minecraft.server.V1_12R2 would be converted to
show-fully-qualified-names: false
# The average time in milliseconds a spike must make to trigger the spike
# Slows down block physics on a per world basis if the maximum ticks per world
# Enable or disable React AI
# Double crouching quickly locks and unlocks the monitor. Turn this off if you
# have a plugin such as vanish that uses this kind of mechanic. (/re mon -lock
# The default ping in ms.
# Use protocollib to monitor keep alive packets to get super accurate (non
# averaged) ping values. Most ping plugins just grab the value from bukkit, but
# that value is usually inaccurate due to intense averaging paired with the
# slow ping update speed.
# Notify action completions via advancements (1.9+)
# Override the /tps and /lag commands to add additional information
# Override the '/killall all' command to instead use react to remove entities.
# Interpret '/killall all -f' as /re a pe -f (force kill everything but
# Override /mem with additional information
# Learns the patterns of repeated executions and attempts to grab low cpu tasks
# and burn through them to improve low ms latency.
# Disables collision for entities about to be culled.
disable-collide-on-pre-cull: true
# Disables collision for certain entities based on lag and conditions.
collision-tweaks-enabled: true
# Try some beta stuff [NOT RECCOMENDED] use at your own risk
# Cap the framerate of the map. Bukkit hard caps at 60, anything higher than 60
# will do nothing. Keep in mind that the higher the frame rate, the more bukkit
# will spawn craft scheduler threads. Keeping this low reduces memory, cpu
# usage and allows more people to use the map at the same time.
# Cap the framerate of the individual graphs in the react map. Keep this value
# low as there are many graphs to map.
# Disable all automatic actions, including RAI. Will still purge chunks if
# Enable or disable React AI
# RAI will do nothing unless the tps drops below this value for more than 20
# ticks. It does, rai will look for issues to fix.
activation-threshold: 18.5
# Modify the average radius of the server tps sampler
# Sample time viewport. Higher means more visible data in graphs over time. Due
# to lossy compression however, data may look weird near the beginning of a
# Modify the average radius of server tick time sampler
tick-time-average-radius: 3
# Sample points per sampler type
# 'Meow' instead of 'Plop'
# Use Fast Async World Edit if it is installed.
# Allow the purger to purge named entities
# Allow the purger to purge item drops
# Allow the purger to purge tamed entities
# Language to use. Languages are downloaded from
# https://github.com/VolmitSoftware/React/tree/master/language
# Enable the ability for players to request temporary access to react. Admins
# must accept the request. Admins are always able to revoke access too.
# Use NMS Adapters. Disabling this will basically make any nms or fast options
# do nothing either way. This may fix issues with FAWE and chunks on 1.8.8
# Play sounds during react's usage (chat, monitor, map, etc)
# Actions such as lock-redstone, lock-hoppers, and lock-fluids. Should they
# ever be un-frozen (using the time field)
unlock-locked-actions: true
# Notify config hotloads via advancements (1.9+)
advancement-on-hotload: false
# Use the legacy remote server (for react remote)
enable-react-remote-server: false
# The port to bind to when the remote server is enabled. This cannot be your
# server port or an already used port.
# Generate seperate configurations for each world (disable this if you have
# Opens an inventory gui to fire an action when using /re act. You can still
# change pages with /re act 1 and /re act 2 etc
# If mythic mobs is enabled, use mob stacking on them
# If mythic mobs is enabled, allow purging of them with /re a pe
# %size% = Number of entities in stack
# Color codes and formatting supported.
nametag-format: '&e%size%x &a%type% &c%hp%'
# Increase sheep wool drops depending on stack size
# Show a nametag of the stacked entity
# Only stack sheep with the same color
sheep-color-specific: false
# Show particles on stacked entities. More particles = bigger stack. This is if
# you don't want to directly show players the stack size.
# Try to stack entities in different locations on an interval.
# Speed up interval stacking by queueing each entity to stack as often as
# possible in a 1 second time window.
# The radius (in blocks) to search for entities to stack together.
# Scale all damage causes except for player x entity damage with the stack
# size. This means a stacked pig would have the same effective health by
# scaling damage to that pig. Excludes player damage.
non-player-damage-normalization: true
# The maximum size an entity stack can have
# The minimum number of entities required in a search radius to actually create
# a stack. Setting this lower will create frequent small-stacks, higher will
# make larger stacks less often.
# The maximum health a stacked entity can have. (make sure this is below
# spigots limits if you changed them)
# Try to stack entities around a newly spawned entity.
# Cache stack data through reboots, unloads and reloads.
# Use particles to indicate an entity has been marked for death, and when they
# are removed (village angry & explosion)
# Use nametags for a countdown
# The time between an entity being marked for death and actually being
# In ticks. Setting this to 100 would mark an entity for death, then
# actually kill it 5 seconds later.
# Allow the tile tick throttle to be X higher than the current time to prevent
# odd skipping of entities, and to allow room for error.
# How many ticks should the tick time be averaged across to compute biases
# The maximum tile tick time before throttling
# Enable entity tick throttling
# How many ticks should the tick time be averaged across to compute biases
# Enable entity tick throttling
# The maximum tile tick time before throttling
# Allow the tile tick throttle to be X higher than the current time to prevent
# odd skipping of entities, and to allow room for error.
# The maximum amount of events to capture per tick before ignoring the rest to
# prevent lag from glass.
# Display particles instead of block packets to visualize physics (better
# framerates than block packets)
# Display glass-block packets to visualize physics
# Should react autocull near players (in their view distances) constantly to
# enforce entity limits in the culling rules? Please keep in mind that there
# may be a performance comprimise here.React AI only culls what is causing lag.
# This abolishes that idea.
# Uses the listen-channels to print to the console.
listen-channels-enabled: false
# Bypass forced open chunks to be purged, 1.13+ only
# Should chunk purging be enabled? Only chunks OUTSIDE of every player's view
# distance combined are purged.
# The interval at which chunks are purged. Only chunks OUTSIDE of every
# player's view distance combined are purged.
# Chunk purge distance multiplier (multiplied by the server's view distance)
# Use fast block destruction for fast leaf decay. Turn this on if you dont like
# snow floating above leaves, though you lose most of the performance benefits
# The maximum milliseconds react is allowed to use to fast-leaf decay
# Trigger fast leaf decay when leaves decay normally
# Saturate the destruction queue as fast as possible, ignoring tick limits.
# The period of time (in ticks) which a leaf block that is marked for decay
# will actually decay. If 10 blocks are set to be destroyed, they will be
# destroyed randomly within 7 ticks (by default)
# The percent of tnt to be removed when tnt is over the max ms limit
# Throttle explosions to a maximum tick time per tick
max-explosions-milliseconds: 5.0
# Skip block physics for explosion block damage. Breaks cannons obviously.
fast-block-destruction: false
# Throttle explosions by removing a percentage of tnt entities after it has
# exceeded the max ms set. This obviously breaks cannons.
throttle-explosions: true
# Fast pickup xp (pick up all xp orbs at once.)
# Skip spawning xp orbs if the player who caused the xp to drop is known (just
# give them the xp). Reduces entities.
# If factions is installed, this option will configure react to be more
# compatible with a factions server (cannon stuff etc)
# Drops spawned from entities or blocks will not have a pickup cooldown. This
# reduces left behind drops while mining.
# Instant teleport drops to the nearest player (only from entities and block
teleport-to-source: false
# Despawn arrows that cannot be picked up by players anyways. (Think skeleton
# arrow landed entities).
despawn-useless-arrows: true
# Full hoppers for some reason spam-tick and cause a ton of lag. React helps by
# preventing this from happening.
reduce-overtick-hoppers: true
# Dynamically change the redstone tick speed depending on redstone tick time
# (may cause issues with large contraptions)
- '@Restrict Pig,Cow,Sheep,Chicken = 14'
- '@Restrict Zombie,Spider,Skeleton,Creeper = 14'
- '@Restrict Wolf,Ocelot,Horse = 9'
- '@Restrict Pufferfish,Tropical Fish,Squid = 3'
- '@Restrict Area Effect Cloud = 16'
- '@Restrict Armor Stand = 16'
- '@Restrict Cave Spider = 16'
- '@Restrict Chicken = 16'
- '@Restrict Complex Part = 16'
- '@Restrict Creeper = 16'
- '@Restrict Dolphin = 16'
- '@Restrict Donkey = 16'
- '@Restrict Dragon Fireball = 16'
- '@Restrict Dropped Item = 30'
- '@Restrict Drowned = 16'
- '@Restrict Elder Guardian = 16'
- '@Restrict Ender Crystal = 16'
- '@Restrict Ender Dragon = 16'
- '@Restrict Ender Pearl = 16'
- '@Restrict Ender Signal = 16'
- '@Restrict Enderman = 16'
- '@Restrict Endermite = 16'
- '@Restrict Evoker = 16'
- '@Restrict Evoker Fangs = 16'
- '@Restrict Experience Orb = 16'
- '@Restrict Falling Block = 16'
- '@Restrict Fireball = 16'
- '@Restrict Firework = 16'
- '@Restrict Fishing Hook = 16'
- '@Restrict Guardian = 16'
- '@Restrict Illusioner = 16'
- '@Restrict Iron Golem = 16'
- '@Restrict Item Frame = 16'
- '@Restrict Lightning = 16'
- '@Restrict Lingering Potion = 16'
- '@Restrict Llama Spit = 16'
- '@Restrict Magma Cube = 16'
- '@Restrict Minecart = 16'
- '@Restrict Minecart Chest = 16'
- '@Restrict Minecart Command = 16'
- '@Restrict Minecart Furnace = 16'
- '@Restrict Minecart Hopper = 16'
- '@Restrict Minecart Mob Spawner = 16'
- '@Restrict Minecart Tnt = 16'
- '@Restrict Mushroom Cow = 16'
- '@Restrict Ocelot = 16'
- '@Restrict Painting = 16'
- '@Restrict Phantom = 16'
- '@Restrict Pig Zombie = 16'
- '@Restrict Polar Bear = 16'
- '@Restrict Primed Tnt = 16'
- '@Restrict Pufferfish = 3'
- '@Restrict Rabbit = 16'
- '@Restrict Salmon = 16'
- '@Restrict Shulker = 16'
- '@Restrict Shulker Bullet = 16'
- '@Restrict Silverfish = 16'
- '@Restrict Skeleton = 16'
- '@Restrict Skeleton Horse = 16'
- '@Restrict Small Fireball = 16'
- '@Restrict Snowball = 16'
- '@Restrict Snowman = 16'
- '@Restrict Spectral Arrow = 16'
- '@Restrict Spider = 16'
- '@Restrict Splash Potion = 16'
- '@Restrict Thrown Exp Bottle = 16'
- '@Restrict Tipped Arrow = 16'
- '@Restrict Trident = 16'
- '@Restrict Tropical Fish = 3'
- '@Restrict Unknown = 16'
- '@Restrict Villager = 16'
- '@Restrict Vindicator = 16'
- '@Restrict Weather = 16'
- '@Restrict Wither = 16'
- '@Restrict Wither Skeleton = 16'
- '@Restrict Wither Skull = 16'
- '@Restrict Zombie = 16'
- '@Restrict Zombie Horse = 16'
- '@Restrict Zombie Villager = 16'
# The server is considered lagging if the tick time exeeds this value