#Whether sub-levels can split when parts are separated sub_level_splitting = true #Sub-level splitting heatmap steps that take place per tick # Default: 200 # Range: > 1 sub_level_splitting_heatmap_steps = 200 #The distance to network sub-levels to players at # Default: 320.0 # Range: 1.0 ~ 1.7976931348623157E308 sub_level_tracking_range = 320.0 #The minimum y coordinate sub-levels can exist at # Default: -10000.0 # Range: -Infinity ~ Infinity sub_level_remove_min = -10000.0 #The maximum y coordinate sub-levels can exist at # Default: 100000.0 # Range: -Infinity ~ Infinity sub_level_remove_max = 100000.0 #The fraction of velocity that is retained when a sub-level is loaded in. A value of 0.0 will indicate that no velocity should be carried over, while a value of 1.0 would carry over 100% of velocity on load. # Default: 0.9 # Range: 0.0 ~ 1.0 sub_level_velocity_retained_on_load = 0.9 #The strength multiplier applied to sub-level punching impulses # Default: 2.1 # Range: 0.0 ~ Infinity sub_level_punch_strength_multiplier = 2.1 #The strength multiplier applied to the vertical component of downward sub-level punching impulses (to prevent jumping by punching the ground while standing on something light) # Default: 0.175 # Range: 0.0 ~ Infinity sub_level_punch_downward_strength_multiplier = 0.175 #The cooldown in ticks between sub-level punches # Default: 3 # Range: > 0 sub_level_punch_cooldown_ticks = 3 #If Sable should attempt to authenticate with clients and send them sub-level data over UDP attempt_udp_networking = true