#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 = 100 #The distance to network sub-levels to players at # Default: 320.0 # Range: 1.0 ~ 1.7976931348623157E308 sub_level_tracking_range = 128.0 #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 #If the entire Sable UDP Networking pipeline should be disabled. This can improve compatibility with certain mods like Replay mod and certain networking setups, but will have worse performance and latency for networking sub-levels. disable_udp_pipeline = false