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ConfigVersion: 0.1 # Don't change this line
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# The amount of database objects allowed to load per frame. Higher values will allow the world to load faster at the cost of frame rate.
LoadedDatabaseObjectsPerFrame: 5

# The number of decompressed clusters to keep cached. Increasing this means more memory usage but lower CPU usage when making block changes.
DecompressedClusterCacheSize: 10

# The time in seconds between sending pings to the master server to let it know the construct is still functioning normally.
MasterServerPingIntervalSeconds: 14

# How often in seconds the construct should save changes.
SaveIntervalSeconds: 5

# How long in seconds a construct will wait for new connections before shutting down after the last player leaves.
ShutdownWaitSeconds: 20

# How long to allow a player to log in after the master server alerts the construct they will log in.
WaitForExpectedPlayerLoginSeconds: 15

# How many network messages should be sent per second.
QueuedMessagesSentPerSecond: 200

# Minimum time that needs to pass between network object visibility checks (which controls spawning and unspawning), for each player.
NetworkObjectVisibilityMinRefreshInterval: 1

# The world is divided into a grid of 'zones'. Objects within zones that are close to the player's current zone are spawned. This is the size of those zones.
NetworkObjectVisibilityZoneSize: 20

# Maximum amount of zones away from player's current zone network objects will spawn in.
NetworkObjectSpawnZoneRange: 20

# Amount of zones away from player's current zone network objects will remain in until before despawning. Should be greater than NetworkObjectSpawnZoneRange, and must not be lower.
NetworkObjectDespawnZoneRange: 30

# Interval in seconds between despawn checks. Despawns may also occur during full refreshes, governed by NetworkObjectVisibilityMinRefreshInterval and ZonesCrossedForFullSpawnRefresh.
NetworkObjectDespawnCheckInterval: 3

# The amount of zones that must be crossed since last check to trigger a full network object visibility refresh. Likely triggered by teleports, fast movement, or high refresh intervals.
ZonesCrossedForFullSpawnRefresh: 8

# The IRC details to send to each new connecting player. Players will connect to IRC using these settings on server join.
# "<ConstructName>" (without the double quotes) will be replaced with the construct's actual name.
ServerAddress: 203.122.219.5
ServerPort: 19602
Channels:
- ChannelName: PlxsysChat
  UserCanLeave: False
  