Update Minecraft instance configuration and add new entries for various mod types in everycomp-entries files to enhance compatibility and expand available resources.

This commit is contained in:
Leonid Pershin
2026-05-09 19:41:25 +03:00
parent 344b7cf87c
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145 changed files with 4899 additions and 1 deletions
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#Krypton Hybrid - Packet Compression
#Select the compression algorithm used for all player connections.
#IMPORTANT: BOTH the server and every connecting client must use the same
#algorithm. Mismatched algorithms will immediately corrupt the session.
[compression]
#Compression algorithm to use for network packets.
# ZLIB - vanilla zlib (DEFLATE). Always available. Minecraft default.
# ZSTD - Zstandard compression (zstd-jni, native). Best ratio; moderate CPU.
#Default: ZSTD
#Allowed Values: ZLIB, ZSTD
algorithm = "ZSTD"
#Zstd compression level (1 = fastest/largest, 22 = slowest/smallest).
#Only used when algorithm = ZSTD. Backed by zstd-jni (native).
#Level 3 is the zstd reference implementation default.
#Range: 1 22 | Default: 3
# Default: 3
# Range: 1 ~ 22
zstd_level = 3
#Krypton Hybrid - Zstd Advanced / Parallel Compression
#Fine-grained control over Zstd's native multi-threaded compression
#and match-finding parameters. These settings only take effect when
#compression.algorithm = ZSTD. Changes require a server restart
#(new connections will use the updated values).
#
#WARNING: Misconfigured values can increase CPU usage or memory
#consumption significantly. The defaults are safe for all scenarios.
[zstd_advanced]
#Number of native worker threads for parallel Zstd compression.
#0 = single-threaded (compression runs in the Netty I/O thread).
#Values >= 1 activate libzstd's multi-threaded mode: input data is
#split into jobs compressed in parallel by a per-connection native
#thread pool. Useful when compressing large payloads (chunk data,
#recipe sync) on multi-core CPUs.
#
#Total native threads = workers × active connections, so keep this
#low on high-player-count servers.
#Range: 0 128 | Default: 0 (single-threaded)
# Default: 0
# Range: 0 ~ 128
workers = 0
#Overlap log for multi-threaded compression.
#Controls how much context (dictionary data) each worker thread
#shares with the previous thread's output. Higher values improve
#compression ratio but use more memory per job.
#Only meaningful when workers >= 1.
#overlap_size = 2^(overlapLog) KB.
#0 = auto (Zstd picks a value based on compression level).
#Range: 0 9 | Default: 0
# Default: 0
# Range: 0 ~ 9
overlap_log = 0
#Job size (bytes) for multi-threaded compression.
#Minimum input partition per worker thread. Smaller values increase
#parallelism for small payloads but add scheduling overhead.
#Only meaningful when workers >= 1.
#0 = auto (Zstd selects based on compression level and overlap).
#Range: 0 (auto) or 512 1073741824 | Default: 0
# Default: 0
# Range: 0 ~ 1073741824
job_size = 0
#Enable Zstd long-distance matching (LDM).
#When true, Zstd searches for repeated byte sequences across a
#much larger window than the standard match finder. Improves ratio
#for highly repetitive data (flat-world chunks, bulk NBT) at the
#cost of higher memory usage.
#Default: false
enable_long_distance_matching = false
#Window log for long-distance matching.
#Sets the LDM window size exponent: window = 2^windowLog bytes.
#Only used when enable_long_distance_matching = true.
#20 = 1 MB, 24 = 16 MB, 27 = 128 MB (Zstd default).
#For Minecraft traffic, 2024 is usually sufficient.
#Range: 10 30 | Default: 27
# Default: 27
# Range: 10 ~ 30
long_distance_window_log = 27
#Zstd compression strategy (match-finding algorithm).
#Higher strategies find better matches but use more CPU.
#0 = auto (determined by compression level).
#1 = fast, 2 = dfast, 3 = greedy, 4 = lazy, 5 = lazy2,
#6 = btlazy2, 7 = btopt, 8 = btultra, 9 = btultra2.
#Values above 5 are NOT recommended for real-time game servers.
#Range: 0 9 | Default: 0 (auto)
# Default: 0
# Range: 0 ~ 9
strategy = 0
#Enable pre-trained Zstd dictionary compression.
#Both server and client must use the same dictionary file.
#Default: false
dict_enabled = false
#Path to the pre-trained dictionary file (.zdict).
#Relative paths are resolved from the game working directory.
#Default: config/krypton_hybrid.zdict
dict_path = "config/krypton_hybrid.zdict"
#If true, dictionary load failure is fatal for Zstd context creation.
#If false, Krypton falls back to plain Zstd and logs a warning.
#Default: false
dict_required = false
#Krypton Hybrid - Network Security / Independent Packet Control
#Protects the inbound network path without touching Velocity Native fast paths.
#All checks run in the Minecraft / NeoForge layer and are designed to fail fast
#before expensive decode, decompression, NBT, or gameplay processing begins.
[security]
#Global security kill-switch.
#Default: true
enabled = true
#Connection-rate limiting and rapid reconnect protection.
[security.connection_rate_limit]
#Sustained connection attempts per second per IP.
#Range: 1 - 1000 | Default: 8
# Default: 8
# Range: 1 ~ 1000
rate = 8
#Burst capacity for new connections per IP.
#Range: 1 - 5000 | Default: 20
# Default: 20
# Range: 1 ~ 5000
burst = 20
#Quarantine duration after repeated connection abuse.
#Range: 0 - 3600 | Default: 30
# Default: 30
# Range: 0 ~ 3600
quarantine_seconds = 30
#Rapid reconnect detection window in milliseconds.
#Range: 0 - 60000 | Default: 1500
# Default: 1500
# Range: 0 ~ 60000
rapid_reconnect_window_ms = 1500
#Extra connection tokens consumed on rapid reconnect.
#Range: 0 - 128 | Default: 4
# Default: 4
# Range: 0 ~ 128
rapid_reconnect_penalty = 4
#Decompression-bomb prevention for both ZLIB and ZSTD.
[security.decompression_guard]
# Default: 16777216
# Range: > 1024
max_decompressed_bytes = 16777216
# Default: 100
# Range: > 1
max_ratio = 100
# Default: 8
# Range: > 0
min_compressed_bytes_for_ratio_check = 8
#Handshake/login timeout budgets.
[security.timeouts]
# Default: 5
# Range: 1 ~ 300
handshake_sec = 5
# Default: 10
# Range: 1 ~ 300
login_sec = 10
# Default: 30
# Range: 1 ~ 3600
play_sec = 30
#Frame and logical payload size checks.
[security.packet_size]
# Default: 2097152
# Range: > 1024
frame_max_bytes = 2097152
# Default: 131072
# Range: > 0
custom_payload_max_bytes = 131072
#Enable FriendlyByteBuf read-side hard limits (can break large mod custom payloads).
#Default: false
read_limits_enabled = false
# Default: 32767
# Range: > 1
string_max_chars = 32767
# Default: 16384
# Range: > 1
collection_max_elements = 16384
# Default: 8192
# Range: > 1
map_max_entries = 8192
# Default: 16384
# Range: > 1
counted_loop_max = 16384
# Default: 2097152
# Range: > 1
byte_array_max_bytes = 2097152
#Handshake protocol sanity checks.
[security.handshake_validation]
# Default: 3
# Range: > 0
min_protocol = 3
# Default: 1100
# Range: > 0
max_protocol = 1100
# Default: 255
# Range: 1 ~ 1024
max_address_length = 255
#Weighted anomaly response policy.
[security.anomaly]
# Default: 10
# Range: 1 ~ 1000
strike_threshold = 10
#Write-side backpressure and slow-reader protection.
[security.resource_guard]
# Default: 524288
# Range: > 1024
watermark_low = 524288
# Default: 2097152
# Range: > 1024
watermark_high = 2097152
# Default: 4096
# Range: > 1
max_pending_writes = 4096
# Default: 15
# Range: 1 ~ 3600
max_unwritable_seconds = 15
#Krypton Hybrid - Light Data Optimization
#Reduces ClientboundLevelChunkWithLightPacket size by replacing uniform
#DataLayer arrays (e.g. all-max sky-light sections) with 2-byte tokens.
#Requires Krypton Hybrid on BOTH the server and every connecting client.
[light_opt]
#Enable uniform-RLE encoding for light DataLayer arrays.
#Saves up to ~40 KB per chunk load in open-sky environments.
#Default: true
enabled = true
#Krypton Hybrid - Chunk Data Optimization
#Reduces ClientboundLevelChunkPacketData size by replacing NBT-based
#heightmap serialization with compact binary + XOR-delta encoding, and
#extracting biome data from the section buffer for single-value detection.
#Requires Krypton Hybrid on BOTH the server and every connecting client.
[chunk_data_opt]
#Enable biome delta encoding and heightmap compression.
#Heightmaps: compact binary format with XOR-delta (~40 bytes NBT overhead
#saved per chunk, plus significantly better compressibility for correlated
#heightmap data under Zstd/ZLIB).
#Biomes: single-value sections encoded as 2 bytes instead of 3+; biome
#data grouped for better cross-section compressor exploitation.
#Default: true
enabled = true
#Delayed Chunk Cache (DCC)
#Reduces redundant chunk resends when a player moves near the edge of
#their view distance. Departing chunks are buffered; if the player
#re-enters range within the timeout, the full resend is skipped.
[dcc]
#Enable or disable the Delayed Chunk Cache entirely.
#Default: true
enabled = true
#Maximum number of chunks buffered per player.
#When full, new departing chunks are untracked immediately.
#Range: 1 200 | Default: 60
# Default: 60
# Range: 1 ~ 200
size_limit = 60
#Cache radius (chunks) around the player's current position.
#Cached chunks farther than this are evicted and untracked.
#Range: 1 32 | Default: 5
# Default: 5
# Range: 1 ~ 32
distance = 5
#Seconds before a cached chunk is forcibly evicted.
#Higher values improve hit rate; lower values reduce client memory.
#Range: 5 300 | Default: 30
# Default: 30
# Range: 5 ~ 300
timeout_seconds = 30
#Broadcast Serialization Cache
#Caches serialized packet bytes when the same Packet object is
#broadcast to multiple players, avoiding redundant serialization.
[broadcast_cache]
#Enable the broadcast serialization cache.
#Saves CPU by avoiding re-serialization of the same packet
#when broadcast to multiple players on the same Netty I/O thread.
#Default: true
enabled = true
#Packet Coalescing
#Deduplicates redundant entity update packets within each tick's
#bundle before sending. Removes superseded velocity, teleport,
#and entity data packets for the same entity.
[packet_coalescing]
#Enable packet coalescing within entity tracking bundles.
#Default: true
enabled = true
#Block Entity NBT Delta Sync
#Reduces block entity data packet size by sending only changed NBT
#keys instead of the full tag. Requires Krypton Hybrid on BOTH
#the server and every connecting client.
[block_entity_delta]
#Enable per-player NBT delta encoding for block entity updates.
#Significantly reduces bandwidth for frequently-updating block
#entities (furnaces, hoppers, redstone components).
#Default: true
enabled = true
#Proxy Compatibility
#Controls how Krypton Hybrid interacts with reverse proxies
#(e.g. Velocity). When behind a proxy, certain optimizations must
#be disabled or gated to preserve proxy compatibility.
[proxy]
#Proxy detection mode.
# NONE - No proxy; all optimizations active (direct connection).
# AUTO - Auto-detect Velocity via login plugin channel.
# When detected, forces ZLIB on backend and gates custom
# wire formats behind capability negotiation.
# VELOCITY - Assume Velocity proxy; always use ZLIB backend
# compression and gate custom wire formats.
#Default: NONE
#Allowed Values: NONE, AUTO, VELOCITY
mode = "NONE"
#Shared secret for Velocity Modern Forwarding.
#Must match the forwarding-secret in Velocity's velocity.toml.
#When non-empty and mode is AUTO or VELOCITY, the server will
#verify connecting players via HMAC-SHA256 signed forwarding data.
#Leave empty to disable modern forwarding (heuristic detection only).
#Default: (empty)
forwarding_secret = ""