# Chance from 1 to 100 for the redstone to break. If you don't think
# redstone could lag your server, disable it.
# The breaker system griefs some redstone from Players' contraptions in
# order to prolongue the effect of the cull. If it is set to 0, it will
# be harder to get rid of redsotne lag, because players can just start
# their farms & Lag Machines back up in a matter of seconds.
# TIP: The chance doesn't need to be too big in order for their farms to
# break. The system triggers for all of the active redstone trails and will
# break X percent of the track. Remember that even if you have chance 2, if
# we have 100 redstone, you will still have an effect on them.
# (!) TO disable set chance to 0.
# What blocks do you want to be affected by the redstone culler. This allows you
# to prevent pressure plates or other valuable blocks that don't necessarily cause
# lag to be protected from the culler.
# How many ticks should the redstone be culled if the signal changes. A too small value
# will not stop clocks, and a too large value will make destructive checks less effective.
# TIP: The recommmended value for destructive checks is 10-30; and 50-70 without.
# Destructive checks. Implemented to combat Observer lagmachines, which can bring
# a I7-4770k machine to it's knees quite easily. It listens for singal changes and
# removes all observers that go over a set value.
# Lag-Machine example: http://stefatorus.go.ro/img/SpigotTweaks/ObserverFix.gif
# (!) This should be safe, but at the same time, don't enable it without any reason.
# These lag machines are not found very often, and there is no reason to try fix them
# if everything works fine.
# Should we enable destructive checks?
# How many updates should the observer do in order to remove it? I recommend the default value.
# Automatic Redstone culling will occur if tps is under this value.
# EG: If tps is under 19, lagassist will cull redstone each time the monitor runs.
# TIP: Set to 0.0 to disable it.