# The maximum total count is calculated dynamically:
# max_total = ceil((#clients + max_users) * per_client / 4)
# type: int
-# max_simultaneous_block_sends_per_client = 10
+# max_simultaneous_block_sends_per_client = 40
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
# Maximum number of blocks that can be queued for loading.
# type: int
-# emergequeue_limit_total = 256
+# emergequeue_limit_total = 512
# Maximum number of blocks to be queued that are to be loaded from file.
# Set to blank for an appropriate amount to be chosen automatically.
# type: int
-# emergequeue_limit_diskonly = 32
+# emergequeue_limit_diskonly = 64
# Maximum number of blocks to be queued that are to be generated.
# Set to blank for an appropriate amount to be chosen automatically.
# type: int
-# emergequeue_limit_generate = 32
+# emergequeue_limit_generate = 64
-# Number of emerge threads to use. Make this field blank, or increase this number
+# Number of emerge threads to use. Make this field blank or 0, or increase this number
# to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
# at the cost of slightly buggy caves.
# type: int
-# num_emerge_threads = 1
+# num_emerge_threads = 0