# This is the default configuration profile for resetti. # You can delete or ignore any sections which are not applicable. # The path to the file to count your resets in. Leave blank to disable # reset counting. reset_count = "" # Whether or not instances should automatically unpause when you tab in. unpause_focus = true # The rate (in Hz) to poll for hotkey inputs. poll_rate = 100 # The resolution to set your instances to while they are being played, in the # format "W,H+X,Y" (e.g. 1920x1080+0,0). Delete or comment out to disable # instance stretching. play_res = "1920x1080+0,0" # An alternate resolution that can be toggled to while ingame. Delete this if # you do not want to use e.g. thin or tall window. alt_res = "400x1080+810,0" # The delay section contains delays (in milliseconds) before performing various # actions. These defaults are completely arbitrary. Increase relevant delays if # you have issues, decrease for lower latency. Depending on your setup, you may # be able to set all of these (except for unpause) to 0. # # wp_pause The delay between the preview starting and pressing F3+Esc. # idle_pause The delay between the world generation finishing and pressing F3+Esc. # unpause The delay between each unpause when tabbing in. # stretch The delay between stretching the window and (un)focusing. # ghost_pie_fix The delay after pressing F3 to fix ghost pie and resetting. # warp The delay between focusing the projector and warping the pointer. # A delay of 0 should work on most setups, but some window managers # (e.g. i3) may require a delay here. [delay] wp_pause = 20 idle_pause = 20 unpause = 20 stretch = 20 ghost_pie_fix = 20 warp = 0 # The hooks section allows you to specify various commands which are run # upon certain actions. Any blank hooks will be ignored. [hooks] # Run when a reset occurs from ingame. reset = "" # Run when the user switches to their alternate resolution. alt_res = "" # Run when the user switches to their normal resolution. normal_res = "" # Run when an instance is locked on the wall. wall_lock = "" # Run when an instance is unlocked on the wall. wall_unlock = "" # Run when an instance is played on the wall. wall_play = "" # Run when an instance is reset on the wall. wall_reset = "" # The keybinds section lets you specify keybindings for various actions you # may want to perform. # # The provided keybinds simply serve as examples. You can specify one or more # actions for each keybind. When the keybind is pressed, all of the valid # actions will occur (e.g. specifying both a wall and ingame action for a single # key will only perform one of them, depending on where you are.) # # Bind syntax: # - Specify either a key or mouse button and 0 or more modifiers. # - You can use the syntax `codeNUM` for a key with code NUM. # - Most common keys, buttons, and modifiers are supported by name. # # Available actions: # - ingame_focus Focus active instance. # - ingame_reset Reset active instance. # - ingame_toggle_res Toggle the resolution for active instance. # - wall_focus Focus wall projector. # - wall_reset_all Reset all unlocked instances. # - wall_lock Lock hovered instance. # - wall_lock(n) Lock instance N. # - wall_play Play hovered instance. # - wall_play(n) Play instance N. # - wall_reset Reset hovered instance. # - wall_reset(n) Reset instance N. # - wall_reset_others Focus reset hovered instance. # - wall_reset_others(n) Focus reset instance N. # - wall_play_first_locked Plays the first locked and idle instance. [keybinds] "Ctrl-Shift-D" = ["wall_reset_all", "ingame_reset"] "Ctrl-Shift-F" = ["ingame_focus", "wall_focus"] "LMB" = ["wall_reset"] "LMB-Shift" = ["wall_play"] "LMB-Ctrl" = ["wall_lock"] "LMB-Ctrl-Shift" = ["wall_reset_others"] "1" = ["wall_reset(1)"] "Shift-1" = ["wall_play(1)"] # The obs section lets you specify connection information for OBS websocket. # This can be disabled if you are not using wall and are not recording; # otherwise, you must provide connection information. # # The password field can be left blank if you have authentication off. # # If you are using 2 OBS instances (one for the verification recording), you # can configure port_2 and password_2. Otherwise, they should be deleted. [obs] enabled = true port = 4440 password = "" port_2 = 4441 password_2 = "" # The wall section lets you configure your wall experience. If you only want # the classic multi experience, you can delete everything from this point on. [wall] enabled = false # Whether or not to confine the mouse pointer to the OBS projector when on the # wall. confine_pointer = false # Also known as "wall bypass" on other macros. If enabled, resetting from # ingame will immediately bring you to the next locked instance which has # finished generating a world (if any.) goto_locked = false # If enabled, instances will be automatically reset when they are unlocked. reset_unlock = false # The number of milliseconds to prevent you from resetting an instance after it # starts previewing. Set to 0 to disable. grace_period = 250 # The resolution to set your instances to while they are on the wall, in # the format "W,H+X,Y" (e.g. 960x360+0,0). Delete or comment out to disable # instance stretching. stretch_res = "960x360+0,0" # Whether or not to hide the hotbar and hand while on the wall scene. If # enabled, make sure to set "f1:true" in your StandardSettings configuration. use_f1 = false # The percentage to show freeze at on preview. Set to 0 or below to disable. freeze_at = 0 # The percentage to show instances at on preview. Set below 0 to disable. show_at = 5 # The projector window to consider as the wall screen must contains this chain of characters. # You will have to change this if your OBS isn't in English. wall_window = "Projector (Scene) - Wall" # Instance moving settings. [wall.moving] # Whether or not to use moving. enabled = false # If enabled, you can only have instances visible in the first group when # attempting to play an instance from the wall. This forces you to reset your # instances before playing. force_reset_before_play = false # Whether to create gaps in the queue when locking instances. If you have a # smaller layout, you will likely want to disable this. use_gaps = true # The list of main instance groups. Instances enter the last group and move # towards the first group as you reset. You do not need enough groups to show # all instances on screen at once. # # Refer to the documentation for examples on various moving setups. [[wall.moving.groups]] # The position on the projector. position = "1920x880+0,0" # Whether instances in the group can be clicked on. Set to true to disable # interacting with instances in this group. cosmetic = false # The size of the group (in instances.) width = 2 height = 2 # The locked instance group. You can delete this if you want to have no locked # instances on the projector. [wall.moving.locks] # The position on the projector. position = "1920x200+0,880" # Whether instances in the group can be clicked on. Set to true to disable # interacting with this group. cosmetic = false # The size of the group (in instances.) width = 6 height = 1 # This section contains settings for optimizing CPU utilization while resetting. [wall.performance] # The path to write sleepbg.lock to. If left blank, it will default to the # usual ($HOME.) Only use this if you change the sleepbg.lock path of your # instances with Java's USER.HOME property. sleepbg_path = "" # The CPU affinity method to use. Leave blank to disable affinity. Options: # - sequence Each instance gets one CPU core (SMT is assumed, so 2 # threads.) When instances are locked, active, or in the # background, they are given a set amount of CPUs. # - advanced Advanced affinity, where each instance is moved between # affinity groups. Configure below. affinity = "" # Sequence affinity settings. [wall.performance.sequence] # The number of CPUs to give to the active instance. Set to 0 to disable. active_cpus = 12 # The number of CPUs to give to instances in the background. Set to 0 to # disable. background_cpus = 8 # The number of CPUs to give to locked instances. Set to 0 to disable. lock_cpus = 10 # Advanced affinity settings. [wall.performance.advanced] # How many groups to subdivide affinity groups into. Set this to the number of # CCXs your CPU has. If you don't know what this means, leave it at 1. ccx_split = 1 # The number of CPUs (cores, or threads if you have SMT) to allocate to each # affinity group. # # - Idle Instances which have finished generating a world. # - Low Instances which are on preview and have crossed low_threshold. # - Mid Instances which have not crossed low_threshold and while the # user is not on the wall. # - High Instances which have not crossed low_threshold and while the # user is on the wall. # - Active The instance being played by the user. affinity_idle = 2 affinity_low = 4 affinity_mid = 8 affinity_high = 12 affinity_active = 12 # If enabled (n > 0), instances will remain in the mid affinity group for this # many milliseconds after finishing generating. This gives extra CPU time to # allow for chunks to load in faster. burst_length = 0 # The world generation percentage at which instances are moved from the high # group to the low group. low_threshold = 20