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Merge branch 'main' into main
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@@ -21,6 +21,7 @@ Recommended top picks:
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* [Tuinity](https://github.com/Spottedleaf/Tuinity) - Paper fork that includes even more high-performance patches.
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* [Airplane](https://github.com/Technove/Airplane) - Tuinity fork that aims to further improve server performance.
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* [Purpur](https://github.com/pl3xgaming/Purpur) - Airplane fork focused on features and the freedom of customization.
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You should stay away from:
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* Yatopia - "The combined power of Paper forks for maximum instability and unmaintainablity!" - [KennyTV's list of shame](https://github.com/KennyTV/list-of-shame). Nothing more to be said. (Moreover, the project has been discontinued.)
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* Mohist - "Mohist is programmed to be malicious, game-breaking, and very unstable!" - [Reasons why you shouldn't use it](https://essentialsx.net/do-not-use-mohist.html)
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@@ -103,25 +104,25 @@ Good starting values:
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experience_orb: 16
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arrow: 16
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dragonfireball: 3
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dragon_fireball: 3
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egg: 8
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ender_pearl: 8
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eye_of_ender: 8
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fireball: 8
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firework: 8
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largefireball: 8
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lingeringpotion: 8
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llamaspit: 3
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shulkerbullet: 8
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sizedfireball: 8
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small_fireball: 8
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fireworks_rocket: 8
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potion: 8
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llama_spit: 3
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shulker_bullet: 8
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snowball: 8
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spectralarrow: 16
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splashpotion: 3
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thrownexpbottle: 3
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spectral_arrow: 16
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experience_bottle: 3
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trident: 16
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witherskull: 4
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wither_skull: 4
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area_effect_cloud: 8
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```
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With the help of this entry you can set limits to how many entities of specified type can be saved. You should provide a limit for each projectile at least to avoid issues with massive amounts of projectiles being saved and your server crashing on loading that. There is an list of all projectiles provided below. Please adjust the limit to your liking. Suggested value for all projectiles is around `10`. You can also add other entities by their type names to that list. This config option is not designed to prevent players from making large mob farms.
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With the help of this entry you can set limits to how many entities of specified type can be saved. You should provide a limit for each projectile at least to avoid issues with massive amounts of projectiles being saved and your server crashing on loading that. You can put any entity id here, see the minecraft wiki to find IDs of entities. Please adjust the limit to your liking. Suggested value for all projectiles is around `10`. You can also add other entities by their type names to that list. This config option is not designed to prevent players from making large mob farms.
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#### seed-based-feature-search-loads-chunks
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@@ -262,6 +263,26 @@ In most cases you can safely set this to `false`. If you're using armor stands o
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Here you can disable armor stand collisions. This will help if you have a lot of armor stands and don't need them colliding with anything.
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#### tick-rates
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```
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Good starting values:
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sensor:
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villager:
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secondarypoisensor: 80
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nearestbedsensor: 80
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villagerbabiessensor: 40
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playersensor: 40
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nearestlivingentitysensor: 40
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behavior:
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villager:
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validatenearbypoi: 60
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acquirepoi: 120
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```
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This decides how often specified behaviors and sensors are being fired in ticks. `acquirepoi` for villagers seems to be the heaviest behavior, so it's been greately increased. Decrease it in case of issues with villagers finding their way around.
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### [airplane.yml]
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#### max-loads-per-projectile
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@@ -474,7 +495,7 @@ For Debian / Ubuntu
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# "Too good to be true" plugins
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## Plugins removing ground items
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Absolutely unnecessary since they can be replaced with [merge radius](#merge-radius) and [alt-item-despawn-rate](#alt-item-despawn-rateenabled) and frankly, they're less configurable than basic server configs. They tend to use more resources scanning and removing items than not removing the items at all.
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Absolutely unnecessary since they can be replaced with [merge radius](#merge-radius) and [alt-item-despawn-rate](#alt-item-despawn-rate) and frankly, they're less configurable than basic server configs. They tend to use more resources scanning and removing items than not removing the items at all.
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## Mob stacker plugins
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It's really hard to justify using one. Stacking naturally spawned entities causes more lag than not stacking them at all due to the server constantly trying to spawn more mobs. The only "acceptable" use case is for spawners on servers with a large amount of spawners.
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