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<h1>Minecraft server optimization guide</h1>
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<p>Guide for version 1.16.4</p>
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<p>Guide for version 1.16.5</p>
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<p>Based on <a href="https://www.spigotmc.org/threads/guide-server-optimization%E2%9A%A1.283181/">this guide</a> and other sources (all of them are linked throughout the guide when relevant).</p>
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<h2>Intro</h2>
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@@ -41,6 +41,10 @@ It's key to remember that overworld, nether and the end have separate world bord
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Remember that nether dimension is usually 8x smaller than overworld, because if you set worldborder wrong your players might end up
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outside of world border!
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</p>
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<p>
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<b>Make sure to set up vanilla world border (`/worldborder set [radius]`), as it limits certain functionalities such as
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lookup range for treasure maps that can cause lag spikes.</b>
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</p>
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<h2>Configurations</h2>
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@@ -216,8 +220,15 @@ etc. to the list and make them despawn after ~20 seconds (400 ticks).
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<b>default:</b> true<br>
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<b>optimized:</b> false<br>
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<b>explanation:</b><br>
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Generating treasure maps is extremely expensive and can hang a server if the structure it's trying to locate is really
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far away.
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Generating treasure maps is extremely expensive and can hang a server if the structure it's trying to locate is outside
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of your pregenerated world. It's only safe to enable this if you pregenerated your world and set vanilla world border.
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<h4>treasure-maps-return-already-discovered</h4>
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<b>default:</b> false<br>
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<b>optimized:</b> true<br>
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<b>explanation:</b><br>
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Default value forces the newly generated maps to look for unexplored structure, which are usually outside of your
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pregenerated terrain. Setting this to true makes it so maps can lead to the structures that were discovered earlier.
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<h4>viewdistances.no-tick-view-distance</h4>
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<b>default:</b> -1<br>
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@@ -226,9 +237,29 @@ far away.
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This allows players to see further without ticking as many chunks as regular view-distance would. Although it's not really
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heavy on the server keep in mind that sending more chunks will affect bandwidth.
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<h4>projectile-load-save-per-chunk-limit</h4>
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<h4>entity-per-chunk-save-limit</h4>
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<b>default:</b> -1<br>
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<b>optimized:</b> 8<br>
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<b>optimized:</b> <br>
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<pre>
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entity-per-chunk-save-limit:
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arrow: 8
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dragonfireball: 8
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egg: 8
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ender_pearl: 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: 8
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shulkerbullet: 8
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sizedfireball: 8
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snowball: 8
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spectralarrow: 8
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splashpotion: 8
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thrownexpbottle: 8
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trident: 8
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witherskull: 8
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</pre>
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<b>explanation:</b><br>
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Limits the amount of projectiles that can be saved in a chunk. This prevents issues that arise with lower view-distance
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like players throwing massive amounts of snowballs into unloaded chunk that has a potential to crash your server on
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@@ -277,7 +308,8 @@ worlds loading chunks on main thread.<br>
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<b>default:</b> false<br>
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<b>optimized:</b> true<br>
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<b>explanation:</b><br>
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Prevents dolphins from performing structure search similiar to the one that treasure maps do.
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Prevents dolphins from performing structure search similiar to the one that treasure maps do. Same rules for setting
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this to false apply.
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<h4>mobs.zombie.aggressive-towards-villager-when-lagging</h4>
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<b>default:</b> false<br>
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