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https://github.com/YouHaveTrouble/minecraft-optimization.git
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@@ -71,18 +71,15 @@ It's key to remember that the overworld, nether and the end have separate world
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#### [`server.properties`]
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#### [`server.properties`]
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##### network-compression-threshold
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##### network-compression-threshold
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This allows you to set the cap for the size of a packet before the server attempts to compress it. Setting it higher can save some cpu resources at the cost of bandwidth, and setting it to -1 disables it. Setting this higher may also hurt clients with slower network connections. If your server is in a network with a proxy or on the same machine (with less than 2 ms ping), disabling this (-1) will be beneficial, since internal network speeds can usually handle the additional uncompressed traffic. Never disable this unless you are on the same machine or behind a proxy.
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This allows you to set the cap for the size of a packet before the server attempts to compress it. Setting it higher can save some cpu resources at the cost of bandwidth, and setting it to -1 disables it. Setting this higher may also hurt clients with slower network connections. If your server is in a network with a proxy or on the same machine (with less than 2 ms ping), disabling this (-1) will be beneficial, since internal network speeds can usually handle the additional uncompressed traffic.
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#### [`purpur.yml`]
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#### [`purpur.yml`]
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##### use-alternate-keepalive
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##### use-alternate-keepalive
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You can enable purpur's alternate keepalive system so players with bad connection don't get timed out as often. Has known incompatibility with TCPShield.
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You can enable purpur's alternate keepalive system so players with bad connection don't get timed out as often. Has known incompatibility with TCPShield.
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```
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> Enabling this sends a keepalive packet once per second to a player, and only kicks for timeout if none of them were responded to in 30 seconds. Responding to any of them in any order will keep the player connected. AKA, it won't kick your players because 1 packet gets dropped somewhere along the lines
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Enabling this sends a keepalive packet once per second to a player, and only kicks for timeout if none of them were responded to in 30 seconds.
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~ https://pl3xgaming.github.io/PurpurDocs/Configuration/#use-alternate-keepalive
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Responding to any of them in any order will keep the player connected. AKA, it won't kick your players because 1 packet gets dropped somewhere along the lines
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```
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https://pl3xgaming.github.io/PurpurDocs/Configuration/#use-alternate-keepalive
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---
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---
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@@ -91,7 +88,7 @@ https://pl3xgaming.github.io/PurpurDocs/Configuration/#use-alternate-keepalive
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#### [`spigot.yml`]
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#### [`spigot.yml`]
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##### view-distance
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##### view-distance
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View-distance is distance in chunks around the player that the server will tick. Essentially the distance from the player that things will happen. This includes furnaces smelting, crops and saplings growing, etc. You should set this value in [`spigot.yml`], as it overwrites the one from [`server.properties`] and can be set per-world. This is an option you want to purposefully set low, somewhere around `3` or `4`, because of the existence of `no-tick-view-distance`. No-tick allows players to load more chunks, without ticking them. This effectively allows players to see further without the same performance impacts.
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View-distance is distance in chunks around the player that the server will tick. Essentially the distance from the player that things will happen. This includes furnaces smelting, crops and saplings growing, etc. You should set this value in [`spigot.yml`], as it overwrites the one from [`server.properties`] and can be set per-world. This is an option you want to purposefully set low, somewhere around `3` or `4`, because of the existence of `no-tick-view-distance`. No-tick allows players to load more chunks without ticking them. This effectively allows players to see further without the same performance impacts.
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#### [`paper.yml`]
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#### [`paper.yml`]
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@@ -99,7 +96,7 @@ View-distance is distance in chunks around the player that the server will tick.
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This option allows you to set the maximum distance in chunks that the players will see. This enables you to have lower `view-distance` and still let players see further. It's important to know that while the chunks beyond actual `view-distance` won't tick, they will still load from your storage, so don't go overboard. `10` is basically maximum of what you should set this to. As of now chunks are sent to the client regardless of their view distance setting, so going on higher values for this option can cause issues for players with slower connections.
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This option allows you to set the maximum distance in chunks that the players will see. This enables you to have lower `view-distance` and still let players see further. It's important to know that while the chunks beyond actual `view-distance` won't tick, they will still load from your storage, so don't go overboard. `10` is basically maximum of what you should set this to. As of now chunks are sent to the client regardless of their view distance setting, so going on higher values for this option can cause issues for players with slower connections.
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##### delay-chunk-unloads-by
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##### delay-chunk-unloads-by
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This option allows you configure how long chunks will stay loaded after a player leaves. This helps to not constantly load and unload the same chunks when a player moves back and forth. Too high values can result in way too many chunks being loaded at once. In areas that are frequently teleported to and loaded, consider keeping the area permanently loaded. This will be lighter for your server than constantly loading and unloading them.
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This option allows you to configure how long chunks will stay loaded after a player leaves. This helps to not constantly load and unload the same chunks when a player moves back and forth. Too high values can result in way too many chunks being loaded at once. In areas that are frequently teleported to and loaded, consider keeping the area permanently loaded. This will be lighter for your server than constantly loading and unloading chunks.
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##### max-auto-save-chunks-per-tick
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##### max-auto-save-chunks-per-tick
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Lets you slow down incremental world saving by spreading the task over time even more for better average performance. You might want to set this higher than `8` with more than 20-30 players. If incremental save can't finish in time then bukkit will automatically save leftover chunks at once and begin the process again.
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Lets you slow down incremental world saving by spreading the task over time even more for better average performance. You might want to set this higher than `8` with more than 20-30 players. If incremental save can't finish in time then bukkit will automatically save leftover chunks at once and begin the process again.
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@@ -143,18 +140,18 @@ Here you can disable armor stand collisions. This will help if you have a lot of
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#### [`bukkit.yml`]
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#### [`bukkit.yml`]
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##### spawn-limits
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##### spawn-limits
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The math of limiting mobs is `[playercount] * [limit]`, where "playercount" is current amount of players on the server. Logically, the smaller the numbers are, the less mobs you're gonna see. `per-player-mob-spawn` applies an additional limit to this, ensuring mobs are equally distributed between players. Reducing this is a double-edged sword; yes, your server has less work to do, but in some gamemodes natural-spawning mobs are a big part of a gameplay. You can go as low as 20 or less if you adjust `mob-spawn-range` properly. Setting `mob-spawn-range` (spigot.yml) lower will make it feel as if there are more mobs around each player. If you are using tuinity, you can set mob limits per world in [`tuinity.yml`].
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The math of limiting mobs is `[playercount] * [limit]`, where "playercount" is current amount of players on the server. Logically, the smaller the numbers are, the less mobs you're gonna see. `per-player-mob-spawn` applies an additional limit to this, ensuring mobs are equally distributed between players. Reducing this is a double-edged sword; yes, your server has less work to do, but in some gamemodes natural-spawning mobs are a big part of a gameplay. You can go as low as 20 or less if you adjust `mob-spawn-range` properly. Setting `mob-spawn-range` lower will make it feel as if there are more mobs around each player. If you are using tuinity, you can set mob limits per world in [`tuinity.yml`].
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##### ticks-per
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##### ticks-per
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This option sets how often (in ticks) the server attempts to spawn certain living entities. Water/ambient mobs do not need to spawn each tick as they don't usually get killed that quickly. As for monsters: Slightly increasing the time between spawns should not impact spawn rates even in mob farms. In most cases all of the values under this option should be higher than `1`. Setting this higher also allows your server to better cope with areas were mob spawning is disabled.
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This option sets how often (in ticks) the server attempts to spawn certain living entities. Water/ambient mobs do not need to spawn each tick as they don't usually get killed that quickly. As for monsters: Slightly increasing the time between spawns should not impact spawn rates even in mob farms. In most cases all of the values under this option should be higher than `1`. Setting this higher also allows your server to better cope with areas where mob spawning is disabled.
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#### [`spigot.yml`]
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#### [`spigot.yml`]
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##### mob-spawn-range
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##### mob-spawn-range
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Allows you to reduce the range (in chunks) of where mobs will spawn around the player. Depending on your server's gamemode and its playercount you might want to reduce this value along with [`bukkit.yml`]'s `spawn-limits`. Setting this lower will make feel as if there are more mobs around you. In the majority of cases this should be lower than or equal to your view distance, and never larger than your hard despawn range / 16.
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Allows you to reduce the range (in chunks) of where mobs will spawn around the player. Depending on your server's gamemode and its playercount you might want to reduce this value along with [`bukkit.yml`]'s `spawn-limits`. Setting this lower will make it feel as if there are more mobs around you. This should be lower than or equal to your view distance, and never larger than your hard despawn range / 16.
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##### entity-activation-range
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##### entity-activation-range
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You can set what distance from the player an entity should be for it to tick (do stuff). Reducing those values helps performance, but may result in irresponsive mobs until the player gets really close to them. Lowering this too far can break certain mob farms, iron farms being the most common victim.
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You can set what distance from the player an entity should be for it to tick (do stuff). Reducing those values helps performance, but may result in irresponsive mobs until the player gets really close to them. Lowering this too far can break certain mob farms; iron farms being the most common victim.
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##### entity-tracking-range
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##### entity-tracking-range
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This is distance in blocks from which entities will be visible. They just won't be sent to players. If set too low this can cause mobs to seem to appear out of nowhere near a player. In the majority of cases this should be higher than your `entity-activation-range`.
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This is distance in blocks from which entities will be visible. They just won't be sent to players. If set too low this can cause mobs to seem to appear out of nowhere near a player. In the majority of cases this should be higher than your `entity-activation-range`.
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@@ -168,10 +165,10 @@ You can make mobs spawned by a monster spawner have no AI. Nerfed mobs will do n
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#### [`paper.yml`]
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#### [`paper.yml`]
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##### despawn-ranges
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##### despawn-ranges
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Lets you adjust entity despawn ranges (in blocks). Lower those values to clear the mobs that are far away from the player faster. You should keep soft range around `30` and adjust hard range to a bit more than your actual view-distance, so mobs don't immediately despawn when the player goes just beyond the point of a chunk being loaded (this works well because of `delay-chunk-unloads-by` in [`paper.yml`]). When a mob is out of the hard range, it will be instantly despawned. When between the soft and hard range, it will have a random chance of despawning. In most cases your hard range should be larger than soft.
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Lets you adjust entity despawn ranges (in blocks). Lower those values to clear the mobs that are far away from the player faster. You should keep soft range around `30` and adjust hard range to a bit more than your actual view-distance, so mobs don't immediately despawn when the player goes just beyond the point of a chunk being loaded (this works well because of `delay-chunk-unloads-by` in [`paper.yml`]). When a mob is out of the hard range, it will be instantly despawned. When between the soft and hard range, it will have a random chance of despawning. In most cases your hard range should be larger than your soft range.
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##### per-player-mob-spawns
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##### per-player-mob-spawns
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This option decides if mob spawns should account for how many mobs are around target player already. You can bypass a lot of issues regarding mob spawns being inconsistent due to players creating farms that take up the entire mobcap. This will in effect enable a more singleplayer-like spawning experience, allowing you to set lower `spawn-limits`. Enabling this does come with a very slight performance impact, however it's impact is dwarfed by the saving in `spawn-limits` it allows.
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This option decides if mob spawns should account for how many mobs are around target player already. You can bypass a lot of issues regarding mob spawns being inconsistent due to players creating farms that take up the entire mobcap. This will enable a more singleplayer-like spawning experience, allowing you to set lower `spawn-limits`. Enabling this does come with a very slight performance impact, however it's impact is overshadowed by the improvements in `spawn-limits` it allows.
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##### max-entity-collisions
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##### max-entity-collisions
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Overwrites option with the same name in [`spigot.yml`]. It lets you decide how many collisions one entity can process at once. Value of `0` will cause inablity to push other entities, including players. Value of `2` should be enough in most cases.
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Overwrites option with the same name in [`spigot.yml`]. It lets you decide how many collisions one entity can process at once. Value of `0` will cause inablity to push other entities, including players. Value of `2` should be enough in most cases.
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