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321 lines
16 KiB
Markdown
321 lines
16 KiB
Markdown
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# Minecraft server optimization guide
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Guide for version 1.16.5
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Based on [this guide](https://www.spigotmc.org/threads/guide-server-optimization%E2%9A%A1.283181/) and other sources (all of them are linked throughout the guide when relevant).
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## Intro
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I'd like to mention that this guide is not some "magical cure". Each server has their own "sweet spot" that needs to be found through tinkering with all the settings available to you. This guide is just a compilation of different changes that are meant to set you in the right direction of finding your server's "sweet spot".
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## Server jar
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Your choice of server software can make a huge difference in performance and api possibilities. There are currently multiple viable popular server jars, but there are also a few that you should stay away from for various reasons.
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Recommended top picks:
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* [Paper](https://github.com/PaperMC/Paper) - This is the more popular server software that aims to improve performance while also fix gameplay and mechanics inconsistencies
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* [Tuinity](https://github.com/Spottedleaf/Tuinity) - A fork of paper that aims at improving server performance farther than paper
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* [Purpur](https://github.com/pl3xgaming/Purpur) - A fork of tuinity that aims at giving the server owner more freedom in feature configurability
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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.
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* Any paid server jar that claims async anything - 99.99% chance of being a scam.
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* Bukkit/Craftbukkit/Spigot - Extremely outdated in terms of performance compared to other server software you have access to.
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## Map pregen
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Map pregeneration is one of the most important steps in improving a low-budget server. This helps out servers that are hosted on a shared cpu/single core node the most, since they can't fully utilize async chunk loading. You can use a plugin such as [chunky](https://github.com/pop4959/Chunky) to pregenerate the world. Make sure to set up a world border so your players don't generate new chunks! Note that pregenning can sometimes take hours depending on the radius you set in the pregen plugin.
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It's key to remember that the overworld, nether and the end have separate world borders that need to be set up for each world. The nether dimension is 8x smaller than the overworld (if not modified with a datapack), so if you set the size wrong your players might end up outside of the world border!
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**Make sure to set up a vanilla world border (`/worldborder set [radius]`), as it limits certain functionalities such as lookup range for treasure maps that can cause lag spikes.**
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## Configurations
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### server.properties
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#### network-compression-threshold
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**default:** 256
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**optimized:** Standalone(512) BungeeCord(-1)
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**explanation:**
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This option caps the size of a packet before the server attempts to compress it. Setting it higher can save some resources at the cost of bandwidth, and setting it to -1 disables it. If your server is in a network with the proxy on the same machine or datacenter (with less than 2 ms ping), disabling this (-1) will be beneficial.
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---
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### bukkit.yml
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#### spawn-limits
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**default:**
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monsters: 70, animals: 10, water-animals: 15, water-ambient: 20, ambient: 15
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**optimized:**
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monsters: 12, animals: 5, water-animals: 2, water-ambient: 2, ambient: 0
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**explanation:**
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Lower values mean less mobs. Less mobs is less lag in general, but you want to balance it with player quality of life, finding mobs in the world is big part of gameplay. With [per-player-mob-spawns](#per-player-mob-spawns) those numbers represent basically 1:1 limit of mobs in the given category per player, so mob cap math is `playercount*limit`.
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#### chunk-gc.period-in-ticks
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**default:** 600
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**optimized:** 400
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**explanation:**
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This decides how often vacant chunks are unloaded. Ticking fewer chunks means less TPS consumption. [SOG]
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#### ticks-per
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**default:**
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monster-spawn: 1, animal-spawns: 400, water-spawns: 1, ambient-spawns: 1, water-ambient-spawns: 1
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**optimized:**
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monster-spawn: 10, animal-spawns: 400, water-spawns: 40, ambient-spawns: 40, water-ambient-spawns: 40
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**explanation:**
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This 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.
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---
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### spigot.yml
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#### max-tick-time
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**default:**
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tile: 50, entity: 50
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**optimized:**
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tile: 1000, entity: 1000
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**explanation:**
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Setting these to the recommended values disables this feature. You can read why it should be disabled [here](https://aikar.co/2015/10/08/spigot-tick-limiter-dont-use-max-tick-time/). [SOG]
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#### view-distance
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**default:** default
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**optimized:** 3
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**explanation:**
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Setting the actual view distance lower than default will make less chunks tick, and with paper's no-tick-view-distance enabled you will be able to send more chunks to player that actually tick.
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#### mob-spawn-range
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**default:** 8
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**optimized:** 2
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**explanation:**
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This usually should be 1 less than [view-distance](#view-distance). You can experiment with other values when changing bukkit mob caps.
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#### entity-activation-range
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**default:**
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animals:32, monsters:32, raiders: 48, misc:16
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**optimized:**
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animals:16, monsters:24, raiders: 48, misc:8
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**explanation:**
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Entities past this range will be ticked less often. Avoid setting this too low or you might break mob behavior (mob aggro, raids, etc). [SOG]
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#### tick-inactive-villagers
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**default:** true
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**optimized:** false
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**explanation:**
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Enabling this prevents the server from ticking villagers outside the activation range. Villager tasks in 1.14+ are very heavy. [SOG]
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#### merge-radius
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**default:**
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item:2.5, exp:3.0
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**optimized:**
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item:3.0, exp:6.0
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**explanation:**
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This will decide the distance between the items to be merged, reducing the amount of items ticking on the ground.
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Merging will lead to the illusion of items disappearing as they merge together. A minor annoyance.
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#### nerf-spawner-mobs
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**default:** false
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**optimized:** true
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**explanation:**
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When enabled, mobs from spawners will not have AI (will not swim/attack/move). This is a big TPS saver on servers with mob farms, but also messes with their behavior. [SOG]
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---
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### paper.yml
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Most of the settings in this file can be configured per-world. See [this pdf](https://www.spigotmc.org/attachments/per-world-guide-pdf.444348/) for details.
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#### max-auto-save-chunks-per-tick
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**default:** 24
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**optimized:** 8
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**explanation:**
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Slows down incremental world saving by spreading the task over time even more for better average performance. You might want to set this higher 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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#### per-player-mob-spawns
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**default:** false
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**optimized:** true
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**explanation:**
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By default mob limits are counted for the entire server which means mobs might end up being distributed unevenly between online players. This option enables per-player mob limits, meaning all players can get approximately the same number of mobs around them regardless of number of online players. Enabling this option also allows you to lower `spawn-limits` in `bukkit.yml` since those are optimized for per-server mob limits.
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#### optimize-explosions
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**default:** false
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**optimized:** true
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**explanation:**
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Faster explosion algorithm with no impact on gameplay. [SOG]
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#### max-entity-collisions
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**default:** 8
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**optimized:** 2
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**explanation:**
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Less collisions calculation per entity. [SOG]
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#### grass-spread-tick-rate
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**default:** 1
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**optimized:** 4
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**explanation:**
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Time in ticks before server tries to spread grass/mycelium. No gameplay impact in most cases. [SOG]
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#### despawn-ranges
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**default:**
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soft: 32, hard: 128
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**optimized:**
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soft: 28, hard: 48
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**explanation:**
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Lower ranges clear background mobs and allow more to be spawned in areas with player traffic. This further reduces the gameplay impact of reduced spawning ([bukkit.yml](#bukkit.yml)). Values adjusted for [view-distance: 3](#view-distance).
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#### hopper.disable-move-event
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**default:** false
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**optimized:** true
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**explanation:**
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This will significantly reduce hopper lag by preventing `InventoryMoveItemEvent` being called for EVERY slot in a container. [SOG]
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**Do not enable if you use plugins that listen to this event, e.g. protection plugins!**
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#### non-player-arrow-despawn-rate
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**default:** -1
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**optimized:** 20
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**explanation:**
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Makes arrows shot by mobs disappear after 1 second after hitting something.
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#### creative-arrow-despawn-rate
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**default:** -1
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**optimized:** 20
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**explanation:**
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Makes arrows shot by players in creative disappear after 1 second after hitting something.
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#### prevent-moving-into-unloaded-chunks
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**default:** false
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**optimized:** true
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**explanation:**
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Prevents players from entering an unloaded chunk (due to lag), which causes more lag. Setting this to true will set them back to a safe location instead. [SOG]
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#### use-faster-eigencraft-redstone
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**default:** false
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**optimized:** true
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**explanation:**
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Alternative, faster redstone system. Reduces redundant redstone updates by nearly 95%. [SOG]
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#### alt-item-despawn-rate.enabled
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**default:** false
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**optimized:** true
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**explanation:**
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This option lets you despawn selected items faster than default despawn rate. You can add things like cobblestone, netherrack etc. to the list and make them despawn after ~20 seconds (400 ticks). [SOG]
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#### enable-treasure-maps
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**default:** true
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**optimized:** false
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**explanation:**
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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 of your pregenerated world. It's only safe to enable this if you pregenerated your world and set a vanilla world border.
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#### treasure-maps-return-already-discovered
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**default:** false
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**optimized:** true
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**explanation:**
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Default value forces the newly generated maps to look for unexplored structure, which are usually outside of your pregenerated terrain. Setting this to true makes it so maps can lead to the structures that were discovered earlier.
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#### viewdistances.no-tick-view-distance
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**default:** -1
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**optimized:** 8
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**explanation:**
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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 heavy on the server, keep in mind that sending more chunks will affect bandwidth.
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#### entity-per-chunk-save-limit
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**default:** -1
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**optimized:**
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```
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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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```
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**explanation:**
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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 like players throwing massive amounts of snowballs into unloaded chunk that has a potential to crash your server on loading of that chunk.
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#### anti-xray.enabled
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**default:** false
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**optimized:** true
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**explanation:**
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Hides ores from x-rayers. For detailed configuration of this feature check out [Stonar96's recommended settings](https://gist.github.com/stonar96/ba18568bd91e5afd590e8038d14e245e).
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---
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### purpur.yml
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Only applicable for purpur.
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#### use-alternate-keepalive
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**default:** false
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**optimized:** true
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**explanation:**
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Alternate system for keepalive packets so players with bad connection don't get timed out as often.
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#### dont-send-useless-entity-packets
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**default:** false
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**optimized:** true
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**explanation:**
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Prevent the server from sending empty position change packets (by default server sends move packet for each entity even if the entity hasn't moved)
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#### gameplay-mechanics.player.teleport-if-outside-border
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**default:** false
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**optimized:** true
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**explanation:**
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Teleport the player to the world spawn if they happen to be outside of the world border. Helpful since the vanilla world border is bypassable and the damage it does to the player can be mitigated.
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#### gameplay-mechanics.player.entities-can-use-portals
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**default:** true
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**optimized:** false
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**explanation:**
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Disables portal usage of all entities besides the player. This potentially fixes a dupe* and prevents entities changing worlds loading chunks on main thread.
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\* *more sources needed.*
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#### mobs.dolphin.disable-treasure-searching
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**default:** false
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**optimized:** true
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**explanation:**
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Prevents dolphins from performing structure search similiar to treasure maps ([`enable-treasure-maps`](#enable-treasure-maps)).
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#### mobs.zombie.aggressive-towards-villager-when-lagging
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**default:** true
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**optimized:** false
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**explanation:**
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Zombies stop targetting villagers when tps is under lag treshold. This saves the server precious time of calculating paths for zombies that are not targetting players.
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## Java startup flags
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[Paper and its forks in upcoming version 1.17 will require Java 11 (LTS) or higher](https://papermc.io/forums/t/java-11-mc-1-17-and-paper/5615). Good 2021 resolution to finally update your version of Java! (or at least inform your host so they can handle the migration).
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JVM can be configured to reduce lag spikes caused by big garbage collector tasks. You can find startup flags optimized for minecraft servers [here](https://mcflags.emc.gs/) [SOG].
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## "Performance" 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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### 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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## What's lagging? - measuring performance
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### mspt
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Paper offers a `/mspt` command that will tell you how much time server took to calculate recent ticks. If the first and second value you see are lower than 50, then congratulations! Your server is not lagging! If the third value is over 50 then it means there was at least 1 tick that took longer. That's completely normal and happens from time to time, so don't panic.
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### timings
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Great way to see what might be going on when your server is lagging are timings. Timings is a tool that lets you see exactly what tasks are taking the longest. It's the most basic troubleshooting tool and if you ask for help regarding lag you will most likely be asked for your timings.
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To get timings of your server you just need to execute `/timings paste` command and click the link you're provided with. You can share this link with other people to let them help you. It's also easy to misread if you don't know what you're doing. There is a detailed [video tutorial by Aikar](https://www.youtube.com/watch?v=T4J0A9l7bfQ) on how to read them.
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### spark
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[Spark](https://github.com/lucko/spark) is a plugin that allows you to profile your servers CPU and memory usage. You can read on how to use it [on its wiki](https://github.com/lucko/spark/wiki/Commands). There's also a guide on how to find the cause of lag spikes [here](https://github.com/lucko/spark/wiki/Finding-the-cause-of-lag-spikes).
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[SOG]: https://www.spigotmc.org/threads/guide-server-optimization%E2%9A%A1.283181/ |