Minecraft Server Config Files
This commit is contained in:
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### Chunk Garbage Collection Period
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If `chunk-gc.period-in-ticks >= 600`
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Chunks stay loaded too long, increasing memory usage.
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**Recommended:** 400
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---
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### Monster Spawn Tick Rate
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If `ticks-per.monster-spawns = 1`
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Monsters try to spawn every tick → CPU pressure.
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**Recommended:** 4
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---
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### Monster Spawn Limits
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If `spawn-limits.monsters >= 70`
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Too many hostile entities active → TPS drops.
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**Recommended:** 15
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---
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### Water Ambient Spawn Limits
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If `spawn-limits.water-ambient >= 20`
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Excessive fish/small water mobs impact performance.
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**Recommended:** 5
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---
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### Ambient Spawn Limits
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If `spawn-limits.ambient >= 15`
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Bats and small mobs waste processing.
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**Recommended:** 1
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---
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### Animal Spawn Limits
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If `spawn-limits.animals >= 10`
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Livestock growth creates ticking load.
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**Recommended:** 5
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---
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### Water Animal Spawn Limits
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If `spawn-limits.water-animals >= 15`
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Too many dolphins/turtles → pathfinding stress.
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**Recommended:** 5
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168
games/minecraft/develoment/configuration/optimization/paper.md
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168
games/minecraft/develoment/configuration/optimization/paper.md
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@@ -0,0 +1,168 @@
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### Max Auto Save Chunks Per Tick
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If `max-auto-save-chunks-per-tick >= 24`
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Too many chunks saving per tick causes stutters.
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**Recommended:** 6
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---
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### Optimize Explosions
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If `optimize-explosions = false`
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Explosion physics consume unnecessary CPU.
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**Recommended:** Enable
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---
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### Mob Spawner Tick Rate
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If `mob-spawner tick-rate = 1`
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Spawner updates every tick → heavy load.
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**Recommended:** 2
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---
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### Disable Chest Cat Detection
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If `disable-chest-cat-detection = false`
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Cats constantly check for chests → wasted processing.
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**Recommended:** Enable
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---
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### Container Update Tick Rate
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If `container-update = 1`
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Containers (hoppers, chests) tick too frequently.
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**Recommended:** 3
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---
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### Grass Spread Tick Rate
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If `grass-spread = 1`
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Grass updates too often in large areas.
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**Recommended:** 4
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---
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## Despawn Ranges
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### Ambient Mobs (bats etc.)
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Soft ≥ 32 or Hard ≥ 128 is too far.
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**Recommended:** Soft 28 / Hard 96
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---
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### Axolotls
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Soft ≥ 32 or Hard ≥ 128 wastes pathfinding cycles.
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**Recommended:** Soft 28 / Hard 96
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---
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### Creatures (passive mobs)
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Soft ≥ 32 or Hard ≥ 128 → excess ticking.
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**Recommended:** Soft 28 / Hard 96
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---
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### Misc Entities
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Soft ≥ 32 or Hard ≥ 128 → extra tracking.
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**Recommended:** Soft 28 / Hard 96
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---
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### Monsters
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Soft ≥ 32 or Hard ≥ 128 keeps mobs active far away.
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**Recommended:** Soft 28 / Hard 96
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---
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### Underground Water Creatures
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Soft ≥ 32 or Hard ≥ 128 → intensive underwater AI.
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**Recommended:** Soft 28 / Hard 96
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---
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### Water Ambient
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Soft ≥ 32 or Hard ≥ 128 → too many small water mobs.
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**Recommended:** Soft 28 / Hard 96
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---
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### Water Creatures (dolphins, turtles)
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Soft ≥ 32 or Hard ≥ 128 causes pathfinding stress.
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**Recommended:** Soft 28 / Hard 96
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---
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### Hopper Move Event
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If `disable-move-event = false`
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Hoppers trigger events constantly → lag.
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**Recommended:** Enable
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---
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### Arrow Despawn (Non-Player)
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If `non-player-arrow-despawn-rate = -1`
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Arrows never despawn → entity buildup.
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**Recommended:** 60
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---
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### Arrow Despawn (Creative Mode)
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If `creative-arrow-despawn-rate = -1`
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Infinite arrows remain in world.
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**Recommended:** 60
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---
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### Prevent Moving into Unloaded Chunks
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If `prevent-moving-into-unloaded-chunks = false`
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Players can glitch into unfinished terrain → lag spikes.
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**Recommended:** Enable
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---
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### Redstone Implementation
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If `redstone-implementation != ALTERNATE_CURRENT`
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Vanilla redstone is less efficient.
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**Recommended:** Set to `ALTERNATE_CURRENT`
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---
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### Fix Climbing Bypassing Cramming Rule
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If `fix-climbing-bypassing-cramming-rule = false`
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Entities bypass cramming and cause mob stacks.
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**Recommended:** Enable
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---
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### Armor Stand Collision Lookups
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If `armor-stands.do-collision-entity-lookups = true`
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Armor stands trigger expensive collision searches.
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**Recommended:** Disable
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---
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### Armor Stand Tick (with certain plugins)
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If animated plugins exist (PetBlocks, BlockBalls, ArmorStandTools)
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Armor stands tick constantly.
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**Recommended:** Disable
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---
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### Per-Player Mob Spawns
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If `per-player-mob-spawns = false`
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One player can hog mob cap → uneven performance.
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**Recommended:** Enable
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---
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### Alt Item Despawn Rate
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If `alt-item-despawn-rate.enabled = false`
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All dropped items stay too long by default.
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**Recommended:** Enable
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---
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## Entity-Per-Chunk Save Limits
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If any of below = -1 (unlimited):
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Experience Orbs, Snowballs, Ender Pearls, Arrows
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Entity spam can corrupt chunks and harm TPS.
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**Recommended:** 16 each
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@@ -0,0 +1,79 @@
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### ❌ Plugins to Avoid or Replace
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These plugins often duplicate server-side optimizations already handled by Paper/Purpur or they introduce new performance issues.
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---
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#### ClearLag / NoMobLag / ServerBooster / AntiLag
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Plugins that claim to magically reduce lag usually **cause more lag** by forcing large cleanup ticks and interrupting natural game logic.
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**Recommendation:** Remove them.
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---
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#### LagAssist
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Useful **only** for analytics and prevention insights.
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Disable all “performance optimization” and “lag removal” modules.
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**Recommendation:** Keep minimal or remove.
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---
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#### BookLimiter
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Paper already patches book-related crash exploits.
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**Recommendation:** Remove.
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---
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#### LimitPillagers / VillagerOptimiser
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Obsolete for **Minecraft 1.15+** due to internal AI and spawn behavior improvements.
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**Recommendation:** Remove.
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---
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#### All Mob Stacking Plugins
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(StackMob, Stacker, MobStacker, WildStacker)
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Mob stacking increases CPU load, reduces AI batching, and introduces dupe bugs.
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**Recommendation:** Remove.
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---
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#### FastAsyncWorldEdit (FAWE)
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Can corrupt chunks and break block updates in complex edits.
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**Recommendation:** Replace with **WorldEdit**.
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---
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#### IllegalStack / ExploitFixer
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Paper already patches most duplication and crash exploits.
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**Recommendation:** Remove.
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---
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#### EntityTrackerFixer
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Paper includes modern tracking optimizations natively.
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**Recommendation:** Remove.
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---
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#### Orebfuscator
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Paper already offers **anti-Xray** systems.
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**Recommendation:** Remove.
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---
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#### GroupManager / PermissionsEx / bPermissions
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Heavily outdated permission systems.
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**Recommendation:** Replace with **LuckPerms**.
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---
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### PhantomSMP
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Phantom behavior control exists in Paper:
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`phantoms-only-attack-insomniacs = true`
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Regardless of the current setting — plugin is unnecessary.
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**Recommendation:** Remove.
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---
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#### PacketLimiter
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Duplicate of Paper network protection systems.
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**Recommendation:** Remove.
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@@ -0,0 +1,18 @@
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### 🔌 Plugin Redundancy (Remove if using Purpur)
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#### SilkSpawners
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Purpur already provides spawner mining and pickup support.
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**Recommended:** Remove this plugin.
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---
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#### MineableSpawners
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Functionality overlaps entirely with Purpur’s built-in spawner mechanics.
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**Recommended:** Remove this plugin.
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---
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#### VillagerLobotomizatornator
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Purpur includes optimized villager lobotomization features.
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Enable: `villager.lobotomize.enabled` in `purpur.yml`
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**Recommended:** Remove plugin.
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@@ -0,0 +1,13 @@
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### 📌 Pufferfish Configuration
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#### Projectile: Max Loads Per Projectile
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If set to **9 or higher**
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Excessive projectile physics can increase entity workload.
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**Recommended:** 8
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---
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#### DAB Feature Disabled
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If `dab.enabled = false`
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Disabling DAB removes optimizations that reduce block updates.
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**Recommended:** Enable in `pufferfish.yml`
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@@ -0,0 +1,43 @@
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### Alternate Keepalive
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If `use-alternate-keepalive = false` and no TCPShield installed
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Server keepalive may behave poorly and cause disconnect issues.
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**Recommended:** Enable in purpur.yml
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If `use-alternate-keepalive = true` and TCPShield is installed
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TCPShield compatibility issues may occur.
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**Recommended:** Disable in purpur.yml
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---
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### Useless Entity Packet Filtering
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If `dont-send-useless-entity-packets = false`
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Server still sends unnecessary packets → wasted bandwidth.
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**Recommended:** Enable in purpur.yml
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---
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### Villager Brain Ticks
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If `villager.brain-ticks = 1`
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Villager AI becomes too active, increasing CPU load.
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**Recommended:** 4
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---
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### Villager Iron Golem Spawn Radius
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If `spawn-iron-golem.radius = 0`
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May trigger excessive golem spawning and pathfinding load.
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**Recommended:** 5
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---
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### Zombies Aggressive Toward Villagers When Lagging
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If `aggressive-towards-villager-when-lagging = true`
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Adds extra logic during TPS drops → counterproductive.
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**Recommended:** Disable
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---
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### Player Teleport Outside World Border
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If `teleport-if-outside-border = false`
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Players stuck outside border can cause ticking issues.
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**Recommended:** Enable
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@@ -0,0 +1,11 @@
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### Network Compression Threshold
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If `network-compression-threshold <= 256` and `bungeecord = false`
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Low compression threshold increases bandwidth usage and CPU load.
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**Recommended:** 512
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---
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### Simulation Distance
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If `simulation-distance >= 9`
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Large simulation radius causes heavy ticking load on server threads.
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**Recommended:** 5 or lower
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125
games/minecraft/develoment/configuration/optimization/spigot.md
Normal file
125
games/minecraft/develoment/configuration/optimization/spigot.md
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@@ -0,0 +1,125 @@
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## 📘 Spigot Optimization Knowledge Base
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### Entity Activation Range — Animals
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If `entity-activation-range.animals >= 32`
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This range is too high and wastes server performance.
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**Recommended:** 16
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---
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### Entity Activation Range — Monsters
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If `entity-activation-range.monsters >= 32`
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Monster ticking costs rise significantly.
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**Recommended:** 16
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---
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### Entity Activation Range — Misc
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If `entity-activation-range.misc >= 16`
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Unnecessary processing for miscellaneous entities.
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**Recommended:** 12
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---
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### Entity Activation Range — Water
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If `entity-activation-range.water >= 16`
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Water mobs cause extra chunk activity.
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**Recommended:** 12
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---
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### Entity Activation Range — Villagers
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If `entity-activation-range.villagers >= 32`
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Villagers wake up far chunks → lag.
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**Recommended:** 16
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---
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### Tick Inactive Villagers
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If `tick-inactive-villagers = true`
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Villagers continue logic even when inactive.
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**Recommended:** Disable
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---
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### Wake Up Inactive — Villagers For
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If `villagers-max-per-tick >= 1 AND villagers-for >= 100`
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Villagers waking too often stresses CPU.
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**Recommended:** 20
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---
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### Wake Up Inactive — Flying Monsters For
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If `flying-monsters-max-per-tick >= 1 AND flying-monsters-for >= 100`
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Causes ticking of distant mobs.
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**Recommended:** 60
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---
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### Wake Up Inactive — Villagers Max Per Tick
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If `villagers-max-per-tick >= 4`
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Too many villagers regain full AI at once.
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**Recommended:** 1
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---
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### Wake Up Inactive — Animals For
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If `animals-max-per-tick >= 1 AND animals-for >= 100`
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Animal inactive chunks wake too often.
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**Recommended:** 40
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---
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### Wake Up Inactive — Monsters Max Per Tick
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If `monsters-max-per-tick >= 8`
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Large spikes in AI processing.
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**Recommended:** 4
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---
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### Wake Up Inactive — Flying Monsters Max Per Tick
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If `flying-monsters-max-per-tick >= 8`
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Causes unstable performance in caves/sky.
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**Recommended:** 1
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---
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### Wake Up Inactive — Animals Max Per Tick
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If `animals-max-per-tick >= 4`
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More entity AI waking per tick = CPU waste.
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**Recommended:** 2
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---
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### Wake Up Inactive — Monsters For
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If `monsters-max-per-tick >= 1 AND monsters-for >= 100`
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Monsters activate too frequently.
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**Recommended:** 60
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---
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### Arrow Despawn Rate
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If `arrow-despawn-rate >= 1200`
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Arrows remain too long → memory clutter.
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**Recommended:** 300
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---
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### Merge Radius — Items
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If `merge-radius.item <= 2.5`
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Item clutter increases unnecessary entity load.
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**Recommended:** 4.0
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---
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### Merge Radius — XP Orbs
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If `merge-radius.exp <= 3.0`
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XP entities pile up and cause lag.
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**Recommended:** 6.0
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---
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### Max Entity Collisions
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If `max-entity-collisions >= 8`
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Mass collisions slow physics operations.
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**Recommended:** 2
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@@ -0,0 +1,43 @@
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### 🧱 Spawner Optimization
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#### Spawner Particles Enabled
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If **true**
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Particles from spawners add unnecessary client render load.
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**Recommended:** Disable
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#### Max Nearby Entities High
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If **greater than 6**
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Too many mobs spawn per spawner, increasing tick pressure.
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**Recommended:** 6 or lower
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---
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### 👹 Mob Performance Settings
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#### Entity Collisions Enabled
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If **true**
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Physical mob collisions significantly increase entity calculations.
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**Recommended:** Disable
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#### Optimize Mobs Disabled
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If **false**
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Skipping optimization wastes server performance.
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**Recommended:** Enable
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---
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### 🌍 Regionized Chunk Ticking
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#### Regionized Chunk Ticking Enabled
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If **true**
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Still experimental and known to introduce instability.
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**Recommended:** Keep disabled
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---
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### ⚙ System Optimization
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#### Virtual Threads Disabled
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If **false**
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Virtual threads improve async handling (Java 21+ runtime strongly recommended).
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**Recommended:** Enable
|
||||
Reference in New Issue
Block a user