Minecraft Server Config Files

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Muhammad Tamir
2025-11-23 16:32:00 +07:00
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### Chunk Garbage Collection Period
If `chunk-gc.period-in-ticks >= 600`
Chunks stay loaded too long, increasing memory usage.
**Recommended:** 400
---
### Monster Spawn Tick Rate
If `ticks-per.monster-spawns = 1`
Monsters try to spawn every tick → CPU pressure.
**Recommended:** 4
---
### Monster Spawn Limits
If `spawn-limits.monsters >= 70`
Too many hostile entities active → TPS drops.
**Recommended:** 15
---
### Water Ambient Spawn Limits
If `spawn-limits.water-ambient >= 20`
Excessive fish/small water mobs impact performance.
**Recommended:** 5
---
### Ambient Spawn Limits
If `spawn-limits.ambient >= 15`
Bats and small mobs waste processing.
**Recommended:** 1
---
### Animal Spawn Limits
If `spawn-limits.animals >= 10`
Livestock growth creates ticking load.
**Recommended:** 5
---
### Water Animal Spawn Limits
If `spawn-limits.water-animals >= 15`
Too many dolphins/turtles → pathfinding stress.
**Recommended:** 5

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### Max Auto Save Chunks Per Tick
If `max-auto-save-chunks-per-tick >= 24`
Too many chunks saving per tick causes stutters.
**Recommended:** 6
---
### Optimize Explosions
If `optimize-explosions = false`
Explosion physics consume unnecessary CPU.
**Recommended:** Enable
---
### Mob Spawner Tick Rate
If `mob-spawner tick-rate = 1`
Spawner updates every tick → heavy load.
**Recommended:** 2
---
### Disable Chest Cat Detection
If `disable-chest-cat-detection = false`
Cats constantly check for chests → wasted processing.
**Recommended:** Enable
---
### Container Update Tick Rate
If `container-update = 1`
Containers (hoppers, chests) tick too frequently.
**Recommended:** 3
---
### Grass Spread Tick Rate
If `grass-spread = 1`
Grass updates too often in large areas.
**Recommended:** 4
---
## Despawn Ranges
### Ambient Mobs (bats etc.)
Soft ≥ 32 or Hard ≥ 128 is too far.
**Recommended:** Soft 28 / Hard 96
---
### Axolotls
Soft ≥ 32 or Hard ≥ 128 wastes pathfinding cycles.
**Recommended:** Soft 28 / Hard 96
---
### Creatures (passive mobs)
Soft ≥ 32 or Hard ≥ 128 → excess ticking.
**Recommended:** Soft 28 / Hard 96
---
### Misc Entities
Soft ≥ 32 or Hard ≥ 128 → extra tracking.
**Recommended:** Soft 28 / Hard 96
---
### Monsters
Soft ≥ 32 or Hard ≥ 128 keeps mobs active far away.
**Recommended:** Soft 28 / Hard 96
---
### Underground Water Creatures
Soft ≥ 32 or Hard ≥ 128 → intensive underwater AI.
**Recommended:** Soft 28 / Hard 96
---
### Water Ambient
Soft ≥ 32 or Hard ≥ 128 → too many small water mobs.
**Recommended:** Soft 28 / Hard 96
---
### Water Creatures (dolphins, turtles)
Soft ≥ 32 or Hard ≥ 128 causes pathfinding stress.
**Recommended:** Soft 28 / Hard 96
---
### Hopper Move Event
If `disable-move-event = false`
Hoppers trigger events constantly → lag.
**Recommended:** Enable
---
### Arrow Despawn (Non-Player)
If `non-player-arrow-despawn-rate = -1`
Arrows never despawn → entity buildup.
**Recommended:** 60
---
### Arrow Despawn (Creative Mode)
If `creative-arrow-despawn-rate = -1`
Infinite arrows remain in world.
**Recommended:** 60
---
### Prevent Moving into Unloaded Chunks
If `prevent-moving-into-unloaded-chunks = false`
Players can glitch into unfinished terrain → lag spikes.
**Recommended:** Enable
---
### Redstone Implementation
If `redstone-implementation != ALTERNATE_CURRENT`
Vanilla redstone is less efficient.
**Recommended:** Set to `ALTERNATE_CURRENT`
---
### Fix Climbing Bypassing Cramming Rule
If `fix-climbing-bypassing-cramming-rule = false`
Entities bypass cramming and cause mob stacks.
**Recommended:** Enable
---
### Armor Stand Collision Lookups
If `armor-stands.do-collision-entity-lookups = true`
Armor stands trigger expensive collision searches.
**Recommended:** Disable
---
### Armor Stand Tick (with certain plugins)
If animated plugins exist (PetBlocks, BlockBalls, ArmorStandTools)
Armor stands tick constantly.
**Recommended:** Disable
---
### Per-Player Mob Spawns
If `per-player-mob-spawns = false`
One player can hog mob cap → uneven performance.
**Recommended:** Enable
---
### Alt Item Despawn Rate
If `alt-item-despawn-rate.enabled = false`
All dropped items stay too long by default.
**Recommended:** Enable
---
## Entity-Per-Chunk Save Limits
If any of below = -1 (unlimited):
Experience Orbs, Snowballs, Ender Pearls, Arrows
Entity spam can corrupt chunks and harm TPS.
**Recommended:** 16 each

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### ❌ Plugins to Avoid or Replace
These plugins often duplicate server-side optimizations already handled by Paper/Purpur or they introduce new performance issues.
---
#### ClearLag / NoMobLag / ServerBooster / AntiLag
Plugins that claim to magically reduce lag usually **cause more lag** by forcing large cleanup ticks and interrupting natural game logic.
**Recommendation:** Remove them.
---
#### LagAssist
Useful **only** for analytics and prevention insights.
Disable all “performance optimization” and “lag removal” modules.
**Recommendation:** Keep minimal or remove.
---
#### BookLimiter
Paper already patches book-related crash exploits.
**Recommendation:** Remove.
---
#### LimitPillagers / VillagerOptimiser
Obsolete for **Minecraft 1.15+** due to internal AI and spawn behavior improvements.
**Recommendation:** Remove.
---
#### All Mob Stacking Plugins
(StackMob, Stacker, MobStacker, WildStacker)
Mob stacking increases CPU load, reduces AI batching, and introduces dupe bugs.
**Recommendation:** Remove.
---
#### FastAsyncWorldEdit (FAWE)
Can corrupt chunks and break block updates in complex edits.
**Recommendation:** Replace with **WorldEdit**.
---
#### IllegalStack / ExploitFixer
Paper already patches most duplication and crash exploits.
**Recommendation:** Remove.
---
#### EntityTrackerFixer
Paper includes modern tracking optimizations natively.
**Recommendation:** Remove.
---
#### Orebfuscator
Paper already offers **anti-Xray** systems.
**Recommendation:** Remove.
---
#### GroupManager / PermissionsEx / bPermissions
Heavily outdated permission systems.
**Recommendation:** Replace with **LuckPerms**.
---
### PhantomSMP
Phantom behavior control exists in Paper:
`phantoms-only-attack-insomniacs = true`
Regardless of the current setting — plugin is unnecessary.
**Recommendation:** Remove.
---
#### PacketLimiter
Duplicate of Paper network protection systems.
**Recommendation:** Remove.

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### 🔌 Plugin Redundancy (Remove if using Purpur)
#### SilkSpawners
Purpur already provides spawner mining and pickup support.
**Recommended:** Remove this plugin.
---
#### MineableSpawners
Functionality overlaps entirely with Purpurs built-in spawner mechanics.
**Recommended:** Remove this plugin.
---
#### VillagerLobotomizatornator
Purpur includes optimized villager lobotomization features.
Enable: `villager.lobotomize.enabled` in `purpur.yml`
**Recommended:** Remove plugin.

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### 📌 Pufferfish Configuration
#### Projectile: Max Loads Per Projectile
If set to **9 or higher**
Excessive projectile physics can increase entity workload.
**Recommended:** 8
---
#### DAB Feature Disabled
If `dab.enabled = false`
Disabling DAB removes optimizations that reduce block updates.
**Recommended:** Enable in `pufferfish.yml`

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### Alternate Keepalive
If `use-alternate-keepalive = false` and no TCPShield installed
Server keepalive may behave poorly and cause disconnect issues.
**Recommended:** Enable in purpur.yml
If `use-alternate-keepalive = true` and TCPShield is installed
TCPShield compatibility issues may occur.
**Recommended:** Disable in purpur.yml
---
### Useless Entity Packet Filtering
If `dont-send-useless-entity-packets = false`
Server still sends unnecessary packets → wasted bandwidth.
**Recommended:** Enable in purpur.yml
---
### Villager Brain Ticks
If `villager.brain-ticks = 1`
Villager AI becomes too active, increasing CPU load.
**Recommended:** 4
---
### Villager Iron Golem Spawn Radius
If `spawn-iron-golem.radius = 0`
May trigger excessive golem spawning and pathfinding load.
**Recommended:** 5
---
### Zombies Aggressive Toward Villagers When Lagging
If `aggressive-towards-villager-when-lagging = true`
Adds extra logic during TPS drops → counterproductive.
**Recommended:** Disable
---
### Player Teleport Outside World Border
If `teleport-if-outside-border = false`
Players stuck outside border can cause ticking issues.
**Recommended:** Enable

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### Network Compression Threshold
If `network-compression-threshold <= 256` and `bungeecord = false`
Low compression threshold increases bandwidth usage and CPU load.
**Recommended:** 512
---
### Simulation Distance
If `simulation-distance >= 9`
Large simulation radius causes heavy ticking load on server threads.
**Recommended:** 5 or lower

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## 📘 Spigot Optimization Knowledge Base
### Entity Activation Range — Animals
If `entity-activation-range.animals >= 32`
This range is too high and wastes server performance.
**Recommended:** 16
---
### Entity Activation Range — Monsters
If `entity-activation-range.monsters >= 32`
Monster ticking costs rise significantly.
**Recommended:** 16
---
### Entity Activation Range — Misc
If `entity-activation-range.misc >= 16`
Unnecessary processing for miscellaneous entities.
**Recommended:** 12
---
### Entity Activation Range — Water
If `entity-activation-range.water >= 16`
Water mobs cause extra chunk activity.
**Recommended:** 12
---
### Entity Activation Range — Villagers
If `entity-activation-range.villagers >= 32`
Villagers wake up far chunks → lag.
**Recommended:** 16
---
### Tick Inactive Villagers
If `tick-inactive-villagers = true`
Villagers continue logic even when inactive.
**Recommended:** Disable
---
### Wake Up Inactive — Villagers For
If `villagers-max-per-tick >= 1 AND villagers-for >= 100`
Villagers waking too often stresses CPU.
**Recommended:** 20
---
### Wake Up Inactive — Flying Monsters For
If `flying-monsters-max-per-tick >= 1 AND flying-monsters-for >= 100`
Causes ticking of distant mobs.
**Recommended:** 60
---
### Wake Up Inactive — Villagers Max Per Tick
If `villagers-max-per-tick >= 4`
Too many villagers regain full AI at once.
**Recommended:** 1
---
### Wake Up Inactive — Animals For
If `animals-max-per-tick >= 1 AND animals-for >= 100`
Animal inactive chunks wake too often.
**Recommended:** 40
---
### Wake Up Inactive — Monsters Max Per Tick
If `monsters-max-per-tick >= 8`
Large spikes in AI processing.
**Recommended:** 4
---
### Wake Up Inactive — Flying Monsters Max Per Tick
If `flying-monsters-max-per-tick >= 8`
Causes unstable performance in caves/sky.
**Recommended:** 1
---
### Wake Up Inactive — Animals Max Per Tick
If `animals-max-per-tick >= 4`
More entity AI waking per tick = CPU waste.
**Recommended:** 2
---
### Wake Up Inactive — Monsters For
If `monsters-max-per-tick >= 1 AND monsters-for >= 100`
Monsters activate too frequently.
**Recommended:** 60
---
### Arrow Despawn Rate
If `arrow-despawn-rate >= 1200`
Arrows remain too long → memory clutter.
**Recommended:** 300
---
### Merge Radius — Items
If `merge-radius.item <= 2.5`
Item clutter increases unnecessary entity load.
**Recommended:** 4.0
---
### Merge Radius — XP Orbs
If `merge-radius.exp <= 3.0`
XP entities pile up and cause lag.
**Recommended:** 6.0
---
### Max Entity Collisions
If `max-entity-collisions >= 8`
Mass collisions slow physics operations.
**Recommended:** 2

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### 🧱 Spawner Optimization
#### Spawner Particles Enabled
If **true**
Particles from spawners add unnecessary client render load.
**Recommended:** Disable
#### Max Nearby Entities High
If **greater than 6**
Too many mobs spawn per spawner, increasing tick pressure.
**Recommended:** 6 or lower
---
### 👹 Mob Performance Settings
#### Entity Collisions Enabled
If **true**
Physical mob collisions significantly increase entity calculations.
**Recommended:** Disable
#### Optimize Mobs Disabled
If **false**
Skipping optimization wastes server performance.
**Recommended:** Enable
---
### 🌍 Regionized Chunk Ticking
#### Regionized Chunk Ticking Enabled
If **true**
Still experimental and known to introduce instability.
**Recommended:** Keep disabled
---
### ⚙ System Optimization
#### Virtual Threads Disabled
If **false**
Virtual threads improve async handling (Java 21+ runtime strongly recommended).
**Recommended:** Enable