🛠️Server Configuration
Some of the main files that you will want to modify to really optimize your server are Bukkit.yml, Paper-world-defaults.yml, and Spigot.yml.
Below we have included which settings you will want to change to get the best performance possible with minimal effect on your gameplay.
To use these settings, stop your server from your control panel then click on the tabs below to show the optimized settings for each file. These files can be found in the File Manager tab on your Control Panel. However, the paper files are located in the “config” directory. You can open them in the online web editor by clicking on the “edit” button to the far right of the file. Once you are done editing be sure to click the green “Save” button, then restart the server for the changes to take effect.
use-alternate-keepalive
Good starting value: true
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. server.properties
simulation-distance
Good starting value: 4
Simulation 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. This is an option you want to purposefully set low, somewhere around 3
or 4
, because of the existence of view-distance
. This allows to load more chunks without ticking them. This effectively allows players to see further without the same performance impact.
view-distance
Good starting value: 7
This is the distance in chunks that will be sent to players, similar to no-tick-view-distance from paper.
The total view distance will be equal to the greatest value between simulation-distance
and view-distance
. For example, if the simulation distance is set to 4, and the view distance is 12, the total distance sent to the client will be 12 chunks.
view-distance
Good starting value: default
This value overwrites server.properties one if not set to default
. You should keep it default to have both simulation and view distance in one place for easier management.
delay-chunk-unloads-by
Good starting value: 10s
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.
max-auto-save-chunks-per-tick
Good starting value: 8
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.
prevent-moving-into-unloaded-chunks
Good starting value: true
When enabled, prevents players from moving into unloaded chunks and causing sync loads that bog down the main thread causing lag. The probability of a player stumbling into an unloaded chunk is higher the lower your view-distance is. entity-per-chunk-save-limit
With the help of this entry you can set limits to how many entities of specified type can be saved. You should provide a limit for each projectile at least to avoid issues with massive amounts of projectiles being saved and your server crashing on loading that. You can put any entity id here, see the minecraft wiki to find IDs of entities. Please adjust the limit to your liking. Suggested value for all projectiles is around 10
. You can also add other entities by their type names to that list. This config option is not designed to prevent players from making large mob farms.
max-loads-per-projectile
Good starting value: 8
Specifies the maximum amount of chunks a projectile can load in its lifetime. Decreasing will reduce chunk loads caused by entity projectiles, but could cause issues with tridents, enderpearls, etc. bukkit.yml
spawn-limits
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 Paper, you can set mob limits per world in paper-world configuration.
ticks-per
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.
mob-spawn-range
Good starting value: 3
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 simulation distance, and never larger than your hard despawn range / 16.
entity-activation-range
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.
entity-tracking-range
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
.
tick-inactive-villagers
Good starting value: false
This allows you to control whether villagers should be ticked outside of the activation range. This will make villagers proceed as normal and ignore the activation range. Disabling this will help performance, but might be confusing for players in certain situations. This may cause issues with iron farms and trade restocking.
nerf-spawner-mobs
Good starting value: true
You can make mobs spawned by a monster spawner have no AI. Nerfed mobs will do nothing. You can make them jump while in water by changing spawner-nerfed-mobs-should-jump
to true
in paper-world configuration.
despawn-ranges
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 simulation-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-world configuration). 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. Your hard range should be larger than your soft range. You should adjust this according to your view distance using (simulation-distance * 16) + 8
. This partially accounts for chunks that haven't been unloaded yet after player visited them.
per-player-mob-spawns
Good starting value: true
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.
max-entity-collisions
Good starting value: 2
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 inability to push other entities, including players. Value of 2
should be enough in most cases. It's worth noting that this will render maxEntityCramming gamerule useless if its value is over the value of this config option.
update-pathfinding-on-block-update
Good starting value: false
Disabling this will result in less pathfinding being done, increasing performance. In some cases this will cause mobs to appear more laggy; They will just passively update their path every 5 ticks (0.25 sec).
fix-climbing-bypassing-cramming-rule
Good starting value: true
Enabling this will fix entities not being affected by cramming while climbing. This will prevent absurd amounts of mobs being stacked in small spaces even if they're climbing (spiders).
armor-stands.tick
Good starting value: false
In most cases you can safely set this to false
. If you're using armor stands or any plugins that modify their behavior and you experience issues, re-enable it. This will prevent armor stands from being pushed by water or being affected by gravity.
armor-stands.do-collision-entity-lookups
Good starting value: false
Here you can disable armor stand collisions. This will help if you have a lot of armor stands and don't need them colliding with anything.
tick-rates
It is not recommended to change these values from their defaults while Pufferfish's DAB is enabled!
This decides how often specified behaviors and sensors are being fired in ticks. acquirepoi
for villagers seems to be the heaviest behavior, so it's been greately increased. Decrease it in case of issues with villagers finding their way around.
dab.enabled
Good starting value: true
DAB (dynamic activation of brain) reduces the amount an entity is ticked the further away it is from players. DAB works on a gradient instead of a hard cutoff like EAR. Instead of fully ticking close entities and barely ticking far entities, DAB will reduce the amount an entity is ticked based on the result of a calculation influenced by dab.activation-dist-mod.
dab.max-tick-freq
Good starting value: 20
Defines the slowest amount entities farthest from players will be ticked. Increasing this value may improve the performance of entities far from view but may break farms or greatly nerf mob behavior. If enabling DAB breaks mob farms, try decreasing this value.
dab.activation-dist-mod
Good starting value: 7
Controls the gradient in which mobs are ticked. Decreasing this will activate DAB closer to players, improving DAB's performance gains, but will affect how entities interact with their surroundings and may break mob farms. If enabling DAB breaks mob farms, try increasing this value.
enable-async-mob-spawning
Good starting value: true
If asynchronous mob spawning should be enabled. For this to work, the Paper's per-player-mob-spawns setting must be enabled. This option does not actually spawn mobs asynchronous, but does offload much of the computational effort involved with spawning new mobs to a different thread. Enabling this option should not be noticeable on vanilla gameplay.
enable-suffocation-optimization
Good starting value: true
This option optimises a suffocation check (the check to see if a mob is inside a block and if they should take suffocation damage), by rate limiting the check to the damage timeout. This optimisation should be impossible to notice unless you're an extremely technical player who's using tick-precise timing to kill an entity at exactly the right time by suffocation.
inactive-goal-selector-throttle
Good starting value: true
Throttles the AI goal selector in entity inactive ticks, causing the inactive entities to update their goal selector every 20 ticks instead of every tick. Can improve performance by a few percent, and has minor gameplay implications.
zombie.aggressive-towards-villager-when-lagging
Good starting value: false
Enabling this will cause zombies to stop targeting villagers if the server is below the tps threshold set with lagging-threshold
in purpur.yml.
entities-can-use-portals
Good starting value: false
This option can disable portal usage of all entities besides the player. This prevents entities from loading chunks by changing worlds which is handled on the main thread. This has the side effect of entities not being able to go through portals.
villager.lobotomize.enabled
Good starting value: true
This should only be enabled if villagers are causing lag! Otherwise, the pathfinding checks may decrease performance.
Lobotomized villagers are stripped from their AI and only restock their offers every so often. Enabling this will lobotomize villagers that are unable to pathfind to their destination. Freeing them should unlobotomize them.
villager.search-radius
Radius within which villagers will search for job site blocks and beds. This significantly boosts performance with large amount of villagers, but will prevent them from detecting job site blocks or beds that are further away than set value.
merge-radius
This decides the distance between the items and exp orbs to be merged, reducing the amount of items ticking on the ground. Setting this too high will lead to the illusion of items or exp orbs disappearing as they merge together. Setting this too high will break some farms, as well as allow items to teleport through blocks. There are no checks done to prevent items from merging through walls (unless Paper's fix-items-merging-through-walls
setting is activated). Exp is only merged on creation.
hopper-transfer
Good starting value: 8
Time in ticks that hoppers will wait to move an item. Increasing this will help improve performance if there are a lot of hoppers on your server, but will break hopper-based clocks and possibly item sorting systems if set too high.
hopper-check
Good starting value: 8
Time in ticks between hoppers checking for an item above them or in the inventory above them. Increasing this will help performance if there are a lot of hoppers on your server, but will break hopper-based clocks and item sorting systems relying on water streams.
alt-item-despawn-rate
This list lets you set alternative time (in ticks) to despawn certain types of dropped items faster or slower than default. This option can be used instead of item clearing plugins along with merge-radius
to improve performance.
redstone-implementation
Good starting value: ALTERNATE_CURRENT
Replaces the redstone system with faster and alternative versions that reduce redundant block updates, lowering the amount of logic your server has to calculate. Using a non-vanilla implementation may introduce minor inconsistencies with very technical redstone, but the performance gains far outweigh the possible niche issues. A non-vanilla implementation option may additionally fix other redstone inconsistencies caused by CraftBukkit.
The ALTERNATE_CURRENT
implementation is based off of the Alternate Current mod. More information on this algorithm can be found on their resource page.
hopper.disable-move-event
Good starting value: false
InventoryMoveItemEvent
doesn't fire unless there is a plugin actively listening to that event. This means that you only should set this to true if you have such plugin(s) and don't care about them not being able to act on this event. Do not set to true if you want to use plugins that listen to this event, e.g. protection plugins!
hopper.ignore-occluding-blocks
Good starting value: true
Determines if hoppers will ignore containers inside full blocks, for example hopper minecart inside sand or gravel block. Keeping this enabled will break some contraptions depending on that behavior.
tick-rates.mob-spawner
Good starting value: 2
This option lets you configure how often spawners should be ticked. Higher values mean less lag if you have a lot of spawners, although if set too high (relative to your spawners delay) mob spawn rates will decrease.
optimize-explosions
Good starting value: true
Setting this to true
replaces the vanilla explosion algorithm with a faster one, at a cost of slight inaccuracy when calculating explosion damage. This is usually not noticeable.
treasure-maps.enabled
Good starting value: false
Generating treasure maps is extremely expensive and can hang a server if the structure it's trying to locate is in an ungenerated chunk. It's only safe to enable this if you pregenerated your world and set a vanilla world border.
treasure-maps.find-already-discovered
Default value of this option forces the newly generated maps to look for unexplored structure, which are usually in not yet generated chunks. Setting this to true makes it so maps can lead to the structures that were discovered earlier. If you don't change this to true
you may experience the server hanging or crashing when generating new treasure maps. villager-trade
is for maps traded by villagers and loot-tables refers to anything that generates loot dynamically like treasure chests, dungeon chests, etc.
tick-rates.grass-spread
Good starting value: 4
Time in ticks between the server trying to spread grass or mycelium. This will make it so large areas of dirt will take a little longer to turn to grass or mycelium. Setting this to around 4
should work nicely if you want to decrease it without the decreased spread rate being noticeable.
tick-rates.container-update
Good starting value: 1
Time in ticks between container updates. Increasing this might help if container updates cause issues for you (it rarely happens), but makes it easier for players to experience desync when interacting with inventories (ghost items).
non-player-arrow-despawn-rate
Good starting value: 20
Time in ticks after which arrows shot by mobs should disappear after hitting something. Players can't pick these up anyway, so you may as well set this to something like 20
(1 second).
creative-arrow-despawn-rate
Good starting value: 20
Time in ticks after which arrows shot by players in creative mode should disappear after hitting something. Players can't pick these up anyway, so you may as well set this to something like 20
(1 second).
disable-method-profiler
Good starting value: true
This option will disable some additional profiling done by the game. This profiling is not necessary to run in production and can cause additional lag.
dolphin.disable-treasure-searching
Good starting value: true
Prevents dolphins from performing structure search similar to treasure maps
teleport-if-outside-border
Good starting value: true
Allows you to 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.
In conclusion, optimizing your server settings is crucial for maintaining smooth gameplay and preventing performance issues like lag and TPS drops. Each adjustment should be carefully considered based on your server's specific needs and player activity. By fine-tuning configurations such as view distance, spawn limits, and tick intervals, you can strike a balance between performance and gameplay experience. Remember to regularly monitor your server's performance metrics after making changes to ensure they have the desired effect. With these optimizations in place, your server can provide a more enjoyable and stable environment for players.
Last updated