entwastaken

optimization stuff that might help bot

Dec 15th, 2019
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  1. ok hello bot it me ent
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  3. so, i spent some time digging around trying to find some optimizations within the paper.yml config and here's the stuff i found helped me personally:
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  5. - optimize-explosions; default: false -> set to true. "Instructs the server to cache entity lookups during an explosion, rather than recalculating throughout the process. This speeds up explosions significantly."
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  7. - max-auto-save-chunks-per-tick; default: 24 -> set to 12. this reduces the amount of chunks the server autosaves every tick. while it will make autosaves take slightly longer and be more noticeable(you can mess around with other values to finetune it), it reduces the load on the server on autosaves
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  9. - use-faster-eigencraft-redstone; default: false -> set to true. uses a custom algorithm for redstone that is way more server-friendly and doesn't break normal redstone contraptions(it seems not to; if its reported to do so, revert back to false). redstone is notoriously anti-server due to all the lighting updates it produces, and this eigencraft algorithm improves on it and reduces server-side lag caused by heavy redstone machines
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  11. - prevent-moving-into-unloaded-chunks; default: false. -> set to true. self explanatory, stops the player from moving into unloaded chunks which would cause more lag to the server.
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  13. -experience-merge-max-value; default: -1(all xp becomes one huge orb). honestly i want this to be changed just because you lose out on mending repair when an entire xp orb is used to repair your 1561/1562 sword rather than your 1/1562 pickaxe because fuck you mending why do you not prioritize the tool with the least durability. changing this to 0 means they will never merge together. now i will admit that i've not tested other values, so don't quote me on this, but i think higher values will determine the amount of times orbs can merge(1 means orbs will only merge once, 2 means twice etc.; this would explain why -1 would just say FUCK IT, ALL MERGE INTO ONE)
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  15. ok that last one was a bit of a personal rant
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  17. -max-entity-collisions; default: 8. "Instructs the server to stop processing collisions after this value is reached." personally i've not changed this, but i've seen people say it helped them. i suppose it's what stops you from moving when jumping into a block with like 12 chickens; there's too many collisions happening. reducing this claims to help reduce server load by having to deal with less collisions.
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  19. i'll look more and maybe edit this from time to time if i find more info but for now this is what i've got. if this helps in any way i'm glad
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  23. fuck spigot's spawning algorithm
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