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  1. # Configuration for View Distance Tweaks.
  2. # Plugin page: https://www.spigotmc.org/resources/75164/
  3. # Github: https://github.com/froobynooby/ViewDistanceTweaks
  4.  
  5. # Please don't change this!
  6. version: 7
  7.  
  8. # Set this to true to enable the plugin. The plugin is initially disabled so that you can make changes to the config
  9. # appropriate to your server.
  10. enabled: true
  11.  
  12. # How should we determine whether the simulation distance needs adjusting? Accepts three values:
  13. #  * proactive : Adjust the simulation distance so that the player-loaded chunk count is always below a set threshold.
  14. #  * reactive  : Adjust the simulation distance in response to changes in the server's TPS.
  15. #  * mixed     : Be both proactive and reactive; prioritising decreasing the simulation distance over increasing.
  16. adjustment-mode: reactive
  17.  
  18. # These settings are for the proactive adjustment mode.
  19. proactive-mode-settings:
  20.  # Set this to the maximum ticking chunk count your server can handle. The simulation distance of each world will be
  21.   # adjusted such that the total number of player-loaded chunks is sitting as close to this value as possible.
  22.   #  * If you know your server can handle up to p many players with a simulation distance of d, a reasonable choice is
  23.   #    to set this to (2d + 1)^2 * p.
  24.   #  * As an example, 5780 is the number of player-loaded ticking chunks for 20 players with a simulation distance of 8.
  25.   global-ticking-chunk-count-target: 5780
  26.  
  27.   # Set this to the maximum number of non-ticking chunks you want to be loaded by the view distance.
  28.   #  * Note: this only counts chunks that are outside of the simulation distance of a player, but within the view
  29.   #    view distance of a player.
  30.   #  * If you know your server can handle up to p many players with a view distance of v and a simulation distance of s,
  31.   #    a reasonable choice is to set this to ((2v + 1)^2 - (2s + 1)^2) * p.
  32.   #  * As an example, 6720 is the number of non-ticking chunks loaded by the view distance for 20 players with a view
  33.   #    distance of 12 and a simulation distance of 8.
  34.   global-non-ticking-chunk-count-target: 6720
  35.  
  36. # These settings are for the reactive adjustment mode.
  37. reactive-mode-settings:
  38.  # Above what TPS should we consider increasing the simulation distance?
  39.   increase-tps-threshold: 19.9
  40.  
  41.   # Below what TPS should we consider decreasing the simulation distance?
  42.   decrease-tps-threshold: 18.0
  43.  
  44.   # These settings concern how we determine the TPS.
  45.   #  * Only touch these settings if you know what you're doing.
  46.   tps-tracker-settings:
  47.    # Over how many ticks should we collect tick durations for calculating the TPS?
  48.     #  * Setting this too high will make the TPS very slow to react to changes.
  49.     #  * Setting this too low will make the TPS volatile.
  50.     collection-period: 1200
  51.  
  52.     # By how much (in percent) should we allow the tick durations we use to calculate the TPS vary from the average
  53.     # tick duration.
  54.     #  * This is used for smoothing the TPS; making sure it's not heavily affected by sudden large lag spikes, such as
  55.     #    those caused by garbage collections or world-saves.
  56.     #  * Setting this to 0 will mean your TPS will never change - don't do that.
  57.     trim-outliers-to-within: 100.0
  58.  
  59.   # We keep a history of TPS vs. player-loaded chunk count in order to better predict what the TPS will settle to after
  60.   # increasing the simulation distance.
  61.   tps-prediction:
  62.    # Should we use TPS prediction when we are considering increasing the simulation distance?
  63.     #  * For example, we may be at 20 TPS with a simulation distance of 6, meaning we would consider increasing the
  64.     #    simulation distance to 7. However, if we saw that 10 minutes ago with a simulation distance of 7 we had 17 TPS,
  65.     #    we would hold off on increasing.
  66.     #  * Disabling this can lead to a back-and-forth game of increasing and decreasing the simulation distance every few
  67.     #    minutes - not ideal.
  68.     enabled: true
  69.  
  70.     # For how long (in minutes) should we keep a TPS / chunk count history?
  71.     history-length: 30
  72.  
  73. # Every how many ticks should we check whether the simulation distance needs to be updated?
  74. ticks-per-check: 600
  75.  
  76. # How long in ticks should we wait before starting the checking tasks following the plugin's start up?
  77. #  * This is useful when using the 'mixed' or 'reactive' adjustment modes where it is desirable to ignore the server's
  78. #    performance in the first few minutes following a restart.
  79. start-up-delay: 2400
  80.  
  81. # How many checks in a row that say to increase the simulation or view distance should be required before an increase
  82. # actually occurs?
  83. #  * This is useful as it guards against the following kind of case: A player leaves and the view distance is
  84. #    increased, but the player returns three minutes later and the view distance is lowered to its previous value.
  85. #  * Since increasing the view distance can cause lag-spikes for players with poorer connections, it is
  86. #    recommended to keep this value relatively high.
  87. passed-checks-for-increase: 10
  88.  
  89. # How many checks in a row that say to decrease the simulation or view distance should be required before a decrease
  90. # actually occurs?
  91. passed-checks-for-decrease: 1
  92.  
  93. # Should we send a message to the console when we change the simulation or view distance?
  94. log-changes: false
  95.  
  96. # These settings can be specified per world. If a world is not specified or if a setting is missing, it will use the
  97. # settings listed under the default section.
  98. world-settings:
  99.   default:
  100.    # These settings concern the simulation distance of this world.
  101.     simulation-distance:
  102.      # Should we not manage the simulation distance in this world?
  103.       #  * Note: Even if excluded, the world's chunks will be counted for the purpose of adjusting the simulation distance
  104.       #    of other worlds. If you do not want this, also be sure to set the chunk-weight to 0.
  105.       exclude: false
  106.  
  107.       # What should the absolute minimum simulation distance be in this world?
  108.       minimum-simulation-distance: 10
  109.  
  110.       # What should the absolute maximum simulation distance be in this world?
  111.       maximum-simulation-distance: 16
  112.  
  113.     # These settings concern the view distance of this world.
  114.     view-distance:
  115.      # Should we not manage the view distance in this world?
  116.       #  * Note: Even if excluded, the world's chunks will be counted for the purpose of adjusting the view distances
  117.       #    of other worlds.
  118.       exclude: false
  119.  
  120.       # What should the absolute minimum view distance be in this world?
  121.       minimum-view-distance: 12
  122.  
  123.       # What should the absolute maximum view distance be in this world?
  124.       maximum-view-distance: 32
  125.  
  126.     # Relative to the other worlds, how 'heavy' is a chunk on performance?
  127.     #  * For example: In the End dimension, about half of the chunks you encounter are void and so have very little
  128.     #    impact on performance. For this reason, you may want to set the chunk-weight of the End to 0.5.
  129.     chunk-weight: 1
  130.  
  131.     # These settings concern how we count the number of chunks in this world.
  132.     chunk-counter-settings:
  133.      # When two players are near each other, the chunks they load can overlap. Should we not double count the chunks
  134.       # that are overlapping?
  135.       exclude-overlap: true
  136.  
  137. #  world_the_end:
  138. #    simulation-distance:
  139. #      minimum-simulation-distance: 8
  140. #      maximum-simulation-distance: 10
  141. #    chunk-weight: 0.5
  142.  
  143. # These are additional settings that apply if you are using Paper as your server software.
  144. paper-settings:
  145.  # These settings are an alternative option to the reactive-mode-settings, allowing simulation distance to be adjusted
  146.   # based on MSPT rather than TPS.
  147.   #  * MSPT stands for "milliseconds per tick", and tells you how long your server takes to tick on average. A server
  148.   #    whose MSPT is above 50 will notice things slowing down, as the TPS drops.
  149.   alternative-reactive-mode-settings:
  150.    # Should we use these alternative settings for reactive mode?
  151.     use-alternative-settings: true
  152.  
  153.     # Below what MSPT should we consider increasing the simulation distance?
  154.     increase-mspt-threshold: 40.0
  155.  
  156.     # Above what MSPT should we consider decreasing the simulation distance?
  157.     decrease-mspt-threshold: 36.0
  158.  
  159.     # These settings concern how we determine the server's MSPT.
  160.     #  * Only touch these settings if you know what you're doing.
  161.     mspt-tracker-settings:
  162.      # Over how many ticks should we collect tick durations for calculating the MSPT?
  163.       #  * Setting this too high will make the MSPT very slow to react to changes.
  164.       #  * Setting this too low will make the MSPT volatile.
  165.       collection-period: 1200
  166.  
  167.     # We keep a history of MSPT vs. player-loaded chunk count in order to better predict what the MSPT will settle to
  168.     # after increasing the simulation distance.
  169.     mspt-prediction:
  170.      # Should we use MSPT prediction when we are considering increasing the simulation distance?
  171.       #  * For example, we may be at 38 MSPT with a simulation distance of 6, meaning we would consider increasing the
  172.       #    simulation distance to 7. However, if we saw that 10 minutes ago with a simulation distance of 7 we had
  173.       #    48 MSPT, we would hold off on increasing.
  174.       #  * Disabling this can lead to a back-and-forth game of increasing and decreasing the simulation distance every
  175.       #    few minutes - not ideal.
  176.       enabled: true
  177.  
  178.       # For how long (in minutes) should we keep a MSPT / chunk count history?
  179.       history-length: 30
  180.  
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