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- # Configuration for View Distance Tweaks.
- # Plugin page: https://www.spigotmc.org/resources/75164/
- # Github: https://github.com/froobynooby/ViewDistanceTweaks
- # Please don't change this!
- version: 7
- # Set this to true to enable the plugin. The plugin is initially disabled so that you can make changes to the config
- # appropriate to your server.
- enabled: true
- # How should we determine whether the simulation distance needs adjusting? Accepts three values:
- # * proactive : Adjust the simulation distance so that the player-loaded chunk count is always below a set threshold.
- # * reactive : Adjust the simulation distance in response to changes in the server's TPS.
- # * mixed : Be both proactive and reactive; prioritising decreasing the simulation distance over increasing.
- adjustment-mode: reactive
- # These settings are for the proactive adjustment mode.
- proactive-mode-settings:
- # Set this to the maximum ticking chunk count your server can handle. The simulation distance of each world will be
- # adjusted such that the total number of player-loaded chunks is sitting as close to this value as possible.
- # * If you know your server can handle up to p many players with a simulation distance of d, a reasonable choice is
- # to set this to (2d + 1)^2 * p.
- # * As an example, 5780 is the number of player-loaded ticking chunks for 20 players with a simulation distance of 8.
- global-ticking-chunk-count-target: 5780
- # Set this to the maximum number of non-ticking chunks you want to be loaded by the view distance.
- # * Note: this only counts chunks that are outside of the simulation distance of a player, but within the view
- # view distance of a player.
- # * If you know your server can handle up to p many players with a view distance of v and a simulation distance of s,
- # a reasonable choice is to set this to ((2v + 1)^2 - (2s + 1)^2) * p.
- # * As an example, 6720 is the number of non-ticking chunks loaded by the view distance for 20 players with a view
- # distance of 12 and a simulation distance of 8.
- global-non-ticking-chunk-count-target: 6720
- # These settings are for the reactive adjustment mode.
- reactive-mode-settings:
- # Above what TPS should we consider increasing the simulation distance?
- increase-tps-threshold: 19.9
- # Below what TPS should we consider decreasing the simulation distance?
- decrease-tps-threshold: 18.0
- # These settings concern how we determine the TPS.
- # * Only touch these settings if you know what you're doing.
- tps-tracker-settings:
- # Over how many ticks should we collect tick durations for calculating the TPS?
- # * Setting this too high will make the TPS very slow to react to changes.
- # * Setting this too low will make the TPS volatile.
- collection-period: 1200
- # By how much (in percent) should we allow the tick durations we use to calculate the TPS vary from the average
- # tick duration.
- # * This is used for smoothing the TPS; making sure it's not heavily affected by sudden large lag spikes, such as
- # those caused by garbage collections or world-saves.
- # * Setting this to 0 will mean your TPS will never change - don't do that.
- trim-outliers-to-within: 100.0
- # We keep a history of TPS vs. player-loaded chunk count in order to better predict what the TPS will settle to after
- # increasing the simulation distance.
- tps-prediction:
- # Should we use TPS prediction when we are considering increasing the simulation distance?
- # * For example, we may be at 20 TPS with a simulation distance of 6, meaning we would consider increasing the
- # simulation distance to 7. However, if we saw that 10 minutes ago with a simulation distance of 7 we had 17 TPS,
- # we would hold off on increasing.
- # * Disabling this can lead to a back-and-forth game of increasing and decreasing the simulation distance every few
- # minutes - not ideal.
- enabled: true
- # For how long (in minutes) should we keep a TPS / chunk count history?
- history-length: 30
- # Every how many ticks should we check whether the simulation distance needs to be updated?
- ticks-per-check: 600
- # How long in ticks should we wait before starting the checking tasks following the plugin's start up?
- # * This is useful when using the 'mixed' or 'reactive' adjustment modes where it is desirable to ignore the server's
- # performance in the first few minutes following a restart.
- start-up-delay: 2400
- # How many checks in a row that say to increase the simulation or view distance should be required before an increase
- # actually occurs?
- # * This is useful as it guards against the following kind of case: A player leaves and the view distance is
- # increased, but the player returns three minutes later and the view distance is lowered to its previous value.
- # * Since increasing the view distance can cause lag-spikes for players with poorer connections, it is
- # recommended to keep this value relatively high.
- passed-checks-for-increase: 10
- # How many checks in a row that say to decrease the simulation or view distance should be required before a decrease
- # actually occurs?
- passed-checks-for-decrease: 1
- # Should we send a message to the console when we change the simulation or view distance?
- log-changes: false
- # These settings can be specified per world. If a world is not specified or if a setting is missing, it will use the
- # settings listed under the default section.
- world-settings:
- default:
- # These settings concern the simulation distance of this world.
- simulation-distance:
- # Should we not manage the simulation distance in this world?
- # * Note: Even if excluded, the world's chunks will be counted for the purpose of adjusting the simulation distance
- # of other worlds. If you do not want this, also be sure to set the chunk-weight to 0.
- exclude: false
- # What should the absolute minimum simulation distance be in this world?
- minimum-simulation-distance: 10
- # What should the absolute maximum simulation distance be in this world?
- maximum-simulation-distance: 16
- # These settings concern the view distance of this world.
- view-distance:
- # Should we not manage the view distance in this world?
- # * Note: Even if excluded, the world's chunks will be counted for the purpose of adjusting the view distances
- # of other worlds.
- exclude: false
- # What should the absolute minimum view distance be in this world?
- minimum-view-distance: 12
- # What should the absolute maximum view distance be in this world?
- maximum-view-distance: 32
- # Relative to the other worlds, how 'heavy' is a chunk on performance?
- # * For example: In the End dimension, about half of the chunks you encounter are void and so have very little
- # impact on performance. For this reason, you may want to set the chunk-weight of the End to 0.5.
- chunk-weight: 1
- # These settings concern how we count the number of chunks in this world.
- chunk-counter-settings:
- # When two players are near each other, the chunks they load can overlap. Should we not double count the chunks
- # that are overlapping?
- exclude-overlap: true
- # world_the_end:
- # simulation-distance:
- # minimum-simulation-distance: 8
- # maximum-simulation-distance: 10
- # chunk-weight: 0.5
- # These are additional settings that apply if you are using Paper as your server software.
- paper-settings:
- # These settings are an alternative option to the reactive-mode-settings, allowing simulation distance to be adjusted
- # based on MSPT rather than TPS.
- # * MSPT stands for "milliseconds per tick", and tells you how long your server takes to tick on average. A server
- # whose MSPT is above 50 will notice things slowing down, as the TPS drops.
- alternative-reactive-mode-settings:
- # Should we use these alternative settings for reactive mode?
- use-alternative-settings: true
- # Below what MSPT should we consider increasing the simulation distance?
- increase-mspt-threshold: 40.0
- # Above what MSPT should we consider decreasing the simulation distance?
- decrease-mspt-threshold: 36.0
- # These settings concern how we determine the server's MSPT.
- # * Only touch these settings if you know what you're doing.
- mspt-tracker-settings:
- # Over how many ticks should we collect tick durations for calculating the MSPT?
- # * Setting this too high will make the MSPT very slow to react to changes.
- # * Setting this too low will make the MSPT volatile.
- collection-period: 1200
- # We keep a history of MSPT vs. player-loaded chunk count in order to better predict what the MSPT will settle to
- # after increasing the simulation distance.
- mspt-prediction:
- # Should we use MSPT prediction when we are considering increasing the simulation distance?
- # * For example, we may be at 38 MSPT with a simulation distance of 6, meaning we would consider increasing the
- # simulation distance to 7. However, if we saw that 10 minutes ago with a simulation distance of 7 we had
- # 48 MSPT, we would hold off on increasing.
- # * Disabling this can lead to a back-and-forth game of increasing and decreasing the simulation distance every
- # few minutes - not ideal.
- enabled: true
- # For how long (in minutes) should we keep a MSPT / chunk count history?
- history-length: 30
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