# 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: 8 # 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 MSPT. # * mixed : Be both proactive and reactive; prioritising decreasing the simulation distance over increasing. adjustment-mode: mixed # 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. # * 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. reactive-mode-settings: # 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: 47.0 # 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 # 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: WingSMP: # 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: 6 # What should the absolute maximum simulation distance be in this world? maximum-simulation-distance: 12 # 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: 8 # What should the absolute maximum view distance be in this world? maximum-view-distance: 16 # 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