Revisions for ⁨View Distance Tweaks⁩

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unlisted ⁨1⁩ ⁨file⁩ 2021-07-13 23:41:08 UTC

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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: 4
+
+# 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 view distance needs adjusting? Accepts three values:
+#  * proactive : Adjust the view distance so that the player-loaded chunk count is always below a set threshold.
+#  * reactive  : Adjust the view distance in response to changes in the server's TPS.
+#  * mixed     : Be both proactive and reactive; prioritising decreasing the view distance over increasing.
+adjustment-mode: reactive
+
+# These settings are for the proactive adjustment mode.
+proactive-mode-settings:
+  # Set this to the maximum chunk count your server can handle. The view 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 view 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 chunks for 20 players with a view distance of 8.
+  global-chunk-count-target: 5780
+
+# These settings are for the reactive adjustment mode.
+reactive-mode-settings:
+  # Above what TPS should we consider increasing the view distance?
+  increase-tps-threshold: 19.9
+
+  # Below what TPS should we consider decreasing the view distance?
+  decrease-tps-threshold: 19.6
+
+  # 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 view distance.
+  tps-prediction:
+    # Should we use TPS prediction when we are considering increasing the view distance?
+    #  * For example, we may be at 20 TPS with a view distance of 6, meaning we would consider increasing the view
+    #    distance to 7. However, if we saw that 10 minutes ago with a view 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 view 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 view distance needs to be updated?
+ticks-per-check: 600
+
+# How many checks in a row that say to increase the view distance should be required before the view distance is
+# actually increased?
+#  * 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 view distance should be required before the view distance is
+# actually decreased?
+passed-checks-for-decrease: 1
+
+# Should we send a message to the console when we change the view distance?
+log-view-distance-changes: true
+
+# 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:
+    # 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 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 view distance be in this world?
+    minimum-view-distance: 6
+
+    # What should the absolute maximum view distance be in this world?
+    maximum-view-distance: 9
+
+    # 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, their view distances can overlap. Should we not double count the chunks
+      # that are overlapping?
+      exclude-overlap: true
+
+#  world_the_end:
+#    minimum-view-distance: 8
+#    maximum-view-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 concern the no-tick view distance available in Paper 1.15.2+.
+  #  * Note: higher no-tick view distances are less heavy on the server as far as TPS goes. For this reason, there is no
+  #    option to adjust no-tick view distance based on TPS.
+  no-tick-view-distance:
+    # Should we adjust the no-tick view distance?
+    enabled: true
+
+    # Set this to the maximum number of chunks you want to be loaded by the no-tick view distance.
+    #  * Note: this only counts chunks that are outside of the standard view distance of a player, but within the
+    #    no-tick view distance of a player.
+    #  * If you know your server can handle up to p many players with a no-tick view distance of n and a standard view
+    #    distance of d, a reasonable choice is to set this to ((2n + 1)^2 - (2d + 1)^2) * p.
+    #  * As an example, 6720 is the number of chunks loaded by the no-tick view distance for 20 players with a no-tick
+    #    view distance of 12, and a standard view distance of 8.
+    global-chunk-count-target: 6720
+
+  # These settings are an alternative option to the reactive-mode-settings, allowing view 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: false
+
+    # Below what MSPT should we considering increasing the view distance?
+    increase-mspt-threshold: 40.0
+
+    # Above what MSPT should we consider decreasing the view 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
+
+      # 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 MSPT; 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 MSPT will never change - don't do that.
+      trim-outliers-to-within: 100.0
+
+    # 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 view distance.
+    mspt-prediction:
+      # Should we use MSPT prediction when we are considering increasing the view distance?
+      #  * For example, we may be at 38 MSPT with a view distance of 6, meaning we would consider increasing the view
+      #    distance to 7. However, if we saw that 10 minutes ago with a view 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 view distance every few
+      #    minutes - not ideal.
+      enabled: true
+
+      # For how long (in minutes) should we keep a MSPT / chunk count history?
+      history-length: 30
+
+  world-settings:
+    default:
+      # Should we not manage the no-tick view distance in this world?
+      #  * Note: Even if excluded, the world's chunks will be counted for the purpose of adjusting the no-tick view
+      #    distance of other worlds.
+      exclude: false
+
+      # What should the absolute minimum no-tick view distance be in this world?
+      minimum-no-tick-view-distance: 6
+
+      # What should the absolute maximum no-tick view distance be in this world?
+      maximum-no-tick-view-distance: 9