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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: 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:
simulation-distance:
exclude: false
view-distance:
exclude: false
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: true
# 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: true
# 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