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Hi!

I have two server on one pc with only a few players but with a lot of mods. The server is custom made from my older hardware projects. It is dedicated to server so no video card and only remote access.

I want set it to keep more chucks loaded if possible because i have 48GB ram and most of the time the servers eats only 1-2GB. I increased a lot of values with the help of chatgpt. 

 

 

🧭 General Server Performance Settings

Setting Description
DefaultEntityTrackingRange Distance (in chunks) from the player within which entities (animals, players, etc.) are tracked and updated. Higher values increase visibility but use more resources.
DefaultSimulationRange Distance (in blocks) around each player where world simulation (e.g., crops growing, machines running) remains active.
RequestChunkColumnsQueueSize The maximum number of chunk column requests (vertical stacks of chunks) waiting to be processed by the server.
ReadyChunksQueueSize How many fully generated chunks can be queued and ready to send to players. Larger = smoother loading but more memory usage.
ChunksColumnsToRequestPerTick How many new chunk columns the server requests each tick (every 50 ms). Controls world generation rate.
ChunksToSendPerTick Maximum number of chunks sent to clients each tick. Affects how fast terrain loads for players.
ChunkRequestTickTime How often (in milliseconds) the server processes chunk requests.
ChunkColumnsToGeneratePerThreadTick How many chunk columns each world generation thread processes per tick. Higher = faster terrain generation but higher CPU load.

💾 Saving and Chunk Management

Setting Description
ServerAutoSave Interval (in seconds) between automatic world saves. Default 600 s = every 10 minutes.
SpawnChunksWidth The width (in chunks) of the spawn area that always stays loaded around the world spawn.
ChunkUnloadInterval Time (in milliseconds) before unused chunks are unloaded from memory. Large numbers keep chunks loaded longer.
UncompressedChunkTTL How long (in ms) an uncompressed chunk stays in memory before being compressed or removed.
CompressedChunkTTL How long (in ms) a compressed chunk remains cached before being fully discarded.

👥 Player and Entity Tracking

Setting Description
TrackedEntitiesPerClient Maximum number of entities each client can track simultaneously. Prevents overloads with too many mobs or items nearby.
CalendarPacketSecondInterval How often (in seconds) the server sends calendar/time updates to clients. Larger intervals reduce bandwidth use slightly.
PlayerDesyncTolerance Maximum positional desync allowed between server and client (in blocks). Helps smooth movement.
PlayerDesyncMaxIntervalls Maximum number of intervals allowed before the server forcibly re-syncs player positions.

🔒 Anti-Abuse and Fair Play

Setting Description
AntiAbuseMaxWalkBlocksPer200ms Maximum distance (in blocks) a player can walk in 200 ms before being flagged for possible speed hacks.
AntiAbuseMaxFlySuspicions Number of suspicious flying detections before the player is flagged.
AntiAbuseMaxTeleSuspicions Number of teleport-related anomalies tolerated before triggering anti-cheat.

⚙️ Thread and Performance Limits

Setting Description
MaxPhysicsThreads Maximum threads used for physics simulations (e.g., falling blocks, moving entities).
MaxWorldgenThreads Maximum threads for world generation tasks (terrain, caves, etc.).
MaxEntitySpawnsPerTick Maximum number of new entities (e.g., mobs, animals) spawned each tick.
ChunkThreadTickTime Interval (in ms) for chunk-thread processing; controls background workload pacing.

 

My settings:

{
  "DefaultEntityTrackingRange": 6,
  "DefaultSimulationRange": 160,
  "RequestChunkColumnsQueueSize": 12000,
  "ReadyChunksQueueSize": 800,
  "ChunksColumnsToRequestPerTick": 8,
  "ChunksToSendPerTick": 256,
  "ChunkRequestTickTime": 15,
  "ChunkColumnsToGeneratePerThreadTick": 40,
  "ServerAutoSave": 600,
  "SpawnChunksWidth": 9,
  "TrackedEntitiesPerClient": 3500,
  "CalendarPacketSecondInterval": 45,
  "ChunkUnloadInterval": 100000,
  "UncompressedChunkTTL": 45000,
  "CompressedChunkTTL": 120000,
  "PlayerDesyncTolerance": 0.035,
  "PlayerDesyncMaxIntervalls": 20.0,
  "ChunkThreadTickTime": 5,
  "AntiAbuseMaxWalkBlocksPer200ms": 4,
  "AntiAbuseMaxFlySuspicions": 4,
  "AntiAbuseMaxTeleSuspicions": 8,
  "MaxPhysicsThreads": 4,
  "MaxWorldgenThreads": 4,
  "MaxEntitySpawnsPerTick": 12,
  "ServerMagicNumVersion": "1.3"
}

I have two servers so i think with 8c/16t i can use 4/4 threads in the settings.

My hardware is: 

srv.thumb.JPG.0046383b039cde5561fc247b06ac2fe0.JPG

 

 

I welcome any tips for optimisation!

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