Chunk Processor
Introduction
This is a new feature, not a magical solution to all your problems. It is however very efficient, and will hardly leave a footprint when there are no chunks to process.
The chunk processor will process chunks before they are saved / loaded from disk. It is lightweight at the moment with the following capabilities:
Clear entities if a dangerous amount is detected
Clear blockstates if a dangerous amount is detected
Purpose
The purpose of the processor is to:
Decrease server lag
Prevent potentially dangerous chunks being saved / loaded from disk
Prevent repeated server crashes from dangerous chunks
The usual causes of dangerous chunks are:
People abusing WorldEdit
People abusing VoxelSniper
Any other server-tool you have that can be used to spam entities / blocks
Configuration
Configuration is done through the settings.yml
To enable the chunk processor, set the following:
It can then be configured further, changing these values:
If the tile entity / entity limit has been reached, the chunk processor will remove the entities that exceed the limit when the chunk is saved. It will also prevent players that don't have /plot toggle worldedit
enabled from exceeding the limit using WorldEdit.
When the chunk processor is activated, players will not be able to use tile entities as a part of the plot components when using /plot set
.
If using Paper, you may also enable tile-entity-check
under the paper components. This will prevent players from placing new tile entities when the tile entity limit has been reached in that particular chunk.
For more information about tile entities see: https://papermc.io/javadocs/paper/1.18/org/bukkit/block/package-tree.html + (Or do a google search.)
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