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:
enabled-components:
# Processes chunks (trimming, or entity/tile limits)
chunk-processor: true
It can then be configured further, changing these values:
chunk-processor:
# Auto trim will not save chunks which aren't claimed
auto-trim: false
# Max tile entities per chunk
max-tiles: 3
# Max entities per chunk
max-entities: 512
# Disable block physics
disable-physics: false
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
.
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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