About some "paper.yml" settings

Hi I can use some help with fully understanding some of these settings. Any help is greatly appreciated.
I’ll number them to help make this more readable.

I’m running Minecraft 1.17.1+ if that matters.

World Settings:

remove-corrupt-tile-entities:
Is it beneficial to enable this option?
Are there any issues that can potentially occur when this setting is enabled?
Can I get an example of how this setting will behave?
https://paper.readthedocs.io/en/latest/server/configuration.html#remove-corrupt-tile-entities

experience-merge-max-value:
To clarify, for example if I set this setting to 50, does that mean only 50 experience points can be merged together into one orb on the ground?
https://paper.readthedocs.io/en/latest/server/configuration.html#experience-merge-max-value

prevent-moving-into-unloaded-chunks:
Will this setting prevent new chunks from being rendered in the world?
https://paper.readthedocs.io/en/latest/server/configuration.html#prevent-moving-into-unloaded-chunks

count-all-mobs-for-spawning:
Does the global mob limit this setting targets refer to the limits set in bukkit.yml?
Does this mean that if enabled, mob spawners will be able to spawn a potentially infinite number of mobs (or at least until it crashes the server)?
https://paper.readthedocs.io/en/latest/server/configuration.html#count-all-mobs-for-spawning

falling-block-height-nerf:
Do falling blocks have a performance impact on the server? If so, how significant can this performance impact be (is there an example)?
To be clear, the height value set on this setting is the Y level?
So for example, if I set this to 100, then any block that starts a falling process >= Y level 100 will instantly be deleted off of the server?
https://paper.readthedocs.io/en/latest/server/configuration.html#falling-block-height-nerf

tnt-entity-height-nerf:
I’m sure this does the same thing as 5, but with primed TNT instead.
Can someone explain why it would be beneficial to remove primed TNT at certain heights?
https://paper.readthedocs.io/en/latest/server/configuration.html#tnt-entity-height-nerf

disable-creeper-lingering-effect:
Will disabling this improve server performance?
https://paper.readthedocs.io/en/latest/server/configuration.html#disable-creeper-lingering-effect

use-faster-eigencraft-redstone:
This setting reduces Redstone lag? Can someone explain what it changes exactly?
Is it a good idea to enable this?
https://paper.readthedocs.io/en/latest/server/configuration.html#use-faster-eigencraft-redstone

parrots-are-unaffected-by-player-movement:
Is it generally an issue when parrots fall off of players? Would players enjoy parrots more if they don’t fall off?
https://paper.readthedocs.io/en/latest/server/configuration.html#parrots-are-unaffected-by-player-movement

only-players-collide:
Is entity collision something that can cause a significant reduction to server performance on high loads?
If so, enabling this option is a good idea; in which case, are there potential issues or exploits that can occur when this option is enabled?
https://paper.readthedocs.io/en/latest/server/configuration.html#only-players-collide

10.1.
allow-vehicle-collisions:
I assume “vehicles” refers to boats, minecarts, etc?
If 10 is enabled, am I right to assume that this should be enabled too, since a lack of vehicle collisions sounds a bit OP.
https://paper.readthedocs.io/en/latest/server/configuration.html#allow-vehicle-collisions

disable-explosion-knockback:
Do knockbacks have a high performance impact on the server at heavy loads?
Is enabling this option a good idea to help prevent exploits where players use explosions to accelerate ender pearls and launch TNT?
Is it generally a good idea to enable this option to help with server performance?
https://paper.readthedocs.io/en/latest/server/configuration.html#disable-explosion-knockback

prevent-tnt-from-moving-in-water:
Is there an impact on server performance if a lot of primed TNT entities are moving in water?
Is it a good idea to enable this option to prevent possible exploits?
https://paper.readthedocs.io/en/latest/server/configuration.html#prevent-tnt-from-moving-in-water

armor-stands-tick:
Is it a good idea to enable this simply for the performance benefit?
Are there any reasons why this setting should not be enabled?
https://paper.readthedocs.io/en/latest/server/configuration.html#armor-stands-tick

non-player-arrow-despawn-rate
Is there a performance impact on the server if a lot of non player arrows are around?
When changing this value, what are good values to set this to to make arrows despawn faster, and about how long will it take based on the value?
https://paper.readthedocs.io/en/latest/server/configuration.html#non-player-arrow-despawn-rate

entities-target-with-follow-range:
I don’t really understand what this setting means. Can someone explain what it does and how it should be used?
https://paper.readthedocs.io/en/latest/server/configuration.html#entities-target-with-follow-range

Game Mechanics:
https://paper.readthedocs.io/en/latest/server/configuration.html#game-mechanics

disable-end-credits:
Should this simply be disabled on a survival server?

Pillager Patrols:
https://paper.readthedocs.io/en/latest/server/configuration.html#pillager-patrols

spawn-chance:
The default spawn chance for Pillager Patrols is 0.2. Does that mean it is 2% or actually 0.2%?

Fishing Time Range:
https://paper.readthedocs.io/en/latest/server/configuration.html#fishing-time-range

Will adjusting the fishing tick settings here (reducing minimum and maximum times to catch fish) interfere with plugins that try to detect fishing exploits?

Frosted Ice:
https://paper.readthedocs.io/en/latest/server/configuration.html#frosted-ice

Does Frosted Ice (the Frost Walker enchantment) potentially impact server performance?
Should I simply disable this and the enchantment to save the server performance?

Lootables:
https://paper.readthedocs.io/en/latest/server/configuration.html#lootables

auto-replenish:
It states that the server will automatically replenish lootable containers when enabled. Does this refer only to specific structures such as shipwrecks, or all structures that contain lootable containers?

Also, will this ONLY apply to the initial container that generates in the structure?
Are players able to exploit this by breaking lootable containers and placing them together in the same or different lootable structure, or placing crafted chests in the structures?

Hopper:
https://paper.readthedocs.io/en/latest/server/configuration.html#hopper

disable-move-event:
What does the hopper “InventoryMoveItemEvent” do exactly?

Lightning Strike Distance Limit:
https://paper.readthedocs.io/en/latest/server/configuration.html#lightning-strike-distance-limit

sound - impact-sound:
What is the difference between “sound” and “impact-sound”?
Is the value based on distance in blocks or chunks?
It shows default as -1. How far is that?

Anti Xray:
https://paper.readthedocs.io/en/latest/server/configuration.html#anti-xray

engine-mode:
Does the utilization of this anti xray have a performance impact on the server? If so, is it worth using anyway?
Which engine mode has better performance and functionality?

lava-obscures:
Is there a reason why this should or shouldn’t be enabled while having the anti xray enabled?

View Distances:
https://paper.readthedocs.io/en/latest/server/configuration.html#viewdistances

no-tick-view-distance:
Can someone explain in greater details how this feature works? The provided explanation seems a bit confusing.

Generator Settings:
https://paper.readthedocs.io/en/latest/server/configuration.html#generator-settings

flat-bedrock:
Can this setting (when enabled) potentially have significant impacts on the world generation?

Update Pathfinding on Block Update:
https://paper.readthedocs.io/en/latest/server/configuration.html#update-pathfinding-on-block-update

If disabled, will it prevent mobs from ever knowing about block updates, or only while the mob is currently moving?
What are the disadvantages of having this disabled?

Entity Per Chunk Save Limit:
https://paper.readthedocs.io/en/latest/server/configuration.html#update-pathfinding-on-block-update

experience_orb - snowball - ender_pearl - arrow:
What exactly does it mean to have these entities saved/loaded per chunk?
What limitations would you recommend setting for them?

Map Item Frame Cursor Limit:
https://paper.readthedocs.io/en/latest/server/configuration.html#map-item-frame-cursor-limit

What is a reasonable value to set for this setting?

Seed Based Feature Search:
https://paper.readthedocs.io/en/latest/server/configuration.html#seed-based-feature-search

It states that if the seed or world generator has been changed, features will be located incorrectly.
Is this dependent on the world itself, or the name of the world?
For example if I delete my world, and make a new world with the same name but different seed, will features still be located incorrectly?

I think I answered most of your questions, please excuse the varying levels of indentation as Discourse’s markdown renderer and I don’t get along well.

  1. remove-corrupt-tile-entities:
    Is it beneficial to enable this option?
    Are there any issues that can potentially occur when this setting is enabled?
    Can I get an example of how this setting will behave?

    It removes, rather then leaving in a corrupted state, tile entities (such as chests, bee hives, lecterns, full list here). This usually won’t matter unless one of those tile entities is corrupted, in which case it’s probably best to just remove it.

  2. experience-merge-max-value:
    To clarify, for example if I set this setting to 50, does that mean only 50 experience points can be merged together into one orb on the ground?

    Yes

  3. prevent-moving-into-unloaded-chunks:
    Will this setting prevent new chunks from being rendered in the world?

    No; new chunks will still be loaded, only players will not be able to enter them until they have been fully loaded.

  4. count-all-mobs-for-spawning:
    Does the global mob limit this setting targets refer to the limits set in bukkit.yml?
    Does this mean that if enabled, mob spawners will be able to spawn a potentially infinite number of mobs (or at least until it crashes the server)?

    Spawner mobs, by default, as well as some (all?) persistent mobs do not count towards the mob cap by default. That setting makes them do so. Spawners have their own limits as to how many mobs they can spawn based on how many are around them, whether that setting is on or off.

  5. falling-block-height-nerf:
    Do falling blocks have a performance impact on the server? If so, how significant can this performance impact be (is there an example)?
    To be clear, the height value set on this setting is the Y level?
    So for example, if I set this to 100, then any block that starts a falling process >= Y level 100 will instantly be deleted off of the server?

    Falling blocks do have a performance impact as all entities do and they have to perform checks to determine if they’ve hit a block, etc, but it’s not really a problem especially if you don’t have players raining gravel at y level 200 (in which case they might get mad if you turn that on :stuck_out_tongue:)

  6. tnt-entity-height-nerf:
    I’m sure this does the same thing as 5, but with primed TNT instead.
    Can someone explain why it would be beneficial to remove primed TNT at certain heights?

    TNT can get blasted or launched in arcs into the air, where it’s unlikely to actually hit anything when it explodes, and is thus a waste of server resources.

  7. disable-creeper-lingering-effect:
    Will disabling this improve server performance?

    Not much, but area effect clouds are something that has to be ticked. AFAIK creepers only do that when they have active potion effects and explode, which would be pretty rare.

  8. use-faster-eigencraft-redstone:
    This setting reduces Redstone lag? Can someone explain what it changes exactly?
    Is it a good idea to enable this?

    Yes, that reduces redstone lag. If by “what it changes” you mean behaviorally, it’s supposed to replicate vanilla behavior, and even fixes a few inconsistencies with vanilla added by upstream.

  9. parrots-are-unaffected-by-player-movement:
    Is it generally an issue when parrots fall off of players? Would players enjoy parrots more if they don’t fall off?

    I know I would :grinning_face_with_smiling_eyes:

  10. only-players-collide:
    Is entity collision something that can cause a significant reduction to server performance on high loads?
    If so, enabling this option is a good idea; in which case, are there potential issues or exploits that can occur when this option is enabled?

    Yes, entity collisions can be expensive with large numbers of entities… colliding :slight_smile: As for potential issues, players tend to rely on vanilla mechanics in strange ways, so I can see a farm breaking that somehow relies on entity collisions.

10.1)

allow-vehicle-collisions:
I assume “vehicles” refers to boats, minecarts, etc?
If 10 is enabled, am I right to assume that this should be enabled too, since a lack of vehicle collisions sounds a bit OP.

Yeah I would enable that if you enable 10, but it’s your choice ofc.

  1. disable-explosion-knockback:
    Do knockbacks have a high performance impact on the server at heavy loads?
    Is enabling this option a good idea to help prevent exploits where players use explosions to accelerate ender pearls and launch TNT?
    Is it generally a good idea to enable this option to help with server performance?

    That could have a significant performance impact of course if people are exploding lots of entities, however it is a significant change to vanilla behavior that your players might not appreciate.

  2. prevent-tnt-from-moving-in-water:
    Is there an impact on server performance if a lot of primed TNT entities are moving in water?
    Is it a good idea to enable this option to prevent possible exploits?

    I believe that setting was added to provide a way to disable TNT launchers/cannons/guns that rely on pushing TNT with water.

  3. Is it a good idea to enable this simply for the performance benefit?

    Sure, if you have a lot of armor stands

Are there any reasons why this setting should not be enabled?

With that setting enabled, water and gravity will not effect armor stands. Again, whether that’s a good trade or not would be up to you.

  1. non-player-arrow-despawn-rate
    Is there a performance impact on the server if a lot of non player arrows are around?
    When changing this value, what are good values to set this to to make arrows despawn faster, and about how long will it take based on the value?

    Yes, though not a huge impact. There’s really no reason they have to stay around, though, since players can’t pick them up.

When changing this value, what are good values to set this to to make arrows despawn faster, and about how long will it take based on the value?

That value is in ticks, and 1 second is 20 ticks (ideally).

  1. entities-target-with-follow-range:
    I don’t really understand what this setting means. Can someone explain what it does and how it should be used?

    That fixes a vanilla bug (https://bugs.mojang.com/browse/MC-145656) where mobs will target entities beyond their follow range

  2. disable-end-credits:
    Should this simply be disabled on a survival server?

    Again, that’s up to you, though recently someone reported that players will get AFK kicked if you have an idle-timeout set in server.properties while on the credits screen

  3. spawn-chance:
    The default spawn chance for Pillager Patrols is 0.2. Does that mean it is 2% or actually 0.2%?

    Neither, 20%

  4. Fishing Time Range:
    https://paper.readthedocs.io/en/latest/server/configuration.html#fishing-time-range
    Will adjusting the fishing tick settings here (reducing minimum and maximum times to catch fish) interfere with plugins that try to detect fishing exploits?

    Depends on how the plugin works; Mojang pretty much killed AFK fish farms in 1.16 anyway though

  5. Does Frosted Ice (the Frost Walker enchantment) potentially impact server performance?

    Technically yes, but, imo, it’s really not worth disabling the mechanic. Your choice though.

  6. It states that the server will automatically replenish lootable containers when enabled. Does this refer only to specific structures such as shipwrecks, or all structures that contain lootable containers?

    It should do all

Also, will this ONLY apply to the initial container that generates in the structure?
Are players able to exploit this by breaking lootable containers and placing them together in the same or different lootable structure, or placing crafted chests in the structures?

No, players will not be able to do that; it only applies to naturally generated chests

  1. The plugin API in Paper is event-based; InventoryMoveItemEvent is called by hoppers when they, well, move items. Disabling it doesn’t really matter unless you have a plugin that listens to that event and you don’t care about that feature of that plugin.

  2. What is the difference between “sound” and “impact-sound”?

    “Sound” would be normal thunder; “impact-sound” is the sound made when lightning actually strikes. See https://minecraft.fandom.com/wiki/Thunderstorm#Sounds to listen to them; “Lightning strikes” is “impact-sound”, “Thunder roars” is “sound”

  3. engine-mode:
    Does the utilization of this anti xray have a performance impact on the server? If so, is it worth using anyway?
    Which engine mode has better performance and functionality?

    See this beautiful explanation, complete with pictures, by the author of the anti-xray system: https://gist.github.com/stonar96/ba18568bd91e5afd590e8038d14e245e

  4. lava-obscures:
    Is there a reason why this should or shouldn’t be enabled while having the anti xray enabled?

    I think there were some issues with players not seeing ore next to lava that they could normally see without xray when that setting is on when the lava is actually not covering it because the height is less than one block, but I’m not sure.

  5. no-tick-view-distance:
    Can someone explain in greater details how this feature works? The provided explanation seems a bit confusing.

    No-tick-view-distance allows you to increase the server’s view distance, letting your players see further, without making the server tick the extra chunks, making it cost less. High ticking view distances are commonly impractical for large servers; no-tick is there so they can let their players see further.

  6. flat-bedrock:
    Can this setting (when enabled) potentially have significant impacts on the world generation?

    Only near the bottom of the world; best way to find out if you care would be to try it on a test server and see.

  7. Update Pathfinding on Block Update:
    https://paper.readthedocs.io/en/latest/server/configuration.html#update-pathfinding-on-block-update
    If disabled, will it prevent mobs from ever knowing about block updates, or only while the mob is currently moving?

    They will know about block updates, they just won’t recalculate an already-calculated path once a block is updated.

What are the disadvantages of having this disabled?

I would imagine there are some cases in which animals could end up killing themselves by walking in to deadly areas, however, when you think of how many times an area would suddenly become deadly while the entity is already walking and they wouldn’t have died in vanilla, there isn’t much difference.

  1. Entity Per Chunk Save Limit:
    What exactly does it mean to have these entities saved/loaded per chunk?

    That’s not really what that setting does; they are already saved/loaded per chunk as that’s how Minecraft works; that setting controls the maximum number that can be loaded/saved in a chunk; it’s useful so that, for example, if someone puts arrows (or, more commonly, fireballs) everywhere, you can limit the number that can be loaded or saved to prevent the server from instantly crashing when it loads that chunk. Even if you don’t run your server with this normally, it’s a handy setting to have ready in case you are put in that situation.

  1. Map Item Frame Cursor Limit:
    What is a reasonable value to set for this setting?

    Most of the time that wouldn’t really matter much as maps will rarely have that many cursors on them, so I would just leave it unless it becomes a problem later.

  2. Seed Based Feature Search:
    https://paper.readthedocs.io/en/latest/server/configuration.html#seed-based-feature-search
    It states that if the seed or world generator has been changed, features will be located incorrectly.
    Is this dependent on the world itself, or the name of the world?
    For example if I delete my world, and make a new world with the same name but different seed, will features still be located incorrectly?

    I have no idea how that setting works, though I would image that would work

1 Like

Are we able to manually add more entity types to this list or does it only work with the default entity types?

entity-per-chunk-save-limit:
  fireball: -1
  small_fireball: -1
  experience_orb: -1
  snowball: -1
  ender_pearl: -1
  arrow: -1