← Guides · updated 2026-07-12

Pre-tuned server configs: exactly what we change and why

Most Minecraft servers lag long before the hardware runs out — the usual culprit is vanilla entity AI (villagers, pathfinding) chewing through the single main tick thread. The fix is well known in the server-admin community: a handful of config keys in spigot.yml and Paper's world defaults. But if you've never run a server before, you shouldn't have to learn that the hard way.

So every new Paper or Purpur server on TrueTick starts with those keys already set. This page lists every single one — no hidden changes.

The ownership rule: seeded once, then the files are yours

We write these files once, when the server is created, before its first boot. After that:

What's in spigot.yml

Key Stock Ours What it does
entity-activation-range.animals 32 24 Entities farther than this from any player stop running AI
entity-activation-range.monsters 32 24 Same, for hostiles
entity-activation-range.villagers 32 16 The biggest lever — idle villagers (trading halls!) are the classic tick-killer
entity-activation-range.misc 16 8 Items, arrows, etc.
entity-activation-range.water 16 8 Squid, fish, dolphins
entity-activation-range.tick-inactive-villagers true false Villagers outside the range stop ticking entirely
merge-radius.item 2.5 3.0 Dropped items merge from slightly farther away — fewer item entities

What's in config/paper-world-defaults.yml

Key Stock Ours What it does
misc.redstone-implementation VANILLA ALTERNATE_CURRENT A faster redstone engine with near-identical behavior
misc.update-pathfinding-on-block-update true false Mobs stop recomputing paths on every block change
collisions.max-entity-collisions 8 2 Fewer collision checks inside dense mobs/farms
tick-rates.behavior.villager.validatenearbypoi -1 60 Villagers re-scan their points of interest less often; trading is unaffected
tick-rates.sensor.villager.secondarypoisensor 40 100 Same idea, different sensor
tick-rates.container-update 1 3 Container/hopper update packets every 3 ticks instead of every tick
tick-rates.grass-spread 1 4 Grass spreads slightly slower — purely cosmetic

On Minecraft 1.18 and older, Paper used a single paper.yml instead — these keys apply from 1.19 up. The seeded file is simply ignored by older versions and activates if you later upgrade.

What's in bukkit.yml

Key Stock Ours What it does
settings.connection-throttle 4000 -1 Disables the per-IP reconnect throttle, so a group reconnecting to a just-woken server doesn't get "Connection throttled!" — this matters on TrueTick because sleeping servers wake on join

Purpur only: purpur.yml

Key Ours What it does
world-settings.default.dab.enabled true DAB ("dynamic activation of brain") ticks entity AI less often the farther the entity is from any player — the single biggest entity-AI lever Purpur has

JVM: Aikar's flags

New preset servers also run with Aikar's flags — the community-standard G1GC garbage-collector tuning for Minecraft servers. This affects only GC pause behavior, never gameplay.

What we deliberately did NOT touch

Honest trade-off

One thing on this list is player-visible if you look hard: the reduced activation ranges mean mobs very far from any player tick less, so fully-AFK farms built far away can run somewhat slower. Everything else is imperceptible in normal play. If a specific farm needs vanilla behavior, raise entity-activation-range values back — the file is yours.

Servers created before this existed

Existing servers were not touched — you may have your own tuning, and we don't overwrite configs, period. Want this set applied to an older server? The tables above are the complete recipe, or ask us on Discord and we'll walk through it with you.

Skip the setup: spin up a server with guaranteed CPU and live TPS — see pricing.