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Per-world view and simulation distance, adjusted automatically from MSPT and chunk load.

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2.11.0-ALPHA

This is an ALPHA. It sits in the alpha channel on purpose: accepted-release-types defaults to release, so this build will not be offered to existing installations unless an admin opts in by hand. Try it on a test server first.

Per-world MSPT

The server reports one MSPT figure for everything, so a single struggling world used to drag every other world's distance down with it, including worlds that were not the problem. Turn on per-world-mspt and the tick is split between worlds, each judged by the share it actually causes. Off by default; the wiki has the details on what it changes and what it does not.

/vdt analyze

Reads the server's own change history and MSPT-versus-chunk-count samples, then suggests config values that fit what this specific server has actually shown, instead of guessing from a preset. It only suggests. Nothing it finds is applied automatically.

Faster climb defaults

The proactive engine used to need ten confirmed checks and moved one chunk at a time, which meant roughly an hour to climb from 4 to 16 chunks even on a server with headroom to spare. Defaults are now three checks and two chunks per step: ninety seconds per +2, so that same climb takes about nine minutes on a healthy server instead of one hour. ticks-per-check is unchanged: that number is about measurement quality, not reaction speed.

Ping throttling

The same idea as the existing AFK throttling, triggered by a bad connection instead of an idle player. A player whose ping stays above the threshold for a few checks in a row gets reduced personal view and simulation distances, freeing that budget for players whose connection can actually use it. A single lag spike does not trigger it, and recovery is immediate once the connection improves. If a player is both AFK and on a bad connection, the more restrictive of the two distances applies. An explicit viewdistancetweaks.fixed.<n> permission still wins over both throttles, same as before.

Pre-generation: world border and scheduling

Idle pre-generation now clamps its radius to the world border by default, so a radius entered too large costs a log line instead of generating chunks nobody inside the border can ever reach. Turn respect-world-border off if the plan is to pre-generate now and widen the border later.

/vdt pregen schedule <world> <radius> <HH:mm> starts a run at a fixed time of day instead of only when the server empties out, for servers where "empty" rarely happens. The usual safety nets (MSPT, free memory, players online) still apply once the run is going; only the start condition changes.

Status

Ping throttling and the pre-generation changes above are new in this alpha and have not yet been run on a live server the way the rest of 2.11.0 has: per-world MSPT and the faster climb defaults were verified on Paper, Purpur and Folia under real player load before this release. Everything in this build passes the full test suite, including three runs with the test order randomized.

Information

Published
September 3, 2026
Author
0Downloads

Platforms

Paper
Paper
1.21–26.2