Server.properties config

Own server

What each line of the server config doesLearn more

A file that the server creates and rules blindly. Each line says what happens if it is changed -- and default values are taken from documentation, not from other people's guides.

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We'll remember in this browser and set up where your version is available. Open link settings are more important than this choice; the Vicki versions do not change.

Already have your own server.properties? Paste it in and the form will fill in by itself.

Basics

The first thing to change after installation.

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Two lines called server. The color is marked with § codes, and the codes in the file are written as \u00A7 – to collect the string in a simple way in the MOTD generator.

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More players means more memory and more CPU load. There is no point in betting with a reserve: slots are not reserved.

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The port that the server is listening on. They change it when there are several of them on the car; then the port will have to be named in the address after the colon.

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Empty - listen to all machine addresses. Only fill in on a few network cards; the error here makes the server unavailable from the outside.

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"True" is to only allow licence accounts; false is a pirate server, and then the nickname is unconfirmed: anyone can go under someone else's skin. Under the proxies (BungeeCord, Velocity) they put a false but close the port outside.

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Only those who are in the Whitelist.json. The default is 26.3: the new server only lets those who are added by command /witelist add. The only protection against random guests on the pirate server.

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Check the white list not only at the entrance: a player who is removed from the list will be kicked out immediately, and not the next time he logs in.

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Show server rules player in front of the entry. The texts are located in a codeofconducte folder near the server, using the file into the language (en_ru.txt, en_us.txT). Those who fail to accept the rule will not enter the server.

Gameplay

What the server will be like for the player.

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Mode in which a new player appears.

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In peaceful environments, hostile mobs do not appear at all, and hunger does not kill.

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Death makes the player an observer permanently. The complexity is forcedly complex.

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Each input switches the player to default mode. Useful in survival situations where someone is left creative.

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About flight in survival: with false the server throws it out for “cheats for flight”, and this breaks the elyters on plugins. On the server with plugins set to true.

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How many blocks around the point of appearance can't be broken by anyone but the operators. 0 is not protected; on a server with plagins, they usually do so, and the defense hangs on the region.

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Minutes of no action, after which the player is disconnected. 0 - do not kick out; placed on crowded servers where slots run out.

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4 - full access, including /stop and /op. They put it below so that assistants cannot turn off the server.

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At what level of rights are datapack functions performed. Below the fourth, some of the commands in them simply will not work.

The World

Generation and boundaries. After the first run, most of these values ​​cannot be changed.

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World folder name. Name change = new world: the old one will remain intact on the disk, and this is the easiest way to start over.

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Empty - random. Only valid when creating a world; does not affect the finished world in any way.

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Also only during creation. The flat world is set together with generator-settings.

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JSON for flat world and single biome. It is not used in the ordinary world.

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Villages, fortresses, temples. They turn it off rarely and only on new worlds.

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The border of the world is blocks from the center. Reduced so that the map does not grow endlessly along with the disk space.

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After how many seconds does an empty server stop counting the world. Saves CPU on small servers; 0 - don't stop.

Network and performance

This is where the causes of lags and connection disconnections live.

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The main load setting is that the cups are loaded with a square of 2×N+1 on each player. The drop from 10 to 6 usually saves the weakest server the most together.

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At what distance does the world live: crops grow, farms work, mobs move. After this, the player sees a frozen picture.

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Larger packages are compressed. −1 turns off compression completely - this is done inside one machine under a proxy, where the channel is free and the processor is expensive.

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How far the client sees mobs and objects, as a percentage of normal. Reducing it to 50 noticeably relieves the network on a crowded server.

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Milliseconds by one tick, after which the server thinks it's frozen and falls. -1 shuts down the watchman; that's what you do when the server falls on a long world generation.

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How many packets per second a player is allowed before being disconnected. 0 - no limit.

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false speeds up saving the world on a slow disk, but more is lost when the machine crashes. On VPS with NVMe there is almost no difference.

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Accelerated networking on Linux. On Windows the value is ignored.

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The server asks Mojang if the player's country matches. It breaks the login for those who log in via VPN - and there are many of them.

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lz4 is faster, but the files are larger; none - no compression at all. You should only change it on a weak processor with a fast disk.

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Each message in the chat adds a second to the player's debt, and the debt melts in real time. It took more than a given number of seconds, and the player throws out "You are excluded for spam." You can send about 10 messages in a row, then no more than once a second. 0 without restriction; the threshold does not touch the operators.

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Same thing as the chat room threshold, but for commands: every command is a second of debt, and when the player overfills, it throws away at spam. 0 without restriction; the operators don't touch the threshold.

Resource pack

Pack that the server distributes upon login.

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Direct link to zip. The server distributes exactly one pack - if there are several of its own packs, they are first merged into one.

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File hash. Without it, the client downloads the pack again every time he logs in, and this is the first reason for the “long login to the server.”

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What is written in the “server offers resource pack” window. Supports JSON text.

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Anyone who refuses the pack will be kicked out of the server. They place them in assemblies where, without the pack, half the items don’t look like what they are.

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Pack UUID. Empty - the server derives it from the link to the pack, and one link always gives one id. By id, the client recognizes a pack that has already been downloaded.

Remote control

RCON and status queries.

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Remote console. The password travels across the network almost open, so the port is never opened to the outside.

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Without the password, RCON won't turn on. Write it into a download file yourself: we don't put the password to the page -- the link to the Configation is sent and the address settles in browser history.

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Operators see in the chat what someone is doing via a remote console.

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Gives a list of players and version via UDP. Needed by old monitoring; modern ones (including ours) make do with regular ping.

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Sites that can connect to the control protocol from the browser, separated by commas. Empty - nothing.

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It includes a server control protocol, JSON-RPC via WebSocket. Through it, panels and bots see players, change parts of settings without restarting, and receive event alerts.

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At what address the control protocol is listening. localhost - you can only connect from the same machine.

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Control protocol port. 0 — the system will issue a free port, and the server will write it to the log upon startup.

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The key to access the control protocol. The server makes up the random when it creates the file, which is why each server has its own. Do not show it to anyone.

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Encrypt protocol control (TLS) connections. Enabled by default; You need a keystore to work.

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Path to the keystore file with the certificate for the management protocol.

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Keystore password for the management protocol.

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How often, in seconds, the server sends a summary of its state to control protocol clients. 0 - do not send.

Official

Rarely touched, but useful to know.

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false hides the server from the lists: it will remain working, but monitoring and the client will show it as unavailable.

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There will be no nicknames in the ping. The online number is visible.

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Requires the client to sign the chat. On a pirate server, this is set to false, otherwise some clients will not log in at all.

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false removes addresses from logs—sometimes necessary so as not to store unnecessary personal data.

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Allows other servers to transfer players here with the /transfer command.

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Commands from the console are visible to operators in the chat.

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JVM metrics outward. Only needed by a few and only together with a configured collector.

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Protection against endless redstone chains: longer - updates are interrupted, but the server remains alive.

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Where the client will send the player using the “report a problem” button.

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The list is a decimal point. This is where you add built-in experiments: trade_rebalance, mincart_improvements, redstone_experiments.

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Link to an external chat filtering service. Empty - no filter.

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External chat filter protocol version. Only needed together with text-filtering-config.

How to use

  1. Stop the server

    The file is read only at startup: editing on the fly will not change anything until you restart.

  2. Place the file next to the jar

    Exactly server.properties, to the server folder - in place of the old one.

  3. Run and check

    Look at the server log: about what is wrong in the config, it writes there, and not to the screen.

What you need to know about the config

  • The file is read only at startup. Edits on the live server do not change anything until a restart - except for those that are duplicated by commands like /difficulty.
  • Half of the world settings are only valid when created. The grain, world type and generator settings do not affect the finished world at all: for them to work, a new world is needed - that is, a new folder name.
  • Draw distance is the main load setting. Each player keeps in memory a square of chunks with a side of 2×N+1: with 10 this is 441 chunks per person, with 6 - 169.
  • § codes in the file are written as §. The character itself in the properties file turns into garbage - we substitute the escape entry ourselves. It is easier to assemble a description with color in its entirety in MOTD generator.
  • An empty value is a legal value. server-ip= means “listen to all addresses”, not “not specified”; There is no need to erase such a line from the file.
  • The order of the lines is not important, but the spaces around the equal sign are important: max-players = 20 the server will read it as the value “20” and will not accept it.
  • After the edits, the server will rewrite the file itself. It will add missing keys with default values ​​and remove unfamiliar ones - your comments will not survive in it.

The default values are consistent with the minor.wiki (Server.Properties) and refer to Java Edition. The launch script is collected for the same server. startup file generator.

Frequently asked questions

Why weren't the server.properties settings applied?

The file is read only when it's launched: the editing needs to be saved and restarted. Half of the world's settings (side, generator, type of world) only work in creating the world.

How to enable a server without a license?

Online-mode=false -- then the server doesn't check Mojang's accounts. With it, a white list is mandatory: without checking under someone else's name, anyone will come in.

Which setting affects the load the most?

View-distance. It sets how many chunks the server holds and sends to each player, and grows by the square of the number.