Is your feature request related to a problem?
A large number of drops, projectiles and entities have accumulated in weakly loaded chunks, causing severe server lag or crashes.
I run a survival server. Most of the time, players don’t mean any harm; they just don’t load those chunks, but this ends up causing the server to reach 1000+ MSPT or Crash.
The image shows 260,000 item drops in a single weakly loaded chunk. Due to the chunk being weakly loaded, the items don't reach the destination fire in time to be destroyed.
https://mclo.gs/x8DEF6W
fix https://mojira.dev/MC-301664
Describe the solution you'd like.
If the entities-spawning-despawn-time provided by Paper works for entities in weakly loaded chunks, it will solve this lag and crash issue.
Describe alternatives you've considered.
null
Other
If implementing this feature would be invasive, perhaps an option could be provided instead.
Entities in weakly loaded chunks do not enter the save phase, so the entity-per-chunk-save-limit option has no effect.
Replace #12986
This lag and crash scenario is quite likely to occur. Water streams and pistons can move drops quickly, and many mobs shoot projectiles. Given sufficient playtime, it can easily happen.
Is your feature request related to a problem?
A large number of drops, projectiles and entities have accumulated in weakly loaded chunks, causing severe server lag or crashes.
I run a survival server. Most of the time, players don’t mean any harm; they just don’t load those chunks, but this ends up causing the server to reach 1000+ MSPT or Crash.
The image shows 260,000 item drops in a single weakly loaded chunk. Due to the chunk being weakly loaded, the items don't reach the destination fire in time to be destroyed.
https://mclo.gs/x8DEF6W
fix https://mojira.dev/MC-301664
Describe the solution you'd like.
If the
entities-spawning-despawn-timeprovided by Paper works for entities in weakly loaded chunks, it will solve this lag and crash issue.Describe alternatives you've considered.
null
Other
If implementing this feature would be invasive, perhaps an option could be provided instead.
Entities in weakly loaded chunks do not enter the save phase, so the
entity-per-chunk-save-limitoption has no effect.Replace #12986
This lag and crash scenario is quite likely to occur. Water streams and pistons can move drops quickly, and many mobs shoot projectiles. Given sufficient playtime, it can easily happen.