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Server gameplay, commands, systems, and common mechanics will be collected here.

Entities, View Distance, and Server Load Controls

Why entities may temporarily disappear, when drops are swept, and how login queues work under high memory pressure.

Entity Display and Dynamic View Distance

Every second, the server checks nearby entities separately for each player and displays at most the 85 nearest ordinary entities. Entities within 10 blocks are always shown. Players, named entities, tamed pets, entities riding vehicles, and dangerous entities such as projectiles, TNT, and lightning do not use ordinary entity slots and are not hidden by this optimization.

As the online player count increases, the server adjusts chunk and ordinary-entity distances sent to clients in tiers:

  • 1 player: 10-chunk view distance; ordinary entities up to 96 blocks away.
  • 2 players: 7 chunks; ordinary entities up to 72 blocks.
  • 3 players: 6 chunks; ordinary entities up to 64 blocks.
  • 4 players: 5 chunks; ordinary entities up to 56 blocks.
  • 5 or more players: 4 chunks; ordinary entities up to 48 blocks.

This only hides farther entities temporarily for each player; it does not remove mobs or items. Enter /entitylimit status to view your current view distance, entity distance, and hidden entity count.

Cleanup in Dense Chunks

The server scans loaded chunks near players in batches. When entity density across the server or in a chunk exceeds an automatically calibrated threshold, the most heavily loaded chunk is selected and a countdown begins. The usual countdown is 60 seconds; it shortens to 10 seconds at about 1.5 times the threshold and to 3 seconds at about 2 times the threshold. Players within 64 blocks are notified, and cleanup is cancelled if pressure falls in time.

Cleanup removes ordinary dropped items and unnamed, unprotected mobs from the target chunk. Players, named mobs, and configured friendly mobs are exempt. Diamonds and Netherite Ingots on the ground are also allowlisted. Ordinary drops that are collected go to a temporary recovery bin; use /sweep trash to view it.

AFK Fees Under High Load and Debt

The AFK maintenance fee is enabled only when the server's average MSPT is above 25. After a player has not moved for about 30 minutes, they first receive a warning. Thereafter, 49 coins are charged per occurrence, with a 10-minute cooldown. No AFK fee is charged when server load is normal.

Players with a negative coin balance continuously receive Poison I and a debt notice. The effect stops after the debt is repaid.

Login Queue

When Java memory usage reaches 92%, the allocated heap is close to its limit, and garbage collection remains frequent, the server temporarily delays new logins to avoid exhausting memory. The queue holds up to 4 players, with at most 2 connections from the same network queued at once; each wait can last up to 25 seconds.

Once pressure recovers, players are admitted at 1 per second, with a brief burst of up to 2. After a successful queued login, the wait duration is shown. If the wait times out, the queue is full, or a duplicate connection is detected, the login screen explains why; reconnect later. Players already online are not mass-kicked when queue mode starts.

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