Entity, mob, and hopper settings

Snapshot limits, gameplay switches, presets, and goal-selector cadence.

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Separate tuning from gameplay policy

AI/tracking queues operate on snapshots; live mob behavior stays on main. Behavior switches explicitly permit or stop native mechanics. Do not disable AI or ticking on the assumption that it is a free optimization.

HUB overrides five switches in memory. An individual true value cannot override that preset restriction. Disabling the behavior master restores native behavior for this module. Read behavior effects first.

Option reference

All options below belong in nusa-global.yml and require a full restart. Missing keys use defaults. Ranges include both ends unless marked >.

Complete keyType / defaultRange / unitPurpose, effects, and when to change
ai-precompute-queue.threadsinteger00..256 threadsZero selects min(4, max(1, JVM processors / 2)). Increase only with evidence; workers calculate detached snapshots.Applies when: feature-flags.ai-precompute-queue
ai-precompute-queue.max-queuedinteger2561..65536 jobsOptimization queue capacity. Full queues fall back to native handling; larger values can retain more memory.Applies when: feature-flags.ai-precompute-queue
entity-tracking-culling.threadsinteger00..256 threadsZero selects min(4, max(1, JVM processors / 2)). Worker snapshots do not change live state.Applies when: feature-flags.entity-tracking-culling
entity-tracking-culling.max-queuedinteger2561..65536 jobsVisibility job capacity. Full queues use native fallback; raising it increases possible retained work.Applies when: feature-flags.entity-tracking-culling
ai-precompute-queue.max-candidatesinteger1281..4096 candidatesSnapshot target-candidate cap. Changes capture/computation cost, not the allowed number of mobs.Applies when: feature-flags.ai-precompute-queue
ai-precompute-queue.exclude-mob-typeslist[]namespaced IDs, e.g. minecraft:zombieListed types keep native target selection. Use for isolating a specific mob interaction; this does not stop its AI.Applies when: feature-flags.ai-precompute-queue
entity-tracking-culling.max-ray-blocksinteger1281..1024 blocksLine-of-sight capture bound. Incomplete snapshots fall back; larger captures can cost more main-thread work.Applies when: feature-flags.entity-tracking-culling
entity-tracking-culling.max-snapshot-boxesinteger10241..16384 boxesMaximum captured collision boxes. Retain the default unless profiling supports a change.Applies when: feature-flags.entity-tracking-culling
hopper-tick-spreading.groupsinteger41..64 groupsIdle retry groups. One retains native frequency. Active transfers and related inventory-event ordering remain native.Applies when: feature-flags.hopper-tick-spreading
entity-behavior.mob-trackerbooleantruetrue / falseFalse stops displaying mobs to clients while retaining them on the server. It does not delete mobs.Applies when: feature-flags.entity-behavior-switches; HUB overrides five switches
entity-behavior.entity-collisionbooleantruetrue / falseFalse stops entity pushing/collision, cramming, and automatic boarding. Block/border collision, manual mounts, hits, and contact damage remain.Applies when: feature-flags.entity-behavior-switches; HUB overrides five switches
entity-behavior.mob-aibooleantruetrue / falseFalse stops goals, Brain, navigation, and controls. Physics and despawning continue.Applies when: feature-flags.entity-behavior-switches; HUB overrides five switches
entity-behavior.mob-item-pickupbooleantruetrue / falseFalse stops native mob item seeking/pickup and automatic equipment changes. Player pickup remains.Applies when: feature-flags.entity-behavior-switches; HUB overrides five switches
entity-behavior.baby-mob-spawn-from-spawnersbooleantruetrue / falseFalse rejects baby mobs and baby passengers from ordinary/trial spawners. Adult mobs remain allowed.Applies when: feature-flags.entity-behavior-switches; HUB overrides five switches
entity-behavior.mob-spawningbooleantruetrue / falseFalse stops natural/periodic runtime spawning. Worldgen, breeding, commands, plugin spawning, and spawners retain separate rules.Applies when: feature-flags.entity-behavior-switches; HUB overrides five switches
entity-behavior.chunk-tickingbooleantruetrue / falseFalse pauses scheduled block/fluid ticks, block events, block entities, and random ticks. Farms and automatic spawners may stop.Applies when: feature-flags.entity-behavior-switches; HUB overrides five switches
entity-behavior.weather-tickingbooleantruetrue / falseFalse freezes weather progression, sleep resets, lightning, rain/ice/snow effects. Explicit plugin/command changes remain allowed.Applies when: feature-flags.entity-behavior-switches; HUB overrides five switches
entity-behavior.villager-tickingbooleantruetrue / falseFalse freezes active/inactive/passenger villager ticks including physics, Brain, aging, and restocking. Villagers remain present.Applies when: feature-flags.entity-behavior-switches; HUB overrides five switches
tuning-presetstringDEFAULTDEFAULT / HUBDEFAULT follows individual switches. HUB forces collision, natural spawning, chunk ticks, weather, and villager ticks off in memory. Use only for an intended static lobby.Applies when: feature-flags.entity-behavior-switches; HUB overrides five switches
entity-behavior.ticking-modestringVANILLAVANILLA / OPTIMIZED / EXTRA_OPTIMIZEDVANILLA keeps native cadence. Optimized modes delay distant goal reevaluation; EXTRA doubles the interval. Brain/movement stay on main.Applies when: feature-flags.entity-behavior-switches; HUB overrides five switches
entity-behavior.goal-selector-throttle.enabledbooleantruetrue / falseFalse preserves native goal cadence in every mode. True permits throttling in optimized modes only.Applies when: behavior master enabled, optimized mode selected, eligible distant native goal
entity-behavior.goal-selector-throttle.intervalinteger41..600 tickDistant goal reevaluation interval; EXTRA_OPTIMIZED doubles it. Running goals retain native action ticks.Applies when: behavior master enabled, optimized mode selected, eligible distant native goal
entity-behavior.goal-selector-throttle.min-player-distancenumber32>0..4096 blocks, finiteDistance from every living non-spectator player required for throttling. A larger value affects fewer mobs.Applies when: behavior master enabled, optimized mode selected, eligible distant native goal

Test on staging

Check visibility, movement, targeting, pickup, collisions, villager restocking, and your inventory-plugin hopper workflows. Stale snapshots and custom goals can use native fallback. Worker counts alone do not prove a benefit.

Restore previous values and restart if mechanics change beyond your intention. Do not delete entities or worlds as an initial diagnostic step.

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