For the complete documentation index, see llms.txt. This page is also available as Markdown.

Performance

Drako Dungeons is budgeted so excess work remains queued for later ticks instead of running without limits. Tune from measurements, not from player count alone.

Engine budgets

settings/engine.yml: engine controls the main loop:

Setting
Purpose

tick-period-ticks

Delay between engine passes

attack-interval-ticks

Default automatic swing delay

maximum-attacks-per-tick

Global attack processing cap per pass

maximum-player-updates-per-tick

Shared cap for transitions, refreshes, respawns, and hologram work

maximum-session-starts-per-tick

Separate cap for expensive full private-wave starts

respawn-delay-ticks

Default defeated-mob rebuild delay

selection-reroll-cooldown-ticks

Optional anti-reroll delay

target-range / disengage-range

Target acquisition and release distance

Increasing a budget finishes queues sooner but leaves less main-thread time for the rest of the server. If starts or transitions arrive in bursts, tune the session-start cap separately from ordinary player updates.

Packet entity budgets

settings/engine.yml: packets controls view distance, hitbox defaults, and inbound viewer/interaction caps. View distance has a large effect because it determines how many private entities can be visible and updated.

Keep entity-id-start at or above the documented safe range. Changing it requires a restart.

Packet-block budgets

Area volume, changed blocks, theme count, capture rate, delivery rate, section rate, and queued section limits are all bounded. Prefer smaller deliberate bounds over raising global caps. See Packet-Block Themes for the complete model.

Profile saving

saving.autosave-seconds controls how often changed cached profiles are written. Only dirty profiles are saved. Very short intervals increase database activity; very long intervals increase the amount of recent progress at risk during an abnormal process crash.

Feature-specific load controls

  • Perks: mass-roll.rolls-per-tick is global across active rolls.

  • Companions: follower display is disabled by default and can create two entities per equipped slot.

  • Companions: maximum-rebuilds-per-pass limits structural bursts.

  • Visuals: damage hologram duration and per-player cap bound temporary displays.

  • Enchants: zone-wide target counts, hits, particles, and intervals are configured per enchant.

  • AFK: AFK attacks share normal engine budgets.

Production measurement checklist

1

Test the intended maximum concurrent dungeon and AFK players

2

Give test profiles realistic end-game attack speed, enchants, crystals, armor, and companions

3

Include stage switches, reconnects, deaths, teleports, and reloads

4

Test the largest packet-block arena and worst-case chunk boundary movement

5

Monitor server MSPT, tick percentiles, heap, garbage collection, database latency, and DrakoDungeons queue diagnostics

6

Use /dga debug and /dga blocks status during the test

7

Lower burst-producing content or budgets before raising hardware limits

Aim for stable headroom rather than a test that barely remains under 50 ms per tick.

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