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:
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-tickis global across active rolls.Companions: follower display is disabled by default and can create two entities per equipped slot.
Companions:
maximum-rebuilds-per-passlimits 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
Aim for stable headroom rather than a test that barely remains under 50 ms per tick.
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