Vanilla
Base coreThe official Mojang server. Pure game, no plugins.
Configure this coreFor Vanilla · Bukkit · Spigot · Paper · Purpur
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The official Mojang server. Pure game, no plugins.
Configure this coreThe original plugin-capable server. Foundation of the whole ecosystem.
Configure this coreAn improved Bukkit with optimizations and extended settings.
Configure this coreThe most popular optimized server. Faster and more stable.
Configure this corePaper + hundreds of plugin features baked right into the core.
Configure this coreLive builder
Change values — the files on the right update instantly. Nothing is written to disk until you press “Download”.
The port number players use to connect to the server.
TCP port of the game protocol. 25565 is the default; if you change it, players connect as host:port. To play from the internet you must forward this port on your router and open it in the firewall. It does not affect RCON or query, which have their own ports.
Which network address to listen on. Usually left empty.
Binds the server to a specific IP on a machine with several addresses. Empty means listen on all interfaces, which is right in almost every case. Change it only if you know exactly why.
How many players can be online at the same time.
A hard slot limit: when it is reached the server replies with Server full. This is not a performance limit and does not protect against lag. Control real load with view-distance and mob limits, not with max-players.
Verify accounts through Mojang services (premium accounts).
true allows only premium accounts and checks the UUID with Mojang. false lets anyone join with any name (cracked) and generates an offline UUID. On public servers with plugins and permissions, false is risky because names can be spoofed. This value must match the proxy setting (Velocity/BungeeCord).
The text shown in the server list.
Supports section-sign colour codes and a line break. It is shown in the server list; rich mini-messages require a plugin. It has no effect on ping or performance.
From what packet size the server starts compressing.
Packets larger than N bytes are compressed. 256 balances CPU cost against bandwidth. -1 disables compression (more traffic, slightly less CPU). A very low value such as 64 loads the CPU without a noticeable benefit.
Block players joining through a VPN or proxy.
If the player autonomous system does not match the Mojang authentication network, the login is rejected. It blocks some VPNs but causes false positives for players on mobile and corporate networks. Works only when online-mode=true.
Show the server as online in the server list.
false shows the server as offline (no ping, icon or MOTD), yet players can still connect by address. Useful for hidden servers.
Hide the list of online player names.
true stops the status response from including the player list, so the server list shows an ellipsis instead of names. A small privacy measure.
Only allow clients with a Mojang-signed chat profile.
true prevents a player without a signed public key from joining. false allows modified and cracked clients. This is tied to chat message signing and the reporting system.
How hard the game is.
Affects mob damage, hunger, villager infection and enemy spawning. On hard, mobs hit harder and starvation can kill. Can be changed with /difficulty.
The default game mode for new players.
What a new player gets: survival, creative, adventure or spectator. With force-gamemode=true it is applied to everyone on join.
Force everyone back to the default game mode on join.
true resets a player game mode to the configured gamemode on every join. Handy on public servers so nobody stays in creative after receiving items.
Hardcore: after death only spectating remains.
true puts a dead player into spectator with no way back to survival without a reset. It is reflected by the client (heart icon). It can conflict with respawn plugins.
Allow players to damage each other.
false stops direct attacks between players from dealing damage. Indirect damage (falling, lava, TNT) usually still applies.
Do not kick players for flying in survival.
By default the server kicks a player who keeps flying for more than about 5 seconds without permission (anti-fly check). true disables that check; it is needed for modded flight and some creative worlds.
Whether to generate villages, strongholds and other structures.
false means new chunks will not contain villages, temples, shipwrecks, strongholds and the like. It affects only chunks that have not been generated yet. It slightly speeds up world generation.
Allow command blocks to work.
false disables command blocks and prevents giving them without explicit permission. Many maps and minigames need true. It increases the risk of abuse if players are given creative mode.
Kick players who have been idle for a while.
0 disables kicking. Otherwise inactive players are disconnected after N minutes. This frees up slots but breaks AFK farms unless an anti-AFK plugin is used.
Allow the Nether.
false disables Nether portals and stops the dimension from loading, which breaks mechanisms that depend on it.
Pause the server when nobody is online.
-1 disables the feature. Otherwise, after N seconds with no players, the server stops ticking (added in MC 1.21.2+). It does not match what many plugins expect, so it is off by default.
Whether hostile mobs spawn.
false stops new monsters (zombies, skeletons and so on) from spawning; existing ones remain. It noticeably reduces load and makes the world calmer, but breaks farms and raids.
Whether animals spawn.
false stops new sheep, cows and other passive mobs from spawning. Existing ones remain. It affects the availability of food and resources.
Whether villagers spawn.
false stops new villagers from spawning. Trading and some farms may stop working.
The name of the world folder.
The save directory for the main world; folders ending in _nether and _the_end are created beside it. Pointing the name at a non-existent folder makes the server generate a fresh world.
The world generation seed (a number or a string).
Empty means a random seed. It only applies when a new world is created; it does not change the seed of an existing world.
The world generation type.
Selects the generator: normal, superflat, large biomes, amplified and more. In modern versions it is set as a dimension identifier string. It applies when the world is created.
How far the player can see (in chunks).
How many chunks around a player the server sends to the client (a radius, maximum 32). This is the main driver of network and CPU load: weak servers usually use 6 to 10. Higher values show buildings farther away but mean more traffic and generation.
How far the world actually runs: mobs, growth, redstone.
The radius in chunks where entities tick and update (3 to 32). Outside it mobs do not move and are not visible. You can render far while ticking close. Lowering it saves a lot of CPU, but below 5 it can break farms and spawners.
Radius around the spawn point where building and breaking is blocked.
A zone around spawn where non-operators cannot place or break blocks. 0 disables it. At least one operator is required or the protection may not apply. It does not block explosions by default.
Limit of chained block updates per tick.
Protects against cascading redstone updates (anti-melt). A negative value removes the limit. It lowers the risk of freezes, but when set too low mechanisms may behave differently.
Write chunks to disk synchronously.
true is safer (less risk of corrupted chunks on shutdown) but slower. On Paper it has no effect by default until the system property paper.enable-sync-chunk-writes is enabled.
How world region files are compressed.
deflate is the standard; lz4 is faster and cheaper on CPU but produces larger files; none saves CPU but inflates disk usage; gzip is available on Paper. It applies to newly written data.
After how many milliseconds the server considers itself stuck.
If a single tick lasts longer than N milliseconds, the watchdog stops the server. 60000 means 60 seconds, and -1 disables the watchdog entirely. A value that is too low causes false crashes during lag spikes.
How far mobs and players are visible (in percent).
A multiplier for entity view distance, 10 to 1000 percent. Lower values make entities visible from a shorter range and save bandwidth. The client cannot raise it above the server value.
Publish performance metrics for monitoring.
Publishes the MBean net.minecraft.server:type=Server with the average tick time. It requires JMX JVM flags. It does not affect gameplay and is only useful for monitoring.
Remote control of the server console.
true enables an RCON server on rcon.port. You must set rcon.password. Never expose RCON to the open internet without a firewall.
The password for remote administration.
Empty means RCON will not start. Use a strong password: it is stored in server.properties in plain text.
The remote administration port.
The TCP port of the RCON server. Change it if you forward the port to the internet.
The port external services use to query the server.
The port for the GameSpy4 (query) protocol. It usually matches server-port. It works only when enable-query=true.
Show console messages to operators.
true means all operators see console output, including command results. false keeps it only in the console. Turning it off reduces noise in admin chat.
Only allow players from the whitelist to join.
true allows only players listed in whitelist.json (added with /whitelist add). false allows anyone. The change applies immediately.
Immediately kick anyone missing from the whitelist.
true makes the server disconnect players who are no longer on the whitelist as soon as it is reloaded. false leaves them connected until they reconnect.
How much power operators get.
A level from 0 to 4. 4 is full access (including /stop, /ban, /op). 1 is minimal (for example spawn protection). Grant level 4 cautiously: it is administrator power.
How much power datapack functions require.
A level from 1 to 4 required to run a function from a datapack. 2 is the default and matches the level of an ordinary trusted player.
The link to the server resource pack.
A direct link (usually https) to a zip file; the client downloads it on join. Without a correct link and hash players may get stuck while downloading.
Whether the resource pack is required to join.
true prevents any player who does not load the pack from joining. Players with auto-download disabled will be unable to connect. false makes the pack optional.
Allow the End.
false stops the End dimension from loading, so portals and the dragon are unavailable. Mechanisms that depend on the End stop working.
Warn in the console when the server is overloaded.
Prints a message that the server cannot keep up when ticks fall behind. Useful for diagnosing lag; it does not affect gameplay.
Delay between connection attempts from one address.
Prevents rapid reconnects (spam protection). 4000 means 4 seconds, and -1 disables it. Too high a value upsets players on unstable connections.
The message shown when the server stops.
The text players see when the server is stopped or restarted.
How many hostile mobs can be around a player.
A base for calculating monster spawn radius (not an absolute count). Lower means a lighter server but less loot and farming. It works together with per-player-mob-spawns.
How many passive animals can be around a player.
The base limit for spawning passive mobs such as sheep and cows.
How often the server unloads unused chunks.
Every N ticks (600 equals 30 seconds) the server unloads unused chunks. 0 disables it. Lower values free memory more often but add load.
How often the world is saved automatically.
6000 ticks is about 5 minutes. Lower is safer against crashes but writes to disk more often. On Paper it is overridden by chunks.auto-save-interval.
The folder plugins are auto-updated from.
Plugins placed in this folder are picked up on the next server start. It is used to update without manually replacing files.
Run behind a BungeeCord proxy.
true makes the server accept a BungeeCord handshake and trust the forwarded UUID and IP. Do not use it with a mismatched online-mode between the proxy and here. For Velocity use paper-global proxies.velocity.
How many network threads the server uses.
The number of Netty threads for networking. Four is usually enough; raise it only with a very large player count.
Save player data only on shutdown.
true reduces disk writes but increases the risk of losing player data during an unexpected crash.
How many seconds to wait for shutdown to finish.
How long to wait for a clean shutdown before forcibly closing the server.
Automatically restart the server after a crash.
On detecting a crash it runs restart-script. This requires a correctly configured start script.
The script used for automatic restart.
The path to the start script used by restart-on-crash. On Windows this is usually a bat file.
Anti-cheat threshold for suspicious movement.
A value that is too low causes false movement setbacks (the player is rubber-banded). Change it only when you actually have a problem.
Anti-cheat threshold for moving too quickly.
A multiplier for the maximum allowed speed. Raising it softens the checks (a cheating risk); lowering tightens them.
From what distance around a player mobs spawn.
The maximum distance in chunks from a player where mobs spawn. Lower means mobs are denser near the player but fewer overall.
After how long dropped items disappear.
6000 ticks is 5 minutes. Lower keeps the world cleaner but items vanish faster, which breaks loot pickup.
Weaken mobs that come from spawners.
true strips spawner mobs of some behaviour and reduces load, but it breaks ordinary XP farms.
How much TNT can explode in a single tick.
Protects against mass explosions that cause lag. Lower values weaken chain explosions. A negative value removes the limit.
Accept logins from a Velocity proxy.
true runs the server behind Velocity and accepts modern forwarding. The secret must match the proxy, and the proxy must use modern forwarding.
The secret for talking to the Velocity proxy.
Must exactly match forwarding.secret in the Velocity configuration. It is stored in plain text.
How many chunks per second the server loads for a player.
Protects against lag from fast flight, for example with elytra. -1 removes the limit. A value of 100 is already generous.
How many packets per second one player is allowed.
Protects against packet flooding and cheaters. When exceeded, the action from packet-limiter.all-packets.action applies (kick or dropping excess packets).
How many players can join in one tick.
Smooths out a mass login after a restart. Extra players join slightly later but are not disconnected.
Allow breaking indestructible blocks.
true lets players destroy bedrock and portal frames through exploits. This is unsafe and suits only technical servers and special maps.
After how many milliseconds the server dumps threads when stuck.
Helps diagnose freezes before max-tick-time triggers: the server prints a thread snapshot while a tick has not returned.
Hide ores from X-ray cheats.
Replaces blocks so X-ray cannot see real ores. It adds CPU and bandwidth cost. It requires configuring engine-mode and the block lists.
How exactly anti-X-ray hides ores.
Mode 1 hides ores behind stone (best performance). Mode 2 randomly substitutes hidden and replacement blocks (best effect, more expensive). Mode 3 uses per-layer random replacement (a compromise).
Count the mob limit separately for each player.
true makes mobs spread evenly, as in single player, so one player cannot consume the whole cap. It strongly affects farm behaviour.
How redstone is calculated (affects speed).
VANILLA matches the original. EIGENCRAFT and ALTERNATE_CURRENT run faster and reduce lag from redstone dust, but they CHANGE circuit behaviour. On technical servers use them with caution.
Disable thunderstorms and lightning.
true removes thunderstorms: no lightning strikes, no fires, less load. It breaks mechanisms that rely on lightning and mob charging.
How long to keep a chunk loaded after a player leaves.
A larger value keeps chunks in memory longer (useful for farms and teleports) but increases RAM usage. Format is for example 10s, 5m, 1h.
Speed up hoppers by disabling the move event.
true dramatically speeds up hoppers, but it breaks protection and logging plugins that rely on the item move event.
Speed up ticks to catch up to a normal TPS.
After a lag spike the server ticks faster than 20 TPS to level out the average. Side effect: during catch-up mobs can deal instant damage.
Gentler connection check: fewer false kicks.
Sends a keepalive every second and kicks only if no reply arrives within 30 seconds. It helps players who lose packets.
Make the ender chest six rows tall.
true gives every player a larger ender chest by default. It deviates from vanilla and affects the storage balance.
How many rows a barrel has.
The number of barrel inventory rows, 1 to 6; 3 is the original. It expands barrel capacity on the server.
Leaves decay instantly when a tree is chopped.
true is convenient for chopping wood (no waiting), but it differs from vanilla behaviour.
Turn a spawner off with a redstone signal.
true makes a spawner stop spawning mobs while a redstone signal is applied. Handy for controlling farms.
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Complex terms translated into human speech. “enable-status” → “show the server in the list”.
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