AutoWorldUnloader
1.0.0Can unload chunks or complete unvisited worlds to help dealing woth memory
Helps manage server performance by automatically unloading empty worlds and their chunks from memory, reducing resource consumption and improving overall server efficiency.
Features:
- Automatic detection and unloading of empty worlds
- Configurable delay before unloading
- Selective world exclusion to protect critical worlds
- Optional chunk unloading for memory optimization
- Fine-grained control over unloading behavior
Configuration:
# Delay before unloading an empty world (in seconds)
unload-delay-seconds: 60
# Worlds that should NEVER be unloaded by the plugin.
# The check logic will still examine these worlds when they go empty but
# the plugin will not attempt to remove them from memory (see
# unload-chunks-in-excluded below).
excluded-worlds:
- world
- world_nether
- world_the_end
# If true the plugin will attempt to unload every loaded chunk from a world
# once it becomes empty. This can significantly reduce the server's
# reported "loaded chunk" count, even for worlds that remain open.
# WARNING: unloading chunks does not save them; any tile entities or
# entities in those chunks will be discarded. Use with care.
unload-chunks: true
# If unload-chunks is enabled and this option is true then chunks will be
# unloaded even for worlds listed in excluded-worlds. By default excluded
# worlds are left entirely alone.
unload-chunks-in-excluded: true
# Controls whether the plugin is allowed to unload entire worlds when they
# sit empty. Set this to false if you need worlds to remain loaded (for
# example because players travel there frequently) but still want chunks
# unloaded separately. The "excluded-worlds" list still applies to
# prevent world unloading, but this flag makes the behaviour global.
unload-worlds: false
Note: This plugin helps optimize server memory usage. Unloading chunks can reduce server resource consumption but may impact performance when those chunks are needed again. Use exclusion lists wisely to balance memory savings with gameplay requirements.
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