Own Minecraft server; example definitions and Prometheus/Grafana · 3 min read

Minecraft server metrics: ticks, onboarding and returning players

For each number, record the event, interval, and action after the change. "Online 30" is useful for the current state, but does not explain whether newcomers were able to log into the game and whether they will return tomorrow.

LonelyCraft editors · Updated

Desktop with computer and world Minecraft on screen
Illustration: desktop with a computer and world Minecraft on the screen. This is an artistic scene, not a snapshot of a specific server.

A technical dashboard for making decisions

Collect process availability, game connection success, online, TPS/MSPT, CPU, process/container memory, GC, disk and errors. Separate "exporter responds" and "player can enter": a healthy HTTP endpoint does not confirm the entire game path.

Show when the last successful check ran. An unavailable source means the state is unknown, not that zero players are online. Give an alert a duration and a specific condition, such as MSPT remaining over budget while TPS degrades, rather than reacting to one peak.

These indicators are responsible for different sections of the delay. TPS, MSPT and network.

newbie onboarding funnel with one player ID
Editorial scheme: newbie onboarding funnel with one player id.Scroll the diagram horizontally.Open full-size diagram

Determine who you consider to be a player

Suggested example: active for the day - a unique server player ID with a confirmed gaming session in the selected time zone. Separately consider login before authorization, successful authorization and game mode. Repeated reconnections of the same ID should not create a new person.

Exclude bots, test accounts and administrative checks with an explicit rule rather than manually changing the chart. When merging Java/Bedrock identities, record why they are linked: similar nicknames are not sufficient.

An onboarding funnel and retention example

For a beginner, the following chain is useful: connection → successful login → mode selection → first confirmed action. It shows where a corrected screen or command is needed. Count transitions using a single ID and an agreed upon time window.

An exact D1 example: players who first logged in successfully on November 1 in Europe/Moscow and returned on November 2. If the cohort has 40 newcomers and 10 return, D1=25%. Returning “within the next 24 hours” is a different metric; do not mix them. Count only cohorts whose observation day has already ended.

Payment events and clear labels

For donations, separate the created order, confirmed payment, return and the actual privilege issued. ARPPU for a period—revenue according to the selected rule of division by unique payers for the same period. Zero number of people paying means no specific value, not division by zero.

Prometheus labels must have bounded sets of values, such as environment, mode and outcome. Do not put a UUID, nickname, address, order ID or full error message in them: each new label combination creates a separate time series. Keep detailed events in a suitable log or database and send aggregates to charts. See the Prometheus instrumentation guide for labeling and measurement principles.

Write the intended action for each panel: test login, inspect reward delivery errors or compare a specific cohort. Verify the calculation against a small set of known events before trusting the aggregate statistics.

Separate data source, contracts and mapping. Website and game API.

Frequently asked questions

Are unique connections equal to players?

No. Reconnect, authorization, and different identities require an explicit counting rule.

Can D1 be counted for today?

Fully observed cohort only; not completing the next day will distort the result.

Why can't I have a nickname in the Prometheus label?

The number of values grows with players and creates many rows; use limited aggregates.

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Sources and documentation

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Minecraft server metrics: ticks, onboarding and returning players — Lonely Craft