Inactive [FIX/ADMN] NoLagg v1.88.1 - Prevent common lag causes on your server [2338]

Discussion in 'Inactive/Unsupported Plugins' started by bergerkiller, Sep 17, 2011.

  1. Offline


    I had already made this plugin before after having a major lag issue. (lots of torches being filled, turned into items, lag for 20 minutes) It also works for 1060.

    Some feature ideas are taken over from PerformanceTweaks by @LexManos so some credit goes to him. Code, however, written from scratch by me. :)


    If you get a warning message [NoLagg TLN] followed up with a stack trace in the log, this has to do with the main thread not having responded within 10 seconds. When a plugin takes more than this time to enable, it will show that. The warning is NOT an error and is no bug, and not a bug related to NoLagg. To disable this feature, disable 'threadlocknotifier' in the config.yml. This feature is mainly intended to notify you what plugin is causing the server to freeze, may it ever happen. It is used to debug plugins in general, as they may get stuck for whatever reason.

    NoLagg's features in a nutshell


    Prevent lag caused by many items

    Every time an item gets spawned, it is buffered per chunk. For example, you spawn 30 items using Q and the maximum allowed items per chunk is 20, then the 10 remaining items are not spawned. They are spawned as soon the item count in this chunk is < 20 again.


    Form item stacks - fully automatically

    Whenever two or more (configurable) items or experience orbs get near each other, they form a single stack of that item type. If someone drops 64 dirt blocks on the ground using Q, it will show a single item of 64 dirt instead.


    Prevent lag caused by TNT

    This plugin takes over tnt ignition caused by explosions. When exploding stacks of tnt, it does not rush all tnts into a single tick, but detonate them nicely in sync. This results in pretty awesome fireworks. :)


    Prevent lag caused by lighting glitches

    Whenever a new chunk is generated, it's lighting information is generated and all nearby players receive the updated chunk data. If the auto-method fails, you can use /nolagg fix to do it manually. This fixing fixes, for example, dark spots in and around caves lagging the client.


    Set entity spawn limits

    You can set a spawn limit on virtually every entity in the game. From mobs to items to TNT. Only thing being excluded is Players, since I can't simply kick someone 'like that'. :)
    Note: It removes already spawned entities too. So, if you want to keep your animals alive, don't set mob or animal limits, or it will possibly clear your farm animals. (or you can disable the spawn limiter all together)

    I recommend finding an alternative plugin for this instead. Removing entities after they are spawned causes more lag than it prevents!

    Global auto-saver

    Since asynchronous chunk saving is now implemented internally, it is no longer a problem to save entire worlds frequently. You can set auto-save intervals in the configuration. If used with an interval higher than 400 ticks (20 seconds) it will use a scheduled task instead of the internal saver to prevent chunks never getting saved. Another benefit is that player information is also auto-saved, preventing your players losing their inventory state.

    New chunk sending mechanics

    Instead of loading chunks all around the player, the player direction is used to load the visible chunks first. This means that players can expect chunks in front of them to load quickly, while chunks on the sides take a bit longer to appear. When the player looks into another direction, the direction changes and thus the new visible chunks get loaded first. Only if all chunks ahead of the player are loaded, chunks around the player are sent. This all can be configured using a simple minimum and maximum sending rate.


    Examining the server tick rate

    If you encounter very low tick rates and you want to find out what plugin is causing it, you can use the examine component to find it out. It comes with a graphic viewer, which makes bug tracking the easiest thing ever.


    Prevent cross-thread access for events

    As it seems, some plugins don't follow the rules and use Bukkit methods in another thread. This plugin will notify you and cancel if possible whenever this happens so other plugins understand their mistake. If you encounter a lot of spam in the console, first check the stack trace for the plugin that caused the error. Report this error to the author or remove the plugin, if you have questions you are free to ask.

    Configuration (on BukkitDev)

    Commands and Permissions (on BukkitDev)

    Synchronized code accessed by another thread? (BukkitDev)


    Video by brandcool86


    - Help I experience missing chunks
    If you are using Spout, don't use Reloads. This is also the reason why Spout added a warning when a player tries to reload the server. Not using Spout, then it's a bug which you can report.

    - Can this plugin be used with PTweaks
    (this message was really old...) Yes, they are compatible, but if certain features overlap, make sure you disable these features in either plugin.

    - I get a warning about the async auto save and interval. Wat do?
    Change the autoSaveInterval value in the configuration to a value higher than 400, like 600. The warning is to prevent endless autosaves to occur, clogging up CPU.

    - I have experienced CPU usage
    CPU usage is not the same as lag. NoLagg uses multiple (2-3) extra threads to prevent tick and network lag. If a lot has to be done, it does this quicker, but this takes more CPU obviously.

    - I have lag when using NoLagg
    See also the FAQ above. Explain what type of lag you have: tick lag, client lag, network lag and/or 'block placement' lag. You can use /nolagg monitor to check the tick rate. If this is normal (>15), then you have network lag. Client lag is when the FPS drops. Block placement lag is lag when the tick rate is normal and other network messages, like chat, are instant.

    - WorldEdit causes lag...
    YES because it is unsafe to take over the main thread while another plugin is having hold over it. I can try fixing this, but it could ultimately lead to some serious concurrency exceptions. Don't expect this to be implemented very soon...

    - Do spawn limits interfere with mob-spawning plugins like MobArena?
    No, it does not. It only limits mobs spawned by 'nature': all custom creature spawns are ignored throughout the run of the plugin. Only after you reload will it lose track of these entities and will it remove custom-spawned mobs. If you use MobArena, be sure nothing is going on when you reload the server.

    - Does item stacking interfere with Showcase or BleedingMobs?
    It supports Showcase and ShowcaseStandalone entirely. (showcased items are completely ignored at all times) The same applies to the 'particles' created by the BleedingMobs plugin. Know of a plugin where it stacks items which should not be stacked? Post the plugin name so I can add support. You are an owner and want to add support? Only having a function in your plugin to check if an item is 'ignored' is enough.

    - Can this plugin be used with Chunk Manager
    If you want to use the Chunk Manager with Nolagg, disable the chunk sending of Nolagg first. If you don't do that, this plugin will do that by itself and send a warning in the log. Of course, compare the results first. :)

    - What are the best settings if I have a lot of RAM memory?
    This plugin does not deal with reduced RAM memory. If I could, I would, but you simply can't reduce the amount of memory Java uses. This data is locked and secured, so I can't simply throw away bits of data or write and read data from/to disk. Any plugin claiming to reduce RAM usage on a server, is probably 'garbage collecting'. This fakes having less RAM usage by removing unused data, but Java does this by itself as well once it hits a certain limit. All these plugins will do is make the Garbage Collector run in overdrive, which will only kill your tick rate and/or CPU speeds. A bad thing.

    - I get a lot of 'Synchronized code accessed from another thread' errors
    Find out what plugin is acting up by inspecting the stack trace. If the plugin that causes this is inactive, all you can do is wait for a refurnished version or someone to fix it for you, or use an alternative plugin. If it's still under development, notify the author of this, it IS an error caused by that plugin. If you can't find out the cause, PM me or post in this thread.

    Before you begin writing a lag issue

    This is very important, just posting a 'it causuz lagz und shitz' won't do, won't help and I won't be able to help you any further either. Question is if I even want to help you, if you post such a message without anything worth looking at. Things to include in your message:
    - Errors in the log if possible
    - What CB version you use and what NoLagg version you use
    - When this lag occurs. Tick rate drop in general?
    - The configuration you used when running this plugin
    - What type of lag if applicable. Options are: tick lag, client lag, network lag (see above)

    Important links

    NoLagg Download page and others at Dev Bukkit
    View the source code of NoLagg at GitHub

    Use an archive extracting program (WinRar, WinZip) to open the archive.

    - Add option to disable physics when the tick delay becomes too high


    Show your appreciation for my plugins by donating
  2. Offline


    I've pregenerated a new world, and the lighting issues are awful. The world is about 6000 x 6000. What's your recommendation -- should I use NoLagg Lighting with a huge number (like 3000), or would it be better to re-generate the world with NoLagg Lighting installed? Or is there an even better Plan C?
  3. Offline


    Greylocke you can perform a global lighting fix of 188 view...though this will take very long. I recommend just going to the problem areas, and manually using /lag fix there. Otherwise it would be spending way too much time loading all 70000 chunks...
  4. Offline


    Hey bergerkiller, quick question for ya...
    Im trying to figure out examine, and I have an exam file i was wondering if you could look at.

    /nolagg examine 1000

    I was getting 18/19 tps during the time, but being flooded with cant keep up messages.

    It looks to me like magiccarpet is a complete system whore, but not sure im reading this right.

    I didnt think to copy/paste some results from nolagg monitor, but will do. I think i had 26k loaded chunks around the time. The world is on a ramdisk, minecraft binaries is on a SSD.

    I dont see the attachment, but on edit, i see it. Lemme know if its not there.
    Just in case

    Attached Files:

  5. Offline


    fffizzz looks more like Towny is doing crazy operations in the BLOCK_PHYSICS event. You may want to confront them with that...
    fffizzz likes this.
  6. Offline


    awesome, thanks!
  7. Offline


    Before I download and install this, I want to know if I can enable only one thing from this plugin. All I want is the "Form item stacks - fully automatically" thing. Is it possible to only use this out of all the other features?
  8. Offline


    Crent yup. All features are stored in one separate plugin jar file if possible and are independent of each other.
  9. Offline


    Alright, thanks a lot.
  10. Offline


    Nether travel just started today on a new server. I've gotten this twice today from a player in the Nether, and the only thing that seems to fix it is a server restart. Is this NoLagg or just something the NoLagg touches?
    snippet of console spew (open)
    2012-03-21 14:19:01 [INFO] <playername> [/<playerIP>:59845] logged in with entity id 8028 at ([world_nether] 98.07645814019729, 78.0, -0.8660043940498046)
    2012-03-21 14:19:01 [INFO] Disconnecting <PlayerName>
    [/]: Internal server error
    2012-03-21 14:19:02 [WARNING] Failed to handle packet: java.lang.ArrayIndexOutOfBoundsException: 2147483647
    java.lang.ArrayIndexOutOfBoundsException: 2147483647
        at com.bergerkiller.bukkit.nolagg.examine.TaskMeasurement.setTime(
        at com.bergerkiller.bukkit.nolagg.examine.TimedChunkProviderServer.getChunkAt(
        at net.minecraft.server.PlayerInstance.<init>(
        at net.minecraft.server.PlayerManager.a(
        at net.minecraft.server.PlayerManager.addPlayer(
        at net.minecraft.server.ServerConfigurationManager.c(
        at net.minecraft.server.NetLoginHandler.b(
        at net.minecraft.server.NetLoginHandler.a(
        at net.minecraft.server.NetworkListenThread.a(
        at net.minecraft.server.MinecraftServer.w(
    2012-03-21 14:19:03 [INFO] <PlayerName> lost connection: disconnect.endOfStream
  11. Offline


    Greylocke mmh that isn't supposed to happen, I'll ship a fix in the next update. Error is in NoLaggExamine; possibly caused by tasks not getting unloaded onDisable properly, or similar issues...


    Fixed it in v1.80 (see GitHub)
  12. Offline


    bergerkiller Thanks for the quick fix! I've got it in place and I'll post if players start exploding. :)
  13. Offline


    Thanks for keeping everything up to date! I will spread the word!! Without this plugin, my server wouldn't exist. #Donate
  14. Offline


    WoW what a difference....I would get lag spikes literally every 3-5 seconds for some reason,not my comp, im running a quad core at 2.6ghz with 4gb of ram while the server is running on 2gb maybe a client issue?, but now with this plugin, the world seems to load up incredibly faster, and theres no lag whatsoever! I had tried some other "no server lag" plugins but this beat them all and them-some , thanks a bunch.
  15. Offline


    What is the current status of async chunk saving? Is it still in NoLagg? Is it still needed?
    I remember back in the days of 1.8.1 or so, this seemed to boost performance most on my server.
  16. Offline


    Hi bergerkiller,
    Sorry but I really need your expert to help my server :(

    Do you have any idea if the server loads the chunk rapidly with secs even only a few players online?
    I also post here

    and uploaded the NoLaggMonitor log and WorldGuard report

    the second question is, I can see the memory usage of "java.exe" is 9G
    but it only shows 5G/9G on the "nolagg monitor" command
    any leak here?

    Anything will be appreciated! :)
  17. Offline


    Reco Release has done something silly.

    2012-03-29 22:56:08 [SEVERE] Could not pass event PlayerPickupItemEvent to NoLaggItemBuffer
    at org.bukkit.plugin.RegisteredListener.callEvent( 
    at org.bukkit.plugin.SimplePluginManager.callEvent( 
    at net.minecraft.server.EntityArrow.a_( 
    at net.minecraft.server.EntityHuman.l( 
    at net.minecraft.server.EntityHuman.e( 
    at net.minecraft.server.EntityLiving.F_( 
    at net.minecraft.server.EntityHuman.F_( 
    at net.minecraft.server.EntityPlayer.a( 
    at net.minecraft.server.NetServerHandler.a( 
    at net.minecraft.server.Packet10Flying.handle(SourceFile:126) 
    at net.minecraft.server.NetworkManager.b( 
    at net.minecraft.server.NetServerHandler.a( 
    at net.minecraft.server.NetworkListenThread.a( 
    at net.minecraft.server.MinecraftServer.w( 
    Caused by: java.lang.NullPointerException 
    at com.bergerkiller.bukkit.nolagg.itembuffer.ItemMap.getChunkCoords( 
    at com.bergerkiller.bukkit.nolagg.itembuffer.ItemMap.removeItem( 
    at com.bergerkiller.bukkit.nolagg.itembuffer.NLIListener.onItemDespawn( 
    at com.bergerkiller.bukkit.nolagg.itembuffer.NLIListener.onItemPickup( 
    at sun.reflect.GeneratedMethodAccessor150.invoke(Unknown Source) 
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) 
    at java.lang.reflect.Method.invoke(Unknown Source) 
    ... 16 more 
    zzz I bet you tire of fixing stupid shit :( but I have to mention it.
  18. Offline


    For some reason im now getting told that NoLagg or LogBlock is interfering with my plugin ReferGift. The issues start when a string or integer is changed in my plugin's config and then reloaded with NoLagg or LogBlock being on the server. I don't understand how my Command driven plugin is interfering with these two plugins. Heres the tickets i received.

    My Source for refergift. I wouldn't know where to begin to check for interfering lines of code.
  19. Offline


    kalijason Bukkits attachments are failing and invisible for us, make sure you link to them as well in your post. (O see no log.txt or exam file in attachments, as I don't see attachments)

    ledhead900 Use v1.82

    TopGear93 I don't know how your plugin works, but I noticed you use the 'permission' variable without checking if it is null or not. It is possible that, after reloading, the permission variable ends up null.
  20. Offline


    Works a treat.
  21. @bergekiller
    try to use this plugin when it shuts down my server

    2012-04-01 17:17:09 [SEVERE] java.lang.OutOfMemoryError: Java heap space
    2012-04-01 17:17:13 [SEVERE]at net.minecraft.server.NBTTagByteArray.load(SourceFile:25)
    2012-04-01 17:17:15 [SEVERE]at net.minecraft.server.NBTBase.b(SourceFile:77)
    2012-04-01 17:17:17 [SEVERE]at net.minecraft.server.NBTTagCompound.load(
    2012-04-01 17:17:20 [SEVERE]at net.minecraft.server.NBTTagList.load(SourceFile:36)
    2012-04-01 17:17:23 [SEVERE]at net.minecraft.server.NBTBase.b(SourceFile:77)
    2012-04-01 17:17:26 [INFO] Connection reset
    2012-04-01 17:17:28 [SEVERE]at net.minecraft.server.NBTTagCompound.load(
    2012-04-01 17:17:40 [SEVERE]at net.minecraft.server.NBTBase.b(SourceFile:77)
    2012-04-01 17:17:41 [SEVERE]at net.minecraft.server.NBTTagCompound.load(
    2012-04-01 17:17:42 [SEVERE]at net.minecraft.server.NBTBase.b(SourceFile:77)
    2012-04-01 17:17:45 [SEVERE]at net.minecraft.server.NBTCompressedStreamTools.a(SourceFile:75)
    2012-04-01 17:17:47 [SEVERE]at net.minecraft.server.ChunkRegionLoader.a(
    2012-04-01 17:17:47 [SEVERE]at net.minecraft.server.ChunkProviderServer.loadChunk(
    2012-04-01 17:17:47 [SEVERE]at com.bergerkiller.bukkit.nolagg.examine.TimedChunkProviderServer.loadChunk(
    2012-04-01 17:17:47 [SEVERE]at net.minecraft.server.ChunkProviderServer.getChunkAt(
    2012-04-01 17:17:47 [SEVERE]at com.bergerkiller.bukkit.nolagg.examine.TimedChunkProviderServer.getChunkAt(
    2012-04-01 17:17:48 [SEVERE]at net.minecraft.server.PlayerInstance.<init>(
    2012-04-01 17:17:48 [SEVERE]at net.minecraft.server.PlayerManager.a(
    2012-04-01 17:17:48 [SEVERE]at net.minecraft.server.PlayerManager.movePlayer(
    2012-04-01 17:17:48 [SEVERE]at net.minecraft.server.ServerConfigurationManager.d(
    2012-04-01 17:17:48 [SEVERE]at net.minecraft.server.NetServerHandler.a(
    2012-04-01 17:17:48 [SEVERE]at net.minecraft.server.Packet10Flying.handle(SourceFile:126)
    2012-04-01 17:17:48 [SEVERE]at net.minecraft.server.NetworkManager.b(
    2012-04-01 17:17:51 [SEVERE]at net.minecraft.server.NetServerHandler.a(
    2012-04-01 17:17:51 [SEVERE]at net.minecraft.server.NetworkListenThread.a(
    2012-04-01 17:17:51 [SEVERE]at net.minecraft.server.MinecraftServer.w(
    2012-04-01 17:17:51 [SEVERE]at
    2012-04-01 17:17:51 [SEVERE]at
    2012-04-01 17:17:51 [SEVERE] Unexpected exception
    java.lang.OutOfMemoryError: Java heap space
    at net.minecraft.server.NBTTagByteArray.load(SourceFile:25)
    at net.minecraft.server.NBTBase.b(SourceFile:77)
    at net.minecraft.server.NBTTagCompound.load(
    at net.minecraft.server.NBTTagList.load(SourceFile:36)
    at net.minecraft.server.NBTBase.b(SourceFile:77)
    at net.minecraft.server.NBTTagCompound.load(
    at net.minecraft.server.NBTBase.b(SourceFile:77)
    at net.minecraft.server.NBTTagCompound.load(
    at net.minecraft.server.NBTBase.b(SourceFile:77)
    at net.minecraft.server.NBTCompressedStreamTools.a(SourceFile:75)
    at net.minecraft.server.ChunkRegionLoader.a(
    at net.minecraft.server.ChunkProviderServer.loadChunk(
    at com.bergerkiller.bukkit.nolagg.examine.TimedChunkProviderServer.loadChunk(
    at net.minecraft.server.ChunkProviderServer.getChunkAt(
    at com.bergerkiller.bukkit.nolagg.examine.TimedChunkProviderServer.getChunkAt(
    at net.minecraft.server.PlayerInstance.<init>(
    at net.minecraft.server.PlayerManager.a(
    at net.minecraft.server.PlayerManager.movePlayer(
    at net.minecraft.server.ServerConfigurationManager.d(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.Packet10Flying.handle(SourceFile:126)
    at net.minecraft.server.NetworkManager.b(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.NetworkListenThread.a(
    at net.minecraft.server.MinecraftServer.w(
  22. Offline


    Semirotta you ran out of memory, allocate more memory for your server, or find out what plugin is having a memory leak if that's the case.
  23. just to tell you, instantly when i added this plugin : proplems begins.
    I removed this, now server been running fine without any crashesh. Its this plugin which makes the server crash lol :D It is supposed to make lagg less etc. but instead if crashesh the server coz it says my server runs out of memory xD
    I think my server has 1GiB memory in use, its been working just fine. I just wanted to have NoLagg plugin coz i used to have it but atm obviously its not even good anymore :/
  24. Offline


    Semirotta maybe there is a memory leak...or a chunk load issue. Check if disabling the main NoLagg.jar helps, maybe it is keeping too many chunks loaded in memory.
  25. ya might be, but id only want the tnt explosion thingie actually, so if i take only the NoLaggTnT.jar thingie to my plugins, i only havethat?
  26. Offline


    oh, my bad, but the previous logs are gone, I just regenerate them and re-uploaded them on my dropbox public folder
    by the way, I already removed Dynmap and the problem still happens

    Nolagg log :

    Nolagg monitor:

    World Guard Report:

    Windows Task Manager Snapshot:

    You can see the memory usage of java.exe is about 4G on task manager
    but nolagg shows only 641/10012 MB
  27. Offline


    kalijason The lower memory is normal, the OS always allocates more memory than Java uses. ('working set')
    If the system needs memory for something else, the memory allocated for Java disappears.

    Use the examine tool (install NoLaggExamine.jar) and use:
    It will then examine the server tick rate for 1000 ticks, after which it generates an .exam file you can read. You can open it with the same NoLaggExamine.jar file. (double-click)

    It is great to find out what is causing tick rate drops, as that is what you seem to be having. I suspect it is a chunk loading time issue, using a chunk unload delay may help a bit.

    Semirotta yup, all plugin components work independently. You don't need NoLagg.jar to use the TNT feature.
  28. Offline


    I read your info about using what plugins of yours from this under different loads and server bandwidth extra. Yous stated that sometimes these plugins can cause more lag than good under certain setups.

    I was wondering since I currently have them ALL installed, I run a server with a 25 player cap bandwidth is low as I never hosted it on a fast network I just find its reasonable on my 1mb upload lol. Don't really see point hosting it else where at this stage.

    The server it self is only a core 2 duo @3ghz and 4gig of system memory 3gb dedicated to server.

    We don't have a lot of items going around as we don't spawn in items often and we use no cheat to prevent items being hacked in. We have the view distance set to like 7.

    What plugins do you recommend, I obviously want the TnT one as that is almost essential for keep TnT running smooth and not lagging everything.

    Which ones do you think would be worth scrapping like are there any of your nolagg ones that would do sweet fuck all for my server or would just make it worse ?.
  29. Offline


    ledhead900 If you don't have issues with lagging items or others, you can get rid of the item buffer and main NoLagg jar. If you run a pre-generated world and don't generate new chunks, you can scrap NoLaggLighting too. If there are no players with poor connections, NoLaggChunks is not really needed. NoLaggItemStack can be useful to stack items and orbs, as that is also more of a visual feature. The NoLaggMonitor and Examine can be useful if you often run into server performance issues of some kind, or want to monitor the memory usage of the server.
  30. Offline


    Nolagg chunk I think I will keep for the pure fact you just don't know who will connect and it might help them.

    Lighting we dont't need very soon as I pre generate our worlds if possible. I more or less wanted to know if any of these plugins could hurt the server more than do any good if they were really needed. Like I know BIGGER servers love these as it keeps tick rate clean but for a small 25 man server with about 8 -9 ppl at any given time mostly building or pvping prob is not a reason for a lot of it ?.

    I have a Dedicated Mob plugin as well called MOBS that deals with the mob loot and and spawning rates it can be as advanced or as simple as I need it. Currently I have it spawning angry mobs randomly and color sheep and baby mobs naturally.

    I just was not sure if any of the above no lagg plugins could cause a bad effect for low pop servers.

    I prob don't need the Main Jar and the Buffer the stacking is nice though I think stacking prevents lag as well. I think as it merges items into one item rather than multiple spread all over place or something like that.

    Lighting nope we prob don't need soon as I am replacing our world with a new pre generated one. but right now our players are exploring as I trimmed our current world so I could find the builds faster for moving but they can still explore load new chunks.

    I guess my last question is.

    For a 15mbs/1mbs server with a 25 player cap with ability for VIP to go over this if needed what is the benifit if any for me running NO lag chunks I though it helped lesson the lag and reduced bandwidth usage waste by only loading what the player could visually see and not useless chunks they could not see.

    in this case is my current config ok.
    # This is the configuration of NoLaggChunks
    # The minimum chunk sending rate (chunks/tick)
    minRate: 0.25
    # The maximum chunk sending rate (chunks/tick)
    maxRate: 2.0
    # The rate at which chunks are 'triggered' (refreshed, make visible) (trigger packets/tick)
    triggerRate: 0.5
    # The amount of threads to use to compress the chunk packets (increase if it can't keep up)
    compressionThreadCount: 2
    # If you use a plugin that depends on the net server handler for packets, disable this
    # For example, Raw Critics' Ore Obfuscation does not function with this enabled.
    # Orebfuscator is supported and works with this enabled.
      # Whether or not to use the buffered packet loader to reduce new memory allocation
      enabled: true
      # The amount of threads to use to compress the chunk packets (increase if it can't keep up)
      threadCount: 2
    All the plugins can function indipendant of the Main jar file ? correct ?, Like it wont error out if I remove the main jar because I don't care about mob control and the item buffer. I just kinda want to know based on the info I gave you what you think I could use and what you think would just be wasted cycles of ram and cpu.
  31. Offline


    ledhead900 Only the main NoLagg.jar tends to lag larger servers, mainly because of the intensive global update routine. (it has to loop through all chunks and all entities to perform spawn limits and others). NoLaggLighting works on-command, Chunks even improves performance by using a buffer when generating chunk packets. The only doubtful things are the Item stacker and Item buffer, mainly because they have to process a lot of items and manage a lot of resources. While it is optimized to prevent memory leaks, it can still take up quite a lot of CPU.

    The monitor/examine plugins hardly use up any resources or tick rate times, it is done on purpose to make sure the cause is not the thing you check the cause with. And yes, all components are independent of the main jar.

    • It reduces the allocation of new memory, reducing time spent garbage collecting, reducing processor load and other lag
    • Low-performance connections can still handle the chunks, as the useful chunks are sent first. Even those with poor connections can enjoy your server.
    • Overflow kicks/disconnects are suppressed by adjusting the rate
    • Adjustable chunk compression thread count, allowing you to increase the amount of players you can handle joining
    • Rate is also applied when loading chunks, so when someone joins the server, it doesn't insta-load all nearby chunks. VERY useful. :)

Share This Page