# _ _ _ # | | /\ (_) | | # | | __ _ __ _ / \ ___ ___ _ ___| |_ # | | / _` |/ _` | / /\ \ / __/ __| / __| __| # | |___| (_| | (_| |/ ____ \\__ \__ \ \__ \ |_ # |______\__,_|\__, /_/ \_\___/___/_|___/\__| # __/ | # |___/ By Stefatorus # # This is the default configuration. I suggest using it as it is. # If you need help configuring it, please add me on discord. # DISCORD: Stefatorus#9382 # # Mobs that will be removed by the smart cleaner. # # TIP: This will not remove named mobs, even if they are in the list. # This follows the vanilla rule - don't despawn named entities, which # players are allready acustom to. smart-cleaner: # Do you want the system to be in whitelist or blacklist mode? # TIP: Whitelist - All except these get deleted ; Blacklist is the opposite whitelist: false # Automatic Physics disabler will occur if tps is under this value. # EG: If tps is under 16, lagassist will disable the physics that are # TIP: Set to 0.0 to disable it. maxtps-cull: 16.0 # Automatically disable mob spawning if tps is under this value. # EG: If tps is under 14, lagassist will disable mob spawning. maxtps-disablespawn: 14.0 # List of the mobs that will get removed by the smart-cleaner. # Mob names: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html mobs: - "ZOMBIE" - "CREEPER" - "SKELETON" - "WITHER_SKELETON" - "SQUID" - "SPIDER" - "SILVERFISH" - "PIG_ZOMBIE" - "MINECART" - "ILLUSIONER" - "GHAST" - "HUSK" - "EVOKER" - "ENDERMAN" - "ENDERMITE" - "ELDER_GUARDIAN" - "CAVE_SPIDER" - "BAT" - "BLAZE" # For Creative Servers # - ARMOR_STAND # For Factions Servers # - PRIMED_TNT # The smart stacker system allows you to efficiently stack mobs in a chunk based on a # cubic chunk splitting system. This algorithm is extremely light-weight compared # to past stacking algorithms, which means more performance left for your server. smart-stacker: # Should we enable the smart stacker system? enabled: false checks: # Run stack check when a mob spawns. spawn-check: true # (!) Way more efficient than spawn check, but only works on custom tailored paper forks. You can use both for # best performance. # DO NOT ENABLE IF YOUR CUSTOM TAILORED FORK DOESN'T SET A TIMEOUT BEFORE RETRYING TO SPAWN ANOTHER MOB. pre-spawn-check: false # Should we try to stack mobs when they change splits? # Disabling it may improve performance, but it's not recommended since it disables # stacking when moving from one chunk to another. split-change-check: true gameplay: # Should players always see stacked mob tags? # (!) Setting to false will make it so you can only see mob stacking when hovering over a mob tag-visibility: true # Size is required if you want stacking to work. tag-format: "&f{type} &cx{size}" # What entity types don't you want to be stackable. stackable: # - "SKELETON" # - "ZOMBIE" # - "BLAZE" # - "VINDICATOR" # - "VILLAGER" # - "WITCH" # - "SPIDER" # - "EVOKER" technical: # The amount of vertical splits per chunk (Must divide 256). A lower amount makes the stacking area go down and thus # improve compatibility with farms. # (!) Setting it under 4 is not recommended. 8, 16 recommended. splits: 8 # Should we remove all stacked mobs when the plugin is disabled? (DISABLED FEATURE) # (!) Highly suggested to be left on true, since it can help a lot with TPS. It # also prevents the algorithm having to search the old mobs when the chunk issue # empty which is a huge bonus. # (!) If left on false, the system will do stacking on chunk enable. # shutdown-clean: false # Should we amplify drops to get the approximate value of what those mobs would drop # if they were to be killed one by one? drops-fix: true # What's the highest amount a stack can get to? Since there's a limit of 1 stack per # split, it's useful to keep this higher. max-stack: 500 # This section deals with custom handling for damage for stacked mobs. damage: # What damage causes should be multiplied by the stack count. # (!) This helps with farms. For example, multiplying fall damage fixes # drop farms. multiply: - "CRAMMING" - "FALL" - "DROWNING" - "CONTACT" - "VOID" - "FIRE_TICK" - "DRYOUT" # Entity Comparison is used to prevent 2 similar entities from being stacked together. # Extremely useful when you want to retain vanilla-like gameplay. comparison: sheep: true pig: true slime: true villager: false tameable: true horse: true # Checks for the age of the mob approximatively ageable: false # This is a simple mob modifier. It changes how some mobs behave to improve the server # performance. mob-manager: # Disable armorstand gravity. This might help with creative servers which have a lot of armorstands. no-armorstand-gravity: false # Disable slime splitting, approximating the drops and health of a vanilla confrontation. This is very # useful for larger than vanilla slimes. # NOTE: This also helps for vanilla slimes, but shouldn't (in my opinion) be used unless there is lag from # NOTE: slimes. simple-slime: false # Micro features represent simple yet effective ways to reduce lag. It generally includes simple to implement # features that would otherwise not need their own section. microfeatures: # Optimize farms by automatically destroying crops that are near a piston facing them. # Helps reduce the need of redstone for these farms. Really useful on 1.8.8 factions servers. optimize-growable-farms: enable: false blocks: - "PUMPKIN" # Two versions (flattening and pre) - "MELON_BLOCK" - "MELON" # Fixes issue with redstone item spam causing lag on the server. # https://rz.al/u/5591.png click-spam-fix: enable: false # Blocks that will increase the counter/ blocks: - "LEVER" counter: message: "&cStop interacting with this block so fast." # How much to increment each interact? increment: 20 # Max value before showing the message max: 80 # Laggy Chunk detection. You can fiddle around and find the best settings for your # server. # # TIP: Find what kind of tiles or entities lag your server and set them a proper lag score # here. The default values should be fine, but finding the best settings for yourself is allways # the best way. chunkanalyse: # Teleport command that will be issued when you click the text. # PLACEHOLDERS: {x}, {y}, {z}, {chunkx}, {chunkz} {world} # # TIP: Set it to a command that you like. This can be used to automatically clear lag in chunks, unload it, etc. tp-cmd: "lagassist tpchunk {world} {chunkx} {chunkz}" # Score at wich the server will consider the chunk laggy and make it appear in the list. You should fiddle around with it so it only shows # the chunks that you want it to find. # # TIP: The amount of chunks /lagassist chunkanalyse will show. # (It will always show the top (amount value) laggiest chunks.) ammount: 10 # Entity & Material names for laggy values. # # materials: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html # entities: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html # tile entities: https://minecraft.gamepedia.com/Block_entity # # TIP: Only detects Tile entities & entities. Normal blocks aren't ticked. This means that it would lag if i were to check the normal blocks. # At the same time, normal blocks don't lag the server. values: # ------------- # TILE ENTITIES # ------------- chest: 1 trapped_chest: 2 burning_furnace: 3 sign: 1 # Beacons don't really lag the server, but they usually appear in laggy chunks due to them being placed near grinders & automatic farms. # High score due to their rarity. beacon: 35 hopper: 6 note_block: 4 piston_extension: 5 dispenser: 10 # Mob spawners really lag the server. I suggest setting a high score related to them. mob_spawner: 60 # -------------- # NORMAL ENTITIES # -------------- # Players themselves. They have a decent score due to them being a lag cause (they create farms, afk at them, etc) player: 15 # Normal mobs that are found in a chunk. Set the value to a moderate one. They don't lag the server so much. # Creeper score slightly higher due to the explosion that could lag the server a bit. zombie: 2 spider: 2 skeleton: 2 creeper: 3 # Passive mobs. Might signal some custom spawner farms. They are pretty optimised in AdvancedSpigotTweaks though. cow: 1 pig: 1 # Thrown items. Don't pose a huge issue due to them being optimised by AdvancedSpigotTweaks. The endereye (ender_signal) might # mean there is a end portal nearby, that might mean more activity (and thus, lag). Egg can spawn mobs and such has a higher score. ender_signal: 5 egg: 3 fishing_hook: 2 ender_pearl: 2 snowball: 2 arrow: 1 # Static entities might lag the server, but it all depends. They usually signal a big player city, and such is related to lag. painting: 2 item_frame: 3 armor_stand: 4 # Stacked items & XP do not lag the server as much. If you use AdvancedSpigotTweaks, keep that in mind. # Fireworks might lag the server, especially if they have big explosions. dropped_item: 2 experience_orb: 3 firework: 8 # Bosses have complex abilities that might lag your server. The ability entities can also offer additional proof the # bosses are actively fighting. ender_dragon: 85 ender_crystal: 10 wither: 55 wither_skull: 20 # Tnt is a severe lag issue. I recommend setting primed tnt (activated tnt) to a higher score. Remember that a tnt by # itself doesn't lag as much, but they are used in mass numbers in cannons, etc. # Minecart-TNTS are evem bigger of an issue due to their moving mechanics. primed_tnt: 7 minecart_tnt: 15 # Highly active entities. Includes entities that do many checks, and are used for mechanics. minecart_hopper: 20 minecart_mob_spawner: 80 endermite: 5 # Chunk-Manager System. chunk-manager: # Should we enable the chunk-manager? It can highly help with memory issues if you have too many loaded chunks. # NOTE: You need to have the max view distance set in your server.properties file. # # (!) This feature will only work on PaperSpigot servers. enabled: false # How many chunks should all players load at the same time. # TIP: The view distance is calculated using this formula: # SQRT(MAX-CHUNKS / PLAYERS / 4). # EG: If the max chunks are at 6500, and you have 100 players online # your view distance would be at 4. # (!) In order for this to work, please set your view distance in # both server.properties & spigot.yml to the minimum view distance you # want to set. max-chunks: 5000 # (!) Try making it larger progressively. Sometimes it's safe to limit it # at a smaller view distance. max-view: 12 #LagMeasures Config lag-measures: # Lag measures automatically runs anti-lag actions if the server has # under a set amount of TPS. To configure the tps values, look for # the maxtps setting in all lagassist systems. # # Announce the lag cleaning in the console and chat. announce: # Show players that the lag-cleaning has occured. enabled: false # Should we show the staff a different, more exact message of lag-measures? # Permission node: lagassist.notify staffmsg: true message: "&c&lLag&f&lAssist &e» &fRemoving server lag..." # Set the time between the lag-cleaning cycles. # I suggest keeping it on 6000 as the fact that it disables redstone # machines might annoy some players if it is done too often. # # TIP: Time is measured in ticks. 1 second has a tick # (For 10 second interval, set to 200) timer: 6000 # RedstoneCuller Tweaks redstone-culler: # Chance from 1 to 100 for the redstone to break. If you don't think # redstone could lag your server, disable it. # # The breaker system griefs some redstone from Players' contraptions in # order to prolongue the effect of the cull. If it is set to 0, it will # be harder to get rid of redsotne lag, because players can just start # their farms & Lag Machines back up in a matter of seconds. # # TIP: The chance doesn't need to be too big in order for their farms to # break. The system triggers for all of the active redstone trails and will # break X percent of the track. Remember that even if you have chance 2, if # we have 100 redstone, you will still have an effect on them. # # (!) TO disable set chance to 0. chance: 3 # # What blocks do you want to be affected by the redstone culler. This allows you # to prevent pressure plates or other valuable blocks that don't necessarily cause # lag to be protected from the culler. affected-materials: - "REDSTONE" - "REDSTONE_WIRE" - "REDSTONE_COMPARATOR" - "REDSTONE_COMPARATOR_OFF" - "REDSTONE_COMPARATOR_ON" - "REDSTONE_TORCH_OFF" - "REDSTONE_TORCH_ON" - "REDSTONE_TORCH" - "DIODE" # # How many ticks should the redstone be culled if the signal changes. A too small value # will not stop clocks, and a too large value will make destructive checks less effective. # # TIP: The recommmended value for destructive checks is 10-30; and 50-70 without. ticks: 60 # Destructive checks. Implemented to combat Observer lagmachines, which can bring # a I7-4770k machine to it's knees quite easily. It listens for singal changes and # removes all observers that go over a set value. # Lag-Machine example: http://stefatorus.go.ro/img/SpigotTweaks/ObserverFix.gif # # (!) This should be safe, but at the same time, don't enable it without any reason. # These lag machines are not found very often, and there is no reason to try fix them # if everything works fine. destructive: # Should we enable destructive checks? enabled: false # How many updates should the observer do in order to remove it? I recommend the default value. value: 16 # # Automatic Redstone culling will occur if tps is under this value. # EG: If tps is under 19, lagassist will cull redstone each time the monitor runs. # TIP: Set to 0.0 to disable it. maxtps: 19.0 # Disable hopper crafting. Hoppers are one of the issues non-minigame server owners have to face. Enabling this # check allows you to make hoppers more rare. This won't really affect farms, but will make them more efficient. # # Hoppers are easy to craft in vanilla minecraft, and this makes them to get overused (>100 HOPPERS/FARM) hopper-check: enabled: false reason: "&c&lLag&f&lAssist &e» &fHopper crafting has been disabled." # Sabotage hoppers in order to defer players from using them. This # will break huge farms in a while, and has a bigger chance of destroying # large hopper lines instead of single hoppers. (multyply by how many) # # TIP: This is is not percent, it is per10mille (X in 10000 chance). # Don't set it too big. If you set it to 1 or 2, it will make sure # huge afk farms will break and won't lag your server for actually # active players, while also not annoying the less-extreme players. # # Disable by setting it to 0. chance: 0 # Make item drops go directly into hoppers. This was designed with # factions servers in order to replace plugins like crophoppers and # in general improve performance for many hopper drops. chunk-hoppers: # Should we enable chunk hoppers? They will catch all items # that aren't dropped by players and are ine items list and # place it in the chosen hopper. enabled: true # What mode do you want to use for chunk hopper additions # FIRST - Uses first hopper that is available # RANDOM - Get a random hopper (may help with logistic speed) # CLOSEST - Uses hoppers in ordered by their range to the item. mode: "RANDOM" # How do you want chunk-hoppers to be defined? # DEFAULT - All hoppers become chunk-hoppers. Useful for already # established servers that haven't used them in the current # season or wipe. # NAME - Hoppers being named customly are chunk-hoppers. Will reduce # the amount of hoppers that need sorted and thus will possibly # improve performance (if they are properly advertised on the server) define: "&eChunk &fHopper" # The filter system allows you to give players the ability to filter what items the chunk hoppers will pick. It is really useful # for creating simple & performance efficient filters, along with incentivizing people to use chunk hoppers. filter: # The default items that chunk hoppers should pick up. This is used in case a hopper doesn't have a custom filter.\ # (!) In case you use the custom hopper filter, please make sure to set the slots larger than the amount of slots in default. default: - "IRON_ORE" - "ROTTEN_FLESH" - "BONE" - "ARROW" gui: # The name that the filtering GUI should have. This can be used to customize the looks of the # filter system. name: "&d&lHopper Filter" # This represents the size of the GUI that the filter represents. Tweaking these settings allows # you to choose how complex a filter can get. # (!) Must be a multiple of 9. size: 18 # Mob hoppers allow people to instanly funnel spawner mob drops to chunk hoppers. It works using the filter that is found above. # Players will have to add a mob spawnegg to the hopper to allow it to catch the respective mob. mob-hopper: # (!) Note: Mob Hoppers currently only work on 1.13+ servers. # # This check can be used to alleviate lag during extreme lag sessions, or used temporarily. While i suggest # keeping it on all the times, if your players don't mind having to have their grinder account for it, you can # make it only run when the server lags. # (!) To disable mob hoppers from working, just set max-tps to 0. # I suggest 17 if you want it temporary, or 20 if you want it permanent. maxtps: 0.0 # The reasons that the mob hopper will work for. This allows you to exclude normal mob # spawns from being funneled to the chunk hopper. spawn-reasons: - "SPAWNER" - "NETHER_PORTAL" # Multiplying the drop amount can help you fiddle with mob spawns without changing the # amount players win from a hopper, effectively tuning performance drastically without # negatively affecting the players. multiplier: 1 # Entity Materials represent the materials that will allow their respective mobs to # get caught in mob hoppers. filter-items: zombie: "ROTTEN_FLESH" creeper: "GUNPOWDER" skeleton: "BONE" # Automatically sell items that appear in this list before attempting to place them in the chunkhopper. # Useful and efficient replacement for autosell chests. Requires Vault to function. sell-hopper: # Should we enable the sellhopper system? # (!) To enable, please also add the "lagassist.sellhopper.PERCENTAGE" permission to the player. # Example: lagassist.sellhopper.70 gives the player 70% of the price. # enabled: false # The amount users will be paid at the end of the payout session. The payout session is used to prevent # lag. prices: ROTTEN_FLESH: 10 GUNPOWDER: 5.3 BONE: 1 # The limiter allows you to limit the amount of mobs & tiles there are on a single chunk. # This system can be used to deny abusing spawning mobs, minecarts, etc. # # The soft-limit represents the limit to where mobs will be allowed to spawn in the chunk. # The hard-limit represents the limts to where mobs will be removed when brought from other chunks (eg: Water slides or rails) # # This allows you to limit mobs while also allowing them to move between chunks. limiter: # The amount of time between chunk cleans. Setting it to a small amount can make your server have more lag, while a larger amount may mean slower # responses timer-time: 1200 mobs: # The maximum limit of mobs that can spawn per chunk. Set this to a larger number, and use # the per-limit system to set limits for certain types of mobs. total-limit: -1 soft-limit: # Dropped items are here because we don't want dropped items not to spawn. dropped_item: 200 entity2: -1 #armor_stand: 20 hard-limit: entity1: 100 #armor_stand: 100 tiles: # The maximum limit of tile entities that can be placed per chunk. Note that there are # very many types of tile entities, and they don't produce so much lag. This has limited # uses for lag prevention, but may be used for other tasks. # (!) Set to '-1' to disable it. total-limit: -1 per-limit: #crafthopper: 16 #craftchest: 128 tileentity1: -1 tileentity2: -1 # Anti Spawner-Lag implementation for large servers with a lot of spawners. spawner-check: # Should we enable the spawner check? enabled: true # Should we break spawners with a set chance (permille)? This highly helps # severs where spawners are very easily procured. breaker: false # What chance (permille) should we have. # EG: If you set it to 5, the chance will be 5/1000 which is 1/200; chance: 5 # Custom spawner implementation. This should work with all spawner # plugins, like EpicSpawners or SilkSpawners. custom-settings: # Delay in ticks between mob spawner spawns. delay: 300 # (!) 1.12 ONLY FEATURES # How many mobs should we spawn. This can greatly lower the mob lag # from mob-spawners. amount: min: 1 max: 2 # How spread out we should spawn the entities. I recommend keeping it lower. spawnrange: 3 # The maximum distance a player can be in order for the spawner to be active. player-range: 10 # Automatic Spawner-Check activator. This will have no effect if the check is # disabled. # EG: If tps is under 19, lagassist will start modifying how the spawners work. # TIP: Set to 0.0 to disable it. maxtps: 16.0 # The Physics system disables laggy or ununsed game mechanics that might lag your server. The physics system can # be set to be enabled on start or by using /lagassist. # # TIP: Disabling it here won't actually remove the checks when you use /lagassist. If you want some checks to # work, please add them here. deny-physics: # Should we disable physics just as the server starts? # TIP: It can be used to modify gameplay features. # For example, you can disable decay, fire & melting for a build server. enabled: false # Automatic Physics disabler will occur if tps is under this value. # EG: If tps is under 16, lagassist will disable the physics that are # TIP: Set to 0.0 to disable it. maxtps: 17.0 # What should we disable? Please make sure this fits your game perfectly. If you have a cannoning server, # disabling explosions would be useless. At the same time, you shouldn't enable them for a survival server. systems: physics: false explosions: true grassspread: true melting: true pistons: true fire: true liquidspread: true decay: true redstone: true # Had reports of noteblock & observer machines to lag the server significantly noteblock: true benchmark: # Benchmarking can be used to approximate the max players your server will be able # to sustain. # # TIP: If you want more accurate results (and don't mind waiting longer), change the # ftp link under here. # Placeholders: %RND% - Generate random name (useful for upload testing). # # (!) The size for upload is in bytes. A MB = 1.000.000 bytes. Default is 50MB download: link: "ftp://speedtest.tele2.net/50MB.zip" upload: link: "ftp://speedtest.tele2.net/upload/%RND%.bin" size: 50000000 blacklisted-worlds: # Worlds where this plugin will have no effect. All lag-measures will simply be disabled. # (!) Analysis features are not disabled. (LagMonitor, LagMap) enabled: false list: - blacklisted1name - blacklisted2name safety-manager: # The safety manager tries to lower the chances of a server crash when the server # is under extreme load or doesn't have enough resources to run. # # It will safely shut down the server whenever the respective settings are met. # (!) This is an experimental feature and is still not recommended by default. enabled: false # Triggered when the system's space is not enough for a minecraft server. Shutting # down the server prevents glitched chunks from forming. no-space: # Space for the server to start up in bytes. The default is 50 MB. startup-space: 50000000 # Threshold under which server will safely shutdown th server. Default is 20MB. shutdown-space: 20000000 # The anti-crasher module helps prevent players from crashing the server by spamming packets. # # It does so by limiting the amount of packets sent per second, along with their size. anti-crasher: # Useful against book crashers. settings: # When debug mode is on, you can see the serialized packets. Useful for analysing crash clients # and solving them properly. # (!) Only shows for packets that have a config location. debug: false packets: packetplayinsetcreativeslot: # The amount of packets recorded before the player gets dropped. drop-threshold: 350 # The amount of packets to 'forget' each second. decay: 80 # The max size of packet allowed. Useful for huge pages, etc. size: 10000 # Illegal values in the packet. The values are found using deserialzation. illegals: - "THIS IS A TEST ILLEGAL VALUE" # Fixing custom payload spam. May cause issues with bungee if you have some strange plugins. (Check size) packetplayincustompayload: drop-threshold: 25 decay: 15 size: 15000 illegals: [] packetplayinuseentity: drop-threshold: 25 decay: 21 size: 5500 illegals: [] packetplayinuseitem: drop-threshold: 25 decay: 21 size: 5500 illegals: [] packetplayinblockdig: drop-threshold: 25 decay: 21 size: 2500 illegals: [] packetplayinblockplace: drop-threshold: 25 decay: 21 size: 22000 illegals: [] packetplayinwindowclick: drop-threshold: 25 decay: 21 size: 19000 illegals: [] packetplayinchat: drop-threshold: 30 decay: 20 size: 10000 illegals: [] logcleaner: # The Log-Cleaner cleans old logs from the directories that you select. You can use this feature to get rid of old # logs. # # maxsize = Max size (in megabytes) that the log needs to have in order to be cleaned. # maxage = Max time (in days) that the log needs to have in order to get removed. # # (!) Both of these settings are independent. If any of these conditions are met, the # (!) file will get removed. enabled: true list: - "logs/" conditions: maxsize: 30 maxage: 7 # (!) Highly Experimental! - May cause irreversible damage to your server. Please use with care. super-loader: # The super loader feature allows LagAssist and other plugins to implement so called "NMS Expansions". # NMS Expansions allow the modification of minecraft classes during runtime. enabled: false stats-bar: # The statsbar can be accessed using /lagassist statsbar. You can configure it to better show your server # performance, or to better resemble your server's design choices. # PLACEHOLDERS: {TPS} {CHKS} {MEM} {ENT} message: "&c&l⬛ &fTPS: &a{TPS} &7&m|&r &fMEM: &a{MEM}GB &7&m|&r &fCHKS: &a{CHKS} &7&m|&r &fENT: &a{ENT} &c&l⬛" # The interval in which the tps average is created. A lower value will be more acurrate but will fluctuate a lot. # I suggest setting it around 6-12 for it to be the most precise. tps-interval: 10 # How often should we refresh the statsbar? A lower value will look nicer and is more accurate, but might take more # (yet a minuscule difference) processing power to show. show-delay: 5 # The system that creates the lagmap. lag-map: # Do you want us to fully reserve filled_map:0? This will allow for placing lagmaps in spawns and giving them to players. fully-reserve: false # The lagassist API provides tools for other plugins to get information from your server using # unconventional methods such as server-icon serialization. This provides several improvements # over plugin messaging. # # (!) Currently used in the EntryRise.com Monitoring tool. api: # Config section for server icon data. server-icon: # THE IPS allowed to use this api. Empty to disable # this feature. # (!) Star matches everything allowed-ips: - "1.2.3.4" - "9.9.9.9.*" # This system allows you to configure the SmartUpdater Reminder. This # system was developed to better notify users of important changes to # the plugin and alert people using old and maybe inefficient ways of # using the plugin. smart-updater: # This feature allows you to choose which updates you will get # notified for. The default should only announce stable versions. enabled: true announce: # Don't announce updates that have been flagged as unsafe due to # major issues that have been detected. unsafe: false # Minimum likes received for the update post. Likes are usually # given when a large bug has been fixed or i've added a new feature. min-likes: 1 # Minimum downloads to announce the update. min-downloads: 10 # Minimum rating. Note that unrated counts as 5 stars. min-rating: 3.95 settings: # Tooltips notify you when something may be broken in the current LagAssist version along with # information to help you to remedy the issue. tooltips: true # The untested system notifies you if you are using the plugin on untested versions in order # to prevent misuse. untested: true # Controls for plugins lagassist hooks into. hooks: # Vault is used for paying money to users. vault: # How much should the money be cached before being paid. A smaller value means faster payments at the expense of performance. cache-duration: 1200 # What message should show up to players that get paid. %amount% for paid amount. message: "&c&lLag&f&lAssist &e» &fYou were paid %amount% in the paywave." # This allows the system to update the config if the plugin is updated. version: 29