diff --git a/server.yml b/server.yml index f5724b9..b0ace91 100644 --- a/server.yml +++ b/server.yml @@ -1,781 +1,783 @@ -# _ _ _ -# | | /\ (_) | | -# | | __ _ __ _ / \ ___ ___ _ ___| |_ -# | | / _` |/ _` | / /\ \ / __/ __| / __| __| -# | |___| (_| | (_| |/ ____ \\__ \__ \ \__ \ |_ -# |______\__,_|\__, /_/ \_\___/___/_|___/\__| -# __/ | -# |___/ 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 spawn reasons should be allowed for mob stacking. - # Use ALL to allow all mobs to stack, or alternatively use any value from here: - # VALUES: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/entity/CreatureSpawnEvent.SpawnReason.html - spawn-reasons: - - "ALL" - # What entity types 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 - # The min-stack feature allows you how many mobs should be in a split before attempting to stack them. - # This can help retain some vanilla behaviour, but will have a negative effect on performance. Due to - # popular demand, it was added as the overall stacker should STILL be better performance wise than the - # alternatives, but don't set a min stack size if performance is your key concern. - # - # (!) To still have a good performance impact, LagAssist uses caching, which may result in the actually - # mob counts that are checked to stack to slightly differ. This should not be very noticeable. - # - min-stack: 0 - # 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 - # This feature stack growables in a chunk and only drops items on a full stack. - # IT should reduce the entity counts in the chunk, and can help on servers where - # chunkhoppers are not fully adopted. - # - # (!) Not recommended for servers that do not have extremely huge farms, as the - # drops from smaller farms will get delayed. - stack-growables: - enable: false - # What is the stack size? Amounts over 64 won't render. - stacksize: 64 - blocks: - - "CACTUS" - - "SUGAR_CANE" - -# 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 - # Should the limiter ignore named mobs? - ignore-named-mobs: false - 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. +# _ _ _ +# | | /\ (_) | | +# | | __ _ __ _ / \ ___ ___ _ ___| |_ +# | | / _` |/ _` | / /\ \ / __/ __| / __| __| +# | |___| (_| | (_| |/ ____ \\__ \__ \ \__ \ |_ +# |______\__,_|\__, /_/ \_\___/___/_|___/\__| +# __/ | +# |___/ By EntryRise +# +# This is the default configuration. We suggest using it as it is. +# If you need help configuring it, please visit our dedicated Discord Server. +# DISCORD: https://discord.gg/4aWWPcb + +# Smart cleaner removes mobs based on the below configuration... +# +# 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 already accustomed 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 + # The plugin will begin to cull mobs if the TPS drops below the set value. + # EG: If TPS is under 16, LagAssist will begin to cull mobs that are named below. + # 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 (or kept) by the smart-cleaner - (depending on whitelist or blacklist) + # Mob names: htttps://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 + # (!) Do NOT enable the BElOW setting under any circumstances (unless you have had explicit guidance from us) + pre-spawn-check: false # <-- DO NOT ENABLE + # 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 + # (!) You must keep {size} or stacking will break + tag-format: "&f{type} &cx{size}" + # What spawn reasons should be allowed for mob stacking. + # Use ALL to allow all mobs to stack, or alternatively use any value from here: + # VALUES: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/entity/CreatureSpawnEvent.SpawnReason.html + spawn-reasons: + - "ALL" + # What entity types you want to be stackable. + # Mob names: htttps://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html + 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 + # improves compatibility with farms. + # (!) Setting it under 4 is not recommended. We reccomend 8 or 16. + 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 <-- DO NOT ENABLE + # 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 + # The min-stack feature allows you how many mobs should be in a split before attempting to stack them. + # This can help retain some vanilla behaviour, but will have a negative effect on performance. Due to + # popular demand, it was added as the overall stacker should STILL be better performance wise than the + # alternatives, but don't set a min stack size if performance is your key concern. + # + # (!) To still have decent performance impact, LagAssist uses caching, which may result in the actually + # mob counts that are checked to stack to slightly differ. This should not be very noticeable. + # + min-stack: 0 + # 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 approximate age of the mob + 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 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 + # This feature stack growables in a chunk and only drops items on a full stack. + # IT should reduce the entity counts in the chunk, and can help on servers where + # chunkhoppers are not fully adopted. + # + # (!) Not recommended for servers that do not have extremely huge farms, as the + # drops from smaller farms will get delayed. + stack-growables: + enable: false + # What is the stack size? Amounts over 64 won't render. + stacksize: 64 + blocks: + - "CACTUS" + - "SUGAR_CANE" + + +# 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 always +# 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 which 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 we 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. We suggest setting a high score for them. + mob_spawner: 60 + # -------------- + # NORMAL ENTITIES + # -------------- + # Players themselves. They have a decent score due to them being a source of lag (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. We 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_tnt are even 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 Paper servers. + enabled: false + # What is the maximum amount of chunks you want all players to be able to load at once. + # 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 max TPS 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. + # We 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 20 ticks. E.g for 60 seconds, set to 60 * 20 = 1200 + # (For 10 second interval, set to 200) + # Default: 6000 ticks - 3 minutes interval + 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? We 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 we 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 maxtps to 0. + # We 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 + # Should the limiter ignore named mobs? + ignore-named-mobs: false + 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. We 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 # (!) - should not be enabled unless strictly necessary + + +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. + # We 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: 31 \ No newline at end of file