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787 lines
32 KiB
787 lines
32 KiB
# _ _ _
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# | | /\ (_) | |
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# | | __ _ __ _ / \ ___ ___ _ ___| |_
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# | | / _` |/ _` | / /\ \ / __/ __| / __| __|
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# | |___| (_| | (_| |/ ____ \\__ \__ \ \__ \ |_
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# |______\__,_|\__, /_/ \_\___/___/_|___/\__|
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# __/ |
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# |___/ By EntryRise
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#
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# This is the default configuration. We suggest using it as it is.
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# If you need help configuring it, please visit our dedicated Discord Server.
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# DISCORD: https://discord.gg/4aWWPcb
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# Smart cleaner removes mobs based on the below configuration...
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#
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# TIP: This will not remove named mobs, even if they are in the list.
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# This follows the vanilla rule - don't despawn named entities, which
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# players are already accustomed to.
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smart-cleaner:
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# Do you want the system to be in whitelist or blacklist mode?
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# TIP: Whitelist - All except these get deleted ; Blacklist is the opposite
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whitelist: false
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# The plugin will begin to cull mobs if the TPS drops below the set value.
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# EG: If TPS is under 16, LagAssist will begin to cull mobs that are named below.
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# TIP: Set to 0.0 to disable it.
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maxtps-cull: 16.0
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# Automatically disable mob spawning if TPS is under this value.
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# EG: If TPS is under 14, LagAssist will disable mob spawning.
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maxtps-disablespawn: 14.0
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# List of the mobs that will get removed (or kept) by the smart-cleaner - (depending on whitelist or blacklist)
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# Mob names: htttps://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html
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mobs:
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- "ZOMBIE"
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- "CREEPER"
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- "SKELETON"
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- "WITHER_SKELETON"
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- "SQUID"
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- "SPIDER"
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- "SILVERFISH"
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- "PIG_ZOMBIE"
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- "MINECART"
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- "ILLUSIONER"
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- "GHAST"
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- "HUSK"
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- "EVOKER"
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- "ENDERMAN"
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- "ENDERMITE"
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- "ELDER_GUARDIAN"
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- "CAVE_SPIDER"
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- "BAT"
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- "BLAZE"
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# For Creative Servers
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# - ARMOR_STAND
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# For Factions Servers
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# - PRIMED_TNT
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# The smart stacker system allows you to efficiently stack mobs in a chunk based on a
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# cubic chunk splitting system. This algorithm is extremely light-weight compared
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# to past stacking algorithms, which means more performance left for your server.
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smart-stacker:
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# Should we enable the smart stacker system?
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enabled: false
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checks:
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# Run stack check when a mob spawns.
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spawn-check: true
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# (!) Do NOT enable the BElOW setting under any circumstances (unless you have had explicit guidance from us)
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pre-spawn-check: false # <-- DO NOT ENABLE
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# Should we try to stack mobs when they change splits?
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# Disabling it may improve performance, but it's not recommended since it disables
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# stacking when moving from one chunk to another.
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split-change-check: true
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gameplay:
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# Should players always see stacked mob tags?
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# (!) Setting to false will make it so you can only see mob stacking when hovering over a mob
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tag-visibility: true
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# (!) You must keep {size} or stacking will break
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tag-format: "&f{type} &cx{size}"
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# What spawn reasons should be allowed for mob stacking.
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# Use ALL to allow all mobs to stack, or alternatively use any value from here:
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# VALUES: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/entity/CreatureSpawnEvent.SpawnReason.html
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spawn-reasons:
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- "ALL"
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# What entity types you want to be stackable.
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# Mob names: htttps://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html
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stackable:
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# - "SKELETON"
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# - "ZOMBIE"
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# - "BLAZE"
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# - "VINDICATOR"
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# - "VILLAGER"
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# - "WITCH"
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# - "SPIDER"
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# - "EVOKER"
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technical:
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# The amount of vertical splits per chunk (Must divide 256). A lower amount makes the stacking area go down and thus
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# improves compatibility with farms.
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# (!) Setting it under 4 is not recommended. We reccomend 8 or 16.
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splits: 8
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# Should we remove all stacked mobs when the plugin is disabled? (DISABLED FEATURE)
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# (!) Highly suggested to be left on true, since it can help a lot with TPS. It
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# also prevents the algorithm having to search the old mobs when the chunk issue
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# empty which is a huge bonus.
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# (!) If left on false, the system will do stacking on chunk enable.
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# shutdown-clean: false <-- DO NOT ENABLE
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# Should we amplify drops to get the approximate value of what those mobs would drop
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# if they were to be killed one by one?
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drops-fix: true
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# What's the highest amount a stack can get to? Since there's a limit of 1 stack per
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# split, it's useful to keep this higher.
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max-stack: 500
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# The min-stack feature allows you how many mobs should be in a split before attempting to stack them.
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# This can help retain some vanilla behaviour, but will have a negative effect on performance. Due to
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# popular demand, it was added as the overall stacker should STILL be better performance wise than the
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# alternatives, but don't set a min stack size if performance is your key concern.
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#
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# (!) To still have decent performance impact, LagAssist uses caching, which may result in the actually
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# mob counts that are checked to stack to slightly differ. This should not be very noticeable.
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#
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min-stack: 0
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# This section deals with custom handling for damage for stacked mobs.
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damage:
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# What damage causes should be multiplied by the stack count.
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# (!) This helps with farms. For example, multiplying fall damage fixes
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# drop farms.
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multiply:
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- "CRAMMING"
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- "FALL"
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- "DROWNING"
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- "CONTACT"
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- "VOID"
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- "FIRE_TICK"
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- "DRYOUT"
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# Entity Comparison is used to prevent 2 similar entities from being stacked together.
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# Extremely useful when you want to retain vanilla-like gameplay.
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comparison:
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sheep: true
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pig: true
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slime: true
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villager: false
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tameable: true
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horse: true
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# Checks for the approximate age of the mob
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ageable: false
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# This is a simple mob modifier. It changes how some mobs behave to improve the server performance.
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mob-manager:
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# Disable armorstand gravity. This might help with creative servers which have a lot of armorstands.
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no-armorstand-gravity: false
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# Disable slime splitting, approximating the drops and health of a vanilla confrontation. This is very
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# useful for larger than vanilla slimes.
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# NOTE: This also helps for vanilla slimes, but shouldn't (in my opinion) be used unless there is
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# lag from slimes.
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simple-slime: false
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# Micro features represent simple yet effective ways to reduce lag. It generally includes simple to implement
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# features that would otherwise not need their own section.
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microfeatures:
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# Optimize farms by automatically destroying crops that are near a piston facing them.
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# Helps reduce the need of redstone for these farms. Really useful on 1.8.8 factions servers.
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optimize-growable-farms:
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enable: false
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blocks:
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- "PUMPKIN"
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# Two versions (flattening and pre)
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- "MELON_BLOCK"
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- "MELON"
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# Fixes issue with redstone item spam causing lag on the server.
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# https://rz.al/u/5591.png
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click-spam-fix:
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enable: false
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# Blocks that will increase the counter/
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blocks:
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- "LEVER"
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counter:
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message: "&cStop interacting with this block so fast!"
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# How much to increment each interact?
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increment: 20
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# Max value before showing the message
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max: 80
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# This feature stack growables in a chunk and only drops items on a full stack.
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# IT should reduce the entity counts in the chunk, and can help on servers where
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# chunkhoppers are not fully adopted.
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#
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# (!) Not recommended for servers that do not have extremely huge farms, as the
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# drops from smaller farms will get delayed.
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stack-growables:
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enable: false
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# What is the stack size? Amounts over 64 won't render.
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stacksize: 64
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blocks:
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- "CACTUS"
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- "SUGAR_CANE"
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# Laggy Chunk detection. You can fiddle around and find the best settings for your
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# server.
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#
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# TIP: Find what kind of tiles or entities lag your server and set them a proper lag score
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# here. The default values should be fine, but finding the best settings for yourself is always
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# the best way.
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chunkanalyse:
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# Teleport command that will be issued when you click the text.
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# PLACEHOLDERS: {x}, {y}, {z}, {chunkx}, {chunkz} {world}
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#
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# TIP: Set it to a command that you like. This can be used to automatically clear lag in chunks, unload it, etc.
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tp-cmd: "lagassist tpchunk {world} {chunkx} {chunkz}"
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# 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
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# the chunks that you want it to find.
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#
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# TIP: The amount of chunks /lagassist chunkanalyse will show.
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# (It will always show the top (amount value) laggiest chunks.)
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ammount: 10
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# Entity & Material names for laggy values.
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#
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# Materials: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
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# Entities: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html
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# Tile Entities: https://minecraft.gamepedia.com/Block_entity
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#
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# 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.
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# At the same time, normal blocks don't lag the server.
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values:
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# -------------
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# TILE ENTITIES
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# -------------
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chest: 1
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trapped_chest: 2
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burning_furnace: 3
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sign: 1
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# Beacons don't really lag the server, but they usually appear in laggy chunks due to them being placed near grinders & automatic farms.
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# High score due to their rarity.
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beacon: 35
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hopper: 6
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note_block: 4
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piston_extension: 5
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dispenser: 10
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# Mob spawners really lag the server. We suggest setting a high score for them.
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mob_spawner: 60
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# --------------
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# NORMAL ENTITIES
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# --------------
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# Players themselves. They have a decent score due to them being a source of lag (they create farms, afk at them, etc)
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player: 15
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# Normal mobs that are found in a chunk. Set the value to a moderate one. They don't lag the server so much.
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# Creeper score slightly higher due to the explosion that could lag the server a bit.
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zombie: 2
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spider: 2
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skeleton: 2
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creeper: 3
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# Passive mobs. Might signal some custom spawner farms. They are pretty optimised in AdvancedSpigotTweaks though.
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cow: 1
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pig: 1
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# Thrown items. Don't pose a huge issue due to them being optimised by AdvancedSpigotTweaks. The endereye (ender_signal) might
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# 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.
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ender_signal: 5
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egg: 3
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fishing_hook: 2
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ender_pearl: 2
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snowball: 2
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arrow: 1
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# Static entities might lag the server, but it all depends. They usually signal a big player city, and such is related to lag.
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painting: 2
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item_frame: 3
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armor_stand: 4
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# Stacked items & XP do not lag the server as much. If you use AdvancedSpigotTweaks, keep that in mind.
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# Fireworks might lag the server, especially if they have big explosions.
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dropped_item: 2
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experience_orb: 3
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firework: 8
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# Bosses have complex abilities that might lag your server. The ability entities can also offer additional proof the
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# bosses are actively fighting.
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ender_dragon: 85
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ender_crystal: 10
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wither: 55
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wither_skull: 20
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# TNT is a severe lag issue. We recommend setting primed TNT (activated TNT) to a higher score. Remember that a TNT by
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# itself doesn't lag as much, but they are used in mass numbers in cannons, etc.
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# minecart_tnt are even bigger of an issue due to their moving mechanics.
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primed_tnt: 7
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minecart_tnt: 15
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# Highly active entities. Includes entities that do many checks, and are used for mechanics.
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minecart_hopper: 20
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minecart_mob_spawner: 80
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endermite: 5
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# Chunk-Manager System.
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chunk-manager:
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# Should we enable the chunk-manager? It can highly help with memory issues if you have too many loaded chunks.
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# NOTE: You need to have the max view distance set in your server.properties file.
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#
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# (!) This feature will only work on Paper servers.
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enabled: false
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# What is the maximum amount of chunks you want all players to be able to load at once.
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# TIP: The view distance is calculated using this formula:
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# SQRT(MAX-CHUNKS / PLAYERS / 4).
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# EG: If the max chunks are at 6500, and you have 100 players online
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# your view distance would be at 4.
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# (!) In order for this to work, please set your view distance in
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# both server.properties & spigot.yml to the minimum view distance you
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# want to set.
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max-chunks: 5000
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# (!) Try making it larger progressively. Sometimes it's safe to limit it
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# at a smaller view distance.
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max-view: 12
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#LagMeasures Config
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lag-measures:
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# Lag measures automatically runs anti-lag actions if the server has
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# under a set amount of TPS. To configure the TPS values, look for
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# the max TPS setting in all LagAssist systems.
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#
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# Announce the lag cleaning in the console and chat.
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announce:
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# Show players that the lag-cleaning has occured.
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enabled: false
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# Should we show the staff a different, more exact message of lag-measures?
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# Permission node: lagassist.notify
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staffmsg: true
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message: "&c&lLag&f&lAssist &e» &fRemoving server lag..."
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# Set the time between the lag-cleaning cycles.
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# We suggest keeping it on 6000 as the fact that it disables redstone
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# machines might annoy some players if it is done too often.
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#
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# TIP: Time is measured in ticks. 1 second has 20 ticks. E.g for 60 seconds, set to 60 * 20 = 1200
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# (For 10 second interval, set to 200)
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# Default: 6000 ticks - 3 minutes interval
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timer: 6000
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# RedstoneCuller Tweaks
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redstone-culler:
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# Chance from 1 to 100 for the redstone to break. If you don't think
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# redstone could lag your server, disable it.
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#
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# The breaker system griefs some redstone from Players' contraptions in
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# order to prolongue the effect of the cull. If it is set to 0, it will
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# be harder to get rid of redsotne lag, because players can just start
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# their farms & Lag Machines back up in a matter of seconds.
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#
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# TIP: The chance doesn't need to be too big in order for their farms to
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# break. The system triggers for all of the active redstone trails and will
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# break X percent of the track. Remember that even if you have chance 2, if
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# we have 100 redstone, you will still have an effect on them.
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#
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# (!) TO disable set chance to 0.
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# It is highly recommended to set to 2-5 to prevent people from simply re-starting their
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# lag machines after they are culled. Most malicious users will and will not care that they
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# have to spend hours babysitting their lag machine.
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#
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chance: 0
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#
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# What blocks do you want to be affected by the redstone culler. This allows you
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# to prevent pressure plates or other valuable blocks that don't necessarily cause
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# lag to be protected from the culler.
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affected-materials:
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- "REDSTONE"
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- "REDSTONE_WIRE"
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- "REDSTONE_COMPARATOR"
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- "REDSTONE_COMPARATOR_OFF"
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- "REDSTONE_COMPARATOR_ON"
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- "REDSTONE_TORCH_OFF"
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- "REDSTONE_TORCH_ON"
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- "REDSTONE_TORCH"
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- "DIODE"
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#
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# After how many ticks should the redstone be checked if the signal changes? A too small value
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# will not stop clocks, and a too large value will make destructive checks less effective.
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#
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# TIP: The recommmended value for destructive checks is 10-30; and 50-70 without.
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ticks: 60
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# Destructive checks. Implemented to combat Observer lagmachines, which can bring
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# a I7-4770k machine to it's knees quite easily. It listens for singal changes and
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# removes all observers that go over a set value.
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# Lag-Machine example: http://stefatorus.go.ro/img/SpigotTweaks/ObserverFix.gif
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#
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# (!) This should be safe, but at the same time, don't enable it without any reason.
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# These lag machines are not found very often, and there is no reason to try fix them
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# if everything works fine.
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destructive:
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# Should we enable destructive checks?
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enabled: false
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# How many updates should the observer do in order to remove it? We recommend the default value.
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value: 16
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#
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# Automatic Redstone culling will occur if TPS is under this value.
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# EG: If TPS is under 19, LagAssist will cull redstone each time the monitor runs.
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# TIP: Set to 0.0 to disable it.
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maxtps: 19.0
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# Disable hopper crafting. Hoppers are one of the issues non-minigame server owners have to face. Enabling this
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# check allows you to make hoppers more rare. This won't really affect farms, but will make them more efficient.
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#
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# Hoppers are easy to craft in vanilla minecraft, and this makes them to get overused (>100 HOPPERS/FARM)
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hopper-check:
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enabled: false
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reason: "&c&lLag&f&lAssist &e» &fHopper crafting has been disabled."
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# Sabotage hoppers in order to defer players from using them. This
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# will break huge farms in a while, and has a bigger chance of destroying
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# large hopper lines instead of single hoppers. (multyply by how many)
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#
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# TIP: This is is not percent, it is per10mille (X in 10000 chance).
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# Don't set it too big. If you set it to 1 or 2, it will make sure
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# huge afk farms will break and won't lag your server for actually
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# active players, while also not annoying the less-extreme players.
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#
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# Disable by setting it to 0.
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chance: 0
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# Make item drops go directly into hoppers. This was designed with
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# factions servers in order to replace plugins like crophoppers and
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# in general improve performance for many hopper drops.
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chunk-hoppers:
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# Should we enable chunk hoppers? They will catch all items
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# that aren't dropped by players and are ine items list and
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# place it in the chosen hopper.
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enabled: true
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# What mode do you want to use for chunk hopper additions
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# FIRST - Uses first hopper that is available
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# RANDOM - Get a random hopper (may help with logistic speed)
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# CLOSEST - Uses hoppers in ordered by their range to the item.
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mode: "RANDOM"
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# How do you want chunk-hoppers to be defined?
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# DEFAULT - All hoppers become chunk-hoppers. Useful for already
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|
# established servers that haven't used them in the current
|
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# season or wipe.
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|
# NAME - Hoppers being named customly are chunk-hoppers. Will reduce
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# the amount of hoppers that need sorted and thus will possibly
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# improve performance (if they are properly advertised on the server)
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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 incentivising 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 a longer time between checks
|
|
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: 12
|
|
# Automatic Spawner-Check activator. This will have no effect if the check is
|
|
# disabled.
|
|
# EG: If TPS is under 16, 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 17, LagAssist will disable Physics
|
|
# 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: "https://speed.cloudflare.com/__down?bytes=50000000"
|
|
upload:
|
|
link: "https://speed.cloudflare.com/__up"
|
|
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: false
|
|
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: 8
|
|
# 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: 32
|