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<font _mstmutation="1" style="color: rgb(44, 44, 44); font-family: Consolas, "courier new", Courier, monospace; font-size: 13.3333px; text-align: left; text-wrap: nowrap;"># | | /\ (_) | |
# | | __ _ __ _ / \ ___ ___ _ ___| |_
# | | / _` |/ _` | / /\ \ / __/ __| / __| __|
# | |___| (_| | (_| |/ ____ \\__ \__ \ \__ \ |_
# |______\__,_|\__, /_/ \_\___/___/_|___/\__|
# __/ |
# |___/ 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
# 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
# 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:
breaker: true
# 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.
chance: 3
#
# 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
# 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.
limiter:
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.
# (!) Set to '-1' to disable the total limit.
total-limit: -1
per-limit:
entity1: -1
entity2: -1
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:
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:
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
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
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
# This allows the system to update the config if the plugin is updated.
version: 16</font>