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PlsNoLag

Cracks down on lag while your farms keep running

1,3 тыс.1обновлён 23 июл. 2026 г.
ОптимизацияУтилиты

Описание

Tired of anti-lag plugins that ruin your farms or cause more headaches than they solve? Introducing PlsNoLag — real performance gains without compromising your gameplay.

PlsNoLag doesn't just delete things and hope for the best. Every feature below uses one of two approaches, whichever fits the problem: hard per-chunk/per-player caps that clean up genuine excess, or packet-level tricks that
cut network/client load without touching anything server-side at all. Nothing you rely on for farms or redstone gets silently swept away.

🛒 Minecarts

  • Per-player cap: up to 125 minecarts loaded across every chunk a player currently has loaded client-side. Anything beyond that is removed.
  • Moving cap: up to 4 moving minecarts per chunk — excess is cleaned up automatically.
  • Stationary cap: up to 100 stationary minecarts per chunk, tuned for cart-based farms and storage builds. A placement that would exceed the cap is rejected before the cart ever spawns, not cleaned up after the fact.
  • Covers every minecart type — regular, chest, furnace, hopper, TNT, command block, and any future variant — and closes the dispenser-spawn loophole (a hopper feeding a dispenser aimed at rails can't bypass the cap either).
  • Packet tweak: minecarts sitting essentially still stop sending velocity and rolling-sound packets entirely — same result on screen, far less traffic and far less for the client to process. Replace this with a description

🚤 Boats

  • Same three-tier system as minecarts: 125 per player across loaded chunks, 4 moving per chunk.
  • Stationary cap tuned lower — 16 per chunk — since boats have far less legitimate reason to pile up than a minecart farm.
  • Covers every wood type, chest boats, and bamboo rafts.
  • Same placement-rejection and stationary/sound packet suppression as minecarts. Replace this with a description

📦 Dropped Items

  • Once a chunk has enough visible items of a given material (the cap scales with that material's stack size), any more of that type are hidden from players client-side — they still exist and tick normally, they're just not
    rendered.
  • As visible items get picked up, hidden ones are automatically revealed to backfill the cap. Nothing is ever actually lost.
  • A periodic safety sweep catches items destroyed through paths with no dedicated event — lava, the void, explosions — so the hidden pool never gets stuck holding a "ghost" slot.
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✨ Experience Orbs

  • Force-merges XP orbs within a short radius on a fast interval, combining their value into far fewer entities — well beyond vanilla's same-tick-only merging, which barely helps at a grinder or farm with constant orb
    generation.
  • Once a chunk has enough visible orbs, the rest are hidden the same way dropped items are — still exist, still merge, just not sent to clients until the count drops back down.
  • The XP pickup sound is rate-limited per player. At a busy farm vanilla fires it almost every tick; PlsNoLag smooths that out instead of spamming your speakers and your client's packet queue. Replace this with a description

🏹 Arrows

  • Cleans up grounded/stuck arrows every 5 seconds — but only ones nobody has a reason to collect: fired by mobs (skeletons, strays, pillagers, dispensers, etc.) or by a player using an Infinity-enchanted bow, which vanilla
    already marks un-collectible since the bow never runs dry.
  • A normal player's shot arrow is real, retrievable ammo, and is left completely alone. Replace this with a description

❄️ Snow Golem Snowballs

  • Automatically clears snowballs thrown by snow golems every 5 seconds — the classic AFK lag-machine fuel — without ever touching a player-thrown snowball.
    Replace this with a description

🔊 Network & Sound Optimization

  • Duplicate identical sound packets — same sound, same chunk, same tick, the kind villager trading spam or a note-block clock produces — are deduplicated so a client hears it once instead of once per source.
  • Every packet-level tweak above exists for the same reason: free up bandwidth for the traffic that actually matters, and cut down how much your client has to see, hear, and process. That's a smoother experience on both ends, not just a better tick rate.
    Replace this with a description

With PlsNoLag, your farms keep running exactly as designed while your server — and your players' clients — breathe easier. Every cap, threshold, and interval is configurable, so you can tune it to exactly how your server plays.

Последние версии

Все версии →
beta

PlsNoLag Beta V1.1

V1.1
23 июл. 2026 г.146Minecraft: 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11bukkit, paper, spigot
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Что нового
- Sound deduplication was barely triggering. The per-chunk dedupe key for positional sounds (dispensers, note blocks, etc.) mis-decoded the packet's position field, shrinking the effective dedupe area from a full 16×16 chunk down to ~2×2 blocks. This meant most real duplicate sound spam (note-block farms, dispenser clocks, and similar) wasn't being caught. Sound dedupe now correctly applies across the entire chunk as intended, cutting a meaningful chunk of redundant sound packets sent to clients.
beta

PlsNoLag V1.0 Beta

V1.0
9 июл. 2026 г.29Minecraft: 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11bukkit, paper, spigot
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Что нового
## ⚡ Now Packet-Based The old version of PlsNoLag leaned entirely on Bukkit API calls — checking, scanning, and removing entities server-side. Under heavy load, that overhead could end up costing almost as much as the lag it was trying to fix. It worked, but it wasn't far off from being a lag machine itself. This version flips that approach. Most of the heavy lifting now happens at the **packet level** instead of the server level: - 🛒 Stationary minecarts and boats stop sending velocity/sound packets entirely — same result on screen, far less traffic - 📦 Excess dropped items are **hidden from clients**, not deleted — they still exist and tick normally, just aren't rendered - ✨ Excess XP orbs get the same treatment, plus fast force-merging that goes well beyond vanilla - 🔊 Duplicate sound packets (villager spam, note-block clocks) are deduplicated before they ever reach a player The entity caps are still there for genuine excess — but now they're paired with client-side tricks that cut network and rendering load *without* the server doing extra work to enforce them. **Net result:** the plugin no longer fights lag by creating more of it.