COWMODSКаталог модов
PlsNoLag

ВЕРСИИ (2)

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.