Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- # _ _ _
- # | | /\ (_) | |
- # | | __ _ __ _ / \ ___ ___ _ ___| |_
- # | | / _` |/ _` | / /\ \ / __/ __| / __| __|
- # | |___| (_| | (_| |/ ____ \\__ \__ \ \__ \ |_
- # |______\__,_|\__, /_/ \_\___/___/_|___/\__|
- # __/ |
- # |___/ 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 paper servers. You can use both for
- # best performance.
- pre-spawn-check: false
- # Should we try to stack mobs when they pathfind to an area from a cubic area to another?
- # Disabling it may improve performance based on your gametype.
- #
- # (!) Only works on paper, but is way more efficient than past attempts.
- # Not recommended if you don't want fast stacking, since aggresive mobs will stack before
- # managing to hit the player (if a zombie already exists in that area).
- #
- pathfinder-check: false
- 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}"
- 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
- # 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
- # 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: false
- # 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: "DEFAULT"
- # 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"
- # 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.
- #
- # Setting the per-limit maximum will overwrite the total-limit.
- # This way, you may set exceptions to the rule.
- 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.
- total-limit: 11
- per-limit:
- # Dropped items are here because we don't want dropped items not to spawn.
- dropped_item: 200
- 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
- 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
- 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
- # 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
- # This allows the system to update the config if the plugin is updated.
- version: 23
Add Comment
Please, Sign In to add comment