Inactive [FIX/ADMN] NoLagg v1.88.1 - Prevent common lag causes on your server [2338]

Discussion in 'Inactive/Unsupported Plugins' started by bergerkiller, Sep 17, 2011.

  1. Offline

    bergerkiller

    I had already made this plugin before after having a major lag issue. (lots of torches being filled, turned into items, lag for 20 minutes) It also works for 1060.

    Some feature ideas are taken over from PerformanceTweaks by @LexManos so some credit goes to him. Code, however, written from scratch by me. :)

    Important:

    If you get a warning message [NoLagg TLN] followed up with a stack trace in the log, this has to do with the main thread not having responded within 10 seconds. When a plugin takes more than this time to enable, it will show that. The warning is NOT an error and is no bug, and not a bug related to NoLagg. To disable this feature, disable 'threadlocknotifier' in the config.yml. This feature is mainly intended to notify you what plugin is causing the server to freeze, may it ever happen. It is used to debug plugins in general, as they may get stuck for whatever reason.

    NoLagg's features in a nutshell

    Description

    Prevent lag caused by many items

    Every time an item gets spawned, it is buffered per chunk. For example, you spawn 30 items using Q and the maximum allowed items per chunk is 20, then the 10 remaining items are not spawned. They are spawned as soon the item count in this chunk is < 20 again.

    Read more...

    Form item stacks - fully automatically

    Whenever two or more (configurable) items or experience orbs get near each other, they form a single stack of that item type. If someone drops 64 dirt blocks on the ground using Q, it will show a single item of 64 dirt instead.

    Read more...

    Prevent lag caused by TNT

    This plugin takes over tnt ignition caused by explosions. When exploding stacks of tnt, it does not rush all tnts into a single tick, but detonate them nicely in sync. This results in pretty awesome fireworks. :)

    Read more...

    Prevent lag caused by lighting glitches

    Whenever a new chunk is generated, it's lighting information is generated and all nearby players receive the updated chunk data. If the auto-method fails, you can use /nolagg fix to do it manually. This fixing fixes, for example, dark spots in and around caves lagging the client.

    Read more...

    Set entity spawn limits

    You can set a spawn limit on virtually every entity in the game. From mobs to items to TNT. Only thing being excluded is Players, since I can't simply kick someone 'like that'. :)
    Note: It removes already spawned entities too. So, if you want to keep your animals alive, don't set mob or animal limits, or it will possibly clear your farm animals. (or you can disable the spawn limiter all together)

    I recommend finding an alternative plugin for this instead. Removing entities after they are spawned causes more lag than it prevents!

    Global auto-saver

    Since asynchronous chunk saving is now implemented internally, it is no longer a problem to save entire worlds frequently. You can set auto-save intervals in the configuration. If used with an interval higher than 400 ticks (20 seconds) it will use a scheduled task instead of the internal saver to prevent chunks never getting saved. Another benefit is that player information is also auto-saved, preventing your players losing their inventory state.

    New chunk sending mechanics

    Instead of loading chunks all around the player, the player direction is used to load the visible chunks first. This means that players can expect chunks in front of them to load quickly, while chunks on the sides take a bit longer to appear. When the player looks into another direction, the direction changes and thus the new visible chunks get loaded first. Only if all chunks ahead of the player are loaded, chunks around the player are sent. This all can be configured using a simple minimum and maximum sending rate.

    Read more...

    Examining the server tick rate

    If you encounter very low tick rates and you want to find out what plugin is causing it, you can use the examine component to find it out. It comes with a graphic viewer, which makes bug tracking the easiest thing ever.

    Read more...

    Prevent cross-thread access for events

    As it seems, some plugins don't follow the rules and use Bukkit methods in another thread. This plugin will notify you and cancel if possible whenever this happens so other plugins understand their mistake. If you encounter a lot of spam in the console, first check the stack trace for the plugin that caused the error. Report this error to the author or remove the plugin, if you have questions you are free to ask.



    Configuration (on BukkitDev)

    Commands and Permissions (on BukkitDev)

    Synchronized code accessed by another thread? (BukkitDev)



    Media



    Video by brandcool86


    FAQ

    - Help I experience missing chunks
    If you are using Spout, don't use Reloads. This is also the reason why Spout added a warning when a player tries to reload the server. Not using Spout, then it's a bug which you can report.

    - Can this plugin be used with PTweaks
    (this message was really old...) Yes, they are compatible, but if certain features overlap, make sure you disable these features in either plugin.

    - I get a warning about the async auto save and interval. Wat do?
    Change the autoSaveInterval value in the configuration to a value higher than 400, like 600. The warning is to prevent endless autosaves to occur, clogging up CPU.

    - I have experienced CPU usage
    CPU usage is not the same as lag. NoLagg uses multiple (2-3) extra threads to prevent tick and network lag. If a lot has to be done, it does this quicker, but this takes more CPU obviously.

    - I have lag when using NoLagg
    See also the FAQ above. Explain what type of lag you have: tick lag, client lag, network lag and/or 'block placement' lag. You can use /nolagg monitor to check the tick rate. If this is normal (>15), then you have network lag. Client lag is when the FPS drops. Block placement lag is lag when the tick rate is normal and other network messages, like chat, are instant.

    - WorldEdit causes lag...
    YES because it is unsafe to take over the main thread while another plugin is having hold over it. I can try fixing this, but it could ultimately lead to some serious concurrency exceptions. Don't expect this to be implemented very soon...

    - Do spawn limits interfere with mob-spawning plugins like MobArena?
    No, it does not. It only limits mobs spawned by 'nature': all custom creature spawns are ignored throughout the run of the plugin. Only after you reload will it lose track of these entities and will it remove custom-spawned mobs. If you use MobArena, be sure nothing is going on when you reload the server.

    - Does item stacking interfere with Showcase or BleedingMobs?
    It supports Showcase and ShowcaseStandalone entirely. (showcased items are completely ignored at all times) The same applies to the 'particles' created by the BleedingMobs plugin. Know of a plugin where it stacks items which should not be stacked? Post the plugin name so I can add support. You are an owner and want to add support? Only having a function in your plugin to check if an item is 'ignored' is enough.

    - Can this plugin be used with Chunk Manager
    If you want to use the Chunk Manager with Nolagg, disable the chunk sending of Nolagg first. If you don't do that, this plugin will do that by itself and send a warning in the log. Of course, compare the results first. :)

    - What are the best settings if I have a lot of RAM memory?
    This plugin does not deal with reduced RAM memory. If I could, I would, but you simply can't reduce the amount of memory Java uses. This data is locked and secured, so I can't simply throw away bits of data or write and read data from/to disk. Any plugin claiming to reduce RAM usage on a server, is probably 'garbage collecting'. This fakes having less RAM usage by removing unused data, but Java does this by itself as well once it hits a certain limit. All these plugins will do is make the Garbage Collector run in overdrive, which will only kill your tick rate and/or CPU speeds. A bad thing.

    - I get a lot of 'Synchronized code accessed from another thread' errors
    Find out what plugin is acting up by inspecting the stack trace. If the plugin that causes this is inactive, all you can do is wait for a refurnished version or someone to fix it for you, or use an alternative plugin. If it's still under development, notify the author of this, it IS an error caused by that plugin. If you can't find out the cause, PM me or post in this thread.


    Before you begin writing a lag issue

    This is very important, just posting a 'it causuz lagz und shitz' won't do, won't help and I won't be able to help you any further either. Question is if I even want to help you, if you post such a message without anything worth looking at. Things to include in your message:
    - Errors in the log if possible
    - What CB version you use and what NoLagg version you use
    - When this lag occurs. Tick rate drop in general?
    - The configuration you used when running this plugin
    - What type of lag if applicable. Options are: tick lag, client lag, network lag (see above)

    Important links

    NoLagg Download page and others at Dev Bukkit
    View the source code of NoLagg at GitHub

    Use an archive extracting program (WinRar, WinZip) to open the archive.

    TODO-list:
    - Add option to disable physics when the tick delay becomes too high

    Changelog

    Show your appreciation for my plugins by donating
    [​IMG]
     
  2. Offline

    bergerkiller

    @Kiste actually, block ticks don't happen everywhere. They are triggered. For example:
    If there is no one on the server, nothing happens. Simple as that. :)

    So, it's not really possible or required to 'disable all physics below level 20', since no physics happen anyway.

    main CPU intensive operations:
    The first one can be prevented: handle onBlockPhysics and cancel it. Would be by far easier to set that single int value in the world doTick coding, but that's not possible unfortunately.

    Atm I am mostly fixing 'obvious' lag reasons, such as chunk package sending, mob count, things causing lots of block changes (tnt)

    it is possible to handle block physics too, but may result in unwanted behaviour.
     
  3. Offline

    Takel

    Just a burning question. With all the changes to the packet handling, did you make any changes to how Spout compresses the packet data? (sub-chunk substitution to reduce the bandwidth requirements given a client side cache) If not, that's great. More intelligent packet handling and smaller data packets. If you had to cancel Spout's compressed packets... that's not quite so ideal.
     
  4. Offline

    bergerkiller

    @Takel no it takes the chunk data before compression and stores that. Compression takes place once the packets are being sent. (I don't touch the packets at all, only take them out of the system and bring them back in when possible)

    Chunks no longer having a chance of being sent, are cleared from memory. In other words: it's basically a flexible buffer storing the chunks and sending them. It's simple, but it's missing in Bukkit.
     
  5. Offline

    Takel

    Even better then =) Great work!
     
  6. Offline

    Tubbytoad42

    @bergerkiller

    Downloaded the latest version of this plugin(1.27) and tested it with 2064 TNT. No lag an the logblock rollback worked perfectly with it :) Thanks for the update!
     
  7. Offline

    ledhead900

    @bergerkiller
    I swapped out essentials for good now, using some light weight fire control plugin,commandbook and the same spawnmob that was mentioned here. I guess you noticed the code is failing lol. It works with silverfish tho that was really strange.

    What did u mean in 1.27 about mobs limit no reset ?, Is that the issue that if the u set the max view server end less then default it screws up and wont spawn any new mobs.
     
  8. Offline

    MechanID

    @bergerkiller
    Is there way to disable all fetures exept formItemStacks: true ?
    because it seems Nolag conflicts with some other plugins that i use ?
     
  9. Offline

    bergerkiller

    @ledhead900 it was the issue of Pigmen not spawning when monsters/mobs had a limit. Every updateInterval (second) the counter is re-set and re-calculated for all worlds. Because of the fact that animals/monsters/mobs/items didn't reset, the count was simply added. So the mob count would increase every interval.

    @MechanID I should really add appropriate on/off toggles in there, will add that in the next update.
     
  10. Offline

    ledhead900

    explains why it now works properly at least for general mob limiters in .27
     
  11. Offline

    bergerkiller

    @ledhead900 see the post a few posts back. I forgot to 'reset' the collective mob counts.
     
  12. Offline

    ledhead900

    yea I was that and was LIKE wtf no wonder it had issues with mobs never comming back after the first update ticked.
     
  13. Offline

    MechanID

  14. Offline

    bergerkiller

    Chunks add-on status update:
    - You can set player-specific how many chunks to 'pre-download' (in view distance)
    - Minor block updates at chunks not yet sent, are NOT sent at all (no more bits of chunk in the distance)
    - Fully functional player/global sending rates and intervals
    - Fixed far-away chunks being sent instantly.

    Todo:
    - Configuration for the add-on. (now building it)
     
  15. Offline

    rtcabooservb

    :confused:, pre-release please? :p
     
  16. Offline

    ray0911

    CB1240
    Multiverse 2.0
    Nothing is spawning in any of the worlds.. help.
    Code:
    autoSaveInterval: 40
    explosionRate: 5
    chunkUnloadDelay: 10000
    formItemStacks: true
    tntDetonationRate: 10
    chunkSendInterval: 5.0
    maxItemsPerChunk: 40
    orbScannerInterval: 200
    updateInterval: 20
    sendChunkOnClick: true
    tntDetonationInterval: 1
    spawnlimits:
        default:
            wolf: 200
            squid: 200
            cow: 200
            chicken: 200
            tnt: 200
            pig: 200
            sheep: 200
            monster: 200
            giant: 200
            cavespider: 200
            spider: 200
            enderman: 200
            silverfish: 200
            slime: 200
            pigzombie: 200
            zombie: 200
            skeleton: 200
            ghast: 200
        global:
            mob: 1000
            animal: 500
            monster: 500
        worlds:
            thinghunter:
                wolf: 50
                squid: 0
                cow: 75
                chicken: 75
                pig: 10
                sheep: 75
                monster: 100
                giant: 100
                cavespider: 100
                spider: 100
                enderman: 100
                silverfish: 100
                slime: 10
                pigzombie: 100
                zombie: 100
                skeleton: 100
                ghast: 0
            thinghunter_nether:
                wolf: 0
                squid: 0
                cow: 0
                chicken: 0
                pig: 0
                sheep: 0
                monster: 0
                giant: 0
                cavespider: 0
                spider: 0
                enderman: 50
                silverfish: 0
                slime: 0
                pigzombie: 50
                zombie: 50
                skeleton: 50
                ghast: 50
            Minegasm:
                wolf: 50
                squid: 1
                cow: 75
                chicken: 75
                tnt: 50
                pig: 75
                sheep: 75
                monster: 100
                giant: 100
                cavespider: 100
                spider: 100
                enderman: 100
                silverfish: 100
                slime: 10
                pigzombie: 100
                zombie: 100
                skeleton: 100
                ghast: 0
            world:
                wolf: 0
                squid: 0
                cow: 0
                chicken: 0
                tnt: 0
                pig: 0
                sheep: 0
                monster: 0
                giant: 0
                cavespider: 0
                spider: 0
                enderman: 0
                silverfish: 0
                slime: 0
                pigzombie: 0
                zombie: 0
                skeleton: 0
                ghast: 0
            Mini_Game:
                wolf: 0
                squid: 0
                cow: 0
                chicken: 0
                tnt: 0
                pig: 0
                sheep: 0
                monster: 0
                giant: 0
                cavespider: 0
                spider: 0
                enderman: 0
                silverfish: 0
                slime: 0
                pigzombie: 0
                zombie: 0
                skeleton: 0
                ghast: 0
    
     
  17. Offline

    ledhead900

    Update to the latest Nolagg version and try again if that fails then set your view distance to default in server properties.
     
  18. Offline

    Sk8Sanctified

    Something new showed up just now, :( refer to coding below... Also I've downloaded both archieved and regular nolaggs recently. Delete my current .jar and nolagg folders in the plugin folder then installed the new jars and it still loads as 1.26.. very odd


    Code:
    01:09:03 [SEVERE] Could not pass event PLAYER_INTERACT to NoLagg
    java.lang.IllegalStateException: Start block missed in BlockIterator
            at org.bukkit.util.BlockIterator.<init>(BlockIterator.java:170)
            at org.bukkit.util.BlockIterator.<init>(BlockIterator.java:257)
            at org.bukkit.util.BlockIterator.<init>(BlockIterator.java:292)
            at org.bukkit.craftbukkit.entity.CraftLivingEntity.getLineOfSight(CraftL
    ivingEntity.java:94)
            at org.bukkit.craftbukkit.entity.CraftLivingEntity.getTargetBlock(CraftL
    ivingEntity.java:120)
            at com.bergerkiller.bukkit.nolagg.NLPlayerListener.onPlayerInteract(NLPl
    ayerListener.java:21)
            at org.bukkit.plugin.java.JavaPluginLoader$11.execute(JavaPluginLoader.j
    ava:314)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:339)
            at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEven
    t(CraftEventFactory.java:171)
            at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEven
    t(CraftEventFactory.java:142)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:825)
            at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java
    :148)
            at net.minecraft.server.Packet18ArmAnimation.a(SourceFile:36)
            at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:92)
            at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java
    :500)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:108)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:471)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
     
  19. Offline

    Kademlia

    Please give your options ON/OFF switches. Mobspawning seems to work, the 'jumping items i cant pick up again'-bug remains.


    @bergerkiller

    Sorry i read over the line you told me to test with chunkUnloadDelay: 0

    Seems to be working. Still have to test on the public server. Tank you!
     
  20. Offline

    Kane

    @bergerkiller

    Hello my name is Kane Hart and I'm posting this on both the current nolag type plugins on Bukkit. I'm trying to reduce my TPS mainly anything related to chunks loading and unloading. It seams that I'm hitting the cap my server we even turned our View Distance from 10 to 7 and helped a lot but I don't want to lower it anymore and I have no other options it seams.

    Here is a screenshot right now of in game:
    [​IMG]


    So after hours and hours of testing I know for sure 95% of the lag comes do to chunk issues. As you can see I have lots of ram and a lot not used though all plugins even bukkit has slight memory leaks so you gotta keep a good 4gig buffer. But I was wondering what would your plugin do for me and how it differs from your competitors plugin.

    Have you or any large servers actually provided proof or evidence or even benchmarks of the performance gains? And what makes it perform better related to chunks?
     
  21. Offline

    bergerkiller

    @Kane Yup I did benchmarks. I invited several people over on my test server and asked them if they had chat lag (which was always the case before when they just joined), and they said this was not the case.

    You can't increase the network speed, but you CAN limit the traffic. This is what the Chunks add-on is for: have less chunk traffic going out and leave room for chat messages, block updates and others. This is done through a buffer I implemented.

    Note on my side: It's not yet finished. I got the next version almost finished. It can set the size to pre-download and more, but it still has issues with pre-downloading the world on world teleport changes and others. Or chunks not being sent at all. Also some weird issue where all chunks around me start to 'evaporate' (I see trees disappearing, signs start to fail, can't place blocks). I am still not sure why this is.

    For those that understand Java or somewhat understand it, here is the packet listener:
    Code:
    package com.bergerkiller.bukkit.nolaggchunks;
    
    import java.util.HashMap;
    
    import net.minecraft.server.Packet;
    import net.minecraft.server.Packet201PlayerInfo;
    
    import org.bukkit.entity.Player;
    import org.getspout.spoutapi.packet.listener.PacketListener;
    import org.getspout.spoutapi.packet.standard.MCPacket;
    import org.getspout.spoutapi.packet.standard.MCPacket51MapChunk;
    
    public class NLPacketListener implements PacketListener {
        private static HashMap<String, Integer> playerPing = new HashMap<String, Integer>();
        public static int getPing(String playername) {
            if (playerPing.containsKey(playername)) {
                return playerPing.get(playername);
            } else {
                return 0;
            }
        }
    
        public static boolean ignorePackets = false;
    
        @SuppressWarnings("deprecation")
        public boolean checkPacket(Player player, MCPacket mcpacket) {
            if (ignorePackets) return true;
            Packet packet = (Packet) mcpacket.getPacket();
            int id = mcpacket.getId();
            if (id == 50) {
                PlayerChunkBuffer buffer = PlayerChunkLoader.getBuffer(player);
                if (!buffer.isDownloaded()) {
                    ignorePackets = true;
                    buffer.finalizeTerrainDownload();
                    ignorePackets = false;
                }
            } else if (mcpacket instanceof MCPacket51MapChunk) {
                PlayerChunkBuffer buffer = PlayerChunkLoader.getBuffer(player);
                if (buffer.isDownloaded()) {
                    if (BufferedChunk.isChunk(packet)) {
                        buffer.queue(packet);
                        return false;
                    } else {
                        return !buffer.queue(packet);
                    }
                } else {
                    return buffer.handleChunkDownload(packet);
                }
            } else if (id == 201) {
                Packet201PlayerInfo p = (Packet201PlayerInfo) packet;
                playerPing.put(p.a, p.c);
            } else if (id == 52 || id == 53 || id == 130) {
                return !PlayerChunkLoader.getBuffer(player).queue(packet);
            }
    
            return true;
        }
    
    }
    
     
  22. Offline

    Kane

    It does sound promising but does it provide CPU load to come down or this just more network traffic. I'm on a 1gig line I have no issues with bandwidth in anyway hehe.
     
  23. Offline

    bergerkiller

    @Kane it prevents network traffic out. :)

    Let me put the two existing implementations face-to-face:
    Bukkit/Spout chunk sending
    Player walks, changes the chunk he is on, triggers all surrounding chunks to load and send all chunk map packets to the client in a single tick. This is around 8 packets of 30 kb per tick, 240 kb per tick, 4800 kb traffic per second. You'd need to be able to process 4.8 mb/s If someone is literally flying through the world. On average it's not this bad, but it's easily reached with multiple players.

    My implementation
    Player enters new chunk, surrounding chunks loaded. MapPackets obfuscated before compression, checked if it's the entire chunk being sent, and put into the buffer. An async thread sends the buffered packets using the pre-set settings. For example, if the maximum chunks/tick is 1, it will send 20 chunk packets per second max per player. But, of course, there is a limit above it: the max global packets per tick. This reduces the maximum packets per tick globally at all times. If you set this at 5 per tick, the maximum traffic/s that can be reached is put at 30 * 20 * 5 = 3000 kb/s = 3 mb/s. You can put it lower, but that depends on your connection.

    If a queuing chunk is out of reach, it is disposed off. This also prevents chunks to be sent that the player didn't need at all. Other than that, the player direction is used to order the chunks being sent.

    All it is is a buffer, limiting the traffic your server endures. But, limiting can cause a lot of possible failures on my side, thus the late update times for this plugin.
     
  24. Offline

    Kane

    @bergerkiller wow thanks for the info and very very cool.

    @bergerkiller

    So I think this what I'm going to try. Again my goal is to free more CPU usage then network usage or memory usage.

    I also decided to not use the items stacking and such I feel that would cause to many issues on my server to many people have farms though many might not be active they would find ways to have 100000's of stacks buffered and then have like unlimited storage lmao.. My players are that crazy.

    I felt the biggest tweaks were save interval to 60 seconds from 2.. Seems like a good option but not sure what you think we crash once every like 5 days if we don't reboot if that... I don't think we crash at all anymore haha. The chunkunloaddelay I set to 60 seconds.. We are usually sitting with 6-8 gigs of ram free at 12gigs max. So I assume that will not hurt but what do you think?

    Any other suggestions would be great.

    Thanks,

    Code:
    autoSaveInterval: 1200
    explosionRate: 5
    chunkUnloadDelay: 60000
    formItemStacks: false
    tntDetonationRate: 10
    chunkSendInterval: 5.0
    maxItemsPerChunk: -1
    orbScannerInterval: -1
    updateInterval: -1
    tntDetonationInterval: 1
    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 19, 2016
  25. Offline

    bergerkiller

    @Kane ah thanks for reminding me, got to update NoLagg to have better stack forming code...lol
    I combined the orb combining and item combining in a single 'formItemStacks' property to make it a bit simpler...not sure if I even updated it yet!

    EDIT

    Also, infinite storage is not possible. Item's will be removed after 5 minutes and not re-spawned. The max stack size is used too, so it can't exceed 64 items. :)
     
    Kane likes this.
  26. Offline

    housemaster

    Config does not appear to change or load for me. No errors in the console.

    Code:
    01:16:04 [INFO] [NoLagg] Auto-save field bound to 'u'!
    01:16:04 [INFO] NoLagg version 1.27 is enabled!
    Have I done something wrong in the configuration?

    Code:
    autoSaveInterval: 40
    explosionRate: 5
    chunkUnloadDelay: 10000
    formItemStacks: true
    tntDetonationRate: 10
    chunkSendInterval: 5.0
    maxItemsPerChunk: 128
    orbScannerInterval: 200
    updateInterval: 60
    tntDetonationInterval: 1
    spawnlimits:
    global:
    mob: 256
    squid: 0
    ghast: 0
    default:
    mob: 256
    squid: 0
    ghast: 0
    
    Ghasts and squids still spawn, the default values appear to be used when changing for example any tnt setting.
     
  27. Offline

    bergerkiller

    Default limits are the default count for that type per world. Global is the total on the server. Not sure why they still spawn, other than the indentation it seems sane here.
    Code:
    autoSaveInterval: 40
    explosionRate: 5
    chunkUnloadDelay: 10000
    formItemStacks: true
    tntDetonationRate: 10
    chunkSendInterval: 5.0
    maxItemsPerChunk: 128
    orbScannerInterval: 200
    updateInterval: 60
    tntDetonationInterval: 1
    spawnlimits:
        global:
            mob: 256
            squid: 0
            ghast: 0
        default:
            mob: 256
            squid: 0
            ghast: 0
    (indent in spaces, not tabs)
     
  28. Offline

    Kane

    I have some bad luck my TPS went down with less! :(

    [​IMG]
     
  29. Offline

    bergerkiller

    @Kane I'll upload the newer version, the previous one hardly acted as a buffer. :)
    (it had a packet player interval of 1 and a global rate of 10...obviously no change there)

    Also, updated NoLagg itself to add properties so you can enable/disable parts of the plugin more easily.

    I'll upload the newer version, but do expect some bugs now and then...although they hardly occur if you play in a regular manner. (also, you need the Chunks add-on, NoLagg itself does not contain this feature since it requires Spout. Made it an add-on since not everyone uses Spout)

    EDIT

    Done, here a download link. (striked-through link on main post should work too tho)

    Plugin creates a config.yml file in the NoLaggChunks folder. It looks somewhat like this:
    Code:
    globalSendMaxRate: 10
    globalSendInterval: 1
    defaultPlayerDownloadSize: 5
    defaultPlayerSendInterval: 1
    defaultPlayerSendRate: 1
    defaultPlayerDownloadSize: 5
    The view distance to pre-download when a client first joins or changes worlds. Default one used in Spout is 2.

    globalSendMaxRate: 10
    Max chunks sent per tick

    globalSendInterval: 1
    The interval in ticks to send chunks globally (affects players too!)

    defaultPlayerSendInterval: 1
    The interval in ticks to send chunks for a player

    defaultPlayerSendRate: 1
    The amount of chunks sent per tick for the buffer. Increase interval for lower rates.
     
    Kane likes this.
  30. Offline

    housemaster

    Appears to work when copy pasting your configuration. :/ Thanks.
     
  31. Offline

    Kane

    Thanks and the default you recommend as a good base?
     

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