NoLagg

Version: 1.90.4 | CB 1.7.2
Quote from lenis0012:NoLagg has not been updated since 1.7.10, for more info, check BKCommonLib
Description
NoLagg is made out of multiple completely separate components which you can enable and disable freely. Together they offer:
- Send chunks more gracefully with lowered network stress and reduced processing spikes Read more...
- Remove entities, resend chunks in case of chunk holes and clean up server memory Read more...
- Examine server tick rate performance with deep view into per-tick processes of the server Read more...
- Stop a large amount of items from spawning and spawn at a later time to avoid frozen clients Read more...
- Stack items with a configurable per-world radius Read more...
- Fix lighting errors that cause clients to recalculate lighting (and thus lag) Read more...
- Keep track of server performance such as entities, tick rate, memory and more Read more...
- Fix various bugs the server has (Patches component)
- Schedule autosaves and force data to be written to disk to prevent data loss on server crash (Saving component)
- Limit the amount of entities allowed to spawn per world or globally Read more...
- Watch events closely to warn when plugins execute main-thread methods from another thread Read more...
- Show a detailed message explaining the cause for a server freeze (lock) [read more]
- New TNT execution algortithm that is not only more efficient, but also avoids server freezes Read more...
Important
When first installing NoLagg, open up config.yml and disable components you do not need. This is very important, as some components may conflict with other plugins you use, or may not function on the type of demand you have. If you get a warning message [Severe] followed up with a stack trace in the log, this has to do with the main thread not having responded within 10 seconds. 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. If NoLagg DOES show up in there, it is a bug you should report.
FAQ
Separating into jar files
NoLagg consists of multiple components you can individually enable and disable. Reasons for not publishing it as a separate jar file for every component can be read here. Please don't ask to separate the components, I will just link you to here.
Spigot server
Not all components are needed when you use the Spigot server. The ItemStacker, ItemBuffer, Spawn Limiter, Thread Checker and Thread Lock Notifier components are not needed, since Spigot has it's own implementations to deal with that. If you still wish to use one of these components, you can, but it's best to disable the Spigot alternative then.
The other components (such as TNT, Chunks, Lighting, Common, etc.) are not implemented in Spigot (yet?) and offer additional functionality.
PTweaks
Since people keep asking about this, I went ahead and compared the two plugins. I am not going to discuss which is better in functionality, I'm just going to state which features overlap and which do not. Both plugins offer a TNT-lag solving solution, feel free to choose which solution you like better. (the solutions are different) Both plugins also offer a way to change when and how chunks are saved, NoLagg adds to this that you can configure when the server writes data to disk. PTweaks offers a way of showing used memory, NoLagg Monitor too with a bit more information. Again, preference. Chunk Persistence is something PTweaks offers and NoLagg does not. Reason I excluded it from NoLagg is that the implementation used up more processing power than that it solved (I did have this for a while). If you want to give it a try, PTweaks is your answer. Monster Limiter is incorporated in NoLagg as well but then for all entities, and more options. ChunkEdits is a tricky one: NoLagg chunks does something similar, with the difference being that it also changes at what rate chunks are sent, which is the main feature NoLagg chunks offers. In addition, the ability to increase the amount of threads running to process chunk packets and the re-using of packet raw data offers some benefits PTweaks does not offer.
Then there are a lot of other features NoLagg has and PTweaks does not, such as examining server tick rate, item stacker, item buffer, fixing lighting, cleaning up server memory, resending chunks, removing entities on command and others (see description).
In short: Both plugins offer some overlapping features, and you need to pay close attention to the configuration of PTweaks and NoLagg and disable things that conflict. Having two TNT explosion altering plugins is going to have strange results, for example. Compare the functionality, decide, and enable in NoLagg what you do not want in PTweaks, and vice versa.
NoLagg showing up in error stack traces
The examine component inserts various hooks into the server to gather measurements. Specifically, you will find that the following lines show up now and then. These hook classes do absolutely nothing when not examining and can not be the cause for any issues, unless the stack trace ends there (first line after the exception shows this stack trace)
- org.timedbukkit.craftbukkit.*
- com.bergerkiller.bukkit.common.internal.ChunkProviderServerHook
Video
Here is a video by BlueDevonMovies (lenis0012):
Metrics
This plugin sends server count statistics to MCStats.org. You can (globally) opt out in the PluginMetrics/config.yml file.







-
View User Profile
-
Send Message
Posted Sep 27, 2012How do i open the .exam file for examine and when will the Item Drop issue be fixed? Im losing around 50+ players a day becuase of this.
-
View User Profile
-
Send Message
Posted Sep 27, 2012@zSwayz The unload chunk view distance stays the same. This has to do with the 'keep chunk loaded' logic I didn't dare to change. When the player moves the full view distance it will start unloading the chunks behind him. It is possible to unload these chunks quicker, but it could cause entity movement glitches.
<general> About the chunks problem 'no such method', I'll switch to using reflection based methods to get that fixed. This way it will support 1.3.1, 1.3.2 R0.1 and the latest 1.3.2 R0.2. I'll just have to look at the different methods between versions and make separate handlers. Eventually they will all be removed once a new RB is out, but it will take a while before that happens.
-
View User Profile
-
Send Message
Posted Sep 27, 2012When will the Item Drop issue be fixed? Im losing around 50+ players a day becuase of this.
-
View User Profile
-
Send Message
Posted Sep 26, 2012Chunks are not unloading, using nolagg v1.88.5 1.3.2 R 0.1, am i missing something in the config?
-
View User Profile
-
Send Message
Posted Sep 26, 2012I have an error occured and clashed server with latest craftbukkit dev build#2369 when use examine command.
here: http://pastebin.com/qun3aMtZ
-
View User Profile
-
Send Message
Posted Sep 26, 2012I started getting the following error as soon as I installed:
21:32:18 [WARNING] Task of 'NoLagg' generated an exception java.lang.NoSuchFieldError: chunks at com.bergerkiller.bukkit.common.Operation.doChunks(Operation.java:140)
at com.bergerkiller.bukkit.common.Operation.doChunks(Operation.java:135)
at com.bergerkiller.bukkit.common.Operation.doChunks(Operation.java:127)
at com.bergerkiller.bukkit.nolagg.saving.AutoSaveChanger$1$1.run(AutoSav eChanger.java:38) at com.bergerkiller.bukkit.common.Operation.<init>(Operation.java:32) at com.bergerkiller.bukkit.common.Operation.<init>(Operation.java:27) at com.bergerkiller.bukkit.nolagg.saving.AutoSaveChanger$1$1.<init>(Auto SaveChanger.java:36) at com.bergerkiller.bukkit.nolagg.saving.AutoSaveChanger$1.run(AutoSaveC hanger.java:36) at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(C raftScheduler.java:126) at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:510) at net.minecraft.server.DedicatedServer.q(DedicatedServer.java:212) at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:474) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:406) at net.minecraft.server.ThreadServerApplication.run(SourceFile:539)
-
View User Profile
-
Send Message
Posted Sep 25, 2012@blablubbabc
My backups havent been working lately either and I dont have nolagg installed atm. It may be the bukkut version
-
View User Profile
-
Send Message
Posted Sep 25, 2012@bergerkiller
Try to create a config:
"mob-despawn: true/false" "monster-despawn: true/false" or anything like that, please :/
@EDIT: Also, another Beta build from Bukkit (;
-
View User Profile
-
Send Message
Posted Sep 25, 2012i have a problem with nolagg and minebackup:
whenever it compress and backup my world (about 6 gb world to about 4.5 gb) the server "freezes" with message: "main thread didn't response since 10 seconds because of plugin NoLagg" and "[MineBackup] - TaskProcess already working - it's already been a minute?!", both "spamming" until it's finished.
It says problem is noLagg (.at com.bergerkiller.bukkit.nolagg.saving.AutoSaveChanger$1.run(AutoSaveChanger.java:68 and 31/) and some IO stuff),
this happens when minebackup is making his daily backup/compression.
Just wanted to let you know. Version is nolagg 1.88.3, so I will try out the new 1.88.5 soon.
-
View User Profile
-
Send Message
Posted Sep 25, 2012@rfsantos1996 Yes, for now you will have to do that. Or use /lag clearall monsters and so on. Clearing entities from loaded chunks caused too many people being angry because their animal farm was gone. And I respect that problem. The same could apply to monsters, say you have a monster trapped somewhere.
-
View User Profile
-
Send Message
Posted Sep 24, 2012@bergerkiller
So, I cant limit the number of mobs anymore? I need /killall when its lagging? Because my limit on bukkit.yml and config.yml is 1400, when I use /killall, it shows 11 500 - 22 000 monsters killed.
-
View User Profile
-
Send Message
Posted Sep 24, 20124 hours of work, allplayers pissed off,. and no fix, just went back to old versions since enw versions didnt work. thanks.
-
View User Profile
-
Send Message
Posted Sep 24, 2012New version of MyWorlds detects all players as a new join, all inventorys and items and armor reset becuase of this
-
View User Profile
-
Send Message
Posted Sep 24, 2012@bergerkiller
Hello, updated nolagg and myworlds to both the latest versions, restarted server, 100 online, 100 players reset, all players were Welcomed to the server, givin a starter kit and inventorys reset
-
View User Profile
-
Send Message
Posted Sep 24, 2012@rfsantos1996 It no longer deletes entities from loaded chunks. Had to do that to stop the incoming requests to stop affecting animal breeding. At 20K entities it has passed the limit, and it will simply stop spawning any more of these mobs. Deleting all mobs could help re-setting it all.
@MrMime22 "all players reset items and inventorys." That is a MyWorlds multi inventory feature, are you sure you don't have inventories disabled? If not, it could very well be a MyWorlds bug. At the least, it is completely unrelated to NoLagg.
-
View User Profile
-
Send Message
Posted Sep 24, 2012This is not working, new nolagg and bk wont work with myworlds, all players reset items and inventorys.
-
View User Profile
-
Send Message
Posted Sep 24, 2012If would use the new Nolagg if i could, i have 2 options, use new nolagg and stop drop issue, or lose all my worlds...since myworlds doesnt work with new nolagg and bk
-
View User Profile
-
Send Message
Posted Sep 24, 2012@bergerkiller
i cant use 1.88.5, becuase if i do my plugin MyWorlds wont work, like i said, new bkcommonlib doesnt work with myworlds
-
View User Profile
-
Send Message
Posted Sep 24, 2012@bergerkiller
I set the mobs limits to 750 and monsters to 500, spawn limiter true, why i have 20k mobs and monsters? Is that a bug?
-
View User Profile
-
Send Message
Posted Sep 24, 2012@MrMime22 V1.88.5 should fix it. If not, report back to me.