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.







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Posted Feb 2, 2012Definately one of my favorite plugins and a must have (but test new releases and be careful - updates killed me twice lately and I had to disable temporarily).
Since I got the hardware and connection, I use it to speed everything up A LOT. World loading times are insanely fast now (feel free to try) - and even better with the optifine client. Thanks for all your hard work!
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Posted Feb 2, 2012craftbukkit-1.1-R3
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Posted Feb 2, 2012@Darganking
u forgot to add the Bukkit version ;)
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Posted Feb 2, 2012Im getting this error http://pastie.org/3301614
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Posted Feb 2, 2012@bergerkiller
actually that is an issue for me, default config and my chunks only load if i am with 5 odd metres of them and some pieces dont load at all, like the inside of a cave etc
im using R4 and nolagg 1.59
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Posted Feb 2, 2012@SERVERCONSOLE Actually, 1 thread will do just fine. Multithreading is especially needed when:
So, best is to stick with 1 or 2, unless:
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Posted Feb 1, 2012On the chunk compression thread thing. That is completely foreign to me but:
I am using the default 2 threads and getting a load of around 3.5%busy. That seems good to me but is it? Should I adjust the threads and if so by how much.
thanks for any light you can shed on this for me.
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Posted Feb 1, 2012Hey bergkiller!
my friend orange451 messaged you. he is my plugin dev and he's actually smart, whereas im stupid
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Posted Feb 1, 2012thanks for the update for CB 1.1 R3!
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Posted Jan 31, 2012@Barakuun
yes the entire chunk will be gone and will regen when you play
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Posted Jan 31, 2012@Gnintendo @mantegudo Now uploaded 1.59 for RB 3 CB 1846. TNT feature has been worked on and it allowed me to tripple the tnt detonation rate without massive consequences. I also added an option to set the tnt crater size (a factor), if you ever want huge TNT craters (or very small ones), you can now alter this. It is also possible to disable block changes altogether; only detonating TNT and showing explosions. Can be useful to allow fireworks.
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Posted Jan 31, 2012is this working with the latest Orebfuscator again yet? (1.3.3)
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Posted Jan 31, 2012It's bugged on bukkit 1.1R3 lol, please update :P
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Posted Jan 31, 2012It seems DeathTpPlus and NoLagg don't play nicely together. I hadn't noticed any issues until this happened: http://pastebin.com/dpf73Lad
edit: Or I suppose it could have been related to the logout that happened just before that.
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Posted Jan 31, 2012@cvxx7q
And when you delete. How does it appear on MCEDIT? Do you see an hole? And next it will be recreated when youre near ? Right?
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Posted Jan 31, 2012@Barakuun
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Posted Jan 31, 2012@cvxx7q
ok i will test in few hours (cuz i'm not at home.) . I tell you if its worked. Thx for your help, you're very cool man :)
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Posted Jan 31, 2012@Barakuun
i think u are doing it wrong yes, select an area (any size, we will resize it)
on the left click Select chunks
on the toolbar, far right, click that
then do delete chunks, then save
then the chunk will regenerate when u play
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Posted Jan 31, 2012@cvxx7q
I try MC EDIT but when i select delete chunk, it makes me a BIG BIG Hole :/. Perhaps i dont use the good command in mcedit ? Can you help me ?
And unfortunately, i do not have backup . But now i do :)
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Posted Jan 31, 2012@Barakuun
well if u have damaged shunkds go to MCedit and delete them or restore them from a back up if u can
also i was just mentioning the slow loading as the only issue i have seen so far