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 Feb 10, 2012@ledhead900
im saying he should remove the problematic plugin, and use something LIKE bloodmoon, it lets zombies smash things and skeletons get deadlier etc etc, also a gui launcher is just a luancher, i dont see how it makes your bukkit run on 6 cores, or have you forgot to mention something?
as for backups i dont use any plugins, im satisfied with shadow copy services, or even a scheduled mirror, and i am going to get off for now so i wont be replying promptly (its quite late) bye
-
View User Profile
-
Send Message
Posted Feb 10, 2012@cvxx7q
Actually the way I fire commands is built into my server launcher :), I am not using a plugin to do this, I use a Gui launcher with full support for scheduled restarts and anything I want really, If i had too I could make it fire butcher in console (any command that works in console this gui can automate on a full windows task manger like schedule) but I don't need it to do that, its also the fastest way to backup servers as it does not increase load on the server during the backup its not a plugin and is fully multicore if I had a 6 core processor it would use all the cores to run making it quite resource smart. Also butcher is built into Nolagg as well Worldedit and run both so all I would need to do to freshen the server up if I was inclined to do so would be to run a nolagg clear ALL in console every day at 12am no extra load added to server apart from the launcher gui and that is only using about barely 0.1% CPU as its just a wrapper that interfaces with the server jar and the OS.
Java frankly is shit to do backups with I don't rely on plugins to keep the server maintenance automated as I simply don't trust them if the server locks up so does the plugin that is protecting it.
Anyway back on topic, the plugin we both use does not do crazy things "well not on its own anyway", It takes control of the mobs and all things mob related like mob damage and hp spawn %;s of individual mobs light and depth limits everything down to how far skeletons can shoot to zombies breaking blocks and torch's.
It shouldn't be making mobs extinct that is the cause of improper configuration with the hard cap limit or other settings such as the tick rate to spawn mobs at and intervals of spawns around players. The plugin simply allows an interface similar to what a custom world generator does for the generation side of things "To control something prev not adjustable"
I offered to take a look at his config compared to mine only time will tell now but it may not even be the plugin we both are using doing it, it might something else that is just brought out to the open since using this plugin.
I directed him here as I thought this plugin may have been some use on at least controlling limits of the mobs as that is what I though he originally wanted to do when he said mobs are hitting the limit I figured well maybe there are some mobs he just does not need excessive amounts of in the first place, and thus this plugin is excellent at that sort of thing, On top of this it would probably even make his server tick rate smoother overall and that always a +.
I'm sorry if that was not what he was after but it was all I could really make out since I did not have a clear idea and still don't on what exactly his going on on his server I now know he wants to stop mobs becoming extinct but imo that will and can happen on any server with plugins or not, so this leads me to thinking its the way the configuration is setup on such plugins not the actual plugin it self I too had excessive mobs the limit would reach in like 5 hours but I figured out it was my fault and starting tinkering with tick rates until it was back under control.
Anyway I happen to have a lot of respect for this guy. I don't know him personally but his server generates a lot of hype and I envy his server so if I can help in anyway I would at least try.
-
View User Profile
-
Send Message
Posted Feb 10, 2012@ledhead900
or simply RTM and config correctly, i'd rather that over loading Yet Another Plugin to do butcher command, he needs mob respawn delay, or if he wants some sort of a apocalyptic mob event, then use something like bloodmoon, his current method is causing him trouble and he isnt conveying things very well
-
View User Profile
-
Send Message
Posted Feb 10, 2012@cvxx7q
He is using the plugin Monster Apocalypse as am I and from I gather it is spawning mobs to the point its just filling his mob limit with a day or two. But I dunno why it would do that I would need to see his config to see what exactly he set things too, I mean for all I know he has told it to re spawn a mob almost instantly on death.
Even so this plugin would help his server regardless as he could set individual limits per mob, esp the spawner's. What I don't understand is why it is an issue if is spawn limit reaches max its a limit for a reason, Obviously if your players are not killing the mobs that have spawned then maybe you should consider reducing how fast the mobs do spawn. I mean with my config for this plugin it wont try and spawn a new for about 5mins.
I would think that if he has a mob shortage then I have start asking what he lets his players do that is making them extinct. I'm completely lost, about how exactly he runs out animals in the first place.
I use limiters and things like that to REDUCE the mob count not make it spawn more because some greedy bastard has 90% of the persistent mobs locked up in his basement. I have the solution for him then if that's what he wants to fix, Use a simple plugin that will fire a command on a schedule he can fire off his butcher command then at the end of every day and the issue he has will be gone.
Personally when ever someone starts gathering too many animals I say too them no sir, you have too many already and if I catch them with over stock I just set fire to them and him for not listening. But this does not happen on my sever and we have a mob limit of 2000 and 150 on Nether worlds.
-
View User Profile
-
Send Message
Posted Feb 10, 2012@ledhead900
i think it means it only clears them if there are more entities than the lmit u set, when u start up the server or load chunks with entities in them, to me it sounds like Kane_Harts render is low enuff to affect mob spawning, 7 or higher is what i've found to work, even if NoLagg doesnt fix watever entity issue he has, if he uses it he can increase his render distance to probably 10, since nolagg cuts back alot of wasted resources
-
View User Profile
-
Send Message
Posted Feb 10, 2012@Kane_Hart
I thought it did clear them :\
According to this it sounds like it does, just depends how you set this up.
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 **
Plus I don't have this mob issue you have, mobs seem to de spawn on there own eventually they die during the day like they should, I don't have excessive passives or things like that, I'm not entirely sure what your Monster Apoc config is doing that is making your world spew mobs until it hard caps and not getting removed.
IF your having issues with it spewing mobs have you tried increasing the Tick-Rate the setting that says "increase this to drastically slow down mob spawns" ?
-
View User Profile
-
Send Message
Posted Feb 10, 2012@Darkhand81 Yeah I know of CraftBukkit. And he is a bit wrong; you can do ANYTHING from a plugin. If needed you will replace entire classes using reflection; I could even replace the entire server class. The only difference is that it is harder to do from within a plugin.
@NikoKun I have no idea why water doesn't push tnt entities around; the tnt entities are not altered, so they should just get moved with the flow. No idea why this doesn't happen.
The damage-related coding is left unharmed unless more than 500 TNT is detonated, then it is shortened to reduce the processing times of TNT.
-
View User Profile
-
Send Message
Posted Feb 10, 2012@Kane_Hart
idk wat ur issue is exactly, too little or too many mobs? furthermore render at least 7 for good mob range anything lower and u find ghasts etc get rarer than diamonds :S
oh and this sint my plugin i just use it lol, give the credit to BergerKiller haha
-
View User Profile
-
Send Message
Posted Feb 10, 2012@cvxx7q
Well I assume for the average person and this plugin but damn yes I do need mobs myself cleared rather then unloaded lol.
Like I said with a low view distance of 5-6 after a couple days the mobs are gone you can find them anywhere at all and the only way to fix it is /butcher then over next few hours or day cycles then get worse and worse till you can't find them again hehe.
But this nothing related to your plugin someone had just mislead me here :)
EDIT: Thanks I had used the mobs one and another couple ones before. They seem to prolong the issue but frigan it kept coming back no matter what. Makes me really cry heh.
-
View User Profile
-
Send Message
Posted Feb 10, 2012@Kane_Hart
you can use this
http://dev.bukkit.org/server-mods/mantamobcontrol/
or this
http://dev.bukkit.org/server-mods/mobs/
and many others to control mob handling (the second is more advanced)
-
View User Profile
-
Send Message
Posted Feb 10, 2012@Kane_Hart
mobs dont need to be cleared from unloaded chunks, they only count towards spawn limits when they are loaded, hence being Unloaded
-
View User Profile
-
Send Message
Posted Feb 10, 2012@cvxx7q
That is to bad. By the player who referred me he made it sound like mobs got cleared out of chunks when they got unloaded. I can't find any problem mod that allows me to fix mobs overtime. I really hate MC now because after many hours our pve world turns into a mobless desert lol
-
View User Profile
-
Send Message
Posted Feb 10, 2012@Kane_Hart
ummm, mobs just spawn at night every night, its the Animals that are now persistent, this plugin limits monsters and animals. not prevent them from "going extinct"
-
View User Profile
-
Send Message
Posted Feb 10, 2012Someone told me to try this. I don't have lag issues that need to be tweaked but I was told that this mod might actually help cleanup mob spawns automatically when chunks unload.... If this is the case then I might be sold since around 1.8 I think it was my mobs overtime become extinct.
-
View User Profile
-
Send Message
Posted Feb 9, 2012Kinda bummed out, cause the latest update seems to mess up TNT's explosion-push-force. TNT cannons and fireworks don't shoot anywhere near as far/high as before updating. Also, activated TNT doesn't get pushed by water-flows..
Any chance this can be fixed?
-
View User Profile
-
Send Message
Posted Feb 9, 2012@bergerkiller
I figured as much, just wondering if there was some sort of API that made that info readily available. Thanks!
Another question while I'm thinking about it, have you heard of the CraftBukkit++ project? An optimized version of CraftBukkit that, among many other things, auto stacks items like NoLagg. It makes a number of other optimizations that the author claims are too low-level to do in a plugin. You seem to have pulled off quite a few low level changes yourself, what do you think? Are those features doable in NoLagg?
-
View User Profile
-
Send Message
Posted Feb 9, 2012@Darkhand81 You will have to discuss that with those developers that make these wrappers, I can't supply them this information.
-
View User Profile
-
Send Message
Posted Feb 9, 2012@bergerkiller
Is there any way for other plugins to pull data from NoLagg? The reason I ask is that I would love for there to be a way to open an admin control panel in GUI Creator and have your stats and pretty memory bar displayed in the corner. :)
-
View User Profile
-
Send Message
Posted Feb 9, 2012-
View User Profile
-
Send Message
Posted Feb 8, 2012