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 May 21, 2012Is this safe to use with the new bukkit? Or should I wait for an update?
I've noticed that when the server runs (and MC in general...) my RAM usage just keeps ticking up and up and up... Wondering if this would help.
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Posted May 18, 2012i have a suggestion could u make it so that if u kill another player or a mob the drops are put directly into your inventory if u have space and the xp orbs are added to xp bar automatically so that it doesn't spawn does entities needlessly
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Posted May 15, 2012If everyone says thats a problem with memory (gets from 180mb to 900 in 10 minutes) is obvious ther'es a problem..
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Posted May 15, 2012The stats command keeps telling me that there are 10 players in the world when it's only me online. It makes me scared, I know they're watching me!!!
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Posted May 15, 2012I'm having a problem with the spawner limiter.
I am using Nolagg with everything disabled except spawn limits (Im trying to limit spawner mobs as all my players build farms and it causes lag)
Since using this, animals are no longer breeding properly, They appear to go into "breeding mode" (hearts above their heads) but the babies never appear.
Any ideas?
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Posted May 14, 2012having hard memmory issuses after around 10 minute :/
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Posted May 13, 2012@nhoclesnar
multiple jars overloads the bklib to say the least
bergerkiller has more plugins than NoLagg hooking into bklib
there are more issues than that, but i think thats one of the main ones, however he may decide on multiple jars, but i think its of little more gain than just being able to disable certain aspects of a single nolagg jar, chunk handler etc
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Posted May 13, 2012@cvxx7q
I know that it takes a lot of work to separate the jar again. However, I'm not clear of what the benefits one jar brings. Can someone clarify this for me? And if bergerkiller is kind enough, and free enough, please release a separated jars version once in a while.
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Posted May 13, 2012separated jars doesn't magically fix any memory problems your all having and it was a crap load of work to separate them and more so to rejoin them, its not like u just pull them apart and stick them together again with no effort, if it was so simple we would all be doing it
personally i haven't seen any memory issues lately,
@codydbgt or chunk load issues
@nhoclesnar and parallel releases would be kind of like releasing 2 plugins worth of work
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Posted May 13, 2012@chrisszzyy This one.
Hey bergerkiller can you please release separated jars version parallely with the combined jar version in the future? Thanks.
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Posted May 13, 2012What version was the separated one? Can I get my hands on it by any chance? :D
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Posted May 13, 2012when i run this on my server chunks wont even load ;\
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Posted May 12, 2012I liked it when they were separated! Less code, less ram! Please I beg you, separate them again! I'm still using the seperate version of NoLagg lol!
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Posted May 12, 2012Hey
Ever since you compacted them all into one file, it's been using a LOT more memory lately. It's fine for like 10 minutes, but then it starts eating ram.
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Posted May 12, 2012Any progress reports?
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Posted May 11, 2012Lighting still seems to have problems with oceans/lakes :(
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Posted May 9, 2012@bergerkiller you said you cant know which chunks are in a world because you have to load them first. would it be possible to go through each region file separately and fix the lighting? that way its only loading 32*32 chunks at a time at most (which loads pretty easy) and it will be able to do only the chunks that are generated (rather than do a radius which seems to cause missing chunks to be generated). this along with a progress report every so often would make a really useful feature like /lag fix [worldname] to fix an entire world
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Posted May 8, 2012Im having a bit of trouble here. I am attempting to give one of my players access to the "Nolagg Monitor" feature of this plugin.
I add the permission node "nolagg.monitor" to his (groupmanager) 'World/User.yml entry"
And for some reason he is still being told he does not have the permission. Anyone know how to fix this so he can use this feature? Thanks!
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Posted May 8, 2012Im also having issues with it ... after a while blocks break but dont drop =( And i am using the most updated version available 1.8.4
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Posted May 8, 2012...At 1.2.5 Stable - After a While blocks not Drops to user...