PlsNoLag 图标

PlsNoLag

作者:rebot | 分类:模组

价格:0 墨喵币 下载量:0 点赞:0 版本 V1.1
本资源为搬运资源,原资源地址: https://modrinth.com/mod/plsnolag
资源信息

Minecraft 版本: 1.19 1.19.1 1.19.2 1.19.3 1.19.4 1.20 1.20.1 1.20.2 1.20.3 1.20.4 1.20.5 1.20.6 1.21 1.21.1 1.21.2 1.21.3 1.21.4 1.21.5 1.21.6 1.21.7 1.21.8 1.21.9 1.21.10 1.21.11

平台: bukkit paper spigot

标签: optimization utility

资源介绍

Tired of anti-lag plugins that ruin your farms or cause more headaches than they solve? Introducing PlsNoLag — real performance gains without compromising your gameplay.

PlsNoLag doesn't just delete things and hope for the best. Every feature below uses one of two approaches, whichever fits the problem: hard per-chunk/per-player caps that clean up genuine excess, or packet-level tricks that
cut network/client load without touching anything server-side at all. Nothing you rely on for farms or redstone gets silently swept away.

? Minecarts

  • Per-player cap: up to 125 minecarts loaded across every chunk a player currently has loaded client-side. Anything beyond that is removed.
  • Moving cap: up to 4 moving minecarts per chunk — excess is cleaned up automatically.
  • Stationary cap: up to 100 stationary minecarts per chunk, tuned for cart-based farms and storage builds. A placement that would exceed the cap is rejected before the cart ever spawns, not cleaned up after the fact.
  • Covers every minecart type — regular, chest, furnace, hopper, TNT, command block, and any future variant — and closes the dispenser-spawn loophole (a hopper feeding a dispenser aimed at rails can't bypass the cap either).
  • Packet tweak: minecarts sitting essentially still stop sending velocity and rolling-sound packets entirely — same result on screen, far less traffic and far less for the client to process.
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? Boats

  • Same three-tier system as minecarts: 125 per player across loaded chunks, 4 moving per chunk.
  • Stationary cap tuned lower — 16 per chunk — since boats have far less legitimate reason to pile up than a minecart farm.
  • Covers every wood type, chest boats, and bamboo rafts.
  • Same placement-rejection and stationary/sound packet suppression as minecarts.
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? Dropped Items

  • Once a chunk has enough visible items of a given material (the cap scales with that material's stack size), any more of that type are hidden from players client-side — they still exist and tick normally, they're just not
    rendered.
  • As visible items get picked up, hidden ones are automatically revealed to backfill the cap. Nothing is ever actually lost.
  • A periodic safety sweep catches items destroyed through paths with no dedicated event — lava, the void, explosions — so the hidden pool never gets stuck holding a "ghost" slot.
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✨ Experience Orbs

  • Force-merges XP orbs within a short radius on a fast interval, combining their value into far fewer entities — well beyond vanilla's same-tick-only merging, which barely helps at a grinder or farm with constant orb
    generation.
  • Once a chunk has enough visible orbs, the rest are hidden the same way dropped items are — still exist, still merge, just not sent to clients until the count drops back down.
  • The XP pickup sound is rate-limited per player. At a busy farm vanilla fires it almost every tick; PlsNoLag smooths that out instead of spamming your speakers and your client's packet queue.
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? Arrows

  • Cleans up grounded/stuck arrows every 5 seconds — but only ones nobody has a reason to collect: fired by mobs (skeletons, strays, pillagers, dispensers, etc.) or by a player using an Infinity-enchanted bow, which vanilla
    already marks un-collectible since the bow never runs dry.
  • A normal player's shot arrow is real, retrievable ammo, and is left completely alone.
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❄️ Snow Golem Snowballs

  • Automatically clears snowballs thrown by snow golems every 5 seconds — the classic AFK lag-machine fuel — without ever touching a player-thrown snowball.
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? Network & Sound Optimization

  • Duplicate identical sound packets — same sound, same chunk, same tick, the kind villager trading spam or a note-block clock produces — are deduplicated so a client hears it once instead of once per source.
  • Every packet-level tweak above exists for the same reason: free up bandwidth for the traffic that actually matters, and cut down how much your client has to see, hear, and process. That's a smoother experience on both ends,
    not just a better tick rate.
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With PlsNoLag, your farms keep running exactly as designed while your server — and your players' clients — breathe easier. Every cap, threshold, and interval is configurable, so you can tune it to exactly how your server plays.

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