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Performance

XAntiLag

$9.99

Every common anti-lag tool in one place, with the caps enforced at the spawn instead of after it.

What it does

Most anti-lag plugins delete what has already spawned. XAntiLag refuses it at the source: a chunk that has hit its cap will not accept another hopper, and breeding is declined with a message instead of the animals quietly disappearing later. Around that sit mob and item stackers, distance-based AI reduction through the NMS pathfinder, redstone clock detection, TNT throttling, scheduled clearlag, and a TPS and MSPT monitor that walks the server down through optimisation levels and back up again once it recovers. A chunk profiler shows which chunk is costing you, and a public API lets the plugins generating the load stand down on their own.

Worth knowing

Caps at the spawn, not after
A full chunk refuses the next hopper. Breeding is declined with a message rather than the animals vanishing later.
Stackers that keep the loot right
Vanilla loot tables multiplied by the stack, cooked drops on fire kills, slime splits handled — and labels in each player's own language.
Finds the lag machine
Dupers keep their entity count low and slip past a chunk limiter. Their spawn rate doesn't.
Names the chunk loader
Paper caps how fast a player loads chunks but never says who. This does, and narrows that player's view distance alone.
Steps down, then back up
The TPS and MSPT monitor walks through optimisation levels as the server degrades, and unwinds them once it recovers.
Per-world overrides
Any setting, repeated under a world name, applies to that world alone. A creative plot world need not share survival's caps.
The full list — 20 entries
  • Per-block, per-entity & per-tile-entity caps with full event coverage (place/break/burn/piston/explosion/ignite)
  • Preventive cap — breeding and eggs are refused when the chunk is full, with a message, instead of deleting animals afterwards
  • Mob stacker — vanilla loot tables × stack count, cooked drops on fire kills, slime split handling, labels carrying the mob name in each player’s own language
  • Item stacker — meta-aware merging with proper hopper / pickup overflow handling
  • Custom mob AI — distance-based pathfinding reduction via NMS pathfinder injection
  • Villager optimizer — disables AI awareness for far villagers, restores on player approach
  • Lag machine detection (dupers, falling-block and TNT rates)
  • Redstone clock limiter — auto-detects fast clocks, replaces with a warning sign and logs the location
  • Scheduled clearlag with configurable warnings, sounds, entity filter and stack-aware counting
  • Spawn rate limiter — global / per-world percentage with TPS-monitor integration, and spawns cut around AFK players
  • TPS + MSPT monitor — gradual levels (spawn rate → entity activation & tracking ranges → distances → emergency clearlag) with auto-recovery
  • Chunk load watcher — names the player sitting on Paper’s chunk-load ceiling and narrows their view distance alone
  • Anti chunk-loader — detects portal-loop exploits and removes / logs the offending entity
  • TNT rate limiter — caps explosions per chunk per second with a Caffeine TTL cache
  • AFK system — real-movement detection, auto-miner and auto-clicker catching, reduced view / sim distance, optional teleport
  • Chunks GUI — paginated view of every loaded chunk with full breakdown, top 5 entity / tile types and click-to-teleport
  • REST API exposed through XCore's web panel (status, history, chunks/top, heatmap, stats)
  • Public API (com.github.Xyness:XAntiLag-API) — load state and a level-change event for other plugins
  • PlaceholderAPI integration (%xantilag_afk%, %xantilag_isAfk%, %xantilag_clearlag%)
  • Folia-safe — every chunk read happens on its owning region thread

What changed in 1.1.1

  • Fixed optimization levels firing right after boot on a healthy server
  • The tick time is measured during the grace period, so the first evaluation is based on real values
  • A tick time the platform cannot report no longer counts as 50 ms, which was above the level 1 threshold
  • Counting loaded chunks no longer copies the whole chunk array every ten seconds
  • Discord notifications survive a rate limit, they wait their turn instead of being lost
  • GUI clicks go through the shared handler in XCore, sounds and actions behave the same everywhere
13 more
  • Requires XCore 1.1
  • The chunk list redraws the navigation arrows between blinks instead of the whole page
  • Fixed the chunk list keeping a background task alive after being closed
  • Added a load forecast: a warning when the tick time is climbing towards level 1, before it gets there
  • Added the shared button keys XCore asks for when a menu item declares none of its own
  • The startup grace period is three minutes instead of one, and a reload restarts it
  • Fixed a reload leaving the auto-tuner running, so each one added another writer of your config
  • Fixed a reload during a cleanup cycle being able to trip over the pending warnings
  • Fixed a player mining being kicked as an auto-miner
  • Added afk.machine.loop-radius, and raised mining-blocks to 200
  • Added console-logging, to keep a noisy detector out of the console
  • Added redstone-clock.notify-staff, to silence the redstone message on its own
  • Added redstone-clock.notify-cooldown-seconds, one clock no longer reports itself every half second

Documentation