Performance
XAntiLag
$9.99Every 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