LagAssist ⚡ Advanced Performance Solution ⚡ 1.8 - 1.18.X COMPATIBLE

GOLD LagAssist ⚡ Advanced Performance Solution ⚡ 1.8 - 1.18.X COMPATIBLE 2.30.0

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Native Minecraft Version:1.18Tested Minecraft Versions:
  • 1.8
  • 1.9
  • 1.10
  • 1.11
  • 1.12
  • 1.13
  • 1.14
  • 1.15
  • 1.16
  • 1.17
  • 1.18
  • 1.19
Source Code:

(!) PayPal Issue
Unfortunately, paypal is no longer accessible to pay for LagAssist. Even so, all of the previous customers that purchased lagassist will receive updates, support, and the plugin will be updated. For more information, join our discord server here

(After paying, contact us on discord to get your license to spigot)

(!) Notice:
All servers are different, and one default config can't cover all of their needs. The large array of cultures, server game modes, and game mechanics makes lagassist benefit largely from being configured. Additionally, LagAssist is a TECHNICAL plugin, and some features require game knowledge to properly use. Some features may cause more damage when used improperly.
For example, the stats bar has a high footprint on 1.13+ versions due to the multithreaded chunk system and should be turned off outside of optimization sessions.

I've had many bad reviews due to issues with misconfiguration or improper usage, so please watch the video on configuring lagassist if you are not sure about what you're doing.
If you need help, please contact us on our discord support page.
(!) Update Notice:
LagAssist has reached its stable point, and updates are not as frequent as before. This is not because the plugin is abandoned, but because it is 95% complete, with infrequent updates made to refine the remaining 5%. Obviously, we're still open to requests. If you find something that causes lag and that lagassist can't fix, you can make a ticket on our discord and get that taken care of by our team. Thanks!

(!) Refund guaranteed, no questions asked:
We trust in LagAssist's ability to solve your performance issues. Because of that, we have implemented a 1-week no-questions-asked refund policy. If you feel that the plugin has not been able to improve your server's performance, just let us know and you'll receive your money back!

LagAssist is a plugin created to help manually and automatically reduce lag. It includes many tools that can be used to locate lag sources and remove them. It also includes various benchmark features, that will help you plan your infrastructure ahead.
LagAssist is also light-weight, consuming only 0.4% of ticks with 100 players online, while also retaining a lot of features.

LagAssist can be used to replace a wide array of gameplay & lag-related plugins while also reducing costs. LagAssist's features are often more light-weight without removing any functionality.
These are the plugins whose features lagassist can replace:
[li]MergedMob - 18$[/li]
[li]React - 5.99$[/li]
[li]JetsSellChest - 5$~[/li]
[li]FPSHelper - 4.5$[/li]
[li]FarmLimiter - 4$[/li]
[li]Redstone Clock Detector -1.5$[/li]
[li]HLR (Crop hoppers) - 0$[/li]
[li]Best View Distance - 0$
[li]McCleaner - 0$[/li]
[li]CustomPayloadFixer - 0$[/li]
[li]FixCrashBook - 0$[/li]
[li]LagAssist's Unique Features[/li]
Total Price (Separate): 39$
LagAssist Price: ~11$
Saved Money: ~28$

Test Servers:
LagAssist is used by some large networks. Gamster is one of them and has over 2000 players constantly. You can check lagassist by visiting their game modes (IP:

YouTube Tutorials:

[dropdown=How to Configure LagAssist][/dropdown]




[li]lagassist.use - Use the LagAssist GUI & Commands[/li]
[li]lagassist.reload - Have the ability to reload the plugin.[/li]
[li]lagassist.chunkanalyser - Allow using the chunkanalyser feature of lagassist (Also needs lagassist.use)[/li]
[li]lagassist.hoppers.togglesell - Toggle sell hopper use[/li]
[li]lagassist.hoppers.customfilter - Chunk/Sell hopper Filter[/li]

The lag monitor analyses the server performance and runs measures according to the server tps. It is fully configurable, allowing clients to configure everything from the monitor's frequency, and what measures will get executed depending on the server tps.
It shows different messages to the players and staff, helping staff know what measures have been executed, while not offering confidential information to the player (configurable).

The chunkalayser helps find laggy chunks based on a predefined score table. You can set different score ratings for each normal & tile entity. Running the command will list the chunks with the highest score. You can click each chunk to teleport to it.
This feature is highly advanced and will highly help you to find lag sources along with useful info to mitigate it.
The chunkanalyser also allows you to check the score for the current chunk. This feature is pretty usefull to check areas which might seem laggy, superpopulated, etc.

The lagmap is a simple way to visualize server performance. It helps to monitor lag spikes and find when the server starts lagging.

The LagMeter is a minimal lag-visualizer that can help you monitor lag while doing other tasks.
It will even show when the server is recovering from a lag spike by running tick calculations faster.

LagOverview is a simple yet detailed look into system information. It can help to find out what may be causing lag spikes on the hardware-level; help monitor how much shared hosts oversell, and more.

A Lag-Overview is shown each time you use /tps.

The Redstone-Culler is one of the most advanced features of LagAssist. It is fully configurable, and you can set it to do anything from simply disabling Redstone-machines each time the Redstone is culled to checking how many times observers tick and removing the ones that pass a certain rate.
It is very useful for preventing Redstone lag, as the "breaker" setting can be changed to defer creating large and inefficient farms while leaving simple, efficient farms intact.
I highly recommend it for servers where redstone is widely available, such as: Creative, Survival, Factions, Skyblock, etc.

The benchmark system offers important details about your machine, along with an approximation of how many players you will be able to keep. It gets the CPU data from Passmark's CpuBenchmark site by simulating a browser, and the memory information from your process and uses an advanced algorithm to find how many players you will be able to keep.
It also shows you information about your download and upload speed from any FTP server you want. The default one is highly reliable and fast, so you can make sure that the benchmark will be right wherever you are in the world.

Note: The benchmark system relies on getting the CPU name from the system. Java doesn't offer any easy way to do it, so I had to create my own efficient and compact system to get the CPU name. The system is OS-Dependent. Currently, only Windows, Linux, and macOS are implemented (if you run on another kind of system, PM me and I'll add it with your help).

Client-Side Optimizer (NEW):
The client optimizer allows players to have higher FPS during some high-load activities like cannoning, stacking sand, etc. It uses packet interception in order to hide laggy features for players, and thus allows them to have higher FPS without altering the gameplay too much. I've seen large improvements with Client-side lag. Not only that, but players can even configure what they want enabled and what not using a very nice & easy GUI; using a custom command that can be configured by you.

Ping Benchmark:
The ping benchmark is a simple way to find information about the playes' connectivity to your server. It is simple now, yet it gives quite a lot of useful informations.

Catch all items from a chunk directly into a hopper. This is really useful if you're having lag with items, and can thus highly increase the performance. It won't affect player-dropped items and is a good way for factions servers to get rid of item lag.
Unlike other plugins providing similar functionality, LagAssist uses a smart chunk caching system to improve the performance 20-fold, while retaining the same visual functionality.
Not only does lagassist have an extremely efficient chunkhopper feature included, but it also allows players to create filters for their chunkhoppers! This can be used both for performance & gameplay purposes and is made with large networks in mind.

Players can access the filter by Shift+RightClicking the hopper, and open the hopper by just normally using RightClick.

Introducing Sell Hoppers
Sell hoppers are a great monetizer and an amazing replacement to sell chest plugins available on the market. Unlike other implementations of auto-sell, lagassist's sell hopper implementation is exact, efficient, and straight-forward. It comes with amazing configurability potential and toggleable functionality:
[li]Shift+Left Click to enable/disable sell hopper (requires permission)
[li]Shift+Right click to set the filter of items (used with sell hoppers)[/li]
Not only that, but lagassist allows you to sell multipliers that can be given per player using permissions!

Smart Entity Stacking:
Stack entities with performance in mind. The algorithm that LagAssist uses was made for huge entity throughput. This means that thousands of entities can be stacked almost instantly, without performance dips.
LagAssist's stacker is fully compatible with 90% of already existent stackers, as it uses the entity name as a way to know the stack value of it.

Anti-Crash Packet Analyser:
Prevent hacked clients from crashing your server using illegal packets by enabling the anti-crasher module. It works by actively analyzing packets and dropping all connections that are found suspicious.
The system is entirely configurable, so you can add your own detection modules without any Java experience.
Just enable the debug system, understand what makes the packet crash the server and configure the system to detect it.

Disable physics elements when the server is lagging. It can be configured to only disable some features, or even disable it on startup.
This can also be used to remove unused gameplay features, in order to optimize the server.

Limit the number of entities and tile entities allowed in one chunk in order to rate-limit mob-spawning. It is highly effective on creative servers where players may spawn a lot of minecarts in order to lag the server. This feature is still in beta but has been tested pretty well.

Dynamic View Distance:
Dynamically calculate the optimal view distance for maximum player satisfaction and minimal server load. This system is very advanced and configurable and can be made to work with any minigame. The config is pretty self-explanatory so it shouldn't be hard to configure yourself.

Culls the mobs if the tps is low. It can help with removing mobs from highly-populated areas. It is set not to remove mobs that are named, in order to a vanilla-like gameplay.

Spawner Improver:
Spawners can be a large source of lag for Minecraft servers. Thus, I've made it very simple to modify spawner attributes in order to optimize both gameplay and performance. Not only can you modify how spawners work, but also automatically remove some them based on chance in case players have extremely many spawners. This feature has had amazing results on, where a miscalculation lead to players having exceedingly many spawners that lagged the server. The implementation of the spawner improved the TPS by 30% (from 16 TPS to 19 TPS).

World Blacklist
Choose which worlds lagassist will not have an effect on. It is especially helpful if you have a hub world where Redstone should always work, even if the server is lagging.

The config is very simple to understand and extremely vast. You can configure allmost everything, allowing for value fine-tuning. This way, you can make this plugin to detect issues that aren't present in vanilla servers.
[dropdown=Default Config]
Code (Text):

# _ _ _
# | | /\ (_) | |
# | | __ _ __ _ / \ ___ ___ _ ___| |_
# | | / _` |/ _` | / /\ \ / __/ __| / __| __|
# | |___| (_| | (_| |/ ____ \\__ \__ \ \__ \ |_
# |______\__,_|\__, /_/ \_\___/___/_|___/\__|
# __/ |
# |___/ By Stefatorus
# This is the default configuration. I suggest using it as it is.
# If you need help configuring it, please add me on discord.
# DISCORD: Stefatorus#9382
# Mobs that will be removed by the smart cleaner.
# TIP: This will not remove named mobs, even if they are in the list.
# This follows the vanilla rule - don't despawn named entities, which
# players are allready acustom to.
# Do you want the system to be in whitelist or blacklist mode?
# TIP: Whitelist - All except these get deleted ; Blacklist is the opposite
whitelist: false
# Automatic Physics disabler will occur if tps is under this value.
# EG: If tps is under 16, lagassist will disable the physics that are
# TIP: Set to 0.0 to disable it.
maxtps-cull: 16.0
# Automatically disable mob spawning if tps is under this value.
# EG: If tps is under 14, lagassist will disable mob spawning.
maxtps-disablespawn: 14.0
# List of the mobs that will get removed by the smart-cleaner.
# Mob names:
- "HUSK"
- "BAT"
# For Creative Servers
# For Factions Servers

# This is a simple mob modifier. It changes how some mobs behave to improve the server
# performance.
# Disable armorstand gravity. This might help with creative servers which have a lot of armorstands.
no-armorstand-gravity: false
# Disable slime splitting, approximating the drops and health of a vanilla confrontation. This is very
# useful for larger than vanilla slimes.
# NOTE: This also helps for vanilla slimes, but shouldn't (in my opinion) be used unless there is lag from
# NOTE: slimes.
simple-slime: false

# Laggy Chunk detection. You can fiddle around and find the best settings for your
# server.
# TIP: Find what kind of tiles or entities lag your server and set them a proper lag score
# here. The default values should be fine, but finding the best settings for yourself is allways
# the best way.
# Teleport command that will be issued when you click the text.
# PLACEHOLDERS: {x}, {y}, {z}, {chunkx}, {chunkz} {world}
# TIP: Set it to a command that you like. This can be used to automatically clear lag in chunks, unload it, etc.
tp-cmd: "lagassist tpchunk {world} {chunkx} {chunkz}"
# Score at wich the server will consider the chunk laggy and make it appear in the list. You should fiddle around with it so it only shows
# the chunks that you want it to find.
# TIP: The amount of chunks /lagassist chunkanalyse will show.
# (It will always show the top (amount value) laggiest chunks.)
ammount: 10
# Entity & Material names for laggy values.
# materials:
# entities:
# tile entities:
# TIP: Only detects Tile entities & entities. Normal blocks aren't ticked. This means that it would lag if i were to check the normal blocks.
# At the same time, normal blocks don't lag the server.
# -------------
# -------------
chest: 1
trapped_chest: 2
burning_furnace: 3
sign: 1
# Beacons don't really lag the server, but they usually appear in laggy chunks due to them being placed near grinders & automatic farms.
# High score due to their rarity.
beacon: 35
hopper: 6
note_block: 4
piston_extension: 5
dispenser: 10
# Mob spawners really lag the server. I suggest setting a high score related to them.
mob_spawner: 60
# --------------
# --------------
# Players themselves. They have a decent score due to them being a lag cause (they create farms, afk at them, etc)
player: 15
# Normal mobs that are found in a chunk. Set the value to a moderate one. They don't lag the server so much.
# Creeper score slightly higher due to the explosion that could lag the server a bit.
zombie: 2
spider: 2
skeleton: 2
creeper: 3
# Passive mobs. Might signal some custom spawner farms. They are pretty optimised in AdvancedSpigotTweaks though.
cow: 1
pig: 1
# Thrown items. Don't pose a huge issue due to them being optimised by AdvancedSpigotTweaks. The endereye (ender_signal) might
# mean there is a end portal nearby, that might mean more activity (and thus, lag). Egg can spawn mobs and such has a higher score.
ender_signal: 5
egg: 3
fishing_hook: 2
ender_pearl: 2
snowball: 2
arrow: 1
# Static entities might lag the server, but it all depends. They usually signal a big player city, and such is related to lag.
painting: 2
item_frame: 3
armor_stand: 4
# Stacked items & XP do not lag the server as much. If you use AdvancedSpigotTweaks, keep that in mind.
# Fireworks might lag the server, especially if they have big explosions.
dropped_item: 2
experience_orb: 3
firework: 8
# Bosses have complex abilities that might lag your server. The ability entities can also offer additional proof the
# bosses are actively fighting.
ender_dragon: 85
ender_crystal: 10
wither: 55
wither_skull: 20
# Tnt is a severe lag issue. I recommend setting primed tnt (activated tnt) to a higher score. Remember that a tnt by
# itself doesn't lag as much, but they are used in mass numbers in cannons, etc.
# Minecart-TNTS are evem bigger of an issue due to their moving mechanics.
primed_tnt: 7
minecart_tnt: 15
# Highly active entities. Includes entities that do many checks, and are used for mechanics.
minecart_hopper: 20
minecart_mob_spawner: 80
endermite: 5

# Chunk-Manager System.
# Should we enable the chunk-manager? It can highly help with memory issues if you have too many loaded chunks.
# NOTE: You need to have the max view distance set in your file.
# (!) This feature will only work on PaperSpigot servers.
enabled: false
# How many chunks should all players load at the same time.
# TIP: The view distance is calculated using this formula:
# EG: If the max chunks are at 6500, and you have 100 players online
# your view distance would be at 4.
# (!) In order for this to work, please set your view distance in
# both & spigot.yml to the minimum view distance you
# want to set.
max-chunks: 5000
# (!) Try making it larger progressively. Sometimes it's safe to limit it
# at a smaller view distance.
max-view: 12

#LagMeasures Config
# Lag measures automatically runs anti-lag actions if the server has
# under a set amount of TPS. To configure the tps values, look for
# the maxtps setting in all lagassist systems.
# Announce the lag cleaning in the console and chat.
# Show players that the lag-cleaning has occured.
enabled: false
# Should we show the staff a different, more exact message of lag-measures?
# Permission node: lagassist.notify
staffmsg: true
message: "&c&lLag&f&lAssist &e» &fRemoving server lag..."
# Set the time between the lag-cleaning cycles.
# I suggest keeping it on 6000 as the fact that it disables redstone
# machines might annoy some players if it is done too often.
# TIP: Time is measured in ticks. 1 second has a tick
# (For 10 second interval, set to 200)
timer: 6000

# RedstoneCuller Tweaks
breaker: true
# Chance from 1 to 100 for the redstone to break. If you don't think
# redstone could lag your server, disable it.
# The breaker system griefs some redstone from Players' contraptions in
# order to prolongue the effect of the cull. If it is set to 0, it will
# be harder to get rid of redsotne lag, because players can just start
# their farms & Lag Machines back up in a matter of seconds.
# TIP: The chance doesn't need to be too big in order for their farms to
# break. The system triggers for all of the active redstone trails and will
# break X percent of the track. Remember that even if you have chance 2, if
# we have 100 redstone, you will still have an effect on them.
chance: 3
# How many ticks should the redstone be culled if the signal changes. A too small value
# will not stop clocks, and a too large value will make destructive checks less effective.
# TIP: The recommmended value for destructive checks is 10-30; and 50-70 without.
ticks: 60
# Destructive checks. Implemented to combat Observer lagmachines, which can bring
# a I7-4770k machine to it's knees quite easily. It listens for singal changes and
# removes all observers that go over a set value.
# Lag-Machine example:
# (!) This should be safe, but at the same time, don't enable it without any reason.
# These lag machines are not found very often, and there is no reason to try fix them
# if everything works fine.
# Should we enable destructive checks?
enabled: false
# How many updates should the observer do in order to remove it? I recommend the default value.
value: 16
# Automatic Redstone culling will occur if tps is under this value.
# EG: If tps is under 19, lagassist will cull redstone each time the monitor runs.
# TIP: Set to 0.0 to disable it.
maxtps: 19.0

# Disable hopper crafting. Hoppers are one of the issues non-minigame server owners have to face. Enabling this
# check allows you to make hoppers more rare. This won't really affect farms, but will make them more efficient.
# Hoppers are easy to craft in vanilla minecraft, and this makes them to get overused (>100 HOPPERS/FARM)
enabled: false
reason: "&c&lLag&f&lAssist &e» &fHopper crafting has been disabled."
# Sabotage hoppers in order to defer players from using them. This
# will break huge farms in a while, and has a bigger chance of destroying
# large hopper lines instead of single hoppers. (multyply by how many)
# TIP: This is is not percent, it is per10mille (X in 10000 chance).
# Don't set it too big. If you set it to 1 or 2, it will make sure
# huge afk farms will break and won't lag your server for actually
# active players, while also not annoying the less-extreme players.
# Disable by setting it to 0.
chance: 0

# The limiter allows you to limit the amount of mobs & tiles there are on a single chunk.
# This system can be used to deny abusing spawning mobs, minecarts, etc.
# The maximum limit of mobs that can spawn per chunk. Set this to a larger number, and use
# the per-limit system to set limits for certain types of mobs.
# (!) Set to '-1' to disable the total limit.
total-limit: -1
entity1: -1
entity2: -1
# The maximum limit of tile entities that can be placed per chunk. Note that there are
# very many types of tile entities, and they don't produce so much lag. This has limited
# uses for lag prevention, but may be used for other tasks.
# (!) Set to '-1' to disable it.
total-limit: -1
tileentity1: -1
tileentity2: -1

# Anti Spawner-Lag implementation for large servers with a lot of spawners.
# Should we enable the spawner check?
enabled: true
# Should we break spawners with a set chance (permille)? This highly helps
# severs where spawners are very easily procured.
breaker: false
# What chance (permille) should we have.
# EG: If you set it to 5, the chance will be 5/1000 which is 1/200;
chance: 5
# Custom spawner implementation. This should work with all spawner
# plugins, like EpicSpawners or SilkSpawners.
# Delay in ticks between mob spawner spawns.
delay: 300
# (!) 1.12 ONLY FEATURES
# How many mobs should we spawn. This can greatly lower the mob lag
# from mob-spawners.
min: 1
max: 2
# How spread out we should spawn the entities. I recommend keeping it lower.
spawnrange: 3
# The maximum distance a player can be in order for the spawner to be active.
player-range: 10
# Automatic Spawner-Check activator. This will have no effect if the check is
# disabled.
# EG: If tps is under 19, lagassist will start modifying how the spawners work.
# TIP: Set to 0.0 to disable it.
maxtps: 16.0

# The Physics system disables laggy or ununsed game mechanics that might lag your server. The physics system can
# be set to be enabled on start or by using /lagassist.
# TIP: Disabling it here won't actually remove the checks when you use /lagassist. If you want some checks to
# work, please add them here.
# Should we disable physics just as the server starts?
# TIP: It can be used to modify gameplay features.
# For example, you can disable decay, fire & melting for a build server.
enabled: false
# Automatic Physics disabler will occur if tps is under this value.
# EG: If tps is under 16, lagassist will disable the physics that are
# TIP: Set to 0.0 to disable it.
maxtps: 17.0
# What should we disable? Please make sure this fits your game perfectly. If you have a cannoning server,
# disabling explosions would be useless. At the same time, you shouldn't enable them for a survival server.
explosions: true
grassspread: true
melting: true
pistons: true
fire: true
liquidspread: true
decay: true
redstone: true
# Had reports of noteblock & observer machines to lag the server significantly
noteblock: true

# Benchmarking can be used to approximate the max players your server will be able
# to sustain.
# TIP: If you want more accurate results (and don't mind waiting longer), change the
# ftp link under here.
# Placeholders: %RND% - Generate random name (useful for upload testing).
# (!) The size for upload is in bytes. A MB = 1.000.000 bytes. Default is 50MB
link: ""
link: ""
size: 50000000

# Worlds where this plugin will have no effect. All lag-measures will simply be disabled.
# (!) Analysis features are not disabled. (LagMonitor, LagMap)
enabled: false
- blacklisted1name
- blacklisted2name

# The Log-Cleaner cleans old logs from the directories that you select. You can use this feature to get rid of old
# logs.
# maxsize = Max size (in megabytes) that the log needs to have in order to be cleaned.
# maxage = Max time (in days) that the log needs to have in order to get removed.
# (!) Both of these settings are independent. If any of these conditions are met, the
# (!) file will get removed.
enabled: true
- "logs/"
maxsize: 30
maxage: 7

# The statsbar can be accessed using /lagassist statsbar. You can configure it to better show your server
# performance, or to better resemble your server's design choices.
message: "&c&l⬛ &fTPS: &a{TPS} &7&m|&r &fMEM: &a{MEM}GB &7&m|&r &fCHKS: &a{CHKS} &7&m|&r &fENT: &a{ENT} &c&l⬛"
# The interval in which the tps average is created. A lower value will be more acurrate but will fluctuate a lot.
# I suggest setting it around 6-12 for it to be the most precise.
tps-interval: 10
# How often should we refresh the statsbar? A lower value will look nicer and is more accurate, but might take more
# (yet a minuscule difference) processing power to show.
show-delay: 5

# The system that creates the lagmap.
# Do you want us to fully reserve filled_map:0? This will allow for placing lagmaps in spawns and giving them to players.
fully-reserve: false

# This allows the system to update the config if the plugin is updated.
version: 16


Why Buy LagAssist:
[li]LagFree - LagAssist is made to work along with your own spigot/paper optimizations. On test runs on (with 100 players), lagassist consumed 0.3% of the tick.[/li]
[li]Deluxe Support - I offer support as soon as I can, and I love to get feedback and to implement the requested features.[/li]
[li]Smart Measures - LagAssist is a plugin, and plugins have a lot of possibilities. LagAssist's numerous LagMeasures allow you to maintain your server fresh, to remove lag-machines automatically and find what causes lag.[/li]
[li]Prevention - LagAssist's RedstoneCuller system prevents lag, not just fixes it. It will make sure your server will not become overcluttered by laggy and inefficient Redstone farms.[/li]

LagAssist vs Other anti-lag plugins
Most anti-lag plugins count on the inability of the server owner to configure his server properly and correct for that. For example, some clear items every 5 minutes or so, which is not only useless, but that can even be achieved without any plugins. Spigot has a setting named item-despawn-rate that can be set to accomplish the same thing without annoyances such as items disappearing just as they are dropped if the player is unfortunate.
Also, a large portion of them allows the owner to trigger a Garbage Collection. Java clears memory when it needs to, and triggering it when it doesn't need more RAM is not recommended.
Some of them have even been reported to produce lag by themselves, even taking up to 6% per tick (while lagassist takes ~0.3% for most servers).
LagAssist has a different approach. It is developed to work on top of a good spigot (& paper too, I really recommend it) server and to help large server owners achieve large player counts without lag. Not only does it fix lag, but also help prevent it. It has some great tools that can help while developing the server in order to understand the server's limits and how you can overcome that.
[dropdown=LagAssist Vs React]


[dropdown=Why don't you add item-despawn after X minutes & Chunk Clearing. ClearLag Has These!]LagAssist didn't implement any feature that is available by default in spigot, like item clearing after a set period or unloading chunks after 5 minutes. Both of these features are attributed to ClearLag, but are available by editing spigot.yml's Item-Despawn-Rate and by editing bukkit.yml's chunk-gc.[/dropdown][dropdown=rg.apache.commons.lang.NotImplementedException: Per-Player View Distance APIs need further understanding to properly implement (There are per world view distances though!)]Your server software (Spigot / Paper / Tuinity) doesn't have the per player view distance feature implemented. Many 1.12.2+ versions actually do not support that respective feature due to changes in the chunk loading system [/dropdown]

Terms Of Service
[li]Decompiling and modifying this plugin for personal use is allowed, but you are not allowed to distribute any code you find in my plugin.[/li]
[li]You are not allowed to redistribute this plugin in any shape or form.[/li]
[li]Due to the digital nature of this product, I don't offer refunds in case the plugin works as it was designed to. I am reserving the right to choose who I refund, and who I don't.[/li]

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Do you have any issue or feedback? Make sure to notify me on discord, and I'll happily help you. You can join it by clicking the image or here.

Spam me on pm for faster responses. Really busy these days and i miss messages in the rubble.
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