Every time an item gets spawned, it is buffered per chunk. For example, you spawn 30 items using Q and the maximum allowed items per chunk is 20, then the 10 remaining items are not spawned. They are spawned as soon the item count in this chunk is < 20 again. On top of that, it will spawn the item as a stack, not individual items. This means it will spawn a single stack of 10 items.
It automatically spawns the buffered items if this is possible for a chunk. This also fixes the lag fest occurring in 1.8. (exp. orbs) without actually removing the orbs. Buffered items are spawned and re-collected during load and unload of the plugin, so it will fix massive spawns during loads too.
Form item stacks - fully automatically
Whenever two or more (configurable) items or experience orbs get near each other, they form a single stack of that item type. If someone drops 64 dirt blocks on the ground using Q, it will show a single item of 64 dirt instead. This can truly reduce client lag, you can compare it to the lag occurring whenever someone decides to replace blocks to torches.
Buffer TNT ignites
This plugin takes over tnt ignition caused by explosions. When exploding stacks of tnt, it does not rush all tnts into a single tick, but detonate them nicely in sync. This results in pretty awesome fireworks.
Keep chunks loaded
Since 1.1 you can set a delay for chunks to stay loaded. You can use this to keep commonly-visited chunks in memory and prevent them from unloading and loading frequently.
Save chunks asynchronously
If chunk unload delays are used, chunks are saved asynchronously. This frees the main thread of the chunk saving operation, which can in turn reduce tick lag. Before you ask: interacting from another thread?! No, because the chunk is first de-referenced from the server and then saved to file. It also performs a global auto-save async, this can fix tick lag.
Fix chunk lighting information
Whenever a new chunk is generated, it's lighting information is generated and all nearby players receive the updated chunk data. Best is to use NoLaggChunks, as it reduces network usage with this feature. If the auto-method fails, you can use /nolagg fix to do it manually.
Set entity spawn limits
You can set a spawn limit on virtually every entity in the game. From mobs to items to TNT. Only thing being excluded is Players, since I can't simply kick someone 'like that'.
Try to find a player-world-limiting plugin for that instead.
New chunk sending mechanics
Instead of loading chunks all around the player, the player direction is used to load the visible chunks first. This means that players can expect chunks in front of them to load quickly, while chunks on the sides take a bit longer to appear. When the player looks there the direction changes, thus those chunks get loaded. Only if all chunks ahead of the player are loaded, chunks around the player are sent. You can also set sending rates, intervals and view distances, which can help reducing network usage a LOT. All these features are in the NoLaggChunks add-on, which requires Spout to run. The add-on can be used independent of NoLagg.
Change Log:
15-11-2011 - Updated to v1.48.
Fixed sign/chest wipe bug caused by 1.47s new chunk entity clearing code
Reduced CPU usage when stacking items/orbs and handling spawned entities some more (list storage)
Fix to prevent ghost entities hanging around (once again)
NoLaggChunks has it's own thread and own packet compression - a lot smoother now
Sends out a single block to trigger the client to display a chunk (prevents transparent chunks)
14-11-2011 - Updated to v1.47.
Added chunk lighting fixing mechanics
Reduced CPU usage when stacking items/orbs and handling spawned entities
Fix to prevent ghost entities hanging around (fixed detachment of chunk)
A lot of smaller fixes to enhance performance
13-11-2011 - Updated to v1.46.
Will continue sending the right chunks during reloads. (a.k.a. fix for Spout)
Now correctly sends tile entity information on startup as well
Removed the comparator part in the chunk sending code (compat. for Java 7)
Queues vehicle and mob spawn packets: no more floating mobs
General update to make people aware of the new version (hehe)
Now fixes the auto-save world intervals during every async auto-save. (compat. for PTweaks)
Changed the console message when monitoring (was opposite, thanks ewized)
12-11-2011 - Updated to v1.45.
Some fixes for the chunk unload and async saving features
Added performance monitor and logger
Fixed the overflow of chunks getting queued for saving (was causing steady memory leak and high CPU usage)
8-11-2011 - Updated to v1.44.
Added async chunk saving feature, which greatly reduces tick lag. (which was caused by the unload delay before)
Mobs are now correctly removed. The oldest mobs are not removed for new spawns. (that looked kinda odd)
7-11-2011 - Updated to v1.43.
Added support for Showcase again
Unload delay now works properly
6-11-2011 - Updated to v1.42.
Improved stacking algorithm (less entity loops)
Chunk unload delay no longer uses player move to 'touch' chunks
TNT handler fixed again, but doesn't spawn tnt block drops in 1.9 prerelease
ItemHandler no longer causes NPEs on shutdown
Item dupe issue has been resolved
Added item stacking threshold as requested (it was now feasible)
4-11-2011 - Updated to v1.41.
Added some memory-leak-fighting coding
No longer loads nearby chunks in onPlayerMove
29-10-2011 - Updated to v1.40.
Improved clear command (now allows you to clear any entity)
Changed default auto-save interval back to 40 ticks
29-10-2011 - Updated to v1.39.
Several bug fixes
29-10-2011 - Updated to v1.35/6.
Update to use the new File configuration system
/06: Added support for the Showcase plugin
22-10-2011 - Updated to v1.33/4.
Added stack forming radius setting
Reversed entity removal in the spawn handler: old entities are removed first
Minor change in the unload delay coding; larger view distance
/4: Removed the add-on (was buggy)
/4: Minor change to the chunk unload feature: touch chunks on enable
15-10-2011 - Updated to v1.32.
Backwards compatibility update: changes exception to throwable
Made fire and air part of 'denied' explosion affected blocks.
13-10-2011 - Updated to v1.31.
Fixed the 'players near chunk' checker (was only comparing x-coordinate)
9-10-2011 - Updated to v1.30.
Increased the player chunk radius in an attempt to fix the unload delay
8-10-2011 - Updated to v1.28/9.
Made orb combining part of 'item stack forming' and uses same interval
Added additional properties to toggle sections of this plugin on or off more easily.
/9: Updated and re-released the greatly enhanced Chunks add-on
5-10-2011 - Updated to v1.27.
rebuilt against CB#1240
fixed one bug in the spawn limiter (didn't reset)
removed some failing functions (will be ported to the chunk add-on)
3-10-2011 - Updated to v1.26.
yet another 'missing chunk' prevention update
tweaked the explosion handling a bit to use explosions per tick instead of per second
explosion performed 1 tick after the event. Other plugins can still monitor explosions now, and see the blocks before the explosion. (Logblock compatibility)
spawnhandler slightly improved: wasn't properly handling creaturespawn.
2-10-2011 - Updated to v1.24/5.
Tweaked the chunk sending a bit more
/5: Made chunk sending part Async with synchronized fields
/5: Made sure packets are not null before sending
/5: Combined send rate and interval in one property
30-9-2011 - Updated to v1.22/3.
Split the plugin into a main and an add-on to remain Spout-free-compatible
/3: Improved chunk alghorithm, added 'prechunk' packet (may fix some issues)
/3: Changed default interval to 5 ticks
/3: Exchanged some code: You can load chunks by clicking there without the add-on needed
29-9-2011 - Updated to v1.21.
Implemented Spout packet handler to improve packet sending
When player changes chunks the chunk below him is 'sent'
Only using left click you can target a chunk to be sent. Does not fire when clicking a block.
28-9-2011 - Updated to v1.2.
Spawn restrictions for creatures only apply for naturally/spawner spawned creatures
Added experimental pre-chunk sending system
27-9-2011 - Updated to v1.18/9.
Fixed NPE (conc. modif. exc.) occuring when disabling/reloading
Turned chunk handler around to unload chunks properly.
Fixed item duplication bug (stack former was battling item limits)
Added global spawn limits and improved spawn limits
24-9-2011 - Updated to v1.17.
Fixed a possible memory leak (unloaded chunks were kept in a HashMap)
22-9-2011 - Updated to v1.14/5/6.
Fixed item duplication bug when forming stacks
Re-built against CB#1185
Moved some code for explosions around
1.15: Changed the orb combine task to Sync, Async error was occuring
1.16: Added 'maximum explosions per second' setting
19-9-2011 - Updated to v1.12/3.
WAY better TNT controlled demolition system with two setting nodes
Exported while referencing CB 1060, should fix some lag in 1.73 hopefully
1.13: fixed a few bugs (NPE, hopefully) and added more functionality to clear
18-9-2011 - Updated to v1.11.
Added auto-stack former
Added experience orb stack forming
Added auto-save interval changer
Lots of other things
18-9-2011 - Updated to v1.1.
Added delayed chunk unload settings
Added world spawn restrictions
Added some isCancelled checks in the events
17-9-2011 - Release 1.0
seems like an optifine/optifog kinda thing! i like it! i have old comp, so i try to improve fps in any way i can. is this compatible with optifine/fog? they don't do the item drop lag fix, so i want to use yours! and for more reasons
Download 1.8.1
Past Downloads
Buffer the spawned items
Every time an item gets spawned, it is buffered per chunk. For example, you spawn 30 items using Q and the maximum allowed items per chunk is 20, then the 10 remaining items are not spawned. They are spawned as soon the item count in this chunk is < 20 again. On top of that, it will spawn the item as a stack, not individual items. This means it will spawn a single stack of 10 items.
It automatically spawns the buffered items if this is possible for a chunk. This also fixes the lag fest occurring in 1.8. (exp. orbs) without actually removing the orbs. Buffered items are spawned and re-collected during load and unload of the plugin, so it will fix massive spawns during loads too.
Form item stacks - fully automatically
Whenever two or more (configurable) items or experience orbs get near each other, they form a single stack of that item type. If someone drops 64 dirt blocks on the ground using Q, it will show a single item of 64 dirt instead. This can truly reduce client lag, you can compare it to the lag occurring whenever someone decides to replace blocks to torches.
Buffer TNT ignites
This plugin takes over tnt ignition caused by explosions. When exploding stacks of tnt, it does not rush all tnts into a single tick, but detonate them nicely in sync. This results in pretty awesome fireworks.
Keep chunks loaded
Since 1.1 you can set a delay for chunks to stay loaded. You can use this to keep commonly-visited chunks in memory and prevent them from unloading and loading frequently.
Save chunks asynchronously
If chunk unload delays are used, chunks are saved asynchronously. This frees the main thread of the chunk saving operation, which can in turn reduce tick lag. Before you ask: interacting from another thread?! No, because the chunk is first de-referenced from the server and then saved to file. It also performs a global auto-save async, this can fix tick lag.
Fix chunk lighting information
Whenever a new chunk is generated, it's lighting information is generated and all nearby players receive the updated chunk data. Best is to use NoLaggChunks, as it reduces network usage with this feature. If the auto-method fails, you can use /nolagg fix to do it manually.
Set entity spawn limits
You can set a spawn limit on virtually every entity in the game. From mobs to items to TNT. Only thing being excluded is Players, since I can't simply kick someone 'like that'.
Try to find a player-world-limiting plugin for that instead.
New chunk sending mechanics
Instead of loading chunks all around the player, the player direction is used to load the visible chunks first. This means that players can expect chunks in front of them to load quickly, while chunks on the sides take a bit longer to appear. When the player looks there the direction changes, thus those chunks get loaded. Only if all chunks ahead of the player are loaded, chunks around the player are sent. You can also set sending rates, intervals and view distances, which can help reducing network usage a LOT. All these features are in the NoLaggChunks add-on, which requires Spout to run. The add-on can be used independent of NoLagg.
Change Log:
15-11-2011 - Updated to v1.48.
Fixed sign/chest wipe bug caused by 1.47s new chunk entity clearing code
Reduced CPU usage when stacking items/orbs and handling spawned entities some more (list storage)
Fix to prevent ghost entities hanging around (once again)
NoLaggChunks has it's own thread and own packet compression - a lot smoother now
Sends out a single block to trigger the client to display a chunk (prevents transparent chunks)
14-11-2011 - Updated to v1.47.
Added chunk lighting fixing mechanics
Reduced CPU usage when stacking items/orbs and handling spawned entities
Fix to prevent ghost entities hanging around (fixed detachment of chunk)
A lot of smaller fixes to enhance performance
13-11-2011 - Updated to v1.46.
Will continue sending the right chunks during reloads. (a.k.a. fix for Spout)
Now correctly sends tile entity information on startup as well
Removed the comparator part in the chunk sending code (compat. for Java 7)
Queues vehicle and mob spawn packets: no more floating mobs
General update to make people aware of the new version (hehe)
Now fixes the auto-save world intervals during every async auto-save. (compat. for PTweaks)
Changed the console message when monitoring (was opposite, thanks ewized)
12-11-2011 - Updated to v1.45.
Some fixes for the chunk unload and async saving features
Added performance monitor and logger
Fixed the overflow of chunks getting queued for saving (was causing steady memory leak and high CPU usage)
8-11-2011 - Updated to v1.44.
Added async chunk saving feature, which greatly reduces tick lag. (which was caused by the unload delay before)
Mobs are now correctly removed. The oldest mobs are not removed for new spawns. (that looked kinda odd)
7-11-2011 - Updated to v1.43.
Added support for Showcase again
Unload delay now works properly
6-11-2011 - Updated to v1.42.
Improved stacking algorithm (less entity loops)
Chunk unload delay no longer uses player move to 'touch' chunks
TNT handler fixed again, but doesn't spawn tnt block drops in 1.9 prerelease
ItemHandler no longer causes NPEs on shutdown
Item dupe issue has been resolved
Added item stacking threshold as requested (it was now feasible)
4-11-2011 - Updated to v1.41.
Added some memory-leak-fighting coding
No longer loads nearby chunks in onPlayerMove
29-10-2011 - Updated to v1.40.
Improved clear command (now allows you to clear any entity)
Changed default auto-save interval back to 40 ticks
29-10-2011 - Updated to v1.39.
Several bug fixes
29-10-2011 - Updated to v1.35/6.
Update to use the new File configuration system
/06: Added support for the Showcase plugin
22-10-2011 - Updated to v1.33/4.
Added stack forming radius setting
Reversed entity removal in the spawn handler: old entities are removed first
Minor change in the unload delay coding; larger view distance
/4: Removed the add-on (was buggy)
/4: Minor change to the chunk unload feature: touch chunks on enable
15-10-2011 - Updated to v1.32.
Backwards compatibility update: changes exception to throwable
Made fire and air part of 'denied' explosion affected blocks.
13-10-2011 - Updated to v1.31.
Fixed the 'players near chunk' checker (was only comparing x-coordinate)
9-10-2011 - Updated to v1.30.
Increased the player chunk radius in an attempt to fix the unload delay
8-10-2011 - Updated to v1.28/9.
Made orb combining part of 'item stack forming' and uses same interval
Added additional properties to toggle sections of this plugin on or off more easily.
/9: Updated and re-released the greatly enhanced Chunks add-on
5-10-2011 - Updated to v1.27.
rebuilt against CB#1240
fixed one bug in the spawn limiter (didn't reset)
removed some failing functions (will be ported to the chunk add-on)
3-10-2011 - Updated to v1.26.
yet another 'missing chunk' prevention update
tweaked the explosion handling a bit to use explosions per tick instead of per second
explosion performed 1 tick after the event. Other plugins can still monitor explosions now, and see the blocks before the explosion. (Logblock compatibility)
spawnhandler slightly improved: wasn't properly handling creaturespawn.
2-10-2011 - Updated to v1.24/5.
Tweaked the chunk sending a bit more
/5: Made chunk sending part Async with synchronized fields
/5: Made sure packets are not null before sending
/5: Combined send rate and interval in one property
30-9-2011 - Updated to v1.22/3.
Split the plugin into a main and an add-on to remain Spout-free-compatible
/3: Improved chunk alghorithm, added 'prechunk' packet (may fix some issues)
/3: Changed default interval to 5 ticks
/3: Exchanged some code: You can load chunks by clicking there without the add-on needed
29-9-2011 - Updated to v1.21.
Implemented Spout packet handler to improve packet sending
When player changes chunks the chunk below him is 'sent'
Only using left click you can target a chunk to be sent. Does not fire when clicking a block.
28-9-2011 - Updated to v1.2.
Spawn restrictions for creatures only apply for naturally/spawner spawned creatures
Added experimental pre-chunk sending system
27-9-2011 - Updated to v1.18/9.
Fixed NPE (conc. modif. exc.) occuring when disabling/reloading
Turned chunk handler around to unload chunks properly.
Fixed item duplication bug (stack former was battling item limits)
Added global spawn limits and improved spawn limits
24-9-2011 - Updated to v1.17.
Fixed a possible memory leak (unloaded chunks were kept in a HashMap)
22-9-2011 - Updated to v1.14/5/6.
Fixed item duplication bug when forming stacks
Re-built against CB#1185
Moved some code for explosions around
1.15: Changed the orb combine task to Sync, Async error was occuring
1.16: Added 'maximum explosions per second' setting
19-9-2011 - Updated to v1.12/3.
WAY better TNT controlled demolition system with two setting nodes
Exported while referencing CB 1060, should fix some lag in 1.73 hopefully
1.13: fixed a few bugs (NPE, hopefully) and added more functionality to clear
18-9-2011 - Updated to v1.11.
Added auto-stack former
Added experience orb stack forming
Added auto-save interval changer
Lots of other things
18-9-2011 - Updated to v1.1.
Added delayed chunk unload settings
Added world spawn restrictions
Added some isCancelled checks in the events
17-9-2011 - Release 1.0
1. It removes lag?
2. How do you download it whats the requirements?
Farther more can it be used for smp?
Install properly?
Inproves FPS and Click Download: Requires MineCraft 1.8.1
You haven't tried hard enough.
and compatibility reports from other "fps optimiser"
dou justput it into the bin folder or somthin :unsure.gif:
Link to the mod without adfly, because excessive ads are evil