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Моды/PerformanceX
PerformanceX

PerformanceX

Struggling with LAG??? Look no further! PX is an All-in-one server performance suite - 50 modules including item/mob despawn timers, AI throttling, lag machine detection, auto backups, Discord webhooks, Geyser support, and more. 1.8.8-26.1.x.

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PerformanceX

The all-in-one performance suite for Minecraft servers.

Modrinth

Folia  · Forge  ·  Paper  ·  Spigot  ·  Purpur  ·  MC 1.8.8 — 26.1.x  ·  Java 8+


What is PerformanceX?

PerformanceX is a modular server performance suite — 29 independent modules that replace a dozen separate plugins with a single, zero-dependency JAR. Every module is self-contained: enable what you need, disable what you don't. No module depends on another. No restarts required to toggle anything.

It ships with smart defaults that work immediately on most servers. If a ClearLagg replacement is all you need, two modules and you're done. If you want AI throttling, lag machine detection, automatic backups, block logging, and Discord webhooks — it does all of that too. If you are genuinely struggling with LAG on your server! Just throw performancex on there and it should do the job without you needing to configure it. It does the job for most communities out there as it's designed around Survival servers by default. Configure it to your hearts content. It's powerful and does exactly what most servers NEED! Completely free!

Drop it in. Run /px status. You're done.


⏱ Item Despawn — The Headline Feature

Per-item-type configurable despawn timers with a floating countdown label hovering above every dropped item in real-time. The label shows item name, stack count, and time remaining.

Four rarity tiers come pre-configured:

TierDurationExamples
🟣 LegendaryNeverNether Star, Elytra, Dragon Egg, Totem of Undying
🟠 Epic30 minDiamond, Emerald, Trident, Ancient Debris, Netherite Ingot
🟡 Valuable10 minIron Ingot, Gold Ingot, Blaze Rod, Ender Pearl
Junk60 secCobblestone, Dirt, Rotten Flesh, Gravel, Logs

Everything else uses the default 5-minute timer. Every timer is configurable per item type, per world, and per integration.

Label rendering — picks the best automatically:

  • text_display — native TextDisplay entities (MC 1.19.4+, cleanest)
  • armor_stand — invisible ArmorStand fallback, works back to 1.8.8
  • custom_name — item entity nametag, zero extra entities
  • auto — selects best option for your server version at startup

Label format is fully MiniMessage-customizable:

label_format: "<white><name> <gray>x<yellow><count> <gray>| <gold><time>"
renderer: auto   # text_display → armor_stand → custom_name

Smart integrations:

  • Timer resets when RoseStacker/StackMob stack size changes
  • Per-world duration overrides (resource world = 30s, End = 10m)
  • Labels auto-hide when no player is in range (bandwidth savings)
  • Per-custom-item keys for ItemsAdder, DropHeads, ArmoredElytra, TreeFeller, Veinminer

🧹 Item Clear — ClearLagg Replacement

Scheduled and on-demand ground item removal that won't eat your valuables.

schedule: "every 15m"
warnings: ["5m", "1m", "30s", "10s", "5s"]
include: ["minecraft:*"]
exclude:
  - "minecraft:nether_star"
  - "minecraft:diamond"
  - "itemsadder:*"
  • Per-type include/exclude with wildcards (minecraft:netherite_*)
  • Lands-claim awareness — items inside claimed land are never cleared
  • Bypass-permission proximity guards — items near staff are protected
  • /px clear · /px clear here 64 · /px clear world

⊕ Item Merge

Actively merges nearby identical ground items into stacks on a configurable sweep interval. Vanilla only merges at spawn — this catches items that land apart and wouldn't otherwise combine.

  • Configurable merge radius (default: 8 blocks, cross-chunk)
  • Respects max stack sizes per item type
  • Blacklist specific materials (enchanted books, etc.)
  • Players get every item — there are just fewer ground entities

🕐 Mob Despawn

Per-mob-type despawn timers with smart skip rules that protect every mob that matters:

  • Named mobs (nametag or plugin), tamed animals, leashed mobs
  • Mobs in vehicles, carrying passengers, or with the vanilla persistent flag
  • SafariNet captures, Lands-claimed mobs
minecraft:phantom:    90     # Annoying — fast despawn
minecraft:zombie:     300    # Standard hostile
minecraft:pillager:   600    # Longer — looting opportunity

🗑 Mob Clear

Hard caps per chunk by mob family with intelligent culling:

FamilyDefault Cap/Chunk
Hostile8
Passive10
Ambient4
Water8

Shares skip rules with Mob Despawn — a protected mob is never cleared.


🧠 Mob AI Throttler — 30-50% TPS Savings

Mob AI accounts for 30-50% of server tick time. This module disables AI for mobs far from players using three configurable distance zones:

ZoneRangeBehavior
🟠 Full AI0 – 32 blocksNormal pathfinding, attacking, wandering
🟡 Reduced AI32 – 48 blocksWalk goals only, look/attack disabled
🔴 No AI48 – 64 blocksCompletely frozen, zero AI overhead

Per-family overrides — tune hostile, passive, villager, and boss ranges independently.

Lag-aware mode: When TPS drops below 16.0, all ranges automatically shrink — more mobs freeze, server recovers. Zones restore when TPS recovers.

Always exempt: Named, tamed, leashed, and boss mobs (Wither, Ender Dragon) always have full AI regardless of distance.


🐾 Spawn Limiter

Per-chunk spawn budgets — prevents mob accumulation before it starts instead of cleaning up after. Works best paired with Mob Clear and Mob Despawn for a complete mob lifecycle.


📦 Entity Limiter

Per-chunk or per-world caps for non-mob entities:

TypeDefault Cap
Projectiles (arrows, tridents)50 (stuck/aged > 5s only)
XP Orbs100 (supports merge-instead-of-delete)
Boats / Minecarts20 each
Item Frames / Paintings100 / 50
Falling Blocks30
Primed TNT20
Armor Stands50 (ArmorStandTools-protected skipped)

XP Orb Merging: Nearby orbs merge into one with the combined value. Players get all XP — there are just fewer entities.


💥 Collision Limiter

Disables entity-entity collision checks for configurable types. Collision scales O(n²) — reducing it dramatically helps crowded areas.

  • Always disabled: Armor Stands, Item Frames, Dropped Items, Projectiles
  • Lag-aware: When TPS < 16.0, disables ALL mob-to-mob collisions automatically

⚡ Redstone Limiter

Detects and throttles redstone clocks and high-frequency circuits in three modes:

ModeBehavior
MonitorLog to console only, no interference
ThrottleLimit pulses per second (default)
DisableCancel all events in configured worlds

Lag-aware escalation: automatically steps from monitor → throttle → disable as TPS drops, and reverts when it recovers.


🔄 Hopper Limiter

Runs at vanilla speed by default — only activates under lag:

  • Normal: 8-tick transfer interval (vanilla)
  • During lag (TPS < 17.0): 24-tick interval
  • Sorting systems still work — they just temporarily back up

⚙ Farm Limiter

Throttles the root causes of item and entity floods:

TargetDefault
Spawner min interval20s, max 10 mobs near spawner
Crop growth15% slower (85% pass rate)
Fast crops (bamboo, cactus, kelp)35-50% slower
Breeding cooldown10 minutes
Chicken egg laying25% chance
Item spawn cap64 items/chunk/sec (valuables exempt)

🛡 Anti-Lag Machine

Detects and stops four types of lag machines before they crash your server:

DetectionThresholdDefault Response
Piston Clock> 20 fires/sec per locationThrottle + 30s suppression
Fluid Cascade> 500 flow events/tickFreeze fluid spread in chunk
Falling Block Launcher> 50 entities/chunk/secCancel entity spawns
TNT Duper> 20 primed TNT/chunkRemove entities + warn player

Per-detection response modes: log (monitor only), throttle, freeze, remove_and_warn, or kick. Admin alert + Discord webhook on every detection.


🔥 Tile Entity Throttler

Pauses furnace/smoker/blast furnace ticking for blocks far from players. Saves burn state, pauses progress, resumes automatically when a player approaches. No items are lost.

  • Beacons and conduits also throttled when distant
  • Empty containers auto-skipped (nothing to process)

🌍 Chunk Manager

Fewer loaded chunks = fewer entities to tick, fewer tile entities, less memory.

  • Stale unloading: Chunks 8+ chunks from any player unloaded after a 30s grace period
  • Load rate limiting: Max 4 loads/tick — prevents lag spikes from fast travel
  • Hard per-world caps — optional, for memory-constrained servers
  • Spawn chunks and Lands-claimed chunks protected from unloading

⚡ Tick Speed

Per-world overrides for random tick speed, view distance, simulation distance, and spawn limits — no restart required:

worlds:
  resource_world:
    random_tick_speed: 1    # Slower growth = less lag
    view_distance: 6
    spawn_limits:
      monster: 25

🚨 Lag Actions — 3-Tier Auto-Response

Multi-tier automatic lag response that escalates as TPS drops — and fully reverts when it recovers.

TierTPS ThresholdActions
🟡 Tier 1< 18 TPSNotify players, shrink AI zones by 25%, throttle hoppers
🟠 Tier 2< 15 TPSClear items, cull mobs, suspend farms, force GC
🔴 Tier 3< 10 TPSEmergency AI freeze, suspend redstone, broadcast warning, optional auto-restart

Hysteresis guard: Requires sustained lag (configurable window) before triggering — no flapping on one-tick spikes. Auto-recovery: All throttles revert when TPS recovers above the threshold for 3 consecutive checks.

14 available actions per tier: clear_items, clear_mobs, clear_entities, gc, throttle_spawns, throttle_redstone, throttle_hoppers, throttle_mob_ai, disable_collisions, unload_stale_chunks, broadcast, run_command, kill_phantoms, schedule_restart


📊 Performance Monitor

Live dashboard via /px monitor:

  • TPS — 1m, 5m, 15m rolling averages
  • MSPT — milliseconds per tick (out of 50ms budget)
  • Heap — JVM memory (used / max)
  • Entities — total loaded across all worlds
  • Chunks — total loaded chunk count
  • Per-world breakdown — chunks, entities, players, MSPT per world

Uses Paper's native tick APIs. On Spigot: built-in tick sampler provides equivalent data.


🔬 Benchmark & Speed Test

Hardware stress test measuring your server's real capacity:

  • CPU — single-thread and multi-thread burn
  • RAM — sequential write/read throughput
  • Disk — read/write speed
  • Network — download/upload via Cloudflare

Produces analysis with estimated max concurrent players, bottleneck identification, and hardware recommendations. Runs fully async — main tick never blocked.

/px benchmark · /px speedtest disk · /px speedtest network · /px speedtest tps


🗺 World Pre-Generation

Async chunk pre-generation so players never hit generation lag:

  • Shapes: square, circle, diamond
  • Parallel async generation on Paper — up to your CPU core count
  • World border auto-detection/px pregen start world reads your vanilla border
  • Auto-pause when players join, auto-resume when empty or TPS recovers
  • Restart-persistent — jobs survive restarts, resume from checkpoint
  • Terra and Iris generator detection + display
/px pregen start survival 5000 circle
/px pregen pause | resume | cancel | status

🧮 RAM Optimizer

Threshold-based and scheduled JVM garbage collection:

  • Trigger GC when heap exceeds a configured percentage (default: 80%)
  • Scheduled GC at quiet times (e.g., "at 4:00")
  • Lag Actions integration — GC fires automatically at T2+

🖥 CPU Stabilizer

Crash guardian + watchdog:

  • Detects runaway threads and unresponsive tick loops
  • Configurable restart on sustained CPU overload
  • Watchdog thread monitors main-tick latency, alerts before a freeze becomes a crash

💾 Auto Backup

Scheduled world backups to 5 storage backends simultaneously:

BackendExamples
AWS S3S3, Backblaze B2, Cloudflare R2, MinIO, Wasabi
SFTPAny SSH server with key or password auth
rcloneGoogle Drive, Dropbox, OneDrive, Mega, 70+ more
WebDAVNextcloud, ownCloud, any WebDAV server
LocalFilesystem path or NFS mount

Compression: ZIP · GZIP · ZSTD (configurable level 0-9) Retention: Keep last N backups per backend Schedule: "every 6h" · "at 2:00,14:00" · manual /px backup now Safety: Pre-backup /save-all, async upload (zero main-thread impact), restart-safe coordination Notifications: Discord webhook on start, complete, and failure


📋 Block Logger

CoreProtect-style activity logging — zero external dependencies. Built-in SQLite database. MySQL supported. CoreProtect database passthrough when present (share one DB, one query tool).

Tracked events: Block Place · Block Break · Container Interaction · Explosion · Piston Push · Fluid Flow · Sign Edit · Entity Kill

/px log lookup x:100 y:64 z:200 r:10 t:1h
/px log lookup player:Steve t:7d a:break
/px log rollback player:Steve r:20 t:7d
/px log restore player:Steve r:20 t:7d
/px log purge 90
/px log status

Performance: All writes are async-queued and batch-flushed every 2 seconds. Auto-purges entries older than 30 days (configurable). World blacklist for creative/minigame worlds.


🔔 Webhooks

Real-time notifications for 20 event types to Discord, Slack, or any HTTP endpoint:

CategoryEvents
Serverserver_start, server_stop, restart_warning, restart
Performancetps_drop, tps_recover, lag_action_tier_change, lag_machine_detected
Backupsbackup_started, backup_complete, backup_failed
Cleanupitem_clear, mob_clear
Playersplayer_join, player_quit, player_death, first_join
Worldpregen_start, pregen_complete, pregen_pause, log_shipped

Per-event title, color, description, and @mention override. Rate-limited for Discord compliance. Automatic retries (3 attempts, 5s delay). Multi-endpoint support.

Discord setup: Paste your webhook URL → /px reload → done.


🔁 Auto Restart

Scheduled server restarts with countdown warnings:

  • Schedule: "at 4:00" (daily) · "every 12h" · multiple times
  • Configurable warning intervals: 30m, 15m, 5m, 1m, 30s, 10s, 5s
  • Minimum uptime guard prevents boot loops
  • Cancel if admin is online (optional)
  • Backup coordination — delays restart until active backup finishes

💬 Notifications

Unified notification routing for player-facing messages:

  • Channels: Chat · Actionbar · Title · Boss Bar · Discord webhook
  • Events: Item clear countdown · Mob clear · Restart countdown · Lag alerts
  • Per-player opt-out: /px notify off
  • MiniMessage formatting throughout — full RGB, gradients, click/hover

📡 Status Module

One-screen server health overview at /px status — TPS, MSPT, heap, entity counts, loaded chunks, module states, active lag actions, next backup, next restart. Everything you need to assess server health at a glance.


📤 Log Shipping

Ships health snapshots and performance logs to a remote HTTP endpoint on a configurable schedule. Useful for off-site monitoring dashboards or centralized multi-server observability.


📱 Geyser Support — Bedrock Compatibility

Bedrock players on GeyserMC crash on entities that Java handles fine. PerformanceX fixes that — without affecting Java players at all.

ProblemFix
TextDisplay entities crash BedrockAuto-fallback to ArmorStand renderer for Bedrock players
Label Y-offset wrong on Bedrock+0.4y correction applied per-player
MiniMessage components unsupportedStripped to legacy format for Bedrock targets
Actionbar clears too fast on BedrockSend rate doubled to maintain persistence
Too many entities freeze Bedrock rendererPer-player entity cap (200, furthest hidden first)

Detection chain: Geyser API → Floodgate API → UUID heuristic. No hard dependency on either.


🌐 16 Integrations

Auto-detected at startup — no configuration required:

PluginIntegration
RoseStackerTimer resets on stack size change — the original bug fix
StackMobStack counts fed to mob limiter and AI throttler
ItemsAdderPer-custom-item despawn keys (itemsadder:myset:myitem)
DropHeadsPer-player-head despawn overrides
SafariNetReleased mobs protected from despawn and clear
LandsItems/mobs inside claims protected from clearing
WorldGuardRegion-aware item/mob clear — protected zones skipped
PlaceholderAPI14+ placeholders for scoreboards, TAB, etc.
LuckPermsPer-world/per-group bypass for timers and clear
VaultEconomy-aware clear exemptions for premium ranks
EssentialsXAFK detection — extended timers near AFK players
MythicMobsBoss mobs excluded from AI throttle and despawn
CitizensNPCs bypass all mob management modules
Dynmap / BlueMapLag event markers and chunk MSPT heatmaps
FoliaFull region-aware scheduler support — all modules
ProtocolLibEnhanced packet-level label renderer (optional)

📊 PlaceholderAPI Placeholders

PlaceholderValue
%performancex_tps%Current TPS
%performancex_tps_1m%1-minute TPS average
%performancex_mspt%Milliseconds per tick
%performancex_entities%Total loaded entities
%performancex_chunks%Total loaded chunks
%performancex_tracked_items%Items with active despawn timers
%performancex_next_clear%Time until next scheduled clear
%performancex_ai_disabled%Mobs with AI fully disabled
%performancex_lag_machines%Total lag machine detections
%performancex_pregen_progress%Pre-gen progress percentage

Commands

All commands use /px (aliases: /performancex, /perfx).

Full Command Reference — click to expand

Core

CommandDescription
/px statusOne-screen server health overview
/px monitorLive TPS / MSPT / heap / entity dashboard
/px modulesList all modules with enabled/error state
/px enable <module>Enable a module live (no restart)
/px disable <module>Disable a module live
/px reload [module]Reload all configs or one module
/px versionPlugin version and platform info

Item & Mob Management

CommandDescription
/px clear [here \<r\> | world]Clear ground items
/px clearmobs [here \<r\> | world]Clear mobs
/px mergeTrigger manual item merge sweep
/px entities [world]Clear excess entities
/px timer item <type> <seconds>Set despawn timer for item type
/px timer mob <type> <seconds>Set despawn timer for mob type

Module Controls

CommandDescription
/px mobai <info|stats|shrink|restore>AI throttler controls
/px lagactionsLag action system status
/px lagmachineLag machine detection stats
/px redstoneRedstone limiter status
/px hoppersHopper limiter status
/px chunks [world]Chunk manager info
/px tickspeedPer-world tick settings

World & Server

CommandDescription
/px pregen <start|pause|resume|cancel|status>World pre-generation
/px backup [now]Trigger manual backup
/px restart [cancel]Trigger or cancel restart
/px geyser <info|list>Geyser support and Bedrock player list

Diagnostics & Logging

CommandDescription
/px log <lookup|rollback|restore|purge|status>Block logger queries
/px benchmark [run|quick|results]Hardware benchmark
/px speedtest <disk|network|tps|chunkgen>Diagnostic speed probes
/px webhook <test|list>Webhook management
/px notify [on|off]Toggle personal notifications

Permissions

PermissionDefault
performancex.adminop
performancex.notificationseveryone
performancex.bypass.itemdespawnfalse
performancex.bypass.itemclearfalse

Every subcommand also has performancex.command.<name> (default: op).


Configuration

PerformanceX uses a simple three-file pattern:

  1. config.yml — master module toggles
  2. modules/<name>.yml — per-module settings (generated with full comments)
  3. worlds/<world>.yml — per-world overrides (any module setting)
  4. /px reload [module] — apply changes instantly, no restart
# config.yml — flip the switches
modules:
  item-despawn: true
  item-clear: true
  mob-ai-throttler: true
  lag-actions: true
  auto-backup: true
  webhooks: true
  geyser-support: true
  block-logger: false   # disabled by default
  # ... 21 more

Platform Support

PlatformVersionsNotes
Paper1.8.8 — 1.21.xFull support — recommended
Folia1.19.4+Full region-aware scheduling
Purpur1.16+Full support
Spigot1.8.8 — 1.21.xFull support with built-in tick sampler

Platform-specific APIs auto-selected at startup. Java 8+ bytecode — compatible with Java 8 through 21+.


Quick Start

  1. Drop PerformanceX.jar into your plugins/ folder
  2. Start the server
  3. Run /px status — verify all modules loaded
  4. Edit any module in plugins/PerformanceX/modules/<name>.yml
  5. Run /px reload — changes apply instantly

Smart defaults tuned for survival multiplayer — most servers need zero configuration changes.


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