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v1.0.25 — 4 New Integrations + Breeding Throttler + Drop Merge
New integrations (auto-activate when plugin is detected):
New performance modules:
breeding-throttler) — caps EntityBreedEvents per world per tick; stops automated animal farms from spawning hundreds of entities per tick while leaving normal hand-breeding unaffecteddrop-merge) — merges item drops into existing ground stacks 1 tick after entity death or block break, reducing the peak entity spike at mob farms and quarries before the next item-merge sweepv1.0.24 — Fluid Flow Limiter + Piston Limiter + Mob Griefing Optimizer
Performance modules:
fluid-flow-limiter) — Rate-limits water and lava BlockFromToEvents per chunk per tick. Fluid cascades into large caves or flat terrain generate exponentially-growing flow events; throttling them spreads the cost across more ticks while the fluid still fully settles. Separate caps for water and lava, with lag-aware tightening.piston-limiter) — Rate-limits piston extend and retract events per chunk per tick. Flying machines, 0-tick farms, and grief contraptions can fire hundreds of piston events per tick; normal redstone (doors, elevators, drawbridges) stays well within the default cap of 16/tick per chunk. Lag-aware mode halves the cap during TPS drops.mob-griefing-optimizer) — Per-type control over mob griefing: enderman block picking, creeper/ghast explosion damage, zombie door-breaking, wither skulls, and dragon block destruction. All independently configurable. Lag-aware mode automatically blocks all high-impact griefing types when TPS drops below threshold and restores normal behaviour when TPS recovers.v1.0.23 — Portal Cache + Leaf Decay Optimizer + Item Frame Optimizer
Performance modules:
portal-cache) — Caches Nether portal destination links to skip Minecraft's O(radius³) block-scan search on repeated uses. The first portal use populates the cache by capturing the resolved destination; all subsequent uses of portals in the same chunk resolve instantly without a block scan. Configurable TTL, per-world disable.leaf-decay-optimizer) — Rate-limits leaf decay events per chunk per tick. Large trees or tree-feller plugins schedule hundreds of simultaneous leaf decays, each triggering 6 block physics updates — cascading into multi-tick freezes. Cancelled events auto-reschedule so leaves still fully disappear, just spread across more ticks. Lag-aware mode can halt all decay during severe TPS drops.item-frame-optimizer) — Freezes item frames (including map-art frames) that are beyond any player's visibility radius so they stop ticking. Frames unfreeze instantly when a player comes within range. Uses Paper 1.17+ entity freeze API; silently skips on Spigot/older. Optional per-world hard cap removes excess frames far from all players.v1.0.22 — Mob Stacker + Spawn Tick Optimizer + Entity Culling
Performance modules:
mob-stacker) — Merges nearby mobs of the same type into a single entity. 200 cows across 10 stacks of 20 tick only 10 times per tick instead of 200 — a 20× reduction in entity tick cost. Stack size shown above mob's head; stacks split into real mobs on death. Named, tamed, leashed, boss, and baby mobs are fully protected. Configurable merge radius, max stack size, and per-type blacklist.spawn-tick-optimizer) — Dynamically adjusts ticksPerMonsterSpawns / ticksPerAnimalSpawns based on live TPS. During lag, spawn algorithm runs less frequently (multiplied interval), freeing main-thread time without permanently reducing mob density. Values snap back to server defaults when TPS recovers. Configurable three-tier system (mild/moderate/severe).entity-culling) — Removes entities that silently accumulate tick overhead: falling blocks trapped indefinitely by glass/water/pistons, arrows stuck in blocks that will never be retrieved, and empty boats/minecarts motionless with no nearby players. Each of the three culling rules is independently configurable. Lag-aware mode halves all age thresholds during TPS drops.v1.0.21 — Explosion Optimizer + Physics Limiter
Performance modules:
explosion-optimizer) — Caps concurrent explosions per tick (prevents mass-TNT spikes), reduces blast radii per entity type (configurable multipliers), and can disable block destruction per source. Explosion ray-casting is O(radius³) — on PvP/raid servers this alone can consume 40–60% of a tick. Lag-aware mode applies an extra radius reduction when TPS drops.physics-limiter) — Rate-limits block physics events (falling sand/gravel, water/lava flood, redstone propagation) per chunk per tick. Sand cannons and water floods generate thousands of physics events per tick; this cap prevents cascades from freezing the server. Material-filtered (only tracks configured offenders by default), with lag-aware tightening.
All-in-one server performance suite — 29 modules including item/mob despawn timers, AI throttling, lag machine detection, auto backups, Discord webhooks, Geyser support, and more. Paper, Spigot & Folia. 1.8.8–1.21.x.