ServerOptimizer » 1.19 - 1.21.10 | NEW icon

ServerOptimizer » 1.19 - 1.21.10 | NEW -----

Optimization you can see — From smarter villagers to happier players, they deserve less lag!




[​IMG]

There are currently 11 modules.

Key functions:
⚙️ Prevents Villager Overload
Smarter AI scheduling and focus-based simulation!

In-game setup: (Identical for both)
~450 villagers in one chunk
~150 villagers assigned jobs

Without ServerOptimizer:
[​IMG]

With ServerOptimizer:
[​IMG]

⚙️ Chunk-Aware Performance
Soft-preloads and async I/O handling to prevent spikes.

⚙️ Entity Logic Simplified
Reduce brain ticks and idle entity waste.

⚙️ AFK-Friendly Optimization
Dynamic render distance control for idle players.

⚙️ Fully Configurable Modules
Turn features on/off instantly from an in-game GUI.

⚙️ Spark-Tested Improvements
Real, measurable TPS gains across SMP environments.

Modules »
Module Description
AFK Render Distance Automatically reduces render distance and simulation range for AFK players to free up server resources while keeping active players unaffected.
Mob Optimizer Parks mobs outside player range to reduce AI usage, merges dropped items, culls excess projectiles and XP orbs, and prevents entity lag buildup.
Villager Governor Smartly manages villager AI and trade restocking to reduce lag — only activates villagers near players and applies restock/career change cooldowns.
Packet Throttler Reduces unnecessary packet spam for AFK or distant players, lowering network load and improving TPS stability.
TPS Reactive Scaling Automatically scales optimization aggressiveness based on current TPS — the lower the TPS, the stronger the performance boost applied.
Hopper Redstone Optimizer Intelligently throttles hopper and redstone activity during lag spikes while maintaining gameplay functionality.
Frames & Maps Manager Controls item frame and map updates to prevent performance drops from excessive block updates or rendering.
Entity Budgets Sets per-chunk entity limits and automatically manages excess to prevent mob overpopulation and lag spikes.
Explosions Optimizer Reduces lag from large explosions by limiting block calculations or using async logic where possible.
Chunk IO Manager Warns about excessive synchronous chunk loads, rate-limits them, and softly preloads nearby chunks to avoid lag spikes during player movement.
Spawn Density Controller Adjusts mob spawning density dynamically to maintain stable performance during heavy load.

Files »​

Code (YAML):
################################################################################
#                                Server Optimizer                              #
#                  Safe, async-first, Paper-only optimization                  #
# Modules included:
#  - AFK Render Distance (per-player view distance)
#  - Packet Throttler (ProtocolLib optional)
#  - Mob Optimizer (AI duty-cycler, parking, cleanup)
#  - Villager Governor (workstation/brain/trades control)
#  - TPS-Reactive Governor (auto-tune under load)
#  - Hopper & Redstone Pacifier (tile-entity + clock taming)
#  - Map & Item Frame Dampener (render/update throttles)
#  - Projectiles & Orbs Budget (entity storms protection)
#  - Explosion & TNT Tamer (stagger & cap)
#  - Chunk I/O Smoother (sync-load watch + soft-preload)
#  - Spawn Density Controller (prevent cap herding)
################################################################################

config-version
: 1
enabled
: true

################################################################################
# GLOBAL MESSAGING & DEBUG
################################################################################
messaging
:
  enabled
: true
  prefix
: "&bꜱᴇʀᴠᴇʀᴏᴘᴛ &7→ &f"
  send-to-player
: true                   # Show player-facing nudges (AFK/ACTIVE, etc.)
  notify-admins
: false                   # Staff receive change notifications
  admin-permission
: "serveropt.notify"
  messages
:
    became-afk
: "Lowered your view distance to &b%new% &7(AFK)"
    returned-active
: "Restored your view distance to &b%new%&f."
    using-essx
: "Using &bEssentialsX &fAFK status for you."
    status-format
: "&b%player% &7→ &b%state% &7| &fvd=&b%new% &7| &fidle=&b%idle%s"
    reloaded
: "&bServerOptimizer &fconfig &areloaded&f."
    no-permission
: "You &cdon't &fhave permission."
    player-not-found
: "&fPlayer &cnot found&f."
    only-players
: "That command can &eonly &fbe used in-game."
    unknown-module
: "&cUnknown &fmodule&7: &b%module%"
    already-enabled
: "&b%module% &fis already &aenabled&f."
    already-disabled
: "&b%module% &fis already &cdisabled&f."
    enabled-ok
: "&aEnabled %module%"
    disabled-ok
: "&cDisabled %module%"
    toggle-failed
: "&cFailed &fto toggle &b%module%&f. &7(See console)"
    list-header
: "ServerOptimizer &7modules:"
    list-line
: "&7- %module%: %state%"
    gui-opened
: "Opening modules GUI..."
    version-line
: "&bServerOptimizer&7 v%version% &8| &7Server: %impl% &8| &7Bukkit: %bukkit% &8| &7Java: %java%"
    usage
: "Usage: &e/serveropt (reload|status [player]|modules|list|enable <module>|disable <module>|toggle <module>|version)"

debug
:
  verbose
: false                       # Extra logs (enable temporarily when tuning)
  log-applies
: true                     # Log when we change view distance / AI / throttles

################################################################################
# MODULE: AFK RENDER DISTANCE
################################################################################
afk-render-distance
:
  enabled
: true                         # Master switch for the AFK Render Distance module.

  use-essentialsx-afk
: true             # If EssentialsX is installed, trust its AFK flag.

  use-cmi-afk
: false                   # If CMI is installed, trust its AFK flag.

  afk-after-seconds
: 300               # Idle time (seconds) before a player is considered AFK (when not using EssentialsX).
  check-period-ticks
: 100               # How often to evaluate AFK state & apply VD (ticks; 20 = 1s). 100 = every 5s.
  hysteresis-seconds
: 10               # Anti-flap buffer: requires this many seconds across the AFK threshold to switch states.

  activity-events
:                     # What counts as “activity” for the internal AFK timer.
    movement
: true                     # Block-to-block movement.
    rotation
: false                     # Yaw/pitch changes (micro-aim adjustments).
    chat
: true                         # Player sends chat message.
    command
: true                       # Player runs a command.
    interact
: true                     # Player interacts (clicks) with world/entities.
    inventory
: true                     # Player clicks inside an inventory.

  ignore
:
    gamemodes
: [SPECTATOR ]             # Players in these gamemodes are never AFK-throttled.
    worlds-exclude
: [ ]                 # World names to exclude entirely from AFK throttling.
    permissions-bypass
: [ "serveropt.bypass" ]   # Players with any of these perms are never AFK-throttled.

  view-distance
:
    min-distance
: 2                     # Never set below this VD for safety/visibility.
    max-distance
: 32                   # Never set above this VD even if configured per-world.
    cap-to-server-view-distance
: true   # Also cap to the server’s global view-distance if true.

    active-view-distance
: -1           # When ACTIVE, set VD to this value; -1 = keep player’s current/original.
    afk-view-distance
: 4               # When AFK, set VD to this value (safe noticeable reduction).

    adaptive-afk
:                     # Optional: gradually lower AFK VD the longer someone stays AFK.
      enabled
: false                   # Turn on to use the steps below.
      stickiness-seconds
: 10           # Minimum time between adaptive changes to avoid rapid oscillation.
      steps
: [ ]                         # Timed levels while AFK (uses the minimum of step VD vs. base AFK VD).
      # Example:
      # - after-seconds: 300
      #   view-distance: 6
      # - after-seconds: 600
      #   view-distance: 4

  # Per-world overrides (add your worlds under this section).
  # Tip: copy the "world" block and rename to your world names.
  world-overrides
:
    world
:
      active-view-distance
: -1         # Override only for "world" (ACTIVE).
      afk-view-distance
: 4             # Override only for "world" (AFK).

################################################################################
# MODULE: PACKET THROTTLER (ProtocolLib required; auto-disables if missing)
################################################################################
packet-throttler
:
  enabled
: true                                               # Master switch for the Packet Throttler module.
                                                              # Requires ProtocolLib; will auto-disable if ProtocolLib is missing.

  coalesce-window-ms
: 60                                     # Global “dedupe” window: identical packets to the same player within'
                                                              # this time are merged into one (helps with spammy updates).

  packets
:                                                   # Fine-grained per-packet-type throttles.
    ENTITY_EQUIPMENT
: { enabled : true,  window-ms : 80 }     # Armor/tools rapidly changing (e.g., armories/minigames).
    ENTITY_METADATA
:   { enabled : true,  window-ms : 80 }     # General entity data changes; safe to coalesce modestly.
    ENTITY_VELOCITY
:   { enabled : true,  window-ms : 50 }     # Knockback/velocity bursts; tight window preserves feel.
    ANIMATION
:         { enabled : true,  window-ms : 80 }     # Swing/bed/etc. animations; dedupe reduces noise.
    ENTITY_HEAD_ROTATION
: { enabled : false, window-ms : 50 }   # Turn on if head-rotation spam is heavy.
    REL_ENTITY_MOVE
:     { enabled : false, window-ms : 50 }   # Movement deltas; keep off unless truly necessary.
    REL_ENTITY_MOVE_LOOK
: { enabled : false, window-ms : 50 }   # Movement+look; same guidance as above.
    ENTITY_LOOK
:         { enabled : false, window-ms : 50 }   # Look-only updates; enable if you’re desperate.
    NAMED_ENTITY_SPAWN
:   { enabled : false, window-ms : 0 }   # Spawns: usually don’t throttle.
    SPAWN_ENTITY
:         { enabled : false, window-ms : 0 }   # Generic spawns: usually don’t throttle.

  budgets
:
    enabled
: false                                           # Hard budget on throttled packets per player per second.
    per-player-per-second
: 400                               # If enabled, clamps bursty clients (e.g., modded or lagging) to this rate.

  bypass
:
    near-players-radius
: 28                                   # Inside this radius, skip throttling critical packets
    when-combat
: true                                         # Skip throttling for engaged entities (took dmg / has target)
    entity-whitelist
: [SKELETON ]                             # Never throttle critical packets for these types
    critical-packets
:
     - ENTITY_EQUIPMENT
      - ENTITY_METADATA
      - ANIMATION

################################################################################
# MODULE: MOB OPTIMIZER (AI duty-cycler, parking, cleanup)
################################################################################
mob-optimizer
:
  enabled
: true                         # Master switch for the Mob Optimizer module.

  scan-period-ticks
: 100               # How often to scan mobs per world/chunk (ticks; 20 = 1s).
                                        # NOTE: Runs on the main thread for safety with entity/chunk APIs.

  wake-radius
: 18                       # If a player is within this distance, nearby mobs are fully "awake".

  parking
:                             # Settings for pausing mobs when no players are close.
    enabled
: true                       # If true, eligible mobs are parked (AI off / slowed) to save CPU.
    respect-activation-range
: true     # If true, keeps mobs awake when the server would normally activate them.
    whitelist
:                         # Only these entity types can be parked/duty-cycled.
      [ZOMBIE, SKELETON, CREEPER, SPIDER, VILLAGER, WITCH, ENDERMAN ]

  duty
:                               # Per-entity-type duty-cycling (short active bursts, then rest).
    VILLAGER
:
      enabled
: true                     # Use bursts for this type (pairs well with Villager Governor).
      interval-ticks
: 100               # How often to grant a short “active” window to parked villagers.
      burst-ticks
: 8                   # Length of each active window (ticks).
      reduce-movement-speed
: true       # While parked, lower movement speed instead of full pause (less jarring).
      speed-multiplier
: 0.60           # Movement scale when parked (1.0 = normal, 0.6 = 40% slower).
    ZOMBIE
:   { enabled : true, interval-ticks : 60,  burst-ticks : 4, reduce-movement-speed : true, speed-multiplier : 0.75 }
    SKELETON
: { enabled : true, interval-ticks : 60,  burst-ticks : 4, reduce-movement-speed : true, speed-multiplier : 0.75 }
    CREEPER
: { enabled : true, interval-ticks : 60,  burst-ticks : 3, reduce-movement-speed : true, speed-multiplier : 0.70 }
    SPIDER
:   { enabled : true, interval-ticks : 60,  burst-ticks : 4, reduce-movement-speed : true, speed-multiplier : 0.75 }
                                        # Tip: Higher interval / lower burst = more savings; invert for smoother feel.

  cleanup
:                             # Lightweight entity cleanup to prevent “storms” of small entities.
    merge-items
: true                   # Merge nearby identical item stacks to reduce entity count.
    item-merge-radius
: 1.5             # Max distance (blocks) to merge items together.
    cull-xp-orbs
: true                 # Remove very old XP orbs (players rarely need long-lived orbs).
    xp-orb-max-age-seconds
: 120         # XP orbs older than this are removed (seconds).
    cull-projectiles
: true             # Remove very old arrows/snowballs/tridents, etc.
    projectile-max-age-seconds
: 60     # Projectiles older than this are removed (seconds).

  engagement
:
    recent-damage-seconds
: 5           # Treat mobs as engaged for this long after being hurt
    recent-target-seconds
: 5           # Treat mobs as engaged for this long after acquiring a target
    los-radius
: 24                     # If a player has LoS within this radius, consider mob engaged/visible

  parking
:
    soft-park-near-players
: true       # Near players: prefer slow-walk over AI-off
    soft-park-speed-multiplier
: 0.25   # Movement when soft-parked (AI on, very slow)
    hard-park-distance-multiplier
: 2   # > (wake-radius * multiplier) away → allow AI-off

################################################################################
# MODULE: VILLAGER GOVERNOR (workstation / brain / trades control)
################################################################################
villager-governor
:
  enabled
: true                     # Enables or disables the Villager Governor module entirely.
  wake-radius
: 22.0                 # How close a player must be before villagers "wake up" and start working again.
  max-active-per-chunk
: 10           # Maximum number of villagers allowed to be fully active in a single chunk at once.
  min-active-per-chunk
: 2           # Minimum number of villagers that will always remain active when players are nearby.
  duty
:                             # Controls how villagers alternate between active (working) and parked (paused) states.
    interval-ticks
: 80               # How often the system rotates which villagers are active (in ticks, 20 = 1 second).
    burst-ticks
: 10                 # How long each active villager stays awake and working per cycle.
    buckets
: 20                     # Number of groups ("buckets") villagers are divided into for time-rotation fairness.
    reduce-movement-speed
: false     # If true, parked villagers move slower instead of being fully paused (safer visually).
    speed-multiplier
: 0.85           # How much slower parked villagers move (only applies if reduce-movement-speed = true).
  grace-seconds
: 30                 # If a villager stays parked this long near players, they’ll automatically wake up.
  restock
:                         # Controls how villager trade restocking is throttled.
    enabled
: true                   # Enables throttling of villager restock events.
    min-interval-seconds
: 120       # Minimum time between restocks per villager (prevents spam).
    block-when-no-player-near
: true # Prevent restocks if no players are nearby (saves performance).
  career
:                           # Controls how often villagers can change or pick up new professions.
    enabled
: true                   # Enables throttling of career changes.
    cooldown-seconds
: 30             # Minimum time between career changes for the same villager.
    deny-when-no-player-near
: true   # Prevent career changes when no players are nearby.
    global-max-per-minute
: 60       # Global cap on how many career changes can occur across the server per minute.
  daytime
:
    keep-awake
: true                 # If true, do not park villagers during the day’s first moments (see grace).
    wake-at-dawn-grace-ticks
: 200   # ~10s after sunrise (200 ticks) where we always wake + avoid parking.
    never-park-when-sleeping
: true   # If a villager is sleeping and it’s daytime, force wake + never park that tick.

################################################################################
# TPS-REACTIVE GOVERNOR (auto-tighten when TPS/MSPT is bad)
################################################################################
tps-reactive
:
  enabled
: true                         # Master switch: dynamically tightens settings when TPS dips.

  sample-window-seconds
: 20             # Average TPS over this window before deciding actions (smoother = larger).

  thresholds
:
    warn-tps
: 19.0                     # When avg TPS < this → apply "light" actions below.
    hard-tps
: 17.0                     # When avg TPS < this → apply stronger "hard" actions below.

  actions
:
    # Light measures when TPS < warn-tps (mild, barely noticeable to players)
    light
:
      afk-render-distance
:
        extra-afk-drop
: 1               # AFK VD = config AFK VD minus this value (e.g., 4 → 3).
      mob-optimizer
:
        shorten-bursts-by
: 1           # Reduce burst-ticks by N (shorter active windows = less CPU).
      cleanup
:
        xp-orb-max-age-seconds
: 120     # Orbs older than this are culled.
        projectile-max-age-seconds
: 60 # Projectiles older than this are culled.

    # Hard measures when TPS < hard-tps (aggressive—prioritize server health)
    hard
:
      afk-render-distance
:
        extra-afk-drop
: 2               # Push AFK VD even lower under heavy load.
      mob-optimizer
:
        shorten-bursts-by
: 2           # Much shorter bursts → big CPU savings.
      villager-governor
:
        max-active-per-chunk
: 4         # Fewer active villagers per chunk during stress.
      spawn-density
:
        world-cap-multiplier
: 0.85     # Scales hostile caps (e.g., 85% of normal) for spawn control.
      cleanup
:
        xp-orb-max-age-seconds
: 90     # Orbs older than this are culled.
        projectile-max-age-seconds
: 45 # Projectiles older than this are culled.

################################################################################
# HOPPER & REDSTONE PACIFIER (reduce TE churn & clock spam)
################################################################################
hopper-redstone
:
  enabled
: true                         # Master switch for hopper timing + redstone debouncing.

  hoppers
:
    check-interval-ticks
: 16           # Hopper tick rate (vanilla 8). Higher = fewer checks, lower CPU, slower flow.
    max-per-chunk
: 120                 # Soft budget: above this, extra hoppers are deprioritized/slow-ticked.

  redstone
:
    debounce-ticks
: 2                   # Suppress pulses faster than this (kills ultra-fast flicker clocks).
    observer-cooldown-ticks
: 4         # Adds cooldown to observers (prevents massive observer chains from spiking).

################################################################################
# MAP & ITEM FRAME DAMPENER (render/update throttles)
################################################################################
frames-maps
:
  enabled
: true                         # Master switch for throttling item frames and map rendering.

  item-frames
:
    max-per-chunk
: 80                   # If a chunk exceeds this many frames, frame updates are throttled.
    rotation-cooldown-ticks
: 2         # Minimum ticks between rotation updates (prevents rapid spam).

  maps
:
    max-renders-per-second
: 150         # Global render budget for maps (keeps heavy map art in check).
    per-player-per-second
: 30           # Per-player render budget (prevents one player from hogging renders).

################################################################################
# PROJECTILES & ORBS BUDGETS
################################################################################
entity-budgets
:
  enabled
: true                         # Master switch for entity-per-chunk budgets and aging rules.

  per-chunk
:                           # Hard-ish caps per chunk; excess gets culled or delayed.
    arrows
: 64
    tridents
: 16
    snowballs
: 64
    xp-orbs
: 200

  aging
:                               # Remove very old entities to prevent buildup.
    arrow-max-age-seconds
: 120           # Remove arrows older than this.
    trident-max-age-seconds
: 180         # Remove tridents older than this (thrown & stuck ones).

  advanced
:
    exempt-near-players
: true           # If players are within exempt-radius, do nothing.
    exempt-radius
: 16.0                 # Distance for the exemption.

    recent-launch-exempt-seconds
: 5     # Never cull projectiles within N seconds of launch.
    burst-tick-allowance
: 4             # Allow this many launches per chunk per tick before checking caps.

    merge-xp-orbs
: true                 # Gently merge nearby older XP orbs to reduce entity count.
    xp-merge-radius
: 1.25               # Merge distance for orbs.
    xp-min-age-to-merge-seconds
: 4       # Don’t merge very fresh orbs.
    xp-min-age-to-count-seconds
: 2       # Fresh orbs don’t count against per-chunk cap (pickup grace).

    only-cull-stationary
: true           # Aging removes only stationary (stuck) projectiles.

    sweep-period-ticks
: 200             # How often to run the merge/aging sweep.
    max-entity-checks-per-tick
: 2000     # Safety budget for sweep work per run.

################################################################################
# EXPLOSION & TNT TAMER (stagger/cap explosions)
################################################################################
explosions
:
  enabled
: true                         # Master switch for staggering/capping explosions.

  max-concurrent-per-chunk
: 8           # If more than this explode in the same chunk simultaneously,
                                        # queue/roll some into next tick to flatten spikes.

  tnt
:
    chain-delay-ticks
: 1               # Insert a tick between chained TNT updates (smoother blasts).
    max-per-tick-global
: 200           # Hard global cap per tick (prevents TNT storms from freezing the server).

################################################################################
# CHUNK I/O SMOOTHER (sync load watch + soft-preload)
################################################################################
chunk-io
:
  enabled
: true                         # Master switch for monitoring + smoothing chunk loads.

  warn-on-sync-load
: false             # Log when plugins force synchronous chunk loads (noisy; helpful when tuning).
  rate-limit-sync-loads
: true           # Smooth bursts of sync loads by queuing across ticks.
  max-sync-loads-per-tick
: 20           # Ceiling for sync loads per tick (when smoothing is enabled).

  soft-preload
:
    enabled
: true
    radius
: 2                           # Preload a small ring of chunks around a target (teleports/warps)
                                        # to reduce hitching when a player lands.

################################################################################
# SPAWN DENSITY CONTROLLER
################################################################################
spawn-density
:
  enabled
: true                         # Master switch for scaling natural mob caps per world.
 
  proximity-boost-radius
: 48.0         # When 'player-proximity-boost' is enabled for a world, players within
                                        # this radius (in blocks) lightly increase local spawn density. Helps
                                        # keep the environment feeling populated around small groups of players.

  proximity-boost-amount
: 0.10         # Amount added to the per-world mob density scale when 1–2 players are
                                        # nearby (never exceeds 1.0). Small values (0.05–0.15) add life without
                                        # noticeably increasing mob numbers.
 
  worlds
:
    world
:
      scale-hostile-cap
: 1.00           # 1.0 = vanilla hostile cap; <1 lowers density slightly (e.g., 0.9).
      scale-passive-cap
: 1.00           # 1.0 = vanilla passive cap; <1 lowers density slightly.
      player-proximity-boost
: true     # If true, allow a small boost near scattered players
                                        # (keeps the world feeling alive without swarms).

################################################################################
# MODULE GUI (toggle each module individually in-game)
################################################################################
gui
:
  modules
:
    title
: "&bServerOptimizer &fModules"
    rows
: 4
    items
:
      afk-render-distance
:
        slot
: 10
        material-on
: "LIME_DYE"
        material-off
: "GRAY_DYE"
        name-on
: "&aAFK Render Distance &7[ON]"
        name-off
: "&cAFK Render Distance &7[OFF]"
        lore
:
         - "&7Per-player VD while AFK."
          - "&7Click to toggle."
      packet-throttler
:
        slot
: 11
        material-on
: "LIME_DYE"
        material-off
: "GRAY_DYE"
        name-on
: "&aPacket Throttler &7[ON]"
        name-off
: "&cPacket Throttler &7[OFF]"
        lore
:
         - "&7Coalesce duplicate packets."
          - "&7Click to toggle."
      mob-optimizer
:
        slot
: 12
        material-on
: "LIME_DYE"
        material-off
: "GRAY_DYE"
        name-on
: "&aMob Optimizer &7[ON]"
        name-off
: "&cMob Optimizer &7[OFF]"
        lore
: [ "&7AI duty-cycle, cleanup.", "&7Click to toggle." ]
      villager-governor
:
        slot
: 13
        material-on
: "LIME_DYE"
        material-off
: "GRAY_DYE"
        name-on
: "&aVillager Governor &7[ON]"
        name-off
: "&cVillager Governor &7[OFF]"
        lore
: [ "&7Workstation/brain throttles.", "&7Click to toggle." ]
      tps-reactive
:
        slot
: 14
        material-on
: "LIME_DYE"
        material-off
: "GRAY_DYE"
        name-on
: "&aTPS Reactive &7[ON]"
        name-off
: "&cTPS Reactive &7[OFF]"
        lore
: [ "&7Auto-tighten under load.", "&7Click to toggle." ]
      hopper-redstone
:
        slot
: 15
        material-on
: "LIME_DYE"
        material-off
: "GRAY_DYE"
        name-on
: "&aHopper/Redstone &7[ON]"
        name-off
: "&cHopper/Redstone &7[OFF]"
        lore
: [ "&7Debounce & cooldown.", "&7Click to toggle." ]
      frames-maps
:
        slot
: 16
        material-on
: "LIME_DYE"
        material-off
: "GRAY_DYE"
        name-on
: "&aFrames & Maps &7[ON]"
        name-off
: "&cFrames & Maps &7[OFF]"
        lore
: [ "&7Throttle renders/updates.", "&7Click to toggle." ]
      entity-budgets
:
        slot
: 19
        material-on
: "LIME_DYE"
        material-off
: "GRAY_DYE"
        name-on
: "&aEntity Budgets &7[ON]"
        name-off
: "&cEntity Budgets &7[OFF]"
        lore
: [ "&7Chunk caps & aging.", "&7Click to toggle." ]
      explosions
:
        slot
: 20
        material-on
: "LIME_DYE"
        material-off
: "GRAY_DYE"
        name-on
: "&aExplosions &7[ON]"
        name-off
: "&cExplosions &7[OFF]"
        lore
: [ "&7Stagger/cap TNT.", "&7Click to toggle." ]
      chunk-io
:
        slot
: 21
        material-on
: "LIME_DYE"
        material-off
: "GRAY_DYE"
        name-on
: "&aChunk I/O &7[ON]"
        name-off
: "&cChunk I/O &7[OFF]"
        lore
: [ "&7Watch sync loads.", "&7Click to toggle." ]
      spawn-density
:
        slot
: 22
        material-on
: "LIME_DYE"
        material-off
: "GRAY_DYE"
        name-on
: "&aSpawn Density &7[ON]"
        name-off
: "&cSpawn Density &7[OFF]"
        lore
: [ "&7Scale per-world caps.", "&7Click to toggle." ]

Commands »​

Command Description Permission
Code (Text):
/serveropt reload
Reloads the plugin configuration and restarts all modules.
Code (Text):
serveropt.admin
Code (Text):
/serveropt status [player]
Displays optimization status for a specific player (or yourself if no player is specified).
Code (Text):
serveropt.admin
Code (Text):
/serveropt modules
Opens the modules GUI, allowing toggling individual optimization modules on/off.
Code (Text):
serveropt.modules

Permissions »​

Permission Description Default
Code (Text):
serveropt.admin
Access to all
Code (Text):
/serveropt
admin commands.
op
Code (Text):
serveropt.bypass
Player is never AFK-throttled by the AFK Render Distance system. op
Code (Text):
serveropt.notify
Receives admin notifications when optimization actions are applied (e.g. AI throttling, villager management). op
Code (Text):
serveropt.modules
Allows the player to open and toggle modules using the in-game Modules GUI. op

Support »
The quickest way to get support for any of my resources
would be to join my Resource Discord.
» https://discord.gg/2vUqykD

Note »
Please DO NOT leave bad reviews for any issues
that you have. Please simply PM me or leave it
in the discussion tab. Thank you. (y)

That and reviews are highly appreciated! :alien:

[​IMG]


My other plugins

[​IMG] [​IMG] [​IMG] [​IMG]
Resource Information
Author:
----------
Total Downloads: 9
First Release: Oct 23, 2025
Last Update: Nov 16, 2025
Category: ---------------
All-Time Rating:
0 ratings
Find more info at discord.gg...
Version -----
Released: --------------------
Downloads: ------
Version Rating:
----------------------
-- ratings