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Minecraft: Java Edition
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Tired of anti-lag plugins that ruin your farms or cause more headaches than they solve? Introducing PlsNoLag — real performance gains without compromising your gameplay.
PlsNoLag doesn't just delete things and hope for the best. Every feature below uses one of two approaches, whichever fits the problem: hard per-chunk/per-player caps that clean up genuine excess, or packet-level tricks that
cut network/client load without touching anything server-side at all. Nothing you rely on for farms or redstone gets silently swept away.
🛒 Minecarts
- Per-player cap: up to 125 minecarts loaded across every chunk a player currently has loaded client-side. Anything beyond that is removed.
- Moving cap: up to 4 moving minecarts per chunk — excess is cleaned up automatically.
- Stationary cap: up to 100 stationary minecarts per chunk, tuned for cart-based farms and storage builds. A placement that would exceed the cap is rejected before the cart ever spawns, not cleaned up after the fact.
- Covers every minecart type — regular, chest, furnace, hopper, TNT, command block, and any future variant — and closes the dispenser-spawn loophole (a hopper feeding a dispenser aimed at rails can't bypass the cap either).
- Packet tweak: minecarts sitting essentially still stop sending velocity and rolling-sound packets entirely — same result on screen, far less traffic and far less for the client to process.

🚤 Boats
- Same three-tier system as minecarts: 125 per player across loaded chunks, 4 moving per chunk.
- Stationary cap tuned lower — 16 per chunk — since boats have far less legitimate reason to pile up than a minecart farm.
- Covers every wood type, chest boats, and bamboo rafts.
- Same placement-rejection and stationary/sound packet suppression as minecarts.

📦 Dropped Items
- Once a chunk has enough visible items of a given material (the cap scales with that material's stack size), any more of that type are hidden from players client-side — they still exist and tick normally, they're just not
rendered. - As visible items get picked up, hidden ones are automatically revealed to backfill the cap. Nothing is ever actually lost.
- A periodic safety sweep catches items destroyed through paths with no dedicated event — lava, the void, explosions — so the hidden pool never gets stuck holding a "ghost" slot.

✨ Experience Orbs
- Force-merges XP orbs within a short radius on a fast interval, combining their value into far fewer entities — well beyond vanilla's same-tick-only merging, which barely helps at a grinder or farm with constant orb
generation. - Once a chunk has enough visible orbs, the rest are hidden the same way dropped items are — still exist, still merge, just not sent to clients until the count drops back down.
- The XP pickup sound is rate-limited per player. At a busy farm vanilla fires it almost every tick; PlsNoLag smooths that out instead of spamming your speakers and your client's packet queue.

🏹 Arrows
- Cleans up grounded/stuck arrows every 5 seconds — but only ones nobody has a reason to collect: fired by mobs (skeletons, strays, pillagers, dispensers, etc.) or by a player using an Infinity-enchanted bow, which vanilla
already marks un-collectible since the bow never runs dry. - A normal player's shot arrow is real, retrievable ammo, and is left completely alone.

❄️ Snow Golem Snowballs
- Automatically clears snowballs thrown by snow golems every 5 seconds — the classic AFK lag-machine fuel — without ever touching a player-thrown snowball.

🔊 Network & Sound Optimization
- Duplicate identical sound packets — same sound, same chunk, same tick, the kind villager trading spam or a note-block clock produces — are deduplicated so a client hears it once instead of once per source.
- Every packet-level tweak above exists for the same reason: free up bandwidth for the traffic that actually matters, and cut down how much your client has to see, hear, and process. That's a smoother experience on both ends,
not just a better tick rate.

With PlsNoLag, your farms keep running exactly as designed while your server — and your players' clients — breathe easier. Every cap, threshold, and interval is configurable, so you can tune it to exactly how your server plays.


