2mal3 / no-lag Goto Github PK
View Code? Open in Web Editor NEWDestroys the lag in the minecraft world with over 6 different and adjustable methods.
License: GNU Lesser General Public License v3.0
Destroys the lag in the minecraft world with over 6 different and adjustable methods.
License: GNU Lesser General Public License v3.0
Can you please update it to support 1.20.4 and 1.20.6?
Found your data pack and thought it was really amazing!
I was wondering if it could be more organized on which version to download for because the zip files that you release are confusing because I don't know which version is the latest zip file.
Edit: Solution was to not directly delete the datapack first but unpause the freezing entities in the datapack menu and uninstall it through in-game chat menu.
Now everything is back to normal
The iron farm has a named pillager as the scaring element that has been killed by the no lag. I tried to add the pillager to the tags in the ignore.kill tag but it has not worked. is there a fix for this?
Any entity in a boat/minecart is removed/killed when the clear lagg commands are exxecuted.
1.19.2
v3.12
They should not be. Those are very important entities
They are. This breaks a whole bunch of stuff
No response
minecraft:marker
entities are being deleted by this data pack, which breaks other data packs that use markers but don't follow any of the unofficial conventions for tagging them. It shouldn't be necessary to tag markers anyway since markers are used strictly for data packs and commands.
Currently, only the deactivation of the collision for new entities is prevented.
reference to this comment on PlanetMinecraft
Is your feature request related to a problem? Please describe.
Sometimes, the freezing distance < entity's follow range (Attribute minecraft:follow_range)
Describe the solution you'd like
Use attribute "minecraft:follow_range" to dynamic set freezing distance.
Describe alternatives you've considered
Examples:
execute store sucess score .temp0 nola.data store result score .temp1 nola.data run attribute @s generic.follow_range get
execute if score .temp0 nola.data matches 0 run function ... (*: no attribute, use default freezing distance)
execute if score .temp0 nola.data matches 1 run function ...
scoreboard players add .temp1 nola.data 16 (*: 1s loop may lose some distance)
execute if score .temp1 nola.data matches ..128 run function ... (*: all vanilla mobs' base attribute <100)
execute if score .temp1 nola.data matches 129.. run function ...
execute if score .temp1 nola.data matches ..64 run function ...
execute if score .temp1 nola.data matches 65.. run function ...
"(*:)" or "..." just some description.
Additional context
None.
Hey there!
We installed the datapack on our 1.17 server. The problem we found is that items will get deleted when lag clear is executed. So after one of us died all of his item were deleted. I found that the item should get ignored by lag clear and just get deleted by custom item despawn, but we can't figure out why the items get deleted.
Is there by any chance to get help or a fix?
Greetings!
You've heard of the Ice and Fire mode. The mod that adds those huge dragons. I love watching dragons fly, but because of NoLag freezes all entities, it is possible to see dragons floating in the air. To prevent this, I have to turn off EntityFreezing, this time those stupid zombies are damaging the game's performance.
I have a suggestion to prevent this: Assigning a whitelist file inside the Datapack folder.
23w13a (1.20)
v3.1.3
It should be possible to increase entity freezing distance to 128 blocks.
Wardens should be exempt from entity freeze.
"Entity freezing ✔
Freezing distance " cannot be inscreased further than 86 blocks.
This breaks all farms that utilise the 128 block mob spawn range
Enitity Freeze also freezes wardens when they should be exempt. Because of this unless the freeze distance is more than 64 blocks they usually do not despawn when you run away but stay there. This caused multiple nightmares while raiding ancient cities as multiple wardens were standing guard around certain areas becoming active again if you get closer then 64 or 42 blocks.
Mobfarm:
Warden:
I love your no lag datapack. Hope you update it soon. Heads up. ヾ(•ω•`)o
1.18.2
v3.0.2
I'm not sure if this datapack has special cases for mods, sorry if this might be more of a feature request than a bug, but I expect that create super glued blocks and contraptions should not be deleted
Create super glue and moving contraptions are sometimes deleted since they are treated as entities, and mostly happens when restarting the server. This could also be the reason why Create contraptions stop moving, tested with a bearing. This mod is great at reducing lag especially for forge servers, though I find this issue very annoying as although you can manually glue together the blocks again, the moving contraptions are instantly deleted and no way you can retrieve the blocks attached to them.
(for superglue)
No response
Item frames get deleted as an unneeded entity, but it is needed.
1.18.2
v3.0.2
Lag clear don't clear spark from Botania mod
Lag clear clear spark from Botania mod
Playing with botania mod, put spark on mana pool, go somewhere far away the mana pool
No response
1.20.1
3.1.5
The entities shouldn't be frozen after deleting the datapack.
Some of the entities are now frozen and untouchable after deleting the datapack.
Basically after deleting the datapack some of the entities that were far away from the base remained frozen and untouchable. I'm still not sure how did this happen.
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