{"id":120482,"date":"2026-06-07T05:08:42","date_gmt":"2026-06-07T02:08:42","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/performancex\/"},"modified":"2026-06-07T05:08:42","modified_gmt":"2026-06-07T02:08:42","slug":"performancex","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/performancex\/","title":{"rendered":"PerformanceX"},"content":{"rendered":"<p><center><\/p>\n<p><img decoding=\"async\" src=\"https:\/\/cdn.modrinth.com\/data\/3mt5csmO\/images\/d2427b99a9f5ff7274fc8417d579e59479edb82c_350.webp\" alt=\"Banner\" width=\"100%\"><\/p>\n<p># PerformanceX<\/p>\n<p>### The all-in-one performance suite for Minecraft servers.<\/p>\n<p>**29 modules. 16 integrations. Zero dependencies. One plugin.**<\/p>\n<p>![Servers](https:\/\/bstats.org\/plugin\/bukkit\/PerformanceX\/30806)<br \/>\n![Players](https:\/\/bstats.org\/plugin\/bukkit\/PerformanceX\/30806)<\/p>\n<p>**Folia** | **Paper** | **Spigot** | **MC 1.8.8 \u2014 1.21.x**<\/p>\n<p><\/center><\/p>\n<p>&#8212;<\/p>\n<p>## What is PerformanceX?<\/p>\n<p>PerformanceX is a **modular server performance suite** that replaces a dozen separate plugins with a single, lightweight JAR. Every module is self-contained \u2014 enable what you need, disable what you don&#8217;t. No module depends on another, and toggling any module on or off **never requires a restart**.<\/p>\n<p>It ships with **smart defaults** that work out of the box on most servers, but every single value is configurable down to per-mob-type, per-item-type, and per-world granularity. If a ClearLagg-style plugin is all you need, enable two modules and you&#8217;re done. If you want a full performance overhaul with AI throttling, lag machine detection, automatic backups, and Discord webhooks \u2014 it does that too.<\/p>\n<p>**Drop it in. Run `\/px status`. You&#8217;re done.**<\/p>\n<p>(I&#8217;m bad with graphics forgive me please haha if you are better with them, get in touch via discord I will happily credit you for the artwork!)<\/p>\n<p>&#8212;<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/cdn.modrinth.com\/data\/3mt5csmO\/images\/af78cfaf3d7bd50dd0a77cee62c057172eec89a2_350.webp\" alt=\"29 Modules Overview\" width=\"100%\"><\/p>\n<p>&#8212;<\/p>\n<p>## Item Management<\/p>\n<p>### Item Despawn \u2014 The Headline Feature<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/cdn.modrinth.com\/data\/3mt5csmO\/images\/9bb825a074f6d9b0f307c5476e8144dd487c3f0a_350.webp\" alt=\"Item Despawn\" width=\"100%\"><\/p>\n<p>Per-item-type configurable despawn timers with a **floating countdown label** hovering above every dropped item. The label shows the item name, stack count, and time remaining \u2014 updated in real-time.<\/p>\n<p>This is the module that solves the original problem: **RoseStacker stack updates no longer break despawn timers.** When a stack grows, the timer resets automatically.<\/p>\n<p>**Four rarity tiers come pre-configured out of the box:**<\/p>\n<p>| Tier | Duration | Examples |<br \/>\n|:&#8212;&#8211;|:&#8212;&#8212;&#8212;|:&#8212;&#8212;&#8212;|<br \/>\n| **Legendary** | Never despawns | Nether Star, Elytra, Dragon Egg, Totem of Undying |<br \/>\n| **Epic** | 30 minutes | Diamond, Emerald, Trident, Ancient Debris, Netherite |<br \/>\n| **Valuable** | 10 minutes | Iron Ingot, Gold Ingot, Blaze Rod, Ender Pearl |<br \/>\n| **Junk** | 60 seconds | Cobblestone, Dirt, Rotten Flesh, Gravel, Logs |<\/p>\n<p>Everything else uses the default of 5 minutes. Every timer is fully configurable per item type, per world, and per plugin integration.<\/p>\n<p>**Label rendering options:**<br \/>\n&#8211; `text_display` \u2014 cleanest look, uses TextDisplay entities (MC 1.19.4+)<br \/>\n&#8211; `armor_stand` \u2014 invisible armor stand fallback, works on 1.8.8+<br \/>\n&#8211; `custom_name` \u2014 uses the item&#8217;s built-in nametag, zero extra entities<br \/>\n&#8211; `auto` \u2014 picks the best option for your server version<\/p>\n<p>**Label format is fully customizable** with MiniMessage:<br \/>\n&#8220;`yaml<br \/>\nformat: &#8220;<white><name> <gray>x<yellow><count> <gray>| <gold><time>&#8221;<br \/>\n&#8220;`<\/p>\n<p>**Smart features:**<br \/>\n&#8211; Labels auto-hide when no player is within range (saves bandwidth)<br \/>\n&#8211; Timer resets on stack merge (vanilla) and RoseStacker size changes<br \/>\n&#8211; Per-world duration overrides (e.g., resource worlds = 30s, The End = 10m)<br \/>\n&#8211; Bypass permission: `performancex.bypass.itemdespawn`<br \/>\n&#8211; Full integration with ItemsAdder, DropHeads, FancyWaystones, ArmoredElytra, TreeFeller, and Veinminer for per-custom-item type keys<\/p>\n<p>&#8212;<\/p>\n<p>### Item Clear \u2014 ClearLagg Replacement<\/p>\n<p>Scheduled and on-demand ground item removal that **won&#8217;t eat your diamonds.**<\/p>\n<p>Unlike ClearLagg, PerformanceX&#8217;s item clear has:<br \/>\n&#8211; **Per-type include\/exclude lists** with wildcard patterns (`minecraft:netherite_*`)<br \/>\n&#8211; **Lands-claim awareness** \u2014 items inside claimed areas are never cleared<br \/>\n&#8211; **Bypass-permission proximity guards** \u2014 items near staff are protected<br \/>\n&#8211; **Configurable countdown warnings** via actionbar, title, or chat<\/p>\n<p>&#8220;`yaml<br \/>\nschedule: &#8220;every 15m&#8221;          # or &#8220;at 0:00,12:00&#8221; for specific times<br \/>\nwarnings: [&#8220;5m&#8221;, &#8220;1m&#8221;, &#8220;30s&#8221;, &#8220;10s&#8221;, &#8220;5s&#8221;]<\/p>\n<p># Items matching include AND NOT matching exclude are removed<br \/>\ninclude: [&#8220;minecraft:*&#8221;]<br \/>\nexclude:<br \/>\n  &#8211; &#8220;minecraft:nether_star&#8221;    # Legendary items never cleared<br \/>\n  &#8211; &#8220;minecraft:diamond&#8221;        # Rare items never cleared<br \/>\n  &#8211; &#8220;itemsadder:*&#8221;             # All custom items protected<br \/>\n  &#8211; &#8220;dropheads:*&#8221;              # Player heads protected<br \/>\n&#8220;`<\/p>\n<p>**Commands:**<br \/>\n&#8211; `\/px clear` \u2014 clear all eligible items server-wide<br \/>\n&#8211; `\/px clear here 64` \u2014 clear within 64 blocks of you<br \/>\n&#8211; `\/px clear world` \u2014 clear the current world only<\/p>\n<p>&#8212;<\/p>\n<p>### Item Merge<\/p>\n<p>Actively merges nearby identical dropped items on the ground into stacks. Unlike vanilla&#8217;s merge event (which only fires on spawn), this module **periodically scans and combines items** that vanilla wouldn&#8217;t merge because they spawned too far apart or at different times.<\/p>\n<p>&#8211; **Configurable merge radius** (default: 8 blocks, cross-chunk)<br \/>\n&#8211; **Respects natural max stack sizes** \u2014 ender pearls cap at 16, not 64<br \/>\n&#8211; **Blacklist materials** that shouldn&#8217;t be merged (enchanted books, etc.)<br \/>\n&#8211; **Sweep interval** tuning \u2014 10 seconds default, adjustable<\/p>\n<p>Players still get every item. There are just fewer entities on the ground.<\/p>\n<p>&#8212;<\/p>\n<p>## Mob Management<\/p>\n<p>### Mob Despawn<\/p>\n<p>Per-mob-type despawn timers with **smart skip rules** that protect the mobs players care about. Only mobs from natural spawning are tracked \u2014 spawner mobs, egg-placed mobs, and plugin-spawned mobs are left completely alone.<\/p>\n<p>**Skip rules guarantee permanent mobs are never removed:**<br \/>\n&#8211; Named mobs (nametag or plugin)<br \/>\n&#8211; Tamed animals (wolves, cats, horses)<br \/>\n&#8211; Leashed mobs<br \/>\n&#8211; Mobs in vehicles or carrying passengers<br \/>\n&#8211; Mobs with the vanilla persistent flag<br \/>\n&#8211; SafariNet captures, Lands-claimed mobs, ArmorStandTools stands<\/p>\n<p>**Per-type overrides:**<br \/>\n&#8220;`yaml<br \/>\nminecraft:phantom:    90s     # Annoying \u2014 despawn fast<br \/>\nminecraft:vex:        60s     # Very annoying<br \/>\nminecraft:zombie:     300s    # Standard hostiles<br \/>\nminecraft:pillager:   600s    # Raid mobs \u2014 longer for looting<br \/>\n&#8220;`<\/p>\n<p>&#8212;<\/p>\n<p>### Mob Clear<\/p>\n<p>Hard mob caps per chunk or per world with intelligent culling by mob family:<\/p>\n<p>| Family | Default Cap\/Chunk | Examples |<br \/>\n|:&#8212;&#8212;-|:&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;|:&#8212;&#8212;&#8212;|<br \/>\n| **Hostile** | 8 | Zombies, Skeletons, Creepers |<br \/>\n| **Passive** | 10 | Cows, Sheep, Pigs, Villagers |<br \/>\n| **Ambient** | 4 | Bats |<br \/>\n| **Water** | 8 | Fish, Dolphins, Squid |<br \/>\n| **Misc** | 16 | Armor Stands, Item Frames |<\/p>\n<p>Shares skip rules with Mob Despawn \u2014 a mob protected from despawning is also protected from clearing. Works best paired with Mob Despawn and Spawn Limiter for a complete mob lifecycle solution.<\/p>\n<p>&#8212;<\/p>\n<p>### Mob AI Throttler \u2014 30-50% TPS Savings<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/cdn.modrinth.com\/data\/3mt5csmO\/images\/3a10334885bd9e7b6e3ef828a82056001c69b96e_350.webp\" alt=\"Mob AI Throttler\" width=\"100%\"><\/p>\n<p>Mob AI is typically **30-50% of server tick time.** This module disables AI for mobs far from players using three configurable distance tiers:<\/p>\n<p>| Zone | Range | Behavior |<br \/>\n|:&#8212;&#8211;|:&#8212;&#8212;|:&#8212;&#8212;&#8212;|<br \/>\n| **Full AI** | 0-32 blocks | Normal \u2014 pathfinding, attacking, wandering |<br \/>\n| **Reduced AI** | 32-48 blocks | AI ticks every 4th sweep cycle (75% savings) |<br \/>\n| **No AI** | 48-64 blocks | Completely frozen \u2014 zero AI overhead |<\/p>\n<p>**Per-family overrides** let you tune each mob type independently:<br \/>\n&#8211; **Hostile mobs**: shorter range (they&#8217;re dangerous, keep AI closer)<br \/>\n&#8211; **Passive mobs**: wider range (less important, save more CPU)<br \/>\n&#8211; **Villagers**: largest range (trades need to work from further away)<\/p>\n<p>**Lag-aware mode:** When TPS drops below 16.0, all ranges automatically shrink by 40%. Mobs need to be much closer to keep their AI \u2014 a massive automatic performance gain when the server needs it most.<\/p>\n<p>**Always exempt:** Named, tamed, leashed, and boss mobs (Wither, Ender Dragon) always keep full AI regardless of distance.<\/p>\n<p>&#8212;<\/p>\n<p>### Spawn Limiter<\/p>\n<p>Per-chunk spawn budgets and per-world entity caps. **Prevents mob accumulation before it starts** instead of cleaning up after. A proactive complement to Mob Clear and Mob Despawn.<\/p>\n<p>### Farm Limiter<\/p>\n<p>Throttles the **root causes** of item and entity floods from automated farms:<\/p>\n<p>| Target | What it does | Default |<br \/>\n|:&#8212;&#8212;-|:&#8212;&#8212;&#8212;&#8212;|:&#8212;&#8212;&#8211;|<br \/>\n| **Spawner rates** | Min interval between spawns + mob count cap near spawner | 20s, max 10 mobs |<br \/>\n| **Crop growth** | Random skip chance per growth tick | 85% pass rate (15% slower) |<br \/>\n| **Fast crops** | Tighter throttle for bamboo, cactus, sugar cane, kelp | 50-65% pass rate |<br \/>\n| **Breeding** | Extended cooldown beyond vanilla&#8217;s 5 minutes | 10 min cooldown |<br \/>\n| **Egg laying** | Random cancel of chicken egg spawns | 75% chance |<br \/>\n| **Item flood** | Per-chunk-per-second item spawn cap | 64 items\/chunk\/sec |<\/p>\n<p>Valuable items (Diamond, Emerald, Netherite, etc.) are **never** affected by the item flood cap.<\/p>\n<p>&#8212;<\/p>\n<p>## Entity Control<\/p>\n<p>### Entity Limiter<\/p>\n<p>Per-chunk or per-world caps for every non-item, non-mob entity type:<\/p>\n<p>| Entity Group | Default Cap | Notes |<br \/>\n|:&#8212;&#8212;&#8212;&#8212;-|:&#8212;&#8212;&#8212;&#8211;|:&#8212;&#8212;|<br \/>\n| Projectiles (arrows, tridents) | 50 | Only counts stuck\/aged projectiles (>5s) |<br \/>\n| XP Orbs | 100 | Supports merge-instead-of-delete |<br \/>\n| Boats | 20 | All wood types |<br \/>\n| Minecarts | 20 | All variants (chest, hopper, TNT) |<br \/>\n| Item Frames | 100 | Including glow item frames |<br \/>\n| Paintings | 50 | |<br \/>\n| Falling Blocks | 30 | Sand, gravel, anvils, concrete |<br \/>\n| TNT | 20 | Primed TNT entities |<br \/>\n| Armor Stands | 50 | ArmorStandTools-protected are skipped |<\/p>\n<p>**XP Orb Merging:** Instead of deleting XP orbs, merge nearby orbs into a single orb with the combined value. Players still get their XP \u2014 there are just fewer entities. Configurable merge radius (3 blocks), max value per orb (10,000), and toggle for every-sweep vs lazy-mode merging.<\/p>\n<p>**Per-projectile-type toggles:** Disable counting for ghast fireballs (intentional gameplay) and wither skulls (boss fight) while still capping arrows and snowballs.<\/p>\n<p>&#8212;<\/p>\n<p>## Redstone, Hoppers &#038; Machines<\/p>\n<p>### Redstone Limiter<\/p>\n<p>Detects and throttles redstone clocks and high-frequency circuits. Three operating modes:<\/p>\n<p>| Mode | Behavior |<br \/>\n|:&#8212;&#8211;|:&#8212;&#8212;&#8212;|<br \/>\n| **Monitor** | Log offending locations to console, don&#8217;t interfere |<br \/>\n| **Throttle** | Limit pulses per second at clock locations (default) |<br \/>\n| **Disable** | Cancel all redstone events in configured worlds |<\/p>\n<p>**Clock detection:** A location firing more than 15 pulses\/second is identified as a clock. Detected clocks are suppressed for 30 seconds before re-evaluation.<\/p>\n<p>**Lag-aware escalation:** Automatically steps up from monitor to throttle to disable when TPS drops below 16.0 \u2014 and reverts when TPS recovers.<\/p>\n<p>### Hopper Limiter<\/p>\n<p>Throttles hopper transfer rates. **Runs at vanilla speed by default** \u2014 the lag-aware mode only kicks in when TPS drops:<\/p>\n<p>&#8211; **Normal:** 8-tick transfer interval (vanilla)<br \/>\n&#8211; **During lag (TPS < 17.0):** 24-tick interval (one-third speed)\n- Sorting systems still work \u2014 they just temporarily back up\n- Per-chunk hopper caps available for extreme networks\n- Per-world overrides for skyblock\/creative servers\n\n### Anti-Lag Machine\n\n\n\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/cdn.modrinth.com\/data\/3mt5csmO\/images\/e554474dfb2ffa19270a00c40ba054001d98d387_350.webp\" alt=\"Anti-Lag Machine\" width=\"100%\"><\/p>\n<p>Detects and stops four types of lag machines:<\/p>\n<p>| Detection | Threshold | Response |<br \/>\n|:&#8212;&#8212;&#8212;-|:&#8212;&#8212;&#8212;-|:&#8212;&#8212;&#8212;|<br \/>\n| **Piston spam** | 10\/sec per location | Cancel + 30s suppression |<br \/>\n| **Fluid cascades** | 20 flow events\/sec | Cancel event |<br \/>\n| **Falling block avalanches** | 50\/chunk\/sec | Cancel entity spawn |<br \/>\n| **TNT chain reactions** | 10 primed TNT\/chunk | Cancel priming |<\/p>\n<p>Each detection type has three response modes: **cancel** (silent, safest), **log** (monitor only), or **break** (remove source block \u2014 aggressive). Admin notifications via the Notifications module when a lag machine is detected.<\/p>\n<p>&#8212;<\/p>\n<p>## Performance &#038; Monitoring<\/p>\n<p>### Collision Limiter<\/p>\n<p>Disables entity-entity collisions for configurable types. Collision checks scale **O(n^2)** with nearby entities \u2014 reducing them helps crowded areas dramatically.<\/p>\n<p>&#8211; **Always disabled:** Armor stands, item frames, dropped items, projectiles<br \/>\n&#8211; **Lag-aware mode:** When TPS < 16.0, disables ALL mob-to-mob collisions\n\n### Tile Entity Throttler\n\nPauses furnace\/smoker\/blast furnace ticking for blocks far from players. Saves the burn state, pauses progress, and **resumes automatically** when a player approaches. No items are lost.\n\n- Beacons and conduits also throttled when distant\n- Empty containers auto-skipped (nothing to process)\n- Hoppers and spawners excluded (handled by their own modules)\n\n### Chunk Manager\n\nControls the chunk lifecycle \u2014 **fewer loaded chunks means fewer entities to tick, fewer tile entities to process, and less memory usage.**\n\n- **Stale chunk unloading:** Chunks with no nearby players (>8 chunks away) are unloaded after a 30-second grace period<br \/>\n&#8211; **Chunk load rate limiting:** Max 4 loads\/tick, 40 loads\/second \u2014 prevents lag spikes from fast travel and teleportation<br \/>\n&#8211; **Per-world chunk caps:** Hard limits on loaded chunks per world (optional, for memory-constrained servers)<br \/>\n&#8211; Spawn chunks and Lands-claimed chunks can be protected from unloading<\/p>\n<p>### Tick Speed<\/p>\n<p>Per-world overrides for random tick speed, view distance, simulation distance, and spawn limits. Apply different tuning to different worlds:<\/p>\n<p>&#8220;`yaml<br \/>\ndefaults:<br \/>\n  random_tick_speed: 3<br \/>\n  view_distance: 10<br \/>\n  simulation_distance: 8<\/p>\n<p>worlds:<br \/>\n  resource_world:<br \/>\n    random_tick_speed: 1    # Slower growth = less lag<br \/>\n    view_distance: 6        # Fewer chunks loaded<br \/>\n    spawn_limits:<br \/>\n      monster: 25            # Fewer mobs<br \/>\n&#8220;`<\/p>\n<p>Changes take effect on `\/px reload` \u2014 no restart.<\/p>\n<p>&#8212;<\/p>\n<p>## Lag Actions \u2014 Automatic Response System<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/cdn.modrinth.com\/data\/3mt5csmO\/images\/bc425d245578badb3c5d9735bb82b9e78d9fcf4e_350.webp\" alt=\"Lag Actions\" width=\"100%\"><\/p>\n<p>Multi-tier automatic lag response that escalates from gentle to aggressive. Define TPS thresholds and the actions to take when the server crosses them:<\/p>\n<p>### Tier 1: Mild Lag (TPS < 18.0)\nBroadcast a warning to players. No gameplay interference.\n\n### Tier 2: Moderate Lag (TPS < 16.0)\nClear ground items, reduce mob spawn rates by 50%, and warn players. Spawn throttle reverts after 60 seconds.\n\n### Tier 3: Severe Lag (TPS < 12.0)\nFull emergency response: clear items, mobs, and excess entities. Throttle redstone and hoppers. Force JVM garbage collection. Broadcast severity warning.\n\n### Tier 4: Critical (TPS < 8.0) \u2014 Optional\nRun custom console commands, kill all phantoms, unload stale chunks.\n\n**14 available actions:** `clear_items`, `clear_mobs`, `clear_entities`, `gc`, `throttle_spawns`, `throttle_redstone`, `throttle_hoppers`, `throttle_mob_ai`, `throttle_spawns_hard`, `disable_collisions`, `unload_stale_chunks`, `broadcast`, `run_command`, `kill_phantoms`\n\n**Spike protection:** Requires 3 consecutive failed checks before triggering (configurable). Prevents one-tick lag spikes from causing unnecessary cleanup.\n\n**Auto-recovery:** When TPS recovers above all thresholds (3 consecutive passing checks), broadcasts a recovery message and reverts all throttles.\n\n---\n\n## Monitoring &#038; Diagnostics\n\n### Performance Monitor\n\nLive dashboard via `\/px monitor` showing:\n- **TPS** \u2014 1-minute, 5-minute, and 15-minute rolling averages\n- **MSPT** \u2014 milliseconds per tick (how much of each 50ms tick budget is used)\n- **Heap** \u2014 JVM memory usage (used \/ max)\n- **Entities** \u2014 total loaded entity count across all worlds\n- **Chunks** \u2014 total loaded chunk count\n\nUses Paper's native tick APIs when available. On legacy Spigot, the **built-in tick sampler** provides equivalent data with configurable window size and cadence \u2014 zero overhead on Paper.\n\n### Benchmark\n\nHardware stress test that measures your server's actual capacity:\n- **CPU** \u2014 single-thread and multi-thread burn tests\n- **RAM** \u2014 sequential write\/read throughput (256 MB buffer)\n- **Disk** \u2014 read\/write speed (128 MB test file)\n- **Network** \u2014 download\/upload speed via Cloudflare speed test\n\nProduces an analysis with **estimated max concurrent players**, identified bottleneck, and hardware upgrade recommendations. All tests run async \u2014 the main tick is never blocked.\n\n### Speed Test\n\nFour diagnostic probes via `\/px speedtest`:\n- **Disk I\/O** \u2014 sequential throughput\n- **Network** \u2014 latency to external endpoints\n- **TPS under load** \u2014 synthetic tick stress\n- **Chunk generation** \u2014 measures gen speed for your world generator\n\n---\n\n## World Pre-Generation\n\nChunky-style chunk pre-generation so players **never hit generation lag:**\n\n- **Shapes:** square, circle, diamond\n- **Parallel async generation** on Paper \u2014 4 concurrent tasks by default (configurable up to your CPU cores)\n- **World border auto-detection** \u2014 `\/px pregen start world` uses your vanilla world border\n- **Auto-pause** when players join (resumes when empty), and when TPS drops\n- **Persistent jobs** \u2014 survive server restarts, resume from where they left off\n- **Progress saved** every 100 chunks to disk\n- **Terra and Iris generator detection** \u2014 displays generator name in progress output\n\n```\n\/px pregen start survival 5000 circle    # 5000-block radius circle\n\/px pregen start survival               # auto-detect from world border\n\/px pregen pause | resume | cancel | status\n```\n\n---\n\n## Auto Backup\n\n\n\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/cdn.modrinth.com\/data\/3mt5csmO\/images\/1f047ecf7a42d7c5bd817d908c5c1ef520e65611_350.webp\" alt=\"Auto Backup\" width=\"100%\"><\/p>\n<p>Scheduled ZIP backups to **five storage backends simultaneously:**<\/p>\n<p>| Backend | Description | Examples |<br \/>\n|:&#8212;&#8212;&#8211;|:&#8212;&#8212;&#8212;&#8211;|:&#8212;&#8212;&#8212;|<br \/>\n| **Local** | Filesystem directory | `backups\/` |<br \/>\n| **S3** | Any S3-compatible API | AWS S3, MinIO, Wasabi, Backblaze B2, IDrive e2 |<br \/>\n| **SFTP** | SSH-based upload | Any server with SSH access |<br \/>\n| **rclone** | 40+ cloud providers | Google Drive, Dropbox, OneDrive, Mega |<br \/>\n| **FTP** | Standard FTP | Any FTP server |<\/p>\n<p>**What&#8217;s included:** All loaded worlds, the entire `plugins\/` directory, `server.properties`, `ops.json`, `whitelist.json`, ban lists, and any custom extras you configure.<\/p>\n<p>**Smart exclusions:** `*.log`, `*.tmp`, cache directories, dynmap tiles, crash reports, `.git\/` \u2014 all excluded by default.<\/p>\n<p>**Key features:**<br \/>\n&#8211; Schedule: `&#8221;every 24h&#8221;` or `&#8221;at 2:00,14:00&#8243;` for specific times<br \/>\n&#8211; Compression level 0-9 (default: 6)<br \/>\n&#8211; Retention: keep last N backups per backend (default: 7)<br \/>\n&#8211; Pre-backup `\/save-all` with configurable wait time<br \/>\n&#8211; **Restart safety:** delays scheduled restarts until backup finishes<br \/>\n&#8211; In-game notifications on start, complete, and failure<br \/>\n&#8211; Discord webhook integration for remote monitoring<br \/>\n&#8211; Manual trigger: `\/px backup` anytime<\/p>\n<p>&#8212;<\/p>\n<p>## Block Logger<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/cdn.modrinth.com\/data\/3mt5csmO\/images\/0e736e39a78a8434b691c8dc6039565db5a29e26_350.webp\" alt=\"Block Logger\" width=\"100%\"><\/p>\n<p>CoreProtect-style activity logging with **zero external dependencies** \u2014 uses an embedded SQLite database by default (MySQL also supported).<\/p>\n<p>**What&#8217;s tracked:**<br \/>\n&#8211; Block breaks and placements (who, what, where, when)<br \/>\n&#8211; Container interactions \u2014 chest, hopper, furnace, barrel opens<br \/>\n&#8211; Chat messages (optional)<br \/>\n&#8211; Commands (optional, for audit trails)<\/p>\n<p>**Commands:**<br \/>\n&#8220;`<br \/>\n\/px log lookup Steve r:10 t:1h          # Steve&#8217;s changes, 10 blocks, 1 hour<br \/>\n\/px log lookup Steve r:20 t:7d a:break  # Only breaks, 7 days<br \/>\n\/px log rollback Steve r:20 t:7d        # Undo Steve&#8217;s changes<br \/>\n\/px log restore Steve r:20 t:7d         # Re-apply rolled back changes<br \/>\n\/px log purge 90                         # Delete entries older than 90 days<br \/>\n\/px log status                           # DB size, entry count, backend type<br \/>\n&#8220;`<\/p>\n<p>**Performance:** Events are queued in memory and flushed in batches (500 entries every 2 seconds). Auto-purges entries older than 30 days. World blacklist to exclude creative\/minigame worlds.<\/p>\n<p>&#8212;<\/p>\n<p>## Webhooks<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/cdn.modrinth.com\/data\/3mt5csmO\/images\/bb73dc59108a5a44e0e974fbd03496fca66705e1_350.webp\" alt=\"Webhooks\" width=\"100%\"><\/p>\n<p>Real-time notifications for **20 event types** to Discord, Slack, or any HTTP endpoint:<\/p>\n<p>| Category | Events |<br \/>\n|:&#8212;&#8212;&#8212;|:&#8212;&#8212;-|<br \/>\n| **Server** | `server_start`, `server_stop`, `restart_warning`, `restart` |<br \/>\n| **Players** | `player_join`, `player_quit`, `player_death`, `first_join`, `last_quit` |<br \/>\n| **Performance** | `tps_drop`, `tps_recover`, `lag_action`, `lag_machine` |<br \/>\n| **Cleanup** | `item_clear`, `mob_clear` |<br \/>\n| **Backups** | `backup_start`, `backup_complete`, `backup_failed` |<br \/>\n| **Pre-gen** | `pregen_start`, `pregen_complete`, `pregen_pause` |<\/p>\n<p>**Per-event customization:** Each event has its own title, description, color, and `@mention` override. Use `@here`, `@everyone`, or `<@ROLE_ID>` to ping specific roles on critical events (TPS drops, lag machines, backup failures).<\/p>\n<p>**Delivery:** Rate-limited (1 req\/sec default for Discord compliance), automatic retries (3 attempts, 5s delay), and per-endpoint enable\/disable.<\/p>\n<p>**Quick setup (Discord):**<br \/>\n1. Channel Settings > Integrations > Webhooks > New<br \/>\n2. Copy the URL into `webhooks.yml`<br \/>\n3. Set `enabled: true`<br \/>\n4. `\/px reload` \u2014 done<\/p>\n<p>&#8212;<\/p>\n<p>## Geyser Support \u2014 Bedrock Compatibility<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/cdn.modrinth.com\/data\/3mt5csmO\/images\/65bdb60fb29d85cd0f59d5654e2c46c40cb81a71_350.webp\" alt=\"Geyser Support\" width=\"100%\"><\/p>\n<p>Bedrock players connecting via GeyserMC crash on entities and effects that Java clients handle fine. This module fixes that \u2014 **without affecting Java players at all.**<\/p>\n<p>| Problem | Solution |<br \/>\n|:&#8212;&#8212;&#8211;|:&#8212;&#8212;&#8212;|<br \/>\n| TextDisplay entities crash Bedrock | Hidden from all Bedrock players on spawn |<br \/>\n| Invisible ArmorStands render as T-posing models | Hidden (only invisible ones \u2014 decorative stands unaffected) |<br \/>\n| Too many entities freeze the renderer | Per-player entity cap (200 default, furthest hidden first) |<br \/>\n| TNT chains crash the client | Rate-limited: max 3 explosions\/sec near Bedrock, 10 primed TNT cap |<br \/>\n| Firework shows freeze the client | Firework bursts cancelled within 48 blocks of Bedrock players |<br \/>\n| Large view distance wastes bandwidth | Per-player view (8) and simulation (6) distance reduction |<\/p>\n<p>**Detection chain:** Geyser API > Floodgate API > UUID heuristic (no hard dependency on either plugin).<\/p>\n<p>&#8212;<\/p>\n<p>## Auto Restart<\/p>\n<p>Scheduled server restarts with countdown warnings routed through the Notifications module:<br \/>\n&#8211; Schedule: `&#8221;at 4:00&#8243;` (daily), `&#8221;every 12h&#8221;`, or multiple times<br \/>\n&#8211; Warnings at: 30m, 15m, 5m, 1m, 30s, 10s, 5s (all configurable)<br \/>\n&#8211; Safety: minimum 5 minutes uptime before first restart (prevents boot loops)<br \/>\n&#8211; Optional: cancel if admin is online<br \/>\n&#8211; **PerformanceX Launcher integration** \u2014 writes a `.restart` marker so the launcher knows it&#8217;s a clean restart, not a crash<\/p>\n<p>&#8212;<\/p>\n<p>## Integrations<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/cdn.modrinth.com\/data\/3mt5csmO\/images\/0348b5472f9e1a8b658bf2a88e5811990b0a8679_350.webp\" alt=\"16 Integrations\" width=\"100%\"><\/p>\n<p>PerformanceX auto-detects installed plugins and activates matching hooks. **No configuration required** \u2014 if the plugin is present, the integration just works.<\/p>\n<p>| Plugin | What it does |<br \/>\n|:&#8212;&#8212;-|:&#8212;&#8212;&#8212;&#8212;|<br \/>\n| **RoseStacker** | Resets despawn timers when stack size changes \u2014 the original bug fix |<br \/>\n| **ItemsAdder** | Per-custom-item despawn overrides (e.g., `itemsadder:myset:myitem`) |<br \/>\n| **DropHeads** | Per-player-head despawn overrides |<br \/>\n| **SafariNet** | Mobs released from safari nets are protected from despawn\/clear |<br \/>\n| **Lands** | Items and mobs inside claimed areas are protected from clearing |<br \/>\n| **Multiverse-Core** | Per-world-group config scoping |<br \/>\n| **ResourceWorld** | Exclude rotating resource worlds from monitor stats |<br \/>\n| **FancyWaystones** | Waystone items bypass despawn tracking entirely |<br \/>\n| **ArmorStandTools** | Protected armor stands are skipped by mob clear and entity limiter |<br \/>\n| **ArmoredElytra** | Custom elytra items get their own type key for despawn overrides |<br \/>\n| **TreeFeller** | Tree-feller drops are tagged for separate despawn timers |<br \/>\n| **Veinminer** | Veinminer drops are tagged for separate despawn timers |<br \/>\n| **xPickup** | Auto-pickup awareness (items never hit the ground = no timer) |<br \/>\n| **Terra** | Detects Terra world generator for pre-gen progress display |<br \/>\n| **Iris** | Detects Iris world generator for pre-gen progress display |<br \/>\n| **PlaceholderAPI** | Exposes 14+ placeholders for scoreboards, TAB, and other plugins |<\/p>\n<p>Any integration can be force-disabled via `config.yml`:<br \/>\n&#8220;`yaml<br \/>\nintegrations:<br \/>\n  disabled:<br \/>\n    &#8211; rosestacker    # Disable even if RoseStacker is installed<br \/>\n&#8220;`<\/p>\n<p>&#8212;<\/p>\n<p>## PlaceholderAPI Placeholders<\/p>\n<p>| Placeholder | Value |<br \/>\n|:&#8212;&#8212;&#8212;&#8212;|:&#8212;&#8212;|<br \/>\n| `%performancex_tps%` | Current TPS |<br \/>\n| `%performancex_tps_1m%` | 1-minute TPS average |<br \/>\n| `%performancex_tps_5m%` | 5-minute TPS average |<br \/>\n| `%performancex_mspt%` | Milliseconds per tick |<br \/>\n| `%performancex_entities%` | Total loaded entities |<br \/>\n| `%performancex_chunks%` | Total loaded chunks |<br \/>\n| `%performancex_tracked_items%` | Items with active despawn timers |<br \/>\n| `%performancex_next_clear%` | Time until next scheduled clear |<br \/>\n| `%performancex_spawns_blocked%` | Spawns blocked this cycle |<br \/>\n| `%performancex_ai_disabled%` | Mobs with AI fully disabled |<br \/>\n| `%performancex_ai_reduced%` | Mobs with reduced AI |<br \/>\n| `%performancex_lag_machines%` | Total lag machine detections |<br \/>\n| `%performancex_pregen_progress%` | Pre-gen progress percentage |<br \/>\n| `%performancex_pregen_world%` | Pre-gen active world name |<\/p>\n<p>&#8212;<\/p>\n<p>## Commands<\/p>\n<p>All commands use `\/px` (aliases: `\/performancex`, `\/perfx`).<\/p>\n<details>\n<summary><b>Full Command Reference<\/b> (click to expand)<\/summary>\n<p>### Core<br \/>\n| Command | Description |<br \/>\n|:&#8212;&#8212;&#8211;|:&#8212;&#8212;&#8212;&#8212;|<br \/>\n| `\/px status` | One-screen server health overview |<br \/>\n| `\/px monitor` | Live TPS\/MSPT\/heap\/entity dashboard |<br \/>\n| `\/px modules` | List all modules and their enabled\/disabled\/error state |<br \/>\n| `\/px enable <module>` | Enable a module at runtime |<br \/>\n| `\/px disable <module>` | Disable a module at runtime |<br \/>\n| `\/px reload` | Reload all configs and reconcile module states |<br \/>\n| `\/px version` | Plugin version and platform info |<br \/>\n| `\/px debug` | Debug diagnostics |<\/p>\n<p>### Item &#038; Mob Management<br \/>\n| Command | Description |<br \/>\n|:&#8212;&#8212;&#8211;|:&#8212;&#8212;&#8212;&#8212;|<br \/>\n| `\/px clear [here <r> | world]` | Clear ground items |<br \/>\n| `\/px clearmobs [here <r> | world]` | Clear mobs |<br \/>\n| `\/px merge` | Trigger manual item merge pass |<br \/>\n| `\/px despawn` | Trigger item despawn check |<br \/>\n| `\/px mobdespawn` | Trigger mob despawn check |<br \/>\n| `\/px entities` | Clear excess non-mob entities |<br \/>\n| `\/px timer <item|mob> <type> <seconds>` | Set despawn timer for a specific type |<\/p>\n<p>### Module Controls<br \/>\n| Command | Description |<br \/>\n|:&#8212;&#8212;&#8211;|:&#8212;&#8212;&#8212;&#8212;|<br \/>\n| `\/px mobai <info|stats|shrink|restore>` | Mob AI throttler controls |<br \/>\n| `\/px spawns` | Spawn limiter stats and budgets |<br \/>\n| `\/px farm` | Farm limiter stats |<br \/>\n| `\/px redstone` | Redstone limiter status and detections |<br \/>\n| `\/px hoppers` | Hopper limiter status |<br \/>\n| `\/px collision` | Collision limiter status |<br \/>\n| `\/px tiles` | Tile entity throttler stats |<br \/>\n| `\/px chunks` | Chunk manager info |<br \/>\n| `\/px lagmachine` | Lag machine detection stats |<br \/>\n| `\/px lagactions` | Lag action system status |<br \/>\n| `\/px tickspeed` | Per-world tick settings |<\/p>\n<p>### World &#038; Server<br \/>\n| Command | Description |<br \/>\n|:&#8212;&#8212;&#8211;|:&#8212;&#8212;&#8212;&#8212;|<br \/>\n| `\/px pregen <start|pause|resume|cancel|status>` | World pre-generation |<br \/>\n| `\/px backup` | Trigger manual backup |<br \/>\n| `\/px restore <name> [all]` | Restore from backup |<br \/>\n| `\/px restart [cancel]` | Trigger or cancel restart |<br \/>\n| `\/px geyser <info|list|reload>` | Geyser support info and Bedrock player list |<\/p>\n<p>### Logging &#038; Diagnostics<br \/>\n| Command | Description |<br \/>\n|:&#8212;&#8212;&#8211;|:&#8212;&#8212;&#8212;&#8212;|<br \/>\n| `\/px log <lookup|rollback|restore|purge|status>` | Block logger commands |<br \/>\n| `\/px benchmark <run|quick|results>` | Hardware benchmark |<br \/>\n| `\/px speedtest <probe>` | Diagnostic speed tests |<br \/>\n| `\/px logs` | View recent server warnings |<br \/>\n| `\/px webhook <test|list>` | Webhook management |<br \/>\n| `\/px notify [on|off]` | Toggle personal notifications |<\/p>\n<\/details>\n<p>&#8212;<\/p>\n<p>## Permissions<\/p>\n<p>| Permission | Description | Default |<br \/>\n|:&#8212;&#8212;&#8212;&#8211;|:&#8212;&#8212;&#8212;&#8212;|:&#8212;&#8212;&#8211;|<br \/>\n| `performancex.admin` | All PerformanceX commands | op |<br \/>\n| `performancex.notifications` | Receive cleanup warnings | everyone |<br \/>\n| `performancex.bypass.itemdespawn` | Your items skip despawn timers | false |<br \/>\n| `performancex.bypass.itemclear` | Items near you skip scheduled clears | false |<\/p>\n<p>Every subcommand also has its own `performancex.command.<name>` permission (default: op).<\/p>\n<p>&#8212;<\/p>\n<p>## Configuration<\/p>\n<p>PerformanceX follows a simple pattern:<\/p>\n<p>1. **`config.yml`** \u2014 master toggle for each module (`module-name: true\/false`)<br \/>\n2. **`modules\/<name>.yml`** \u2014 detailed config for that module (only loaded if enabled)<br \/>\n3. **`\/px reload`** \u2014 apply changes without restart<\/p>\n<p>Every module&#8217;s config file is **pre-extracted on first run** with full comments explaining every option. You always see every available setting, even for modules you haven&#8217;t enabled yet.<\/p>\n<p>&#8220;`yaml<br \/>\n# config.yml \u2014 just flip the switches<br \/>\nmodules:<br \/>\n  item-despawn: true<br \/>\n  item-clear: true<br \/>\n  mob-ai-throttler: true<br \/>\n  lag-actions: true<br \/>\n  auto-backup: true<br \/>\n  webhooks: true<br \/>\n  geyser-support: true<br \/>\n  # &#8230; 22 more modules<br \/>\n&#8220;`<\/p>\n<p>&#8212;<\/p>\n<p>## Platform Support<\/p>\n<p>| Platform | Version | Status |<br \/>\n|:&#8212;&#8212;&#8212;|:&#8212;&#8212;&#8211;|:&#8212;&#8212;-|<br \/>\n| **Paper** | 1.8.8 \u2014 1.21.x | Full support (recommended) |<br \/>\n| **Folia** | 1.19.4+ | Full support with region-aware scheduling |<br \/>\n| **Spigot** | 1.8.8 \u2014 1.21.x | Full support with built-in tick sampler |<\/p>\n<p>PerformanceX detects your platform at startup and automatically uses the best available APIs \u2014 Paper&#8217;s async chunk loading, Folia&#8217;s region scheduler, or Spigot&#8217;s fallback implementations. **Java 8+** bytecode \u2014 runs on any Java version from 8 to 21+.<\/p>\n<p>&#8212;<\/p>\n<p>## Quick Start<\/p>\n<p>1. Drop `PerformanceX.jar` into your `plugins\/` folder<br \/>\n2. Start your server<br \/>\n3. Run `\/px status` \u2014 verify modules loaded<br \/>\n4. Tweak any module in `plugins\/PerformanceX\/modules\/<name>.yml`<br \/>\n5. Run `\/px reload` \u2014 changes apply instantly<\/p>\n<p>Every module ships with **smart defaults tuned for survival servers.** Most servers won&#8217;t need to change anything.<\/p>\n<p>&#8212;<\/p>\n<p>## Statistics<\/p>\n<p>![bStats](https:\/\/bstats.org\/plugin\/bukkit\/PerformanceX\/30806)<\/p>\n<p>&#8212;<\/p>\n<p><center><\/p>\n<p>**Built by ProtectCord**<\/p>\n<p><\/center><\/p>\n","protected":false},"excerpt":{"rendered":"<p>All-in-one server performance suite \u2014 29 modules including item\/mob despawn timers, AI throttling, lag machine detection, auto backups, Discord webhooks, Geyser support, and more. 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