# π§Ή Mine-play Anti-Lag System: Player Guide To keep our server running smoothly and lag-free for everyone, we use an automated anti-lag system. This guide explains what players should know about entity limits, redstone machines, farms, and more. --- ## β οΈ Why We Have Anti-Lag Rules Too many mobs, hoppers, or redstone contraptions in one area can slow the server down for everyone. The anti-lag system helps manage this by automatically controlling or removing excess entities and machinery. --- ## π Entity Limits ### π Per-Player Limits * **Wolves following players:** Max **3** per player. * **Tamed mobs with names, items, or saddles** will **not be removed**. ### π Chunk-Based Entity Limits Entities are limited **per chunk** or **grouped chunks** (e.g., a 3x3 chunk area). **If the limit is exceeded, extra entities may be removed automatically!** | Entity Group | Limit per Area | Notes | | ----------------------------------- | -------------- | ------------------------------------------ | | Animals (pigs, cows, sheep, etc.) | 40 | Applies to grouped area | | Monsters (zombies, skeletons, etc.) | 40 | Includes hostile mobs | | Example: Chickens | 20 | Even if animals aren't hostile, they count | | Example: Sheep | 50 | Higher limit allowed | --- ## π Redstone and Hoppers ### Hoppers * Hopper transfer rates are **dynamically slowed** if overused. * If you use many hoppers in a small area, theyβll **work slower** to reduce lag. * This **breaks redstone contraptions** that rely on specific timing. | Setting | Value | Meaning | | -------------- | -------------------------- | -------------------------------- | | Default Rate | 8 ticks | Normal speed | | Max Slow Rate | 40 ticks | Slowed to 1 item every 2 seconds | | Adjust Trigger | Every 30 items transferred | | π‘ **Tip:** Keep hopper setups small and efficient! --- ## π± Auto Clean System Every **30 seconds**, the server checks areas near players for excessive mobs. * **No warning** is given before cleanup. * Players with `mfm.cleaninform` permission will be notified of cleanup results. --- ## π« Block & Item Limits To stop lag machines, we limit certain block types **per chunk**. | Block Type | Max Per Chunk | | -------------- | ------------- | | Hoppers | 50 | | Pistons | 50 | | Sticky Pistons | 50 | | Observers | 50 | π **Note:** Piston activity across chunks is monitored even more strictly. --- ## π· Prevented Mob Spawns To reduce lag and potential abuse, some mob spawning is restricted: | Rule | Description | | ------------------------------- | ------------------------------------------- | | Over-limit mobs | **Will be removed** without warning | | Natural Mob Spawn Reasons | Controlled (see technical section below) | --- ## πΎ Protected Entities To avoid accidental removal of important things, the following are **safe** during cleanups: β Armor stands with items β Item frames with items β Tamed animals β Named animals β Saddled animals β Baby animals β Entities that have picked up items --- ## π Ignored Worlds & Chunks Some areas or specific coordinates may be exempt from entity checks. These are mostly for admin or event use and should not be relied upon. --- ## π§ Spawn Reason Controls The server restricts certain spawn reasons, including: * **Spawner mobs** * **Eggs and dispensers** * **Lightning strikes** * **Breeding and slime splitting** * **Wither and golem builds** (Only allowed with permissions) --- ## π§ͺ Entity Type Limits (Examples) Each entity type has its own limit. Some examples: | Entity | Max Allowed | | ------------ | ----------- | | Blaze | 30 | | Axolotls | 20 | | Bees | 20 | | Warden | 10 | | Sheep | 50 | β‘οΈ Limits vary by mob. Admins may change these based on server needs. --- ## β Tips to Stay Within Limits * Spread farms across chunks, don't stack everything in one spot. * Avoid building mega hopper chains or laggy redstone loops. * Breed mobs moderately, especially passive ones. * Don't AFK with huge mob groups nearby.