NeuroLag

⭐ — (5 endorsements) 📥 522 downloads 📌 v1.8.0 📅 3/9/2026
🟡 Updated this year

By Duong2012G · bukkit

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 6/2/2026 📅 Created: 3/9/2026

🔍 Analysis

  • 👍 1.0% endorsement rate
  • 🏆 #895 of 1452 bukkit mods in this game by downloads

📋 About This Mod

<div align="center"> <img src="https://cdn.modrinth.com/data/neurolag/icon.png" width="120" alt="NeuroLag Icon"/> # NeuroLag **Smart TPS-aware mob AI optimizer for Paper 1.21+** (https://img.shields.io/badge/Modrinth-1.8.0-00AF5C?logo=modrinth)](https://modrinth.com/user/Duong2012G) (https://img.shields.io/badge/Paper-1.21%2B-blue?logo=papermc)](https://papermc.io) (https://img.shields.io/badge/Java-21%2B-orange?logo=openjdk)](https://adoptium.net) (https://img.shields.io/badge/License-Apache%202.0-blue)](LICENSE) *Protect your TPS before the lag even starts — then quietly undo everything when the server recovers.* (https://modrinth.com/user/Duong2012G) • (https://modrinth.com/user/Duong2012G) • (CHANGELOG.md) </div> --- ## 📖 Table of Contents * ✨ Features * 🔁 How It Works * 📦 Requirements * 🚀 Installation * ⌨️ Commands & Permissions * 🔧 Configuration * 🌐 Web Dashboard * 🔗 Multi-Server Sync * 🛡️ Protected Zones * 🗂️ Config Profiles * 💾 Backup System * 🧩 Developer API * 🔍 Troubleshooting * ❓ FAQ * 📄 Credits --- ## ✨ Features ### 🧠 Intelligent TPS State Machine NeuroLag continuously samples TPS, CPU load, heap usage, player count, and predictive trend data to decide which of three states to apply per world: | State | Default Trigger | Effect | |---|---|---| | `NORMAL` | TPS ≥ 18.0 | No restrictions; full AI restored | | `MEDIUM` | TPS < 18.0 | Follow-range scaled, pathfinding limited, tick-throttle on | | `CRITICAL` | TPS < 15.0 | Full AI disable, spawn suppression, smart culling | All thresholds are configurable per-world and can be overridden by config profiles. A **hysteresis buffer** (default 0.5 TPS) prevents oscillation at the boundary. --- ### ⚡ 31 Optimization Features #### F1 — CPU Throttle Penalty Monitors JVM CPU usage. When usage exceeds the configured threshold (default 80%), a 1.5 TPS penalty is applied to the effective TPS calculation, triggering stricter mob optimizations before the server thread becomes saturated. #### F2 — Region-Based Pathfinding Cutoff Divides each world into configurable regions. Mobs beyond the pathfinding distance threshold (`disable-pathfinding-distance-chunks: 8`) have their `FOLLOW_RANGE` attribute zeroed, eliminating expensive A* pathfinding for mobs no player will ever see. #### F3 — Chunk-Based AI Toggle Mobs outside a configurable chunk radius from any player (`distance-chunks: 4`) have their AI disabled entirely during CRITICAL state. Mobs within range always retain full AI regardless of server state. #### F4 — Velocity Freeze Distant AI-disabled mobs have their velocity zeroed to prevent passive drift. Configurable minimum chunk distance (`freeze-distance-chunks: 6`). #### F5 — Spawn Suppression During MEDIUM and CRITICAL states, monster and animal spawn limits are reduced (`monster-limit: 30`, `animal-limit: 10`) to slow mob population growth while the server is already under load. #### F6 — Smart Culling When the per-world entity count exceeds `max-entities-per-world` during CRITICAL state, the lowest-priority mobs are removed. Supports three culling strategies: | Strategy | Behaviour | |---|---| | `FAR_FROM_PLAYER` | Remove mobs furthest from any player first | | `GROUP` | Remove mob types that have the most instances | | `RANDOM` | Shuffle and remove | Protected-zone mobs and named / tamed mobs (if whitelisted) are **never** culled. #### F7 — Tick Throttling During MEDIUM state, non-priority mobs have their AI ticked only once every N game ticks (`ticks-per-ai-tick: 4`) instead of every tick. This halves or quarters AI cost without fully disabling mobs. #### F8 — Mob Weight System Each entity type is assigned a weight score. Culling prioritizes heaviest entities first. Fully configurable (`zombies.yml`-style block in `features.yml`). | Entity | Default Weight | |---|---| | Bat | 0.3 | | Bee | 0.5 | | Zombie | 1.0 | | Skeleton | 1.2 | | Creeper | 1.5 | | Enderman | 2.0 | | Wither | 3.0 | | Ender Dragon | 4.0 | #### F9 — AI Difficulty Scaling Adjusts the effective TPS threshold based on world difficulty, so optimization triggers earlier on Easy (players care less) and later on Hard (players want full mob behaviour). | Difficulty | TPS Offset | |---|---| | Peaceful | +3.0 (never optimizes) | | Easy | −1.0 (optimizes sooner) | | Normal | 0.0 | | Hard | +1.0 (defers optimization) | #### F10 — Memory Pressure Penalty Monitors JVM heap usage ratio. When used heap exceeds the configured threshold (default 80%), a configurable TPS penalty is added, pre-emptively triggering optimizations before a GC pause hits. #### F11 — Predictive Scheduler Tracks historical TPS over a sliding window and a configurable set of peak hours. If a downward TPS trend is detected early (before the threshold is crossed), an `earlyOffset` penalty is applied to trigger optimizations proactively. Configurable peak hours example: ```yaml peak-hours: "17:00-19:00,1

NeuroLag Icon

Smart TPS-aware mob AI optimizer for Paper 1. 21+

[!(https://img.shields.io/badge/Modrinth-1. 8. 0-00AF5C?logo=modrinth)](https://modrinth.com/user/Duong2012G) [!(https://img.shields.io/badge/Paper-1. 21%2B-blue?logo=papermc)](https://papermc.io) [!(https://img.shields.io/badge/Java-21%2B-orange?logo=openjdk)](https://adoptium.net) [!(https://img.shields.io/badge/License-Apache%202. 0-blue)](LICENSE)

Protect your TPS before the lag even starts — then quietly undo everything when the server recovers.

[📥 Download](https://modrinth.com/user/Duong2012G) • [🐛 Report a Bug](https://modrinth.com/user/Duong2012G) • [📄 Changelog](CHANGELOG.md)

## 📖 Table of Contents

✨ Features 🔁 How It Works 📦 Requirements 🚀 Installation ⌨️ Commands & Permissions 🔧 Configuration 🌐 Web Dashboard 🔗 Multi-Server Sync 🛡️ Protected Zones 🗂️ Config Profiles 💾 Backup System 🧩 Developer API 🔍 Troubleshooting ❓ FAQ 📄 Credits

## ✨ Features

### 🧠 Intelligent TPS State Machine

NeuroLag continuously samples TPS, CPU load, heap usage, player count, and predictive trend data to decide which of three states to apply per world:

| State | Default Trigger | Effect | |---|---|---| | `NORMAL` | TPS ≥ 18. 0 | No restrictions; full AI restored | | `MEDIUM` | TPS < 18. 0 | Follow-range scaled, pathfinding limited, tick-throttle on | | `CRITICAL` | TPS < 15. 0 | Full AI disable, spawn suppression, smart culling |

All thresholds are configurable per-world and can be overridden by config profiles. A hysteresis buffer (default 0. 5 TPS) prevents oscillation at the boundary.

### ⚡ 31 Optimization Features

#### F1 — CPU Throttle Penalty Monitors JVM CPU usage. When usage exceeds the configured threshold (default 80%), a 1. 5 TPS penalty is applied to the effective TPS calculation, triggering stricter mob optimizations before the server thread becomes saturated.

#### F2 — Region-Based Pathfinding Cutoff Divides each world into configurable regions. Mobs beyond the pathfinding distance threshold (`disable-pathfinding-distance-chunks: 8`) have their `FOLLOW_RANGE` attribute zeroed, eliminating expensive A pathfinding for mobs no player will ever see.

#### F3 — Chunk-Based AI Toggle Mobs outside a configurable chunk radius from any player (`distance-chunks: 4`) have their AI disabled entirely during CRITICAL state. Mobs within range always retain full AI regardless of server state.

#### F4 — Velocity Freeze Distant AI-disabled mobs have their velocity zeroed to prevent passive drift. Configurable minimum chunk distance (`freeze-distance-chunks: 6`).

#### F5 — Spawn Suppression During MEDIUM and CRITICAL states, monster and animal spawn limits are reduced (`monster-limit: 30`, `animal-limit: 10`) to slow mob population growth while the server is already under load.

#### F6 — Smart Culling When the per-world entity count exceeds `max-entities-per-world` during CRITICAL state, the lowest-priority mobs are removed. Supports three culling strategies:

| Strategy | Behaviour | |---|---| | `FAR_FROM_PLAYER` | Remove mobs furthest from any player first | | `GROUP` | Remove mob types that have the most instances | | `RANDOM` | Shuffle and remove |

Protected-zone mobs and named / tamed mobs (if whitelisted) are never culled.

#### F7 — Tick Throttling During MEDIUM state, non-priority mobs have their AI ticked only once every N game ticks (`ticks-per-ai-tick: 4`) instead of every tick. This halves or quarters AI cost without fully disabling mobs.

#### F8 — Mob Weight System Each entity type is assigned a weight score. Culling prioritizes heaviest entities first. Fully configurable (`zombies.yml`-style block in `features.yml`).

| Entity | Default Weight | |---|---| | Bat | 0. 3 | | Bee | 0. 5 | | Zombie | 1. 0 | | Skeleton | 1. 2 | | Creeper | 1. 5 | | Enderman | 2. 0 | | Wither | 3. 0 | | Ender Dragon | 4. 0 |

#### F9 — AI Difficulty Scaling Adjusts the effective TPS threshold based on world difficulty, so optimization triggers earlier on Easy (players care less) and later on Hard (players want full mob behaviour).

| Difficulty | TPS Offset | |---|---| | Peaceful | +3. 0 (never optimizes) | | Easy | −1. 0 (optimizes sooner) | | Normal | 0. 0 | | Hard | +1. 0 (defers optimization) |

#### F10 — Memory Pressure Penalty Monitors JVM heap usage ratio. When used heap exceeds the configured threshold (default 80%), a configurable TPS penalty is added, pre-emptively triggering optimizations before a GC pause hits.

#### F11 — Predictive Scheduler Tracks historical TPS over a sliding window and a configurable set of peak hours. If a downward TPS trend is detected early (before the threshold is crossed), an `earlyOffset` penalty is applied to trigger optimizations proactively.

Configurable peak hours example: ```yaml peak-hours: "17:00-19:00,1

🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Plugins
Author
Duong2012G
Version
1.8.0
Downloads
522
Endorsements
5
Category
bukkit
Created
3/9/2026
Updated
6/2/2026
Game Versions
1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4
Tags
management, optimization

🔧 How to Install Minecraft Plugins Mods

Download from Modrinth. Use Prism Launcher or drop into your mods folder.

📖 Full step-by-step install guide for Minecraft Plugins →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Minecraft Plugins commands, item IDs, and more.

❓ Frequently Asked Questions

Which Minecraft Plugins versions does NeuroLag support?

The author lists 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5. Other versions may work but are untested by the author.

What is the latest version of NeuroLag?

Version 1.8.0, published 2026-06-02 with 522 downloads recorded at the source.

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