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CircuitBreaker v2.0

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@AJARETRO AJARETRO released this 13 Nov 16:37

🚀 CircuitBreaker v2.0: The Performance Suite Update

This is a major feature update that introduces the Entity Culling System, transforming CircuitBreaker from a specialized physics-lag tool into an all-in-one server performance suite.


✨ New Feature: Entity Culling System

A new, optional system has been added to detect and clear excessive entity build-ups. This runs completely separately from the v1.0 physics lag detector.

  • Fully Configurable: The entire feature is disabled by default. You can enable it and configure it in the new entity-culling section of your config.yml.
  • New Scanner: A new, slower, and server-friendly scanner (startEntityScanner) runs on its own configurable timer (e.g., every 15-30 seconds) to check for entity-crammed chunks.
  • Threshold Culling: If the number of entities in a single chunk exceeds the entity-threshold, the plugin will perform a "cull".
  • Admin Notifications: When a cull occurs, a message is sent to the console and to all in-game admins (with the antilag.notify permission) detailing how many entities were removed and from which chunk (including coordinates).

🧠 Smart Culling: No More Deleting Pets!

The biggest feature of the new system is its "smart" culling logic. The plugin will not remove entities that are considered "important".

An entity is considered important (and will be skipped) if it:

  • Is on the new entity-culling.whitelist in the config (e.g., "PLAYER", "VILLAGER").
  • Has a custom name.
  • Is a tamed pet (like a dog or cat).
  • Is a vehicle (like a boat or minecart).

🎨 Minor Fixes & QoL (v1.1 -> v2.0)

  • Console Colors: All console messages (startup, shutdown, and warnings) have been updated to use Bukkit.getConsoleSender() for proper, sexy "blood-red" color rendering that avoids §c artifacts.
  • Code Cleanup: Cleaned up various classes and fixed minor bugs from v1.1.