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FAQ
No. It never removes entities, disables AI, skips ticks, changes view or simulation distance, or edits game rules or world data. These rules are enforced in code and can't be turned off in the config.
In three ways:
- It shows you exactly what's causing lag (a plugin, entities, chunk generation, GC, the disk, and so on), so you can fix the real cause.
- It keeps its own overhead very low: bounded buffers, no new allocations during aggregation, merged queries, and async work.
- It works with Spark for profiling and Chunky for pre-generation. Pre-generating chunks ahead of time removes generation lag while players explore.
OptimizeServer installs them automatically if they're missing, after checking the downloads. To turn this off, set integrations.auto-install.enabled: false. See Installation.
No. Pre-generation only runs when an admin uses /os chunks start.
No. Reports are saved locally in plugins/OptimizeServer/reports/. Spark profiles are never uploaded unless you choose to upload one.
OptimizeServer didn't fully recognise your server software, or an expected API is missing. Monitoring and diagnostics still work, but conditional optimization modules stay off to be safe. Run /os version to see what was detected.
Yes. It has a dedicated region-aware scheduler. See Compatibility.
No plugin can lower the physical internet distance between a player and your server. /os network shows whether the delay comes from the player's connection or from server-side lag, which OptimizeServer can help you diagnose.
Measuring exact CPU time per plugin requires sampling stack traces. Run /os profile start with Spark to get that. Without a profiler, OptimizeServer shows task and worker counts per plugin, and it won't claim CPU shares it can't measure.
Open an issue at https://github.com/NotGamerPratham/OptimzeServer/issues and include:
- the output of
/os version - a report from
/os report generate - any console errors
OptimizeServer by NotGamerPratham · MIT License · Source · Report an issue