Added new pages with fitting content: skyblock, custom features, guide book, ranks, commandlist, reducing lag, staff powers
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<ng-container>
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<app-header [current_page]="'lag'" height="460px" background_image="/public/img/backgrounds/trees.jpg"
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[overlay_gradient]="0.5">
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<div class="title" header-content>
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<h1>Reducing Server Lag</h1>
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<h2>How can we minimize lag on the server? Together we can create a lag-free survival server, but it takes
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everyone's help!</h2>
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</div>
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</app-header>
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<main>
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<section class="darkmodeSection">
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<div class="container">
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<div class="paragraph">
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<h2>Introduction</h2>
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<p>Lag is not caused by one person, it is caused by all of us. Some of us cause more than others, but we can
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all do small things to reduce the amount of lag we cause. Remember: do not ever accuse anyone else of being
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the problem. If you believe someone’s build or behavior is a large contributor to the lag, please privately
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tell a staff member so we can look into it. If you have any specific questions, staff are always here to
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help. This is especially true if you want to make a redstone contraption, but are unsure how to have it
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automatically shut off when not needed or to make it less taxing on the server.</p>
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</div>
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</div>
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</section>
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<section class="darkmodeSectionThree">
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<div class="container">
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<div class="paragraph">
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<h2>Mobs</h2>
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<p style="margin-bottom: 0;">Mobs are the #1 cause of lag on a survival Minecraft server. They can be
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surprisingly hard on the server and are a cause of lag that everyone contributes to. Because of this, never
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keep more than you need of any given mob.</p>
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<p>FarmLimiter is a plugin that introduces hard limits to mobs. The plugin groups mobs by chaining mobs
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together that are within a minimum radius of each other. Please refer to the example image for a better idea
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of how mob chaining works. We've provided the settings of this plugin below for your reference, but please
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do not try to circumvent this system - it is in place for a reason!</p>
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<ul class="full-page-list" style="margin-bottom: 0;">
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<li>Villagers should not be allowed to build up from a breeder, and you should cull undesirables as needed
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to keep your numbers as low as possible. Also think carefully about which villagers you really need and if
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you can make dual use of some. Only use “infinite” villager breeder designs if you limit their breeding by
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limiting their food.
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</li>
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<li>Villagers used for trading should be put on emerald blocks, emerald ore or smooth stone. This will
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disable their AI for anything other than trading. This helps server performance a lot and any villagers
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used for trading found without their AI disabled could be removed by staff if they are causing lag.
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Villagers placed on these blocks will refresh their trades faster than normal. The following example
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visualizes the 20 passive mobs within 5 blocks FarmLimiter restriction. <a style="cursor: pointer;"
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(click)="toggleExceptions()">Show
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example...</a></li>
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</ul>
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<div id="exceptions" [ngClass]="{'hide': !showExceptions}"
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style="display: flex; justify-content: center; padding-bottom: 30px;">
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<img ngSrc="/public/img/random/farm_limiter_darker.png" alt="Visualization of the farm limiter"
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style="width: 70%; padding-top: 7px;" height="375" width="715">
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</div>
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<ul class="full-page-list">
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<li>Turtles only need one breeding pair. The breeding mechanic of turtles allows you to breed one pair over
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and over, as they become fertile immediately upon laying their eggs. Consider keeping only two adult
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turtles in your farm.
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</li>
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<li>Consider not raising pigs at all, as their meat is exactly the same as beef and they have no secondary
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drops
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</li>
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<li>Do not fill your base with more vanilla pets than you need</li>
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<li>Never circumvent entity cramming. It is there because a lot of entities crammed into a small space is
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hard on the server.
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</li>
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<li>FarmLimiter is a plugin that introduces hard limits to mobs. We've provided the settings of this plugin
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below for your reference, but please do not try to circumvent this system - it is in place for a reason!
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</li>
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</ul>
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<div class="highlightedContent">
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<h3>Farm Limiter Plugin</h3>
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<p>No more than 25 mobs (of all types) within a radius of 3 blocks (this gets the chickens).</p>
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<p>No more than 20 passive mobs within a radius of 5 blocks (limits farms - including villagers and
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excluding chickens).</p>
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<p>No more than 10 hostile mobs within a single block (limits grinders).</p>
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<p>No more than 10 turtles within a radius of 5 blocks (turtles cause a LOT of lag).</p>
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<p>No more than 70 villagers within a radius of 50 blocks.</p>
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</div>
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</div>
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</div>
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</section>
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<section class="darkmodeSection">
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<div class="container">
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<div class="paragraph">
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<h2>Minecarts</h2>
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<p>Minecarts are another type of entity that cause a lot of lag. They are harder on the server than you might
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think.</p>
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<ul class="full-page-list">
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<li>Do not store villagers or other mobs long-term in minecarts. Use them for transportation and drop them
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off in an enclosed location on the other end.
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</li>
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<li>Do not use farm designs that rely on many hopper minecarts. They are convenient because they pick up
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items through blocks and have a faster throughput than hoppers, but they are unnecessarily hard on the
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server.
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</li>
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<li>Avoid using minecarts for entity cramming purposes when possible and try to design your farm to only
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have one such killing chamber if it is necessary.
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</li>
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</ul>
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</div>
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</div>
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</section>
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<section class="darkmodeSectionThree">
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<div class="container">
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<div class="paragraph">
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<h2>Hoppers</h2>
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<p>Hoppers cause lag because they are constantly checking for items, even when nothing is in them, so you
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should minimize your use of them.</p>
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<ul class="full-page-list">
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<li>When bringing items down through a vertical line of hoppers, try alternating them with single chests.
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This saves you iron and saves the server a bit of lag.
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</li>
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<li>Bulk storage systems where random items are dropped in and sent into chests should be avoided because
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they are likely to cause a situation that is especially taxing. More specifically: A hopper pushing items
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into a full chest that are not in the chest OR A hopper trying to pull items from a chest to complete
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stacks but none of the items in the chest match.
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</li>
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<li>Myth: Droppers/Furnaces on top of hoppers reduces lag. Droppers on top of hoppers do not reduce lag, and
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furnaces are a slightly laggy object in their own right, so do not use them unnecessarily.
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</li>
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<li>When moving items long distances use water streams. Also try to use water to gather newly farmed items
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rather than an array of hoppers. However, be aware that water streams have their own downfalls: First, the
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item entity is at risk to be picked up by a pet with /petpickup turned on. So, do not use them near public
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areas of your base or for high value items. Second, do not make water streams so long that they flow into
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unloaded chunks, as the items can back up where chunks unload and create a ticking lag bomb of item
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entities. Finally, set things up so that, if the storage system at the other end fills up, the extra items
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get automatically destroyed rather than sitting on full hoppers to despawn.
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</li>
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</ul>
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</div>
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</div>
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</section>
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<section class="darkmodeSection">
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<div class="container">
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<div class="paragraph">
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<h2>Redstone Farms</h2>
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<p>Redstone contraptions are, by their nature, going to contribute some lag. But you can do things to reduce
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their impact.</p>
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<ul class="full-page-list">
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<li>Biggers is not better. Try to make farms a reasonable size for what you need and no larger. Think about
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how much of a resource you actually need.
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</li>
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<li>Think about the design you use. If you have a farm with a lot of pistons to break crops automatically,
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can you set it up so that the pistons fire in sequence instead of all at once? Can you use a slimeblock
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push bar so that you only need one piston and one observer for every 12 plants instead of one per each?
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Minimize how much redstone is running at once.
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</li>
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<li>Set up your machines to shut off when not in use.</li>
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<li>If you use a minecart hopper/chest to transport items, make sure it automatically docks when there are
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no items to move. You can set up the minecart pickup to only run after a harvest and an auto-smelter that
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uses minecarts to fill the furnaces does not need to have the minecart running all the time, only when
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it’s dropping off items.
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</li>
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<li>Redstone clocks rarely need to run all the time. For example, an item disposal dropper can be set up to
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automatically trigger the clock when there are items in the dropper and to shut off the clock when the
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dropper is empty.
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</li>
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</ul>
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</div>
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</div>
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</section>
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<section class="darkmodeSectionThree">
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<div class="container">
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<div class="paragraph">
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<h2>Other Entities</h2>
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<p>You may have noticed a theme in this list. Everything we've listed is an <span
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style="font-family: 'opensans-bold', sans-serif;">entity</span>. Entities are the biggest cause of lag on
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Altitude, and anything we can do to reduce the number of entities on the server will help!</p>
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<ul class="full-page-list">
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<li>Block Entities. Any block entity causes more lag than a normal block, but some cause more than others.
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<a href="https://minecraft.gamepedia.com/Block_entity">minecraft.gamepedia.com/Block_entity</a></li>
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<li>Signs with text on them are laggier than empty signs, so consider if you need to write that sign. Also,
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be sure to not write anything on signs used for technical reasons, like to hold back lava or water.
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</li>
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<li>Item frames also are a small contributor to lag, but can add up, so please do not use a lot of them for
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no reason.
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</li>
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<li>Brewing Stands cause more lag than you might think, so please do not have more placed than you need.
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</li>
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<li>Item Entities. Please pick up item entities when mining, even if you don’t actually want them. You can
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dispose of them by throwing them in lava or on a cactus. But leaving mass amounts of items to despawn puts
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an unnecessary strain on the server.
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</li>
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</ul>
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</div>
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</div>
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</section>
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</main>
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</ng-container>
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@@ -0,0 +1,55 @@
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.full-page-list {
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margin-left: 70px;
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font-family: 'opensans', sans-serif;
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margin-bottom: 30px;
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color: var(--font-color);
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transition: 0.5s ease;
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}
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.full-page-list li {
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padding-bottom: 10px;
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}
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.highlightedContent {
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width: 70%;
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margin: auto;
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background: var(--color-quinary);
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padding: 20px;
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margin-bottom: 30px;
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text-align: center;
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border-radius: 5px;
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transition: 0.5s ease;
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}
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.highlightedContent p {
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margin-bottom: 0px !important;
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}
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.paragraph {
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width: 100%;
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margin-bottom: -20px;
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}
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.paragraph p {
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margin-bottom: 15px;
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}
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li {
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padding-bottom: 10px;
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}
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.hide {
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display: none !important;
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}
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@media (max-width: 1000px) {
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main .container {
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text-align: left;
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}
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}
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@media (max-width: 670px) {
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main .container {
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text-align: center;
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}
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}
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@@ -0,0 +1,23 @@
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import { ComponentFixture, TestBed } from '@angular/core/testing';
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import { LagComponent } from './lag.component';
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describe('LagComponent', () => {
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let component: LagComponent;
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let fixture: ComponentFixture<LagComponent>;
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beforeEach(async () => {
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await TestBed.configureTestingModule({
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imports: [LagComponent]
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})
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.compileComponents();
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fixture = TestBed.createComponent(LagComponent);
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component = fixture.componentInstance;
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fixture.detectChanges();
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});
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it('should create', () => {
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expect(component).toBeTruthy();
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});
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});
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@@ -0,0 +1,25 @@
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import {Component} from '@angular/core';
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import {HeaderComponent} from "../header/header.component";
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import {NgClass, NgOptimizedImage} from '@angular/common';
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import {ScrollService} from '../scroll/scroll.service';
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@Component({
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selector: 'app-lag',
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imports: [
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HeaderComponent,
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NgOptimizedImage,
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NgClass
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],
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templateUrl: './lag.component.html',
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styleUrl: './lag.component.scss'
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})
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export class LagComponent {
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showExceptions: boolean = false;
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constructor(public scrollService: ScrollService) {
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}
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public toggleExceptions() {
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this.showExceptions = !this.showExceptions;
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}
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}
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Reference in new issue
Block a user