Stop the lag machine, not the server. CircuitBreaker isolates specific chunks overflowing event checks and freezes them instantly, preserving main thread ticks.
Toggle the mock lag machine to witness CircuitBreaker's chunk-freezing mechanism in real time.
Resuming event loop in seconds
Redstone machinery is core to Minecraft, but it is also the easiest tool to weaponize. Griefers and uninformed players build simple setups that force millions of updates on the server thread, resulting in unplayable TPS. Here is exactly how it happens.
A typical lag machine uses observer clocks facing each other, rapid comparator clocks, or arrays of sticky pistons moving blocks back and forth.
This causes the server to constantly recalculate block states, light changes, and collision updates. Since Minecraft ticks occur on a single thread, these block updates block the CPU, dropping TPS from 20 to 5.
Instead of banning redstone or shutting down the world, CircuitBreaker monitors the physics updates per chunk.
If updates exceed 20,000/sec, the chunk gets flagged. On strike 3, the plugin locks that chunk's physics loop. The lag machine freezes instantly, while neighboring chunks and normal player contraptions remain active.
Real-time metrics aggregated via bStats (ID: 32242) across production server environments globally.
Total verified servers running CircuitBreaker.
Looping redstone/entity lag machines frozen.
Total player playtime monitored & safeguarded.
Individual chunk event loops analyzed.
Hourly server MSPT response before vs after freeze mitigation.
Distribution across Minecraft server software.
Comprehensive setup guides, command permissions, and configuration options. Click on a command row to review mechanics.
/plugins directory of your Paper server.config.yml and adjust thresholds matching your hardware specs.# CircuitBreaker Configuration File
# Core switches and monitoring parameters
# Master toggle for the anti-lag system
enabled: true
# --- Lag Detection Thresholds ---
# Number of block physics updates in 1 second (20 ticks) to register a strike
lag-threshold: 5000
# Number of strikes a chunk accumulates before being frozen
strike-limit: 3
# Minutes of clean performance before strikes are reset
strike-reset-minutes: 15
# --- Action Settings ---
# Duration (in ticks) to apply a soft reset to the chunk (200 ticks = 10s)
soft-reset-duration-ticks: 200
# Duration (in ticks) to hard freeze the chunk (6000 ticks = 5m)
# Set to -1 to freeze permanently until unfrozen by an administrator
freeze-duration-ticks: 6000
# --- Alert Settings ---
# Send alert notifications to online administrators
notify-admins: true
# Chat message sent directly to players inside the chunk when it gets frozen
chunk-frozen-message: "&cThis chunk has been frozen due to excessive lag detection!"
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Operation MechanicsThread Execution ContextConcurrency Safety & Optimization Invariants
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