LogFilter
# LogFilter
 [](https://discord.gg/5NMMzK5mAn) 
Filter messages sent to your Velocity, Sponge, Spigot, Paper and Bungeecord consoles
[](https://www.bisecthosting.com/4drian3d?r=ModLogFilter)
## Features
– `Regex` and `#Contains` Filter Support
– Fast pattern detection by cache
## Compatibility
### **Velocity** 3.1.2|3.2.0+
– Java 11+
### **Sponge** 8+
– Java 8+
### **Paper**/**Purpur** 1.19.3+
– Optimized for latest versions
### **Bukkit**/**Spigot**/**Paper**/**Purpur** 1.7.10+
– Java 8+
### BungeeCord/Waterfall
– Java 8+
**The Krypton version of LogFilter will be distributed via [GitHub](https://github.com/4drian3d/LogFilter/releases/tag/3.0.1)**
LockLogin
### Depends on [KarmaAPI](https://www.spigotmc.org/resources/karmaapi-platform.98542/)
LockLogin is [open source](https://github.com/KarmaDeb/LockLoginReborn)

Special thanks to:
– **Watherfoxx**
– **Bastaboii**
– **RxF**
– **ElGuerrero**
– **Katana6951**
– **El_PerroSandia**


LockLogin will be discunuated soon, please refer to [LockLogin2](https://gitlab.com/karmadev/locklogin) for more information
[](https://www.patreon.com/karmaconfigs)
LobbyLimbo Manager

# LobbyLimboManager
High-performance lobby and limbo management plugin for BungeeCord and Velocity networks.
Designed for scalability, reliability, and smooth player routing across multi-server environments.
## Overview
LobbyLimboManager handles player distribution, fallback logic, and queue management at the proxy level.
* Automatically routes players to available lobbies
* Uses limbo servers to keep players connected when needed
* Includes a built-in queue system for full or unavailable lobbies
* Fully configurable behavior
* Works on both Velocity and BungeeCord
## Features
### Smart Routing
Automatically sends players to the most suitable lobby based on configurable strategies:
* Least players
* Random selection
* Round-robin distribution
### Limbo & Fallback System
Prevents unnecessary disconnections when lobbies are not available.
* Sends players to limbo servers when needed
* Keeps players connected during downtime
* Smoothly redirects back to lobbies when available
### Queue System
Handles full or unavailable lobbies efficiently.
* Automatic queue handling
* Sends players when space becomes available
* Prevents connection spam and failed joins
### Multiple Servers Support
Built for flexible network setups.
* Multiple lobby servers
* Multiple limbo servers
* Dynamic routing between them
### Fully Configurable
Customize behavior to fit your network.
* Routing modes
* Server limits
* Fallback behavior
* Queue system
Supports live reload with:
“`
/llm reload
“`
## Commands
* `/lobby`, `/hub` → Sends the player to an available lobby
* `/llm reload` → Reloads plugin configuration (Warning: nvm, it works)
## Permissions
* `lobbylimbomanager.command.lobby` → Access to the /lobby and /hub commands
* `lobbylimbomanager.admin` → Access to administrative commands
## Installation
1. Download the latest release
2. Place the `.jar` in your proxy plugins folder
3. Start your proxy
4. Edit the generated configuration if needed
## Compatibility
* Velocity
* BungeeCord
* Waterfall (Not tested, but expected to work)
## Config.yaml Example
Spoiler
“`
# ============================================================
# LobbyLimboManager Configuration
# ============================================================
# This file controls how players are routed between lobby and
# limbo servers on BungeeCord, Waterfall, and Velocity proxies.
#
# IMPORTANT: Server names listed below must match the names
# defined in your proxy configuration EXACTLY.
# They are NOT case-sensitive in this file, but must exist.
# ============================================================
# ———————————————————–
# Config Version
# ———————————————————–
# This value is managed by the plugin. Do not modify it.
# Changing it may reset your configuration on next reload.
config-version: 1
# ============================================================
# LOBBY SERVERS
# ============================================================
# List all lobby servers that players can be sent to.
# These are the main servers players join when logging in or
# being recovered from a kick.
#
# NOTE: Names MUST match the servers defined in your proxy
# configuration (e.g. BungeeCord config.yml or Velocity
# velocity.toml). The plugin looks up servers by these
# names at runtime.
lobbies:
servers:
– lobby1
– lobby2
– lobby3
# ============================================================
# LIMBO SERVERS
# ============================================================
# Limbo servers are lightweight holding servers used when no
# lobbies are available or a player is queued.
#
# NOTE: A server listed here should NOT also be listed under
# lobbies. The plugin will ignore overlapping names in
# limbo selection.
limbos:
servers:
– limbo1
– limbo2
# ============================================================
# SELECTION MODES
# ============================================================
# Controls how the plugin chooses which server to send a
# player to.
modes:
# Lobby Selection Mode
# ——————–
# Determines how a lobby is chosen when a player needs one.
#
# Valid values:
# ROUND_ROBIN – Cycles through lobbies in order.
# Example: lobby1 -> lobby2 -> lobby3 -> lobby1
# RANDOM – Picks a random available lobby.
# LEAST_PLAYERS – Picks the lobby with the lowest player
# count at that moment.
lobby-mode: ROUND_ROBIN
# Limbo Selection Mode
# ——————–
# Determines how a limbo server is chosen.
#
# Valid values:
# FALLBACK – Limbos are ONLY used when no lobby is
# available. This is the recommended default.
# ROUND_ROBIN – Rotates through limbo servers independently.
# STANDALONE – Limbo servers are never used automatically.
# They must be targeted manually.
limbo-mode: FALLBACK
# ============================================================
# FALLBACK SETTINGS
# ============================================================
# Controls what happens when a player is kicked from a server.
#
# Fallback Flow (in order):
# 1. If kick message contains a no-fallback keyword, the
# player is disconnected (no recovery attempted).
# 2. If fallback-to-lobby is enabled, the plugin tries to
# find another available lobby.
# 3. If no lobby is available and fallback-to-limbo is
# enabled, the player is sent to a limbo server.
# 4. If nothing is available, the kick proceeds normally.
fallback:
# Enable fallback to another lobby when a player is kicked.
# Set to false if you want kicked players to disconnect
# instead of being moved to another lobby.
fallback-to-lobby-enabled: true
# Enable fallback to limbo when no lobbies are available.
# If both this and fallback-to-lobby are false, kicked
# players will simply be disconnected.
fallback-to-limbo-enabled: true
# Server Fallback Control
# ——————–
# Controls which servers are allowed to trigger fallback.
#
# Mode: allow
# Only servers listed below PLUS all lobby servers can
# trigger fallback. All other servers will disconnect
# players on kick.
#
# Mode: deny
# Servers listed below will NEVER trigger fallback.
# All other servers (including lobbies) will trigger
# fallback normally.
servers-fallback-disabled:
mode: deny
servers:
– creative
# Kick Message No-Fallback Keywords
# ———————————
# If a kick message contains any of these keywords (case
# insensitive), the plugin will NOT attempt fallback.
# This is useful for bans, manual kicks, or anti-cheat
# disconnects where moving the player is undesirable.
#
# Examples of common keywords:
# banned – Prevents banned players from rejoining
# kicked by – Prevents staff kicks from triggering fallback
# timed out – Connection issues usually don’t need fallback
kick-message-nofallback:
– banned
– kicked by
– timed out
– disconnect.spam
– flying
# ============================================================
# QUEUE SETTINGS
# ============================================================
# When all lobbies are full, players are placed in a queue.
# These settings control how and when they are released.
queue:
# Dispatch Attempt Threshold
# ————————–
# Number of consecutive successful health checks a lobby
# must pass before it is considered READY for queue dispatch.
#
# This works together with health-check-interval:
# If health-check-interval = 30 and this value = 2,
# a newly started lobby must be healthy for 60 seconds
# before queued players are sent to it.
#
# WARNING: Setting this too low (e.g. 1) may send players to
# lobbies that are still warming up, causing join
# failures. Setting it too high delays recovery.
#
# Recommended: 1-3 for quick recovery, 3-5 for stability.
dispatch-attempt-threshold: 1
# ============================================================
# GENERAL SETTINGS
# ============================================================
settings:
# Health Check Interval (seconds)
# ——————————-
# How often the plugin pings all configured servers to check
# if they are online, full, or offline.
#
# Trade-off: Lower values detect crashes faster but increase
# network load. Higher values are lighter but slower to
# react.
#
# Recommended: 30 for small networks, 60 for large networks.
health-check-interval: 30
# Failed Server Retry Interval (seconds)
# ————————————–
# When a server fails a health check, it is marked as failed
# and will not be selected for routing until this time has
# passed AND it passes a new health check.
#
# This prevents repeatedly sending players to a crashed
# server.
failed-server-retry-seconds: 60
# Attempt Expiry (seconds)
# ————————
# How long the plugin remembers that it already tried to
# send a specific player to a specific server.
#
# This prevents infinite loops: if a player fails to connect
# to lobby1, the plugin won’t try lobby1 again for this
# duration. After expiry, it can be retried.
attempt-expiry-seconds: 30
# Queue Dispatch Interval (milliseconds)
# ————————————–
# Minimum time between queue processing cycles.
#
# Lower values move players faster but increase CPU usage.
# The plugin will still respect server capacity and readiness.
queue-dispatch-interval: 2000
# Queue Waiting Message Interval (milliseconds)
# ———————————————–
# How often queued players receive a waiting message.
# Set to 0 to disable waiting messages entirely.
queue-waiting-interval: 5000
# Debug Mode
# ———-
# When enabled, the plugin prints detailed state transitions,
# routing decisions, and queue activity to the console.
#
# WARNING: This generates a LOT of output. Only enable when
# troubleshooting. Disable for production.
debug: false
# Server Player Limits
# ——————–
# Defines the maximum number of players each server can hold.
# This is used to determine if a lobby is FULL and to decide
# how many queued players can be dispatched.
#
# Valid values for each server:
# -1 = Unlimited. The server is never marked FULL.
# 0 = Auto-detect. The plugin pings the server to read
# its max-player value (from server.properties or
# the server’s own configuration).
# >0 = Fixed limit. The server is marked FULL when its
# online player count reaches this number.
#
# Example: A survival server with 50 slots should be set to
# 50 so the plugin knows when it is full.
server-limits:
lobby1: 100
lobby2: 100
lobby3: 100
# ============================================================
# MESSAGES
# ============================================================
# All messages shown to players support Minecraft color codes
# using the ‘&’ symbol (e.g. &a = green, &c = red).
#
# Available placeholders:
# %server% – Replaced with the target server name
# %player% – Replaced with the player’s name
# %position% – The player’s position in the queue
# %total% – The total number of players in the queue
#
# NOTE: Placeholders only work in messages that reference them.
# Using an unsupported placeholder will leave the raw
# text in the message.
messages:
# Shown when a player is successfully connected to a lobby.
connect-lobby: “&aConnecting you to lobby &e%server%&a…”
# Shown when a player is sent to a limbo server.
connect-limbo: “&eConnecting you to limbo server &7%server%&e…”
# Shown when a player is kicked and moved to a fallback lobby.
fallback-lobby: “&eThe server you were on became unavailable. Moving you to &a%server%&e…”
# Shown when a player is kicked and moved to a fallback limbo.
fallback-limbo: “&cAll lobbies are full or unavailable. Moving you to limbo &7%server%&c…”
# ———————————————————–
# Error / Status Messages
# ———————————————————–
no-lobby-available: “&cNo lobby servers are currently available. Please try again later.”
no-limbo-available: “&cNo limbo servers are currently available. Please try again later.”
no-server-available: “&cNo servers are currently available. Please try again later.”
server-not-found: “&cThe target server could not be found.”
already-connecting: “&cYou are already being connected to a server.”
command-player-only: “&cThis command can only be used by players.”
already-in-lobby: “&cYou are already connected to a lobby server.”
# ———————————————————–
# Queue Messages
# ———————————————————–
# These messages are sent automatically by the queue system.
queue-position: “&eYou are in position &c%position% &eof &c%total% &ein the queue.”
queue-join: “&cAll lobbies are full. You have been added to the queue.”
queue-waiting: “&eYou are in the queue. Position: &c%position%&e of &c%total%&e. Please wait…”
lobby-available: “&aA lobby is now available! Connecting you to &e%server%&a…”
“`
## Notes
* Designed for stability and long-term usage
* Suitable for both small and large networks
* Focused on reliable routing and clean behavior
Life Plugin
A Minecraft plugin that allows players to start out with 3 lives and every time the player dies they lose a life and if you kill another player you can gain a life if you lose all your lives you are banned for 24 hours, once the 24 hours are up you get a life and a chance at redemption.
/withdraw [Amount]
Command to withdraw lives, you cannot withdraw all your lives or more than your lives.
MiguLoginNext
# MiguLogin-Next
This is a next-generation version of [LibreLogin](https://github.com/kyngs/LibreLogin), continuing its development with new features, improvements, and bug fixes.
> Continuing the legacy of LibreLogin.
> The author kyngs asked me to upload the project without mentioning LibreLogin in the name for preventing confusion, soo here is the project with the name “MiguLogin-Next”!
# Quick information




## Basic set of features
– AutoLogin for premium players
– TOTP 2FA (Authy, Google Authenticator…) [details](https://github.com/MiguVerse/LibreLoginNext/wiki/2FA)
– Session system
– Name validation (including case sensitivity check)
– Automatic data migration for premium players
– Migration of a player’s data by using one command
– Geyser (Bedrock) support using [Floodgate](https://github.com/MiguVerse/LibreLoginNext/wiki/Floodgate)
## Considerations
– When using on proxy, you need to secure your limbo
## Platforms
– Velocity
– BungeeCord
– Paper
LibreLogin
LibreLogin is an open-source, multiplatform and a highly customizable authentication plugin with outstanding features and API.
**THIS PLUGIN REQUIRES JAVA 21 OR NEWER**
**A complete set of features, guides, and other things is available on the wiki!**
**>> [Installation Guide](https://github.com/kyngs/LibreLogin/wiki/Installation) <<**
## Features
- **Automatic Login for premium players**
Players can choose whether they want to auto-login or not.
You can choose to enable auto login for premium players on the register in the config.
- **TOTP 2FA**
LibreLogin is the only proxy authentication plugin on the market that offers 2FA via TOTP (Google Authenticator, Authy, etc.). This is a great choice if you want to make sure your accounts stay safe.
[See the wiki page.](https://github.com/kyngs/LibreLogin/wiki/2FA)
- **Bedrock Edition Support**
LibreLogin offers support for players connecting from Bedrock Edition via Floodgate. All players connecting via Floodgate will be exempt from authentication and handled similarly to Premium players. They however cannot execute most commands.
**As the only proxy authentication plugin, LibreLogin also supports Floodgate player linking.**
[See the wiki page.](https://github.com/kyngs/LibreLogin/wiki/Floodgate)
- **Name Validation**
- **Sessions**
Your players do not have to log in every time they join if they've used the same IP as the last time. You can configure the duration in which they are allowed to do this in the configuration.
- **Automatic and Manual Data Moving Between Names (Inventories, plugin data, etc.) in one command**
LibreLogin automatically detects when a player with enabled autologin has changed their name and automatically moves their stuff to their new nick. You can also initiate this process on any player via a command.
- **Load Balancing**
LibreLogin firstly connects players to limbo and when they authenticate they are sent to the lobby, chosen by the lowest players. (You can modify this using the API)
All servers are periodically pinged to verify whether they are online.
- **Vast API**
You can customize almost everything using the API, this makes LibreLogin easy to integrate into your network with minimal effort. Check the [docs](https://github.com/kyngs/LibreLogin/wiki/Basic-API-Information) for further details
- **Documented**
Most parts of LibreLogin's behavior are documented. See the wiki.
- **Velocity and Bungee support**
Spigot support is also planned.
- **Conversion from other plugins**
LibreLogin currently supports conversion from a lot of other systems, [check this page](https://github.com/kyngs/LibreLogin/wiki/Database-Migration#migrations-implemented). If you have another type of database, follow the guide linked.
- **RedisBungee**
LibreLogin has support for multiple-proxy setup via RedisBungee. This also applies to the Velocity version of RedisBungee.
- **Open-Source**
The plugin is and always will be completely open-source, so you don't need to be worried about malware or other naughties
LibertyBans
LibertyBans is the sparkling, extraordinary and brilliant weapon of punishment administration.
[Homepage]:https://img.shields.io/badge/-Home_Page-blueviolet.svg?logo=StarTrek&style=for-the-badge&logoColor=white
[Documentation]:https://img.shields.io/badge/-Documentation-blue.svg?logo=Wikipedia&style=for-the-badge&logoColor=black
[Discord]:https://img.shields.io/badge/-Discord-5865F2.svg?logo=discord&style=for-the-badge&logoColor=white
[Source]:https://www.gnu.org/graphics/agplv3-155×51.png

[![Homepage]](https://libertybans.org)
[![Discord]](https://discord.gg/3C4qeG8XhE)
[![Documentation]](https://docs.libertybans.org/#/Getting-Started)
[![Source]](https://github.com/A248/LibertyBans)
**Why?**
The existing punishment plugins all have their flaws. Either they are plagued with bugs and concurrency issues, or they are closed-source and pay-walled, or both.
None of the existing punishment plugins have a test framework which can compare to LibertyBans’ extensive automated testing. This means that many bugs are caught automatically and never make it into stable releases.
LibertyBans features a full-suite of punishment-related tools. It is a general-purpose punishment plugin with a focus on effective design, quality of experience, and unbeatable code quality.
LibertyBans is the best designed plugin to punish players. It can efficiently scale to large networks and operate on single servers with minimal resources.
**Features**
* Add and remove punishments:
* /ban, /ipban, /unban, /unbanip – bans or unbans a player or IP address
* /mute, /ipmute, /unmute, /unmuteip – mutes or unmutes a player or IP address
* /warn, /ipwarn, /unwarn, /unwarnip – warns or unwarns a player or IP address
* /kick, /ipkick – kicks a player or IP address
* Temporary versions of bans, mutes, and warns
* All player data is stored using UUIDs.
* List punishments:
* /banlist – shows all bans
* /mutelist – shows all mutes
* /history – shows all punishments for a player
* /warns – shows all warns for a player
* /blame – shows all the punishments a staff member has enacted
* Multiple means to block alt accounts:
* Automatic enforcement to block alt accounts. *By default, when using IP-bans, alts are automatically banned from joining if the main account is banned.* This behavior is configurable, and you can even increase the strictness of alt-checking.
* Manual /alts command – shows suspected alt accounts for a player.
* Alts notification on join – tells staff members when a player whose suspected alt is banned or muted.
* Exemption. For example, trainees cannot ban admins; admins cannot ban owners.
* Layouts & punishment templates. For example, the first mute for swearing lasts 10 days, the next is for 30 days, and the third mute is permanent. Supports calculating the reason, time, and even punishment type.
* Options and behavior are fully configurable. You can even tweak your connection pool and statement cache settings to fine-tune performance.
* The plugin is carefully designed to be performant and lightweight. It uses an efficient SQL schema which stores the raw bytes of UUIDs and IP addresses, rather than storing them as strings/text.
* Full multi-proxy and multi-instance support. You can place LibertyBans on the proxy if you use a single proxy, or on multiple backend servers.
### Commands, Permissions, Configuration
Everything is explained on the wiki: **[Link](https://docs.libertybans.org/)**
The wiki has a lot of information, including about the configuration.
* The configuration files are extensively commented and the options are explained in detail.
* If you update LibertyBans, your old configuration will be updated automatically if there are new options.
**Commands**
Run:
* /libertybans usage
to show all commands. When typing this into your console, leave off the slash.
When creating temporary punishments, the same command is used for permanent punishments. Simply add the time after the username:
* /ban Player1 30d This is a temporary ban
For an extended guide, see [this wiki page](https://docs.libertybans.org/#/Getting-Started).
**Design**
* Effective and lightweight. No complicated installation and avoids unnecessary features.
* Option to use local file-based database (HyperSQL), or remote database (MariaDB, MySQL, PostgreSQL).
* Enhanced database-oriented performance emphasising calculations in SQL. Low memory usage because punishments are stored almost completely in the database. Data is stored in minimal form as raw bytes instead of strings.
* Best practices for asynchronous calculations are followed. The performance cost of context switching is understood and avoided; the plugin does not blindly fire async tasks.
* Designed for high availability and concurrency. Minimal locking is employed while keeping state consistent; this is mostly realized through the fact that most plugin state is maintained in the database itself.
* Well-structured API providing a framework for other plugins to work with. An external [web interface](https://github.com/Dimitri-Bit/Liberty-Bans-Web) is maintained by Dmitri and it uses the API.
**Requirements**
* Java 17
Supported platforms:
* Bukkit / Spigot / Paper / Purpur (+Folia)
* BungeeCord / Waterfall
* Sponge
* Velocity
Compatibility with Geyser/Floodgate usernames. Platform forks supported where reasonable.
Due to 1.19+ chat signing, installing LibertyBans on a Velocity proxy requires [SignedVelocity](https://modrinth.com/plugin/signedvelocity) for mutes to work. Velocity users will need to install SignedVelocity on their proxy and backend servers, or switch to using LibertyBans on the backend servers.
**Installation**
LibertyBans will work out-of-the-box for most users.
If you’re running a proxy:
* When using a single proxy, it is recommended to install LibertyBans on the proxy itself.
* LibertyBans can also be installed on the backend servers if you are willing to configure multi-instance synchronization.
See also [this wiki page](https://docs.libertybans.org/#/Network-Installation) on proxy installation.
**External Connections**
When the plugin first starts, it downloads its internal dependencies. This is normal, and can take a couple of seconds the first time. Afterward, the plugin should start faster. The method used to download dependencies is just as secure as if the dependencies were shaded – the expected hashes of the dependencies are hard-coded, so if the downloaded dependency’s hash differs, it is not saved to the filesystem.
**Fun Facts**
* LibertyBans was first released on 4 July 2020, Independence Day in the United States of America.
* Updates are typically released on or shortly after major holidays or days of significance:
* 0.8.0 was released 11 September 2021.
* 0.8.1 was released 3 days after Thanksgiving.
* 1.0.0 was released 2 days after New Year’s.
* 1.0.1 was released 2 days after Valentine’s Day.
* 1.0.2 was released 4 July 2022, exactly 2 years after the first release.
* 1.0.4 was released 11 September 2022.
* 1.1.0-M1 was released on Christmas Day, 2022.
* 1.1.0-M2 was released 2 days after St. Patrick’s Day.
* 1.1.0-M3 was released 5 days after July 4.
* 1.1.0-RC1 was released 11 September 2023.
* 1.1.0-RC2 was released 29 February 2024.
* 1.1.0-RC3 was released 30 March 2025.
* 1.1.1 was released on 4 July 2025.
**Development Builds**
https://ci.hahota.net/job/LibertyBans/
**Reporting Bugs**
Please use Github issues: https://github.com/A248/LibertyBans/issues
LemonCore
### **Overview**
– **Lemoncore is a core plugin for Minecraft servers, designed to provide essential functionalities similar to EssentialsX, but with enhanced configuration options. It is compatible with Minecraft 1.21.x and is built to work across various server softwares.**
### **Features**
– Currently, Lemoncore provides the following commands:
“`
• /home: Teleport to your set home.
• /team : Manage your team.
• /tpa : Request to teleport to another player.
• /tpahere : Request another player to teleport to you.
• /spawn : Teleport to the server spawn.
• /help : Displays help information for Lemoncore.
• /discord : Displays the server Discord link.
• /lemoncore reload : Reloads the plugin’s configuration from config.yml.
“`
### **Configuration**
The config.yml file allows you to customize various aspects of the plugin. An example configuration is shown below:
> **
“`
YAML:
>
>
> discord-link: “https://discord.gg/yourserver”
>
“`
**
•
discord-link: Set this to your server’s Discord invitation link. This link will be displayed when players use the /discord
LeavePulse Agent
# LeavePulse Agent
LeavePulse Agent connects a Minecraft server to the LeavePulse ecosystem. It sends privacy-aware server telemetry, synchronizes whitelist data, and provides in-game workflows for verification and moderation.
Technical ids, release artifacts, and update channels may still use `verified` for compatibility.
## What it does
– Sends periodic metrics such as online players, max players, MOTD, favicon, and server/version information
– Can send real-time updates on join, leave, and activity events
– Syncs whitelist configuration and entries from LeavePulse
– Supports both kick and restrict enforcement modes for whitelist access
– Includes in-game tools to review, approve, and deny whitelist applications
– Lets players link their Minecraft account with a LeavePulse verification code in-game
– Tracks playtime and exposes placeholders for chat, scoreboards, and other integrations
– Supports update channels for stable, beta, and dev releases
## Notes
– Built for communities and servers using LeavePulse services
– Designed to be lightweight, configurable, and safe to run in production environments
– Some features depend on LeavePulse backend services being configured
LatencyWatch
# 📶 LatencyWatch
**Know your ping. Track the lag. Keep your server responsive.**
LatencyWatch is a lightweight, precise plugin designed to monitor player latency in real time, display ping values with clarity, and help server admins spot connection issues before they become gameplay problems.
Whether you’re running an SMP, PvP arena, or a community hub, LatencyWatch gives you the tools to keep your server smooth and your players informed.
—
## ✨ Features
– 📊 View your ping and other players pings with precision
– 📋 List all online players with their current latency
– 🔄 Reload configuration instantly with `/latencywatchreload`
– 🧠 Smart command system: `/ping`, `/pinglist`, and more
– ⚙️ Clean YAML config with customizable options
– 🧰 No performance impact, no external dependencies
—
## 💡 Why use LatencyWatch?
Because lag ruins gameplay, and guessing isn’t good enough. LatencyWatch doesn’t flood your chat or clutter your screen. It quietly delivers accurate ping data when you need it, where you need it.
Whether you’re troubleshooting a lag spike, checking your own connection, or monitoring your players, LatencyWatch makes latency visible and manageable.
—
## ✅ Tested & Supported
– 🧩 Works with Paper, Spigot, Purpur, Bukkit, Folia, BugeeCord, Velocity and Waterfall
– 🧪 Fully tested on Minecraft `1.18+`
– ☕ Requires **Java 17 or higher**
– 🔁 Plug, reload, monitor, no restart required
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## 📄 License & Support
This project is released under the [MIT License](https://github.com/RickPerix/latencywatch/blob/main/LICENSE)
Need help or want to report an issue? Reach out on Discord: `https://discord.gg/b4MFEa7tkP`
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Crafted with care by **RickPerix** 🛠
Enjoy LatencyWatch!
**Simple. Smart. Stable.**