Tutorial:Lag machine

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Only build lag machines on pay-to-win servers, which breaks Mojang's EULA.

A lag machine is a contraption built with the primary intent of reducing the server's ticks per second (TPS), accomplished by making the server do an excess number of calculations.

Lag machines can be chunkloaded with a simple chunkloader to make it harder to detect: server administrators will not be able to find it by teleporting through the player list, with the added bonus of running even if you are offline. However, chunkloaders stop after a server restart, so you have to manually re-activate the machine.

Simple chunkloader by Dark

Redstone-Based

Redstone-based lag machines are harder to detect (as the server admin can just /kill an entity-based lag machine, and some server plugins regularly kill specified entities), but are also harder to build (most of the time).

Entity-Based

This makes the server do excess entity calculations. These are easier to detect but are also easier to build.

Snow Golem-based exponential lag machine

An extremely simple and infinitely scalable design for a lag machine is using snow golems to throw snowballs at a zombie in a boat. The snowballs then get picked up by a bubble column and stay in stasis forever as snowballs do not despawn. Entity cramming can be bypassed by vines, meaning you can put an infinite number of snow golems in a 1x2x1 area.

The number of snowballs will accumulate quickly and infinitely, making the TPS gradually decrease (hence making this an exponentially growing lag machine).

WARNING: The sheer number of snowballs can crash your game. This can be prevented by using a "No Render" module, available in some hacked clients. This is also another benefit to the farm, as admins will not have access to a hacked client and will have their game crashed by the sheer number of snowballs if they find the machine.

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