Getting started with alerts
An overview of clan.me's 8 alert types, the 4 delivery channels, and the recommended configuration for a new server.
Updated 7 June 2026
Alerts are the part of clan.me that tells you something happened before your players do. Each alert type monitors a specific metric and fires when it crosses a threshold. All alerts are opt-in, per-server, and configurable from the dashboard.
The 8 alert types
- Server offline: no heartbeat received for 5 minutes. The first alert most server owners turn on.
- TPS drop: 5-minute TPS falls below your configured threshold.
- Memory pressure: heap usage exceeds 85% of the configured maximum.
- Entity spike: any world reaches 3 times its 7-day average entity count.
- Plugin correlation: TPS drops within 5 minutes of a new plugin loading.
- Death spike: deaths per hour reach 3 times your 30-day baseline, which can indicate griefing or a mob farm issue.
- Player count peak: a new all-time concurrent player record.
- Weekly retention digest: sent every Monday with new player count, return rate, and week-over-week comparison.
Delivery channels
Each alert can be delivered through any combination of four channels:
- Email: includes the alert context, the specific metrics at the time of the alert, not just a notification that something happened
- Webhook: a POST to your URL with a structured JSON payload, suitable for Discord bots, Slack integrations, or custom monitoring dashboards
- Browser push: a notification to any browser where you've granted permission
- In-game: a chat message to operators on your server when certain alerts fire (not available for the offline alert, since the server must be running to receive it)
Recommended first alerts
If you're not sure where to start, enable these two by email:
- Server offline, with a 5-minute threshold: you'll know within minutes if your server goes down unexpectedly
- TPS drop, at a threshold of 16.0: catches most meaningful performance events without firing on minor fluctuations
Once you have baseline data from a few weeks of operation, add memory pressure and entity spike alerts to catch problems before they affect the player experience.
