#folia-help
1 messages · Page 26 of 1
Is there a way to delete those files that are causing the problem and how to find them?
the only file busted in that error is your level.dat
btw is folia breaking vanilla parity or is it at the same state as paper or even better
generally aims to be the same state as paper
just, you might have some issues due to stuff using global state being removed
i.e. datapacks
otherwise, it's still a fork of paper which is based on spigot and spigots fork of craftbukkit
ik
i will use it just for a smp
when 1.21 releases on folia
probably will take a bit
It definitely breaks vanilla compat more than Paper
yy
But mostly just because scoreboards, command blocks, datapack functions, etc don't work
well i dont use all of that on a full survival server anyway
so
mob spawning would be more near vanilla compared to paper right
since mob spawning is region dependent
most of the issues with mob spawning are generally down to the fact that it's on a server and not single player
ye sure
we just add a system, per player mob spawning, to help balance that out
idk if folia retains that patch or not
Raid farm works on paper already so no reason for it to break on folia
Whats the best claim plugin for folia? Realising I'm gonna have to switch from GriefPrevention but want to make sure that I pick the right plugin
Very strange. I made a world map /worldborder set 6000 (that is, a map of 3000x3000 blocks), then I specified /gamerule spawnradius 3000. Then I threw bots with a delay of 30 seconds and my TPS dropped to 15 with 100 bots that just stand and sometimes die and appear again.
Why can't Folia withstand 100 online bots at 20 tps with a 3000x3000 map?
My VDS
Intel Core i9-12900K (8 core)
RAM: 64GB
For some reason, when the map is 3000x3000, all the bots are in one region, although the /gamerule spawnradius rule works from 0 to 3000 blocks and the bots are scattered across the map.
that's a very small world. running /tps should show that you are unlikely to have many regions.
This 50 players online
Map 10 000x10 000
It lags a lot when /gamerule spawnRadius 10,000 is enabled
only 2 cores
what
also what tf do you need a 10k spawn radius for
How to allocate more damn cores?
I need new players to spawn in different regions, it's like /rtp when they appear in the world
How to allocate more cores to the server? I have a processor with 8 cores
config I believe? but the recommended minimum is 16
Where to select kernels?
In what config?
this?
grid exponent need?
found thank
If I create a 3000x3000 map will it be divided into regions between 300 players?
Or is it better to create a map of 10,000x10,000 blocks at once?
grid-exponent: 2
threads: 5```
and
```chunk-system:
gen-parallelism: default
io-threads: 4
worker-threads: 3```
yes?
You need way more than 8 cores for 300 players.
I would like to check 150 online
You almost certainly need more than 8 cores for 150 players
You can't even run 100 players on Paper with only 8 cores.
You should also probably using some sort of teleport plugin rather than using that high of a spawn radius gamerule.
But seriously
I am being serious.
My Forge server with the Create mod keeps 100-120 online at 13-15 tps
Folia is the same paper, there is nothing to load there
It is not the same as Paper.
Logically, 1 core = 80 online
Unfortunately it just doesn't work like that.
Why don't you recommend using /gamerule? is it buggy?
You absolutely cannot get 80 people to run on Paper on a single core.
Why? People have vanilla servers on Paper or Purpur cores and there they easily keep up to 100 online at 20 tps
The people running 100 players at 20tps have way more than 1 core.
So the paper/purpur kernel is a single threaded kernel.
No.
If it were then I wouldn't have said you need more than 1 CPU core to run 100 players on Paper.
I have a Forge server on one core and I keep more than 100+ online at 15-18 tps. So this is with mods and without performance patches!
That isn't particularly relevant.
Stop making fun of me
I am not making fun of you, I am trying to explain this to you.
In short:
You need more cores (16+) and a larger map if you want to run 150-300 players on Folia.
I know that you are joking and kidding, the paper and purpur core can easily withstand 100 online at 20 tps, when it was the Tuinity core, I was able to withstand 200 online at 20 tps on it.
Okay, here I believe you
I am not joking or kidding. I'm not sure why you keep insisting that I am.
You can run a Paper server with 100 people.
You cannot run a Paper server with 100 people and only 1 CPU core.
A question. If I make a map of 3000x3000 blocks, can I run 300 online there?
The regions won't be highlighted, right?
I mean, possibly. You'd need a lot of CPU cores and they'd merge and things would be slow.
1 region for 1 core = 1000 blocks from players
That is, I can create a 3000x3000 card and allocate 8-16 cores to it and there can be 300 online at 20 tps, right?
No, I think you aren't understanding correctly.
A 3,000 x 3,000 map would be like 3 players and 3 CPU cores (oversimplified)
aa okay
If they got too close the Folia regions would merge and you'd just have one region.
1000x1000 - 1 CPU
That's why you want a very large map and players spread out.
10 000x10 000 - 10 CPU
But you ALSO need cores for other stuff, like netty and things.
So it's not just blocks==CPU cores
hm
map 4000x4000
1 region 1000x1000
total: 4 regions - 4 CPU
Okay, I understand that
This only applies if the players are in the further corner of those regions.
If they get too close together then they won't be 1000 blocks apart anymore and the regions will combine.
You want them further than 1000 blocks apart to prevent that. Much further if possible.
this settings bro
What do the first settings mean?
grid-exponent and threads
And is it necessary to specify chunk-system? or can I leave it at -1?
I would recommend reading all of the available documentation about Folia
```The region shift is configurable under grid-exponent, which
allows setting the region shift to any value in [0, 31]. Note
that values above 6 affect the lock shift, as the lock shift
currently is computed as max(ticket shift = 6, region shift).
The shift is left configurable for now as the lower default
shift of 2 may have negative performance impacts.
The default region shift has been adjusted to 2 from 4, and
the empty chunk buffer has been reduced to 8 from 16. These
changes reduce, but do not eliminate, player spread
requirements. The previous block range was around ~1500 blocks
at VD = 10, but is now closer to ~900 blocks at VD = 10. This
roughly reduces the area that each player uses in the regioniser
by 2.5x.```
I have to go. Good luck.
hmm ok thank
As I understand it, in theory, it is possible to have more than 1000 players on 1 server? with a uniform or so distribution, on some Ryzen epic 128 or 192 cores
That’s exactly what we’ve done on a test event https://cubxity.dev/blog/folia-test-june-2023
By the way, I already read this))
(66753261bb3b0c6d8b8102f5) // @inland latch (@mod18990 / 1246444734529011713) has been banned by @livid crag (177150983258767360)
Reason: crypto scam
So, if Folia splits a region in 1500 blocks, does it mean that when we do this, the number of splits will decrease to 900 blocks?
Eh
Don't know of a good way to explain this, but imagine each player has a 900 block half-length square that moves with them (so the player is the center)
Every player has these, once two players get close in a way these square overlaps, the two will merge into just 1 region
It's folia 1.21 rn?
You can make that square bigger or smaller
no
Any idea if it will be soon or no idea?
Updates to Paper do not have any sort of estimate for when they release, ever. Any and all updates will arrive when they are ready, and the only thing to do is wait for them patiently along with everyone else.
considering paper isn't even out of experimental and is missing some big patches, it's going to be a while
chunkyborder is quite good
Anyone know a good autobroadcast plugin compatible with folia?
Pushed 191 people today. Had a mishap. Accidentally left my deditated ram at 8GB 🤣
What hardware?
Ryzen 9 7950X3D
100GB+ of RAM.
1.9TB nvme ssd
My entities are a little wack but it's purring along.
Going to definitely clean up tomorrow now that I have a lot more data on what's going on
Is folia 1.21 released?
No
What is the current state of folia?
Like how unstable is it?
Is there something like a rough predication when production ready build can be produced?
that's enough dedicated wam to work with ;)
It’s stable enough to have big server running on Folia without crash.
The most complicated part is to find compatible plugins.
It's been pretty stable
For me at least
Again my entities are out of wack
The garbage collector would like to have a chat with you lol.
Thanks a lot for clarification
Is it just me or does the restart command not work with Folia?
wouldn't surprise me if he disabled it
folia, i'm having a problem with pearl stasis chambers
they work per se
but the pearl just staright up vanishes after a while
do you guys know whats up with that
Looking to re-enable patched Vanilla exploits such as TNT/sand/string duping or bedrock breaking? Click here for more information.
or, well, not sure about "just vanishes"
“Supported settings” generally means “if things aren’t working, good luck, because this isn’t supported”
i was just asking if anyone knew
turns out, just a skill issue on my part
modern minecraft has a gamerule to delete enderpearls on death
I don’t understand why the processor on Folia is used so much with 150+ online.
514% is tough. This is vanilla Minecraft, there’s nothing to load there. I have a mod server on Fabric + VMP + Lithium + ServerCore on one core that can accommodate 150 players at 20 tps
What is the problem with Folia, it is ordinary paper that does not provide any load at all. Logically, 1 region should comfortably accommodate 100-150 players without lags.
The cpu is there to be used
And bots just existing won't have as big of an effect as actual players playing, loading chunks, having hundreds of animals...
You don’t seem to have basic understanding of how Minecraft works and the test you’ve done is pretty much useless. If you want real world stress test, you can read this detail writeup of proper test done with Paper team involved https://cubxity.dev/blog/folia-test-june-2023
If you look closer, you can see the top three regions have 6,653 entities, 5,628 entities and then 1,680 entities with a lot of chunks loading. I think this is on par with what was going on with my entities. After turning them down, it seemed to balance out pretty well. When we were at 208~ people, the utilization rate actually really went down. After disabling mob-spawning, it was virtually not using anything.
Server lagged
this good?
Now I can’t turn off the server, for some reason the thread died.
take a thread dump
How?
jstack <pid>
useless now
Anyone know a good claims plugin for folia?
please turn back up >:((
bruh
im gonna be getting a 28 core server in august i got to like 118 today like 1200 % cpu usage or something
spawn is laggier because lots of pvp and lag exploit attempts at spawn for pvp
people flying around pvping and stuff and then people far out with bases and stuff this is latest 1.20.6
yeah theres some bugs but i think mine are all plugin related
it runs really good
this is with like no anti cheat at all btw
because nocheatplus is a joke at this point and i was using something else but now its tailoring to a difference audience
my server crashes every few hours from some packet exploit i believe
118 at 1200% cpu is more worrying than impressive
ik it is because of people flying
i got ssd raid so
these a really players lmao
flying around
it runs really good
Why such a load?
7 players and 5180 entity???
whaat
your region = 7 players and 5 180 entites = 82% load..
its someone exploiting
there isn’t one
So how do I adapt a plugin to folia?
:c
I need a part or part of the documentation to adapt a plugin and get the implementation data for a few
see the "Region Logic" page on how Folia works in general, and https://jd.papermc.io/paper/1.21/io/papermc/paper/threadedregions/scheduler/package-summary.html for the API to that helps you to make a plugin that works well with Folia
You need to understand how Folia uses multiple threads to properly adapt a plugin, so there isn't much guidance as what you need to do is very different for every plugin anyways
Ok, anything else I should know?
Not really. There is some API that straight up doesn't work. and there isn't really great page documenting that, other than the Github issues
PlayerRespawnEvent and PlayerTeleportEvent are probably the most used one that don't work
Another question that has nothing to do with Folia now, because what you told me is useful enough to adapt a plugin... But I have a small problem and that is, is ASYNC in paper and in folia useful or not?
useful how?
If it serves what it is made for, since most of the times I used it, it generated a delay, everything that had to do with ASYNC in paper, from time to time it gave me errors, I disabled it in most of the configurations, and it was much better
The entire point of async is that it's non-blocking
no idea what you mean by disabled, there is no async things which are disablable inside of paper
paper gives you the option to disable asynchronous loading of chunks and all that, that's what I mean
I don't know if it's still there, but I normally disabled it in the paper configurations because it slowed down the servers, or have I changed that?
unless you're using stupidly old builds
but, the entire point of async is that it doesn't block the server waiting for stuff to happen
I have the old configurations in the new ones, does that change anything?
No
Ok, what if it has to do with the components?
what?
I mean, the entire point is that if you do something on another thread, you give the main thread time to focus on actually ticking, thus freeing up time
even if X takes longer
ofc, making stuff occur in parallel to the main thread means that you're going to need more CPU resources to achieve that
Ok, I mean, all this time I was using Async, damn, they did polish it quite a bit
even mojang made chunk loading async
That's shit, it needs to be deleted.
No
mojang has also improved their own system a good fair bit, but, paper replaces a good chunk of it
The mojang thing so far has only caused me problems
I mean, we don't even use mojangs chunk loader
Ah ah, ok ok
we have to intentionally slow our chunk loader down
.-.
Let me show you
Sync, or async?
What the hell is this? Kskskkss, it's not the asynchronous one...
That option is ignored on Paper, and will always be false
Or am I getting confused?
Ahhhhhhhhhh
Perfect
Perfect, beautiful
Ok
paper disables that, but, if that was enabled, then it would force the OS to flush the data to the disk
modern OSes generally take heavy advantage of using free memory to buffer reads/writes to the disk
Exactly
On the other hand when you want to make sure your writes actually write fsync is needed
It's all a bit YOLO right now
Are there any plans to update folia to 1.21 in the near future? 
Updates to Paper do not have any sort of estimate for when they release, ever. Any and all updates will arrive when they are ready, and the only thing to do is wait for them patiently along with everyone else.
⚠️ Please do not share any links to builds of Folia at this time. We are intentionally not providing easy to find/obtain downloads right now - when the time is right, everything will be available through official PaperMC distributions.
Anyone know a good claims plugin compatible with folia?
⚠️ Please do not share any links to builds of Folia at this time. We are intentionally not providing easy to find/obtain downloads right now - when the time is right, everything will be available through official PaperMC distributions.
does the current version of folia work with 1.21?
no
Not yet, no.
Jeje
JEEEEEEEEEEEJE
Towny have an advanced claim system as town and is Folia compatible.
Considering a serer for ~15-20 players vanilla survival, a 4core 3ghz arm cpu isnt the best because of its lacking single core, but with this hardware folia would maybe handle it a lot better?
o.0
With 20 players Paper would do a decent job of using all 4 of those cores, assuming the main thread can keep up to keep the others fed
Between the JIT, GC, chunk IO, chunk generation, networking, and plugin tasks
How come in the Folia documentation, there are things saying that certain APIs including world loading/unloading, player joining and dimension loading might not work? I have a folia server up at the moment and everything runs great
These are APIs, which only affects plugins that might use them
Oh... Does that mean that if I were to install a plugin that doesn't use any of those, then it should work?
No, it's impossible for a plugin to just accidentally work on Folia
The plugin devs have to specifically enable it to work on Folia which almost always requires a lot of development effort
Thats what I figured
Some simple plugins will work with a single line changes in plugin.yml to specify that Folia is supported, but you can't realy know witch one will work and witch one won't without trying.
Anything that uses the scheduler at any point will fail, that excludes like 90% of plugins already
This is likely a bad question, but why is there not a "folia" Lite, something in the middle to split up entity loading and chunk loading onto different cores
Chunk loading and generation happen in different threads, thus possibly different cores
Folia works by splitting the world into different regions, and the amount of region threads is configurable, so that things can happen in different threads safely
This is one of the only ways to separate ticking into different threads that worked so far
please finish the documentation 😭
PRs welcome
hi, if I use 6 cores on dedic is it bad for folia server?
is there any source/doc with everything needed to change while porting to folia
cause i cant find any
recommended minimum is 16
thank you
Because you end up introducing the same threading concurrency issues as folia for a fraction of the gain
or, well, Like, entity and chunk loading is already async in paper and has been for a long time
Okay
I assume we will not get any new folia 1.21 versions until long after Paper 1.21 is fully stable?
Sorry for the doubt guys, but isn't there an approximate date for when the issue will be released for 1.21?
that entirely depends on what your plugin is doing and how its structured. You generally have to understand how Folia works and then adapt on your own. And the "how Folia works" part is covered in the docs
so other then documenting missing API better I don't think there is really much that can be done regarding porting documentation
Updates to Paper do not have any sort of estimate for when they release, ever. Any and all updates will arrive when they are ready, and the only thing to do is wait for them patiently along with everyone else.
After Paper
The server may shut down automatically. Does anyone know the problem? folia 1.20.4
message.txt by @frail dune: https://pastes.dev/d2gnHSOMer
Something tried to add an entity off main thread
How can i do ?
Firstly, update
Pretty sure that's going to be on whatever plugin tried to do it but unfortunately the error doesn't give any hints
Folia wont properly build on my laptop
When I run applyPatches
it throws this error
send logs
> io.papermc.paperweight.PaperweightException: Command finished with 128 exit code: git -c commit.gpgsign=false -c core.safecrlf=false clone --no-hardlinks C:\**\Folia\.gradle\caches\paperweight\upstreams\paper\work\CraftBukkit C:\**\Folia\.gradle\caches\paperweight\upstreams\paper\.gradle\caches\paperweight\taskCache\patchCraftBukkit.repo```
changed my local folders with **
the full one
uno momento
running it with stacktrace
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
outside of "make sure that the path isn't too long", eeer
only other thing would be to try again, or use WSL
@storm sun Read the pins in this channel and the Readme on the Folia repo for answers about some of the questions you're asking
Folia is a fork of Paper that adds multi-threaded region support. Many plugins will require updating to support Folia. There is no ETA for publicly available builds.
For more information:
Folia will:
- NOT be backported to older versions <1.19.4
- NOT be merged into Paper
- NOT be ported to Fabric nor Forge
Stay tuned to #announcements for any further info about releases.
okey
I don't like this lol thing there is only an option to start it as a console
Generally you use a start script like on Paper and add the nogui section to it. Running Folia on Windows is a terrible idea, but there are bash scripts for linux out there.
why bad idea for windows?
Windows has slow FS in general for Minecraft. Windows has a lot of overhead. If you're running Folia it's because you're trying to eek out the max possible performance. Running Windows makes no sense because you're adding slowdowns and leaving a lot on the table.
okey
Also there is more than one configuration file which one should I edit? (yml)
Folia has the same config files Paper has
I don't know about paper, this is my first time opening a java server.
Have spigot.yml bukkit.yml
config/paper-global.yml
if it is your first time opening a java server, then you should probably be using paper instead of folia
I coded the modules of many servers in Bedrock, but I was surprised by the multiple configurations.
ty
well, folia comes from a long chain of forks and optimizations that have been added over the years, fine-tuning them has become something server admins get specialized in almost
if you are a developer then I trust that you know the implications of using this software so good luck I guess
I think I can already make paper because I have written plugins in C++ and similar languages before.
I Wish it was C after all 😂 I might Not be in the right Community to dislike Java though, but its Not a Secret how Ressource hungry this game is, Look at the Traffic alone 😂
if it was in C, there would be no community
Well, I know other Game Servers written in C, why should there be No Community? From many years of Personal experience CICS and C never failed, and 1 Minecraft Player might equal 10+ small C Applications
The entire ecosystem was started because of how trivial it is to decompile the vanilla server
and the tooling has only gotten better since then
injecting into random natively compiled binaries offers a much higher barrier to entry
That's nice, I Had No clue about the History of this Server Software, I only worked in some Reverse engineering groups of Games about noone might even know 😂
I know I can't compare this Game anyway, with the massive world and chunk Handling and everything, Minecraft is Ressource hungry in Nature
bedrock performs worse than JE, the language is far from the issue
That's great. I realistically See The Cap at 2500-5000 Players for a Vanilla Server atm, which is great. But really delivering this bandwidth and latency Worldwide, will cost a few thousand a month 😂
I have horrible experience with HE over IXP, playing overseas on congested and broken uplinks with Tons of Packet loss 😂 some of our Residential ISPs are very restrictive with peerings and expensive, while I Can reach Others completely free of Charge without any Problems
I have a Minecraft server and I want to play an estimated 1000 people on this server. I will divide my servers into Towny #1 - Towny #2 - Towny #3. I am in favor of using folia as an infrastructure, but I do not know how much it supports, how well it works, how well it stabilizes. We will add support for plugins ourselves, if not, we will prepare an alternative plugin compatible with Folia. However, one thing I'm curious about is how many players can folia AMD RYZEN 9 7950X3D 4.2 GHZ 16 CORE - 128 GB DDR5 with 32 RAWARE PARTICLES host on a server, can it run, will it cause problems in chunks?
What are 32 raware particles
Oh, lol
A thousand has been done before on that hardware, with a very particular player spread https://cubxity.dev/blog/folia-test-june-2023
Will you get a lot of regions?
What's the map size? In blocks^2
1:500
So as far as I understand, folia is not yet stable. It can't run 1000 players on the device I specified, am I wrong? I think there are bugs, like it crashes when I send a message to chat.
Your plugins have to support Folia.
If you're getting a crash when you send a message then you have some kind of plugin issue.
Folia has some glitches still, sure, but sending chat to players definitely isn't one of them.
That's what it says on the test address.
Yeah, that'd be some issue on their end.
That's also a test on an older version, for what it's worth.
Not super super old, but a year ago.
There's been a fair amount of improvements since then.
Folia in itself is pretty stable. Two of good example for you is DonutSMP and 2b2t
But both of them have resource to fix up issues as it comes up for them.
1000 players is a lot to ask of anything though.
You'd need to be pretty good at developing stuff and fixing problems and optimizing thing and aware of what Folia's limitations are.
But even getting 1000 people to join at once isn't easy.
Like do you even sure you will get 1000 players? That’s a lot.
We will have a very big line spacing.
Mob spawns will be off and tick 0. During the first opening.
Do you mean 1:50? 1:500 seems to be about 7.3k x 3.6k which is wayyy too small
500 - 500 will be 2 games in the style of Towny 1, Towny 2.
And would not run Folia well
That sounds like more than one server connected to a proxy. So less than 1000 players per server, but more like 300 players spread out across 3 servers?
yea
We can also make more than 1 proxy server.
Do you have any advice?
True. I've started switching to folia about a month ago and had no issues so far
OH GODDDDDDDD
That's very good.
Running a proxy and 3 Folia servers on a single 7950X seems a little snug to me, but I guess you can try it.
Plugin support is really going to be your primary issue.
We are working with Turkey's most professional javacists.
And RAM.
How many devices do you think a server for 1000 people should have? Should it be 2 devices? And what are the features that would take us very well?
I don't really have good answers for any of that. It all "depends".
Nvm, I can't math, seems large enough
If you were in my place how many devices and what features would you use?
3 folia servers on a 7950x is stupid
Maybe, I'm here for information.
i can tell you from experience
3 folia servers with ~300 players each is a stretch on a single 7950x
factoring in your average minecraft public plugins
500 people on 1 server, 500 people on 2 servers. Not on 3 different servers.
doesn't particularly make things better
All plugins will be custom written and optimized. Likewise, randomtickspeed will be 0 in the game files for the start and mob spawns will be very low.
So you have two 7950 servers?
No, I have 1, but should I make 2 servers to handle 1000 players?
So 500 players on one server, 500 players on one server.
I do not think you could make that work.
You would want two 7950X servers, at least.
Folia wants a lot of resources.
i'd definitely do 2 7950x servers yes
Esepcailly for high player counts.
not to mention the CPU cost of hosting a proxy for 1000 players
Yeah exactly.
But is it enough if these servers have 64 GB of RAM? Or should 2 sides have 128 gb ram?
I mean ideal setup would be 3 servers, 1 proxy, 2 7950Xs, all in the same rack, with dual NICs and routing internal traffic across the backend.
By CPU do you mean network, line limit utilization rate?
More RAM is always better. If you have two 7950X servers then I'd get as much RAM as I could.
I don't know how to say what in your language. Sorry :D
Do you know elraenn and rraene? Turkey twitch streamers
Ideally you already hire a good infra admin for this I hope... They will be able to do all this and testing for you
These are the things I have learned from you, let me tell you briefly:
I need to make my Towny servers 2 different independent servers. These servers should be r9 7950x3d and have a 500 - 500 player limit.
I need to have an extra server which should be a backend proxy server.
My servers should have 0 processors and everything and should not cause problems. My network line should be at very high levels.
By zero processor I mean it should be clean, not second hand. Newly purchased.
New or used wouldn't really matter.
It's a new enough CPU that you aren't gonna get something 10 years old. Drive health is going to be more important
I see, if I do it this way, I can play 1000 players on a linux server, right?
Of course within a good optimization.
Maybe. It depends on the plugins and what the players are doing.
The is no formula for "this CPU and this much RAM == this many players". Every setup is a little different.
Towny doesn't have a lot of data logging and so on. It's a mod with about 50 plugins. The only problem is that it's a very big world.
the whole point of folia is breaking up the world into smaller regions
you can have far more chunks loaded on folia than you can on paper
I honestly See this Server at 500 Players max, especially on Gigabit Ethernet, aswell ticking regions, 30-50 Players for 1000 players is already the full CPU utilized by ticking the regions alone, but it depends on too many factors, I don't think its Impossible but far from Optimal
16 cores is still bare Minimum for a single folia Server, and Serve 500 very Well to me is a better choice than accepting lag etc
Folia 1.21 already patched?
no
Is there a date for the folia to be officially released?
no
⚠️ Please do not share any links to builds of Folia at this time. We are intentionally not providing easy to find/obtain downloads right now - when the time is right, everything will be available through official PaperMC distributions.
What is folia
Folia is a fork of Paper that adds multi-threaded region support. Many plugins will require updating to support Folia. There is no ETA for publicly available builds.
For more information:
Folia will:
- NOT be backported to older versions <1.19.4
- NOT be merged into Paper
- NOT be ported to Fabric nor Forge
Stay tuned to #announcements for any further info about releases.
Is it correct that Folia still does not support version 1.21?
correct
What is stopping folia from updating to 1.21?
This is just a question, not forcing it
I have no idea, but maybe it's related to Paper not being stable yet?
Ngl what does that even mean?
no content
Oh like that fair enough
Does anyone have a 3rd party one?
A 3rd party development guide? Prob not
There isn't really much a guide can offer. Adapting/developing a plugin for Folia heavily depends on what your plugin is doing. So you yourself need to understand how Folia works (there is documentation for that) and then adapt to that in your plugin. Thats not really something a guide can help with
When is folia 1.21 support?
Updates to Paper do not have any sort of estimate for when they release, ever. Any and all updates will arrive when they are ready, and the only thing to do is wait for them patiently along with everyone else.
Paper ?
i don't know build 😦
Can you guide me to build it so I can download it
IntelliJ IDEA Community Edition 2024.1.2

Read the readme for paper
just, instead of cloning the paper repo, you clone the folia repo
ok
i don't know file pom.yml
what? paperweight uses gradle not maven
thank you
can you suggest a setting for installation (a certain number of chunks through which a new region will be created) if of course there is such a thing, or something similar please tell me where to find it
and also, if possible, after what time will they be unloaded if they are inactive
or when 2 regions merge into 1, at what distance will this happen (something like this)
the setting is the grid exponent
inactive does not mean unused, it just means non-ticking
default range was like 900 or 1.5k blocks apart or something around there
Is there a setting in the configuration file for this?
yes
where can I find it? I didn't wait for an answer...
The merging will usually ocurr when a region 'touches' each other
This happens with addChunk methods
Your view distance affects this because it's what mostly loads the chunks
You can find the setting on the paper global iirc
Honestly go look at the code and add debugs so you can see how it performs
Folia isn't friendly usage, if you want those answers they're on the codebase
anyone know how buggy folia is rn im running it in production and i wanna know what im in for lol
I mean, other than the missing API it's fine, really
There are big SMPs that have been using it for a while
oh thats hype
someone need to spank essentialsx lowkey they havent got folia support added yet
lowkey sad
anyone know what server use folia im lowkey intrested in checking them out getting som eideas
2b2t, donutsmp
Their prod uses a Folia fork now
oh thats lowkey cool
folia gonna go places lowkey
they js gotta get these plugins to get off there ass and put the pizza down lol
It’s funny they went from no mobs to too many mobs. You can check latest fitmc video
Hi, when I buy R9 7950 16/32, how much I need allocate cpu? 10-14?
Folia is a fork of Paper that adds multi-threaded region support. Many plugins will require updating to support Folia. There is no ETA for publicly available builds.
For more information:
Folia will:
- NOT be backported to older versions <1.19.4
- NOT be merged into Paper
- NOT be ported to Fabric nor Forge
Stay tuned to #announcements for any further info about releases.
and how much need traffic fro 50-10 online players? 125mbit is not a lower?
do you have mostly spread playerbase of over 70 and free 16 cores of cpu?
yes
do you have any key plugins that don't work on folia?
probably
then I don't recommend folia
because it requires plugins specifically supporting it
but i can code basic minecraft plugins
i know java and im beginner on bukkit coding
basic or middle plugins
example an silkspawner pl etc.
well, check and see if you can handle folia's scheduler jungle
okey ty
are there any folia builds for 1.21
no
how much I can allocate threads for folia on R9 7950x?
i belive it can use as many as you give it
but it wont use them all if players are close together
you have to be atlest a few thousand blocks away for it to split the regions
okay
thanks
but I can give more 16c if cpu has only 16c? Or Folia work only with threads or core?
i dont know what your asking
a core can run several threads, so it will work, but will not be performante as intended
the idea it to have around a thread by core
anyone looking to help me stress test a folia SMP server im tryna make sure i wont have any problems once the playerbase expands
not really the place for that
you know where i could find some people?
no
alr
Something that might help a bit, is to stress test it with bots, it is not close to real usage, but you get an idea
Once they are 1k blocks away from eachother you sill see the cores suffering 
you know any good bot software?
your browser is fine, there are no docs there
Paper docs apply mostly, and for everything folia-specific see the "Reference" sections above
what about NMS
is it any different than using it in Paper?
works the same way, although some methods might no longer work or not exist, you will have to figure that out
mostly chunk/teleportation stuff most likely
im not sure what git repo means by Additionally, multithreading of any kind introduces possible race conditions in plugin held data - so, there are bound to be changes that need to be made.
does that mean NMS is not thread safe anymore due to how multiple plugins are being run concurrently in separate threads?
NMS was never thread safe to begin with
yes, but in paper your plugin ran on main thread
how would i access NMS in thread safe way in folia then?
Well you have to understand how Folias region logic works and then use the appropriate schedulers (in the API) to run your code on the correct thread - NMS or not doesn't matter here
i guess you would need to use the region scheduler?
yes
from what i understand each region has its own tick heartbeat, its like multiple small minecraft servers, synchronized under one server software
like very roughly multiple paper instances running for each region
so the only change i need to do mostly is to use proper scheduler to execute code on correct thread right
besides data races that might occur if i store another plugin's data inside my own plugin
"yes". But entities can move between regions (and as a result, threads) and regions can merge
well that helps alot
yes. theres nothing NMS specific other than that some NMS class might have had changes
"use the proper scheduler" should be gold standard to memorize for me when working in folia
😄
thanks bro
very helpful
Is there a scholarship available to be able to use folia? if possible in 1.21 or 1.20.6
wat
yes!
Could you tell me where I find it?
⚠️ Please do not share any links to builds of Folia at this time. We are intentionally not providing easy to find/obtain downloads right now - when the time is right, everything will be available through official PaperMC distributions.
Same build instructions for paper work for folia
Hi, I have a question about folia. I have a server with a 2000x1500 blocks map and 300 players online. I need to split the map into several regions. If it is possible to disable unification, with make regions for example 10 on 10 chunks
doesn't work that way
While it can go lower than it is now I don't think it can go that much lower
And the lower you go the more overhead there is
How can I put 100 blocks?
I'm pretty sure you can't
Also even if you could once they merge they have to be even further separated to split again, to avoid flapping
If I patch the folia, in theory I can make regions static so they are bound to specific chunks?
no
dynamic regions are a core part of how folia works
What does it mean? Why are there so many chunks in one region, it shouldn’t be like that...
because your players are too close together
Folia is a fork of Paper that adds multi-threaded region support. Many plugins will require updating to support Folia. There is no ETA for publicly available builds.
For more information:
Folia will:
- NOT be backported to older versions <1.19.4
- NOT be merged into Paper
- NOT be ported to Fabric nor Forge
Stay tuned to #announcements for any further info about releases.
folia works well when players are spread apart a lot
is there any setting for this?
no
er i should say, there is a grid exponent setting that you could tweak but it doesn't solve the fact that your players are likely too close to each other
so that might not even change anything
oke, thx
What to do if the region is not created even at a distance of 2k blocks?
threaded-regions:
grid-exponent: 2
threads: 20
I found a screenshot where user regions are created at a distance of 500+- blocks.
If Player A is 2k blocks from Player B (x/z only, y doesn't count here) but Player C is in between them they'll all be in one region still
Or, well, depending on your configuration they will be
minimum grid exponent allows a distance of like 900 blocks, iirc
And remember, once they merge they have to get more than the merge distance from each other before they'll split again
Like, if they merge at 900 blocks I think they have to get like 1200 before it'll split again
I teleported to coordinates 20k, and the region wasn't created.
I have no idea what's going on with the screenshot you gave, it shows regions that are ~380 blocks from each other
I dunno, maybe Folia is broken right now then
You're on the latest 1.20.6 version?
the latest one does seem to be broken
tubbo tested a raw build i did on stream and the creating/merging wasn't working properly
A screenshot from the internet with the result I want.
1.20.4
try changing the grid exponent
I've never seen Folia able to do regions that small
see if it makes any diference for you
itll really depend on the view distance
the smaller it is the lower regions you can really get too
with some code customization you can get that
tried...
then go build folia and debug
I ran all the numbers for that at one point and the numbers didn't change from view distance 2 up until like 17
yeah i see
most of the actual merging logic seems to happen on adding chunk to a region
Although that was before the grid exponent default was changed (or was changeable) so maybe it's different now
itll look for nearby ones with sections
thats where you can also reduce merging radius etc but
yk
all these custom things, at your own private risk ofc
I could have sworn setting the grid exponent to 1 just broke things
it does
And anything higher than 2 gets you even bigger regions
the code has some math.min math.max that will really just not get you to achieve these
it really requires custom changes
it has a int searchRadius that'll determine if you merge r not
and that number is -search +search so
thats where you modify
i tried that
i managed to get around this (the randomness was completely from minecraft spawnRadius)
the map was very small too
i think it was like 10k radius
but I did mess with the values on the code.
The smaller your regions are the more overhead you have though so I wonder if it's even worth trying to make them smaller
And when I said breaks things I meant vanilla game mechanics would end up trying to access things in other regions with it smaller
Cpu wise you get higher costs
Ram wise mostly not so much
Yeah
I mean, I did get some crashes that I managed to fix so
It's really a choice but it's determining right, folia already specifies larger maps
does folia support plugin mojang mappings remapping in the newest available version (folia 1.20.4)
that ersion still uses spigot mappings
you can get a mojmap'd folia jar, but, public plugins would likely not work entirely
does luckperms have support for mojang mappings in folia?
What you changes in code?
Regionizer.
look up, RegionRelease method, and the regionizer variables/how they're used on the scope. thats it.
What changes have you made to ThreadedRegionizer?
look at the logic of use then you'll know what to change.
Specifically, can you please tell me what I need to change to reduce the distance of the regions
No
sorry
You'll need to run your own tests.
No disrespect, but folia isn't plug and play yet, so you have to figure things out, if you don't have the capacity to figure things out then Folia isn't for you
power of mind my friend! you got this
okay can I ask what version you have?
1.20.6?
on DonutSMP I am still running 1.20.2
thank you
on here, I think it was latest.
can someone send me folia 1.12.2 ?
there is no folia 1.12.2
then what is folia
Folia is a fork of Paper that adds multi-threaded region support. Many plugins will require updating to support Folia. There is no ETA for publicly available builds.
For more information:
Folia will:
- NOT be backported to older versions <1.19.4
- NOT be merged into Paper
- NOT be ported to Fabric nor Forge
Stay tuned to #announcements for any further info about releases.
Folia is a fork of Paper that adds multi-threaded region support. Many plugins will require updating to support Folia. There is no ETA for publicly available builds.
For more information:
Folia will:
- NOT be backported to older versions <1.19.4
- NOT be merged into Paper
- NOT be ported to Fabric nor Forge
Stay tuned to #announcements for any further info about releases.
will there be Folia 1.21 or has this project already died?
...
leaf is working on his patches for paper first
once he's done that, then the patches to integrate folia into those can be done
uh i need folia for anarchy server
the changes that folia requires to exist do not exist in 1.12.2
nor will folia be backported by leaf
Of course I'll be waiting
so, you are generally, as-is, on your own
fr
folia's release could be a great way to split from old bukkit api for paper
is there any builds of luckperms besides experimental PR patch build from jenkins: https://ci.lucko.me/job/LuckPerms-Folia/ that works?
im gonna have a guess and say no, otherwise that thing probably wouldnt exist and a "folia" section would exist on the luckperms website
actually it seems folia did got an upstream rebase of Paper 1.20.6 2 months ago, so it should support remapping
right
yes
also i just realised that i've compiled mojang mapped 1.20.6 folia build
so its not as if it doesnt exist
where can i find an actual list of the flags you can pass to the folia jar
to allocate threads and all that
how much? 😄
what
im saying if you want those things you open the pocket
message leaf
maybe your offer is interesting enough for him
Don’t message Leaf asking him to port Folia to 1.12. He’s just going to ignore you.
Don’t message Leaf asking him to port Folia to 1.12. He’s just going to ignore you.
That too, really.
Just wondering, what CPU are you using and how much RAM are you using? Values for 500 players look great.
Pedro here sharing info that he could charge people real money for 
i mean
"dont message leaf"
the guy is big on tiktok
im sure a big money offer makes a diference
you never know...
This isn’t the place for this kind of conversation, either way.
am i the only who gets errors when trying to use gradle wrapper for ver/1.20.4 branch of Folia?
anyone know if folia has any problems with dual slot servers or should it work fine
I think so
At worst, you'll get performance issues
thanks kyle
anyone? i need 1.20.4 folia build
remove folia-server & folia-api
applypatches after
why does ./gradlew clean doesnt remove it
because gradle can't compile your build script now because you've checked out an older branch with build script changes that don't work on 1.20.4
why doesnt git checkout doesnt force remove untracked files
because that would be stupid
folia-server & folia-api are also in gitignore
git checkout would normally tell you to stash changes when it comes to untracked files not in gitignore
how much time you spent to do it?
30 decades
in processing time
but I am parallel
so only a couple n units of cycles
⚠️ Please do not share any links to builds of Folia at this time. We are intentionally not providing easy to find/obtain downloads right now - when the time is right, everything will be available through official PaperMC distributions.
can this be done on a 10k block server where the players are located close and the regions will not merge? what settings should I use for this? or is it necessary to change something in folia itself from the developers?
as is pretty well covered in the documentation
if stuff is too close together, stuff will merge
there is generally little interest in allowing regions to be so tight together because it starts creating concerns for vanilla logic accessing world state
And you're running into huge risk
If these regions touch each other close to the same time and do a big badass merge you could end up with not so much of a good scenario
You don't want what's on the picture
can you tell me what grid-exponent does?
basically, it controls how far regions need to be apart
is it advisable not to change this setting?
reducing it may have a performance cost but should generally be fine afaik
minimum is 1 or 2 iirc
what can you recommend do on Ryzen 7950x 16c/32t?
why?
Please don't ping me
sorry, but what I do wrong?
Nothing
He just doesn't want to provide support for it
Don't worry
For the CPU etc, it's really a trial
See what fits best for your use case
You can use tools that spawn and login bots
@twin spindle
And then you'll see whats best
What gives more/less regions
And so fourth
he meant that he would not provide me with support, somehow not very
I'm using on productive server vanilla
thanks for answear
in this case, will it be better to have more or fewer regions?
very thanks for answear)
Hello, I would like to ask when the folia1.21 version will be released
Updates to Paper do not have any sort of estimate for when they release, ever. Any and all updates will arrive when they are ready, and the only thing to do is wait for them patiently along with everyone else.
(66859b50bb3b0c6d8b810369) // @cerulean juniper (@yle.service / 868614468547018822) has been banned by @viral coral (215448923681062913)
Reason: Quick-banned for sending a message in #folia-help
We should put a bot anwsering that 😂
is it possible to run papermc plugins on foliamc ? through some plugin or something ? will there be a built-in protocol in the future that will also support papermc plugins ?
no
folia already tries to break as little API as possible, certain changes have to be made to function on folia
is it possible to rebuild the plugin ? (with open source) or foliamc works completely differently
you need to make scheduler adjustments and make sure that said plugin is not using any of the broken api on folia
it is not as simple as marking it folia supported
so the foliamc is not usable? (at least for the moment)
it is usable
plenty of people/servers who run it already
plenty of folia supported plugins to be found out there or forks/branches for plugins that support folia
if you are not a developer however, folia is not something we recommend using
yes I have seen, but many of the plugins we use are not compatible with the folia
yes, hence
folia is perfectly usable aslong as you are able to port plugins yourself or write plugins yourself
it is not for everyone, requires good hardware too
True ! My server is running folia since april and it's really insane (production server)
Hey guys, I am planning to host a Minecraft server but I do not want to stick to 1.8.9. Does someone has some tips that would help me port the 1.8.9 Combat Mechanics (Knockback and other physics dynamics) or know if it's possible to perfectly emulate it? My plan is to use a modified version of 1.8.9 but I would love to instead leverage from Folia as it's the future of Minecraft servers
Without wanting to sound rude, get over it. If you use it you get used to it. It has been long enough now. Time to accept it.
1.9-1.21 add so much features and people want to stick to 1.8 because of spam click
take a look at https://github.com/Samsuik/Sakura/tree/1.20.4/patches/server @dire iron
Yes, that's why I am asking.
if you actually want to try and port 1.8 combat mechanics outside of using oldcombatmechanics, refer to that fork
tends to have legacy cannoning & combat mechanics
Hey, this one seems legit good
Thank you
Is porting to folia similar to paper code?
Or is it completely different
Read the documentation for answers on that
Some stuff is the same, some stuff is different.
Awesome, thank you. I will be looking through it and start experimenting.
This looks nice. Might be the solution to help migrate those old mc server versions
Will give a look at it on my vacations to see if i can make it work on paper and from there port it to folia
If you're sure you won't ever change combat again you can have a simple plugin that will change all armor and weapon attributes to their 1.8 values and set attack speed attribute on players to like 40 or 50
It's gonna remove the client having the swing cooldown even if server lags and can't send reset cooldown packet
theres (apparently) more to 1.8 combat than just no attack cooldown
cooldown and damage rates are the main things which kill the whole "fast PvP" that people miss
there is ofc a bit more nuance to the tweaks, but, just tweaking that stuff makes PvP a whole lot more fun
Movement is minimally different
Sure looks easy the way you mentioned it. If it really is that way, i might just add that mode on a minigame plugin i am making
there's a lot of people who think that. I personally witnessed people like that complain, then we stopped the server for an hour or so, put out announcement that it's now fixed and no complaints since then
there are multiple pvp servers running latest versions and literally noone but techs and admins knows
Dont say that loud 🤣
don't worry, surely, this isn't the server you're playing on 
server you're playing on is using genuine 1.8 for sure 
I dont pvp, dont worry 👍
Just curious, is there any build instructions somewhere? Feels like I've searched everywhere I can think of and there's no such things.
Such as "java version, Gradle version etc etc"
Using an old guide I managed to find I used
gradlew.bat applyPatches
In order to well... Apply the patches but it errors out so it seems there's a versioning issue but I can't find any info about what versions is used.
Tbh it seems like a paperweight issue and not necessarily folia but still... It's related right?....
Use the instructions from the Paper repo
It’s a fork of Paper so the build process is the same.
Ah I see 😅 makes sense 👍 thx
papermc web api supports folia?
just found out about this from itzg's docker image source code
Plz delete that
⚠️ Please do not share any links to builds of Folia at this time. We are intentionally not providing easy to find/obtain downloads right now - when the time is right, everything will be available through official PaperMC distributions.
Our developers dont need the People that this info will bring
Please don't post links to downloads
because we don't want people not technical enough to get the builds
if you can query the API you're also competent enough to build it yourself
Dont take it personaly, see it as a triage
Anyone else have weird issues with items from plugins? For example, McMMO armor on fishing don't like to cooperate with the Anvil. Let me see if I can't get some data on these items. I have seen it from multiple plugins. To me it seems like any item manipulation isn't taking well on Folia. On paper, I am not having problems when I try to recreate the issue.
(NBT Explorer), is that custom_data from the plugin or?
Mojang no longer represents itemstacks as a raw NBT blob when loaded anymore
they use data components
they retain a custom_data component for retaining an NBT blob for a mixture of "stuff still in the works of being represented properly" and for mods, and such
having a Damage tag in there would suggest that you've got something installed on there trying to do manual NBT changes which will no longer work
That would be McMMO and a few other plugins. I'll reach out to them, thank you.
for anyone wondering how to setup folia with itzg/minecraft-server docker image, im letting you guys know that the example given in the docs is missing one environment variable due to how folia is currently in experimental channel in paper web api
so instead of running:
docker run -d -v /path/on/host:/data \
-e TYPE=FOLIA \
-p 25565:25565 -e EULA=TRUE --name mc itzg/minecraft-server
you need to run:
docker run -d -v /path/on/host:/data \
-e TYPE=FOLIA \
-e PAPER_CHANNEL=experimental \
-p 25565:25565 -e EULA=TRUE --name mc itzg/minecraft-server
too bad docs doesnt state that and gives the latter example
this might seem obvious enough for you guys, but lemme just tell you that i've wasted hours trying to find the solution lol (im thankful for myself for trying web api today a bit with GET requests to really know what was going on in the first place lol :D)
whats the current version of folia on master ATM?
still 1.20.4?
oh nevermind 1.20.6
why removing all docker volumes is so annoying
sudo docker volume ls | awk 'NR != 1 {print $2}' | xargs sudo docker volume rm
is not there any normal command to do that instead of this piping
docker volume prune?
Sorry for this question, but is there any ETA for folia for usual ppl?
I mean several months/year/more
Updates to Paper do not have any sort of estimate for when they release, ever. Any and all updates will arrive when they are ready, and the only thing to do is wait for them patiently along with everyone else.
Sorry but
Folia is like, likely never coming to 'usual' people
You can already use it, but why would you?
If you can't build it yourself or you have someone to fix/develop for you
Then folia is really not a software for you
That's sad
As I understand, MT will only happen if mojang want it, and they don't
I've been hearing about folia for a long time, it's very cool to stop looking at threads to find lag cause, but...
Mb one day...
99.99999% of the server has 20 players or less, it’s really not a priority if you think in their shoes.
Is your server huge?
are you having issues currently?
Not that much, just trying to make as many cool things as I can without much lag
Folia generally wants a dedicated higher end CPU that most people don’t want to pay for, and specific use cases
ryzen 7950x
I’m saying this is why, as Pedro said, it’s not really suited for “mainstream”
Having a fast CPU is good but now you want players to be 1500 blocks apart also. And plugins to support the regions.
theres a reason u have to build folia urself lol
How to enable string dupers?
Looking to re-enable patched Vanilla exploits such as TNT/sand/string duping or bedrock breaking? Click here for more information.
Nvm there’s a bug open on the GitHub about it rn
thanks
is there any folia optimization guide, or any config&settings i can set specific for folia to improve performance & region loading?
especially paper global
I would start with a better cpu
have more threads
4 is far cry from recommended minimum of 16
That's not necessarily 4 total threads
There are 4 region threads in that setup, either forced by a config, or just how Folia does its own math to determine how many to use based on the total
I got 4 with the 7950x for whatever god reason
It's num of available threads divided by 8 (or 1 in particularly low core count cpus)
So if this is default it does meet the minimum of 32 threads
in this case, only reasonable way to improve would be to make sure players are separated by around 1k blocks at least
you generally should not care if a few regions are at low tps, that's very much intended and you should just probably tell players in those regions to stop being silly with their farms
any time you see a region with very bad tps, that's a prevented cataclysm, because on a regular software entire server would go to shit
Lmao
Here, your regions are at a very good rate already, there's a deal thouggh
Increase your number of threads to the exact number of threads you have in your box, don't bother much about the overhead, with 100 players it'll be minimum. See if you can tune in and optimize values, just make sure you do this. Because it doesn't make sense to use folia if you can't scale your thread count.
im using 14900k with 32 core
8 cores, 16 e-cores
and a folia fork developer recommend me this setting
any changes should i made on number
to howmuch
Just run your tests
generally looks fine
What view distance you got in there
simulation 5, distance 10
Yeah you're definitely not going to have lots of regions with a somewhat small world on that my friend
Neither a very good mspt as well
they have 20k entities in the region
Decrease some of your mob caps as desired depending on your map siz
Implement entity limiters
just because you're using folia doesn't mean people can't lag your server
mine is a anarchy server with lots of chunk...
There's still overhead
What's your map size
5 million
Hell
you still need to be able to support stuff
okay so should i change my thread region from 12 to 16?
No
actually its both positive and negative
so its 10m X 10m
So 10 million
yes
Are you using any plugins rn?
yes
Yeah does not sound optimized at al
if it's anarchy, do not share spark
Core protect has some real fun there
there's a chunk list with currently loaded entities with chunk coords
im using 1.20.4 that does not include spark
shouldn't be an issue
Ah you don't even have it
no
