#folia-help
1 messages ¡ Page 27 of 1
I would be more concerned about oreobfuscator
so right now is this good?
No it's not good
đ˘
enabling players to get bundles probably introduced like 9999 dupes
Is your map pregen?
im using a old version folia because my plugin do not support new version
I asked him
I mean, those thread settings are basically irrelevant at this point
regen for like 50k
they already said their map limit is 10mx10m
The issue is that they have an region which is hurting
its fine its a spawn region
that would not do anything
then it's working fine
Then pregen your map

Yes, it's a suggestion for a better performance
and will it crash my server
Your spawn region has too many entities, it's laggy as hell
does it contain the number of regions which are ticking?
just pregen 10mx10m bro bro
No you won't crash
yes? then it's probably fine
And increase your thread to 24, see if you can get rid of those "20k" entities at your spawn point though..
if you want to fix the regions that have low tps, you might need to look into why are they that bad
increasing to 24 is not going to help much
especially on windows
especially on a hybrid CPU
He has 100 regions
Yes, and they're not using the full utilisation
yeah, that hybrid cpu is probably the worst thing there
In which some are likely consuming more than a thread only for themselves
e cores are fucking scam
at least a good idea, those e cores are around 20% worse than a regular core
well, other than your bad performing regions, your thing generally looks okay without any real actual context
ok so should i change the thread to 24 or not
you only have 16 performance threads
It will depend on your use case
a better performance is a better performance
24 will help.
and it will not crash my server?
but it won't fix your main issue
its fine
Why would it crash your server
idk
ok then i change to 24
you really need to make sure that your OS is updated, etc, etc
it likely won't help if regions get assigned an e core for the main region thread
It doesn't make any difference
yes, yes it does
Yes sure
.
30k entities at a performance core vs a regular core
It's a lot better to have a region at 140mspt else than 110mspt
so at lest this is better than 12 threads am i right
Yes
ya because i cant really fix that main issue
so at least i can get a slightly better performance
Why do you need almost 30k entities there
idk player put them there
I would just add most entities to that one option that prevents loading of more than x of entity type in a chunk
can't recall exact name
I thought that was for saving
and iwill lower the spawn limit
but I'm willing to bet noone would notice if only say 25 entities loaded instead of 50 next time they laod the chunk
You should at least try to know why they need entities there
same difference, effect is the same
More than ever it's likely someone just spamming entities or just your mob caps like crazy.
next time they load the chunk there's less entities
it;s 100% someone spamming entities
there's now way natural spawning would get to that point
It could be farms
His sim is high, someone who knows how to build farms could really spam
But you know, he said it's a spawn point, who would build one close to a spawn point.
if you had spark you'd see the chunks
do spark support newest folia?
It works good
where can i find folia branch spark
On the spark repo.
Iâm currently checking out dediâs for an event server, but the issue is that I cannot find a suitable CPU
As most high end ones stop at 16
Cores
For high cpu scores
Like a Ryzen 9 series cpu?
not sure what you're asking there
what kind of event
also if you're checking redis, check datapacket out.
what kind of map size are you going to have on the event?
for folia which cpu is better, 14900K or Dual epyc 7k62
depends on gamemode/player spread
anarchy SMP
NUMA isn't exactly supported, however
idk what that entails in terms of player layout
like, if you have players close to one another, using a web server CPU is going to have regions hit their limit fairly fast
but, let you have more regions, because more cores
high perf desktop CPUs let you have regions able to tolerate more stuff going in them at the price of being able to tick less at once
more regions
its all about the player count and spreadness.
hmm
well, just having more cores isn't going to magically make your players spread out more
example:
Please read the readme
I can get this running on a 7713P (this map is 50000x50000), but I can't get this to run fine on a 7950x or 14900k
so you have to account for if you're going to have A LOT of regions or if you'd rather have less regions, all that depends on your performance tests as well
i'd never recommend using a 14900k unless you're just running pufferfish without any entiteis and the event is just pvp
outside of that it's not worth using it
NUMA is not supported, so there is expected to be a small performance hit due to syncronisation across CPUs
okay
and what you want to favour
at the end of the day, a region is pretty much its own little server
running those on a web CPU means that you're going to run into perf issues with individual regions fairly fast if you start having people building close together
on the other side, high end desktop CPUs have much less cores available, so overall, you're not able to support as many regions, but if you have a lot of players within individual regions going crazy, etc, those regions won't bottle down as fast
cant wait for pedro to get those new hardware for test
gonna need you to run a chunky pregen and see the numbers too
- How large and HOW WELL spread out my players are going to be on the world
- Will I have a lot of entities per region, or this is mostly intended as just a normal thing, without too much overhead
- Will people build lots of farms in my server that will affect the performance
- After testing bots on my event map, with my algorithm/function to spread out players, how many regions did I get, do expect to handle more?
Do I really need an AMD With more cores CPU?
And the most important question:
Am I using Folia because I want to be fancy, or am I actually seeing the big benefit here?
so if im having trobule with this one specific region, 14900k is better right
well, as I said earlier, your biggest issue is the number of entities
đ okay
but, well, going to a web CPU is generally going to make that region perform worse
i want a threaddriper
but they dont have it
i managed to cap that 7713p with that performance test

should i allocate less RAM?
it's not going to make your MSPT -30
you do it if you think you don't need those 64 gbs
you want a serious talk
the seriouis talk is
get rid of those 20k entities
đ˘
no cpu will make you a miracle (at least on 2024)
Thats it
youre just gonna be wasting yours and everybody elses time by asking teh same thing over and over again
you got almost 30k entities in a single region and god knows what they are/for what
thats it
end of story
could that be possible causing by per player mob spawn
If you're expecting 150 players, I'm not sure why you're considering these enormous CPU count servers. A normal paper server can handle 80 to 100 just about. Making some simple assumptions that a region is equivalent to a server, you can handle that player count with just two regions - you don't need an enormously high thread CPU
your best bet
add spark
generate a profiler
find the coords of the chunks
tp there
done
okay
i just want to know the optimize RAM allocation strategy for folia
its nothing to do with my 30k entity
If you're having issues with players not spreading out, you could create / find a plugin that spawns players in a random location over an enormous area, forcing natural spreading out. (assuming this is acceptable for an anarchy server)
I had 128GB of ram allocated to this here,
just keep your 64GB if it doesn't affect you
okay
you'll likely not ever need more than 64gb, thats lots of bytes for you to use, and if you endup using, then congrats
Its a blend of SMP and factions. Where mostly players are spread out but there might be a peak of players in one location(but not all) at a certain point during the event(Like a claiming war etc)
then you probably wanna lean more towards desktop CPUs rather than web server CPUs
So a high performing 16c/32t
Does using too much RAM cause any disadvantages? I mean, what harm could this do for him, like using it instead of keeping it?
I am running 100 GB RAM for 60-70 players, but there are huge farms, I use all settings such as simu and distance at default and the world is endless.(30m) random teleport teleports them up to 500 thousand blocks.
depends on what you do with it
it'll usually not do any damages depending on the GC you use as well
It's better to have than to lack
Say I have an event server, 500 players online at once max. Where one region will at one time only contain 150 players at a maximum(general approximation).
Now with a 16c/32t Ryzen 9 7950X3D
64Gb of ram. I also want to host a Live bluemap(pre genned) and a simple Postgres Database
Is that feasable
the region with 150 players will run about the same as a Paper server would run with 150 players. So likely not great, depending on what they are doing exactly
ideally, reduce the amount of players in one region further
Well going for 5 âfactionsâ
With around 100 players each
Also will optimize as youâd optimize paper
I do not need most vanilla features
It has SMP elements
if each faction has its own "homeland" or something, you could try to make that bigger so that each faction has multiple Folia regions
But not that many
We aim for a large map
And have some fast travel feature for the gameplay
But there will be instances where 2 âfactionsâ fight over certain territories
So it will be concetrated to a certain extend at peaks
that sounds pretty cool. But especially then I would try to limit the amount of players in a single region somewhat, or disable additional stuff in the regions with the fights (like, all entities). Because in PvP low/unstable region TPS will be more noticable of course
Ye
Mobs are not needed during such an âeventâ
Like you will have claiming days(during certain hours)
And just more âregularâ smp days
To optimize for single region performance Iâll figure it out
And find good gameplay âexcusesâ
But its mostly about the additional postgres and bluemap server running on the dedicated machine
No idea about Bluemap, but Postgres will depend on what that DB is actually doing. by itself it shouldn't be that bad
Is 13 high performance cores enough
Not really
Because most high end machines with desktop cpuâs do not have more then 16 cores total
And I definitely need high performance cores
Keep in mind there are also chunkloading and netty threads that will see some heavy use with that many players. The Folia tests ran on Epyc CPUs for that reason
Do epyc cpuâs pack a punch for single region peak hours
At most weâll spend around 200⏠a month for a dedicated
As this event will run for about 3 weeks
They just have more cores, single-core performance might even be slightly worse
And we are also aiming for some sponsors
Even in my situation where we have some peak player counts in a single region
Keep in mind no chunk gen & stuff like villages, strongholds and most survival elements except for the fact of being in survival mode are disabled
And we can even limit entities during peak events
Like no drops
Issue is you are kinda in uncharted territory, there aren't that many people running Folia at such a large scale. the 7950 is an amazing CPU, I would only worry about the core count
single core synthetics put many of the epycs on par with like 10 year old i7s
only synthetics so not the full picture
but, well, it's in that area of "it explains a bunch of how they act"
I would probably go with the 7950, but run BlueMap and that database on a separate machine
that seems like the easiest and safest solution
Once again, epyc's single core perf is comparable to 10 year old i7s
Thanks
Should I keep like 1 core for the OS and stuff?
yeah keeping a bit of space for the OS and unexpected load makes sense
Leaf did some very rough estimates for thread allocation here: https://github.com/PaperMC/Folia#how-to-best-configure-folia
they should still be mostly up-to-date, but again, just rough estimates
And luckily I can optimize allot
As there are only a couple of external plugins
WorldEdit, WorldGuard, LuckPerms, BlueMap, Litebans
And maybe ProtocolLib and Geyser/Floodgate
So no bloated mess
And after that custom made plugin to do like everything since I donât trust most public plugins to be thread safe
Say I go for 500 players(which highly likely wonât be reached at most times as its the maximum amount weâll allow)
5 for netty threads, 3 chunk system io, 3 and then 4 for for ticking cores
But then again, the paper test ran on an epyc cpu which single core performance is much lower then mine
So I can probably scrape some additional cores
yea, but they had player spread
Iâll also have player spread
Like if I knew for certain my players will be at one location at a time, Iâd never go for folia
For the netty cores the higher boost clock might just allow for less cores needed at all
how spread out
when you have 150 players in a region, that's not spread
Pretty, I think for going with a 15kx15k map
Only at certain points
a single goliath is 50k x 50k
Well, yea
but, you basically can't optimally deal with both, essentially
you're likely going to have to tilt one way
TICKING CORES?
dont do that
if you're talking about tick threads 4 is too little
Look, for the peak hours of players being in a single ticking region, I can deal with it
4 threads is too little.
I can also go for 90 players per âfactionâ
What is the current Folia version please?
check github
making the total possible player count go to 450
okey dokey thanks
you're not going to handle 450 players on 4 tick threads
Meaning that peak players in a single region roughly will be 125
thats not how it works
The map doesn't create regions based on your world border
you can't just assume your map will have 4 regions
just because you have "4" factions
Then, back to my original question
Folia creates/deletes/merges regions based on your view distance and the grid exponent.
IF you expect to handle 450 players,
go with an EPYC, customize the code of folia for region creation/merge so you get the change to at least have more regions on your 15k x 15k
is the 15k total or -15k to 15k
The 15kx15k is not final
only concern with an epyc would be the amount of players in a single region imo
I mean, since you're already going with folia, just write a custom code that your mobncaps can be lowered if the region has lots of players yk
dynamic options per "mass mspt usage"
Map size wonât matter for the gameplay as I can introduce fast travels that supports the âeventsâ lore
That was my idea in general
can you write code?
Of course
ok
I write most code myself
But just in case, what kind of cpu still has high single core performance(in case a single region might end up doing allot of work)
but has more then 16 cores
Since the netty io, chunk io and workers take up quite a bit
pretty much none afaik
there is no demand for that kind of performance on the desktop
only really servers
look
and pushing cores that hard is not worth it for the TDP capacity of server racks, or the energy efficency curve
Maybe the new threadrippers
7713P and 7950x
the threaddripers are perfect
but you're likely not finding them anywhere for "cheap"
AT ALL
These things cost almost half of a tesla or something like that
I wonder if it's even viable to find them at all lol
you're not getting one rented for less than like $2k/month
datapacket has 9754's
bare config on their website look it up
its like $2k and something min monthly
they even got dual 9754's
your
best
of the best
of the best bets
is to actually run a performance test my friend
snake oil, but..
thats the real only way
lmao
we used the 7713Ps
check that one out
the threaddriper 7995 there
shows some real work
@inner swift
^
buy a threaddriper for your desktop
its only like 50k BRL or something
CHEAP MAN! đł
Yea, that threadripper is pretty on par for single thread perf with recent intel and AMD desktop CPUs
wait longer enough and they'll be throwing them out with the entire rack
f
How can I test the netty io load
Without needing 500 players
Because since a desktop cpu single perf is higher
Maybe need less cores for netty
Mhh, you know what, Iâll go for 300 players
Its the first time throwing such an event(altho from a past client I do have experience with the managing part)
4 âfactionsâ with 75 players each or smth
For future iterations if it gets popular enough
Can always opt for better hardware
Id take Pedroâs advice seriously. Heâs one of the few people who actually have experience running network of over 2000 people.
People offer their experience for free because they like the community. Going in DM sounds way more serious than it is doing it publicly 
we can keep it here g
its about folia
its all knowledge and opinions
what i tell you may help someone and what someone else says here might help me at some point
it's like that saying
It's really interesting for me to hear this conversation from an experienced person like Pedro.
im not really experienced
yeah
if you can start lower without ruining teh experience
it sounds like a better idea
but i still keep my suggestion
Then if the person using folia with 3000 players is not experienced, who is really experienced?
|| if Pedro was experienced, he wouldnât delete that DB⌠||
if you can run performance tests on it with the "exact setup" then sure
^
being too speedy makes mistakes happen
sir this is a on topic channel
also
Lmao
fuck you
Well to be fair, I wish to go in more detail for what I am going to do
you can't go here?
there's mostly only devs
i doubt theres any configuration weirdo looking at this channel
more than often details make a huge diference on the solutions
I can keep out more specific details, and focus on the technical details probably then
Let me grab me laptop
The number of "can I use folia on my oversold shared host with max 2 concurrent players" I see here is depressing unfortunately
If it's not directly help related.
Very very very few people have the time or interest to give help over DMs.
I mean, I wonât even find it strange if they never release public build jars for folia
I can see that go wrong in an instant
maybe in the future
Especially last couple days where I see how much thread safety I have to take into account
but explain more about the details and metrics
Not only the schedulers
thats the argument everyone gets into that makes everyone think Folia will likely "never" replace or take over the majority of paper usage, and its mostly all bets and personal views
Well for this iteration I donât have a running build yet
whats the detais and metrics
its more the idea
I hope to be able to do a proof of concept somewhere next week
When certain features are developed
Let me write a nicely formatted message
Event Server
Main premise, it is a blend of SMP/Factions which will last around 3 weeks.
You got 4 factions each consisting of 75 members, which will have their own "homeland".
The goal is to "colonize" the most territories but not just amount but do it tactfully as certain territories have certain resource/gameplay advantages.
To colonize a territory you have to be with your team inside a "nexus" of that specific territory and the last faction standing claims that territory for the day(Not able to claim every day hence the "peak hours").
What this will mean technically is, that at most you'd have arround 100 players around a nexus at once(Taking into account that for the gameplay it is not a smart idea to have the entire faction defending/attacking one territory at once since their others might be attacked by the other factions).
It really would be better if you moved this to #general
Also you can have a full war between 2 factions, in which both will probably split up into 2 groups and go to each others "homeland" nexus, but this will be a less resource intensive event due to the fact the total will end up being 75 in a single region max roughly
Since you aren't looking for actual help with a Folia server.
We'd rather keep this channel open for folks who may
he's talking about using folia
he's explaining the idea of what hes gonna use it for
but if you really care about that message here we can go in dms no problem
i dont mind
It is primarily about technical advice
What sort of advice are you looking for? It might be helpful to outline that
Well generally, cpu and core allocation
- recommended map size/distance
And maybe possibly about stabilty + couple of 3rd party plugins I intend on using
So there'll be "4 mass" regions with lots of players because of the Nexus?
Most of the times ye
a nexus is basically like a "chunk"?
in terms of math
what kind of distance between players are we talking about there
do you know if you can have more than 1 region per "nexus"?
the reason im asking is because if a nexus is a chunk, and most of the people will always be playing there, you're better of with a 7950x.
but if you can have players spread out more across your map, a cpu with a good single core but more cores sound better suitable
I plan to spread it out so that there aren't too many nexuses inside a certain distance of eachother
Well, during normal activity, players may be spread out more
if it doesn't affect your game, having the same faction with "multiple" nexus would be better for perfomrance since your chances of having more regions increase
The nexuses only really matter during "claiming days"
or "war days"
other then that, general player activity will be lower
and folk will be spread out more
one of the kind of "solutions" that you can possibly work is, you can somehow classify "areas" close to the nexus as required for high performance, meaning maybe you can have a lower mobcap or so
this way you're def with a good performance and chances of having more than 150 players on a nexus
Thats a good solution, mobs won't really add to the gameplay anyways during those "peak hours"
it really depends if they're gonna be doing farms etc there or if it's mostly for combat
you can try to create a mechanic in your game where you kind of force them out of the nexus to grind for resources, that way you use more of the actual Folia goal
therefore e.c = > regions
That is the goal
during the "grace period" or in general when no big events are happening
for the CPU, i think a 7950x will do the job there
players will be doing more SMP stuff
you should pre-gen your entire map though
yeah sure thats alright
simulation distance is the same
if you can dynamically modify the simulation distance
you also get more performance too
well generally speaking, mobs won't be such a huge aspect of the gameplay
as there is no goal of going to the ender/nether those will be disabled in its entirety
the simulation distance still matters too
since it ticks chunks
most of the "fluid etc logic" is kind of there
if you can reduce those on peak hours without affecting the major of it, then you're good
Yeah, a 7950x will do the job
keeping one core for OS
you dont really need to run math like that though
your netty threads have to be "somewhat increased" from the basic
and your tick threads still have to be the focus
You need room for ticking more regions even if on peak time you don't have as many
6 cores for ticking?
don't go into the route of like "reserving cores"
5 cores for ticking
3 cores for netty
don't do that
That's math that doesn't apply to real-life
I should let folia figure out what to use the cores for
it's "basic" but it doesn't work that way exactly
no
don't let folia figure out by itself
it'll not be good
i'll move this to dms
You don't have to. You aren't off topic in here
But obviously feel free if that's what you prefer
ill doi it here then
@wooden wraith
with 300 players or os it's nice ot have netty at 6 or more if you can, now the part of teh chunk here
if your map is actually pregen and youre not abusing view distance you can have your chunk io at 1 and your workers at 2 or the opposite, you can check the code to see what both do, just make sure youre using NVME and a good one so you get a good low latency on speed meaning fast reads,
make sure you don't use linear formats for reducing disk usage or caching with those thread counts unless you write your own format (ex: https://github.com/DonutNetwork/Blog/blob/main/WORLD.md)
I assume I have to fork folia
now the ticking threads, usually people tend to make a simple math here, 1 core = 2 threads and that's what you assign there, this is nice, but be careful with this, the math doesn't apply so much because you're actually parking the threads targetting a specific nano time on the future, so le'ts say you have 33 regions but you got 24 threads, likely some of them will run behind at some point if at least one of your regions is already taking up more performance/resources than the others, and this will screw your MSPT
you don't have to
like I mentioned
Why would you have to fork it?
if you WANT TO use a format like that then you make sure to read the md i sent because you'll get into latency/performance on loading chunks if you keep the basic linear format with a low thread count, and also extra memory usage for no reason really (you can see details why there)
You're probably much better off just using the default format.
Especially for a one-off event.
And especially if you aren't familiar with / haven't used any alternates before.
Now, there's something that happens (not sure if it still does.)
it's from the paper chunk system,
it's a task called ChunkLoadTask
this task, is supposedly to run ONLY in io threads, yet it doens't follow this rule exactly on all cases.
so a "performance" patch you can have, which will likely reduce your mspt usage here if players are loading a bunch of chunks most of the times is to have a (isTickThread) and re-route the void schedule() to the IO thread, this will likely avoid you doing IO on the region threads, which will likely save you even spikes too - worth doing because you are not keeping what we call low number of players per region.
Mhh helpful info
Can this be done in a plugin, or do I need to modify folia's source code for that
source code.
Are you still on older/1.20.4 builds? Or do you have the latest 1.20.6 source?
but you first confirm it happens to you
You shouldn't need whatever fix that is.
nah, I'm on 1.20.2 on DonutSMP
but I heard it happens on 1.20.4+ (some dev told me when I asked)
didn't confirm myself
i will do that when i get to work on the new project im on
maybe ill report that on paper
Yeah if Jake is using 1.20.6 source that shouldn't be an issue.
so thats been fixed?
There's a shitton that's been fixed since 1.20.2
IO sync?
Among other things.
well if thats so then thats awesome
but confirm to be sure đ
once its running you cant reload classes hahahaha
Well I am aiming for a 1.21 release
not too sure about the current development cycle
as spigot is taking its neat time coming up with a solution to fix the Material enum without actually fixing it
Wait, you do not perform any restarts?
Folia doesn't support 1.21 yet. So if you're looking to do this anytime remotely soon you don't want to be on 1.21.
You'll want to stick to 1.20.6 for now.
Well, remotely soon is off the table
as allot of stuff needs to be done still
All I have now, is an almost ported plugin that ran on a Paper 1.19 server for a client who initially did such an event
but since this is my own project this time, and since I am using Folia(Meaning allot of public plugins wont work)
There are allot of gameplay features that need to be coded b4 its done
And ready to officially start
For a fact I only started coding just about 1,5 weeks ago
well thats scary
specially for thread safety
im sure youll turn out to be a genius
I am not the only dev
the other organizer who I am doing this with
also has allot of java programming experience on the hood
we both started programming in java for MC like 8 years ago
@wooden wraith also, @livid crag mentioned leaf fixed the chunk load task issue
so dont bother on that
Neat
What is asyncscheduler and why can't you use bukkitscheduler and what are these commands about?
- The async scheduler is for tasks that can happen on a separate thread from the rest of the game
- Because the BukkitScheduler could interact with global state, since Folia has localized state, this has to be adapted to run in the correct contexts to interact with this state. For example, to interact with an entity, you can use the entity scheduler so that you'll be in the right context (the entity's region thread) to interact with its state
- https://minecraft.wiki/w/Commands
lmao
- Well, do you have the scoreboard command in the regular engine? Is it about the scoreboard itself that you can't have?
ill let you answer
scoreboards are disabled in folia as they're global state
!wiki
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.
@muted glacier there some good information on the wiki and details
I know, but I didn't know exactly what these commands meant
Will this not be changed?
probably not
ok, thanks for your help
[23:41:09 WARN]: Region Scheduler Thread #2: Did not shut down in time
[23:41:09 WARN]: at java.base/java.lang.Object.wait0(Native Method)
[23:41:09 WARN]: at java.base/java.lang.Object.wait(Object.java:366)
[23:41:09 WARN]: at java.base/java.lang.Object.wait(Object.java:339)
[23:41:09 WARN]: at Spartan.jar//com.vagdedes.spartan.abstraction.e.a.a(SpartanPlayer.java:587)
[23:41:09 WARN]: at Spartan.jar//com.vagdedes.spartan.utils.minecraft.world.d.H(GroundUtils.java:313)
[23:41:09 WARN]: at Spartan.jar//com.vagdedes.spartan.utils.minecraft.world.d.a(GroundUtils.java:192)
[23:41:09 WARN]: at Spartan.jar//com.vagdedes.spartan.abstraction.e.a.h(SpartanPlayer.java:376)
[23:41:09 WARN]: at Spartan.jar//com.vagdedes.spartan.functionality.i.d.a(MovementProcessing.java:53)
[23:41:09 WARN]: at Spartan.jar//com.vagdedes.spartan.functionality.i.d.a(MovementProcessing.java:39)
[23:41:09 WARN]: at Spartan.jar//com.vagdedes.spartan.listeners.a.a(Shared.java:121)
[23:41:09 WARN]: at Spartan.jar//com.vagdedes.spartan.listeners.a.g.b(Event_Shared.java:41)
[23:41:09 WARN]: at com.destroystokyo.paper.event.executor.MethodHandleEventExecutor.execute(MethodHandleEventExecutor.java:40)
[23:41:09 WARN]: at co.aikar.timings.TimedEventExecutor.execute(TimedEventExecutor.java:77)
[23:41:09 WARN]: at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:70)
[23:41:09 WARN]: at io.papermc.paper.plugin.manager.PaperEventManager.callEvent(PaperEventManager.java:54)
[23:41:09 WARN]: at io.papermc.paper.plugin.manager.PaperPluginManagerImpl.callEvent(PaperPluginManagerImpl.java:126)
[23:41:09 WARN]: at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:615)
[23:41:09 WARN]: at net.minecraft.server.network.ServerGamePacketListenerImpl.handleMovePlayer(ServerGamePacketListenerImpl.java:1624)
[23:41:09 WARN]: at net.minecraft.network.protocol.game.ServerboundMovePlayerPacket.handle(ServerboundMovePlayerPacket.java:29)
[23:41:09 WARN]: at net.minecraft.network.protocol.game.ServerboundMovePlayerPacket$Pos.handle(ServerboundMovePlayerPacket.java:66)
[23:41:09 WARN]: at net.minecraft.network.protocol.PacketUtils.lambda$ensureRunningOnSameThread$1(PacketUtils.java:56)
[23:41:09 WARN]: at net.minecraft.network.protocol.PacketUtils.lambda$ensureRunningOnSameThread$2(PacketUtils.java:102)
[23:41:09 WARN]: at io.papermc.paper.threadedregions.EntityScheduler.executeTick(EntityScheduler.java:173)
[23:41:09 WARN]: at net.minecraft.server.MinecraftServer.tickServer(MinecraftServer.java:1636)
[23:41:09 WARN]: at io.papermc.paper.threadedregions.TickRegions$ConcreteRegionTickHandle.tickRegion(TickRegions.java:407)
[23:41:09 WARN]: at io.papermc.paper.threadedregions.TickRegionScheduler$RegionScheduleHandle.runTick(TickRegionScheduler.java:404)
[23:41:09 WARN]: at ca.spottedleaf.concurrentutil.scheduler.SchedulerThreadPool$TickThreadRunner.run(SchedulerThreadPool.java:525)
[23:41:09 WARN]: at java.base/java.lang.Thread.run(Thread.java:1583)```
how can i solve this issue
[23:47:18 WARN]: at spark-1.10.60-folia.jar//me.lucko.spark.bukkit.folia.FoliaWorldInfoProvider$FoliaChunkInfo.getEntityCounts(FoliaWorldInfoProvider.java:120)
[23:47:18 WARN]: at spark-1.10.60-folia.jar//me.lucko.spark.common.platform.world.WorldStatisticsProvider.groupIntoRegions(WorldStatisticsProvider.java:108)
[23:47:18 WARN]: at spark-1.10.60-folia.jar//me.lucko.spark.common.platform.world.WorldStatisticsProvider.lambda$getWorldStatistics$0(WorldStatisticsProvider.java:55)
[23:47:18 WARN]: at java.base/java.util.HashMap.forEach(HashMap.java:1429)
[23:47:18 WARN]: at spark-1.10.60-folia.jar//me.lucko.spark.common.platform.world.WorldStatisticsProvider.getWorldStatistics(WorldStatisticsProvider.java:51)
[23:47:18 WARN]: at spark-1.10.60-folia.jar//me.lucko.spark.common.platform.PlatformStatisticsProvider.getPlatformStatistics(PlatformStatisticsProvider.java:197)
[23:47:18 WARN]: at spark-1.10.60-folia.jar//me.lucko.spark.common.sampler.AbstractSampler.writeMetadataToProto(AbstractSampler.java:196)
[23:47:18 WARN]: at spark-1.10.60-folia.jar//me.lucko.spark.common.sampler.async.AsyncSampler.toProto(AsyncSampler.java:224)
[23:47:18 WARN]: at spark-1.10.60-folia.jar//me.lucko.spark.common.ws.ViewerSocket.processWindowRotate(ViewerSocket.java:117)
[23:47:18 WARN]: at spark-1.10.60-folia.jar//me.lucko.spark.common.sampler.AbstractSampler.lambda$processWindowRotate$0(AbstractSampler.java:152)
[23:47:18 WARN]: at java.base/java.util.concurrent.CopyOnWriteArrayList.bulkRemove(CopyOnWriteArrayList.java:925)
[23:47:18 WARN]: at java.base/java.util.concurrent.CopyOnWriteArrayList.bulkRemove(CopyOnWriteArrayList.java:917)
[23:47:18 WARN]: at java.base/java.util.concurrent.CopyOnWriteArrayList.removeIf(CopyOnWriteArrayList.java:900)
[23:47:18 WARN]: at spark-1.10.60-folia.jar//me.lucko.spark.common.sampler.AbstractSampler.processWindowRotate(AbstractSampler.java:147)
[23:47:18 WARN]: at spark-1.10.60-folia.jar//me.lucko.spark.common.sampler.async.AsyncSampler.lambda$rotateProfilerJob$0(AsyncSampler.java:153)
[23:47:18 WARN]: at java.base/java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:572)
[23:47:18 WARN]: at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:317)
[23:47:18 WARN]: at java.base/java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:304)
[23:47:18 WARN]: at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1144)
[23:47:18 WARN]: at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:642)
[23:47:18 WARN]: at java.base/java.lang.Thread.run(Thread.java:1583)
[23:47:18 WARN]: Caused by: java.util.concurrent.TimeoutException
[23:47:18 WARN]: at java.base/java.util.concurrent.CompletableFuture.timedGet(CompletableFuture.java:1960)
[23:47:18 WARN]: at java.base/java.util.concurrent.CompletableFuture.get(CompletableFuture.java:2095)
[23:47:18 WARN]: at spark-1.10.60-folia.jar//me.lucko.spark.bukkit.folia.FoliaWorldInfoProvider$FoliaChunkInfo.getEntityCounts(FoliaWorldInfoProvider.java:113)
[23:47:18 WARN]: ... 20 more```
spark gives this error
and i am getting time out after 30-60 seconds
We can't fix plugin issues
i know : )
i asked for just to make sure it is a plugin issue
The error is a plugin error, so yes.
i check the spark and there are no region shown entity
I have a feeling that you donât know how to read the report. Can you share the actual report than a screenshot?
i send u through DM
We do not do DM support here, it looks like you aint even using our software and we also dont support cracked server.
okay
Is there any way to install datapacks?
I downloaded it but can't use the function command
Is there any way to use it?
Are the worldedit and worldguard folia forks functional
?
Or are they not thread safe
It didnât work with Folia, see the README for the list of not working with Folia things.
Have you tried it ? Itâs probably the best way to know.
Well they technically do not fail
World edit did work to an extent
But it working, doesnât mean its stable
If you don't trust it look at the code to convince yourself or don't use it.
New_Paste_1.txt by @latent brook: https://pastes.dev/7DcaKSkm3O
please help
This channel is for help with folia
for support with puffer, you'd need to use their discord
Are aikars flags recommended for folia?
ÂŻ_(ă)_/ÂŻ
You can try, but ultimately you'll have to watch your GC performance and adjust
Other garbage collectors than G1 may make sense
how do you know if bukkit plugins will be compatible?
They have to specifically be built for Folia support.
So if they don't say they're compatible, they aren't.
even ones which dont directly interact with regions? i could understand crates or something but what about /spawn or something similar?
They have to be built to work on Folia, so they won't run by default, no.
Crates would be something which would work with little modifications, /spawn would requrie more work
java.lang.NullPointerException: Cannot read field "captureTreeGeneration" because the return value of "net.minecraft.world.level.Level.getCurrentWorldData()" is null What exactly could be causing this error?
Accessing world state outside of the tick threads
message.txt by @next crater: https://pastes.dev/pLDUrSOWBN
message.txt by @next crater: https://pastes.dev/zq46zwKmqS
clone repo C:\
use WSL, windows is cursed
I wouldn't do special characters in the path
C:\Users\ĐŃŃŃĐź\Folia
message.txt by @next crater: https://pastes.dev/Ei9iprQjCh
Trying to use local-built folia-api.jar as dependency in gradle project. The following error occurs. With online repository everything works fine. How to fix this?
Try adding mavenlocal repo
like this? doesn't work đŚ
you can publish your own dev bundle to your maven local if you made any changes that you want to use
oh, ok. ty
so now that paper 1.21 is out can we expect 1.21 folia within a month or so?
you can expect it eventually
paper is not stable yet and there is no eta for folia
so youre saying theres a chance
đ awesome
hey we are thinking of developing our relaunch of our RP server on Folia, because of the better world handling and not everything being on one thread.
Before doing that I would like to just double check if Folia would benefit us:
We have a fairly big map: 500x500 blocks and it could expand.
We use lots of armorstands for vehicles and stuff like custom furniture etc.
Most of our plugins are custom (except stuff like worldedit, worldguard)
Our current player count is peeking at about 60 and we expect that to increase once we have the big relaunch
500 x 500 would be just 1 region?
it groups 1,024 chunks in one region?
they're not minecraft regions
Folia regions have no set size
the default settings generally require around 1.5k blocks between players to hopefully form seperate regions
ah okay so would we have a big benefit from using folia then? since that would not happen on our map
500x500 isnt that big...
but for lets say an SMP with unlimited world size it would have a decent benefit I am assuming?
depends on how close players are to each other
If the players are spread out, yeah.
enough to cause us issues haha
gotcha coolio, thanks for explaining o7
no, lemme double check how big it actually is. uno momento
500x500 doesn't sound that weird for an RP server, it'd be like a city build or something
Paper would run it faster than Folia though
500 blocks os nothing đ
okay so I was misinformed, its actually 1700x1700 +/- a bit
Still not enough, that's going to be 1 region so Folia will just be a slower less functional Paper
Lots of armor stands etc shouldn't put huge strain on the server
client might have a rough time tho
thats very very very low bro
there's another experimental software called shreddedpaper, try that
you're on your own.
no
dont use that
see if you actually have perm problems before thinking about this anymore
do some research đ
this took me 10s to find
it's still experimental and they're posting updates about it in their discord when there are updates
why would he not try it
literally
whats the point of saying dont use that
not sure how to say it in a nice way but multipaper is just not very good!
he can use it if he wants, but there's no support here and i personally wouldn't recommend it
free world tho i dont care ^_^
yeah
I tried it and shredded paper is not multipaper but sure
this isnt about it it was just a suggestion
his event he does what he wants
im gone
It's the same thing as far as I know, just the 1.20.6 version
this isnât really the place to recommend random software
When making servers with special reqirements its not important that the solution is good, but that is works. But yes multipaper is kinda hacky
âkindaâ

can't expect scalable software to work out of the box when 0.0001% of the actual community will use it.
It's just not made very well and plugin incompatibilities are much harder to see, there's no explicit compatibility like on folia and they just shim the methods with very strange behaviour
it's all a matter of how much you want to use it and how far you're willing to go
you can't expect a non-fully funded scalable software on minecraft to be open source and still have a huge documentation about everything unless whoever is doing plans on making it a big thing
it's just how life is.
sure, but just because they're doing their best doesn't mean it should be recommended :')
well if someone asks for experimental software othat they can use on specific projects and folia doesnt fit
ill always recommend what i think its a worth shot
#general - like everyone wants, here isnt a place for it anymore
but its over
@crude moat folia isn't for you if your event will be less than 3-5k blocks and well spread, you're likely still not gonna benefit with this setup as well, regions have merging functions and view distance, bit shifting here takes place, you're better off running raw paper at this
I'm trying my best, can you recommend me
The topic has already be dead. Letâs keep this channel about Folia.
You'll need to do your own testing
Up to some less than Paper
Potentially getting smaller as you get more regions,, it highly depends
what do you use for permission and chat management in fiola?
luckperms for perms
#folia-help message
and i believe carbonchat has a folia support
what does the grid-exponent do bc i tried experimenting with math to gain the min amount of chunks per thread but after some time the exponent didnt do what it should be doing or im understanding something wrong with this
and yes i also changed world sizes bc i thought the grid was relative to the world size
What the
higher numbers mean more distance is required between players iirc
like
World Size: 25000 (in server.properties)
exponent: 14
expected: the world is split so that a region is about 2,3 chunks ig
regions are dynamicically sized and placed
No
It doesn't work like that
Region merges are determined by sections
The math of a section works with chunk x and z and bit shifting
The grid exponent is used for the bit shifting
It's >>
vanilla region formats use >> 5
That's 1024 entries
If you make the exponent 14 that's crazy huge
so there is no way to like set a grid over the world and say that amount x of regions will be ticked by y amount of threads
No
ah got it
X amount of regions will be ticked by Y amount of threads, sure
You just don't get to control X
No grid
Or, well, you can influence it some with grid-exponent and game design
will there be something in the future to manually set it to like play around and test stuff?
No
mh
Such a design breaks how folia works
You should read the rules of regions
^^
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.
the entire point is that regions do not have to deal with cross-interaction
click on "regionizing logic" in there, it explains why that question makes no sense
i wanted to like force it to use multiple regions in this scenario instead of merge it into one
thats where i got confused bc of my testing
You can't block regions from merging, that's why I said you misunderstood the fundamentals of how folia works
Blocking them from merging would immediately cause a crash
So if entities are far away from each other if will use 2 regions instead of 1 correct? (or like more)
And the exponent tells it how far away the entities have to be to get a seperate region?
More or less, yeah
So is the exponent expressed as an amount of chunks or blocks or a different thing bc i cant think of it as how it uses a plain number to determine a distance
bc it has to be something to be used in a expression
With the default setup if a player has no other player (or spawn, or a chunk loader, etc) within ~900 blocks of them they get their own region
default is 2 correct?
grid exponent is the amount to shift in a rightward shift operation
Default is 2, yeah
so it does not directly increase the distance or what does it mean (its difficult to understand bc its not my main language xd im sorry)
it tweaks an aspect of the math which is used to determine how a region is grouped
Increasing the exponent makes regions larger, not smaller
It's already as small as it can go
so as an example if i spawn 1k entites on platforms that are each 1k blocks away from eachother, they will all be in a seperate region?
and then all regions are split among the set thread amount ig
Entities don't load chunks so no, not really
It's about players, mainly
If you have entities on platforms 1k blocks from each other but have a player sitting in the middle 500 blocks from each they'll be in the same region because the player dragged them together via chunk loading
i mean if i would forceload the chunks ofc
there will be 1 player on each plattform too and nothing in between
afaik it would be expected that those would be in different regions
so it is garanteed ther is void between the platforms
It someone flies between them they'll merge and when that person leaves they probably wouldn't split back apart
You have to be further apart to split than you needed to be to merge
I'm just explaining the logic
ik
Since you apparently won't read the link I gave earlier which answers these questions đ
u said 900 blocks
I don't want to do all the math for how you end up with about 900 blocks
It's based on the grid exponent and the regionizer logic
i mean i will split the platforms about 3k blocks to be sure but u know what i mean
so it is garanteed to be seperated
thats the impotant part for this xd
btw can one thread be used in more regions and just be slower (bc of more load) or will it not work?
yes
ty
but if the chunks are loaded, entities can also be in separate regions or is the thing only about players? Sorry if i didnt get that the first time
it's based on chunks
though, players are generally the only thing expected to be holding chunks
thank you
but if a region is only ticked by one thread. why is it so that in the overworld i can only have about 4k entiteswith 100% util before tps break down and in the end about 6k with also never reaching 100% util? is this just because of the void or how is this possible
Different entities cost different amounts of CPU time
And their cost will somewhat be based on the terrain around them (pathfinding)
And the overworld has blocks ticking and such usually too
then this difference is crazy high if it changes from 4k with 13TPS to 5,8K with 20TPS
yea i will ty
Paper 1.21 is still experimental due to following reasons:
- Several unapplied performance patches
- Waiting on anticipated experimental changes from Spigot
Please subscribe to #announcement channel and wait patiently for updates!
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.
If you do decide to test the experimental builds, please make frequent backups.
Hello, just a short question, do you know if plugins like ViaRewind or ViaBackwards work with Folia?
For plugin compatibility it's best to check with plugin authors.
yeah that makes sense, mb
I'm wondering is there some way to get region's chunks exactly?
the concept of regions is not exposed in the API
outside of iterating the loaded chunk list, if that's accessible
You might have a lag machine there
its an empty test server with only me
Paper 1.21 is still experimental due to following reasons:
- Several unapplied performance patches
- Waiting on anticipated experimental changes from Spigot
Please subscribe to #announcement channel and wait patiently for updates!
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.
If you do decide to test the experimental builds, please make frequent backups.
Just out of curiosity The disabled commands in folia are actually disabled features right? like there is no data packs?
No
They're still there
Most of them at least
It's the commands that aren't
Scoreboard and bossbar ik for fact it usnt
Reload shouldn't be used already anyways
And the team stuff isn't too
the world order can be done with API
Scoreboard can b done with packets
The functions at least for these two are there working
Scoreboard not so much but you can use something like fast board
so will scoreboard plugins break
plugins have to specifically flag that they are folia compatible for them to load
it says in the github readme that every scoreboad things are broken
Paper 1.21 is still experimental due to following reasons:
- Several unapplied performance patches
- Waiting on anticipated experimental changes from Spigot
Please subscribe to #announcement channel and wait patiently for updates!
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.
If you do decide to test the experimental builds, please make frequent backups.
hey, i cloned folia on the github app, then after that I went to cmd and i did cd C:users on cmd, then i tried to compress then it fails, so i download git, now it says this error
You must have git installed and available in your PATH in order to use paperweight
make sure Git is installed (not Github). If Windows, you may need to restart after installing git
alright
Also put it in C:\Folia otherwise the patcher will fail because windows path limits are too small
Hi, when could you expect that 1.21 will be supported for folia?
between now and the heat death of the universe
can i use this in folia?
if it's not marked as supporting folia on their resource page, probably not
So are there any territorial plug-ins that support folia?
That's on you to search if you decide to use Folia
most big server has their own resource to make custom plugins for it.
thanks for help~
1.20.6 released a while after paper has become stable
ok thx
Very nice to hear that!
how can i execute for every player on the server in fiola? or do i have to do it by each region?
Do a loop on online players, and depending on what you want to do, it.may be required to use the player shcheduler
How much of an uplift in performance can i except from going to paper to folia? Im currently running paper 1.21 on a 28 core xeon server and its not running great. Will folia run much better on server hardware?
Well, note that Paper plugins aren't compatible with Folia, unless the author explicitly made a version for it
It depends on your player spread, if you have many well separated groups of people so that regions have low load, you could benefit from it
Separated as in, if two players are less than <900 blocks away from each other, they will be in the same region (though you should leave good headroom for freedom of movement)
how do long range dog tps work with folia?
try and see, it's either they don't see their owner if it's in another region, or it teleports in async (same as Entity#teleportAsync)
do Aikars flags also work for folia?
yes
aight
Hi, if I has r9 7950x, how much I need give server?
threads or core?
as much as you can
like 20?
I mean about core or threads
as i said as much as you can
ok, so folia work with threads of cpu?
it uses cores not threads
so I can allocate all 16 core?
you can
if a folia region crashes will the whole server crash?
as in frozen for over two minutes or so (i have no idea if folia would kill the thread from not being responsive atp)
how does folia handle desyncs or lag between regions as well?
Folia itself won't crash at first but as regions try to merge with that one they'll go down and any plugin that tries to wait for something to run in that region will stall so eventually the server will be running but not usable
Although I think when it tries to merge with a dead one it might just kill the server?
well isnt that nice
The lagging region will run at slower relative time compare to a normal region
A region running at 5 tps won't bother the rest of the server at all
Just, again, when another region gets merged in to that one it'll slow down too and any tasks running in that region's context will run less often
what do you mean merged? my only guess is when an region is unloaded it gets merged into the "main" thread or something?
When two regions are within a certain distance of each other they become 1 larger region
what should i use for the worldborder if folia doesnt have a worldborder?
I believe chunky border supports folia
but please if you're going to use folia learn how to do research
folia is really really not aimed at the average user
thanks for the concern
is there a standard flags list for folia? will aikars flags work? or do they matter at all?
you can use aikar flags
so something like this?
java -Xms40000M -Xmx40000M -XX:+AlwaysPreTouch -XX:+DisableExplicitGC -XX:ConcGCThreads=4 -XX:+ParallelRefProcEnabled -XX:+PerfDisableSharedMem -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1HeapRegionSize=8M -XX:G1HeapWastePercent=5 -XX:G1MaxNewSizePercent=40 -XX:G1MixedGCCountTarget=4 -XX:G1MixedGCLiveThresholdPercent=90 -XX:G1NewSizePercent=30 -XX:G1RSetUpdatingPauseTimePercent=5 -XX:G1ReservePercent=20 -XX:InitiatingHeapOccupancyPercent=15 -XX:MaxGCPauseMillis=200 -XX:MaxTenuringThreshold=1 -XX:SurvivorRatio=32 -Dusing.aikars.flags=https://mcflags.emc.gs -Daikars.new.flags=true -jar {{SERVER_JARFILE}} nogui
no clue if i should be removing anything from this or what i should actually set the concurrent gc thread count to
Monitor your GC stats, look into what the different flags do, as well as different GCs
You'll have to tailor it to your server's needs if it doesn't work
papers flag docs have an explanation of what they do
Why is the TPS small and idle in timings? (https://spark.lucko.me/ZBbymlFpIU)
It appears that you are running an offline-mode server. We, as a community, do not provide support for setups that bypass Mojang's authentication. You are on your own to solve any issues that arise. 
damn u switched to folia and re profiled quickly
Is there any way of having additional worlds (non-overworld, end or nether) in Folia - particularly any stock plugins that handle this?
The supported way is datapack dimensions
The unsupported one, if it still works, the MoreFoWorlds plugin, or something along these lines
Honestly, I see a wide open marked for new plugins just for Folia
Why is the TPS small and idle (parking) in timings? (https://spark.lucko.me/iSSY6h69pZ)
@cloud jetty might be because of the multiple thousands of item frames and armor stands
You've already been told your server is not supported
Why is that?
Offline mode, they also switched from a fork to get support
(6695a3f72597e56e6a6b7682) // @cloud jetty (@wattguy / 326322535430094858) has been warned by @jagged ether (451779815415218177)
Reason: We do not support offline mode
offline mode with bungee though? Or can you use online more on bungeecord?
Never used bungee previously
Spark knows whether you actually authenticate or don't
or at least infers from configs 
Yeah, if you see offline mode in Spark it's safe to say auth is disabled
Yeah uh, but they run on a BungeeCord network. If that works the same way as Velocity, then it still might go through an online-mode proxy? Or is that not how bungee works?
Hi, does folia really use most cores to activate other chunks? Or just one core per world
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.
In general, it'll use up to a number of threads if you have enough regions
Regions aren't fixed in size, they get created if players are far apart enough
Had to edit, was badly written
I am really looking forward to the folia core of the 1.21 game version
I switched the world from paper 1.20.02 to folia and it's like this, how can I fix it, thank you very much
Your datapack is likely not compatisble to folia due to how it is made
Just wait
Don't open an issue
so meaning its not per world but per region?? folia is too op that should exist in aternos fr
No, it should not 
Read about folia and you will know why
/aternos/ kekw
aint no way aternos is giving people adequate hardware for folia for free
I mean... you can technically run Folia on a 4 core cpu
Just saying
If it makes a lot of sense, that is a different question.
you can run it on a 1 core cpu
but if your cpu isnt good enough then it will run worse than paper
btw was looking for benchmarks but don't seem to exist, are modern 8 core or 12 core CPUs feasible for a folia server with player counts of 100 to 400 players, in a SMP world. Assume sensible spacing
I know this is not the official line so looking to see if anyone has tried it out
With propper configs that would be possible
i tried compiled folia, but not work
full log
try reinstalling git and do git config --global core.longpaths true
had same issue
hello is there tutorial for making bukkit plugins work on folia?
all okey with tps?
what is better?
grid-exponent: 4
threads: 16```
for ``view-distance: 16`` and ``simulation-distance: 10``
thats not something a tutorial can answer, as the way to do that is different for each and every plugin. You have to understand how Folia uses multiple threads, and then adapt your plugin accordingly
Cant wait for folia 1.21
You can't use Folia with mods right?
You indeed can't
amy idea when 1.21 is coming out
no
ill pay cash to expedite
oh ok
