#folia-help
1 messages · Page 32 of 1
first you don’t have evidence of i use offline server second if you think i do so you can choose to not answer, but please don’t flood the chat and argue so other people can help
(678aa4316ed5010734cf1ae7) // @tulip swift (@aguleb6451 / 688203075533537281) has been timed out by @fair merlin (188417437295706113)
Reason: We do not support offline mode servers.
i declare that my server is not offline, alright?
Doesn’t work like that
there’s no evidence tho
This whole conversation is not relevant to folia-help
Please stop. You already were warned once.
how to make folia automatically save the game with customized interval? the save-all command is gone
Again, we do not support offline mode
please read
You've already admitted to running offline mode servers in the past, we do not supprt such setups
There is no supported means of making the server save the game, that is already handled incrementally; jumping to folia to then kill the server by forcing a full world save seems entire counterproductive
you mean that it will not save until the server shuts down?
my old question about how to tp offline players means how to teleport a player that is actually offline, logged out of server, not offline mode
(678ad8d56ed5010734cf1ae8) // @tulip swift (@aguleb6451 / 688203075533537281) has been timed out by @fair merlin (188417437295706113)
Reason: We still do not support offline mode servers.
Timing you out for yet another hour. Please also respect that some people have "no ping" in their name. We do not support offline mode servers. Deleting old posts you've made discussing your offline mode server will not change this. This is your final warning.
Hey, are there any instructions on how to set up the folia server correctly with the core assignment? I have the problem that we have a server with 80+ players and one core is at 100% with a Ryzen9 5900X
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.
Are all of the players in one region?
This is happening because you're below the recommend minimum requirements
So you'd have to manually override the maximum region thread count config
64GB RAM 12 Cores at the moment
Yeah, recommended minimum is 16 cores/32 threads
ram is ok?
you also need the players adequately spread out so that they can be in separate regions
64GB is likely enough
No, i have access to the node. Its KVM but there are only two servers on the node
We are transfering the Server now to 7950x3D
18 Cores
For future reference, the amount of region threads is determined this way:
- If there are <= 15 available CPU threads, you get 1 region thread
- Otherwise, you get (available threads) / 8, rounded down
Is this automatic or did i have to configure it in the config?
Automatic but overridable
Current flags:
java -Xms12G -Xmx12G -XX:+AlwaysPreTouch -XX:+DisableExplicitGC -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.jar nogui
is this ok? Or are there other performance related flags?
GC is GC, it's not a performance thing
generational ZGC looks interesting and some have had some good results with it
@small fossil What's the size of your map.
There's clearly a mistake somewhere at least in your design, why are there 64 players in one region.
that's not what folia is made for
it doesn't matter what hardware you have.
You need to figure out a way to spread your players way more. 1-2 thousand blocks minimum away from each other. otherwise just expect to have (paper - 5%) performance.
no..
thats not size
we're asking about your world size
in blocks
that's what matters
Dont know. How can i know xD
you might be able to tell by /worldborder get
59999968 blocks
that's not your map size no
I know...
what was the map size on chunky pregeneration
I dont know, didnt do this
But never mind. Since the move to the more powerful CPU, things have been running better. More RAM has also been allocated
so theres a new branch in the git, hard-fork. is that the seperation from the bukkit api fork?
bukkit has been dead for a decade
if you mean the split from spigot, that's the hard-fork branch
yes sorry spigot
nice
i love folia and appreciate thee work all you devs do
i run a decently large server and we couldnt possibly run as well without folia
i assume 1.21.4 will be the last spigot compatible version?
Hard to say
I mean Folia plugins already aren't spigot compatible.
So.
Kinda doesn't matter as much for Folia because a plugin has to be built for Folia already.
right
should i change from paper to folia i own 200+ player server and dedicated team
any helps?
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.
If your server, plugins, and playstyle meet the requirements, sure.
Like all of plugins are custom i can make them folia support and playstyle is survival
so. I think
is your map large with players spread out in many places?
survival parkour and pvp in survival theres 100-125 in parkours 20 and in pvp 30+
That’s not quite the answer they were asking. Folia really is only an advantage over Paper if you have every player spread out far from each other. Like 1000+ blocks away.
If you have 100 people in a small area then Paper is likely going to be faster.
so stay on paper?
200k
i got performance issues but ram cpu is good
32gb ram ddr4 and 12core ryzen 7
so is it from specs or?
its vds
I bought with panel
like i setted up the panel
its 60gb and 32cores
The vds. I got but. I run some website and stuff
Bot hosting and some more things
and small terraria server
i use neofetch
it shows ryzen 7
yes i use multiverse core for pvp and parkour theyre nostly not crowded
like survival is most
me and my dev team made all plugins
i think i will try folia and see if it will boost my performance
like we all are owners of server dev team of 7
imma try folia
How do I fix this error?
https://mclo.gs/MsUDtus
work out why your connection to mojangs services failed
that would generally be a network/dns type issue
There is 0 difference between folia and paper on that front
it's literally just a standard connection to mojangs API
pearls don't disappear when the player leaves (like they do in vanilla and paper)?
is there a folia plugin that supports sand duping? for 1.21.4?
How large is each region ? How spread apart do they need to be? I have a server where people are spread within a 20K border, but i don't plan on expanding that
Also does folia make use of duel processors?
NUMA/Dual CPUs aren't supported.
Regions are dynamic but best to have players 1200+ blocks away.
Make sure you read the pins in here / documentation
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.
Most of the common questions are answered in there
Why is 1.21.1 not on the api?
You mean folia-api wasn't published?
Because you should be building your own folia server jars
Also the relevant API (scheduler) is already part of Paper
They mean the downloads API
.1 wasn't building in a publishing form on the CI given the changes, etc
welcome to prerelease software
perfect...
Also with Folia you want to be on the most current version. Lots of stuff constantly improving and changing. Not the same as Paper.
Can I port a 1.8 world into Folia like I can do in normal Paper?
Which are the most common plugins people try to install and aren't available on Folia?
Folia uses the same converter, so yes.
Is there a way I can split that region so it does not have 15k chunks
Regions combine automatically if players are too close together.
So keep players further apart, mostly.
Please don't ghostping people
Survival world, can't really make them spread out
Folia is designed for players that are generally spread apart about 1500+ blocks
So if your players are much closer than that you're gonna have a bad time.
Okay thank you
And what kind of command is this?
That's the built in tps command.
how many regular vanilla minecraft player sends packets per second to folia
Well, how many packets does a player send to a server per second, 200 or 300 or 500? I need to know that.
They're asking what PPS to expect from a vanilla client
and the answer is that it's generally quite low ban can be spikey depending on your gameplay
how much on folia, more than 1000
folia doesn't really change that
otherwise, I'm not sure what the quoted value is these days, people generally don't care to record such metrics outside of monitoring their entire network
I just have players sending more than 1000 pps per second, and I do not know why, and this bug is only on folia, there is no such thing on a regular server.
Yea, I don't think 1k pps is normal at all
Most people afaik are using the default packet limiter settings
well, I have it by default too, and that's why everyone is kicking because they send too many packets and there is no such bug only on the folio server on the regular paper
Well, now that we've gotten to your actual issue, I'd suggest looking into what packets are being sent by the client
How?
I mean, I have a plugin on github which would log incoming packets, but, not compatible with folia and not a tool I care to support
otherwise, you'd need to find something to do that
Hey there! This may be a dumb mistake on my end. I tried compiling Folia, buuut when I try launching a server with it, I get the following:
Error: Unable to initialize main class org.bukkit.craftbukkit.Main
Caused by: java.lang.NoClassDefFoundError: joptsimple/OptionException
I made sure to follow Paper's compilation steps from the README, and I got the jar files, buut both folia-server-1.21.4-R0.1-SNAPSHOT-dev.jar and folia-server-1.21.4-R0.1-SNAPSHOT-mojang-mapped.jar are giving me that error when trying to launch the server.
Any ideas on what I may be missing?
Where can I find the bundler jar in that case? I checked the gradlew tasks, and the task I used specifically is createMojmapBundlerJar. That one generated those two jars.
it's in the root build folder iirc
[bootstrap] Loading Folia 1.21.4-DEV-master@8af1aef (2025-01-26T18:07:10Z) for Minecraft 1.21.4
Thanks boss <3
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.
Heya! Just checking if there's any possibilities that /datapack and /trigger or /function commands will be returning to Folia, yes or no?
Currently running quite some datapacks, and would love to keep those in
Datapacks are probably dependent on world stuff which is still a big question mark. So not anytime soon if ever.
Datapacks with functions in them are notoriously slow, though, so that would defeat some of the purpose of running Folia
Mhhh fair
I’ve been running a Minecraft server with the following setup:
Hardware: Dual Intel Xeon E5-2690 v3 CPUs @ 2.60 GHz (12 cores, 24 threads per CPU, 24 cores, 48 threads total)
RAM: 64GB DDR4 2133MHz
Minecraft World: Moderate-sized world (~2500x2500 blocks)
Players: Around 20 active players on average at the same time
Server Version: Paper (using Folia as an experimental alternative)
I am running in on one issue which I am not sure why it is happening. When using the following JVM flags>
-Xmx32G -Xms32G -XX:+UseG1GC -XX:+ParallelRefProcEnabled -XX:MaxGCPauseMillis=50 -XX:+UnlockExperimentalVMOptions -XX:G1NewSizePercent=30 -XX:G1MaxNewSizePercent=60 -XX:G1HeapRegionSize=16M -XX:G1ReservePercent=20 -XX:InitiatingHeapOccupancyPercent=30 -XX:MaxMetaspaceSize=512M -XX:+AlwaysPreTouch -XX:+DisableExplicitGC -Dusing.aikars.flags=mcflags.emc
The Minimum ram usage gets totally ignored & only 900mb/s get used, which when I was using paper was not the case and was much more stable.
Anyone a solution on why the jvm flags in the batch files get totally ignored and with my hardware, is it even worth experimenting?
Moderate-sized world (~2500x2500 blocks)
that's basically a "no" for using folia already
players need to be ~2k blocks away from each other for folia to even create separate regions for them
apart from that tho, why's the ram usage acting up? Reason for us upgrading right now is cause we'll be expanding our borders real soon. We preparing for that right now.
The AlwaysPreTouch flag makes sure all the mapping is done
Hi, is there a way to make Folia split this high online count regions?
No
Also, that players are not too close to each other
There is also no issue on that screenshot
anything below 50 MSPT means you will maintain 20 tps
they are
they are close enough for the region to merge.
just grow your map
tell them its an update
or get a better rttp system
its clear theyre too close
You have to find way to encourage players to go out and not cluster up
idk give them some key in the chest on far away chunk or something... anything
just do it automatically XD
or just rtp them far, yeaeh lmao
this players are in a 10k radius (0 to -10000k)
rtp plugin spawns them
maps width and height is 73728x36864 (-36864 -18432 36863 18431)
Lol
Ur def not doing it properly then
250 people in close range with each other
With 500 players you want way more
They're def close to each other
You're gonna need a bigger map
Or RTP them more far away
The concept of "close" in Folia is: if you take any two players and they are less than 1000-1500 blocks away from each other, these two are too close to be in separate regions
I think the map size is enough. I just need to encourage players to spread out to the map
develop a dynamic plugin that will create rewards across points that have almost no players
Hey, any good permission plugin for folia? 😄 Luckperms only has a repo and no download for it 😭
yeah true, thanks!
@oak venture Folia can be compiled yourself. If you cannot do it, Paper is the software of choice for you.
In terms of
I'm trying to make a fireworks show but I'm not sure how or if it's even possible to configure so that I can see fireworks far away (120 blocks away)
- Make sure simulation Distance is big enough to cover it.
- Make sure
spigot.yml/world-settings.default.entity-tracking-rangeis big enough for it.
Thanks
the client also has a particle distance iirc
yes, but you can bypass that with the force param when sending the particle
sure, but do fireworks do that? because they aren't normal particles
(although I would think that mojang thought of that lol)
Hey, is the development guide here not working? https://docs.papermc.io/folia/dev
I'm not able to access it :[
check the folia readme
It's empty in general lol
there isn't any content in the first place. Perhaps somebody should write some folia docs smh
or just add a link to the repo's readme lol
I don't think any Folia docs have been changed since when leaf did his initial folia docs commit
I mean, at that point, just copy the content over lol
Would Folia be an appropriate solution for running a server that does nothing but host player owned plots?
They'd be layed out something like this where X is chunks that are owned by a player and _ is just air. Or is that too clustered up to get any benefit?
XXXXX__________XXXXX__________XXXXX
XXXXX__________XXXXX__________XXXXX
XXXXX__________XXXXX__________XXXXX
XXXXX__________XXXXX__________XXXXX
XXXXX__________XXXXX__________XXXXX
___________________________________
___________________________________
... <repeat pattern>
You need like 2k between players in order to have seperate regions
I see, so no point then?
probably not
the biggest thing would maybe be seperating it up into different worlds to take advantage of the extra regions there, but 
Could do that for team/guild plots vs player private plots
And then have 2k between each guild plot in that guild plot world, I suppose?
yes 2k between should be good enough.
if peopl wanna bridge that long, I say they win
bro spending a few hour bridge to your base to raid you 
In reality the plots will be surrounded by barriers I'm thinking, that way people can't kill themselves by falling off their plot
that works yeah
Is there factions for folia?
Maybe, you'd need to do some research
Decent chance you'll have to write/modify a lot of stuff to run a Folia server
Factions would be really cool for MMO, in the multiple thousands of players on a single map 🙄 atleast it seems possible today. Although it is still crazy with this game.
I mean, factions is generally people building their own things, which is fine; but, as soon as people start joining up to go take out some kingdom, the benefits can disappear fairly easily
Yeah Factions would be okay if 1-20 people are off in the middle of nowhere building a base, not so okay if 60 people all join together to attack another base
That could happen in plain survival aswell. Seems to be alot of planning and work after all. Towny on the other hand could almost be abit boring, but much safer on the other hand.
could, yes; There is a reason why it's essential that you understand how folia works before you set up a game play mechanic which takes 0 advantage of it
It's more a note that folia isn't going to magically make your raids perform much better if everybody is going into one place to show who can click faster or whatever is the trick these days
But a large map with many spread out players generally would benefit. Of course one could have multiple worlds with less players each. It would not make a big difference, maybe personal preferences. In the end folia is more flexible.
As long as they're spread out about 2k blocks apart, yes.
But Folia is likely less flexible due to plugin support and some things just not being able to work.
Yeah. But it hit the market. Seems to be somewhat stable and useable after all. With 1000 players online being a reality. Dual 128-core EPYC 9755 is easily 3-4x as powerful as 96-core EPYC 9654 in many use cases. Atleast 4,000 slots should already be possible with last years 4nm. Bandwidth is aswell crazy with this game. Java is crazy anyway 😂 the chance is probably high I am only dreaming a little bit instead of actually doing it after all
NUMA (dual CPUs) aren't supported
Thanks. That really makes a big difference in what is achievable. The newest topnotch hardware is aswell pretty unaffordable for something like this normally. Maybe with NUMA-support we would already see the player limit of like 1,000 at 2b2t increase.
NUMA isn't feasable because NUMA requires that you have the relevant context and control to do that
javas context stuff is limited and the JVM can copy stuff around the heap all it wants; it does try to prefer stuff if configured, but, idk
but, most of the limitations is that if you wanted to do that you'd need proper control over stuff so that you can deal with moving stuff around numa contexts, which, just isn't tenable in a java codebase not designed by yourself
Yeah. High respect for all the work so far. I don't understand Java after all. In business environments I often see errors and other issues with Java while C and CICS run like a charm for years.
What's CICS?
Like anything, Java runs great if it's built well. Not so much if it isn't.
IBM CICS is just a frontend for accessing mainframes basically.
highly scalable and robust transaction processing system developed by IBM. It is widely used for mission-critical applications on mainframe environments like IBM z/OS.
I checked deeper into Java and NUMA. The heap. Garbage collection. Thread pinning and affinity. Access to shared resources between threads via different NUMA nodes leads to synchronization overhead and cache coherence problems.
We should probably move this conversation to #general at this point if it's more a general conversation about Java and langauges.
This channel doesn't get a ton of traffic but if someone posts wanting help it's best to keep it clear.
Hello !
I am planning to create a creative server where players will have the possibility to have their proper worlds. Is loading, creating, unloading worlds at runtime working on folia ? If not I will need to create a world generator plugin to create plots that have the size of a region to separate each region for each plot
no
Thanks !
i just compiled folia and i have two version, there difference is one is reobf and the other is mojmap. Which one should i use for my server?
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.
Might be worth reading the documentation we have available
Hmm, if you're getting a reobf version doesn't that mean you're building 1.19 or something?
Just a theoretical question. IF you'd take a normal plugin that is not Folia-supported. What would need to be added to make it folia supported? Like, what does the plugin not have to have it be supported? (tag w response pls)
Thanks for the structured answer! Appreciate it!
can someone tell me why the Command Blocks doesnt work on Folia?
relying on global state/cross-region probably
What do you mean about this?
I think the issue had something to do with command blocks saving the last command's output
So what can I do?
use plugins instead
Plugins so that the command blocks work or for what I want to do with them
for what you want to do with them
if you really need command blocks instead of plugins then most probably folia isn't for you, try paper, it's also fast and supports command blocks
Folia is good for little smp server (7-15 players)? There are bugs? Auto farms work?
I using folia 1.21.4
For 7-15 players it makes way more sense to use Paper.
There's no real beneift to Folia at that player count, and you're limiting your plugin options a lot.
Folia won't make slow hardware better. It wants better hardware than Paper.
I would recommend looking into BloCommands. This plugin shares some features as a command block, but it not a replacement.
i just want to test it out, bc i will not use plugins, my machine is 14gb ddr5 with ryzen 9 5900x
Hi, does anyone know a World Manager plugin for Folia, something like Multiverse?
Folia does not support world loading and unloading at the moment. There is no plugin like MultiVerse available; however, if you just want to create worlds, you can use a Datapack or MoreFoWorld.
thank you!
No problem 
Worth a try if you won't use plugins
I can see a point for the case you get enough spread to have 2-3 regions with heavy farms
But I also wouldn't be surprised if there was no improvement, it's very situational at your player count
i actually just finished folia support for my world management plugin
if you want you can take a look at it
it is called Worlds
Sounds great 😊
That's a new "dimension", like the nether and the end, on the same folia instance? Nice and interesting feature. I wonder what instead of NUMA-support is really feasible and realistic now and in the future. The overworld on one CPU and nether/end on a second CPU? Or just switching between multiple Folia Servers on the same proxy? Let's see 😀 I am excited
is 1.21.4 folia just completely broken rn? fresh build with no plugins and it fails to load chunks
Just seemed like a sweet spot to me and like something that has basically been done before. I don't know if it makes sense though. Even after spending some hours on it. It is hard to find what you want to understand after all.
I know that there is only alpha unstable versions of Folia, but there is very bad bug, items can disappear (Folia build #1 1.21.4)
Disappear how? Can you reproduce this with no plugins installed?
Without plugins it can dissapear too
It’s still in development but we do want to fix bugs. What branch commit did you build?
Yeah you want to talk to your host then. If they’re allowing Folia they should be using the current commits. We have no idea when that build is from.
So talk to them and make sure you’re current on the 1.21.4 posthardfork branch.
Its first build of folia 1.21.4 i bet
If i will change engine from folia to paper there will be issues?
Shouldn't be any
the question is if you need to switch
and by the way, items do disappear after 5 minutes in vanilla minecraft.
Hard fork folia out of the beta test phase?
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.
Same for Folia
I need that
These items was in eq and these dissapered
Does PlayerTeleportEvent work on folia? If not, how do I track player teleportations?
And if it doesn't work, then what should I use instead?
It doesnt work
And what to use then?
how far is folia to have a release?
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.
There is no ETA for publicly available builds.
You consider running Folia a gamble? Missing items sounds pretty serious. Generally it seems like a great choice with much less issues than random projects, like Cuberite.
It's pretty stable overall, so I wouldn't call it a "gamble". It's just missing some stuff some people might need.
And has pretty specific use cases, which aren't for everyone.
After all this project really works generally. So big up again to everyone who made this possible. I thought the Same. Thanks for confirming.
Does folia support bungeecord at all? I cant manage to make it work
You’re better off using velocity.
But it’s the same as Paper.
So it supports bungee just like Paper.
It shows this until it times out, not sure whats wrong
There are many tutorials on the internet, it's the same operation as for a PaperMC or Spigot. But I also strongly recommend Velocity as a proxy
Yes, I am very aware on how it's setup, but its stuck on joining world
I am asking because it seems there is other config apart from bungeecord true in spigot.yml in folia that i might be missing
Check that you have set the correct connection IP, especially if it is a private network. Check that the server is in offline mode and that on spigot.yml, it is configured for bungeecord
yes its correct, when the server is off, it shows another connection error, but when on it gets stuck
bungeecord is true in spigot.yml, online mode off in server properties, online mode turned on in paper config
Does your server see the connection attempt?
I don't see what could cause the problem, apart from an IP:port problem or Firewall. Afterwards I use Velocity on our infrastructure and not Bungeecord because it is not very efficient... Try with Velocity to see if it does the same
Velocity isnt working either, but its showing the error: Viaversion seems to be not working.
Thanks
Not switching to velo cause I have a custom fork
your custom fork may be the problem
Not really, it happens with both velo and bungee
Thanks
Probably have to wait more until more plugins port to folia
Velocity works well with Folia. It’s likely a setup issue on your side. If you need bungee cord support, you should reach out to spigot discord.
The fact that you don't see any attempt to connect on the server side has me convinced there is some networking problem
Yes I find it very weird. My paper server works just fine, same config and stuff. Today I will keep investigating.
Will the Ryzen 9 7900 (12-core) benefit from Folia at all?
It’s a little low on the recommended cores. But possibly. Depends on if you need it - are you running into issues on Paper that can be solved with Folia? And does your server meet the needs that Folia has (plugin support, players 1000+ blocks away from each other, etc)?
I don't really need it as of now, I was just curious. so even with 16 cores, Folia wouldn't benefit me much on an earth map considering the largest ones are usually 32k x 18k?
if you have a lot of players concentrated in few areas (e.g. building a town together), it could still be beneficial
how can i turn off elytra flight, but the elytra shouldnt disappear?
Does making it have 0 durability work
you can just unset the glider component, https://jd.papermc.io/paper/1.21.4/io/papermc/paper/datacomponent/DataComponentTypes.html#GLIDER
yes but is there a plugin for that? cant find it.
Would a much bigger map generally be a higher load? X players loading Y chunks would still be about the same load if the map was 100x bigger right? Considering everything is pregenerated anyway.
512 x 512 region files seem so small and I wonder where I could Go, up to 100 TB 😂 which isn't even much in a rectangular shape, especially travelling e.g. the nether 🙈
More players mean more chunks. Bigger map doesn’t really matter as much.
On Paper a smaller map means more players in the same chunks, but on Folia you want people spread out. So it’s still mostly player based and not map size based.
Yeah. I want to spread out even more. And have space to travel where noone spawns. I was Just abit scared and wondered If Problems were known with much bigger Maps on a Folia Server.
Thanks for your Feedback.
Nah both Paper and Folia handle big maps just fine.
are there any specific settings i can change that will help with chunk generation?
What’s the issue with chunk generation? It’s typically down to your hardware.
its just seems abnormally slow, even compared to just a normal paper server new chunks load significantly slower
How many cores / what CPU do you have? Send a spark report showing chunk gen?
3700x 8 core, ik its not the recommended 16, although im just testing with only myself on currently.
How do i do a spark report
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.
You have to grab the Folia version of Spark
spark is a profiler bundled in Paper for troubleshooting performance-related issues. Please run /spark profiler start --timeout 300 while the performance issue persists.
After 5 minutes, paste the URL given here so it can be reviewed.
Then that. But good chance you just don’t have enough cores.
would the lack of cores really be an issue if there is only one person online though?
I mean, for one, update folia
compiling doesnt work for me bro, idk what im doing wrong but it keeps failing. so im relying on some rando compiled .jar i found
then you should probably look into resolving that, building in WSL is generally much faster and stable
but, there isn't anything interesting in there directly given the info spark has provided, would probably need to see all threads and check the thread counts given towards stuff like chunk gen, etc
and how would i do that
do what?
see all threads and check the thread counts given towards stuff like chunk gen, etc
you'd tell spark to profile all threads
that's covered in their documentation
as for thread counts, easiest way is to see what's running in spark
going back on this, thats where i get stuck consistently
excert of the logs is useless
how do i enable spark in folia?
ah i was confused cause i thought it was packaged with it 
Nah, just Paper.
chatgpt helped me out
im relying on some rando compiled .jar i found
should I explain why this is a terrible idea, or you already know?
Yeah, Ik it’s not a good idea
is Ryzen 9 5950x a good processor for the Folia?
This is the minimum performance for Folia
Yes, it's good (assuming dedi)
do you think it can handle 150 players? and yes it is in a dedicated
There's no math for "how many players". It depends on plugins, player spread in Folia's case, how much RAM, how the server is configured, etc etc etc
If the player spread is done sufficiently, it is definitely possible to run a standard 150-player survival server on that hardware
ik, my server is a survival, currently it has a 280k radius. So, my players basically live 80k blocks away from spawn spread out.
They would need to be roughly 1500 blocks away from each other.
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.
I'd recommend reading the information/documentation, as well as browsing this channel.
These are reasonably common questions folks ask about Folia.
It's not for everyone. Plugin support is limited and it has some specific requiements.
That's fine, 90% as I said live far from spawn.
The project is interesting, I have already ported some of my plugins to Folia. My fear was that the processor would not be enough 😅
Distance from spawn is not a metric that Folia cares about - it's distance from each other. If you have 100 players all in one chunk 100,000 blocks from spawn, that'd be as bad as 100 players in 1 chunk at spawn
what causes this? it was working a few hours ago and now it just stopped working. only thing different is i deleted everything and relaunched the server to regen the worlds and such.
the spawn init logic is trying to sync load a chunk
and folia doesn't like that
all I can guess is that the default spawn radius is too small for the logic that handles that or something, no idea
so its basically just hit or miss on if it generate the world?
No idea
I'm guessing the thing is basically racing against the spawn chunks loading
But, that call trace looks sus
ah.. i blame leaf 
gradlew tasks not work, can't build and anymore
paperweight-patcher v1.7.7 (running on 'Mac OS X')
> Task :tasks FAILED
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':tasks'.
> Could not create task ':folia-server:relocateConstants'.
> Cannot query the value of extension 'paperweight' property 'craftBukkitPackageVersion' because it has no value available.
how can i build it?
same on debian server
tasks works on dev/hard-work, but why not work on dev/1.21.4?
if it works on the hard fork branch why not continue using that
is it "stable"?
i know paper stable, but doesn't know is folia stable with hard fork patches
I don't know if you could say any version of Folia is "stable"
Stable enough that people are using it, they might be patching around problems or adjusting their plugins to not trigger them though
I'm talking about a specific branch on github
I would stick to the branch that actually is being updated. so the hard-fork one
No branch of Folia is “stable”. You always want to be on the most recent branch since it’s in active development and getting bug fixes and improvements that don’t directly correlate to the version of the game.
Ok, but if I want to compile or change something and compile from another branch, rather than the latest, then why should I get errors when ./gradlew tasks and other tasks with input directly?
Right now, it doesn't matter why or why another branch is needed. The very fact of its presence in the public repository is present.
Anyway, I've already done what I needed to do)
Stuff changes
especially when one of the branches involved was a huge drastic change to the entire build tooling setup
generally leaves the repo setup in a bit of an unexpected state due to configuration files dangling around, etc
Okay, I got it, thanks
(67aa761c6ed5010734cf1b61) // @dense raven (@diego_off5111 / 1253454836947615755) has been banned by @fair merlin (188417437295706113)
Reason: Advertising
Too many entities just appereared in the end. Any advices?
read your spark report to find out where those entites are at
as I know spark is not available on folia
it is if you compile from the branch on its github
is there a way to build an older version of folia
you'd just checkout the commit for that version and then build it as per the instructions
oo okay thank u
But you should not build older versions. Folia is in active development with lots of non-Minecraft-version changes and fixes. You should be on the latest commit if you're using Folia.
Use Via for older versions if you have to.
I just disabled player collisions on 1.21.1 but there are still collisions?
players dont have collision attributes like entities you have to use a scoreboard for that
Also update to 1.21.4
register a new team and set the team options for collisions to never or team only
depending on what you need
can there be multiple "overworld" worlds on folia?
Just like Paper, there can be only one folder named "world".
Again, just like Paper, you'd need a plugin to add more worlds. The World API is limited so you may have some issues but there are plugins out there. Check Hangar.
Can anyone help with this, I get this message every time. Even if I reset the server completely, this means that I have deleted everything and I continue to get this message
This is Paper? You already posted this in #paper-help
O sorry
Please don't cross post questions
sorry about that
hello its my first time trying to use folia i used github desktop to clone the repo, i have java 21 on my computer, i download git 2.48.1 and im trying to applyPatches on the main branch can some one help me ?
Is there more further up in your screenshot?
oh well ignore i just change repo come back and it work 
I have an issue when starting a server with folia (empty just jar) it built everything so nothing was used
and i get these errors
the version is dev branch latest commit
Nothing completely empty server
i will, do you have any specific commit you can recommend me that should work?
I would just try the one before the latest. The latest seems to be an upstream update, that might have broken things
will try thanks 😄
still same issue, what i did is:
- cloned the repo
- checkout the commit before the last (tried with latest as well)
- did ./gradlew applyPatches
- after it finished i did ./gradlew createReobfBundlerJar
After that i moved and start with standard startup command just renamed the output file to server.jar
Did i maybe do something incorrectly ?
I think it's more like: ./gradlew createReobfPaperclipJar
I wouldn't use the reobf jar, Paper no longer uses that and there is not really any reason to use it anymore. createMojmapBundlerJar is the current one
that shouldn't completely break it like that tho 👀
will try that thanks 😄
and if you aren't already, you probably should use the hard-fork branch
yeah that might be the issue honestly @willow spear try the hard-fork branch. dev/hard-fork
Oh yeah you 100% should be on the hard-fork branch.
Will try that, i changed the branch it just uses applyAllPatches instead of applyPatches
And should i use the createReobfPaperclipJar
or createMojmapBundlerJar for server file ?
Change to the hardfork branch and follow the instructions on the Paper repo.
Same as always.
but there are no instructions on compiling in the repo (if you are saying about the readme file or the main page of the repo)
there are, here: https://github.com/PaperMC/Paper#how-to-compiling-jar-from-source
The Paper repo, not the Folia repo.
oh on the paper 🤦♂️ my mistake
though you are right - you have to run applyAllPatches for Folia, not applyPatches
thats not mentioned anywhere tbf
yeah, and i am assuming i should then use folia-server instead of paper-server
Is Folia compatible with Vivecraft?
This seems to be a client-side VR mod for Minecraft.
In this case, this has nothing to do with a server software.
Vivecraft has a server plugin.
It allows players to see other people's VR hands in-game.
Plugins have to be built specific for Folia.
So ask the plugin author(s) if they have a Folia version of their plugin.
I asked the dev and they said it may cause a race condition.
Well there you go - sounds like the answer is unfortunately not.
Yeah.
Are there any plugins that anyone knows of for folia that support setting random spawn locations for players when they enter a world?
Hello, is it okay for me to run a folia instance on a sub-par processor with 8 CPU Cores at 2.5GHz and 16GB Ram?
spark report for a regular paper servre with same hardware
well it's "okay" but we can't really tell you if you'll see any improvements over paper
oh...
So for the real advantages we have to get more cpu cores?
afaik yes
oh did anyone tested folia or even paper on a non x86 machine?
like arm or risc-v
there are thousands of paper servers running on aarch64, but not sure if anyone ever tried running Folia on such a system
like arm ampere or those machines i mean
if so how does one get their hands on those machines
Oracle has free tier ampere servers, but that only includes 4 cores
the performance probably wouldn't be great for folia eitherway
the reason i mentioned risc-v is not because of actually running a server on it, but as a example
Ive ran Folia on ARM. Works fine but didnt use it for production so I dont have a performance comparison. But it does "work"
Hi guys, i have a question regarding the performance of Folia for many players inside a single region.
So im planing to use Folia for my server where i have a central spawn region. The players should spread in the world and will be separated very far from each other what helps me to use the advantages of folia. But my concern right now is, that I will have performance issues in the spawn region. (There will be everything protected and players cant interact with anything, also i try to deactivate as many server activities in this region as possible so players can pvp there, but i still dont know if the overhead for the players still is to high)
For example, could folia handle 100 players in a single Region under that circumstances? (The current hardware used is just for test purposses so its hard for me to even test this, but im aiming for a Hetzner AX102 or AX162-R once the server will be released)
But if you guys would already say this is a bad idea, then my plan is to create a seperate server for the spawn region with a normal Paper server and switch the players between those servers when they are going to this area.
100 players in a single region
the entire point of folia is to avoid this exact scenario.
no matter what you do, software based on vanilla will never handle that many players well under all circumstances
even handling 300 players in a region is wild tho
So there will be ~100 in spawn, but the rest (inside of the same world) will be far away from each other?
i will be proud if anyone doing that
donut smp but similar moment frfr
exactly, its only the spawn region where players could add up.
Otherwise the server is completly open World and the players goal is to be as far away from the spawn as possible and best case are not close together because otherwise they would grief each other 😄
Folia sounds fair enough for that case
Exactly! compareable with this szenario, but its not like a Spawn lobby, you spawn really inside the same world
well in that case u should use servers more than that idk
or use a good world manager plugin
paid or free who knows
spawn and afk in donut smp is not working with same technique in donut smp
they have regioned parts likely 100+ servers in a cluster(s)
using custom folia with idk but a multi paper system
which is needs a fantastic knowledge developer
For example, could folia handle 100 players in a single Region under that circumstances?
It'll only be slightly worse than Paper. So if you keep it entity-free, it can work depending on hardware
That itself would not be the Problem, but that scaling is just not needet right now and would create way more overhead for starting with the server right now 🙂
hmm
if u know java properly and u can write hotfixes, plugins etc.
u can do that, otherwise if u dont know the java complete hell
even owners of folia dont giving the jar of folia. i guess they are saying "If you can't even get a build, don't get into this business"
and u need to also have knowledge about databases and redis (who knows)
I know ^^
i dont prefer to using a world manager plugin for real.
its bullyshit my thoughts
but if u have a just one server, u can make the spawn and afk into ur world and put a worldguard
u can also continue to use paper, im using different fork of paper. I know important ppls are saying u should not use these ones, i know im using for test purposes and not in prod. env.
or how about forking paper! and name it BurritoPaper
umm well
u should can do that or try another forks, which one fits ur needs then select it
im alr using a fork of paper but cant say the name, people dont like the forks in here i guess
That's not really the case rather that we love to keep channel on topic
thats true, lets get back to topic!
In fact, Paper is really fork freindly, we even provide the exact instruction on how to fork Paper and also tooling to do so.
😊
It's not that we "don't like forks"; we put a lot of effort into tooling for them. We just don't have the desire or capacity to provide support for every random fork that pops up on the internet
2024 Yatopia incident 
step 1: find the happiness
step 2: cant find the happiness
step 3: mental breakdown
Any ideas why when I try and build Folia it errors out. I'm running ./gradlew createMojmapBundlerJar on JDK 21.0.6
I've tried dev/1.21.4, 1c0ecd3, 94d65c3, ff947a7. All with the same issues.
The two commands I'm running is ./gradlew applyPatches; ./gradlew createMojmapPaperclipJar.
Ubuntu 24.04.2 LTS
Java 21.0.6
did you try building the hard fork branch?
You want to be on the latest commit on the hard fork branch
Tried that branch and it worked first try. Thanks 
Just tried to run it but get an error saying no main manifest attribute, in folia-1.21.4-R0.1-SNAPSHOT.jar. The file was gotten from ~/Folia/build/libs/folia-1.21.4-R0.1-SNAPSHOT.jar
Nevermind, I'm dumb
"xeon" could mean anything, it's like saying "a ford vehicle". Could mean a big beefy F-350, could mean an itty bitty Fiesta.
If you've got a specific model number, we can probably give you some better answers
ok, it's E5-2620V2,
Folia is not magic, it cant make shitty hardware run better. so in your case no
I KNOW, the clock speed is terrible, but for the price i get, it can be veeeery cheap
price of an item doesnt matter if it is useless.
oh ok, so maybe i need to cop for a bit :V
enough advanced science is indistinguishable from magic so folia is magic
We don’t really need random commentary in help channels.
sorry
⚠️ 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.
Is Folia currently usable? I mean, is it worth switching from paper to Folia?
I just discovered Folia recently
yeah I am just saying
almost no support from plugins
you will very likely need to modify Folia and write code on your own aswell
the environment is different
there are different bugs that will ocurr
you need thread safety knowledge
youll likely have to adapt every plugin you have
and possibly lose features your game has
thats why i say that
Yes, but it's mostly for the players.
What does that mean?
If there are no problems or bugs for the players
Or if it's better to stay on paper
"Better" really depends. They aren't the same thing.
It's kind of like asking if you should wear sneakers or boots. It depends on what you're doing.
Read all the Folia documentation and stuff linked in this channel.
Understand the pros/cons, then feel free to ask more questions
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.
(Also see the pins)
Oh ok, thanks ^^
Could it maybe be due to Folia if TNT dupers and sugarcane farms aren’t working?
TNT Duping is patched on Paper, it can be re-enabled via a unsupported setting: https://docs.papermc.io/paper/reference/global-configuration#unsupported_settings
so well folia devides chunks into regions right? then is it then splitted by just if they are not near to it? i mean not next to the 8 grids to your chunk (counting ones on x+1 and y+1 since they are technically somehow able to interact with each other) or is there somewhat more distance needed to get devided?
way more distanced needed, since you have to consider things like entity with high velocity.
Something like that, yeah
this is not modifiable right?
since like in my situation players cant use elytra, makes them have less max velocity in the case when players can you elytra
also using a speed limiter just in case
i mean in most situations, people wont be near each other unless they are actually very close to each other, making playerly (that sounds bit weird) regions have less chunks then in the worst case scenario, and when they are just alone, they are alone.
oh i mean also that is prevented somehow,
since people wont use that feature very often anyway
unless they are having a war
i'm running on 2 12 core CPUs (non-HT) and -Xmx96G. is there any pitfalls and such i should know with this?
NUMA isn’t really supported, so that isn’t a setup we’d really recommend.
One CPU with more cores is what you want.
what would it take for folia to support it? would it be like rewriting lots of code?
java doesnt really support it afaik
is there anything in that might go wrong with it? specific bugs, or just much slower?
like itll run, but it wont be optimized
it's a super old box anyway. configured as 64gb of DDR3-1600 per CPU
You could have all kinds of where issues. Including data loss and data corruption.
So not really something I’d recommend risking.
from what though? it's due to some NUMA-specific race conditions when accessing memory or what? shouldn't the kernel mitigate those?
If you’re also running very old CPU, you’re probably not going to get great performance.
Folia wants a CPU with a lot of cores and fast cores.
performance is good without spectre/meltdown mitigations
Because Folia is designed for higher end hardware, really. Along with specific use cases.
what's higher end in this context? i have 24 cores
You probably would see poor performance with higher player counts with Paper on those CPUs. So Folia would be slower, not faster.
higher clock speeds probably
Minecraft just doesn’t work in the same way you’d expect something like a web app too.
That’s why older Xeon CPUs are decent for web stuff but not Minecraft so much.
Your main limiting factor, per-region, is single threaded performance
^
this is what i wanted to hear. with this, folia is for me
i have very good IPC and single core performance. i don't have HT, so each core is one thread
I do not think any CPU that runs DDR3 has what can be considered good single threaded performance
You want a modern single CPU system with a lot of cores and high thread count.
“Good” is relative, but yeah DDR3 is gonna be old and slow.
For what Folia needs.
it's working and working great so far for us. i don't think it's too far-fetched?
I mean, if it works, it works™️
But have you compared against Paper?
i mean if you compare with bare paper and see which one is faster and it’s folia then go ahead but odds are paper will be the same/better
Well, again, you may get down the line and find you’re having a ton of weird issues because of NUMA
yes. paper was just as fast when we were all in the same place
You can probably find at least one use case where you would benefit from such a hardware, it's just that with your hardware, these cases become more and more limited, which is why we by default do not recommend it
But if it's working for you, then you might've found it
¯_(ツ)_/¯
But run it if you want. If you have issues and you toss out a spark report out first response is probably going to be “that’s an old CPU and you shouldn’t be using dual CPUs”
if i do have issues, i'll just fix it myself and try to get it upstream
There’s no real way to “fix” that issue. It’s a Java problem, not a Folia problem.
so, the way is to patch the java VM then
There’s been other conversations in here around NUMA, might be worth digging around for those.
i'm a C programmer first. it's more my area anyway
As a C programmer, you should have a good grasp of memory management and realize that running a NUMA setup on something with so many reads and writes would be a terrible idea.
But sounds like you’re confident you can resolve any issues you have, so good luck!
thanks for the info. i'll continue with what i'm doing
what processor are you going to use?
oh since i was able to handle 100 players with like 10Mspt on papermc 1.16.5 , e5-2667v4 so take that in mind
I also have a DDR3 machine so im interested in your results if you get any
oh, awesome! my setup is only marginally weaker per core
did you have anything spooky with it?
not right now, well its broken so i ordered up a replacement server to move my components into it
my setup is also running in a KVM linux guest that has most of the system's resources
oh nice
🥲
thats a nice font
Hey, I wanted to ask how much of single core performance makes a difference for a folia smp server. Were at abt 60-80 players average and were switching over to folia now. We're currently on a R9 9900X Dedicated with 128Gigs of DDR5 ram. So the question is if it makes sense aktually switching over to something like an AMD Epyc or upgrading to an 9950X since this one has 16 cores, and the highest single core performance you can get rn.
before that, how big is your map?
are players spread out enough to benefit from folia?
whats the minimum cpu core to run folia server?
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.
i mean.. i need at least 16 cores?
that’s what it says yes
that would be very expensive server to run
okay
what even a server run with folia?
sorry, i mean just want to know if there is any server running with folia tho, im curious..
really?
wow
yeah big server
ok im a give up and use paper/purpur instead 💀
4cores
We use Folia with ~200 concurrent
Does Folia need dedicated CPU cores, or is a VPS with virtual ones enough?
Most often, if your server is a server that can benefit from folia, you wouldn't even consider non-dedicated resources
How much RAM did Folia consume in this test? https://cubxity.dev/blog/folia-test-june-2023
During the period when 1,000 players were online, we reached a maximum of ~7.9GB/s heap allocation and our GC was hovering around 2-3GB/s when averaged over a minute.
That’s the relevant part I guess, everything else is just finding a good trade-off
and there are people allocating 128GB for 20 player server 
So, if I allocate, say, 10 GB, will I be able to support 1000 players?
Most likely not
Memory in java is complex, all we can generally suggest is that you throw a few dozen 10s of Gs at it and see how it performs; There is a reason why people just allocate stupid amounts of memory at the thing and don't try to care to optimise their usage, etc
Why are you using GC? It seems like it's already outdated
What?
who's gonna tell'em? :D
😳
I am trying to install folia for a community server that racks up to 300 players during the holidays on a survival world. But I cannot seem to wrap my head around how to install it, and the last guide I used is a year old and im not sure if it still works because the docs are different.
you clone the repo and you build it
I did
other than that, it's the same as paper server
it crashes during the build
how am I supposed to build it?
because there are a ton of .bat files and idk if I should click on them
same way as you'd build paper
I'm kind of a noob on that, like my folia didnt have a jar or anything
and idk how to 'build'
that's a barrier to entry for a reason. if you can't build it, you likely won't be able to run it without severe issues
That's fair
most servers that run folia end up rolling their own fork
because that's easier than getting most plugins to work
only real alternative for scaling minecraft servers is instancing
so proxy + multiple servers
Hi, on a survival server with 150-player spikes where players are far apart (almost certain that there will be almost as many regions as players) but individual bases can have fairly heavy farms would it be better to go with a R9 7950X3D or a 7502P? If it's useful information we won't pregenerate chunks.
why in the world would anyone pregen a map big enough to have high enough player spread for folia
that would be terabytes
at least 1-1.5k blocks between each player group
so folia regions actually form
you get to very big numbers very quick if you want to pregen based on that
8GB/s is a fuck ton
you better give it a lot of ram and room and cpu for zgc to work aorund taht
that's like 1320000 bee movie scripts being written per second
I‘m aware, that’s why I mentioned it
How many players can I run on a VDS with 16 cores and 32 GB of RAM?
That's not a question people can answer accruately, it highly depend on the game mode you are hosting and what the players are doing, and what kinda core you mean.
Folia, Vanilla
You still have 2 more question to answer
Survival
Nobody here can tell you because it's all going to boil down to a few dozen values
All you can generally do is look to seeing if people have posted how many people they've got handled on X setup
Players do different things, different CPUs perform much differently
If your player are not going to be thousands of block far apart, running Paper is still going to be better. You also failed to mention what CPU you have.
I will have either an AMD Ryzen 9 9950X or an AMD Ryzen 9 7950X3D processor; I’m not sure yet.
the hardware is very much overkill, but don't even think about running it on windows
the system may still not be sufficient if many people are doing memory intensive stuff
A 9950X or 7950X3D is not “overkill” for a CPU
are you suggesting that the very strongest consumer workstation CPU isn't overkill for their use case?? what do you suggest for them?
The recommended minimum for Folia is 16C/32C, around the ballpark of a Ryzen 5950x
Folia servers can go further and make use of server CPUs, like EPYCs, with more cores, given enough spread, so "overkill" is a strong word
But, even considering that, that person doesn't have the full CPU for themselves, only 16 of the threads
Which's well below the recommended requirements and your mileage may vary with this setup. Not saying it will never work, but this does narrow possibilities
^ exactly this
map is currently limited to 20x20k blocks, altough when switching to folia we will extend this limit to 50x50k blocks. Also we pre-gen our worlds if that matters
World is way too small to really benefit from Folia @dawn cosmos You should run Paper instead
paper is not able to handle it tho
Unless your players are always going to be 1000+ block apart,
Paper will actually run better than Folia
Well I could expand the world and make it unlimited or something like 500kx500k blocks, but what abt the 80 players that have their bases already inside of the 20kx20k radius
We did all this already and we got basically sht stormed by the players
Most server stucks on the gap between, running Paper is fine (around 60~80 players), to running Folia or other sharding solutions as you will need a team of developers, and network of servers to achieve it.
The gap is huge there
so what you want to do is up to you.
The Team and developers is not a problem, we have some very experienced and motivated devs but the question is whats the go to software rn
and neither of us really knows
Then you need to ask your team of developer to read Folia readme
already did
and understand how the region works on the software and talk to your admin team about expending the world border.
Well you miss the very important part which is world is too small.
We discussed the world border thing already, so expanding would indeed be a option
but as I said: what abt the 80 players that have their bases already inside of the 20kx20k radius
You have to either make the world big enough or make it so that player do not need to frequent each other and build apart from each other.
well we can't just go ahead and tell them to take their buildings and start over in a new area :c
nothing a little world edit cant fix 
Okay, so you say we're fine switching to folia, but we need to expand the world then
by A LOT
I mean if your player somehow build their base in equal space as the picutre above
it may work
but I highly doubt
maybe make some server quest as incentive?
that could work
I mean we use a rtp, so we could probably make some algorithm that makes sure player's get teleported far enough away so they most likely build in a new area
2b2t has incentive built in, it's an anarchy.
DonutSMP has sharding already but they also expend an ill bit iirc.
that's actually how initial Folia test was done, our spawn range was in the 100k ranges... so people will spawn far far apart when they log in.
but yeah now you mentinoed yo have a team, you can go ahead and best of luck 👍
yeah thanks for the help!
oh btw what do you mean with "DonutSMP has sharding already but they also expend an ill bit iirc."
I think their whole map is on several different servers but their stuff is private so I cant really see how it works 
ahh I see, so they could have mutiple maps on mutiple severs u say
yes and it comes together seemlessly
But when I exceed the border of one map and would need to move to anotther map on a different server, wouldn't that be noticeable since you get the loading screen etc
Prob using something like Multipaper?
I mean the structure is similar to
Multipaper seems interesting. Is there any people that made experiences with it before?
Best to ask in their support channels or whatever. That's not a Paper project.
yea project seems dead... not an alternative unfortunately
multipaper never addressed the issues coming up on extremely heavy load, you'd run into the same ones you do while on a singular paper server. A lot of players in a single spot will be as bad as it would be on regular paper
it's basically just a gimmick with no real life use
there's always an asterisk when there's "infinite scaling"
no, that's never viable, because at that point clients become bottleneck
netty can only process x amount of packets per second
at roughly 1k players you're starting to see the queue pile up
this results in actions being processed on the client after a noticeable delay, and it gets worse and worse over time
not the cpu issue, nor it's "terrible hardware" issue
it's purely scale issue
it's not about rendering
I feel like you're missing the point
you can have 999989999fps with 1000 players, that's not the point
not netty itself, but the handler
ask kenny how mrbeast event servers went
not sure if his video is still up about it
If that was netty they could've easily batched and reduced overhead
The client can't handle it either away
If there was batching logic into Minecraft it would work fine
I know it because I did it on donut and there's a discussion on paper about it
Drastically reduces the entire overhead
And netty can push way more than 50k packets per second
Through a single channel.
Which means single thread.
Either way don't do it
I don't know if it's a folia server error or not, but players with more than 20k blocks can't find the portal. Do you know if the same thing happens to them?
Please don’t cross post
What does “more than 20k blocks” mean?
Also what type of portal you are referring to? There is nether portal and end portal in game.
Does anyone else experience blocks disappearing when using pistons or similar mechanics, leaving an invisible block that prevents placing anything there?
Haven’t heard of that. Try to reproduce without plugins/datapacks
this is an active bug. https://github.com/PaperMC/Folia/issues/311
Hey guys, so what is the main difference that a developer needs to know when it comes to supporting folia on a plugin?
I know the Scheduler concept is different however what else?
How does the listeners are affected and what things a developer should have into consideration?
Also should i be worried about the EntityScheduler? If i have to do player.updateInventory() can i just call it from the main class or do i have resort to this method somehow if i want cross-compability?
what you do on main thread on paper, you do on entity or region scheduler on folia.
that's almost it, there's a FEWWW like 1 -2 scnearios where you wont be able to do it, but the exceptions will guide and tell you
you should make your code 100% thread safe, concurrent colections, locks on thread-safe required classes etc
Alright, thanks
Do you know if I can improve the tps a little?
Same as Paper changes to improve TPS. But I’m guessing your hardware is probably below the recommendation? What’s your system/CPU specs?
Lowering the simulation distance so drastically should be a last resort for what looks like a mid size server
sure, it would improve tps, but we haven't seen any spark report or even know their system specs
We don’t really have enough info to make any useful assumptions.
Does anyone know how to reset the previous version of Folia?
What do you mean "reset"?
You should be on the most recent commit of the current hardfork branch of 1.21.4.
Folia is in active development and has a lot of bugs and improvements happening that aren't directly linked to the Minecraft version. Don't run old versions or old commits.
what locking behavior should I use to port my plugin to folia?
public class User {
private final UUID uuid;
private final int points;
}
public class UserManager {
private final Map<UUID, User> map = new HashMap<>();
public void registerUser(UUID uuid) {
map.put(uuid, new User(uuid, 0));
}
public void addUserPoints(UUID uuid, int points) {
User user = map.get(uuid);
int oldPoints = user.getPoints();
user.serPoints(oldPoints + points);
}
}
```The methods in UserManager are going to be called from either commands or events, so concurrenct access on the user might happen. what would be the best strategy to solve this?
this is not the best example because I could be just using a atomic integer, but assume that the structure is more complex than that
There is no perfect solution because you're doing multiple things in there which leaves many questions
public class User {
private final UUID uuid;
private final int points;
private final ReentrantReadWriteLock lock;
}
public class UserManager {
private final Map<UUID, User> map = new ConcurrentHashMap<>();
public void registerUser(UUID uuid) {
map.put(uuid, new User(uuid, 0));
}
public void addUserPoints(UUID uuid, int points) {
User user = map.get(uuid);
user.lock().writeLock().lock();
int oldPoints = user.getPoints();
user.serPoints(oldPoints + points);
user.lock().writeLock().unlock();
}
}
``` is this a valid solution or is there a more idiomatic solution?
I mean, you can't safely put
concurrent hashmap doesnt guarantee it?
or, well, now that it's a CHM you kinda can
but, registerUser would generally be a bad practice
that would generally be better as a more atomic 'getOrCreate' type deal
why? is it because it allows multiple registerUser calls for the same uuid?
Because you'd likely wrap that in some from of get type call which means that you'd break the atomocity
didnt get it, can you be more specific?
get('a') == null then put('a') means that here is a risk another thread could put a and then you come in and blindly replace it
oh ok yeah
either you take advantage of CHMs own built in safety or you go crazy with read/write locks
so how should I approach this, assuming that I also have a get method in that user manager? should i make the responsibility of the caller to lock the user before accessing it or make an api that would lock inside?
Well, you'd protect the map as its own thing
if you need to proect over the user object, then probably syncronise on it
ofc, syncrnosing on objects like that is often best avoided, soooo
idk how you'd design for this well
time to pick up a book, I guess
any recommendations?
Nothing personally, concurrency is a weirdly fun topic where I understand many of the concepts but lack the practice
Apparently java concurrency in practice is an "old but gold" sorta deal
what is hard fork
"Hard fork" means splitting away from upstream.
Paper hard forked from Spigot, and has a bunch of tooling/changes to adjust for that.
Since Folia is a fork of Paper, it needed to be updated also to support those tooling changes.
also do i use ./gradlew applyPatches or ./gradlew applyAllPatches on Folia
It did before hard fork
wth
💔
I mean, there is literally a patch.sh script in the folder, however, it's currently failing for me due to some issue with patches
Did Leaf break the hardfork branch?
seems to be the case
message.txt by @vernal wyvern: https://pastes.dev/KtRTCuKIwD
You would need to work out what that exit code means then
⚠️ 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.
I just recently had a crash whilst using the very latest version of Folia (upon opening the end). Would this issue occur as a result of one of our plugins modifying the respawn (or any similar teleportation) events? Here's the full log for detailed information
message.txt by @hard palm: https://pastes.dev/ovirn4Lj5y
We use Terralith but we did a decent bit of testing and had minimal issues beyond startup
Delete all functions from Terralith, they're not really needed but break the compatibility on folia
But anyway the crash isn't related to it, something happened while generating the exit portal, for some reason the overworld end portal tried sync loading chunk in end world
Did you disable keeping spawn chunks loaded in the end world? Is it fixed if you enable it back?
I did not, from what I can discern. Even when no one is in the end (even immediately on startup) the end is ticking. I'll certainly look into clearing all functions from Terralith, since it produces annoying errors anyways
Is there a specific setting or value that I can locate that’d help me determine this? I’ve navigated for the last ~2ish hours to no avail
it's a vanilla gamerule
(If you want me to stop replying for responses, let me know). I’ve been away so apologies for the delayed responses; had to get someone else to do it. The current radius is set to 2 (in all worlds). Would you recommend something like 12/16 instead?
how come mob spawning is like really bad on folia, what am i doin wrong
sim distance = 10
per player mob spawns true
ambient:
hard: 128
soft: 64
axolotls:
hard: 128
soft: 64
creature:
hard: 128
soft: 64
misc:
hard: 128
soft: 64
monster:
hard: 128
soft: 64
underground_water_creature:
hard: 128
soft: 64
water_ambient:
hard: 128
soft: 64
water_creature:
hard: 128
soft: 64```
bukkit.yml
```ticks-per:
animal-spawns: 400
monster-spawns: 1
water-spawns: 400
water-ambient-spawns: 400
water-underground-creature-spawns: 400
axolotl-spawns: 400
ambient-spawns: 0
autosave: 6000
spawn-limits:
monsters: 20
animals: 10
water-animals: 15
water-ambient: 20
water-underground-creature: 5
axolotls: 5
ambient: 15```
spigotyml
animals: 32
monsters: 32
raiders: 48
misc: 32
water: 32
villagers: 32
flying-monsters: 24```
Community contributed configuration guide for Paper: https://paper-chan.moe/paper-optimization
It’ll be the same as Paper
So the same advice generally applies unless you have some plugins messing with things.
your mobcap is likely full
preventing more to spawn
you can easily check that with /paper playermobcaps
Assuming you didnt adjust spawning radius, you changing mob cap from 70 to 20 will make it look little yes. because you nerf the overall mob by 72%
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.
yes it is covered on the page
There could be performance issues, yes
at the end of the day, folia can work on less; that hardware is just the general expectations over at what point you'd be at hardware wise to be able to invest into folia
has anyone made a version of WorldEdit or FAWE for folia 1.21.4? I can't find any forks that support the latest version 
How large are folia 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.
anybody goit any info on how folia changes hopper behaviour? Cos the exact same sorting system works in vanilla, but not on folia, and the reason is somewhere along a hopper/dropper line, items catch up and then get mixed up, breaking the system
See if you're seeing the same behavior on Paper.
Paper/Folia changes some stuff from vanilla.
Does folia support world generation?
I see a freshly created world doesn't contain level.dat, and I see also this piece of code in patches(picrelated)
It should create an overworld, end, and nether.
Anything beyond that, not currently.
If your overworld is missing a level.dat then that is an issue.
Although I just tested the most recent commit and it doesn't have that problem, so ensure you don't have something in your setup causing problems.
Not sure the setup an issue, I just updated the core I'm using to test self-written plugins from 1.20.4 to 1.21.4 and then removed the world and found that blue-map doesn't start because of no level.dat generated...(I also checked that, and it's really not generated)
Also, we've tested it on two different PC
lemme check it in clean folder, maybe the reason somewhere in configs...
not really it's an issue. Lemme check on different java...
I'm running the latest version of Folia and I also don't have level.dat created
Is there requirements for compilation?
The core was compiled on 21 Liberica JDK(and used w/ same one)
Tested without any plugins
It supports only via datapacks
Worlds from plugins are not supported yet
Are you building on the 1.21.4 hardfork branch?
we're building master
yea
ok I see
is there any descriptions for that branches?
Like what is the difference between
master / hard-fork / dev 1.21.4?
dev 1.21.4 is pre-hardfork.