#folia-help
1 messages · Page 41 of 1
But it's way easier to give compat to Folia than porting EVERYTHING to another software.
99% of things that work on Folia also work on Paper.
50% of things that work on Paper also work on Folia
how do i make the region size smaller?
In the config you can change the grid-exponent.
But that will only have an effect if your players are at least 1k blocks apart from each other
Hello guys, I’m running a Folia server with around 500 players and I’m looking for a good anticheat.
Ive tried Matrix, Grim, and Lightning Grim, and they all work really well with 200 to 300 players. However, when the server goes beyond that, all players start to lag and their ping increases periodically.
Im currently using Light Anticheat, but its not updated and Im getting too many errors in the console.
You should look at the spark report to see what can be addressed
If you are truly at that scale, you need to look into sharding solution like DonutSMP that host multiple Folia instances
Atm Its not possible for us to "shard" the server
The server is already running
But thank you for the support!
Do u have a documention about sharding or something like that?
How many netty threads are you currently using? 
Im using 30 threads
500 players currently
Did you check how the netty threads are actually performing with spark?
I mean, that's a lot of players obviously 😅
Yeah I think thats the true problem lmao
I want to look into sharding, but I dont think Its possible with the server already running
there wont be any because very few servers have even ever done it successfully and they dont (fully) share their solutions
Thats why there is no solution for general sharding
shard in this case would be helpful to decrease ping? or what would be the main benefit
decreased server load by having less people per physical server
instead of having 1 server with 500 players, you have 2 servers with 250 each.
and then you got some sort of mechanism that allows players to transfer between the two servers
But yeah there’s no off the shelf solution for this. It’d be up to you to build something like it.
Honestly all of them
Are going to clog your netty threads
And to be very very honest with you
Every anticheat will suck the netty threads
Sharding helps but it ain't a miracle
Okay, thank you
Ill try to build something
Maybe with sharding I can run 3 servers with around 250 players each, then I can use an ac on each server
Is it me or did the "/datapack" command get removed from the latest version?
I cant seem to find the command in the list
It never existed on Folia
you can still load datapacks by putting them in the usual place though. but the command, and datapack functions, are disabled on Folia
The TPS and MSPT of my server are all within the normal range, but my players are experiencing lag. What solutions are available, or where should I start troubleshooting?
The player's ping is not high, with the highest being only 40ms
a spark profiler would defenetly help and a more 'specific' description of what 'lag' players are experiencing if their ping is fine
Well, I just used Spark to analyse it, but it told me the file is too large to upload....
The lag experienced by players occurs everywhere, such as breaking blocks or chatting. However, only some players lag, while others do not.
I'll try restarting Spark
This is my new spark
Amazing, clicking on the prompt shows no data
There is an issue, if you want to use Velocity, the server must be set to offline. Online-mode will be enabled on Velocity 🙁
While this is true, your Velocity setting in paper-global.yml shows that your server is indeed using offline mode. spark is smart enough to detect this. You will not recieve any support from us as the community.
I have a folia 1.21.4 server. It is placed on a dedicated machine. I gave it 8 netty threads. TPS is fine, always 20 with nice mspt. Players connect to it through the different machine with Velocity. The both machine in the same data center.
But once there are more than 150 players everyone starts to have the ping spikes. I checked all the plugins and didn't find any specific one that would cause ping spikes. Why might it happen?
how much ram does folia need?
I have a powerful cpu
goal is to run a duels server on the recent version like 1.21+ ig 1.21.11
same as paper, maybe up to 5% more, thats it
Any good skyblock core for folia?
You can try my plugin: Skyllia, which is designed for Folia
you can easily find it on modrinth
@last sand
FYI, we generally prefer people not really shill their own stuff in help channels.
I suspect as much, which is why I preferred not to share the link, but publicly for the moment, there is literally only my plugin :/
But I'll be careful next time, sorry
Thanks mate, and yeah there is literally 0 other plugin
Hello, I have a server with Purpur software. If I want ti switch to folia, I have to do extra work or just drag and drop the folia jar?
You'd have to ensure all the plugins you're currently using are compatible with Folia. I'm also not aware of what Purpur does with the configuration files, so you might have to adjust those.
It's probably easier to create the Folia server in a separate place and then move over the required files to the right places.
The actual worlds will be compromised?
Assuming Purpur doesn't mess with the world files, it should be fine, you'd just need to copy those over.
Ok thanks man
latest 1.21.11 Folia build bug with villagers
https://github.com/PaperMC/Folia/issues/436
I got this problem too
Hope it will be fix soon
hi, I need help. When my players die they spawn in "world" but I want them to spawn in "spawn" . I am trying for hours to fix this issue. How can I fix it?
Explain more detail
i already explained to you that respawn locations dont work on folia
you cant fix it
I know but there should be a plugin/skript or anything else to get past this
because my server isnt the only one has this issue right?
a lot of "default" paper stuff is "do it yourself" on folia
@proper moon gifs and memes go in #gifs-and-memes
Hi, are there any add-ons for Folia to modify worlds with new biomes? Are they recommended?
depends on what you mean with "modify worlds with new biomes".
if you mean just having custom world generation with custom biomes then yes, you can use datapacks for that.
if you mean to modify an already existing world then no, when changing the world generation it only affects new chunks and older chunks that are already generated will not be updated
Hi, just curious, did you find the root cause for this?
(You don't want to be running 1.21.4)
Check your rx/tx
How are you supposed to enable Multitask (the ability to break blocks while eating and so on) if it’s blocked by the core? I don’t get it.
I dont believe eating while breaking block is possible in Vanilla Minecraft?
are you using cheat?
Yep
I guess if you want that, you can use Vanilla or Fabric server core
Folia would be better as a core, but damn, without unlocking MultiTask it’s way harder to play PvP
Currently, Folia is the most popular core for anarchy servers, but Multitask is patched on it
ok I understand that
Is there any way to make it work?
If you're running folia on an anarchy server I assume you have a dedicated developer working for you, or you're probably in for a world of hurt 😆
Hello. server core minecraft folia primarily use either cores or threads?
Is this server specification sufficient? Approximately $50 USD. For SMP 50-70Player
That's an ancient, 13 year old CPU, very weak for Minecraft in general
Whatever, VM. I'm using a shared CPU spec, and a CPU from decades ago too. 😥
Hardware you shown and the budget you have is simply not enough to achieve the player count you wants.
So, approximately how many specs would I need? I've seen Thai players using specs like this and comfortably running 40-50 players.
yes with the proper amount of gameplay nerf, you can do it on Paper without issue.
It's not about the spec you want, it's your budget.
Rent with a host speicalized with Minecraft hosting and see what $50 can bring you, mainly looking at CPUs the later/newer one the better
You being in SEA means you will be paying a huge premium for hosting so also take that into account.
Okays
ApexHosting Shered Cpu ?
yes
For 50 players you don’t really need Folia.
Use dedicated hosting.
A good Minecraft host should be able to run that with adjustments on Paper, depending on the tier.
I Know that in my region (Eastern Washington) there are people willing to sell server time for cheap, (50/50 small scale hosts and personal hosts) Making friends with a homelabber (with a public IP) is also solid option
I'll try to find friendship there. Thanks for the advice.
Is it Ok to run folia on 16 VCPU ARM?
And it will be fine if I ran it on 12 vcpu, but EPYC?
I mean it's probably going to run like crap.
You generally want dedicated non-ARM high end CPU hardware.
Ok thank you
Question, would there be any possibility to enable/allow end portal gravity block duping with Folia? I tested it earlier and doesn't seem to work, is this because it removes entities that are off-region? If so, is there a way to fix this? I saw a Plugin called GravityControl but its sadly not being maintainted anymore.
Please @ me if someone replies, don't check this Discord a lot 
You can probably achieve this
The tests that have been done are all on insane hardware and do hundreds of players
I don’t think much testing has been done on mid to low tier hardware
Actually on a shared CPU idk
If you had the whole machine then you would be able to reach 50/70 players
I don’t entirely agree. Because folia’s purpose isn’t strictly to “have a lot of players”, but rather to distribute the load of the server across multiple threads
So if you have a shit cpu but it has a lot of cores, it might be a good idea to use folia even if it’s for 50/70 players
Folia still wants a high clock speed.
Just like Paper.
If your CPU is garbage but you have a lot of cores it probably isn't going to work very well.
Like you mean it wants single-threaded performance?
Do you know this
Yes, it wants high single core performance.
You can spread out the load across other cores but if your cores themselves are struggling you're going to have a bad time.
Folia isn't designed to make use of old crappy hardware, it's designed for higher end CPUs.
To take advantage of multiple cores and high clock speeds.
Because the guy said that in the communities he’s a part of (I assume in SEA) they run folia on that sort of hardware (I assume because there isn’t as easy access to latest hardware for cheap)
But again, Folia isn't really designed to run on cheap hardware.
People are welcome to do whatever they want, but that's not really the intent or aim.
So you're probably going to struggle more than you otherwise would.
Either way, this is a help channel, so spending a bunch of time speculating about theoretical CPUs isn't particularly helpful.
Has this been tested. That sounds like pretty low-level stuff if true. I wasn’t aware that Paper is coded that low-level
I’m just telling the guy that he should try it if that’s what others are telling him. Because I remember the “common wisdom” was that you shouldn’t run folia if you have less than 16 cores, and I’ve tested it and it works fine with 8
It "works fine" with 8 until you start pushing it hard. It'll turn on and run with low player counts on a so-so CPU. But Paper will probably be faster once you start pushing it hard.
At the end of the day "try it and see" applies to most things.
Agreed
I found a dedicated server that doesn't have an ancient CPU; its specs are from 7-8 years ago. It might be sufficient. Adding a few more dollars won't hurt.
It's really hard to say. It's going to depend entirely on the CPU and the overall machine.
Think of each region like a Paper server. If you run on a 15 year old CPU that region can probably handle like 5-10 players if they don't have big farms or machines. If you manage to split people up like that it might work but considering the plugin compatibility issues and removed functionality it would be much easier to just run a Paper server on newer hardware.
As far as running on fewer cores in theory Folia could be better than Paper with as few as 2 cores but only in extremely specific contexts. It'll also require you to override the default settings for IO threads, region threads, etc
The "needs a modern CPU with high single threaded performance" and "needs 16 cores" are basically the recommended settings, for anything less than that whether it works for you will depend on your specific hardware, your server setup, and how much you know how to tune things
@fair merlin
Please don’t ping staff. I don’t have an answer for you. I don’t pay attention to dupes.
So thats it? Just a subtle fuck you and no option to fix anything lol?
I don't entirely think this is in the plans of SpottedLeaf to add to Folia, sorry man
Folia doesnt support it due to portal/teleport rewrites
Its been a vanilla mechanic for over a decade
Seems weird to take that out
Well there was a plugin that made it work
On folia too
Its not that it was "taken out"
So its possible
It was just not implemented in the teleport/portal rewrite
Most likely for safety reasons region-threading wise
Seems like a very short sighted reaction to a game mechanic but okay
If SpottedLeaf didn't implement it, its probably because of some roadblock or limitation of the region-threading implementation
It may be on his TODO to fix
Nobody knows
Paper has experimental config options for similar things
Would be cool if this could be one for Folia
Fair enough I guess
Folia fully rewrites the teleport and portal logic tho, which is the main reason
Fair but again, a plugin dev made it work. So the logic is already there
Yea I agree, would be interesting to see implemented into Folia, just ATM it isn't supported for some reason, one of which isn't entirely known to the public, but probably some reason
Ive searched through some similar problems regarding item dupes and it seems theyre just against such mechanics
I wouldnt classify these features with regular item dupes tho
Generally I think SpottedLeaf would implement it if it was practical/safe in the region-threading implementation, maybe it was an oversight during the rewrite, no idea, the reasons are unknown
Two entirely different things imo
Its not something that we know really
I guess ill make an FR on Github
We just know its not supported for some unknown reason
Apologies I cant offer more assistance than that
Would be nice to atleast get clear reasoning/response as to why
Oh yea I agree fs
No worries at all, appreciate your insights 🙂
Yea ofc man, ping me if u got anymore questions and I will be happy to help out with whatever
Will remember! Thanks 
😭
if i had to guess, that bug is inherently patched by the way folia operates to prevent other dupes. to bring the dupe back would be to 'simulate' the behaviour caused by a bug which is just.. mehh. folias goal was never full vanilla parity, and im very doubtful you will get this into folia itsself
The entire reason those sorts of bugs work is due to an oversight in the flow of some logic
when you do the teleport async that logic is no longer in the flow required to induce the duplication
you would need to go out of your way to explictly restore the dupe, which is not something that will be invested into
Anyone know why these handlers never gets called? It is already registered but these events never gets called
Folia doesn't support PlayerRespawnEvent APIs.
Supposedly #folia-dev message works though.
thanks
2 join without leave?
on Folia 1.21.8
pretty outdated version, especially for something experimental like Folia
can world changes be tracked on folia? cuz world change event doesnt work is theere a weird work around similar to respawn event?
Guys do you know any monitoring plugin for Graphana
Couldn't compile https://github.com/ndsmc/unified_metrics-folia, and https://github.com/sladkoff/minecraft-prometheus-exporter lacks many features
track every players world once per second/tick and if it changes, run your code
hey guys, I'm running folia server with 100+ players, but with a very low tps
I have 16 core of Intel Gold 6144
Total ram for the folia server is 16gb.
How to resolve this problem? I saw some people have thousand % in utilisation, how to achieve that. Thanks
It's possible to increase the amount of tick threads in the paper global config
chunk-system:
io-threads: -1
worker-threads: -1
threaded-regions:
grid-exponent: 4
scheduler: EDF
threads: -1
these one?
but I think currently it's use all the possible core. as btop show all core is used.
i'm just curios on what recommendation hardware for running few hundred players
since folia recommendation at least 16 core, I have achieve it, but still kinda lag
Folia recommends 16 physical cores, you have 8 of these
The other 8 you have are SMT cores
Wait how do you know this, sorry just ask since my hosting provider said that this is 16 core. And I also saw 16 core inbtop?
message.txt by @chilly meteor: https://pastes.dev/gWDuOnUQLH
here's the lscpu
what's your suggestion. Ryzen?
I used to always use ryzen, but since folia can do multi threading I decide to use something cheaper
it's a little old but still consider as high performance right, at least base clock is mid
Xeon is super bad for Folia.
Folia has the same speed requirement as paper, it can just use more of it.
And yes, ryzen is reccomended.
Folia is targeted at higher end hardware
understood, my question is, it's still usable right? I kinda stuck at it for at least the next 3 month so, If I upgrade more cpu core, it will get better right?
having more cores will help you.
right now you only have 2 tick threads meaning that your current setup is running 12 regions per thread (24 / 2) in this screenshot.
(100% = 1 thread, 200% = 2 threads, 500% = 5 threads and so on)
but keep in mind that only 2 of these threads are actually ticks, so all the other threads in your btop screenshot are under heavy use by other stuff.
so it might be that the "other stuff" can slow you down even if you had 500 tick threads
im saying this because you have 2 threads doing the ticking but in total you have 4 threads that are at their limit in btop.
so there is something else other than just ticking regions that is taking lots of cpu (single core performance) and might bottleneck
I think I know what's the other 2 threads is
I use ray tracing anti xray
I gave it 2 thread
so I think it's pretty good since it not something could break the game and not something else unexpectedly taking performance
should I manually increase the tick threads?
I'm planning to add 12 more cores into the server
and I want at least 6 core to handle tick threads
please make sure you are actually adding physical cores and not just threads.
most CPUs have something like hyper-threading which splits eacht physical core into 2 logical cores (threads).
so if you want to add 6 cores to folia, you need to add 12 actual CPU cores
that might be very demanding for your hardware, this could cause your TPS to drop
i personaly think the build-in anti xray is good enough
thanks I'll take a look
nah sadly it's not good enough, very easy to bypass, even with ray tracing anti xray they still able to bypass, just less
the worst thing is they do chestESP to find other player base which need to be 100% prevent
cant really help you apart from saying "you need a faster cpu"
Look into donutsmp-style anti esps
Which one are you using, mine or the other one? If you limit the amount of ray traced blocks to those that are most important for your server's economy (i.e. not ray tracing blocks like coal ore), it shouldn't have too much of an impact on performance at all. Feel free to send me your config via DM. Maybe I can help you.
does anyone know why is sandduping not working on folia?
allow-unsafe-end-portal-teleportation: is set to true
Folia replaces the teleporation logic in order to do folia stuff
and is there a way to fix this? or to enable sandduping?
just use a plugin to re-add it tbh
I mean, you would need to explictly go out of your way to dupe the sand, the behavior that induced the duplication is not applicable to the requirements of how folia handles stuff like teleporting
hi im the dev of the server where the bug with the sand duper is appearing and i already modified the version of folia so certain bugs are fixxed would you know a way to fix this one?
find the case in which you want an extra sand block item to appear and spawn an extra sand block item
smart idea
and when were already at it i changed the start attributes of the happy ghast it shows up in /attribute but its obviously not changed
depends on the attributes, but if you change an attribute default the client isn't going to see it
no like the flying speed it says its base value is 0.1d but it moves like 0.05d
wenn i do base set 0.1 it works
Because the defaults are not synced to the client
why is it not possible to place anvils facing north/east?
Which setting can I change to improve performance? Currently we have about 45 players with 64 GB RAM and the TPS is really low.
Send a spark report - it'll show the system health and folks can advise from there
Is there another way to do it? We don’t have Spark installed right now, and restarting is difficult at the moment.
I mean, there is no magical performance fixes
you need to understand what you're actually trying to fix to fix it
looking at the TPS metrics I guess would be a start
[21:57:15 INFO]: Server Health Report
- Online Players: 35
- Total regions: 4
- Utilisation: 99.9% / 100.0%
- Load rate: 48.53, Gen rate: 8.47
- Lowest Region TPS: 6.81
- Median Region TPS: 6.84
- Highest Region TPS: 6.84
Highest 3 utilisation regions - Region around block [w:'world',-1577,80,-601]:
80.9% util at 118.56 MSPT at 6.81 TPS
Chunks: 24,792 Players: 32 Entities: 5,132 - Region around block [w:'world',-2985,80,-8297]:
8.9% util at 12.96 MSPT at 6.84 TPS
Chunks: 1,776 Players: 1 Entities: 670 - Region around block [w:'world_nether',-633,80,7]:
5.2% util at 7.60 MSPT at 6.84 TPS
Chunks: 1,480 Players: 1 Entities: 336
What CPU are you using?
I mean, you have 1 region thread, and basically everybody inside of 1 region
Ryzen 9 with 8 Cores
suboptimal for Folia tbh
Also don't the 9s all have at least 12 cores?
because if thats shared, well, yeah
its a vserver
you want powerful, high-end hardware that is not shared for Folia. a vServer is not that
is there anything that i can do to fix this without buying a new server
given all your players are in just one region anyway, Paper likely is faster here
but 5000 entities is generally a lot, so I would look into reducing that
a simulation-distance of 16 is usually a pretty bad idea too. the default of 10 is generally considered too high if you care about performance
thx i will change that
do you have a suggestion to decrease the amount
Follow this and also limit player breedable mobs
And if your players always stick together like this, really consider using Paper instead. Folia has some overheads which will make it significantly slower than Paper if players are not spread out
Will be this dedicated server fine for Folia?
No, you want at least 16 cores
14 vs 16 cores. I think it’s not big problem?
And also those should be "performance" cores, so you should be getting a cpu with 16 cores and 32 threads at least
You also got some efficiency cores in that cpu, that increases the difference
Folia is targeting high end CPUs both in terms of core count and single core performance
An i5 just doesnt match that
Soo have you some recommendations? Which hosting provider?
I dont know abkut providers but most people go with a ryzen CPU
Also just a note: 64GB of RAM is overkill for a minecraft server
its fine, it doesnt necessarily hit the folia recommended limit
unless you have 100+ players, should be fine
I would not get a new server below the 16 cores.
The docs state 16, so getting something new with less is not great for scalability.
https://docs.papermc.io/folia/faq/#what-hardware-will-folia-run-best-on
Too little cores/threads and too much ram, 32 gb MAX, and 32 threads minium
Hi, are Spark plugins compatible with Folia? Why can't I use them?
you have to use a special version of spark found here
https://ci.lucko.me/job/spark-extra-platforms/
For the sake of completeness, Folia recommends at least 16 physical, strong ("performance") cores. That particular CPU has only 6 performance cores, the rest are SMT cores or E cores
how many cores of a 7950x3d do i need to run atleast 75 players smp and preferably upgradable
That's doable with Paper
on 1.21.11 not really
u sure gng? cause i wanna make sure i dont have to change everything once i get more players like 100-200
do you have vanilla spawn rates and other mechanics or lower?
wdym
it will be a smp
with plugins
did you nerf mob spawns or mob cap
similiar to donut
from the default config
idk do i need to?
will you be running folia?
im not sure cause start will have 75ish players and i dont want to add folia later on when i reach 100-200
did you try folia before?
because if you dont even know if you need to change configs, it seems like you have no experience with folia
and if you have no experience with folia, you might be in for a lot of trouble when trying to make plugins work
experience with paper as a dev or as a server owner
if you are a server owner and are using public plugins on paper, switching to Folia will not be easy
yep but many plugins support folia
okay, well, if you truly want to switch to Folia, then you will need at least 16 threads, official documentation recommends 32 threads, but in my own experience, thats a bit much, however, you might have to turn down mob cap and spawn rates
threads or cores
threads
official documentation recommends 16 cores (32 threads), but up to 200 with lower settings, you can survive even with fewer threads
Can someone recommend me hosting provider for Folia? I’m want SMP with plugins that will reach 100-150 players (I’m gonna lower tick rates and spawn rates, etc) (players from Europe)
OVH, Hetzner
Soo is that good?
Where's that from?
Hetzner
Is there a guide or reference for optimizing chunk generation and CPU selection for folia? I don't want to pregenerate
Has anyone considered shifting chunk generation to cuda?
No and no. If you cant pregen, you ae left to suffer
I don't like suffering, it sounds painful. Is there a technical reason I'm missing for why chunk generation is in the state it's in? GPU's can do floating point math and perlin noise orders of magnitude faster than CPUs.
Your server from host don’t generally come with a gpu
But Minecraft isnt made to use gpu for chunk generation.
Host? I understand the confusion now. I don't host. I have a 42u rack, a juniper MX240, multihomed BGP, all the goodness. I am considering scratch building a server.
Is this a situation where we basically have to rely on bukkit and can't simply generate chunks elsewhere?
(I think I'm kind of feeling around "where does chunk generation happen today and why can't we move it elsewhere?")
I'm kind of looking at that, but it looks like Folia has a multi-threaded scheduler which calls bukkit to have minecraft-server generate the chunk. So your first answer to a large extent is correct because we're always beholden to minecraft-server's terrible performance.
this might not be impossible. It looks like Paper and Spigot both patch server.jar locally (since modified server.jar cannot be distributed)
Most servers don’t have GPUs and GPUs work best on highly parellizable work tasks such as noise generation but maybe not actually placing structure into the world
The thing is that when most servers don’t have GPUs, there is very little interest in us maintaining such a thing; but, there have been many projects that have done it as tech demos over the years, idk any who has actually bothered shipping something long term though
I suspect that servers are going to start getting GPU's (though perhaps not the cheap colo servers). APU's are kind of everywhere at this point, and we're going to start seeing every processor ship with some GPU and NPU capacity on it
because AI :/
We've also pretty much hit the wall as far as single-threaded performance goes.
Servers don’t need GPUs though, at least not at the capability that putting it in a CPU would offer you, you don’t have the footprint for that vs just slapping an NPU in there
There's also a huge number of prebuilt used servers with N100's already in them, or N100's that can be had for $249 as part of the build. So if you're colo'ing I think there's value. If you aren't then you probably won't get a GPU
A few misconceptions I'm feeling here:
- Chunkgen isn't singlethreaded.
- Paper patching the server doesn't change the ability to add a cuda patch.
- Bukkit died in 2014.
mbax: These may be all true, I'm just starting to look at this issue this evening. Looking at it though, plan B (stick 128 slow cores in a server) also doesn't seem like a solution. I come at this as a 2b2t player which runs Folia and chunkgen is a nightmare. Admittedly 2b2t has it's own issues
that is another consideration
When I finally quit 2b2t Spawn TPS was ~5-7
I feel like I should point out I don't think MC chunk generation would run very well on GPUs either
If you just pick the buzzwords from it some or all of them are capable of running on a GPU and can even do so quite well but you'd need to completely redesign the system and lose vanilla worldgen to actually do it
Like you'd need to generate multiple chunks at once with a simpler scheme, just being able to generate noise quickly is not really that helpful
I've toyed with that in the past for MC-like worldgen but that was 2014 and compute shaders basically didn't exist
SIMD has similar problems, although it isn't as wide so you could probably keep things to a chunk at a time
MC worldgen might be based on noise but it doesn't sample it at full resolution, it's something like 1/8 so there isn't as much noise as you'd expect
Also perlin noise kind of sucks 😛
You'd at least want "improved" perlin noise + surflets but I think MC uses simplex?
I'm on MacOS playing with Vulcan shaders right now. Well I'm having Claude do it because I'm curious as to if it is even feasible on a garbage in-garbage out basis
perlin noise is not the limiting factor of the current chunk generator afaik
If you want to write a chunk generator from scratch that is designed for gpus, that might work, but porting vanilla chunk gen to gpus is rather a nightmare
This should be enough.
For Server me
⚙️ New Host Server Specs
CPU: Ryzen 9 5950X (3.4 –
4.9 GHz)
16 Cores / 32 Threads
L3 Cache: 64MB
RAM: DDR4 (Non-ECC)
Storage: NVMe RAID, maximum speed ~4,000 MB/s
💻 Upgrading VPS Specs (Equivalent to 80-90% Dedicated Server)
8 vCPUs (Non-shared / Individual machines 3.4 ~ 4.9 GHz)
RAM 15 GB DDR4
Storage 100 GB (NVMe)
1 Public IP
Network 1Gbps Unlimited
💻 Current VPS Specs (Typical VPS)
6 vCPUs (Shared 2.0Ghz)
RAM 12 GB DDR3
Storage 100 GB (HDD)
1 Public IP
Network 1Gbps Unlimited
For Folia you really don’t want a VPS.
If that's a typical VPS, that is.
I mean do whatever you want, but don’t be surprised if things don’t work as you expect if you ignore the people here
I'm interested in the advice. Okay, I was wrong. Anyway, a dedicated server with newer CPUs is clearly better.
I have another question. Does Luckperm not work in Folia?
How much monthly?
Hi guys. I got following problem. MY server is capable of 1gbit/s and has a decent CPU. It uses only 40% cpu, tho the servers connection to some players(not all) are kinda messed up, the connection looks like following: (image). Now I am trying to figure out why some players (image2) are having connection issues (not on their side) and why some do not. Cause I think this is clearly not an issue of the hardware/setup
latency is a time thing, could be network conditions between you and them, a bad route, plugins stalling the pipeline
You would need to figure out a general list of causes and how to target them
Yeah tho, where do I search? like what kind of things can cause this?
Because also some players DO have multiple accounts on the server which run on the same computer. 1 acc has the issue, the other account not. Which is kinda weird
I mean, latency isn't a perfect metric, things like prioritisation is a small factor too
I can't really advise on where to start, debugging this sorta thing is hard in general, even more of a headache on a platform like folia
generally, could be software, could be network, I would first generally be checking the network with typical tools like mtr
otherwise, you'd need to figure out looking into what is going on in the netty pipeline, latency is easily biased if something is being spiky, the nature of how netty works means that if you've got something running on there could impact a bunch of people
pretty hard to say, and non-trivial to diagnose
Not on their side means they get good connection if they reconnect? or it's always bad on those specific accounts? Even after restart on an empty server?
its just randomly. Like they all got a good connection and out of the sudden, the connecting of random players (not even the same ones) have bad ping for a few minutes
I mean to be fair. The PPS is pretty high, which seems unreasonable?!
80 Mbit/s for 29 players is more than a lot yes
but you probably have something else running?
In which terms? Anything else than a plugin, no
I mean on a server itself. It shows pps on a network interface, surely your folia server can't have 10 MB/s?? unless I miss something, this is extremely high usage
I mean not sure, but no. Only DB and website runs on this, and does the spark healthreport include other networking than the server itself (i dont think so)?!
Spark reads /proc/net/dev output and calculates from that. You can install nethogs and just run it to see what's eating your server bandwidth in realtime. Is it a dedicated server or VPS? Just to let you know, my SMP server currently has 20 players online and network usage is 300 - 500 KB/s (your shows 10 MB)
Dedi but we use a VPS as a DDOS protection. But still both have 1Gbit/s
Maybe you indeed hit 10 MB/s because all players were actively loading chunks or doing something... huge? idk but probably worth looking at to confirm it's indeed Folia who gets all that network activity.
Yes I suggest to run nethogs to see which process is actually gets that much network activity. If it's Folia, then well, you know it's indeed Folia with 115K pps. Just to make sure nothing else on your dedicated server is doing something weird.
Ok sure. Thank you
well nethogs only shows 2 things and the one with high traffic is Unkown tcp..oooof
Not java process that runs folia?
docker container
well if you run folia in docker then ok
Wait
can entities cause massive pps?
like almost 3k bees?!
Cause we suddenly got 800mbit/s out of nowhere
maybe netty?
idk
Yes, each entity is generating several packets per tick. Including state changes and move packets
I mean, mojangs network stack does not deal well with high PPS, you can easily down a client out spamming them with particles, etc
Bearing in mind that spawning an entity is 2 packets, and then you've got the fact that you're going to now be sending movement packets for as long as people are in range of those entities
Yeah like we got over 200000pps maybe sometimes even more
Beyond a 16 physical core ryzen processor, what CPU’s are feasible with more cores considering a world with players very well spread apart?
Because they need to be relatively fast cores ideally
I mean,a t the end of the day, each region is a mini server, with some amount of overhead
really is a case of balancing how many threads you have for ticking regions with how much a region is able to scale; stuff like the web server CPUs are attractive if you only have a few people in a region, but, it's generally a case of trying to find a balance between # of regions and how big a region can be
size of a region is determined by how close your players are to one another
the exponent can only do so much
I was just wondering bc my server has extremely far spread apart people
And ofc my other option is sharding of some kind
if you have people split so far apart that people are mostly in their own regions then aiming for a CPU with more threads is probably better than something with raw single core perf
Yeah I have 50 players online rn and 38 regions
ofc, single core perf still has a factor here
Yeah thats why i was wondering
Heck no
That cannot be 3k bees
You can optimize the way paper sends packet to your proxy tho.
Can anyone illuminate what might be happening in this bug? My server is running Folia
https://tickettool.xyz/transcript/v1/1099757122029375599/1468543753823322308/transcript-bug-0831-klaasa.html/69846773/698315f3/addb616d001636d1192963bddf65015608d8ab35fd20d312a3d45d5169f1cd23
are you able to explain without making us open that link 😉
Not really. It's just a transcript of a ticket from my discord server
ok
I doubt anyone here has the interest to sign up for some ticket tool to read a transcript that contains, at best, a very vague description of an issue
I certainly don’t
Can you copy the ticket contents into a text file and send it or smth, so we can just see it in discord
Oh it makes you sign in? My bad. I thought it would just show you
I'll just send it as screenshots.
This is the link of the video he sent
https://medal.tv/games/minecraft/clips/m2SXxI00klpphK4F9?invite=cr-MSxwM2IsNDY5ODUzMjYz
Watch Untitled by TinnnTinnn and millions of other Minecraft videos on Medal. #minecraft
@viral stone you were correct about GPU acceleration, the more time consuming parts of chunk generation cannot be significantly accelerated. The best possible benefit would be about a 40% improvement in chunk generation, and that is not worth it. I'm glad I tried something that profiled chunk generation first.
Chunk generation with gpu only will help you with fast, the best solution is pregen for now in servers. You can search project bablyon, which is went 10+ years of developing slowly. Good luck on integrating CUDA and Logic cores of GPU focused on worldgen.
Yeah, you can use C2ME build but it is still may more far away than you expected, at least situation is this.
You may think: "what happens if i use SIMD on noisegen?" Yeah you can use it, it may increase but there is a limit, there is a law that limiting us (amdahl's law).
iirc the big issue really is that chunk gen is task dependency constrainted
Yeah...
(i cant really write the formula there so thats why used ai lmao)
speeding up the lower level of noise generation can help a bunch with ramping up a bit, and in earlier versions that bit was the part that often provided a good bunch of the performance noise, but that isn't entirely great now
also there is not magic wand
that will increase the cps
efficiency and power is the terms just talking in here
(also math 🤣)
@umbral vault only because you have not come up with a magic wand. I mean what have you been doing with your life? 😂
working on math fully.
if there was a magic wand it should be hardware acceleration is a new invention on the side.
Didn't even know people could generate chunks with GPU acceleration
is there a issue with mobs spawning with folia. Im running a server with folia and mobs arnt spawning at all after some uptime
I have the difficulty set to normal.
Gamerule spawn_mobs is true
Nothing we've heard
Try run the following command
/paper playermobcaps and show the output @unborn pulsar
and also provide a spark report
I had switch to paper to try and isolate the issue.
Here is my report
https://spark.lucko.me/AOOmG894FU
Are you in spectator mode by any chance?
try running /difficulty hard as a player in game.
Also may wanna revert some of your setting back to default such as simulation distance to 10
That can cause spawning issues?
the difficulty is probably why
and having simulation distance higher than 10 provide literally zero benefit. as no mob will exist past 128 blocks due to hard despawn range.
that seemed to fix it. but its usually fixed templary after a server restart
also your online-mode is also turned to false, that should be set to true.
im using velocity with geyser thats why its false
look to see if your panel is overriding stuff, this is not normal behavior.
So i need geyser and floodgate plugins on the proxy and the backend?
oh just floodgate
ok good.
look at their wiki for setup, I didnt pay too much attention, I just follow it and it works
I think i had on the backend at one point then removed it for some reason.
i would go with dedicated cores with these money
there is no point if ur budget is this
for vps
hello good luck
Hey Im still having an issue with mobs not spawning in my server. Idk if this is a folia, paper, or vanilla issue.
Here is my spark report
https://spark.lucko.me/ThcZggrwZS
I have tried everything. I have game spawn_mobs set to true. Difficulty is on hard.
it seems to be after 10 min of uptime hostile mobs refuse to spawn
i think i might of fixed by deleting paper-world-defaults file in ./config/
If you're getting weird behavior like that, that's a good place to start. Backup the config and then let Paper/Folia generate a new one.
Check this guide for settings to tweak and what they'd do / along with some suggested values.
Some other guides or random stuff online might tell you to make a change that can hose stuff like mob spawns/etc.
so far its been good.👍 That seemed to fix it. But it ill know with time
You never follow up on /difficulty changes I requested.

my bad. I did run /difficulty hard.
will there ever be a fix for datapacks for folia?
Probably not, some commands seem basically impossible to reimplement and the rest aren't possible to maintain vanilla compatibility with (mainly around reporting their completion success/failure) which means a lot of datapack function stuff and command blocks will just not work
Is there any fix for this issue https://github.com/PaperMC/Folia/issues/436 ? I have several players effectively banned from joining the serrver as it just times them out when they try to connect
@livid crag I wont bother you any more, but I think this has more to do with the changes made 1.21.11 and not folia (or paper). I'm sorry for bothering you.
It’s ok. Thank you for the followup. @unborn pulsar
What is the maximum number of players that can be supported on a Folia instance? I'm not going to read any documentation or anything else. I just want a number with approximate hardware specifications. We're facing the problem that we can't estimate whether the Paper servers will crash with a certain number of players, and with Paper, after 250 players, everything just lags, and I don't want that. What hardware would I need for approximately how many players?
Just to be sure it makes sense to have developers reprogram all our systems so that we can work with more slots and possibly fewer servers.
Saying "I'm not going to read any documentation" isn't really a good place to start off when asking for help.
There is no hard number. Just like there is no hard number with Paper.
It depends on a ton of variables.
I don't have much time to get into this. I need an answer. I don't mean to be rude, but I'm losing time right now.
There is no fixed answer.
You've asked this before and got the same response.
It's like asking how many people you can fit in a room. How big is the room? How big are the people? Etc etc
This stuff is complicated and doesn't have a very basic answer.
As I'm sure you can realize because you just said you're having trouble estimating how many players your Paper server can hold.
Have you ever tried this, and can you tell me exactly what needs to be done to make it work?
As for "being rude" - showing up to a free open source project and demanding immediate answers to questions is pretty rude.
No, I cannot tell you exactly what needs to be done. It depends on a ton of things. What the players are doing. How far apart they are spread. What the system specs are. What the server type is. What plugins you have.
Etc etc etc
There is no "X CPU and Y RAM == Z players"
It will always vary on setup, server, and configuration.
I think folia has decent documentation on its use cases. There's a faq and somw good reads
So, when in doubt, just buy endless hardware in the hope that it will work?
when in doubt read the docs and make an informed decision
It does, yes, but they said they would not read any of that.
lol
You could do that, sure. That seems like a poor decison, though. The smart choice would be to read the documentation and understand the limitation of the system and where you can make choices to change things to increase player count.
Or find someone who knows this and have them help you. (But not in this server, as we are not a marketplace or recruiting server).
To what extent is it possible to divide a world into many paper servers, i.e., a regional division, such as
world-100-100 (10,000 x 10,000 blocks)
world-100-102 (10,000 x 10,000 blocks), etc.
Would that be a possible idea for how to keep 6-10,000 players without lag?
If you truly have 6,000 or 10,000 players, you need to hire a developer to answer this question.
Is this thing possible? Sure.
But we don't have anything off the shelf that does this.
So you'd need some sort of custom solution.
How is that possible, and what's the best way to approach it? Do you have any ideas? I mean, I would probably do it via Docker, Kubernetes, and additionally outsource the Minecraft logic to microservices.
is this really the place for free labor? You should probably hire
Like I said, it would be a custom solution. And certainly out of scope for this particular channel. You could try #general to see if anyone has any thoughts, but ultimately you're probably going to need to find a developer.
I have some developers who can implement this technically, but that's no use to me without a concept and without an idea.
You'd want to ask them for the concept and/or ideas. Or do some research. Or have them do some research.
As I said, it's out of scope for help in this channel. You could try to start a conversation in the #general channel.
Yes, I understand that already.
For a Folia vanilla Minecraft server (~200 players, no map pregen), what would be the ideal CPU? Does it need to be dedicated, or can a VPS handle it reliably?
Dedicated and whatever you can get with the latest gaming cpu
Also your 200 players have to all be anti social and cannot group up together or you won’t get any benefit from Folia
is there any updates to the respawnevent? or does it still not get called on 1.21.11
You were already answered before no?
nvm i have to just stick with the inventory trick
They can group together
but like overall be dispersed
but if you have like even 10 players in a region it's fine
I disagree with what this graphic implies
You can definitely have a server with 15k world diameter benefit from folia
it depends on how many players there are and realistically you wont have a scenario where the whole world is one region unless all the players are dispersed in an unlikely way
Not sure what player counts you're working with but in my experience you end up with 2-3 regions max
Which like can be better than folia but meh
Benchmark or stat from an empty server is not an indication of anything. Our recommendation is there as a general guidance.
Therefore, it would be more worthwhile to use that money to rent a good dedicated server.
I dont believe there exist such a machine for only $40 a month that also meets the optimal hardware requirement of Folia.
was the name 'folia' chosen because theres a german company named folia that produces, among other things, scissors to cut paper? like you cut paper into multiple pieces?
or coincidence
It was just a variation of the word "folium", "leaf" in Latin
(KP is correct) (Lore wise)
i see
Hey with Folia. Does it change any of the vanilla villager mechanics? Like in relation to Iron farms? Been testing with Folia and some of my players larger multi level iron farms don’t seem to work compared to smaller iron farms. Is there anything we need to tweak?
Multiplayer yield is different from singleplayer
Sorry what do you mean by that? On paper multiplayer it’s not affected? Unless you directly change the entity rules etc
Ah, meh, I should've asked in which way they don't work
Only thing I’ve changed is going from paper to folia. Now the iron farms yield is significantly lower to the point of barely working
Depends on what kind of farm you're using. But it should be the same as Paper.
Unless you're using something that relies on portals.
just these ones
https://www.youtube.com/shorts/vXHTtfMVv3A
Hey guys, quick questions. do you think any of these dedicated CPUs could handle a vanilla Minecraft world with anti-xray + anticheat plugins enabled (no pre-generation)?
E5-2687W v4
E5-2697 v2
E5-2690 v2
E5-2680
E5-2670 v2
I've published plugin for changing trades of wandering trader on Folia that I ||(AI)|| created for my server 
https://modrinth.com/plugin/wandering-trader-folia
you'll probably want a CPU released this decade to run folia on
makes sense
do you think it would be really bad with around 200 players? i'm mostly considering older hardware because of budget constraints, so i'm trying to understand if it's just “not ideal” or actually unplayable
i'd guess you won't have a good time trying to fit 200 players on any of those cpus with folia, not unless you cripple playability by turning down every single config option
16 cores is also pretty much the recommended minimum
also why no pregeneration
its a 1mx1m size world
ye oke that is a bit big, but if everyone starts at 0-0 you might stil want to pregen some chunks
i mean to pregen all of that is only gonna be like 2pb
not thaaattt much
pretty sure u want an 2696v4
The correct answer is none of them.
just an option for him if he want to use xeon
me personally using 7950x/9950x
DonutSMP is using AMD EPYC 4585PX
Maybe you're looking for the flush param of that command? /save-all flush
Unless that changed recently
This command is still disable
Oh, this is Folia, my bad
so im doing an async live sync of the minecraft world files to an RBD.... and i notice the data files do not commit for quite some time
and then i find out the server is not flushing writes to disk and i have no control over that its like a recipe for disaster
hey guys is there a way to create new world through the server? my plugin should generate new arenas for mini games as new worlds instead just regions in the main world.
is there a way to do it with folia?
You'll want to read the docs on the missing bits in Folia.
can you share the docs please? the specific section for it. I know its "missing" from folia but is there any replacement for it except region?
ist it normal for Folia to use that mutch memory with no players online since the server restart 9h ago?
I wrote a plugin that keeps some areas constantly loaded but when using paper i believe it was wayy less.
Add --thread * --ignore-sleeping to the profiler flags, --combine-all too if you want, but 45% doesn't seem that much actually
does Folia come with spark like paper or do i need to enable it actively on folia or something?
You would need to grab the plugin
thx
no the cpu usage is not higher than usual. again it could be that i am just underestimating the memory needed to load 1200 chunks. since i had to restart the server to install spark the memory usage has now dropped to 3.4GB when idle. is it possible that something like the garbace collection behaves differently because i assigned the server 64GB memory?
Honestly, without a profiler it's impossible to tell
No data :/
could someone shed some light on what would cause this
"Tick region located in world 'world' around chunk '[-271, -258]' has not responded in 10.956287915s"
[20:27:43 ERROR]: PID: 120 | Suspended: false | Native: false | State: RUNNABLE
[20:27:43 ERROR]: Stack:
[20:27:43 ERROR]: ca.spottedleaf.moonrise.patches.chunk_system.level.entity.ChunkEntitySlices$BasicEntityList.indexOf(ChunkEntitySlices.java:446)
[20:27:43 ERROR]: ca.spottedleaf.moonrise.patches.chunk_system.level.entity.ChunkEntitySlices$BasicEntityList.has(ChunkEntitySlices.java:473)
[20:27:43 ERROR]: ca.spottedleaf.moonrise.patches.chunk_system.level.entity.ChunkEntitySlices$EntityCollectionBySection.addEntity(ChunkEntitySlices.java:494)
[20:27:43 ERROR]: ca.spottedleaf.moonrise.patches.chunk_system.level.entity.ChunkEntitySlices.addEntity(ChunkEntitySlices.java:267)
[20:27:43 ERROR]: ca.spottedleaf.moonrise.patches.chunk_system.level.entity.EntityLookup.addEntity(EntityLookup.java:443)
[20:27:43 ERROR]: ca.spottedleaf.moonrise.patches.chunk_system.level.entity.EntityLookup.addRecursivelySafe(EntityLookup.java:350)
[20:27:43 ERROR]: ca.spottedleaf.moonrise.patches.chunk_system.level.entity.EntityLookup.addEntityChunk(EntityLookup.java:384)
[20:27:43 ERROR]: ca.spottedleaf.moonrise.patches.chunk_system.level.entity.EntityLookup.addEntityChunkEntities(EntityLookup.java:342)
[20:27:43 ERROR]: ca.spottedleaf.moonrise.patches.chunk_system.scheduling.NewChunkHolder.loadInEntityChunk(NewChunkHolder.java:124)
[20:27:43 ERROR]: ca.spottedleaf.moonrise.patches.chunk_system.scheduling.ChunkHolderManager.getOrCreateEntityChunk(ChunkHolderManager.java:1157)
[20:27:43 ERROR]: ca.spottedleaf.moonrise.patches.chunk_system.scheduling.task.ChunkFullTask.run(ChunkFullTask.java:112)
[20:27:43 ERROR]: io.papermc.paper.threadedregions.RegionizedTaskQueue$PrioritisedQueue$ChunkBasedPriorityTask.executeInternal(Regio```
is the chunk corrupt?
this is spamming my console and no one in that area can log in
even restarted the server
Good call, i deleted the region/entities for the region and its fine now
poor guy just lost all his base
oh well
Is this chunk corruption?
message.txt by @fair sparrow: https://pastes.dev/YhNT86fsCc
replace "fork of paper" with "fork of folia" in there
I think the run.sh isnt made for raspbian
just run the file with the usual command java -jar paper.jar
really? ok
do I have to manage the ram every startup
I have some settings in the sh file
this channel is for Folia help.
in the video it seems like you are using paper, if that is true move to #paper-help please.
if you are trying to run Folia (and for some reason renamed the .jar to paper) just dont.
a raspberry pi 5 is not even powerfull enough for a proper paper server, you will get a very bad experience with running Folia on it.
Folia is designed for high-performance hardware.
yeah I forgot I had folia after watching tutorials
I've ran modded minecraft on my rpi 5, it doesn't seem that bad
for a small friend group (10 people max) it is fine, but any larger than that it will struggle.
in any case, Folia is not a good choice for such weak hardware and using paper will give you a better experience
okay
I've noticed players become stuck in the void and are unkickable/unkillable when they enter the nether with a boat. It happens randomly and it reminds me of that old region bisection issue back in 1.20
I am on 1.21.11 latest build
Does anyone else have this issue?
So I'm having a repeating issue, with hostile mobs refusing the spawn. I'll fix it for a while then they will just stop. I don't know what to do at this point. I'm in the waiting room if someone wants to talk.
Im using Pelican (I've checked I don't think anything being overwritten) with
Folia with Velocity
thing would generally be to check the mob counters and if you're hitting them, if not, generally boils down to looking at the spawn conditions for that stuff and getting into some debugging
Sorry I haven't tried to debug a server(I have with C++). Is there any pointers.
I know you can enable debugging in config but thats all i know
I mean, debugging is generally a nightmare given the whole "20 ticks a second and hundreds of spawn attempts every tick if you're not meeting the goals", most of my debugging attempts are generlaly throwing log messages into stuff to work out what is going on
wdym "stuff"?
This is what Im up against
I mean, if mobs aren't spawning then you're hitting some condition where they're actually not spawning or something is killing them too fast, it's fairly hard to say much on the surface
There are a few /paper subcommands which should provide information on the state of mob spawn targets
Im sorry for wasting you're time but, apparently it changed to peaceful. I didn't change it sooo.
Im so sorry that I wasted your time, that should have been the first thing I checked
@viral stone Sorry for wasting your time. I had just assumed the issue was something I had ealier. And forgot to check the difficulty. That was my bad
it's fine
I switched from Paper 1.21.7 to Folia 1.21.8 on my server and a couple of my members lost their shulker, which they claimed they never moved.
Especially with folia you'd never want to be on an old version
ok i need someone's help, on my folia server players when traveling through portals, will "fall through the floor" and get stuck, logged in. like they are fully disconnected, no ip traffic at all but the server shows them "online" somehow and i dont know why? it takes a server restart to let them log back in, which is difficult given the number of players. here is a screenshot of my plugins.
As mentioned in paper-help, gonna need a spark report
so regardless i have to restart my server and wait for it to happen again
not a problem i will be on it next time
appreciate it!
As an example, Spark standalone as a Java agent works well on Folia
I've had this problem as well just not with the reproducibility effect of nether portals, it just happened randomly. Notably we've had atleast 1 report of this here and also in other folia related discord
Anybody tested the new Folia scheduler?
having an issue where players on my server can't open a chest if that player's head inhabits the same coords as a button/sign/slab/trapdoor. Seems like a line-of-sight check is going off and concluding the player can't see the chest even though they can. I have no idea where this comes from.
can you reproduce that without any plugins? iirc minecraft itsself doesnt do any line of sight checks for container interactions
i.e cheat clients can interact with containers through walls
you must be using some weird anti-esp plugin
yeah i thought it was from me installing grim. but I uninstalled grim and the issue is still there
Im wondering how much ram will folia consume if i host 100 players on it?
With pretty much modern hardware
The amount of player do not have direct relationship on how much RAM the software requires the way you think. When in doubt, start with 10gb then monitor your spark report for potential issues.
anyone here using folia for 100+ players server?
Planty, you can join DonutSMP for example. They are the current biggest MC server.
yes
they using folia no way
can i have the ip
There are a bunch of servers running more than 100 players.
why
we hide our plugin list
im afraid i dont understand. if you want to know what plugins people use, ask people what plugins they use
no i meant to see how plugin heavy the servers are
You wouldn't be able to see that if the plugins are hidden.
ryzen 9 9900X
@final bronze Also, we don't support offline mode servers here, as you've been told. If you want assistance on what hardware to use or what plugins you should use, you'll have to do it somewhere else.
how can I enable locator_bar in my server? the gamerule is already enabled (using latest folia version)
Not available on Folia.
If I have 16 cores (32 threads) how many netty threads should I use?
There is no hard rules, it depends on how utilized the threads you have are
Best would be
You dont
Hello everyone,
I know about the recommendation of a minimum of 16 cores.
But in theory, for a server with 100–200 players on Folia — would this server be enough?
Very heavily depends on what kind of server you are building (as in the "gamemode")
SMP
I would go with 16 cores then
Does everyone here not worry about pearls loading chunks and persisting when they leave? Is there a workaround?
Sorry if there’s been a solution I missed
more than enough
that's disabled on folia anyway
(on paper there's a config option to disable it, too)
hello, when running a folia SMP server with 100 players, we are currently at around 300% CPU usage and have these settings:
threaded-regions:
grid-exponent: 2
threads: 12
``` We have a Ryzen 9 9950x with 16 cores and 32 threads.
Can we theoretically do 24 threads instead of 12, to allocate 12 *physical* CPU cores instead of the *hyperthreaded* cores (which means we currently have 6 *physical* cores allocated with "12 threads" right?), so that we have 300%/2400% instead of 300%/1200%? Which would double our player capacity. In other words, do we currently allocate half of what we could?
Do I understand this correctly?
I am a little confused. Where do I find all settings for folia?
paper-global.yml
yeah but for me, there are some just not there and missing
How are you "checking" the file? And can you verify that you are actually running Folia?
I am running folia. 100% and I am checking with just editing the file lol
can you run /ver in game and gather the output?
I’m sorry I didn’t word it correctly,
I really liked the ability for players to load small areas with pearls on paper, and didn’t do enough research to know pearls don’t persist when you throw it and leave the area on folia
I was wondering if the most recent patch a few days ago or anything planned in the future could allow the behavior
Just was easier to control than permanent chunk loaders, from an admin standpoint
bump
if you write there 12
it will make 1200%
1 thread = 100%
make the calc based on this
If you get more than 100% it probably means that some regions are overloading their thread in terms of single core performance.
Adding more threads will not change that.
Also how you spread your threads is up to you, there is no proper "correct" way
no region is using more than 20%. we have 300% total cpu usage.
Hey is there any chance you guys are going to make folia for 1.21.10?
why lol
.11 is already out and available, leaf's not going to spend time working on an outdated .10 release
Dammit our server uses 60 datapacks and 30 plugins and we finally got everything updated to 1.21.10 and working smoothly, It's been such a long time in the making so i am now distraut that there is no folia for .10
How much would you quote me to get version for .10?
that's something you'll have to bring up with leaf assuming he's remotely interested
probably costs you more vs just upgrading to .11
which one is leaf? sorry i suck at discord
.10 had some deadlocks with nether portals too iirc 
I'm willing to pay upwards $500 no joke 🙁
$500 is not exactly a lot
fuck
you're better off spending that time & money into .11
well that royaly sucks
@tranquil epoch someone wants to give you money for 1.21.10 provide thoughts that aren't what i explained above
I'm sorry to be such a hastle
were there even any real changes between .10 and .11
i doubt that upgrading from 10 to 11 is much work
downgrading folia on the other hand is stupid ngl
forsure, well I guess I'm left with no choice, i NEED folia.
another 2-3 months of commissioning devs :c
what sort of systems do you have in place that are so specifically taylored to .10?
i feel like API wise there was no change at all?
Yeah this isn’t a paid services place. You’ll want to update to 1.21.11 and not try to hire people here or pay folks to update stuff.
You’re always welcome to donate to OpenCollective or to developers individually.
Also - just FYI - datapacks with functions don't work on Folia.
So hopefully you aren't hoping to switch to 1.21.11 Folia and use complicated datapacks that use datapack functions.
anyone else have issues with spark (latest ver 166 from the ci) on folia? just says no data
You’d want to talk to the spark peeps. Might be a bug.
Its all good man we are just going to try and get everything working on folia point elevan
you should probably use a platform like Fiverr for that kind of requests
I’ve deleted your messages. We do not allow solicitation or selling of products or services here.
im setting up my new server in 1.21.11 and was wondering if there is still a gamerule to disable the advancement message broadcast.
in 1.21.8 there was a gamerule called something like "AnnounceAdvancements" but i cant find something similar on .11
ok nvm found it, for some reason the tab completion ingame was missing some entries
ok so i set show_advancement_messages to false but it still shows them.
is that a limitation of folia?
the gamerule in .8 used to work perfectly fine
- Game rule name has changed in 1.21.11. This is a Vanilla change
- Game rules is per world so make sure you are making changes in the world you need it changed.
what does it affect when i change a gamerule in the server console without any player online?
i did the gamerule command and it said it was changed sucessfully
Probably overworld. You’d need to use execute to specify dimensions
i was hoping to switch to folia with my 20+ MASSIVE datapacks will folia support datapacks one day like paper/purpur does that i already use for that?
Very likely no
im not really sure if this is the correct place to post it but ima try my luck.
Im having issues with high ping on my folia server and i got a kinda complicated networking chain for it.
I ran the exact same setup (Everything is the same hardware, software and configuration (except of installing updates)) months ago with no issue and i have no idea how to properly debug the issue.
My setup goes like this:
[DOMAIN] -> VPS (Acts as a reverse proxy/package forwarder) -> Main home router -> Secondary home router -> Minecraft Server.
(Same way back)
The secondary router is configured with a strict firewall that prevents the minecraft server to ping/communicate with any other device within the main network on the main home router.
I have confirmed that the server and VPS are not overloaded (Folia has 20TPS on all regions and low CPU usage, the VPS was sitting at 7% CPU usage).
The problem i am facing is that players on my server (almost every player) has a way higher than usual ping (I usually have ~20, today i had ~100, for others it went into the thousands).
It is 100% not a bandwidth problem either as nobody got actuall kicked for time out so the connections are stable, there is just somehow some latency injected.
Can someone tell me how i can diagnose this and how to find out where the latency comes from?
For me it wasnt that bad but for some people who usually have no problems the game was basicaly unplayable today.
(I also got players all around the globe and afaik everyone had a higher ping than usual)
also i am not using any minecraft proxy (like velocity)
most likely cause is the latency between users <-> vps location <-> your home location
lets say hypothetically your home is in ohio, and your vps is in china
a player living in delaware has to send network requests all the way to china, and then from there all the way back to ohio... and his responses also have to travel all the way from ohio to china and finally back to him in delaware
there can also be random spikes in latency the vps provider might encounter with their own networking infrastructure, that could be why you are seeing such a high variance
Probably won't ever support datapacks like Paper does, no.
In fact it's impossible for Folia to support datapack functions
There is no way for it to give feedback on if a command was successful and how many things it affected
Well, I suppose since datapacks don't have to be running from a region thread (like player or command block commands do) it might theoretically be possible but it would be a custom codepath just for datapacks since as mentioned you can't do it for other executors
And I think a lot of those things end up mixing in command blocks and redstone logic too which still wouldn't work
id mix in with command blocks/redstone blocks would be very good i CANNOT replicate the bracken pack or some other massive packs as a plugin
Hey, is it the opinion of the devs that under pearls loading chunks is a bad thing? Thrown pearls Persisting when you leave the area?
I just was curious to know if that’s a bad thing and why it’s beneficial to not have them so I can get up to speed
chunk loaders
Yea but I like them so much! Permanent chunk loaders are too taxing of everyone’s doing it
I've switched to Folia, but the player locator bar isnt working. It only shows XP.
Is this normal? Or is this some plugin that's malfunctioning.
the player locator bar does not work on folia
Alright fair enough, thanks :)
Hello everyone, my friends. I’m asking for your help with optimizing Folia so it runs нормально on my server SMP vanilla with 150–200 players online.
My dedicated server specs:
• AMD Ryzen 9 5950X (16 cores / 32 threads)
• 128 GB RAM
• 2× M.2 drives, total 4 TB
I’m having problems: sometimes the server ping spikes, and sometimes there’s lag in chunks. I want to properly optimize Folia to reduce/remove lag. All of my worlds are fully preloaded.
Will folia ever be “NUMA-aware”?
it is
I heard it wasn’t
Someone tested it on a dual-cpu machine and it only utilised threads on one cpu
Has that changed
there's a system prop you need to use to activate it according to https://github.com/PaperMC/Folia/commit/eee7128bc810195ad758ea5ace1b72c600896d3b
Folia doesn’t care about your CPU topology, that’s on your OSs scheduler to deal with
The big issue is that modern chips have their memory all split up, so two physical CPUs might have different RAM slots between them; thing is that folia isn’t fully NUMA aware, it’s not really viable to pull off without actively designing for it, and that’s not really something you do on somebody else’s codebase
CDD die issue
9950x also have this but there is a issue, The output is a single channel.
Someone has an idea why my GC is so high? Wrong spec config?
-Xms100G
-Xmx100G
-XX:+UseZGC
-XX:+ZGenerational
-XX:+AlwaysPreTouch
-XX:+DisableExplicitGC
-XX:+ParallelRefProcEnabled
-XX:+PerfDisableSharedMem
-XX:ConcGCThreads=10
-XX:ZCollectionInterval=30
-XX:ZAllocationSpikeTolerance=5
oh.
Dedicated ax102 from hetzner
i didnt saw that
is it a problem?
you were already told last night that we don't support offline mode
and law things...
But how should i test it without bots?😅
uh.
get some actual players on your server and see how it performs then
Okay, the problems comes up at 300 players and i understand you cant help cause of the eula… thanks
folia and datpacks YES
folia and datpacks NO!!
folia and some datapacks Maybe
Reminder that help channels aren’t for shitposting.
Is Player Locator Bar (experience bar) working on folia?
No, it's disabled
Okay, thank you
hello. How can I allow players to use the /tps command?
what's better for folia between the 2, higher cpu count but less ghz or higher ghz but less cpu count?
We use Rise-S from OVH, for 150-200 players it is good.
You also need high single core speed
But if you want something with 16 cores, use Hetzner Ax102 or Ovh Rise-L
1
The top option (16c) is better for folia
folia wants multiple cores with high IPC.
4584PX will get the big work for you
By the way, unless you're looking for something specific in that EPYC PX machine, a 9950x3D is cheaper and better
^
did you activated the process with
numactl --interleave=all
- other things included
- you need more than 1 node. Like 2-3-4...
multiple cpu etc.
That shouldn’t be required for it to work
Creating thread dumps and reporting the problem is probably the best thing you can do
overall true lol
how do i load worlds on folia? are there plugins for loading worlds?
runtime world loading is unsupported
there are plugins which hack around it to do stuff, but, not something we really support
what about loading it on startup
I used to use datapack to achieve that but now it no longer works, has anything changed?
datapacks are the only supported mechanism to load worlds
did you confirm that your datapacks are in the correct format for 1.21.11?
mojang likes to change the format when updating the game so a datapack for 1.21.8 for example might not work correctly out of the box on a 1.21.11 server
Anyone else having this issue on Folia?
It's creating fake players, can't kick them. Only way to yeet them, is a server restart
They're real people but, they disconnect, and no disconnect event happens
Probably a plugin issue
plugin issue
i've had this problem multiple times on 1.21.11 (without any plugins) and i know of multiple people who have had it aswell, even ones reporting it in this channel
but at the time i was running a popular folia fork. so can you confirm youre on plain folia?
Yeah it’s plain
Bros adding fake players
Anyone that can help me real quick?
anyone have zstd for folia?
i need it for velocity and folia
500 using like 9-10 of my cpus
if compression is that much of a problem then turn it off?
you can't use zstd when sending to to the client and compression between proxy & backend is useless eitherway
Already -1 for compression
more importantly, there is no zstd support in minecraft
if you're somehow using 10 cpus at only 500 players, get a better cpu
https://modrinth.com/plugin/worlds-1 keep in mind uses a hack to load/unload worlds at runtime
hackyy
Its either that or nothing
Any good lifesteal plugins with folia support?
https://cdn.discordapp.com/attachments/1478446162779574354/1478446478920913026/20260303-1737-49.0363228.mp4?ex=69a86e14&is=69a71c94&hm=b26455319da344cee52799e82ff7b7901368e0dab0cba35c4bd823b75bfeee74&
https://cdn.discordapp.com/attachments/1478446162779574354/1478446477134004244/20260303-1734-21.5200709.mp4?ex=69a86e14&is=69a71c94&hm=6145f65d47ad88ad6eae94decab7cbb4a52796df01b6b33844f46c07c7464618&
has anyone else experienced this issue? folia 1.21.8
Can't really watch videos right now so not sure what the issue is, but would recommend reproducing it on Folia 1.21.11 and seeing if it's still an issue.
alright, but the video is water logged powered rails with a minecart going back and forth and in some locations its quicker and in some locations its slower, expected behaviour should be slower as when a rail is water logged it slows down the minecart
I found a download for worldedit, but not worldguard. Any tips?
Did you try it even if it's not supported
i used datapack to create a dimension and can use the following command to teleport into it:
/execute in custom_dimension:void run tp @s 0 100 0
but when I use Bukkit.getWorld("void") it returns null
what might be the problem?
We (still) don't support offline mode servers.
but it is not an offline server
Post a spark report? You have like 5 warnings for having offline mode servers.
Anyone know how DonutSMP did this?
Not sure what that means
I’m pretty sure the guy is saying in that screenshot is that it’s essentially seamless to travel between 2 instances of folia
Since donutsmp works like one large world split over 255 machines each running a folia instance
They use a custom setup, not an off the shelf server software. We don’t make or support that software and have no idea how to get it. They built it themselves.
If you mod velocity to skip the world switching packets you'll seemlessly switch servers
just dont send respawn packet
someone already showcased this technique
It only works if you're keeping everything in sync between servers though (chunks, entities, datapacks, resource packs, etc)
Well, you can send extra packets to handle the chunks and entities part
bro theres no way its that simple 😭
maybe
doesnt client use respawn packet for like garbage collection or something stupid
hypixel has been doing that for like a decade I think
The proxy way I mentioned, I mean
velocity config option when 🤩
Like they had a game mode with islands and jump pads connecting them, getting on a jump pad would switch what server you're on
surely it has side effects tho
i think that does terrain screen no?
even for a flash
It has side effects unless you set up both servers to work with it
Hello everyone! In this video, we take a relaxing tour of the Hypixel Skyblock server, and I try to learn and navigate how to build and grow an island. This is a no commentary longplay, so feel free to relax and watch this passively, and enjoy the sounds and music of Minecraft. Let me know what you think in the comments below!
If you like wh...
it has screen for switching islands atleast, lemme see about jump pads
Basically you need to understand the protocol and the state machine the protocol is managing on client and then either try to ensure the state machine would be the same between the two servers (not 100% possible, afaik) or how to adjust it to match what the new server is actually doing without doing a respawn
or just read what client does on respawn packet and try to make it do same with different packets
I think that's what I just said?
yes but in simpler way
We're doing deep hackery, simple way is incorrect way 😛
looking at the code
it doesnt really do much anyways
just makes a new player and copies all the stuff from old player onto it
Are you looking at the server code?
Oh yeah one thing you definitely have to keep in sync is data packs (or their equivalent in paper plugins) and resource packs otherwise you have to go back to configuration phase
But since you're trying to make a seamless instancing system presumably that's already a given, both servers are hosting the same world
does donut even use an rp
The real hard part is keeping all the chunks and entities in sync between servers, that's outside of the protocol
Unless you're doing a static world
resource pack is so annoying and shiitty it can only be justified if your server is like pottercraft and changes everything
its crazy when servers use a whole resource pack just to add those [OWNER] icons things and some emojis
Eh, pretty sure the majority of networks do resource packs
and u can do that now with chat components
i would assume it hurts retention alot
every time you want to play their server you gotta wait 10+ seconds to load their pack
and 10+ seconds when you leave
if only mojang supported direct atlas in resource pack, where u could prebuild atlas and just shove it into gpu or something
They don't even do that for their own assets
but then again in old versions there was no pack loading screen and theres only a brief 1 second lag spike so idk what mojang did to fuck up rp loading so much
Atlas depends on GPU, driver, and graphics settings in game too
true kinda actually
euugh can they not just do SOMETHING to make it not so slow
multi threading, bro make it fucking jni C code or something fuck
they should at very least cache the vanilla atlases so they can be swapped right back in after the pack is unloaded
with how powerful modern computers are, loading screens shouldnt even have to exist in 99% of cases lol
literally like 1 million times faster than old pcs
instead of spending that time coding the loading screen, just optimzie ur code
Yeah can confirm, having this issue still using plain folia
Yeah I didn't expect that you guys have that native in velocity. I was just wondering
Any good multi currency plugins for Folia?
Can /spectate not be used in folia? Are there any alternative options?
I want to bind the player's view to a display entity, and then achieve the animation playback effect by teleporting to this display entity.
you can most certanily still do this using the API
if it works on paper that is
OK. I'll try.
can anyone recommend a hosting provider for Folia? I want an SMP server with plugins, enough space for 50-100 players (ill reduce update speed and monster spawn rate, etc.) (players are from Asia).
ovh
bro am so confused pls help me 😭
which hardware should I go with
should I get Ryzen 9950x with 32 threads
or should I go epyc with higher threads
i just want 400-500 player 
CPUs available
1.Intel Plat 8168/8160 Low Mid Tier
2.Intel E5-2667 v4 Mid Tier
3.Ryzen 9950x Extreme Tier
4.AMD EPYC 4344P High Tier
5.AMD EPYC 7313P Mid Tier
here are my options
Ryzen
How many regions are you expecting to have on the server at a single time?
Or what is your expected player count and your world size?
work border is 50k so 25kx25k
on 230 player I have seen 70-80 region
Depends on what your players do. If they are ressource heavy you go with the ryzen, if you have a wide spread with low usage, go with a cpu with more cores
its an smp, i expect the player to make redstone heavy farms, kinda similer to donut smp
I personally would go with the ryzen then, if the ryzen isnt enough then you really need the newest of the new enterprise chips.
Even a 3 year old high end server chip will not do if the ryzen cant handle it
then go with the ryzen
ohh shii thanku, I wil consider this
Hey, lets say i have a big SMP running with 200 players and a very large map. Do I go with folia or just paper or a different fork due to the fact not many plugins support folia yet.
I would run this on a ryzen 9 5950X with 16 cores and 32 threads. Got 128gb ram available
from my experience i would go folia
for stability
