#velocity-help
161 messages · Page 1 of 1 (latest)
Also, how much RAM should be allocated for a proxy server hosting two modded servers, with a combined capacity of 100–150 players?
Is it possbile for server owners to make the server optional to join with or without velocity?
I can join the backend without connecting through the front end is what i mean
why exactly would you want this
When i connect through the main server, my ping is jst horrendous
like 90ms to 300
and how are you hosting your main server & velocity server
how and where are you hosting your servers
Like the hosting platform? or the location?
both
Well ive done it twice
Exataron (EU) (Ms : 119) to Craftlands (EU) (Ms : 150 - 160)
Exataron (EU) (Doenst matter) To Craftlands (Asia : 90ms Without Velocity, 300 With Velocity)
Would there be a difference?
yes because putting a velocity instance on a completely separate host/location is stupid
it adds latency and can significantly worsen things
Yea, thats why i asked if a configuration option is possbile.
it wouldn't be possible because of player info forwarding
but i don't get what you're trying to accomplish here either
I dont understand.
If i connect through the backends ip, ill get lower ms.
yes but why are you trying to use velocity to begin with
and why are you trying to use velocity on another host
For adversitement.
velocity has nothing to do with advertising?
No
like
the host
WE have to use the front end ip to post a page there for adveristement
its smth different
jst igrone
if you want to solve this, stop using velocity
host e.g. a gate or haproxy instance at craftlands instead
because of player info forwarding
you host your backend servers in offline mode and configure it to accept player info from velocity
paper will proceed to block connections that aren't from velocity because it is a security risk
to achieve what you're looking for, do not use velocity or bungeecord
Why cant the backend and front end be in online mode?
because velocity handles authentication
it can't forward information to an online mode server
the online mode server expects mojang authentication aswell
offline mode servers don't care
I dont wanna sound stupid asking this but cant velocity pass over authecation to the backend?
it does that
with offline mode & the velocity settings configured in paper's config
your usecase is very niche here, it's not supported out of the box and goes against how velocity/bungeecord is supposed to work
I dont think its jst me
the majority of people here using velocity instances are not trying to use it on a weird host for advertising purposes only to complain about ping lol
like i said if you want to make this work you'll probably want to look at gate or haproxy
k
it would simply proxy the connection from host A to host B
backend server stays in online mode and handles authentication as normal, meaning you can use the backend server ip to connect to it aswell
Ill try it out.
Good evening everyone, I hope you are all well
Sorry if there are mistakes in my messages, but it's because I use a translator
Does anyone know when Velocity might be updated? I need to know which hosting plan to buy
APPROXIMATE date (sorry if it wasn't clear in the previous message, it is indeed the translator)
26.1.2
We've also supported that since day 1
That would be up to either Geyser or Playit, velocity doesn't handle anything regarding bedrock
perfect. Ok
thank you
why did velocity 3.5 break so many plugins that alter messaging. I cant find another plugin that lets players use /msg across servers
havent hear of this? can you provide some example of plugin that breaks? 3.5 has been out for months...
Plugins like these just dont load anymore when running them on velocity 3.5. Im just struggling to find another plugin like these that are pretty simple and are updated. idk if there is a way to somehow revert these changes without going back to velocity 3.4. Unless you may have another idea on how to add cross server private messages another way
https://www.spigotmc.org/resources/privatemessages-•-bungeecord-and-velocity-support.98882/
https://modrinth.com/plugin/chattools
The first plugin seem to be abandoned for years and the 2nd one is AI coded. You should probably find alternatives, Minecraft is an everchanging community and you can find plugins that support Velocity on Modrinth The issue you are facing seem to be plugins being abandoned or poorly made and not because Velocity is updated to keep up with Mojang changes.
I dont personally use any chat plugin on proxy so I have nothing to recommend though.
alright, thank you tho
broken how? There was some recent exploit fixes which might have caused some issues, somebody has sent in some alternative improvements I need to look into, just getting back from a micro health break though
Can we use paper transfer using velocity?
if you mean the transfer packet then that should just work
It should work?
that's what I said
Translator confused me that why
In transfer backend ip will leak
How i can prevent that
Well, that's how transfer works
if your server server is behind velocity, you would want to use the bungee messaging channel
https://github.com/PaperMC/Velocity/pull/1796 - This one is worth merging sometime soonish, since it counteracts the issue the attached PR in this PR is trying to resolve but in a more precise manner
"Incompatible client! Please use version 1.7.2-1.21.11"
what is the output of /velocity info
I use these versions, both in their latest builds:
https://fill-ui.papermc.io/projects/velocity/version/3.4.0
https://fill-ui.papermc.io/projects/paper/version/26.1.2
you might have the latest build of 3.4.0, but 3.4.0 is not the latest version
Why are 3.4-SNAPSHOT and 3.4 marked as supported??
Wow, how do I get the latest version?
you can use the same site you're already on to navigate to 3.5.0, or just use the downloads page
thx bro
Does the fact that it's a Snapshot make it unsafe? What's the difference between a Snapshot and a "normal" version?
no difference
what
there is no difference between a snapshot and a "normal" version
So why did the creators add that word?
It sounds cool
it's basically just for technical reasons, maybe it could be hidden a bit better from regular users like you
why does my server crash?
Ive connected my proxy to 2 seperate servers a event server and a survival server
The event server works perfectly fine however the survival server is like broken and crashes instantly on startup
message.txt by @fierce lake: https://pastes.dev/JJlCQHLSK1
if a backend server crashes this has nothing to do with velocity
but velocity does not crash so ask the backend software?
already did that lad but theyre slow asf
You can submit a ticket to your host patiently and wait for help, posting your issue on unrelated channel/community isnt the way to go
Maybe someone knows why
cause its something with when I enable the Private server button in the startup tab
if I turn on the private button my server crashes, if I turn it on my server runs perfectly fine
that sounds like something specific to that host, you would need to ask them
bruh
not sure what to bruh about there. Velocity does not deal with private/public buttons in some host's panel
that wasnt the reason why i said "bruh"
its cause my hosting providers support is atrocious
they reply maybe in 24h
like maybe
I mean, choose a different host then?
no cause ive always used this host and its the only one I find actually good
If you are paying them and not getting what you expect, stop paying them and pay someone else who gives you what you expect
all the other ones are just trash ngl
only negative part about my hosting provider as of now is the support, excluding support its a great hosting provider
well, not sure what to tell you then.
they are using Pterodactly as a panel. But that "private" button stuff is not a default Ptero feature either. So literally no one except them can help you there, sorry
the AI-generated website of that host does not exactly inspire my confidence in their quality though 
does velocity -> velocity work
unsupported
no built in nested forwarding, for example
You can get it to connect but you'd lose UUIDs/IPs, and is oftne usually the wrong solution
sad
it definitely is not the right solution just would've been a nice copout if it worked
Hey! so I have 2 machines and I want players to be able to go from one proxy to another from a backend. How would I set this up? would i use redis?
Hi, sorry. Could someone explain a bit about Redis to me? Please. What it is, what kinds of things it’s used for, and a little about how to use it, if it’s not too much trouble
There are a lot of resource on Google, that' something you can look into yourself. This channel is about people who need help on Velocity itself.
Okay, can Velocity be connected with Redis? I’ve seen connections, but with Bungee, and I know Velocity is better. Sorry
velocity has nothing built-in which uses Redis. (neither does Bungee for what it's worth) That depends on plugings using redis to store/send data
message.txt by @long galleon: https://pastes.dev/iHpdSxC65Z
why eating soooo many RAM?
Whats your startup flag for the velocity instance?
Java program will use as much ram as you allow it to use.
Hey, the velocity.toml file doesn't generate fully it seems even after using latest version and #596, changing startup command multiple times and trying over and over again
java -Xms128M -XX:MaxRAMPercentage=95.0 -XX:+UseG1GC -XX:G1HeapRegionSize=4M -XX:+UnlockExperimentalVMOptions -XX:+ParallelRefProcEnabled -XX:+AlwaysPreTouch -XX:MaxInlineLevel=15 -jar velocity.jar
Startup command
`#If you are using modern or BungeeGuard IP forwarding, configure a file that contains a unique secret here.
#The file is expected to be UTF-8 encoded and not empty.
forwarding-secret-file = "forwarding.secret"
config-version = "2.7"
#Should the proxy enforce the new public key security standard? By default, this is on.
force-key-authentication = true
What should be the MOTD? This gets displayed when the player adds your server to
their server list. Only MiniMessage format is accepted.
motd = "\<#09add3>A Velocity Server"
[advanced]
#Allows players transferred from other hosts via the
#Transfer packet (Minecraft 1.20.5) to be received.
accepts-transfers = false
`
velocity.toml file
Thank you!
java -Xms128M -Xmx4096M -XX:+UseG1GC -XX:G1HeapRegionSize=4M -XX:+UnlockExperimentalVMOptions -XX:+ParallelRefProcEnabled -XX:+AlwaysPreTouch -XX:MaxInlineLevel=15 -jar velocity.jar
So, if you tell it "use up to 4gb" it's gonna slowly climb up toward it.
On the github page of ProxyCompatibleForge it mentions that it's supported for forge 1.7.X, is that correct? All I can find if I want to run a 1.7.10 server is that I should use bungeeforge
I don't think ProxyCompatibleForge is our creation. I'd ask them for help with that.
yeah, hard to get a hold on them, thought I'd take my chances here first
I saw one of the contributors was active in here so thought I could find an answer 🙂
This is my hosts default flag
seems fine then?
if you want it to use less than 4 GB, give it less.
As long as you are not using heavy plugin like Geyser on the proxy, Velocity needs very little ram
Hey , any staff here to help me?
i have 3 servers Survival server Hub server And velocity server and when i start first hub then survival then velocity and when i enter with the localhost:25565 it just says in velocity console The connexxion was unexpectly closed
something like that
You configure it in velocity.toml?
what
i can give you the code for velocity.toml
And the backend servers: you enablade the velocity in paper.yml?
config-version = "2.7"
bind = "0.0.0.0:25565"
motd = "<#09add3>minecraft server"
show-max-players = 500
online-mode = false
force-key-authentication = true
prevent-client-proxy-connections = false
player-info-forwarding-mode = "modern"
forwarding-secret-file = "forwarding.secret"
announce-forge = false
kick-existing-players = false
ping-passthrough = "DISABLED"
sample-players-in-ping = false
enable-player-address-logging = true
[packet-limiter]
interval = 7
packets-per-second = 500
bytes-per-second = -1
[servers]
hub = "127.0.0.1:25567"
survival = "127.0.0.1:25566"
crystal = "127.0.0.1:25568"
try = [
"hub"
]
[forced-hosts]
"hub.example.com" = [
"hub"
]
[advanced]
compression-threshold = 256
compression-level = -1
login-ratelimit = 3000
connection-timeout = 5000
read-timeout = 30000
haproxy-protocol = false
tcp-fast-open = false
bungee-plugin-message-channel = true
show-ping-requests = false
failover-on-unexpected-server-disconnect = true
announce-proxy-commands = true
log-command-executions = false
log-player-connections = true
accepts-transfers = false
enable-reuse-port = false
command-rate-limit = 50
forward-commands-if-rate-limited = true
kick-after-rate-limited-commands = 0
tab-complete-rate-limit = 10
kick-after-rate-limited-tab-completes = 0
[query]
enabled = false
port = 25565
map = "Velocity"
show-plugins = false
And the paper.yml looks like this?:
Velocity:
Enablade: true
Online-mode: false
Secret key: 'your secret key'
can i tell my secret key?
Offline mode is not supported here.
No
But Im help for this people
like
i have a miencraft account premium
but i want everyone to join the server
that's all broda
But the server needs to open a port in router this is a security risk: the attackers can hack your PC or DDoS the server
what do you mean
can i Dm you?
Yes
The no help for offline mode / cracked server is a rule apply to the entire community as a whole. Please stop helping them in our community chat.
That's not how it works. A DDoS attack doesn't need an open port. attackers just need the IP address to flood the connection. Also, opening a port doesn't mean your PC gets hacked. It only routes traffic to the Minecraft server software. As long as the server software is updated, there is no risk of getting hacked.
A hacker would need a zero-day exploit within the Minecraft server software itself to touch the OS or the PC.
Ok Im not a CyberSecurity people
It's all good man
Hello, I have a question, before the 593 of velocity I could introduce users to my paper backend servers from velocity modifying the number of channels that could be registered, since I have a modality with heavy mods it does not let them enter without modifying that in startup but after that version it stopped working (and I must have the latest version to allow access to console players) and at the moment I had to divide it into 2 proxies do you know any way to fix it or if it is repaired in any update? The error is payload and it exceeds the allowed channels
Players can connect to the proxy, but after that they can't pass through and connect to backend server. This issue keeps occurring at random intervals while the server is running, and the timing is inconsistent, which is causing issue. Does anyone have any knowledge about this issue?
In the Velocity console, I can see [server connection] ~ connected log. But after waiting a bit, the client gets a timed out and then [server connection] ~ disconnected log appears on console.
when this issue occurs, it becomes impossible both for players trying to connect from server list and for players already connected to one server trying to switch to another. when attempting to switch servers, no error message is displayed for client/server either.
however Velocity itself hasn't shutdown, so players already connected to a server can continue their activity without being disconnected.
but if I left this issue as is, OOM(unable to create native thread) error occurs then. I think maybe because requests keep piling up even though Velocity isn't processing those operations like server switch and join etc.
@sinful onyx please use #bot-spam if you needa. random unrelated bot message
@warm mirage latest builds specifically mention OOM, so maybe check out upgrading to latest to see if you still get issues.
the recent oom PR patches a possible OOM DOS exploit, it wont help if youre seeing OOMs without being attacked through the vector that it fixes
Having an issue, wondering if anyone encountered this before and/or knew how to fix it. I am running 2 papermc servers behind a velocity proxy, and i can join one of my servers but the other is unreachable, in the console of velocity it says:
[server connection]: xxx-> smp has connected
[server connection]: xxx-> smp has disconnected
[connected player]: xxx(/1.1.1.1:41216): unable to connect to server smp
com.velocitypowered.proxy.util.except.QuietRuntimeException: The connection to the remote server was unexpectedly closed.
But on the server I am connecting to (smp) it says nothing about a player even attempting to join. I have checked forwarding secrets, validated my geyser config(even though I am on java).
did you check the ip and port of the server?
as well as the firewall rules (if velocity and the second paper servers are on different machines/containers) ?
Yeah, i checked, moved to public private loopback localhost local bind, etc, it is still just one, port is correct however
im wanting to update my servers to 26.1.2 but am reading a lot of problems with the velocity and having lots of trouble trying to get it set up (upon connection) network protocol error and wont load the server any insight on the fix or any logs you like to see? have a good memorial day
running amp on cubecoders attempting to have a hub and a survival world behind the proxy
Loading translations...
Registering protocols...```
*** ViaVersion detected lowest supported version by the proxy: 1.13 (393)
Highest supported version by the proxy: 1.21.11 (774) ***
Listening on /0.0.0.0:25565
Done (1.67s)!
Finished mapping loading, shutting down loader executor.
This command does not exist.
[connected player]: Spoonerboy (/192.168.0.50:53253) has connected
[server connection]: Spoonerboy -> hub has connected
[connected player]: Spoonerboy (/192.168.0.50:53253) has disconnected
[server connection]: Spoonerboy -> hub has disconnected
Have you tried it without ViaVersion?
yes i have then upon connection it says incompatable version
well, what version is your backend server on and which version did you try?
i believe its 26.1.2 im attempting to load on 26.1.2 but have tried 1.21.11
the hub world is paper
the survival world is fabric im not sure if is to do with this
Does anyone know a good party plugin?
i use parties by alessiodp but i plan to fork it for our server
I saw that but idk if it works for 1.21.11
it does work we've used it for 1.21.11 for a while and it still works for the latest version
I suppose you may need to use an older version--though i'm not sure...
Good evening
Is there a config file where I can change the
"This server requires you to connect with Velocity."
text?
Happens rarely but when it does happen I'd like to change the message to something that causes less confusion
Currently not seeing how to do that but if anyone knows, I'd appreciate that
no
the better question is why does this happen to begin with
your players should not be connecting to backend servers ever, preferrably firewalled off
Old server with people using old ips, apparently
if firewalled off, they just get a no connection error, looking like the server is dead
The server in question is ancient, so there's a few older players that connect every now and then
Suffering this until learning the new IP or simply not going through that effort (and leaving forever)
When the message could say "hey! Reconnect with this IP!" Or something
Simplifies the whole problem, and users don't have any need to know what Velocity is or be confused on how to "connect with" it
Albeit rare so I can understand why there isn't any config for it
If anything that would be a message you'd have to change on the server
players being able to reach your backend is a security risk so we don't exactly want to facilitate setups like that
should your forwarding token somehow ever leak there'd be nothing stopping someone from logging into your server pretending to be you
It is not configurable
hi... having some trouble setting up my velocity proxy
not really sure what the issue is
anyone able to help me out?
I built a very easy proxy that handles all of this on your behalf. One file. One console. Separate JVM. Am I allowed to advertise the free version here?
