#❗-1-18-experimental
1 messages · Page 26 of 1
Hmm, that's weird, after the chunk gets saved that should go away
If a new chunk gets loaded you'd see it again
Or if you killed the server before it could save those chunks
Oh, is that generating new chunks?
Maybe it happens there too, not sure
I know it happens during upgrade and is considered harmless
I'm not sure if it is generating new chunks. I could go into that world and fly around then save
If it's an existing world it shouldn't be generating new chunks for spawn
And it's the spawn chunks that seem to be giving that message
I wonder if hiding this message is why md5 is still telling people to use --forceUpgrade...
Don't do that, just a random thought
In general forceUpgrade is a bad idea but if this (usually) only happens during the upgrade process then doing the whole thing ahead of time would mean people wouldn't bug him about it 😄
hmm. weird
Apparently sometimes this is actually a bug and might mean you have a village or stronghold that is weird now
But it's usually just spam
Should be
There has been almost no progress on the known 1.18 tasks since the first few builds, all the stuff that has been done has been fixing unexpected things
I think most of that stuff is waiting for one person to have some free time or for the others to decide to try to do it without them
But that one person really wants to be the one to do those things and the others are more likely to drop the changes than port them to 1.18 so...
I'm just deciding if I should start a server with the current jar, or wait until the full release.
Any major reasons not to use the early build that would affect things long-term?
You'll have to keep your view-distance kind of low right now unless everyone playing has good internet and good computers
Otherwise I think the only things missing are things to make it go faster
I can't speak for all cases, but my server is relatively low risk. I'm moving forward with the Experimental builds. I make a daily backup, especially before installing a new build.
Im running geyser so I would be fucking my mobile players lol
But you know, make backups, maybe let your players know it could have issues, etc
bedrock is much more efficient than java so you might not be 😛
And a midrange phone has more GPU power than some of the desktops people try to play on
Probably more CPU power too
I'm most likely going to wait regardless just to keep things clean and minimize risk
Thanks though
Your players are clearly more patient than mine 🙂 but mines a small server so, not so much of a problem if things did go south
I actually am running an smp for a streamer, and most of the community didn't know there was an SMP in the first place since it was mostly for testing
I was waiting for 1.17 to release for the terrain gen change, but it got postponed so I just released a 1.17 server to see what I would need to do for a real launch, and just didn't tell a ton of people
So I got a lot of free testing and this launch should have much less hassle and trying to figure out everyone's problems the second it starts
Is the current jar already good enough to convert 1.17 to 1.18 worlds?
I have backups
I did not have problems going from 1.17.1 to 1.18.1 with the world.
I Had Got a world in 1.16 Then i Update it to 1.17 and now to 1.18 but still No world corruption
???
kinky
❤️
lol

I mean, I like to be cut!! lol
oh?
when will it be safe to move to 1.18 with a papermc server?
i'm investigating a sudden tps drop while replacing stuff with worldedit, that didn't happen locally
i got a timings report
anyone willing to assist ?
id=fc84a05f268d424888f210b0a2166b01
i'd call it a general derp, but i want to make sure i didnt mess up something
it's already getting pretty stable, just make a backup and give it a try
Updates to Paper do not have any sort of estimate for when they release, ever. Any and all updates will arrive when they are ready, and the only thing to do is wait for them patiently along with everyone else.
do you really need 25gb of ram?
thats kinda a lot
i know, but this way i will never worry about ram
too much ram can sometimes cause more issues than help
so you executed a command and tps dropped?
i had issues before, so i settled it at 25, if someone point me at why i need to reduce it - no problems, i can reduce it
Why can java not just have elastic memory allocation
well thats the reason why your server lagged
¯_(ツ)_/¯
worldedit lag is nothing new
on a different machine with approximately the same setup, where the machine is like twice slower/older it didn't do this (map is a copy-paste)
i know it's worldedit etc, i'm perfectly fine thinking it's a general worldedit issue but i wanted a more "experienced" person to check 🙂
i'm still learning, and it's always a good idea to ask those with the more knowledge
java and high ram is not always a good thing unless your java paramters are set for it even then its not always best.
Doc, i'm using these - ' -Xmx25600M -Xms25600M -XX:+UseG1GC -XX:+ParallelRefProcEnabled -XX:MaxGCPauseMillis=200 -XX:+UnlockExperimentalVMOptions -XX:+DisableExplicitGC -XX:+AlwaysPreTouch -XX:G1NewSizePercent=40 -XX:G1MaxNewSizePercent=50 -XX:G1HeapRegionSize=16M -XX:G1ReservePercent=15 -XX:G1HeapWastePercent=5 -XX:G1MixedGCCountTarget=4 -XX:InitiatingHeapOccupancyPercent=20 -XX:G1MixedGCLiveThresholdPercent=90 -XX:G1RSetUpdatingPauseTimePercent=5 -XX:SurvivorRatio=32 -XX:+PerfDisableSharedMem -XX:MaxTenuringThreshold=1 -Xlog:gc*:logs/gc.log:time,uptime:filecount=5,filesize=1M -Dusing.aikars.flags=https://mcflags.emc.gs -Daikars.new.flags=true -Djline.terminal=jline.UnsupportedTerminal -jar'
so for a server that's expected to have nearly 80ish players
map is pre-loaded and it's around 30 gigs
AMD Ryzen 9 5900X 12-Core Processor
👍 looks good, good luck!
should i reduce it or ?
80 players hmm, you could reduce it a bit
the million dollar question is "by how much"
i've tried in the past with less than 20 and i had issues
looking away with 52GB dedicated to a server with 5 people on it at most at once
then leave it at 25
you fine
thanks to y'all
you could always see what the server is using with the server status plugin and see if you can lower it on peak times
I cant remeber the name of the plugin lol
tf
I wish, that would require 128gb though, world file alone is 90 gigs i believe, not including anything else
😅
I'm at 13 gigs with the server empty, just generating a dynmap
well, one person on the server (me)
is 1.18 server performance worse than 1.17?
impressive
1.18 is worse for some things
like?
Some of that is because patches aren't updated yet, some is things that vanilla did that Paper will probably fix, some is just going to be slower
worldgen is a lot slower
Around 40% the speed of 1.17.1
goats are surprisingly expensive
you think its gonna get a lot better?
Leaf rewrote the whole chunk management system and that hasn't been updated yet
That should make chunks load and send to players faster (but also put in a rate limit so it doesn't send so far it kills clients)
worldgen probably isn't going to get better
they should really make the "performance update"
That's a cost you just have to live with. It might be possible to make it scale better with more cores for multiple chunks but it's just doing a more expensive thing now so...
Never going to happen. In order to properly fix stuff they'd need to spend an entire update cycle on performance, and imagine the 12yo rage when there's an update with no new content
i really would not mind that
Yeah most people in this server wouldn't mind, but the millions who aren't sure would
i would be happier than ever
(also need to factor in that mojang would probably figure out some way to do it poorly)
the bee update added stuff and people still did not like it
mojang when they see a thread 
Last time Mojang tried to do a bugfix only update (which is more or less the same thing) it was the buggiest release I've ever seen 😄
Vanilla uses threads more than Spigot does
how come?
hey, a bit of a random question, but did 1.18 change how characters are displayed? on 1.17 my motd looks like this https://prnt.sc/23az4b0 in 1.18 it looks like this https://prnt.sc/23azb7t I also noticed this in other places where I use those characters, such as a join message, it looks like it addsa space between them while there are none o-o I suppose this would be client related anyway, but wanted to make sure, I mean it is not a big deal, just curious more likely
ask md5
That looks like you got a Japanese font or something
Yeah those are some random chars I found in a 'font generator', looked fancy lol
iirc the same update where Spigot gave up on updating my old async chunk loading change vanilla added partially async chunk generation. Spigot turned that off too so it uses less threads than vanilla 😄
Aikar redid the chunk loading stuff and also made the chunk generation slightly more async than vanilla
Either way thats a client thing not paper
I meant the english letters but if those are random unicode characters maybe the same problem
I figured you were talking about the spacing
i feel like in the future performance is gonna be so bad that they need to fix it
Yeah I suppose so, as said was just curious in general, thanks 😄 Time to replace them again :p
which version would that have been out of curiosity?
fuck sorry for ping
beta 1.6 😄
There were actually a lot of other changes in there too, including breaking Bukkit multiworld by adding the nether to multiplayer, but it was advertised by notch as a bugfix release
We made it all the way to beta 1.6.6 and it only existed for a month
beta 1.6.0 was in May, beta 1.7.0 was in June
sorry for asking this but can I get a link to the issue tracker?
Thanks
No problem
The chunk loading is really odd because there's like no disk IO but it's still super hecking slow
Yes. Structure seeds are not fully split into custom seeds yet. Purpur has these but unfortunately they're currently broken on purpur. It's nothing major unless you care a lot about getting your world seed leaked (which is fairly major imo)
Huh
There is no such problem is paper wdym
Structure seed is set in spigot.yml coz spigot already provides it @patent epoch
It's missing some structures
@somber jewel there is no known issue on paper as long as you don’t use force upgrade flag. You can check the optimization guide on how to generate a world that’s anti-seed cracking
Yes only stronghold and mineshaft which is pretty much everywhere
As long as you use feature-seed from paper, it will be able to defeat seed cracker
Unless the seed cracker uses strongholds and/or mineshafts
oh that makes me nervous. so if i didnt change any structure seeds or any sort of settings like that and ONLY changed the level seed in my server.properties, all my structures will be in the same place if i pre generate on paper?
It's an option you have to manually enable in Paper anyway
ok cool. so if i didnt make any changes the structures will be identical to vanilla
i only changed the world seed in server.properties and generated a fresh world when i started up the server
It still doesn’t matter because each feature is using its own seeds
Since everyone always says that the PlayerChunkMap should be the biggest object, this probably isn't normal?
So all they gonna do is find mineshaft which is pretty much littered everywhere in 1.18
It’s normal
Eating up old gen like a champ ._.
How much ram you are giving
uhhh I think we have 20 gigs with 60 players currently. At first we had 10, then 15 and now 20
chunk loading is slow as hell
that was supposed to be 1.13 but then they merged The Aquatic Update content which was supposed to be for 1.14...
So I am wondering, did paper change how the worlds load? Seems way faster and cleaner then spigot.
Faster yes
Way faster, I don't even see the loading 0% forever crap lol
That depends on what you're protecting. It would allow them to find the primary world seed (the one in server properties), which at the very least would leak the entire map's terrain generation. I understand this may not matter to some, but it's something that concerns me.
Did a quick ctrl+f through Paper's existing feature seeds, I can't see end cities there, are they part of the custom feature seeds?
I was going to update my server this week, took one look at the issue tracker and was like nope lol
Not necessarily serious but there are a ton of bug reports
what is the guide?
If you look into the feature seed, you will see it also change worldgen
If the simulation-distance is set to -1, only the chunk player is located will be ticked.
Isn't that 1, not -1?
Keep in mind while there's 267 open issues, only 8 of them have the 1.18 tag
(there's probably a bit more than that which havent been labeled yet, but it's not hundreds)
-1
so what does 1 and 2 do
also the minimum view distance is 5 since 1.18 right?
:O
Yes
Well idk if intended you will have to ask kneny but I think it should be kept coz it has its place
This was not possible before in 1.17
(2+1+2)^2
ah
how can you disable view distance then? set it to the same number as simulation dist?
Try and see 
-2 omg i have to see what that does lol
It stop all ticking. Basically Neo from matrix
hmm i can think of some cool ideas with that in runtime
flowing yea
but if i have a server where i wrote a plugin to stop most events -2 might do all that for me anyway, 🤔
Thanks. Hopper isn’t as bad as it seems and optimize that breaks certain redstone pipelines so I don’t include it
Better to use insight (also suggested in the guide) and just impose a hard limit per chunk
Okay so this is not true - I've just tested it on an identical world seed, one world with feature seeds off (default), one with them on & generated with custom seeds. The terrain generation is basically identical
But ores are different and chest are different @patent epoch
Yes but my previous point was the biomes/terrain would be the same - and some people would want that info hidden
I can’t think of anything else other than those advantage a seed cracker would have over if they cannot find ores or sing other structures
You will need to use custom world generation
The goal isn’t to break terrain
No, all you need is a proper structure randomizer for strongholds & mineshafts
Because if you randomize those structures properly, then it makes cracking the terrain a lot more difficult
I don’t know where you get those but that’s not true lol
What's not true?
I've done a bit more testing, those same two worlds, one with random feature seeds, one without. An end city with ship is in the exact same location. So end cities don't have a random seed option either
I'm late to the conversation here but the random seed stuff is still in its infancy as far as I can tell. At the moment there's really no good way to prevent seed cracking other than doing completely custom terrain generation.
you forgot to change seed-endcity: 10387313 in spigot.yml mostlikely @patent epoch
the point is those has to be c hanged manually
Do the spigot.yml seeds generate randomly?
I dont think there is a 1.18 seedcracker available yet I been following it unless I miss something
no they dont generate randomly but you can input manually
It was going to be added to feature-seed but you dont want to break people who upgrades from spigot
so until hardfork, I dont think that option will be done automatically like the one paper provides.
That makes sense
So it's only the two structure seeds missing. It's not quite so bad, still not quite complete though
the issue with adding it is, if by any chance spigot wants to add it, now paper will have to fix it if they decide to use a different name 
Is there a way to go back from version 1.18 to 1.17 without the worlds being corrupted?
yes you restore from the backup you used before you upgrade
for some reason my server is lagging ALOT (high ping) even im the same region with decent wifi (lags for all players) . anyone knows why?
timings report
https://timings.aikar.co/?id=563c2a6c009f41d1add0983eb34d2176
Aikar's Timings Viewer - View Timings v2 reports from Paper and Sponge
there is no lag on the server
I'd jump off a cliff than using wifi to host a server...
please dont use wifi...
No - downgrading is never supported. You'll get a lot of world corruption. Only way is to restore from a backup.
im not hosting it
well whoever is hosting it, slap his face and tell him to use proper connection
hosting company?
how do you know he is using wifi
you said you are 
im using wifi, not sure about the host
OK thanks
How high ping?
and what is your location vs host location
1700 and stuff
both in the same location
:P
does it jump around a lot?
yes
that means it's host's fault
It's almost impossible to know. If you have a high connection to one server it could be a million things. Your routing to the host, your peering to that host, something with your network or computer setup, etc etc. There's really nothing we can do about that unfortunately.
It's not a problem with the server software.
Well it's something I've experienced with 1.18 as well. Ping is all over the place
No issue with same host with 1.17
ill try 1.17
I suppose it'll come right once Leaf updates his patches
pls no
@sudden bison Please step out of retirement for one more job thank you.
I knew that was the reply before I even clicked back here . . .
Turns out the 60 players we had was just too much for MC to handle. 45 players and everything is butter smooth
2️⃣ ➡️ 👁️ 🍵
Running build 77 - via viewing timings it looks like Minecraft::world - Chunk save - Chunk Data serialization is chewing "123.71%" of tick time. Is this normal?
CPU? 1.18 chunks are heavier overall.
Might be. Running via dedicated winternode hosting on a 12gb plan, haven't seen this until the most recent few builds
https://timings.aikar.co/?id=8130dfeb50604665917991e1778c6e64
Not sure if helpful
Aikar's Timings Viewer - View Timings v2 reports from Paper and Sponge
Is chunk loading slow on your server or something?
AMD Ryzen 7 3700X or Core i9-9900K
The cpu is pretty good with winter node
I'm not 100% sure how to read the lag tab, but if you click "all" you'll see that your full server tick is 1-2ms, which indicates no lag. Are you actually experiencing lag in game?
If you isolate the time when 1 player is online, it's still only 10ms, so there still shouldn't be any lag.
solid 20TPS, no lag present
So nothing to really be worried about then? My brain saw a red number over 100% and was like "YO HEY SOMETHINGS WRONG" lmao
I was seeing some very slight block flickering earlier, but haven't seen it since then
Cheers, appreciate the insight
The numbers on "lag" work differently than "all". I understand it to mean, IF there's lag, this is where it happens. "all" shows you a snapshot of how the entire server is holding up. And it looks good, with 1 player at least.
It seemed pretty fine with.. ~8 plays last night
but did encounter a LOT of crashes/server restarts due to running out of memory
red just pick relatively larger tick to be marked.
Gotcha
that's why timing with no one online isnt really good at indicating big issues 
Makes sense
I don't know why you're out of memory, but with 12GB of RAM for 8 players, clearly that shouldn't happen.
¯_(ツ)_/¯
I thought the same thing
my guess is dynmap rendering was somehow sucking it all up, but if it happens again I'll come back and yell loudly about it lmao
maybe dynmap settings. I believe it has different modes that use more or less server resources. Don't use it myself personally
I've also been having this issue with PaperMC 1.18.1
Uninstalled Dynmap and it helped, but the server still lags like crazy even with no one online for hours.
Even with dynmap not actively rendering I saw the hit, but I know during a part of last night it was attempting a render
didn't think it would be hitting memory usage that hard, probably just because it's still a WIP build
I've since then decreased the concurrent render count to keep it a bit more in check
Depending on how look at it dynmap is either in the sweet spot or an awkward middle solution
squaremap looks okay and is fast, bluemap looks amazing but is slow, dynmap looks pretty good and is kind of slow
ahah
I'll keep timings running and see if that starts to impact it again, but most of the time on ticks looks like it's spent to chunk writing.
Also the new builds apparently have a 20% rendering improvement
Oh, squaremap is the old Pl3xMap, neat
squaremap is more for letting people navigate around your server though, dynmap is more for showing it off
Yeah
squaremap is like if you took the vanilla MC maps and rendered one for the whole world
I think it's higher resolution than that but similar
I currently have this dillema on my own server
I am currently facing quite large performance issues on my server while mining sand from a desert
This is the timings paste https://timings.aikar.co/?id=34fd3241b3ea4f8dbbe1da747ac61a5c
Apart from public ones the plugins on the server are BetterDurability (this is not the cause - I have tried to disable the plugin but the issue persists) and ElsDoors - does not have a listener for block breaking or sand falling
I am unsure of what is causing this issue and would apprechiate any help
Hey - first off you want to update to the latest build 1.18.1
You’ll get some fixes for performance but also exploit fixes.
As your current version is a bit exposed.
Yes I intended to do this
But 1.18.1 should have some speed improvements.
You shouldn't have this sort of falling block lag. Try killing the entity /kill @e[type=falling_block]
You could also head to paper.yml, entity-per-chunk-save-limit and add falling_block there, set it to 10 or something.
Killing is not really an option because they only appear for a short while
There should technically not be more than 20 falling sand at a time because I cannot mine blocks that fast ^^'
What host are you using?
it's a vps, contabo
Yeah the system seems a bit unhappy. Needs a paper update, probably a restart. Contabo isn’t a great host but the CPU should be fine enough for sand falling.
22:56:27 up 419 days, 7:55
those are rookie numbers
poor server 😢
Updated paper and seems good now. Still odd imo 150h isn't a hole lot and 66 isn't the most outdated. Never had anything like this happen to me before - been running at 20tps until I started mining sand
1.18 is still experimental. But there’s been a bunch of changes between your build and current.
it depends on the OS, windows servers like an occasional restart, linux doesn't care that much
If you want, you can automate your restarts with something like this: https://github.com/moom0o/RestartPlugin
I could also just make a cronjob 😂 but thanks for the heads up
👍
Error: Could not find or load main class paper-1.18.1-76.jar Caused by: java.lang.ClassNotFoundException: paper-1.18.1-76.jar
I get that when I try to start the server :c
what is your launch arguments?
Update to latest paper too
probably caused by not having -jar in the arguments
Yeah I tried in this case the second newest, because I got the same error with the newest
Oh you're right, now I got the error I need Java 17 instead of 16
Thanks for the help guys :D
Hi, we are using 1.18.1 (paper 77) and we have mobs spawning in the end, does anyone know why? plz 😄
I believe there is a report for that
Hey, not played Minecraft in ages, just going to setup a small server for myself and a few friends (let's say max 5 for now). Might have a few QoL plugins like death chests but nothing intense. What server specs would be recommended for this use case? I've heard some horror stories about resource usage in recent Minecraft versions.
if you are developer then why you provide secondS/second options if you give only minuteS (without just minute)
if 1 minute then 60 seconds
i didnt make this plugin
a oki. that makes sense
any modern computer is fine for max 5 people. if you're renting focus on good single core performance instead of having many cores
public String fancyPlural(String word, int amount) {
return amount == 1 ? word : word + "s";
}```👍
[laughs in non-english languages]
@polar quarry am planning on renting a server, how much RAM would you recommend? also any particular hosts that are good these days?
bloomhost dedicatedmc
thank's thats exactyle what i have xD
Report it with ur version, just fill in any relevant info.
@wraith hinge Well.. can u include stuff like the version, screene and even the world possibly?
ofc
Anything u think that will help them figure out the issue.
this is a pretty good bug. This is why paper isnt marked as stable yet
thank you for reporting
is your world an upgrade or you have brand new end world? @wraith hinge
upgrade form 1.17
ok
I've edited my comment on this link: https://github.com/PaperMC/Paper/issues/7125
I will test on my old world
reproduce without plugins
🙂
are those area explored before or right on border? @wraith hinge
it's not far from the center
but I don't know if the chunk was generated in 1.17 or 1.18
ok
I have to go sleep, i'm working tomorow ^^ good night
it’s hella dodgy and probably has some major bugs, i’ll consider putting it on my github soon
i’m going to hold off for a bit so my own player don’t find out how it works and find a way to exploit it lol
filtering client strings is security through obsecurity imo
shhhh you saw nothing
decompilation is underway
not required i can assure you it is not dodgy
hmmm that's what a dodgy plugin dev would say
that's a System.out.println
aren't you not supposed to use them in plugins
this is interesting code
and an interesting ban message
I would like to make the argument that calling the variable for greylisted players to be checked "whitelist" is misleading at best @solemn blade
you’re misleading at best
fair
is the thing that only sends you the chunks within your clientside viewdistance, implementet yet?
how is the feature called?
no it's not
and idk a name, but on that list it's a part of the player chunk loader stuff ^
I realy need it i cant play without so i have to wait for that feature
You’ll want to keep an eye on that link then
yeah
Does paper handle well enough the chunk conversion between 1.17.1 to 1.18.1 ?
Is anyone using the 1.18 latest builds and having it crash the server every 30 minutes or when theres more than 5 people on?
not sure if its paper or another plugin such as a multiverse or essentials that could be causing it
did you check your ram usage when it crash ?
update paper if you haven't cause a bunch of stuff has been fixed
Does anyone know if Mojang will be releasing a 1.18.2 release within the foreseeable future?
We have no idea
I update it daily but still am experiencing crashes. My disk space seems to be at its max currently. Sorry if this is a dumb question but how can I check the ram when it crashes? This is just the disk space, correct? Currently using 6.9 gigs.
Is this a known issue, where some chunks get weirdly corrupted or something and all entities basically freeze in them? And yes, the dead chicken is still there and flapping its wings
This includes entities entering the chunk, they braindie completely
Apparently this is https://bugs.mojang.com/browse/MC-152067, I wonder if that's ever going to be fixed
Not sure I understand your question?
How are you hosting the server?
It works, but the vanilla upgrade process has a memory leak. Also don't use --forceUpgrade or biome blending won't work.
This is absurd for being a completely empty server
no players
no chunk loading
is there any way to find out what in the world is hogging all of my servers resources?
no
what about plugins?
its a custom Pterodactyl panel running on my Ubuntu server
timings
just using a theme
give that like, 10 minutes
thats alot of frickin entities
well, that's total events, not per tick
is there anything I can do to fix this lag?
I was under the impression it was Dynmap
but it still lags when Dynmap is removed
lower your mob caps maybe
how do I do that
paper.yml
spawn-limits:
there's a bunch of optimization patches missing from 1.18 Paper atm
yeah that's default
no shit
be nice, it's not stupid to double-check that you're actually looking at the right part of the config file, it's long
!kick 901968886784737310 be nice
:raised_hands: Kicked ZelldaPlus#4369 (be nice) [1 total infraction] -- sulu#5890.
I'm just trying to fix this stuff
not get called a dumbass for asking for help
-1 just means use the values in bukkit.yml
thank you for explaining that
I basically cut these in half
that should help a bit I assume
yeah, probably will; the most tick time was spent on monsters, so 40 might be a bit better as well, but you can see how that goes
those values aren't precise, they're related to the number of players online and I think maybe how many chunks are loaded too?
they are per player if you enable the per-player thing
my developer for some reason changed our jar to pufferfish
I'm also reverting that back to PaperMC as well to see if that works
your server isn't lagging. also use aikar's flags
Aikar's Timings Viewer - View Timings v2 reports from Paper and Sponge
this is an update timings report
use aikar's flag for start since its your machine (?)
clicking "FIX THIS" doesn't take me anywhere
there is also nothing can be said coz yout server is empty and it was only up for 10 minutes
use this
doing this now
Doing this caused the server to just flat out not start
literally using 10GB of the 12 GB trying to start the server
How much memory does the system have?
How's it "not starting"?
well there are two Xmx/Xms arguments
the RAM usage went all the way to 12GB then it finally started
had to wait for it to climb to 12GB usage
then it started
you have Xmx and Xms 12000M
yeah, delete the Xms128M, you don't want Xms and Xmx to be different
Java doesn't act like a "normal" program, it's going to (at least appear to) use basically all the memory you give it, don't worry about it unless you're OOMing
(Out Of Memory)
(also don't give it all the memory you have, 10-12 is about as high as you want to go on a box with 16)
Hello, I have downloaded a datapack and put it inside the "world" folder. But the datapack still ends up being active in my multiverse called event even tho the datapack folder is empty. I do not want that so is there a way to disable it in a specific world?
your cpu kinda sucks
It's an AMD EPYC 7282
that's really bad
I mean it's not horrendous, but not great either
it has a focus on high core count instead of single core performance
very bad for minecraft
you also restricted a 32 thread cpu to 4, which isn't helping anything even though minecraft is mostly singlethreaded
i havent touched the antixray feature in spigot since prob like 2013
does it still cause huge performance tankage?
or is it useable now with good amount of players on
Do you mean the one in Paper?
ye
Oh, right
Engine-mode 1 should barely have performance impact (I've heard some buzzword about it interfering with chunk loading speed but I don't think this was ever confirmed)
Engine-mode 2 should have little server side perf impact (though a bit more than engine-mode 1), but modest clients may have performance issues if you replace air and there may be bandwidth concerns for your players
@gleaming quartz running it through a host website.. Shockbyte
But if anyone could help me with my server issues in DM's that would be helpful : ' ) i am struggling with the crashes idk wats going wrong
ahhh okay well i appreciate it kyle, any other like plugins that help it and less resource intensive
Paper is as light as you're going to get when it comes to anti-xray
post last crash log in paste.gg
as well as timings
I dont think any plugin will be as efficient as paper imo
ahhh ok ok
Where is among us
Aikar's Timings Viewer - View Timings v2 reports from Paper and Sponge
is this normal?
make these -Xms128M -Xmx12288M equal
better yet, delete them
you have -Xmx12000M -Xms12000M later in the command line
idk which is taking effect but the 128/12288 one is going to give you extra problems
the second
the second value is read last so it takes priority
plus it says 12000 in the top part of timings
ah so it does
There's an issue about it on github, but I'm posting this here in case there's something that might be wrong on my end
When I go through a portal to the overworld on the newest version of paper, instead of teleporting to the portal it's always used, it makes an entirely new portal 5-50 blocks away
Another example (intended portal on the right)
i think that's a vanilla bug because i've seen it in too many places
Does it consistently go to the same wrong one?
Like, even if you tear the new one does does it make it again in the same spot?
No, sorry, I should have said that
I do not have multiverse installed
I have Vault installed, which I've heard might cause the issue, but I've removed Vault and the same issue shows up
Vault should just be an API for other plugins to talk to each other, no changes to the server
So if you tear down the new portal does the old one work or does it just make another new one but in a different spot?
The old one works
My portal configuration is also correct I believe: https://www.toptal.com/developers/hastebin/ufevadatiq.yaml
Anyone telling you Vault is causing a problem with portals is making things up. Good lord.
Idk I'm just saying what this github issue says lol https://github.com/PaperMC/Paper/issues/6995
Can you include that information on the issue?
I was going to link it to you but you already commented 😄
Include the information that I removed vault, and the issue still persists? Or that if I tear down the new portal, the old one works?
The second one
Ok I will
The only mention of Vault there is person who reported the issue listing what plugins they use, no one said removing it helped
Oh wow, sorry, I totally read that wrong
yeah vault 100% does not touch anything related to that
it's just an api for other plugins
That's my bad
That issue says Multiverse-NetherPortals was the bug
But then one person says disabling it didn't help but they're also complaining they can't use their extra nether worlds without it so I wonder if they just want it to be something else wrong 😄
I feel like people report this same bug every update
and then absolutely nothing gets done and someone will say "build xxx fixes this"
and then eventually people just stop reporting it
I think that any reports for stuff like these should include timings or a plugin list at the least
my render distance seems to be stuck at 4 or so chunks. view-distance is in server properties is at 15
possibly not a paper issue, but is anyone also aware of this? i know paper doesn't have the no-tick config ready yet
Do you have a view-distance set in spigot.yml?
welp,I recently install mulit-verse core and I switch server jars 4 times in my 1.18 server and now there are chunk errors,I went thru the files and saw that the seed of the world has change, how do I fix it back to the original seed?
...well did you take backups?
changed in which files? also, would it be easier to just restore from backups and not change jars 4 times?
backups and set the seed in the server.properties (or if multiverse is different)
before you start the server up again
(istg if this dude says he didn't take backups 😂)
what about level.dat?
or that yeah
preferably both tbh
If you edit the seed in level.dat and use mca selector to delete the chunks that generated with the wrong seed it might fix itself
Although with the blending stuff it might have blended incorrectly if the neighbor chunks were from an older version of the game
Better to just load from backup
hmm. reading the above, i wonder now if this setting the seed business (that I didn't do) thwarted my efforts to restore our broken server from backup yesterday. what happens when you don't do that?
or is that only a factor in this story due to switching up the server jars?
k, i read up on seeds & am somewhat less in the dark now. my server.properties for the creative world i created some time ago (with 1.16.x - have been through upgrades since then to 1.17.1 and now to 1.18.1) did not have level-seed set. likewise, the newer survival world i created after the 1.18 release did not set it. am i in trouble now for being able to restore from backups and/or other reasons?
the seed is stored in the level.dat file
the thing in server.props in craftbukkit and forks is only used on world creation, should be saved in the level.dat
but, there has been oddball reports over the years of that borking on upgrades but we've never had the means to reproduce it
i see. so then, since i am not going to recreate the world, it's not relevant?
(unless i hit one of these oddball cases)
the seed should be stored in the dat file, so, all should be fine
k. then to save myself the effort later (if-and-when it becomes an issue), i just install an editor, look up the seed, then copy it into my server.properties?
save a copy of the level.dat file
you'd need to edit the level.dat directly if it ever borked
well, of course every nightly backup has level.dat (and it's on a cycle saving weekly, and then monthly backups ... going back to the beginning) so i'm covered there, it seems.
I think the one in server.properties gets deleted every time you restart the server
ah
Vanilla rewrites that file on shutdown and doesn't save that data
maybe i should flip topics to my actual incident. a few things went unexplained from yesterday: one is that i got a stream of warnings about entities (sheep, cats, chickens) with specific UUIDs already existed the first time i started the world from backup. is this normal and harmless?
I always associated that with world corruption but apparently they have a setting these days to shut the message up so maybe it happens for other reasons now
hmm. k, then second, each time it went into a tailspin it was when players rejoined the world near the affected area and lag spiked and then killed the server with a thread dump and in the dump it was handling one of the entities (sheep)
dupe UUIDs has been one of the longest issues in MC for time
Just, it pretty much doesn't warn about it
i tried, to no avail, to force load a bunch of chunks and kill all the sheep afterwards ... but ultimately, it didn't resolve the issue.
We fixed a few dozen issues but looks like they've slowly crept back in
hmph.
so i wondered if the two things were somehow related.
dupe UUIDs, and inability to ultimately get the server back to a sane state.
the world reset to the previous day fixed things, so ... not an issue now. but i seek understanding for next time (and particularly want to know if the world is actually still in trouble - i just don't know it yet)
conjecture: i killed all the existing sheep, but never solved it because of crammed non-existent sheep? :)
well, kill only kills in loaded chunks
just hoping that if i'm right about that, the non-existent sheep don't come back to haunt me later.
yeah, we force loaded all the chunks we thought were affected
then killed them all
the entity system has always had stupid issues like seemingly having two entities exist in one chunk
thing is that when a dupe entity is found it should deal with it
but since the sheep teleports were supposed to be into the void, and the void coordinates changed, they ended up all crammed.
hmm.
ah. "deal with" as in, dispose of the non-existent entity
theres many nuances in the entire thing, I've seen a few reports where entities seemingly ended up stored in the wrong chunk which is somewhat the typical artifacts of this glorious chunk system
there is an option to configure how it deals with them in paper.yml
i see.
default I think is a "safe" manner which yeets if there is an entity of the same UUID nearby
mhm.
in the borked save, we located 17K crammed sheep in what we thought was a sufficiently broad region of 16 force-loaded chunks ... after killing them all (and their dropped items), subsequent attempts to kill @[type=sheep] didn't find any more. yet the server would still go into a tailspin when a user joined near the affected area, and the thread trace was dealing with a sheep at the time it died.
in paper.yml you can limit the number of entities to be saved in a chunk
We also made it apply to loads too for obvious reasons
ah
entity-per-chunk-save-limit
a few things in that clause, all set to -1
which i assume means no limit
yea, have to put something in there so that the section actually is added to the config, and yea, -1 is disabled
we weren't sure what a good set of defaults would be which wouldn't cause issues for somebody and thus, -1
so it's possible we could try a restore from this borked save with ... uhhh ... ambient? i forget ...
limited
ambient is bats and parrots, iirc
oh. then the other one ... creature?
doesn't support groups afaik
oh
but, can add sheep in there
But yeah, if you figured out what the key to use was you could have set that to 100 or something and then loaded the chunks
oh. you can limit specific entities, good
Assuming it was entity spam breaking it only 100 chunks from each chunk would exist after that
ambient limits parrots?!
I demand a separate parrot entity limit
0 bats 1000 parrots
and pardon me if i'm asking dumb questions. there's still so much i don't know.
last I checked ambient was only bats
i explain to my users "i don't actually know how to do minecraft things. i just look stuff up and push buttons."
I was also wondering why it was rare for me to see a parrot
Really somebody needs to just create some stuff to dump that shit out onto a page for the docs so we can just refer to that
parrot paper patch pls
most non hostiles are generated during chunk gen itself
I don't think I've ever seen a cow randomly spawn, etc
<- 55 year old career programmer, picked up python in the past couple of years for a fun side project: https://github.com/dronefly-garden/dronefly ... which, incidentally, someday i want to hook bits of up to MC :)
so, not so much a gamer.
my youngest kid (now 20) is an avid gamer, tho
she got me into minecraft
idk too many devs on here who know much about the game, tbqh
heh
did you know that when a creeper explodes, if it has a potion effect, if will leave a lingering effect cloud or something?
i bore too easily while playing the game to learn much. and resent how much it cuts into hobby coding time
no? is this a trick question?
That's a thing in the game
can I sub to cat minecraft facts?
I only found out about it months ago
or maybe a year ago, idk, this pandemic thing kinda ruined my clock
heh. tell me about it
Hey I have a problem with the paper userdev plugin. I want to shade dependencies into my plugin but if include
jar {
duplicatesStrategy = DuplicatesStrategy.EXCLUDE
archiveFileName.set("$outputName.jar")
destinationDirectory.set(file(System.getProperty("user.home") + "\\$outputDir"))
configurations.compileClasspath.get().forEach { from(zipTree(it.absolutePath)) }
}
this into the tasks section in the build.gradle.kts gradle doesnt build anymore.
I get Could not resolve all dependencies for configuration ':paperweightDevelopmentBundle' if I try to refresh gradle.
I there a way to shade dependencies without the error ?
the userdev stuff already picks up the shade thing
so, no extra steps needed there
just add the shadow plugin
But only want to shade some dependencies, not all
which you can do with the shadow plugin
When you throw an egg it has a chance to spawn a baby chicken. In that chance it also have 1 chance out of 30 to spawn 4 chickens at once :D
not surprising
Don't throw eggs at meeeee
I keep increasing view distance in server properties and the no tick distance in paper but i am not seing any changes, why is that?
no tick is not a thing in 1.18 cos mojang
soooo how do i increase the view distance?
is your client view distance large enough 😅 view distance worked great for me last time i increased it
well, yea, vd itself should work, check client setting too, etc
it is, i have the view distance on 12 but it doesnt seem to make a difference
make sure that you're tweaking it in the correct place
very strange
i.e. if you set it in spigot.yml it will override server.props
spigot has a view distance section, but i assumed it was the tick simulation distance
ah. but if set to 'default' will just use the props value?
yes
someone asked me to do something about the view distance yesterday
speaking of that ... i have 4G allocated to each server instance. and reading on view distance it consumes more ram ...
@feral spire U DAMNED COMMIE
the creative world has a bunch of plugins ... the server is oldish ... (12 yo AMD quad core, quad thread CPU) ...
oohhhh I see the problem, spigot.yml doesnt generate the new entries on its own......
1.17 = 1.18
no-tick = vd
vd = simuation distance
is there a limit above which I shouldn't increase view distance for such a setup?
i didnt knew spigot had a simulation-distance and view distance
because it never generated
anyway
thanks
like, i bumped up view distance from 10 to 16 and hope that's ok. i'd increase it more, but don't understand how to measure the increased ram consumption for each increment (nor estimate the ram consumption for the various plugins) so i'm tuning in the dark.
You shouldn't need to set view-distance and simulation-distance in spigot.yml unless you want to set them per-world
But if you do have anything in there for them it will override what you have in server.properties
I have no idea how much RAM things take these days, it's going to depend on what chunk of chunks are loaded and what people are doing in them though
So view-distance 16 might be fine one day but not the next even if there are fewer people on
mm. building smallish structures with complex command programming
mostly
oh wait, ... that's creative
nobody asked me to change that. the survival world is just that ...
Okay new one: when the dragon is landed on its "podium", if you deal 50 dmg (25% of its max hp) the dragon will fly away
a straight up, no-plugins survival world (except for LP)
If you get https://www.curseforge.com/minecraft/mc-mods/bobby on your client it almost doesn't matter what the server view-distance is
that's the one where they want view distance increased
Like, more is still nicer since it'll update things faster but you don't need it to have good views
Like, I literally have no idea how much RAM a server needs anymore
Last time I checked for about 100 players you needed 6-8GB if you had view-distance 10
heh. k. i'll continue making guesses.
heck. we only have a handful of players ...
i might be able to get away with less than 4G
Last time I checked was MC 1.1
!
so, we have between 0 and 4 players at a given time. on a super busy day (haven't had one of those in a very long time) maybe as many as 8
After that I did things that would increase or decrease how much a server would use but I never checked overall numbers for any realistic workloads
4GB on view-distance 16 should be fine
If you turn it up more right now you'll probably kill someone's client anyway
tnx
The server currently doesn't respect the client view-distance, doesn't rate limit chunk sends, and loads chunks kind of fast
Some computers and/or network connections can't handle how fast the client is sent the chunks and stalls out long enough to get disconnected for timing out
craptastic
doesn't "discard" them
well, not rendering
they're still loaded by the client, it's just not gonna render them
yeah
Does it load them?
I thought it just parsed the packet and after seeing they were out of range it tossed them
Well, I guess parsing the packet is basically loading them
afaik it uses the servers range to decide what to discard
they're kept in memory iirc
So if you set the view-distance and your server Xmx high enough you could OOM the client
theres no real logic to know that the client didn't accept it and so we've gotta resend it
You'd have to send them like 1.5GB worth of chunks so not likely but possible
Ah, yeah, client can't request chunks so it has to keep every chunk it gets
eeeh. procrastinating starting my workday (work from home - ancient business application that runs on OpenVMS)
yes, in fact, i actually am a dinosaur ;)
later
I have prerendered server on 1.18 and I want to upgrade my render distance as far as possible to give my players the best experience. My question is I have 16gb's ( I wont go above 12gb, because my operating system needs some too.) available and at max the will be around 10 players online how high can I set my render distance. It is on 12 rn.
my simulation distance is 10 I think
Also player don't render higher than 8 render distance away
is there a setting for that?
entity-tracking-range in spigot.yml
the lower the better the server performance
simulation distance is your ticking view distance
view-distance is now your no-tick view distance
generally very little reason to go over a handful for most survival servers
only really need to go above that for servers which allow farming but that's its own set of headaches
iirc view distance is how far you see and simulation distance is how far things actially happen
Someone correct me if I'm wrong
does viewdistance need performance or only bandwidth?
the server still has to load those chunks
but i think when i play with 16 viewdistance before 1.18 my simluationdistance is still 8? (i heard that)
stuff doesn't tick inside of them
my server is prerendered so it would use a lot less of calculation just accessing the files right?
there is still an inherient cost from the chunk management system, however
as for how much of a hit that is, really depends
I have an i3-10100T running that server
It depends on the single core performance right because minecraft can't use more? or
chunk loading is threaded a good chunk
plenty of things are still multi-threaded
ticket management, etc, is on the main thread
At the end of the day, we can't quanitify how much it will impact you
all you can do is toy around with the thing and see where you end up
but, the notation that they're 100% free is false
yea fair enough. So just tweak around with it
Hi guys im not sure if this is paper or vanilla but maybe you can chitchat about it with me.
When i spectate one of my members, he goes running into other chunks and after 10 chunks, im still spectating in him but i just see the sun or the moon. no blocks anymore.
Plugins using:
dynamap
coreprotect
worldedit
worldguard
Latest paper version
thats a test on my own computer. but it also happens when i spectate other members
It's back on the guide 
https://is.paper.sexy/ViewDistance.png

That's something I noticed as far back as 1.16.4 as well. Was running the same plugins plus a few others
I'm getting a crash on the latest paper ( git-Paper-77 (MC: 1.18.1) ),
https://gist.github.com/ryantheleach/b9a63a7fb51361e6f8e1ac12a8f9e796
is the view-distance in spigot.yml simulation distance or visible distance
view distance, if you kept it default, it will just use server.propertie @tame vector
likely simulation distance
md_5 has both there now Michael 
bruh
Yes! Did you experience this on vanilla as well or only paper?
Ah, probably a hosed Java 17 install, I'll report it to the server host. : #❗-1-18-experimental message
I haven't run a non-paper server, though I think it might just be a vanilla thing (May very well be wrong, idk). It fixes itself for the next 10 chunks if you un-spectate them then re-spectate them, right?
do you have the gamerule set to true
idk if that’ll have any effect
the spectators can load chunks one
dammit, a 1.18 documentation guide i was reading through said the opposite
that explains the fog :)
@tame vector let paper chan help you 
I was wondering where it went lmao
That's due to an EA build of java, that method is there in the release
Hi peeps. Just a quick question: How stable is the current release? I have a 4 person server, running on third-party hosting. Is it worth updating to the current version, and backing up regularly, or should I continue to be patient for a final release? Thanks
I’m not on the development team so this is just personal opinion as a fellow server runner:
I’m waiting. There’s no ETA for a stable release and we can’t guarantee that the current one is stable until paper makes an announcement.
So personally I’m not taking the risk.
However, if you and your players don’t mind potentially dealing with bugs, then you could always go for it. Just bear in mind that you might have little issues here and there
From what I gather, the current version is relatively stable but can’t guarantee anything
thing seems stable, there is a few big patches in the pipeline still, however
Thank you - I appreciate the speedy reply 😄
But why is the default for view-distance 6 and for simulation-distance 10?
Are you sure it's not the other way around? Would make more sense to me because of the name also
that's not the default
that's probably whatever was in your old file before.
Default is
view-distance: 10
simulation-distance: 10
Oh yes, it makes sense that the old config gets merged with the new one!
I had view-distance to 6 because the simulation-distance was higher.
Thanks!
when in doubt click on https://is.paper.sexy/ViewDistance.png
https://is.paper.sexy/ViewDistance.png
Yes I saw that picture a few messages before. Just wondered because the "defaults" didn't match the normal use of these values
no
its usually just client dying from chunk being sent too fast
that graph shows nothing
wait for Replace player chunk loader system
at the maintime reduce your view distance to minimum that you can live with
less shit to send = less chance to have it not load
try a day on 3 and see if it improves
(extreme example)
that's about correct
assuming you have 0 player online 3 world with a view distance of 10
if you dont want those chunk loaded disable keep-spawn-loaded in paper.yml @peak pulsar
if you have VD of 10 then [(10+1)x2+1]^2=529 per world spawn
so 529x3 = 1587 chunks
math checks out
I mean it's not a "fix" server was doing what it was told lol
nah man, its cool, its the new feature, the server renders the visual looks for players now too, u know, so players dont overuse their intel hd iGPUs
have fun finding that one
btw, let me know when u find it
great news, minecraft 1.19 brings amplified back
pc requirements AMPLIFIED
wait what???
yeah
i thought they removed it
ou, deam, i even watched a youtube video about the removal
And 3 days later there was another video about it coming back 😃
I swear they just did it to get the Minecraft channels who post every day something to talk about
I think they did it bic amplified is quite similar to 1.18, but because community went like "ou deam, i was playing amplified more than im living my life, ou, pllssss, dont remove it" they added it back
also everything is already very high so mountain dont look as tall coz everything is tall 
ou, thats interesting, havent noticed that on my 3090 sli
okey okey, its a joke, not that rich
2060 only
https://spark.lucko.me/h87XwxU6rZ
Spark profiler shows that 88% of the memory is used by "jdk.internal.misc.Unsafe.park()"
^ Experiencing high RAM usage
memory
cpu wait
Java memory "usage" doesn't behave like other programs because of the JVM
don't worry about it
Okay
My server currently runs at about 7 1/2 GB RAM without any players and I want about 30 players to be able to join.
wtf how ? did u max render distance ? :D
Render distance 32
There's a few client mods that optimise the hell out of it since an M1 struggles to run a normal world at that frame rate
sodium + entire periodic table mod + bobby can do 64 with 60 fps on my machine
Yeah I used your mod list
Trying to test with an actual GPU and the new launcher update broke the launcher
Thats How it looks an an Vanilla Client with i guess Beefy hardware ? xD
you need to make new instance > install fabirc and everything again. Sometiems they dont remove old filer correctly.
works fine for me when I upgrade to 1.18.1

got to take epic screenshot like this 
Beefy hardware + the entire periodic table
anyone knows why with worldborder get i'm getting the wrong wb?
me when sodium indium lithium phosphor (starlight) hydrogen krypton
I didn't install Starlight since I only ever play on my own server
Just to confirm actually, is Starlight included in Paper?
no
Ye
That was like the whole point of Tuinity merging with Paper wdym
Should use starlight on client side too.
Starlight has both client and server side stuff
Coz both client and server does lighting
I mean, it replaces the lighting system ^
client does its own lighting updates and handling, even has logic to populate light itself, which is where the chunk boundry bug comes into play
starlight doesn't exactly fix that afaik, but, does deal with lighting muuuuuch faster so it's much less noticable
Took 44 minutes to generate a 96 chunk radius for all three dimensions on a triple core ARM CPU
I'd say that's pretty good
Raspberry Pi?
Ampere Altra
Cool. I’ll be curious if someone with an M1 could compare results
Working on it now
Assuming it's generating in a square that's ~42 chunks per second. For comparison a 5950X can do ~90 chunks per second and that's only on a single world, there is a chance it scales better across multiple worlds (it hits a bottleneck before it puts any serious stress on the CPU)
Isn't chunk generation multithreaded on Paper which would help the 5950X a lot?
kinda, sorta, yes
I guess the effect of extra cores goes down a lot the more you add though
the entire work stack is scheduled from the main thread and it likes to bounce around a bit
there is also a limit on the # of threads it will use by default to prevent killing the machine
Unsurprisingly the same chunk generation takes 14 minutes on a Ryzen 7 5800X
I mean, it's just using a JVM feature
how much it uses depends on how much of the heap is in use
12GB
and, in the folder folder, maybe in a dumps folder
it will kick all players due to timeout?
it literally writes the heap to the disk
idk how long that will take, but, assume it will
now so much players start using /rtp. Every player type /rtp. And now FULL GCs started. One Full GC per 5 seconds... Can rtp cause it?
so much /rtp
I do not understand
many things can cause it
am not gonna piss in the wind, but, reminding myself of which way I would
I think the rtp can cause it becouse now a lot of terrain is generating
yep tpr would do that
only command i have which i usually put a cooldown on cause otherwise people spam it like crazy lol
I have 1 minute cooldown but now 60 players are typing it all the time and this cooldown do nothing. I disabled this command for a while
nice
Pause Full (G1 Compaction Pause) 12254M->9693M(12288M) 1934.824ms
as you can see the GC can't handle it
do you think that this can repair by self without restart?
is it possible?
Well, if memory pressure lowers, yea
So generating a circular 96 chunk radius on all three dimensions takes this long:
Ampere Altra (3 core): 44 minutes
Apple M1: 30 minutes
Ryzen 7 5800X: 14 minutes
So I know there is no ETA for stable release, but is it safe enough for production?
anything's safe enough if you're brave
Backup everything just in case and test.
quite the good point there
Fair enough
1.18.1 lastest Paper , good performance
what a large testing server!
great to see its going well
?
she's talking about the fact that paper 1.18 is still considered experimental I think
she*
paper has been good enough for prod for a while, just gotta be careful, do your own testing and ensure your backups work
almost 60000 servers run paper 1.18
I've done that and no problem. Thanks a lot
They have a very dedicated testing team!
So many Android players! Never thought that geyser is actually playable
Is it 😄
Yeah geyser does work, I have a local server running it for my sister. Most core stuff works, although there's some gotchas like clicking signs doesn't work, which is kinda a problem
(although for a simple smp it's 100% fine, haven't had any issues reported recently)
item frames too
in java are entities, but blocks in bedrock
I tried upgrading my server via the default upgrade script:
only, after running it, my SSH console gives me this message,
read it
has the documentation regarding how to run upgrade scripts changed?
it gives you a link 
yeah but
this link,
I am terribly unfamiliar with such stuff,
I presume the link to get the download has changed?
Well how'd you write the original script then...
_11 pls
I didn't myself, somebody else more knowledge did it for me at the time :P
Yes the API is updated. You need to use v2 and not v1.
?
Oh my so just like this?
Nope, v1 and v2 are not compatible







