#❗-1-18-experimental

1 messages · Page 26 of 1

ivory parrot
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It happens every startup for me

vapid prawn
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Hmm, that's weird, after the chunk gets saved that should go away

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If a new chunk gets loaded you'd see it again

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Or if you killed the server before it could save those chunks

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Oh, is that generating new chunks?

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Maybe it happens there too, not sure

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I know it happens during upgrade and is considered harmless

ivory parrot
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I'm not sure if it is generating new chunks. I could go into that world and fly around then save

vapid prawn
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If it's an existing world it shouldn't be generating new chunks for spawn

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And it's the spawn chunks that seem to be giving that message

ivory parrot
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Hmmm.

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I'm pretty sure the location of my plot (In the world) is the spawn chunks

vapid prawn
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I wonder if hiding this message is why md5 is still telling people to use --forceUpgrade...

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Don't do that, just a random thought

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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 😄

ivory parrot
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hmm. weird

vapid prawn
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Apparently sometimes this is actually a bug and might mean you have a village or stronghold that is weird now

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But it's usually just spam

bold breach
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Is the GitHub Todo list up to date?

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It was last updated 9 days ago

vapid prawn
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Should be

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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

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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

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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...

bold breach
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I'm just deciding if I should start a server with the current jar, or wait until the full release.

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Any major reasons not to use the early build that would affect things long-term?

vapid prawn
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You'll have to keep your view-distance kind of low right now unless everyone playing has good internet and good computers

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Otherwise I think the only things missing are things to make it go faster

bold forge
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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.

bold breach
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Im running geyser so I would be fucking my mobile players lol

vapid prawn
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But you know, make backups, maybe let your players know it could have issues, etc

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bedrock is much more efficient than java so you might not be 😛

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And a midrange phone has more GPU power than some of the desktops people try to play on

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Probably more CPU power too

bold breach
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I'm most likely going to wait regardless just to keep things clean and minimize risk

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Thanks though

foggy summit
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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

bold breach
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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

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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

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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

hollow turret
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Is the current jar already good enough to convert 1.17 to 1.18 worlds?

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I have backups

glad violet
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I did not have problems going from 1.17.1 to 1.18.1 with the world.

mild portal
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i’m on 1.18.1 with 110 plugins

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running constant 20tps

merry grail
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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

glad violet
dapper lotus
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Doc

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You had issues

glad violet
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not with the world

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it was for the code

dapper lotus
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I said, YOU HAD ISSUES

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DON'T MAKE ME CUT YOU

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I mean, er

peak pulsar
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kinky

dapper lotus
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❤️

glad violet
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lol

outer pewter
glad violet
sour token
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oh?

potent pilot
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when will it be safe to move to 1.18 with a papermc server?

versed rain
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i'm investigating a sudden tps drop while replacing stuff with worldedit, that didn't happen locally

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i got a timings report

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anyone willing to assist ?

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id=fc84a05f268d424888f210b0a2166b01

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i'd call it a general derp, but i want to make sure i didnt mess up something

peak pulsar
half walrusBOT
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__There Is No ETA__

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.

peak pulsar
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thats kinda a lot

versed rain
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i know, but this way i will never worry about ram

peak pulsar
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too much ram can sometimes cause more issues than help

peak pulsar
versed rain
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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

prisma wing
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Why can java not just have elastic memory allocation

versed rain
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qbasty yes, not actually me but a player with op

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replaced a bunch of red wools

peak pulsar
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well thats the reason why your server lagged

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¯_(ツ)_/¯

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worldedit lag is nothing new

versed rain
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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)

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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 🙂

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i'm still learning, and it's always a good idea to ask those with the more knowledge

glad violet
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java and high ram is not always a good thing unless your java paramters are set for it even then its not always best.

versed rain
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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'

peak pulsar
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yea thats aikar flags

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but thats still a lot of ram

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what cpu do you have?

versed rain
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so for a server that's expected to have nearly 80ish players

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map is pre-loaded and it's around 30 gigs

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AMD Ryzen 9 5900X 12-Core Processor

peak pulsar
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👍 looks good, good luck!

versed rain
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should i reduce it or ?

peak pulsar
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80 players hmm, you could reduce it a bit

versed rain
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the million dollar question is "by how much"

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i've tried in the past with less than 20 and i had issues

normal pecan
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looking away with 52GB dedicated to a server with 5 people on it at most at once

peak pulsar
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then leave it at 25

versed rain
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@normal pecan ramdisk it for the lol

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oh

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sorry for mention

normal pecan
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you fine

versed rain
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thanks to y'all

glad violet
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you could always see what the server is using with the server status plugin and see if you can lower it on peak times

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I cant remeber the name of the plugin lol

normal pecan
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😅

wheat spoke
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I'm at 13 gigs with the server empty, just generating a dynmap

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well, one person on the server (me)

half walrusBOT
feral spire
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use proper flags

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rendering a map does cost a lot of resource dedrie

hollow sentinel
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is 1.18 server performance worse than 1.17?

junior vortex
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No

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I checked on my server build for 1.17 and 1.18 and so far 1.18 is better

hollow sentinel
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impressive

vapid prawn
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1.18 is worse for some things

hollow sentinel
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like?

vapid prawn
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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

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worldgen is a lot slower

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Around 40% the speed of 1.17.1

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goats are surprisingly expensive

hollow sentinel
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you think its gonna get a lot better?

vapid prawn
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Leaf rewrote the whole chunk management system and that hasn't been updated yet

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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)

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worldgen probably isn't going to get better

hollow sentinel
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they should really make the "performance update"

vapid prawn
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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...

rocky nest
hollow sentinel
rocky nest
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Yeah most people in this server wouldn't mind, but the millions who aren't sure would

hollow sentinel
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i would be happier than ever

rocky nest
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(also need to factor in that mojang would probably figure out some way to do it poorly)

hollow sentinel
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the bee update added stuff and people still did not like it

sour token
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mojang when they see a thread cat_what

vapid prawn
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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 😄

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Vanilla uses threads more than Spigot does

hollow sentinel
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how come?

fervent sentinel
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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

inner crypt
vapid prawn
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That looks like you got a Japanese font or something

fervent sentinel
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Yeah those are some random chars I found in a 'font generator', looked fancy lol

vapid prawn
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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 😄

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Aikar redid the chunk loading stuff and also made the chunk generation slightly more async than vanilla

sour token
vapid prawn
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I figured you were talking about the spacing

hollow sentinel
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i feel like in the future performance is gonna be so bad that they need to fix it

fervent sentinel
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Yeah I suppose so, as said was just curious in general, thanks 😄 Time to replace them again :p

rocky nest
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fuck sorry for ping

vapid prawn
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beta 1.6 😄

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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

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We made it all the way to beta 1.6.6 and it only existed for a month

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beta 1.6.0 was in May, beta 1.7.0 was in June

neon shard
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sorry for asking this but can I get a link to the issue tracker?

night gale
neon shard
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Thanks

night gale
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No problem

worthy thunder
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The chunk loading is really odd because there's like no disk IO but it's still super hecking slow

patent epoch
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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)

feral spire
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Huh

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There is no such problem is paper wdym

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Structure seed is set in spigot.yml coz spigot already provides it @patent epoch

patent epoch
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It's missing some structures

feral spire
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@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

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Yes only stronghold and mineshaft which is pretty much everywhere

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As long as you use feature-seed from paper, it will be able to defeat seed cracker

patent epoch
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Unless the seed cracker uses strongholds and/or mineshafts

stuck mural
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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?

patent epoch
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It's an option you have to manually enable in Paper anyway

stuck mural
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ok cool. so if i didnt make any changes the structures will be identical to vanilla

patent epoch
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Should be

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Unless you changed the seed in server properties

stuck mural
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i only changed the world seed in server.properties and generated a fresh world when i started up the server

feral spire
worthy thunder
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Since everyone always says that the PlayerChunkMap should be the biggest object, this probably isn't normal?

feral spire
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So all they gonna do is find mineshaft which is pretty much littered everywhere in 1.18

worthy thunder
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Eating up old gen like a champ ._.

feral spire
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How much ram you are giving

worthy thunder
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uhhh I think we have 20 gigs with 60 players currently. At first we had 10, then 15 and now 20

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chunk loading is slow as hell

chrome palm
glad violet
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So I am wondering, did paper change how the worlds load? Seems way faster and cleaner then spigot.

feral spire
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Faster yes

glad violet
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Way faster, I don't even see the loading 0% forever crap lol

patent epoch
# feral spire It still doesn’t matter because each feature is using its own seeds

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?

neon shard
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I was going to update my server this week, took one look at the issue tracker and was like nope lol

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Not necessarily serious but there are a ton of bug reports

half walrusBOT
feral spire
peak pulsar
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If the simulation-distance is set to -1, only the chunk player is located will be ticked.

Isn't that 1, not -1?

rocky nest
peak pulsar
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so what does 1 and 2 do

feral spire
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1 loads 9 chunks total

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2 loads 25

peak pulsar
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also the minimum view distance is 5 since 1.18 right?

feral spire
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Try -2 it’s pure magic

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No it’s only enforced on client and vanilla

peak pulsar
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:O

feral spire
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-2 is essentially your profile pic @peak pulsar

peak pulsar
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is this -1 and -2 thing new? ive never heard of it

feral spire
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Yes

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Well idk if intended you will have to ask kneny but I think it should be kept coz it has its place

peak pulsar
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2b2t queue TrollSphere

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block all the packets so you pay cosmicguard less 👍

feral spire
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This was not possible before in 1.17

peak pulsar
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but why the heck does 2 load 25 chunks?

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where is that number from

feral spire
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(2+1+2)^2

peak pulsar
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ah

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how can you disable view distance then? set it to the same number as simulation dist?

feral spire
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Try and see tro

peak pulsar
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your guide is great btw, you could consider adding something for hoppers

glad violet
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-2 omg i have to see what that does lol

feral spire
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It stop all ticking. Basically Neo from matrix

glad violet
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hmm i can think of some cool ideas with that in runtime

feral spire
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Creative server phosdorime

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Only down side is you can’t use water or lava for decoration

glad violet
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flowing yea

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but if i have a server where i wrote a plugin to stop most events -2 might do all that for me anyway, 🤔

feral spire
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Better to use insight (also suggested in the guide) and just impose a hard limit per chunk

patent epoch
feral spire
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But ores are different and chest are different @patent epoch

patent epoch
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Yes but my previous point was the biomes/terrain would be the same - and some people would want that info hidden

feral spire
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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

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You will need to use custom world generation

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The goal isn’t to break terrain

patent epoch
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No, all you need is a proper structure randomizer for strongholds & mineshafts

feral spire
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It’s it keep it the same but removes all advantage of cracking seeds

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Wut

patent epoch
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Because if you randomize those structures properly, then it makes cracking the terrain a lot more difficult

feral spire
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I don’t know where you get those but that’s not true lol

patent epoch
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What's not true?

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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

timber ridge
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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.

feral spire
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you forgot to change seed-endcity: 10387313 in spigot.yml mostlikely @patent epoch

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the point is those has to be c hanged manually

patent epoch
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Do the spigot.yml seeds generate randomly?

feral spire
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I dont think there is a 1.18 seedcracker available yet I been following it unless I miss something

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no they dont generate randomly but you can input manually

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It was going to be added to feature-seed but you dont want to break people who upgrades from spigot

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so until hardfork, I dont think that option will be done automatically like the one paper provides.

patent epoch
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That makes sense

feral spire
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so it wasnt a choice paper made

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it was spigot phossure

patent epoch
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So it's only the two structure seeds missing. It's not quite so bad, still not quite complete though

feral spire
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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 PepeLa

cyan shell
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Is there a way to go back from version 1.18 to 1.17 without the worlds being corrupted?

feral spire
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yes you restore from the backup you used before you upgrade

peak pulsar
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what are backups?

honest cape
feral spire
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I'd jump off a cliff than using wifi to host a server...

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please dont use wifi...

timber ridge
honest cape
feral spire
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well whoever is hosting it, slap his face and tell him to use proper connection

peak pulsar
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hosting company?

honest cape
feral spire
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you said you are rieBigBrainThinking

honest cape
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im using wifi, not sure about the host

feral spire
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have you try wired connection yet?

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coz on your timings nothing is really happening.

honest cape
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my wifi is fine on all other servers

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what could be causing this

patent epoch
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and what is your location vs host location

honest cape
honest cape
peak pulsar
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:P

patent epoch
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does it jump around a lot?

honest cape
peak pulsar
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that means it's host's fault

timber ridge
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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.

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It's not a problem with the server software.

patent epoch
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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

honest cape
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ill try 1.17

patent epoch
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I suppose it'll come right once Leaf updates his patches

feral spire
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Retiredleaf

patent epoch
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pls no

timber ridge
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@sudden bison Please step out of retirement for one more job thank you.

sudden bison
timber ridge
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I knew that was the reply before I even clicked back here . . .

worthy thunder
feral spire
true schooner
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2️⃣ ➡️ 👁️ 🍵

glad flower
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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?

peak pulsar
glad flower
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Might be. Running via dedicated winternode hosting on a 12gb plan, haven't seen this until the most recent few builds

peak pulsar
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Is chunk loading slow on your server or something?

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AMD Ryzen 7 3700X or Core i9-9900K

The cpu is pretty good with winter node

bold forge
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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?

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If you isolate the time when 1 player is online, it's still only 10ms, so there still shouldn't be any lag.

rocky nest
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solid 20TPS, no lag present

glad flower
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So nothing to really be worried about then? My brain saw a red number over 100% and was like "YO HEY SOMETHINGS WRONG" lmao

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I was seeing some very slight block flickering earlier, but haven't seen it since then

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Cheers, appreciate the insight

bold forge
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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.

glad flower
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It seemed pretty fine with.. ~8 plays last night

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but did encounter a LOT of crashes/server restarts due to running out of memory

feral spire
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red just pick relatively larger tick to be marked.

glad flower
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Gotcha

feral spire
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that's why timing with no one online isnt really good at indicating big issues rieThumbsUp

glad flower
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Makes sense

bold forge
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I don't know why you're out of memory, but with 12GB of RAM for 8 players, clearly that shouldn't happen.

glad flower
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¯_(ツ)_/¯

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I thought the same thing

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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

bold forge
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maybe dynmap settings. I believe it has different modes that use more or less server resources. Don't use it myself personally

main mesa
timber ridge
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FWIW squaremap is less resource intensive

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But doesn’t render 3D or high res stuff.

glad flower
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Even with dynmap not actively rendering I saw the hit, but I know during a part of last night it was attempting a render

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didn't think it would be hitting memory usage that hard, probably just because it's still a WIP build

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I've since then decreased the concurrent render count to keep it a bit more in check

vapid prawn
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Depending on how look at it dynmap is either in the sweet spot or an awkward middle solution

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squaremap looks okay and is fast, bluemap looks amazing but is slow, dynmap looks pretty good and is kind of slow

glad flower
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ahah

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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.

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Also the new builds apparently have a 20% rendering improvement

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Oh, squaremap is the old Pl3xMap, neat

vapid prawn
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squaremap is more for letting people navigate around your server though, dynmap is more for showing it off

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Yeah

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squaremap is like if you took the vanilla MC maps and rendered one for the whole world

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I think it's higher resolution than that but similar

gusty trench
near rampart
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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

timber ridge
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You’ll get some fixes for performance but also exploit fixes.

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As your current version is a bit exposed.

near rampart
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Yes I intended to do this

timber ridge
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But 1.18.1 should have some speed improvements.

peak pulsar
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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.

near rampart
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Killing is not really an option because they only appear for a short while

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There should technically not be more than 20 falling sand at a time because I cannot mine blocks that fast ^^'

peak pulsar
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What host are you using?

near rampart
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it's a vps, contabo

peak pulsar
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Bad cpu :/

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Also restart your server, 150h of uptime

timber ridge
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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.

mighty spade
peak pulsar
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poor server 😢

near rampart
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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

timber ridge
mighty spade
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it depends on the OS, windows servers like an occasional restart, linux doesn't care that much

peak pulsar
near rampart
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I could also just make a cronjob 😂 but thanks for the heads up

peak pulsar
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👍

sand hamlet
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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

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I get that when I try to start the server :c

rough shell
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what is your launch arguments?

peak pulsar
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Update to latest paper too

rough shell
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probably caused by not having -jar in the arguments

sand hamlet
#

Yeah I tried in this case the second newest, because I got the same error with the newest

sand hamlet
#

Thanks for the help guys :D

wraith hinge
#

Hi, we are using 1.18.1 (paper 77) and we have mobs spawning in the end, does anyone know why? plz 😄

topaz nymph
#

I believe there is a report for that

celest goblet
#

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.

void nebula
polar quarry
#

if 1 minute then 60 seconds

peak pulsar
#

i didnt make this plugin

void nebula
polar quarry
dark wigeon
#
public String fancyPlural(String word, int amount) {
  return amount == 1 ? word : word + "s";
}```👍
polar quarry
#

[laughs in non-english languages]

celest goblet
#

@polar quarry am planning on renting a server, how much RAM would you recommend? also any particular hosts that are good these days?

terse hamlet
#

bloomhost dedicatedmc

wraith hinge
topaz nymph
#

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?

wraith hinge
#

ofc

topaz nymph
#

Anything u think that will help them figure out the issue.

feral spire
#

thank you for reporting

#

is your world an upgrade or you have brand new end world? @wraith hinge

wraith hinge
#

cringecat upgrade form 1.17

feral spire
#

ok

wraith hinge
feral spire
#

I will test on my old world

inner crypt
#

reproduce without plugins

wraith hinge
#

🙂

feral spire
#

are those area explored before or right on border? @wraith hinge

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

feral spire
#

ok

wraith hinge
#

I have to go sleep, i'm working tomorow ^^ good night

solemn blade
#

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

hazy hawk
#

hella dodgy? that's news

#

should I be running that

hoary gazelle
#

filtering client strings is security through obsecurity imo

solemn blade
hazy hawk
#

decompilation is underway

solemn blade
#

not required i can assure you it is not dodgy

hazy hawk
#

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

solemn blade
#

you’re misleading at best

hazy hawk
#

fair

potent pilot
#

is the thing that only sends you the chunks within your clientside viewdistance, implementet yet?

#

how is the feature called?

long edge
#

no it's not

long edge
#

and idk a name, but on that list it's a part of the player chunk loader stuff ^

potent pilot
#

I realy need it i cant play without so i have to wait for that feature

timber ridge
#

You’ll want to keep an eye on that link then

potent pilot
#

yeah

novel schooner
#

Does paper handle well enough the chunk conversion between 1.17.1 to 1.18.1 ?

swift zephyr
#

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

novel schooner
#

did you check your ram usage when it crash ?

violet wing
#

update paper if you haven't cause a bunch of stuff has been fixed

astral berry
#

Does anyone know if Mojang will be releasing a 1.18.2 release within the foreseeable future?

swift zephyr
#

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.

worthy thunder
#

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

gleaming quartz
gleaming quartz
worthy thunder
#

Wasn't the memory leak fixed with a patch?

main mesa
#

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

quasi panther
main mesa
#

its a custom Pterodactyl panel running on my Ubuntu server

main mesa
#

just using a theme

main mesa
quasi panther
#

give that like, 10 minutes

main mesa
#

alrighty

quasi panther
main mesa
#

thats alot of frickin entities

quasi panther
#

well, that's total events, not per tick

main mesa
#

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

quasi panther
#

lower your mob caps maybe

main mesa
#

how do I do that

peak pulsar
quasi panther
#

spawn-limits:

main mesa
quasi panther
#

there's a bunch of optimization patches missing from 1.18 Paper atm

quasi panther
main mesa
#

this is default what are you on about

#

why are you calling me a dumbass

quasi panther
#

yeah that's default

main mesa
#

no shit

quasi panther
#

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

main mesa
#

I am in paper.yml

long edge
#

!kick 901968886784737310 be nice

wheat heartBOT
#

:raised_hands: Kicked ZelldaPlus#4369 (be nice) [1 total infraction] -- sulu#5890.

long edge
# main mesa

they are only also in paper.yml because they can be set per-world

main mesa
#

I'm just trying to fix this stuff
not get called a dumbass for asking for help

long edge
#

-1 just means use the values in bukkit.yml

main mesa
#

thank you for explaining that

#

I basically cut these in half

#

that should help a bit I assume

quasi panther
#

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?

polar quarry
#

they are per player if you enable the per-player thing

main mesa
#

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

peak pulsar
main mesa
#

this is an update timings report

feral spire
#

use aikar's flag for start since its your machine (?)

main mesa
#

clicking "FIX THIS" doesn't take me anywhere

feral spire
#

there is also nothing can be said coz yout server is empty and it was only up for 10 minutes

half walrusBOT
feral spire
#

use this

main mesa
#

doing this now

main mesa
#

literally using 10GB of the 12 GB trying to start the server

rocky nest
#

How much memory does the system have?

main mesa
#

we have 16GB on the actual machine

#

12GB is given to the MC Server

rocky nest
#

How's it "not starting"?

dark wigeon
#

well there are two Xmx/Xms arguments

main mesa
#

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

dark wigeon
#

you have Xmx and Xms 12000M

quasi panther
#

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)

haughty kiln
#

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?

native hornet
main mesa
#

It's an AMD EPYC 7282

polar quarry
#

that's really bad

rocky nest
#

I mean it's not horrendous, but not great either

polar quarry
#

it has a focus on high core count instead of single core performance

#

very bad for minecraft

native hornet
#

you also restricted a 32 thread cpu to 4, which isn't helping anything even though minecraft is mostly singlethreaded

crude orchid
#

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

gusty trench
#

Do you mean the one in Paper?

crude orchid
#

ye

gusty trench
#

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

swift zephyr
#

@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

crude orchid
#

ahhh okay well i appreciate it kyle, any other like plugins that help it and less resource intensive

gusty trench
#

Paper is as light as you're going to get when it comes to anti-xray

native hornet
#

as well as timings

native hornet
crude orchid
#

ahhh ok ok

blazing owl
#

Where is among us

main mesa
#

is this normal?

quiet pine
#

make these -Xms128M -Xmx12288M equal

quasi panther
#

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

native hornet
#

the second

#

the second value is read last so it takes priority

#

plus it says 12000 in the top part of timings

quasi panther
#

ah so it does

real bolt
#

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)

polar quarry
#

i think that's a vanilla bug because i've seen it in too many places

vapid prawn
#

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?

real bolt
#

No, sorry, I should have said that

quasi panther
#

also, do you have Multiverse installed?

#

specifically Multiverse-NetherPortals

real bolt
#

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

vapid prawn
#

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?

real bolt
#

The old one works

dry iron
#

Anyone telling you Vault is causing a problem with portals is making things up. Good lord.

real bolt
vapid prawn
#

Can you include that information on the issue?

#

I was going to link it to you but you already commented 😄

real bolt
#

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?

vapid prawn
#

The second one

real bolt
#

Ok I will

vapid prawn
#

The only mention of Vault there is person who reported the issue listing what plugins they use, no one said removing it helped

real bolt
#

Oh wow, sorry, I totally read that wrong

long edge
#

yeah vault 100% does not touch anything related to that

#

it's just an api for other plugins

real bolt
#

That's my bad

vapid prawn
#

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 😄

long edge
#

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

native hornet
#

I think that any reports for stuff like these should include timings or a plugin list at the least

tame vector
#

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

vapid prawn
#

Do you have a view-distance set in spigot.yml?

strange compass
#

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?

peak pulsar
#

...well did you take backups?

quasi panther
#

changed in which files? also, would it be easier to just restore from backups and not change jars 4 times?

native hornet
#

before you start the server up again

peak pulsar
#

(istg if this dude says he didn't take backups 😂)

native hornet
#

or that yeah

quasi panther
#

preferably both tbh

native hornet
#

forgot the seed is stored there for some reason

#

brain fart

vapid prawn
#

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

low sage
#

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?

low sage
#

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?

dapper lotus
#

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

low sage
#

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)

dapper lotus
#

the seed should be stored in the dat file, so, all should be fine

low sage
#

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?

dapper lotus
#

save a copy of the level.dat file

#

you'd need to edit the level.dat directly if it ever borked

low sage
#

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.

vapid prawn
#

I think the one in server.properties gets deleted every time you restart the server

low sage
#

ah

vapid prawn
#

Vanilla rewrites that file on shutdown and doesn't save that data

low sage
#

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?

vapid prawn
#

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

low sage
#

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)

dapper lotus
#

dupe UUIDs has been one of the longest issues in MC for time

#

Just, it pretty much doesn't warn about it

low sage
#

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.

dapper lotus
#

We fixed a few dozen issues but looks like they've slowly crept back in

low sage
#

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? :)

dapper lotus
#

well, kill only kills in loaded chunks

low sage
#

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

dapper lotus
#

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

low sage
#

but since the sheep teleports were supposed to be into the void, and the void coordinates changed, they ended up all crammed.

dapper lotus
#

so, if you loaded them already those chunks should be fine

#

keyword, should

low sage
#

hmm.

low sage
dapper lotus
#

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

low sage
#

i see.

dapper lotus
#

default I think is a "safe" manner which yeets if there is an entity of the same UUID nearby

low sage
#

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.

dapper lotus
#

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

low sage
#

ah

#

entity-per-chunk-save-limit

#

a few things in that clause, all set to -1

#

which i assume means no limit

dapper lotus
#

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

low sage
#

so it's possible we could try a restore from this borked save with ... uhhh ... ambient? i forget ...

#

limited

vapid prawn
#

ambient is bats and parrots, iirc

low sage
#

oh. then the other one ... creature?

dapper lotus
#

doesn't support groups afaik

vapid prawn
#

oh

dapper lotus
#

but, can add sheep in there

vapid prawn
#

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

low sage
#

oh. you can limit specific entities, good

vapid prawn
#

Assuming it was entity spam breaking it only 100 chunks from each chunk would exist after that

native hornet
#

ambient limits parrots?!

#

I demand a separate parrot entity limit

#

0 bats 1000 parrots

low sage
#

and pardon me if i'm asking dumb questions. there's still so much i don't know.

dapper lotus
#

last I checked ambient was only bats

low sage
#

i explain to my users "i don't actually know how to do minecraft things. i just look stuff up and push buttons."

native hornet
#

I was also wondering why it was rare for me to see a parrot

dapper lotus
#

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

native hornet
#

parrot paper patch pls

dapper lotus
#

most non hostiles are generated during chunk gen itself

#

I don't think I've ever seen a cow randomly spawn, etc

low sage
#

so, not so much a gamer.

#

my youngest kid (now 20) is an avid gamer, tho

#

she got me into minecraft

dapper lotus
#

idk too many devs on here who know much about the game, tbqh

low sage
#

heh

dapper lotus
#

did you know that when a creeper explodes, if it has a potion effect, if will leave a lingering effect cloud or something?

low sage
#

i bore too easily while playing the game to learn much. and resent how much it cuts into hobby coding time

dapper lotus
#

That's a thing in the game

native hornet
#

can I sub to cat minecraft facts?

dapper lotus
#

I only found out about it months ago

#

or maybe a year ago, idk, this pandemic thing kinda ruined my clock

low sage
#

heh. tell me about it

frosty elm
#

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 ?

dapper lotus
#

the userdev stuff already picks up the shade thing

#

so, no extra steps needed there

#

just add the shadow plugin

frosty elm
#

But only want to shade some dependencies, not all

dapper lotus
#

which you can do with the shadow plugin

rustic quarry
dapper lotus
#

I already knew that

#

but, only cos I always used to throw eggs at my players

latent parrot
#

not surprising

dapper lotus
#

(whom, where my frens, so,am not just some abusive dev, lol)

#

LYNX, I SWEAR TO GOD

latent parrot
#

Don't throw eggs at meeeee

shell drift
#

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?

dapper lotus
#

no tick is not a thing in 1.18 cos mojang

shell drift
#

soooo how do i increase the view distance?

latent parrot
#

is your client view distance large enough 😅 view distance worked great for me last time i increased it

dapper lotus
#

well, yea, vd itself should work, check client setting too, etc

shell drift
#

it is, i have the view distance on 12 but it doesnt seem to make a difference

dapper lotus
#

make sure that you're tweaking it in the correct place

shell drift
#

very strange

dapper lotus
#

i.e. if you set it in spigot.yml it will override server.props

shell drift
#

spigot has a view distance section, but i assumed it was the tick simulation distance

low sage
#

ah. but if set to 'default' will just use the props value?

dapper lotus
#

yes

low sage
#

someone asked me to do something about the view distance yesterday

half walrusBOT
dapper lotus
#

dino, pretty picture on there at the top iirc ^

#

or they got rid of it

low sage
#

speaking of that ... i have 4G allocated to each server instance. and reading on view distance it consumes more ram ...

dapper lotus
#

@feral spire U DAMNED COMMIE

low sage
#

the creative world has a bunch of plugins ... the server is oldish ... (12 yo AMD quad core, quad thread CPU) ...

shell drift
#

oohhhh I see the problem, spigot.yml doesnt generate the new entries on its own......

dapper lotus
#

1.17 = 1.18
no-tick = vd
vd = simuation distance

low sage
#

is there a limit above which I shouldn't increase view distance for such a setup?

shell drift
#

i didnt knew spigot had a simulation-distance and view distance

#

because it never generated

#

anyway

#

thanks

low sage
#

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.

vapid prawn
#

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

low sage
#

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 ...

rustic quarry
low sage
#

a straight up, no-plugins survival world (except for LP)

vapid prawn
low sage
#

that's the one where they want view distance increased

vapid prawn
#

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

low sage
#

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

vapid prawn
#

Last time I checked was MC 1.1

low sage
#

!

#

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

vapid prawn
#

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

low sage
#

tnx

vapid prawn
#

The server currently doesn't respect the client view-distance, doesn't rate limit chunk sends, and loads chunks kind of fast

low sage
#

oof

#

so the client is just discarding the received chunks? wow.

vapid prawn
#

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

low sage
#

craptastic

dapper lotus
#

doesn't "discard" them

low sage
#

well, not rendering

dapper lotus
#

they're still loaded by the client, it's just not gonna render them

low sage
#

yeah

vapid prawn
#

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

dapper lotus
#

afaik it uses the servers range to decide what to discard

#

they're kept in memory iirc

vapid prawn
#

So if you set the view-distance and your server Xmx high enough you could OOM the client

dapper lotus
#

theres no real logic to know that the client didn't accept it and so we've gotta resend it

vapid prawn
#

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

low sage
#

eeeh. procrastinating starting my workday (work from home - ancient business application that runs on OpenVMS)

#

yes, in fact, i actually am a dinosaur ;)

#

later

rotund valve
#

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.

covert jolt
#

set your view-distance to 12 or higher

#

set your simulation-distance to 6

rotund valve
#

my simulation distance is 10 I think

#

Also player don't render higher than 8 render distance away

#

is there a setting for that?

covert jolt
covert jolt
#

simulation distance is your ticking view distance

#

view-distance is now your no-tick view distance

dapper lotus
#

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

obtuse magnet
#

iirc view distance is how far you see and simulation distance is how far things actially happen

#

Someone correct me if I'm wrong

potent pilot
#

does viewdistance need performance or only bandwidth?

dapper lotus
#

the server still has to load those chunks

potent pilot
#

but i think when i play with 16 viewdistance before 1.18 my simluationdistance is still 8? (i heard that)

dapper lotus
#

stuff doesn't tick inside of them

rotund valve
#

my server is prerendered so it would use a lot less of calculation just accessing the files right?

dapper lotus
#

there is still an inherient cost from the chunk management system, however

#

as for how much of a hit that is, really depends

rotund valve
#

I have an i3-10100T running that server

#

It depends on the single core performance right because minecraft can't use more? or

dapper lotus
#

chunk loading is threaded a good chunk

covert jolt
#

plenty of things are still multi-threaded

dapper lotus
#

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

rotund valve
#

yea fair enough. So just tweak around with it

nova quest
#

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

stray ruin
rancid edge
tame vector
#

is the view-distance in spigot.yml simulation distance or visible distance

feral spire
#

view distance, if you kept it default, it will just use server.propertie @tame vector

covert jolt
#

likely simulation distance

feral spire
#

md_5 has both there now Michael PepeLa

covert jolt
#

bruh

nova quest
rancid edge
stray ruin
#

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?

arctic rover
#

do you have the gamerule set to true

#

idk if that’ll have any effect

#

the spectators can load chunks one

tame vector
#

that explains the fog :)

half walrusBOT
feral spire
#

@tame vector let paper chan help you paperOhhh

neon shard
dapper lotus
exotic crane
#

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

olive peak
# exotic crane Hi peeps. Just a quick question: How stable is the current release? I have a 4 p...

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

dapper lotus
#

thing seems stable, there is a few big patches in the pipeline still, however

exotic crane
warped sleet
feral spire
#

that's not the default

#

that's probably whatever was in your old file before.

#

Default is
view-distance: 10
simulation-distance: 10

warped sleet
#

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!

feral spire
dapper lotus
#

Hello, I'd just like to interject here

#

licks eternity

warped sleet
#

Yes I saw that picture a few messages before. Just wondered because the "defaults" didn't match the normal use of these values

feral spire
#

no

#

its usually just client dying from chunk being sent too fast

#

that graph shows nothing

feral spire
#

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

silent horizon
#

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

sour token
#

pc requirements AMPLIFIED

silent horizon
#

wait what???

native hornet
#

yeah

silent horizon
#

i thought they removed it

native hornet
#

they removed it in experimental

#

then readded it

silent horizon
foggy summit
#

And 3 days later there was another video about it coming back 😃

silent horizon
#

xd, je

#

youtube forgot to recommend it

foggy summit
#

I swear they just did it to get the Minecraft channels who post every day something to talk about

feral spire
#

word of advice

#

unless you can run really high view distance

#

it will look poo poo

silent horizon
feral spire
#

also everything is already very high so mountain dont look as tall coz everything is tall riesad

silent horizon
#

okey okey, its a joke, not that rich

#

2060 only

cunning stump
#

I kinda want to see how much it melts my M1 Mac now

#

Surprisingly not awful

storm tartan
#

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

zealous idol
#

memory
cpu wait
thonk

quasi panther
#

Java memory "usage" doesn't behave like other programs because of the JVM

#

don't worry about it

storm tartan
#

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.

wheat hearth
cunning stump
#

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

feral spire
#

sodium + entire periodic table mod + bobby can do 64 with 60 fps on my machine

cunning stump
#

Yeah I used your mod list

#

Trying to test with an actual GPU and the new launcher update broke the launcher

wheat hearth
feral spire
#

works fine for me when I upgrade to 1.18.1

#

got to take epic screenshot like this Hype

cunning stump
hollow wind
#

anyone knows why with worldborder get i'm getting the wrong wb?

sour token
cunning stump
#

I didn't install Starlight since I only ever play on my own server

#

Just to confirm actually, is Starlight included in Paper?

sour token
#

no

jolly hollow
#

Ye

sour token
#

what?

#

it's really not

jolly hollow
#

That was like the whole point of Tuinity merging with Paper wdym

ornate salmon
#

Should use starlight on client side too.

sour token
#

tuinity didnt include starlight :/

#

im relatively confident

jolly hollow
sour token
#

oh cool

#

i thought starlight fabric was further ahead

feral spire
#

Starlight has both client and server side stuff

#

Coz both client and server does lighting

dapper lotus
#

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

cunning stump
#

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

cunning stump
elder jetty
cunning stump
vapid prawn
cunning stump
dapper lotus
#

kinda, sorta, yes

cunning stump
#

I guess the effect of extra cores goes down a lot the more you add though

dapper lotus
#

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

cunning stump
#

Unsurprisingly the same chunk generation takes 14 minutes on a Ryzen 7 5800X

viscid lily
#

is paper heapdump safe? How much disk usage it will take?

#

and where it will save?

dapper lotus
#

I mean, it's just using a JVM feature

#

how much it uses depends on how much of the heap is in use

viscid lily
#

12GB

dapper lotus
#

and, in the folder folder, maybe in a dumps folder

viscid lily
#

it will kick all players due to timeout?

dapper lotus
#

it literally writes the heap to the disk

#

idk how long that will take, but, assume it will

viscid lily
#

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

dapper lotus
viscid lily
#

I do not understand

dapper lotus
#

many things can cause it

#

am not gonna piss in the wind, but, reminding myself of which way I would

viscid lily
#

I think the rtp can cause it becouse now a lot of terrain is generating

violet wing
#

yep tpr would do that

#

only command i have which i usually put a cooldown on cause otherwise people spam it like crazy lol

viscid lily
#

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

violet wing
#

nice

viscid lily
#

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?

dapper lotus
#

Well, if memory pressure lowers, yea

cunning stump
cedar hill
#

So I know there is no ETA for stable release, but is it safe enough for production?

violet wing
#

anything's safe enough if you're brave

timber ridge
cedar hill
cedar hill
peak pulsar
#

1.18.1 lastest Paper , good performance

vague falcon
#

what a large testing server!

inner crypt
#

great to see its going well

inner crypt
fickle pawn
#

she's talking about the fact that paper 1.18 is still considered experimental I think

inner crypt
#

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

cedar hill
#

I've done that and no problem. Thanks a lot

peak pulsar
peak pulsar
rocky nest
#

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)

peak pulsar
#

in java are entities, but blocks in bedrock

abstract marten
#

I tried upgrading my server via the default upgrade script:

#

only, after running it, my SSH console gives me this message,

rocky nest
#

read it

abstract marten
#

has the documentation regarding how to run upgrade scripts changed?

sour token
#

it gives you a link kekw

abstract marten
#

yeah but

#

this link,

#

I am terribly unfamiliar with such stuff,

#

I presume the link to get the download has changed?

rocky nest
#

Well how'd you write the original script then...

timber ridge
abstract marten
#

I didn't myself, somebody else more knowledge did it for me at the time :P

timber ridge
rocky nest
abstract marten
#

Oh my so just like this?

rocky nest
#

Nope, v1 and v2 are not compatible