#❗-1-18-experimental
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Unlimited CPU usage? Nice
Wow 16 cores/threads
16 threads yeah
message.txt by @next owl: https://paste.gg/afd0249563b54db58ca131b52ed3248f
Offline mode isn’t supported here
is world generation a bit broken in the latest snapshot?
specifically this being the generation
and yes in that order
oof rip
3 client restarts and it finally appears
They made it insist on never falling behind on ticks and crashing if it just can't keep up?
Merry Christmas
Joyeux Noël !! 🎄 🎁 🥳
So, because of upstream bugs with comments in yaml files, it will not be updated anymore? :D
no?
There's no PaperDocs for fix-target-selector-tag-completion
Anyone facing any chunk unloading issue
Like chunk getting unloaded in front of eyes
never heard of that one
I mean, theres the clients years of bugs of rendering shit which can create some fun oddities
but, never heard of seeing stuff unload inside of the vd range
We should have this link pinned
there is a command for it
it's literally linked in the obvious channel where info is
Like, pull ones finger out of ones ass...
Hm let's see. Not in Paper-help, not in the 1.18 channel, not in announcements, not in general, not in this channel... can't find a channel named 'obvious'
Just saying, it would be nice to have pinned.
Cool, I only checked pins in the channels
will the paper be able to reduce the consumption of RAM in future? (1.18.1)
Java uses as much ram as you tell it
most of the ram consumption is churned memory by the game itself which, we like to reduce that where possible but 🤷♂️
okey
want to not use ram? simple fix - just don't run code on your machine
-Xmx16T
127T.
OOM
obligatory "mounting google drive over rsync as swap for infinite ram"
Amazon S3 as RAM
you do not mean that
How about get a bunch of em and; -Xmx1P
yes yes -Xmx1Y
i think at that point you should start using aikar's 12+ gb flags
thank me later

is tps being over 20 a bad thing

It appends when the server was lagging in the first place. When the lag is finished, the server temporarily boosts the TPS to catch up.
In this case, this is not a bad thing.
Hi, what should I do.. I have a server that has 9 GB RAM and when the server uses 9 GB RAM out of 9 GB RAM it freezes after some time and the CPU usage is at 0.05
How are you hosting the server?
On the Pterodactyl panel , which runs on my dedicated server
Hello, can anybody tell me what the current state in paper 1.18 is against seed cracking?
I've heard paper has some countermeasures against that and I'd like to learn more.
Try lowering Xmx
feature seeds and manually adjust the structure seeds in spigot.yml
the only 2 structures that aint configable is the stronghold and mineshalf
So I set Xmx to 8192 and leave 9216 MB of RAM allocated on the server?
generate-random-seeds-for-all can I set that to true after already using a world?
that would render knowing your seed useless but the only real way to prevent seedcracker is custom world gen.
it will only work on newly generated chunks @novel briar
alright thank you
That should work
That depends on whether or not you see tps catchup as a bad thing. I do, so have it disabled. Another option that would be nice for Paper to have tbh
At that point you can just cut out the garbage collector, the server won't run out of memory until you need to restart anyway
Don't you have a problem with teleporting mobs into the portal?
Alright question: I changed the settings but ship wrecks for example can still be tracked using https://www.chunkbase.com/apps/shipwreck-finder for example.
I noticed that on paper.yml world-settings.world.feature-seeds.* has a number of sub seeds saved. I assume I need to remove some to regenerate them from the random seed. is that correct?
for shipwreck, it's in spigot.yml and default will follow your world seed yeah so you need to "manually" set it and delete the world again
(delete as in if you are making a new world)
one in feaeture seeds cover everything that's not in spigot.yml
if I want to keep the already loaded chunks on my world I should be fine just deleting the 10 or so lines from the spigot config correct?
then just the newly generated chunks would be affected?
I mean if you change it after, it will only change in the new chunk yes
alright and (just making sure) settings generate-random-seeds-for-all in the paper.yml and deleting the seeds from the spigot.yml will generate new random seeds for the structure that are not derived from the world seed?
not sure if it does it for the spigot ones, i just wrote mine in manually cause there aren't too many
and yeah old chunks dont gen new features
I think spigot one follows whatever world seed is and you have to do it manually
but I could be wrong though
Alright then I can do them by hand, whats the range on those seeds? so i can randomize them
is updating with 75 or more players not a good idea?
i had 50-60 on and it was working fine for me but as always the current builds are ✨ experimental ✨
Just make sure to backup
the main thing at scale was that missing the chunk loading patch sucks
there is quite a bit of stalling if a lot of players are moving about
blending just happens when people load the chunks
oh lol, i would probably do it with chunky then
yeah either way
the only thing to watch out for is dont use the forceupgrade flag cause iirc it doesn't do the blending
oh ye, and ty for the help though
idk default has 9 digits so I just randomly change 1 or 2 digits 
Did that, works perfectly Thank you!!
just keep it in mind, if they want to burtforce your world seed they still can but almost all benefit of actually cracking the seed is really small now? aside from knowing terrain (?) @novel briar
Yea I figure they need to crack the individual seeds for villages / shipwrecks now if they want that
good luck to them 
If you do force upgrade, will chunks blend afterward when players walk through them?
i dont believe so, just dont force upgrade
O dear
just normally load them is the safest bet
nobody afaik has conclusively checked but it's what we've generally heard
if somebody has evidence otherwise 🤷♂️
true im just going based off the rumors lol
but, unless you're using 1.12, the upgrade process is cheap af, so literally irrelevant
but also the currently widely held mentality is not to use forceupgrade so I guess that too
dataconverter is pretty fast anyway
c
what bugs is there in 1.18 paper?
see the issue tracker
Hi, does anyone know a plugin that limit the RAM usage ? I know we can do that with the startup command, but our host doesn't allow us to modify it and don't understand why he shouldn't allow 100% of the server RAM to java
No, a plugin can't do that.
If your server only has 8GB of RAM and you give all 8GB of it to Java/Minecraft then it'll crash.
You need a bit to actually run the system.
I know that, I've already explained it to the host, but he didn't care about it because for him "server crash because 1.18 use more ram"
Oh you're trying to limit it. Yikes.
Unfortunately the only thing that can change the RAM usage are the JVM startup flags.
You may want to consider getting a new host if you can't get what you want out of that one.
I think that what we'll do when the server will expire and if he's still doesn't want to fix this simple issue.
Thanks anyway for your help.
Sorry I couldn't help more.
did they setup the servers launch expression correctly?
No, they said the host doesn't want to adjust it.
Sounds like you need to switch host
They're using Pterodactyl, we have 10G of server ram and 100% of it is allocated to Java. They didn't want to give us 1G more of unallocated neither reduce the java tag to 9G. Also they didn't wand to add the Aikar flags.
Yeah you definitely need a new host.
What host u are using?
I won't name and shame them.
So, basically
You're using a host who has half a clue of what they're doing and won't even work with you to make the thing actually work
Like, imho, if you stick with them, you're dum
Well, I'm not the server owner, I'm just taking care of the development & updates. And sadly, the actual server owner want to stick with this host.
shame them regardless
We may also know people who work there if they're a decently sized host
If I am being given a captain of a sinking ship, I would glazing abandon it. Choice is yours.
Wouldnt be a name and shame, would be helping the community to not choose bad hosts imho.
Still got a weird issue with mob spawning, i've checked out the guide. It is as if stuff isn't despawning as it should, if i play the game for abit then go to my AFK platform almost nothing spawns. If the server reboots and i load back in while on my AFK platform the mob farm works extremely well
That plugin has a bug
Talk to the author
Or you messed up the config
Basically when creating a gradient it divides by 0 which is highly illegal
mh ok, thank you
I've sent a mail to the CEO with all the necessary explanation, maybe the ship can be replenished
We'll see if he care about it. Otherwise...
1.17.1 required about 2 reboot/day to not crash, but since we've switched to 1.18.1 we need about 5 per day and that's annoying
My 1.18.1 server runs fine for several days, so that definetly seems like an issue on your end
i remember seeing some very very big iron veins is that normal?
For 1.18, yes
https://minecraft.fandom.com/wiki/Ore_vein
Hey, people on my server crashes when they break spawners. Any known bug or anything I can do about it?
Is there an error message in the log? Or a crash-report?
no only
[15:15:07 INFO]: player lost connection: Disconnected
[15:15:07 INFO]: player left the game
probably a plugin issue
Do you have any plugins that make spawners breakable or something similar? Try removing those plugins first
nope
uh
here is my plugin list:
A easy to use Paste site for Minecraft Server logs.
all plugins updated to latest
Not paper
Still, try removing plugins, you are the first one with that issue so it's probably a plugin issue.
Alright
Also make sure it's not your players using some weird client mods that make them crash.
And sorry, that was meant for Jonakoli
when will 1.18 come out thay said it took like 1 - 2 weeks
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.
Who said 2seek? Go slap the person
a lot of peoples said 1 - 2 weeks after realese
It’s out already you just need to do regular backup
yea
I guess we are in agreement
Any ideas on this please? 🙂
Any player online during?
Despawn range is lower than your simulation distance?
Read this part and see if this is your issue https://eternity.community/index.php/paper-optimization/#per-player-mob-spawns @winged vine a very common misunderstanding
Servers empty except for me, despawn range soft is 32 hard is 128, simulation range is 10
View distance?
12
Take it down to 10 to see if it spawns more. As a test
Your lowest point of farm (pic looks like it’s on the sky(?)
Is at least 128 blocks right?
I mean from your afk spot
I'll give that a go, and it is yeah
You can remove it with fabric client + sodium extra
message.txt by @gilded ice: https://paste.gg/058cec21c86245e18346b01c9349baa5
That's a plugin issue.
After some time the server freezes, do you know where the problem is?
logs?
Without errors
Ur ram is full
I'm thinking it only happens to me
It's this command, it is causing an ArithmeticException somewhere in its logic.
Container is misconfig’d if you are using a host. Ask them
And how do I explain it to them?
Tell them to reduce Xmx
-Xmx controls the amount of heap memory assigned to the JVM, this does not include other memory used by java, or native memory used by other libraries such as netty (for networking) or SQLite. Please do not allocate all of your memory!
They already did that to me, they reduced my Xmx by 1 GB
mhh it doesn't happens without <>
Y’all fuck up my insurance. Do you know JAVA also need ram bro.
I mean just reduce more 1.5G
I don't know what you mean.
This is a plugin logic issue, not a paper issue.
thank you
And there's no other solution?
Send the full thread dump
Please send large files/logs to a pastebin
A sensible, modern pastebin. Share text and source code snippets with no hassle.
you're 20 builds out of date
Oh...
Sorry to bother you, but my server froze again and this error appeared in the console
[1149.792s][warning][os,thread] Failed to start thread - pthread_create failed (EAGAIN) for attributes: stacksize: 1024k, guardsize: 0k, detached.
contact your host
Sure
The solution is lower the ram even more so yesh
Really wish hosts showed actual ram usage and not just Java heap
And y'know, made it so users could change flags themselves
Because they have no way to know without invasively instrumenting the java process
As far as the system is concerned, the java process is using that much ram, so that's what the system reports and that's what the panel reads, because that's all it can actually see
Would they not just be able to keep track of the entire container?
You are giving too much credit for your average MC host
So yes, but no then?
Correct
no because then you'd be showing the same thing that they're already showing
The system will report the size of the allocated java heap (if you're using aikar's that would be the max heap size) plus any overhead.
Always.
Depends on how deep you opened up your wallet when signing your agreement
:P usually i wouldnt expect them to do anything at all without pressuring them
Doesn't the JVM have a standard instrumentation API?
You just need to wire something up to understand it and force a certain JVM flag to tell it to talk to you
^
I'm saying that's not that invasive
It's not like you need to ptrace it or run a modified JVM
It just has a standard way to ask it "how much RAM you using?"
It's a lot more invasive than just reading the memory usage of the container
Eh, I suppose, but it's just a sidecar
True, but most panels hosts use aren't designed for just minecraft/java servers
So you're saying they'd have to actually do some work?
I guess that rules out most hosts
exactly
Sadly no change
Something built wrong then but I can’t really tell 
I have people that keep getting kicked due to keepalive timeout, is this 1.18 beta related?
Thanks
I'm pretty sure it's worse than 1.17 because some optimizations are not implemented yet (the chunk loader rewrite maybe?)
I "fixed" it by reducing the view/simulation distance
less chunks sent to the player = less chance it's going to timeout
That makes so much sense!! It only started after I adjusted view distance....thanks for jogging my memory lol
if you have antixray enabled, you can enable permission antixray bypass and give that perm if you trust struggling player well enough
that's what we did on our friends smp, seem to have mitigated the issues, along with increasing keepalive timeout
welp, render distance is still a good suggestion that applies
it's actually a very strange issue in 1.18, seems that client is perfectly able to send the packets and then just doesn't receive anything back..
like players that timeout can send messages to chat and they're immediately sent, however they themselves do not see them, because they still didn't receive it back
My guess is its just a way to optimize the networking. Less data sent means you don't need as high of a connection
- Craft a post with everything 4chan hates
- Post on 4chan
- Switch IP and reply under your original post saying you found OP’s Minecraft server.
- Get test result.
I usually lag a server by disabling entity cramming and summoning 100+ chickens
That is, slowing tps
Not internet connection
yeah might try something like that
brb, gonna test this
That’s not really organic and doenst really tell much
I made it just set thousands of blocks per tick since I couldn’t think of something else
just to test monitoring
1 billion TNT
From my experience setting blocks is one if the easiest actions
someone should make a plugin with a bunch of different workloads for testing
Repeating commandblock that spawn end dragon in overworld
dropped tps to 16 for about 2 mins
Only ran for 5s
well really it ran for around 10 or so
but it’s programmed to 5
Yeah, I think paper distributes workloads over multiple ticks, same with tnt
The heavy ones, of course
when is ram used?
obviously always but I mean like what specifically causes more ram to be used
I believe that’s a thing already. Look into Stress by pop (chunky’s dev)
ye but that's only a few workloads
I don’t know if it works on 1.18 or not though
Ah didn’t know what you were looking for
yeah i mean i basically made that to check chunk loading and entities for the most part (which are the two main concerns I usually have)
players on my server always like to make mob farms and it's nice to just spawn different densities of those mobs to see how much they actually cause lag when spawned in the world
Hey does anyone have issues with nether causing server crashes?
its a weird issue thats been happening
Logs?
tf that mean
don't mention
it was a reply with the stupid mention thing enabled
my bad
HushTowns tried to load a chunk off the main thread in the perm calculation logic for LP
hmm weird
when something on the main thread asked for a perm, it was stuck waiting for LP to finish the perm calculations
But, that will never arrive, because LP is now waiting to check a perm on the main thread, but, that requires the perms to be calculated, and it can't calculate the perms because hushtowns blocked the calculations loading a chunk which requires the main thread to be ticking, but it's not and will never happen now
hmm lemme contact the dev
is it possible there's a bug where going through a nether portal generates chunks at the overworld coords (instead of dividing by 8) even though it teleports you to the proper coords
or am I going insane
it seems there's now a bunch of regions in the nether at 8x the distance that would make sense
and every bit of this newly generated land is the same coordinate as an overworld portal
worth attempting to replicate this issue?
I mean, it's a potential
that code is only through several years of butchering from everybody
my god theres like 2000 lines in Hellshowers' log dump, and only three (3) obscure mentions of Husktowns plugin. and ElectronicCat (no mention) finds the culprit
WHAT IS THIS WIZARDRY
yeahbut
three.
way down in teh middle of nowhere
It's simple
The main thread is blocked behind a LuckPerms call
I just scrolled down the thing until I saw what was holding the lock there, was LP, calling HuskTowns calculator, which was loading a chunk
familiarity with the app tells me that that is just not gonna work
ez
or maybe am just autistic
Also wizardry.
Ah sorry
Yeah try Purpur
using purpur atm just to see if it'll help, didn't really notice anything unfortunately
My CPU is really good
but my Ram is really bad right now
thats like 10 players XD
What’s your startup flag?
its the normal 1
I have no idea what that mean
java -Xms128M -Xmx8192M -Dterminal.jline=false -Dterminal.ansi=true -jar server.jar
Ram usage means almost nothing if you set it up properly
So you tell your jvm it can use anywhere from 128M to 8192M
yea i did
So it’s pretty normal and it has nothing to do with your performance
Please understand how java use memory and what you said makes no sense
The allocated ram has zero relationship on your server performance
most people use aikars flags so their server is permanently at 100% memory usage (not really, but it will display like that in your panel)
it will just all be allocated
Get yours from here
what i mean is the Version is not stable yet lol
and some of my plugins are having memory leaks
im just saying that my ram is on a bad spot lol
How much time Chunky will generate 16k*16k map? Anyone tried this/know?
I don't want to do the math on how many chunks that is but a top of the line system can be expected to do about 90 chunks per second on 1.18
I think that's around 21 million chunks?
So about 64 hours
Oh wait that's 21 million blocks, lol
So about 2.5 hours
That seems way too fast though
So yeah, assuming my math is at all accurate I'd say somewhere between 2.5 and 4 hours on a powerful machine
If you're doing it on some random shared host I'd multiply those by 3-10x
That might be a bit pessimistic but better to overestimate these things
If you just start the generation task chunky will tell you how long it thinks it'll be and then you'll know
Let it run for a few minutes for the estimate to settle
It's physical server with 8x Xeon on 4 GHz, SSD and 8 gb allocated RAM
If that Xeon is at all recent it'll be anywhere from twice the time I estimated to slightly less than I estimated
iirc Intel CPUs were slightly better at terrain gen, a 5950X was getting 90 cps while a 11900k was 100 cps iirc
I only have single points of reference for either of these though and am going on memory but I haven't seen anyone claim to get better than 100
Thanks for reply
Well it's my plugins
Called Advanced Crates
The Animations were lit that crashed my server 3 times now
Thanks for the aikar-flags
It helps a little bit right now
took 35hrs to generate a 40kx40k border (so upto 20k from 0), was 6.25m chunks, done at around 40cps
Thanku
pretty much any tab plugin will do this.
Most of them offer tons of extra stuff you may or may not need.
getting a "small" one instead of one that changes the whole tablist might be an idea if you dont want all the extra magic
using 1.18.1 build 101 and facing issue with bukkit scheduler using more CPU with 0 players , 104 entities and 675 chunks loaded
https://timings.aikar.co/?id=31b3de7acfc94551be233ad100243ba7#plugins
Aikar's Timings Viewer - View Timings v2 reports from Paper and Sponge
never faced this issue with 1.17.1 😐
try a spark sample
5 minutes. running it
this is 35k x 25x overworld, 10k x 10k nether and end pre-generated world
https://spark.lucko.me/2alY3TtvfO
🤦 i just now saw it
but in timings it shows this
Minecraft::Bukkit Schedulercount(18) total(66.66% 0.763s, 84.80% of tick)avg(42.40ms per - 42.40ms/1.00 per tick)```
so was bit confused
there was some ticks where it took stupid long for stuff
The server also spin waits between ticks so it screws up the CPU usage thing
oh.. so i wait for dynmap thing to complete and all should be fine ?
maybe i should pause and check again
ya, that seems to be the culprit
Ain’t perfect but makes for some interesting interactions with structures
that's a cool base if you ask me!
is there a workaround to barely get working perplayerviewdistance in 1.18.1? Just for myself cause my internet crash with more than 2 viewdistance
(ofc i cant set the serverviewdistance to 2, player would blow up at me)
Just wait
Or really upgrade, I cannot imagine playing on a hardware that can barely run 3 vd
Have you try all the fabric optimization mods? @potent pilot
yes but thats another problem... in this case its my network, when i join normal server , server is sending ((10+1+10)*(10+1+10)) chunks to me and then my client is downloading them and i get timeout
but might it be possible to handle that with a network packet listener when cancelling chunkpackets?
there's this monstrosity of a plugin https://www.spigotmc.org/resources/fartherviewdistance.84950/
i've had it on my server and it caused some weird chunk loading, but maybe that's been fixed since then
looks like he updates pretty often
i tried that but it didnt really work that amazingly lol
then why'd you rate it 5 stars lol
fuck it
Fix the problem of block loss caused by prevent-xray don't know if i recommend this lol
mh
If the player's view distance is less than or equal to 8, the view distance will be fully provided by the server
looks like it wont solve my problem
so why not have server view distance of 4 or 5, and give everybody else who wants it a view distance of 10 via permission
Or just wait for leaf to finish the thing
It's just that the author isn't a native speaker, the bug was with blocks not being displayed in the client
I've been using it since 1.14, in the beginning of 1.18 the plugin was a bit iffy but it's been fixed in my experience
works
i had issues where certain chunks would simply not load
relatively sure removing it fixed it
Oh, yeah, that's what the anti xray stuff refers to (the plugin's internal anti xray was causing the missing chunks)
4 or 5 will need at least 1mbit and my max stable speed is 0,3mbit
Hey I cant find the option for anti xray for other worlds (Like the nether and end), do I have to type it out manually or something?
have you considered giving up?
yea, manually add them
heres a good guide https://gist.github.com/stonar96/ba18568bd91e5afd590e8038d14e245e
why wdym?
I had this issue with the plugin as well, but one of the recent updates seems to have fixed it
yeah looks like the author is pretty consistent with the updates
i meant that you shouldn't apply all of these workarounds such as view-distance of 2 if you are on a satellite-tier connection with <0.3 mbps bandwidth, because your player's experience will be so terrible that why even bother going through all of that
the server have a pretty good connectiom, just my computer have 0,3mbit
its not satellite, its lte
measured in gifs of swallowed rats leaf posts, how many? 
At least three
Could we add location to this message? Server floods with it every time after restart and we just can't find this spawner :/
Invalid SpawnData: No key entity in MapLike[{id:"minecraft:zombie"}]
i think it's a vanilla message
Soon™️
I seriously expected rat.gif as the reply, but that is good as well :p
So when I upgrade my server to 1.18 the worlds will auto convert correct?
yes
sweet ok
Well, I got a lot of errors when joining my vanilla 1.16 world using the latest Build
Is anyone else having the prob where %bungee_total%
and %bungee_<servername>% wont load?
no, but reach out to https://discord.gg/helpchat for papi help
@covert jolt Hm, not happening again (but I can restore the old world state if wished), but it was fairly similar to https://github.com/PaperMC/Paper/issues/7131
I joined and got automatically banned
wtf
@merry scaffold ^
kek
you've got a new account, they've been dealing with bot raids
would have to get the exact error, check in your logs folder, all previous logs are stored.
you'll need to use a program like 7zip/winrar to extract them though
Already checked that; for some reason they are not
odd
The latest one is from February, the last time the server was online previously (on 1.16)
Wait, I'll just rollback to the snapshot just before the upgrade
I lifted their ban. They gotta join quick before I turn it back on.
Or join on an alt account, that works too lmao.
@long edge Is there a (new) config option to dis/enable the logs?
no
Wait, nvm I am dump
I was in the mounted backup folder
@long edge https://pastebin.com/V7zh6vrX
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
@covert jolt Cc
ok yeah that's unfortunately pretty much expected
why your client crashed is likely unrelated, but check client logs
those jigsaw errors are the ones you can ignore
Oh, how's that?
Getting a ton of errors with jigsa-
if you weren't the one who stopped it/don't know why it stopped, enable debug in server.properties
oh lol
Nah, I stopped it because I thought something was severely going wrong
ah ok, then yeah you can pretty much ignore that specifically. there aren't any adverse affects
you'll get a similar thing on vanilla as well, pretty much every major upgrade
it's been doing it for a good minute now
world conversion takes more than a minute if you're doing a force upgrade or loading a ton of chunks at once
i just put the jar in, upgraded my plugins, then restarted the server
you're not doing a force upgrade are you
keeps saying this
>....>....[372.241s][warning][gc,alloc] Paper Async Chunk Task Thread #0: Retried waiting for GCLocker too often allocating 256 words [395.560s][warning][gc,alloc] Thread-11: Retried waiting for GCLocker too often allocating 256 words [414.048s][warning][gc,alloc] Paper Async Chunk Task Thread #0: Retried waiting for GCLocker too often allocating 256 words [414.048s][warning][gc,alloc] Worker-Main-1: Retried waiting for GCLocker too often allocating 524288 words [428.859s][warning][gc,alloc] JDA MainWS-ReadThread: Retried waiting for GCLocker too often allocating 256 words [428.905s][warning][gc,alloc] JDA MainWS-ReadThread: Retried waiting for GCLocker too often allocating 256 words
you're running out of memory
what do I do?
how much memory are you allocating to the server
dedicatedmc
well, i got the dedicatedmc guys to up my memory
and it did start
but if i try to join the server it just turns off
what does it say
Can you create a timings report and heap dump
I can get you guys a latest.log if you want
This is what I get when I try to join, let me get the log
latest.log by @fickle fossil: https://paste.gg/86d058d4e83b47688b5e1723506ef0cc
It just sorta shits itself when I try to join
There's also something about a world in a newer version of the log
latest.log by @fickle fossil: https://paste.gg/b75e7deb8dc9408b9aaf7a3ca413f2bb
update glowapi
or remove it
that's a lot of nasty plugins
unfortunately yeah, we've got some problem ones but they're integral features
You need to remove every not needed plugin and update glowAPI
I would also recommend pregenerating all your chunks
that is the newest version of that plugin
and also all unneeded plugins are not implemented
all chunks pregenerated as well hah
any idea why tps is fine at 20, then randomly goes to 10 for 5 minutes, then back to 20
Create a timings report and heap dump
garbage collection?
should i be rebooting twice a day
The heap dump will tell you the source
or would 1 a day be fine
Yes
i can send spark + timings
With that many players
Ok
Looks like chunk loading
Have you pregenerated all your chunks?
Ignore hopper-disable-move-event
those are quite low, players will definitely notice
This works as well
avoid this
no
go through the more up to date guide
the bot you're using is completely useless
you do not want to blindly change settings
latest.log by @fickle fossil: https://paste.gg/ac0720419f0d4301bde4212660f75d99
agreed, understand what they do and think about how your server and players will behave
the jigsaw errors can be ignored
everyones server is always different, like on mine i intentionally ignore a lot of the more aggressive settings that don't actually change performance all that much
like players love making mob farms and stuff, i just tweak the spawning rules so that it works without having a huge impact
[16:52:55] [Server thread/INFO]: Done (314.962s)! For help, type "help"
i cry
if you have 96 heavy af plugins and it takes your computer literally over five minutes to start the server maybe, just maybe, you're doing something wrong
world record 😎
bruh mormon
i've got a host and this server runs 20tps just fine
a good chunk of em aren't heavy either
PinataParty 

omg hexed
well at least it doesn't crash now. can you post timings now that the server actually stays up?
yall want my timings every player milestone, to see how 1.18 jar runs
oh hexed made limitpillagers
lots of plugins
is it just generally lagging or is it just spikes
what does this mean?
plugins look generally pretty light though which is pretty good
also does this page have a not-dark mode?
wait spark has a flame graph now
i'm pretty sure it used to have one
this is a time to be alive
probably didn't survive the UI rewrite though
whoaaaaa incredible
has had one for a few months
but now there's an actual button top right to toggle it
oh i see
i swear i updated lately but maybe i havent done any profiles
if yall want any specific timings to see general 1.18 performance with decent amoun of players lmk
oh wow right clicking on it does stuff
yeah ok never knew that i guess im a spark noob
i had 50 players and i wasnt hurting that bad i feel
is your view distance super high
or simulation
view-distance=16
simulation-distance=5
holy shit XD
man to be honest all of this new stuff sucks for people who run servers. i remember running like 120 players in a 1.12 player just fine with like 4 gb of ram
thats a lot of chunks
bad
i have mine tuned to 4/8
oh uhm
default view distance is 10 im pretty sure
sd=6, vd=8 here
the VD for sure, 16 is crazy high
simulation distance can't go lower than 5 (edit: im wrong, it can go lower in servers)
10 or 12 maybe you can do if you really like high VD
some limitation by mojang i guess
i thought paper made it so you can do lower
it can go as low as 0 even on the vanilla server software
oh cool
it's only enforced to 5 on the slider in the client
nice, good info ty
yes! a lot
i wouldnt go lower than 4 normally though i think, because 4=64 blocks, some achievements are at like 50 blocks
just changing my vd, do i need to change anything with mob spawning / despawning
or is that only svd
nah, default mob spawning configs work ok with 8 chunks
differ to logs
servers shouldnt crash
or time out
huh?
look at your logs
I think defer is what they meant
changing my svd
and changed some mob spawning values
now we gucci
will report back at 80 playa
I think NMS got changed again, just the risks you take lol
Should be #paper-dev tho
i have a weird problem with zombie piglins, if the server is online for more then 12 hrs only the 1 piglin i hit gets agro, all other piglins stay idle. when i do a server restart i works again and all piglins get the agro. dont know what to do with that other then restarting the server every 12hrs. is there a solution for this problem???
do you have any plugins
i have 11 but those are the general plugins that everyone has so we have a pure vanilla play but with some anti grief
in 1.17 i used the same but no problems
provide timings
as soon as i have the problem again i will do a timing report. i just restarted it again so the gold farm works again
Do superflat worlds have any problems converting?
My host is telling me my server is crashing because it’s trying to convert the worlds and overloading
Hmm, maybe, try on a singleplayer world and see what the Y is
Can anyone explain me why the villagers will only decrease trade prices on the first conversion only?
Because it’s a bug that they kept decreasing. Confirmed as a bug on the mojang bug tracker.
Should only get the discount once, not over and over
Yeah, I found how to disable it, thanks anyways
What do you mean by this?
See what Y level the ground is at, not 100% sure how to help you
Please report back
Coz super flat world has an increased Y level in 1.18
I remember reading it somewhere
maybe that’s what’s screwing up?
I don’t know but it may as well be possible
Is anyone having issues with his sorting system ?
With who’s what?
seems my server has stopped crashing instantly but does after a while
still takes fuckin forever to start
how did they know? did you provide heap dump?
server start time has no relationship with the issue you are currently have 
is there a crash log?
I've got a latest.log I can give you but I see no crash reports
Post the log? Might be stack traces/etc in there.
No, I don't believe so. I can't even get the server to start. It does the Gclocker error stuff. One of em told me that I had pushed my server too far and maybe this was the end or some shit lmao I'm just getting grimness
I'll send the log in just a second. I've got a bout a hundred and I'm starting the server again I'm sure it'll crash in about 5 min
#❗-1-18-experimental message
This is one from earlier. It's pretty much if not the same exact error at the end there
I may be mistaken though. Scoping through I don't see the one I'm seeing now. Good lord this has been confusing and stressful
latest.log by @fickle fossil: https://paste.gg/104c9c62dc844625ba97a653cc41d5be
the latest log from about 30 sec ago with the error
again, I'm being told it's a memory leak from a plugin but I'm just not sure. Who knows at this point. I've been running servers for like 7 years now and I still learn something new every day
You'd need heap dumps
How can I get a heap dump
well if there's no error it's probably the container being killed, no?
Not sure how to do the latter. since my server won't even start i can't imagine /paper heap will work
What would that mean?
Well I'd disable DeluxeMenus to start, as it's throwing errors. You have a bunch of worlds in multiverse that apparently don't exist.
you will have to talk to the host
Seems like a few things are broken/misconfigured. Try fixing those and see if the server will start properly.
it seems that your host has half a clue and is pissing in the wind to come up with a problem that isn't theirs
I hate to be like this but all of those things have been like that besides say some of the new errors from these new plugin versions. Surely it's not the configuration?
you could also try downloading a copy of your server and starting it on your own computer to prove that it's not an issue with the server itself
true, I may try that. I do have a localserver
could take days to download all this though, agh
I mean, Deluxe failed to load, it's not gonna yeet a full server out nder its own rug
kinda do if you're converting it though
I appreciate this kind of honesty. I'm paying a bill and was told that "1.18 was the straw that broke the camels back" like this thing hasn't been running for years with no issue lol
That's what I had thought
Which host is it?
DedicatedMC
There is a vanilla issue in 1.18 that causes a memory leak but that's already patched in paper
and plz no mention
Yeah for sure. But you're gonna have to fix that stuff eventually anyway. If you're trying to figure out what is causing crashes then you may as well fix some of the other stuff also to at the very least reduce the logspam and eliminate variables.
that's a fair assessment
i'll remove it and see what happens, not like it'll make it worse
i'm doing the plugin removal thing and getting nowhere
i've got a backup from 1.17
But yeah if it's just dying with no real error then most likely the host is nuking the thing. Maybe they're allocating too much RAM to the instance?
Are you able to modify your startup flags?
hrmmm, we upped it temporarily to test it and it actually ran pretty fine but then another staff member for dedicated shut that down lol
I believe so, maybe
I can check
dedicatedmc
Yeah they're less likely to have MC running over on the container
I mean, 1.18 does increase the size of chunks "a bit"
but, you said gclocker
i'm not sure what all this stuff means so bear with me
which, gc locker implies some form of memory pressure
actually, are you close to using all your storage?
so, it could be that you don't have enough ram
i can modify my startup settings
But, for it to blow up so early in those logs, er...
they're unfortunately not gonna give me more ram, i think i'm on the highest plan available. i think i may be able to pay for a bit more but i'm not sure
you can also try turning off keeping spawn loaded for all worlds in multiverse config so it doesn't load the spawn chunks
how much ram do you have?
i don't think so, i never really had any issue with it before 1.18
it's 10G for highest plan
10gb
10GB seems like it should be enough.
Unless multiverse is loading five hundred worlds.
And/or you're running a bunch of other stuff on the box.
we've got a pretty big number of worlds but it's not five hundred and most are pretty damn small
#❗-1-18-experimental message
try this
good question, let me see
If that's really what's nuking it.
maybe 20 tops? likely a bit less but i can't see it being much more
I'm not 100% sure how much RAM each world adds in multiverse. But I'd try gecko's suggestion and see if it at least starts and runs cleanly.
i was comically wrong it's like 27 but again most are like void worlds with a utility for a plugin or like 1k radius. that being said i've literally never had a problem before besides lagspikes here and there from plugin stuff
lemme see what that'll do
gonna download some worlds that are not used often and take em out for now
What if you rename the plug-in folder and start the server then will it start?
I'll try that next. seems a little drastic lol
Where is this located in the config
If nothing works, go back to start and begin from there.
Then try adding your plug-in back one by one and see when it fails
that's what i've been doing and have made little to no progress

Not seeing this as a setting
is it KeepSpawnInMemory?
going to assume it is since it's the closest thing to that
With that on it still throws the error. No change
`[02:06:27 INFO]: [HeadDatabase] Successfully loaded 35597 heads!
[02:06:27 INFO]: [HeadDatabase] Successfully loaded 18 featured tags!
....[158.776s][warning][gc,alloc] Paper Async Chunk Task Thread #0: Retried waiting for GCLocker too often allocating 524288 words
[158.789s][warning][gc,alloc] Server thread: Retried waiting for GCLocker too often allocating 524288 words
[158.832s][warning][gc,alloc] Paper Async Chunk Task Thread #0: Retried waiting for GCLocker too often allocating 256 words`
I'm going to have to take a break with this but if anyone can please help me figure this out I will literally paypal you I am so stressed about this. We're hoping to release 1.18 by new years and my server simply will Not start
host has closed my ticket so i'm on my own
gclocker screaming generally implies too much memory pressure
so what does that mean i should do?
I mean, reduce pressure
I wonder if multiverse loads those worlds at first regardless.
Try removing some worlds and unused plugins.
all we can see is that memory pressure is high
i think the world conversion is maybe taking up all the memory?
Or, at least, signs alluding to that
host said it was a memory leak from a plugin causing that
host just seemed they where pissing in the wind
fairly true, i got told that this was like the end lmao
You defo have memory issues but I'd take what they say with a grain of salt
fair enough
Yeah it could be a memory leak but just act on what you can see for now.
Like, at this point, you basically need to start hooking up a profiler and seeing what's going on
Try to reduce the memory pressure/footprint and see if you can get it started.
but, nature of a shared host, good luck on that one
Yeah.
I'd remove some worlds from multiverse - as many as you can.
If you can get it started with 1 world then that's a start.
Then add some worlds back in slowly while checking it/etc.
If remove most/all the worlds doesn't fix it then it's probably another plugin. Back to binary search.
You're kind of hamstrung a bit on a shared host for what you can debug using proper tools.
What good would the profiler be? hell would it even be worthwhile if i can't even get the server started
hmmm. may download all the plugins to my local server and run it to see if its a plugin or a world
I mean, am a yourkit fan, but, visualvm, jprofiler, etc
Seems like it'd be easier to disable worlds and try restarting than downloading everything, but sure. Try both.
How would I disable the world without deleting the file?
you changed it to false right
yes
you can also try changing the keep-spawn-loaded setting in paper.yml
It looks like mv loads the initial world regardless. So there's likely some memory overhead just having it in the config.
I'd think you can remove it from a config to have it not load without "deleting" anything.
But I'm admittedly not very good with multiverse
I mean, rename the mv jar and they won't load
Correct, you can import it later, removing it from config doesn't touch the folder
Or do that
each of the worlds has a config option which lets you disable worlds from loading by default
will it break my worlds though?
It shouldn't, but make a backup first if you're worried about it.
There you go.
running it now
a couple plugins will likely disable due to MV not being installed
well
it loaded
and then it turned itself off
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Log this time?
I had restarted it again with MV-Core
I can do it again if you want it to be latest.log
No, it's okay.
I have to step away.
Only thing I can really suggest is disable plugins until the server starts up and try a profiler if you can.
Good luck!
It's not any plugins. Ran it through localhost and they all enabled and server runs fine
at least it's something
I would say that running it locally with all plugins and it not running out of memory isn't a comparative test for the host environment setup.
If it were me I'd still yank a bunch of plugins until the thing started. I have a sneaking suspicion that if you disable most/all plugins and multiverse the server will start successfully. But I'm always open to being wrong.
Running out of memory is an environment issue and you've changed the environment. You could use your local setup to more easily profile things and find out the memory usage / see if there's any leaking and so forth, though.
That was sort of my idea was to see if anything was causing a memory leak because surely if it caused one on my actual server it would cause one in my local one, no?
This test I ran wouldn’t necessarily find the issue but at least rule out memory leak unless I misunderstood
You can’t really rule out "there is a memory leak" at all, because that would mean you covered all possibilities which could cause one
What SirYwell said. You also don't know if it's a memory leak. It may just be taking up too much memory, which you can't replicate easily on a different environment. Again: what I'd do is remove plugins to see if it will start. It's pretty easy to disable plugins and test.
How far can I say it safe to use 1.18.1 now?
I’m running on a live server for few days with plugins,so far there no issue
Pretty safe I wanna say, else this channel would be on fire
There's 70k+ servers on paper 1.18 last I checked
I see
https://minidigger.github.io/paperstats/#1.18.1 still says 56k, guess it hasn't updated?
I said 1.18!
Wow there really are 20k servers still on old enough builds to be 1.18
Actually you can spam print console message. They sure will notice 
glad this guy is still running 100 leegacy plugins
Crazy, for 1.18 there was only 1 day where Spigot had more servers, the next day Paper had almost 10x as many
Well, 2 days but the first day was 0 Paper and 3 Spigot, probably just md5
when is paper stable for 1.18.1
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.
Use with backup
What does it mean, when plugin is legacy?
It’s calling old shit. Replace it with updated version or find replacement
Than how i know if its legacy? 😁
And its written with something old code or how it could be detected?
We have EpicGuard with * but whats different if it works correctly?
depends on the plugin
anything touching the world with a * should be replaced
well, the world, items, etc
Going by that name, I bet it does
i'm not quite sure if this is the right place to ask, but are spectators supposed to make any noise?
if I set myself on fire while in survival, then (whilst still burning) change into spectator mode and enter a body of water, my friends report hearing the sound of a player extinguishing (which isn't ideal for snooping around)
Probably 
woo, wonder how much plugin fuckery i'm going to have to go through to fix that one
The best sneaking tool @visual talon https://github.com/mbax/VanishNoPacket
You won’t even be shown on server to your friends
I mean, much stuff like that is generally gonna be "test upstream"
Sounds odd but it's not like mojang has a sane mechanism for dealing with that stuff
I don’t even know how it is suppose to behave in vanilla 
it's mostly just hardcoded checks all around the place and 0 context of stuff down the chain
I'll have a look - does this show me leaving the server when vanishing?
Configable
Have leaving message is better. Looks more real
I don't want to randomly leave the server whilst still talking to them lol
do I just erase the messages from the config to silence it?
The page explains it 
It “can” be or also be permission based as explained on the page
oh i really am blind

What caused this? https://paste.gg/p/anonymous/a0847ac4edd44367a501e2d1c3dcfae6
I mean this is ProtocolLib-related but we don't use anything that modifies ClientboundLevelChunkPacket's
Or, stop, maybe this is Orebfuscator
ConcurrentModificationException
something is modifying data in the packet as it's being wrote to the buffer
Yea, it remains to me only to understand what caused it... Player 1 was in spectator mode watching player 2, when suddenly player 1 was kicked with this error, and player 2 continued to dig the stone
Just curious, what happens with generated chunks when switching to 1.18? Will the area below 0 filled with bedrock?
I hope it's not much of offtopic
The area below 0 will be filled with the new caves
Oh? Good to hear.. thanks!
I just dont get why dont you guys just want to make paper as a hardfork
Freedom is a big reason
It's a lot of work and it's currently very easy for switch to paper as it's a drop in replacement
if I can ask a quick dumb question: When updating a 1.17 world, is it normal for mobs to spawn mid-air and drop to their deaths? Meat-rain
I deleted all the chunks in the world that had been occupied for less than an hour, and updated to 1.18. This completely changed the biomes on the surface too. I'm guessing the mobs' positions weren't updated along with it?
You can always change the spawn point: https://shockbyte.com/billing/knowledgebase/133/How-to-Set-Your-Minecraft-Server-Spawn.html
The Shockbyte Knowledgebase contains hundreds of tutorials for managing your game servers for Minecraft, Hytale, ARK, Rust and more.
This is something I plan to do when we’ve finally updated to 1.18
I don't think that has anything to do with it though?
Oh. Oops for mobs. Yeah that sounds like a bug
Thanks though
Maybe a Z value wrong somewhere?
I wonder whether it was adjusted for the new world height?
since cows are spawning above oceans too, My suspicion is that the terrain is completely different, but mob spawns are going off old terrain somehow
I now have that image of whales and petunias spawning and asking existential questions
Makes me want to re-read the hitch hiker’s guide
After I updated from paper-103 to paper-105, beacons seem to have stopped giving buffs to players
something else must have caused that
no chance updating 103 to 105 was it, nothing changed that could have remotely done that
Oh alright
Just here to drop a random thank you to the whole paper team for their hard work! ❤😁
And of course everyone else who contributes in any way ^^
(Oops, wrong channel for this though. I was certain I was in general channel.. Mobile discord, what are you doing?)
interestingly some player complained to me about beacons yesterday as well
i didnt investigate it though
lol
i dont think im on paper 103 yet though
I'll look, but definitely isn't 103-105
Well there was a beacon issue on 1.18 - Prolly not relevant here, seems to be a much earlier build.
Huh, I downgraded back to paper-103 as a test and beacons still aren't working. For now this isn't much of an issue though
Beacons work fine for me
i'm thinking it could be related to simulation distance tbh
I've gone through and picked out every plugin that I can't confirm works properly
so it can't be a plugin for my issue
Is your beacon range larger than your simulation distance?
I'm going to try downloading each world individually and upgrading manually through vanilla
i imagine this will be a several day process but if it lets my server function lmao
Is there a way to disable the -y world generation when importing an old world?
below-zero-generation-in-existing-chunks per-world setting in spigot.yml

