https://www.mc-market.org/threads/502586/
MINESPIGOT (1.7 - 1.
Boosting server performance without sacrificing performance.
MINESPIGOT (1.7 - 1.
Boosting server performance without sacrificing performance.
Favoring combat and performance, there aren't any restrictions. We don't sacrifice anything allowing you and your players to have the best experience possible.
Knockback Profiling/Loadouts
You have the ability to create knockbacks with a system that you prefer. You can change any values without an issue, extremely easy.
Configure values for Fishing Rod knockback, player knockback and sprinting.
Default knockback presets (which you can base your profiles on):
- KitPvPgg (WTap amplified - Smooth for practice servers)
- Advanced (Everything is configurable for people knowing what they are doing - Hover over values for what the value does)
- Kohi (by prplz | Nostalgia knockback with a lot of configurable options)
- MMC (replica* | Base your knockback with a smooth feeling)
- PvPLand (replica* | Similar to MMC with some alternative changes)
- MineHQ Dev123 (replica* | Exact feeling of a legacy server)
API
Spoiler: Setting player knockback profiles
Spoiler: Create your own knockback
Screenshots - Examples of what you can do in-game without being restricted to a certain system. Most features for /knockback are hover-able.
Performance Boost (Improve your server's stability with most changes being configurable)
Performance Boost
- Multi-Threading (Several processors for a specific instance instead of one)
- Chunk loading (Faster chunk processes)
- Entity Tracker
- Lighting Updates (Performance & client-side FPS boost)
- Player Rendering & Tracking
- Plugins no longer restricted to single thread (Plugin performance boost - )
- ...and many more
- Tick stack functionalities (Configure what you want to load)
- Many in-game processes are used in the game that aren't used in most gamemodes which improves performance. (e.g. furnaces)
- Player Maps (Toggle able usability) *Optional*
- Maps load more chunks than it should, causing lag spikes on the scale of the map which is no longer occurring on this spigot.
- Prevents players from spiking CPU or TPS with certain exploits in maps or general use cases.
- Chunk Loading (Player/Server loading chunks)
- Servers utilising a one map scale and doesn't utilise minecraft's sandbox environment get a huge performance boost with this as there is a reduce CPU load as there isn't a need to unload chunks already loaded.
- How it works? Players or server can load chunks and doesn't unload it when a player leaves reducing the need for the server to unload which reduces CPU loads.
- Fixes issues with players falling into the ground and other glitches coming to chunks.
- Benefits servers such as Bunkers, Minigames, Bunkers, SkyWars, KitPvP & many more minigame or map restricted servers...
- Fast Maths Library
- Speeds up math oriented calculations (sin, cos, tans ect)
- What we're using? Jafama (v2.3.1)
- Mob Stacking (built-in)
- Main process is from Mob Spawners
- Reduces the amount of mobs spawning (less entities)
- Mob drop multiplier from spawned mobs
- Toggle-able Bukkit (built-in) Events
- e.g. PlayerMoveEvent, PlayerInteractEvent (specific instances) & more.
- Reduces server load significantly with not-optimised/useless plugin
- Redstone Optimizations
- Entities (Huge performance boost)
- Most instance of entity rendering is multi-threaded for players meaning they'd load faster
- Entity/Player Rendering (Multi-threaded) with fixes
- Remember that glitch where people are invisible when they TP? It was a long standing issue on many spigots that has been resolved with faster loading for players/entities without impacting CPU load.
- Pathway/AI configurability
- Entity collisions (prime use-case is ender-butts on kohi)
- Entity Activation (There range and such)