i made a tuff server software (forked from Spigot)

  • Thread starter Thread starter /u/Equal-Steak-8638
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Hey r/admincraft,

I made a small Spigot fork called Tuff and wanted to share it. It is plain Spigot (Bukkit, CraftBukkit, Spigot from BuildTools) with a set of patches on top, and nothing from Paper. It was previously called PaperSpigot, and I renamed it because the name got a lot of pushback in my first post.

Repo: https://github.com/tuffmc/tuff

It is completely free, has no monetization, and the full source is in the repo under GPLv3, the same license as Spigot. It is an independent project and is not affiliated with SpigotMC, PaperMC or Mojang, so please don't ask them for support with it. Bugs and questions go in the Issues tab on GitHub.

What it adds

Most of the additions are options in spigot.yml that appear after the first start for now:

  • Configurable vertical range for entity activation, plus options for how often activation checks run
  • Soft and hard limits for mob despawn range
  • Per-chunk limits for animals and monsters
  • Hopper idle backoff, so hoppers with nothing to move tick less often
  • A configurable spawner tick rate
  • Optional armor stand ticking, and minecart pushing of armor stands is off by default
  • A /mspt command and a /tuff info command
  • Adjusted default ranges and item/exp merge radii, and a run.sh with G1GC flags

Building it

You can download a prebuilt jar from the Releases page on GitHub, or build it yourself. The repo only contains patches and scripts, so building means running BuildTools locally. You need git, curl and Java 25. scripts/setup.sh runs BuildTools (about 10-15 minutes the first time) and scripts/build.sh applies the patches and writes the jar to out/.

Current state

The source currently targets Minecraft 26.1. The 1.21.11 source is on the 1.21.11 branch. This is still a work in progress. I have not run benchmarks, so I am not claiming it is faster than stock Spigot. The options are there for you to tune on your own server.

LLM disclosure

No LLM was used to write any of the project's code. All of the patches and build scripts were written by hand by me, with no AI code generation, autocomplete or vibe coding. This post itself was written with AI (Claude), since English isn't my first language.

Issues and pull requests are welcome on GitHub.

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