Pregenerating a world, and why the border comes first
Terrain generation is the most expensive thing a server does. Move it to a time nobody is playing, and set the edge before you start.
Terrain generation is the most expensive thing a server does. Move it to a time nobody is playing, and set the edge before you start.
Three more files hold the settings that decide whether a busy server runs well. Which entries matter, and which ones hide a problem.
Priority, weight, port, target. The trailing dot that eats hours, the second record everyone forgets, and the TTL step before a move.
Velocity and BungeeCord solve one problem and bring three. The honest threshold for needing a proxy, and what it never fixes.
Five packets decide your MOTD, your icon and your player count on every listing. Three common mysteries, solved by reading them.
Everyone pastes the same twenty arguments and nobody knows which one to change. What each part of Aikar's flags actually asks G1 to do.
Sixty entries, six that matter. Which lines change what players feel, which cost CPU, and which are folklore repeated from old forum posts.
Terrain generation is the most expensive thing your server does, at the worst moment. How far out to go, and the border you want anyway.
A hundred dependencies that all have to agree. What pinning means, why client and server must match, and when not to update at all.
Mods are not plugins, the pack picks the loader, and the install is shorter than its reputation. How to join a modded server without losing an evening.
What a claim protects and what it quietly does not, how Towny differs from simple claims, and the six settings that cause every argument.
Mining a wall of stone until you can afford a better wall of stone. The purest progression loop in Minecraft, and the tuning that decides whether it works.