- Crash fix — rare background thread crash patched; no player-visible effect
- 9/10 scoreboard lines now skip re-processing entirely if they haven't changed (kills ticked up = only 1 line re-parsed, not all 10)
- Remaining re-processing is 3x cheaper — removed unnecessary conversion steps
- Bigger cache — fewer redundant re-parses for high player counts
- Net result: scoreboard thread CPU significantly reduced
• Fully Async Scoreboard – Removed all unnecessary main-thread switches from the scoreboard system. All updates now run completely asynchronous.
• Performance Improvement – Scoreboard refresh, instant updates, and scheduled updates no longer switch to the main thread, reducing server thread load.
• Safe Implementation – Each player uses an independent scoreboard instance, preventing cross-player conflicts and ensuring thread safety.
• Optimized Networking – Packet serialization and sending now remain off the main thread, improving scalability and stability.
• Result – Zero additional scoreboard load on the server thread, smoother performance, and better handling under high player activity.
• Async Optimization – Removed unnecessary main-thread switches in multiple data preload systems. Data loading now stays fully asynchronous, reducing thread overhead and improving performance.
• Stats System – Optimized preload process. Caffeine cache and saving now run fully async, as both are thread-safe.
• Ranked System – Improved preload performance using ConcurrentHashMap and async saving, ensuring safe and efficient data handling.
• Kit Rank System – Removed redundant sync switching. Player preload now runs completely async with thread-safe collections.
• Overall Improvements – Better scalability, lower main-thread load, and smoother server performance under high player activity.
• Duel Teleport Bug – Fixed. Players can no longer be teleported away after accepting a duel. The system now blocks duel acceptance if either player is already in a match, FFA, or party game. If the issue still occurs, please update to the latest build.
• Tier Rank Hex Color Fix – Fixed hex color rendering in tier rank placeholders. Colors now display correctly using Minecraft’s native hex format.
• Placeholder Improvement – Works for both global ranked and per-kit tier rank placeholders, ensuring correct formatting across scoreboards and menus.
• FFA Entity Optimization – Fixed entity accumulation in FFA arenas. Non-player entities are now automatically cleaned when the last player leaves. Reduced entity usage by over 90%, improving performance and preventing memory issues.
• Fire Combat Fix – Fire and Soul Fire are now always breakable to maintain proper PvP mechanics.
• Placeholder Fix – Tier rank and tier points placeholders now support multiple formats for better compatibility with scoreboards and menus.
• Queue & Duel Fix – Players are now automatically removed from all queues when accepting a duel, preventing teleport or match conflicts.
• Overall Improvements – Increased server stability, better performance, and smoother competitive gameplay experience.
We fixed a major entity leak that was causing memory usage and lag over long uptime. Non-build arenas were not cleaning entities after matches, which led to thousands of End Crystals, projectiles, and items stacking in the world.
Now, all arenas (build and non-build) automatically clean entities when matches end. This prevents memory buildup, improves TPS, and keeps server performance stable without changing any gameplay.
Config & File Caching
• Fixed Kit Editor repeatedly loading configuration files
• Now cached once in memory, reducing object creation and GC pressure
Event Performance Improvements
• Optimized world checks from logarithmic to constant-time lookups
• Reduces overhead in movement, interaction, and combat-related events
Message System Optimizations
• Legacy color parsing now runs only once at startup
• PlaceholderAPI detection cached for faster message handling
• Eliminated unnecessary object creation during message sending
Spawn & Interaction Stability
• Added protection against rapid item and command spam
• Prevents performance drops caused by interaction abuse
Overall Impact
• Reduced CPU usage in high-frequency event handlers
• Lower memory allocation and garbage collection pressure
• Improved stability during peak player activity
• Better scalability for large PvP and practice environments
We’ve added a lightweight protection system to prevent spawn item spam and command abuse in the lobby.
How it works
• A short 500ms cooldown is applied when players use spawn items
• Rapid clicking is automatically blocked to stop command and GUI spam
• Normal gameplay remains smooth and responsive
• No cooldown message is shown to avoid chat flooding
Technical Improvements
• Efficient UUID → timestamp cooldown map with minimal memory usage
• Silent event cancellation during cooldown
• Automatic cleanup when players leave or change worlds to prevent memory leaks
This ensures better performance, prevents exploit attempts, and keeps the lobby stable even during high player activity.
