⋆ Development/Configuration Services [English - Spanish] ⋆

CinturonCris

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Minecraft Developer | 8+ Years of Experience

Hello!
I’m a professional Minecraft developer with over 8 years of development experience and more than 10 years playing the game. I specialize in server and network creation, custom plugin development, and advanced plugin configuration.

I am fluent in both English and Spanish, which allows me to work with international communities and teams. My work is characterized by responsibility, attention to detail, and clean, optimized solutions. I also offer competitive pricing without compromising quality.

🔹 Services I Offer:
  • Complete server & network setup
  • Custom plugin development
  • Plugin configuration & optimization
  • Performance improvements
  • Gameplay system design
🧩 Recent Projects:
  • Spigot DeluxeUpgrade Plugin
  • Spigot BattlePass Plugin

If you're looking for a reliable and experienced developer to bring your server to the next level, feel free to contact me.

Discord: cinturon_cris
Instagram: https://www.instagram.com/cinturoncris/
 
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CinturonCris

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Hey! 8+ years of development experience is no joke, especially considering how much the Spigot/Paper API has changed over that time. It's always great to see bilingual devs offering services here, it really helps bridge the gap for international communities.

Since you mentioned performance improvements, I'm curious—what is your general approach to optimizing the newer, heavier versions (like 1.20+)? Do you have experience setting up Folia for multi-threading, or do you mostly focus on tuning highly optimized Paper/Purpur forks?

Best of luck with finding clients! Your work on the DeluxeUpgrade plugin sounds solid.
Hi! Thanks for your question. I've actually been doing this for over 8 years. The description is a bit old, but I didn't change it because it's irrelevant... On the other hand, I have mainly focused on getting the most out of modern paper constructions rather than throwing myself into experimental configurations unless the project really demands it. With 1.20+ and now 1.21, a big part of optimization for me starts at the design level. For example, I’m very careful with high-frequency events like PlayerMoveEvent or inventory interactions, especially in systems that track custom blocks or GUIs. Instead of reacting every tick or every small movement, I usually debounce or narrow the checks down to meaningful state changes so I’m not flooding the main thread with unnecessary logic.
On the data side, I avoid constant NBT rewrites and prefer using PersistentDataContainer efficiently, caching values in memory when possible and only syncing when something actually changes. For database-heavy plugins, I batch writes and use async pipelines with proper connection pooling, so even under load the server doesn’t feel it. I’ve also spent a lot of time profiling with Spark to identify hidden bottlenecks, especially in custom systems that spawn display entities or manage dynamic items, since those can become expensive if you’re not careful with lifecycle handling.
Regarding Folia, I’ve experimented with it and understand the region-thread model, but I only recommend it when the entire architecture is built around it from the start. Most networks I work with still prefer highly tuned Paper or Purpur setups because stability and ecosystem compatibility matter more than theoretical parallel gains. When needed, I design systems to be thread-conscious so adapting to region scheduling isn’t a nightmare later.
For me, performance isn’t just about keeping TPS at 20, it’s about making sure the server behaves consistently at 150 or 200 players with custom mechanics running. That usually comes down to writing clean, predictable code rather than trying to patch performance at the config level. And thank you, I really appreciate the comment about DeluxeUpgrade. I try to build things that won’t become technical debt six months later.
 
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