✨ RageSpigot ✨ 1.7x-1.8.x - Knockback - Hit Detection - Optimized Tick Stack - Bukkit API Changes

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joeleoli

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RageSpigot
Simply one of the best spigot forks to hit the market. Several performance tweaks and utilities designed to ease development of a server.

Version
Fork of ClubSpigot 1.8.8 (PaperSpigot).
Does not support 1.7.x by itself. Upon purchase you will be given our version of ProtocolSupport.
Just to prevent confusion, I worked for MMC...

Performance
This ran on Zonix and MinemenClub and held 400 players. I've cleaned up the tick stack and removed useless functionality that wouldn't be needed for most PvP based servers. Most all of these changes are configurable.

Features
  • Performance
    • Removed useless functionality in the tick stack.
    • Implemented a fast math library.
    • Implemented optimized entity remove utility from TacoSpigot.
    • Movement handler implementation that uses packets instead of events.
    • Configuration options to toggle certain bukkit events from being fired.
  • Knockback Profiles
    • Values:
      • Horizontal modifier
      • Vertical modifier
      • Friction - See tenebrous' video for an explanation of friction.
      • Auto WTap - Disable a player’s sprint when they attack another player.
    • Efficiently test knockback values on the fly.
    • Bind a specific profile to a specific player. This is useful for practice servers that need different knockback for different ladders.
  • Block Operations
    • Configuration option to toggle block operations (furnaces, dispensers, hoppers) from being ticked. This helps performance by not wasting time on functionality that doesn’t need to be implemented.
  • Chunks
    • Configuration option to toggle chunk unloading. This is helps performance by never having to unload and load chunks that are used often.
  • Entities
    • Configuration option to toggle entity AI.
    • Configuration option to toggle entity activation.
  • Implementation
    • Hidden players (Player#hidePlayer) won't be removed from the tab-list if configured.
    • Projectiles launched by hidden players (in a player’s view) won't be shown. This is useful for arena based game modes.
    • Packet changes that make working with multiple protocols easier.
    • Packet handler (can replace ProtocolLib).
    • Player movement handler implementation. Only fires when a player moves to a different block. Saves performance by not having to handle a player’s movements if the movement is substantially tiny.
  • Bukkit API Improvements
    • Player#getPing() - Retrieve the player's ping
    • Player#sendMessage(BaseComponent[]) - Send the player chat components
    • Player#setMaxFireTicks() - Set the max ticks a player can be on fire
    • Several events added to support HCF servers (e.g. PotionExpireEvent).
Price
  • JAR: $30
  • No longer selling source.
Contact
Telegram: joeleoli
Discord: @joeleoli#5252

Media
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joeleoli

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Hey man, that's not a good attitude )-:. If you're not good with netty that's why you should mess with it, I mean how else are you going to learn?
lol
 
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Sam

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Why get this versus nSpigot? Also please contact me, I'd like to buy Construct.
 

joeleoli

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Why get this versus nSpigot? Also please contact me, I'd like to buy Construct.
Not sure what that is.
 
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Sam

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lol that's all that needs to be said
Zelix runs better than Zonix as Zonix had frequent issues and lag spikes. Anyways, nSpigot is a 1.8.8 paperspigot fork that can fully utilize upto 8 cpu cores/threads, hold 1000+ players, has an amazing amount of knockback configuration, 250 connection TPS, and supports 1.7 - 1.12.
 

joeleoli

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Zelix runs better than Zonix as Zonix had frequent issues and lag spikes. Anyways, nSpigot is a 1.8.8 paperspigot fork that can fully utilize upto 8 cpu cores/threads, hold 1000+ players, has an amazing amount of knockback configuration, 250 connection TPS, and supports 1.7 - 1.12.
bnuocfqi;jhfpqvihfvpiwehehrlqiflw rhbpqiqp9oub HAHAHAHAHAHHA

Edit: I'll try to provide a non-autistic response.

1. How could you determine that Zelix ran better than Zonix if it couldn't get anywhere near the amount of players we had. Also, the only performance issue we had is when we hit 450 concurrent players on prac-us.
2. It might hold 1k bots, who knows, but it does not hold 1k players moving, fighting, and all the plugins doing whatever they need to. How could a team of shit developers accomplish something that some of the top networks (Badlion, MineHQ, VeltPvP, Mineplex) can't? I listed those servers because they've openly talked about spigot development before.
3. All I have to say is 72 knockback variables... If there are 72 variables to change, I bet more than half of those are useless and shouldn't be changed unless you want to completely screw knockback. A waste of time and an excuse to call Zelix's knockback not shit.
4. 250 connection TPS? Not sure what this means so I'm going to assume that packets are processed 250 times a second. If said shit development team managed to pull that off it would mildly reduce overall server performance as more resources are dedicated to that. This further proves my second point.
 
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Sam

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bnuocfqi;jhfpqvihfvpiwehehrlqiflw rhbpqiqp9oub HAHAHAHAHAHHA

Edit: I'll try to provide a non-autistic response.

1. How could you determine that Zelix ran better than Zonix if it couldn't get anywhere near the amount of players we had. Also, the only performance issue we had is when we hit 450 concurrent players on prac-us.
2. It might hold 1k bots, who knows, but it does not hold 1k players moving, fighting, and all the plugins doing whatever they need to. How could a team of shit developers accomplish something that some of the top networks (Badlion, MineHQ, VeltPvP, Mineplex) can't? I listed those servers because they've openly talked about spigot development before.
3. All I have to say is 72 knockback variables... If there are 72 variables to change, I bet more than half of those are useless and shouldn't be changed unless you want to completely screw knockback. A waste of time and an excuse to call Zelix's knockback not shit.
4. 250 connection TPS? Not sure what this means so I'm going to assume that packets are processed 250 times a second. If said shit development team managed to pull that off it would mildly reduce overall server performance as more resources are dedicated to that. This further proves my second point.
1) There we're < 200 players on when I've seem issues first hand that I don't see on Zelix
2) Accurate human simulation. I'm sorry if you don't know that Ygore and Luke are better developers that you
3) Zelix doesn't know how to properly configure KB
4) Don't know what to say to this as I don't know the performance impact of 250 connection TPS, but nSpigot runs very well
 
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