[1.12.2] [10% SALE] GuardSpigot - Best fork for any Mode! (New Networking, Lighting, Async, Protect)

TheEasyPeasy

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!!!Please read very carefully, the most important things are highlighted in BLUE:) !!!

Discord: https://discord.gg/b2AUPaj


GuardSpigot 1.12.2 is a PaperSpigot fork focused on security, performance and stability. It's dedicated to skyblock servers - unlike version 1.8.8 (https://www.mc-market.org/resources/14497/) where I tried to hit every server, here I had a clear goal - to help skyblocks.


GuardSpigot can handle a lot of melon farms, redstone updates and mob-spawners ASYNC!



Below you can see the screenshots and the GuardSpigot and PaperSpigot comparison videos. The owners of the servers helped me a lot by sending schematics with objects that lag the server so that I could analyze them for a long time.


My clients who chose my products are satisfied with how they are made and to what extent they meet their needs. I approach each person individually and with full professionalism

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Melon farm #1


Melon farm #2

Now I will present you with a description of the options and optimization that I used

- Blocked every NBT exploit (Blockplace, SetCreativeSlot, WindowClick etc.)
- Block book edit crash (CustomPayload)
- Anti Portal 1.12.2 exploit
- Detect and block packet flood
- Detect redstone abuse (limiter)
- Asynchronous EntityTracker
- Asynchronous world handler - pearls, potions, falling blocks, tnt explosion animations and more!
- Asynchronous all actions of the player - throwing pearls, potions, items etc.
- Asynchronous sent packets from the server to the player
- EntityTracker has been optimized not to do as many refreshes for each player, it only refreshes when the player needs it. Previously, with more players, it could have been several hundred times per tick! Now it has been reduced by 90%
- Asynchronous mob spawners - All spawners tick are handled out of main thread spawners will no longer be a problem on your server!
- Asynchronous light - When analyzing some melon farm schematics i changed a lot of things connected with redstone updating and light calculations. By default PaperSpigot could handle melon farm #1 on 14-15TPS right now GuardSpigot handle same farms on stable 20TPS!
-
Asynchronous world saving
- Asynchronous save player data
- Optimize redstone torch - list is now resizing once instead of multiple time - what costs CPU

- Faster packet compression - less CPU usage (2x SPEED UP) . Default paperspigot compression is 30Mb/s, now GuardSpigot implemented changes to speed it up to 75Mb/s
- Region file compression alghoritm 2,5x speed up!
- Loading nearby chunks (ON/OFF)
- Option to set on how many threads chunks works!
- Unloading chunks (ON/OFF)
- Chunk loading speed up by remove unecessary locks
- Option to disable
  • Villager ticking
  • Block ticking
  • Weather ticking
  • Tile entity ticking
  • Leaf decay
- Hoppers more efficient alghoritm
- Hoppers delay between item search
- Fluids and block ticking optimization (set delay between ticking)
  • Block stationary tick
  • Block flowing tick
  • Block magma tick
  • Block leaves tick
  • Block grass tick
  • Block fire tick
- Entities ticking optimization (set delay between ticking)
  • Entity water tick
  • Entity activation delay
- Max entities for collisions per chunk
- Mob searching and picking items alghoritm (ON/OFF)
- Mob tracking (ON/OFF)
- Mob AI (ON/OFF)
- Hostile mobs spawn naturally at day (ON/OFF)
- Mobs burn at day (ON/OFF)
- Option to set
mob spawner
  • Required player distance
  • Spawn range
  • Max nearby entities
  • Spawning baby zombie
  • Ignoring light
- Optimized game rule from linear complexity to constant complexity
- Flawless printer
- Toggle player footsteps
- Toggle spawn particles
- Toggle player move event
hoppers:
hopperSearchDelay: 100
ticking:
hopperBetterAlghoritm: true
disablePersistentVillageTick: true
delayPersistentVillageTick: 40
disableBlockTick: false
disableVillagerTick: true
disableWeatherTick: true
disableTileEntityTick: false
disableBiomeCacheCleanup: false
doLeafDecay: true
delayBetweenBlockStationaryTick: 40
delaBetweenBlockFlowingTick: 40
delayBetweenBlockMagmaTick: 40
delayBetweenBlockGrassTick: 40
delayBetweenBlockLongGrassTick: 40
delayBetweenBlockLeavesTick: 40
delayBetweenBlockSoilTick: 40
delayBetweenBlockFireTick: 40
entityWaterTickDelay: 40
mobs:
mobRateLimit: 1
maxEntitiesForCollisionsPerChunk: 50
disableMobTracking: false
mobPickItems: false
enabledMobAI: true
hostileMobsSpawnAtDay: false
hostileMobsBurnAtDay: false
spawners:
mobSpawnerRequiredPlayerDistance: 30
mobSpawnerSpawnRange: 4
mobSpawnerMaxNearbyEntities: 30
mobSpawnerSpawnBaby: false
mobSpawnerIgnoreLight: true
chunks:
limit-place:
- HOPPER;1000;&cHoppers are limited to chunk! Current limit {AMOUNT} per chunk!
optimizations:
chunks:
loadNearbyChunks: true
disableUnloadingChunks: false
redstoneTickLimitEnabled: 3
redstoneTickLimit: 50
async:
asyncSavePlayerData: true
lighting: true
mobSpawners: true
mobSpawnersThreads: 1
world:
alwaysDay: true
alwaysPrettyWeather: true
optimizeWorldTime: true
events:
events:
playerMoveEvent: true
redstone:
redstoneTickLimitEnabled: false
redstoneTickLimit: 700
particles:
entityWaterParticleSplash: false
mobSpawnerParticles: false
gameplay:
flawlessPrinter: false
minimizeParticles: true
packets:
playStepSounds: false
 
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TheEasyPeasy

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Resource accepted: https://www.mc-market.org/resources/17046/

  • EntityTracker is handled totally ASYNCHRONOUS
  • All actions of the player - throwing pearls, potions, items are handled ASYNCHRONOUS
  • Packets sent from the server to the player while action handling are ASYNCHRONOUS
  • EntityTracker has been optimized not to do as many refreshes for each player, it only refreshes when the player needs it. Previously, with more players, it could have been several hundred times per tick! Now it has been reduced by 90%
 
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