nSpigot (PEC) SOURCE (Factions spigot, Asyncronous worlds, can handle upto 2k players)

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user7089

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Selling one of my other spigots that never really got used that much. This spigot was designed for factions but will work for any server due to other performance improvements.

Key features:
- Virtually no lag with high amount of players in a single area
- Asynchronous worlds, fully utilize your CPU
- Custom knockback system, not the exact same one as the one on zelix network, but comparable to it
- Combat patches that revolutionized the practice gamemode
- Insanely good performance
- Asynchronous player management
- Hundreds of optimizations
- All crash exploits fixed
- Updated netty version with a custom version of protocol lib/citizens
- Handle upto 10k tnt a tick/with over 40k entities (as long as the hardware allows it, based on i9-9900k)
- Handle upto 2k people in a single location (as long as the hardware allows it, based on x1950 TR)
- Custom crash handling to prevent the server from crashes and allow it to be restored to normal working conditions
- Optimized every aspect of the spigot
- 2000% faster getCubes method

BID: $2,000
BIN: $5,000

(If the top bid fails, the previous bid will take it)

Final bid: $5000 (Awaiting transaction)
Next in line bid: $2800 (#27) (Confirmed)


Rights:
You can resell, remake, do whatever you want with the source, hence the high price tag.

This spigot is Private Enterprise Cannoning Edition
Private - Made for a specific server
Enterprise - Based off the enterprise edition of nSpigot
Cannoning - Supports faction cannons

Development cost: $4000(+$2000 for updates)

Auction ends: YY/MM/DD - 19/05/13
 
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user7089

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Would bid if there was a way to confim its effectiveness at 2k "real" players.
19 tps, but offline mode and 2000 clients running in circles and swinging at 0,0. I can made a video if you want.
 

Diz

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19 tps, but offline mode and 2000 clients running in circles and swinging at 0,0. I can made a video if you want.
That doesn't really simulate a real server situation. Say its a skyblock server, they would have mob grinders, afk farms etc. I've heard great things about this jar and your skills as a developer. I'm interested in it for sure.
 

Byhaz

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I've been using this spigot on several servers and I think it has a pretty good hit detection and knockback
 

user7089

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That doesn't really simulate a real server situation. Say its a skyblock server, they would have mob grinders, afk farms etc. I've heard great things about this jar and your skills as a developer. I'm interested in it for sure.
It can handle nearly infinite hoppers and mob grinders they are super efficient due to the fact they are handled asynchronously. Also, the entities themselves are really optimized. The server is able to maintain perfect 20 tps and a cannon firing at 3 seconds (and a counter at 4 seconds) even with a server written in javascript (the plugins), reaching a maximum load of 60% (factions), most of that was attributed due to the really slow plugin code.

I've been using this spigot on several servers and I think it has a pretty good hit detection and knockback
That's just normal nspigot, but yes, these patches are in nspigotpec.
 
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Diz

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It can handle nearly infinite hoppers and mob grinders they are super efficient due to the fact they are handled asynchronously. Also, the entities themselves are really optimized. The server is able to maintain perfect 20 tps and a cannon firing at 3 seconds (and a counter at 4 seconds) even with a server written in javascript (the plugins), reaching a maximum load of 60% (factions), most of that was attributed due to the really slow plugin code.


That's just normal nspigot, but yes, these patches are in nspigotpec.

How many servers are using this spigot?
 

user7089

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How many servers are using this spigot?
4 networks, most of them are running 1.11 version of the spigot which isn't that great compared to the 1.8 version
For normal nspigot, about 50? Not sure.
 
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2000 players with zero tile entities, entities, or any plugin utilizing the PlayerMoveEvent possibly.

You could achieve that simply by removing most collision checks for the player entity. Nothing special.

You should provide an example of how an actual server runs with this on it. Atm there's no telling how good it is
 
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user7089

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Proof that you're able to do that in pms.
Bid confirmed.

2000 players with zero tile entities, entities, or any plugin utilizing the PlayerMoveEvent possibly.

You could achieve that simply by removing most collision checks for the player entity. Nothing special.

You should provide an example of how an actual server runs with this on it. Atm there's no telling how good it is
Have fun with your connection handler dying due to 2000^2 packets it needs to send every single movement. Normal server drops to 0.34 tps, try it yourself.
 
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bob7l

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Bid confirmed.


Have fun with your connection handler dying due to 2000^2 packets it needs to send every single movement. Normal server drops to 0.34 tps, try it yourself.
How's your connection handler any different? Aside from having an updated netty
 
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user7089

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Yea, but they have a way bigger thread and keypoint of view then this thread lol[DOUBLEPOST=1557488638][/DOUBLEPOST]
100% real bid and not a scam
I never sold anything on mc market, all of it is through people finding me and my website. And I'm selling the source with resell rights here, you can most likely make that money back in a couple of months. And those people don't even have threads, except for elastic. All the stuff I did (3 years ago hmh, time flies) was basically free since back then I just enjoyed making stuff.

Also we're doing wire payments, so really no point in trying to scam, I have accounts in Europe and us so region is not a problem.[DOUBLEPOST=1557517241][/DOUBLEPOST]- Auction closed till further notice -
 
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