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I made a honeypot server for griefers
I made a honeypot server for griefers
Discussion

I made a minecraft honeypot server for griefers. The honeypot would spawn a new instance of a minecraft server for every connection, and destroy the instance when the player disconnects. It would also record everything the player does to a replaymod file, so the griefing session can be replayed.

Here is a link to the project: https://github.com/sduoduo233/minehoneypot Checkout the demo recording in the readme


How I optimized my ~8 person ATM10 Server
How I optimized my ~8 person ATM10 Server
Resource

Hey all!

I started running an ATM10 server for ~8 people, and getting the TPS reined in was a nightmare. However, with quick iteration enabled by the itzg Minecraft image, NixOS, and spark, I got my server in a state where players can fly around and we don't feel THAT much performance degradation.

    MEMORY = "16G";
    MAX_PLAYERS = "10";
    JVM_OPTS = "-XX:+UseZGC -XX:+UseCompactObjectHeaders -XX:SoftMaxHeapSize=13G -XX:ConcGCThreads=2";
    ALLOW_FLIGHT = "TRUE";
    SIMULATION_DISTANCE = "6";
    MAX_TICK_TIME = "-1";
    CURSEFORGE_FILES = "distant-horizons,c2me,discord-integration";
    MODRINTH_PROJECTS = "proxy-compatible-forge,zfastnoise,lithium,achievements-optimizer,servercore,scalablelux";

Here is the relevant excerpt. The MAX_TICK_TIME being set to -1 disables the watchdog. The reason I did this is because I noticed that ZGC's GC can exceed the default max tick time threshold, which led to false positive crashes. Not ideal, but it works!

With the java args, I took it from this link https://exa.y2k.diy/garden/jvm-args/ with one modification (basically, we're telling ZGC to attempt to run the GC before we hit the 16GB limit so that we don't deal with long stalls),

Distant Horizons DOES have a bit of a performance penalty, but I found that having the LODs helps obfuscate the dynamic view distance scaling with server-core. Players don't notice the simulation distance changes.

If you're running your server behind a Velocity proxy, proxy-compatible-forge was necessary to have that work smoothly. Not a performance enhancement, but excellent for security, and I'd recommend more server hosts do this!

c2me/zfastnoise/lithium/achievements-optimizer/scalablelux I found to be mostly drop-in optimizations that helped target areas I saw taking up tons of my tick time.

With servercore, I had to do a little bit of configuration to enable the dynamic scaling of mob caps/simulation distance, but honestly it's practically as simple as enabling a flag.

Hopefully this helps someone, and if anyone else does something to get their modded worlds working well, let me know!