Ditch the legacy sync blockages. FoliaCore is built natively for the multithreaded region loop, processing commands, teleports, and player data on isolated chunk threads.
Optimizing server ticks with region-aware asynchronous algorithms.
FoliaCore schedules chunk loading before relocating the player entity. By executing asynchronous thread checks, the main region thread remains responsive, preventing server-wide frame spikes.
Uses Vault-compatible AtomicLong indices to register currency changes instantly across region cores, guaranteeing transaction safety even under heavy query loads.
| Operation | Legacy Plugins | FoliaCore |
|---|---|---|
| Warp Loop | Sync Thread Block | Async teleportAsync |
| Balances | File locks (Race condition) | Thread-Safe Memory Arrays |
| Scheduling | Global BukkitScheduler | Region Schedulers |
FoliaCore handles advanced player scoreboards, tab designs, and ping spoofing. Test the rendering parameters below.
Comprehensive setup guides, command parameters, and configuration files. Click on any command to expand details.
/plugins directory.plugins/FoliaCore/config.yml to customize settings.# FoliaCore Configuration
# Central settings and module controls
# Module Toggles - Set to false to disable entire subsystems
modules:
teleport: true
kits: true
chat: true
markers: true
teams: true
staff: true
system: true
utility: true
tab: true
sidebar: true
# System Settings
system:
# Maintenance Mode - Kicks players without foliacore.admin
maintenance-mode: false
maintenance-kick-message: "&cServer is in maintenance mode. Admins only."
# First Spawn - Teleports new players to a configured location
first-spawn-enabled: true
# Entity Cleanup - Removes items and excess mobs when regional TPS drops
entity-cleanup-enabled: true
entity-cleanup-interval: 300
minimum-tps-threshold: 16
# Auto Broadcaster - Sends messages at intervals
auto-broadcaster-enabled: true
auto-broadcast-interval: 600
# --------------------------------------------------
# Display Visual Blueprint (tab-sidebar.yml config)
# --------------------------------------------------
animations:
global-update-interval-ticks: 20
tab-animation:
enabled: true
update-interval-ticks: 20
sidebar-animation:
enabled: true
update-interval-ticks: 20
tablist:
enabled: true
global-playerlist: true
sort:
enabled: true
type: WEIGHT # WEIGHT, PERMISSION, ALPHABETICAL
weights:
owner: 1
admin: 2
moderator: 3
default: 10
names:
format: "[ FoliaCore ] %player_name% "
header-footer:
enabled: true
header-method: "header_wave"
footer-method: "footer_wave"
Decouples entity warp pipelines. Utilizes teleportAsync to pre-load destination chunks asynchronously on worker threads, resolving main-thread tick freeze locks during coordinates shift.
Operates inventory edits within regional boundaries on current tick allocations. Enforces cooldown validations using thread-safe map structures to prevent item cloning exploits.
Decouples text formatting, Hex colors parsing, and block list validations. Channels chats through async pipelines directly into target player packet loops without main thread strain.
Tracks user locations relative to active destination vectors. Calculates waypoint offsets dynamically without triggering region-synchronized database read bottlenecks.
Handles scoreboard registers asynchronously, preventing lock contention when players across different coordinate threads interact with global team indices concurrently.
Decouples vanish visibilities by stripping packet tags at netty pipeline level, and operates safe multithreaded player inventory inspections using transaction keys.
Toggles maintenance restrictions, processes new player logins, and executes regional mob cleanses automatically when local TPS indices drop beneath limits.
Offers gameplay actions (/heal, /fly, /workbench, /trash) locked to individual region threads to prevent coordinates-sync discrepancies.
Distributes animated tablist formats and sidebars dynamically using the visual blueprint system to handle updates without server ticks drop.
| Command | Permission | Short Description |
|---|---|---|
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Operation MechanicsThread Execution ContextConcurrency Safety & Optimization Invariants
Time Complexity
Heap Allocations
Usage SyntaxRequired Permission Node
Interactive Console Simulator
Java Runtime
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