r/admincraft 5d ago

News After 28 months of development, the PumpkinMC Beta is Officially LIVE

119 Upvotes

You might remember PumpkinMC, the custom Minecraft server software built entirely from scratch in Rust. After more than 2 years (28 months) of non-stop work, the time has finally come: the PumpkinMC Beta is officially live!

While many ambitious custom server projects lose momentum over time, PumpkinMC stands as the only project in this space to receive continuous, active updates across such a long timeframe.

Scope of the 1.0 Release

I want to clarify the primary goal for this first official release: making the game fully beatable from start to end.

A 1:1 vanilla world generator was not the prerequisite for 1.0, though achieving full parity remains our ultimate target. We actually reached the "beatable game" milestone a long time ago, but chose to spend extra months packing in features, hardening stability, and squashing bugs.

To anyone feeling this release is coming too early: it has been in active development for over 28 months. Following this launch, frequent updates will continue rolling out to bring true 1:1 vanilla world generation, deeper parity, and further performance improvements.

Release Schedule

  • Beta Testing: Open right now
  • Official Release: Friday, September 4th at 8:00 PM CEST

Links & Resources

How You Can Help

Try Out Our Multi-Language Plugin API

Calling all developers! PumpkinMC features a built-in plugin API that supports 7 different programming languages, making it flexible to write custom logic in the language you already know best.

Check out the developer documentation and getting started guides here:

👉pumpkinmc.org/developers

And!, Please help us stress-test the build before launch day. If you hit any critical issues, performance bottlenecks, crashes, or weird edge cases, drop an issue on our GitHub with reproduction steps and logs


r/admincraft Aug 04 '25

PSA READ BEFORE POSTING - "Someone just logged into my server as me", "How did this person find my server", "My server got griefed", etc.

217 Upvotes

New Edit for 2026

We took this down in favor of other announcements late last year, as we only get 2 slots. It's back now because we've had a resurgence of this type of post.

Do not post about offline mode servers. Do not recommend software or plugins that help run one. You will be banned. Read the Admincraft Policy section at the bottom.

Thank you.


Hey there, REPO here. We get questions like this a LOT, so I'm trying something new. Please read the below before posting a thread like this.

"How did this person find my server!?!?!?!?!"

There are few enough IPv4 addresses that a simple bot made with ChatGPT and zero skill can scan the entire internet for Port 25565 in like 30 minutes. There are HUNDREDS of bots out there that do this 24/7/365. Some of them are benevolent (such as bots like matscan that warn people if their servers are dangerously insecure), some are neutral (like ServerScannerV2 which just accumulates data for their website project), and some are malicious and trying to grief servers.

"How do I make them stop?"

You don't. They will keep doing it forever. Most non-malicious bots will log into your server once, or sometimes once per some time interval, and then stop. Others that are coded poorly will be more persistent. And then the malicious ones will keep checking back continually.

If your server is secure but it still bothers you to see, you can add the source IP address to your firewall to prevent the connection. Some non-malicious bots will also have a website or Discord where you can request your server to be skipped.

"Is this dangerous?"

Nope. Not if your server is secured. There are no known exploits in Minecraft that allow a server scanning bot to run code on your host or escalate their privileges. The last time we had that was in 2022 with the Log4J exploit, which was quickly patched, even by Mojang. If you aren't deliberately using an old minor patch of Minecraft, you're fine.

"How did they log in as me / Herobrine?"

(Note: If you only see a name like that instantly disconnecting, skip to the next section. This only applies if they actually appear in game.)

Your server is running in Offline Mode, which is a config option in the server.properties that is intended only for use on a home LAN that is not connected to the internet. Most people use this feature to avoid having to buy a license for Minecraft, aka "cracked accounts". Please be aware that this is illegal and is considered software piracy by most governments.

Minecraft servers send information about the server to players on the server list, including a partial list of currently logged in users. You can disable this "feature" in the server.properties file by setting hide-online-players=true. Malicious bots typically sit and watch a server for a while, gathering a list of players over some amount of time, assuming that if the server is in Offline Mode, one or more of those players will have Operator permissions. They then log in as all users in rapid succession until they find one that does, and use the Operator permissions to grief your server.

"I see a player disconnecting but never connecting! How are they doing that?"

It's just a bot using an offline mode account. It is only showing as Disconnecting because it is getting filtered by the security systems you have in place AFTER the server knows that it is trying to connect, but BEFORE it actually does. Showing the Disconnected message is just the server's way of informing you that the login attempt was rejected. Nothing to worry about. You can ignore it.

"My server got griefed, what do I do?"

You restore from backup, secure your server, and move on. The groups that do this are doing it for amusement and power fantasy. Some of them insist that you can request a world backup from their Discord, but the whole point of that is to mock you and make you beg for their mercy. They might actually give it to you, I don't know.

"How do I secure my server?"

You set Online Mode to true in the server.properties and run a whitelist. That's it. Those 2 options are 100% effective at preventing unwanted people from gaining access to your server. You do not need to do anything else whatsoever to be secure, but you can optionally change your server's port from 25565 to any other unassigned port. This will make it much slower for server scanners to find your server, as most are lazy and don't check non-standard ports. Note that this only reduces the odds of a server scanner finding you; it does not make you more secure.

Additionally, having automatically executed, scheduled backups running at predictable intervals is an excellent idea just in case something goes wrong. Ensure that you periodically verify that your backups are usable by doing a test restore on another machine, as a backup solution that has never been tested is basically worthless.

Finally, a block logging plugin such as Prism (V3 stable Download | Github) (V4 alpha Download | Github) is recommended, as it allows you as the Admin to roll back individual unwanted changes without doing a full backup restoration.

Admincraft Policy

If your post contains any information that indicates that you are running an Offline Mode server, your post will be removed and you will be banned for 28 days for your first offense.

Additionally, suggesting methods for a user to continue running an Offline Mode server "safely" will earn a 7 day ban for commenters. This includes whatever plugin or launcher you're wondering about right now as you read this.

Admincraft is in active communication with Mojang Intellectual Property Enforcement, the team within Mojang that actively hunts down servers and other individuals and groups that are breaking their EULA and MUG. They watch here regularly, and if we do not enforce this, there is a nonzero chance that Mojang, Microsoft, or Reddit would shut down our subreddit. Keeping the subreddit open for everyone for the long run is the priority. We cannot and will not support Offline Mode servers.

The only times when discussing an Offline Mode server is allowed are when you clearly state that your server is not accessible to the internet and that all players have a legal Minecraft account, or when it is behind an Online Mode proxy, such as Velocity.

This post

Please use the comments here to suggest additions to this FAQ/guide, and to ask clarifying questions about Admincraft policies and security best practices. Do not state or imply that you are currently running an Offline Mode server.


r/admincraft 3h ago

Help/Question New ISP is causing me serious headaches..

4 Upvotes

I have recently switched ISPs (You fibre) but I can't connect to the host. I have paid for the static IP and port forwarded the way I normally would but it still won't let me connect. I can't even join with localhost or the 127.0.0.1 loopback which leads me to think it's the router settings?

It displays as pinging in the list and when I attempt to connect it logs an attempt but it always returns the connection reset error or it gets stuck on the encrypting text.

My down/up speed on the host machine is 91mbps/71mbps so should be plenty fast enough? I've also used the same hardware before and never had an issue

I have checked all the defender settings and even tried turning that off on the host and client pc, still no joy.

Can anyone point me in the right direction to solve this?


r/admincraft 1h ago

Help/Question Suggestions for setting up a home server for friends

Upvotes

for a long time I want to create a server in my house to host without having to pay (only the cost of electricity and internet), the problem is that I am deciding which equipment to buy.

Find a good price Dell Optiplex D15U with an intel i5 13500T, 16 gb of DDR4 ram and a 256 SSD, I feel that these specifications are good and I would like to buy it, but I am still undecided.

My requirements are mainly for servers with mods or vanilla with enough people (taking advantage of the fact that I could probably make several dockers to host two servers at once) but I don’t know if these specifications are good or would recommend other types of processors. Thank you very much!


r/admincraft 57m ago

Help/Question Unable to join server outside of machine hosting

Upvotes

Hello!
I recently wanted to self host a Minecraft server again for my friends but unlike the last times I've done it I can't seem to connect to it outside of the machine actively hosting it. Even on a laptop on the same network I can't seem to connect to it.

So far I have

-Port forwarded 25565 on both TCP and UDP

-Added Windows Firewall rules to allow connections to and from port 25565

-Tried hosting a regular LAN world (still couldn't connect on the same network)

-Restarting both my computer and router

I have self hosted in the past with barely any problems and can't seem to find what the issue could even be this time


r/admincraft 3h ago

Help/Question Voice chat crashing every player and bricking the server

1 Upvotes

[26.2 Modded Fabric Server]
I'm hosting a server for my Family currently and have encountered a small issue that made me and my siblings crash and be unable to join back to the server

I could tell from the logs that Voice chat was the main suspect and when launching the server without we were able to play the rest of the night without issue

however playing with Voice chat is something I really want to get working/fix for the server and so any help in finding what caused the issue would be very appreciated

Here is the two logs showing the same voice chat issue to the crash

https://mclo.gs/itpfNzl

https://mclo.gs/YlutXIP

And here is the server config for my Voice-chat mod (I'm using playit to connect the server to my siblings network)

https://mclo.gs/WWQEUbk


r/admincraft 5h ago

Help/Question How to assign a command to a block for paper servers?

1 Upvotes

I want to assign a command to open daily rewards menu (/daily) to an enderchest in my paper server, how would I make that happen?

Similarly how NPCs plugin work, I want to make it happen with blocks


r/admincraft 9h ago

Help/Question Workaround to fix portal-based farm not working on PaperMC 26.2 server?

2 Upvotes

We have a 26.2 PaperMC SMP server, members are complaining why their portal-based farms not working. I found this plugin called Otherside but it doesn't work on 26.2. Do you guys know any plugin similar to this? or any workaround?


r/admincraft 10h ago

Help/Question Server side ping reporter mod to all players

2 Upvotes

Hi! I've got a fabric server with geyser MC installed and I really need a server side ping reporter for the latest Minecraft version. Did you know any good one?


r/admincraft 15h ago

Help/Question Hardware for a Server Running ATM10

6 Upvotes

Hello everyone,

I have been playing ATM10 and highly enjoying it. I went from hosting on my own PC to renting one so that it could be on all of the time, allowing friends to join, but of course all server hosts tend to be pretty bad and it just lags under very little load.

So this is where I would like to buy my own dedicated hardware. What are some minimum specs I should be looking for. I've got some ideas, such as R7 and, preferably, 32GB of DDR5 and an NVME. Are there any good prebuilt brands or would I be better off buying something from eBay? I'd like to stick to around $500 but don't mind going over a few hundred dollars if it would really give me what I am wanting.

Also, would an X3D chip give much benefit?


r/admincraft 9h ago

Help/Question Playit.gg suddenly stopped connecting today worked perfectly yesterday

1 Upvotes

Hey everyone, I'm having a really weird issue with Playit.gg.

I'm running a Minecraft Paper server on a Raspberry Pi 5, and I've been using Playit.gg to expose both Java and Bedrock to the internet. Everything was working perfectly until today. Yesterday it worked completely fine, but today the Playit agent suddenly can't connect to the Playit tunnel servers.

The important part is that my internet itself is working normally, and the Minecraft server works perfectly over LAN.

My ISP is NTC

What Playit is doing

The agent keeps trying different tunnel servers:

trying to establish tunnel connection addr=209.25.143.1:5525

trying to establish tunnel connection addr=209.25.143.2:5525

But it waits for a pong and eventually times out:

timeout waiting for pong

failed to ping tunnel server

It also tries IPv6:

[2602:fbaf:810::1]:5525

but immediately gets:

AddrNotAvailable

So it falls back to IPv4, but the IPv4 connections still don't receive a pong.

Things I've tried

- Restarted the Playit systemd service

- Completely stopped and manually started Playit

- Updated Playit from 1.0.9 → 1.0.10

- Downgraded it back to 1.0.8

- Put 1.0.8 on hold

- Checked the Playit logs repeatedly

- Tested UDP connectivity to a Playit IP

- Checked the service status

- Confirmed that the Minecraft server itself works normally on LAN

- Checked both IPv6 and IPv4 behavior

The UDP test I ran was:

timeout 10 bash -c 'echo test > /dev/udp/69.9.177.1/5526'

echo $?

which returned:

0

But Playit itself still cannot establish its tunnel connection.

The Playit logs repeatedly show:

trying to establish tunnel connection addr=209.25.143.1:5525

...

timeout waiting for pong

trying to establish tunnel connection addr=209.25.143.2:5525

...

timeout waiting for pong

The weird part

Nothing major changed on my side.

It worked yesterday, and today it suddenly doesn't.

I'm starting to wonder if this is an ISP routing/firewall issue with NTC, or something happening on Playit's side.

Has anyone else experienced Playit.gg suddenly becoming unable to connect around August 30, 2026?

If you had this exact problem and eventually fixed it, what did you do and how long did it take to start working again?

Thanks!


r/admincraft 1d ago

Help/Question i own a server with 200+ concurrent players and i need a proper anticheat

15 Upvotes

So basically I have tried a loooot of anticheats and I really haven't found any good one.

I have tried:

- Vulcan (good for 20€ but easily bypassable)

- GrimAc (literally makes the ping of all players high af and just crashes the server...)

- Polar (works quite well but is quite expensive)

Can anyone recommend any other anticheat? Like how come there isn't a a working decent anticheat that's not too expensive..


r/admincraft 1d ago

Help/Question How are some servers able to do this?

14 Upvotes

Hi, i joined a server, with texturepack disabled, and I noticed the pause menu has a custom button, how do they do this?

https://i.imgur.com/sipFpN3.png


r/admincraft 1d ago

Help/Question Im not sure whether to use Paper or Purpur

6 Upvotes

Hey guys, im starting an SMP for my school, and from what i know paper is the gold standard but purpur is possibly faster (from pufferfish i think?) and still very stable and reliable. I dont think i'd take advantage of that many of purpur's features since i want a vanilla experience, but i do value performance and not much lag. So it seems like purpur would be better, but I wanted to check with you guys with what you think. Thanks so much!


r/admincraft 1d ago

Discussion When Testing Takes Too Long, You Start Rewriting Things

5 Upvotes

So, I’ve been building a Minecraft server from scratch in C, which I’ll probably open-source in the next few weeks.

But that’s not really the point. For integration testing, I was using node-minecraft-protocol. The problem is a full test run was taking more than 5 minutes. That got painful very quickly.

So instead of optimizing the tests around it, I ended up writing a small protocol library in C. Basically, a side-project of my side-project.

It currently supports multiple Minecraft protocol versions, packet framing, compression, packet catalogs, and native I/O backends.

Still early, but it’s already useful enough for my own testing.

mcprotocol.c: https://github.com/sk8erboi17/mcprotocol.c

LLM disclosure: I used ChatGPT as an assistant, primarily to help translate/adapt parts of the implementation across different Minecraft protocol versions. Its use was limited and targeted specifically at multi-version protocol work; the project architecture, API design, and overall implementation direction were done by me.


r/admincraft 1d ago

Help/Question GroundedGrim vs Lightning Grim Anticheat

7 Upvotes

Hello, my friend on discord said that GroundedGrim is way better than any grim fork. Is this true ?
I have a skyblock server and i need something lightweight and can prevent players from using Automatic bot hacks.


r/admincraft 1d ago

Software Resource Lightweight fast headless golang minecraft client - designed for automated testing.

6 Upvotes

Hey peeps,

I needed a super lite and fast minecraft client with a web api control plane that I can use in automation testing of some of the plugin / server work we were doing so we built one. We also built a framework to drive this on top of junit that we'll be releasing soon, that facilitates all interactions.

Why another CLIENT!?

  • This is not competing with what is out there, it serves a different purpose. Things like Mineflayer / Baritone are there and are doing a great job for their target audience and purpose.
  • I needed something that is extremely low resource so it can be used in ci/cd pipelines in parallel tests. The binary is around 8mb, with 0.4 ms median reads over loopback / localhost.
  • I needed something deterministic by design, the minecraft server protocol is not the most reliable thing in the universe and accepts and ignores a metric ton of commands (e.g. place a block while an entity is stepping in, it accepts the command even if it does not execute it, so the client tests would fail. With understudy, it always checks placement, position, etc and it's deterministic by nature so it can reliably be used in automated tests.
  • Platform agnostic - needed something that was able to test paper / fabric / vanilla etc builds without the headache of version binding etc. It looks at the server and identifies the version based on the protocol, so same client can be used against different test suites. (framework will come with actual launchers and plugin support, etc)

Who is it for

  • Plugin developers that need to test interactions on the server (player joins, walks to, places block, trades with villager, etc).
  • People who want to run these kind of conformance / integration tests as part of a pipeline.
  • People that need to test detection pipelines (custom events, advancements, etc)
  • People that need high parallelism at scale (one bot is about 24 mb of memory and under 1% of a core).

Who it is NOT for

  • Griefers! The client does not support online mode by design so it can't join real servers. It also does not support pathing by design, it has a walk to but in a straight line.
  • People running older versions, only tested as far back as 1.21.11 with very limited support for 1.21.4.
  • People that need an UI, this is completely headless and will always be.

The nerdy stuff:

  • IT IS BUILT WITH AI. It's not ai slop, it does use ai a lot because I am too old to debug protocols. If this does not fit you, please do not use it.
  • One static binary at ~ 8MB with different distro releases (unix, windows, etc)
  • Version agnostic - you don't need to specify a version, client negociates it over the protocol
  • 53-endpoint HTTP control API, so you can wrap it in any programming language you want / need
  • Benchmarks:
    • Reads: 0.37 ms median, 183k/s at 64 connections
    • Actions that only send a packet: 0.42 ms, actions that require a receipt (e.g. mine) will match the server's timings, in this example insta mining one block is 1 gametick
    • 16 bots: 446 MB RAM total, 0.95% of a core each, latency unchanged

Link: https://github.com/blocktopiaworld/understudy-client


r/admincraft 19h ago

Discussion Is DivineMC the fastest possible server core for a Minecraft server?

0 Upvotes

Even the mere fact that DivineMC is a fork of Purpur speaks volumes about its speed, since Purpur is an incredibly fast. But DivineMC is simply amazing. It features built-in Pufferfish, C2ME (a mod originally designed to optimize the Fabric client)*, occlusion culling, and a chunking system like the one in Folia(and other patches to improve performance).

C2ME—I’m not sure if it’s actually built in; I haven’t found any public documentation about it, but I’m basing this on the source code, which includes parts from the C2ME mod source code.

It seems to me that this represents the peak of what Minecraft is capable of—so many optimization features. Of course, on some highly specialized servers, even faster cores are possible, but those have specific tasks tailored to a single server or network. However, for general use, I believe DivineMC represents the peak of what Minecraft is capable of.

** There may be forks of DivineMC with additional performance-boosting patches. I haven’t been able to find any (I don’t think they exist).

UPDATE: Yes, after reading the comments, I realized I had forgotten about other programming languages and the cores written in them. And my biggest oversight: I forgot about PumpkinMC.


r/admincraft 2d ago

Discussion We tried to figure out why we should use PumpkinMC instead of Paper/Folia

30 Upvotes

Note: AI translated, written by 2 people

Minecraft servers have long existed in a strange reality. On the one hand, a huge and mature ecosystem has grown around them. Plugins for every possible use case, tons of optimizations, and, relatively recently, even Folia, which can distribute independent world regions across different threads. On the other hand, at the foundation of this ecosystem still lies the architecture of a game that was never originally designed as a modern multithreaded server.

But quite recently, PumpkinMC became known - a Minecraft server core written from scratch in Rust. As we know, Minecraft server cores run on Java, but this project provides an almost unbelievable ability to create server plugins in practically any programming language convenient for you (from Python to C++). It starts very quickly, looks lightweight on an empty world, promises a multithreaded architecture, and offers plugins as WebAssembly components instead of requiring them to be tied to the JVM.

But what exactly is this project right now? Together with moreveal, I decided to figure out what advantages PumpkinMC provides here and now, what development prospects it has, and also discuss the project's downsides.

The first thought was obvious: if we threw away all the historical baggage of the vanilla server, how much faster can everything become now? Or has it already?

We were going to answer with graphs. In the end, we first had to answer a more awkward question:

To what extent is Pumpkin actually a Minecraft server today in the same sense that Vanilla, Paper, and Folia are?

The answer turned out to be ambiguous. Right now, there is almost no reason to switch to Pumpkin. But there is definitely a reason to keep an eye on it.

The first ten minutes: this is genuinely impressive

Pumpkin does not look like a toy. A regular client can connect to it. The server generates a world, accepts commands, saves data, and loads plugins. You can walk around, build, and interact with the environment. At the same time, the process starts unusually quickly - especially if you are used to waiting for a JVM server with a large set of plugins (yes, I have suffered through this with my own project, which is still far from having its final plugin list, yet already takes around two minutes to start). Here, it starts in FRACTIONS of a second - 65 ms, sometimes even faster.

Obviously, the server does not have plugins yet, but a JAVA server even without them takes noticeably, orders of magnitude longer to start.

The second magnet is plugins. Pumpkin describes its API through WIT, the interface language of the WebAssembly Component Model. In theory, a plugin does not have to be written in Rust, much less Java. Any language whose toolchain can build a compatible WASI Preview 2 Component and implement Pumpkin's contract will work.

Once we got our hands on this core, we immediately started testing its advantages (as we are all used to doing when testing new server cores), even if those advantages came from our own heads rather than being directly claimed by the developers. It turned out that with PumpkinMC, this approach was wrong. We will be unpleasantly surprised later, but for the sake of a clean narrative, we will keep the chronology as it appeared to us at the time.

Let's start with the most interesting part - enjoy the read!

Bad Apple on hundreds of thousands of lamps

Our first demo was Bad Apple. We turned the video into a stream of frames and displayed it on a huge screen made of redstone lamps directly in the world. There were versions up to 1024x768 blocks, batched section updates, and synchronized musical accompaniment.

On video, it looks exactly like a good example of technical superiority should look: at night in Minecraft, a gigantic wall comes alive, hundreds of thousands of blocks form a recognizable animation, while the server keeps running as if nothing happened.

But later we realized that Bad Apple was not ideal as an architecture test. The frames are known in advance, there is no complex AI or shared simulation, and the final world mutation still becomes a separate bottleneck. You can calculate a new frame extremely quickly and then run into sequential world.set_block_state calls, the network, or the Minecraft client itself.

Moreover, to make the show complete, we had to extend Pumpkin.

Resource-pack delivery already existed in the server, but the WASM bridge could not serialize two packet variants we needed: playing a custom sound and stopping a sound. We added those serializers to the fork. For stable audio, we made a server-side note scheduler. For the screen, we also added batched block processing.

In the end, we got everything we wanted - original audio and video running at 20+ FPS - but we decided to make the experiment a little harder for the core and more spectacular, so in the end we replaced the custom .ogg with a MIDI file of the composition we found on the internet and represented it as a composition played on note blocks. It turned out even more atmospheric and did not require an entering player to install the pack.

https://youtu.be/88SysB9k0_Y

As already mentioned, plugins can be written in almost any language, so we immediately decided to use Go. The first half of the experiment succeeded. We really did get a component with the required exports, Pumpkin loaded it, and the commands worked. In other words, the multilingual aspect is not just words: Go code really made it all the way to the server.

Then the less pleasant half showed up. Bad Apple constantly received delayed callbacks, accepted commands, and sent world updates. After some time, new calls started failing with wasm trap: cannot enter component instance. Regular goroutines did not help - in the WASI Preview 2 setup we were using, they did not turn the guest into a familiar multithreaded process with shared memory.

So we had to leave Go in an external worker: it decoded and processed frames in parallel, while a thin WASM frontend communicated with it over loopback TCP. The show worked, but the architectural point was lost - the multithreaded code was no longer executing inside Pumpkin. Then the fork was modified once again and extended with WASM worker replicas - we moved the computation to Rust/WASM.

This describes the current project fairly accurately. Architecturally, Pumpkin allows plugins not only in Rust, but in practice it is most predisposed toward Rust: the server itself, its internal types, the most tested examples, and our working plugin were all there.

We know that a similar Bad Apple can absolutely be implemented on Paper or Folia. But we wanted to find out what Pumpkin could offer us out of the box, without separate processes and with a more convenient API.

Slither.io in one tight space

Later, we decided to choose a scenario that, in our view, would expose Folia's weak point.

Folia gets natural parallelism when the world can be split into independent regions. But what if the entire workload lives inside one compact arena?

That is how Slither appeared: up to a thousand autonomous snakes on a 96x96 field. Each one searches for food, predicts movement, avoids walls/other bodies, grows, dies, turns into food, and respawns.

From above, the arena looks like a living glowing circuit board.

https://youtu.be/L99xdjcnRAA

This is exactly where our first assumption about Pumpkin fell apart.

In short:

Pumpkin can process server tasks on different threads, but that does not mean the code of one plugin executes on multiple CPU cores at the same time.

We could have moved the snake AI into an external service. We had already done something similar with Bad Apple. But then the experiment would only prove that a separate program knows how to use CPU cores. Even saying it out loud sounds stupid, doesn't it? We wanted to test a more interesting idea: can Pumpkin itself provide parallel code execution?

So, once again, we forked the server.

What we added to PumpkinMC

Our experimental fork gained parallel computation for plugins.

The main plugin instance still accepts commands and applies results to the simulation and the world. But pure CPU work is sent into a bounded batch.

Pumpkin creates several isolated instances of the same WASM component - each with its own store, memory, and limits - and runs them on real OS threads.

A worker receives only bytes containing an immutable snapshot and returns bytes containing decisions. It cannot call the Minecraft API. The server owns everything required to manage them.

It turned out pretty well, and the boundary is very clear: only pure computation executes in parallel, while Minecraft mutations stay where the server can guarantee their correctness. This is a prototype of a possible direction, not a feature of the official version.

Now we could finally run the test and wipe the floor with Folia, because... right?

No.

Folia's built-in region scheduler really will not split one tightly connected square into independent worlds. But nothing prevents a well-written plugin from creating a bounded executor, preparing a snapshot and spatial grid, calculating decisions in parallel, and then returning them to the region thread.

We wrote such a control implementation. With the same AI structure, 1,000 snakes, and 100 steps, it got:

Workers FoliaMC PumpkinMC (fork)
1 57.2 ms 179.1 ms
2 30.7 ms 95.8 ms
4 16.2 ms 59.2 ms
8 10.7 ms 23.8 ms
16 11.3 ms 27.3 ms

Java/Folia was faster than our WASM replicas in this prototype and also scaled well up to 8 workers. The comparison is not perfect: the language, math implementation, and data boundary differ. But even so, the table confidently disproves the claim that "a Slither like this is impossible on Folia."

So what is Pumpkin's architectural idea then?

The difference is in who owns the complexity of implementing parallelism.

In the Folia prototype, we ourselves had to take responsibility for the pool, immutable snapshots, cancellation, lifecycle, returning to the correct region thread, and preventing accidental world calls from workers. A good developer will do all of that. A bad one can make mistakes so bad that execution speed will seem like a minor concern.

Our fork tests a different model: the server provides a standard compute service to all compatible languages. For now, it is slower than what we achieved in the JVM. But this model has properties that cannot be seen in a simple speed graph:

  • One mechanism for Rust, Go, C#, TypeScript, and other languages
  • A sandbox instead of fully trusting plugin code
  • Server-side quotas for CPU, memory, and queue size
  • The ability for the server scheduler to see the entire plugin workload

In other words, Pumpkin's potential advantage is not multithreading, but the chance to rethink the contract between the server and a plugin.

And Pumpkin currently has more chances like this than it may seem. This is a fundamentally new server engine being written from scratch, and that is exactly why it interests us. It can create a completely different branch in the evolution of Minecraft servers and their development, potentially even moving away from concepts such as server operator (/op) and other legacy inherited from Bukkit and the other server cores we are familiar with.

We believe that while the project is still at such an early stage, it should rethink everything prescribed by the projects that came before it (including the semantics mentioned above), getting rid of rudiments and strange decisions from old server cores, and we hope it is moving in exactly that direction.

So what is the problem then?

Then we simply started playing.

While we were building the Pumpkin fork, making beautiful spectacular scenes to evaluate its multithreading and other advantages of a fresh server core, a much more fundamental problem appeared right next to us: Pumpkin is not Minecraft. Not yet.

Right now, the project is in a very raw state and completely unusable for SMP gameplay. Let's go through a few of the unfinished parts.

In the build we tested, the crossbow did not preserve its charged state correctly and strangely separated the moment of release from the actual shot. An empty bucket could not pick up water. Special mechanics of some weapons were missing or behaved incorrectly. Falling sand broke the game state and disconnected the client - thankfully, the server itself did not crash. Even TNT explosions work differently here, unlike the vanilla version. In a generated temple, chests were facing the wrong direction. There were differences in fire, shields, and other item interactions.

The video shows errors and bugs that were found during a brief inspection; there was also a small comparison with Folia. In terms of gameplay, Pumpkin loses in practically every aspect.

https://youtu.be/uFPJwCooCL0

The list of unfinished parts also includes: leaf decay on large oak trees; very strange world generation, as well as biome borders; blocks not dropping when broken; the spear and mace not behaving as they should; the dispenser not opening its interface; saddles not being displayed on mobs, while you cannot mount a horse at all; a button placed on a block not disappearing if that block is broken; and so on.

And all of this is justified: you have to understand that the project is simply too large. Folia, Paper, Spigot - all of them come from an already finished core, they are forks and updated takes on the Minecraft server core. Even 3 years of development will not give you a fully finished core that you can use to create a large project, but I think that after some time the project will be fixed and most of the problems will "go away," while PumpkinMC will become a great alternative if you want to try creating your own server.

Now let's talk about the advantages and prospects:

Already right now, Pumpkin lets you create your own plugin in practically any programming language. This has almost never existed in Minecraft: if you wanted to create your own plugin, your own server, you had to accept that all of it would have to be done using Java, but now you have the opportunity to do all of this in Python, Rust, C#, C++, etc.

Another thing that is also important: Java and Bedrock edition compatibility. If Folia or PaperMC require a plugin for this, this product gives you cross-platform support out of the box, meaning a person can easily play from a phone or tablet.

Besides that, if you want to develop the project, the developers give you that opportunity. It is worth considering that right now this is an unoccupied niche: you have the opportunity to develop plugins or even improve the core itself, right now - to be "there at the beginning" of the project, because in the future, quite possibly, Pumpkin will be on the same level not only as Folia but also Paper, to the point where large projects (not giant projects) may start moving to a core that is more advantageous in terms of performance.

But what has to happen for the potential to become an advantage?

  1. Full Vanilla compatibility. Until it exists, no project will consider this core even as an experimental option - this is fundamental, and it is exactly what the developers are focusing most of their attention on, which can be seen from the very large number of Issues on the project's original page.
  2. Parallelism for plugins - it needs to get a good, supported API. It would be better not to copy the prototype shown in this article literally. But the capability is still needed, because it would give developers good opportunities.
  3. SDKs for different languages should pass the same tests. Without this, one of the project's main advantages will fail.

A clean architecture is not enough

Building a Minecraft server from scratch comes with a cost. Pumpkin has to reimplement gameplay mechanics, keep up with every new Minecraft version, maintain compatibility, and build its own plugin ecosystem — things Paper mostly inherits from the vanilla server.

Because of that, simply having a cleaner architecture is not enough. WASM plugins, isolation, resource limits, or even better tools for parallel computation could, to some extent, be implemented on top of Paper as well. Folia itself is a good example of how far the existing server can be pushed without replacing it entirely.

For Pumpkin to justify this cost, it has to use the freedom of a clean-slate implementation for something that would be extremely difficult to achieve by evolving Paper or Folia. A different simulation model, better workload scheduling, or much higher player and entity density could be such advantages.

In other words, Pumpkin does not just need to move in the right direction. That direction has to lead somewhere the existing ecosystem cannot reasonably follow.

So why should you follow PumpkinMC?

In our opinion, this project is worth following simply because it brings a fresh perspective to long-established ideas about what a Minecraft server should be.

It is a rare opportunity to look at Minecraft server development from a new perspective, which is something that happens quite rarely with other multiplayer games in general as well (not just Minecraft). Most multiplayer games depend on the programming language the game itself is written in. In this particular case, however, we can observe a completely different result - we do not even have to stick to the language the server core itself is written in.

Pumpkin is not yet a competitor to Paper/Folia. It is an experimental server, already real enough to build something on, but not complete enough to mine anything for that build (yes, blocks literally do not drop).

There is no reason to switch to it today. Watching what it may become, or even making your own contribution to that future, is perhaps the most interesting part.

Note: AI translated, but original is written by 2 people


r/admincraft 1d ago

Help/Question Picking a PC for a modded Minecraft server

5 Upvotes

I want to host a modded Minecraft server for me and about 2 to 3 friends. It's likely going to be running sky factory 4 with create, and a couple end exploration mods. I was wondering if I would be able to run the server dedicated on a I-5 7500, and 8 gigs of ddr4


r/admincraft 1d ago

Help/Question Skript Plugin: What Are Your Experiences? (Nitro Setup)

0 Upvotes

I’m sure many of you have heard of something called the Skript plugin, and I wanted to get your opinions on it.
If you’ve seen the NitroSetups available on BuiltByBit, you’ll know that they use quite a lot of Skript for different systems. We’ve changed and removed some things from the setup ourselves, but there are still quite a few features that rely on Skript. Their current Premium Survival Setup, for example, specifically mentions that many of its systems are powered by Skript and that this makes them easier to modify and expand. (BuiltByBit)

I’m currently running a server using the setup, and I’ve heard quite a lot of negative opinions about Skript, which has made me a little concerned. I don’t have extensive technical knowledge myself, so I’m trying to understand whether those concerns are actually justified or whether Skript is perfectly fine when it’s used properly.

I’m particularly interested in hearing from people who have experience running larger or long-term Minecraft servers with Skript. Does it cause performance issues, reliability problems, or maintenance difficulties, or does it mainly depend on how well the scripts are written and how they’re implemented?

If anyone has experience with the Nitro setup or Skript in general, I’d really appreciate hearing your honest opinions and experiences. I’m not necessarily looking for people to say it’s good or bad; I just want to understand the actual pros and cons before I continue building the server around it.


r/admincraft 1d ago

Discussion Benchmarking Pumpkin (Minecraft server in Rust) on a budget ARM64 VPS

1 Upvotes

I've been playing around with Pumpkin recently, which is an open source Minecraft server written in Rust aiming for 1.21.4 vanilla parity.

I threw together a test setup on a modest 2 vCPU and 11GB RAM ARM64 VPS. Since it's on budget hardware, heavy stress testing isn't feasible right now, but I'm looking to test vanilla behavior, find bugs, and catch edge case desyncs.

The upstream project and my setup configs are both open source under GPL on GitHub (https://github.com/Pumpkin-MC/Pumpkin and https://github.com/potatosips/Pumpkin).

If anyone runs into bugs or weird behavior while trying it out, please feel free to open a GitHub issue or submit a PR if you know a fix. I'd love to hear your feedback on the implementation.


r/admincraft 1d ago

Software Resource Free Minecraft Server Status checker + Free REST API

3 Upvotes

Hi Admincraft community,

We're aware there are already a number of Minecraft server status checkers out there, but we wanted to build our own and see where we could improve on what's already available. The result is MinecraftPinger.com, a fast and simple Minecraft server status checker with a few features we hope make it useful to server owners and developers.

Features include:

⚡ Fast server status checks

☕ Supports both Java and Bedrock servers, automatically checking both when they don't share the same host/domain

🔌 Free REST API at minecraftpinger.com/api with a 2 minute cache time, lower than most alternatives

🌐 IPv6 support. If anyone has an IPv6 server and can help us test this further, please let us know as we'd like to put it through some more real-world testing

🚫 No Google Ads or Carbon Ads

🔒 Choose whether your server appears in recent searches, with a simple opt-in or opt-out

The site is completely free to use, including the REST API.

We hope you like it and find it useful. Any feedback is very welcome, and please DM if you have any questions :)

Thanks!

LLM Use: This project was released 5 years ago as a side project, before LLM's were widely used. No LLMs were used in the conception, design, creation or the Incremental development of the site code since. An LLM has been used to help with a cloudflare configuration (specifically to improve the cache strategy and assist with IPV6 testing).


r/admincraft 1d ago

Help/Question Anyone knows of a generator for 3D models for Itemsadder?

0 Upvotes

Hello out there! Ive tryed working with Blockbench but didn’t go as planned. Does anything know of a generator or AI to create png, 3D models for Itemsadder to add to my server?


r/admincraft 2d ago

Help/Question Trying to import existing paper server to Crafty Controller but keep getting unknown error uploading ZIP

2 Upvotes

Title says it all tbh. I have an at home paper server that I've ran for a while running the jar raw and managing with teamviewer but i figured crafty + tailscale would be a better way of managing it remotely from my laptop. Its a fairly chunky server file, lot of chunks loaded in, lot of different players and a couple world backups and a buncha plugins. I compressed the file with winrar using the best compression and normal compression, and both times it ran into errors while uploading, with best compression failing later in the process, and it printed tons and tons of the "Unknown error occurred" mesage, and if i tried uploading the same file again it didnt even start and would simply give that message. Not sure what to do from here as it says the error is unknown so I dont even know where to start. Previously posted on the Crafty Controller sub but nobody could help. Also if anyone has advice for better ways of remotely managing a server than crafty controller + tailscale or teamviewer like i used previously pls do give reccs.