Heavily optimized. Still vanilla.
Mako is made for the hardest case: hundreds of players in one spot. It stays fast there, and the game still plays like Minecraft.
Faster, and still the same game
We check every optimization against normal behavior. Results coming soon.
- Same result by default. With the default settings, blocks, mobs, events and what players see stay the same.
- Gameplay changes are opt-in. Anything that changes how the game plays ships off by default, and the config says so.
- One switch per optimization. You can turn each one off on its own if a plugin needs the old behavior.
- Farms and redstone stay the same. Iron farms, gold farms, redstone clocks and mob AI work like before. A farm test that every release must pass is planned.
Built for big crowds in one spot
These are done and in the build we benchmark.
Big crowds, steady TPS
Results coming soon.
Lower MSPT
Results coming soon.
Less network load
Big crowds cost much less CPU to keep every player up to date. Players see exactly the same game.
Less memory churn
The server creates far less short-lived memory per second, so the garbage collector has less to do and pauses less.
Calm join and leave waves
After a restart or at an event start, many players join at once. Very large servers no longer kick new players, and mass leaves keep the console clean.
Slow clients can't hurt others
A frozen or very slow client can no longer fill the server's memory. Healthy players on slow connections stay online.
Modern PvP
For crystal, anchor, sword, axe and mace PvP. Players do not ask for TPS. They ask: does my totem swap count, do my hits count, are crystals fast?
Ghost totems
A ghost totem is when you die with a totem in your inventory, although you swapped in time. Part of this is the server's fault, not your ping.
Our target is zero server-caused ghost totems, proven with a replay test and a counter on live servers. Ghosts caused by high ping are a fairness question, so that fix will be an option you choose.
Totem swaps that count
A swap that reached the server in time saves you. Every time.
Faster crystal fights
Crystal explosions cost the server less, with exactly the same result.
Published hit timing
We will measure and publish hit delay, knockback delay and ghost-totem counts.
Your rules
Optional settings for knockback, hit timing and high-ping players, per world. All off by default.
More cores for one crowd
Big hosts have many CPU cores, but one busy spot still uses only one of them. We are working on letting one crowd use more cores, without changing how the game plays.
See the numbers
Benchmark results are coming soon.