Features and limitations

A source-backed overview of available modules and the boundaries you should test.

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Capability matrix

GroupAvailable behavior and main limit
StorageChunk I/O pool, custom zstd writer/reader, async player saves; live state stays main and format rollback needs planning
Entity snapshotsTarget candidates and visibility diffs, with native fallback for stale/ineligible results
HoppersEligible idle retry spreading; related inventory listeners restore native polling
BehaviorIndependent native switches, three goal modes, and a gameplay-changing HUB preset
NetworkConditional native transport, flush/socket tuning, chunk cohorts, numeric sharing/pooling, movement tiers, tab batching
Combat/locatorIndependent recent-combat priority and opt-in far locator cadence
PregenSpawn-centered chunk radius, status/pause/resume/cancel, bounded admission; progress is not persisted
SecuritySix independent guards for recognized input/work/redstone paths; not universal protection
ManagementConsole setup, status/watch/details/JSON, in-game GUI, read-only doctor, emergency safemode
CloudOutbound bridge and persistent credentials; separate customer service
NotificationsOpt-in sanitized best-effort Discord summaries, not a replacement for logs
External advisorComponents exist, default off; current cloud end-to-end availability is unverified after embedded UI removal

Boundaries to remember

Preserved APIs and one main thread do not guarantee every plugin combination or workload performs better. Results depend on resources, configuration, and the behavior selected.

No production converter for Nusa zstd worlds is included. World configuration remains reserved while current modules use global settings. Safemode bypasses additional guards and does not replace all startup resources.

Review settings, plugin compatibility, and release information before operational changes.

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