Features and limitations
A source-backed overview of available modules and the boundaries you should test.
On this page
Capability matrix
| Group | Available behavior and main limit |
|---|---|
| Storage | Chunk I/O pool, custom zstd writer/reader, async player saves; live state stays main and format rollback needs planning |
| Entity snapshots | Target candidates and visibility diffs, with native fallback for stale/ineligible results |
| Hoppers | Eligible idle retry spreading; related inventory listeners restore native polling |
| Behavior | Independent native switches, three goal modes, and a gameplay-changing HUB preset |
| Network | Conditional native transport, flush/socket tuning, chunk cohorts, numeric sharing/pooling, movement tiers, tab batching |
| Combat/locator | Independent recent-combat priority and opt-in far locator cadence |
| Pregen | Spawn-centered chunk radius, status/pause/resume/cancel, bounded admission; progress is not persisted |
| Security | Six independent guards for recognized input/work/redstone paths; not universal protection |
| Management | Console setup, status/watch/details/JSON, in-game GUI, read-only doctor, emergency safemode |
| Cloud | Outbound bridge and persistent credentials; separate customer service |
| Notifications | Opt-in sanitized best-effort Discord summaries, not a replacement for logs |
| External advisor | Components 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.