YOU MUST JOIN OUR DISCORD SERVER AFTER PURCHASING AT dsc.gg/refine
You can test Carbon at IP: test.refinedev.xyz (Bots Duels available for Solo Testing)
We have developed an advanced PaperSpigot fork specifically designed to elevate the PvP experience by implementing significant modifications to the core NMS code. Our enhanced version incorporates a range of additional enhancements and improvements to ensure optimal gameplay. Thorough testing, involving over 700+ players, has confirmed its stability, maintaining a consistent 20 ticks per second (TPS) for an uninterrupted experience.
One of the key highlights of our fork is the remarkable smoothness and fluidity it offers in terms of knockback mechanics, potions, and hit detection. These crucial aspects of PvP have been finely tuned to provide players with an exceptional combat experience. Moreover, our implementation of API additions and alterations offers developers unparalleled flexibility and an enhanced environment for crafting plugins tailored to their Carbon server.
Its simple, its powerful and it gets the job done.
- Easy to use API
- Six Knockback Types (Easy, Smooth, Detailed, Exclusive, Expert, Explicit)
- Countless Optimizations to NMS (You can ask on discord if you want to know what they are)
- Latest Netty and Log4J versions
- Velocity Packet Compression/Decompression and Encrpytion/Decryption (Paper)
- Easy to use KnockbackAPI
- Java 8+ Support
- Stable 20 TPS (100+ Players)
- NMS Compatibility with many anticheats (Vulcan, Matrix, Artemis, Karhu)
- Artemis SDK support
- Log4J RCE exploit patched
- FAWE & Multiverse crash exploit patched
- TPS Command configurable
- Version Command configurable
- Asynchronous Chunk Load & Generating
- Custom Entity Hider (Visibility Patch)
- In-game config reload
- Modern Tick-Loop (Stable 20 TPS w/Catchup)
- Theme Color customizable
- Asynchronous Entity Tracker
- HCF Potion and EquipmentSetEvent (Lazarus Support)
- Packet and Movement Handlers
- Smooth and Responsive Knockback
- PotPvP 1.8 support
- PlayerHealthChangeEvent
- Enderpearl System (Pearl Through Fence, Stairs, String, Tali Pearls, Pearl Gravity, Speed, Time)
- Customizable Projectiles knockback
- ASM Based Event-Bus replacement for Bukkit (2x Faster)
- Optimized RegionFile & Guava Cache
- TNT and Spawner configurations and optimizations
# This is the main configuration file for CarbonSpigot.
# As you can see, there's tons to configure. Some options may impact gameplay, so use
# with caution, and make sure you know what each option does before configuring.
#
# If you need help with the configuration or have any questions related to Carbon,
# join us in our Discord.
#
# Discord: https://dsc.gg/refine
#
REFINE:
# Enter your generated license key here
LICENSE-KEY: ""
SETTINGS:
COMMANDS:
#
# Toggle whether the plugin command should be enabled or not
PLUGIN-COMMAND-ENABLED: true
#
# Toggle whether the day command should be enabled or not
DAY-COMMAND-ENABLED: true
#
# Should the version command be public?
VERSION-COMMAND-PUBLIC: true
#
# Toggle whether the reload command should be enabled or not
RELOAD-COMMAND-ENABLED: true
#
# Toggle whether the version command should be enabled or not
VERSION-COMMAND-ENABLED: true
#
# Toggle whether the ping command should be enabled or not
PING-COMMAND-ENABLED: true
#
# This overrides our plugin command with the default paper plugin command.
DEFAULT-PLUGIN-COMMAND: false
#
# Toggle whether the night command should be enabled or not
NIGHT-COMMAND-ENABLED: true
LOCALE:
#
# Should we show IPs of players in the console when the connect?
SHOW-PLAYER-IPS-CONSOLE: false
#
# This is the kick message for our packet throttle system in security category
PACKET-THROTTLE-MESSAGE: '[Carbon] Kicked for Spamming Packets'
#
# You can change carbon's theme color here (Use Bukkit ChatColors here!)
CARBON-THEME: RED
#
# You can edit the self ping message here
PING-SELF-CMD-MESSAGE: '&fYour ping: &c%ping%'
#
# You can edit the target ping message here
PING-TARGET-CMD-MESSAGE: '&f%player%''s ping: &c%ping%'
#
# You can edit the version command message here, although I'd appreciate it if you didn't
VERSION-MESSAGE:
- ' '
- '&c&lCarbon Info'
- ''
- ' &fVersion: &cv<version>'
- ' &fAuthor: &cDrizzy &7&o(Refine Development)'
- ' &fDiscord: &chttps://dsc.gg/refine'
- ' '
#
# You can edit the TPS message format here (All placeholders are used here)
TPS-MESSAGE-FORMAT:
- ' '
- '&c&lServer Performance &7(%uptime% - %total_player_online% players)'
- ' &fPerformance &7(Last 1s, 1m, 5m, 15m)&f: &a%current_tps%, %list_tps%'
- ' &fMemory: &a%used_ram%mb &7(&7Used), &a%total_ram%mb&7(Allocated), &a%free_ram%mb&7(Free)'
- ' &fChunks - Entities: &a%total_chunk_loaded% chunks, %total_entity% entities'
- ' &fServer Performance Lag: &c%bar%'
- ' &fPlayers Online: &c%total_player_online%/%max_slot%'
- ' '
GAMEPLAY:
#
# This completely disables the lineOfSight method and uses direct vanilla server-side reach of 36.0D.
# If this is enabled then alternate-hit-detection won't do anything.
DYNAMIC-HIT-REGISTRY: false
#
# This fixes the armor damage to be less
FIX-ARMOR-DAMAGE: true
#
# This issues comes from disable 'keep-spawn-in-memory' for a certain world.
# If you want to keep it disabled and have arrows still work, then enable this.
FIX-ARROW-BOUNCE-GLITCH: true
#
# Fixes Armor Visibility Exploit using NameTags cheat
FIX-ARMOR-NAME-TAGS: true
#
# Should the player respawn instantly after dying?
# Plugins would need to set player's health to full on PlayerDeathEvent to work properly
# If you are using Via-Version for 1.9+ Compatibility
# You may want to disable the option 'use-new-deathmessages' in Via-Version config.yml
# Since that option added death screen manually, disabling it will fix the problem
INSTANT-RESPAWN: false
#
# Fixes a calculation bug where MathHelper#floor was being used for an entity's placement (Credits: JT - PvPLand Developer)
RELATIVE-MOVE-FIX: true
#
# Improve the hit detection by increasing server-side reach
ALTERNATE-HIT-DETECTION: true
#
# This fixes the enchantment knockback on Detailed/Expert
FIX-CARBON-ENCHANT-KB: true
#
# Fixes invisibility potion and name tags
FIX-INVISIBILITY-PATCH: true
#
# Change pick up delay value (TICKS)
PICKUP-DELAY: 40
#
# Toggle fall damage knockback
FALL-DAMAGE-KNOCKBACK: false
#
# Whether to enable the eat while running fix
FIX-EAT-WHILE-RUNNING: true
#
# Fixes sand falling not loading chunks
FIX-SAND-CHUNK-LOADING: true
#
# Whether to enable the block hit glitch fix
FIX-BLOCK-HIT-GLITCH: true
#
# Faster redstone implementation (see: https://www.spigotmc.org/resources/pandawire-1-8-8-1-15-2.41991/
# It can have big impact on server performance, but also it can break a lot of mechanics.
PANDA-WIRE-REDSTONE: false
#
# Should explosions harm the player?.
EXPLOSION-DAMAGES-PLAYER: true
WORLD:
#
# Toggle lava turning to cobble stone
GENERATE-COBBLESTONE: false
#
# Toggle lava turning to obsidian
GENERATE-OBSIDIAN: false
#
# Toggle lava turning to stone
GENERATE-STONE: false
#
# Toggle water destroying redstone
WATER-DESTROYS-REDSTONE: false
#
# Change how many blocks a piston can push at once
MAX-PISTON-PUSH-BLOCKS: 12
#
# Should blocks be ticked and updated?
# Practice servers won't really blocks to have physics or be ticked so they can turn it off
DO-BLOCK-OPERATIONS: true
#
# Should pistons push entities?
PISTON-ENTITY-PUSH: true
#
# Toggle whether infinite water sources should be allowed or not
INFINITE-WATER-SOURCES: true
#
# Force all worlds to generate with a void-world generator (Credits: Original VoidWorld Plugin)
FORCE-VOID-WORLD: true
#
# Toggle whether leaves should decay or not
SHOULD-LEAVES-DECAY: false
#
# Prevents entities from moving in unloaded chunks
PREVENT-UNLOADED-CHUNK-MOVEMENT: true
#
# Toggles player damage outside of border check every tick
BORDER-DAMAGE-CHECK: false
EVENTS:
#
# Toggles the PlayerArmAnimationEvent. This can significantly reduce hit detection delay
ARM-ANIMATION-EVENT: true
#
# If you don't have any listener for this, turn this off, helps with performance
PLAYER-MOVE-EVENT: true
NETWORK:
#
# Handles Keep Alive frequency and packets with own system and smoothens out PvP (Can break some bad Anti-Cheats)
OPTIMIZED-KEEP-ALIVE: true
#
# This forces EntityPlayers to use original yaw-pitch variables in Entity class
OPTIMIZED-YAW-PITCH-TRACKING: true
#
# This will only let arm swings be registered every 10 ticks (Credits: JT - PvPLand Developer)
OPTIMIZE-ARM-SWINGS: false
#
# Toggle whether you get kicked for spamming chat or not (Vanilla Only!)
KICK-FOR-SPAM: true
#
# Should bukkit check for rogue arm swings, disabling this improves hit detection but also makes hacking easier
CHECK-ROGUE-ARM-SWINGS: false
SECURITY:
#
# Patches the exploit of overloading the ChatComponent to crash servers
CHAT-COMPONENT:
#
# The default amount is 96 iterations, increase if chat component break in plugins, 128 is a recommended value if you get issues.
ITERATION-LIMIT: 96
#
# Max amount of text in one text element.
TEXT-LIMIT: 512
BOOK:
#
# Set the max book author name size
MAX-AUTHOR-SIZE: 32
#
# Set the max book title size
MAX-TITLE-SIZE: 128
PACKET:
#
# Set the packet throttle value (Max Packets per second)
MAX-SIZE: 2048
#
# Toggle Carbon's built-in packet throttling system
THROTTLE-SYSTEM: false
#
# Scans all the plugins to check for host-flow malware and alerts in console if it finds it
CHECK-FOR-MALWARE: true
OPTIMIZED-EVENT-BUS:
#
# Toggle Carbon's custom EventBus optimization 2.0, works with Java 8-17 to improve the performance of Bukkit Events.
ENABLED: false
#
# Add an extra layer of abstraction to allow timings to work. Disable for better performance.
TIMINGS-EVENT-EXECUTOR: true
#
# Uses a different reflection validation method, breaks FAWE and some other plugins.
ALTERNATE-INSTANCE-CHECK: false
REGION-FILE:
#
# Improves performance of chunks in specific situations.
# Can improve or reduce performance depending on your situation.
# May also cause issues on chunk deletion. Should be used with a high maxSize or in situations where chunks are frequently loaded/unloaded.
OPTIMIZED-FILE-ENABLED: true
#
# Switches from Mojang's memory optimized cache to a performance-optimized cache.
# May result in minorly higher memory usage.
OPTIMIZED-CACHE-ENABLED: true
#
# Max amount of cached region file objects.
OPTIMIZED-CACHE-MAX-SIZE: 512
#
# Delay to remove entries after last reference.
# Modified max-size mechanics still exist as well as this.
OPTIMIZED-CACHE-EXPIRY-TIME: 600000
PEARLS:
#
# This option improves yaw-calculation by teleporting the shooter to target's Y level
BETTER-YAW: true
#
# Toggle the wall glitch fix, this will break mmc pearls though
WALL-GLITCH-FIX: false
#
# Should the pearls deal damage upon landing to the shooter?
DAMAGE-ENABLED: false
#
# Configure the pass-through settings of pearls
TALIBAN-PEARLS:
#
# Should the pearl pass-through an open fence-gate?
FENCE-GATE: true
#
# Should the pearl pass-through a cobweb?
COBWEB: true
#
# Should the pearl pass-through a tripwire?
TRIPWIRE: true
#
# Should the pearl pass-through a bed?
BED: true
#
# Should the pearl pass-through a slab?
SLAB: false
#
# The vertical-offset value of an enderpearl
PEARL-VERTICAL-OFFSET: 0.0
#
# The gravity (y-axis subtraction) value of an enderpearl
PEARL-GRAVITY: 0.03
#
# The speed multiplier of an enderpearl
PEARL-SPEED: 1.5
POTIONS:
#
# Splash the potion inside shooter after 4 ticks of living if it's in range of the player
# This option does not work in accordance with Smooth-Potions option. You can only enable one at a time.
REDUCED-SPLASH: false
#
# Make the potions hit the shooter instantly, instead of around the shooter
SMOOTH-POTIONS: true
#
# The amount of ticks in air of a splash potion
AIR-TICKS: 3
#
# The speed multiplier of a splash potion
POTION-SPEED: 0.593
#
# The vertical-offset value of a splash potion
POTION-VERTICAL-OFFSET: -20.0
#
# The gravity (y-axis subtraction) value of a splash potion
POTION-GRAVITY: 0.05
CHUNK:
#
# Should we allow Bukkit to unload chunks that aren't used?
UNLOAD-CHUNKS: true
#
# The amount of players handled per thread of ChunkIOExecutor
PLAYERS-PER-THREAD: 150
#
# The amount of threads used by ChunkIOExecutor
CHUNK-THREAD: 2
ASYNC:
#
# Whether to use modern Async Chunk System (Backported from Paper 1.13.2).
# This system support not only Async Chunk Loading, but also Async Chunk Generation!
ENABLED: false
#
# The amount of threads to use for chunk loading.
# If values is -1, it will be set to recommended value (amount of cores).
LOAD-THREADS: -1
#
# Whether to use load executor per world or one shared executor.
LOAD-EXECUTOR-PER-WORLD: false
#
# Whether to generate chunks asynchronously (1 thread per world).
ASYNC-GENERATION: false
#
# Whether to use gen executor per world or one shared executor.
GEN-EXECUTOR-PER-WORLD: true
#
# Whether to load (or generate if possible) spawn chunks asynchronously.
# It can speed up server start by a lot, but also can cause some issues like player can appear under the map on early join.
SPAWN-CHUNKS-ASYNC: false
ENTITY-TRACKER:
#
# How many threads to use for entity tracking.
THREADS: 4
#
# Whether to use asynchronous entity tracking.
# Enabling this could be good idea since it can have good impact on performance.
# Disable if it doesn't work properly (for eg. anti-cheat plugin)
ASYNC: false
#
# How often (in ticks) should entity tracker update if entity is visible/hidden for players.
# Bigger values can have good impact on performance, but it can take longer for entity to show/hide.
# These values can be much lower with async tracking enabled
ADD-REMOVE-RATE:
PLAYERS-ASYNC: 5
PROJECTILES-ASYNC: 10
ANIMALS-ASYNC: 10
MONSTERS-ASYNC: 10
OTHERS-ASYNC: 10
PLAYERS-NORMAL: 40
ANIMALS-NORMAL: 40
PROJECTILES-NORMAL: 40
MONSTERS-NORMAL: 40
OTHERS-NORMAL: 40
TNT-CANNONING:
#
# Removes block placing cooldown delay
OPTIMIZE-PRINTER: true
#
# Use a specially optimized tracker entry for cannoning entities (Credits: IonSpigot/Samuik)
OPTIMIZED-CANNONING-TRACKER: true
#
# Should we use reduced density rays for Explosions?
REDUCED-DENSITY-RAYS: true
#
# Should we display the explosion to the player?
SHOW-EXPLOSION: true
#
# Fixes east/west cannoning by calculating the z movement before x if the x velocity is greater
FIX-EAST-WEST-CANNONING: true
#
# Does an axis by axis scan if the entity is travelling a large area
OPTIMIZE-TNT-MOVEMENT: true
#
# Should we hide the tnt from being displayed to the player?
HIDE-TNT: false
#
# Should we merge TNTs?
MERGE-TNT: false
#
# Should we hide the sand from being displayed to the player?
HIDE-SAND: false
#
# Should we merge sand blocks?
MERGE-SAND: false
#
# Toggle TNT Water velocity & movement
WATER-LOGIC: false
#
# Should we show TNT Particles?
SHOW-PARTICLES: false
#
# Should explosion radius be static/constant?
CONSTANT-RADIUS: false
#
# Should we make tnt explosion sound?
EXPLODE-SOUND: false
#
# Should we make tnt launch sound?
LAUNCH-SOUND: false
#
# Patches left-shooting accuracy in Cannons (Credits: FluxSpigot)
FIX-LEFT-SHOOTING-CANNON: true
#
# Set accuracy level of left-shooting (Credits: FluxSpigot)
LEFT-SHOOTING-ACCURACY: 20.0
ENTITY:
#
# Should mobs be able to move and use pathfinding?
MOB-AI: true
#
# Should Entity Collisions be enabled?
ENTITY-COLLISIONS: true
#
# Should mobs make sounds?
MOB-SOUNDS: true
SPAWNER:
#
# Specify the spawner's spawning radius
SPAWN-RADIUS: 4
#
# Does the spawner need players nearby to spawn entities?
NEED-PLAYERS-NEARBY: true
#
# How close the player should be in order for entities to spawn?
PLAYER-RANGE: 10
#
# Minimum delay time for spawner to spawn entities
MIN-SPAWN-DELAY: 200
#
# Maximum delay time for spawner to spawn entities
MAX-SPAWN-DELAY: 600
#
# Configure spawner's spawning count
SPAWN-COUNT: 4
#
# Max amount of entities allowed near spawner
MAX-NEARBY-ENTITIES: 6
#
# The tick rate of the spawner
TICK-RATE: 1
#
# Should we display spawner particles?
PARTICLES: false
LOG-FILTER:
#
# Toggle Carbon's custom built-in log filter
ENABLED: true
#
# Here you can put a list of words or strings that will be looked for and will have their whole message skipped
FILTER-LIST:
- '[WorldEdit] WorldEdit has detected you are using Java 7 '
- '[WorldEdit] WorldEdit will stop supporting Java less than version 8'
# This is the configuration file for all the knockback profiles, in here you can
# easily setup profiles, change knockback values, and change default knockback
# or create knockback profiles manually. Be careful while editing these manually
# though, because this configuration can easily break!
#
DEFAULT-KNOCKBACK: default
PROFILES:
DEFAULT:
TYPE: EASY
# Horizontal Multiplier
HORIZONTAL: 0.6
# Vertical Value
VERTICAL: 0.31
# Add a certain value to horizontal/vertical before actual calculations
EXTRA-HORIZONTAL: 0.26
EXTRA-VERTICAL: 0.05
# Friction Value (Knockback is divided by this)
FRICTION: 9.0
# Y-Axis Limit for a player's velocity
Y-LIMIT: 0.36
DAMAGE-TICKS:
# Override vanilla damage ticks with carbon's
OVERRIDE: true
# The delay between a player's ability to damage an entity
VALUE: 20
PROJECTILES:
ARROW:
# Override vanilla arrow knockback with carbon's
OVERRIDE: true
# Horizontal knockback dealt by an Arrow
HORIZONTAL: 0.4
# Vertical knockback dealt by an Arrow
VERTICAL: 0.4
# Toggle whether an arrow moves you in a straight line
STRAIGHT-BOOST: false
FISH-ROD:
# Override vanilla rod knockback with carbon's
OVERRIDE: true
# Horizontal knockback dealt by a Fish-Rod
HORIZONTAL: 0.4
# Vertical knockback dealt by a Fish-Rod
VERTICAL: 0.4
PEARL:
# Override vanilla pearl knockback with carbon's
OVERRIDE: true
# Horizontal knockback dealt by a Pearl
HORIZONTAL: 0.4
# Vertical knockback dealt by a Pearl
VERTICAL: 0.4
EXPLODE:
# Override vanilla explosion knockback with carbon's
OVERRIDE: true
# Horizontal knockback dealt by a Explosion
HORIZONTAL: 0.4
# Vertical knockback dealt by a Explosion
VERTICAL: 0.4
# Toggle whether an explosion moves you in a straight line
STRAIGHT-BOOST: false
Stability (700+ Players)
Proof of Ownership
Video Showcase
Knockback Showcase
Our discord staff team provides excellent and efficient support, along with blazingly fast response times.
The support for the product will only be given to the customer and a sub-customer. Sub-customer can be requested for only one person by the buyer.
YOU MUST JOIN OUR DISCORD SERVER AFTER PURCHASING AT dsc.gg/refine
Create a ticket in our discord along with proof of transaction to receive your license and customer role