Changelog [2026/07/03]
Posted by qbasty
Changelog [2026/07/03]
What we have changed or fixed:
🟡 We recently switched website login at 6b6t.org/account and VPN/offline mode verification to a new provider, which simplifies the stuff we need to host.
🟡 Our Velocity fork, FasterVelocity, is now open-source. No big magic there, but we thought it might be cool to share some of our optimizations and security patches with all Minecraft admins: https://github.com/6b6t/FasterVelocity
🟡 We internally rewrote some of our gRPC protocols to be leaner and use more idiomatic Bearer headers for internal authentication, rather than sending the bearer token as a request payload.
🟡 We rewrote our worker startup/shutdown sequences to ensure a more controlled server lifecycle. The goal is to make weird edge cases with shutdowns hanging or data loss go away and overall future-proof the system against possible errors.
🟡 We're planning to roll out a new dimension region splitting system in the coming days. This system will split the overworld, and potentially other dimensions, into multiple workers. This means that there will be a moving border, and if you pass it, you get moved to a different worker. This allows us to split up the server into even more machines and individually improve the reliability of the server. The reason the last dupe event turned into a shitshow is that when one worker for one single supermassive dupe region crashes, all workers in the overworld, the nether, and the end would go down with it. With dimension splitting, we can split the overworld into, let's say, 4 workers, and if one crashes because of a massive dupe stash, only that single worker crashes and cannot be played on anymore. Players are moved to the backup server. Players in all 3 other overworld workers will still be up and running and playable. This system is designed for high player counts, healing after crashes, and high availability. Workers are generally split in a way that the overworld player base is spread evenly across them. Same for the end/nether.
🟡 We've got even more improvements planned soon to make the server capable of handling any player count, like, for example, rewriting our proxy to spread all players across two instances. If one proxy crashes, all players can immediately reconnect to the second Velocity proxy.
🟡 We've updated the Minecraft server to 26.1.2 there might be some small regressions like bubble columns and speed hacks being broken, but we'll figure it out.
🟡 We've rolled out 32 render distance for all players as an experiment. We'll continue monitoring how well it works. The server now sends "fake chunks" past the normal render distance we had before, up to 32. It will only ever send already generated chunks, so for example spawn can use the full 32 render distance or larger bases too.
🟡 If the lobby has over 100 players, players are sent straight to the main server now.
-# @Updates @Server Status