Minecraft PC IP: play.cubecraft.net

LordSidi0us

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Mar 1, 2019
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It’s simple.As much as players you allow to join as much expensive the host becomes.To increase cubecraft’s profits I suggest making it from 30000 players to 10000.There is enough space even if players extremely increase like this summer.
 
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Dudu

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Apr 16, 2019
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Lmao, cube says it can handle 30k players, but it's far from true. The server already lags a little when there are 3k people online, let alone 10x that. Remember that time cube got 6k players and crashed? Even tho it says 30k players, it's far from the case sadly
 

Finixly

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As far as I know for the number of maximum players that can play on cubecraft, you don't have to pay more. The only reason to pay more for the servers is if you want more RAM. I'm not for 100% sure, but back then, when I ran my own server this was the only reason to pay more.
 

LordSidi0us

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Mar 1, 2019
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Lmao, cube says it can handle 30k players, but it's far from true. The server already lags a little when there are 3k people online, let alone 10x that. Remember that time cube got 6k players and crashed? Even tho it says 30k players, it's far from the case sadly
Yes it actually went very bad when so many players joined.I just didn’t remember the bad stuff surrounding it I just did enjoy the moment
 

Rifyy

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Aug 19, 2019
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The only reason to pay more for the servers is if you want more RAM. I'm not for 100% sure, but back then, when I ran my own server this was the only reason to pay more.
Ah yes, ram is the only component of a server. Who needs a cpu anyway

The 30k player limit is just a meaningless configurable number, making it lower for the sake of "limiting" the amount of players that get on wouldnt do anything since the server wont reach 10k users online regardless.
 
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LoonyRules

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Mar 12, 2017
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It’s simple.As much as players you allow to join as much expensive the host becomes.To increase cubecraft’s profits I suggest making it from 30000 players to 10000.There is enough space even if players extremely increase like this summer.
Nope, that's not how that works at all.

Lmao, cube says it can handle 30k players, but it's far from true. The server already lags a little when there are 3k people online, let alone 10x that. Remember that time cube got 6k players and crashed? Even tho it says 30k players, it's far from the case sadly
If you are genuinely experiencing lag issues when we have around 3,000 players online then you should contact support so both parties can find the cause of this 'lag'.

When we did have 6,000 players online the lag was due to us hitting our infrastructure capacity where almost all of our boxes were running at 100% CPU. That's expected though, no one can sit there running at their capacity with no free servers and NOT run into resource issues. When we had the player count increase, those free servers that helped support 3,000 extra players were all used up, of which were only there for slow, natural growth over the span of a few days or a week so we would have time to order be boxes before those issues would arise. But you know, when your player count essentially doubles in the matter of an hour, you're not gonna be able to get new boxes and set them all up in the same night and at the same time, is it a good business decision?

Ah yes, ram is the only component of a server. Who needs a cpu anyway

The 30k player limit is just a meaningless configurable number, making it lower for the sake of limiting the amount of players that get on wouldnt do anything since the server wont reach 10k users online regardless.
This started off as a correct comment, the configurable number is absolutely right, however, when it comes to modifying the number for the sakes of limiting the amount of players that get on is useless as our custom code just won't let you on, regardless of current player count and maximum player slots, if there's simply no server to direct you to. You have the proxy maximum player count, but there's another secret maximum player count (although, not directly calculated) that let's us know how many players we can actually currently hold on the network with all the currently assigned and idle servers we have online at that moment in time.


TL;DR - The 30,000 maximum player count means nothing and will not impact any sort of profit margin, it's literally only displaying that because we've held 30,000 players before and we know how to do it again if we ever needed to.
 

Rifyy

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Aug 19, 2019
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This started off as a correct comment, the configurable number is absolutely right, however, when it comes to modifying the number for the sakes of limiting the amount of players that get on is useless as our custom code just won't let you on, regardless of current player count and maximum player slots
Im aware this number is meaningless to limiting the amount of people that can get on & its all based on whats behind it. Was meant to be more of a hypothetical "what if this number actually limits anything". Shouldve made it more clear ¯\_(ツ)_/¯
 

Dudu

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Apr 16, 2019
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If you are genuinely experiencing lag issues when we have around 3,000 players online then you should contact support so both parties can find the cause of this 'lag'.
I'm quite sure it's not a problem in my end, but it's usually minor stutters when the server hits 3-3.5k players. I get 50ms ping in FFA with a 50mbps connection, and over 200fps so it's not likely something on my end.

when your player count essentially doubles in the matter of an hour, you're not gonna be able to get new boxes and set them all up in the same night and at the same time, is it a good business decision?
I think i was misunderstood. I did not mean cube HAS to have the server capacity to be able to handle 30k players. I meant that the capacity displayed is not representative of what the real ammount of players it can handle, so cubecraft isn't actually spending money on servers it doesn't need, making the original post kinda unnecessary since it's trying to solve a problem that doesn't really exist.
 

LoonyRules

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Mar 12, 2017
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I'm quite sure it's not a problem in my end, but it's usually minor stutters when the server hits 3-3.5k players. I get 50ms ping in FFA with a 50mbps connection, and over 200fps so it's not likely something on my end.
I can sit here and make excuses too, our boxes have at least 10x the networking capacity that you have so it mustn't be us either. Sadly, that's not how networking works. We could both have decent speeds, but the journey the packets travel from our box to your home might be where the issue lies, hence why I said to contact support so we would be able to find this information out.

I think i was misunderstood. I did not mean cube HAS to have the server capacity to be able to handle 30k players. I meant that the capacity displayed is not representative of what the real ammount of players it can handle, so cubecraft isn't actually spending money on servers it doesn't need, making the original post kinda unnecessary since it's trying to solve a problem that doesn't really exist.
Indeed correct.
 
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Eli

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Dec 25, 2017
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I can sit here and make excuses too, our boxes have at least 10x the networking capacity that you have so it mustn't be us either. Sadly, that's not how networking works. We could both have decent speeds, but the journey the packets travel from our box to your home might be where the issue lies, hence why I said to contact support so we would be able to find this information out.


Indeed correct.
I would like a o know what happened to the server after the last maintenance you guys did? I used to get a hundred ping and now I don’t get less than 200. I contacted support, i prioritized the ports used to connect to cubecraft and everything yet my connection seems to get worse and worse.
 

LoonyRules

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I would like a o know what happened to the server after the last maintenance you guys did? I used to get a hundred ping and now I don’t get less than 200. I contacted support, i prioritized the ports used to connect to cubecraft and everything yet my connection seems to get worse and worse.
Seeing as you're from South America, you would've most likely been connecting to your U.S proxies of which was then connecting to our game servers over in the UK. The US proxies were removed from our infrastructure shortly before we moved our servers back over to France. So instead of you going from South America -> America -> EU, you're now just going directly from South America -> EU
 
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Eli

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Seeing as you're from South America, you would've most likely been connecting to your U.S proxies of which was then connecting to our game servers over in the UK. The US proxies were removed from our infrastructure shortly before we moved our servers back over to France. So instead of you going from South America -> America -> EU, you're now just going directly from South America -> EU
Why’d you remove them?
 

Andyyy

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No idea, you can contact our support to find out the actual reason though.
I think it was something to do with having to hire someone else to manage those servers which adds extra cost and slows rollout of changes because the server didn't have a team over there.
 
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