Scalable

Scalable

Get the most out of your hardware. Scalable optimises and puts the most important things first

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Über diese Mod

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A lightweight server-side optimization mod for Fabric that keeps your server running smoothly under load by intelligently budgeting work.

Scalable naturally "scales" the server performance. It works great for large servers or a low budget.

The result is a server that stays responsive even when it's struggling.

Unlike similar mods, vanilla mechanics stay intact and the mod wont be noticed by even the most observant players under normal conditions.

Installation

Requires the latest version of Fabric Loader and Fabric API. Drop the .jar into your mods folder. No client installation required.

Please let me know if you have issues on github by making an issue: https://github.com/raderth/Scalable/issues


What does Scalable actually do?

At the start of every server tick, Scalable starts a timer. Chunk ticking and entity ticking proceed normally. But if the budget runs out mid tick, remaining work is deferred to the next tick rather than causing the entire tick to overrun.

Scalable sets a time limit and stops when it's hit. The unprocessed remainder is picked back up next tick. Under normal load, everything is ticked every tick as usual. Under heavy load, less important things (far away chunks, distant entities) are delayed, but the things closest to players stay responsive.


Chunk ticking

Chunks are sorted and processed in this order each tick:

  1. Deferred chunks from the previous tick (carried over work gets priority)
  2. Priority chunks those loaded by portals, ender pearls.
  3. Player-assigned chunks remaining chunks are distributed across players using a round-robin scheduler, with each player's queue sorted by proximity to their projected future position (based on their current velocity).
  4. Unclaimed chunks any ticking chunks not assigned to a specific player

If the budget runs out before all chunks are processed, the leftovers are deferred.

Entity ticking

Entities are also budget-aware and player-assigned:

  1. Players are always ticked first (priority queue)
  2. Other entities are assigned to their nearest player and ticked in round-robin order
  3. If the budget runs out, remaining entities are simply skipped for that tick

This means that even under heavy load, players and their immediate surroundings are always prioritized. You can still open inventories, interact with the world, and move around smoothly. Similar to how mods like TT20 keep the server interactive even when it's overloaded. The advantage here is that the game is actually still running in a broader sense.


Configuration

Config file is at config/scalable.json and is created automatically on first run.

{
  "budget_ms": 40,
  "max_deferred": 2048
}
Field Default Description
budget_ms 40 Milliseconds per tick available for chunk and entity ticking. Set to -1 for automatic mode (also 40ms).
max_deferred 2048 Maximum number of chunks that can be held in the deferred queue at once. Excess entries are dropped (oldest first).

In-game commands

All commands require operator.

Command Description
/scalable budget auto Switch to automatic budget mode (40ms)
/scalable budget <ms> Set a fixed budget in milliseconds (1–50)
/scalable budget query Show current budget mode, MSPT, and TPS
/scalable deferred <max> Set the max deferred chunk queue size (0–65536)

Changes made via commands are saved to scalable.json immediately.


Limitations

Note: Scalable smooths out lag spikes and buys your server breathing room. It won't eliminate lag caused by something consistently eating your entire tick budget (e.g. extreme entity counts), but it will make things significantly more bearable while you address the root cause.

  • Entities are not deferred between ticks if the budget runs out mid-entity-loop, those entities simply don't tick that frame. Deferred entity carry-over is not yet implemented.
  • Consistent heavy lag from entities or other non-chunk sources may still cause TPS drops until those sources are addressed.

Verfügbare Versionen

Scalable 2.0.2beta
MC 26.1, 26.1.1, 26.1.2fabric
28. Mai 2026
Scalable 2.0.1beta
MC 26.1, 26.1.1, 26.1.2fabric
22. Mai 2026
Scalable 2.0.0beta
MC 26.1, 26.1.1, 26.1.2fabric
15. Mai 2026
Scalable 1.0.0alpha
MC 1.21.11fabric
18. März 2026

Scalable auf dem Server installieren

1

Server bestellen

Bestelle einen Minecraft Java Server mit mindestens 3 GB RAM (4 GB empfohlen).

2

fabric Loader setzen

Wähle im Panel unter "Egg" den fabric-Loader und die passende Minecraft-Version (26.1.2).

3

Mod installieren

Öffne den Mod-Browser im Dashboard und suche nach "Scalable". Klicke "Installieren" – fertig! Alternativ: Lade die .jar via SFTP in den /mods Ordner.

Kompatibilität

Mod-Loader

fabric

Minecraft-Versionen

26.1.2, 26.1.1, 26.1 (+1 weitere)

Server-seitig

Erforderlich

Empfohlener RAM

4 GB(min. 3 GB)

Häufige Fragen

Scalable Server crasht beim Start – was tun?

Häufigste Ursache: falsche fabric-Version oder zu wenig RAM. Prüfe im Server-Log (latest.log), ob ein "OutOfMemoryError" oder "Mixin"-Fehler auftritt. Bei Mado Hosting: Stelle sicher, dass mindestens 3 GB RAM zugewiesen sind und der Loader zur Mod-Version passt (26.1.2). Über das Panel kannst du den Loader mit einem Klick wechseln.

Ist Scalable mit fabric kompatibel?

Scalable unterstützt offiziell fabric für Minecraft 26.1.2, 26.1.1, 26.1. Im Mado Dashboard werden inkompatible Loader-Kombinationen automatisch erkannt.

Server laggt mit Scalable – wie optimiere ich die Performance?

Empfohlener RAM: 4 GB (+1 GB pro 8 Spieler). Prüfe mit /spark profiler, ob Scalable den meisten Tick-Time verbraucht. Häufige Fixes: Server-View-Distance auf 8-10 reduzieren, bei Forge "performant" oder "starlight" als Zusatz-Mod installieren. Bei Mado Hosting läuft dein Server auf NVMe-SSDs mit dedizierten CPU-Kernen für minimale Latenz.

Modded Server mieten

Installiere Scalable mit nur einem Klick auf deinem Server.

Empfohlener RAM
4 GBab €5.2/Monat
Min. 3 GB | +1 GB pro 8 Spieler
Jetzt Server erstellen
1-Klick Mod Installation
NVMe SSD Speicher
DDoS-Schutz inklusive

Details

Lizenz
MIT License
Server-seitig
Erforderlich

Unterstützte Versionen

26.1.226.1.126.11.21.11