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Can I create an Asynchronous Multi-TimeZone Minecraft Server?

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Californian posted this in #questions
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CalifornianOP
Hi everyone! Here's an interesting idea I had while discussing Minecraft with international friends:

What if we set up three servers in North America, Europe, and East Asia? Each would only operate during local evening hours. When one server closes, automated scripts would transfer the world file to the next timezone's server.

Key features:
1. You see buildings/land changes from the last crew, but can't meet them
2. Play live with your own timezone squad
3. Every region starts with whatever the previous players left behind

People might build cool stuff... or destroy others' creations. They'll see signs written in different languages, then leave their own marks. It would be a total cultural mashup!

Would love to hear your thoughts:
(a) Does this "world relay" concept sound fun?
(b) Is it technically feasible to implement?

(note: I use AI to make sure I could express this properly in English, I hope it doesn't make it weird.)
Little yellow ant
for the technical side you could just do this on one server by rotating the whitelist, if you didn't mind high ping in some regions
@Little yellow ant for the technical side you could just do this on one server by rotating the whitelist, if you didn't mind high ping in some regions
CalifornianOP
yep. You're right. The idea is at the cost of closing the server sometimes, we could realize all the regions' smooth operation. But if ping of different regions connecting to one sever is lower than I thought, the idea would be useless.
Little yellow ant
ping wouldn't ruin it
at most it would be mild annoyance by the timezone whose ping is higher
@Little yellow ant at most it would be mild annoyance by the timezone whose ping is higher
CalifornianOP
Then the idea is probably useless. Anyway, at least I could play with my friends in Europe and in Japan.
Thank you!
Little yellow ant
wha
i mean
having different players have access is a concept which has been done, just on a different scale
CalifornianOP
Yeah, I would probably just built one server in Europe to play.
Little yellow ant
yeah you can do that
you can still pull off a rotating whitelist if you wanted
CalifornianOP
I mean if the ping is not as high as I expect, there is no neccesity to realize such a asynchronous server. (Though its pretty cool)
Little yellow ant
alright
Well you could technically automate server start/stops on multiple physical nodes distributed around the world
And synchronize the data files (world etc) across them
Asian black bear
I like the idea but not the separate play times thing
Another way you might be able to go about this would be an ATLAS-style approach, where each server/region has their own world, and if you travel too far in one world it transfers you to the next (via a custom plugin + Velocity). But you also need to handle inventory syncing. I’ve never done this across servers as I’m describing but I’m sure someone else probably has
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