
Saturn
v2026.1016.4Saturn is a Paper fork you run as the server itself. It adds combat profiles and knockback settings that can change per world, dimension or game mode, network timing settings and built-in Slime world loading.
- Standalone JVM
Catalog
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Saturn is a Paper fork you run as the server itself. It adds combat profiles and knockback settings that can change per world, dimension or game mode, network timing settings and built-in Slime world loading.

Globe is a Velocity fork you run as your proxy. It keeps Velocity's features and plugin API and adds an option that moves 1.20.2+ players between servers without the reconfiguration screen or a terrain reload.

The Paper plugin reports player counts, drains a server before it shuts down and adds a /nexus admin command. The Velocity plugin builds its server list from Nexus, sends players to the least busy lobby and moves them off servers that are being retired.

Scaffold is the engine Scala's game modes run on. It handles game states, teams and spectators, cross-server queues with rating-based matchmaking, parties, map instances, rejoining and leaderboards, plus a separate devtools plugin for building maps.

Kernel is the base layer the other Scala plugins are built on: commands, menus, dialogs, scoreboards, tab lists, nametags and config handling. With Stash it syncs config reloads, sprites and player lookups across servers.

Stash opens one MongoDB connection and one Redis connection per server or proxy and shares them with the plugins that depend on it. It has no commands or player features of its own.
Bridge connects every Paper server and your Velocity proxy. Staff manage ranks, grants and punishments through in-game menus, players get chat and server navigation across the network, and the proxy checks bans, maintenance and client versions at login.
When a 1.21+ player hits someone, Tachyon has the proxy play the hit sound, hurt animation, crit effect and predicted knockback straight away, then drops the server's late copies. By default it only steps in above 60 ms of ping.
Players queue or challenge each other in the Duels lobby, and each match is sent to a Duels Game server. It's also where staff manage kits, categories, maps, ranked settings and tiers, shared with the game servers.
Duels Game hosts the matches the Duels lobby sends it. Each match gets its own world from a map or generated terrain, the kit's rules apply, and ratings, stats, match history and replays are saved for the lobby to show.
Players open /bedwars to queue for Solo, Doubles, Trios or Quads and see how many are waiting. Each match goes to a Bedwars Game server with a suitable map, and stats are shown in the lobby.
Bedwars Game runs the matches Bedwars Lobby sends it. It checks each map's team spawns, beds and generators, builds an arena and plays the match through, saving results to the shared stats.