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Network module (Velocity/BungeeCord, off by default): /ssmp proxy GUI, live DB sync of teams, nicks, warps and respawn points, transfers between servers, server picker for warps and queues
One lobby and one spawn for the whole network; queues follow their target server's recording state and can be let into from either server
Staff (op, ssmp.admin, ssmp.queue) on a queue's target server right-click its NPC to skip the line, open or closed; sneak opens the queue screen
Lobby tab list is separate from other worlds on the server (queue.separate-tablist)
Lobby fully isolated from its server (queue.separate-chat): chat, join/quit/death/advancement messages, /msg /me /say, tab-completed names and voice chat; queue.isolation-staff-bypass lets staff through
Item pickup lock, always on in the lobby
Linked servers keep their own teams, kits, warps, queues and settings in the shared DB (network.per-server-data; network.shared-data lists what stays shared, default lobby + nicks)
Lobby settings: Lobby Chat and See Other Players toggles
Queue NPC label: [in queue] while prepping, [in server] while recording, [closed] Name; count is [waiting/in server]
Radius: outline hidden while recording, zone shape circle or square
Fixed
MySQL "Data too long for column" errors: data columns are LONGTEXT, sync merges local changes
Hikari "idleTimeout is close to maxLifetime" warning
Joining a backend server bounced players back to the lobby (join redirect is now opt-in: network.lobby-redirect-on-join)
"Unknown packet id" kick when sent to a server right after joining
Players let in from a queue were refused by the target's whitelist/full check and dropped back to the lobby