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FAQ
No. Elah 0.0.3 is an early read-only inspection release. It does not provide a playable cluster.
No. The planned runtime uses Minecraft server workers and coordinates them. Elah is not intended to replace the server simulation.
The design goal is to keep normal Java clients. Players should not need a special launcher, client mod, infrastructure resource pack, or custom protocol extension to join.
This remains a design goal until a gameplay milestone proves it.
Observer opens observed world inputs read-only and contains no production path for repairing or rewriting them. Use a backup or filesystem snapshot anyway. Good backups remain important for every world administration tool.
It can detect many changes and stop, but it cannot create a consistent live snapshot. Stop the server or use a filesystem snapshot.
No. It reports saved timestamps only as metadata. Those timestamps are not proof of player activity.
No. Multi-worker ownership is future work.
Automatic scaling depends on safe ownership, handoff, storage, recovery, and fencing. Building those foundations first makes corruption and duplication less likely.
It is a useful comparison, not a literal description. Both can have a control plane, scheduler, placement constraints, health evidence, and elastic capacity. Kubernetes manages generic workloads and machines. Elah is intended to make decisions from Minecraft topology, ownership, MSPT, TPS, players, entities, chunks, handoffs, generation, and storage.
Kubernetes may eventually run workers underneath Elah, but it remains optional.
No. Spread-out survival, exploration, many independent bases, and generation work can be easier to divide. One dense lobby, mob farm, combat arena, or other tightly connected hotspot may still depend on strong local simulation performance.
Elah must measure whether work can move or split before requesting more capacity.
That is a future integration goal. Every customer cluster would need separate controller authority, credentials, storage, networks, metrics, ownership state, and hard resource limits. Billing and customer management would remain outside Elah.
Possibly, much later. Instance Fleet Mode is a reserved future engine for whole independent servers. It would be separate from the Distributed World Engine because independent servers do not share cells, ownership epochs, ghost boundaries, or one distributed simulation.
It is not implemented, has no release number, and will not be considered until Elah's one-world architecture is proven in production. Existing systems such as Agones, Pterodactyl, Pelican, Kubernetes, or Nomad may remain the right infrastructure layer.
No. Fleet Integration means many isolated Elah clusters consume capacity from one infrastructure fleet. Instance Fleet Mode would mean one future engine schedules whole independent Minecraft server instances.
The planned system fails closed. It should prefer temporary unavailability over allowing two authoritative writers for the same area.
Start with the technical guide, then use the repository's contributing guide for development procedures.
Elah 0.0.3 | Repository | Releases | Security