The same Minecraft. A faster server.
Your players get the game they already know. You get a server that keeps up when they wander off into new territory.
$ curl -fsSL https://foton.zeffut.fr/install.sh | sh> irm https://foton.zeffut.fr/install.ps1 | iexExploring doesn't slow anyone down
New land and its lighting are worked out while the game keeps running, instead of pausing it. One player heading somewhere new doesn't cost everyone else their frame rate.
Everything is a settings file
Your worlds, who is allowed to do what, and how the server behaves are plain text files you can open and read. Put in a value that cannot work and the server says so when it starts, instead of breaking a week later.
Your farms keep working
Spigot and the servers built on it speed things up by quietly changing some of the game's rules, and redstone builds and farms break when they do. Foton doesn't make that trade — it finds its speed elsewhere.
Nothing else to install
One file to run. No Java to set up, no memory settings to guess at, and no start-up options copied off a forum post.
Running in one command.
The world builds itself, saves, and comes back the way you left it. Your players join with the Minecraft they already have, on the usual port.
Foton has an experimental Bukkit/Paper compatibility host. Many public API calls link, but plugins that depend on Paper internals, NMS or missing events are not compatible yet. Direct ViaVersion and ViaBackwards 5.11.0 support is opt-in and their JARs are not bundled. A real-client acceptance test verifies Minecraft 1.21.11 (protocol 774) joining Foton 26.2 (protocol 776), plus a native 26.2 join while both plugins are active. Fabric and NeoForge mods are not supported. Plugins need the glibc Linux build (foton-linux-x86_64-gnu or foton-linux-aarch64-gnu), which the installer picks on glibc systems; the static musl build cannot load a JVM.