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New Host

The server has now been transferred to a new host for better stability and lower lag.

  • The server is now hosted on OVH’s Montreal datacenter
  • This is close to the old server’s location, but the improved connection should provide around 5-10ms less ping for most players
  • The new host has DDoS protection to ensure better server uptime
  • The new host has a slightly slower CPU than the older host but we plan to get around this by setting up multiple servers for different games

New Server Hardware

Hello all,

We have upgraded the server’s hardware during today’s maintenance.


  • AMD Ryzen 3600 (performance equals i7 8700K)
  • 32GB DDR4 RAM
  • 500GB NVMe SSD
  • Ubuntu 18.04 LTS

The new hardware has around 50% improved CPU power and much better storage performance compared to the previous installation. We have also upgraded our networking hardware for improved stability. Expect much less lag spikes and TPS drops getting into the way of your game.

Moving the server to a new machine was a complex task. If you find any issues please report on the Forums or Discord Server, or ping a staff in-game.


Hotfix 9/22/2019


Moving and jumping penalty has been made much more controllable since it is now less applied as spread and more applied as sway.

  • ALL WEAPONS: 85% of move penalty is now applied as sway rather than spread (up from 75%)
  • ALL WEAPONS: 65% of jump penalty is now applied as sway rather than spread (up from 50%)

All snipers have been made less controllable in hip fire and while moving. The move penalty of snipers also takes time to reset now, meaning that starting the ADS transition will not immediately set the move penalty to ADS values – this means that shooting while not fully scoped will be less accurate than before if you move.

  • ALL SNIPERS: move penalty is now 1.7x normal when sprinting like all other weapons (down from 2x)
  • Scout: hip sway 1.26 -> 1.7, move penalty reset time 0s -> 0.3s
  • SSG-08: move penalty 1.2 -> 2.4, move penalty reset time 0s -> 0.25s
  • AWM: hip sway 2.4 -> 3.6, scope in time 0.35s -> 0.4s, move penalty 2.5 -> 5.0, move penalty reset time 0s -> 0.4s
  • M24: hip sway 1.5 -> 2.2, ,move penalty 1.1 -> 2.2, move penalty reset time 0s -> 0.3s
  • CheyTac: hip sway 2.8 -> 4.2, scope in time 0.375s -> 0.425s, move penalty 1.9 -> 4.0, move penalty reset time 0s -> 0.4s
  • MSG90 A2: hip sway 1.34 -> 2.78, aim sway 0.32 -> 0.36, move penalty 1.8 -> 3.6, move penalty reset time 0s -> 0.35s
  • M40A1: hip sway 2.9 -> 4.35, move penalty 1.98 -> 3.96, move penalty reset time 0s -> 0.35s
  • K98k: hip sway 2.3 -> 3.45, move penalty 1.1 -> 2.2, move penalty reset time 0s -> 0.35s
  • NTW-20: hip sway 3.2 -> 4.7, move penalty 3.5 -> 6.1, move penalty reset time 0.2s -> 0.45s
  • M82: hip sway 3.6 -> 5, move penalty 2.6 -> 5.2, move penalty reset time 0.25s -> 0.45s
  • SVD: hip sway 1.72 -> 3.1, move penalty 0.8 -> 1.8, move penalty reset time 0s -> 0.35s
  • SCAR-20: hip sway 1.2 -> 2.3, move penalty 1.4 -> 2.8, move penalty reset time 0s -> 0.35s
  • G3SG1: hip sway 1.4 -> 2.7, move penalty 1.4 -> 2.8, move penalty reset time 0s -> 0.3s
  • SIG 550: hip sway 1.9 -> 3.6, move penalty 1.4 -> 2.6, move penalty reset time 0s -> 0.3s
  • ZH-29: hip sway 1.66 -> 3.33, move penalty 1.35 -> 2.7, move penalty reset time 0s -> 0.35s

January Dev Blog

Hello all,

January might have seemed like a relatively uneventful month when it comes to visible updates on the server. However, under the hood our team has spent much time planning for the coming year and building a solid groundwork for future updates. We have also quietly implemented a few new changes to the game.

We are aiming to achieve a completely revolutionized game experience in GunColony by our 4th anniversary. In this post I will talk about what we have done in the past few weeks and what we have planned for the months to come.


What we have done

One thing that you might have noticed is that the recoil for Snipers, Shotguns, Special Weapons and Sidearms feel very different. The new recoil system offers vastly improved target tracking and aesthetics while giving us more opportunities to balance our weapons against each other. It uses asynchronous code to update your viewing angle 60 times a second to deliver a seamless experience.

What we have planned

  • A new Damage Absorption system for Mob-Arena to make fights more interesting and less like shooting at bullet-sponges
  • A new hit particles system – different particles on hit to help you directly visualize how you damaged the enemy
  • Improved spread system where bullets come out in a simulated barrel that moves with inertia, instead of 100% randomly within a spread cone

Mob Arena

What we have done

We have released a new Mineshaft Mob-Arena map. Check it out!

Watch out for a surprise at Wave 10!!

What we have planned

  • A new respawn system coming soon where dead and new-joining players can be put into the game after a more consistent interval
  • Eventually, a brand new Mob-Arena rework that will completely revolutionize how the game is played; the whole server will share one match and work for one goal


What we have done

We have rolled out some stability improvements to the Hostile Alpha mode (that were tested earlier on the main GunColony server) that should make the game run more smoothly.

What we have planned

  • In a few months, Hostile will come back in a big way. We have begun working on the rework in April 2018 and the new mode will feature extreme long-range combat unprecedented in Minecraft, as well as increased freedom for players to try new strategies towards victory.


What we have done

We have changed the blood particle effects on some monsters and headshot hits to provide a better visual experience.

What we have planned

  • Blood particles will be improved once again to deliver more detailed information and be more visually pleasing
  • The muzzle flash effect will be optimized for a large (~50%) frametime performance improvement when firing on low-end graphics cards
  • New, unique backgrounds will be added to our in-game menus

New Player Experience

What we have done

We have replaced the spawn with a slightly tighter version of it to better guide new players to getting into their first game.

What we have planned

  • An even smaller spawn where tutorial signs will be visible by looking right behind you – like the iconic first spawn that GunColony had on release
  • A small tutorial for players to grasp the server’s basic mechanics when joining the server for the first time
  • Improvements to when and where in-game tips will show up


What we have done

We have improved our Twitter channel and integrated it into the Discord and website homepage.

What we have planned

  • Better in-game information about our social media sites
  • Updates to our Discord server
  • Resuming of our YouTube channel

Other Changes in January

  • Fixed a bug where the Flamethrower did not count its kills
  • Fixed a bug where explosive weapons did not deal damage properly
  • Fixed an important issue where entities suffering a vanilla-type damage, such as falling, fire, or poison, could not take damage from weapons
  • Monster blood particles are now the correct type for disguised mobs (a skeleton disguised as zombie will now show zombie green blood)
  • Added new “random waves” and “map switch” systems intended for the new Mob-Arena rework, but both are also used in the new map Mineshaft

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