I was told by @Jordan to compile a list of all possible current bugs involved with cannoning. So here it is: ( Public message for @Jok ) -- Jok if you have any questions about any of this just pm me or sumthn 1) Triangle Tech pretty much always crashes the server 2) Long distance tunnelers crash the server sometimes most likely due to the overwhelming amount of entities (sometimes well above 3000) 3) When not rendering cobwebs, sand seems to land on top of the webs if not pushed down by an explosion 4) When not rendering piston, whilst sand and tnt are in front of it, chance of piston not pushing correctly causing system to explode 5) Rectangle technology cannons don't work (due to the massive amount of entities required) -- wrap nukers 6) The "piston limit" plugin used to "disable autos" doesn't work as intended, and prevents cannoners from making extremely complex cannons. (My recommendation is to change it more to something like on cosmic where if there is over 20 sand in front of a piston [not in entity form but stacked up 20 blocks] then a piston cant push it) p.s. if you do decide to change the piston limit plugin or have any questions about it feel free to ask Generally speaking: If a cannon uses over 2000 entities it has a high chance to lag the crap out of and/or crash the server. And if pistons / cobwebs are involved cannons tend to break if not directly rendered. I recommend either increasing server RAM (Which i highly recommend) or doing something like implement an entity cap (Which i highly stand against due to the fact that it would take away so many freedoms of the cannoning community in building whatever monster they so desire) (To community members reading this message) If I've missed anything or have falsely stated anything feel free to reply and explain your point fully. Thanks!