Ability to run server instance, an easy way to start your local minecraft server with mods and config from your single player instance, for fun with friends in local network.
The problem is that not all mods are compatible for both client- and server-side.
In fact, this was discussed before, this was the general consensus.
So what really needs to be addressed is that Forge needs to add a 'client
only' flag for mod files to use to stop them from activating on server
launch and maybe move them to a separate folder?
On 18 January 2014 21:19, lekro [email protected] wrote:
The problem is that not all mods are compatible for both client- and
server-side.—
Reply to this email directly or view it on GitHubhttps://github.com/MultiMC/MultiMC5/issues/60#issuecomment-32693459
.
Start client, use lan server, profit?
I pitched this to fork over a year ago because it would make constructing
server if you could just 'export as server' any instance you like. then all
you would need to do is either launch it on the back of your current system
or move it to a more applicable system... like a data centre server so
everyone can play fairly well :)
Such a feature would still be appreciated and I haven't seen it used in any
other system so it could be a very nice first.
That being said if it gains favour it would still be a low priority as
current targets should take precedence.
On 19 January 2014 01:27, luacs1998 [email protected] wrote:
Start client, use lan server, profit?
—
Reply to this email directly or view it on GitHubhttps://github.com/MultiMC/MultiMC5/issues/60#issuecomment-32698577
.
There is a reason you haven't seen other systems doing this. To make this feasible we first need to change some of the metadata for forgemods.
Sent from my iPad
On Jan 18, 2014, at 10:40 PM, finalsliver [email protected] wrote:
I pitched this to fork over a year ago because it would make constructing
server if you could just 'export as server' any instance you like. then all
you would need to do is either launch it on the back of your current system
or move it to a more applicable system... like a data centre server so
everyone can play fairly well :)Such a feature would still be appreciated and I haven't seen it used in any
other system so it could be a very nice first.That being said if it gains favour it would still be a low priority as
current targets should take precedence.On 19 January 2014 01:27, luacs1998 [email protected] wrote:
Start client, use lan server, profit?
—
Reply to this email directly or view it on GitHubhttps://github.com/MultiMC/MultiMC5/issues/60#issuecomment-32698577
.—
Reply to this email directly or view it on GitHub.
atlauncher.com doing it
those projects consist of packs, which already have server data. it is impossible to automatically build a server on the fly.
s/impossible/possible/
BUT: not even close to doing that.
I would love to see the ability to launch a server from MultiMC as well, I can handle all the setup, but I really like the console that MultiMC provides, as I can tell, MultiMC uses less memory to run its console, than any of the other launchers out there,
Here is the problem I see:
Of course, now, Forge is used by so many mods and it makes these mod files universal (hold data for both client and server). But before, this was not the case. There was ModLoader and ModLoaderMP before ForgeModLoader was released, so those needed to be installed, and then the client versions of the mods didn't work on the server.
Although this is a great idea, there are simply too many complications. It would be incredibly difficult to develop a server installation system that worked for all versions of Minecraft at the click of a button. There would be some, if not many, extra steps required.
If and when we do this, not saying it will happen, but it's not unlikely, it would probably have roughly these features:
If there are other features you'd like to see write them here so that we have a list for when we begin implementing this.
A note on QuickMods: there is currently server support planned for the QuickMod spec, so it's likely that there'll be QuickMod installation on servers from MultiMC, once both features are in place.
An AutoSave/Auto Backup setting would be handy for those of us not using mcpc+
@Kasdar As far as I know, an Auto Backup function on a remote server would require a mod (or bash script if the remote server is running *NNIX) because it should still backup the things if your MMC (and you computer) is not running (and therefore MMC can't SSH into the server and backup thinks there). Maybe you could try to install a Forge mod called "Aroma Backup" ( www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287828-aroma1997s-mods-betterchests-mining-world-mod ) and later install / update it via the QuickMod system - or maybe a MMC-Dev / I / someone else could try to write something like a wrapper MMC can connect to (Feature idea!)? Not sure.
Also, as far as I know MCPC+ is somewhat dead (the job from the md_5 jenkins disappeared) and now, there's Cauldron ( http://cauldron.minecraftforge.net/ ). So, as an other feature: Ask the user if he / she would like to use the "Vanilla" Forge server or Cauldron when he creates / edits a server.
We discussed this a bit on IRC today, and I can say that this will very likely happen, even though it might still be some time. Many of the recent rewrites work in the right direction at least. For now, here's a wiki page here for collecting ideas.
Small status update: Currently QuickMods are the highest priority, but after that the log windows rewrite is high on the list. Excluding general refactors, rewriting the log windows is the main blocking task left for this.
this is a cool idea i would use it for server dev/testing and w/ https://github.com/MultiMC/WonkoTheSane/issues/8 that would be very cool
I would love to have the ability to manage Minecraft servers and have them start non-interactively (running as local service without a user logging in) and viewing the console output realtime from an interactive session. Tall order, I'm sure!
Could you add this for server testing? It doesn't even have to be fancy I just like the file and java manager system.
It would be great to use the disable mod feature which all you have to do is hit a checkbox to disable mods and that is epic.
I would even settle for local file management only right now.
I'm going to chime in support of this, too. Some form of assisted server generation from MultiMC would be awesome. I use MultiMC to build up my own modpacks, and would greatly appreciate assistance in turning them into server-capable, fully-specced modpacks.
If this is going forward @peterix your thoughts on a file blacklist for servers? some mods still crash servers as SP only while other catch themselves and sit idly on servers doing nothing.
Further a popup on server launch to confirm the Eula is probably a good idea. can't automate it sadly.
Also opens further avenues to add server monitoring features and a possible custom UI. but that would be a long way off.
@finalsliver If you are looking for a dev who already attempted such a feature state I believe at one point team COFH did. Also e_elix also. The issue is some mod devs don't tick the proper syntax flags that tell minecraft (this is client) - (this is server) - (This is universal) how would you make sure you don't falsely flag something causing Multimc to blacklist valid mods?
Something like .packignore currently, where you can toggle things between client/server/both. Maybe pre-populated when the info is known? Maybe with heuristics?
The recen activity here is mostly just me reorganizing the github issues. If someone wants to pick up running local servers, I'll be glad and will give them as much support in getting up to speed with the dev stuff as I possibly can.
That would work. This would prevent any further acts of modpack creators accidently placing mods in server or client when working on large scale modpacks - I have given myself a large number of headaches in this fashion.
Now on year four of this request
@Sorbe it seems like this would be a priority feature with this level of thought XD (Sorry I know @peterix and the MultiMc team are re-working feature list table. I know @peterix has started sorting features @Sorbe just give him till like September plus its not like they are ignoring us and there is a lot of under the hood fixes. I still forsee MultiMc being the defacto launcher in the future either way.)
Shelved long term, or dead dead?
What about a simple local server?
Without ssh or other things, it should just be able to download de server.jar to a new folder and launch it. To add mods, a simple link to the folder and the user should download them manually. And for the integration of libraries like Forge and Fabric could be a link to the installer and let the user do the job or download de installer and launch it to let the installer guide the user.
I think is enough useful for friends who want to play in a local network (maybe Internet if they know how to open a port in the router) and maybe try different versions with different mods. However, not enough for a professional server. Just for users with enough knowledge to do it by themselves but a little easy to manage and in one place than having many folders, shortcuts, and bookmarks to the downloads.
Most helpful comment
Now on year four of this request