Hey minecraft community! Once again i am reaching out to you guys, this time with a question about servers. I know that this forum is in the modification development section, but don't worry I will get to that too. So here is the deal, I set out around a month ago to learn modding. I picked forge sort of at random, and began to develop. I made some stuff like land-mines and bazookas. Then I had an idea, wouldn't it be cool to shell out some cash and get a minecraft server where people could use the mods I was developing? But then I ran into a problem, (apparently) forge is client side only, to run a server with "mods" I would need to use bukkit/spiggot. anyway, sorry for my rambling. Here are my questions:
If I switch to a spiggot/bukkit server, will I be able to make custom "mods"?
I already have forge working with eclipse. Is it simple to work in bukkit (as well as in forge sometimes) without un-downloading forge?
Can you even mod in bukkit/spiggot? It is very unlcear to me.
Is there a BETTER way to play with friends (and random strangers) on a payed & hosted server with my custom mods then with bukkit?
What are plugins? are they just mods that are server-side (AKA bukkit mods)?
What? No. Whoever told you that Forge is client-side only is completely wrong. In the Forge installer, there is a button specifically for servers. Run the installer and stick your mods in the mods/ folder of the server, then connect to the server with a Forge client with the same mods.
You cannot make true Bukkit/Spigot mods. Using Bukkit/Spigon means you are restricted to resources that are already in the game. The client does need to be modded to play on Bukkit/Spigot servers.
Your claim that Forge is client side only is incorrect, Forge modding is actually designed to be multiplayer compatible. It is very possible to run a non-Bukkit/Spigot Forge modded server. In order to let people play multiplayer with your mod, they have to install it in their client too.
Thanks for the input! I guess I will ask some further questions then!
Lots and LOTS of small server has things like "prison" plugins or "store" plugins "or kit" plugins, are these then developed by bukkit/spiggot and are not custom created by third party developers (like me)
What is the best option then to create this server: (bellow are the requirements I want)
Can run custom stuff that I write, such as guns (they could just be retextured axes)
can be open to other players who I don't know
players do NOT need to download anything to play on it
has the ability to have other stuff downloaded onto it. For example some sort of plugin that allowes me to que up players to start a game in an arena, which gets destoryed during game-play but gets re-instated when the next match starts.
Is all of this possible? This is all stuff the server mineplex has done (supposedly they use bukkit)
Adding an item without requiring clients to install mods is a contradiction.
If you want to bypass it, you have to repurpose another item. You cannot retexture it without distributing a resource pack through the server.
Prison and store plugins are very advanced, same goes for Mineplex. They all work using vanilla resources in rather creative ways. Creating something similar is a very difficult task.
Its rather a shame that that you cant add serverside only items. But I don't really mind repurposing items then distributing a resource pack. Thanks again for the input. I am rather frustrated though by the lack of support for this concept. It sort of seems like creating serverside only items should be possible in some way or another. For example, if you can repurpose vinnila objects(such as swords etc) to work different serverside, why cant you just create NEW items? However, I see that currently this is not possible. Thanks again.
If you create a new item on the server and not the client, the client won't know it exists and therefore the client won't be able to use it.
But, if you repurpose a Vanilla item, both the client and the server know it exists. The important part happens when the client tries to do something with the item, e.g. right-clicking it. The client sends a packet to the server telling the server that player X right-clicked item Y. Because the server has plugins/mods the server can prevent the default vanilla behavior and implement it's own, e.g. spawn an entity. Whatever changes are made are then sent back to the client.
Hey minecraft community! Once again i am reaching out to you guys, this time with a question about servers. I know that this forum is in the modification development section, but don't worry I will get to that too. So here is the deal, I set out around a month ago to learn modding. I picked forge sort of at random, and began to develop. I made some stuff like land-mines and bazookas. Then I had an idea, wouldn't it be cool to shell out some cash and get a minecraft server where people could use the mods I was developing? But then I ran into a problem, (apparently) forge is client side only, to run a server with "mods" I would need to use bukkit/spiggot. anyway, sorry for my rambling. Here are my questions:
If I switch to a spiggot/bukkit server, will I be able to make custom "mods"?
I already have forge working with eclipse. Is it simple to work in bukkit (as well as in forge sometimes) without un-downloading forge?
Can you even mod in bukkit/spiggot? It is very unlcear to me.
Is there a BETTER way to play with friends (and random strangers) on a payed & hosted server with my custom mods then with bukkit?
What are plugins? are they just mods that are server-side (AKA bukkit mods)?
Please please help me.
What? No. Whoever told you that Forge is client-side only is completely wrong. In the Forge installer, there is a button specifically for servers. Run the installer and stick your mods in the mods/ folder of the server, then connect to the server with a Forge client with the same mods.
Matter Overdrive co-developer. Maker of a number of other mods. Temporal Reality lead developer. Open source connoisseur.
You cannot make true Bukkit/Spigot mods. Using Bukkit/Spigon means you are restricted to resources that are already in the game. The client does need to be modded to play on Bukkit/Spigot servers.
Your claim that Forge is client side only is incorrect, Forge modding is actually designed to be multiplayer compatible. It is very possible to run a non-Bukkit/Spigot Forge modded server. In order to let people play multiplayer with your mod, they have to install it in their client too.
Thanks for the input! I guess I will ask some further questions then!
Lots and LOTS of small server has things like "prison" plugins or "store" plugins "or kit" plugins, are these then developed by bukkit/spiggot and are not custom created by third party developers (like me)
What is the best option then to create this server: (bellow are the requirements I want)
Is all of this possible? This is all stuff the server mineplex has done (supposedly they use bukkit)
Adding an item without requiring clients to install mods is a contradiction.
If you want to bypass it, you have to repurpose another item. You cannot retexture it without distributing a resource pack through the server.
Prison and store plugins are very advanced, same goes for Mineplex. They all work using vanilla resources in rather creative ways. Creating something similar is a very difficult task.
Its rather a shame that that you cant add serverside only items. But I don't really mind repurposing items then distributing a resource pack. Thanks again for the input. I am rather frustrated though by the lack of support for this concept. It sort of seems like creating serverside only items should be possible in some way or another. For example, if you can repurpose vinnila objects(such as swords etc) to work different serverside, why cant you just create NEW items? However, I see that currently this is not possible. Thanks again.
If you create a new item on the server and not the client, the client won't know it exists and therefore the client won't be able to use it.
But, if you repurpose a Vanilla item, both the client and the server know it exists. The important part happens when the client tries to do something with the item, e.g. right-clicking it. The client sends a packet to the server telling the server that player X right-clicked item Y. Because the server has plugins/mods the server can prevent the default vanilla behavior and implement it's own, e.g. spawn an entity. Whatever changes are made are then sent back to the client.
Matter Overdrive co-developer. Maker of a number of other mods. Temporal Reality lead developer. Open source connoisseur.
Very clear and concise. This is a wonderful explanation and will make my further google searches and questions easier. Thanks.