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Tommy-ywTommy-yw/RunbookHermes/skills/gaming/minecraft-modpack-server/SKILL.md

minecraft-modpack-server

Skill546 starsChanged 6 months agoMITView on GitHub

Set up a modded Minecraft server from a CurseForge/Modrinth server pack zip. Covers NeoForge/Forge install, Java version, JVM tuning, firewall, LAN config, backups, and launch scripts.

  • Installs packages

We split this skill into the rules it gives an agent

10 rules. 8 are common, 0 are distinctive, and 2 are very specific to this project.

  • 8

    Common

    Most of the 3 edited versions we read keep these.

  • 0

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Common:

    Before starting setup, ask the user for:

    line 15
  2. Common:

    Use sensible defaults if the user doesn't care, but always ask before generating the config.

    line 28
  3. Very specific:

    Look for: startserver.sh, installer jar (neoforge/forge), user_jvm_args.txt, mods/ folder.

    line 40
  4. Common:

    Check the script to determine: mod loader type, version, and required Java version.

    line 41
  5. Common:

    Leave at least 8GB free for the OS/other tasks

    line 97
  6. Very specific:

    ALWAYS set allow-flight=true for modded — mods with jetpacks/flight will kick players otherwise

    line 173
  7. Common:

    If online-mode=false, set enforce-secure-profile=false too or clients get rejected

    line 177
  8. Common:

    Delete the world/ folder to regenerate with a new seed

    line 179
  9. Common:

    Look for "Done (Xs)!" in the log = server is ready

    line 185
  10. Common:

    Test connection: player adds server IP in Multiplayer

    line 186

“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Minecraft Modpack Server Setup

When to use

  • User wants to set up a modded Minecraft server from a server pack zip
  • User needs help with NeoForge/Forge server configuration
  • User asks about Minecraft server performance tuning or backups

Gather User Preferences First

Before starting setup, ask the user for:

  • Server name / MOTD — what should it say in the server list?
  • Seed — specific seed or random?
  • Difficulty — peaceful / easy / normal / hard?
  • Gamemode — survival / creative / adventure?
  • Online mode — true (Mojang auth, legit accounts) or false (LAN/cracked friendly)?
  • Player count — how many players expected? (affects RAM & view distance tuning)
  • RAM allocation — or let agent decide based on mod count & available RAM?
  • View distance / simulation distance — or let agent pick based on player count & hardware?
  • PvP — on or off?
  • Whitelist — open server or whitelist only?
  • Backups — want automated backups? How often?

Use sensible defaults if the user doesn't care, but always ask before generating the config.

Steps

1. Download & Inspect the Pack

mkdir -p ~/minecraft-server
cd ~/minecraft-server
wget -O serverpack.zip "<URL>"
unzip -o serverpack.zip -d server
ls server/

Look for: startserver.sh, installer jar (neoforge/forge), user_jvm_args.txt, mods/ folder. Check the script to determine: mod loader type, version, and required Java version.

2. Install Java

  • Minecraft 1.21+ → Java 21: sudo apt install openjdk-21-jre-headless
  • Minecraft 1.18-1.20 → Java 17: sudo apt install openjdk-17-jre-headless
  • Minecraft 1.16 and below → Java 8: sudo apt install openjdk-8-jre-headless
  • Verify: java -version

3. Install the Mod Loader

Most server packs include an install script. Use the INSTALL_ONLY env var to install without launching:

cd ~/minecraft-server/server
ATM10_INSTALL_ONLY=true bash startserver.sh
# Or for generic Forge packs:
# java -jar forge-*-installer.jar --installServer

This downloads libraries, patches the server jar, etc.

4. Accept EULA

echo "eula=true" > ~/minecraft-server/server/eula.txt

5. Configure server.properties

Key settings for modded/LAN:

motd=\u00a7b\u00a7lServer Name \u00a7r\u00a78| \u00a7aModpack Name
server-port=25565
online-mode=true          # false for LAN without Mojang auth
enforce-secure-profile=true  # match online-mode
difficulty=hard            # most modpacks balance around hard
allow-flight=true          # REQUIRED for modded (flying mounts/items)
spawn-protection=0         # let everyone build at spawn
max-tick-time=180000       # modded needs longer tick timeout
enable-command-block=true

Performance settings (scale to hardware):

# 2 players, beefy machine:
view-distance=16
simulation-distance=10

# 4-6 players, moderate machine:
view-distance=10
simulation-distance=6

# 8+ players or weaker hardware:
view-distance=8
simulation-distance=4

6. Tune JVM Args (user_jvm_args.txt)

Scale RAM to player count and mod count. Rule of thumb for modded:

  • 100-200 mods: 6-12GB
  • 200-350+ mods: 12-24GB
  • Leave at least 8GB free for the OS/other tasks
-Xms12G
-Xmx24G
-XX:+UseG1GC
-XX:+ParallelRefProcEnabled
-XX:MaxGCPauseMillis=200
-XX:+UnlockExperimentalVMOptions
-XX:+DisableExplicitGC
-XX:+AlwaysPreTouch
-XX:G1NewSizePercent=30
-XX:G1MaxNewSizePercent=40
-XX:G1HeapRegionSize=8M
-XX:G1ReservePercent=20
-XX:G1HeapWastePercent=5
-XX:G1MixedGCCountTarget=4
-XX:InitiatingHeapOccupancyPercent=15
-XX:G1MixedGCLiveThresholdPercent=90
-XX:G1RSetUpdatingPauseTimePercent=5
-XX:SurvivorRatio=32
-XX:+PerfDisableSharedMem
-XX:MaxTenuringThreshold=1

7. Open Firewall

sudo ufw allow 25565/tcp comment "Minecraft Server"

Check with: sudo ufw status | grep 25565

8. Create Launch Script

cat > ~/start-minecraft.sh << 'EOF'
#!/bin/bash
cd ~/minecraft-server/server
java @user_jvm_args.txt @libraries/net/neoforged/neoforge/<VERSION>/unix_args.txt nogui
EOF
chmod +x ~/start-minecraft.sh

Note: For Forge (not NeoForge), the args file path differs. Check startserver.sh for the exact path.

9. Set Up Automated Backups

Create backup script:

cat > ~/minecraft-server/backup.sh << 'SCRIPT'
#!/bin/bash
SERVER_DIR="$HOME/minecraft-server/server"
BACKUP_DIR="$HOME/minecraft-server/backups"
WORLD_DIR="$SERVER_DIR/world"
MAX_BACKUPS=24
mkdir -p "$BACKUP_DIR"
[ ! -d "$WORLD_DIR" ] && echo "[BACKUP] No world folder" && exit 0
TIMESTAMP=$(date +%Y-%m-%d_%H-%M-%S)
BACKUP_FILE="$BACKUP_DIR/world_${TIMESTAMP}.tar.gz"
echo "[BACKUP] Starting at $(date)"
tar -czf "$BACKUP_FILE" -C "$SERVER_DIR" world
SIZE=$(du -h "$BACKUP_FILE" | cut -f1)
echo "[BACKUP] Saved: $BACKUP_FILE ($SIZE)"
BACKUP_COUNT=$(ls -1t "$BACKUP_DIR"/world_*.tar.gz 2>/dev/null | wc -l)
if [ "$BACKUP_COUNT" -gt "$MAX_BACKUPS" ]; then
    REMOVE=$((BACKUP_COUNT - MAX_BACKUPS))
    ls -1t "$BACKUP_DIR"/world_*.tar.gz | tail -n "$REMOVE" | xargs rm -f
    echo "[BACKUP] Pruned $REMOVE old backup(s)"
fi
echo "[BACKUP] Done at $(date)"
SCRIPT
chmod +x ~/minecraft-server/backup.sh

Add hourly cron:

(crontab -l 2>/dev/null | grep -v "minecraft/backup.sh"; echo "0 * * * * $HOME/minecraft-server/backup.sh >> $HOME/minecraft-server/backups/backup.log 2>&1") | crontab -

Pitfalls

  • ALWAYS set allow-flight=true for modded — mods with jetpacks/flight will kick players otherwise
  • max-tick-time=180000 or higher — modded servers often have long ticks during worldgen
  • First startup is SLOW (several minutes for big packs) — don't panic
  • "Can't keep up!" warnings on first launch are normal, settles after initial chunk gen
  • If online-mode=false, set enforce-secure-profile=false too or clients get rejected
  • The pack's startserver.sh often has an auto-restart loop — make a clean launch script without it
  • Delete the world/ folder to regenerate with a new seed
  • Some packs have env vars to control behavior (e.g., ATM10 uses ATM10_JAVA, ATM10_RESTART, ATM10_INSTALL_ONLY)

Verification

  • pgrep -fa neoforge or pgrep -fa minecraft to check if running
  • Check logs: tail -f ~/minecraft-server/server/logs/latest.log
  • Look for "Done (Xs)!" in the log = server is ready
  • Test connection: player adds server IP in Multiplayer

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