[ QMineCraft ] [ 1.16.1 ] MineCraft Server

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hardmack
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Posts: 5
Joined: Sun Jul 19, 2020 6:44 am

Re: [ QMineCraft ] [ 1.16.1 ] MineCraft Server

Post by hardmack » Fri Jul 31, 2020 5:56 pm

QNAP_Stephane wrote:
Fri Jul 31, 2020 1:15 pm
Arm64 exist for both qpkg

Envoyé de mon MI 9 en utilisant Tapatalk
Thank you, I didnt try all the options and the three I tried didnt work, then I started to pay attention to the filenames off your OP links once they downloaded... THANKS! Installing now

hardmack
New here
Posts: 5
Joined: Sun Jul 19, 2020 6:44 am

Re: [ QMineCraft ] [ 1.16.1 ] MineCraft Server

Post by hardmack » Sat Aug 01, 2020 7:11 am

Using WinSCP I was able to login and get at the json's but after editting, saving and then restarting qpkg (I right click stop, then after editing, start through QTS in a browser) but I can not get the configuration changes to stick. Any suggestions folks? Total newb, so sorry for frustration

bjwood
Starting out
Posts: 15
Joined: Thu Feb 06, 2014 7:31 pm

[ QMineCraft ] [ 1.15.2 ] Moded MineCraft Server

Post by bjwood » Thu Aug 06, 2020 6:32 pm

I've got a lot of essential information about minecraft generally and servers in particular from this forum, so I thought I'd feedback some successes I've had.

Background:
I'm the sysadmin for my grandchildren's minecraft activities, and they have been clamouring for mods. After some research, I set them up with Forge and mods for their local worlds, but they like to play together. I've found ways of opening their machines to the LAN, but it's a bit beyond their skills (or interest) when I'm not there, so I was happy to find the excellent work that Stephane has done with QMineCraft.

I set up the vanilla 1.15.2 server easily and everyone was happy, except that now they're used to mods! I've seen a few mentions on the forum about this, but nothing definitive. I decided to see if I could create a moded Server on QNAP - and it proved very easy.

Overview:
1. On my computer I found the Forge builder and installer, and used that to create a Forge-moded server.
  • The output is three entities...
    • a Forge jar file which is the new front end - for me it was called forge-1.15.2-31.2.0.jar
    • a modified minecraft server jar - for me called minecraft_server.1.15.2.jar
    • a directory called libraries
2. I ensured the QMineCraft application was stopped on the QNAP.

3. Accessing my QNAP using ssh, I took a backup copy of the minecraft directory - /share/CACHEDEV1_DATA/.qpkg/QMineCraft - just in case!

4. I copied the three new entities to the minecraft directory, and deleted the previous minecraft server jar (minecraft_server.jar?).

5. I updated the invocation file in that directory - QMineCraft.sh
  • I changed a single line - modifying the java invocation from the original minecraft server jar to the new Forge front-end jar
  • the line is now $QPKG_ROOT1/bin/java -Xmx3036M -Xms1024M -jar forge-1.15.2-31.2.0.jar nogui &, and you'll notice that I also took the opportunity to increase the amount of storage that's available to the program to between 1 and 3GB
6. I restarted the QMineCraft application and it just worked. Bravo Stephane!

Notes:
  • The first invocation of the application after these changes takes a long time. I almost gave up, so stick with it.
  • Checking whether the program is running is slightly different to searching the process table for "minecraft". The program running now doesn't contain this string! I found the easiest solution was to use the Process ID supplied in the minecraft.pid file. So something like ps -eaf | grep 12345 did the trick.
  • Adding mods to the system is now trivial, but care is required...
    • Decide what mods you need. I tried to keep this to a minimum, but ended up with Optifine, journeymap, Gobber2, OreExcavation, Quark (with prereq AutoRegLib) and, of course, worldedit. What can I say? These were considered essential, and Grandad's an easy touch!
    • The important thing is that the set of mods (their jar files) must be added to both the client minecraft and the server minecraft. All of them and no others - on both. Sounds a bit restrictive, but I use MultiMC as a general minecraft front end, and that makes keeping a client version of minecraft with only these mods, and other versions with different sets of mods and minecraft versions trivial.
    • The mod jar files are added to the mods directory on both server and client - the exact same files. They must be for Forge, and minecraft 1.15.2 in this case, of course.
This was meant to be just an overview, but I'm happy to give more detail if it's wanted. I'm no expert, but had a few mishaps on the way so might be able to help with simple problems. I'm pretty confident that this technique can be used for the new 1.16.1 minecraft, but haven't tried it yet.
Owner of TS-253B 8GB, Raid1, fairly vanilla set-up
and also a TS-221 not getting updates any more, that I don't know what to do with!

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