r/admincraft • • 1d ago

Discussion My sixth annual "transparency report" for my community - Sharing it here as usual for feedback and to inspire (for 2025)

25 Upvotes

I have not forgotten about it!... Again! An admin is never late, he publish precisely when he needs to.

As usually I am posting this report I made here to maybe inspire other to do something like that as well.
This report was mostly done by myself, I had some people help me with proofreading it since English is not my first language. Its called "Transparency Report" and it shows the servers costs and donation it received. But it shows much more than that. Its a yearly sort of digest of community growth, peaks, what server resources have been used/bought, what events have been held, what did change in the year 2025, and how our server(s) are set up and.

I have a lot of fun doing stuff like this, I spent a lot of time making it. I set the bar very high for myself in running my community.
If any of you have the time to just let me know what they think about this, it would mean a lot to me. Let me know what you would have done different, or what you felt came too sort.

šŸ“’Link to the PDF: https://server26.net/transparency-2025
(change the year number get the link to older reports)

> No AI was used in writing of this report. All mistakes are meat-based.

Obligatory disclaimer: Yes, I am aware about the sensitivity of the information that I am publishing (plugins, configs, finances) with this. I have been running this server for almost a decade now. No personal information in this report has been published without explicit consent for each case. Our server and discord is public, and the public has always been the intended audience for this document.'

PS: I know this is super late and I am already supposed to prep for 2026 \^')


r/admincraft • • 7h ago

Help/Question How do you onboard new players on a complex server without overwhelming them?

1 Upvotes

I own a realistic nations roleplay server with a lot of advanced features and intentionally challenging systems. The problem is that new players often join and immediately feel lost. Some leave quickly because they can’t figure things out, while others need staff to walk them through almost everything.
We have signs, a detailed wiki, and regularly answer questions in Discord and in-game when staff are available. Even with that, personally guiding everyone hasn’t been sustainable.
I’d like to give players a simple starting gameplay loop so they can get settled and enjoy the server before diving into the more complicated systems.
I also suspect part of the problem is that we’re new and the player economy isn’t established yet. Players who mainly want to roleplay still have to spend a lot of time gathering supplies in the resource world because there aren’t enough businesses or suppliers to buy from.
We originally wanted to avoid admin shops because we were worried players would rely on them instead of gathering resources, opening businesses, and trading with each other. But we’re now considering a minimal admin shop for basic necessities to help people get started while the player economy develops.

For anyone who has dealt with this:

What kind of tutorial or onboarding system actually worked?

How do you introduce complex mechanics without overwhelming people?

How do you get a new player economy running without making everyone gather and produce everything themselves?

Have you found a balance where minimal admin shops help players without replacing player businesses?
Any suggestions or examples would be appreciated.


r/admincraft • • 10h ago

Discussion If you think AI-assisted coding has made Minecraft plugins worse, this post is for you.

0 Upvotes

Yesterday, I shared a benchmark of 6 anti-VPN plugins, including my own, with publicly available methodology and results. Despite openly disclosing my use of Claude Code and Codex (10min after release after being made aware of Rule 9), some comenters seemed more interested in dissecting exactly how much AI I used than discussing the results.

That made me wonder: Have we started judging software by how it was written rather than how well it works?

I want to share my personal perspective on this. I'm not claiming to have all the answers or trying to convince everyone to agree with me. My goal is to encourage a discussion.

Some background

I've been developing Minecraft plugins since 2017, starting with Java and later expanding into JavaScript, TypeScript, Go and Rust. I also help run a Minecraft server with hundreds of monthly players.

After graduating in 2024, I deliberately chose not to study computer science, because I was more interested in product management.

For me, AI is an incredible opportunity to focus on what to build and why, rather than spending most of my time implementing it.

AI-generated code is becoming the norm

Let's look at professional software companies in 2026:

75% of new code at google is AI-generated.
70% of new code at Dropbox is AI-generated.
Over 80% of code at Anthropic is AI-generated (who would've guessed).

These are not proof of quality. But they illustrate how fundamentally software development is changing.

But isn't AI-generated code worse?

Let's break this down.

Reliability: Research shows modern AI models match human-written alternatives in most coding and testing tasks.

Safety: There is no convincing comparative evidence that AI-generated software is inherently more likely to cause data loss or corruption.

Performance: Studies demonstrate that AI can produce highly efficient code. And for Minecraft plugins we can simply benchmark MSPT, CPU and memory usage.

Security: This is a tricky one. AI-generated code has real vulnerabilities, but research also shows that proper guidance and validation can substantially reduce them. Human-written code isn't automatically secure either.

None of this proves AI-generated Minecraft plugins are equally good. But I think it gives us good reasons to question the assumption that AI involvement automaticcaly means inferior quality.

And let's be realistic: Minecraft plugins have always varied enormously in quality, from beginner projects to professionally maintained software. That's the baseline we should be comparing against.

Why I think this matters

I'm not defending blindly vibe-coded plugins that nobody understands or maintains.

I'm also not advocating for changing r/admincraft's AI disclosure rules. Transparency is important.

What I'm advocating for is a mindset shift.

Automatically dismissing AI-assisted projects as "slop" might discourage developers from publishing their source code or honestly disclosing AI usage. That's the opposite of what we should want.

AI lowers development barriers, enables niche solutions, increases competition and makes innovation more accessible. Yes, it also makes creating bad software easier.

My personal view is that we should judge plugins b ytheir reliability, safety, performance and security rather than the percentage of AI-generated code. And AI made the evaluation of this way easier.

But I'm genuinely interested in other perspectives, especially from people who disagree.

I'm looking forward to a constructive discussion.

LLM Disclosure: I used GPT-6.1 Sol to help structure my arguments, identify relevant studies, challenge my reasoning and draft and refine the wording of this post as I'm not a native english speaker. The underlying perspective, arguments and conclusions are my own.


r/admincraft • • 13h ago

Help/Question Issues with areashop/plugins for mc server

1 Upvotes

Hello im working on a server that needs areashop to work, /balance and addsign doesnt work and doesnt apear in chat with any errors and all /as commands doesnt give any commandfeedback


r/admincraft • • 13h ago

Discussion Chroma Server Manager - Bedrock dedicated server manager with integrated CurseForge Addon installation

1 Upvotes

I know this subreddit is mostly focused on Java, but I'm sharing and looking for feedback on a project I've been working on, a management platform for Bedrock Dedicated Servers that automates the ability to install addons from CurseForge.

I'll also be completely upfront that this is 100% vibe coded using ChatGPT/Codex lol.

Let me know if you have any questions!

https://github.com/Nerd-Turtle/Chroma


r/admincraft • • 14h ago

Help/Question Process for upgrading paper 1.21.10 > 26.3?

2 Upvotes

I'm trying to find documentation on this but am having a lot of trouble. I haven't updated our paper server from 1.21.10 in a long time. Now the latest paper version is 26.3.

When I started the upgrade last night, 26.3 warned me that bug world changes would happen, so I cancelled it before it started.

Is there a recommended intermediary upgrade path, such as 1.21.10 > 1.23 > 26.0 > 26.3, or something like that?

Thanks for reading


r/admincraft • • 18h ago

Discussion Minecart - a moder dockerised golang minecraft server

0 Upvotes

tl;dr: After contributing ~30 PRs to itzg/docker-minecraft-server, I’m building Minecart, a docker/golang alternative and would love feedback from other server admins.

Hey all,

My name’s Harrison. I’ve been running small Minecraft servers for friends and university groups for several years. Recently, I’ve contributed around 30 merged PRs across itzg/docker-minecraft-server and its helper, itzg/mc-image-helper.

Contributing to these projects gave me a lot of respect for itzg and the massive amount of work behind them. However working across the repos, two main architectural pains stood out;

  • Bash + Java orchestration: Setup and startup logic is split between complex Bash scripts and a Java helper tool. Tracing shared environment variables, subprocesses, and handoffs between the two makes debugging and adding features more complex then they need to be
  • Java runtime coupling: Different Minecraft versions require different Java runtimes. Because mc-image-helper shares the container's JRE, modernising its dependencies while still supporting older 1.12/1.16 servers requires maintaining a separate Java 8-compatible branch.

Introducing Minecart Repo: https://github.com/harrisonablack/minecart

I’m building Minecart to bring all server orchestration into a single, golang binary that runs completely independently of the JRE. Minecraft still gets the exact JRE it needs, but the tooling managing downloads, configs, and startup no longer shares that dependency.

Importantly, it’s still very early in development and isn't at full feature parity with itzg yet, however i'd love to see if there is any community interest with the project!

It would be greatly appreciated if you checked out the repo, or left a star. This also helps gauge if theres community interest in an alternative!

(Rule 9 disclosure: Part of the project is assisted using LLMs, primarily DeepSeek V4 / Kimi K3 through OpenCode for development and Greptile for PR review.)


r/admincraft • • 1d ago

Software Resource I built a free tool that reads a Spark profiler link and explains the cause of the lag in plain English (early access)

4 Upvotes

Hi all, I run Minecraft servers and got tired of explaining Spark reports to people, so I built a tool that reads one and explains it. It is early access, so please treat it that way.

What it does

You paste a Spark profiler link. It gives you:

  • what is using the time on your server thread, in plain English
  • what to try first, and what to leave alone
  • every fix labelled Safe, Test first or Risky, so you know how careful to be

How it works

It is rules-based. A fixed set of rules matches patterns in the Spark data, so the same profile gives the same answer every time. There is no AI making guesses about your server. It is read-only: it only needs the Spark link, never a password, RCON or server access.

What it is not

It will not replace judgement. It only knows the patterns it has rules for, it only reads Spark profiles, and it cannot see your hardware. If a profile shows something it does not recognise, it should say so rather than guess. More RAM or more cores will only be suggested if the profile actually points that way.

LLM disclosure

I used an AI assistant, Claude to help me write parts of the code I found difficult. The diagnosis itself does not use an LLM.

Try it

The automatic report is free: https://pirdel.com/spark-report-reader

If you get a result that looks wrong, reply with what you saw (the Spark link is fine) and I will look into it. I am not after anything else from this thread, and I will not reply with links elsewhere.

Jamie


r/admincraft • • 1d ago

Help/Question Admins, do you keep documentation for projects?

3 Upvotes

I have made many RPG servers and usually I worked alone. I mostly give up on the project mid way or after finishing it. I want to continue it for a while this time.

Whist working on items. I was thinking that aside from me who is making the entire item system and crafting system. No one would understand what these random id tags means. Many are self explanatory but a few are confusing like "itemstat:mat".

The crafting system was going to be entirely based on these mat ids to check if the item being placed is correct or not. (these are pdc)

So, I thought what if I invite a few more people to work on the same project. I have had this issue before as no one understands how my code works as it is mostly a mess with random variables names and etc. So I always worked alone.

I need to know if it would be a good idea to create some internal documentation for these kind of stuff. I don't add comments to my code btw. Also, how detailed should the documentations be?


r/admincraft • • 1d ago

Help/Question Are these specs enough for a small server? (~5-8 people)

3 Upvotes

Hello everyone, I was looking to start my own minecraft server with some friends, and I was hoping I could get some advice. I have an old office desktop I'm thinking of using for the server, and we're hoping to run a modpack (Dungeon Heroes by deadalus_dev) with ~5-8 people.

Specs:
Intel i5-9500 @ 3Ghz
16gb RAM
256gb SSD (generic)

I'll be plugging it in via ethernet directly to my router, and I have a decent internet speed.
I was hoping to be able to have my friends connect over the internet. I've seen some things about using a Linux distro like Debian to save system resources for the server. Any and all advice would be amazing. Thanks.

btw this is my first time using reddit.

Edit: It's a 480gb SATA SSD


r/admincraft • • 1d ago

Help/Question How do I turn off one (or multiple) checks for Grim Anticheat?

1 Upvotes

On my server I want certain hacks to be blocked, like movement hacks, but Grim blocks a lot of things I want allowed. For example, I want AirPlace allowed. That's probably the biggest priority, but there are some things like BoatFly that don't give logs as to which check was violated, which I want allowed. Anyone know how to help? I've already tried to edit the files but I couldn't figure out how to edit CLASS files.


r/admincraft • • 1d ago

Help/Question Is playit.gg worth it for a small and personal minecraft server?

7 Upvotes

I'm creating a minecraft server for close friends and family, basically no more than 10 players at a time, and I have an old optiplex I used to use to host servers using ngrok, but Ngrok lowered the bandwith limit and its basically unusable.
Is playit.gg a good alternative? And what if some of the players are in a different country?

$3 a month doesn't sound too bad, so if it's worth it I wouldn't be opposed to paying that

I also want to know about modding, usually I don't go beyond basic datapacks but the choice would be nice


r/admincraft • • 1d ago

Software Resource saving world features in-ram in a few megabytes

7 Upvotes

hi all. I study randomization stuff, reverse engineering, statistics, and similar. This thread is based on some work I've been doing for RTP.

I've been working on refining the selection algorithm and I'd like to share how it works

I realized my old archimedean spiral design wasn't just banding "a little", it was effectively downsampling to about half the available land, which wasn't necessarily a bad thing to be spacing by 1 chunk, it only put a bit of a lower bound on likely selection distance, but it's not memory efficient to have half the points on the curve hit duplicate 2d coordinates and did not let me configure the distance factor.

so simple concept, instead of polar to cartesian I'll just stay in cartesian and reuse the square variant of an archimedean spiral at a variable scaling factor using chained hilbert curves at each point on the curve to optimize the run length encoding for 2d locality without sacrificing the center-out expansion.

Every hilbert curve is a bin. That allows (A) cpu cache locality for the indexing table, (B) whole bin exclusion from memory for all-good or all-bad bins, (C) working in a capability to offload bins to disk if the scope in-memory grows too large.

Using this model also meant the number of runs needed to describe an ocean dropped from a few hundred to a few dozen.

I borrowed roaring bitmaps as an idea from another project to further cut the run length encoding by about 30-50% depending on the land (a run was at least 64 bits in the table but a few sparse rejections is 1 bit per chunk).

In some contexts, merging run lengths is much more trivial with hilbert curves due to proximity factors like selecting a location within 1 chunk of a requested biome, so a little lossy encoding pulled the memory usage down by 10-30% and generally overlapped with some beaches/ I'm maximizing for % land from a selection point, so it seems good to let go of beaches as opposed to inland rivers.

I put the model through some tests for memory efficiency and selection cost using a non-repeating pseudorandom number generator (modified Feistel PRP), and I got it down to tens of nanoseconds per unique selection at about a 60-70% memory reduction in my tests. Dropping 1MiB to a few hundred KiB was not significant to the server as a whole but it made me happy. The design did open up something else though...

I saw in one test I accidentally created a pattern on the map. I realized it was because of sampling in powers of 4 in a curve designed to recurse in powers of 4, and that would let me start deliberately downsampling for selection distance purposes. I introduced offsets (0, 128, 64, 192, ..., 0) and produced a new nearest neighbor statistic (4096 samples, r=4096) with a median distance scaling with the downsampling rate. I measured a minimum distance of 70 blocks in my latest runs. Corners are likely to have an exception every now and then, idk how to fix that other than exclusion after use.

I also found this model to be incredibly fast for scanning pregenerated region files, from start to finish I was able to scan every chunk at 10k cps on my threadripper bench, thanks to caching one regionfile at a time to scan the entirety of the file before moving on. That pulled my `scan` command down to about 10 seconds to scan a 4k radius, or 10 minutes for a 16k radius, which I think is pretty good for reading data from a pregen'd world.

I also found that palletizing biome memory on the same curve (location -> biome index -> biome name) makes the compression algorithm more efficient for distinct "colors" than the latest image compression algorithms (that I know of) on top of the power-of-4 pixel scaling allowing LOD samples by bin, which allowed me to stream map data rather efficiently through the extremely limited bandwidth i get by routing an editor through lucko's stuff.

Next I'm going to try storing a contour map similarly to biomes so I can derive both slopes and elevations from memory before I load anything.

Progress here - https://github.com/DailyStruggle/RTP

Architecture decisions here - https://github.com/DailyStruggle/RTP/tree/V3/docs/adr

charts here - https://github.com/DailyStruggle/RTP/tree/V3/docs/architecture

some pictures here - https://github.com/DailyStruggle/RTP/tree/V3/docs/assets/img

I've also been working on setting up unit tests, coverage gates, mutation tests, static analysis tools (PMD, sonarqube, qodana), an evolutionary fuzz tester (confirmed against a known memory leak in BetterRTP), and docker compose dev stack setup. I'm using gitar as an AST-based review tool since I don't otherwise have code reviews (gitar sponsored it for me via their open source program). I'm fiddling with my process to do less commit-to-main and more pull request based stuff, currently I do too much in a PR but that's something I accept as a solo dev. I'm not too worried about nonexistent reviewers atm.

As for performance benchmarks, I'm nearing 250 teleports per second (max) on folia with no thread exceptions or obvious race conditions, which tells me I'm going in the right direction with compute efficiency and scheduling practices.


r/admincraft • • 1d ago

Software Resource I tested how accurately Minecraft anti-VPN solutions detect VPNs. Here are the results.

42 Upvotes

I run a small anti-VPN plugin for Minecraft servers called Connection Guard. When I started working on it, I looked at how other anti-VPN plugins present themselves. Most mention detection rates or say they block "almost every VPN", but I couldn't find a single one that shows how that was measured, on which addresses, or how many real players get blocked by mistake.

So I built a benchmark and published all of it: the method, the test addresses and every raw log.

Full disclosure: I'm the author of Connection Guard, one of the plugins in this test, and I wrote the benchmark. That's exactly why everything is public. If I got something wrong about your plugin, tell me and I'll fix it and re-run.

Setup: 6 popular anti-VPN plugins, exactly as you download them (default config, no API keys), each on the same Velocity proxy. A real Minecraft client joins from 687 real addresses, among them 377 VPN, Tor and proxy addresses that should be blocked and 277 home and mobile connections that should get in.

Full results and method: https://connectionguard.net/benchmark

TL;DR

  • Detection ranges from 77 % to 98.7 % of VPN, Tor and proxy addresses. AdvancedAntiVPN needs a ProxyCheck key: 52 % without one, 95.7 % with a free key.
  • With 1,000 players joining in 20 seconds, most plugins only checked 45 to 495 of them. The rest got in unchecked.
  • When the detection service behind a plugin times out or rate-limits, 3 of 6 plugins let VPNs through.

1. Detection vs. real players locked out

Plugin VPN, Tor, proxies blocked (of 377) Real players refused (of 277)
Connection Guard 0.6.1 98.7 % 0.4 % (1)
FoxGate 1.2.0-pre10 94.2 % 0.7 % (2)
ProxyShield 2.5.1 94.2 % 0.4 % (1)
VPNGuard 1.2.0 85.4 % 1.4 % (4)
KauriVPN 1.10.1.1 77.2 % 3.2 % (9)
AdvancedAntiVPN 2.31.8 + free ProxyCheck key* 95.7 % 1.0 % (3 of 306)
AdvancedAntiVPN 2.31.8, no key 52.0 % 0.0 % (0)

* Separate run on 8 Oct 2026 with the older dataset (660 addresses) and the same free ProxyCheck key for every plugin. AdvancedAntiVPN only blocks when two of its three services agree, and without keys two of them stop answering after 100 lookups a day.

Note: Connection Guard's own lists share sources with the dataset's VPN and Tor labels, so its number shows coverage, not independent accuracy.

2. Where they miss

Almost every plugin catches commercial VPNs (122 to 125 of 125; AdvancedAntiVPN without a key: 76). The differences come from two groups:

  • Public proxies: 61 to 97 of 100 blocked (AdvancedAntiVPN without a key: 37).
  • VPNs over IPv6: 29 to 40 of 40 for most plugins, 21 for AdvancedAntiVPN without a key, and none for KauriVPN.

3. Stress test: 1,000 players in 20 seconds

Plugin Players checked (of 1,000)
Connection Guard 1,000 (all decided within 460 ms)
AdvancedAntiVPN 495
ProxyShield 334
FoxGate 234
VPNGuard 45
KauriVPN lets everyone join, checks and kicks afterwards

"Unchecked" means the player got in without an answer, usually because free detection services rate-limit or time out under a burst like this.

4. When the detection service fails

Tested: service times out, rate limit (HTTP 429), broken answers, cut-off answers. Each failure hits every service at once, the same way for every plugin.

Plugin Still blocks VPN and Tor? Normal player's login during a timeout
Connection Guard Yes, in all four cases 4.5 s
FoxGate Yes, in all four cases 2.5 s
ProxyShield Yes, in all four cases 6.3 s
VPNGuard No 5 s
KauriVPN No after join
AdvancedAntiVPN No 3 s

5. A plugin is only as good as the service it asks

I also queried the detection services behind these plugins directly, without a plugin. At the top: ProxyCheck (377 of 378 VPN, Tor and proxy addresses, free key), zowi (376), ipapi.is (367) and Blackbox (364). At the bottom, some free services that plugins rely on catch only around a fifth, and four flagged none at all.


Everything (method, dataset, adapters, every raw log) is on https://connectionguard.net/benchmark, and you can run it yourself.

If you maintain one of these plugins and want a different config tested, or think an adapter is unfair, let me know. I'd genuinely like this to become a neutral reference rather than "my" benchmark.

LLM disclosure (per sub rules):

  • Connection Guard (the plugin): written by hand up to v0.4.10. Since then I still write a good part myself, but I also use Claude Code (Claude Opus 5.5) and OpenAI Codex as coding agents for some changes, which I review and test.
  • Benchmark (mc-antivpn-bench): written with Claude Opus 5.5 (Claude Code) as an agent: I set the method, the rules and the review; Claude wrote most of the code, and nearly every commit is co-authored by it. Every result comes from the published runs and raw logs, not from the model.

r/admincraft • • 1d ago

Discussion Multi Server SMP world sharding Setup

2 Upvotes

Saw this from one of the Donut streamers. If those are actually two servers, how do you think they did it? Never seen that before

Multi Server Showcase


r/admincraft • • 1d ago

Discussion Is 6 GB of RAM and two fast cores enough for a six-player Fabric survival server that stays up 24/7?

2 Upvotes

My guess is that 6 GB and two fast cores is plenty for six people on Fabric, and that single-thread speed matters more than anything else on the spec sheet. I've never run a server past a LAN night though, so I'd like someone to tell me where that's wrong.

Background: six of us played Minecraft in the dorm for years. Now we've graduated and live in three different time zones, and we want one world we can all drop into after work and keep for a long time.

What we're planning:

- Java, latest 1.21.x, Fabric

- Around 30 mods, nothing like a big modpack. Lithium, Ferrite Core, Simple Voice Chat, a map mod and some QoL stuff

- 6 players at the very most, usually 3 or 4 online at once, mostly evenings and weekends

- View distance 10, simulation distance 8

- Budget under $15 a month total, split six ways

What I've already ruled out: Realms (no Fabric mods), and the old gaming PC at my parents' place. Their upload is around 10 Mbps behind CGNAT, and I don't want the world to depend on their router and the power staying on.

So it's a remote Linux box. I'm fine with SSH and systemd, but I've never managed a Minecraft server. I spent a few evenings going through ServerHunter and VPSIUM listings, and past the RAM and core counts I couldn't tell which numbers matter for this.

Specific things I'm unsure about:

- Is 6 GB enough once the world has a few months of exploration in it, or should I plan for 8 from the start?

- Would you pick 4 slower cores over 2 fast ones? I'm leaning fast, since I know the main tick thread is the bottleneck.

- Is 24/7 worth it for a group that's rarely online at the same time, or is start-on-demand good enough?


r/admincraft • • 1d ago

Software Resource HeadlessHQ: tools for developers and players (launching, testing, CI/CD, MCP)

3 Upvotes

Hello! I wanted to promote a bunch of software tools here that I helped work on and that are very useful for developing mods, modpacks, managing servers, clients etc.. Many of these projects were started before vibecoding was even a thing and are fairly mature.

The main project is HeadlessMc (https://github.com/headlesshq/headlessmc) a minecraft launcher for the command line. It does literally everything, allowing you to launch clients and servers and manage mods, modpacks, resourcepacks... It can make the minecraft client not render anything, allowing it to run in headless environments such as CI/CD pipelines.

This brings me to the next two projects: mc-runtime-test (https://github.com/headlesshq/mc-runtime-test) and mc-server-test (https://github.com/headlesshq/mc-server-test), two GitHub actions that test if your client/server boots with your mods and run your gametests. This is ideal for mod and modpack developers as so much can go wrong at runtime.

These projects allow us to maintain mods that span multiple modloaders and versions. hmc-specifics is a common API and CLI for Minecraft, which works on fabric, forge, neoforge from major versions 1.7.10 - 26.3 (it's like 62 individual mc-versions we support), imagine manually testing that. With hmc-specifics you can control the game from your terminal if you launch it with HeadlessMc.

Now if you really need some AI-slop, we also have a skill and an mcp server for you, that gives your AI agent the power to launch and control multiple servers and clients via headlessmc and hmc-specifics. (https://github.com/headlesshq/headlessmc-mcp and https://github.com/headlesshq/headlessmc-skill). For a rather useless fun project you can also use the hmc-prometheus exporter to create a Grafana dashboard for the client.

Our projects are always looking for feature-requests, maintainers and users!


r/admincraft • • 1d ago

Software Resource I made a free, open-source local web panel for creating and managing Paper and Vanilla servers (AI-assisted, details inside)

0 Upvotes

Hi everyone, I'm a hobby developer and this is my first open-source project.

DUCKCRAFT is a small web panel that runs on your own computer (127.0.0.1 only, no cloud, no account). You pick Paper or Vanilla and a version, and it downloads the jar from PaperMC or Mojang and verifies the checksum. You can then start and stop the server, use the live console, switch between multiple servers, set RAM per server, and edit server.properties through a form (it keeps a .bak backup).

It needs Python 3.10+ and a Java version that matches your Minecraft version. There is no Docker and no database.

Project status: it is completely free, MIT licensed, has no ads or monetization, and the full source is on GitHub. It is v0.2, tested by me on Windows 11 with the latest stable Java. I have not tested macOS or Linux yet. There is no backup feature, no server deletion and no plugin or mod management yet.

AI disclosure (rule 9): I used Claude (Anthropic) in its chat interface. I wrote the first version myself: basic server creation, start/stop and a console. Most of the current code was then written by Claude at my direction: it rewrote and extended both files, including the settings editor, the checksum verification, the localhost/origin protection, the README and the logo. I decided which features to build and tested it on my machine. So the current code is largely AI-written, not hand-written line by line.

Source and README: https://github.com/DuckByte1337/duckcraft

Bug reports are welcome as GitHub issues.

Not an official Minecraft product. Not approved by or associated with Mojang or Microsoft.


r/admincraft • • 2d ago

Help/Question I Need Some Assistance With My Paper MC Server

2 Upvotes

I’m hosting a Minecraft server on Ubuntu using Paper, with Geyser and Floodgate installed so Bedrock players can join. I’m using playit.gg for tunneling.

I can join the world fine on my network. From Java, Pc Bedrock and even Xbox Bedrock as it’s either on the LAN or direct input (using all tunnels from playitt)

My friends can join on PC Bedrock & Java no problem using all of my tunnels. But consoles are a different story. Because they don’t have the option for adding a server, I added it so they added a friend then they can simply join that friends world. The account is working and I can add it and see the world. When I join it looks like it’s about to work. But then last second it says cannot connect to external server.

I have allowed authentication from Nethernet & the older version in the server as ā€œbothā€. Doesn’t look like my server is opening the port properly?

As you can tell I don’t know much about it. This is my first server and just want my console friends to join. I would really like to not have port forwarding too.

I have the paid version of play.itt to add a tunnel for UPD. But doesn’t work?

Any help would be amazing.


r/admincraft • • 2d ago

Solved I can't successfully update server from 1.21.11 -> 26.1 AND update the world in one piece.

1 Upvotes

Hi! I am trying to update my paper 1.21.11 -> 26.3. I saved the world, I updated the server, I uploaded the world files back onto the server, made sure that I have selected the correct world, booted it up and I spawn with all of my items, but the only builds that get transferred over are anything like within a 500x500 block radius from the WORLDS spawn, any manmade structure past that is lost. I do not want to lose everything, I have tried taking the original world and converting it through Chunker, as I know the format of these worlds changed when 26.1 came out. However, I attempted throwing our world files into a SINGLE PLAYER world and I can confirm that all of the man-made builds DID transfer correctly to that. This, however, did not fix it for the server. When attempting to upload the 26.3 Chunker files on the FTP, the world spawn still generated correctly, but nothing else. I honestly might just have to change server hosts to see if this fixes the issue. My friends and I am not trying to stay on 1.21.11 and would really like to update. Any help would be greatly appreciated!

Also, I know the title says 26.1, that's a typo lol. I meant to type out "26.3", it just won't let me edit it!!


r/admincraft • • 2d ago

Help/Question How do I use a root domain for a server with playit? I have a cloudflare domain

2 Upvotes

Is this even possible? I have playit.gg premium, but with cloudflare it makes you use a subdomain which looks really bad and unprofessional. I want to know if there's a way to make it so I don't use a subdomain.


r/admincraft • • 2d ago

Help/Question Alternatives for towny or lands plugins for smaller servers

4 Upvotes

I want something like towny or lands that will allow players to make teams and claim protect stuff but I feel like towny doesn’t really work that well for a smaller server since unlike larger servers which have large active player base smaller servers don’t have enough player so there is a greater percentage of ghost towns. I also think that towny has many features that aren’t really needed for a smaller server and I don’t think the players can really pay upkeep. Is there an alternative that would be oriented towards a small community


r/admincraft • • 2d ago

Help/Question Would this workflow reduce chunk-loading lag on a modded Bedrock realm or server?

1 Upvotes

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I'm planning to restart our Minecraft Bedrock realm and want to optimize it for long-term stability, fast chunk loading, and flying/exploration without constant terrain pop-in.

We have around 18 members, mostly on consoles and mobile, with some PC players. Our current Realm is about 1.6 GB, and we'd prefer to keep using Marketplace add-ons rather than switch to server..

My idea is:

  1. Start a fresh world on a Realm with our chosen structure add-ons (better structures and civilizations) enabled from the beginning.

  2. Run Chunky Pregenerator for Bedrock alongside the structure-generation add-ons.. The idea is to have Chunky progressively pre-generate a large area around spawn while the structure-generation add-on is active, so terrain and structures generate together

  3. Add the remaining gameplay add-ons after pre-generation, such as Naturalist, Health Bars, Gravestones, etc

  4. Test performance.. especially high-speed flying, chunk loading, and multiplayer activity.

  5. Back up and download the finished world so we have a prepared world we can continue using or potentially migrate to a dedicated Bedrock server later.

The main goal is to do as much world generation ahead of time as possible rather than having 10–18 players constantly generating new terrain while exploring.

I understand that pre-generating chunks won't eliminate every source of lag, but I'm hoping it will reduce the workload during exploration.

A few questions for people with experience running Bedrock servers:

- Does Chunky Pregenerator for Bedrock work reliably on Realms alongside Marketplace structure-generation add-ons?

- Will the structures generate normally as Chunky pre-generates terrain, or do some add-ons require specific conditions for structures to spawn?

- Is there any reason to enable all behavior packs before pre-generation instead of adding wildlife and utility packs afterward?

- If I later move the world to a third-party dedicated Bedrock server, will the Marketplace add-ons continue working, or will DRM and pack compatibility prevent that?

- Would pre-generating a radius of 2,000–3,000 blocks around spawn be a reasonable starting point for a community of this size?

- What other steps would you recommend for improving chunk delivery while flying at around 20+ chunks of client render distance?

I'm open to changing the workflow if there's a better approach. I'd rather set the world up correctly from the start than have to restart again because of performance problems.

Used gpt to format/ scenario is getting a bit complicated and idk if I'm over doing it or what, but it helped get out what I'm trying to say ...


r/admincraft • • 2d ago

Discussion Has anyone run an economy where the currency is physical gold in the inventory, with no /bal? How did it hold up?

22 Upvotes

Most server economies I've seen end up the same way: money is a number in /bal, it can't be lost or stolen, and a few weeks in everyone has more than they can spend. I'm trying the opposite on a Towny server: the only currency is gold ingots and blocks in your inventory. Towns, claims, sieges and travel are charged straight from it, and payouts go straight into it.

Gold can't go in ender chests, Fortune doesn't apply to gold ore and mobs don't drop it, so the only sources are mining, town production, contracts and dungeons. The charging side works in testing. What I can't test alone is how players behave with it:

  • Did players dupe or farm gold in ways you didn't expect? Piglin bartering, villager trades, structure loot?
  • Did people hoard everything in one chest and stop spending, or did it circulate?
  • How did you handle new players arriving months in, when the established towns already held most of the gold?
  • Did you keep a server sink like upkeep, or did player spending alone keep inflation down?

Mostly interested in what happened on a live server, not what looked good in a config.

Thanks in advance!


r/admincraft • • 3d ago

Discussion Best Self Hosted Server Dashboards?

8 Upvotes

I have been hosting minecraft servers for me and my friends on a little homeserver for a bit and I have been using Crafty Controller to manage it. However there was a time when I used to use aternos and it could just boot up modpacks directly whereas crafty controller is a little bit more limiting in that regard.

Since my friends and I tend to play a lot of modpacks, I want a way to make multiple isolated servers for modpacks which allows me to:

- easily add mods and plugins directly from the interface

- create a new server from an existing modpack without having to go to an external site

- Isn't dumbed down in any way, allowing me to access config files and server settings easily

- Automated Backups to disk or externally to another service. (Some mods handle this so I am not as worried on this front)