r/admincraft • • 4d ago

Software Resource [MURCES] A lightweight TUI to manage your Minecraft server!

10 Upvotes

Check out the README for details!
TLDR; You can use it to download servers, mods, make backups, configure properties, issue commands and so on. It's TUI, so you can use it over SSH, and you don't need to host a web server or something to get a nice panel to configure your server. This project is still very active and open to feedback so do try it!

Note:
While the logic and backend were written by me after the developer who was supposed to make the TUI had to leave, I used AI to drag it over the finish line. I 'vibecoded' it.

r/admincraft • • Sep 01 '26

Software Resource I accidentally fulfilled the greatest Minecraft hoax of 2026 (AT&T Router Edition)

134 Upvotes

For some context, I'm a cybersecurity engineering student. I saw a YouTube video demonstrating how to hack a $5 TEMU router and thought to myself, "What if I could run Minecraft on it?" After some research, I eventually discovered a Minecraft server written in C called Bareiron. After compiling Bareiron for the router platform, I copied it to the router and was successfully able to host a working multiplayer Minecraft server on a TEMU router.

Fast forward to a few months later and I see another YouTube video, a hoax/parody about a team struggling to port Minecraft to an AT&T router. Apparently it was a pretty popular meme for some time in early 2026 and I had no idea it even existed, but I realized that my project was able to fulfill the sudden desire for a router version of Minecraft.

I hope more people port BareIron to other niche platforms (a native homebrew Nintendo Wii server would be very cool!) but in the meantime, you can check out my GitHub page to download the project here:

https://github.com/BadgerClaw1/RouterCraft

r/admincraft • • 8d ago

Software Resource I made a Paper plugin that hides chests from storage ESP and base finders (Krypton etc.)

0 Upvotes

Paper's anti-xray works well for ores, but it doesn't do anything about chests. A chest goes into the chunk packet twice: once as a block, and once in a separate block entity list with its coordinates. Anti-xray only changes blocks, so the list goes out untouched, and with engine-mode 2 the chest block leaks too. That list is what storage ESP and the "stash finder" / "base finder" modules in clients like Krypton read.

So I built OutOfSight. It removes containers from the chunk packet until the player is within 48 blocks and has a line of sight to them, then sends them. If you walk into your own base, your chests are there. If you're standing on a hill above someone's base, or scanning from 150 blocks away, they aren't.

It covers chests, barrels, shulkers, spawners, furnaces, hoppers, beds, signs and banners, plus chest and hopper minecarts and chest boats. It's off by default and has a test mode that only affects you, so you can check your own chests before turning it on for everyone. There's also /oos advise, which reads your Paper config and tells you what anti-xray is missing (by default ancient_debris isn't in hidden-blocks, so netherite finders work as if anti-xray were off).

What it doesn't do: movement and combat cheats. I left those to Grim on purpose, since doing it properly takes movement simulation. It also can't hide tunnels, because the client needs the terrain to walk on.

Every commit gets tested on real Paper servers running 1.21.11, 26.1.2, 26.2 and 26.3, with the same jar. A headless client joins, decodes the packets and checks what got through, and then runs the same scene with the shield off to make sure the test actually catches a leak. The 26.x runs go through ViaVersion, so that combination is covered too.

It's a beta and hasn't been on a busy server yet, so I'd really like people to try it on a test server and tell me what breaks. Paper or Purpur 1.21.11 to 26.3, needs PacketEvents, GPL-3.0.

LLM disclosure (Rule 9): The plugin is heavily AI assisted and most of the code is written by AI
Specifically Antrophic Claude Opus 5.0/5.5
GitHub: https://github.com/tunaseckin/outofsight

Modrinth: https://modrinth.com/plugin/outofsight

r/admincraft • • 27d ago

Software Resource I made a decentralised Minecraft server where the host can change between players

18 Upvotes

A while back our friend who hosted our Minecraft server on his PC had his exams, so he stopped playing and along with that stopped hosting our server too. We couldn't play for a whole week, so I made this fun little project called Nomad to solve that.

It automatically starts the server on my PC if I'm the first guy online and redirects everyone else onto my hosted server, and if someone is already hosting it, you just directly join theirs. When the host closes the world, the save is automatically synced to a cloud storage location, which can either be your personal server or a Cloudflare R2 bucket. The Cloudflare option is free up to 10GB of storage and includes a pretty generous amount of upload/download operations per month, and beyond that it's just a small fee. This is almost always free since you're realistically never going to reach the free limit, but even if you do, it's still substantially cheaper than renting a server that's running 24/7.

The idea is basically that the world isn't tied to one person anymore, so whoever is online can host it and everyone else can join them. It's still a pretty small project and I mostly made it because I thought the idea was cool, but I'd love to know what you guys think, This is still under development, I'll refine it and make a full release version if you guys wanna test it.

Github Link: https://github.com/WalnutIcecream/Nomad.git

Technical details

There is no central coordinator.

Each world has two objects in the storage backend:

worlds/<world-id>/lease.json
worlds/<world-id>/world.tar.gz

lease.json contains the current host, address, status and expiry time.

The lease is a compare-and-swap operation using conditional writes from the storage backend. If two people try to host at the same time, only one can acquire the lease.

The host renews the lease every 20 seconds. The lease lasts 5 minutes. If the host stops renewing it, another player can take over after it expires.

The world is uploaded before the lease is released. This prevents another host from pulling the world while the previous host is still uploading it.

The basic host lifecycle is:

acquire → pull → boot → renew → stop → upload → release

If the host crashes, the lease expires automatically. No separate process is required to recover it.

The launcher uses a WorldStoreProtocol, so storage is independent from the rest of the application. There are currently three storage backends:

  • Cloudflare R2
  • Git
  • Self-hosted S3-compatible storage such as MinIO, Garage or SeaweedFS

The R2 backend uses the S3 API. The Git backend uses fast-forward-only pushes as the compare-and-swap mechanism. The VPS backend uses an S3-compatible endpoint.

The server itself is vanilla Minecraft. Nomad handles the server lifecycle, world synchronization, Java runtime, configuration and hosting lease.

There is a CLI and a PySide6 GUI.

The project is written in Python and requires Python 3.11+ and Java 21.

LLM usage

I used DeepSeek V4 Pro during development.

I wrote the initial implementation myself to test whether the core idea actually worked. I then used the LLM for adding features, refining the existing code, debugging, writing tests, and working through edge cases.

The architecture and initial proof of concept were done manually. The later development was AI-assisted rather than fully vibe-coded. I reviewed and tested the generated code before using it.

r/admincraft • • 3d ago

Software Resource Announcing Temper Version 0.2.0 Release!

1 Upvotes

Heya people, here to announce version 0.2.0 of my minecraft server project Temper, because I'm sure no-one could possibly be sick of minecraft servers written in rust. And if you are, you should go block the devs of the other ones and only follow this one :)

For those that haven't heard about it before, this is a project to build a minecraft server in rust using bevy's ECS. It's still very much in development and isn't at a proper playable stage yet, but we are making good progress and I wanted to share. And before anyone asks, yes we are already listed on https://dayssincelastrustmcserver.com. The project doesn't use AI code (or at least I try not to let any slip by but kinda hard with community projects) and minimal decompiled Java to ensure we aren't filling the repo with slop or making the same mistakes as Mojang.

Made a lot of progress since the last release, including finally being on version 26.2 of minecraft, adding the JVM as a build requirement so we don't have to distribute several megabytes of JSON via git and finally doing item components so you don't get perma-banned from the server for holding a potion.

Also one of our slightly unhinged contributors spent months in what I have to assume was a psychotic break and implemented 1:1 vanilla terrain generation. because thats something sane people do. But they, I didn't have to do it so I'll chalk it up to a win.

Star the github, join the discord, check out the website, you know the drill.

r/admincraft • • 3d ago

Software Resource kPanel - small web panel for running one server for you and your friends (Docker Compose, no database)

0 Upvotes

I run a Paper server for a handful of friends and i was always annoyed that managing settings was super manual and required to browser through the files.

What it does:

  • Dashboard: who's online, TPS, CPU/memory, world size, newest backup
  • Players: whitelist, op/deop, kick, ban/pardon, live over RCON, no restart
  • Gamerules: all 58, grouped and explained, applied immediately
  • Settings: every server.properties key with an explanation, restart from the panel
  • Logs: searchable, with the RCON polling noise filtered out
  • Scheduled backups and a file manager included

Setup is git clone and docker compose up -d. No .env needed to start. The panel is localhost-only by default. If you expose it to your LAN, it refuses to start without passwords.

It defaults to the newest Minecraft version with a stable Paper build. Fabric/Vanilla/Purpur should work through the itzg image but I haven't tested them yet, so reports are welcome.

Repo: https://github.com/kruser1337/kPanel

Project is fresh and I'm running it on my own server daily. "This was confusing" feedback is the is very welcome as that will help me to improve the project together with you.

I've built this with AI assistance. It's not my first app but the first one I'm releasing publicly. I know that "vibe-coded" apps are often seen as slop but I'm confident that this solves a real-world problem :)

r/admincraft • • Aug 28 '26

Software Resource Free Minecraft Server Status checker + Free REST API

4 Upvotes

Hi Admincraft community,

We're aware there are already a number of Minecraft server status checkers out there, but we wanted to build our own and see where we could improve on what's already available. The result is MinecraftPinger.com, a fast and simple Minecraft server status checker with a few features we hope make it useful to server owners and developers.

Features include:

⚡ Fast server status checks

☕ Supports both Java and Bedrock servers, automatically checking both when they don't share the same host/domain

🔌 Free REST API at minecraftpinger.com/api with a 2 minute cache time, lower than most alternatives

🌐 IPv6 support. If anyone has an IPv6 server and can help us test this further, please let us know as we'd like to put it through some more real-world testing

🚫 No Google Ads or Carbon Ads

🔒 Choose whether your server appears in recent searches, with a simple opt-in or opt-out

The site is completely free to use, including the REST API.

We hope you like it and find it useful. Any feedback is very welcome, and please DM if you have any questions :)

Thanks!

LLM Use: This project was released 5 years ago as a side project, before LLM's were widely used. No LLMs were used in the conception, design, creation or the Incremental development of the site code since. An LLM has been used to help with a cloudflare configuration (specifically to improve the cache strategy and assist with IPV6 testing).

r/admincraft • • 11d ago

Software Resource I made a free, open-source alternative to paid vanilla-client GUI plugins

0 Upvotes

Custom menus on a vanilla client have mostly been the territory of paid plugins. They're good, but they cost money, and most of them bake pages into a resource pack in a visual editor, so a page can't show data that didn't exist when the pack was built. I wanted something any server could use for free and that developers could build on, so I made VoidRP UI and released it under MIT.

What it does

It draws real interfaces on a completely unmodded Java client: panels with rounded corners and transparency, the Inter font, item icons, scrolling lists, tooltips, text input, and a cursor the player moves by looking around. Players install nothing. They accept the server's resource pack, and that's it.

How it works

The whole page is one line of text inside an invisible boss bar. The plugin builds a resource pack with a patched text shader: each glyph's colour carries its position and fill colour, and the shader puts it in place. Hovering and clicks are resolved on the server against the layout it just produced, so the client is never trusted with anything.

For admins

  • Drop in and restart. The plugin builds the resource pack and serves it itself from a small built-in web server (port 8123). If you can't open a port, host the pack anywhere and set pack.url.
  • Clients from 1.21.6 up. It builds two packs and hands each player the one their client can read. Tested on a real 1.21.6 client through ViaVersion.
  • Plays nicely with your pack. It's sent as its own pack, so it stacks with your existing resource pack instead of replacing it.
  • PacketEvents is optional. With it, the cursor reacts up to 50 ms sooner and other plugins' boss bars are hidden while a page is open.
  • Try it in 30 seconds: /vui demo shows every component at once.

For developers

A page is a Kotlin class that returns what it looks like right now. Change a field, call refresh(), and it's redrawn. Because pages are code, they show live data. There's a JitPack dependency and a complete example plugin in the repo.

Honest limits

  • The client only reports where it's looking 20 times a second, so the cursor is smoothed between readings.
  • While a page is open, the player's head really does turn. Modal pages use an opaque background, so it isn't visible.
  • A server can't know the shape of a player's screen, so each player picks it once (about five seconds).
  • It needs Paper (tested on 26.2), not Spigot. Not tested on Folia. Bedrock/Geyser players won't see pages.

LLM disclosure

This project was built with heavy use of Claude (Anthropic) through Claude Code, mostly Claude Opus models. Claude wrote the large majority of the code, tests and documentation from my direction. I set the goals and design, reviewed the changes, and tested every release on live vanilla clients (26.2, and 1.21.6 through ViaVersion). The tests build the real resource pack and measure its glyphs to check the layout to the pixel. The full commit history is public.

Links

Completely free, no paid tier, MIT licensed.

r/admincraft • • Aug 24 '26

Software Resource I created a plugin that lets you configure Minecraft gameplay modifiers per player.

18 Upvotes

You can, for example, disable hunger or fall damage, keep inventory, limit how many mobs can attack a player at once, change XP gain, give unlimited Elytra fireworks, etc.

The idea is to let hardcore and casual players play together on the same server without changing the server-wide difficulty.

This plugin idea originated from my own server I play on with my girlfriend. While she always plays on peaceful to sit back and play at her own phase, I was looking for the more vanilla hardcore experience. This plugin just allows that. I hope some of you might find it useful too :)

I'm planning on adding more modifiers gradually, so if you have any suggestions, feel free to let me know down below. I would be happy to add them.

Also, the plugin is open-source and is "handcrafted". No AI-slop was used in the process.

https://www.spigotmc.org/resources/peaceful.138215/

r/admincraft • • Aug 24 '26

Software Resource I built a rust wrapper/panel for my minecraft server :D (1-2 MB RAM, 0-0.3% CPU)

5 Upvotes

I built a little wrapper for a minecraft server that is 100% in rust (runs VERY lightweight, 1 MB ram, 0% cpu usage when idle, 1.1 MB ram, 0.2% cpu when server awake) And was wondering if anyone would be interested in it (free)
Features:

  • /truerestart (needs the plugin also) restarts your server (shutdown and revive, opposed to the mojang /restart that just shuts down the server)
  • restart on crash -Toggleable
  • MOTD That tells people the server is down when the server is down :/ -Configurable, Toggleable
  • Wake up on connect (start up server when someone connects) (you can also just start by typing start in terminal) - Toggleable
  • Web server hosting panel - Console (no rcon setup needed), File management (text editor also), Plugin downloader from modrinth, With a password - Toggleable/Configurable
  • Website for just a start button (press the button and it starts the server, with a password if you need it) -- Toggleable/Configurable
  • Schedule Restart - Configurable/Toggleable
  • Discord Status Webhooks - Configurable/Toggleable

:p The ram and cpu usage is with all features on. Rust is great If you r interested send a dm or leave a comment :d Rust is needed, obviously, but works with all minecraft servers

Yes, LLMs Were used to assist me in making this. assist.
Example Config: https://mclo.gs/Gjg9S62

Source: https://github.com/WolfJTA/rustwrapper

Release: https://github.com/WolfJTA/rustwrapper/releases/tag/1.1

r/admincraft • • 18d ago

Software Resource I build hso, a TUI console tool for managing Minecraft servers on Linux

0 Upvotes

I run a few Minecraft servers in my homelab and got tired of dealing with raw console of minecraft. Type list to check Players online, switching java versions, restarting servers and etc. So I built hso which wraps minecraft servers and just give a bunch of features.

What it does :

  • Works with Vanilla, Spigot, Paper, Forge, NeoForge, and Fabric
  • Setup wizard: point it at an existing server, or install new server with easy steps
  • Live Memory+CPU graphs you can actually see what's using your RAM
  • Chat separated from the console log
  • Per-player commands without typing them out
  • Auto restart, and switching Java versions per server
  • No plugin or mod needed on the server side
  • ~30MB memory use
  • Works on console

Check it out here if you're interested: https://github.com/hijoushoku7/hijo-server-ops

Install is so easy!

I would love to hear feedback, or bug reports through github issues!

I used LLMs quite a bit while writing the code for this. If that's not something you're comfortable with, this might not be the tool for you.

Also, English isn't my native language, so please excuse any awkward phrasing. Thank you.

r/admincraft • • Aug 29 '26

Software Resource Lightweight fast headless golang minecraft client - designed for automated testing.

5 Upvotes

Hey peeps,

I needed a super lite and fast minecraft client with a web api control plane that I can use in automation testing of some of the plugin / server work we were doing so we built one. We also built a framework to drive this on top of junit that we'll be releasing soon, that facilitates all interactions.

Why another CLIENT!?

  • This is not competing with what is out there, it serves a different purpose. Things like Mineflayer / Baritone are there and are doing a great job for their target audience and purpose.
  • I needed something that is extremely low resource so it can be used in ci/cd pipelines in parallel tests. The binary is around 8mb, with 0.4 ms median reads over loopback / localhost.
  • I needed something deterministic by design, the minecraft server protocol is not the most reliable thing in the universe and accepts and ignores a metric ton of commands (e.g. place a block while an entity is stepping in, it accepts the command even if it does not execute it, so the client tests would fail. With understudy, it always checks placement, position, etc and it's deterministic by nature so it can reliably be used in automated tests.
  • Platform agnostic - needed something that was able to test paper / fabric / vanilla etc builds without the headache of version binding etc. It looks at the server and identifies the version based on the protocol, so same client can be used against different test suites. (framework will come with actual launchers and plugin support, etc)

Who is it for

  • Plugin developers that need to test interactions on the server (player joins, walks to, places block, trades with villager, etc).
  • People who want to run these kind of conformance / integration tests as part of a pipeline.
  • People that need to test detection pipelines (custom events, advancements, etc)
  • People that need high parallelism at scale (one bot is about 24 mb of memory and under 1% of a core).

Who it is NOT for

  • Griefers! The client does not support online mode by design so it can't join real servers. It also does not support pathing by design, it has a walk to but in a straight line.
  • People running older versions, only tested as far back as 1.21.11 with very limited support for 1.21.4.
  • People that need an UI, this is completely headless and will always be.

The nerdy stuff:

  • IT IS BUILT WITH AI. It's not ai slop, it does use ai a lot because I am too old to debug protocols. If this does not fit you, please do not use it.
  • One static binary at ~ 8MB with different distro releases (unix, windows, etc)
  • Version agnostic - you don't need to specify a version, client negociates it over the protocol
  • 53-endpoint HTTP control API, so you can wrap it in any programming language you want / need
  • Benchmarks:
    • Reads: 0.37 ms median, 183k/s at 64 connections
    • Actions that only send a packet: 0.42 ms, actions that require a receipt (e.g. mine) will match the server's timings, in this example insta mining one block is 1 gametick
    • 16 bots: 446 MB RAM total, 0.95% of a core each, latency unchanged

Link: https://github.com/blocktopiaworld/understudy-client

r/admincraft • • 8d ago

Software Resource Announcing NbtDiff: a Beyond Compare style diff utility for Minecraft Data

2 Upvotes

NbtDiff

https://github.com/cryolithic/nbtdiff

NbtDiff will allow you to diff Minecraft data similar to Beyond Compare or other diff utilities.

It supports single file diffs as well as full world diffs. You can compare and copy full nbt objects or single values.

I built this after a chunk in my world got corrupted, but I didn't want to lose work I had done elsewhere by recovering the backup. With NbtDiff I unzipped my backup to a different directory, compared it with the current world, and was able to fix the specific chunk from back up with ease.

NbtDiff is written in C# with builds for Windows and Linux. It should run on Mac, but you'll have to build it yourself. Portions were written with the use of Claude, and reviewed by myself, or written by me and reviewed by Claude.

r/admincraft • • Sep 01 '26

Software Resource Hosting an on-demand customizable Minecraft server for cheap (or free theoretically) with plugins/mod (Fabric) support via Discord & AWS in like half an hour

15 Upvotes

Around half a year ago I set up an on-demand Minecraft server for a uni club I'm in by having a discord bot communicate with an AWS lambda which then turned on an AWS instance with a minecraft server (that also shuts itself off automatically after no players are active). Basically means u can just turn on a minecraft server via discord.

One of my friends recently was asking about it, so I decided to just make something simple for people to follow along. https://github.com/jiru-shan/AWS_Discord_MC_Server here is the link, it takes around 20 to 30 minutes to setup & you just need a Discord account and an AWS account and then you have a minecraft server that can be scaled to player count and is on-demand (this is mostly for smaller-scale minecraft servers tbh cuz if not you'd just have it on all the time & there r probs more efficient ways to scale to really large player counts).

DISCLAIMER: While I did code/set up all the original AWS components of this project myself the first time, I am not an avid user of terraform, so a large chunk of the terraform instructions (as well as the documentation and a good chunk of the test cases, since I was a bit lazy, though I have read the documentation & thoroughly tested the repository & instructions) are AI generated.

Additionally, depending on your plan, AWS can charge you real money if things are not working properly (no exorbitant numbers, since its just running a lambda & an ec2 instance, but you could get overcharged for a server being up for too long and not shutting itself off automatically, which you can check with /status and the AWS console). While I have tested the instructions from scratch several times and have not confirmed any errors (particularly ones that would lead to excess billing), I would recommend starting from the AWS FREE TIER (which is suitable for running ~5-7 players). The free tier also comes with credits of $100 (or $200 if u complete some basic AWS challenges) that you cannot spend more than until upgrading, which should last you the length of the free tier (half a year). Free tier means you can see if anything breaks essentially. The free tier credits also apply to non free tier instances once you upgrade so with $200 in credits u can actually go quite a while for free playing modded and stuff. Also its pretty easy to create multiple AWS free tier accounts if you have multiple payment methods & the worlds are easily transferable.

Technical Stuff: The server is hosted through Fabric and comes with several plugins (which can be configured as well if you follow instructions). The only ones that the server is shipped with right now are server-side optimization plugins. Content mods are also supported. If you have some amount of technical knowledge, it is also quite easy to log in to the server itself and make any changes you want by using the AWS dashboard and then just using regular bash. There also should be config options for almost everything (how long it takes for people to time out, built in server ops/whitelists, though you can op yourself through this and then whitelist players on the server in game, whether the discord bot pings you when the server goes down, etc, etc). Some of these config options only apply if you set them on first boot but those are mentioned on the front page of the readme & there's also a separate document dedicated to changing/upgrading stuff, including making manual changes yourself without having them get reset accidentally.

In terms of price optimization you can also save like a few bucks a month (if you're trying to max free tier money) by using Route53 with a domain (i used a subdomain of my club) instead of paying for Elastic IP addresses. This is explained in the docs but basically AWS instances change IP each reload so either you can pay money to give yourself a permanent one (Elastic IP) or set it up so that on boot of the instance it reassigns the IP the domain is pointing to to your new IP. If you already want your server to have a domain then you should be doing this since paying for both the domain and having that domain point to an elastic IP is kinda pointless (there is just a config option for this follow instructions). This also has the added benefit of making it so its unlikely your server gets scanned by bots, and, even if it does, they won't have records of it once it gets turned on and off (IP changing on each boot).

I would not recommend this for large scale servers (you'll always have a player online anyway). Also, if you have any issues/have feedback/suggested changes feel free to reply here or open an issue on github.

r/admincraft • • 21d ago

Software Resource Meet Reore, a new resource regeneration plugin for Paper 1.21.1

4 Upvotes

Hey everyone,

I just published my first public plugin called ReOre on Modrinth. I built it specifically for RPG gathering maps and servers that lack natural resources within their world.

Key Features:

  • WorldEdit Integration: Select a whole region and add/remove all blocks to the replenishing list instantly. No manual node-by-node setup.
  • Straightforward commands:
  • Multilingual: Native out-of-the-box support for English and Russian, with configurable locales.

You can find and download the plugin on Modrinth, and also check the repo on GitHub

I've kept the repository public mainly for issue tracking and transparency, so you can easily verify that the plugin is safe and clean. It’s under an All Rights Reserved license, so please don't redistribute or copy the code, but feel free to check it out or report bugs in the Issues tab!»

Since this is my first release, I would love to get your feedback, feature suggestions, or bug reports!

LLM usage disclosure: I used Gemini to consult with when I was designing the project. All the code is written entirely by me

r/admincraft • • 24d ago

Software Resource I created a Pillow (PIL) plugin for loading/saving Minecraft map files (.dat) in python

5 Upvotes

I've been lurking here for years, and I finally have something open-source to share that might be helpful to some.

I wanted to support Minecraft map images (.dat files) in my technical image viewer, PixelSpy, which is written in python. Rather than hardcoding a quick fix, I decided to bundle the Minecraft map stuff into a Pillow (PIL) plugin called pillow-minecraft-map. To help python programmers who want to manipulate Minecraft maps. I'm trying to make it easy to load Minecraft maps into python as images, and to save images as Minecraft map files. This plugin has support for all the map palettes back to beta 1.6, the very first version of Minecraft to have maps.

LLM disclosure: I'm an experienced professional software engineer with decades of experience creating technical viewers like this. This is NOT vibe coding. But I did use LLMs to help with some of the details. It would be crazy not to these days. I have carefully, humanly, worked over every line of code multiple times, using my own strong opinions and talents.

You can install it via PyPI:

pip install pillow-minecraft-map

Check out the code and contribute on GitHub here: https://github.com/cmbruns/pillow-minecraft-map

r/admincraft • • Aug 08 '26

Software Resource Free to use Clientsided java to bedrock resourcepack converter (website, no download)

7 Upvotes

smashyalts.github.io/java2bedrockclient/
made to support Nexo/Oraxen/Itemsadder configs
drop in the configs first then the main pack and you should be done! it will output the files you need

Its clientsided, we never receive your pack, its all done by your browser

furniture support is still not perfect, if theres anything broken
dm me on discord
ProGamingDk

https://github.com/smashyalts/java2bedrockclient (GPL 3.0, source)

- project ("vibecoded" over multiple prompts + bug fixes) made mostly with claude fable / opus 5.0

r/admincraft • • Sep 01 '26

Software Resource [Fabric 26.2] Retrogen – safely generate new features in existing chunks

9 Upvotes

I’ve ported Retrogen to Minecraft Fabric 26.2.

Retrogen is a server-side mod that lets you run selected placed features, such as new ores, in already generated chunks. It tracks every migration pass per dimension and chunk to prevent duplicate generation.

Features include: - Exact feature filtering - Dry-run mode - Persistent duplicate protection - Crash and failure recovery - /retrogen status, retry and clear commands - No client-side installation required

The mod has been tested on a dedicated Fabric 26.2 server with Overworld and Nether features.

GitHub: https://github.com/0n113/retrogen

AI disclosure: AI-assisted development tools were used during the porting, implementation, documentation, and testing process. The resulting code was manually reviewed and tested on a dedicated server.

Feedback and real-world testing are welcome. Please back up your world before using any retrogen mod.

r/admincraft • • Aug 16 '26

Software Resource I kept breaking my friends' server, so I made the panel boot-test every mod install

5 Upvotes

I've been running a server for a few friends for about three months. The thing that kept getting me: I'd add or update a mod, everything looked fine from where I was sitting, and then the next person to join would get kicked or crash. Sometimes I didn't find out for a day.

Yes, a separate dev server fixes this. It fixes it if you actually use it every single time, for every change. I didn't.

So I made the panel do it instead. Modrinth and CurseForge are built into it, so you search a mod or a whole modpack in the panel and hit install, and it pulls the jar onto the server itself. No downloading files and dragging them into a folder. Every install then boots a throwaway copy of the server with the real loader. If that survives, a real client launches and actually joins it. Only then does the change count, and only then does the pack sync out to everyone. If it fails, the jar gets rolled back and I get a notice instead of a ruined evening.

It runs on top of Crafty Controller, so Crafty still owns the processes and this adds the content and verification layer on top. There's the usual panel stuff too, scheduled backups, a file manager, world slots, TPS graphs. It's my own project, free and open source under MIT, no paid tier and nothing monetised: GitHub - vayungodara/spawnpoint: The self-hosted Minecraft panel where a broken pack can never reach your friends. Boot-tests every mod install with a real client before it counts. Fronts Crafty Controller. · GitHub

Real verdicts off my own box:

client booted and joined a world (371 mods, 172s); multiplayer join OK

client did NOT survive (exit null) - pack change may crash friends' games

That second one is a pack I would have shipped. It's also caught geckolib on me, which threw a ClassTweakerFormatException the moment the real loader touched it, and quarantined architectury on another run.

LLM disclosure per rule 9: I built this with heavy use of Claude Code (Anthropic's Claude models) and some OpenAI Codex. Most of the implementation code was written by the model from my specs, so closer to directed prompt engineering than vibe coding, but it's a lot of AI either way. What's mine: the architecture, the decision that a boot test is the only thing that counts as proof, every design call, and three months of running it on the server my friends actually play on. I reviewed and tested what went in, and the gates exist because I got burned by the failures they catch. There is one optional AI feature in the panel, an in-game assistant that's off by default and needs your own API key.

What I actually need: the client and join gates are only properly tested on headless Linux. On mac and Windows they run in a visible window and I haven't verified them on real hardware. If you're on either and feel like trying to break it, that's the most useful thing anyone could do for me right now.

r/admincraft • • Aug 18 '26

Software Resource Items adder free open source vibe coded alternative

0 Upvotes

Andreaitemmaker is a vibecoded (sorry) free alternative to paid plugins that adds custom items, weapons, armor, food, blocks, furniture, mechanics, resource-pack generation, model and texture generation, resource-pack hosting and a developer API. still in beta so expect bugs,targeting 1.20.5 paper to latest version (1.20.5 only was tested so far)Feel free to report bugs or suggestions on github by opening an issue or under this post,the github is https://github.com/Therecalloftheonion/Andreaitemmaker

Credits to:

Me for the idea and tweaking

Deepseek v4 flash using freebufd cli for coding

r/admincraft • • Aug 13 '26

Software Resource [Fabric 26.1] Looking for testers for Multi Dimensions - create separate player-owned Overworld/Nether/End worlds

0 Upvotes

I've been working on a Fabric mod called Multi Dimensions, which allows players on a server to create and manage their own separate worlds. I've now reached the point where the first pre-release is available, and I'm looking for people willing to test it, try to break it, find weird edge cases, and give feedback.

What is Multi Dimensions?

The idea is to let players on a server create their own separate worlds while keeping them as close to normal vanilla Minecraft worlds as possible.

A player can create a world containing its own:

  • Overworld
  • Nether
  • End

These dimensions belong together as one world. Nether portals connect that world's Overworld and Nether, End portals lead to that world's End, and returning from the End takes you back to the corresponding Overworld.

Players can also create individual dimensions if the server allows it.

The mod is server-side, so players joining the server do not need to install the mod themselves.

What's already implemented?

The current pre-release includes:

  • Player-created Overworld/Nether/End world groups
  • Individual Overworld, Nether or End worlds
  • Separate world generation and save data
  • Separate world spawn points and respawning
  • Beds and respawn anchors
  • Vanilla-style Nether portal behaviour
  • Vanilla-style End portal behaviour
  • Independent Ender Dragon fights
  • Separate day/night cycles
  • Separate weather
  • Separate difficulty
  • Separate gamerules
  • World ownership and permissions
  • Owners, managers and members
  • Inviting and kicking players
  • Promoting/demoting members
  • Leaving worlds
  • Configurable limits and allowed world types
  • Optional custom seeds
  • In-game configuration for server operators
  • Persistence across server restarts
  • Runtime world creation and deletion without restarting the server

A little about the development

I'm relatively new to both Java and Minecraft modding. I mainly started this project because it's a mod I genuinely wanted to use myself, but I couldn't find an existing solution that worked the way I wanted it to.

If you have more experience with Java or Minecraft/Fabric development and happen to look through the source, I'd be very interested in your feedback. If you notice potential performance problems, bad practices, something I'm making unnecessarily complicated, or a more vanilla-friendly way of implementing something, feel free to point it out.

This is also the first time I've used GitHub for an actual public project, so I'm still learning that side of things as well. If you notice anything weird about how I've structured the repository, releases, issues, documentation, or anything else GitHub-related, feel free to point that out too. I'd rather know about it so I can learn how to do it properly and improve the project.

What do I need tested?

Pretty much everything.

I've done a lot of testing myself, but the mod interacts with quite a few parts of Minecraft's world and dimension systems, so I'm sure there are edge cases I haven't found.

I'm especially interested in testing:

  • Creating and deleting lots of worlds
  • Server restarts with existing custom worlds
  • Nether and End portals
  • Ender Dragon fights and respawning the dragon
  • Dying and respawning
  • Beds and respawn anchors
  • Time and weather
  • Gamerules and difficulty
  • World permissions and invites
  • Entering and leaving worlds
  • Multiple custom worlds being used at the same time
  • Interactions between vanilla dimensions and custom dimensions
  • Anything that behaves differently from a normal vanilla world
  • Anything that causes errors, crashes, or world corruption

Multiplayer testing is especially important. I've developed and tested most of the mod by myself, which means features that actually require multiple people are naturally the ones I've been able to test the least.

Things like invites, permissions, owners/managers/members, multiple players using different custom worlds simultaneously, and other player-to-player interactions would therefore be particularly useful to test.

And if you can think of some weird edge case I haven't considered, please try it.

Minecraft version

The current pre-release is for:

Minecraft 26.1 + Fabric

It's designed primarily for multiplayer servers and is server-side only.

Download / Source / Feedback

The latest pre-release can be downloaded from the GitHub Releases page:

https://github.com/Runtergesprungen/Fabric-Multi-Dimensions/releases

Source code and more information:

https://github.com/Runtergesprungen/Fabric-Multi-Dimensions

Bugs, feature requests, and technical/development suggestions can all be posted through GitHub Issues:

https://github.com/Runtergesprungen/Fabric-Multi-Dimensions/issues

For bug reports, please include what you were doing when the problem happened and, if possible, the relevant server log or crash report.

Feature requests are welcome too, whether it's something you think is missing or an idea that would fit the overall concept of the mod.

AI Disclosure

As this is a learning project, AI (Codex) is used as a supporting tool while working on the code. It helps me with tasks like finding the right Minecraft/Java classes faster, checking implementation ideas, and reviewing code structure.

AI is not used for images, textures, icons, logos, or other graphics for this mod, and will not be used for those assets in the future.

Important

This is an early pre-release/test version, so I strongly recommend testing it on a test server or making a backup before using it with an existing world.

There may still be bugs that cause unexpected behaviour or potentially damage custom world data.

If something feels awkward to use or simply doesn't behave the way you'd expect, I'd like to hear about that too.

Thanks to anyone willing to give it a try!

r/admincraft • • Sep 03 '26

Software Resource FSit mod player-riding mechanic using Scarpet (Carpet Mod) (& datapack soon?? maybe??)

3 Upvotes

Hello everyone. I have been working on a server-side Scarpet script. This allows players to ride on top of each other in vertical stacks. Our server philosophy is fewer mods and more vanilla-friendly datapack solutions.

Overview: The script allows a player to right-click another player with an empty hand to mount on top of them. Multiple players can stack vertically. The entire stack dynamically follows the root player at the bottom.

The most complex part was stack management. If the root player presses shift or disconnects, the script automatically promotes the first rider to become the new root, and the rest of the stack neatly reorganizes above them without collapsing. It also includes an auto-cleanup function that runs every 10 seconds to remove orphaned armor stands.

Technical Limitations and Trade-offs: I want to be completely transparent about how this works, as Scarpet has inherent limitations compared to client-side mods.

  1. Visual jitter: You may notice a slight 1 to 2 tick delay between the root player movement and the armor stand seat position. Scarpet cannot access client-side interpolation or quaternions. I tested velocity-based movement, but it caused physics glitches and overshoot. Per-tick teleportation was the only reliable method, even with minor visual jitter at high speeds.
  2. Teleportation: If the root player uses an ender pearl or chorus fruit, vanilla Minecraft mechanics will temporarily dismount the riders. They simply need to right-click to remount.
  3. Dimension changes: Crossing a portal reorganizes the stack in the original dimension. Riders do not teleport with the root. This is an intentional, safe fallback to prevent cross-dimension entity corruption and memory leaks.

Technical details: The script uses a linked list structure for O(1) stack operations. The find root function has a hard 64-iteration limit to guarantee no infinite loops can crash the server.

Future goals: I am currently exploring how to port the core logic to a pure datapack for maximum vanilla compatibility without requiring the Carpet mod. I am also looking for a clever way to replace the Scarpet right-click trigger with a vanilla item interaction, like a fishing rod, to make it more immersive.

GitHub repo: github.com/Tarquitet/ridable-players-carpet

I would love to hear your thoughts. If you have experience with Scarpet entity manipulation, I am open to suggestions on how to improve the datapack version or handle the teleportation edge cases more elegantly.

LLM Disclosure: I used an AI assistant (Qwen) to help generate and debug the Scarpet code. Specifically, it helped me write the syntax for the linked-list map structures (global_child and global_parent) and the tick-loop logic to prevent infinite crashes. I designed the overall architecture and manually tested every change in-game to reject bad suggestions (like velocity-based movement that caused physics glitches), but the AI was heavily involved in writing the actual script code and fixing edge cases like dimension changes and entity dismounts.

r/admincraft • • Aug 13 '26

Software Resource Dream Displays now streams Twitch / Kick / Vimeo / Bilibili live and proper 3D positional audio!

1 Upvotes

Just shipped the biggest update yet for Dream Displays, an open source mod that lets you play synced video displays in-game!

New platform support:
- NeoForge server support, including singleplayer
- Bungeecord & Velocity proxy support
- Full Twitch, Vimeo, Kick, and Bilibili support
- Custom media: paste any direct link or file-host share link (Google Drive, Dropbox, imgur, etc.) and play it

New features:
- 3D acoustics: occlusion through walls, air absorption over distance, raytraced room / cave reverb based on nearby block materials
- Audio track selector for multi-language content
- /display fullscreen and /display schedule commands
- Full LuckPerms support on Fabric/NeoForge
- YouTube chapter markers

Download it here: https://modrinth.com/plugin/dreamdisplays
Source code: https://github.com/arsmotorin/dreamdisplays

AI disclosure: AI (Claude) is used as a coding assistant during development. Every change is manually reviewed, tested, and understood before merging, so this isn't vibe-coding.

Would love to hear what you think!