[Multiplayer Server Help] Installing Plugins

Discussion in 'Share Your Let's Plays and Other Videos!' started by IcecreamCow, May 12, 2013.

  1. So, as per my other thread, my friends and I are eventually going to want to try some sort of modded survival series. I have a server host that uses multi-craft and know how to use the FTP. However, I can't figure out how to get these plugins/mods working on my server. I have a plugin folder, and tried to unzip the plugins into there, but they simply weren't recognized.

    Anyone know how to properly do this? :p
  2. More often than not, plugins are just simple .jar files that go into the folder.
    Have any of them been .jars?
  3. I've been trying the mo creatures one which comes with:

    guiapi - Jar
    custommobspawner - zip
    mocreatures mod - zip
  4. Plugins and mods are different, plugins are usually just a .jar that you put in the plugins folder along with craftbukkit, mods are usually installed by putting the contents of the zip into the minecraft_server.jar/minecraft.jar, or the mods folder.
  5. and make sure the mods are multiplayer enabled because some mods are only accessible in singleplayer. And what nick said: Plugins are different from mods. Check out Bukkit. :D
  6. I know, if you still need help PM me. I would explain here but I do not know exactly what your problems are.
  7. Here, I'll post one I'd like to use as an example: http://www.minecraftforum.net/topic...easts-adding-new-bosses-to-minecraft-updated/

    I'm using a hosted server, not my local machine and have craftbukkit as an option for my jars on the server.

    Teach me using this file what I have to do to get it working so that anyone I give the IP to will have this mod working when they sign into my server.

    Speak to me like I'm dumb, because I basically am with this, lol.
  8. For mods/modpacks:
    To install Tekkit or Voltz on your server, FTP access is required. Make sure that no existing mod files/folders exist before installing such as the following:
    buildcraft, config, coremods, mods, mod_EE, jar/redpower
    1. Download the latest Tekkit/Voltz versions from: http://www.technicpack.net
    2. Log into your server via FTP. If you do not know how to use FTP to connect, follow the directions here: https://www.beastnode.com/portal/knowledgebase/70/Using-FTP-to-Access-Server-Files.html
    3. Extract the files within the compressed Tekkit/Voltz file you downloaded. Note that this guide is generally for Tekkit, but it is interchangeable with Voltz.
    4. Upload all the files to your main server directory and most importantly - put the Tekkit.jar file AND the "redpower" folder into the "jar" directory
    4a. Select all the files/folders that you uploaded for Tekkit in the FTP window, right-click in the window to bring up the context menu, and select "File permissions". Change the numeric value setting to "755" and check the "Recurse into subdirectories" making sure "Apply to all files and directories is selected" then hit OK. Wait for the process to complete.
    5. Log into your game panel and change the "JAR File" selection to "Tekkit.jar"

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    6. Hit the "SAVE" button on the bottom of the panel and restart the server.
    7. Your server should now be running on Tekkit!
    I wrote it for tekkit/voltz but it SHOULD work the same.
  9. I'm not sure what all of your options are since you're using a hosted server, but for that mod you are going to have to use Forge, not Craftbukkit. If Forge is an option and you're able to have full control of the computer running your server (for example, you'll need to setup a custom launch.bat for Forge), then let me know and I'll explain further on how to get it working.
  10. Well, I do have FTP access to change jars I'm using. Is forge a "type" of MC also like tekkit, bukkit, spigot, etc. that you can just launch MC as?

    I thought forge was something you put on your local client (as an alternative to modloader).
  11. Most of the time mods cannot be used with CraftBukkit. I have never used one with stand-alone mods. Just mods packs. But if you want to use plugins, mods may not work.
  12. Man, this is difficult, lol.
    battmeghs likes this.
  13. It is to begin with, but once you get the hang of it's...
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    battmeghs likes this.
  14. Get aikar to help
    heyaroo, battmeghs and AmusedStew like this.
  15. Forge, similar to Bukkit, is a modding API that can be used on both clients and servers. Putting the Universal version on a server generates a "mods" folder for you, which is where that mod you linked to needs to be put. Having never used any kind of an FTP setup (I've hosted all of my servers locally), I won't be able to explain that in detail, but I can explain how to do it if you were to do it locally, and hopefully you'll be able to port that to FTP form.

    To get Forge working serverside, you need to download the latest Universal version of Forge from files.minecraftforge.net and rename the downloaded file to a .jar instead of .zip. When it gives you the message about how changing the extension may make the file unusable, just click Ok. Then, put that file in the same directory as the minecraft_server.jar file from www.minecraft.net/download. Next, make a file called launch.bat (when you're saving, make sure you have All Files selected) and type this into it:
    Code:
    java -Xms[min. RAM] -Xmx[max. RAM] -jar [Forge filename].jar nogui
    Since you are using FTP, you probably won't have to worry about any of the code part, but I just included it anyway. It will then generate all of the vanilla server files along with lib, coremods, mods, and a few others, and you're good to go. :) (Just put any mods in the folder the download page tells you to put them in, assuming they're Forge compatible.)
  16. Tried the way above. Launched the forge.jar instead of a regular bukkit or minecraft jar. Created those folders, but then makes the server hang and never actually "start".

    I've heard of people doing/making things called "mod packs" before. Would whatever this technique is work easier for what I'm trying to do?
  17. If you have a mod pack in mind, use the method I wrote above. I guarantee it will work.
  18. Well, is it possible for me to say make a list of mods I'd want on a multiplayer server, and have someone make a custom pack just for what we want instead of using one someone made already?
  19. I know of no one with that skill except for nick... maybe. And if he does let me know, because I need a modpack for something I plan on doing this summer. :)