Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

How to make a server-side-only mod?

Alsan Ali

Recommended Posts

Here's my mod annotation:

@Mod(modid = SomeRandomMod.MODID, version = SomeRandomMod.VERSION, serverSideOnly = true)


Even though serverSideOnly is set to true, I still get a mod rejection when trying to connect to the server. I don't want to install the mod in my client. Here are the stuff my mod does, not sure if all of them are server-side:

  • Registers some basic commands (the commands don't do anything except send the player messages)
  • I also have an instance of MinecraftServer which I use to shutdown the server (server.initiateShutdown)
  • There's a PlayerEvent.PlayerLoggedInEvent which is registered
  • A CommandEvent and ServerChatEvent which are registered as well
  • Connects to a SQLite database
  • Use the EntityPlayer class
  • Use potion effects
  • Use InventoryPlayer class
  • Use MobEffects class


Link to comment
Share on other sites

serverSideOnly just tells the client to skip loading the mod if it's installed, you need to set the acceptableRemoteVersions property to "*" as well. This tells it to accept any remote version, including none.

  • Like 4

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

Oh wow. I probably will never make a server-only mod, but this is actually VERY useful information!

Follow these rules when talking to me, and we'll get along fine.

1).I know Java fairly well. I don't know as much about modding. They are not the same, don't compare them.

2). I consider myself to always be learning. I make mistakes, you make mistakes. Who doesn't?

3). Insult me, and I will leave the thread. I have a real life, I don't have time to throw petty insults in a Minecraft Modding forum.


ModMCdl - Co-Founder and Director of Design for Artemis Game Studios

Link to comment
Share on other sites



Is it possible to do this in Forge itself? Like, the client doesn't need to have Forge installed, kinda like Bukkit or Spigot. It's ok though, if this isn't possible. And do you know any reliable way of getting an instance of MinecraftServer? Here's my current way of doing it:


public static void makeInstance(MinecraftServer minecraftServer) {
    	EBMCore.minecraftServer = minecraftServer;


This method is called when I do my custom command '/initialize'. So I have to do the command immediately after the server starts (every time). This is the only method I've figured out ._.

Link to comment
Share on other sites

8 minutes ago, Alsan Ali said:

Is it possible to do this in Forge itself? Like, the client doesn't need to have Forge installed, kinda like Bukkit or Spigot.


The client only needs Forge installed if the server's mods need to be installed on the client. If none of the server's mods are required on the client, a Vanilla client can join.



8 minutes ago, Alsan Ali said:

And do you know any reliable way of getting an instance of MinecraftServer? Here's my current way of doing it:


In what context?


If you have a MinecraftServer argument available, use that. If you have an object with a method that returns MinecraftServer (e.g. World#getMinecraftServer), use that.


If all else fails, you can use FMLCommonHandler#getMinecraftServerInstance.

  • Like 1

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

The main mod I've kept going the last few years is basically a server plug-in also (its all world gen), and never had any trouble.  My advice would be to use the acceptableRemoteVersions tag to not require any version on the client -- I wouldn't even bother with ServerSideOnly, just in case someone want to use it in single player (whether it makes much sense or not).  Assuming you don't use anything that needs client side functioning, that should be good.

Developer of Doomlike Dungeons.

Link to comment
Share on other sites

  • 1 year later...
6 minutes ago, Xaser said:

But the server will still say "[FML]: Attempting connection with missing mods [my_mod] at CLIENT" when doing so. Is this intended?

Yes. That it is telling you that it's going to attempt the connection. The mods then decide if they allow the connection even when the remote party does not have it installed.

  • Like 1
Link to comment
Share on other sites

Thanks. Another quick question. When using the local server, my mod won't work and the console says



[14:14:05] [Client thread/INFO] [FML]: Disabling mod my_mod it is server side only.
[14:14:05] [Client thread/INFO] [FML]: Forge Mod Loader has identified 14 mods to load
[14:14:05] [Client thread/INFO] [FML]: FML has found a non-mod file my_mod.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible.


So perhaps I should set AcceptableRemoteVersions to * but not say ServerSideOnly?

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • Register your own IRecipeSerializer. It is registered like any other registry entry. However note that you should have as much as possible in the JSON. Don't just have a placeholder JSON file and then hardcode all the logic in code. That defeats the point of datapacks. You'll have to have your own repair recipe then (see above for how to make your own serializer) and override getRemainingItems. If the knife is your item, override hasContainerItem and getContainerItem in your Item class. If the knife is not your item, refer to the section about repairing. Use a GlobalLootModifier.
    • So, im kinda new to modding. Trying to make relatively complicated mod(as I see now, it breaks the api a little bit...), and faced into some problems, especially with crafting. I think I should tell a little bit about my mod, you actually can skip this part, but if you don't get something, i strongly suggest to read this part. The goal i'm chasing is to implement similar food mechanics to TFC classic(1.7.10) mechanics. In a nutshell, it's food with durrability, and when you eat, you consume as much as you need(like if you have a steak and 1 hunger, if you eat it, stake's potential wastes, in case of my mod, it shouldn't). That's it, that's already done(with little bugs thou, but done). Now I have to do crafting somehow, using that items and modify durability while crafting. And it doesn't seems to be easy.     And.. question 1 will be: is it possible to hardcode crafts in 1.16.5? I know.. it's kinda not beautifull, but I really hate the json system. I've made as much crafts as possible by using it, but now, when I need to implement some logic, it's such a headache.   2. This question is about repearing. I mean, placing two damaged items in recipe grid. If you add 2 8/10 items, you'll get just one 10/10 item, and nothing more. I'd like 6/10 item to apear in grid after crafting. 3. Also there should be a recipe for extracting seeds with knife(i don't like to loose knife and whole peace of crop after craft). 4. And the last one. Well, I should change drop of crops if it's broken by special tool. I know, it's possible to do it by adding harvest tools, but I can't modify vanilla crops(maybe only by reflection..). Seems like it's reasonable to use onBlockBroken event, or something like that, but I keep finding deprecated code examples in google, and it doesn't work for me. Maybe there is a better solution.   About crafts.. I tried to figure out how CraftSerializers works, and i think it might be a good solution for that crafting stuff. But don't understand how to bind the serializer to regular minecraft crafting. Tried to read ShapelessRecipe class, but don't understand what happens in mathes, so cant do any assumptions how should I modify it. 
    • IP: Play.EpicLandCraft.Com Version: Cualquiera
    • What Im trying to do is to implement a "dash" mechanic on a Shift button.   @SubscribeEvent public static void onEvent(InputEvent.KeyInputEvent event){ KeyBinding runBinding = Minecraft.getInstance().gameSettings.keyBindSprint; int key = event.getKey(); int runKey = runBinding.getKey().getKeyCode(); ClientPlayerEntity player = Minecraft.getInstance().player; if (key == runKey){ //some checks, and then: float yaw = player.rotationYaw; float x = -MathHelper.sin(yaw * 0.017453292F); float z = MathHelper.cos(yaw * 0.017453292F); double groundMotion = 5, airMotion = 2; if (player.isOnGround()) player.setMotion(new Vector3d(x * groundMotion, 0, z * groundMotion)); else player.setMotion(new Vector3d(x * airMotion, 0, z * airMotion)); } } And this code works. The problem is, it causes a lot of lag when the setMotion() is called - my fps drops from 60 to 50-40 and the dash movement looks discrete. I wonder why is it so and how it can be improved...
  • Topics

  • Who's Online (See full list)

  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.