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Seeking Advice on Hosting a Universal Hub

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JVsGamez posted this in #questions
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I’m running a home dedicated server using Pterodactyl as my panel, and I’m trying to build a single hub world that welcomes both vanilla and FTB pack clients without player side requiring extra configuration. I know that several larger networks manage to let players in modpacks and those on a vanilla clients join the lobby before selecting their respective server, so I’m convinced this is entirely possible, but I haven’t yet found a solution.

I’ve already experimented with a variety of proxy and backend combinations, tweaking Velocity’s forge announcement settings, swapping in Purpur and Mohist for plugin support, and even standing up Fabric with proxy-lite and ViaFabric/ViaVersion, but each approach still either rejects FTB clients or vanilla players.

Has anyone here figured this out? I’d love to hear which proxy or server software you settled on, how you handled the handshake for modded client, and any issues you ran into along the way. Any example configurations or plugin recommendations, or general setup ideas would be deeply appreciated.
@Tamz Not a way to have vanilla & modded in 1 hub that require both client and server mods
I'm sorry but this has been done before to my own experience. My partner and I have both worked for a server before as administrators, and that server had a hub to which both fully modded clients (For example it hosted DW20, SkyFactory, and a few others) and vanilla clients could join.
@JVsGamez I'm sorry but this has been done before to my own experience. My partner and I have both worked for a server before as administrators, and that server had a hub to which both fully modded clients (For example it hosted DW20, SkyFactory, and a few others) and vanilla clients could join.
I should’ve clarified but modern versions of modded aren’t that lenient anymore in allowing modded vanilla etc. Iirc those packs in 1.12.2 were just made differently that allowed that
I can be wrong but there hasn’t been a modern hub that allows modded
@JVsGamez I see, that's unfortunate. What's the general solution for networks that want to share an IP then? Just stacking fallbacks?
You could create forced hosts on velocity thatll transfer them to specific hubs
@Tamz Not a way to have vanilla & modded in 1 hub that require both client and server mods
Bluetick Coonhound
there is actually a way
clients can bring mods into a vanilla hub, as long as the client isnt using the mod that introduces new items, there won't be an issue
I'm having success doing the same thing in #Help with starting a hub server
the only issue is when the client wants to use those mods in the hub (assuming is vanilla), then the packet will not be recognized by the server, thus erroring out
not sure about the legacy versions of velocity/the mods/whatever

works fine for me on 1.21 paper (hub) and 1.21 fabric (modded)
My setup:

Velocity 3.4, forced host -> hub

Hub: PaperMC 1.21, papi (expansions), fancynpcs, worldedit

Fabric 1: Some light mods, a few custom blocks
Fabric 2: Some more mods
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Unless your mods are sending weird packets to the server by itself, you should be fine having a paper hub that does not have the server sided mods
I actually don't think there is much fancy configs needed for this, unless you are doing things with different versions and stuff (viaver, etc).
And some legacy versions may have weird behaviors with this setup, but I've not observed any in my setup so far
Hey! Thanks for reaching out. Unfortunately my plan is to have several modpacks on the server, and most ftb packs I'm interested in running are on neoforge. Unfortunately they refuse to connect to the hub server. I've figured out how to set up my proxy to allow modern connections to neoforge backend servers with forced hosts, which I'm fine with as an alternative.
Bluetick Coonhound
some server softwares/mods are more strict ¯\_(ツ)_/¯
it would also be much appereciated if you document the things that you are doing in this thread, it may help others in the future who are doing the same thing
I ended up trying a bunch of stuff before settling. I started with Velocity and a basic Paper backend. That worked for vanilla and lightly modded clients, but full FTB NeoForge packs like ATM10 or TNP8 would always get kicked for missing server mods. I swapped in Purpur for backend testing, but modded clients still failed the handshake or crashed outright. I then tried using Fabric with FabricProxy Lite, ViaFabric, and ViaVersion/ViaBackwards to fake handshake support, and while that got a bit further, ViaFabric constantly broke depending on Minecraft or loader version, and heavy NeoForge clients never consistently got through.

Eventually I gave up on the idea of a shared hub and went with forced hosts. I used NeoVelocity on the backend of the NeoForge servers. Works great. NeoVelocity handled the NeoForge login cleanly and let the backend negotiate the mod handshake without issues. It’s not a shared lobby like I originally wanted, but it’s stable, no config changes are needed on the client, and it lets vanilla and modded players all connect from the same root IP, xxx.website.net. That’s good enough for me until I can find another solution.

I added a custom patch jar to override a broken array allocation that was causing a java.lang.ArrayIndexOutOfBoundsException. The patched jar sits in the mods folder and injects the fix during the FMLCommonSetupEvent, resolving the crash without removing or modifying the original mod.
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