Two modpacks, one server?

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Otsin

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Jul 29, 2019
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How's it going guys.

I'm asking a question that may need to be elsewhere, or has already been answered, or is obvious. Yet I am going to ask anyway.

Simply, and specifically, I want to run a server that uses both Tech World 2 and Magic World 2, but separately. I know things like multiverse exist but I think this is a bit more complicated, or maybe I just haven't researched correctly.

So in the end, could I have a server that has say, a lobby that has portals between the two modpacks? I know its possible, I'm just not sure how to do it.
 

loboca

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Jul 29, 2019
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Don't know about any lobby type thing, but just set each modpack-server up with different listening ports, and connect to each one separately (just in case you didn't know that). See your server's docs (mcpc+, ftb server, etc) to figure out where that is set. You may also have to change your server's firewall to allow external connections to those ports as well.
 
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Geometry

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Jul 29, 2019
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Server side, this is possible. Client side, it's not. You would need a separate server for each modpack, and you could travel between the servers with an in-game portal from Qcraft I think. However, since the client can only load 1 modpack at a time, you wouldn't be able to switch between the servers.
 

ThatOneSlowking

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Jul 29, 2019
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Server side, this is possible. Client side, it's not. You would need a separate server for each modpack, and you could travel between the servers with an in-game portal from Qcraft I think. However, since the client can only load 1 modpack at a time, you wouldn't be able to switch between the servers.
Technically, it is client side possible. The hub could be vanilla and the servers are mod specific. Or have the client with all mods but only installed certain ones on the server
 
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Otsin

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Jul 29, 2019
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Thanks for all of the responses everyone!

I'll try and look into what Slowking said, I was thinking of just taking the monster pack and dividing it up as I wanted.
I just usually run a server for a few of my friends, and sometimes we want to play Tw2, sometimes, Mw2. So it'd be nice to just have the option to walk over to the other world.
Thanks for the input again.
 

YX33A

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Jul 29, 2019
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Thanks for all of the responses everyone!

I'll try and look into what Slowking said, I was thinking of just taking the monster pack and dividing it up as I wanted.
I just usually run a server for a few of my friends, and sometimes we want to play Tw2, sometimes, Mw2. So it'd be nice to just have the option to walk over to the other world.
Thanks for the input again.
Ever Heard of QuantumCraft? It's got a teleporter in it. One that works ACROSS SERVERS!
Here's the dev doing a "how to" on those monsters.
 

null123

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Mar 27, 2014
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Ever Heard of QuantumCraft? It's got a teleporter in it. One that works ACROSS SERVERS!
Here's the dev doing a "how to" on those monsters.
OK, that is frikking amazing.
@OP there is a plugin to do exactly what you want. Lemme see if I can dig it up.
 

Staxed

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Jul 29, 2019
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Ever Heard of QuantumCraft? It's got a teleporter in it. One that works ACROSS SERVERS!
Here's the dev doing a "how to" on those monsters.

however, if those servers required different mod packs on the client, QCraft will not work for that as your client would not have the required mods for both servers.

Though this is something I've been meaning to test...having the client modpack contain all of the mods that both servers use...then it should "technically" work...though NEI/etc might show recipes and stuff that aren't actually on one of the servers is one issue I can see with that.
 

YX33A

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Jul 29, 2019
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however, if those servers required different mod packs on the client, QCraft will not work for that as your client would not have the required mods for both servers.

Though this is something I've been meaning to test...having the client modpack contain all of the mods that both servers use...then it should "technically" work...though NEI/etc might show recipes and stuff that aren't actually on one of the servers is one issue I can see with that.
You need to get with the times, yo'. So long as the ids match between them(afaik anyway they have to), then jumping from one server to another is totally possible. You are literally leaving one server and joining another, just in a weirder way.
You can even bring some items along too. Again, assuming they exist where you're going, anyway.
 

Staxed

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Jul 29, 2019
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You need to get with the times, yo'. So long as the ids match between them(afaik anyway they have to), then jumping from one server to another is totally possible. You are literally leaving one server and joining another, just in a weirder way.
You can even bring some items along too. Again, assuming they exist where you're going, anyway.

I am with the times, I was stating that in order for this to work...the client has to have ALL of the mods that both servers have. Wouldn't want someone making two servers with two different packs and then expecting someone to be able to move from Horizons to Monster without having all of the monster mods in their client...
 

YX33A

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Jul 29, 2019
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I am with the times, I was stating that in order for this to work...the client has to have ALL of the mods that both servers have. Wouldn't want someone making two servers with two different packs and then expecting someone to be able to move from Horizons to Monster without having all of the monster mods in their client...
Oh, yes. This is true. The client has to have all mods for the client end, true.

...Just means one has to add all mods from either techworld 2 or magicworld 2 to their pack to join both servers. And with the Universal configs, there is no reason not say it's not possible.
 

Staxed

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Jul 29, 2019
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Oh, yes. This is true. The client has to have all mods for the client end, true.

...Just means one has to add all mods from either techworld 2 or magicworld 2 to their pack to join both servers. And with the Universal configs, there is no reason not say it's not possible.

Yup, the only annoying part would be having all of the nei recipes for mods that may not be on that server..."why can't I make this? it's right here in NEI".

I've never checked, does NEI have a way to disable recipes showing serverside?
 

YX33A

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Jul 29, 2019
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Yup, the only annoying part would be having all of the nei recipes for mods that may not be on that server..."why can't I make this? it's right here in NEI".

I've never checked, does NEI have a way to disable recipes showing serverside?
No idea if it can do it serverside, but a wise player turns off any mods in NEI they don't have on the server.
 

Staxed

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Jul 29, 2019
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No idea if it can do it serverside, but a wise player turns off any mods in NEI they don't have on the server.

Could you imagine doing this every time you switched from one server back to the other one? Especially if there are tons of different mods.

Hmm...a "profile" option in NEI might be a good feature request...
 

MigukNamja

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Jul 29, 2019
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Yes, just use different directories for each server install instance and modify their server.properties so they don't use the same port number.

The line in server.properties you will want to edit is:

server-port=25565

Just make sure it's unique for each server instance on the same (virtual) server instance.

You will then need to start each server instance separately. Each server uses its own RAM and puts additional load on the CPU.
 

midi_sec

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Jul 29, 2019
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i can see this "two modpacks, one server" ending a lot like that one video about a couple of girls and a cup.
 

loboca

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Jul 29, 2019
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Is there a way to launch the FTB launcher from a webpage, with a mod-pack name specified? If so, you could have a banner/button on a webpage that when clicked launched a modpack from the browser and automatically connected you to a server. Would be kinda nifty. Kind of like how you can launch Minecraft from their webpage.. hmm.
 

whd23

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Jul 29, 2019
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however, if those servers required different mod packs on the client, QCraft will not work for that as your client would not have the required mods for both servers.

Though this is something I've been meaning to test...having the client modpack contain all of the mods that both servers use...then it should "technically" work...though NEI/etc might show recipes and stuff that aren't actually on one of the servers is one issue I can see with that.

Funny meeting you here. Well at least it saves me from directing you to the thread! :D
 
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Otsin

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Jul 29, 2019
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i can see this "two modpacks, one server" ending a lot like that one video about a couple of girls and a cup.

Thank you for picking up that reference, lol.

There is a way to disable NEI stuff server-side. It'd just be a fulltime job looking through the configs picking apart what I'd want for either server. The 'recipe is here but I can't make it' I believe would still be a thing, but most mods have options to turn off some recipes in their configs. (Hypothetically if you told the players what was going on, and that it was a Frankenstein attempt at merging yet segregating Tw2 and Mw2, they might understand why they can't make things.) However with a bit of work in the properties files through NEI (which I have no experience in,) it could probably be manipulated.

I do think this would be an interesting thing for us all to test, its like surgery for a minecraft server. -_-