Files
Mykhailo Ivanchenko 13aa5c1af8 Add BlueMap live-player-markers mod + Caddy failover, document it
BlueMap Forge mod runs in-process on the server for live player
position markers (not possible with the standalone renderer alone).
Caddy now tries the mod first (via the Docker bridge gateway IP,
since the mod binds to the host not a container) and automatically
falls back to the always-on standalone bluemap-lan container the
instant the game server sleeps - verified via distinct map-ID naming
between the two. Flags that the client modpack needs the same
BlueMap jar added before building modpack-final.zip (mod-list match).
2026-10-23 17:43:23 +02:00

111 lines
14 KiB
Markdown

# LAN Party Modpack — "Create & Delight" (MC 1.20.1, Forge)
Target: **Minecraft 1.20.1, Forge**. This version/loader combo has the widest, most stable support across every mod below — don't mix in NeoForge/Fabric builds.
## Core
| Mod | Why it's in |
|---|---|
| [Create](https://www.curseforge.com/minecraft/mc-mods/create) | The automation/contraptions backbone. Gives the roadmap something to *build* toward (farms, kitchens, conveyor lines) before the food payoff. |
| [Flywheel](https://modrinth.com/mod/flywheel) | Required rendering engine dependency for Create (Forge build). |
| [Just Enough Items (JEI)](https://modrinth.com/mod/jei) | Not food itself, but mandatory — with this many food-adding mods stacked, nobody will find recipes without it. |
## Cooking base
| Mod | Adds |
|---|---|
| [Farmer's Delight](https://modrinth.com/mod/farmers-delight) | The core cooking/farming mod everything else builds on: cutting board, cooking pot, skillet, stews, pies, feasts. |
## Farmer's Delight addons (the "roadmap fuel")
| Mod | Adds |
|---|---|
| [Nether's Delight](https://modrinth.com/mod/nethers-delight) | Nether-themed cooking: Hoglin loin/ham/hide, nether salad, stuffed Hoglin, nether skewers. |
| [End's Delight](https://modrinth.com/mod/ends-delight) | End-dimension culinary content (shulker/chorus-themed dishes). Item list is thin on public docs — verify in-game with JEI before committing recipes to the IRL roadmap. |
| [Delightful](https://modrinth.com/mod/delightful) | Big grab-bag of immersive new foods independent of any dimension: marshmallows/s'mores, cheeseburgers, nut butter & jelly sandwiches, goat/venison, berry pies, matcha. |
| [Delightful Creators](https://modrinth.com/mod/delightful-creators) | Bridges Create ↔ Farmer's Delight: soups/stews as Create fluids, sequenced-assembly "incomplete foods," cookie/pie recipes usable in Create contraptions. |
| [FarmersCreate](https://modrinth.com/mod/farmerscreate) | Lets Create's Mixer/Deployer automate Farmer's Delight cooking-pot and cutting-board recipes (auto-cook the feast, don't stand there clicking). |
## Questing (the actual roadmap/quest-line UI)
| Mod | Why it's in |
|---|---|
| [FTB Quests](https://www.curseforge.com/minecraft/mc-mods/ftb-quests-forge) | The quest book itself — this is where the food roadmap actually lives in-game. Build one quest chapter per day (Overworld → Nether → End), one quest per dish from `food.md`, with the required Create/Farmer's Delight item as the completion trigger and a reward chest/item. Players get a checklist UI (default hotkey, or a quest-giver NPC/item) showing exactly what to cook/build next. |
| [FTB Library (Forge)](https://www.curseforge.com/minecraft/mc-mods/ftb-library-forge) | Required dependency of FTB Quests. |
| [FTB Teams (Forge)](https://www.curseforge.com/minecraft/mc-mods/ftb-teams-forge) | Required dependency of FTB Quests — also lets you decide whether quest progress is per-player or shared per-team, worth deciding before building the quest line (per-player means everyone cooks everything themselves; shared team means the group completes the roadmap together). |
| [Architectury API](https://modrinth.com/mod/architectury-api) | Required dependency (cross-loader API FTB's mods are built on). |
All four go in **both** client and server `mods/` folders — quest progress is synced through the server, so it's not optional on either side (same as Distant Horizons and the VR mods, see below).
**Install via Fjord's built-in CurseForge/Modrinth browser, not manual jars** — these four mods have had real version-mismatch bugs between each other on 1.20.1 ([example](https://github.com/FTBTeam/FTB-Mods-Issues/issues/1168)), and the in-launcher browser resolves compatible dependency versions automatically instead of you having to hand-pick a working combination.
**Building the quest line:** open the quest book in-world (default keybind, configurable), create chapters, and for each dish you picked in `food.md` add a quest with an "item" task pointing at that dish (e.g. the actual `Shepherd's Pie` item) as the completion condition — FTB Quests detects it automatically when a player crafts/holds/turns it in, no extra setup needed. Do this once on your prepped instance before exporting, same as the mods/server-list/DH-cache steps in `HOSTING.md` — the quest progress file lives inside the instance too, so it travels with the modpack zip.
## VR support (optional, per-player)
| Mod | Side | Why it's in |
|---|---|---|
| [Vivecraft](https://modrinth.com/mod/vivecraft) | **Both client and server** | Adds VR rendering/motion controls for anyone with a **PC-tethered or PC-streamed headset** (Index, Vive, or a Quest using Air Link/Virtual Desktop into a gaming PC). Correction from earlier: this needs the Vivecraft mod on the dedicated server too, not just the client — without it, other players (VR *and* flatscreen alike) only see the VR player's vanilla default swing animation instead of their actual arm/head/body movement. (The "Vivecraft Spigot Extensions" plugin that does this job on Spigot/Paper servers doesn't apply here since we're Forge — it's the same Vivecraft mod jar on both sides.) |
| [ViveCraft Compat](https://www.curseforge.com/minecraft/mc-mods/vivecraft-compat) | **Both client and server** | Patches specific interactions between Vivecraft and other mods in this pack — notably **Create** (fixes driving trains, track hitboxes, elevator controls in VR) and HUD overlay support for Jade. Requires Vivecraft. Since those interactions (e.g. train physics) are server-authoritative, this goes server-side too. |
| Customizable Player Models | **Both client and server** | Pulled in by Fjord's dependency resolver alongside Vivecraft; lets a player's in-VR avatar/body be customized. Same pattern as Vivecraft — other players need the server to relay that data to see the custom model/movement. |
**Note on standalone Quest headsets (no PC):** this is for *PC-tethered/streamed* VR only. A standalone Meta Quest with no gaming PC involved would use **QuestCraft** instead — a separate sideloaded Android app that bundles its own Minecraft+Vivecraft runtime directly on the headset. QuestCraft does **not** go through Fjord/`install.sh`/`install.ps1` at all; it's installed on the headset itself via sideloading tools (SideQuest etc.), connects to the same server address, but has its own separate mod manager with less certain compatibility against a heavy pack like this one (Create/Flywheel especially). If anyone at the party wants to join standalone without a PC, treat that as a separate per-person setup, not something this repo's scripts handle.
Vivecraft auto-detects whether a headset is actually connected and falls back to normal flatscreen play otherwise — so it's safe to leave in the single shared `modpack.zip` for everyone rather than maintaining a separate VR-only instance; people without a headset just won't notice it's there. The server-side requirement above means these three mods need to be in the dedicated server's `mods/` folder unconditionally too, even if nobody ends up using VR that day — it's not optional/elective like Distant Horizons.
## Performance utility
| Mod | Side | Why it's in |
|---|---|---|
| [Distant Horizons](https://modrinth.com/mod/distanthorizons) | **Both client and server** | Renders a simplified level-of-detail view of terrain beyond the server's `view-distance`, so players see far-off scenery without the server having to actually load/send those chunks. Does the same job you were picturing from "Bobby" — Bobby itself is **Fabric-only** (no Forge build exists), so Distant Horizons is the Forge equivalent. Installing the same DH build on the server too lets it push accurate LOD data to clients directly — no manual exploring/flying needed, and it replaces Chunky's job (see below). |
| [BlueMap](https://modrinth.com/plugin/bluemap) (`5.12-mc1.20-6-forge`) | **Both client and server** | Live browser-viewable map of the world at `minecraft.mivanchenko.de`, with live player position markers. **Important:** already added to the server (`mcserver/mods/`) directly by me — but it's not in `modpack-unready.zip`/`modpack-final.zip` yet, since those come from your client instance. Add the exact same version (`BlueMap-5.12-mc1.20-6-forge.jar` from Modrinth) to the client instance before building `modpack-final.zip`, or Forge will refuse to connect on a mod-list mismatch. |
**Chunky is not used.** It was the original plan for pregeneration, but DH-on-server + Chunky-on-server crashes the world on first chunk load — this is a confirmed, currently open DH bug ([GitLab #1329](https://gitlab.com/distant-horizons-team/distant-horizons/-/work_items/1329), exact match for the 3.3.3 build here): DH's Chunky-compat accessor binds to Chunky's provider before Chunky's own init has run, throwing `IllegalStateException: Chunky is not loaded`. No official config toggle exists to disable that integration. Instead, **Distant Horizons' own built-in "Full"/"Internal Server" distant-generation mode generates real, normal chunks itself** — the same job Chunky would have done — so Chunky is redundant once DH is installed server-side this way. Simpler *and* avoids the crash entirely.
**Setup:** same DH jar/version on both client and server `mods/` folders (mismatched builds between the two sides are the officially recommended-against configuration). On the server, set Distant Generation mode to `FULL` (or `INTERNAL_SERVER`) and a generation radius in DH's config — this pregenerates real terrain *and* builds the LOD cache in one automatic background pass, no manual flying required. See `HOSTING.md` for exact config.
## Optional / stretch (only if the group wants more scope)
| Mod | Adds | Caveat |
|---|---|---|
| [Aether's Delight](https://modrinth.com/mod/the-aethers-delight) | Aether-themed dishes (Holystone/Zanite knives, berry bowls, buffed meals) | Requires installing **The Aether** too — a full extra dimension mod. Only add if someone really wants to make the trip. |
## Installed list (ground truth, from the actual exported client `mods/` folder)
Confirmed by extracting `LANParty.zip` directly — 25 jars, superseding the earlier screenshot-based guess (the FTB `(NeoForge)`-labeling concern resolved itself: all three loaded as their Forge builds fine). Side column reflects what's actually in `mcserver/mods/` on the deployed server as of this writing.
| Mod | Side | Role |
|---|---|---|
| AppleSkin | Both | QoL — HUD overlay showing exact hunger/saturation/exhaustion values instead of guessing from the icon. |
| Architectury API | Both | Dependency — cross-loader API FTB's mods are built on. |
| Create | Both | Listed above — core. Bundles **Flywheel** and **Ponder** internally via Forge's JarJar mechanism — they auto-extract at runtime, no separate jar needed on either side. |
| Create Slice & Dice | Both | Create addon — automates cutting/dicing-style food prep via Create contraptions; pulled in alongside Delightful Creators for the Create↔food bridge. |
| Delightful | Both | Listed above. |
| Delightful Creators | Both | Listed above. |
| [Distant Horizons](https://modrinth.com/mod/distanthorizons) | Both | Listed above — same build both sides, server-side Full-mode pregen replaces Chunky (see Performance section). |
| End's Delight | Both | Listed above. |
| Farmer's Delight | Both | Listed above — base. |
| Farmer's Respite | Both | Farmer's Delight addon — adds tea/drinks (kettle, brewed teas) as another food category; worth adding a quest or two for this if you want a drinks stage in the roadmap. |
| Farmers Structures | Both | Adds farmhouse-style structures that generate in the world — gives the Overworld food chapter something to explore toward, not just build from scratch. |
| [FerriteCore](https://modrinth.com/mod/ferritecore) | Both | Performance — reduces RAM usage by deduplicating/compacting in-memory data structures (block states, chunk storage) that Forge normally keeps bloated. Pure upside, no gameplay effect; lowers how much of the `HOSTING.md` sizing-table RAM budget actually gets used. |
| FTB Library | Both | Listed above — FTB Quests dependency. |
| FTB Quests | Both | Listed above — the quest book. |
| FTB Teams | Both | Listed above — FTB Quests dependency. |
| Jade | Both | QoL — "look at" overlay showing block/entity info on hover (WAILA-style), handy with this many new mod blocks/crops to identify. |
| Just Enough Items (JEI) | Both | Listed above — recipe lookup. |
| Kotlin for Forge | Both | Library dependency — several newer mods (Jade and others) are written in Kotlin and need this runtime present. Note: distributed as `kotlinforforge-4.12.0-all.jar` (the "-all" / fat-jar variant), not the bare `kffmod` name. |
| MezzConfig | Both | Library dependency — shared in-game config-menu framework used by multiple mods here. |
| ModernFix | Both | Performance — reduces startup/load time and fixes various vanilla/Forge memory leaks; pure upside for a 3-day session that stays up a long time. |
| Mouse Tweaks | Both | QoL — shift-click/drag item sorting in inventories, genuinely load-bearing once Create/Farmer's Delight items start filling chests. |
| Nether's Delight | Both | Listed above. |
| Customizable Player Models | Both | Listed above (VR section) — corrected from client-only to both sides. |
| Vivecraft | Both | Listed above (VR section) — corrected from client-only to both sides. |
| ViveCraft Compat | Both | Listed above (VR section) — corrected from client-only to both sides. |
**Chunky is explicitly not in this list** — removed from the client early on (it was causing the DH crash before we understood the root cause), and never added back server-side either now that DH's own Full-mode generation replaces its job. See the Performance section above for why.
## Why this shape
- Create gives you *progression* (you have to build the farm/kitchen contraption before you "unlock" a dish) — good quest-line material.
- Farmer's Delight + addons give you the actual *food variety* across three dimensions (Overworld/Nether/End) plus a flavor-pack (Delightful) that isn't dimension-gated, so you can pace the 3-day roadmap: early-game Overworld dishes → mid-game Nether run → late-game End dish as the "final boss" meal.