Minecraft 26.2 Fabric server stack with CraftDeck management panel

- docker-compose: itzg/minecraft-server (Fabric, offline mode, whitelist
  enforced, Modrinth-managed mods), itzg/mc-backup sidecar, custom dashboard
- Gated auth for offline mode: approve username -> whitelisted with a short
  registration window -> EasyAuth /register + /login; auto-revoke on expiry
- CraftDeck panel (Next.js 16, zero native deps): live console (SSE), players
  & stats, lag diagnostics (server TPS vs player ping via spark), performance
  graphs, Modrinth mod search/manager, backups & restore, sandboxed file
  browser/editor, .env config editor with compose apply, cron schedules,
  Discord alerts, scrypt-hashed panel login
- scripts/setup.sh generates secrets; docs/ covers auth, mods, updating,
  backups, networking (Tailscale), troubleshooting

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Aryan SinghandClaude Fable 5 committed 2026-07-10 11:07:07 -05:00
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# Mods & modpacks
## Why Fabric
- First loader to support new Minecraft versions (26.x drops land on Fabric within days)
- The best server-side performance ecosystem (Lithium, FerriteCore, spark)
- EasyAuth (the auth system) is Fabric-only
- Server-side-only mods are invisible to players — vanilla and TLauncher clients join
without installing anything
NeoForge/Forge are supported by the same stack (`SERVER_TYPE` in `.env`) but trail new
versions and would require replacing the auth mod, so Fabric is the default.
## The default mod set
| Mod | Job | Players need it? |
|---|---|---|
| fabric-api | required by most Fabric mods | no |
| easyauth | password authentication | no |
| spark | TPS/ping profiling (powers the Lag page) | no |
| lithium | game-logic optimization | no |
| ferrite-core | memory-usage reduction | no |
## Adding mods
**Panel way (recommended):** Mods page → search Modrinth → **Add** → **Apply changes**.
The search is pre-filtered to Fabric mods compatible with your exact server version.
Watch the **"needs client install"** badge — server-side mods are safe for everyone;
client-required mods mean every friend must install the same mod or they can't join.
**Manual way:** drop a `.jar` into `data/mc/mods/` (Files page → mods → Upload) and
restart the server.
## How auto-update works
Managed mods are pinned by *project slug*, not version, in `.env`:
```
MODRINTH_PROJECTS=fabric-api,easyauth,spark,lithium,ferrite-core
```
Every time the server container (re)starts, the itzg image resolves each slug to the
**newest release compatible with your Minecraft version** and downloads it. So:
- "Update all mods" = restart the server (Mods page → Update all & restart)
- Upgrading Minecraft automatically brings the matching mod builds with it
Manually uploaded jars are yours to update — the resolver doesn't touch them.
## Switching to a modpack later
1. Pick a **Modrinth** modpack (e.g. Adrenaline, Simply Optimized) and note its slug
2. Configuration page → set `MODRINTH_MODPACK` to the slug → Save → Apply
(take the safety backup — modpacks change world generation!)
3. Every player installs the same modpack client-side (Modrinth App → install pack →
play). Offline-launcher users need a launcher that supports Modrinth packs, or
manual mod installation.
To go back: clear `MODRINTH_MODPACK`, Apply. Keep `MODRINTH_PROJECTS` as your
server-side base either way. CurseForge packs also work (`CF_SLUG` env — needs a
CurseForge API key; see the itzg image docs), but Modrinth is smoother.
## Removing a mod
Mods page → managed list → 🗑 (or delete the jar) → Apply. `fabric-api` and `easyauth`
are locked — the auth system depends on them.