STYGION Keystone
The Minecraft mod that manages a server from inside the game.
0.2.8 · beta 28 pages
Start here
Read these first, in order.
- What it is One mod where a server usually runs dozens, one jar for both sides, the editor inside. What it does today, and what it does not.
- Installing it One file for both halves. Pick the right one of the four, drop it in mods, start the server.
- First steps Give yourself permission, open the editor, and switch on the parts you want.
Modules
- What your modpack costs A load test on your own machine: how many people it holds, what gives out first, and which mod the time goes into.
- The panel One command, one link, and the whole of Keystone in a browser — served by your own server.
- Settings Four ways to change the same thing, one file per module, and no restart.
- Discord Chat both ways, accounts verified from a code typed in game, roles and bans held in step, and the console mirrored where you can read it.
- Restarts, backups and cleanups One timetable for everything that happens on a clock, with warnings people see and a record of what was skipped.
- Ranks, votes and the tab list Promotions that happen on their own, vote rewards that wait for the player, and a tab list that says who is who.
- Tickets Opened in game or on Discord with one command, answered wherever your team is, optionally forwarded to your own queue, and the conversation survives closing it.
- Moderation Bans and kicks with a reason, an end, and a screen the player actually reads — one list, not two.
- Accounts on an offline server A password, a question on Discord, or both — three ways to prove a name is yours where Mojang cannot.
- Skins Real faces on an offline server, and /skin from a link or somebody else's name.
- The assistant Your model, your key, questions about your own server — and nothing it changes on its own.
- Crates A key for every day on the server, opened with /crate, and what is inside is up to the server.
- Territory (FTB Chunks) Rank and playtime on the claims FTB Chunks already keeps: more chunks, and /fly over your own land.
- Essentials: spawn, homes, nicknames and the everyday commands /spawn, /warp, /home, /rtp, /tpa, /back, /nick, /hat, /trash and /near for players; /heal, /feed, /god, /invsee and /vanish for staff.
- A player's language Each player picks the language Keystone speaks to them; a server writes its translation and the colours of every line in the editor.
- Chat channels Languages, staff, trade or a local channel: who a line of chat reaches, with a Discord room per channel. New in 0.2.1, off by default.
- The server list: pack, Keystone and recommended mods What your server tells a launcher before anybody joins: the modpack, its Keystone version, its resource pack and the client mods and presets you recommend.
- Kits A starter kit on the first join and /kit with a wait between two — daily for everybody, bigger ones for ranks. New in 0.2.4, off by default.
- The daily report on Discord Once a day, yesterday in numbers: players for your community, TPS and tick time for your team. New in 0.2.4, off by default.
- Ultimine A whole vein of ore or a whole tree in one swing, in the shape you pick, plus a right button for crops, soil, logs and paths. Off by default.
- The client half The same jar in a player's mods: ultimine with an outline, "typing…" above the chat and the resource pack without a reload — and exactly what the client and the server say. From 0.2.5.
Reference
- The local API and keys Everything the mod can do, for programs, behind keys that only carry what you gave them.
- The interface — every route All 44 paths of the local API: the scope each needs, what it takes, what it answers — and how to wire your own tooling to it, from this machine and from outside.
- Every setting All 151 settings, module by module: what each is, what it expects, its default and what it does.
Something not working?
The handful of things that actually go wrong, and what each one looks like.