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Server Network

github-actions[bot] edited this page Oct 30, 2026 · 8 revisions

Server Network

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A Vectolyn network consists of seven servers plus minigame servers that the cloud will scale (planned, stage 6). Ports are those of the current local setup.

Server Software Port Role
Proxy Velocity + Geyser + Floodgate + Via plugins 25565 (Java), 19132/UDP (Bedrock) Entry for Java and Bedrock, MOTD, tab list, network-wide chat
Lobby Paper 25566 Hub with navigator, portals to the modes
Survival Paper 25567 Classic survival
Mod server Fabric 25568 CraftAttack-style server with server-side mods only
Creative Paper 25569 Plot world and freebuild world
End Paper 25570 The single End world of the network
Database MariaDB 3307 Shared database
Minigames (planned) Paper, scaled dynamically assigned by the cloud BedWars, SkyWars and more

Only the proxy ports should be reachable from outside. The backends bind to 127.0.0.1 (VECTOLYN_SERVER_HOST) and receive players through Velocity's modern forwarding.

Which servers run (planned, stage 2)

You will not have to run all of them. In the VectolynCloud setup wizard or the cloud config you mark each server and each minigame group as wanted or not. The cloud creates only wanted servers from their template (templates/<Server>/ in the repository) in their own service folder under local/services/, downloads the software, fills in secrets and starts them. Unwanted servers are not created, and neither the proxy nor the lobby refers to them.

Restarts belong to the cloud alone. The Paper and PandaSpigot templates leave Spigot's restart-script empty, and the cloud enforces that for your own templates too. /restart and the watchdog therefore only stop the server, and the cloud starts it again.

Command blocks do not exist on the network, and no setting turns them back on. The cloud writes enable-command-block=false into every server.properties it renders and logs a warning if it had to overwrite another value. The bridges on Paper and 1.8.8 also keep command blocks and command block minecarts out of every inventory, refuse placing and using them, and remove the ones in a world when its chunks load. Staff commands such as the network kick work only for the console, RCON and players with the permission; the full list is the rights audit.

Until stage 2 the existing servers run locally from runtime/ via the Windows start scripts. To try VectolynCloud from a checkout, run ./gradlew :cloud:node:runLocal: the network then runs in run/ in the repository root, which Git ignores. A production network gets its own cloud home outside the checkout (Operations).

Planned content per server

Proxy. Single entry point. MOTD, tab list and network-wide chat come from the Vectolyn plugin (stage 3).

Lobby (stage 4). A real hub lobby generated by code in the Vectolyn style: compass navigator, NPCs and portals to the modes, hologram leaderboards, gadgets and cosmetics, profile menu, protection, double jump, parkour.

Survival (stage 5). Claims; homes, TPA, spawn and back; player shops and a market; jobs and quests; its own economy.

Creative (stage 5). A custom plot system with a build tool similar to WorldEdit, plus a freebuild world.

Mod server (stage 5). Fabric with server-side mods only, so Bedrock players can join. The mod list gets proposed and approved before anything is installed. Performance mods: Lithium, FerriteCore, ServerCore, FabricProxy-Lite.

End (stage 5). The only End world in the network. End portals on Survival and the mod server lead here. Inventories stay separate per origin server. The exit portal and death send players back to their origin server. The End is disabled on all other servers.

Minigames (stage 6). BedWars, SkyWars, Parkour/JumpLeague, SurvivalGames, TNTRun/Spleef, BuildBattle, MurderMystery/TTT. Maps generated by code; combat (1.8 or modern) configurable per mode.

Database. MariaDB, managed by the cloud from stage 2 on.

Survival and the mod server keep separate inventories and separate economies.

Network-wide features (planned)

  • Ranks: player, cosmetic supporter ranks, content creator, builder, supporter, moderator, developer, admin, owner
  • Social: friends, party, clans, private messages, chat channels
  • Moderation: bans, mutes, kicks, reports, chat filter, history
  • Stats per mode and leaderboards
  • Coins, gadgets, particles
  • Store: EULA-compliant and cosmetic only

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