Releases: vayungodara/spawnpoint
Release list
v0.1.0 — first tagged release
Spawnpoint is a self-hosted Minecraft control panel. You run it on the machine that hosts your servers, and it sits in front of Crafty Controller. Crafty owns the server processes. Spawnpoint adds the rest: mod and modpack installs from Modrinth and CurseForge, a config UI, world slots, backups, and the verification pipeline this whole thing exists for.
The idea behind the pipeline is simple. A change to your server is unproven until a real Minecraft process has survived it.
The four gates
First, a static dependency scan. Every jar's declared dependencies get parsed and anything missing is pulled from Modrinth before a single thing boots. This gate never rejects on its own, it only heals. The boot test stays the authority.
Second, a server dry-boot. The install batch runs in a sandbox copy with the real loader. When it fails, the failure is read out of the loader's own error output and the jar it names gets rolled back.
Third, a headless client boot. The full pack launches in a real Minecraft client, which catches client-side crashes on the server before a player ever sees one.
Fourth, the multiplayer join gate. A throwaway clone of your server boots and a real client joins it. Some mods only break at the moment somebody connects, and this is the only way to find those.
Two rules keep the gates from lying to you. The client modpack syncs to players only after a verdict, never at install time, because a bad jar that crashes a player's client at boot can't be fixed remotely. The crash happens before the sync mod gets a chance to run. And boot tests only use flags that change speed, never behavior. Anything that could make the test pass when the real thing would fail is rejected on principle.
Also in this release
One-command installer, plus a three-step first-run wizard: connect Crafty with an API key, set a PIN, add optional keys if you want them.
No API keys required. Modrinth browsing, dependency healing, boot testing, and client sync all work without one.
AutoModpack gets provisioned automatically, so your friends never touch pack files.
There's an optional in-game AI genie. It's off by default, it needs your own Anthropic token, and it reads the world back to check itself before it claims it did anything.
Also: automatic Temurin JDK downloads, TPS monitoring, a web file manager, scheduled restarts, and backups. Auth is hashed PIN, HMAC-signed session cookies, and per-IP login lockout.
Which platforms this actually works on
The client and join gates need a display, so there are three answers depending on your box.
Headless Linux runs them invisibly under xvfb. This is the path I run daily and the one that's actually tested.
On macOS, Windows, or a Linux desktop, the verification client opens in a small window for a few minutes. Same client, same verdict, it just isn't hidden. This path ships but I have not verified it on real hardware yet. If you're on either and want to try to break it, please do.
A box with no display that isn't Linux skips the client and join gates and tells you they were skipped, rather than pretending they passed. The static scan and dry-boot still run everywhere.
Install
curl -fsSL https://raw.githubusercontent.com/vayungodara/spawnpoint/main/install.sh | bashYou need Node.js 22+ and a Crafty Controller install. The panel comes up on port 25570. Keep it behind Tailscale or on your LAN, don't put it on the open internet.
MIT licensed. Not affiliated with Mojang or Microsoft.