


Sorry if this is just asking the same thing in a different way.


These changes give the appearance to normal players that the two worlds are different, even though they load the same mods. If mod4 added a milkshake item, both worlds know about the item, an admin could spawn it in either world, but the recipe is disabled in world A. Both world A and B know about the new mob, but I use a permission node to turn off spawning of that mob in world B. I do not need each world to be completely unaware of mods that other worlds have access to, only the appearance of it from the player perspective.įor example, say mod2 adds a new type of skeleton mob. When you add an item or a block or an entity, it’s for the entire server/game instance.Īh, I may be misunderstanding or did not communicate what I was looking for clear enough. Thanks in advance for any suggestions/feedback!īy yet, I mean the game is not at all designed around multiple item/block/entity type sets per world. Use the permissions mod to grant mod commands on allowed worlds and negate nodes on worlds that shouldn’t have that mod.(I suspect this would severely limit the mods I could use) All mods support the loaded permission mod.A mod that allows the creation of multiple worlds on the same server.My best guess to making this work would be: So, what method would be best to accomplish this? What mods would you suggest to enable this infrastructure? World A has mods 1, 2, and 3 World B has mods 1 and 4, World C has no mods, and so on. The end result I’m looking for is, from the player perspective: Running on a single physical/virtual server.A strong preference for active open-source mods, but not absolute.This is not looking to avoid having clients load some mods, just prevent access where needed. Players will use a mod-pack containing all of the mods that require client-side loading.Some mods will require client-side changes.The server will be using Forge and Sponge.
