If you wish to set the server up with a modpack or version of a modpack that we do not have available on the jarlist it can be set up on your server manually.
First - download the server files for the modpack you wish to use from the website or launcher they are hosted on.
- Technic modpacks will link to their server downloads, if available, on their website pages,
- Feed The Beast and ATLauncher server downloads can be downloaded through the launcher itself.
- Most CurseForge modpacks' server files can be found on that modpacks CurseForge page.
A few steps to follow to prepare the server from the control panel before editing the files are:
1 - Shut the server down on the control panel (mc.beastnode.com)
2 - Download anything you need to keep from the server files (for example world folders) and then delete everything except for the server.properties (if you need it to set a level-type, for example if the modpack you wish to use has Biomes O Plenty or OpenTerrainGenerator or similar - if not this can also be deleted).
This should be done every time you install/switch to a new setup to limit any potential issues - any files from a different setup can cause major issues that would not be there otherwise (particularly when using worlds across different setups).
You can access, download and wipe files through an FTP client following the guide HERE.
3 - Select the 'Custom Server JAR' option on the jarlist (right at the top) and the page will refresh to confirm the change.
4 - If you are using a custom world generation mod make sure to enter the code for that mods generation (EG for Biomes O Plenty the code is BIOMESOP all in caps for older versions, and biomesoplenty not in caps for newer versions) in the Files > Config Files > Server Settings' Level Type option and save changes to the file.
5 - If the modpack requires a specific world name (for example if it comes with a premade world folder, or requires a specific world name for a mod it uses - for example "Biome Bundle" being the most common for packs using OpenTerrainGenerator) enter it in the World text field on the main page of your servers control panel and hit Save at the bottom of the page.
While not necessary - if the modpack does not require a specific world name it would be recommended to use the name of the modpack so you have an easy reference for which world folder is for which modpack if you switch between any. For example in this guide the example modpack is the CurseForge pacl Stoneblock so we have used that as our world name above).
Server File Preparation
You will then need to download and prepare the files for the modpack, ready to upload to the server. How you get your modpack server files varies dependong on the launcher and/or modpack developer that they are provided by - some provide you with an executable file to download the files as they are needed, some will provide a .zip that contains the files.
As there are so many ways for the developers to provide you with the files we cannot cover them all. The example we will use below is the Stoneblock modpack from the CurseForge Launcher - they provide the files in a .zip downloaded through their CurseForge page.
For other options you will need to find the server files from the respective launcher or website yourself - if they only give you executables you normally need to place them in an empty folder and run them to get the rest of the files.
We would recommend that once you have the server files by themselves in a folder on your PC that you run them and load the server locally once before anything else to get all the files you may need. We do this in the example below - as every modpack has different folders/files it makes it a lot easier to get everything ready first and then just remove/tweak what we list below.
For a quick example of how to prepare your server files this is how we would do it with the Stoneblock modpack from CurseForge.
1 - Firstly, we download the .zip that they provide for the server files on their CurseForge page, and extract the contents into an empty folder:
These files will be different depending on the modpack you downloaded and how they provide it but the most obvious similarities you will see are the config and mods folders, forge installer (if they do not just provide the Forge files themselves) and a launch file (in this case the LaunchServer.bat above).
If your download gives you just executables run whichever should be the obvious one that needs running (usually an installer, server or launch executable whether it be a .bat or .sh or something else) to get the files before continuing.
2 - If there is an eula.txt file present edit it to have eula=true in the file. If this file is not present you can just make a new .txt file, name it eula.txt and enter just eula=true in the file and save changes.
3 - Run the launch file to load the server up. As long as the server files have been provided correctly it should then load as normal - if it crashes you will need to check the crash reports as to why (for example if a clientside only mod has been left in by mistake, in which case just delete it and launch again).
4 - When the server finishes loading enter "stop" in the console and when it finishes shutting down close the console (if it doesn't automatically) and you should then have all of the server files in full - for example for our Stoneblock setup we now have this:
5 - You can then remove excess files/folders you do not require to upload - this should include the world folder, any .bat/.sh files and the forge installer jar file if that was provided as these will not be needed. You can remove other data too but these are the ones we would recommend be removed from all setups prior to uploading the files.
In our example we can prune the files back to this:
6 - You then need to ready the Forge files for your server. Our system doesn't load them from the base of the server files as a localhost would - it loads them from a jar directory. To prepare them simply create a new folder named "jar" and move the forge jar file, minecraft_server jar file and the libraries folder (not to be confused with llibrary) into the jar directory, so you have something like this:
With these files in the jar folder:
7 - Now rename the forge jar file to "custom_server.jar" exactly - as so:
8 - And your files are now ready to be uploaded. Simply make sure the server is offline and connect to the server files with an FTP client (see guide linked above). If you haven't already delete everything that is no longer needed in the server files (see above for information on this too) and then when ready simply upload everything from your local folder (all of the files and folders still remaining for the modpack setup) to the servers base directory (if you use FileZilla as per the guide above - and some other FTP clients - you can just select everything in the local folder and drag them onto FileZilla, dropping them in the base directory to upload them there).
9 - When everything has uploaded go to your MultiCraft control panel - making sure any necessary level-type options or world names are correctly set and the Custom Server JAR option is selected on the drop down list - and start your server up.
If everything has been done correctly everything should now load up fine! Note that modded setups can take a long time to load, particularly those with a lot of mods to process.
Side Note for Some Older Modpacks
Some older modpacks (generally modpacks on Forge 1.6.4 or older, though not all need this) will not run on Java 8 systems straight away. If you have set your modpack up following the above correctly and it appears to be having issues loading this may be the reason.
To make sure, double check the mods folder contents and look for a mod named 'legacyjavafixer' - if this is not present try adding it and restarting to see if this helps - this mod only needs to be installed serverside unless you have issues running the pack on your end too, in which case adding it to yoru clientside installation may also help.
You can download the 'legacyjavafixer' mod by clicking HERE.
This does not apply to modpacks running on Forge 1.7+ as they are already Java 8 compatible.