Minecraft 1.7.10.Tested three ways.
Every mod on the site was started on a real server and a test player logged in, three times over: on stock Forge, as the Java 21 portable build, and as a GraalVM native program.
Where the mods come from
§ 01The mods are the server-side jars of fourteen FTB 1.7.10 packs: Infinity Evolved, Infinity Evolved Skyblock, SkyFactory 2.5, Inventions, Horizons II, Direwolf20 1.7, MageQuest, Cloud 9, Trident, Departed, Vanilla+, Lite 3, Resurrection and the FTB 1.7 test pack.
When several versions of a mod exist, the site uses the one FTB Infinity Evolved ships, if that pack has the mod: those versions were made to work together, and that whole pack builds and runs here. Otherwise it uses the version the most packs ship. Client-only mods (minimaps, shaders and so on) are left out.
How every mod was tested
§ 02Alone, on stock Forge
Each mod with the mods it needs, on unmodified Forge with Java 8. A scripted test player connects; the mod counts only if the server starts and the player gets in. The mods it needs are found automatically: Forge's "requires" messages, the dependency files some mods download from, API declarations and missing classes.
As the portable build
The same set converted the way the site converts your server: every code transformation done once ahead of time, the classes made to run on Java 21. Then the server starts on Java 21 and the test player logs in again.
As a native program
Compiled with GraalVM native-image in groups of about 23 mods. Each native server was started and the test player logged in. A group that failed was split in half and rebuilt until the single mod causing it was found.
As whole packs
The presets were built through this website's own builder, like a visitor's build, and the downloaded server was started with ./start.sh.
Presets
§ 03| Preset | Mods | Tested as | Result |
|---|---|---|---|
| FTB Infinity Evolved Thermal, EnderIO, AE2, Thaumcraft, Botania, Forestry, IC2, Tinkers', Project Red, Logistics Pipes … | 138 | native and portable | Native server ready in 11 to 19 s, about 1.3 to 1.5 GB of memory with a player online. Portable build ready in 14 s. |
| Tech | 18 | portable | Starts, player joins |
| Magic | 13 | portable (its mods are all in the native-tested Infinity set) | Starts, player joins |
| Essentials | 13 | portable | Starts, player joins |
What had to be fixed
§ 04Fixed for every build. Not mod by mod.
Old mods expect Java 8 and a normal Forge launch. Most of the work was finding what breaks when a server is converted, then fixing it once in the build. All of this happens automatically.
Every build
Number clashes
Forge 1.7 names blocks and items, but enchantments, potions, biomes and dimensions still use numbers each mod picks by default; ProjectRed and RunicDungeons both want enchantment 80. The test boot spots the clash and moves one setting to a free number in that mod's config.
Library layout
Library jars such as CodeChickenLib, ForgeMultipart, MrTJPCore and Baubles go into mods/1.7.10/, as the FTB packs do. Otherwise CodeChickenCore moves them while Forge is still reading the folder, and their mods fail to load.
Hidden dependencies
A few mods need another mod no error names: ProjectRed Mechanical needs ProjectRed Integration, Binnie's mods need Forestry and Binnie Patcher. Glenn's Gases ships as two jars that must go together.
Java 21
Mods that check their own jar (FastCraft), rely on how Java 8 behaved (BluePower), or fill in fields the Java 8 way (EnderIO Addons, Forge's own registries) are patched to work on Java 21.
Native builds
Client checks
Many mods find out whether they run on a client by trying a client-only class and catching the error. A native server reports a missing class differently, and has to carry empty placeholders for those classes to compile at all. The build makes those checks answer as on a normal server. Without that, bspkrsCore and the mods built on it, JourneyMap's server part, Factorization and Progressive Automation failed.
Mod detection
Some mods look for another mod by its package name. Streams, through Farseek, thought TerraFirmaCraft was installed. A native server now only reports packages that really exist.
Code made while running
ForgeMultipart, Applied Energistics 2, Logistics Pipes and EnderIO generate code at run time, which a native program cannot do. The build records that code during a test run and compiles it in; for ForgeMultipart it generates every combination of parts in one block space, up to 2,500.
Odd packaging
Mods shipped as .zip (QuiverBow) and code left behind by stripped client methods (OpenComputers, Pressure Pipes) are handled too.
Known limits
§ 05OpenComputers
Portable only. Its settings object fails to start inside a native program and the cause is not found yet. The portable build works; the site refuses a native build that includes it and says why.
Scripts added later
MineTweaker / CraftTweaker turns scripts into code while the server runs. Scripts present at build time are fine; scripts added afterwards may not load on a native server. Use the portable build if you plan to edit scripts.
Gameplay
Startup, login and the world around spawn are tested automatically; every machine and every mod interaction is not.
LetsEncryptCraft
Cannot add its web certificate on a native server, because there is no Java installation to add it to. Nothing else depends on it.
Changed numbers
If the build moved an enchantment, potion, biome or dimension number, worlds made on another server with other numbers can load wrongly. Use the build for new worlds.
Not offered
§ 06| Mod | Why |
|---|---|
| Chisel Facades, ChiselTones | Written for older Chisel versions than the one the packs ship; they crash looking for classes that no longer exist. |
| GregTech 5.06 | Needs an older Forge build; it crashes on 10.13.4.1614. |
| Tails | Tries to shut the server down while it loads. |
| Opis | Crashes a server on its own. |
| Talismans 2 | The server starts, but a player cannot log in. |
| MFR – Magical Crops compatibility | Crashes at startup even with both mods present. |
Every mod
§ 07| Mod | Version | Packs | Stock server | Portable | Native | Needs |
|---|---|---|---|---|---|---|
| Loading… | ||||||
"Packs" is how many of the fourteen FTB packs ship the mod (in any version). "Needs" lists the other mods the build adds automatically.