Panel memory only. AutoModpack syncs approved files. Keep backups.
spawnpoint.vayun.net
vayungodara/spawnpoint
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I made a server panel that installs from Modrinth and tests the new pack before my friends get it (alpha)
Spawnpoint is the panel I use for our modded server. You search Modrinth (CurseForge too, with an API key), install, and it picks versions that fit your Minecraft, loader and Java, pulls in dependencies, and checks every download against its hash and size.
Before the change goes live it boots a copy of the server and has a real client join a throwaway one. Friends then get those exact files through AutoModpack.
Mod ID lookup on Modrinth isn't complete, so sometimes Spawnpoint finds a pack that works but can't prove it's the smallest change. The review sheet says so when that happens.
On my server the panel is light: health OK in 0.56 s after a start, about 60 MB with the game servers stopped (panel only).
Free, MIT, alpha.
Source and screenshots: vayungodara/spawnpoint
Tour: spawnpoint.vayun.net
**AI disclosure:** some code is AI-written. Agents did some of the coding (Claude via Claude Code, OpenAI GPT models via Amp, ampcode.com, an AI coding tool, with GPT-6 Astra reviewing risky changes) while I made the product and design decisions and tested on real Fabric, Forge and NeoForge servers. [Vayun: August to late-October models]
1 point
I made a free, open-source panel that tests mod changes on a copy before they reach my friends' server (alpha)
I run a modded server for my friends and built Spawnpoint to manage it. It's alpha, free, MIT licensed, and the code is on GitHub.
Most of my effort went into how it feels to use. I wanted it quick and calm, closer to a nice Apple app than a typical admin panel. On my Linux server one start reached health OK in 0.56 s, and the panel sat around 60 MB (54 and 67 MB in two readings). That's the panel alone with the game servers stopped. Minecraft and the test runs need their own memory.
When I add or update mods, they collect into a candidate. Spawnpoint checks dependencies against your Minecraft, loader and Java versions, boots a copy of the server with the new pack, then starts a real client with HeadlessMC and joins a throwaway server running the same mods. You get one review sheet with what changed and which tests passed, failed, were skipped or came back inconclusive. Replacements, removals and config edits wait for your approval.
Once approved it waits for a safe restart. It only restarts on its own when RCON says nobody is online; otherwise players get a chat warning and you choose. It backs up the world while the server is stopped, swaps the pack, and AutoModpack sends friends the files from that exact revision. If the boot fails, the pack rolls back. Undo covers the last five changes per server. Pack undo doesn't touch the world; world restore is its own step.
Limits, since it's early: tests can still miss problems, and the client test runs on my machine's GPU, so it can't speak for every friend's drivers or shaders. Locked revisions support Fabric 1.21.1, Forge 1.20.1 (47.4.28) and NeoForge 1.21.1 (21.1.219) right now. On a 4 GB box with the server running, the join test will usually wait for memory and give up after ten minutes. It can run servers itself through a small OS service, or sit alongside Crafty Controller and import Crafty servers one at a time. Keep it on your LAN or a VPN, and keep backups.
LLM disclosure (rule 9): Some of Spawnpoint's code was written by AI coding agents, not typed by me. I decided what it should do and how it should look, made some feature calls, approved changes, and tested them on real Crafty and Fabric/Forge/NeoForge servers. On the vibe coding vs prompt engineering scale, it's much nearer the prompt engineering end. The models:
- August, first build: Claude Code with Claude Fable 5
- August to late October: Mainly new Claude models on top of Openai models
- 28 to 30 October: Amp agents. Ultra mode did the main work (exact model not on record), medium mode (OpenAI GPT-6.1 Sol) did research and smaller jobs, and Claude Code with Claude Opus 5.5 did some of it. OpenAI GPT-6 Astra separately reviewed every risky change.
- Since 30 October: Claude Code with Claude Opus 5.5, with GPT-6 Astra reviews
Site and short tour: spawnpoint.vayun.net
Code: vayungodara/spawnpoint
3 comments
Spawnpoint: my self-hosted Minecraft panel for a server with friends (alpha)
I made Spawnpoint for our Minecraft server. I wanted the panel to use little memory and keep the everyday screens simple.
The tour shows the interface: spawnpoint.vayun.net
On my Linux server the panel service measured 54 to 67 MB in two readings with all game servers stopped. Test jobs and Minecraft itself need extra memory.
It runs servers itself or alongside Crafty. Mod changes get a test copy and one review sheet before approval, then AutoModpack syncs the approved files. Undo restores pack files and configs; world restore is separate.
It's free, MIT-licensed and alpha. Keep it on your LAN or VPN, and keep backups.
Code and setup: vayungodara/spawnpoint
1 point · 1 comment
Spawnpoint, my MIT-licensed Minecraft panel with a simple mod-change review screen (alpha)
Tour and screenshots: spawnpoint.vayun.net
I built Spawnpoint for managing Minecraft with friends. I wanted a panel that opened quickly and made it clear what I was approving. One start on my Linux server reached a successful health check in 0.56 seconds.
It tests proposed mod changes on a copy, then puts the changes and results on one review sheet. Missing or inconclusive checks stay visible. It asks before removing or replacing mods, and there's pack undo.
Friends install an AutoModpack starter pack once to receive approved revisions. It can host servers itself or work alongside Crafty.
It's free and alpha. Keep backups and check the supported loader versions first.
Source: vayungodara/spawnpoint
Spawnpoint - a Minecraft panel I made for my friends' server (alpha)
This is Spawnpoint, my Minecraft panel. The video shows it better than I can describe it: spawnpoint.vayun.net
I wanted it to be quick to open and easy to understand. On my Linux server, one start reached health OK in 0.56 seconds. The panel used about 60 MB with the game servers stopped, not counting Minecraft itself.
Mod changes get tested on a copy. One review sheet shows what changed, the results and anything it couldn't check. AutoModpack gives friends the approved files, and there's pack undo.
It's free, open source and alpha. Keep backups. I'd like to hear whether the review screen makes sense the first time you see it.
Code: vayungodara/spawnpoint
1 point · 2 comments
Mentions
Panel memory only. AutoModpack syncs approved files. Keep backups. spawnpoint.vayun.net vayungodara/spawnpoint
I made a server panel that installs from Modrinth and tests the new pack before my friends get it (alpha) Spawnpoint is the panel I use for our modded server. You search Modrinth (CurseForge too, with an API key), install, and it picks versions that fit your Minecraft, loader and Java, pulls in dependencies, and checks every download against its hash and size. Before the change goes live it boots a copy of the server and has a real client join a throwaway one. Friends then get those exact files through AutoModpack. Mod ID lookup on Modrinth isn't complete, so sometimes Spawnpoint finds a pack that works but can't prove it's the smallest change. The review sheet says so when that happens. On my server the panel is light: health OK in 0.56 s after a start, about 60 MB with the game servers stopped (panel only). Free, MIT, alpha. Source and screenshots: vayungodara/spawnpoint Tour: spawnpoint.vayun.net **AI disclosure:** some code is AI-written. Agents did some of the coding (Claude via Claude Code, OpenAI GPT models via Amp, ampcode.com, an AI coding tool, with GPT-6 Astra reviewing risky changes) while I made the product and design decisions and tested on real Fabric, Forge and NeoForge servers. [Vayun: August to late-October models]
I made a free, open-source panel that tests mod changes on a copy before they reach my friends' server (alpha) I run a modded server for my friends and built Spawnpoint to manage it. It's alpha, free, MIT licensed, and the code is on GitHub. Most of my effort went into how it feels to use. I wanted it quick and calm, closer to a nice Apple app than a typical admin panel. On my Linux server one start reached health OK in 0.56 s, and the panel sat around 60 MB (54 and 67 MB in two readings). That's the panel alone with the game servers stopped. Minecraft and the test runs need their own memory. When I add or update mods, they collect into a candidate. Spawnpoint checks dependencies against your Minecraft, loader and Java versions, boots a copy of the server with the new pack, then starts a real client with HeadlessMC and joins a throwaway server running the same mods. You get one review sheet with what changed and which tests passed, failed, were skipped or came back inconclusive. Replacements, removals and config edits wait for your approval. Once approved it waits for a safe restart. It only restarts on its own when RCON says nobody is online; otherwise players get a chat warning and you choose. It backs up the world while the server is stopped, swaps the pack, and AutoModpack sends friends the files from that exact revision. If the boot fails, the pack rolls back. Undo covers the last five changes per server. Pack undo doesn't touch the world; world restore is its own step. Limits, since it's early: tests can still miss problems, and the client test runs on my machine's GPU, so it can't speak for every friend's drivers or shaders. Locked revisions support Fabric 1.21.1, Forge 1.20.1 (47.4.28) and NeoForge 1.21.1 (21.1.219) right now. On a 4 GB box with the server running, the join test will usually wait for memory and give up after ten minutes. It can run servers itself through a small OS service, or sit alongside Crafty Controller and import Crafty servers one at a time. Keep it on your LAN or a VPN, and keep backups. LLM disclosure (rule 9): Some of Spawnpoint's code was written by AI coding agents, not typed by me. I decided what it should do and how it should look, made some feature calls, approved changes, and tested them on real Crafty and Fabric/Forge/NeoForge servers. On the vibe coding vs prompt engineering scale, it's much nearer the prompt engineering end. The models: - August, first build: Claude Code with Claude Fable 5 - August to late October: Mainly new Claude models on top of Openai models - 28 to 30 October: Amp agents. Ultra mode did the main work (exact model not on record), medium mode (OpenAI GPT-6.1 Sol) did research and smaller jobs, and Claude Code with Claude Opus 5.5 did some of it. OpenAI GPT-6 Astra separately reviewed every risky change. - Since 30 October: Claude Code with Claude Opus 5.5, with GPT-6 Astra reviews Site and short tour: spawnpoint.vayun.net Code: vayungodara/spawnpoint
Spawnpoint: my self-hosted Minecraft panel for a server with friends (alpha) I made Spawnpoint for our Minecraft server. I wanted the panel to use little memory and keep the everyday screens simple. The tour shows the interface: spawnpoint.vayun.net On my Linux server the panel service measured 54 to 67 MB in two readings with all game servers stopped. Test jobs and Minecraft itself need extra memory. It runs servers itself or alongside Crafty. Mod changes get a test copy and one review sheet before approval, then AutoModpack syncs the approved files. Undo restores pack files and configs; world restore is separate. It's free, MIT-licensed and alpha. Keep it on your LAN or VPN, and keep backups. Code and setup: vayungodara/spawnpoint
Spawnpoint, my MIT-licensed Minecraft panel with a simple mod-change review screen (alpha) Tour and screenshots: spawnpoint.vayun.net I built Spawnpoint for managing Minecraft with friends. I wanted a panel that opened quickly and made it clear what I was approving. One start on my Linux server reached a successful health check in 0.56 seconds. It tests proposed mod changes on a copy, then puts the changes and results on one review sheet. Missing or inconclusive checks stay visible. It asks before removing or replacing mods, and there's pack undo. Friends install an AutoModpack starter pack once to receive approved revisions. It can host servers itself or work alongside Crafty. It's free and alpha. Keep backups and check the supported loader versions first. Source: vayungodara/spawnpoint
Spawnpoint - a Minecraft panel I made for my friends' server (alpha) This is Spawnpoint, my Minecraft panel. The video shows it better than I can describe it: spawnpoint.vayun.net I wanted it to be quick to open and easy to understand. On my Linux server, one start reached health OK in 0.56 seconds. The panel used about 60 MB with the game servers stopped, not counting Minecraft itself. Mod changes get tested on a copy. One review sheet shows what changed, the results and anything it couldn't check. AutoModpack gives friends the approved files, and there's pack undo. It's free, open source and alpha. Keep backups. I'd like to hear whether the review screen makes sense the first time you see it. Code: vayungodara/spawnpoint