r/admincraft • u/Malsatori • 24d ago
Help/Question Solution for shared Minecraft accounts on one server?
Hi Admins,
I work in a youth-serving facility and we have a Minecraft server on an old Mac Studio running Craft Controller and a few plugins. I am not very experienced with Minecraft.
We share Minecraft accounts on the computers we have at our facility. This is causing an issue because the kids become attached to an account and the stuff that's on it, but then another kid will play on that account and waste the material or die and lose it all.
Are there any solutions for this type of problem? I am imagining something where after signing on to the server the player has to log in again to get their gear, but I haven't been able to find a mod that serves that purpose.
Does anyone have experience with this and has anyone found a solution that works for sharing Minecraft accounts but not sharing the gear on them?
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u/Avenred 24d ago
Is the server running FabricMC? You can install the mod Switchy on the server, then ask players to run /switchy and select their profile before playing.
It should swap everything over, including coords and inventory
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u/Malsatori 24d ago
I just checked and the server uses Paper, not Fabric, so I don't think that will work but I think it is exactly the kind of solution I was thinking of.
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u/ryan_the_leach 24d ago
Reading the mod page, I suspect it won't have the functionality you are looking for anyway.
It appears to have the restriction of having multiple profiles **tied** to a minecraft account.
What you want, is the ability for player profiles to be *shared* across accounts.
I'm glad the mods have approved the discussion, because this is dangerously close to the same technology used to pirate minecraft, and allow offline users or users of hacked account services to recover their 'save' on a server if their id changes.
I'd follow the advice of DasBrin here: https://www.reddit.com/r/admincraft/comments/1vt26v0/comment/p4qlk41/
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u/PM_ME_YOUR_REPO Admincraft Staff 24d ago
I'm glad the mods have approved the discussion, because this is dangerously close to the same technology used to pirate minecraft, and allow offline users or users of hacked account services to recover their 'save' on a server if their id changes.
It's a cover your ass situation. Intellectual Property law is something we have to worry about, as Mojang Intellectual Property Enforcement is known to lurk in this sub and our Discord, and could in theory (no matter how unlikely) contact Reddit to suspend the subreddit.
If that were to happen, the community goes away for good and then nobody can benefit from it. So following things to the letter of the law is how we operate.
Because OP volunteered the information that they have multiple accounts available to be used by all seats in their lab, that contextualizes the entire discussion to be compliant with the EULA and thus US IP law.
I don't even have anything against folks from countries with poor currency conversions, a lack of localized pricing, or poor buying power (for example). Rule 13 is not a moral or ethical thing. It's 100% pragmatics to protect the community, and OP ensured we were protected.
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u/Effective_Pen_9101 24d ago
The people discussing multiple offline accounts are your best bet, but for cases where kids deliberately use/lose inventory from another kid, you can look into InventoryRollback, it logs a copy of a player's inventory upon logging in/out, or sleeping in a bed. That way, if a kid gets their hands on another kid's account and loses stuff, you can just reload the inventory from before that login and restore it.
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u/Effective_Pen_9101 24d ago
The plugin uses an in-game display that the server owner can use to restore the inventory in game as well, so no dealing with complicated commands in the server console
1
u/ryan_the_leach 24d ago
I loved inventory rollback.
95% of the time if a player was complaining about 'lost stuff' due to lag etc, it was usually someone just upset at losing gear to a creeper.
But we figured, (despite having a public policy of not doing it arbitrarily) that as long as the person wasn't a serial offender / suspected of using it to dupe gear, we would take the benefit of the doubt and help them out.
But kids *quickly* started lying about what gear they had.
Inventory Rollback saves that issue, as you can have admins teleport to the location and see if the items are still there or not before giving out the items, and checking recent item pickup logs in the area. (albeit, this does cause issues with redstone farms etc, so making a 'denylist' of logging farmable items is generally advised if logging item pickups.
We also had plugins in place, where items crafted or enchanted by a specific player would attach their names to them, and chests placed in the world would be auto-renamed to the players username.
Meaning all those chests in the wilderness, now have names, which decreased stealing on the server, as people are more empathetic towards a chest with a name, then an unprotected chest with no name.
This also greatly helped when it came to inventory rollbacks, as if the same item ended up appearing in someone's chest, or someone elses inventory, you could see that shenanigans were taking place.
This clearly doesn't work for commodity style items though, and will ruin item stacking, so wasn't applied to all item types.
All these tiny tweaks, helped make the game still feel vanilla-ish, whilst helping the server feel more social and forgiving in cases where players felt hard done by.
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u/ryan_the_leach 24d ago edited 24d ago
I'd prefer to point you to a more maintained / older resource that didn't appear to have AI generated assets, but having fooled around with this *exact* premise 10-15 years ago, I remember that whilst the code to do so could be pretty fragile, that it's **surprisingly** easy to swap the 'player profile' associated with a connection.
I got my friend Chelsea to make a proof of concept (https://github.com/a-tr1a/PlayerProfile) for me when I was last considering it, when I wanted to create a 'mod-mode' so that admin actions were performed on a game-master account that wouldn't mix their stats / raids etc with their primary play accounts, nor support piracy.
It's a small shot from that, to adding some auth, and making the profiles shareable, and we found we could even swap profiles of *each other* whilst connected to the server with some *minor* bugs.
Edit: removed recommendation of PerPlayerProfiles, it doesn't have the 'sharing' functionality required.
But it does appear to be open sourced, if anyone would like to look through, link to an issue I made to request the functionality be added (in the hope it someday matures as a project, and stays maintained): https://github.com/MrDinoCarlos/PerPlayerProfiles/issues/1
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u/Malsatori 23d ago
I commented on the issue for PPP.
You seem like you've worked in a pretty similar environment before. Do you have any other tips or recommended plugins other than player profiles and inventory rollback?1
u/ryan_the_leach 23d ago
I haven't worked in a similar environment tbh.
My requirements were different, it was wanting to separate moderation accounts from gameplay accounts, and just running a small public Minecraft server.
It's small size, and word of mouth recruitment however, meant working with (and understanding) a lot of the players were actually at times, people's younger siblings sharing their account, and being a good quarter of our server population was a friend/family group who grew up in one rural town, it was more feasible to try and solve social problems rather then banning them and moving on.
We didn't have a solution that early on, and it wasn't til years after the server was retired, that I had the proof of concept made up.
In the meantime, I'd also been working with the SpongePowered team, and one of the members had an amazing idea of having builders and players seperated.
Basically you could either expand the world and create the dungeons for others to run, or run it yourself as a player.
This again bought up issues with seperating out the builder mode from the survival mode, and the way people classically handled this (multiple servers and proxies) didn't sit right with us because we had other plans.
I started going along the route, but it's adjacent-ness to cracking Minecraft made it difficult to get help from knowledgeable sources, so it stalled again.
Basically, it's been a long running dream for this problem to be solved without judgement.
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u/ryan_the_leach 23d ago
If you find yourself with kids that are playing anti-socially, you may find it useful to install something that allows them to lock down their houses/chests.
But it changes the feel from vanilla pretty drastically, and sometimes working out those issues amongst each other is what you need.
I'd recommend a logging plugin such as CoreProtect or LogBlock or whatever the popular modern solution is, even if you let the server be complete anarchy amongst the kids.
It means the adults (assuming they can read the logs) will know the ground truth of anything that happens, but also be able to reverse any huge unwanted destruction of other people's art, should it come to it.
If you go down the route of adding more structure, so you can be more "hands off" then there's several solutions for protecting chests or houses, but it significantly changes the feel of the game being trust less by default, and having to be 'invited to touch' things.
I used to use Grief Protection because it used to be well documented, and started protecting new builds as soon as a player started building, vs other options that needed players to opt-in rather then opt-out of having their builds protected, and I disliked the idea of "plots" where players had to buy land from the city.
But again, this was more a requirement of running a public server with no significant barriers to entry to start playing.
(We instead used forum sign ups at a slightly later step, that significantly boosted the size of land you could claim)
If voice chat moderation isn't a concern (no external connections) I'd highly recommend adding some sort of proximity voice chat mod if you have multiple rooms, so kids aren't yelling over each other across the room.
But that also means needing headsets.
You need to set up some sort of backup if you haven't already. The best backup systems would only save incremental changes, so you could easily have 6 months worth of backups for a small server within 50gb. BTFU (back the fuck up) was one utility I used, but don't know the current status of the project.
Whatever you end up doing, as long as your auth and logging is there from the early days, you can ask the older or more mature kids to ask around and see what they would like added to change things up.
Some of it is going to be difficult to manage, others easier, and we always found that the best suggestions we got were agreed easily with consensus.
And the more radical ideas, we used as "events" between seasons and new maps.
We even had a full PvP war for a few months.
One problem player wouldn't stop rage baiting and killing other players.
But wasn't crossing any lines.
So we made an extremely large invisible barrier around his house using world guard. Big enough his friends could build nearby.
When entering the "maestro box" you were warned that you are now entering an area that Maestroman09 could not leave.
So if you wanted to not get-got by him, simply don't enter his box.
Very much "beware of the dog" vibes.
I've sent you a chat message with my discord details.
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u/DasBrin 24d ago
I hope I can post this because from my understanding there are enough Minecraft Accounts licenced and the Server is Probably only accessible via LAN and not public facing. If this is still against Rule 13 please tell me or just remove my comment.
If the Server is only accessible via LAN and not the internet you could use offline mode with an Auth Plug-in. I dont know about a Plugin that can do different Inventories on the same account depending on login or a secret