* docs: deep audit — fix stale config keys, missing commands, and registry drift Cross-checked ~80 high-impact docs pages (getting-started, reference, top-level user-guide, user-guide/features) against the live registries: hermes_cli/commands.py COMMAND_REGISTRY (slash commands) hermes_cli/auth.py PROVIDER_REGISTRY (providers) hermes_cli/config.py DEFAULT_CONFIG (config keys) toolsets.py TOOLSETS (toolsets) tools/registry.py get_all_tool_names() (tools) python -m hermes_cli.main <subcmd> --help (CLI args) reference/ - cli-commands.md: drop duplicate hermes fallback row + duplicate section, add stepfun/lmstudio to --provider enum, expand auth/mcp/curator subcommand lists to match --help output (status/logout/spotify, login, archive/prune/ list-archived). - slash-commands.md: add missing /sessions and /reload-skills entries + correct the cross-platform Notes line. - tools-reference.md: drop bogus '68 tools' headline, drop fictional 'browser-cdp toolset' (these tools live in 'browser' and are runtime-gated), add missing 'kanban' and 'video' toolset sections, fix MCP example to use the real mcp_<server>_<tool> prefix. - toolsets-reference.md: list browser_cdp/browser_dialog inside the 'browser' row, add missing 'kanban' and 'video' toolset rows, drop the stale '38 tools' count for hermes-cli. - profile-commands.md: add missing install/update/info subcommands, document fish completion. - environment-variables.md: dedupe GMI_API_KEY/GMI_BASE_URL rows (kept the one with the correct gmi-serving.com default). - faq.md: Anthropic/Google/OpenAI examples — direct providers exist (not just via OpenRouter), refresh the OpenAI model list. getting-started/ - installation.md: PortableGit (not MinGit) is what the Windows installer fetches; document the 32-bit MinGit fallback. - installation.md / termux.md: installer prefers .[termux-all] then falls back to .[termux]. - nix-setup.md: Python 3.12 (not 3.11), Node.js 22 (not 20); fix invalid 'nix flake update --flake' invocation. - updating.md: 'hermes backup restore --state pre-update' doesn't exist — point at the snapshot/quick-snapshot flow; correct config key 'updates.pre_update_backup' (was 'update.backup'). user-guide/ - configuration.md: api_max_retries default 3 (not 2); display.runtime_footer is the real key (not display.runtime_metadata_footer); checkpoints defaults enabled=false / max_snapshots=20 (not true / 50). - configuring-models.md: 'hermes model list' / 'hermes model set ...' don't exist — hermes model is interactive only. - tui.md: busy_indicator -> tui_status_indicator with values kaomoji|emoji|unicode|ascii (not kawaii|minimal|dots|wings|none). - security.md: SSH backend keys (TERMINAL_SSH_HOST/USER/KEY) live in .env, not config.yaml. - windows-wsl-quickstart.md: there is no 'hermes api' subcommand — the OpenAI-compatible API server runs inside hermes gateway. user-guide/features/ - computer-use.md: approvals.mode (not security.approval_level); fix broken ./browser-use.md link to ./browser.md. - fallback-providers.md: top-level fallback_providers (not model.fallback_providers); the picker is subcommand-based, not modal. - api-server.md: API_SERVER_* are env vars — write to per-profile .env, not 'hermes config set' which targets YAML. - web-search.md: drop web_crawl as a registered tool (it isn't); deep-crawl modes are exposed through web_extract. - kanban.md: failure_limit default is 2, not '~5'. - plugins.md: drop hard-coded '33 providers' count. - honcho.md: fix unclosed quote in echo HONCHO_API_KEY snippet; document that 'hermes honcho' subcommand is gated on memory.provider=honcho; reconcile subcommand list with actual --help output. - memory-providers.md: legacy 'hermes honcho setup' redirect documented. Verified via 'npm run build' — site builds cleanly; broken-link count went from 149 to 146 (no regressions, fixed a few in passing). * docs: round 2 audit fixes + regenerate skill catalogs Follow-up to the previous commit on this branch: Round 2 manual fixes: - quickstart.md: KIMI_CODING_API_KEY mentioned alongside KIMI_API_KEY; voice-mode and ACP install commands rewritten — bare 'pip install ...' doesn't work for curl-installed setups (no pip on PATH, not in repo dir); replaced with 'cd ~/.hermes/hermes-agent && uv pip install -e ".[voice]"'. ACP already ships in [all] so the curl install includes it. - cli.md / configuration.md: 'auxiliary.compression.model' shown as 'google/gemini-3-flash-preview' (the doc's own claimed default); actual default is empty (= use main model). Reworded as 'leave empty (default) or pin a cheap model'. - built-in-plugins.md: added the bundled 'kanban/dashboard' plugin row that was missing from the table. Regenerated skill catalogs: - ran website/scripts/generate-skill-docs.py to refresh all 163 per-skill pages and both reference catalogs (skills-catalog.md, optional-skills-catalog.md). This adds the entries that were genuinely missing — productivity/teams-meeting-pipeline (bundled), optional/finance/* (entire category — 7 skills: 3-statement-model, comps-analysis, dcf-model, excel-author, lbo-model, merger-model, pptx-author), creative/hyperframes, creative/kanban-video-orchestrator, devops/watchers, productivity/shop-app, research/searxng-search, apple/macos-computer-use — and rewrites every other per-skill page from the current SKILL.md. Most diffs are tiny (one line of refreshed metadata). Validation: - 'npm run build' succeeded. - Broken-link count moved 146 -> 155 — the +9 are zh-Hans translation shells that lag every newly-added skill page (pre-existing pattern). No regressions on any en/ page.
7 KiB
| title | sidebar_label | description |
|---|---|---|
| Minecraft Modpack Server — Host modded Minecraft servers (CurseForge, Modrinth) | Minecraft Modpack Server | Host modded Minecraft servers (CurseForge, Modrinth) |
{/* This page is auto-generated from the skill's SKILL.md by website/scripts/generate-skill-docs.py. Edit the source SKILL.md, not this page. */}
Minecraft Modpack Server
Host modded Minecraft servers (CurseForge, Modrinth).
Skill metadata
| Source | Bundled (installed by default) |
| Path | skills/gaming/minecraft-modpack-server |
| Platforms | linux, macos |
Reference: full SKILL.md
:::info The following is the complete skill definition that Hermes loads when this skill is triggered. This is what the agent sees as instructions when the skill is active. :::
Minecraft Modpack Server Setup
When to use
- User wants to set up a modded Minecraft server from a server pack zip
- User needs help with NeoForge/Forge server configuration
- User asks about Minecraft server performance tuning or backups
Gather User Preferences First
Before starting setup, ask the user for:
- Server name / MOTD — what should it say in the server list?
- Seed — specific seed or random?
- Difficulty — peaceful / easy / normal / hard?
- Gamemode — survival / creative / adventure?
- Online mode — true (Mojang auth, legit accounts) or false (LAN/cracked friendly)?
- Player count — how many players expected? (affects RAM & view distance tuning)
- RAM allocation — or let agent decide based on mod count & available RAM?
- View distance / simulation distance — or let agent pick based on player count & hardware?
- PvP — on or off?
- Whitelist — open server or whitelist only?
- Backups — want automated backups? How often?
Use sensible defaults if the user doesn't care, but always ask before generating the config.
Steps
1. Download & Inspect the Pack
mkdir -p ~/minecraft-server
cd ~/minecraft-server
wget -O serverpack.zip "<URL>"
unzip -o serverpack.zip -d server
ls server/
Look for: startserver.sh, installer jar (neoforge/forge), user_jvm_args.txt, mods/ folder.
Check the script to determine: mod loader type, version, and required Java version.
2. Install Java
- Minecraft 1.21+ → Java 21:
sudo apt install openjdk-21-jre-headless - Minecraft 1.18-1.20 → Java 17:
sudo apt install openjdk-17-jre-headless - Minecraft 1.16 and below → Java 8:
sudo apt install openjdk-8-jre-headless - Verify:
java -version
3. Install the Mod Loader
Most server packs include an install script. Use the INSTALL_ONLY env var to install without launching:
cd ~/minecraft-server/server
ATM10_INSTALL_ONLY=true bash startserver.sh
# Or for generic Forge packs:
# java -jar forge-*-installer.jar --installServer
This downloads libraries, patches the server jar, etc.
4. Accept EULA
echo "eula=true" > ~/minecraft-server/server/eula.txt
5. Configure server.properties
Key settings for modded/LAN:
motd=\u00a7b\u00a7lServer Name \u00a7r\u00a78| \u00a7aModpack Name
server-port=25565
online-mode=true # false for LAN without Mojang auth
enforce-secure-profile=true # match online-mode
difficulty=hard # most modpacks balance around hard
allow-flight=true # REQUIRED for modded (flying mounts/items)
spawn-protection=0 # let everyone build at spawn
max-tick-time=180000 # modded needs longer tick timeout
enable-command-block=true
Performance settings (scale to hardware):
# 2 players, beefy machine:
view-distance=16
simulation-distance=10
# 4-6 players, moderate machine:
view-distance=10
simulation-distance=6
# 8+ players or weaker hardware:
view-distance=8
simulation-distance=4
6. Tune JVM Args (user_jvm_args.txt)
Scale RAM to player count and mod count. Rule of thumb for modded:
- 100-200 mods: 6-12GB
- 200-350+ mods: 12-24GB
- Leave at least 8GB free for the OS/other tasks
-Xms12G
-Xmx24G
-XX:+UseG1GC
-XX:+ParallelRefProcEnabled
-XX:MaxGCPauseMillis=200
-XX:+UnlockExperimentalVMOptions
-XX:+DisableExplicitGC
-XX:+AlwaysPreTouch
-XX:G1NewSizePercent=30
-XX:G1MaxNewSizePercent=40
-XX:G1HeapRegionSize=8M
-XX:G1ReservePercent=20
-XX:G1HeapWastePercent=5
-XX:G1MixedGCCountTarget=4
-XX:InitiatingHeapOccupancyPercent=15
-XX:G1MixedGCLiveThresholdPercent=90
-XX:G1RSetUpdatingPauseTimePercent=5
-XX:SurvivorRatio=32
-XX:+PerfDisableSharedMem
-XX:MaxTenuringThreshold=1
7. Open Firewall
sudo ufw allow 25565/tcp comment "Minecraft Server"
Check with: sudo ufw status | grep 25565
8. Create Launch Script
cat > ~/start-minecraft.sh << 'EOF'
#!/bin/bash
cd ~/minecraft-server/server
java @user_jvm_args.txt @libraries/net/neoforged/neoforge/<VERSION>/unix_args.txt nogui
EOF
chmod +x ~/start-minecraft.sh
Note: For Forge (not NeoForge), the args file path differs. Check startserver.sh for the exact path.
9. Set Up Automated Backups
Create backup script:
cat > ~/minecraft-server/backup.sh << 'SCRIPT'
#!/bin/bash
SERVER_DIR="$HOME/minecraft-server/server"
BACKUP_DIR="$HOME/minecraft-server/backups"
WORLD_DIR="$SERVER_DIR/world"
MAX_BACKUPS=24
mkdir -p "$BACKUP_DIR"
[ ! -d "$WORLD_DIR" ] && echo "[BACKUP] No world folder" && exit 0
TIMESTAMP=$(date +%Y-%m-%d_%H-%M-%S)
BACKUP_FILE="$BACKUP_DIR/world_${TIMESTAMP}.tar.gz"
echo "[BACKUP] Starting at $(date)"
tar -czf "$BACKUP_FILE" -C "$SERVER_DIR" world
SIZE=$(du -h "$BACKUP_FILE" | cut -f1)
echo "[BACKUP] Saved: $BACKUP_FILE ($SIZE)"
BACKUP_COUNT=$(ls -1t "$BACKUP_DIR"/world_*.tar.gz 2>/dev/null | wc -l)
if [ "$BACKUP_COUNT" -gt "$MAX_BACKUPS" ]; then
REMOVE=$((BACKUP_COUNT - MAX_BACKUPS))
ls -1t "$BACKUP_DIR"/world_*.tar.gz | tail -n "$REMOVE" | xargs rm -f
echo "[BACKUP] Pruned $REMOVE old backup(s)"
fi
echo "[BACKUP] Done at $(date)"
SCRIPT
chmod +x ~/minecraft-server/backup.sh
Add hourly cron:
(crontab -l 2>/dev/null | grep -v "minecraft/backup.sh"; echo "0 * * * * $HOME/minecraft-server/backup.sh >> $HOME/minecraft-server/backups/backup.log 2>&1") | crontab -
Pitfalls
- ALWAYS set
allow-flight=truefor modded — mods with jetpacks/flight will kick players otherwise max-tick-time=180000or higher — modded servers often have long ticks during worldgen- First startup is SLOW (several minutes for big packs) — don't panic
- "Can't keep up!" warnings on first launch are normal, settles after initial chunk gen
- If online-mode=false, set enforce-secure-profile=false too or clients get rejected
- The pack's startserver.sh often has an auto-restart loop — make a clean launch script without it
- Delete the world/ folder to regenerate with a new seed
- Some packs have env vars to control behavior (e.g., ATM10 uses ATM10_JAVA, ATM10_RESTART, ATM10_INSTALL_ONLY)
Verification
pgrep -fa neoforgeorpgrep -fa minecraftto check if running- Check logs:
tail -f ~/minecraft-server/server/logs/latest.log - Look for "Done (Xs)!" in the log = server is ready
- Test connection: player adds server IP in Multiplayer