Best Minecraft Server

本文介绍了Minecraft服务器的基本信息,包括玩家如何创建和加入服务器,以及如何使用Minecraft币进行游戏内交易。列举了如Mineplex、Hypixel等顶级Minecraft服务器,并提供了加入服务器的步骤。Hypixel是最受欢迎的服务器,而其他服务器如Minescape和Brawl也逐渐受到玩家喜爱。

 Minecraft 服务器是 2009 Mojang 视频游戏 Minecraft 的玩家运行或企业运行的在线游戏服务器。 在这种情况下,“服务器”一词通常用于指代连接计算机的网络,而不是单个设备。 使用 Mojang 的软件,玩家可以在他们的电脑上创建一个 Minecraft 服务器。 此外,他们可以聘请托管公司在专用机器上运行他们的服务器,并保证 100% 的正常运行时间。

Minecraft Server List

数据库操作员运行 Minecraft 在线服务器并有权访问服务器命令,例如调整一天中的时间和传送比赛。 运营商还可以使用插件来更改服务器的机制、添加命令并限制某些用户名或 IP 地址访问他们的 Minecraft 服务器。 通过本文,我们将与您分享一些有关 Minecraft 服务器的重要信息,并列出最好的 Minecraft 服务器。 所以,让我们开始吧。

Translation in English: Best Minecraft Servers

Minecraft 服务器可以免费使用吗?

许多 Minecraft 游戏和服务器活动都是免费进行的,但如果您想参加特殊活动或功能、炫耀专属皮肤或聊天技巧,或者用神秘盒子解锁一些惊喜内容,您将需要 Minecraft 币。 硬币使在游戏内部以安全和方便的方式进行交易成为可能。 此外,这些购买使您能够支持您最喜欢的服务器社区背后的开发人员。

Minecraft 服务器列表

1. Mineplex

2. Hypixel

3. Pixelmon

4. Middle Earth

5. Grand Theft Auto

6. Brawl

7. Minescape

8. The Mining Dead

9. Potterworld

10. 2B2T

如何加入 Minecraft 服务器?

要加入 Minecraft 服务器,您需要做的第一件事是复制其 IP 地址。现在,启动 Minecraft 游戏并选择“添加服务器”=>“多人游戏”。然后应输入服务器的 IP 地址和名称。请确保在返回域列表并选择首选服务器之前单击“完成”。当您单击“进入服务器”按钮时,您将被传送到一个令人惊叹的全新方块世界。

结论

本文讨论了您可以加入的顶级 Minecraft 服务器,将您的 Minecraft 游戏体验提升到一个全新的水平。 Hypixel 是目前最受欢迎的 Minecraft 服务器。在高峰时段,这种竞争甚至无法跟上网络上超过 100,000 名玩家的步伐。 Hypixel 负责许多 Minecraft 最常见的游戏模式,包括其旗舰“床战”模式,此后已发展成为其子类型。早些时候,Mineplex 是最著名的服务器,但由于缺乏新鲜和定期的活动,它的成功率有所下降。当玩家离开这个服务器去尝试新的服务器时,其他服务器开始流行,例如 Minescape、Brawl 等。

build.gradle:plugins { id 'eclipse' id 'idea' id 'net.minecraftforge.gradle' version '5.1.+' apply false id 'java' } apply plugin: "java" group = mod_group_id version = mod_version base { archivesName = mod_id } java { toolchain.languageVersion = JavaLanguageVersion.of(21) } minecraft { // The mappings can be changed at any time and must be in the following format. // Channel: Version: // official MCVersion Official field/method names from Mojang mapping files // parchment YYYY.MM.DD-MCVersion Open community-sourced parameter names and javadocs layered on top of official // // You must be aware of the Mojang license when using the 'official' or 'parchment' mappings. // See more information here: https://github.com/MinecraftForge/MCPConfig/blob/master/Mojang.md // // Parchment is an unofficial project maintained by ParchmentMC, separate from MinecraftForge // Additional setup is needed to use their mappings: https://parchmentmc.org/docs/getting-started // // Use non-default mappings at your own risk. They may not always work. // Simply re-run your setup task after changing the mappings to update your workspace. mappings channel: mapping_channel, version: mapping_version // Tell FG to not automatically create the reobf tasks, as we now use Official mappings at runtime, If you don't use them at dev time then you'll have to fix your reobf yourself. reobf = false // When true, this property will have all Eclipse/IntelliJ IDEA run configurations run the "prepareX" task for the given run configuration before launching the game. // In most cases, it is not necessary to enable. // enableEclipsePrepareRuns = true // enableIdeaPrepareRuns = true // This property allows configuring Gradle's ProcessResources task(s) to run on IDE output locations before launching the game. // It is REQUIRED to be set to true for this template to function. // See https://docs.gradle.org/current/dsl/org.gradle.language.jvm.tasks.ProcessResources.html copyIdeResources = true // When true, this property will add the folder name of all declared run configurations to generated IDE run configurations. // The folder name can be set on a run configuration using the "folderName" property. // By default, the folder name of a run configuration is the name of the Gradle project containing it. // generateRunFolders = true // This property enables access transformers for use in development. // They will be applied to the Minecraft artifact. // The access transformer file can be anywhere in the project. // However, it must be at "META-INF/accesstransformer.cfg" in the final mod jar to be loaded by Forge. // This default location is a best practice to automatically put the file in the right place in the final jar. // See https://docs.minecraftforge.net/en/latest/advanced/accesstransformers/ for more information. // accessTransformer = file('src/main/resources/META-INF/accesstransformer.cfg') // Default run configurations. // These can be tweaked, removed, or duplicated as needed. runs { // applies to all the run configs below configureEach { workingDirectory project.file('run') // Recommended logging data for a userdev environment // The markers can be added/remove as needed separated by commas. // "SCAN": For mods scan. // "REGISTRIES": For firing of registry events. // "REGISTRYDUMP": For getting the contents of all registries. property 'forge.logging.markers', 'REGISTRIES' // Recommended logging level for the console // You can set various levels here. // Please read: https://stackoverflow.com/questions/2031163/when-to-use-the-different-log-levels property 'forge.logging.console.level', 'debug' } client { // Comma-separated list of namespaces to load gametests from. Empty = all namespaces. property 'forge.enabledGameTestNamespaces', mod_id } server { property 'forge.enabledGameTestNamespaces', mod_id args '--nogui' } // This run config launches GameTestServer and runs all registered gametests, then exits. // By default, the server will crash when no gametests are provided. // The gametest system is also enabled by default for other run configs under the /test command. gameTestServer { property 'forge.enabledGameTestNamespaces', mod_id } data { // example of overriding the workingDirectory set in configureEach above workingDirectory project.file('run-data') // Specify the modid for data generation, where to output the resulting resource, and where to look for existing resources. args '--mod', mod_id, '--all', '--output', file('src/generated/resources/'), '--existing', file('src/main/resources/') } } } // Include resources generated by data generators. sourceSets.main.resources { srcDir 'src/generated/resources' } repositories { // Put repositories for dependencies here // ForgeGradle automatically adds the Forge maven and Maven Central for you // If you have mod jar dependencies in ./libs, you can declare them as a repository like so. // See https://docs.gradle.org/current/userguide/declaring_repositories.html#sub:flat_dir_resolver // flatDir { // dir 'libs' // } } dependencies { // Specify the version of Minecraft to use. // Any artifact can be supplied so long as it has a "userdev" classifier artifact and is a compatible patcher artifact. // The "userdev" classifier will be requested and setup by ForgeGradle. // If the group id is "net.minecraft" and the artifact id is one of ["client", "server", "joined"], // then special handling is done to allow a setup of a vanilla dependency without the use of an external repository. minecraft "net.minecraftforge:forge:${minecraft_version}-${forge_version}" // Example mod dependency with JEI - using fg.deobf() ensures the dependency is remapped to your development mappings // The JEI API is declared for compile time use, while the full JEI artifact is used at runtime // compileOnly fg.deobf("mezz.jei:jei-${mc_version}-common-api:${jei_version}") // compileOnly fg.deobf("mezz.jei:jei-${mc_version}-forge-api:${jei_version}") // runtimeOnly fg.deobf("mezz.jei:jei-${mc_version}-forge:${jei_version}") // Example mod dependency using a mod jar from ./libs with a flat dir repository // This maps to ./libs/coolmod-${mc_version}-${coolmod_version}.jar // The group id is ignored when searching -- in this case, it is "blank" // implementation fg.deobf("blank:coolmod-${mc_version}:${coolmod_version}") // For more info: // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html // http://www.gradle.org/docs/current/userguide/dependency_management.html // Hack fix for now, force jopt-simple to be exactly 5.0.4 because Mojang ships that version, but some transtive dependencies request 6.0+ implementation('net.sf.jopt-simple:jopt-simple:5.0.4') { version { strictly '5.0.4' } } } // This block of code expands all declared replace properties in the specified resource targets. // A missing property will result in an error. Properties are expanded using ${} Groovy notation. // When "copyIdeResources" is enabled, this will also run before the game launches in IDE environments. // See https://docs.gradle.org/current/dsl/org.gradle.language.jvm.tasks.ProcessResources.html tasks.named('processResources', ProcessResources).configure { var replaceProperties = [minecraft_version : minecraft_version, minecraft_version_range: minecraft_version_range, forge_version : forge_version, forge_version_range: forge_version_range, loader_version_range: loader_version_range, mod_id : mod_id, mod_name: mod_name, mod_license: mod_license, mod_version: mod_version, mod_authors : mod_authors, mod_description: mod_description,] inputs.properties replaceProperties filesMatching(['META-INF/mods.toml', 'pack.mcmeta']) { expand replaceProperties + [project: project] } } // Example for how to get properties into the manifest for reading at runtime. tasks.named('jar', Jar).configure { manifest { attributes(["Specification-Title" : mod_id, "Specification-Vendor" : mod_authors, "Specification-Version" : "1", // We are version 1 of ourselves "Implementation-Title" : project.name, "Implementation-Version" : project.jar.archiveVersion, "Implementation-Vendor" : mod_authors, "Implementation-Timestamp": new Date().format("yyyy-MM-dd'T'HH:mm:ssZ")]) } } tasks.withType(JavaCompile).configureEach { options.encoding = 'UTF-8' // Use the UTF-8 charset for Java compilation } // Merge the resources and classes into the same directory. // This is done because java expects modules to be in a single directory. // And if we have it in multiple we have to do performance intensive hacks like having the UnionFileSystem // This will eventually be migrated to ForgeGradle so modders don't need to manually do it. But that is later. sourceSets.each { def dir = layout.buildDirectory.dir("sourcesSets/$it.name") it.output.resourcesDir = dir it.java.destinationDirectory = dir } minecraft forge 1.21.8-52.0.10 mod
08-27
### 下载和安装Minecraft服务器端 下载和安装Minecraft服务器端的过程可以分为几个关键部分,包括准备环境、下载服务端文件以及配置服务器。 #### 1. 确保Java环境已正确安装 Minecraft服务器需要Java环境支持。如果系统中尚未安装Java,请先安装。对于Linux系统,可以使用以下命令安装OpenJDK: ```bash sudo apt update sudo apt install openjdk-17-jdk ``` 检查Java是否安装成功可以通过以下命令完成: ```bash java -version ``` 当输出类似于以下内容时,说明Java环境已正确安装[^4]: ``` openjdk 17.0.9 2023-10-17 OpenJDK Runtime Environment (build 17.0.9+9-Debian-1deb12u1) OpenJDK 64-Bit Server VM (build 17.0.9+9-Debian-1deb12u1, mixed mode, sharing) ``` #### 2. 创建Minecraft服务器目录 在开始下载Minecraft服务器文件之前,建议创建一个专门的文件夹来存放相关文件。例如: ```bash mkdir ~/minecraft_server cd ~/minecraft_server ``` #### 3. 下载Minecraft服务器文件 通过`wget`命令可以从官方下载页面获取最新的Minecraft服务器文件。以下是下载命令示例: ```bash wget -O minecraft_server.jar https://s3.amazonaws.com/Minecraft.Download/versions/1.12.2/minecraft_server.1.12.2.jar ``` 需要注意的是,上述URL对应的是Minecraft 1.12.2版本。为了确保下载最新版本,应访问Minecraft官方网站或其下载页面以获取最新版本的链接[^1]。 #### 4. 配置与启动服务器 下载完成后,需要对服务器进行基本配置。首先,运行以下命令以生成初始配置文件: ```bash java -Xmx1024M -Xms1024M -jar minecraft_server.jar nogui ``` 此命令会生成`eula.txt`和其他必要的配置文件。编辑`eula.txt`文件并将`eula=false`改为`eula=true`以接受用户协议。 接下来,可以使用以下命令重新启动服务器: ```bash java -Xmx1024M -Xms1024M -jar minecraft_server.jar nogui ``` #### 5. 可选:设置每日备份 如果希望定期备份服务器数据,可以参考相关教程,在Ubuntu 20.04上设置每日备份功能[^2]。 #### 6. 树莓派上的特殊注意事项 如果计划在树莓派上运行Minecraft服务器,需注意选择适合树莓派性能的Minecraft版本(如Minecraft Pi Edition)或优化Java虚拟机的内存分配[^3]。 --- ### 注意事项 - 确保下载的Minecraft服务器文件来自官方可信来源。 - 在低性能设备上运行Minecraft服务器时,可能需要调整Java内存参数以避免性能问题。 ---
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