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Details
Licensed MIT
Published last year
Updated 2 hours ago
All versions
1.4.2+quilt+26.3
Release
StatusMod 1.4.2 (quilt 26.3)2 hours ago 1
Compatibility
Minecraft: Java Edition
26.3
Platform
Quilt
Supported environments
Client-side
Server-side
Client and server
Changes
Starting with 1.4.2, entries are grouped under Added, Changed, Improved and Removed; empty groups are omitted.
Added
- Timed statuses:
/status <text> [color] <duration>(for example30m,2h,1d). The previous status returns automatically when the time is up, also after a server restart; the dashboard shows the remaining time. - Temporary ignore:
/ignore <player> [duration]and/unignore <player>, plus duration controls in the dashboard. The previous status is restored automatically when the ignore expires. - Per-player chat slowmode: set the minimum seconds between chat messages in the dashboard; players get a remaining-time notice when they send too fast.
- Warning levels 1–3: assigned only in the dashboard, shown in-game as
[!1]/[!2]/[!3]next to the status (yellow → gold → red). Warnings expire automatically (default 14 days, configurable); only active warnings count. From 3 active warnings the dashboard offers a 60-minute mute (opt-in per server, never applied automatically). - Server presets: owners maintain name, status and color in the dashboard; they appear in-game in the
/statusmenu,/status preset listand/status preset <name>for all players. - New
/bug <text>command: report bugs right from the game. The report (player name, server, mod/MC version, loader) lands in the dashboard inbox of the server team. Needs a dashboard-connected server; can be toggled with/status feature bug. - New keybind (default
U) opens the/statusmenu. Rebindable under Options → Controls → Key Binds → StatusMod. - Admin kill switch: disable StatusMod per server or globally from the admin dashboard. While disabled, status display, AFK, moderation, commands and sync push are off; the mod keeps polling, so re-enabling applies within 15 seconds without a restart.
/modinfostill reports the state. - Server sync recovers on its own: after a network error or a dashboard outage the mod reconnects with backoff and pushes every change made in the meantime. Nothing is lost and no restart is needed.
- Signed release builds: every release JAR carries a signed build manifest (Ed25519). The mod refuses to start when the manifest no longer matches its own content, and the dashboard only accepts sync from verified builds. The dashboard overview shows the running build and, for test servers, a "Dev-Builds erlauben" switch.
- Release gate: before publishing, CI registers every JAR by build ID in the dashboard registry. On start the mod checks that registry and refuses to run unknown builds (only
/modinfostays available). The first start of a new build does a single check (~150–500 ms, hard cap 2 s); afterwards a local cache decides instantly without network. If the dashboard is unreachable, the mod starts anyway. Unknown builds show up red in the dashboard; only the project owner can unlock exactly one build for exactly one server (per server, never global).
Changed
- Admin-only commands:
/code,/modinfoand/status versionnow require admin permissions./codeand/modinfoare also hidden from non-admin command suggestions;/status versionstays listed but rejects non-admins. - The default
adminOpLevelis now4(owner only). Existing config files keep the level they already specify. - Display name: the mod now appears as Status Player in the mod list instead of Status Mod.
- Kill switch chat notice: when StatusMod is disabled, players see why (per-server owner notice or global Discord pointer) on join and immediately when the switch changes.
- License: from 1.4.2 on, Status Player is released under the Status Player License 1.0 instead of MIT. Running it on your own servers (including monetized ones) and modifying it for private use stay allowed; rebranding it or publishing a modified version as your own mod does not. A continuation may be published if the project has had no release for twelve months. Versions up to and including 1.4.1 remain MIT.
- Server start no longer prints the attest success line; the build gate state is visible in
/modinfoinstead. Unlocking unknown builds is done in the admin dashboard, not in the per-server owner dashboard. - After logging in, the project owner lands directly on the admin dashboard while everyone else — server owners included — lands on the dashboard of their own server. The "Dashboard" button on the landing page routes the same way.
Improved
/bugnow accepts up to 3 screenshots per report: attach them in-game (screenshot picker) or upload them in the browser via the link in chat (works for vanilla clients and Bedrock players too). Images show up as thumbnails in the dashboard inbox.- Mod menu links: the Website and Issues buttons now open the Modrinth project page and the GitHub issue tracker instead of being greyed out.
- Release builds are obfuscated: internal class names are shortened and debug information (source file names, line numbers, local variable names) is removed. Loader entrypoints, the public API, the dashboard sync and all commands behave unchanged.
- Dashboard sync pairs itself: on first contact the dashboard issues the sync code and the mod adopts it in the background. No console command and no dashboard page are needed, and a lost pairing re-connects automatically.
- Sync works for any server size: players, mutes and blocks are pushed in chunks of 200, so the previous silent 200-player ceiling is gone.
- Dashboard overview: the live feed now shows online players right after connecting instead of waiting for the next push, and status texts of up to 64 characters are accepted again (the dashboard rejected long ones before).
- Config files are written atomically (unique temp file + lock), so overlapping status changes can no longer leave a truncated
config.jsonbehind. - Re-publishing an already released version no longer fails: CI clears the old release and tag before recreating them.
- Quilt: the mod loads again with Quilt Loader 0.30.1 and newer. The loader validates license entries against the SPDX list and rejected our custom license name, so
quilt.mod.jsonnow declares it in long form (name, identifier, link). Older loaders are unaffected.
Removed
/status sync(includingsync status,sync confirm <code>andsync reset) and the dashboard "Sync" page: the sync code is handled internally now, so there is nothing to confirm, inspect or reset by hand.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:nlde8cvK:6qSlpaFK"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:nlde8cvK:6qSlpaFK"
}

