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In STYGION Keystone

What it is

One mod instead of eight, one jar for both sides, the editor inside. What it does today, and what it does not.

Updated

STYGION Keystone is one mod doing the work of eight. Discord, ranks, tickets, votes, restarts, backups, entity cleanup, the tab list, real skins on an offline server, password logins, bans — and a web editor that comes inside the same jar.

It runs on Fabric and NeoForge, on Minecraft 1.21.1 and 26.2. Four files, the same mod in each.

One file, two halves

The same jar goes in mods/ on a server and in mods/ on a player's client. There is no server edition and no client edition, no second download, and no pair of version numbers to keep in step.

Everything Keystone does today is done by the server — which is why a player joins with the client they already have and has nothing to download. The heavy half, the one that draws on a player's screen — chat in full colour with Discord emoji, the map, the richer tab list, quests, teams, claims, the in-game screens — is being written and arrives in that same file. Where each piece stands is on the roadmap.

What it does today

Discord Chat both ways, account verification from a code typed in game, roles and bans held in step, the console in a channel, tickets with a transcript
Work on a clock Restarts that warn first, backups that share unchanged files, entity cleanup that merges before it deletes, announcements in rotation
Ranks Earned by playtime, prefixes that stack, shown in the tab list, promoted without anybody triggering it
Votes NuVotifier v1 and v2, streaks, party goals — and a vote that arrives while its player is away pays out on their next join
Accounts on an offline server A password, or a question on Discord, or both. A bought account's name can be kept from whoever did not buy it
Skins Real faces on an offline server, and /skin from any link
Moderation Bans with an end or without one, kicks, a history — and the screen a player actually sees
The assistant Your model, your key. It answers about your server and changes nothing on its own
Performance /keystone test 20 says how many players this machine holds with your pack, and what gave out first
A local API All of the above behind keys with narrow scopes, with an OpenAPI document the mod writes itself

Each of those is a module, and a module that is off is never built at all — no memory, no thread, no tables.

The editor is inside

Type /keystone panel, click the link in chat, and the whole mod is in a browser. No account with us, no cloud, no extra port — the page is served by your own server off the same jar. In detail on the panel page.

What this version is not

Quests, teams, claims, essentials and the in-game screens are designed and not written, and so is the client half they belong to. None of it is pretended at here; the roadmap says where each one stands rather than promising a date.

Where to go next

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Opens the feedback panel with this page attached, and lands in the same queue as everything else.