I will build custom Minecraft plugins, mods and Java datapacks for your server

I will build custom Minecraft plugins, mods and Java datapacks for your server

About this gig

I build custom Minecraft Java plugins, mods, and datapacks that do exactly what your server needs — clean code, tested on your version, and documented so you can actually run it.

What you get

Every order is real, working Java (or datapack) code written for your specific server — not a recycled template with the name swapped out. Depending on the plan you choose, deliverables can include:

  • A compiled, ready-to-drop .jar plugin built against your platform: Spigot, Paper, Purpur, Folia, BungeeCord, or Velocity proxies.
  • Forge or Fabric mods (client, server, or both) when your idea needs to touch the actual game engine rather than just the server API.
  • Vanilla-friendly datapacks using functions, predicates, loot tables, advancements, and recipes — no plugin required, works on a fully vanilla server.
  • The full commented source code, so you (or another developer later) can read, modify, and rebuild it.
  • A config.yml (or equivalent) exposing the knobs that matter — messages, cooldowns, permissions, toggles — so non-coders can tune behavior without recompiling.
  • Permission nodes wired for LuckPerms / GroupManager, plus PlaceholderAPI placeholders where they make sense.
  • A short README covering installation, commands, permissions, and dependencies.
  • A build that compiles cleanly against your declared Minecraft version (e.g. 1.8.9 legacy PvP, 1.16.5, 1.20.x, 1.21.x) — I confirm the exact version with you before writing a line.

If your feature needs storage, I'll wire it to flat-file YAML, SQLite, or MySQL/MariaDB depending on scale, so player data, balances, or stats actually persist across restarts.

Plans

FeatureBasicStandardPremium
ScopeOne small, focused feature or commandA full feature set with config + permissionsComplex system or multi-module project
Example/kit, join message, custom item, simple datapackCustom economy hook, GUI menu, minigame round logicFull minigame, dungeon system, or cross-server proxy feature
Config fileBasicFull, documentedFull, with reload command
Database / persistenceSQLite or YAMLMySQL/MariaDB supported
GUI / inventory menusOptionalIncluded
PlaceholderAPI / Vault hooksWhere relevantFull integration
Commented source codeIncludedIncludedIncluded
README / install guideShortFullFull + admin notes
Revisions123
Delivery speedFastestStandardScoped to complexity

Not sure which tier fits? Send me the idea and I'll tell you honestly which plan it lands in — I'd rather scope it right than over-promise on the wrong tier.

How it works

  1. You describe the idea. A paragraph is enough to start. Tell me what should happen in-game, who triggers it, and what the player should see. Screenshots, reference servers, or a rough command list all help.
  2. I confirm the specifics. Exact Minecraft version, server software (Paper, Spigot, Fabric…), required dependencies, and where the edges of scope are. This is where we agree on what "done" means so there are no surprises.
  3. I build it. I write the code on a local test server running your exact version, iterating until the feature behaves correctly under real conditions — players joining, leaving, reloading, and edge cases like offline players or full inventories.
  4. I test and harden. I check for the common failure modes: null players, async/main-thread safety, event priority conflicts, and console errors. A plugin that throws a stack trace on every join isn't finished.
  5. You review the delivery. You get the .jar (or datapack zip), source, and README. You install it and try it on your server.
  6. We refine. If something behaves differently than we agreed, I revise it within the plan's included revisions until it matches the brief.

Why choose this

I write code for your server, not for a portfolio screenshot. That means I care about the boring parts that keep a server stable: thread safety so your TPS doesn't tank, clean event handling so I don't break other plugins, and config files so you aren't messaging me every time you want to change a cooldown. I'll also tell you when an idea is a bad fit — for example, when a datapack would do the job better than a plugin, or when a "small" request actually hides a large system. Honest scoping up front saves us both time, and you end up with something you can maintain instead of a black box.

Who it's for / use cases

This service is for server owners and communities who have a clear idea but don't want to wrestle with Java, the Bukkit API, or datapack syntax themselves. Typical projects:

  • Survival/SMP servers wanting custom items, kits, ranks, or quality-of-life commands.
  • Minigame and event servers needing round logic, scoreboards, arenas, or lobby systems.
  • RPG and faction servers needing custom mobs, abilities, classes, or economy hooks.
  • Network owners needing proxy-level features across BungeeCord or Velocity.
  • Streamers and content creators wanting a one-off mechanic for a series or event.
  • Vanilla purists who want new mechanics through datapacks without installing a single plugin.

FAQ

Q: Which Minecraft versions do you support? I work across legacy (1.8.x) through the latest stable releases (1.21.x). I'll confirm your exact version before starting, since the API differs significantly between versions.

Q: Plugin, mod, or datapack — which do I need? It depends on the goal. Plugins (Paper/Spigot) are best for server-side features without changing the client. Mods (Forge/Fabric) are for new blocks, entities, or rendering that need client installs. Datapacks suit vanilla-compatible mechanics. Tell me the idea and I'll recommend the right path.

Q: Will it conflict with my existing plugins? I write to standard APIs and respect event priorities to minimize conflicts. If you tell me your current plugin list, I'll account for known interactions like permissions, economy (Vault), or placeholders.

Q: Do I get the source code? Yes. Every plan includes commented source so you or another developer can maintain and extend it later.

Q: Can you update or fix an existing plugin I already have? Yes, if you provide the source. Fixing or extending compiled-only .jar files without source is usually not feasible, so I'll let you know honestly before you order.

Q: What do you need from me to start? A clear description of the desired behavior, your Minecraft version, and your server software. The more detail (commands, permissions, messages, examples), the faster and more accurate the build.

Q: Do you offer support after delivery? Each plan includes revisions to make sure the delivered feature matches the agreed brief. For ongoing changes or new features beyond the original scope, we can arrange a follow-up.

Q: Can you handle database-backed features? Yes. For features that need to remember data across restarts, I support flat-file YAML, SQLite, or MySQL/MariaDB depending on how much data and how many players you expect.

Reviews4.4(5)

  • @pixel07
    ★★★★4

    Solid mod work for my Forge modpack. The custom mob behavior was great, though it took one extra round of revisions to get the spawn rates balanced. Communication was responsive the whole time.

  • @nick_hq
    ★★★★★5

    Needed a datapack that adds custom crafting recipes and a few structures for my hardcore server. Turnaround was under three days and he explained how to tweak the loot tables myself afterward.

  • @eli_l
    ★★★★★5

    Built a custom economy plugin for my survival SMP exactly to spec, with shop signs and a balance top leaderboard. Tested clean on Paper 1.20.4 and dropped right into my plugins folder with zero console errors.

  • @alexg
    ★★★★★5

    This is the third plugin I've commissioned from him for my minigame network and he gets the Bukkit API better than anyone I've worked with. Async-safe, configurable YAML, and commented code so my own dev can maintain it.

  • @mintmind
    ★★★★★3

    The plugin works and does what I asked for the most part, but the permissions nodes weren't documented so I had to message back and forth to figure out how to lock commands to staff. Got there in the end.