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Getting Started

NeroLink is a server-side mod. Install it on the server (or on the host of a single-player world you open to LAN); companion clients never need the mod. Once it is running, you pair a client once and it can reach the server on your LAN or, with the relay, from anywhere.

Install

  1. Install Neroland Core 1.13.0 or newer, below 2.0 (accepted range [1.13.0,2.0)) — NeroLink hard-depends on it and will not load without it. Core loads first.
  2. Drop the NeroLink jar for your loader and Minecraft version into the server's mods folder. NeroLink ships for Fabric, Forge and NeoForge on Minecraft 26.1.2, 26.2 and 26.3.
  3. Start the server. NeroLink binds its bridge on server-start (a live world must exist), using the settings in config/nerolink.properties — see Configuration.

That's it — there is no gameplay content to unlock. On first start a dedicated server listens on port 25580 on all interfaces (0.0.0.0), over TLS with a self-signed certificate it generates and keeps at config/nerolink/bridge-tls.p12. A single-player world binds 127.0.0.1 only, so it never opens a network port on its own; set singleplayerLanAccess=true to let phones on your network in, or use the relay. Admins who only want the relay can set directEnabled=false.

LAN / direct quickstart

Direct mode is the simplest path when your phone and the server are on the same network.

  1. In-game, run:
    /nerolink pair
    The bridge whispers only to you a single-use pairing code (format XXXX-XXXX), the Direct address (host:25580 by default), a Security code (XXXX-XXXX-XXXX-XXXX), and — if a relay is active — a Server ID. The code is valid for 5 minutes and can be used once.
  2. In your companion client, choose direct/LAN mode and enter the Direct address and the code.
  3. Check the Security code. The app shows a Security code too; it must match the one in chat. If it doesn't, stop — something between your phone and the server is not the bridge.
  4. The client pairs once and stores a long-lived, revocable device token; from then on it authenticates every call with that token and only trusts this server's certificate. The pairing code itself never crosses the network in direct mode — the app sends a proof bound to the certificate instead.

Direct mode needs a current NeroLink app: older apps that send the plain code are refused with "codeProof required on direct connections (update the NeroLink app)".

If an admin deletes bridge-tls.p12 to rotate the certificate, every direct-mode device must pair again.

⚠️ The bridge address is not the "Open to LAN" game port. When you open a single-player world to LAN, Minecraft prints an ephemeral game port (e.g. 55001) — that is the game server, not the bridge. NeroLink's port is 25580 by default (set by port in the config). The pairing whisper deliberately shows the bridge port so you don't copy the game port by mistake.

If your phone can't reach the direct address (home server behind NAT, no port forwarding, or a single-player world), use the relay instead — no address to type at all. If neither is available, /nerolink pair tells you so.

Remote access via the relay (one command)

A server behind NAT can still serve companion clients through the NeroLink relay: the bridge dials out and holds one WebSocket tunnel; phones connect to the relay; the relay marries the two. No port forwarding, no public IP.

An operator sets it up once:

/nerolink setup

The bridge registers with the relay off-thread, stores the returned credentials per-world (never a file you edit by hand), and brings the tunnel up immediately — no server restart. You'll see a bold Server ID, an app URL, and a "tunnel connecting — check /nerolink status" hint. The secret serverKey is never shown in chat and never logged.

By default this registers against https://relay.nerolandmc.net. To use your own relay, pass an origin — /nerolink setup <https-origin> — or set relayOrigin in the config first. See Relay for the full flow and self-hosting.

Pairing a companion client with a Server ID

When a relay is active, /nerolink pair shows the Server ID prominently, above the direct address. That Server ID plus the one-time pairing code is all the app needs — no address to type. Pairing, discovery, snapshots, actions and live deltas all work exactly as they do on the LAN, just through the relay.

Browsing the in-app wiki

Once paired, the app can browse each installed mod's wiki without leaving the game — a handy reference while you build. NeroLink's own pages and Core's are always available; any other Nero mod that ships a wiki shows up automatically the moment it's installed on the server. See the API if you're building a client.

Managing your devices

  • /nerolink devices — list the devices you've paired (names + ids, never tokens).
  • /nerolink revoke <device-id> — revoke one of your own devices (its live connection closes immediately).
  • Each player can pair up to maxDevicesPerPlayer devices (default 5); devices unused for 90 days are deleted automatically.
  • Operators can check /nerolink status for bridge/relay health.

Full details on the Commands page.

See also

在所有 Nero 模组百科中搜索。百科内容目前为英文。