The ID of the server. The launcher saves mod configurations and selected servers by ID. If the ID changes, all data related to the old ID **will be wiped**.
### `Server.name: string`
The name of the server. This is what users see on the UI.
### `Server.description: string`
A brief description of the server. Displayed on the UI to provide users more information.
### `Server.icon: string/url`
A URL to the server's icon. Will be displayed on the UI.
### `Server.version: string/semver`
The version of the server configuration.
### `Server.address: string/url`
The server's IP address.
### `Server.minecraftVersion: string`
The version of minecraft that the server is running.
### `Server.discord: object`
Server specific settings used for [Discord Rich Presence](https://discordapp.com/developers/docs/rich-presence/how-to).
**Properties**
*`discord.shortId: string` - Short ID for the server. Displayed on the second status line as `Server: shortId`
*`discord.largeImageText: string` - Ttooltip for the `largeImageKey`.
*`discord.largeImageKey: string` - Name of the uploaded image for the large profile artwork.
### `Server.mainServer: boolean`
Only one server in the array should have the `mainServer` property enabled. This will tell the launcher that this is the default server to select if either the previously selected server is invalid, or there is no previously selected server. If this field is not defined by any server (avoid this), the first server will be selected as the default. If multiple servers have `mainServer` enabled, the first one the launcher finds will be the effective value. Servers which are not the default may omit this property rather than explicitly setting it to false.
### `Server.autoconnect: boolean`
Whether or not the server can be autoconnected to. If false, the server will not be autoconnected to even when the user has the autoconnect setting enabled.
A code that allows you to privately distribute certain servers on the launcher. Players will only be able to see the server in their launcher if they have specified the code in the settings. If left blank, all players can see the server.
The parent module will be stored maven style, it's destination path will be resolved by its id. The sub module has a declared `path`, so that value will be used.
The ID of the module. All modules that are not of type `File`**MUST** use a maven identifier. Version information and other metadata is pulled from the identifier. Modules which are stored maven style use the identifier to resolve the destination path. If the `extension` is not provided, it defaults to `jar`.
An array of sub modules declared by this module. Typically, files which require other files are declared as submodules. A quick example would be a mod, and the configuration file for that mod. Submodules can also declare submodules of their own. The file is parsed recursively, so there is no limit.
The format of the module's artifact depends on several things. The most important factor is where the file will be stored. If you are providing a simple file to be placed in the root directory of the client files, you may decided to format the module as the `examplefile` module declared above. This module provides a `path` option, allowing you to directly set where the file will be saved to. Only the `path` will affect the final downloaded file.
Other times, you may want to store the files maven-style, such as with libraries and mods. In this case you must declare the module as the example artifact above. The module `id` will be used to resolve the final path, effectively replacing the `path` property. It must be provided in maven format. More information on this is provided in the documentation for the `id` property.
The module type `ForgeHosted` represents forge itself. Currently, the launcher only supports forge servers, as vanilla servers can be connected to via the mojang launcher. The `Hosted` part is key, this means that the forge module must declare its required libraries as submodules.
All of forge's required libraries are declared in the `version.json` file found in the root of the forge jar file. These libraries MUST be hosted and declared a submodules or forge will not work.
There were plans to add a `Forge` type, in which the required libraries would be resolved by the launcher and downloaded from forge's servers. The forge servers are down at times, however, so this plan was stopped half-implemented.
The module type `LiteLoader` represents liteloader. It is handled as a library and added to the classpath at runtime. Special launch conditions are executed when liteloader is present and enabled. This module can be optional and toggled similarly to `ForgeMod` and `Litemod` modules.
The module type `Library` represents a library file which will be required to start the minecraft process. Each library module will be dynamically added to the `-cp` (classpath) argument while building the game process.
The module type `ForgeMod` represents a mod loaded by the Forge Mod Loader (FML). These files are stored maven-style and passed to FML using forge's [Modlist format](https://github.com/MinecraftForge/FML/wiki/New-JSON-Modlist-format).
The module type `LiteMod` represents a mod loaded by liteloader. These files are stored maven-style and passed to liteloader using forge's [Modlist format](https://github.com/MinecraftForge/FML/wiki/New-JSON-Modlist-format). Documentation for liteloader's implementation of this can be found on [this issue](http://develop.liteloader.com/liteloader/LiteLoader/issues/34).
The module type `file` represents a generic file required by the client, another module, etc. These files are stored in the server's instance directory.