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Migrating from MCMA2

  • Last Post 14 December 2021
roxservers posted this 13 December 2021

Hey, I have been using MCMA2 for years but since minecraft 1.18 the forge modded servers are no longer using a JAR file located at server root rendering MCMA2 unable to launch those. I have tested AMP with the minecraft module but I was not able to get it working as I would like it to run.

Let me explain, I am using a fully automated process to create game servers with WHMCS and TCAdmin module. Basically WHMCS creates a TCAdmin service and TCAdmin is running mcmyadmin.exe as a service.

So I'm trying to reproduce it with AMP but I could not find how to. Currently I am enforcing certain parameters (ip, ports, slots) in mcmyadmin.exe command line with TCAdmin variables. TCadmin scripts are used to set the mcmyadmin user (same user and password than TCAdmin basically).

Is it possible to do the same with AMP and if yes how?

To make it clear I need to pack a zip file used as a template for default setup, then TCAdmin is parsing the command line to AMP so I can enforce settings and set user (been using mcmyadmin -configonly until now).


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Mike posted this 13 December 2021

If you're migrating a legacy setup, you can do it almost exactly the same way - the core archive is at and you run AMP.exe

The command line syntax is roughly the same to configure it - for settings within AMPConfig.conf you add +Core.Section.Setting Value as a parameter. For settings within one of the module configs (such as the Minecraft one in MinecraftModule.kvp) it'd be +MinecraftModule.Section.Setting Value.

-setpass NEWPASSWORD functions the same way. So you can do +Core.Login.Username Username -setpass NEWPASSWORD -configonly to set up a standalone instance.

This isn't really the ideal way to do things since you lose out on AMPs centralised authentication etc, but it's a relatively easy way to move existing MCMA2 standalone instances to AMP. The 'correct' way to do this is to install ADS on the machine and invoke an API call to ask AMP to create the instance for you.

You might also want to take a moment to check that your support agreement is still in place.

roxservers posted this 14 December 2021

Hi, thank you for answering. Unfortunately this does not seem to work as a standalone setup:

  • Despite having useauthserver on false I get an Authentication System Failure (code 500) saying auth server cannot be reached.
  • It does not look like I can deploy this and provide customer with an access to manage the minecraft server only (and not create new instances) but that might be due to the above issue.

I know that this is not ideal but as Im using WHMCS and since there is not yet any compatible WHMCS module for AMP I have no alternative at the moment.

Can you please confirm that this is still doable? And where can I check for my support agreement (been a while I didnt use support tbh) ?


Mike posted this 14 December 2021

You need to set the loaded application module in AMPConfig.conf to be MinecraftModule or it'll start in ADS mode by default. If you're using a MCMA2 licence key you might need to use McMyAdminModule.

There is a WHMCS module for AMP so long as you have an active contract, email your account manager for a copy if you don't already have it - or get in touch via

roxservers posted this 14 December 2021

ALright, I did try loading MinecraftModule but I see in logs it requires activation and I have no option to enter my license key. Can this be done in cmd line?

[15:15:54] [Core Error]           : No valid AMP licence was found. Please run ampinstmgr reactivate minecraft25565 to reactivate this instance.

But I have no ampinstmgr to run this

I will send an email for support agreement.