자주 묻는 질문¶
This documentation refers to an outdated SpongeAPI version and is no longer actively maintained. While the code examples still work for that API version, the policies, guidelines, and some links may have changed. Please refer to the latest version of the documentation for those.
- 모두를 위해
- For Server Owners
- For Developers
Sponge is a new versatile Minecraft API. It was made to enrich your Minecraft experience by allowing plugins to add functionality to Minecraft. Read more about Sponge here: 소개 and about the history of Sponge here: Sponge의 역사
Sponge (and Minecraft) needs the Java Runtime Environment to run properly. You will obviously need a computer to run the server on too, besides that nothing is required. Learn more about choosing the correct Java version here: Java 설치
The Sponge Project currently develops two implementations which both use the SpongeAPI:
- SpongeForge: Minecraft Forge (유명한 Minecraft 모드 프레임워크)의 코어모드로, Forge의 크로스 버전 API 부족을 보충해줍니다. Sponge는 서버 운영자에게 Sponge 플러그인을 쉽게 활용할 수 있게 해주어 서버 관리를 쉽게 만듭니다. (SpongeForge는 본래 Sponge였으나, 혼란을 막기 위해 이름이 바뀌었습니다)
- SpongeVanilla: Sponge API의 독립형 구현물으로, Minecraft 바닐라 서버 위에서 돌아갑니다. (SpongeVanilla는 사실 Granite라는 이름으로 시작되었지만, 개발 팀이 병합되면서 지금처럼 되었습니다).
우리의 공식 플러그인 저장소인 Ore의 개발이 GitHub에서 시작되었습니다. 임시적으로 플러그인은 `SpongeForums <https://forums.spongepowered.org/c/plugins/plugin-releases>`_에서 만나실 수 있습니다.
Bukkit 프로젝트는 그들의 API와 서버 개발을 멈췄었습니다. 곧, Bukkit의 기여자 중 한 명이 CraftBukkit의 개발을 멈추라고 DMCA 테이크다운을 보냈습니다. 그는 법적 권리를 지니고 있었습니다. CraftBukkit과 그 파생(Spigot과 Cauldron 등)의 소스 코드뿐만 아니라 다운로드는 더 이상 공개적으로 사용할 수 없게 됐죠. 이게 왜 Sponge 개발에 영향을 줬는지 이유를 알고 싶으시다면, :doc:`history`를 참고해주세요.
For an existing Forge server, you will need to download Sponge and place it into the mods folder. The server can then be started like any other Forge server.
Non-Forge servers may elect to use SpongeVanilla instead, an implementation that does not rely on Forge. There are guides for migrating from Bukkit and/or Canary elsewhere on SpongeDocs. It is worth noting that many plugin developers from the Bukkit community have thrown their weight behind Sponge, and are planning to make their plugins available for Sponge-powered servers.
Worlds will be able to be ported over. It is up to plugin developers to create conversion processes that will allow you to keep plugin data, if any exists. Some plugin developers may not do this.
On a related note, we will not be providing support for Bukkit plugins on Sponge. However, it may be possible for a third-party to create a way for Bukkit plugins to work on Sponge.
Switching to Sponge should not affect players on your server. If you (as a server owner) migrate correctly, players will be able to connect to your server the same way as they did before you migrated to Sponge. They will not need to have Forge installed - unless your server runs Forge mods, of course.
Sponge는 플러그인 API를 제공합니다. 이 말은 새로운 컨텐츠나 게임 모드를 만들 수 있다는 겁니다. 저희 플러그인 페이지를 보시고 빨리 시작해보세요: 플러그인 개발하기
Sponge can't be used to create new blocks, textures, mobs on the clientside or any other content which would need clientside modifications. The Sponge API wont support sending mods or plugins to the client for now due to security concerns. However you can make use of the ForgeAPI for clients and create Sponge plugins for the serverside. It is even possible to use Sponge on the client-side, but for several tasks mods are still required.
Bukkit’s API contains code licensed under the GPL. This is a large reason why Bukkit met its demise in September; by moving forward with a new API licensed under the MIT license, we can avoid some of the problems that fell upon Bukkit. While this does not free us from Mojang’s control, as their code is proprietary, it is our belief that Mojang supports modding and will continue to do so.
Accessing the server internals (known as "NMS" or "net.minecraft.server" in CraftBukkit) can be done through MCP, which has a large number of names de-obfuscated. However, be aware that accessing the server internals raises the risk of your plugin breaking - this is your prerogative.
See 구현 의존 플러그인 for an introduction about using MCP in your plugin.