Messages - SocketSVC Docs
SocketSVC Docs

Messages

Rewording, recolouring, moving or hiding anything SocketSVC says — MiniMessage and & colour codes, where each message appears, and how players get them in their own language

Everything the server says — command replies, /ssvc-server status, reload results, the notices a player sees when they are muted or not allowed to speak — comes from one list of messages, the same on Paper and on the Fabric, NeoForge and Forge server mods. Each one can be reworded, recoloured, moved to the action bar or hidden.

The messages file

PlatformFile
Paper, Purpur, Foliaplugins/SocketSVC/messages.yml
Fabric, Quilt, NeoForge, Forgeconfig/socketsvc-messages.yml

It is written the first time the server starts, with every message listed and commented out. Nothing in it changes anything until you uncomment a line, so a later SocketSVC version can improve a default without your file holding on to the old wording. Delete the file to get a fresh copy with the current defaults.

Apply changes with /ssvc-server reload. A file that cannot be read — broken YAML — is reported in the reload reply and the messages already in force are kept; the rest of the reload still goes ahead.

messages.yml
messages:
  prefix: '&3[Voice] '
  command.no-online-player: '<red>Nobody called <white><name></white> is online.'
  reload.restarting: ''
placements:
  notice.speak-denied: chat

Keys can be written flat, as above, or nested (command: then no-online-player: indented under it) — both read the same. An unknown key or an unknown placement is reported in the server log and skipped; it does not stop the rest of the file applying.

Formatting

Messages are MiniMessage: <green>, <bold>, <#ff8800>, <gradient:gold:red>, <hover:show_text:'...'>, <click:run_command:'/...'> and the rest.

& colour codes work too, and can be mixed with MiniMessage in the same line, so a message copied from another plugin's config works as it is:

CodeMeaning
&0–&9, &a–&fThe sixteen colours
&l &o &n &m &kBold, italic, underlined, strikethrough, obfuscated
&rReset
&#rrggbbAny colour

As in every plugin that uses them, a colour code ends any bold or italic before it, and codes are case-insensitive. § works in place of &.

Inside a message:

  • <prefix> is the prefix message — change it once and every reply that starts with it follows.
  • Every other <name> in a default is filled in by the server: <player>, <group>, <reason>, <duration>, <value> and so on. Keep the ones you want; drop the ones you don't.
  • Names are always text. A player name, group name or mute reason is inserted exactly as typed, never read as formatting — a group called <red><bold>ADMIN shows those characters rather than restyling your message.

An empty message ('') hides it.

The help menu (/ssvc-server or /ssvc-server help) is built from help.* messages like everything else — the title and version lines, each command's description under help.command.*, and the page arrows — so it can be reworded or translated the same way.

Addon output is styled for you. A server addon's command replies — the cinema's screen list, for example — are plain text, and SocketSVC colours them from their shape so they match: Usage: lines like the help menu, a line ending in a colon as a heading, name - details with the name picked out, indented detail in gray, and web links clickable. Only the colour changes; the words are shown exactly as the addon wrote them. /ssvc-server addon on its own lists the loaded addons the way the help menu lists commands.

Where a message appears

PlacementShown
chatIn chat, and in the console for console commands. The default for almost everything
action-barAbove the hotbar, briefly. The default for the notice.* messages
noneNot shown at all

The notice.* messages — not allowed to speak, not allowed to listen, no soundboard, muted — go to the action bar by default because they repeat while a player holds push-to-talk; in chat they would pile up. They are still throttled to one every 5 seconds wherever they go. A command reply sent to the console always prints as a line of text, whatever its placement.

Players read their own language

The notice.* messages are the ones players see, so by default they are translated on the player's own client: the server sends the message's key, and the SocketSVC client shows it in whichever of its languages the player uses. A player without the client mod — or on an older one that does not know the key — reads the English.

Once you change a notice.* message, it is shown exactly as you wrote it, to everyone, in whatever language you wrote it in. That is deliberate: if you reworded a message you meant your wording.

Command replies and /ssvc-server status are English by default. They go to whoever ran the command, often the console, which has no client to translate for. Reword them in the messages file to have them in another language.

The require-client kick message

The message a player is disconnected with for not having the client mod is require-client.message in the main config, not the messages file — it is where the setting it belongs to lives. It accepts the same MiniMessage and & colour codes. It is never translated: the players who see it are, by definition, the ones without the client.