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Some orchestration systems, such as Portainer, don't allow for disabling the default `HEALTHCHECK` declared by this image. In those cases you can approximate the disabling of healthchecks by setting the environment variable `DISABLE_HEALTHCHECK` to `true`.
There are various bug reports on [Mojang](https://bugs.mojang.com) about high CPU usage of servers with newer versions, even with few or no clients connected (e.g. [this one](https://bugs.mojang.com/browse/MC-149018), in fact the functionality is based on [this comment in the thread](https://bugs.mojang.com/browse/MC-149018?focusedCommentId=593606&page=com.atlassian.jira.plugin.system.issuetabpanels%3Acomment-tabpanel#comment-593606)).
An autopause functionality has been added to this image to monitor whether clients are connected to the server. If for a specified time no client is connected, the Java process is stopped. When knocking on the server port (e.g. by the ingame Multiplayer server overview), the process is resumed. The experience for the client does not change.
Of course, even loaded chunks are not ticked when the process is stopped.
From the server's point of view, the pausing causes a single tick to take as long as the process is stopped, so the server watchdog might intervene after the process is continued, possibly forcing a container restart. To prevent this, ensure that the `max-tick-time` in the `server.properties` file is set correctly. Non-vanilla versions might have their own configuration file, you might have to disable their watchdogs separately (e.g. PAPER Servers).
On startup the `server.properties` file is checked and, if applicable, a warning is printed to the terminal. When the server is created (no data available in the persistent directory), the properties file is created with the Watchdog disabled.
The utility used to wake the server (`knock(d)`) works at network interface level. So the correct interface has to be set using the `AUTOPAUSE_KNOCK_INTERFACE` variable when using non-default networking environments (e.g. host-networking, Portainer oder NAS solutions). See the description of the variable below.
describes the time between knocking of the port (e.g. by the main menu ping) and the pausing of the process, when no client connects inbetween (read as timeout knocked)
<br>Describes the interface passed to the `knockd` daemon. If the default interface does not work, run the `ifconfig` command inside the container and derive the interface receiving the incoming connection from its output. The passed interface must exist inside the container. Using the loopback interface (`lo`) does likely not yield the desired results.
The [examples directory](https://github.com/itzg/docker-minecraft-server/tree/master/examples) also provides examples of deploying the [itzg/minecraft-server](https://hub.docker.com/r/itzg/minecraft-server/) Docker image.
If you're looking for a simple way to deploy this to the Amazon Web Services Cloud, check out the [Minecraft Server Deployment (CloudFormation) repository](https://github.com/vatertime/minecraft-spot-pricing). This repository contains a CloudFormation template that will get you up and running in AWS in a matter of minutes. Optionally it uses Spot Pricing so the server is very cheap, and you can easily turn it off when not in use.
The overall version is specified by `VERSION`, [as described in the section above](#versions) and will run the recommended Forge version by default. You can also choose to run a specific Forge version with `FORGEVERSION`, such as `-e FORGEVERSION=14.23.5.2854`.
Providing a presistent `/data` mount is a good idea, both to persist the game world and to allow for the manual configuration which is sometimes needed.
For instance, imagine a scenario when the initial launch has completed, but you now want to change the worldmap for your server.
Assuming you have a shared directory to your container, you can then (after first launch) drag and drop your premade maps or worlds into the `\worlds\` directory. **Note:** each world should be placed in its own folder under the `\worlds\` directory.
Once your maps are in the proper path, you can then specify which map the server uses by changing the `level-name` value in `server.properties` to match the name of your map.
If you add mods or make changes to `server.properties` while the container is running, you'll need to restart it to pick those
`/data` filesystem before starting Minecraft. If you want old mods to be removed as the `/mods` content is updated, then add `-e REMOVE_OLD_MODS=TRUE`. If you are running a `BUKKIT` distribution this will affect all files inside the `plugins/` directory. You can fine tune the removal process by specifing the `REMOVE_OLD_MODS_INCLUDE` and `REMOVE_OLD_MODS_EXCLUDE` variables. By default everything will be removed. You can also specify the `REMOVE_OLD_MODS_DEPTH` (default 16) variable to only delete files up to a certain level.
> For example: `-e REMOVE_OLD_MODS=TRUE -e REMOVE_OLD_MODS_INCLUDE="*.jar" -e REMOVE_OLD_MODS_DEPTH=1` will remove all old jar files that are directly inside the `plugins/` or `mods/` directory.
You can specify the destination of the configs that are located inside the `/config` mount by setting the `COPY_CONFIG_DEST` variable. The configs are copied recursivly to the `/data/config` directory by default. If a file was updated directly inside the `/data/*` directoy and is newer than the file in the `/config/*` mount it will not be overriden.
> For example: `-v ./config:/config -e COPY_CONFIG_DEST=/data` will allow you to copy over your `bukkit.yml` and so on directly into the server directory.
If you have attached a host directory to the `/data` volume, then you can install plugins within the `plugins` subdirectory. You can also [attach a `/plugins` volume](#deploying-plugins-from-attached-volume). If you add plugins while the container is running, you'll need to restart it to pick those up.
If you have attached a host directory to the `/data` volume, then you can install plugins via the `plugins` subdirectory. You can also [attach a `/plugins` volume](#deploying-plugins-from-attached-volume). If you add plugins while the container is running, you'll need to restart it to pick those up.
[Feed the Beast application](https://www.feed-the-beast.com/) modpacks are supported by using `-e TYPE=FTBA` (**note** the "A" at the end of the type). This server type will automatically take care of downloading and installing the modpack and appropriate version of Forge, so the `VERSION` does not need to be specified.
-`FTB_MODPACK_ID`: **required**, the numerical ID of the modpack to install. The ID can be located by [finding the modpack](https://www.feed-the-beast.com/modpack) and using the "ID" displayed next to the name
-`FTB_MODPACK_VERSION_ID`: optional, the numerical Id of the version to install. If not specified, the latest version will be installed. The "Version ID" can be obtained by drilling into the Versions tab and clicking a specific version.
### Upgrading
If a specific `FTB_MODPACK_VERSION_ID` was not specified, simply restart the container to pick up the newest modpack version. If using a specific version ID, recreate the container with the new version ID.
### Example
The following example runs the latest version of [FTB Presents Direwolf20 1.12](https://ftb.neptunepowered.org/pack/ftb-presents-direwolf20-1-12/):
```
docker run -d --name mc-ftb -e EULA=TRUE \
-e TYPE=FTBA -e FTB_MODPACK_ID=31 \
-p 25565:25565 \
itzg/minecraft-server:multiarch
```
> Normally you will also add `-v` volume for `/data` since the mods and config are installed there along with world data.
## Running a server with a CurseForge modpack
Enable this server mode by adding `-e TYPE=CURSEFORGE` to your command-line,
By default, CurseForge modpacks are expanded into the sub-directory `/data/FeedTheBeast` and executed from there. (The default location was chosen for legacy reasons, when Curse and FTB were maintained together.)
The directory can be changed by setting `CF_BASE_DIR`, such as `-e CF_BASE_DIR=/data`.
Some modpacks have buggy or overly complex start scripts. You can avoid using the bundled start script and use this image's standard server-starting logic by adding `-e USE_MODPACK_START_SCRIPT=false`.
If your server's modpack fails to load with an error [like this](https://support.feed-the-beast.com/t/cant-start-crashlanding-server-unable-to-launch-forgemodloader/6028/2):
unable to launch forgemodloader
then you apply a workaround by adding this to the run invocation:
-e FTB_LEGACYJAVAFIXER=true
## Running a SpongeVanilla server
Enable SpongeVanilla server mode by adding a `-e TYPE=SPONGEVANILLA` to your command-line.
By default the container will run the latest `STABLE` version.
If you want to run a specific version, you can add `-e SPONGEVERSION=1.11.2-6.1.0-BETA-19` to your command-line.
docker run -d -v /path/on/host:/data -e TYPE=SPONGEVANILLA \
-p 25565:25565 -e EULA=TRUE --name mc itzg/minecraft-server
You can also choose to use the `EXPERIMENTAL` branch.
Enable [Fabric server](http://fabricmc.net/use/) mode by adding a `-e TYPE=FABRIC` to your command-line. By default, the container will run the latest version, but you can also choose to run a specific version with `VERSION`.
To use a pre-downloaded Fabric installer, place it in a directory attached into the container, such as the `/data` volume and specify the name of the installer file with `FABRIC_INSTALLER`, such as:
There is one additional volume that can be mounted; `/plugins`. Any files in this filesystem will be copied over to the main `/data/plugins` filesystem before starting Minecraft. Set `PLUGINS_SYNC_UPDATE=false` if you want files from `/plugins` to take precedence over newer files in `/data/plugins`.
This works well if you want to have a common set of plugins in a separate location, but still have multiple worlds with different server requirements in either persistent volumes or a downloadable archive.
> **WARNING:** only change this value if you know what you're doing. It is only needed when using host networking and it is rare that host networking should be used. Use `-p` port mappings instead.
If the `WHITELIST` environment variable is not used, any user can join your Minecraft server if it's publicly accessible.
### Op/Administrator Players
To add more "op" (aka adminstrator) users to your Minecraft server, pass the Minecraft usernames separated by commas via the `OPS` environment variable, such as
If set to true, players will be set to spectator mode if they die.
docker run -d -e HARDCORE=false
### Snooper
If set to false, the server will not send data to snoop.minecraft.net server.
docker run -d -e SNOOPER_ENABLED=false
### Max Build Height
The maximum height in which building is allowed.
Terrain may still naturally generate above a low height limit.
docker run -d -e MAX_BUILD_HEIGHT=256
### Max Tick Time
The maximum number of milliseconds a single tick may take before the server watchdog stops the server with the message, A single server tick took 60.00 seconds (should be max 0.05); Considering it to be crashed, server will forcibly shutdown. Once this criteria is met, it calls System.exit(1).
You can set a link to a custom resource pack and set it's checksum using the `RESOURCE_PACK` and `RESOURCE_PACK_SHA1` options respectively, the default is blank:
Instead of mounting the `/data` volume, you can instead specify the URL of a ZIP file containing an archived world. It will be searched for a file `level.dat` and the containing subdirectory moved to the directory named by `$LEVEL`. This means that most of the archived Minecraft worlds downloadable from the Internet will already be in the correct format.
The world will only be downloaded or copied if it doesn't exist already. Set `FORCE_WORLD_COPY=TRUE` to force overwrite the world on every server start.
By default, server checks connecting players against Minecraft's account database. If you want to create an offline server or your server is not connected to the internet, you can disable the server to try connecting to minecraft.net to authenticate players with environment variable `ONLINE_MODE`, like this
docker run -d -e ONLINE_MODE=FALSE ...
### Allow flight
Allows users to use flight on your server while in Survival mode, if they have a mod that provides flight installed.
General JVM options can be passed to the Minecraft Server invocation by passing a `JVM_OPTS`
environment variable. Options like `-X` that need to proceed general JVM options can be passed
via a `JVM_XX_OPTS` environment variable.
For some cases, if e.g. after removing mods, it could be necessary to startup minecraft with an additional `-D` parameter like `-Dfml.queryResult=confirm`. To address this you can use the environment variable `JVM_DD_OPTS`, which builds the params from a given list of values separated by space, but without the `-D` prefix. To make things running under systems (e.g. Plesk), which doesn't allow `=` inside values, a `:` (colon) could be used instead. The upper example would look like this:
To enable remote JMX, such as for profiling with VisualVM or JMC, add the environment variable `ENABLE_JMX=true` and add a port forwarding of TCP port 7091, such as:
[Aikar has does some research](https://mcflags.emc.gs/) into finding the optimal JVM flags for GC tuning, which becomes more important as more users are connected concurrently. The set of flags documented there can be added using
When the container is signalled to stop, the Minecraft process wrapper will attempt to send a "stop" command via RCON or console and waits for the process to gracefully finish. By defaul it waits 60 seconds, but that duration can be configured by setting the environment variable `STOP_DURATION` to the number of seconds.