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Added note on tweaking settings and using own map (#602)
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README.md
16
README.md
@ -270,10 +270,20 @@ the `/path/on/host` folder contents look like:
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├── ops.json
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├── server.properties
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├── whitelist.json
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├── worlds
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│ └── ... PLACE MAPS IN THEIR OWN FOLDERS HERE ...
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└── ...
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```
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If you add mods while the container is running, you'll need to restart it to pick those
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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.
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For instance, imagine a scenario when the initial launch has completed, but you now want to change the worldmap for your server.
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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.
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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.
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If you add mods or make changes to `server.properties` while the container is running, you'll need to restart it to pick those
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up:
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docker stop mc
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@ -292,6 +302,8 @@ This works well if you want to have a common set of modules in a separate
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location, but still have multiple worlds with different server requirements
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in either persistent volumes or a downloadable archive.
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### Replacing variables inside configs
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Sometimes you have mods or plugins that require configuration information that is only available at runtime.
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@ -391,7 +403,7 @@ secrets:
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The content of `db_password`:
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ug23u3bg39o-ogADSs
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## Running a Bukkit/Spigot server
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Enable Bukkit/Spigot server mode by adding a `-e TYPE=BUKKIT` or `-e TYPE=SPIGOT` to your command-line.
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