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Ren edited this page May 5, 2021 · 8 revisions

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In order to get started running RPKit on your server, there's a few things you need to sort out first. This will take a few server restarts, so it's best to get this all sorted out on a development server before loading everything on live.

First things first, install all the modules you wish to run and run the server once. This will generate configuration files.

Next, configure each plugin's database.yml, where applicable. This configures which database the plugin will connect to. The default will look something like this:

database:
  url: jdbc:sqlite:rpkit_characters.db
  dialect: SQLITE
  minimum-idle: 3
  maximum-pool-size: 3

By default, each plugin will create an sqlite database in the server root, like "rpkit_characters.db" for characters, "rpkit_players.db" for players, etc. This is fine for testing, but if you wish to run a production server, it's recommended you use a MySQL database.

To use a MySQL database, set the database URL, username and password to that of your database, and set the dialect to MYSQL. The schema and user should be created manually (many hosting providers do this for you) but the tables will be created automatically (and on upgrades, they will be migrated to the most recent versions if there are any changes).

database:
    url: jdbc:mysql://localhost/rpkit_characters
    username: rpkit
    password: secret
    dialect: MYSQL
    minimum-idle: 3
    maximum-pool-size: 3

Some plugins may also include a web API. This is useful if you wish to have deep integration between your website and Minecraft server. This is configured in a web.yml, the default will look something like this:

enabled: false
port: 9008

If you wish to enable the web API, your web server port should be set to a port that is free on the server, and should be different for each plugin with web enabled. We recommend using a reverse proxy to provide SSL to your server - for example nginx or Apache with mod_proxy - and blocking external access to the port with a firewall, such as ufw. The web server will, however, function just fine without this, so for testing purposes you can use plain HTTP and access the web server directly, should you so require.

After these steps, you may configure the plugins you are using to your liking, and edit any messages (should you wish to run a server in another language, or change how certain things are referred to, for instance.)

Some plugins may also require some ingame setup, though this was more the case in 1.x (races and currencies used to be configured in-game and are now done via the config).

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