wahlfeld / valheim-on-aws

Apache License 2.0
26 stars 10 forks source link

Add section to readme showing how to enable/add mods and upload existing worlds #98

Closed GrayedFox closed 3 months ago

GrayedFox commented 3 months ago

Awesome project, thanks heaps!

I think I can probably figure out how to upload an existing world (the .db and .fwl files) based on looking into the backup.sh and other shell scripts but, if possible, could you add some sections to the readme that:

  1. show how to add/enable mods on the server (I can't live without craft-from-containers!), and
  2. show where the right location is to upload an existing .db and .fwl file?

I used aws cp local.fwl valheim$uniqueIdNumber after spinning up the server for the first time, but that didn't seem to work - probably because the server was already running and the backup and save scripts wouldn't have seen those files when the instance spun up.

Keep up the great work! Tag me for a code review any time - if I do figure out how to do the above I will make a PR adding those sections to the readme myself ⚡

wahlfeld commented 3 months ago

I use mods client-side and they generally all seem to work on the server. I'm not aware of how to host mods server-side because I've never needed to.

Server checks for existing world files in the root of the S3 bucket but they must be named with the world name, i.e., example.fwl and example.db.

Download occurs at this point if they're found: https://github.com/wahlfeld/valheim-on-aws/blob/bb2e2c2d80f907b603c04780ef16b4a7daaa9006/module/local/start_valheim.sh#L36

GrayedFox commented 3 months ago

I just checked and both mods I'm using are working without issue - assumed it would be something the server needed either using an ACL or through some setting - but it just works so that's all gravy.

Will close this now as it's resolved, your comment shows where to put the world and db files if wanting to use an existing world, thanks again