# Admin guide ## Deploying the panel ```bash cp .env.example .env # set ADMIN_PASSWORD docker compose up -d --build docker compose logs -f panel # first start prints the admin account ``` Everything the panel stores lives in the `panel-data` volume (`/data`): | Path | What | |---|---| | `panel.db` | SQLite database (users, instances, settings, stats) | | `files//` | Configs and uploads hosted for launchers | | `uploads/` | Logos, backgrounds, icons | | `jwt.secret` | Token signing key (unless `JWT_SECRET` is set) | **Backups:** stop the container (or use `sqlite3 panel.db ".backup backup.db"`) and copy the volume. **Updating this checkout:** `docker compose up -d --build`. Database migrations run automatically. ### HTTPS Launchers talk to the panel over the internet, so serve it over HTTPS. Example with Caddy: ```caddyfile panel.example.com { reverse_proxy localhost:8080 } ``` Large modpack uploads go through the proxy — raise its body-size limit if needed (nginx: `client_max_body_size 2g;`). ## Instances An instance = one playable profile: a Minecraft version, an optional mod loader, files (mods, configs…) and an optional server. - **Version** — choose any Minecraft version and Vanilla / Fabric / Quilt / Forge / NeoForge. Leave the loader version empty for the latest recommended build (it's pinned when you save). - **Modrinth** — search, pick a version, *Use*. Mods are downloaded by players straight from Modrinth's CDN; configs (`overrides/`) are hosted by the panel. - **CurseForge** — needs a free API key from [console.curseforge.com](https://console.curseforge.com) (Settings → Integrations, or `CURSEFORGE_API_KEY`). Some authors block third-party downloads; those files show up under **Files** with a link — download them yourself and upload them into the same folder. - **Upload .zip** — a `.mrpack`, a CurseForge export, or any zipped instance folder (with `mods/`, `config/`, … or a `.minecraft/` inside). For plain zips, pick the Minecraft version and loader. - **Files** — add or remove individual files at any time. Files players add themselves are never touched; files you remove are deleted from players' instances on their next launch. Every save bumps the instance **revision**; launchers re-verify files when it changes, otherwise launching is instant. ### Built-in server On the **Server** tab: name, address, port. - *Add to multiplayer list* writes the server into `servers.dat` (keeping servers players added). - *Join automatically* connects on start (Quick Play on 1.20+, `--server` on older versions). Official servers use `online-mode=true`, authlib-injector and the SCOPENET server integration. See [server setup](server-integration.md) for the startup flag, tokens and supported versions. ### Access - **Everyone** — any launcher, including local offline accounts. - **Signed-in players** — any panel account. - **Specific groups** — members of the selected groups (create groups on the Players page). Admins see everything. ## Players - **Sign-ups:** Settings → *Closed* (admins create accounts), *Needs approval*, or *Open*. - Each account has a permanent UUID. New accounts receive a random UUID; existing accounts keep theirs. Username changes preserve inventory and reserve prior names. Players change username, skin and permitted capes from the launcher. - Disabling an account signs it out everywhere on the next request. - Ten failed logins lock an account for five minutes. - **Username blacklist:** Settings → Username blacklist. Each entry matches a complete name; wrap it as `*word*` to block it inside longer names. The short starter list covers obvious offensive terms and can be edited. New registrations, admin-created accounts, Discord-created accounts, and username changes all use it. ### Discord and password reset email Set **Settings → Auth server → Public address** to the HTTPS URL players use. In **Settings → Discord**, save the application client ID and client secret, and add `https://your-panel.example/api/v1/auth/discord/callback` to the Discord application's OAuth2 redirect URLs. Players can sign in with Discord in the launcher or connect an existing account under **Accounts → Connections → Discord**. With registration closed, Discord sign-in works for linked accounts only; open or approval mode can create new player accounts. In **Settings → Resend SMTP**, save a Resend API key and a sender email from a verified domain. The panel sends password reset links through `smtp.resend.com` over TLS. A reset link expires after 30 minutes and works once. Use **Send a test email** and check the destination inbox and Resend activity log: SMTP acceptance confirms submission, while the inbox confirms delivery. Credentials are stored in the panel data volume and are not returned to the browser after saving; protect the volume and restrict access to the Admin Panel. ## Launcher design Everything on this page is pushed to launchers when they start or refresh — no reinstall. The **Features** tab lets you allow or block players from changing the theme or Java settings. **Custom CSS** is injected last; handy variables are `--accent`, `--accent-2`, `--surface`, `--radius`. ## Releasing the launcher See the README's *Build your branded launcher*. Players get updates automatically: the launcher checks Gitea Releases on start and offers the new installer. **Code signing:** unsigned installers trigger a Windows SmartScreen warning ("More info → Run anyway"). To avoid it, sign the installer with a code-signing certificate (e.g. Azure Trusted Signing) — Tauri supports this via `bundle.windows.signCommand`. ## Progression (quests, XP, levels) **Progression** in the sidebar controls how players advance: * **Quest limits** – how many daily and weekly quests each player is given (0 = every enabled quest), and whether everyone draws their own set or shares one. Pin quests on the Quests page to always include them. A player's set is stored when they first open their quests for the period, so edits never swap out quests they've started. * **XP & levels** – the level curve (`round(base × L^exponent)`, optional max level), XP per playtime hour / kill / block / message, and panel-wide multipliers that stack with each server's own. Saving a new curve recalculates stored levels; nobody loses XP. * **Players** – search a player, then give, take, set or reset XP (global or per server) or set their level. Changes are recorded in the Activity log with your reason.