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Update docs.
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README.md
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README.md
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@ -119,12 +119,21 @@ Don't forget to [bring it back up](#run).
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docker compose exec main dayzserver stop
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```
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### Workshop - Add / List / Remove / Update mods
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Interactive interface for adding, listing, removing, and updating mods.
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The server doesn't always exit when stopping it (SIGINT). When this happens, it's necessary to force stop it (SIGKILL):
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```
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docker compose exec main dayzserver activate id [id2...] | add id1 [id2...] | deactivate io1 [id2...] list | remove id [id2...] | update
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docker compose exec main dayzserver force
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```
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When the server does not exit cleanly, i.e. exit code 0, the container also stops. Otherwise, the server will be started again.
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### Workshop - Add / List / Remove / Update mods
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Interactive interface for managing mods.
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```
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docker compose exec main dayzserver activate id | add id1 | deactivate id | list | modupdate | remove id
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docker compose exec main dayzserver a id | add id1 | d id | l | m | r id
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```
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Look for mods in the [DayZ Workshop](https://steamcommunity.com/app/221100/workshop/). Browse to one. In its URL will be
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@ -141,6 +150,8 @@ Optionally, to avoid re-downloading large mods, the `activate` and `deactivate`
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simply disable the mod but keep its files. Keep in mind that mod updates will also update deactivated
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mods.
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The above is a bad example, as SimpleAutorun depends on Community Framework, which must also be installed, as well as made to load first.
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### Looking under the hood
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All the server files persist in a docker volume that represents the container's unprivileged user's home directory. Open a bash shell in
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