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Building Servers From The Command Line

github-actions[bot] edited this page Oct 1, 2026 · 2 revisions

Building servers from the command line

The control panel's New server does all of this with buttons. From a terminal:

Build a new server in one command

One command downloads and builds everything: config, mods and their dependencies, the loader, Java and server.properties. It then test-boots the server:

craft-conductor create ~/minecraft --loader fabric \
    --mod fabric-api --mod lithium --mod ferrite-core \
    --optional-mod create-fabric \
    --memory 6G --motd "Forever server" --rcon --accept-eula   # read https://aka.ms/MinecraftEULA first
cd ~/minecraft && craft-conductor run

--minecraft defaults to the newest release your mods support. Other options: --port, --max-players, --difficulty, --gamemode, --seed, --java, --curseforge ID.

Or do the same thing step by step:

mkdir ~/minecraft && cd ~/minecraft
craft-conductor init --loader fabric --accept-eula     # read https://aka.ms/MinecraftEULA first
craft-conductor add fabric-api lithium ferrite-core    # Modrinth slugs
craft-conductor add create-fabric --optional           # don't hold upgrades back for this one
craft-conductor check                                  # what would be installed, what's blocking newer versions
craft-conductor update                                 # install it (and test-boot it)
craft-conductor run                                    # run it forever

Bring in an existing server (e.g. from autoMCS)

Stop the server, then point Craft Conductor at the existing directory and tell it which Minecraft version the server currently runs:

cd ~/craft-conductor
craft-conductor init --server-dir /path/to/existing/server --loader fabric --minecraft 1.21.1
craft-conductor import        # identifies the jars in mods/ via Modrinth and adds them to craft-conductor.toml
craft-conductor check
craft-conductor update        # re-installs the loader through craft-conductor so it can manage it from now on

Jars that Modrinth doesn't recognise stay where they are and are reported as unmanaged. Add CurseForge mods with craft-conductor add --source curseforge <id> and then delete the old jar, or leave it unmanaged if the mod never needs updating.


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