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Blockland-Docker-Pelican/README.md
2026-03-07 19:30:21 -05:00

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Blockland Docker

A Docker image for running Blockland dedicated servers. Designed for use with Pelican Panel game server management.

Based on eagle517's original Blockland Docker image.

How to use

This image is designed to run inside a Pelican Panel egg. Running it manually (e.g., with docker run or docker compose) will likely not work correctly, since it expects Pelican's environment (e.g., /home/container as the working directory and Pelican-managed volume mounts).

Create a custom egg in Pelican that uses rallyblockk/blockland-pelican as its image, then configure the environment variables below. The container runs rootless (UID/GID 1000) by default—ensure your egg mounts volumes with appropriate permissions.

The image is available on Docker Hub at rallyblockk/blockland-pelican.

Note: Blockland works best with host networking due to UDP and Join IP behavior (see Networking section). Configure your Pelican egg to use host network mode where supported.

Environment variables

Name Type Default Description
BL_DEDI_LAN bool (0 or 1) 0 Launches the server as a Dedicated or Dedicated LAN type. Note that DedicatedLANs are forced into using 28050 as their port. Blame Badspot, not me
BL_DTOKEN string "" Your DToken for authentication
BL_SERVER_NAME string Blockland_Server The name shown on the server list. Underscores will be replaced with spaces by Blockland
BL_MAX_PLAYERS int 32 The max number of players that can join the server
BL_GAMEMODE string Custom The name of the gamemode to launch with
BL_PORT int 28000 The port to bind to, see the Network section below
BL_EXTRA_ARGS string "" Additional parameters to pass to the game as you see fit
BL_INST_NUM_PROC int 10 Number of parallel processes used to download the game files during installation
BL_INST_FORCE bool (0 or 1) 0 Forcefully install the game each time you launch
BL_INST_OVERWRITE bool (0 or 1) 0 Overwrite existing files during installation
BL_UNZIP_ADDONS bool (0 or 1) 0 When enabled, automatically extracts any .zip files in the Add-Ons directory before the server starts. Each zip is unzipped and the archive is removed. Handles single-folder, single-file, and multi-file zip structures so add-ons end up in properly named folders.
BL_PATCH_ENABLE bool (0 or 1) 1 Patches the game with RedBlocklandLoader and the WineFix DLL to make the console work with Wine 8.0.2 (See Wine section below)
BL_PATCH_EXE_URL string See Dockerfile URL to retrieve the patched Blockland.exe from for RedBlocklandLoader
BL_PATCH_LOADER_URL string See Dockerfile URL to retrieve RedBlocklandLoader.dll from
BL_PATCH_WINEFIX_URL string See Dockerfile URL to retrieve WineFix.dll from
WINEARCH string win32 Specifies the arch type Wine should create the prefix under
WINEDEBUG string -all Controls how much logging Wine does to the console (default hides everything)

Networking

Blockland uses UDP and can be finicky with Docker bridge networks. If your Pelican node supports it, configure the egg to use host network mode for the most reliable results. Host network is Linux-only.

Volumes

Pelican mounts the server's data directory at /home/container (the working directory). The egg configuration in Pelican determines what gets persisted. The container runs as UID/GID 1000—Pelican typically handles permissions for mounted volumes, but if you run into permission issues, that may be the cause.

Wine

Wine seems to be having less and less compatibility with Blockland as time goes on. Back when Wine 5.18 came out, we lost the Curses backend, and it stopped being possible to interact with Blockland's console. I eventually figured out what the issue with Wine was, and created Wine Fix which allowed console interaction to work with Wine up to 8.0.2. With Wine 9 and later, it appears the console is just completely broken now. I don't have the time to figure out what shenanigans the Wine devs got up to, so we're stuck with 8.0.2 for now.