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You control Evennia from your game folder (we refer to it as `mygame/` here), using the `evennia`
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program. If the `evennia` program is not available on the command line you must first install
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Evennia as described in the [Getting Started](Getting-Started) page.
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Evennia as described in the [Getting Started](./Getting-Started) page.
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> Hint: If you ever try the `evennia` command and get an error complaining that the command is not available, make sure your [virtualenv](Glossary#virtualenv) is active.
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> Hint: If you ever try the `evennia` command and get an error complaining that the command is not available, make sure your [virtualenv](./Glossary#virtualenv) is active.
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Below are described the various management options. Run
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@ -19,7 +19,7 @@ to give you a menu with options.
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## Starting Evennia
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Evennia consists of two components, the Evennia [Server and Portal](Portal-And-Server). Briefly,
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Evennia consists of two components, the Evennia [Server and Portal](./Portal-And-Server). Briefly,
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the *Server* is what is running the mud. It handles all game-specific things but doesn't care
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exactly how players connect, only that they have. The *Portal* is a gateway to which players
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connect. It knows everything about telnet, ssh, webclient protocols etc but very little about the
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@ -65,7 +65,7 @@ reboots. Since they are connected to the *Portal*, their connections are not los
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Reloading is as close to a "warm reboot" you can get. It reinitializes all code of Evennia, but
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doesn't kill "persistent" [Scripts](Scripts). It also calls `at_server_reload()` hooks on all objects so you
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doesn't kill "persistent" [Scripts](./Scripts). It also calls `at_server_reload()` hooks on all objects so you
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can save eventual temporary properties you want.
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From in-game the `@reload` command is used. You can also reload the server from outside the game:
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