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Cyd

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Everything posted by Cyd

  1. They are already in the container, they are posted there for reference, so that people can see what it is they do. So long as you fill in the backup location and duration it “should” just work.
  2. Those are responsible for backing up of the ark files. Then checking the steam api for mod versions and the arkdedicated api for the server version to decide weather or not to bring the cluster down for updates.
  3. make sure that you chose "unofficial" in the drop down on the server selection and the correct toggle if you are running mods ...
  4. I was as well, my solution was to map all .../Saved/ folders to separate volumes (ARK1...,ARK2...,ect). Extra benefit is that each ark can use different configureation, I have ARK1-TheIsland dialed way down in difficulty for the new players and then ramp up over Scorched earth and Aberration... The down side is each server gets its own configuration, so want to make a "simple" change, yay get to do it 10 times! Currently the entire are-se folder in appdata is 27GB for all 10 servers, plus I have the a3c keeping 10 days of backups for all arks that totals just over 9Gb and SteamCMD is about 1G. So less than 38G total disk space for my cluster, but they use nearly 80Gb of RAM while running <shrug>
  5. I would pick one that is behaving badly, turn all the others down then concentrate on finding the flaw in that one. That will likely be the same (or similar) issue with the others.
  6. Are you using separate mapped saved directories? If not then what is likely happening is that you are running into time of issues where one server is writing to the configs while another is starting to read from them.
  7. Holy mods Batman!! If the mod makers do not publish their mods correctly there is nothing my nor wildcards auto updater can do to fix it. Your best solution would be to spin down all of the servers, update the mods manually on your pc first then update the server from your game PCs files then turn up the servers without the a3c , make sure you can log in to them all, then turn up the a3c and watch the log if it says there is an update to a specific mod and you are certain that you updated it then spin down the a3c and contact the mod author to get it fixed.
  8. Make sure to read the github artical too, I have learned alot since then... mostly by breaking things.
  9. This only affects spawns, any that were on the map will still be on the map. You need to do a wild Dino wipe to get rid of any currently on the map. Simply restarting the server will not do it.
  10. No, the container fetches all of the server files (which include all of the maps in server form). I have never encountered that issue in the time i have run our ten map cluster. I would check over your xml's to make sure that all entries point to /mnt/cache/... (except it is ok to point the SteamCMD maps to /mnt/user/... if you want). You will want to make sure that the "map name" parameter is correct they are case sensitive from what I can gather and some are ... oddly named. From //ark.fandom.com/wiki/Server_configuration : TheIsland TheCenter ScorchedEarth_P Ragnarok Aberration_P Extinction Valguero_P Genesis CrystalIsles Gen2
  11. And this is why I am not touching ARK for a little while — Today at 12:38 PM v329.5 [Server: v329.3] - 06/03/2021 - Major server version update (Genesis Part 2 Launch)
  12. 327.10 is the current client and 327.21 is the current server. But I wouldn't be trying to set anything up right now.
  13. Nope @ich777 you hit everything I would have said... I know WildCard is in full panic mode right now with the release of the Genesis 2 DLC... there have been... snags. personaly I am waiting a few days to let them get all of that sorted before I spin up a new server image container.
  14. @Dendo & @ich777 ARK does some post processing of mod, why you ask? <shrug> I do not know.... They built in a function to the server that uses SteamCMD (in a hard coded location of course) to fetch the files and then it does its thing putting them in another location. If all you want to do is add a mod or two to a single server you add mappings so that your SteamCMD shows up in the place that the server binary is expecting it, and command line arguments to tell the server binary what mods you want installed. In fact there are no modifications to Ich777's arkse container. All you need to do to update the setting then restart it, it will auto update everything. In your edit the container settings and add the paths:(assuming you are using the default paths everywhere else of course) /serverdata/Steam/steamapps <> /mnt/cache/appdata/steamcmd/steamapps /serverdata/serverfiles/Engine/Binaries/ThirdParty/SteamCMD/Linux/steamapps <> /mnt/cache/appdata/steamcmd/steamapps /serverdata/serverfiles/Engine/Binaries/ThirdParty/SteamCMD/Linux <> /mnt/user/appdata/steamcmd then in the two Parameters add these flags ( Game Parameters: ?GameModIds=ModID1,ModID2,ECT... Extra Game Parameters: -automanagedmods If you want the whole system to check for updates or manage a cluster then I found the best course is to run a separate container that monitors the SteamAPI & arkdedicated.com version numbers then compares that to the local files, if there is a change then it shuts down the ARKs restarts the primary (the first one in the cluster and the one that manages the mods) then restarts the remaining ARKs.
  15. Wild Card has not updated the version number on http://arkdedicated.com/version I will ping Jat over at WC. and there was a problem with one of the Steam workshop writes not not incrementing the their version number at one point... the Dino storage one iirc... Sorry I cannt fix other peoples mistakes.
  16. If you are connecting via internet ip than it is likely the port forward setting in your router being set to “both” rather than “udp”. If you are connecting using your lan ip it is likely that your routers port forwards are not set at all.
  17. you should be editing /serverdata/serverfiles/ShooterGame/Saved/Config/LinuxServer/GameUserSettings.ini but the ShooterGame server does not respect the file permission mask when it writes to the gonfig files. So the safest method I have found is to stop the server container then edit /mnt/cache/appdata/ark-se/ShooterGame/Saved/Config/LinuxServer/GameUserSettings.ini from the unraid console, then restart the server container.
  18. They need to be installed on the client as well. When connecting to a moded server the client ether a: downloads them from the server or b: marks them as subscribed and lets steam down load them, I'm not sure which... as far as I know the --crossplay flag only allows Epic clients to connect to un-moded servers...
  19. @ich777 You are correct, the problem he has is that Epic has no "workshop" to download mods from. @Symon I would be interested to know if the Epic ARK client would be able to download mods by connecting to a server that has mods. Hit me up on DM if you want to give it a try.
  20. I wasn't aware the epic client supported mods. If you do not wish to use the steamCMD tools, then you will want to copy the mods from your PC (<pathtoARK>\ShooterGame\Content\Mods\) muber of the folder that contains the mod and the number.mod file, over to your unraid machine in <pathtoARK>/ShooterGame/Content/Mods/ then ether the modID in ether the Config/LinuxServer/GameUserSettings.ini as ActiveMods=2229978458,1083349027,1211297684 or add them to the docker "Game Parameters:" variable as ?GameModIds=ModID1,ModID2
  21. I would start with Ich777s ARK container, then when you catch the addiction look at my instructions for spinning up a cluster.
  22. @tabris0202 You seem to have narrowed down the problem to DNS, Yes? perhaps try using a public DNS rather than your ISPs? It is unlikely that any query requests coming from outside are "overloading" your router, the traffic generated by those requests fall into the negligible category. You (or your ISP) may have firewall or IDS/IPS that are tripping but we do not have the information to diagnose the case.
  23. @fithwum Thank you for your container! I just stood one up today. I would suggest replacing the addgroup and adduser in the Dockerfile with just this one add user command RUN adduser -D -u 99 -G users -h /foundry -s /bin/bash foundry Then in "Install_Script.sh" replace exec node /foundry/fvtt/resources/app/main.js --dataPath=/foundry/data with su foundry -c 'node /foundry/fvtt/resources/app/main.js --dataPath=/foundry/data' That should... do everything in the start script as root (fixing permissions, ect) then run the app as "foundry" with the correct userid(99) and GroupID(100) that UnRaid expects for the nobody and users. Then any New stuff created will inherit those permissions. I have done this on my system by deleting the current foundry user then useing the above adduser from the console, then wastefully installing vim and editing the Install_Script.sh. So for the changes work as expected.
  24. Two things have to happen (three really): 1 Delete the port mapping and create the corresponding new ones. 2 Tell the valheim server what ports you want it to use by providing the '-port' command line argument. 3 forward the correct ports of course.
  25. With the inspiration (read thievery) from @growlith I present the A3C (ARK Cluster Companion Container). It and the accompanying XLM files should allow for a fairly simple stand up of a new ARK server cluster. https://github.com/CydFSA/A3C Go to the github, fetch the XMLs for however many servers you want to use in your new cluster, salt them to taste with your information (server names, cluster name, passwords, adminpasswords, ect...). Good Luck and Happy Hunting!

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