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MrBeardSmith

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  1. Heya Ich777, I know you can't make a new container for Runescape: Dragonwilds, but I am trying to use your Repo for SteamCMD to make one for myself, however it doesn't seem to be working well. I have an inkling as to what the issue is, but wanted to get your feedback before I just give up. I grabbed the repo, added variables for the Game_ID, Game_Port, SteamCMD path, Server_Files path, Game_Params and Launch. It checks out SteamCMD, good. It checks out the game, downloads and good (I can see the dir created on the drive), then it proceeds to reboot again and again and again. I have Dragonwild.ini folder in the right place according to Runescape's own guide, but nothing, no errors just container closes and tries again. My thought is your repo is looking to start.sh which then triggers start_server.sh, which actually boots the server, however I don't see a start_server.sh in the folder structure like I do with most of your other games. It also looks like Dragonwilds does its own script ( ./RSDragonwilds/RSDragonwildsServer.sh). At this point I am thinking about just forking your steamcmd repo and just directly telling it call the RSDragonwildsServer.sh, but I am hoping you might have a much simpler solution? Last console.log was... Connecting anonymously to Steam Public...OK Waiting for client config...OK Waiting for user info...OK Success! App '4019830' already up to date. Unloading Steam API...OK ---Prepare Server--- ---Server ready--- ---Start Server--- ---Ensuring UID: 99 matches user--- usermod: no changes ---Ensuring GID: 100 matches user--- usermod: no changes ---Setting umask to 000--- ---Checking for optional scripts--- ---No optional script found, continuing--- ---Taking ownership of data...--- ---Starting...--- ---Update SteamCMD--- Redirecting stderr to '/serverdata/Steam/logs/stderr.txt' Logging directory: '/serverdata/Steam/logs' [ 0%] Checking for available updates... [----] Verifying installation... UpdateUI: skip show logo Steam Console Client (c) Valve Corporation - version 1782532820 -- type 'quit' to exit -- Loading Steam API...OK Connecting anonymously to Steam Public...OK Waiting for client config...OK Waiting for user info...OK Unloading Steam API...OK ---Update Server--- Redirecting stderr to '/serverdata/Steam/logs/stderr.txt' Logging directory: '/serverdata/Steam/logs' [ 0%] Checking for available updates... [----] Verifying installation... UpdateUI: skip show logo Steam Console Client (c) Valve Corporation - version 1782532820 -- type 'quit' to exit -- Loading Steam API...OK Connecting anonymously to Steam Public...OK Waiting for client config...OK Waiting for user info...OK Success! App '4019830' already up to date. Unloading Steam API...OK ---Prepare Server--- ---Server ready--- ---Start Server--- Press ANY KEY to close this window
  2. I am having the same issue of "Failed to get latest version" I have already authenticated, I have the jar file and assets,zip that I manually moved into position from local. But it does not execute the auto update on start. I don't know if it is an issue with this fork, or indifferent broccoli's original script. I also noticed this near the bottom and tried to emulate what it was asking for, currently I have: server-files/Assets.zip server-files/start.sh server-files/HytaleServer.jar server-files/Server/Assets.zip server-files/Server/start.sh server-files/Server/HytaleServer.jar [2026/01/29 16:54:07 WARN] [UpdateModule] Update checker disabled: invalid folder layout. Expected to run from Server/ with Assets.zip and start.sh/bat in parent directory.
  3. Hey ich777, this isn't really specific to your docker scripts, but adjacent. I have issues with Project Zomboid's workshop mods updating at inopportune times, requiring me to manually reboot the docker to pick up the updated mods, otherwise nobody can play. I went on a trip recently and had the situation of a mod updating as soon as I left my house, leaving the server in an inaccessible state while I was gone. I looked around for a solution and a few people recommended User Scripts set to reboot the container on a schedule. This is the script I found recommended #!/bin/bash if [ "$(docker inspect -f '{{.State.Running}}' container_name 2>/dev/null)" = "true" ]; then docker restart container_name; fi Is it possible that this reboot will do an "unclean" reboot and not give the server instance a chance to save?
  4. I see it in the logs, which you said was kind of expected. I mean I still see two servers on the server list. I put a screenshot of the in-game server list.
  5. The only thing I edited on the cluster.ini was the Server Name, Game Mode and Cluster Intention, all of which seems cosmetic. However I still see the duplication, but I am working towards finding a cave so I can jump in. I'll see if anything adverse happens.
  6. Reading through the config settings for cluster.ini I see that maybe the "shard_enabled" is only used for multiple server clusters, but by default it is set to "true". Could the duplicated entries be the game attempting to set up multi-server-shards? We (me and the other guy), deleted all the folders and the docker setup to start fresh. We have updated the cluster_token.txt, and the cluster.ini ( https://pastebin.com/E2fteZ8U )
  7. I will try again today then. There is a 2nd person trying to troubleshoot things, and there is a bit of a habit in just turning things off without telling everyone involved, so perhaps the deletion of the cluster was a result of that. I haven't changed anything from the default Docker configuration, the only things I have modified within the setup at all is the Cluster Token and the server name. I am not sure what the RakNet thing is, but since there are supposed to be two items running at once, I will just leave it be for now and see if the game has any issues with me trying to get into the caves area.
  8. MrBeardSmith joined the community
  9. When I start the Don't Starve Together docker, the logs appear to be that two instances are being started up. When I load into the game and view available servers I also see two instances. Here is my log: https://pastebin.com/DsCTxf1h It also complains that the socket is already in use, which is expected if two instances are trying to run at once. At some point the game also deleted the cluster and reset my world.

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