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bubo's Achievements


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  1. +1 from me as well. I feel that if there are supporting packages available on slackware.org and a non-UnRaid dev was able to pull together the necessary package (drivers / config / packages), then the time has arrived for a re-review of native wireless support within the UnRaid system. I do fully believe that there is a lot more that the devs would need to build/configure in UnRaid to make this an Official Feature than what Pourko has done, but I think that the factors which made wireless unfavorable in past dev cycles has changed enough to warrant a re-review. From my perspective, my children are already writing code while in High School and Middle School, and they are looking to pursue Computer Science or Engineering degrees. It's telling that both of them happily chose to give up new video cards in favor of having hardware that is capable of running UnRaid just so that they can have VMs to write code with. Reviewing college options with my oldest shows that network availability in dorm life (which I know COVID will likely alter) is showing mostly poorly maintained and non-upgraded copper in the walls coupled with limited port availability. It feels like more dorms are switching to wireless networks instead of tending to the copper in the wall, and I'd like the UnRaid machines that I build my children to be usable when they leave for college with them.
  2. Some quick questions: 1. Are you trying to access to second map from a VM on the same UnRaid server, another machine in the LAN, or from an external source? 2. What ports are your internal config files pointed to on your second map?
  3. Did someone mention me? I felt a disturbance in my gaming bubble. It's been awhile since I've visited this thread.
  4. I'll try, but I may have to wait until I get home from work to pull the specific examples out. From my memory: 1. Under the original setup for the ARK Docker, all game files were stored in the serverdata path. Something would trigger instances were the folder identified for the serverdata path would have it's permissions changed to a state where I could not even open the folder with my normal user role (both from the unRaid Terminal CMD, and also from where I had previously mapped to it from Windows Explorer). When this occurred, I could issue a chmod 777 command in the unRaid Terminal CMD (I think I SU the command, but it's been awhile since I did it), and this would correct the problem until it was triggered again. 2. When I was building my alternate paths prior to submitting my XMLs to you, ich777, I discovered that whenever the serverdata folder was locked in this manner, the specific paths that I broke out into the admin path would not be locked. I figured the locking trigger was something unique to me, since my unRaid is configured strangely. I didn't think too much of it, but the main reason I moved the Mods folder to the Admin path was to avoid triggering the lock on that folder. 3. When I read that this was happening to another user, it seemed similar enough to my experience that I posted here. Unfortunately, I'm at work right now. If needed, I can recreate what I experienced and give precise commands and paths that I used tonight when I get home.
  5. I have this happen frequently with my ARK server folders. I'm not certain that ich777's container is entirely at fault though. I have learned by splitting folders out of the default paths that this phenomenon seems to reside with the default game install folder(s). When I moved the config and world files for ARK to a separate external path via the docker config, those external folders stopped having their permissions changed. For my ARK instances, I had to log into the unRaid terminal and use chmod to unlock the folders.
  6. The Docker will overwrite certain values if they are populated in the Docker template. 1. What are you using to edit gameusersetting.ini? 2. Which parts of the gameusersetting.ini are being overwritten? (If you suspect that it is the entire thing, then please add a new entry to see if it's deleting anything.) 3. What are the contents of your Game Parameters and Extra Game Parameters fields? 4. Just to check possibilities, what is the path to the gameusersetting.ini that you are using?
  7. That is correct. At this time, the built in Mod Manager for ARK doesn't work right (this is an ARK Dev issue, and the only known fix involves Symlinking folders and running the executable from a specific directory). One thing to be aware of is that ARK Mods require you to start ARK once after you finish the download, to finish the extraction and installation of the Mod. If you do not start ARK once after the Mod download, and wait for it to finish "Installing Mod(s)" (seen in the lower right corner of the menu), then the files you copy over will be incomplete. Also, be aware that if you have Mods on the server and the Mod updates, the server will not be visible to any clients that have the updated Mod until you are able to update the Mod on the server. Updating the server Mod involves the same steps as installing it (download, start ARK, wait for the install to finish, copy files)
  8. In regard to Colony Survival, they did. Unfortunately, at the time that I figured this out they did not have any documentation on the change yet. I found it by finding a comment from the beta for 0.7.0 in their official Discord, as shown in my post here. To recap, Old Syntax: mono "/home/steam/colony_survival_dedicated/colonyserverdedicated.exe" start_server +server.world YOUR_WORLD_NAME +server.name "YOUR_SERVER_NAME" +server.networktype SteamOnline +server.ip YOUR_SERVER_IP_ADDRESS New Syntax: /home/steam/colony_survival_dedicated/colonyserver.x86_64 -nographics -batchmode +server.world YOUR_WORLD_NAME +server.name "YOUR_SERVER_NAME" +server.networktype SteamOnline +server.ip YOUR_SERVER_IP_ADDRESS +server.rconpassword RCON_PASS Unfortunately, I don't know enough about it to know if there are any other flags add/removed from the command line.
  9. This really sounds like a Steam side issue, but can you post your log with this error in it?
  10. I apologize for taking so long to get back to this. Looking in latest.log, I am seeing this segment at the end: [22:50:30] [Server thread/INFO] [net.minecraft.server.dedicated.DedicatedServer]: Loading properties [22:50:30] [Server thread/INFO] [net.minecraft.server.dedicated.DedicatedServer]: Default game type: SURVIVAL [22:50:30] [Server thread/INFO] [net.minecraft.server.dedicated.DedicatedServer]: Generating keypair [22:50:31] [Server thread/INFO] [net.minecraft.server.dedicated.DedicatedServer]: Starting Minecraft server on [22:50:31] [Server thread/INFO] [net.minecraft.network.NetworkSystem]: Using default channel type [22:50:31] [Server thread/WARN] [net.minecraft.server.dedicated.DedicatedServer]: **** FAILED TO BIND TO PORT! [22:50:31] [Server thread/WARN] [net.minecraft.server.dedicated.DedicatedServer]: The exception was: java.net.BindException: Cannot assign requested address [22:50:31] [Server thread/WARN] [net.minecraft.server.dedicated.DedicatedServer]: Perhaps a server is already running on that port? [22:50:31] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Stopping server [22:50:31] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Saving worlds Can you try changing the port on your server/docker?
  11. Is this causing a problem in your Docker? This error simply means that the en_US.UTF-8 locale is not configured. The Docker dev is from Austria, so it's probably using the Austrian locale instead of the US locale. That said, I've not seen any issues aside from that warning in any of my deployments.
  12. Can you share your logs from the point of shut down?
  13. I do not play or host Minecraft, so take my comments with caution. Based on your problem descriptions, my initial suspicion is with the server software itself, not the Docker container. Performing a Google search for "minecraft spigot lag on save" produces a great many reports of this issue over at least 4 years at www.spigotmc.org alongside with their recommendations for trying to alleviate it. This seems to be a recurring issue with Minecraft Spigot servers. Have you run a Minecraft Spigot server outside of Docker on your machine before, and have you followed any of the recommendations at www.spigotmc.org yet?
  14. It looks like your installation is not succeeding at downloading the files for the server. Some quick questions: 1. Has this server ever been operational, or is it a new install? 2. Are there any files in the ark-se directory? 3. How long has it been having this error during the download? Looking up the states listed here doesn't show the exact codes you are getting, but the family of errors you are seeing seem to be related to either a Steam issue or a connection to Steam issue. If this just started, then I'd try again in a few hours.
  15. OK, I went ahead and installed the docker myself just to see what files are pulled. My installation of the Colony Survival server also does not have the colonyserverdedicated.exe file. I tried to find a file manifest, and according to SteamDB the new release does not have colonyserverdedicated.exe as part of the distro from Steam. I'm not sure if colonyserverdedicated.exe is supposed to be generated out of the distro, or if the developers for Colony Survival have changed how the dedicated server is setup. I did find that others are looking for instructions for 0.7.0 as seen on Reddit. Again, I don't play this game so I can't say I'm correct, but I'm leaning towards a change from the developers of Colony Survival. Can you check the Colony Survival community to see if anyone has had success with a 0.7.0 dedicated server? We would need to know the command line they are using with 0.7.0 (and if their command line uses colonyserverdedicated.exe then ask if they can tell you what path it's supposed to be located at). Once we can confirm how 0.7.0 is supposed to launch the server, then we'll have to wait for @ich777 to have time to rebuild the Docker to match it (assuming there is a new method other than colonyserverdedicated.exe). Doing these checks for him should reduce the time/load needed to get it working. *********************** I couldn't leave it alone, so I hopped into the official Discord for Colony Survival. I found that the new launch file is colonyserver.x86_64 so we will need for @ich777 to adjust the script inside the Docker to point there.