Jump to content

ich777

Community Developer
  • Posts

    15,758
  • Joined

  • Days Won

    202

Everything posted by ich777

  1. This seems more like a network issue and not a container issue to be honest. I really can't tell what's going on there, my server is running since day one (with a few restarts) and it is still working fine.
  2. This is normal and nothing to worry about since the multiplayer for dedicated servers is purely IP based and not like it is in single player what you are referring to. I've just tried it and I can connect from both inside my network, so to speak LAN and from outside my network so to speak WAN <- I did test the WAN side by connecting my mobile phone to my computer. Maybe double check the port forwarding and make sure that the UDP ports 15000, 15777 and 7777 are forwarded.
  3. I don't see any issue. The warnings errors in the log are totally normal and won't prevent the server from running (this was answered multiple times on the last 10 pages). I see in your log also that you already restarted it once but it was running fine on the first start and as long as the container doesn't restart constantly everything is fine.
  4. Sorry, but that is something you have to figure out since this is out of scope for this thread. If the DNS recored is not pointing to your public IP then it can't work.
  5. This should not happen at all, can you please post your Diagnostics with both plugins installed?
  6. I would going with that directory since then the config and everything else will be included: .../appdata/palworld/Pal/Saved/ There will be unnecessary files in there but the directory should not be that big in terms of size, my directory is about 4.5MB uncompressed with 9 player saves including the world save and the configuration file and so on. The server is saving automatically I think every 5 minutes (not sure if it's really 5 minutes but I think so) and if you end the container it is also automatically saving. BTW I will maybe also introduce a backup function to the container like it is the case for Valheim however keep in mind this game is in early (early, early, early,...) access and they will most likely introduce a server wipe at some point <- but I could be wrong about that since I've not seen that often for Unreal Engine games.
  7. I would not recommend to pin threads, you will most likely make it worse. Seems they changed something in their documentation, change the GAME_PARAMS_EXTRA in the template to: -useperfthreads -NoAsyncLoadingThread -UseMultithreadForDS This should help, as for RAM, it is a very RAM hungry game at the moment, but it has to be seen if the developers can reduce the RAM requirement. On my server it consumes about 12GB with 5 players on it and when empty about 3,5GB and I assume that this will increase the more people build on the map.
  8. Not as far as I know, maybe there is a command that makes it more verbose but none that I'm aware of, the official documentation is here.
  9. Answered multiple times (read the full linked post) :
  10. I haven't had got time yet but I think will have some spare time today and report back, the container is already installed on my server for testing.
  11. If you have a domain assigned to your public IP you just can give people your domain name and people can then connect through your domain instead of your public IP in game at direct connection, they just have to replace 127.0.0.1 with yourdomain.com in game so that it looks something like that: yourdomain.com:8211 The game then will resolve your IP with the domain and people can connect (you don't have to use a subdomain since this will complicate things for people further) Please note that this currently will only work if you have made a non community server as described here otherwise they have to search your server in the server list (which is I think still currently borked I think).
  12. Are you sure that you are not behind a CG-NAT? You can change this to true in the Docker template and it will obtain your public IP on every start which is also displayed in the log from the container:
  13. Yes, this was in their documentation right at the beginning, maybe it was listed their wrong. You can change it if you want to, as you know my containers are usually pretty good if you want to customize them (at least I hope that that's the case). I change it so that the new parameters apply to new installations, hope they cause no harm.
  14. Just try OPNsense, it's a bit more user friendly, looks similar but you also have to configure Hair Pin NAT but it is way easier and there are much tutorials out there for OPNsense.
  15. To your domain, not subdomain, don't know why would use a subdomain because the game needs to just resolve your domain to get your IP address. To your public IP address from your server, the server must be directly reachable through this IP from the outside world. Also look at this post from @Nodiaque: BTW, the container obtains your IP on the first container start automatically.
  16. Don't know if I can... This seems to be Alder Lake P mobile chip, please execute this from a Unraid terminal and reboot afterwards: mkdir -p /boot/config/modprobe.d echo "options i915 enable_guc=3" > /boot/config/modprobe.d/i915.conf If that doesn't work please provide a bit more information about your setup, what Docker container, a screenshot from the Docker template, did you do the necessary steps for Plex with the Claim?
  17. Then something is missconfigured in your network. For pfSense look here. If it's not configured properly then it won't work from your LAN but friends can join usually through your public IP or server list.
  18. Download spigot, put the jar file in the main directory from the container and change this values: It should be pretty self explanatory when you read the description from the variables. Of course you have to change the Serverfile name to whatever your spigot file is named to.
  19. What error do they get? I'm also not with that little information. Double check your port forwarding if the port is correct and if the protocol matches.
  20. Yes, simply forward the Port 8211 UDP in your router and you should be good to go.
  21. Maybe try OPNsense, works also pretty well and is (at least in my opinion) more user friendly <- but you also have to configure OPNsense/PFsense for Hair Pin NAT.
  22. Did you test this from outside your LAN or did you try it from inside your LAN. For a few users Hair Pin NAT is not working correctly on their network hardware and they can only connect with their local IP when they are in their LAN. When using the default bridge (which I btw recommend) you just forward UNRAIDIP:PORT in your router in your LAN and the same port on your WAN but no or all IP addresses on the WAN <- this depends on the manufacturer since no address means for most routers all IP addresses. But as said most of the times it is just that the Hair Pin NAT is not working correctly. Maybe ask someone if he can connect to your IP address or server from outside your LAN. Do you have other services available that are reachable from the outside world?
  23. Oh, that's a bummer, but glad that you've figured it out.
  24. Maybe try Unraid... You know that you can also set up a small box with a Trail license (30-days and 2x 15 days extension period <- so to speak 60 days). Sorry for being not more helpful here but in my opinion this can only be a permission issue. Something feels very off here... Have you yet tried to ask in the TrueNAS forums? May I ask if you have to use volumes or bind mounts on TrueNAS, I've never run a container with a volume, I only use bind mounts.
×
×
  • Create New...