April 20Apr 20 13 minutes ago, TrigServ said:Reference this steam guide https://steamcommunity.com/sharedfiles/filedetails/?id=3706337486 under the FAQ | Transfer Saves > DediJust tried that. It only copies the "map" over. No buildings, fast travel locations, etc..etc... Even the places I've visited are still "shrouded" by the fog of the map. So, unless something is very wrong with those instructions.... I'm not sure what it's supposed to "bring" over from your solo play to the dedicated one? Edited April 20Apr 20 by CoZ
April 20Apr 20 Author On 4/17/2026 at 10:11 AM, nicktheray said:Error:The client and server versions do not matchI'm encountering this after updating and restarting the container for windrose. is there perhaps other steps i need to do. this is my first container that also uses steamcmd.You need to update. Delete the file appmanifest_4129620 under steamapps and it will force update. STEAMCMD problemI updated the dockers and the template. If you don't change anything to the template, it will continue working as currently, which mean invite code and uPNP/Relay server. To use direct connection, you must do the following modification in the template (or wait for the template to update in unraid)TO ENABLE DIRECT CONNECT, THE FOLLOWING MUST BE DONEAdd a new variable "GAME_PARAMS" with value: -MULTIHOME=0.0.0.0 -PORT=7777 -QUERYPORT=7778uAfter, you must add 2 port binding, UDP 7777, TCP 7777 and 7778 (you could simply also create one at 7777:7778 but I prefer having them seperate)After in ServerDescription.json, you must configure the following: "IsPasswordProtected": true, "Password": "yourpassword", "UseDirectConnection": true, "DirectConnectionServerPort": 7777,You can then switch your network configuration to bridge instead of Host.Don't forget to set a password in the config file else anyone can join your server now.You might need to change this in the configuration. No one talk about it thus I'm unsure if it's really needed Edited April 22Apr 22 by Nodiaque
April 21Apr 21 16 hours ago, Nodiaque said:You don't see this in the docker template (not in the forum)? I'll have to find out why if you don'tAre you not able to connect? Mine always stopped there but I don't own the game so never tried to actually connect.Oh the direct connection info are new parameter, they weren't present before. This mean no more uPNP I guess. I'll have to check if they updated their guide to update to that. Direct is always faster then flimsy upnp.Ah I see. I was only looking at the forum initially, so I didn't see it. But now that I have, I sent a small token of my gratitude, thanks again!
April 21Apr 21 19 hours ago, Nodiaque said:Are you not able to connect? Mine always stopped there but I don't own the game so never tried to actually connect.Oh the direct connection info are new parameter, they weren't present before. This mean no more uPNP I guess. I'll have to check if they updated their guide to update to that. Direct is always faster then flimsy upnp.I was not able to connect via invite code originally when i posted, manually entering would result in no server found, but today I updated and the invite code connection works. Not sure what changed but cheers for the container. Much appreciated.
April 21Apr 21 22 hours ago, Nodiaque said:You need to update. Delete the file appmanifest_4129620 under steamapps and it will force update. STEAMCMD problemI updated the dockers and the template. If you don't change anything to the template, it will continue working as currently, which mean invite code and uPNP/Relay server. To use direct connection, you must do the following modification in the template (or wait for the template to update in unraid)Add a new variable "GAME_PARAMS" with value: -MULTIHOME=0.0.0.0 -PORT=7777 -QUERYPORT=7778uAfter, you must add 2 port binding, UDP 7777 and 7778 (you could simply also create one at 7777:7778 but I prefer having them seperate)You can then switch your network configuration to bridge instead of Host.Don't forget to set a password in the config file else anyone can join your server now.You might need to change this in the configuration. No one talk about it thus I'm unsure if it's really neededI just pulled down the update and none of the new parameters that you've listed show up when I edit the docker. What's the trick to getting them to show up or, should I just follow along your guide and manually create them?
April 21Apr 21 Author Unraid doesn't update the template.xml when you update the docker, it's a seperate entity. I just notice I made a mistake on the template though, I removed the branch. I just update the templace to fix this issue but will take sometime.Normally, if you go through the apps, you should see the template update when you click install, which mean reinstalling from scratch (you need to delete the custom template under "previous apps" after removing the docker first). But you can simply add the one I've put in the guide, whatever you find easier.edit: until the template get the update I just pushed with the branch, you might not see that it's already installed when going into apps. Edited April 21Apr 21 by Nodiaque
April 21Apr 21 18 minutes ago, Nodiaque said:Unraid doesn't update the template.xml when you update the docker, it's a seperate entity. I just notice I made a mistake on the template though, I removed the branch. I just update the templace to fix this issue but will take sometime.Normally, if you go through the apps, you should see the template update when you click install, which mean reinstalling from scratch (you need to delete the custom template under "previous apps" after removing the docker first). But you can simply add the one I've put in the guide, whatever you find easier.edit: until the template get the update I just pushed with the branch, you might not see that it's already installed when going into apps.Ok so deleting the container and the 'template container' won't delete the Windrose Appdata folder.
April 21Apr 21 Author No the data won't be removed. You'll also need to delete the configuration in previous apps, else it will reuse the saved template. You can also just add them directly with the info and screenshot I put. Worst thing is they aren't added properly and it change nothing.
April 21Apr 21 So I have this kinda working for windrose, but having some networking problems.I am trying a direct connection method and I am able to connect to a world from my PC when the container is in host mode, but when I go to bridge or custom network and have the 7777 and 7778 ports mapped in the container, and the GAME_PARAMS variable set to -MULTIHOME=0.0.0.0 -PORT=7777 -QUERYPORT=7778 , I cannot connect on my home network. I get to the loading screen and then a few seconds later I am booted back to the main screen. I have tried messing around with the ServerDescription.json to have my server IP address in every possible combination for the P2PProxyAddress and DirectConnectionProxyAddress variables, but it doesn't want to work.I looked at Wireshark and it looks like when my PC reaches out to port 7777 I get a bunch of reset responses back:It looks like it tries at two different ports and then gives up.In every scenario, nobody can join remotely either (even though I have a port open on my router pointing to my server).Would this be just a plain and simple networking issue or perhaps an issue with properly assigning the access to specific ports that the container needs?
April 21Apr 21 Author Something I saw on another thread is people put either the server on its own ip or when using bridge, they out the unraid server ip in multi home. Might worth a shot. The direct connection feature isn't updated in the doc yet (unless it happened today)
April 21Apr 21 Author User preference. Some says performance is better with proton other the other one.
April 22Apr 22 Update: it seems port 3478 may also need to be opened. Need to to more testing to verify, but remote connections are possible now.Port 7777 tcp and udp should be opened when the docker is on a custom network and using direct connection. Verified using a vpn for external connections. Just checking with friends to see if they can join.All other parameters except for the ‘UseDirectConnection‘ were left as default.Update: Friends can join. I think the missing part for my setup was simply enabling TCP port 7777 alongside the UDP for ports 7777 and 7778 Edited April 22Apr 22 by HurracaineIke Further testing results
April 22Apr 22 After 2 days of playing my Windrose server, it disconnected and reconnected. When I reconnected to the game I was starting again from the beginning. the server had made a change the the serverdescription.json file where it replaced the worldid with a new one. I stopped the server, edited the file to replace worldID with the correct one and got this error in the log at startup:R5LogCoopProxy: Error: [000000] UR5CoopIslandCollection::Init Save 'Z:/serverdata/serverfiles/R5/Saved/SaveProfiles/Default/RocksDB/0.10.0/Worlds/F93157E4685040627FB960605099E090/WorldDescription.json' is broken. WorldDescriptionFile 'WorldDescription.json' not found. [D:\Source\Build\work\gameRepoCheckoutDir\Source\BackendProxy\R5CoopProxy\Private\Data\R5CoopIslandCollection.cpp:43]the server then proceeds to make a new worldid replacing the one in the serverdescrition.json file. I believe the data in the original folder is OK because when I copied it over to my local game, the world is as I left it on the server when I last logged in. Has anyone else had this issue that may have found the fix?
April 22Apr 22 Author Ah weird, doc I found said only Udp. But it's possible, many other game did had TCP and udp
April 22Apr 22 Author 7 hours ago, Koltyr said:After 2 days of playing my Windrose server, it disconnected and reconnected. When I reconnected to the game I was starting again from the beginning. the server had made a change the the serverdescription.json file where it replaced the worldid with a new one. I stopped the server, edited the file to replace worldID with the correct one and got this error in the log at startup:R5LogCoopProxy: Error: [000000] UR5CoopIslandCollection::Init Save 'Z:/serverdata/serverfiles/R5/Saved/SaveProfiles/Default/RocksDB/0.10.0/Worlds/F93157E4685040627FB960605099E090/WorldDescription.json' is broken. WorldDescriptionFile 'WorldDescription.json' not found. [D:\Source\Build\work\gameRepoCheckoutDir\Source\BackendProxy\R5CoopProxy\Private\Data\R5CoopIslandCollection.cpp:43]the server then proceeds to make a new worldid replacing the one in the serverdescrition.json file. I believe the data in the original folder is OK because when I copied it over to my local game, the world is as I left it on the server when I last logged in. Has anyone else had this issue that may have found the fix?This page might helpFrom what I see, the WorldIslandId from serverdescription.json must match IslandId in worlddescription.jsonThey also added more documentation, which change again the configuration! The are getting tiresome. I'm updating the guide and template, hold on
April 22Apr 22 Author I've created a little FAQ on the first page, 2nd post. It should cover all the findings you guys did. I've updated the template but not the docker itself since it's not really possible because of the worldID. I also notice the template default to -dev tag. Unsure why, something badly copied. I restored the configuration properly on the template. Should be in CA in the next hours.Do validate that in your docker, repository says nodiaque/steamcmd:windrose or nodiaque/steamcmd:windrose-xvfb Edited April 22Apr 22 by Nodiaque
April 22Apr 22 So, I set up this container on my UnRAID server, (Was currently running Windrose server in a Windows 8.1 Enterprise VM on one of my unRAID servers. Had no real issues getting it up and running, as well as importing my saved world, and verifying everything loaded correctly. I didn't get to testing mods, but pretty sure most will work as they did normally on the Windows VM (at least the ones you place in <\content\pak\~mods> UE4SS mods seem to not be there yet, and crash/lag the servers I've tested pretty bad so far).The problem I had, and the reason I stopped testing, and went back to running on the Window 8.1 VM, the CPU usage is CRAZY in comparison, Honestly it makes Windows 8.1 look like the best OS ever made from Microsoft, (Which is all honesty watching the CPU Threads balance across 4 cores + 4Threads Pinned and dedicated, (Both were pinned and isolated for the Docker, and The VM) the win 8.1 is beautiful. Load balancing couldn't be split up better between all cores and threads, (even when no players are in the server, and CPU usage spikes, and I so hope the devs fix this soon)The problem with the docker container I found in my system, there simply is no load balance, from the start of the server, regardless if players are connected or not, 2 of the non threaded cores immediately spike to 100% usage, and never come down. other assigned cores/threads barely ever take any load. (This was testes using the same pinning and isolation for both the Win8.1 VM and the container one at a time.)I only bring this up because it's so surprising to me a docker would take so much more overhead over a VM, but I have to assume WINE is just not running as efficient, or it's multiplying the poor resource optimization of the Windrose Server.At least for now I'll be sticking with my Windows 8.1 Enterprise VM as the differences were extremely noticeable by users in game, but plan to check back when hopefully more optimization has been made.Thanks for your efforts with the docker.
April 22Apr 22 12 minutes ago, Drider said:The problem with the docker container I found in my system, there simply is no load balance, from the start of the server, regardless if players are connected or not, 2 of the non threaded cores immediately spike to 100% usage, and never come downI saw the same issue. Since I currently have no friends that have the game, I only start the container when I'm about to play. Otherwise, it stays off. Once I join, the "cores to 100" stops and everything levels out. It's damn strange.
April 23Apr 23 Author 3 hours ago, Drider said:So, I set up this container on my UnRAID server, (Was currently running Windrose server in a Windows 8.1 Enterprise VM on one of my unRAID servers. Had no real issues getting it up and running, as well as importing my saved world, and verifying everything loaded correctly. I didn't get to testing mods, but pretty sure most will work as they did normally on the Windows VM (at least the ones you place in <\content\pak\~mods> UE4SS mods seem to not be there yet, and crash/lag the servers I've tested pretty bad so far).The problem I had, and the reason I stopped testing, and went back to running on the Window 8.1 VM, the CPU usage is CRAZY in comparison, Honestly it makes Windows 8.1 look like the best OS ever made from Microsoft, (Which is all honesty watching the CPU Threads balance across 4 cores + 4Threads Pinned and dedicated, (Both were pinned and isolated for the Docker, and The VM) the win 8.1 is beautiful. Load balancing couldn't be split up better between all cores and threads, (even when no players are in the server, and CPU usage spikes, and I so hope the devs fix this soon)The problem with the docker container I found in my system, there simply is no load balance, from the start of the server, regardless if players are connected or not, 2 of the non threaded cores immediately spike to 100% usage, and never come down. other assigned cores/threads barely ever take any load. (This was testes using the same pinning and isolation for both the Win8.1 VM and the container one at a time.)I only bring this up because it's so surprising to me a docker would take so much more overhead over a VM, but I have to assume WINE is just not running as efficient, or it's multiplying the poor resource optimization of the Windrose Server.At least for now I'll be sticking with my Windows 8.1 Enterprise VM as the differences were extremely noticeable by users in game, but plan to check back when hopefully more optimization has been made.Thanks for your efforts with the docker.Yeah, it's a know issue for all of dockers I could find. We use all the same way, even the doc for running docker is made from someone in the community without warranty. It's what happen when you run un-optimize software onto a compatibility layer. If they release a linux native client, it will be way better
April 23Apr 23 I cant seem to get my server to boot up; it hangs at the same spot every time in the docker logs:R5LogPreloader: Display: [000064] UR5Preloader::Load Start preloading GenlandiaMulty [D:\Source\Build\work\gameRepoCheckoutDir\Source\R5Preloader\Private\R5Preloader.cpp:39]I've deleted everything and retried a few times. Tried host and bridge. It doesnt seem to be a networking thing, it just never gets past this preloading. If i try to connect via direct IP or share code, it just loads for a bit and then dumps me to the main menu with no message.
April 23Apr 23 Author Per what I've read here, it's normal and stay there until someone login. Did you do the extra configuration? There's FAQ on the first page to what to do for Direct Connect, which is the default method now. Invite code won't work if you don't change the template.
April 23Apr 23 Author What do you mean? The docker doesn't contain enshrouded, it's downloaded when you start. You can read the FAQ on the 2nd post to have more information. If steamcmd doesn't see the update when starting, follow the instruction in that post to force the update. It's not something that I can anything about it unfortunately, it's a steamcmd problem..
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