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[Support] ich777 - Gameserver Dockers

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50 minutes ago, Zalszibar said:

Are the server files located somewhere else, or is there a setting or tweak I need to make to get these changes to commit?

What path is set in terms of the Game Files? Do you use /mnt/cache/appdata/... or /mnt/user/appdata/...?

 

If you have set the appdata share to be moved from the Cache to the Array by the Mover, that's the issue but I would strongly recommend that you leave your your appdata share always on the Cache and not move it to the Array, otherwise you have to set the path to /mnt/user/appdata/...

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45 minutes ago, keithbrakebill said:

Thanks for the response, I am just trying to setup plain vanilla Valheim

Please disable Validation, that won't help, as said above this is only if you have issues that the container doesn't update the game properly.

 

45 minutes ago, keithbrakebill said:

I have restarted the container also deleted and reinstalled multiple times. I did turn off verification after taking these screenshots.

Is the container restarting or does it display Starting Server/the message that I've posted in my previous post? If the container is not restarting chances are high that it is running properly and some kind of network issue.

 

Have you yet tried to do a direct connection simply by entering your specified IP for the container (in your case 192.168.1.169)? <- I would recommend that you leave it on the default bridge and not using br0 but that's of course up to you.

 

Most of the times it's an issue with Hair Pin NAT that the server won't show up from your local network, have you yet tried to connect from outside your network or see if you can reach the server from outside your network with the ports forwarded in your router?

So I just started looking into starting up a Sons of the Forest server, and I'm just curious about what the 'No Fear' is? Will that just be automatically downloaded along with the docker? Or is this something I have to download separately?

 

  • Author
2 minutes ago, Tonborghini said:

So I just started looking into starting up a Sons of the Forest server, and I'm just curious about what the 'No Fear' is?

It's not a strict requirement.

 

2 minutes ago, Tonborghini said:

Will that just be automatically downloaded along with the docker?

You have to download that to you mind.

 

3 minutes ago, Tonborghini said:

Or is this something I have to download separately?

Usually if you've played The Forest you are good to go.

 

 

In all seriousness, no, just download the container and start playing,... but please also stop playing the game if the fear that you are experiencing is too much for you. :D

lmao, alright thank you. Appreciate your help as always!

 

33 minutes ago, ich777 said:

What path is set in terms of the Game Files? Do you use /mnt/cache/appdata/... or /mnt/user/appdata/...?

 

If you have set the appdata share to be moved from the Cache to the Array by the Mover, that's the issue but I would strongly recommend that you leave your your appdata share always on the Cache and not move it to the Array, otherwise you have to set the path to /mnt/user/appdata/...

 

Indeed, I have the SteamCMD on mnt/user/appdata and Server files on mnt/cache/appdata/conanexiles.  I intended to put all appdata on Disk 1 of the Array, but it does seem that some files exist in the array and others on cache upon reviewing the folders...and the mover never seems to move appdata to disk 1.

 

At this point, should I:

A.) change the server files to mnt/user/appdata and manually move everything from cache to user, or

B.) is the optimal route to fresh install my dockers on cache and point appdata to cache?

C.) other option?

 

Thank you so much for helping diagnose this

I did option A by moving the disk1 files to the corresponding cache directories, and all is well.  Changed the server files to point to cache now.

 

Thank you @ich777!

15 hours ago, ich777 said:

I can't confirm that, it is totally working in my case with the legacy parameters that are listed here.

 

Anyways, I will look into it how it has to be modified to support the new settings.xml file.

 

I've investigated a bit further and it seems to be recommended that you have indeed a settings.xml but that most commands are still passed over through the command line: Click

 

Thanks for looking into that!!!
 

Yes the settings are still passed over the Command line. Then are written into the XML. The handy thing is you can hugely simplify the command line and just make changes to the XML and it will read all the relevent settings from that .xml. So you're command line is as simple as

-loadlatest <savefoldername> <worldnames>  -settingspath "Path to custom location for a settings.xml" Also by default it checks for a settings.XML in the same directory of the .exe for the rest of the settings. The settings.xml file will only be generated once you launch a game with a -settings arg in the commandline in the new method. I have started just using the -settingspath arg with no additional args and it will generate the file on first boot. Then I edit the .xml and restart the server.

Trouble is in your script BTW thats some really clean coding you've done. You insert the legacy args -batchmode -nographics etc forcing it into legacy mode and that i think is what was tripping me up. I was trying to use the newer commands and it just would not work at the time.

 

But it all come down to the game is buggy as heck when running in the legacy mode for whatever reason. Lots of MP issue show up when launched that way and I have no idea why.

Edited by thlillyr

Hi, i was here a couple weeks back after getting my Valheim server up and running for the first time with your docker.. then on a reboot, the whole install was nuked and started fresh somehow.

 

Once i had it up and running again.. it was great for 11 days, until today, when I noticed save file corruption and high memory usage, so I shut down the docker, restarted my NAS and the docker.

 

I know your product has nothing to do with the potential memory leak and save files.. but upon restarting the Docker my entire valheim install was again wiped. I was hoping you could have a quick look through the attached Docker log and see if you recognize a reason why it might have reinstalled everything and wiped me again. That would help me figure out where to start my newbie troubleshooting :)

 

thanks..

 

 

valheim log.txt

  • Author
2 minutes ago, cakeman said:

Hi, i was here a couple weeks back after getting my Valheim server up and running for the first time with your docker.. then on a reboot, the whole install was nuked and started fresh somehow.

What path is set in your template for the game files?

If you are using /mnt/cache/appdata/... you have to ensure that the files for the appdata share in this case stay on the Cache pool in this case and are not moved to the Array.

You can however change the path to /mnt/user/appdata/... but some games have issues and wouldn't even start.

 

The above described is most likely what happens to you because the mover is moving the data off of the Cache and to the Array and because you are using /mnt/cache/appdata/... it is not able to find the savegame/data anymore.

Hello, I would like to access the console but unfortunately nothing is displayed... the only place where I see the server information is in the logs.

But in the logs we cannot execute commands.

 

image.thumb.png.e51a0c591f0042d12b152ff527d6ee34.png

  • Author
3 minutes ago, Logidroid said:

But in the logs we cannot execute commands.

You have to do that over RCON, it is not possible to interact directly with the console from the game server through the container.

17 hours ago, ich777 said:

You simply can do that with a cron job via User Scripts.

docker container restart CONTAINERNAME

 

About the saves, the container usually should save the game when shutting down.

That's what I thought aswell but I tried it and manually started the script once to check if it works.

 

The server rolled back like 15 minutes and didn't save the world state, it saved the character state though.

 

But I'll try your solution regardless and will observe for a few days and report back.

On 12/17/2023 at 6:47 AM, ich777 said:

I already posted something like that (I think it was a reddit post) but that is more like a workaround not a fix.

 

I would recommend to investigate further why it is not working with the network check enabled.

Time to eat some words, my friend couldn't connect to the server and then I removed the port forwarding rules from my router and restarted the server and it 'worked' just as before so my port forwarding hasn't been correct! 

 

image.png.abba3eccd2af59f2e494d1823eb1d04b.png

 

 

This is what I need to input to add a port rule:

 

image.png.2768e07e888e26e875526c63ff248424.png

 

Should I add 172.17...... 27016 to internal or external? And then I give the 192. to my friend to join the server, correct?

  • Author
1 hour ago, Maxplosive said:

Should I add 172.17...... 27016 to internal or external? And then I give the 192. to my friend to join the server, correct?

No, internal host is 192.168.0.34 with the according protocol (in this case UDP) and the port <- you have to create three entries here.

 

External host needs to be empty and External port needs to be the same as the internal one.

25 minutes ago, ich777 said:

No, internal host is 192.168.0.34 with the according protocol (in this case UDP) and the port <- you have to create three entries here.

 

External host needs to be empty and External port needs to be the same as the internal one.

 

Like this? Left external host empty.

image.png.a82b0a15606eeb8f47c6825d3c2775cc.png

 

 

Now I get the Failed to get public ip error again:

{
  "IpAddress": "0.0.0.0",
  "GamePort": 8766,
  "QueryPort": 27016,
  "BlobSyncPort": 9700,
  "ServerName": "Test",
  "MaxPlayers": 8,
  "Password": "test",
  "LanOnly": false,
  "SaveSlot": 1,
  "SaveMode": "Continue",
  "GameMode": "Normal",
  "SaveInterval": 600,
  "IdleDayCycleSpeed": 0.0,
  "IdleTargetFramerate": 5,
  "ActiveTargetFramerate": 60,
  "LogFilesEnabled": false,
  "TimestampLogFilenames": true,
  "TimestampLogEntries": true,
  "SkipNetworkAccessibilityTest": false,
  "GameSettings": {},
  "CustomGameModeSettings": {}
}
#DSL [Self-Tests] [Config] Dedicated Server configuration file is valid.
#DSL [Self-Tests] [Networking] Testing public accessibility...
0060:fixme:nsi:ipv6_forward_enumerate_all not implemented
0060:fixme:nsi:ipv6_forward_enumerate_all not implemented
01b0:fixme:iphlpapi:NotifyAddrChange (Handle 0000000058B70218, overlapped 0000000058B70220): stub
01d0:fixme:wbemprox:wbem_locator_ConnectServer unsupported flags
01d0:fixme:wbemprox:client_security_SetBlanket 000000006E7A0E80, 000000000266CAF0, 10, 0, (null), 3, 3, 0000000000000000, 0
01d0:fixme:wbemprox:client_security_Release 000000006E7A0E80
0060:fixme:mountmgr:harddisk_ioctl The DISK_PARTITION_INFO and DISK_DETECTION_INFO structures will not be filled
0060:fixme:mountmgr:harddisk_ioctl The DISK_PARTITION_INFO and DISK_DETECTION_INFO structures will not be filled
01d0:fixme:wbemprox:enum_class_object_Next timeout not supported
Setting breakpad minidump AppID = 1326470
0060:fixme:mountmgr:query_property Faking StorageDeviceProperty data
0060:fixme:mountmgr:harddisk_ioctl The DISK_PARTITION_INFO and DISK_DETECTION_INFO structures will not be filled
0060:fixme:mountmgr:query_property Faking StorageDeviceProperty data
0060:fixme:mountmgr:harddisk_ioctl The DISK_PARTITION_INFO and DISK_DETECTION_INFO structures will not be filled
01d8:fixme:kernelbase:AppPolicyGetThreadInitializationType FFFFFFFFFFFFFFFA, 000000005B42FE10
src\clientdll\steamengine.cpp (3114) : Assertion Failed: Attempt to call interface with invalid hSteamUser /+/ 1, appid=1326470, hpipe=131073, inprocess, thread=432
src\common\interfacemap.cpp (890) : Assertion Failed: IPC call to IClientHTTP::ReleaseHTTPRequest returned failure code 12
src\clientdll\steamengine.cpp (3114) : Assertion Failed: Attempt to call interface with invalid hSteamUser /+/ 1, appid=1326470, hpipe=131073, inprocess, thread=432
0024:fixme:iphlpapi:CancelIPChangeNotify (overlapped 0000000058B70220): stub
src\common\interfacemap.cpp (890) : Assertion Failed: IPC call to IClientHTTP::ReleaseHTTPRequest returned failure code 12
CWorkThreadPool::~CWorkThreadPool: work complete queue not empty, 2 items discarded.
CWorkThreadPool::~CWorkThreadPool: work processing queue not empty: 1 items discarded.
#DSE Invalid public ip [0.0.0.0]
#DSE [Self-Tests] [Networking] Failed to get public ip from Steam.
#DSE [Self-Tests] Please restart the server.

4 minutes ago, Maxplosive said:

 

Like this? Left external host empty.

image.png.a82b0a15606eeb8f47c6825d3c2775cc.png

 

 

Now I get the Failed to get public ip error again:

{
  "IpAddress": "0.0.0.0",
  "GamePort": 8766,
  "QueryPort": 27016,
  "BlobSyncPort": 9700,
  "ServerName": "Test",
  "MaxPlayers": 8,
  "Password": "test",
  "LanOnly": false,
  "SaveSlot": 1,
  "SaveMode": "Continue",
  "GameMode": "Normal",
  "SaveInterval": 600,
  "IdleDayCycleSpeed": 0.0,
  "IdleTargetFramerate": 5,
  "ActiveTargetFramerate": 60,
  "LogFilesEnabled": false,
  "TimestampLogFilenames": true,
  "TimestampLogEntries": true,
  "SkipNetworkAccessibilityTest": false,
  "GameSettings": {},
  "CustomGameModeSettings": {}
}
#DSL [Self-Tests] [Config] Dedicated Server configuration file is valid.
#DSL [Self-Tests] [Networking] Testing public accessibility...
0060:fixme:nsi:ipv6_forward_enumerate_all not implemented
0060:fixme:nsi:ipv6_forward_enumerate_all not implemented
01b0:fixme:iphlpapi:NotifyAddrChange (Handle 0000000058B70218, overlapped 0000000058B70220): stub
01d0:fixme:wbemprox:wbem_locator_ConnectServer unsupported flags
01d0:fixme:wbemprox:client_security_SetBlanket 000000006E7A0E80, 000000000266CAF0, 10, 0, (null), 3, 3, 0000000000000000, 0
01d0:fixme:wbemprox:client_security_Release 000000006E7A0E80
0060:fixme:mountmgr:harddisk_ioctl The DISK_PARTITION_INFO and DISK_DETECTION_INFO structures will not be filled
0060:fixme:mountmgr:harddisk_ioctl The DISK_PARTITION_INFO and DISK_DETECTION_INFO structures will not be filled
01d0:fixme:wbemprox:enum_class_object_Next timeout not supported
Setting breakpad minidump AppID = 1326470
0060:fixme:mountmgr:query_property Faking StorageDeviceProperty data
0060:fixme:mountmgr:harddisk_ioctl The DISK_PARTITION_INFO and DISK_DETECTION_INFO structures will not be filled
0060:fixme:mountmgr:query_property Faking StorageDeviceProperty data
0060:fixme:mountmgr:harddisk_ioctl The DISK_PARTITION_INFO and DISK_DETECTION_INFO structures will not be filled
01d8:fixme:kernelbase:AppPolicyGetThreadInitializationType FFFFFFFFFFFFFFFA, 000000005B42FE10
src\clientdll\steamengine.cpp (3114) : Assertion Failed: Attempt to call interface with invalid hSteamUser /+/ 1, appid=1326470, hpipe=131073, inprocess, thread=432
src\common\interfacemap.cpp (890) : Assertion Failed: IPC call to IClientHTTP::ReleaseHTTPRequest returned failure code 12
src\clientdll\steamengine.cpp (3114) : Assertion Failed: Attempt to call interface with invalid hSteamUser /+/ 1, appid=1326470, hpipe=131073, inprocess, thread=432
0024:fixme:iphlpapi:CancelIPChangeNotify (overlapped 0000000058B70220): stub
src\common\interfacemap.cpp (890) : Assertion Failed: IPC call to IClientHTTP::ReleaseHTTPRequest returned failure code 12
CWorkThreadPool::~CWorkThreadPool: work complete queue not empty, 2 items discarded.
CWorkThreadPool::~CWorkThreadPool: work processing queue not empty: 1 items discarded.
#DSE Invalid public ip [0.0.0.0]
#DSE [Self-Tests] [Networking] Failed to get public ip from Steam.
#DSE [Self-Tests] Please restart the server.

 

 

No steam user in my docker image.thumb.png.93826f75a5c6c9483528adf2da3247b2.png

Hi - thanks for all the hardwork. I know you have two versions of Quake 3, any chance you are up for a 3rd version? This one is actively maintained unlike the others providing vulkan support making it playable on more devices.

 

Quake3e - Github

  • Author
12 hours ago, Maxplosive said:

Like this? Left external host empty.

Exactly, with that it will forward requests from all IP addresses on the three ports from external (WAN) your specified internal IP address and port.

 

12 hours ago, Maxplosive said:

#DSE Invalid public ip [0.0.0.0]

Are you sure that you are not behind a CG-NAT? Do you have other services running on your server which are reachable from outside your network?

Do you have a static or dynamic external IP address?

 

You can add this to your config file (please stop the container and then edit the config file) :

"SkipNetworkAccessibilityTest": true,

Source from that on Reddit: Click

  • Author
3 hours ago, updawg said:

Hi

Sorry but I don't accept any requests anymore because I now have almost 200 apps on the CA App.

10 hours ago, ich777 said:

Exactly, with that it will forward requests from all IP addresses on the three ports from external (WAN) your specified internal IP address and port.

 

Are you sure that you are not behind a CG-NAT? Do you have other services running on your server which are reachable from outside your network?

Do you have a static or dynamic external IP address?

 

You can add this to your config file (please stop the container and then edit the config file) :

"SkipNetworkAccessibilityTest": true,

Source from that on Reddit: Click

 

Really terrible at networking, how do I know if I'm behind a CG-NAT? I don't know much about my internet since it's included in the rent. I saw that I have DHCP enabled, does that affect anything? 

 

image.png.88fc5d182d3befa8ad2c77f7679baaee.png

 

If add SkipNetwork, then it used to run previously but I think my friend couldn't connect, only I could. I don't know if you're familiar with it but my friend is connected to my server with Tailscale, can he connect through that since it only seems  to work 'locally' for me?

 

 

Edit: Actually I think it works now, have to have a friend double check but I connected to my phones hotspot so I was outside of the network and found the server on the list of dedicated servers and could connect! 

 

Yep now it works :)

Edited by Maxplosive

I have an older unraid version 6.9.1, but it's been stable for the purpose it serves.

 

Installing any game server docker, fails at updating streamcmd. I've used this before and always been quite straightforward. I had this docker running on another server I shutdown, I expected to start it up easily on this machine.

 

Focus was on installing ich777/steamcmd:valheim but tried 5 others at least.

 

Console log only shows

---Ensuring UID: 99 matches user---
---Ensuring GID: 100 matches user---
---Setting umask to 000---
---Checking for optional scripts---
---No optional script found, continuing---
---Taking ownership of data...---
---Starting...---
SteamCMD not found!
steamcmd.sh
linux32/steamcmd
linux32/steamerrorreporter
linux32/libstdc++.so.6
linux32/crashhandler.so
---Update SteamCMD---

 

If I use the console on Valheim docker and run steamcmd manually, I get the following error.

 

root@b6c7065c4195:/serverdata/steamcmd# ./steamcmd.sh 
Redirecting stderr to '/root/Steam/logs/stderr.txt'
threadtools.cpp (3409) : Assertion Failed: Failed to create thread (error 0x1)

 

If I install steamcmd/steamcmd from the command line using the cs go example, only changing the local paths. This error keeps popping up in the log.

 

src/clientdll/cminterface.cpp (2861) : Assertion Failed: m_VecNetAdrNetFilterCMs.Count() > 0

 

I also tried cm2network/steamcmd which seemed to install and download all the initial steam files.

 

Am I missing something really simple here?

Edited by Tuftuf

Hi there!

 

I'm trying to host the Don't starve togheter container and I'm not entirely sure how to host the game server, for example wich port do i have to forward from my firewall? It may be a dumb question but I didn't exactly find any guide that specify the ports.

Another question, does the server get the "Cluster name" that I assignd? or is it different?

Thanks

Edited by SpicyNugget

  • Author
3 hours ago, Tuftuf said:

Installing any game server docker, fails at updating streamcmd. I've used this before and always been quite straightforward. I had this docker running on another server I shutdown, I expected to start it up easily on this machine.

Sorry but I can't support that old Unraid versions since if you scroll back about 100 pages users had the same issue when 6.10 was released and they told me they where still on 6.8.3 and a upgrade solved the issue.

 

The cause of the issue is that I use fairly new base images and they are simply most of the times are not compatible anymore with the runc version that is used on such old Unraid versions.

  • Author
5 hours ago, Maxplosive said:

If add SkipNetwork, then it used to run previously but I think my friend couldn't connect, only I could. I don't know if you're familiar with it but my friend is connected to my server with Tailscale, can he connect through that since it only seems  to work 'locally' for me?

Lol, then you don't have to port forward anything, he just needs to connect with your local IP from your server (it could be the case that you have to enable LAN only but I don't know how to do that for SotF).

 

However what you are doing is a big security risk since he can basically is in your local network, but that's up to you.

 

5 hours ago, Maxplosive said:

Yep now it works :)

Glad that you've figured it out.

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