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[Support] ich777 - Gameserver Dockers

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  • Author
1 minute ago, sage2050 said:

i have a password set in my ini but there's no password on my server. does it (and other text, like server name) need to be in quotation marks?

About what container are we talking?

 

If we are talking for Palworld then the answer is yes since it is by default also the case that all texts are wrapped in double quotation marks.

 

You‘ll find a DefaultPalWorldConfig.ini in the main directory for the container.

 

Please also keep in mind that you first have to stop the container, then edit the configuration file and then finally start the container again.

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  • Author
3 minutes ago, jtaz16 said:

I am not the same person that sent it but I am also having the same issue. I am unaware of where to check though for /serverdata Would this be in the appdata folders somewhere?

No you don't have the same issue:

4 minutes ago, jtaz16 said:
[S_API] SteamAPI_Init(): Loaded '/serverdata/.steam/sdk64/steamclient.so' OK.  (First tried local 'steamclient.so')

It says that it was load fine.

 

Your server is up and running.

16 minutes ago, ich777 said:

Can you please give me the full log output?

 

Where did you check if it was empty?

 

The container copies over the steamclient.so from the main server directorys linux64 folder.

I think I ended up sorting this out. I just removed the container/image, removed the steamcmd/palworld directories from my appdata, and started from scratch. The steamclient.so is now found in the expected directory (when checking via the container's console).

 

One thing I noticed/changed was the default container settings have /serverdata/serverfiles defaulting to /mnt/cache/appdata/palworld, which might have also caused some issues since I don't have my appdata on the cache.

 

I'm not seeing any new errors that haven't been deemed expected, so I think this is working.

5 minutes ago, ich777 said:

About what container are we talking?

 

If we are talking for Palworld then the answer is yes since it is by default also the case that all texts are wrapped in double quotation marks.

 

You‘ll find a DefaultPalWorldConfig.ini in the main directory for the container.

 

Please also keep in mind that you first have to stop the container, then edit the configuration file and then finally start the container again.

either i accidentally deleted all the double quotes in the settings ini or they weren't present when the file was generated (they are there in the default settings file). thanks

  • Author
1 minute ago, therave39 said:

One thing I noticed/changed was the default container settings have /serverdata/serverfiles defaulting to /mnt/cache/appdata/palworld, which might have also caused some issues since I don't have my appdata on the cache.

This is a thing you have to manually configure, I always recommend using the real path and not the FUSE path (/mnt/user/...).

 

2 minutes ago, therave39 said:

I'm not seeing any new errors that haven't been deemed expected, so I think this is working.

Glad that everything is working.

  • Author
1 minute ago, sage2050 said:

either i accidentally deleted all the double quotes in the settings ini or they weren't present when the file was generated (they are there in the default settings file). thanks

You can also stop the container, delete the file, start the container and it will pull the specific configuration file that I use by default for the container if it's not found.

 

The quotation marks are definitely in there. ;)

4 minutes ago, ich777 said:

Your server is up and running.

Ok so most likely the reason I cannot view it is on the Palworld side. I guess I will keep it running for a while and see if it will pop up. My Port forwarding should be good since I can see my Valheim and Icarus servers are live. 

Thanks for the reply.

  • Author
1 minute ago, jtaz16 said:

Ok so most likely the reason I cannot view it is on the Palworld side. I guess I will keep it running for a while and see if it will pop up. My Port forwarding should be good since I can see my Valheim and Icarus servers are live. 

It usually takes a few minutes so that the server is listed and then you have to go to the community servers in the game, then type in your server name, if nothing is found click again on community servers to update the list, wait a bit, search again for your server name, if still nothing pops up repeat the process a few times.

 

But please keep in mind that after the server start you have to at least wait 1-3 minutes so that it registers in the server list.

No too sure what I'm doing wrong (or if I'm doing anything wrong).

 

But I've tried a Palworld server and it seems to boot fine, however after 15-20 mins the server is not available. Like others , I believe port forwarding id fine because I use your other servers without issue.

 

What seems to happen is that the server starts, a random restart kicks in then it gets stuck on starting server.

 

A manual restart of the docker restarts the whole process again.

 

Log below:

 

log.thumb.png.a82e8b9bf393e1fd474fbf7423933113.png

 

 

Edited by montmyint

2 minutes ago, montmyint said:

No too sure what I'm doing wrong (or if I'm doing anything wrong).

 

But I've tried a Palworld server and it seems to boot fine, however after 15-20 mins the server is not available. Like others , I believe port forwarding id fine because I use your other servers without issue.

 

What seems to happen is that the server starts, a random restart kicks in then it gets stuck on starting server.

 

A manual restart of the docker restarts the whole process again.

 

 

log.png

I see the same thing in my logs, despite it working correctly.

 

Are you able to connect to the server over LAN? You might need to remove "EpicApp=PalServer" from the game parameters and remove the password from PalWorldSettings.ini to connect directly

Edited by therave39

2 minutes ago, therave39 said:

I see the same thing in my logs, despite it working correctly.

 

Are you able to connect to the server over LAN? You might need to remove "EpicApp=PalServer" from the game parameters and remove the password from PalWorldSettings.ini to connect directly

 

I'll disable the community server param and see if it turns up on my local server lists.

 

Will update in a few mins

Does this require the Steam Username and PWD be entered in the container to work properly?
image.thumb.png.fe39a307e056c914f3e837fe15c8960b.png

  • Author
1 minute ago, UnAbel said:

Does this require the Steam Username and PWD be entered in the container to work properly?

No, otherwise it would be not hidden away under Show more settings… and would be markt with a red asterisk.

@therave39 No dice. 

 

Rebooted after removing the params, got to the loop I had above and it's stuck on starting again.

 

No local server available.

Hey Ich! Love the speed on set up and the support thus far. I'm curious if you have any knowledge running this through SWAG and an Argo Tunnel. I'm trying to get it working, and so far I can't seem to see the server listed. I tried to connect direct with no password, and it wouldn't. I'm not sure how far to debug, so I thought I'd ask. Server is started just fine and shows 

 

---Checking if configuration is in place---
---Configuration found, continuing...---
---Checking if PublicIP is in place---
---Nothing to do, PublicIP: xxxx still up-to-date!---
---Prepare Server---
---Server ready---
---Start Server--


I'm sure this is beyond the regular scope of most users but SWAG is great lol

Edited by Nibbles
had public ip lel

  • Author
17 minutes ago, montmyint said:

But I've tried a Palworld server and it seems to boot fine, however after 15-20 mins the server is not available.

To what path in the Docker template are the game files set? If they are set to /mnt/cache/... then please make sure that the files stay on the cache and are not moved to the Array by the mover in the Share settings.

 

Are you sure you have enough driver space available and you don't run out of RAM?

 

17 minutes ago, montmyint said:

What seems to happen is that the server starts, a random restart kicks in then it gets stuck on starting server.

15 minutes ago, therave39 said:

I see the same thing in my logs, despite it working correctly.

This is just normal an my server sits on the same screen like yours, this is actually a display issue and as long as the container doesn't restart everything is fine.

If it is properly running it consumes about 1-3GB of RAM

  • Author
13 minutes ago, montmyint said:

I'll disable the community server param and see if it turns up on my local server lists.

You won't see it there either. If you want to test direct connection you have to stop the container, edit the config file and make sure the password is empty (don't remove the double quotation marks), remove the entry from GAME_PARAMS in the Docker container template and after that you can start the container again <- it should be started already since you've changed the tempalte.

 

If you've done all of that you can connect to the container via the direct connection in game with your SERVERIP:GAMEPORT

 

Please also keep in mind if you want to make changes to the config always stop the container in the first place, then change the config and after that it is safe to start it again. If you don't stop it in the first place your changes will be discarded and overwritten with the old ones.

Just now, ich777 said:

You won't see it there either. If you want to test direct connection you have to stop the container, edit the config file and make sure the password is empty (don't remove the double quotation marks), remove the entry from GAME_PARAMS in the Docker container template and after that you can start the container again <- it should be started already since you've changed the tempalte.

 

If you've done all of that you can connect to the container via the direct connection in game with your SERVERIP:GAMEPORT

 

Please also keep in mind if you want to make changes to the config always stop the container in the first place, then change the config and after that it is safe to start it again. If you don't stop it in the first place your changes will be discarded and overwritten with the old ones.

 

Yeah I've been stopping the docker between changes (it only took one time of settings not sticking to remember).

 

So it was the steam client confusing me, I was able to connect via direct connection in game.

 

Looks like patience on the cards tonight, I'll set it back up as a community server and just leave it :)

  • Author
18 minutes ago, Nibbles said:

ove the speed on set up and the support thus far. I'm curious if you have any knowledge running this through SWAG and an Argo Tunnel.

May I ask why you would even do that?

That won't work since a game server (at least most of them) doesn't use the http nor https protocol which SWAG relies on and is basically what a ARGO tunnel is designed for.

 

However I even don't think that would work because you would need to know the exit node, so to speak the IP from the tunnel so that the dedicated server even can connect to the main server and if you extend that all a bit further that can't work because we are working with ports here and the ARGO tunnel (at least to my knowledge) is working with hostnames.

 

Sure you can proxy a game server with streaming ports but that increases complexity and I even won't touch something like that because I really see not much of a benefit (besides that you mask your IP) and only downsides.

1 minute ago, montmyint said:

 

Yeah I've been stopping the docker between changes (it only took one time of settings not sticking to remember).

 

So it was the steam client confusing me, I was able to connect via direct connection in game.

 

Looks like patience on the cards tonight, I'll set it back up as a community server and just leave it :)

The in-game Community Server browser is... kinda awful. The search functionality only filters through the pages of servers that you've loaded up (it only loads 200 servers per request). Even if you keep loading new pages of servers, theres no guarantee yours will ever show up.

 

If you go the direct/passwordless route, anybody you have using your server will still see it in the Recent Servers section. Until they fix the password issue with direct connections, I'll likely keep my server out of the Community Server list.

1 minute ago, ich777 said:

May I ask why you would even do that?

That won't work since a game server (at least most of them) doesn't use the http nor https protocol which SWAG relies on and is basically what a ARGO tunnel is designed for.

 

However I even don't think that would work because you would need to know the exit node, so to speak the IP from the tunnel so that the dedicated server even can connect to the main server and if you extend that all a bit further that can't work because we are working with ports here and the ARGO tunnel (at least to my knowledge) is working with hostnames.

 

Sure you can proxy a game server with streaming ports but that increases complexity and I even won't touch something like that because I really see not much of a benefit (besides that you mask your IP) and only downsides.

Makes complete sense, I appreciate the input. I was just trying to make it work with the systems I had in place to protect services. I thought it might be easier, but it seems not. Thanks for the swift response!

  • Author
3 minutes ago, montmyint said:

So it was the steam client confusing me, I was able to connect via direct connection in game.

Yeah, the Steam client doesn't work with UE5 games so far AFAIK <- but I could be very wrong about that.

 

4 minutes ago, montmyint said:

Looks like patience on the cards tonight, I'll set it back up as a community server and just leave it :)

I've made a post how I search my server here:

 

With that I'm able to find it every time.

You can also try to set it up from scratch, wait for the first start, then stop it, change the server name in the config (only the servername), start the container and try to find that in the server list. ;)

  • Author
5 minutes ago, Nibbles said:

I thought it might be easier, but it seems not.

I looked also into that because I was also interested in that a few years back, it is most of the times possible (but not always) but adds a lot of complexity and you are basically on your own.

 

In my opinion it is not a good idea to proxy a game server...

 

However you can tunnel a game server through a root server with a SSH tunnel and change the public IP address to the IP from the root server but that is also pretty complex and I wouldn't recommend that either.

Interesting issue with Palworld. When restarting the server you are prompted to re-create a character. I don't think its an issue with the container, but the game itself.

I am launching my server, but I can not join it. I'm on the same local network and the 8211 port is forwarded. I can not connect. Not really sure what to do. I've been hosting other games with no issues. I deleted the container, Deleted the app data and then reinstalled and I still can not connect. I could see it in community servers (after asking for 200 more results like 30 times) but connecting gives me a connection error.

20240119_195854.jpg

Log.png

Edited by nightspades

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