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[Support] ich777 - Gameserver Dockers

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1 hour ago, JustinAiken said:

How do you get this to work for Palworld (Steam), for players on a local network instead of a community server?

Trying to connect directly to the docker ip/port gives a "No password entered" even after stripping it out of the .ini

Did you stop the container before editing the file then edit then start?

It will overwrite your changes if you just restart it.

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Just to check, is there a log for palworld? e.g. user has connected. user logged off. etc

I have an issue where the server is not using all my resources.

Basically, I have an i7-8700k 32gb DDR4 3200Mhz and cache is an NVME drive.

 

The docker container is using 16gb ram and 5% of CPU but only getting ~47FPS with 1 player online. (Yes, this is server FPS not client)

 

Are there any tweaks to get this running better? Is it worth using CPU pinning to limit it to 4 threads? (Somewhat suggested here)

Hi ich777, 

 

Thank you so much for the support --- I was able to get my Palworld Server up and running & playing with a group of friends all pretty seamlessly thanks to your Docker & easy instructions.

 

I do have a question, as I am trying to better understand the folder architecture specifically about Saves & Backups. Do you happen to know how the Save Data works? Is the server saving automatically, or does it require just manual Admin commands /Save in order to save? 

 

I am just trying to prepare in case the Docker were to crash or something else go wrong, that I have manual backups of save data or important game server files like:

 

PalWorldSettings.ini 

palworld > Pal > Saved > Config > SaveGames

 

Thanks

 

  • Author
13 hours ago, SergeantDoc said:

Every time I restart the container it wipes my palworldsettings.ini file. Did I miss something in config to fix that?

Please read this post:

 

  • Author
13 hours ago, Duckers said:

but people can instantly connect using for instance my subdomain?

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.

 

13 hours ago, Duckers said:

And what should i set "public ip" to?

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.

  • Author
13 hours ago, Kansalis said:

I'm considering moving away from pfSense, but haven't had the time to look into it yet.

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.

  • Author
12 hours ago, Nodiaque said:

Difference is the first param. Is there a reason to use "-No-useperfthreads"?

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.

  • Author
12 hours ago, TheBelighted said:

Found what might be my issue with people outside my network connecting. I'm using cloudflare. When I check in the logs for palworld and Battle metrics, it shows my server as online and shows public ip we will call IP1. When I check my server domain Ip on one of those IP lookup sites, I get a different public Ip we will call IP2. I'm not sure which one is actually my correct public ip for people to connect to. 

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:

grafik.png.b760f26f052ada689ee7c340e7542c7e.png

  • Author
11 hours ago, Duckers said:

For palworld, is there a way to fish out the invite code from cli or something? That way i don't have to throw my IP out everywhere :P

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).

  • Author
10 hours ago, Tonborghini said:

So i think I might have figured out my issue with satisfactory.

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. :)

  • Author
8 hours ago, JustinAiken said:

How do you get this to work for Palworld (Steam), for players on a local network instead of a community server?

Answered multiple times (read the full linked post) :

 

  • Author
6 hours ago, BryanS said:

Just to check, is there a log for palworld? e.g. user has connected. user logged off. etc

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.

  • Author
5 hours ago, Spoods said:

Are there any tweaks to get this running better? Is it worth using CPU pinning to limit it to 4 threads?

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.

  • Author
3 hours ago, Jhanos said:

I am just trying to prepare in case the Docker were to crash or something else go wrong, that I have manual backups of save data or important game server files like:

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.

 

3 hours ago, Jhanos said:

Do you happen to know how the Save Data works? Is the server saving automatically, or does it require just manual Admin commands /Save in order to save? 

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.

The server saves once a minute, I wrote a simple user script to backup the Saved folder every 12 hours and hold the backups for 30 days

I got people outside my network to connect to my server finally. I just uninstalled everything and reinstalled it again. Not sure what happened the first time that caused it to not work. Now I'm struggling getting my domain to link. Using piblicIP:8211 works but using mydomain.com:8211 is not even though cloudflare dns is showing my public ip listed for my domain matching. 

 

Edit: Dns record in cloudflare shows my public ip address but typing my domain into a dns lookup gives me a cloudflare associated ip address instead of my public ip. Is that normal? Sounds like it's being a proxy? 

Edited by TheBelighted
Typo

  • Author
37 minutes ago, TheBelighted said:

Dns record in cloudflare shows my public ip address but typing my domain into a dns lookup gives me a cloudflare associated ip address instead of my public ip. Is that normal? Sounds like it's being a proxy? 

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.

Installed you Docker container for Palword server and it appears to be having issues loading. Appreciate any assistance!

 

 

Session terminated, killing shell... ...killed.
setrlimit() failed with error 22 (Invalid argument)
- Max per-process value allowed is 0 (we wanted infinity).
sh: 1: xdg-user-dir: not found
dlopen failed trying to load:
steamclient.so
with error:
steamclient.so: cannot open shared object file: No such file or directory
[S_API] SteamAPI_Init(): Loaded '/serverdata/.steam/sdk64/steamclient.so' OK.  (First tried local 'steamclient.so')
CAppInfoCacheReadFromDiskThread took 1 milliseconds to initialize
Setting breakpad minidump AppID = 2394010
[S_API FAIL] Tried to access Steam interface SteamUser021 before SteamAPI_Init succeeded.
[S_API FAIL] Tried to access Steam interface SteamFriends017 before SteamAPI_Init succeeded.
[S_API FAIL] Tried to access Steam interface STEAMAPPS_INTERFACE_VERSION008 before SteamAPI_Init succeeded.
[S_API FAIL] Tried to access Steam interface SteamNetworkingUtils004 before SteamAPI_Init succeeded.
FUnixPlatformMisc::RequestExitWithStatus
FUnixPlatformMisc::RequestExit
Shutdown handler: initalize.
Increasing per-process limit of core file size to infinity.
dlmopen steamservice.so failed: steamservice.so: cannot open shared object file: No such file or directory
Exiting abnormally (error code: 143)
Shutdown handler: cleanup.
---Ensuring UID: 99 matches user---
usermod: no changes
---Ensuring GID: 100 matches user---
usermod: no changes
---Setting umask to 000---
---Checking for optional scripts---
---No optional script found, continuing---
---Taking ownership of data...---
---Starting...---
---Update SteamCMD---
tid(21) burning pthread_key_t == 0 so we never use it
Redirecting stderr to '/serverdata/Steam/logs/stderr.txt'
Logging directory: '/serverdata/Steam/logs'
[  0%] Checking for available updates...
[----] Verifying installation...
[  0%] Downloading update...
[  0%] Checking for available updates...
[----] Download complete.
[----] Extracting package...
[----] Extracting package...
[----] Extracting package...
[----] Extracting package...
[----] Installing update...
[----] Installing update...
[----] Installing update...
[----] Installing update...
[----] Installing update...
[----] Installing update...
[----] Installing update...
[----] Installing update...
[----] Cleaning up...
[----] Update complete, launching Steamcmd...
tid(33) burning pthread_key_t == 0 so we never use it
Redirecting stderr to '/serverdata/Steam/logs/stderr.txt'
Logging directory: '/serverdata/Steam/logs'
[  0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation - version 1705108307
-- type 'quit' to exit --
Loading Steam API...dlmopen steamservice.so failed: steamservice.so: cannot open shared object file: No such file or directory
OK

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
---Update Server---
tid(56) burning pthread_key_t == 0 so we never use it
Redirecting stderr to '/serverdata/Steam/logs/stderr.txt'
Logging directory: '/serverdata/Steam/logs'
[  0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation - version 1705108307
-- type 'quit' to exit --
Loading Steam API...dlmopen steamservice.so failed: steamservice.so: cannot open shared object file: No such file or directory

Edited by jdobbin137

1 hour ago, TheBelighted said:

I got people outside my network to connect to my server finally. I just uninstalled everything and reinstalled it again. Not sure what happened the first time that caused it to not work. Now I'm struggling getting my domain to link. Using piblicIP:8211 works but using mydomain.com:8211 is not even though cloudflare dns is showing my public ip listed for my domain matching. 

 

Edit: Dns record in cloudflare shows my public ip address but typing my domain into a dns lookup gives me a cloudflare associated ip address instead of my public ip. Is that normal? Sounds like it's being a proxy? 

toggle the cloudflare proxy to off

  • Author
11 minutes ago, jdobbin137 said:

Installed you Docker container for Palword server and it appears to be having issues loading. Appreciate any assistance!

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.

  • Author
18 hours ago, Tonborghini said:

it shows that it is set as private

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.

 

18 hours ago, Tonborghini said:

Maybe there's something in the param section I could change or in the config files?

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.

The Palworld container used to work just fine, but the past couple of days, I started getting connection timeouts. My ports and config are all correct and forwarded correctly (because it *was* working). I had to set the container network_mode to "host" to fix it. This seems odd, I can connect to all my other containers with exposed ports using the default network mode just fine.

  • Author
40 minutes ago, FrozenInferno said:

My ports and config are all correct and forwarded correctly (because it *was* working). I had to set the container network_mode to "host" to fix it. This seems odd, I can connect to all my other containers with exposed ports using the default network mode just fine.

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.

Hi, thanks a lot for your work on all those docker server. 

I might be dumb but I don,t get what I'm doing wrong here, any help would be appreciated, I tried checking if any other had the same issue couldn't quickly find it. If a thread is already there for that could you point it out and I will read it. 

thanks for anyone time.
image.thumb.png.93a5209a9454c2aada70d1fd5d1dba55.png

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