Skip to content
View in the app

A better way to browse. Learn more.

Unraid

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

[Support] ich777 - Gameserver Dockers

Featured Replies

I've installed the Insurgency: Sandstorm docker container. For the life of me I cannot get mods working. I've followed numerous guides, but the folder structure is different in every tutorial I read compared to the folder structure of this container.

 

Here's the parameters I have set in the container settings: -AdminList=Admins -Mods -GSLTToken="My Token is Here" -GameStats -MapCycle=MapCycle -Mutators=ISMCarmory_Legacy. I can see my server in the server browser and it recognizes that it's a modded server, but the mod ISMCmod will not load and it will not load my mapcycle. I've created a Mods.txt file and Mapcycle.txt file and placed it in insurgencysandstorm\Insurgency\Config\Server. Has anyone else been able to load mods successfully? 

  • Replies 12.6k
  • Views 2.3m
  • Created
  • Last Reply

Top Posters In This Topic

Most Popular Posts

  • Just thought I'd share my experience setting up a Valheim server with this docker app from @ich777(thank you!)   You don't need to worry about Steam authentication for Valheim, the default a

  • Dockers Available:   SteamCMD DedicatedServers: CounterStrike: Source CounterStrike 2 TeamFortress 2 ArmA3 - requested by @MrSage Deathmatch Classic

  • This will hopefully shed some light on the underside working bits of building a cluster of servers for ARK:SurvivalEvolved.   With the inspiration (read thievery) from @growlith I present th

Posted Images

  • Author
Just now, OcifferAction said:

For the life of me I cannot get mods working. I've followed numerous guides, but the folder structure is different in every tutorial I read compared to the folder structure of this container.

Sorry but I don't support modding, I just can give support for basic requests.

 

However what do you need for paths? The main path inside the container is: /serverdata/serverfiles

after that you have the above mentioned path: insurgencysandstorm\Insurgency\Config\Server

 

Didn't you need to also include the map cycle list somewhere since it's a Source game?

 

IIRC some users are using mods fine with Insurgency: Sandstorm.

1 hour ago, ich777 said:

Sorry but I don't support modding, I just can give support for basic requests.

 

However what do you need for paths? The main path inside the container is: /serverdata/serverfiles

after that you have the above mentioned path: insurgencysandstorm\Insurgency\Config\Server

 

Didn't you need to also include the map cycle list somewhere since it's a Source game?

 

IIRC some users are using mods fine with Insurgency: Sandstorm.

 

Thanks for the quick reply. I was able to get it working after some trial and error and patience. Had to load a new map after the server was up for a while to load the mods in.

hey so this is probably a really dumb question but.....

how do i access the terminal for the palworld server to enter commands like save and quit etc?

  • Author
4 minutes ago, shakinbacon said:

how do i access the terminal for the palworld server to enter commands like save and quit etc?

Either RCON after enabling it or from in game.

Hello,

 

I am running the Palworld docker on Unraid and after the game had an update earlier today my docker has been crashing on startup. Here's a paste of Diagnostics.txt for the crash info:

 

Generating report for minidump

Application version 5.1.1.0
 ... built from changelist 0

OS version Linux 6.1.64-Unraid (network name: 7c9d6ee30f52)
Running 6 x86_64 processors (12 logical cores)
Exception was "SIGSEGV: invalid attempt to write memory at address 0x0000000000000003"

<SOURCE START>
<SOURCE END>

<CALLSTACK START>
PalServer-Linux-Test!UPalWorldSecuritySystem::InitializeWithSaveDataForServer(UPalWorldSaveGame*) [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalWorldSecuritySystem.cpp:43]
PalServer-Linux-Test!UPalGameSystemInitSequence_InitializeWorldAfterAppliedSaveData::ProcessImpl() [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalGameSystemInitSequences.cpp:277]
PalServer-Linux-Test!UPalGameSystemInitManagerComponent::StartNextSequence() [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalGameSystemInitManagerComponent.cpp:101]
PalServer-Linux-Test!UPalGameSystemInitManagerComponent::StartNextSequence() [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalGameSystemInitManagerComponent.cpp:115]
PalServer-Linux-Test!UPalGameSystemInitManagerComponent::StartNextSequence() [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalGameSystemInitManagerComponent.cpp:115]
PalServer-Linux-Test!UPalGameSystemInitManagerComponent::StartNextSequence() [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalGameSystemInitManagerComponent.cpp:115]
PalServer-Linux-Test!UPalGameSystemInitManagerComponent::OnChangeProcessState(UPalGameSystemInitProcessHandle*) [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalGameSystemInitManagerComponent.cpp:167]
PalServer-Linux-Test!TBaseUObjectMethodDelegateInstance<false, UPalGameSystemInitManagerComponent, void (UPalGameSystemInitProcessHandle*), FDefaultDelegateUserPolicy>::ExecuteIfSafe(UPalGameSystemInitProcessHandle*) const [C:/works/Pal-UE-EngineBinary/Engine/Source/Runtime/Core/Public/Delegates/DelegateInstancesImpl.h:616]
PalServer-Linux-Test!UPalWorldSubsystem::OnWorldBeginPlay(UWorld&) [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalWorldSubsystem.cpp:57]
PalServer-Linux-Test!UWorld::BeginPlay() [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Engine/Private/World.cpp:4875]
PalServer-Linux-Test!UEngine::LoadMap(FWorldContext&, FURL, UPendingNetGame*, FString&) [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Engine/Private/UnrealEngine.cpp:14880]
PalServer-Linux-Test!UEngine::Browse(FWorldContext&, FURL, FString&) [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Engine/Private/UnrealEngine.cpp:14037]
PalServer-Linux-Test!UGameInstance::StartGameInstance() [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Engine/Private/GameInstance.cpp:634]
PalServer-Linux-Test!FEngineLoop::Init() [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:4372]
PalServer-Linux-Test!GuardedMain(char16_t const*) [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Launch/Private/Launch.cpp:180]
PalServer-Linux-Test!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [C:/works/Pal-UE-EngineSource/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:269]
libc.so.6!UnknownFunction(0x271c9)
libc.so.6!__libc_start_main(+0x84)
PalServer-Linux-Test!_start()

<CALLSTACK END>

0 loaded modules

Report end!

 

1 hour ago, ikeuli said:

Hello,

 

I am running the Palworld docker on Unraid and after the game had an update earlier today my docker has been crashing on startup. Here's a paste of Diagnostics.txt for the crash info:

 

Generating report for minidump

Application version 5.1.1.0
 ... built from changelist 0

OS version Linux 6.1.64-Unraid (network name: 7c9d6ee30f52)
Running 6 x86_64 processors (12 logical cores)
Exception was "SIGSEGV: invalid attempt to write memory at address 0x0000000000000003"

<SOURCE START>
<SOURCE END>

<CALLSTACK START>
PalServer-Linux-Test!UPalWorldSecuritySystem::InitializeWithSaveDataForServer(UPalWorldSaveGame*) [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalWorldSecuritySystem.cpp:43]
PalServer-Linux-Test!UPalGameSystemInitSequence_InitializeWorldAfterAppliedSaveData::ProcessImpl() [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalGameSystemInitSequences.cpp:277]
PalServer-Linux-Test!UPalGameSystemInitManagerComponent::StartNextSequence() [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalGameSystemInitManagerComponent.cpp:101]
PalServer-Linux-Test!UPalGameSystemInitManagerComponent::StartNextSequence() [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalGameSystemInitManagerComponent.cpp:115]
PalServer-Linux-Test!UPalGameSystemInitManagerComponent::StartNextSequence() [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalGameSystemInitManagerComponent.cpp:115]
PalServer-Linux-Test!UPalGameSystemInitManagerComponent::StartNextSequence() [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalGameSystemInitManagerComponent.cpp:115]
PalServer-Linux-Test!UPalGameSystemInitManagerComponent::OnChangeProcessState(UPalGameSystemInitProcessHandle*) [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalGameSystemInitManagerComponent.cpp:167]
PalServer-Linux-Test!TBaseUObjectMethodDelegateInstance<false, UPalGameSystemInitManagerComponent, void (UPalGameSystemInitProcessHandle*), FDefaultDelegateUserPolicy>::ExecuteIfSafe(UPalGameSystemInitProcessHandle*) const [C:/works/Pal-UE-EngineBinary/Engine/Source/Runtime/Core/Public/Delegates/DelegateInstancesImpl.h:616]
PalServer-Linux-Test!UPalWorldSubsystem::OnWorldBeginPlay(UWorld&) [D:/works/repos/Pal_SVN/Pal-UE-App/Source/Pal/PalWorldSubsystem.cpp:57]
PalServer-Linux-Test!UWorld::BeginPlay() [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Engine/Private/World.cpp:4875]
PalServer-Linux-Test!UEngine::LoadMap(FWorldContext&, FURL, UPendingNetGame*, FString&) [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Engine/Private/UnrealEngine.cpp:14880]
PalServer-Linux-Test!UEngine::Browse(FWorldContext&, FURL, FString&) [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Engine/Private/UnrealEngine.cpp:14037]
PalServer-Linux-Test!UGameInstance::StartGameInstance() [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Engine/Private/GameInstance.cpp:634]
PalServer-Linux-Test!FEngineLoop::Init() [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:4372]
PalServer-Linux-Test!GuardedMain(char16_t const*) [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Launch/Private/Launch.cpp:180]
PalServer-Linux-Test!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [C:/works/Pal-UE-EngineSource/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:269]
libc.so.6!UnknownFunction(0x271c9)
libc.so.6!__libc_start_main(+0x84)
PalServer-Linux-Test!_start()

<CALLSTACK END>

0 loaded modules

Report end!

 

 

Ok apparently my Unraid server had some bad memory modules which maybe caused the docker to become corrupted(?) Anyway I replaced the modules and re-created the docker and it no longer crashes.

 

Thanks.

Just now, ikeuli said:

server had some bad memory modules which maybe caused the docker to become corrupted(?)

Probably not the only thing corrupted.

I just installed ark on my unraid server and when I put the ports and server name and map in nothing changes when the server starts up. Please Help

 

 

Screenshot 2024-01-28 193140.png

Edited by xxJTownxx33

Upon connecting to the server I get an error message: "The match you are trying to join is running an incompatible version of the game. Please try upgrading your game version"

How can I update my Palworld docker container?
It says to restart the container (to update the game version) but that doesn't seem to change anything.
And it is not a client side issue (as far as I can tell), as it happened right after the update few days ago.
 

Restarting the container is how it updates. I just updated the other day to 1.3.0. Ich makes his containers to update on restart. try settin validation to true and restart. 

1 hour ago, Spectral Force said:

Restarting the container is how it updates. I just updated the other day to 1.3.0. Ich makes his containers to update on restart. try settin validation to true and restart. 

Validation is true, I still get the same error message, I've tried validating on client side as well.

  • Author
7 hours ago, xxJTownxx33 said:

I just installed ark on my unraid server and when I put the ports and server name and map in nothing changes when the server starts up. Please Help

A bit more information would be nice.

Where did you change the server name and map? In the Docker template or in the config?

  • Author
3 hours ago, nhojskg said:

Validation is true, I still get the same error message, I've tried validating on client side as well.

An what does the log say?

Have you yet tried to:

  1. Stop the container
  2. Delete the "steamapps" folder form the Palworld server directory
  3. Start the container

First of all, I love your work and appreciate all you do here. Thank you

This is no request, just a question out of technical interest. I have seen some maintainer switching from Wine to Proton for Enshrouded-DS for better performance. I can't confirm the gain yet but is this something you consider for your wine dockers too?

I used it for games before on Linux but never thought about using it for server too. I've read about "dramatic improvement in performance" so maybe it's something to consider for other similar server docker too.

  • Author
1 hour ago, Celmar said:

Enshrouded

I don‘t have a Enshrouded container.

 

1 hour ago, Celmar said:

I used it for games before on Linux but never thought about using it for server too. I've read about "dramatic improvement in performance" so maybe it's something to consider for other similar server docker too.

Maybe for some games but not for games that I have in my repository, I‘m also unsure if you are not satisfied with the performance from my WINE based dedicated servers because I don‘t see an issue with Conan Exiles or similar game servers.

 

Protons strength is mainly when it comes to graphics which a dedicated server usually doesn‘t need.

 

I have tested a few dedicated servers that are only supported natively on Windows and the performance hit or better speaking the overhead was neglible and for some games it even run better through WINE.

 

I know, I know, I mark my containers as Beta which run through WINE and warn often about the overhead but that is something that I have to do since it is not native Windows and crashes or some other weird behaviour can happen (maybe on AMD or maybe on Intel on specific CPUs…).

 

However I don‘t consoder switching over to Proton because I don‘t have a game in my repository which suffers real performance hits I think.

 

Hope that answers most of your questions.

After updating my Palworld docker today my save data is gone. When logging into the server it appears to be a fresh start.  

 

When exploring the folder: appdata\palword\Pal\Saved\SaveGames\0\EC378850F2E843729CC75CB4CE85B241\Players 

 

It looks like there are 4 player saves which is the number of users I had on the sever before the update. I tried changing /mnt/cache/appdata/palworld to /mnt/user/appdata/palword and replacing the palword folder contents with old ones but that also did not change anythinig. This is the beginning of my log. 

 

/serverdata/steamcmd/steamcmd.sh: line 39:    84 Segmentation fault      $DEBUGGER "$STEAMEXE" "$@"
[S_API] SteamAPI_Init(): Loaded local 'steamclient.so' OK.
CAppInfoCacheReadFromDiskThread took 5 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.
 

Could you also do a PalWorld docker using WINE so mods can be added.

 

I did try to change one of your dockers that use WINE and it blow up in my face.

  • Author
8 hours ago, Kyubey said:

Could you also do a PalWorld docker using WINE so mods can be added.

Sorry but no, you‘ll have to wait for Linux mod support.

 

What you can do in the meantime is that you set up a VM and install the dedicated server there but I‘m not too sure if the Windows and Linux save files are compatible.

  • Author
10 hours ago, CatDad49421 said:

After updating my Palworld docker today my save data is gone. When logging into the server it appears to be a fresh start.  

Sorry, but there was no update from Palworld AFAIK at least not this week.

To what is your appdata share set in terms if the files moved to the Array or not?

Did you enable the backup function from the container?

Can you please post screenshots from your container template?

 

10 hours ago, CatDad49421 said:

/serverdata/steamcmd/steamcmd.sh: line 39:    84 Segmentation fault      $DEBUGGER "$STEAMEXE" "$@"

Can you please post the full log output? This line is definitely not normal.

For those trying to use Proxied cloudflare for dns, the 8211 port is not valid in their proxy support port list. Therefore you must change your external port to a valid port and then port forward that external port to 8211, or change both internal and external ports (not recommended). 
 

OR you can run unproxied by turning off Proxy in the cloudflare DNS settings. 
 

make sure if you have automatic cloudflare dns update scripts that you are also configuring that in alignment with the above. 

  • Author
8 minutes ago, RedRaptor said:

OR you can run unproxied by turning off Proxy in the cloudflare DNS settings. 

This would be my recommendation... because this:

8 minutes ago, RedRaptor said:

make sure if you have automatic cloudflare dns update scripts that you are also configuring that in alignment with the above. 

is in my opinion overkill for a game server.

12 minutes ago, ich777 said:

This would be my recommendation... because this:

is in my opinion overkill for a game server.

Agree, if you’re just playing with friends. But if they are opening up invites to their friends, or if you plan to go public, I always recommend multi tiered protection. Especially if your system is used for other activities other than the game server. 
 

thanks for the container by the way, it’s been rock solid!

  • Author
5 minutes ago, RedRaptor said:

But if they are opening up invites to their friends, or if you plan to go public, I always recommend multi tiered protection. Especially if your system is used for other activities other than the game server.

Sorry but I disagree about that, sure security is good but too much security can be also be bad sometimes and cause a lot of issues.

If one has set up everything as it should be then this should not cause much issues at all.

But of course, this is only my opinion and everyone has another opinion as always...

 

5 minutes ago, RedRaptor said:

thanks for the container by the way, it’s been rock solid!

Glad to hear that.

Hello, I downloaded the docker installer. I check the logs and it shows the server is running. I cannot connect to it for the life of me. I have tried forwarding the port 8211. That did nothing. I am using unraid 6.12.6. Please help if possible.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.