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[Support] ich777 - Gameserver Dockers

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  • Author
19 minutes ago, Thamer Alfuraiji said:

and also yes just tried my public domain and we got the same message. 

Sorry but I'm out of ideas, if the public IP is correct, you can connect internally and everything else is set up properly then it should work.

 

My last guess is that your ISP is might blocking UDP ports? I took a quick look at your forwards and none of them uses UDP or at least needs them.

I have seen this in the past with some ISPs that they block UDP request and some port ranges (for whatever reason).

 

I assume you are not behind a CG-NAT because otherwise your other port forwards would also not work.

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7 hours ago, ich777 said:

Stop the container, open the logs and post the output here.

Thanks for that tip! Here are the logs

 

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Success! App '2394010' already up to date.
---Checking if configuration is in place---
---Configuration found, continuing...---
---Checking if PublicIP is in place---
---PublicIP in PalWorldSettings.ini found: 172.101.190.180
---Prepare Server---
---Server ready---
---Starting Backup daemon---
---Start Server---
---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...
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(43) 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
Success! App '2394010' already up to date.
---Checking if configuration is in place---
---Configuration found, continuing...---
---Checking if PublicIP is in place---
---PublicIP in PalWorldSettings.ini found: 172.101.190.180
---Prepare Server---
---Server ready---
---Starting Backup daemon---
---Start Server---
---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---

 

  • Author
1 minute ago, Miykael13 said:

Thanks for that tip! Here are the logs

On what hardware do you try to run the server?

 

Just now, ich777 said:

On what hardware do you try to run the server?

 

AMD Ryzen 5 5600X 6-Core @ 3700 MHz
32 GiB DDR4

  • Author
5 minutes ago, Miykael13 said:

AMD Ryzen 5 5600X 6-Core @ 3700 MHz

Hmmm, have you changed anything in the config? If yes, what did you change? It did run correct?

Can you post screenshots from your Docker template?

 

Are you sure that your appdata share stays on the cache if you are using /mnt/cache/appdata/...?

18 minutes ago, ich777 said:

Hmmm, have you changed anything in the config? If yes, what did you change? It did run correct?

Can you post screenshots from your Docker template?

 

Are you sure that your appdata share stays on the cache if you are using /mnt/cache/appdata/...?

I do have my cache moving to my array. Still new to unraid so im guessing thats poor practice.

Palworld config is entirely default other than I enabled backups. image.thumb.png.46a43da09d928c96c1919a094b8e9393.png

 

image.thumb.png.df6f15216b4c795834ad629d5b51017a.png

  • Author
9 minutes ago, Miykael13 said:

I do have my cache moving to my array. Still new to unraid so im guessing thats poor practice.

And exactly that is the issue here, you see in the above screenshot that /mnt/cache/appdata/... is specified but you moved that data to the Array, that can't work, please read that post:

 

24 minutes ago, ich777 said:

And exactly that is the issue here, you see in the above screenshot that /mnt/cache/appdata/... is specified but you moved that data to the Array, that can't work, please read that post:

 



Thanks for the help! So, leaving on the cache and not moving to array means that the data for the server is unprotected as far as parity goes, if my understanding is correct? 

Edited by Miykael13

Anything on cache is not covered by parity. if you search cimmunity apps for appdata backup you can schedule backs of said directory & save those to the array. This process does shutdoen & restart the containers.

  • Author
7 minutes ago, Miykael13 said:

Thanks for the help! So, leaving on the cache and not moving to array means that the data for the server is unprotected as far as parity goes, if my understanding is correct? 

I don't know how you configured your server but I use a BTRFS Cache Pool that consists of two drives so to speak mirrored and that means it is protected.

 

If you only have one Cache drive then yes, it is unprotected but I would strongly recommend that you put in a second Cache driver so that it's not unprotected and leave the appdata share on the cache, with that you allow that the Array can go to sleep and save some energy.

 

EDIT: or what @Spectral Force wrote with CA Backup. ;)

On 1/28/2024 at 11:30 PM, nhojskg said:

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

Did you get this resolved? Not sure why yours is not updating & mine is. Are you in unraid 6.12.x?

2 minutes ago, Spectral Force said:

Anything on cache is not covered by parity. if you search cimmunity apps for appdata backup you can schedule backs of said directory & save those to the array. This process does shutdoen & restart the containers.

 

1 minute ago, ich777 said:

I don't know how you configured your server but I use a BTRFS Cache Pool that consists of two drives so to speak mirrored and that means it is protected.

 

If you only have one Cache drive then yes, it is unprotected but I would strongly recommend that you put in a second Cache driver so that it's not unprotected and leave the appdata share on the cache, with that you allow that the Array can go to sleep and save some energy.

 

 

Thank you both for the guidance! Hope you guys have a good day!

I got the server up and running last week with no issues and even edited files just fine. The question I have now is how to change from 60fps to 120fps server? I don't see the option anywhere. With steam I believe you need to add [/Script/OnlineSubsystemUtils.IpNetDriver] NetServerMaxTickRate=120 to the Engine.ini file however with it being a docker it seems to not follow the same and it doesn't work. Has anyone else attempted this and what changes did you make to get it working?

  • Author
34 minutes ago, DocHodges said:

Has anyone else attempted this and what changes did you make to get it working?

I assume you are refering to Palworld?

 

I would recommend to ask that if possible on their official Discord since the developers will know that.

 

Maybe let us know here too.

15 hours ago, ich777 said:

Are you sure that IPv6 is set up correctly in your network?

It seems like your system can‘t communicate with DockerHub and that‘s the reason why it fails to download the container.

 

Are other containers working? I do nothing different than other maintainers and host the containers on DockerHub.

IPv6 is actually disabled on my network at the moment for simplicity of setting things up sake, but have been considering turning it back on as of late. Maybe the cause of the issue?

Odd as it's been like this since long before I had my unraid server setup, but PLEX and other dockers haven't given me much grief beyond me being dumb and not being good at setting them up, lol

Edited by Staves

31 minutes ago, ich777 said:

I assume you are refering to Palworld?

 

I would recommend to ask that if possible on their official Discord since the developers will know that.

 

Maybe let us know here too.

If I figure it out I will happily let you know and Yes Palworld. I know its possible as I have friends servers running the 120fps. The changes need to be made in the engine.ini file I know that. I will try some stuff and report back

I was able to get it working. I found a thread discussing server optimizations and used it. Basically you just need to copy and paste the info below in the engine.ini file at the end after Paths=../../../Pal/Plugins/Wwise/Content

 

Code to Paste:

; Online Subsystem Utils Configuration
; Adjusting tick rates for LAN and Internet servers to enhance the frequency of game state updates, 
; leading to smoother gameplay and less desynchronization between server and clients.
[/script/onlinesubsystemutils.ipnetdriver]
LanServerMaxTickRate=120  ; Sets maximum ticks per second for LAN servers, higher rates result in smoother gameplay.
NetServerMaxTickRate=120  ; Sets maximum ticks per second for Internet servers, similarly ensuring smoother online gameplay.

; Player Configuration
; These settings are crucial for optimizing the network bandwidth allocation per player, 
; allowing for more data to be sent and received without bottlenecking.
[/script/engine.player]
ConfiguredInternetSpeed=104857600  ; Sets the assumed player internet speed in bytes per second. High value reduces chances of bandwidth throttling.
ConfiguredLanSpeed=104857600       ; Sets the LAN speed, ensuring LAN players can utilize maximum network capacity.

; Socket Subsystem Epic Configuration
; Tailoring the max client rate for both local and internet clients, this optimizes data transfer rates, 
; ensuring that the server can handle high volumes of data without causing lag.
[/script/socketsubsystemepic.epicnetdriver]
MaxClientRate=104857600          ; Maximum data transfer rate per client for all connections, set to a high value to prevent data capping.
MaxInternetClientRate=104857600  ; Specifically targets internet clients, allowing for high-volume data transfer without restrictions.

; Engine Configuration
; These settings manage how the game's frame rate is handled, which can impact how smoothly the game runs.
; Smoother frame rates can lead to a better synchronization between client and server.
[/script/engine.engine]
bSmoothFrameRate=true    ; Enables the game engine to smooth out frame rate fluctuations for a more consistent visual experience.
bUseFixedFrameRate=false ; Disables the use of a fixed frame rate, allowing the game to dynamically adjust frame rate for optimal performance.
SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=30.000000),UpperBound=(Type=Exclusive,Value=120.000000)) ; Sets a target frame rate range for smoothing.
MinDesiredFrameRate=60.000000 ; Specifies a minimum acceptable frame rate, ensuring the game runs smoothly at least at this frame rate.
FixedFrameRate=120.000000     ; (Not active due to bUseFixedFrameRate set to false) Placeholder for a fixed frame rate if needed.
NetClientTicksPerSecond=120   ; Increases the update frequency for clients, enhancing responsiveness and reducing lag.

 

  • Author
48 minutes ago, Staves said:

IPv6 is actually disabled on my network at the moment for simplicity of setting things up sake, but have been considering turning it back on as of late. Maybe the cause of the issue?

Seems like Docker tries to resolve the IPv6 and that‘s maybe the cause of the issue.

Running unraid latest, your Pal world docker keeps crashing with windows paths ?

I have 2 different Unraid server both has the same crash issues and both are 32gbram

crashed 28 times in 4 days 

 

 

Spoiler

<?xml version="1.0" encoding="UTF-8"?>
<FGenericCrashContext>
    <RuntimeProperties>
        <CrashVersion>3</CrashVersion>
        <ExecutionGuid>6359281ADE944C7AAC6C76DFEE609D15</ExecutionGuid>
        <CrashGUID>UECC-Linux-80396EDBA067402AB7822A6C1241BE48_0000</CrashGUID>
        <IsEnsure>false</IsEnsure>
        <IsStall>false</IsStall>
        <IsAssert>false</IsAssert>
        <CrashType>Crash</CrashType>
        <ErrorMessage>Caught signal 11 Segmentation fault</ErrorMessage>
        <CrashReporterMessage />
        <ProcessId>67</ProcessId>
        <SecondsSinceStart>55</SecondsSinceStart>
        <IsInternalBuild>false</IsInternalBuild>
        <IsPerforceBuild>false</IsPerforceBuild>
        <IsSourceDistribution>false</IsSourceDistribution>
        <GameName>UE-Pal</GameName>
        <ExecutableName>PalServer-Linux-Test</ExecutableName>
        <BuildConfiguration>Test</BuildConfiguration>
        <GameSessionID />
        <PlatformName>LinuxServer</PlatformName>
        <PlatformNameIni>Linux</PlatformNameIni>
        <EngineMode>Server</EngineMode>
        <EngineModeEx>Unset</EngineModeEx>
        <DeploymentName>PalServer</DeploymentName>
        <EngineVersion>5.1.1-0+++UE5+Release-5.1</EngineVersion>
        <CommandLine>Pal -nocore EpicApp=PalServer -useperfthreads -NoAsyncLoadingThread -UseMultithreadForDS</CommandLine>
        <LanguageLCID>0</LanguageLCID>
        <AppDefaultLocale>en_US</AppDefaultLocale>
        <BuildVersion>++UE5+Release-5.1-CL-0</BuildVersion>
        <Symbols>**UE5*Release-5.1-CL-0-Linux-Test</Symbols>
        <IsUERelease>false</IsUERelease>
        <IsRequestingExit>false</IsRequestingExit>
        <UserName />
        <BaseDir>/serverdata/serverfiles/Pal/Binaries/Linux/</BaseDir>
        <RootDir>/serverdata/serverfiles/</RootDir>
        <MachineId>-00000063</MachineId>
        <LoginId>-00000063</LoginId>
        <HostName>faa7aac4b258</HostName>
        <EpicAccountId />
        <SourceContext />
        <UserDescription />
        <UserActivityHint />
        <CrashDumpMode>0</CrashDumpMode>
        <GameStateName />
        <Misc.NumberOfCores>16</Misc.NumberOfCores>
        <Misc.NumberOfCoresIncludingHyperthreads>32</Misc.NumberOfCoresIncludingHyperthreads>
        <Misc.Is64bitOperatingSystem>1</Misc.Is64bitOperatingSystem>
        <Misc.CPUVendor>AuthenticAMD</Misc.CPUVendor>
        <Misc.CPUBrand>AMD Ryzen 9 3950X 16-Core Processor</Misc.CPUBrand>
        <Misc.PrimaryGPUBrand>UnknownVendor</Misc.PrimaryGPUBrand>
        <Misc.OSVersionMajor>Debian GNU/Linux 12 (bookworm)</Misc.OSVersionMajor>
        <Misc.OSVersionMinor>6.1.64-Unraid</Misc.OSVersionMinor>
        <MemoryStats.TotalPhysical>33609101312</MemoryStats.TotalPhysical>
        <MemoryStats.TotalVirtual>0</MemoryStats.TotalVirtual>
        <MemoryStats.PageSize>4096</MemoryStats.PageSize>
        <MemoryStats.TotalPhysicalGB>32</MemoryStats.TotalPhysicalGB>
        <MemoryStats.AvailablePhysical>25534193664</MemoryStats.AvailablePhysical>
        <MemoryStats.AvailableVirtual>0</MemoryStats.AvailableVirtual>
        <MemoryStats.UsedPhysical>6077358080</MemoryStats.UsedPhysical>
        <MemoryStats.PeakUsedPhysical>6359027712</MemoryStats.PeakUsedPhysical>
        <MemoryStats.UsedVirtual>11931385856</MemoryStats.UsedVirtual>
        <MemoryStats.PeakUsedVirtual>11943383040</MemoryStats.PeakUsedVirtual>
        <MemoryStats.bIsOOM>0</MemoryStats.bIsOOM>
        <MemoryStats.OOMAllocationSize>0</MemoryStats.OOMAllocationSize>
        <MemoryStats.OOMAllocationAlignment>0</MemoryStats.OOMAllocationAlignment>
        <NumMinidumpFramesToIgnore>0</NumMinidumpFramesToIgnore>
        <CallStack>PalServer-Linux-Test!FMallocBinned2::Realloc(void*, unsigned long, unsigned int) [C:/works/Pal-UE-EngineSource/Engine/Source/Runtime/Core/Public/HAL/MallocBinned2.h:605]
PalServer-Linux-Test!TArray&lt;Chaos::TPayloadBoundsElement&lt;Chaos::FAccelerationStructureHandle, double&gt;, TSizedDefaultAllocator&lt;32&gt; &gt;::ResizeForCopy(int, int) [C:/works/Pal-UE-EngineSource/Engine/Source/Runtime/Core/Public/Containers/Array.h:3056]
PalServer-Linux-Test!Chaos::TLeafContainer&lt;Chaos::TAABBTreeLeafArray&lt;Chaos::FAccelerationStructureHandle, true, double&gt; &gt;::Add(Chaos::TAABBTreeLeafArray&lt;Chaos::FAccelerationStructureHandle, true, double&gt; const&amp;) [C:/works/Pal-UE-EngineSource/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/AABBTree.h:571]
PalServer-Linux-Test!Chaos::TAABBTree&lt;Chaos::FAccelerationStructureHandle, Chaos::TAABBTreeLeafArray&lt;Chaos::FAccelerationStructureHandle, true, double&gt;, true, double&gt;::SplitNode()::&apos;lambda&apos;()::operator()() const [C:/works/Pal-UE-EngineSource/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/AABBTree.h:3152]
PalServer-Linux-Test!Chaos::TAABBTree&lt;Chaos::FAccelerationStructureHandle, Chaos::TAABBTreeLeafArray&lt;Chaos::FAccelerationStructureHandle, true, double&gt;, true, double&gt;::SplitNode() [C:/works/Pal-UE-EngineSource/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/AABBTree.h:3251]
PalServer-Linux-Test!void Chaos::TAABBTree&lt;Chaos::FAccelerationStructureHandle, Chaos::TAABBTreeLeafArray&lt;Chaos::FAccelerationStructureHandle, true, double&gt;, true, double&gt;::GenerateTree&lt;Chaos::TConstParticleView&lt;Chaos::FSpatialAccelerationCache&gt; &gt;(Chaos::TConstParticleView&lt;Chaos::FSpatialAccelerationCache&gt; const&amp;) [C:/works/Pal-UE-EngineSource/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/AABBTree.h:2994]
PalServer-Linux-Test!Chaos::FDefaultCollectionFactory::CreateAccelerationPerBucket_Threaded(Chaos::TConstParticleView&lt;Chaos::FSpatialAccelerationCache&gt; const&amp;, unsigned short, bool, bool) [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Experimental/Chaos/Private/Chaos/PBDRigidsEvolution.cpp:155]
PalServer-Linux-Test!Chaos::FPBDRigidsEvolutionBase::FChaosAccelerationStructureTask::UpdateStructure(Chaos::ISpatialAccelerationCollection&lt;Chaos::FAccelerationStructureHandle, double, 3&gt;*, Chaos::ISpatialAccelerationCollection&lt;Chaos::FAccelerationStructureHandle, double, 3&gt;*) [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Experimental/Chaos/Private/Chaos/PBDRigidsEvolution.cpp:441]
PalServer-Linux-Test!TGraphTask&lt;Chaos::FPBDRigidsEvolutionBase::FChaosAccelerationStructureTask&gt;::ExecuteTask(TArray&lt;FBaseGraphTask*, TSizedDefaultAllocator&lt;32&gt; &gt;&amp;, ENamedThreads::Type, bool) [C:/works/Pal-UE-EngineSource/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:1348]
PalServer-Linux-Test!LowLevelTasks::TTaskDelegate&lt;LowLevelTasks::FTask* (bool), 48u&gt;::TTaskDelegateImpl&lt;void LowLevelTasks::FTask::Init&lt;FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::&apos;lambda&apos;()&gt;(char16_t const*, LowLevelTasks::ETaskPriority, FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::&apos;lambda&apos;()&amp;&amp;, LowLevelTasks::ETaskFlags)::&apos;lambda&apos;(bool), false&gt;::CallAndMove(LowLevelTasks::TTaskDelegate&lt;LowLevelTasks::FTask* (bool), 48u&gt;&amp;, void*, unsigned int, bool) [C:/works/Pal-UE-EngineSource/Engine/Source/Runtime/Core/Public/Async/Fundamental/TaskDelegate.h:171]
PalServer-Linux-Test!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask*&amp;) [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:184]
PalServer-Linux-Test!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent*, LowLevelTasks::TLocalQueueRegistry&lt;1024u&gt;::TLocalQueue*, unsigned int, bool) [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:402]
PalServer-Linux-Test!FThreadImpl::Run() [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Core/Private/HAL/Thread.cpp:67]
PalServer-Linux-Test!FRunnableThreadPThread::Run() [C:/works/Pal-UE-EngineSource/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
PalServer-Linux-Test!FRunnableThreadPThread::_ThreadProc(void*) [C:/works/Pal-UE-EngineSource/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
libc.so.6!UnknownFunction(0x89043)
libc.so.6!UnknownFunction(0x10961b)
</CallStack>
        <PCallStack>PalServer-Linux-Test 0x0000000000200000 + 694c7b4 PalServer-Linux-Test 0x0000000000200000 + 782ea64 PalServer-Linux-Test 0x0000000000200000 + 7861924 PalServer-Linux-Test 0x0000000000200000 + 78613d6 PalServer-Linux-Test 0x0000000000200000 + 7860dfa PalServer-Linux-Test 0x0000000000200000 + 7a3c754 PalServer-Linux-Test 0x0000000000200000 + 7a309bc PalServer-Linux-Test 0x0000000000200000 + 7a20d24 PalServer-Linux-Test 0x0000000000200000 + 7a792ca PalServer-Linux-Test 0x0000000000200000 + 68df411 PalServer-Linux-Test 0x0000000000200000 + 68c42fd PalServer-Linux-Test 0x0000000000200000 + 68c518b PalServer-Linux-Test 0x0000000000200000 + 698007f PalServer-Linux-Test 0x0000000000200000 + 695a5d4 PalServer-Linux-Test 0x0000000000200000 + 692cf00 libc.so 0x000014cbf9c1f000 + 89044 libc.so 0x000014cbf9c1f000 + 10961c</PCallStack>
        <PCallStackHash>4ADCE52AA41BFBD61B672DC5E1F338F73163EBB3</PCallStackHash>
        <TimeOfCrash>638423379257090000</TimeOfCrash>
        <bAllowToBeContacted>1</bAllowToBeContacted>
        <PlatformFullName>Linux [Debian GNU/Linux 12 (bookworm) 6.1.64-Unraid 64b]</PlatformFullName>
        <CPUBrand>AMD Ryzen 9 3950X 16-Core Processor</CPUBrand>
        <CrashReportClientVersion>1.0</CrashReportClientVersion>
        <Modules />
    </RuntimeProperties>
    <PlatformProperties>
        <CrashSignal>11</CrashSignal>
        <CrashSignalName>Segmentation fault</CrashSignalName>
        <PlatformCallbackResult>0</PlatformCallbackResult>
        <CrashTrigger>0</CrashTrigger>
    </PlatformProperties>
    <EngineData>
        <MatchingDPStatus>LinuxServerNo errors</MatchingDPStatus>
        <RHI.RHIName>NullRHI</RHI.RHIName>
        <DeviceProfile.Name>LinuxServer</DeviceProfile.Name>
        <NumClients>3</NumClients>
    </EngineData>
    <GameData>
        <__sentry>{ &quot;tags&quot;: { &quot;version&quot;: &quot;0.1.3.0&quot;, &quot;callstackhash&quot;: &quot;5D893949E65859C35C342F27BE5D5C9E391D1FB4&quot;,&quot;revision&quot;: &quot;47183&quot;, &quot;platform&quot;: &quot;Linux&quot; } }</__sentry>
    </GameData>
</FGenericCrashContext>
 


 

16 hours ago, ich777 said:

Sorry but I'm out of ideas, if the public IP is correct, you can connect internally and everything else is set up properly then it should work.

 

My last guess is that your ISP is might blocking UDP ports? I took a quick look at your forwards and none of them uses UDP or at least needs them.

I have seen this in the past with some ISPs that they block UDP request and some port ranges (for whatever reason).

 

I assume you are not behind a CG-NAT because otherwise your other port forwards would also not work.

 

I've fixed it !!!! 

Apparently everything I did is correct but I've forgot a missing step in my network setup. 

Three weeks ago I turned off DMZ for my router in my ISP modem and switched to open the important ports only that my server needs in the modem for the router and in the router for the server. 

 

I've forgot that so I forgot to open the port 8211 in my modem. 

now it's working with my domain too 😄

thanks for the amazing support you did in the past hours

 

Also I would like to add that I've found a good way to test if the port open or not without the game.

on the remote client computer run this command ( replace XXX.XXXX.XXX with your public IP )

 

netcat -u XXX.XXXX.XXX 8211

 

make sure the container is running then hit enter multiple times after this command and you will see the container responding with gibberish text. that means it's reachable.

Thanks for the great work, This is such an easy docker to use. its so plug and play and with proper port forwarding it works like a dream.

Seriously thanks for you hard work!

8 hours ago, DocHodges said:

I was able to get it working. I found a thread discussing server optimizations and used it. Basically you just need to copy and paste the info below in the engine.ini file at the end after Paths=../../../Pal/Plugins/Wwise/Content


Below is the link to the reddit discussion if anyone wants to take a read of the extra info. 

optimizing Palworld

  • Author
6 hours ago, Kesra said:

2 different Unraid

Can you share a bit more information on what hardware these two servers exactly? I see a 3950X and what is the other machine equipped with?

 

How much players are on the server? Is there a lot of activity on there?


I assume it crashes the whole server correct?


At least from what I can tell from the crash dump it seems that you are running out of memory.

 

As a side note, my container is now using around 25GB of RAM with 6 concurrent people connected and playing.

28 minutes ago, considerate-dialogue3487 said:

Will the image be updated so players can join my server again?

I'm sure it will, but folks aren't paid to do this, they will do it when they can.

 

EDIT - i didnt realize it was just a restart for this. Cheers.

Edited by Oxxy

  • Author
29 minutes ago, considerate-dialogue3487 said:

Will the image be updated so players can join my server again?

What image? Palworld? Simply restart the container <- this is also mentioned in the description.

 

EDIT: Thanks for the hint, I just restarted my container and it picked up the update just fine:
grafik.thumb.png.ad91a94f872e1a547c44f9de645842e0.png

 

6 minutes ago, Oxxy said:

I'm sure it will

My containers are self maintaining, at least most of them, they will check each start for an update.

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