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[Support] ich777 - Gameserver Dockers

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Hello. For MinecraftBasicServer and Extra JVM Parameters: I schould put parameters seperated like this: -XX:+UseG1GC -XX:+ParallelRefProcEnabled -XX:MaxGCPauseMillis=200   with space?

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4 hours ago, axsdenied said:

For your Palworld Container, do you have the server launching with the multi-threaded CPU arguments?

Have you yet clicked on the template and gone through the variables?

I assume you are using Unraid…

 

If you are not usong Unraid go through the run example on GitHub.

 

My containers are highly customizable and it‘s up to you with what you start the server but if you would have looked into it you would have seen it. ;)

14 minutes ago, ich777 said:

Have you yet clicked on the template and gone through the variables?

I assume you are using Unraid…

 

If you are not usong Unraid go through the run example on GitHub.

 

My containers are highly customizable and it‘s up to you with what you start the server but if you would have looked into it you would have seen it. ;)

 

I actually did go through the template when I first used it, but didn't recheck after I learned about those arguments.  And yes, using Unraid and simply didn't think to go back and recheck. Figured easier to ask here.  Now I know better.

  • Author
1 minute ago, axsdenied said:

And yes, using Unraid and simply didn't think to go back and recheck. Figured easier to ask here.  Now I know better.

You can ask here but I usually put everything into the descriptions from the variables and I‘m sorry to say that but I’m tired of Palworld now.

 

This is such an unoptimized game.

I saw RAM usage of about nearly 40GB on my server with 9 concurrent players. 😂

 

…and there is nothing I can do about that…

With DayZ 1.24 officially supporting Linux , will we see official standalone game server support on unraid now?

 

`Official release of the Linux version for the DayZ server slated for the stable branch`

  • Author
11 minutes ago, Neldonado said:

With DayZ 1.24 officially supporting Linux , will we see official standalone game server support on unraid now?

I don't understand, it's already there:

grafik.png.14876409a941641f9242225f6e27c811.png

 

This is the official server, of course the experimental one with App ID: 1042420, because I don't see the other DayZ server already supporting Linux App ID: 223350

grafik.png.aa520c9600b17ada690012144b726080.png

 

But if you want to you can simply change the App ID in the template, this should do the trick if it is already released.

 

I won't make a new dedicated server because I simply can't take any game server requests with almost 200 apps on the CA App, but you can let me know if it is working by changing the App ID.

8 minutes ago, ich777 said:

I don't understand, it's already there:

grafik.png.14876409a941641f9242225f6e27c811.png

 

This is the official server, of course the experimental one with App ID: 1042420, because I don't see the other DayZ server already supporting Linux App ID: 223350

grafik.png.aa520c9600b17ada690012144b726080.png

 

But if you want to you can simply change the App ID in the template, this should do the trick if it is already released.

 

I won't make a new dedicated server because I simply can't take any game server requests with almost 200 apps on the CA App, but you can let me know if it is working by changing the App ID.

I’ll have to give this a shot. This is what I was referring to:

 

image.thumb.png.9ebbcc5fcd568bc159a05891b43261bb.png

On 2/19/2024 at 8:31 PM, ich777 said:

If you've enabled the backup function yes.

You'll find them in the main directory in the subfolder Backups.

 

Are you sure that the path in the container template is set correctly? Please check if the mover maybe didn't move it to the Array and the path in the template is set to /mnt/cache/...

I think it's all gone.... Damn thats hard. Where can i activate the Backup function, so it won't happen again? I also changed the Server File Path to /mnt/user/appdata/palworld/, is that what you meant?

2 hours ago, ich777 said:

I don't understand, it's already there:

grafik.png.14876409a941641f9242225f6e27c811.png

 

This is the official server, of course the experimental one with App ID: 1042420, because I don't see the other DayZ server already supporting Linux App ID: 223350

grafik.png.aa520c9600b17ada690012144b726080.png

 

But if you want to you can simply change the App ID in the template, this should do the trick if it is already released.

 

I won't make a new dedicated server because I simply can't take any game server requests with almost 200 apps on the CA App, but you can let me know if it is working by changing the App ID.

So switching the app ID didn’t do it, but it looks like there’s official progress being made here: https://community.bistudio.com/wiki/DayZ:Hosting_a_Linux_Server

 

 

On 1/24/2024 at 12:08 AM, ich777 said:

I think you are referring to CS2 correct? CS:GO was replaced with CS2.

 

The answer to your question is, no.

 

Please note that you have to only put in Steam credentials in the container template if they are not hidden away under the "Show more..." section and marked with the red asterisk.

I'm talking about any game at all but I'm trying to get a pal world server running.

 

I am trying to get a Project Zomboid server up and running and I cannot get the port to appear available when checking via canyouseeme.org nor can I connect to the server. I've successfully set up port forward before for various ports so I know my router's port forwarding is working. I've installed the container with the default settings and forwarded the ports but its not working. I'm suspecting there is some firewall preventing access from within the container. Any ideas what I'm missing here?

 

Container:

image.png.59ee637e1bb30bd956f59820da64a01d.png

 

Firewall port forwarding rules:

image.png.9b271f09e813418a57b2c99551725d99.png

 

Logs showing ports:

image.thumb.png.822290712c233b0ef0627f8eb8352bc8.png

  • Author
7 hours ago, Megahomer said:

I think it's all gone.... Damn thats hard. Where can i activate the Backup function, so it won't happen again? I also changed the Server File Path to /mnt/user/appdata/palworld/, is that what you meant?

I think the best way to fix that all is to start over...

Delete the container, delete the palworld directory in your appdata folder and pull a fresh copy from the CA App, there you will see the backup option.

I assume you have a really old template that you didn't see the Backup variables in there.

  • Author
7 hours ago, Neldonado said:

So switching the app ID didn’t do it

I don't understand, did you try this on an already installed container? If yes, that won't work.

 

7 hours ago, Neldonado said:

but it looks like there’s official progress being made here: https://community.bistudio.com/wiki/DayZ:Hosting_a_Linux_Server

According to that guide it is only a matter of changing the App ID:

Quote

Stable branch:

~/servers/steamcmd/steamcmd.sh +force_install_dir ~/servers/dayz-server/ +login your_login +app_update 223350 +quit

Experimental branch:

~/servers/steamcmd/steamcmd.sh +force_install_dir ~/servers/dayz-server/ +login your_login +app_update 1042420 +quit

...and that's exactly what my container does.

 

EDIT: I just tried it out of curiosity. However it seems now that you have to log in for whatever reason to get the stable branch version which is really a dumb move in my opinion:

grafik.thumb.png.0cdd08f2b6cb4f8faefc3e2784fd599f.png

 

However I would recommend that you create a second Steam Account for that purposes (this is also the recommended way from Steam) buy a really cheap game in that account, disable Steam Guard entirely and use a very strong password for that account.

 

After you did that you can then use that second account for the container.

 

As you can see above it is running fine. :)

 

EDIT2: Anyways, I don't know if I'll change the template, maybe I deprecate the container since this is rather complicated with a dedicated account and I would encourage no one to use his primary steam account without steam guard.

  • Author
3 hours ago, jdiacobbo said:

I cannot get the port to appear available when checking via canyouseeme.org nor can I connect to the server.

Please read that post, starting from the second paragraph where I explain that a bit more:

 

A game server won't answer to such sites and therefore the site lists that the port is closed.

 

What is not working exactly? From your screenshot I see that the server is running and waiting for connections.

  • Author
3 hours ago, Knightwing19 said:

I'm talking about any game at all but I'm trying to get a pal world server running.

That always depends, usually game servers don't need to be owned and the container downloads them using the anonymous account to download it from Steam Pipe.

 

I would recommend starting over.

Delete the container, delete the palworld folder that lives in your appdata directory, pull a fresh copy from the CA App, change nothing in the template and click Apply.

You usually don't have to do anything unless the template or the description from the template says something else or to add a parameter but for Palworld you can simply deploy the container and you are good to go.

8 hours ago, ich777 said:

Please read that post, starting from the second paragraph where I explain that a bit more:

 

A game server won't answer to such sites and therefore the site lists that the port is closed.

 

What is not working exactly? From your screenshot I see that the server is running and waiting for connections.

Thanks for the response. I appreciate your assistance in getting this working. Your post makes total sense. I was attempting to troubleshoot my server not appearing in the server browser by using the port checking site but it makes sense that wouldn't work in this instance. I eventually got it sorted. I was trying to copy over a locally hosted game to the sever container to run it there instead and that was the issue. I ended up renaming all the files to the default name

servertest

and that got it working.

 

Can you confirm that you need to either use the files created by the container or have your files use the same names (i.e. servertest.ini)?

  • Author
6 minutes ago, jdiacobbo said:

Can you confirm that you need to either use the files created by the container or have your files use the same names (i.e. servertest.ini)?

I can‘t remember quiet exactly since I created the container a long time ago but I think the config consists of two files one is the options.ini where you actually specify how the save file is named and then the servertest.ini with the specific configuration for the server.

 

So to speak I think you could change the name for the save in options.ini

 

Other than that the container should work OOB eith the files it creates.

 

Anyways I‘m glad that it is now all working.

10 hours ago, ich777 said:

I don't understand, did you try this on an already installed container? If yes, that won't work.

 

According to that guide it is only a matter of changing the App ID:

...and that's exactly what my container does.

 

EDIT: I just tried it out of curiosity. However it seems now that you have to log in for whatever reason to get the stable branch version which is really a dumb move in my opinion:

grafik.thumb.png.0cdd08f2b6cb4f8faefc3e2784fd599f.png

 

However I would recommend that you create a second Steam Account for that purposes (this is also the recommended way from Steam) buy a really cheap game in that account, disable Steam Guard entirely and use a very strong password for that account.

 

After you did that you can then use that second account for the container.

 

As you can see above it is running fine. :)

 

EDIT2: Anyways, I don't know if I'll change the template, maybe I deprecate the container since this is rather complicated with a dedicated account and I would encourage no one to use his primary steam account without steam guard.

I deleted the container, made sure all previous files were deleted and I created a new container with the DayZ server app ID: 223350. Was I correct up to this point? Where would I go to put my login information? I already have a Steam burner account for this specific process.

Edited by Neldonado

  • Author
11 minutes ago, Neldonado said:

Where would I go to put my login information?

Show more... in the template.

Hey everyone,

 

I have been using VEIN on and off. but last 6 months i have not used it and now when i do i get errors. I am going to guess it something I am missing but would be nice to confirm if it just me or if others have the problem.

 

I have deleted the docker and also deleted the downloaded files and configs (I wasn't worried about saves)

I have looked on the VEIN discord to see if anyone else had the issue. (looking seems only 2 other people used unraid but one left and the other has not posted in a while and using search i couldn't see anyone else with the problem)

 

When starting the docker it downloads everything fine from what i can tell but on game start up or restart i get this error (I do not know how to make the logs go back more) i did remove the restart=unless-stopped to stop the looping and gte the last error.

 

Spoiler

Fatal error: [File:.\Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3477]
Could not find SuperStruct StressCondition to create C_Stress_C
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
/opt/scripts/start-server.sh: line 65:    78 Segmentation fault      ${SERVER_DIR}/Vein/Binaries/Linux/VeinServer ${GAME_PARAMS}
[2024.02.22-13.51.33:783][  0]LogStreaming: Error:         Dep S_BEFORE_C Import     8   /Script/Engine.Default__BlueprintGeneratedClass
[2024.02.22-13.51.33:783][  0]LogStreaming: Error:         Dep C_BEFORE_C Import    19   /Script/Vein.StressCondition
[2024.02.22-13.51.33:783][  0]LogStreaming: Error: Missing Dependency, request for /Script/Vein.StressCondition but it hasn't been created yet.
[2024.02.22-13.51.33:794][  0]LogCore: Error: appError called: Fatal error: [File:.\Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3477]
Could not find SuperStruct StressCondition to create C_Stress_C
0x0000000004f98cf0 VeinServer!FAsyncPackage::EventDrivenSerializeExport(int) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:3477]
0x0000000004f93c42 VeinServer!FAsyncPackage::ProcessImportsAndExports_Event() [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:3842]
0x0000000004f933c0 VeinServer!FAsyncPackage::Event_ProcessImportsAndExports() [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:2902]
0x0000000004f9ec7e VeinServer!FAsyncLoadingThread::ProcessAsyncLoading(int&, bool, bool, float, FFlushRequest&) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:4385]
0x0000000004fa90dc VeinServer!FAsyncLoadingThread::TickAsyncThread(bool, bool, double, bool&, FFlushRequest&) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:5290]
0x0000000004fa86d7 VeinServer!FAsyncLoadingThread::TickAsyncLoading(bool, bool, double, FFlushRequest) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:5010]
0x0000000004fb8b99 VeinServer!FAsyncLoadingThread::FlushLoading(TArrayView<int const, int>) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:7517]
0x0000000004ff23b7 VeinServer!FlushAsyncLoading(TArrayView<int const, int>) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncPackageLoader.cpp:295]
0x0000000004ff20b9 VeinServer!FlushAsyncLoading(int) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncPackageLoader.cpp:262]
0x00000000052cf702 VeinServer!LoadPackageInternal(UPackage*, FPackagePath const&, unsigned int, FLinkerLoad*, FArchive*, FLinkerInstancingContext const*, FPackagePath const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1620]
0x00000000052d1b20 VeinServer!LoadPackage(UPackage*, FPackagePath const&, unsigned int, FArchive*, FLinkerInstancingContext const*, FPackagePath const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:2014]
0x00000000052cd887 VeinServer!LoadPackage(UPackage*, char16_t const*, unsigned int, FArchive*, FLinkerInstancingContext const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1987]
0x00000000052c946f VeinServer!ResolveName(UObject*&, FString&, bool, bool, unsigned int, FLinkerInstancingContext const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1192]
0x00000000052cdcd1 VeinServer!StaticLoadObjectInternal(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FLinkerInstancingContext const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1301]
0x00000000052ce4ce VeinServer!StaticLoadObject(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FLinkerInstancingContext const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1377]
0x00000000052ceccc VeinServer!StaticLoadClass(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1410]
0x000000000b5c0c00 VeinServer!ConstructorHelpersInternal::FindOrLoadClass(FString&, UClass*) [C:/UnrealEngines/UnrealEngine/Engine/Source/Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h:68]
0x000000000b5a86a3 VeinServer!ConstructorHelpers::FClassFinder<UCondition>::FClassFinder(char16_t const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h:169]
0x000000000b6cf51c VeinServer!ABroadcastRadioItemInstance::ABroadcastRadioItemInstanc

CommonUnixCrashHandler: Signal=11
[2024.02.22-13.51.33:821][  0]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003

[2024.02.22-13.51.33:821][  0]LogCore: Fatal error: [File:.\Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3477]
Could not find SuperStruct StressCondition to create C_Stress_C
0x0000000004f98cf0 VeinServer!FAsyncPackage::EventDrivenSerializeExport(int) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:3477]
0x0000000004f93c42 VeinServer!FAsyncPackage::ProcessImportsAndExports_Event() [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:3842]
0x0000000004f933c0 VeinServer!FAsyncPackage::Event_ProcessImportsAndExports() [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:2902]
0x0000000004f9ec7e VeinServer!FAsyncLoadingThread::ProcessAsyncLoading(int&, bool, bool, float, FFlushRequest&) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:4385]
0x0000000004fa90dc VeinServer!FAsyncLoadingThread::TickAsyncThread(bool, bool, double, bool&, FFlushRequest&) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:5290]
0x0000000004fa86d7 VeinServer!FAsyncLoadingThread::TickAsyncLoading(bool, bool, double, FFlushRequest) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:5010]
0x0000000004fb8b99 VeinServer!FAsyncLoadingThread::FlushLoading(TArrayView<int const, int>) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:7517]
0x0000000004ff23b7 VeinServer!FlushAsyncLoading(TArrayView<int const, int>) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncPackageLoader.cpp:295]
0x0000000004ff20b9 VeinServer!FlushAsyncLoading(int) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncPackageLoader.cpp:262]
0x00000000052cf702 VeinServer!LoadPackageInternal(UPackage*, FPackagePath const&, unsigned int, FLinkerLoad*, FArchive*, FLinkerInstancingContext const*, FPackagePath const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1620]
0x00000000052d1b20 VeinServer!LoadPackage(UPackage*, FPackagePath const&, unsigned int, FArchive*, FLinkerInstancingContext const*, FPackagePath const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:2014]
0x00000000052cd887 VeinServer!LoadPackage(UPackage*, char16_t const*, unsigned int, FArchive*, FLinkerInstancingContext const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1987]
0x00000000052c946f VeinServer!ResolveName(UObject*&, FString&, bool, bool, unsigned int, FLinkerInstancingContext const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1192]
0x00000000052cdcd1 VeinServer!StaticLoadObjectInternal(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FLinkerInstancingContext const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1301]
0x00000000052ce4ce VeinServer!StaticLoadObject(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FLinkerInstancingContext const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1377]
0x00000000052ceccc VeinServer!StaticLoadClass(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1410]
0x000000000b5c0c00 VeinServer!ConstructorHelpersInternal::FindOrLoadClass(FString&, UClass*) [C:/UnrealEngines/UnrealEngine/Engine/Source/Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h:68]
0x000000000b5a86a3 VeinServer!ConstructorHelpers::FClassFinder<UCondition>::FClassFinder(char16_t const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h:169]
0x000000000b6cf51c VeinServer!ABroadcastRadioItemInstance::ABroadcastRadioItemInstanc


0x0000000004f98cf0 VeinServer!FAsyncPackage::EventDrivenSerializeExport(int) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:3477]
0x0000000004f93c42 VeinServer!FAsyncPackage::ProcessImportsAndExports_Event() [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:3842]
0x0000000004f933c0 VeinServer!FAsyncPackage::Event_ProcessImportsAndExports() [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:2902]
0x0000000004f9ec7e VeinServer!FAsyncLoadingThread::ProcessAsyncLoading(int&, bool, bool, float, FFlushRequest&) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:4385]
0x0000000004fa90dc VeinServer!FAsyncLoadingThread::TickAsyncThread(bool, bool, double, bool&, FFlushRequest&) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:5290]
0x0000000004fa86d7 VeinServer!FAsyncLoadingThread::TickAsyncLoading(bool, bool, double, FFlushRequest) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:5010]
0x0000000004fb8b99 VeinServer!FAsyncLoadingThread::FlushLoading(TArrayView<int const, int>) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:7517]
0x0000000004ff23b7 VeinServer!FlushAsyncLoading(TArrayView<int const, int>) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncPackageLoader.cpp:295]
0x0000000004ff20b9 VeinServer!FlushAsyncLoading(int) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncPackageLoader.cpp:262]
0x00000000052cf702 VeinServer!LoadPackageInternal(UPackage*, FPackagePath const&, unsigned int, FLinkerLoad*, FArchive*, FLinkerInstancingContext const*, FPackagePath const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1620]
0x00000000052d1b20 VeinServer!LoadPackage(UPackage*, FPackagePath const&, unsigned int, FArchive*, FLinkerInstancingContext const*, FPackagePath const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:2014]
0x00000000052cd887 VeinServer!LoadPackage(UPackage*, char16_t const*, unsigned int, FArchive*, FLinkerInstancingContext const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1987]
0x00000000052c946f VeinServer!ResolveName(UObject*&, FString&, bool, bool, unsigned int, FLinkerInstancingContext const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1192]
0x00000000052cdcd1 VeinServer!StaticLoadObjectInternal(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FLinkerInstancingContext const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1301]
0x00000000052ce4ce VeinServer!StaticLoadObject(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FLinkerInstancingContext const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1377]
0x00000000052ceccc VeinServer!StaticLoadClass(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1410]
0x000000000b5c0c00 VeinServer!ConstructorHelpersInternal::FindOrLoadClass(FString&, UClass*) [C:/UnrealEngines/UnrealEngine/Engine/Source/Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h:68]
0x000000000b5a86a3 VeinServer!ConstructorHelpers::FClassFinder<UCondition>::FClassFinder(char16_t const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h:169]
0x000000000b6cf51c VeinServer!ABroadcastRadioItemInstance::ABroadcastRadioItemInstance() [C:/UnrealProjects/vein/Source/Vein/Inventory/ItemInstances/BroadcastRadioItemInstance.cpp:23]
0x000000000502ea27 VeinServer!UClass::CreateDefaultObject() [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/Class.cpp:4390]
0x00000000052800e5 VeinServer!ProcessNewlyLoadedUObjects(FName, bool) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectBase.cpp:909]
0x000000000a6dfece VeinServer!FEngineLoop::PreInitPostStartupScreen(char16_t const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:3744]
0x000000000a6c8f8b VeinServer!FEngineLoop::PreInit(char16_t const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:4414]
0x000000000a6d5100 VeinServer!GuardedMain(char16_t const*) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/Launch/Private/Launch.cpp:140]
0x000000000a63abae VeinServer!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [C:/UnrealEngines/UnrealEngine/Engine/Source/./Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:269]
0x0000151cdbf671ca libc.so.6!UnknownFunction(0x271c9)
0x0000151cdbf67285 libc.so.6!__libc_start_main(+0x84)
0x000000000473e029 VeinServer!_start()

[2024.02.22-13.51.33:831][  0]LogExit: Executing StaticShutdownAfterError
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.

** Press ANY KEY to close this window **

 

ich777 thank you and great work on all your dockers I use a lot of them 👍

unraid-vein-settings.png

Sorry i didnt find it in your List of answers, where does for conan exiles docker stores the file for Servername and Password?

22 hours ago, ich777 said:

Show more... in the template.

All right so I've gotten the server up and running on the stable release branch! thank you so much. :) 

The next hurdle I am dealing with is the installation of mods. I have followed all the documentation, it's the same as the windows directions with the caveat that everything needs to be lowercase (files and folders). Where I am stuck is where to put the startup command 

"-mod=@unlimited-stamina;"

I tried in the `GAME_PARAMETERS` and that didn't work. Any idea?

33 minutes ago, Olivilo said:

Sorry i didnt find it in your List of answers, where does for conan exiles docker stores the file for Servername and Password?

 

The Default path for me is

 

/mnt/user/appdata/conanexiles/ConanSandbox/Saved/Config/WindowsServer

("user" might be something else for you)

from this is a file called "Engine.ini" in it you can change the name and password as needed. Default is below.


[OnlineSubsystem]
ServerName=Docker ConanExile
ServerPassword=Docker
 

 

 

  • Author
1 hour ago, mrcblade said:

VEIN

Thanks for the report, I will look into that. :)

 

Please update the container itself with "force update" on the Docker page and it should run now perfectly fine.

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