[Support] ich777 - Gameserver Dockers


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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
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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

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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?

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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
 

 

 

  • Like 1
  • Thanks 1
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34 minutes ago, Neldonado said:

and that didn't work

This is very, well not specific.

 

34 minutes ago, Neldonado said:
"-mod=@unlimited-stamina;"

In general I don't support modding however the command that you are using is for a mod that is installed locally from what I know from other game servers, from what I found from other tutorials it should be something like:

"-mod=1559212036;1564026768;"

if it's workshop content.

 

I found also something about cfggameplay.json but don't ask me how to use that, maybe this site will help.

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Hello, you say that it is easy to configure a server for any game with your templates but I have not been able to successfully run any of the 4 servers that I have tried, is there a document that explains step by step what each of the docker options is for? ? Now I'm trying the ark-sa server but it doesn't even start because I have to enter a command that I don't even know where to do.
On the other hand, it doesn't let me enter the steam ward code and when I try to enter any command in the console it tells me that I have the file system in read-only.
It also does not say where the scripts are to make the command that must be entered persistent: "echo 265000 > /proc/sys/vm/max_map_count"

In the docker edition I don't know if in "console" I have to put bash or shell...

I'm more lost than an octopus in a garage

 

thank you

 

1195161862_Capturadepantalla2024-02-22192929.jpg.58a75ecf5da37274d5b719e2e7f93a83.jpg

Edited by Garikoitz
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12 minutes ago, Garikoitz said:

Hello, you say that it is easy to configure a server for any game with your templates but I have not been able to successfully run any of the 4 servers that I have tried, is there a document that explains step by step what each of the docker options is for? ? Now I'm trying the ark-sa server but it doesn't even start because I have to enter a command that I don't even know where to do.
On the other hand, it doesn't let me enter the steam ward code and when I try to enter any command in the console it tells me that I have the file system in read-only.
It also does not say where the scripts are to make the command that must be entered persistent: "echo 265000 > /proc/sys/vm/max_map_count"

In the docker edition I don't know if in "console" I have to put bash or shell...

I'm more lost than an octopus in a garage

 

thank you

 

1195161862_Capturadepantalla2024-02-22192929.jpg.58a75ecf5da37274d5b719e2e7f93a83.jpg

 

It's an unraid/ilinux command.  Which is typically what it means when it says " You can change the value by executing this command on the host as root":   host being the host machine, or the machine that is running docker.

Edited by dlchamp
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I'm trying to set up a Sons of the Forest server, and restrict the source IP that's allowed from my Router / Portforward settings.  This seems to work fine for Palworld but for the Sons Of the Forest server it has problems with the port connectivity check when I use those allowed IP settings.

 

/mnt/user/appdata/sonsoftheforest/userdata# cat dedicatedserver.cfg
{
  "IpAddress": "#######",
  "GamePort": 8766,
  "QueryPort": 27016,
  "BlobSyncPort": 9700,
....
}
I tried modifying the IpAddress in the config file, but it seems to default to the IP of my own hosted machine instead of the IP I put in there for the port checking.

Not sure if this is something possible, or maybe I explained this badly haha.

This game also needs all 3 UDP ports to be open?  

Edited by JDUnraid
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29 minutes ago, JDUnraid said:

I'm trying to set up a Sons of the Forest server, and restrict the source IP that's allowed from my Router / Portforward settings.  This seems to work fine for Palworld but for the Sons Of the Forest server it has problems with the port connectivity check when I use those allowed IP settings.

 

/mnt/user/appdata/sonsoftheforest/userdata# cat dedicatedserver.cfg
{
  "IpAddress": "#######",
  "GamePort": 8766,
  "QueryPort": 27016,
  "BlobSyncPort": 9700,
....
}
I tried modifying the IpAddress in the config file, but it seems to default to the IP of my own hosted machine instead of the IP I put in there for the port checking.

Not sure if this is something possible, or maybe I explained this badly haha.

This game also needs all 3 UDP ports to be open?  

The game server is hosted locally, so IPs should be local IPs.
Your firewall/router should handle the port forwarding of the external IP to the local IP.  Restrictions it has should have no impact on locally hosted services.  Either they packet gets through or the firewall blocks it.

 

If you research the actual game server settings - https://survivalservers.com/wiki/index.php?title=Sons_of_The_Forest_Server_Settings

 

You'll find that the IpAddress field is the IP that the server is listening on.  Leave it 0.0.0.0 or make it the local IP of the server.
 

It looks like, yes.. you need all three ports.  8766 is for the actual game netcode to use (client/server connection)
27016, which is the typical steam query port.  This is how steam lists the server for others to see.

9700 is the BlobSync port that seems like it does some backend syncing of various states between server and players.

 

 

It's an unfortunate side-effect for Ich, but he provides the containers and support for them.  I've seen him spend way too much time helping users with actual hosting of the games.   Go do your own research on how to host the games and the settings they need and the firewall configurations to go along with it.
 

Edited by dlchamp
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2 hours ago, Garikoitz said:

you say that it is easy to configure a server for any game with your templates but I have not been able to successfully run any of the 4 servers that I have tried

Which ones?

It is easy in general, only a few containers need extra steps like Ark-SE

 

You can usually run all other container without changing anything in the template itself.

 

2 hours ago, Garikoitz said:

is there a document that explains step by step what each of the docker options is for?

I think the description in most of my containers at the variable should tell what to do.

 

2 hours ago, Garikoitz said:

On the other hand, it doesn't let me enter the steam ward code and when I try to enter any command in the console it tells me that I have the file system in read-only.

I don't understand. You don't have to enter Steam Credentials, they are only needed when they are marked with the red asterisk in the template and not hidden away at the "Show more..." section.

 

2 hours ago, Garikoitz said:

echo 265000 > /proc/sys/vm/max_map_count

Just open up a Unraid terminal and execute this command, then restart the container and it should work (you have to do this after each reboot of the Unraid server).

 

2 hours ago, Garikoitz said:

In the docker edition I don't know if in "console" I have to put bash or shell...

I don't understand... what do you mean with that? I assume you are using Unraid correct?

 

2 hours ago, Garikoitz said:

I'm more lost than an octopus in a garage

Always depends if there is a saltwater aquarium. ;)

 

 

In general I have to say you can follow almost any tutorial for the dedicated server you want to set up, my containers only automate the download and the start from the dedicated server itself, configuring and modding is always up to the user.

For each dedicated server there is a guide out ther like for Ark-SE here (you can skip the Installation and start from the dedicated server since these things are what my container does).

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2 hours ago, ich777 said:

Which ones?

It is easy in general, only a few containers need extra steps like Ark-SE

 

You can usually run all other container without changing anything in the template itself.

 

I think the description in most of my containers at the variable should tell what to do.

 

I don't understand. You don't have to enter Steam Credentials, they are only needed when they are marked with the red asterisk in the template and not hidden away at the "Show more..." section.

 

Just open up a Unraid terminal and execute this command, then restart the container and it should work (you have to do this after each reboot of the Unraid server).

 

I don't understand... what do you mean with that? I assume you are using Unraid correct?

 

Always depends if there is a saltwater aquarium. ;)

 

 

In general I have to say you can follow almost any tutorial for the dedicated server you want to set up, my containers only automate the download and the start from the dedicated server itself, configuring and modding is always up to the user.

For each dedicated server there is a guide out ther like for Ark-SE here (you can skip the Installation and start from the dedicated server since these things are what my container does).

Thanks for answering, the truth is that I don't know how but I have already managed to get the server to start, but I need the server to start automatically in the event of a power outage or an unraid restart, how do I configure the script so that there are no problems? I don't remember now which servers I tried to start, but I think they were conan exiles, dayz and some others thank you

 

 

edited: I think I have already found it, in the settings/user scripts section, add script and save, I have restarted unraid and it seems to start by itself, thanks again

Edited by Garikoitz
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5 hours ago, ich777 said:

Please read this post:

 

 

Thanks for referring me to this setting, it definitely helps in that I no longer need extra port forward settings I put in to bypass that network check.

 

I'm basically trying to use the same setup I did for Palworld but it doesn't seem to work for Sons of the Forest.  Similar to how this is done by using a VPS to hide my IP.
 


The stream settings seem to work for Palworld but it does not seem to work on this game, the other strange thing is that I don't even see any stream access or stream error logs when I try to connect to my Sons of the Forest server.

 

This is more of a mind dump, but its where I'm at with the setup I'm trying to figure out.  There's probably some packets or networking differences with how this game works vs Palworld.

 

I did confirm however that going directly to my servers public IP does work and let me connect.  But I would rather have it route through my VPS first.

Edited by JDUnraid
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6 hours ago, Garikoitz said:

edited: I think I have already found it, in the settings/user scripts section, add script and save, I have restarted unraid and it seems to start by itself, thanks again

Glad that you've figured it out. :)

 

6 hours ago, Garikoitz said:

conan exiles

Conan Exiles should work OOB if you change nothing in the template, I would always recommend to start by changing nothing in the template and modify it from there.

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3 hours ago, JDUnraid said:

I'm basically trying to use the same setup I did for Palworld but it doesn't seem to work for Sons of the Forest.  Similar to how this is done by using a VPS to hide my IP.

Oh sorry, I can't support such complicated setups and see no real reason to do that at all.

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50 minutes ago, flipek87 said:

ich777 when You are planing upload update for sons of the forest?

Why should I? Is something not working?

 

Have you read the description from the container:

grafik.thumb.png.eb99ab2493604b5074ff3847c2a225e6.png

 

My containers are self maintaining and they check for updates on each start. :)

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I too was having issues getting into my sons of the forest server but after a couple days its working. 

however i do have a question on getting a second server going. I have enabled two instances of the same container, downloaded and installed. Changed the ports on the second server to something different. Port forwarded on my router (just like i did on my first SOFT docker) I have updated the config file to the correct ports ,server name and password. 

I am still not seeing it on the list of servers. Any trick i need to know to get two servers running at the same time?

Edited by Alex12345
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7 hours ago, Alex12345 said:

I am still not seeing it on the list of servers. Any trick i need to know to get two servers running at the same time?

Please post screenshots from the template and also from you configuration.

 

I‘m not sure if Sons of the Forest is one of those games who only allow one server on the server list from the same ip.

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8 hours ago, ich777 said:

Why should I? Is something not working?

 

Have you read the description from the container:

grafik.thumb.png.eb99ab2493604b5074ff3847c2a225e6.png

 

My containers are self maintaining and they check for updates on each start. :)

Hello. Yes i know. It seems that auto update not working. I am not seeing it in log during start. Sons of the forest is after huge update. When I am trying to connect after this update to server I am receiwing log like bellow: #DSL Incoming client connection with auth ticket
#DSL Steam auth successful for client 2 with steam id 76561198006357845, username Filu pl:p
#DSL Server waking up...
#DSL Set target framerate: 60
#DSL Client disconnected
#DSL Unregistering client 2 with steam id 76561198006357845, username Filu pl:p
#DSL Server empty, idling...
#DSL Set target framerate: 5
#DSL Incoming client connection with auth ticket
#DSL Steam auth successful for client 3 with steam id 76561198006357845, username Filu pl:p
#DSL Server waking up...
#DSL Set target framerate: 60
#DSL Client disconnected
#DSL Unregistering client 3 with steam id 76561198006357845, username Filu pl:p
#DSL Server empty, idling...
#DSL Set target framerate: 5

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