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[Support] ich777 - Gameserver Dockers

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  • Author
Just now, zanth said:

No, I'm not sure, but the server worked this morning just fine for remote logins. Not sure why it'd change now after working for well over a month. Can I change it to user rather than cache in the template if it did happen to move it randomly now of all times?

Please change the path in the Docker template for the game files to /mnt/user/appdata/... and see if it is working afterwards.

 

Seems like the container even can't find the path for your data. Really not sure why it was working that long if the files where moved to the Array.

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7 minutes ago, ich777 said:

Please change the path in the Docker template for the game files to /mnt/user/appdata/... and see if it is working afterwards.

 

Seems like the container even can't find the path for your data. Really not sure why it was working that long if the files where moved to the Array.

 

Well, its not working, but its doing something different now. It's now looping starting the server, gives a bunch of yellow text, then starts over. 

 

/opt/scripts/start-server.sh: line 123:    76 Segmentation fault      ${SERVER_DIR}/Pal/Binaries/Linux/PalServer-Linux-Test Pal -nocore ${GAME_PARAMS} ${GAME_PARAMS_EXTRA}

Session terminated, killing shell...kill: usage: kill [-s sigspec | -n signum | -sigspec] pid | jobspec ... or kill -l [sigspec]
[2024.04.04-07.08.55:877][  0]CrashReportCoreLog: CompressAndSendData compressing 4610 bytes ('/serverdata/serverfiles/Pal/Saved/Crashes/crashinfo-Pal-pid-76-EB7DF2A245204565A278A4DFDC5A37BA/Diagnostics.txt')
[2024.04.04-07.08.55:878][  0]CrashReportCoreLog: CompressAndSendData compressing 13877 bytes ('/serverdata/serverfiles/Pal/Saved/Crashes/crashinfo-Pal-pid-76-EB7DF2A245204565A278A4DFDC5A37BA/CrashContext.runtime-xml')
[2024.04.04-07.08.55:879][  0]CrashReportCoreLog: CompressAndSendData compressing 152 bytes ('/serverdata/serverfiles/Pal/Saved/Crashes/crashinfo-Pal-pid-76-EB7DF2A245204565A278A4DFDC5A37BA/CrashReportClient.ini')
[2024.04.04-07.08.55:893][  0]LogInit: Using libcurl 7.83.1
[2024.04.04-07.08.55:893][  0]LogInit:  - built for Linux
[2024.04.04-07.08.55:893][  0]LogInit:  - supports SSL with OpenSSL/1.1.1n
[2024.04.04-07.08.55:893][  0]LogInit:  - supports HTTP deflate (compression) using libz 1.2.12
[2024.04.04-07.08.55:893][  0]LogInit:  - other features:
[2024.04.04-07.08.55:893][  0]LogInit:      CURL_VERSION_SSL
[2024.04.04-07.08.55:893][  0]LogInit:      CURL_VERSION_LIBZ
[2024.04.04-07.08.55:893][  0]LogInit:      CURL_VERSION_IPV6
[2024.04.04-07.08.55:893][  0]LogInit:      CURL_VERSION_ASYNCHDNS
[2024.04.04-07.08.55:893][  0]LogInit:      CURL_VERSION_LARGEFILE
[2024.04.04-07.08.55:894][  0]LogInit:  CurlRequestOptions (configurable via config and command line):
[2024.04.04-07.08.55:894][  0]LogInit:  - bVerifyPeer = false  - Libcurl will NOT verify peer certificate
[2024.04.04-07.08.55:894][  0]LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
[2024.04.04-07.08.55:894][  0]LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
[2024.04.04-07.08.55:894][  0]LogInit:  - MaxHostConnections = 16  - Libcurl will limit the number of connections to a host
[2024.04.04-07.08.55:894][  0]LogInit:  - LocalHostAddr = Default
[2024.04.04-07.08.55:894][  0]LogInit:  - BufferSize = 65536
[2024.04.04-07.08.55:894][  0]CrashReportCoreLog: Sending HTTP request: https://o1291919.ingest.sentry.io/api/6513339/unreal/4a1a3921f51f4975b4cf8dd19022cb20/?AppID=CrashReporter&AppVersion=5.1.1-0%2B%2B%2BUE5%2BRelease-5.1&AppEnvironment=Release&UploadType=crashreports&UserID=-00000063%7C%7C
[2024.04.04-07.08.56:108][  0]CrashReportCoreLog: OnProcessRequestComplete(), State=SendingFiles bSucceeded=1
[2024.04.04-07.08.56:108][  0]CrashReportCoreLog: State change from SendingFiles to SendingFiles
[2024.04.04-07.08.56:108][  0]CrashReportCoreLog: All uploads done
[2024.04.04-07.08.56:108][  0]CrashReportCoreLog: State change from SendingFiles to Finished
[2024.04.04-07.08.56:916][  0]CrashReportCoreLog: Final state (Receiver) = Finished
[2024.04.04-07.08.56:916][  0]CrashReportCoreLog: Final state (Receiver) = Unknown UploadState value
[2024.04.04-07.08.56:916][  0]LogCore: Engine exit requested (reason: CrashReportClientApp RequestExit)
[2024.04.04-07.08.56:916][  0]LogExit: Preparing to exit.
[2024.04.04-07.08.56:919][  0]LogExit: Object subsystem successfully closed.
[2024.04.04-07.08.56:919][  0]LogModuleManager: Shutting down and abandoning module HTTP (12)
[2024.04.04-07.08.56:928][  0]LogModuleManager: Shutting down and abandoning module SSL (11)
[2024.04.04-07.08.56:929][  0]LogModuleManager: Shutting down and abandoning module CrashDebugHelper (8)
[2024.04.04-07.08.56:929][  0]LogModuleManager: Shutting down and abandoning module CoreUObject (6)
[2024.04.04-07.08.56:929][  0]LogModuleManager: Shutting down and abandoning module PakFile (4)
[2024.04.04-07.08.56:929][  0]LogModuleManager: Shutting down and abandoning module RSA (3)
[2024.04.04-07.08.56:933][  0]LogExit: Exiting.
Shutdown handler: initalize.
Disabling core dumps.
dlmopen steamservice.so failed: steamservice.so: cannot open shared object file: No such file or directory
[2024.04.04-07.08.53:858][  0]Error: CDO Constructor (PPSkyCreator): Failed to find Texture2D'/Game/PPSkyCreator/Textures/Icons/T_PPSkyCreator_BillboardIcon'

[2024.04.04-07.08.53:858][  0]Error: CDO Constructor (PPSkyCreator): Failed to find Texture2D'/Game/PPSkyCreator/Textures/SkySphere/TC_PPSC_StarMap_4K'

[2024.04.04-07.08.53:858][  0]Error: CDO Constructor (PPSkyCreator): Failed to find Texture2D'/Game/PPSkyCreator/Textures/Occlusion/RT_PPSC_WorldHeightmap'

[2024.04.04-07.08.53:858][  0]Error: CDO Constructor (PPSkyCreator): Failed to find Texture2D'/Game/PPSkyCreator/Textures/WeatherMaterialFX/RT_PPSC_RainRipples_Normal'

[2024.04.04-07.08.53:859][  0]Error: CDO Constructor (PPSkyCreator): Failed to find Texture2D'/Game/PPSkyCreator/Textures/WeatherFX/RT_PPSC_LightningParameters'

 

  • Author
Just now, zanth said:

Well, its not working, but its doing something different now. It's now looping starting the server, gives a bunch of yellow text, then starts over. 

That's caused because a corrupt save game most likely because it was basically using two different paths and the mover was moving files that should belong on the cache.

 

Have you yet checked to what your appdata share is set where the files should belong and if they are moved to the Array?

2 minutes ago, ich777 said:

That's caused because a corrupt save game most likely because it was basically using two different paths and the mover was moving files that should belong on the cache.

 

Have you yet checked to what your appdata share is set where the files should belong and if they are moved to the Array?

 

Not sure where you check that, is it here?

Screenshot 2024-04-04 02.15.14.png

  • Author
1 minute ago, zanth said:

Not sure where you check that, is it here?

Yes:

grafik.thumb.png.c8d929123b83d468b207907c0ff8efa0.png

 

As you can see your primary storage is set to Cache and the Secondary to Array and most importantly your Mover action is set to Cache -> Array, this means that the Mover tries to move all files from the Cache to the Array that are not in use and that will cause issues.

I recommend that you leave the appdata always on the Cache since it usually holds all your data for your containers and you want fast and snappy responses.

 

If you now want to move the data from the Array back to the Cache, you now have to set Mover action to Array -> Cache and invoke the Mover afterwards (I recommend Stopping all containers so that the Mover is actually able to move all the files back to the Cache) and wait for it to finish. After that you can set the Secondary storage to None to ensure that the files will stay on the Cache and the Move is not invoked at all.

1 minute ago, ich777 said:

Yes:grafik.thumb.png.c8d929123b83d468b207907c0ff8efa0.png

As you can see your primary storage is set to Cache and the Secondary to Array and most importantly your Mover action is set to Cache -> Array, this means that the Mover tries to move all files from the Cache to the Array that are not in use and that will cause issues.

I recommend that you leave the appdata always on the Cache since it usually holds all your data for your containers and you want fast and snappy responses.

 

If you now want to move the data from the Array back to the Cache, you now have to set Mover action to Array -> Cache and invoke the Mover afterwards (I recommend Stopping all containers so that the Mover is actually able to move all the files back to the Cache) and wait for it to finish. After that you can set the Secondary storage to None to ensure that the files will stay on the Cache and the Move is not invoked at all.

 

Ok, I have made that change, and manually started the mover. I trust I should change my container template to cache on both

items, rather than user?

  • Author
6 minutes ago, zanth said:

Ok, I have made that change, and manually started the mover. I trust I should change my container template to cache on both

items, rather than user?

It is well enough to leave the game files path at /mnt/cache/... since some games have issues with the FUSE file path /mnt/user/...

You can leave the SteamCMD path as is since it will work no matter to what you set it.

1 minute ago, ich777 said:

It is well enough to leave the game files path at /mnt/cache/... since some games have issues with the FUSE file path /mnt/user/...

You can leave the SteamCMD path as is since it will work no matter to what you set it.

 

Gotcha. games files reset to /mnt/cache, mover running. WIll wait for it to finish and hope for the best! Thank you very much for your time, I greatly do appreciate it.

  • Author
1 minute ago, zanth said:

Gotcha. games files reset to /mnt/cache, mover running. WIll wait for it to finish and hope for the best! Thank you very much for your time, I greatly do appreciate it.

Hope it is working for you after that change, if not and you experiencing the same error as above the savegame might be corrupt and there is not much I can do about that but you can always try to restore a backup <- but since it was configured wrong it could be that the Backups are also corrupt.

9 minutes ago, ich777 said:

Hope it is working for you after that change, if not and you experiencing the same error as above the savegame might be corrupt and there is not much I can do about that but you can always try to restore a backup <- but since it was configured wrong it could be that the Backups are also corrupt.

 

Mover is still at it, guess it had a bunch to move. But if it is still corrupted, how might I go about attempting to restore backup saves? I'm not the most linux savvy person.

  • Author
1 minute ago, zanth said:

But if it is still corrupted, how might I go about attempting to restore backup saves?

You an do that over SMB, simply share the appdata directory and go to the palworld folder in there and there you will see a folder called Backups where all your backups are stored, you can then restore them in the Pal directory (please keep track of the folder structure and only replace move files when the container is actually stopped!).

1 minute ago, ich777 said:

You an do that over SMB, simply share the appdata directory and go to the palworld folder in there and there you will see a folder called Backups where all your backups are stored, you can then restore them in the Pal directory (please keep track of the folder structure and only replace move files when the container is actually stopped!).

 

Ah, ok, easy enough then, thank you!

Unfortunately there were no files in the Backups folder, and I am still getting the last errors. Got some more ideas to try tomorrow tho. Thanks agin for your help, and for getting me on the right track again!

  • Author
4 minutes ago, zanth said:

Unfortunately there were no files in the Backups folder, and I am still getting the last errors. Got some more ideas to try tomorrow tho. Thanks agin for your help, and for getting me on the right track again!

Delete the Saved folder in the Pal directory this should fix the issue, unfortunately your savegame is lost after you do that.

On 1/19/2024 at 11:15 AM, pewecat said:

Hi, trying to set up palworld but keep getting this:

 

 

I can see the game exe in my folder though, and if I enter the container it can see them there too.

 

The relevant line of code in start-server.sh is

 

Am I supposed to have a /Pal/Binaries/Linux? I am on Linux. I have only /Pal/Binaries/Win64

 

edit: Ok I figured out *why* - "@sSteamCmdForcePlatformType" = "windows" is in the docker logs. But *why* is the code doing that?

 

edit 2: pushed a fix to your github. your install command was set to asa which apparantly is ark, rather than palworld.

 

Hello, I'm getting this exact issue happening to me after the current update sent 4/4/2024. What was the exact fix you had used for this?

  • Author
5 minutes ago, lurkinturtle said:

 

Hello, I'm getting this exact issue happening to me after the current update sent 4/4/2024. What was the exact fix you had used for this?

Please read this post:

 

11 minutes ago, ich777 said:

Please read this post:

 

 

Awesome, thanks for the fast response and sorry for bothering you for such a simple fix.

Edited by lurkinturtle
typo

9 hours ago, ich777 said:

Can you please share a screenshot from your Docker template within Unraid?

Do you use /mnt/user/... or /mnt/cache/... in the template for the game files. If you are using /mnt/cache/... just make sure that the share stays on the cache and is not moved to the Array in the Share settings.

 

Please open a container terminal (while the container is running) and execute:

tail -n 10 /opt/scripts/start-server.sh
ls -la ${SERVER_DIR}/Pal/Binaries/Linux/

and post the output here.

 

I am getting the error "cant find executable, putting container to sleep" here is my output to the commands above: image.thumb.png.f2c2ab61cbbe1a84f73cef04a79bbeaf.png

  • Author
15 minutes ago, CatDad49421 said:

I am getting the error "cant find executable, putting container to sleep" here is my output to the commands above

Again, please read that post:

 

  • Author
10 hours ago, Waneng said:

Thank you for that, but I am not sure what you are asking.

I can't reproduce this...

With the default configuration it just works, this is my log where you can see that I can connect just fine:

grafik.thumb.png.19e0aa9113fe3901c603027ee2e9af72.png

 

Are you really sure that NAT Reflection is working correctly on your end. As you can clearly see I only tested this with my local IP but I just entered my servers IP in IP as you can see here:

grafik.thumb.png.ffd23ad44796203d4f2314765de352b6.png

 

Please also note that I didn't change anything, just deployed the container.

Does anyone have their Palworld server running on Unraid with the ICH777 community app container and have figured out how to make it a community server? I think I just need to add -publiclobby to the startup arguments, but I do not see where I would put that in the container config

Edited by mrcollin101

  • Author
26 minutes ago, mrcollin101 said:

where I would put that in the container config

Do you see it:

IMG_4432.thumb.jpeg.20dc743ee9a68155dd71acd5a618080d.jpeg

22 minutes ago, ich777 said:

I can't reproduce this...

With the default configuration it just works, this is my log where you can see that I can connect just fine:

grafik.thumb.png.19e0aa9113fe3901c603027ee2e9af72.png

 

Are you really sure that NAT Reflection is working correctly on your end. As you can clearly see I only tested this with my local IP but I just entered my servers IP in IP as you can see here:

grafik.thumb.png.ffd23ad44796203d4f2314765de352b6.png

 

Please also note that I didn't change anything, just deployed the container.

 

22 minutes ago, ich777 said:

I can't reproduce this...

With the default configuration it just works, this is my log where you can see that I can connect just fine:

grafik.thumb.png.19e0aa9113fe3901c603027ee2e9af72.png

 

Are you really sure that NAT Reflection is working correctly on your end. As you can clearly see I only tested this with my local IP but I just entered my servers IP in IP as you can see here:

grafik.thumb.png.ffd23ad44796203d4f2314765de352b6.png

 

Please also note that I didn't change anything, just deployed the container.

 

22 minutes ago, ich777 said:

I can't reproduce this...

With the default configuration it just works, this is my log where you can see that I can connect just fine:

grafik.thumb.png.19e0aa9113fe3901c603027ee2e9af72.png

 

Are you really sure that NAT Reflection is working correctly on your end. As you can clearly see I only tested this with my local IP but I just entered my servers IP in IP as you can see here:

grafik.thumb.png.ffd23ad44796203d4f2314765de352b6.png

 

Please also note that I didn't change anything, just deployed the container.

OK, my mistake, I used both WAN and LAN IP when I tried connecting with LAN last time, and I did successfully join the server this time.

So, the server is running well, should I try opening some other ports for it to work? Do you have any suggestions? Like IP passthrough? Because it is still not responsive via WAN ip.

Btw I am using a AT&T fiber router, maybe you encounter other people have similar problem with this router.

  • Author
17 minutes ago, Waneng said:

Because it is still not responsive via WAN ip.

Can somebody outside your LAN try to connect? If NAT Reflection isn‘t working on your Router then you won‘t be able to join the dedicated server with your public IP from your LAN.

 

18 minutes ago, Waneng said:

So, the server is running well, should I try opening some other ports for it to work?

Yes, all the ports which are listed in the Docker template with the corresponding protocol.

9 hours ago, ich777 said:

Delete the Saved folder in the Pal directory this should fix the issue, unfortunately your savegame is lost after you do that.

 

After some sleep, I moved the Saved folder to my desktop, and it is still looping like before. 

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