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[Support] ich777 - Gameserver Dockers

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Hey my PALWORLD Server doesnt work anymore. 

 

here is a log

 

/opt/scripts/start-server.sh: line 123:    67 Segmentation fault      ${SERVER_DIR}/Pal/Binaries/Linux/PalServer-Linux-Shipping Pal -nocore ${GAME_PARAMS} ${GAME_PARAMS_EXTRA}
[2024.07.01-16.32.35:784][  0]LogInit: Warning: No paths for engine localization data were specifed in the engine configuration.
[2024.07.01-16.32.35:784][  0]LogTextLocalizationManager: No localization for 'en-US' exists, so 'en' will be used for the language.
[2024.07.01-16.32.35:784][  0]LogTextLocalizationManager: No localization for 'en-US' exists, so 'en' will be used for the locale.
[2024.07.01-16.32.35:785][  0]LogInit: Using OS detected language (en-US).
[2024.07.01-16.32.35:785][  0]LogInit: Using OS detected locale (en-US).
[2024.07.01-16.32.35:785][  0]LogTextLocalizationManager: No localization for 'en-US' exists, so 'en' will be used for the language.
[2024.07.01-16.32.35:785][  0]LogTextLocalizationManager: No localization for 'en-US' exists, so 'en' will be used for the locale.
[2024.07.01-16.32.35:785][  0]LogPackageLocalizationCache: Processed 2 localized package path(s) for 1 prioritized culture(s) in 0.000467 seconds
[2024.07.01-16.32.35:785][  0]CrashReportCoreLog: CrashReportClientVersion=1.0
[2024.07.01-16.32.35:785][  0]CrashReportCoreLog: CrashReportReceiver disabled
[2024.07.01-16.32.35:785][  0]CrashReportCoreLog: DataRouterUrl: https://o1291919.ingest.sentry.io/api/6513339/unreal/4a1a3921f51f4975b4cf8dd19022cb20/
[2024.07.01-16.32.35:846][  0]CrashReportCoreLog: Initial state = Unknown UploadState value
[2024.07.01-16.32.35:846][  0]CrashReportCoreLog: Initial state = Unknown UploadState value
[2024.07.01-16.32.35:846][  0]LogCrashDebugHelper: DepotName: //UE5/Release-5.1
[2024.07.01-16.32.35:846][  0]LogCrashDebugHelper: BuiltFromCL: 0
[2024.07.01-16.32.35:846][  0]LogCrashDebugHelper: EngineVersion: 5.1.1-0+++UE5+Release-5.1
[2024.07.01-16.32.35:846][  0]LogCrashDebugHelper: BuildVersion: ++UE5+Release-5.1-CL-0
[2024.07.01-16.32.36:826][  0]CrashReportCoreLog: Got 3 pending files to upload from 'crashinfo-Pal-pid-67-B8AD547E487F458C898911FD7ED59932'
[2024.07.01-16.32.36:826][  0]CrashReportCoreLog: State change from Ready to SendingFiles
[2024.07.01-16.32.36:826][  0]CrashReportCoreLog: CompressAndSendData have 3 pending files
[2024.07.01-16.32.36:826][  0]CrashReportCoreLog: CompressAndSendData compressing 4055 bytes ('/serverdata/serverfiles/Pal/Saved/Crashes/crashinfo-Pal-pid-67-B8AD547E487F458C898911FD7ED59932/Diagnostics.txt')
[2024.07.01-16.32.36:826][  0]CrashReportCoreLog: CompressAndSendData compressing 9399 bytes ('/serverdata/serverfiles/Pal/Saved/Crashes/crashinfo-Pal-pid-67-B8AD547E487F458C898911FD7ED59932/CrashContext.runtime-xml')
[2024.07.01-16.32.36:826][  0]CrashReportCoreLog: CompressAndSendData compressing 152 bytes ('/serverdata/serverfiles/Pal/Saved/Crashes/crashinfo-Pal-pid-67-B8AD547E487F458C898911FD7ED59932/CrashReportClient.ini')
[2024.07.01-16.32.36:840][  0]LogInit: Using libcurl 7.83.1
[2024.07.01-16.32.36:840][  0]LogInit:  - built for Linux
[2024.07.01-16.32.36:840][  0]LogInit:  - supports SSL with OpenSSL/1.1.1n
[2024.07.01-16.32.36:840][  0]LogInit:  - supports HTTP deflate (compression) using libz 1.2.12
[2024.07.01-16.32.36:840][  0]LogInit:  - other features:
[2024.07.01-16.32.36:840][  0]LogInit:      CURL_VERSION_SSL
[2024.07.01-16.32.36:840][  0]LogInit:      CURL_VERSION_LIBZ
[2024.07.01-16.32.36:840][  0]LogInit:      CURL_VERSION_IPV6
[2024.07.01-16.32.36:840][  0]LogInit:      CURL_VERSION_ASYNCHDNS
[2024.07.01-16.32.36:840][  0]LogInit:      CURL_VERSION_LARGEFILE
[2024.07.01-16.32.36:840][  0]LogInit:  CurlRequestOptions (configurable via config and command line):
[2024.07.01-16.32.36:840][  0]LogInit:  - bVerifyPeer = false  - Libcurl will NOT verify peer certificate
[2024.07.01-16.32.36:840][  0]LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
[2024.07.01-16.32.36:840][  0]LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
[2024.07.01-16.32.36:840][  0]LogInit:  - MaxHostConnections = 16  - Libcurl will limit the number of connections to a host
[2024.07.01-16.32.36:840][  0]LogInit:  - LocalHostAddr = Default
[2024.07.01-16.32.36:840][  0]LogInit:  - BufferSize = 65536
[2024.07.01-16.32.36:840][  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
[2024.07.01-16.32.37:026][  0]CrashReportCoreLog: OnProcessRequestComplete(), State=SendingFiles bSucceeded=1
[2024.07.01-16.32.37:026][  0]CrashReportCoreLog: State change from SendingFiles to SendingFiles
[2024.07.01-16.32.37:026][  0]CrashReportCoreLog: All uploads done
[2024.07.01-16.32.37:026][  0]CrashReportCoreLog: State change from SendingFiles to Finished
[2024.07.01-16.32.37:863][  0]CrashReportCoreLog: Final state (Receiver) = Finished
[2024.07.01-16.32.37:863][  0]CrashReportCoreLog: Final state (Receiver) = Unknown UploadState value
[2024.07.01-16.32.37:863][  0]LogCore: Engine exit requested (reason: CrashReportClientApp RequestExit)
[2024.07.01-16.32.37:863][  0]LogExit: Preparing to exit.
[2024.07.01-16.32.37:864][  0]LogExit: Object subsystem successfully closed.
[2024.07.01-16.32.37:865][  0]LogModuleManager: Shutting down and abandoning module HTTP (12)
[2024.07.01-16.32.37:896][  0]LogModuleManager: Shutting down and abandoning module SSL (11)
[2024.07.01-16.32.37:897][  0]LogModuleManager: Shutting down and abandoning module CrashDebugHelper (8)
[2024.07.01-16.32.37:897][  0]LogModuleManager: Shutting down and abandoning module CoreUObject (6)
[2024.07.01-16.32.37:897][  0]LogModuleManager: Shutting down and abandoning module PakFile (4)
[2024.07.01-16.32.37:897][  0]LogModuleManager: Shutting down and abandoning module RSA (3)
[2024.07.01-16.32.37:898][  0]LogExit: Exiting.
CommonUnixCrashHandler: Signal=11
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
---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---
Redirecting stderr to '/serverdata/Steam/logs/stderr.txt'
Logging directory: '/serverdata/Steam/logs'
[  0%] Checking for available updates...
[----] Verifying installation...
UpdateUI: skip show logoSteam Console Client (c) Valve Corporation - version 1718904263
-- type 'quit' to exit --
Loading Steam API...OK

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
---Update Server---
Redirecting stderr to '/serverdata/Steam/logs/stderr.txt'
Logging directory: '/serverdata/Steam/logs'
[  0%] Checking for available updates...
[----] Verifying installation...
UpdateUI: skip show logoSteam Console Client (c) Valve Corporation - version 1718904263
-- type 'quit' to exit --
Loading Steam API...OK

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK

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  • Author
6 minutes ago, Psyonicar said:

CommonUnixCrashHandler: Signal=11

The last time I saw that error the cause was a corrupt save game.

  • Author
18 minutes ago, Rajiv Anne said:

i run it on a 4 core i5-3470 CPU with 16 gigs of ram

That's probably the cause of the issue since 3rd gen Intel lacks a lot of instructions which may be needed for The Forest.

I'm not too sure that this is the case for The Forest but I'm pretty certain.

 

As you can see above on my i9-10900 it is working perfectly fine.

1 hour ago, ich777 said:

The last time I saw that error the cause was a corrupt save game.

I rolled back to an older save and the issue still persists

 

Edit: I rolled back to an even ealier save, now it works again, thank you

Edited by Psyonicar

2 hours ago, ich777 said:

That's probably the cause of the issue since 3rd gen Intel lacks a lot of instructions which may be needed for The Forest.

I'm not too sure that this is the case for The Forest but I'm pretty certain.

 

As you can see above on my i9-10900 it is working perfectly fine.

alright, thanks for the clarification, i appreciate it

On 6/19/2024 at 4:25 AM, ich777 said:

@sirrand did you solve your issue with Soulmask already? It is most likely the case that you where using /mnt/cache/... in the template where your appdata share was maybe configured to be moved off of the cache to the array and that causes usually such a behavior.

 

BTW, did you figured out the issue from last week with RUST on your machine too?

Hey Ich777, I'm now good to go with Soulmask and have been running fine for about 2 weeks. I'm running a backup on it daily as well. As far as Rust, I'm reinstalling now to test and see, so I'll post up the results soon! Thanks for the followup!

Hey, I could use a little help trying to figure out how to connect to this. I have been beating my head against a wall for hours and reading forums and can't seem to find an issue I am sure is right in front of me. At this point I would be happy to just access it locally so I can verify it is up. I have the port forwarded 8211 UDP, I have tried deleting the docker (and associated folders in apdata) and reinstalled. I currently have the password removed (making sure to stop the server, update value, then restart the server). 

 

I also know I can't verify my port forward, but I don't have any problem accessing any of my other ports or services external.

 

I believe my server is starting up fine, but I am not seeing it in the list, and cannot connect to it manually. 

Quote

[S_API] SteamAPI_Init(): Loaded local 'steamclient.so' OK.
CAppInfoCacheReadFromDiskThread took 11 milliseconds to initialize
Setting breakpad minidump AppID = 2394010
[S_API FAIL] Tried to access Steam interface SteamUser021 before SteamAPI_Init succeeded.
[S_API FAIL] Tried to access Steam interface SteamFriends017 before SteamAPI_Init succeeded.
[S_API FAIL] Tried to access Steam interface STEAMAPPS_INTERFACE_VERSION008 before SteamAPI_Init succeeded.
[S_API FAIL] Tried to access Steam interface SteamNetworkingUtils004 before SteamAPI_Init succeeded.

Session terminated, killing shell...kill: usage: kill [-s sigspec | -n signum | -sigspec] pid | jobspec ... or kill -l [sigspec]
[S_API] SteamAPI_Init(): Loaded local 'steamclient.so' OK.
CAppInfoCacheReadFromDiskThread took 15 milliseconds to initialize
Setting breakpad minidump AppID = 2394010
[S_API FAIL] Tried to access Steam interface SteamUser021 before SteamAPI_Init succeeded.
[S_API FAIL] Tried to access Steam interface SteamFriends017 before SteamAPI_Init succeeded.
[S_API FAIL] Tried to access Steam interface STEAMAPPS_INTERFACE_VERSION008 before SteamAPI_Init succeeded.
[S_API FAIL] Tried to access Steam interface SteamNetworkingUtils004 before SteamAPI_Init succeeded.
Loading Steam API...OK

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
---Update Server---
Redirecting stderr to '/serverdata/Steam/logs/stderr.txt'
Logging directory: '/serverdata/Steam/logs'
[  0%] Checking for available updates...
[----] Verifying installation...
UpdateUI: skip show logoSteam Console Client (c) Valve Corporation - version 1718904263
-- type 'quit' to exit --
Loading Steam API...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---
---Nothing to do, PublicIP: xx.xx.xx.x still up-to-date!---
---Prepare Server---
---Server ready---
---Start Server---
Shutdown handler: initalize.
5.1.1-0+++UE5+Release-5.1 1008 0
Disabling core dumps.
Game version is v0.3.2.55495
---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---
Redirecting stderr to '/serverdata/Steam/logs/stderr.txt'
Logging directory: '/serverdata/Steam/logs'
[  0%] Checking for available updates...
[----] Verifying installation...
UpdateUI: skip show logoSteam Console Client (c) Valve Corporation - version 1718904263
-- type 'quit' to exit --
Loading Steam API...OK

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
---Update Server---
Redirecting stderr to '/serverdata/Steam/logs/stderr.txt'
Logging directory: '/serverdata/Steam/logs'
[  0%] Checking for available updates...
[----] Verifying installation...
UpdateUI: skip show logoSteam Console Client (c) Valve Corporation - version 1718904263
-- type 'quit' to exit --
Loading Steam API...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---
---Nothing to do, PublicIP: xx.xx.xxx.xx still up-to-date!---
---Prepare Server---
---Server ready---
---Start Server---
Shutdown handler: initalize.
5.1.1-0+++UE5+Release-5.1 1008 0
Disabling core dumps.
Game version is v0.3.2.55495

 

I know you mentioned removing the GAME_PARAMS "EpicApp=Palserver", however I don't have that included and these are base templates.

image.png.95897af1cbe8d3b534cfce03f4deec3d.png

 

Any help would be greatly appreciated! 

  • Author
13 minutes ago, hiddentalnt said:

I also know I can't verify my port forward, but I don't have any problem accessing any of my other ports or services external.

How much resources is the container consuming when it's running? The first start can take a very long time depending on the hardware that you run the container, on what hardware do you run the container?

 

When you try to connect locally how do you do that? You usually use: YOURSERVERIP:PORT

 

15 minutes ago, hiddentalnt said:

I know you mentioned removing the GAME_PARAMS "EpicApp=Palserver", however I don't have that included and these are base templates.

Because it was removed a while back from the template and therefore it isn't there anymore.

29 minutes ago, ich777 said:

How much resources is the container consuming when it's running?

CONTAINER ID   NAME                        CPU %     MEM USAGE / LIMIT     MEM %     NET I/O           BLOCK I/O         PIDS
xxxxxx   Palworld                    27.86%    1.273GiB / 15.55GiB   8.19%     3.01MB / 266kB    23.1MB / 68.5MB   31

 

29 minutes ago, ich777 said:

on what hardware do you run the container?

I am running on an I7-4770, Q87M-E MOBO, 16GB DDR3 (planning to add additional 16), GTX 1060 Video Card

 

29 minutes ago, ich777 said:

When you try to connect locally how do you do that? You usually use: YOURSERVERIP:PORT

Yes, in the game I am typing in my server 192.x.x.x:8211. I have the enter password unchecked, although I have tried it checked with a password in the settings. the settings are as follows:

Quote

[/Script/Pal.PalGameWorldSettings]
OptionSettings=(Difficulty=None,DayTimeSpeedRate=1.000000,NightTimeSpeedRate=1.000000,ExpRate=1.000000,PalCaptureRate=1.000000,PalSpawnNumRate=1.000000,PalDamageRateAttack=1.000000,PalDamageRateDefense=1.000000,PlayerDamageRateAttack=1.000000,PlayerDamageRateDefense=1.000000,PlayerStomachDecreaceRate=1.000000,PlayerStaminaDecreaceRate=1.000000,PlayerAutoHPRegeneRate=1.000000,PlayerAutoHpRegeneRateInSleep=1.000000,PalStomachDecreaceRate=1.000000,PalStaminaDecreaceRate=1.000000,PalAutoHPRegeneRate=1.000000,PalAutoHpRegeneRateInSleep=1.000000,BuildObjectDamageRate=1.000000,BuildObjectDeteriorationDamageRate=1.000000,CollectionDropRate=1.000000,CollectionObjectHpRate=1.000000,CollectionObjectRespawnSpeedRate=1.000000,EnemyDropItemRate=1.000000,DeathPenalty=All,bEnablePlayerToPlayerDamage=False,bEnableFriendlyFire=False,bEnableInvaderEnemy=True,bActiveUNKO=False,bEnableAimAssistPad=True,bEnableAimAssistKeyboard=False,DropItemMaxNum=3000,DropItemMaxNum_UNKO=100,BaseCampMaxNum=128,BaseCampWorkerMaxNum=15,DropItemAliveMaxHours=1.000000,bAutoResetGuildNoOnlinePlayers=False,AutoResetGuildTimeNoOnlinePlayers=72.000000,GuildPlayerMaxNum=20,PalEggDefaultHatchingTime=72.000000,WorkSpeedRate=1.000000,bIsMultiplay=False,bIsPvP=False,bCanPickupOtherGuildDeathPenaltyDrop=False,bEnableNonLoginPenalty=True,bEnableFastTravel=True,bIsStartLocationSelectByMap=True,bExistPlayerAfterLogout=False,bEnableDefenseOtherGuildPlayer=False,CoopPlayerMaxNum=4,ServerPlayerMaxNum=32,ServerName="Test Docker",ServerDescription="Palworld running in Docker",AdminPassword="adminDocker",ServerPassword="",PublicPort=8211,PublicIP="xx.xx.xx.xx",RCONEnabled=False,RCONPort=25575,Region="",bUseAuth=True,BanListURL="https://api.palworldgame.com/api/banlist.txt")

 

29 minutes ago, ich777 said:

Because it was removed a while back from the template and therefore it isn't there anymore.

That is what I had assumed, I have just been looking for anything. 

Edited by hiddentalnt

  • Author
1 minute ago, hiddentalnt said:

16a4101d64cf   Palworld                    27.86%    1.273GiB / 15.55GiB   8.19%     3.01MB / 266kB    23.1MB / 68.5MB   31

Are you sure that the container isn't constantly restarting?

 

1 minute ago, hiddentalnt said:

16GB DDR3

Keep in mind the container can consume about 32GB+ of RAM on it's own...

 

2 minutes ago, hiddentalnt said:

I am running on an I7-4770

This is nowadays a pretty old CPU and I'm not 100% sure if it's compatible with Palworld.

3 minutes ago, ich777 said:

Are you sure that the container isn't constantly restarting?

What is the check for that, I would have imagined that would show in the Palworld docker log, but it doesn't show any activity beyond the initial start up that I shared.

 

4 minutes ago, ich777 said:

This is nowadays a pretty old CPU and I'm not 100% sure if it's compatible with Palworld.

Unfortunately I was afraid of this, while this was just upgrade from some even older parts with an old computer, admittedly it is probably time for a modern upgrade.

  • Author
59 minutes ago, hiddentalnt said:

What is the check for that, I would have imagined that would show in the Palworld docker log, but it doesn't show any activity beyond the initial start up that I shared.

Then it's not restarting, if it would restart you would see the log in a constant loop.

 

1 hour ago, hiddentalnt said:

Unfortunately I was afraid of this, while this was just upgrade from some even older parts with an old computer, admittedly it is probably time for a modern upgrade.

I'm not entirely sure but since the game is based on Unreal Engine 5 (IIRC) it should work but 4th gen Intel is missing a lot of instruction sets which many games nowadays require.

2 hours ago, ich777 said:

I'm not entirely sure but since the game is based on Unreal Engine 5 (IIRC) it should work but 4th gen Intel is missing a lot of instruction sets which many games nowadays require.

Is there anything I can do to verify it is running or verify that something in the hardware prevented it from starting properly. Or is the fact that I can't access it the only confirmation that I have. Just expensive without confirming the cause unfortunately. 

  • Author
27 minutes ago, hiddentalnt said:

Is there anything I can do to verify it is running or verify that something in the hardware prevented it from starting properly. Or is the fact that I can't access it the only confirmation that I have. Just expensive without confirming the cause unfortunately. 

Not really, you can take a look at the logs inside the Saves folder and see if there is anything suspicious in there.

 

I would recommend that you remove the container including the directory for Palworld in your appdata folder, pull a fresh copy from the CA App, only remove:

-publiclobby 

without changing anything else in the template or the settings file itself and give it 5 minutes or so after it downloaded the game to be sure that is fully started and then try to connect again with: LANserverIP:PORT

Hey Ich!  First of all, thanks for all the hard work you do to keep us entertained.  I think I have 5 or 6 of your dockers running on my server.

 

The docker I'm having an issue with is the 7 days to die. I followed your instructions to get the experimental 1.0 release running and it all worked but today the game released an update and everyone downloaded it client side no problem but it looks like the server did not download it yet, even after I did another force update.  Is that something you have to update on the docker or am I missing something?

 

Edit: A second forced update fixed it for some reason but it also reset the config file.  That was scary at first but easy to fix.

Edited by JMcVay

  • Author
4 hours ago, JMcVay said:

Edit: A second forced update fixed it for some reason but it also reset the config file.  That was scary at first but easy to fix.

I would also recommend to use a different server config file since the default one will be always be overwritten if a update is pushed since the file ships with the dedicated server and there is nothing I can do about that.

You should be able to copy the default config and point in the template to the other file.

18 hours ago, ich777 said:

Not really, you can take a look at the logs inside the Saves folder and see if there is anything suspicious in there.

After hours of absolutely beating my head against the wall... I found the issue! I am sure this has been noted, but I did not come across this comment anywhere in my search... so in case others come across this in the future, let me restate this:

 

These servers are not crossplay!!!

 

While I am on the PC, I am using the Xbox version of the game (because it was free to me). So for the life of me I could not figure out why the game would connect. The server booted up and appeared fine. Nothing indicated there was a problem other than the fact that I just could not connect. I even gave up on Unraid and attempted to install the server on my gaming PC using steamcmd and received the same result, I could not connect to the game.

 

I get the answer was staring me in the face, and even in my hours of reading and looking I am sure the answer was there and just didn't notice it.

https://tech.palworldgame.com/getting-started/for-xbox-dedicated-server

 

Solution:

Go into the PalWorldSettings.ini file and add OptionSettings=(AllowConnectPlatform=Xbox) as I added below. 

 

Quote

[/Script/Pal.PalGameWorldSettings]
OptionSettings=(AllowConnectPlatform=Xbox,Difficulty=None,DayTimeSpeedRate=1.000000,NightTimeSpeedRate=1.000000,ExpRate=1.000000,PalCaptureRate=1.000000,PalSpawnNumRate=1.000000,PalDamageRateAttack=1.000000,PalDamageRateDefense=1.000000,PlayerDamageRateAttack=1.000000,PlayerDama

 

Again...hours wasted so hopefully someone else will find this quickly and save some time. Thanks @ich777 for responding to everyone. Your work is greatly appreciated, even if it is to solve our own glaring mistakes. 

  • Author
36 minutes ago, hiddentalnt said:

Solution:

Go into the PalWorldSettings.ini file and add OptionSettings=(AllowConnectPlatform=Xbox) as I added below. 

I think it should also be possible to just pass it over here:

grafik.png.d1e83a955f36bd01368334504a650de1.png

 

I could be wrong about that but it should work there too.

 

Hi, I'm having problems with MinecraftBasicServer container.

Basically whenever I fire the container up one of the cores of the cpu spikes to 100% and the server console keeps on displaying the "Can't keep up! Is the server overloaded? Running 15926ms or 318 ticks behind" error.

 

It was working just fine a few days ago, nothing changed till then.

I tried to get some logs from the server but cant run the server in debug mode, any help? thanks

Edited by SpicyNugget

  • Author
1 hour ago, SpicyNugget said:

Basically whenever I fire the container up one of the cores of the cpu spikes to 100% and the server console keeps on displaying the "Can't keep up! Is the server overloaded? Running 15926ms or 318 ticks behind" error.

Does the core drop down after a while or does it stay on 100%

Does the message only display once or is the log flodded with these messages?

 

Usually this is nothing to worry about if the gane is working perfectly fine, in most cases since the server is busy doing the startup routine and this message gets produced at times.

 

If the log is flooded with these messages then there is definitely something wrong, please note that Minecraft preferes single core performance over multple slower cores.

48 minutes ago, ich777 said:

Does the core drop down after a while or does it stay on 100%

Does the message only display once or is the log flodded with these messages?

 

Usually this is nothing to worry about if the gane is working perfectly fine, in most cases since the server is busy doing the startup routine and this message gets produced at times.

 

If the log is flooded with these messages then there is definitely something wrong, please note that Minecraft preferes single core performance over multple slower cores.

the log was flooded with messages, but I ended up remaking the server from scratch and for now it works fine.
thanks you for the suggestion! love your work!

I have a problem with the Docker from Soulmask. I installed and started it. Then I uploaded my save files from my GPortal server to the Soulmask Docker. When I start the Docker server, I only get a new game and my save file is not loaded. I reinstalled the Docker multiple times, but the result was always the same. What is my mistake? -.-*

  • Author
15 minutes ago, Color Clinic said:

I have a problem with the Docker from Soulmask. I installed and started it. Then I uploaded my save files from my GPortal server to the Soulmask Docker. When I start the Docker server, I only get a new game and my save file is not loaded. I reinstalled the Docker multiple times, but the result was always the same. What is my mistake? -.-*

Please note that the container uses /mnt/cache/... by default and if you copy your save file over via SMB and you have configured your appdata share to be moved to the Array this will not work.

To avoid further issues also make sure to set your appdata share in the Share settings to Cache as the Primary storage and the Mover moves the files from the Array to the Cache and not from the Cache to the Array.

 

This is the only issue that I can think of. I also don't know if GPortal servers are Linux based and if the save files are interchangeable.

  • Author
8 hours ago, Radical Computer Solutions said:

Any word on a docker for Astro Colony

Please read that post:

 

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