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[Support] ich777 - Gameserver Dockers

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Private server not updating correctly post Jan 2nd?

 

Seems after the Jan. wipe my private server (Docker container) no longer updates to the correct version. It's been working for about four years now, never done this before! (I also tried updating the ich777 container, but that did nothing...)

 

Is there some kind of bug with the Steam/Rust deployment server?

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40 minutes ago, DockerBubba said:

Is there some kind of bug with the Steam/Rust deployment server?

Please read the third pinned post on top of this topic.

 

Do you have the error 0x6 in the logs?

I have installed ich777's Satisfactory Server and it works perfectly. I have only been able to install one mod "Infinite Nudge" and it works fine. It was the first mod I installed. SMM appears to down and install the mods (no errors while using SMM). When I attempt to join the server, I get this error message "Server missing Mods" for all other mods other than Infinite Nudge.

 

When I disable the mods that will not load, I can join the server and play, otherwise I am blocked.

Using SFTP, SMM connects to the server and appears to install mods (no errors are displayed)

 

Any ideas as to what I can try or where I can find related error logs?

 

 

image.png.2d98d73aa760961609281cac21eabe44.png

image.png.4951e173e6bfce97ea658d64f0e6043d.png

 

image.thumb.png.840416fdaaf4c9154f1ed150e4b60e27.png

Edited by JackSafari

  • Author
3 minutes ago, JackSafari said:

It was the first mod I installed. I have tried to install other mods and I get this error message "Server missing Mods" for all other mods when I attempt to join the server.

Sorry but I can't help with mods since I only can provide support for the container and basic functionality.

 

Maybe someone else can help...

The container is basically the same as if you install Satisfactory on a dedicated machine with the benefit that the installation and updates are automated.

You can also try to ask on the Forums from Satisfactory, maybe you are missing a step but I really can't tell.

Thanks, I will continue to investigate. It is odd that one mod works, but all others do not. According to what I read so far, there should be a Mods directory somewhere on the game server, but I cannot find it. I can't even find the one mod that does work. Overall no big deal. Already completed the game twice without mods.

On 1/1/2025 at 12:43 AM, Jwoff11 said:

Honestly, I am going step by step to see what I can do. Learning a lot by just getting my hands dirty. Going for a cluster now and the only thing I can think of is multiple containers on different ports but have them have the same cluster ID.....once I can hop between maps, then I'll try Mods....

@ich777 just to let you know, I successfully got a modded, clustered ASA up and running! I have a few requests/observations to hopefully make it easier for other users to get it spun up. And with less questions about it posted here 😁

 

  1. The Game.ini file is not automatically generated inside the same folder as GameUserSettings.ini(Default Location is /mnt/user/appdata/YourArkContainter/ShooterGame/Saved/Config/WindowsServer). This file is pretty important if you want to fine-tune your server's settings. If the file is manually put there, the server will see it(After some tweaking which I will cover below), but it would be nice if it was automatically generated. I have read that sometimes this is just the Ark Server files being clunky but just thought I would bring it up.
     
  2. Port 7777 is the default port for the servers, but it seems like the UDP variable has to be deleted and readded with the different port number for it to actually update to the new port number. Could this be something I am doing wrong?
     
  3. Is there a way to add a separate line for the Mods list? With it being in Extra Game Params, it can be difficult to edit with a long modlist on one line with all the other params. All the server is looking for is -mods= and then the modIDs. Maybe it could be made easier by allowing a copy-paste list in a variable or have it look for a txt file that has all the modIDs. Spit-balling here, but I think the main thing is just making it easier. It works now, but having a dedicated variable in the container might help people.
     
  4. Having some built-in logic for Clustering would be awesome. For Clusters to work you have to have the -clusterid= and the -ClusterDirOverride= variables in the extragame parameters. But what you also have to do is set up a volume map from the container to a folder location on your Unraid server(assuming you're running multiple containers on one machine). Then you have to set the volume-map inside the container as the variable for the ClusterDirOverride. (For Example: /ark/clusers --> /mnt/user/appdata/Clusterdirectories, but the variable on the start line would be -ClusterDirOverride="/ark/clusters"). Since it is just a container volume map, could you add to the template a boolean option to cluster the server or not? Then, if true, check the mapping variable for the user's assigned folder location that the mapping will point to. If the folder is not there the container could generate that folder, assuming PID and GID are left the same in the container variables. Then you could add a variable for the -clusterid that is based on that same boolean value being true. That way those commands are always on the startup line unless the boolean is set to false. Also I don't think if these are clustered together, that it would need a separate steamcmd, but I could be mistaken here. But if I am right, it might save on download time if there was a separate steamcmd directory it could point at and use for all the servers instead of having to download it each time for each server.(I am still learning here so I could have a misunderstanding of how this works) 
     
  5. I mentioned that Game.ini and GUS.ini needed some tweaking to get it recognized by the server. What I have noticed(And still don't have a great workaround for) is the container seems to use the previous values of the game.ini and the GUS.ini unless portions of the GUS.ini file are missing at startup. Then it will read the whole file and apply settings. The only way I have figured this out was in trial and error of getting the settings updated. And to further compound the problem, sometimes even doing that process fails to work. My request is can you have the container check and update the server based on the GUS.ini and the Game.ini file every time the server starts? It seems like at the moment it is not working reliably. 

    That's all I have for now. If you could make those updates, I could write out a workflow for how to get modded clusters up and going. And I might have it wrong on some areas, so let me know if I do. Really enjoying doing this and learning more about how this OS/Container works!
  • Author
2 hours ago, Jwoff11 said:

but it would be nice if it was automatically generated.

This is a request that you have to post in the ASA support forums since the dedicated server should create that file not the container.

 

2 hours ago, Jwoff11 said:

but it seems like the UDP variable has to be deleted and readded with the different port number for it to actually update to the new port number. Could this be something I am doing wrong?

If you change 1 to something else than 7777 in the template you have to delete 2 and create a new port mapping with the exact same port number as 1 and choose UDP as protocol:

grafik.thumb.png.d3d295c20b0e34130c91222346b21296.png

 

2 hours ago, Jwoff11 said:

Is there a way to add a separate line for the Mods list? With it being in Extra Game Params, it can be difficult to edit with a long modlist on one line with all the other params. All the server is looking for is -mods= and then the modIDs. Maybe it could be made easier by allowing a copy-paste list in a variable or have it look for a txt file that has all the modIDs. Spit-balling here, but I think the main thing is just making it easier. It works now, but having a dedicated variable in the container might help people.

No, because modding is always up to the user and I only provide the container as is.

Does the dedicated server maybe support .txt files or some other kind of files which are accepted with a parameter in the GAME_PARAMS_EXTRA, if it supports it then yes, otherwise as above no.

 

2 hours ago, Jwoff11 said:

Having some built-in logic for Clustering would be awesome.

No because a cluster is most of the times, like in your case, a really complicated set of almost the same containers with minor differences between them in the template.

 

2 hours ago, Jwoff11 said:

I mentioned that Game.ini and GUS.ini needed some tweaking to get it recognized by the server. What I have noticed(And still don't have a great workaround for) is the container seems to use the previous values of the game.ini and the GUS.ini unless portions of the GUS.ini file are missing at startup. Then it will read the whole file and apply settings. The only way I have figured this out was in trial and error of getting the settings updated. And to further compound the problem, sometimes even doing that process fails to work. My request is can you have the container check and update the server based on the GUS.ini and the Game.ini file every time the server starts? It seems like at the moment it is not working reliably. 

Sorry but this is something you also have to report on the ASA Forums since this is not a container issue, the container doesn't read the files, the dedicated server does that.

BTW, you know that you should always shut down the dedicated server, so to speak stop the container, then edit the files, save your changes and finally start the container again. Reason for that being is that some containers save the current configuration when you restart/stop them and basically overwriting your changes.

 

 

With all of that being said, I have two reasons because I don't want to implement the requested functionality, first of all because this is basically the most difficult form from modding and because I can't give support for that since I don't even play the game and as said above, creating a cluster is most of the times really complicated.

 

However the container is open source, you can always fork it on GitHub, make your modifications, publish the container and even bring it into the CA App with a dedicated support thread.

 

I hope you understand my point on this...

 

You could also do a write up on how to create a cluster with my container since I designed it pretty much as flexible as possible, at least I think that's the case, because you can create a cluster with it.

On 1/9/2025 at 11:45 AM, ich777 said:

This is a request that you have to post in the ASA support forums since the dedicated server should create that file not the container.

 

Gotcha! A little sleuthing online shows that this file is notorious for not being generated. Maybe I can look into a way to manually force it or have a generic copy in the repository that downloads there? Food for thought but understand you aren't looking to address that.

 

On 1/9/2025 at 11:45 AM, ich777 said:

If you change 1 to something else than 7777 in the template you have to delete 2 and create a new port mapping with the exact same port number as 1 and choose UDP as protocol:

For me being new to Unraid, why do you have to delete the container variable for it to apply correctly? Setting the variable to something different doesn't automatically change the port number on the start-up line? If it doesn't then why have the variable and just make sure it's in the startup line? Just trying to understand and learn more!

 

On 1/9/2025 at 11:45 AM, ich777 said:

No, because modding is always up to the user and I only provide the container as is.

Does the dedicated server maybe support .txt files or some other kind of files which are accepted with a parameter in the GAME_PARAMS_EXTRA, if it supports it then yes, otherwise as above no.

I was thinking more of a variable that allows you just to enter the list of ModIDs and then it's job would be to add it at the end of the extra startup params when starting the server. That way mods have their own line that's easy to manage. Ultimately, not a big thing either way and I understand why you wouldn't want to support that.

 

On 1/9/2025 at 11:45 AM, ich777 said:

No because a cluster is most of the times, like in your case, a really complicated set of almost the same containers with minor differences between them in the template.

While it was difficult for me to set up, this is easy to do now that I know what is needed. If the container has a default volume mapping variable that allows for a user to enter a folder share location on a pool or array, the only other items needed are a -cluserid variable and a -ClusterDirOverride variable for the user to populate. See an example I have done for the container below:image.thumb.png.637bac8915ea79d292da4a7ed7c6ae05.pngFor any server that is going to be clustered together, this is fine and does not need to be different because they will be sharing the same file to keep track of items, dinos, and characters that are uploaded and traveling between servers. So if there was a boolean added for if the server is going to be part of a cluster or not, you could just have three variables be looked at if true. Those three being the -cluserid, the -ClusterDirOverride, and the volume mapping needed to send the directory file to a share the servers see. Lots of words, but if I need to explain better let me know. Ultimately though, if you don't want to, can't make you. Just saying it'd be easy.

 

On 1/9/2025 at 11:45 AM, ich777 said:

Sorry but this is something you also have to report on the ASA Forums since this is not a container issue, the container doesn't read the files, the dedicated server does that.

BTW, you know that you should always shut down the dedicated server, so to speak stop the container, then edit the files, save your changes and finally start the container again. Reason for that being is that some containers save the current configuration when you restart/stop them and basically overwriting your changes.

Yeah, this one was me using the wrong startup command....whoops! Working now....

 

On 1/9/2025 at 11:45 AM, ich777 said:

However the container is open source, you can always fork it on GitHub, make your modifications, publish the container and even bring it into the CA App with a dedicated support thread.

Initially, this intimidates me a bit, but maybe if I get some gumption I'll give it a try. Might be PMing you for help though!

 

On 1/9/2025 at 11:45 AM, ich777 said:

You could also do a write up on how to create a cluster with my container since I designed it pretty much as flexible as possible, at least I think that's the case, because you can create a cluster with it.

I will be working on this in the coming days. I had to do so much research to get this one going and I would love to save people some time. 

 

Appreciate the help and the insights!

  • Author
1 minute ago, Jwoff11 said:

Maybe I can look into a way to manually force it or have a generic copy in the repository that downloads there?

This could be done in the container but this introduces another issue, what if a value at some point is missing and prevents the server from starting...

 

1 minute ago, Jwoff11 said:

For me being new to Unraid, why do you have to delete the container variable for it to apply correctly? Setting the variable to something different doesn't automatically change the port number on the start-up line? If it doesn't then why have the variable and just make sure it's in the startup line? Just trying to understand and learn more!

Because containers are isolated, by changing the port in the GAME_PARAMS variable you basically change the port inside the container and since the port forwards port 7777 from inside the container to 7777 outside the container that wont work and no, I won't recommend just changing the port in the port variable on the host to 7778 because this will not work for most game servers because on initial connection the server will send the specified port to the client (which is defined in the GAME_PARAMS variable) and if they don't match they can't handshake and the connection will be never be established <- this is done for security reasons if someone tries to hijack the connection.

 

5 minutes ago, Jwoff11 said:

I was thinking more of a variable that allows you just to enter the list of ModIDs and then it's job would be to add it at the end of the extra startup params when starting the server. That way mods have their own line that's easy to manage. Ultimately, not a big thing either way and I understand why you wouldn't want to support that.

Sorry, but not happening in my container...

 

5 minutes ago, Jwoff11 said:

Those three being the -cluserid, the -ClusterDirOverride, and the volume mapping needed to send the directory file to a share the servers see. Lots of words, but if I need to explain better let me know. Ultimately though, if you don't want to, can't make you. Just saying it'd be easy.

This is nothing that I want to support, sorry, you could do that also a bit more easily so that everything is in the server directory but I even don't know what's the best way to tackle this since I think @Cyd did it differently.

 

7 minutes ago, Jwoff11 said:

Initially, this intimidates me a bit, but maybe if I get some gumption I'll give it a try. Might be PMing you for help though!

Not sure if I can help since I really don't know about clustering, I can guess how it works but that is not really interesting for most people that just want to play ASA and also keep in mind you need a pretty beefy server if you want to run a cluster with much resources so I think this is pretty niche... I also guess that's why @Cyd created a GitHub repo with pre made templates with all the parameters set to make easy to install for other users (they basically just needed to copy the templates to the USB Boot device and deploy the template.

 

10 minutes ago, Jwoff11 said:

I will be working on this in the coming days. I had to do so much research to get this one going and I would love to save people some time. 

If you also create a GitHub Repo for that or a post here in this thread I can also recommend it so that it's pinned on top of this thread, you can also create a guide in the Guides sub forums here and link it here which I can then recommend.

 

Or as said, you create the container yourself and publish it through the CA App but keep in mind this can get difficult pretty quickly because you need multiple templates in the CA App and if a user enters a variable wrong it might break the whole construct.

Does anyone here know up to date best practices for hosting a dedicated server for DST on unraid with mods?

Every time I add a mod or anything I end up spending far too much time just copy pasting mod folders everywhere in appdata\dontstarve\serverfiles and updating the dedicated server .lua file and it's just kinda complete shot in the dark. There is now a ugc_mods folder? With duplicate folder for the steamapps\workshop\content\322330 files in BOTH the master and the caves folder?

Idk if this doesn't make much sense that is kinda the point. If anyone here just knows the steps for doing this these days that would be awesome! Thank you!

I'm not sure if this is the best place to ask so please correct me if needed; 

 

I want to make my own docker container, the program I want to build around is a windows executable, coded in C++ with a simple cmd output for monitoring logs. I can figure my way around adjusting code to do what it needs but I haven't been able to find a good tutorial on building a docker container for this to run on a linux machine. Can you direct me to some resources I could look at? Also, sorry if that whole word salad doesn't make sense...

 

TLDR

C++ command line Windows built server -> Docker Container on UNRAID

 

The server is for a Xbox 360 stealth server

  • Author
2 hours ago, Cain532 said:

Can you direct me to some resources I could look at?

Not really, there is not much information out there.

 

I don't know if you want to adopt my environment because it got a bit complicated over the years... :D
Personally I build everything locally and then push it to DockerHub and GitHub.

 

I do that with Jenkins using the Cloud Bees Docker Build & Publish plugin utilizing a LXC container with Docker installed and the Docker service exposed via a port where I build the images in (to not mess up my Unraid container list).

 

However you can always also use GitHub Actions and basically build through that, in the end it's up to you and what fits your needs best.

 

You can look for example at some of my WINE based containers if it's a Windows executable and run it through that (all Docker containers who are running through WINE are marked as BETA in the CA App.

Thanks for the information! I was looking through your github and how you have things setup. This app will be windows based, so I'll scope out the WINE container. I couldn't find any that weren't steamcmd based though, is that an issue? I'm gonna keep hunting around all the same, thanks again!!!

  • Author
53 minutes ago, Cain532 said:

I couldn't find any that weren't steamcmd based though, is that an issue?

No issue at all, I think I have one for you:
https://github.com/ich777/docker-accompetizione

 

54 minutes ago, Cain532 said:

I'm gonna keep hunting around all the same, thanks again!!!

You could of course build on Unraid itself for testing but I wouldn't recommend that, you just need to clone the repository, go into the directory and then issue:

docker build .

or the more recent command:

docker buildx build .

 

Getting the below error when trying to spin up an Eco server
Not quite sure how to fix this..

[08:45:59] Failed to start the server. Exception was Exception: Exception
Message:Authentication to Strange Cloud failed. No authentication methods were available. Provide valid credentials ('-username' and '-password' or '-userToken' or '-steamTicket') or use '-offline' to start server in offline mode.
Source:EcoServer

System.Exception: Authentication to Strange Cloud failed. No authentication methods were available. Provide valid credentials ('-username' and '-password' or '-userToken' or '-steamTicket') or use '-offline' to start server in offline mode.
   at Eco.Server.StrangeCloudLogin.Initialize()
   at Eco.Server.PluginManager.InitializeAsync(StartupInfo startupInfo)
   at Eco.Server.Startup.StartAsync(StartupInfo startupInfo)
[08:45:59] Shutdown finished
[08:45:59] Errors report:
Failed to start the server. Exception was Exception: Exception
Message:Authentication to Strange Cloud failed. No authentication methods were available. Provide valid credentials ('-username' and '-password' or '-userToken' or '-steamTicket') or use '-offline' to start server in offline mode.
Source:EcoServer

System.Exception: Authentication to Strange Cloud failed. No authentication methods were available. Provide valid credentials ('-username' and '-password' or '-userToken' or '-steamTicket') or use '-offline' to start server in offline mode.
   at Eco.Server.StrangeCloudLogin.Initialize()
   at Eco.Server.PluginManager.InitializeAsync(StartupInfo startupInfo)
   at Eco.Server.Startup.StartAsync(StartupInfo startupInfo)

  • Author
11 minutes ago, Synopsis8044 said:

Getting the below error when trying to spin up an Eco server
Not quite sure how to fix this..

  1. Go to: https://play.eco/account
  2. Log In
  3. At "Server Authentication" generate a Token
  4. Copy the Token to your clipboard
  5. Go to the Docker Template and at GAME_PARAMS enter:
    -userToken=<YOURTOKEN>
    (You of course have to replace <YOURTOKEN> with the token that you copied to the clipboard in Step 4)
    grafik.png.7c040778f7e3a643c9388a44d3a1fbb4.png
  6. Click Apply

Your server should now start.

Good gravy baby, thank you! This was driving me nuts

9 hours ago, ich777 said:

Not really, there is not much information out there.

 

I don't know if you want to adopt my environment because it got a bit complicated over the years... :D
Personally I build everything locally and then push it to DockerHub and GitHub.

 

I do that with Jenkins using the Cloud Bees Docker Build & Publish plugin utilizing a LXC container with Docker installed and the Docker service exposed via a port where I build the images in (to not mess up my Unraid container list).

 

However you can always also use GitHub Actions and basically build through that, in the end it's up to you and what fits your needs best.

 

You can look for example at some of my WINE based containers if it's a Windows executable and run it through that (all Docker containers who are running through WINE are marked as BETA in the CA App.

 

5 hours ago, ich777 said:

No issue at all, I think I have one for you:
https://github.com/ich777/docker-accompetizione

 

You could of course build on Unraid itself for testing but I wouldn't recommend that, you just need to clone the repository, go into the directory and then issue:

docker build .

or the more recent command:

docker buildx build .

 

SUPER stoked for this! You're one of the most legit devs I've ever met!

Issue with Vintage story after the 1.20 update. Existing and new containers spit this out over and over after restarting them. The new server files are downloaded because I can see the tar archive.
 

---Starting...---
---Version Check---
---Vintage Story not found, downloading...---
---Can't download Vintage Story v1.20.1, putting server into sleep mode!---

 

 

Update: I manually downloaded and transferred the 1.20 files...all good. 
 

Edited by RS7588

  • Author
3 hours ago, RS7588 said:

Issue with Vintage story after the 1.20 update. Existing and new containers spit this out over and over after restarting them. The new server files are downloaded because I can see the tar archive.

Thanks for the report.

I will look into that!

 

EDIT: That's strange, I can't reproduce this over here... Of course this is a new installation but it seems everything is working:

grafik.thumb.png.8a8365716a9e572dd0a6d1d5ce08ef7d.png

 

However I will push a update to the container to maybe fix that in the future.

On 1/18/2025 at 10:28 PM, ich777 said:

Thanks for the report.

I will look into that!

 

EDIT: That's strange, I can't reproduce this over here... Of course this is a new installation but it seems everything is working:

grafik.thumb.png.8a8365716a9e572dd0a6d1d5ce08ef7d.png

 

However I will push a update to the container to maybe fix that in the future.

Any chance we can get an option to turn off auto updating on container start please? It's very important because mod development lags behind game build releases and some of us would rather have working servers than the most current update. If at all possible the ability to pick specific builds would be even better.

  • Author
1 hour ago, Odur said:

Any chance we can get an option to turn off auto updating on container start please?

Please update the container itself and add the Variable:

Key: DISABLE_UPDATES

Value: true

 

This will disable updates entirely and you can always download and extract the version you want or set this value to something else than true and let the container update it to the latest version and possibly set the value after it to true again.

 

1 hour ago, Odur said:

If at all possible the ability to pick specific builds would be even better.

Sure but that would mean a complete rewrite from the container and would possible break the existing container.

Valheim container, version 7 & Tailscale

 

I'm trying to set up a docker server of Valheim over tailscale so my friends can join and I don't have to open any ports but I've hit a wall. I've set the container up as its own device on tailscale, gotten the IP, but can't seem to connect over steam. I'm obviously doing something wrong here.  The only instructions I could find involved opening ports so any help would be greatly appreciated!

 

Should my container be in bridge mode or Br0? 

 

FYI: My tailscale is the plugin version, not docker.

 

12 hours ago, ich777 said:

Please update the container itself and add the Variable:

Key: DISABLE_UPDATES

Value: true

 

This will disable updates entirely and you can always download and extract the version you want or set this value to something else than true and let the container update it to the latest version and possibly set the value after it to true again.

 

Sure but that would mean a complete rewrite from the container and would possible break the existing container.

I personally wouldn't mind this, if its something you'd be willing to do. It's been a big thing that I've wanted for a long time not sure about others.

Thank you for the other info 😃

Edited by Odur

  • Author
6 hours ago, Vampiresoup said:

I've set the container up as its own device on tailscale, gotten the IP, but can't seem to connect over steam.

What do you mean exactly with that? I don't use the Tailscale plugin so I really can't help much with that since the Valheim container must be reachable with all ports (default: 2456-2458).

You should be still be able to connect with IP and Query port, where the Query port is always the second one, so to speak in the default configuration: 2457

 

Please also make sure that you set public server to 0 in the Docker template:

grafik.png.b13db679490e2f477519cda6bf620ef0.png

 

If the plugin works similar like the Unraid Docker Integration for Unraid then it should only be a matter connecting with <TAILSCALEIP>:2457 from another Machine (probably some friends of yours) with the Tailscale App installed and of course sharing the Machine with them.

 

6 hours ago, Vampiresoup said:

Should my container be in bridge mode or Br0? 

That doesn't matter much, both will work fine.

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