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[Support] ich777 - Gameserver Dockers

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  • Author
11 hours ago, KsBs said:

After a Couter-Strike: Source update my console show me:

On what Unraid version are you?

What paths are set in the Docker template?

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Unraid: Version 7.0.0-beta.4 2024-10-21

Linux kernel

version 6.6.56-Unraid

 

SteamCMD: /mnt/anwendung/steamcmd

 

ServerFiles: /mnt/anwendung/appdata/css4fun

 

 GAME_PARAMS: -debug -secure +maxplayers 32 +map de_dust2

  • Author
39 minutes ago, KsBs said:

Version 7.0.0-beta.4 2024-10-21

May I ask why?

Unraid 7.0.0 stable is already out.

 

Please upgrade and see if that fixes the issue.

 

Is the share anwendungen set to stay on your pool or is the data moved to the Array?

Looking for some help installing mods for my ARKSurvivalAscended server. It has been a real struggle, what I have tried and not working is adding -mods="6177787" to the Extra Params as well as adding ActiveMods=6205104 under [ServerSettings] in the GameUserSettings.ini.

 

Now i thought after tons of research this should be all i need to do because the mods are all handled and updated via curse, so this should be downloading the mods and putting them into the /mnt/user/appdata/ark-sa/ShooterGame/Binaries/Win64/ShooterGame/Mods

however this is where i run into issues. The server fails to start and loops every 60 secs with this error:

 

 

Screenshot2025-02-20135452.thumb.png.5cc70f7263fef34c56b1a25319e67bac.png

 

It hangs here and then reboots and fails to start.

 

What I have noticed is that I could never get anything actually downloaded into the Mods folder which is not even created to begin with. I tried making the mods folder manually and doing it by hand like this:

 

image.thumb.png.a9ed2d4edda51dfc8897720643c4a216.png

 

But the server still failed to start with the same error. I would really appreciate someone who has mods installed to straighten me out and point me in the right direction. I feel like its a permission issue which im terrible with overall. One last note is im also running a cluster server with 2 maps which is stable with no mods.

 

Thanks in advance for the help,

Acps

 

48 minutes ago, Acps said:

Looking for some help installing mods for my ARKSurvivalAscended server. It has been a real struggle, what I have tried and not working is adding -mods="6177787" to the Extra Params as well as adding ActiveMods=6205104 under [ServerSettings] in the GameUserSettings.ini.

 

 

What mods are you trying to install? When I google the numbers you posted I get download links to super spyglass plus and admin panel but you need to use the mod IDs: 929868 & 929420

43 minutes ago, dsharpe89 said:

 

What mods are you trying to install? When I google the numbers you posted I get download links to super spyglass plus and admin panel but you need to use the mod IDs: 929868 & 929420

Omg im an idiot for some reason i was looking at the download url thinking that was what i needed and definitely much different than the project id i see now on the about project. Ty so much for the quick reply, this fixxed my issue!!!!

I'm having difficulties using the Starbound server. The default configuration for the container uses the app ID 533830. This app hasn't been updated in nearly 2 years and connecting to the server requires overriding file mismatch. The documentation in the repo contained a link to a steam maintained list of dedicated server app IDs which listed 211820 as the app id for a starbound dedicated server. I then created a new using this new app id and was able to connect with and there was no asset mismatch between the client and the server so I thought it was good to go.

We played for several hours yesterday, exploring a few planets and completing a few quests. When players logged in today, instead of returning to where the players logged out, the server generated new starting worlds for each player. Further, when players tried to teleport to flags placed in the previous play session, the server re-generated the destination world without the flag, causing the teleport to fail. Checking the server log and the file tree, the world files that were generated yesterday were on disk 1 with last modified times around when players logged off, while the newly generated world files were present on the cache and recently modified. It seems like the server is not detecting world files on disk1 and now I'm worried about the cache overwriting the world files. How should I best proceed?

  • Author
2 hours ago, lowrybh said:

Checking the server log and the file tree, the world files that were generated yesterday were on disk 1 with last modified times around when players logged off, while the newly generated world files were present on the cache and recently modified. It seems like the server is not detecting world files on disk1 and now I'm worried about the cache overwriting the world files. How should I best proceed?

This is probably because in the template the path is set to /mnt/cache/appdata/... and your appdata share is set to be moved to the Array. However I would strongly recommend that you leave the appdata share on the Cache since your container should have access to the data as quick as possible, this has also other benefits in terms of write speeds (if existing data needs to be changed) and of course that the Array disks can go to sleep.

 

If you don't want to change where your data is located do it like the following:

  1. Stop the container
  2. Make a backup of both save files/directories (Cache and Array)
  3. Delete the savegame from the Cache
  4. Go to the template from the container
  5. Change the path from the GameFiles to /mnt/user/appdata/...
  6. Start the container

 

With that you should have the old save file again. However if you change that the files stay on the Cache it's almost the same but you have move the savegame from the Array to the Cache and start the container afterwards.

 

With all of that being said, I hope that the above works because if a file was in use when the Mover kicked in it could have lead to inconsistent data structure but you have no other way than trying.

 

3 hours ago, lowrybh said:

I'm having difficulties using the Starbound server. The default configuration for the container uses the app ID 533830. This app hasn't been updated in nearly 2 years and connecting to the server requires overriding file mismatch. The documentation in the repo contained a link to a steam maintained list of dedicated server app IDs which listed 211820 as the app id for a starbound dedicated server. I then created a new using this new app id and was able to connect with and there was no asset mismatch between the client and the server so I thought it was good to go.

I'm not sure what you are talking about exactly here because actually the App ID for the Dedicated server is 533830 and that also doesn't mean that even it isn't updated in a long time that it doesn't work.

 

TBH I haven't tried it in a long time, I will definitely do that, but if they changed it in a way that it breaks the container and it is not easily fixable I will possible deprecate the container itself.

for Return to Moria

 

Is the status.json file supposed to populate?

Only ever see - 

{
    "Status": "booting",
    "InviteCode": "",
    "AdvertisedAddressAndPort": "Unknown IP",
    "WorldName": "",
    "WorldSeed": 0,
    "Players": "",
    "Version": "1.4.3.186308 [net.10.4.6.b0e951]"
}

 

I ask because I can't seem to connect to the server and I feel like there is something hanging during the boot process.

Edited by Dreygonx
More info

  • Author
46 minutes ago, Dreygonx said:

I ask because I can't seem to connect to the server and I feel like there is something hanging during the boot process.

Do you have logs or anything?

 

How do you try to connect? Do you try to connect with your Public IP or with your Local IP?

I would recommend to always try your Local IP first.

Hey everyone, I am hoping someone can point me in the right direction. On the LOTR: Return To Moria server, when changing the MoriaServerConfig.ini file the game does not seem to take the changes. At least it is not reflected in the in-game menu. 
 

Also, does anyone know of any console commands to change the server settings in real time? I have noticed the MoriaServer.exe file and have been able to run it on my local windows machine but I do not believe it to be manipulating the server properly. It simply gives a host has left server message in the hosted server while not making any changes to the server itself. If yall have any insight it would be greatly appreciated. 

 

; Specify world difficulty:
;  * story: Ideal for players who want to experience the story without much danger.
;  * solo: Ideal for a single dwarf.
;  * normal: Ideal for a small company of dwarves.
;  * hard: Ideal for a large company of dwarves.
;  * custom: Use customizations for each category of difficulty.
Difficulty.Preset=custom

; Custom difficulty properties, used only if the "Difficulty.Preset" property is set to custom.
; Acceptable values are verylow, low, default, high and veryhigh.
; The base enemy damage and hit points.
Difficulty.Custom.CombatDifficulty=default
; How often enemies attack and how many will attack at once.
Difficulty.Custom.EnemyAggression=high
; The strength of various buffs, speed a dwarf succumbs to despair and
; the decay rates of stamina, energy and hunger.
Difficulty.Custom.SurvivalDifficulty=default
; Volume of ore that drops from each vein.
Difficulty.Custom.MiningDrops=high
; The drop rates of rewards for defeating orcs and enemies.
Difficulty.Custom.WorldDrops=high
; How often noisy actions will trigger a horde of orcs.
Difficulty.Custom.HordeFrequency=high
; How often orcs will target and attack a dwarf base.
Difficulty.Custom.SiegeFrequency=high
; How often orc and enemy groups spawn.
Difficulty.Custom.PatrolFrequency=high

 

 

20250221205255_1.jpg

54 minutes ago, Dreygonx said:

for Return to Moria

 

Is the status.json file supposed to populate?

Only ever see - 

{
    "Status": "booting",
    "InviteCode": "",
    "AdvertisedAddressAndPort": "Unknown IP",
    "WorldName": "",
    "WorldSeed": 0,
    "Players": "",
    "Version": "1.4.3.186308 [net.10.4.6.b0e951]"
}

 

I ask because I can't seem to connect to the server and I feel like there is something hanging during the boot process.



Mine has not changed either. The server has been running quite smoothly without it populating also, so I think your issue lies elsewhere, unfortunately.

If you are trying to access the server outside of the local network I would assume you forwarded the port that the server is advertising on 7777 by default.  

  • Author
18 minutes ago, GrabGames said:

On the LOTR: Return To Moria server, when changing the MoriaServerConfig.ini file the game does not seem to take the changes. At least it is not reflected in the in-game menu. 

Do you stop the container and then edit the files or do you simply edit the file and the restart?

 

Please keep in mind that it is recommended to:

  1. Stop the container
  2. Edit the files
  3. Start the container

This is because some game servers write the current config again when stopping/restarting the container.


Are you also sure that it is possible to. Change these settings after creating the world? This UnrealEngine based game has a pretty unique way of configuring the server.
 

18 minutes ago, GrabGames said:

Also, does anyone know of any console commands to change the server settings in real time?

I don‘t think so.

45 minutes ago, ich777 said:

Do you stop the container and then edit the files or do you simply edit the file and the restart?

 

Please keep in mind that it is recommended to:

  1. Stop the container
  2. Edit the files
  3. Start the container

This is because some game servers write the current config again when stopping/restarting the container.


Are you also sure that it is possible to. Change these settings after creating the world? This UnrealEngine based game has a pretty unique way of configuring the server.
 

I don‘t think so.

I appreciate the response. Yes, I do stop the container prior to making the changes. I do see in the logs when it starts up that it recognizes the config file. This would leave me to believe that perhaps it is a capitalization error also. I will continue to try combinations that work until it either breaks me or works haha. 

 

According to the return to moria server guide page this should be something that is doable while the server is running also. While the environment in which the server is running is of course not windows it would leave me to hope that the difficulty is editable in an existing world. But who knows at the end of the day. 

 

image.thumb.png.10024e71e195de0ceeafca965cfef727.png

 

I have been able to use this terminal by running the exe file on my windows machine while accessing it through the SMB share for the appdata folder and it does seem to manipulate it enough to shut it down, list the connected players, and get the current difficulty settings. However, when it is closed it seems that the server recognizes this console app as the new host and will remove everyone from the server when closed. 

 

Im using the zomboid server, and for some reason it's refusing to load some mods, so Im trying to log in to steam and let that download my workshop files since transferring my .vcf/the mod folders isnt working, how can I sign in with 2fa? I assume I need to enter steam guard code into steamcmd but Im not sure how to interact with steamcmd from the console?

  • Author
1 hour ago, NotABanana said:

how can I sign in with 2fa

That‘s not possible.

 

1 hour ago, NotABanana said:

refusing to load some mods

I‘m not sure but others got it to work properly.

You mean it's not possible with your container, no way to interface with SteamCMD? Because you can use 2FA with steamcmd.

 

If it's just a limitation of the container, is it possible to maybe sign in on desktop and transfer some kind of token file?

Got the mod issue sorted though, zomboid has separate entries for mods and workshop items, has to be entered in both

Edited by NotABanana

10 hours ago, ich777 said:

Do you have logs or anything?

 

How do you try to connect? Do you try to connect with your Public IP or with your Local IP?

I would recommend to always try your Local IP first.

So I am an idiot and I copied another NAT rule to edit and forgot to enable it.  I can connect to the server now.  I wonder how we can get it to populate the status.json file so we can generate/see the invite codes.  They mention the invite code in all their documentation and the online sources like nitrado are able to populate the invite code into their management interface I am assuming populated from the status.json file.

 

Edited by Dreygonx

  • Author
2 hours ago, NotABanana said:

is it possible to maybe sign in on desktop and transfer some kind of token file?

Nope, not possible.

 

2 hours ago, NotABanana said:

If it's just a limitation of the container

The container is simply not designed for that and you should never log in to a dedocated server with your main account, even Valve recommends to not do that.

 

2 hours ago, NotABanana said:

Because you can use 2FA with steamcmd.

True, but why would you do that, AFAIK you should be able to download all mods without login.

 

2 hours ago, NotABanana said:

You mean it's not possible with your container, no way to interface with SteamCMD?

You can from the command line but I don‘t support that.

  • Author
1 hour ago, Dreygonx said:

They mention the invite code in all their documentation and the online sources like nitrado are able to populate the invite code into their management interface I am assuming populated from the status.json file.

Maybe that‘s a Nitrado feature only…?

 

Why would you need a invite code when you just can connect with the IP or even your DOMAINNAME:PORT eg: yourdomain.org:7777

19 minutes ago, ich777 said:

Maybe that‘s a Nitrado feature only…?

 

Why would you need a invite code when you just can connect with the IP or even your DOMAINNAME:PORT eg: yourdomain.org:7777

Need may be strong.  Just was curious why its there if it doesn't populate properly.  I know something partially interacts with that file because if I stop the container and load the file in Notepad++ instead of booting it shows stopped. As for the Nitrado feature only.. I don't think so only because it does output the invite code when you launch the dedicated server from within steam.

Edited by Dreygonx

  • Author
2 hours ago, Dreygonx said:

Just was curious why its there if it doesn't populate properly.

Maybe ask the developers, I really don't know, maybe it's caused because the container uses WINE to run the dedicated server.

 

2 hours ago, Dreygonx said:

I don't think so only because it does output the invite code when you launch the dedicated server from within steam.

Please think again about that since it's not the same as running it on a dedicated machine, maybe you get a invite code because you are running the dedicated server from a machine which is logged into a Steam account and therefore there might be a invite code presented.

On a dedicated server you are not logged in and therefore it might be the case that no invite code is given.

Having some trouble getting the Moria server up and running, tried all of the available networking options (host/bridge/br0), perhaps someone can help me figure out what my logs say?

 

---Server ready---
---Start Server---
LogIoDispatcher: Display: Reading toc: ../../../Moria/Content/Paks/global.utoc
LogIoDispatcher: Display: Mounting container 'global' in location slot 0
LogPakFile: Display: Initialized I/O dispatcher
LogPakFile: Display: Found Pak file ../../../Moria/Content/Paks/Moria-WindowsServer.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../Moria/Content/Paks/Moria-WindowsServer.pak.
LogIoDispatcher: Display: Reading toc: ../../../Moria/Content/Paks/Moria-WindowsServer.utoc
LogIoDispatcher: Display: Mounting container 'Moria-WindowsServer' in location slot 0
LogPakFile: Display: Mounted IoStore environment "../../../Moria/Content/Paks/Moria-WindowsServer"
LogShaderLibrary: Display: ShaderCodeLibraryPakFileMountedCallback: PakFile '../../../Moria/Content/Paks/Moria-WindowsServer.pak' (chunk index -1, root '../../../') mounted
LogShaderLibrary: Display: ShaderCodeLibraryPakFileMountedCallback: pending pak file info (ChunkID:-1 Root:../../../ File:../../../Moria/Content/Paks/Moria-WindowsServer.pak)
LogInit: Display: Loading text-based GConfig....
LogInit: Display: Moria Windows (Epic/Other) Shipping 1.4.3.186308 Thu Feb 13 06:49:55 UTC 2025 

LogProperty: Error: Struct type unknown for property 'StructProperty /Game/FluidNinjaLive/NinjaLive_PresetManager.NinjaLive_PresetManager_C:MarkForSave_UE426_BugWorkaround:K2Node_MakeStruct_AssetRenameData'; perhaps the USTRUCT() was renamed or deleted?
LogProperty: Error: Struct type unknown for property 'StructProperty /Game/FluidNinjaLive/NinjaLive_PresetManager.NinjaLive_PresetManager_C:MarkForSave_UE426_BugWorkaround:K2Node_MakeArray_Array.K2Node_MakeArray_Array'; perhaps the USTRUCT() was renamed or deleted?
LogProperty: Error: Struct type unknown for property 'StructProperty /Game/FluidNinjaLive/Core/NinjaLiveGUI.NinjaLiveGUI_C:ExecuteUbergraph_NinjaLiveGUI:K2Node_MakeStruct_AssetRenameData'; perhaps the USTRUCT() was renamed or deleted?
LogProperty: Error: Struct type unknown for property 'StructProperty /Game/FluidNinjaLive/Core/NinjaLiveGUI.NinjaLiveGUI_C:ExecuteUbergraph_NinjaLiveGUI:K2Node_MakeArray_Array_4.K2Node_MakeArray_Array_4'; perhaps the USTRUCT() was renamed or deleted?
LogStreaming: Warning: Missing script import 0x178E04E4C8EEC6AC for package /Game/Player/BP_FGKMoriaPlayerController
LogStreaming: Error: CreateExport: /Game/Player/BP_FGKMoriaPlayerController (0x22D9730050B70AE8) - Could not find template object for FGKCheatsComponent
LogStreaming: Warning: Missing script import 0x3E1AFB17B22C92D7 for package /Game/Player/BP_FGKMoriaPlayerController
LogStreaming: Error: CreateExport: /Game/Player/BP_FGKMoriaPlayerController (0x22D9730050B70AE8) - Could not find template object for MorCheatsComponent
LogStreaming: Warning: SerializeExport: /Game/Player/BP_FGKMoriaPlayerController (0x22D9730050B70AE8) - Skipped failed export FGKCheatsComponent
LogStreaming: Warning: SerializeExport: /Game/Player/BP_FGKMoriaPlayerController (0x22D9730050B70AE8) - Skipped failed export MorCheatsComponent
LogFGKStaticData: Warning: MorArmorTable, Row=Origin_Set_BlueMountains_TorsoArmor: Missing tag in CategoryTagsTable: 'UI.Cosmetic.Origin'!
LogFGKStaticData: Warning: MorArmorTable, Row=Origin_Set_CoastalMountains_TorsoArmor: Missing tag in CategoryTagsTable: 'UI.Cosmetic.Origin'!
LogFGKStaticData: Warning: MorArmorTable, Row=Origin_Set_GlitteringCaves_TorsoArmor: Missing tag in CategoryTagsTable: 'UI.Cosmetic.Origin'!
LogFGKStaticData: Warning: MorArmorTable, Row=Origin_Set_IronHills_TorsoArmor: Missing tag in CategoryTagsTable: 'UI.Cosmetic.Origin'!
LogFGKStaticData: Warning: MorArmorTable, Row=Origin_Set_LonelyMountain_TorsoArmor: Missing tag in CategoryTagsTable: 'UI.Cosmetic.Origin'!
LogFGKStaticData: Warning: MorArmorTable, Row=Origin_Set_RedMountains_TorsoArmor: Missing tag in CategoryTagsTable: 'UI.Cosmetic.Origin'!
LogOptions: Warning: Key 'None' doesn't exist in Action 'MenuToggleLast'.
LogOnline: Warning: OSS: Unable to AutoLogin user (0) due to missing auth command line args
LogMoriaSaveLoad: Warning: MorSaveGameVersion::IsBuildSupported - running CL 186308, loading save from CL 186305
LogMoriaSaveLoad: Warning: MorSaveGameVersion::IsBuildSupported - running CL 186308, loading save from CL 186305
LogOnlineSession: Error: OSS: EOS_Sessions_UpdateSession() failed with EOS result code (EOS_UnrecognizedResponse)
LogOnline: Warning: FMorOnlineSubsystem[EOS:I]: Failed to create hosted game session! Session Name: 'D2G3JH5BZWZ67', Reason: 'None'.
LogMoriaNet: Warning: MorDedicatedServerInstance: Failed to host session!
LogOnlineSession: Error: OSS: EOS_Sessions_UpdateSession() failed with EOS result code (EOS_UnrecognizedResponse)
LogOnline: Warning: FMorOnlineSubsystem[EOS:I]: Failed to create hosted game session! Session Name: 'D2G3JH5BZWZ67', Reason: 'None'.
LogMoriaNet: Warning: MorDedicatedServerInstance: Failed to host session!
LogOnlineSession: Error: OSS: EOS_Sessions_UpdateSession() failed with EOS result code (EOS_UnrecognizedResponse)
LogOnline: Warning: FMorOnlineSubsystem[EOS:I]: Failed to create hosted game session! Session Name: 'D2G3JH5BZWZ67', Reason: 'None'.
LogMoriaNet: Warning: MorDedicatedServerInstance: Failed to host session!
LogMoriaNet: Error: MorDedicatedServerInstance: Exceeded maximum retry time (120s) to create a session!

 

  • Author
15 minutes ago, raybun said:

Having some trouble getting the Moria server up and running

And what is the exact error, the container is running and waiting for connections.

 

How do you try to connect?

Please leave everything on default in bridge mode and in game use your servers IP address to connect, not your public IP address.

8 hours ago, ich777 said:

And what is the exact error, the container is running and waiting for connections.

 

How do you try to connect?

Please leave everything on default in bridge mode and in game use your servers IP address to connect, not your public IP address.

 

thanks for the swift reply!

 

it seems to have sorted itself eventually. At first I was unable to connect locally and thought the server needed to be externally reachable, but default bridge mode works for me now! 👍

 

LogOnline: Warning: FMorOnlineSubsystem[EOS:I]: Failed to create hosted game session! Session Name: 'D2G3JH5BZWZ67'
LogMoriaNet: Error: MorDedicatedServerInstance: Exceeded maximum retry time (120s) to create a session!

 

This log sounded like it wouldn't work eventually, but then the client connected and all was well 😀

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