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[Support] ich777 - Gameserver Dockers

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  • Author
1 hour ago, Tonborghini said:

Will you be making a WreckFest 2 docker?

 

I'm not sure, is the dedicated server out yet? The game was released a few hours ago in Early Access... :D

 

But I'm not sure, maybe but I can't tell.

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seems there are dedicated servers out right now. I don't see many official servers

 

  • Author
6 minutes ago, Tonborghini said:

seems there are dedicated servers out right now.

Are you sure? You can also host a multiplayer game in game which will be then be visible in game.

However as said, I'm not sure, I have too many containers to maintain.

  • Author
47 minutes ago, Tonborghini said:

I don't see many official servers

Maybe that's why, anonymous login doesn't work:

grafik.png.a8e4f52eda3cc894d618809ccab12638.png

Hi

i had a question to the Return to Moria Game Docker.

How can i use the console commands, when i open the console in unraid from the docker then i get everytime the answer the command not found is there somethin like a command thats i must write in front of or so ?

Then from the FAQ from the developers there is something like a live console in the windows version from this dedicated server.

Thanks for answering ^^

Sry for my bad writing english is not my native.

  • Author
6 minutes ago, Cloud779 said:

How can i use the console commands, when i open the console in unraid from the docker then i get everytime the answer the command not found is there somethin like a command thats i must write in front of or so ?

Sorry, this is not possible in this container.

8 minutes ago, ich777 said:

Sorry, this is not possible in this container.

ok than it is so ^^  Then is there only the config file to set things up.

thanks for the answer

On 3/20/2025 at 3:42 PM, ich777 said:

Are you sure? You can also host a multiplayer game in game which will be then be visible in game.

However as said, I'm not sure, I have too many containers to maintain.

Sorry for the late reply. No worries about it, I use a ton of your containers and love them so I appreciate everything you already do, thank you!

Possibly this question is already solved but using the search I have not been able to find 

 

In Satisfactory how can external blueprints be implemented? It seems that if you do it locally (pc) but the server does not take them into account and if you download the game to continue offline the blueprints appears. Must be stored at the server? Which folder?

 

I also do not know where the saves are stored on the server to try to edit certain settings and make some backups

2 hours ago, AsTuRkInG said:

Possibly this question is already solved but using the search I have not been able to find 

 

In Satisfactory how can external blueprints be implemented? It seems that if you do it locally (pc) but the server does not take them into account and if you download the game to continue offline the blueprints appears. Must be stored at the server? Which folder?

 

I also do not know where the saves are stored on the server to try to edit certain settings and make some backups

For me the file path for blueprints and saves is appdata>satisfactory>.config>Epic>FactoryGame>Saved>SaveGames

I was able to add my blueprints by moving the blueprint files locally on my pc to my unraid machine through my local network.

 

can wreckfest 2 be added please

I'm trying to host a Project Zomboid server for a friend and I to play on. I've done everything right I believe but neither of us can join when using the external IP address. I can join the server using my local ip address with no issue.

Screenshot2025-03-23190021.thumb.png.832d1de207509040dc2886d06231a8d8.png

 

Here is what my container settings look like (the ip address shown)

Screenshot2025-03-23190213.thumb.png.41efe9ea04f5f95eba36bd320987bd6e.png

 

On my Unifi network, I have port forwarded the required settings, shown in these two screenshots:
tGCXhKS.png

 

92AKKrv.png

 

And I do have "open=true" in my servertest.ini file.
No matter what I do, I just can't get in using my external ip address.

Any idea?

 

EDIT:
I've also just tried this for the second part of the port forwarding and I'm still having the same issue:
St4R0ZI.png

 

 

Edited by jeremytodd1

  • Author
6 hours ago, jeremytodd1 said:

Screenshot2025-03-23190021.thumb.png.832d1de207509040dc2886d06231a8d8.png

Then it has something to do with the port forwarding.

 

6 hours ago, jeremytodd1 said:

 

92AKKrv.png

May I ask why you have opened more ports than needed, you just have to forward these ports as specified in the template :
grafik.png.8e1aa61de2a2175806ee5f26b31cf615.png

 

Please note that you should always just forward the ports specified in the template with the correct protocol because some game servers even wont let you connect when forwarding protocols (like in your case), you only need UDP ports 16261-16262

 

May I ask why you are running that in a custom br0? It will also work fine on the default bridge interface.

 

Are you sure that you aren't behind a CG-NAT?

9 hours ago, ich777 said:

Then it has something to do with the port forwarding.

 

May I ask why you have opened more ports than needed, you just have to forward these ports as specified in the template :
grafik.png.8e1aa61de2a2175806ee5f26b31cf615.png

 

Please note that you should always just forward the ports specified in the template with the correct protocol because some game servers even wont let you connect when forwarding protocols (like in your case), you only need UDP ports 16261-16262

 

May I ask why you are running that in a custom br0? It will also work fine on the default bridge interface.

 

Are you sure that you aren't behind a CG-NAT?

 

I've opened a range of ports because a few guides say I need to open a port per extra player. I figured if we end up getting more friends to join that I'll open up a few more ports. Last night I did revert it though to only be those two specific ports and had the same issue still.

 

When I initially tried the server I was using a bridge network interface. Same issue. I'll revert back to that though for further testing.

Here is where I am currently:

Screenshot2025-03-24110703.thumb.png.ee801738b6688af1ebf5e57b92311efb.pngScreenshot2025-03-24110703.thumb.png.ee801738b6688af1ebf5e57b92311efb.pngScreenshot2025-03-24110804.thumb.png.3f7535ab3416a14074c35a627fca5d15.pngScreenshot2025-03-24110832.png.d37589f1459e06c9b0569feebf3e49f8.pngScreenshot2025-03-24110843.png.42243aeca709e5cd4a534b634c7a87f2.png

 

I also did try combining both ports into one forwarding rule. Same issue with this as well.

Screenshot2025-03-24111015.png.d3f0bf74ff7a818b53ab2120b8fc83ed.png

 

 

My ISP is Google Fiber who doesn't use CG-NAT. I did run the tracert -4 hop test and confirmed there doesn't look to be CG-NAT in use.

 

The only Antivirus on my PC is Windows Defender, and even with that fully disabled I'm still unable to connect. I also opened the ports in the Windows Firewall as well to no avail.

Edited by jeremytodd1

@ich777 (sorry if this sends you a ping or something, I'm not used to how these forums work)

Out of curiosity, I tried hosting a Valheim server using your container.

I'm able to access my Valheim server with both my internal IP and external IP with no issues. It just worked first try with no problems.

I don't believe my process of opening ports or anything is the issue for Project Zomboid.

Edited by jeremytodd1

Sorry if this has already been answered.  How can I run BepInExPack_Valheim mods on the ich777 valheim composed docker?  Anyone have instructions on how to add mods manually?

  • Author
2 hours ago, jeremytodd1 said:

I've opened a range of ports because a few guides say I need to open a port per extra player.

This is not true anymore.

 

2 hours ago, jeremytodd1 said:

Here is where I am currently:

Is the server not responding any more when you are on bridge network?

  • Author
2 minutes ago, TCMapes said:

How can I run BepInExPack_Valheim mods on the ich777 valheim composed docker?  Anyone have instructions on how to add mods manually?

Enable BepInEx in the Docker template (not sure if everything is working nowadays) and after that you should be able to place the mods in the bepinex folder.

1 minute ago, ich777 said:

This is not true anymore.

 

Is the server not responding any more when you are on bridge network?

Even with a bridged network, only the local ip address can connect to the PZ server. In game, the external ip server shows as "The server is not responding" still.

This screenshot is with the container in bridged mode. You can see the local IP sees it with no issue but the external IP cannot.

 

Screenshot 2025-03-24 110804.png

I just tried removing the container, deleting the projectzomboid appdata folder, and then reinstalling the container. All default settings still (though I did add "true" so it would verify the installation)

 

I'm still having the same issue.

  • Author
57 minutes ago, jeremytodd1 said:

I'm still having the same issue.

I‘ll look into that hut this will probably take me a bit.

14 minutes ago, ich777 said:

I‘ll look into that hut this will probably take me a bit.

I appreciate it, thank you! I have no idea what else it can be on my side.

  • Author
1 hour ago, jeremytodd1 said:

I appreciate it, thank you! I have no idea what else it can be on my side.

Sorry, I can't reproduce that over here:

grafik.thumb.png.cd40fe147590f95c93de0acf932d046e.png

 

Everything is working as expected when I forward the two UDP ports and connect through my Public IP.

 

Are you really sure that you are not behind a CG-NAT and/or that Google doesn't block UDP ports? Please note that if your Hair Pin NAT is not working properly then you won't be able to connect from your LAN through your Public IP address but joining from outside your LAN should work fine.

Definitely no CG-NAT involved. I did previously have a friend try to connect just to see and they never saw the server as responding either.

 

I'm out of ideas to try at this point.

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