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[Support] ich777 - Gameserver Dockers

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On 3/23/2025 at 8:13 PM, jeremytodd1 said:

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

 

 

So I was in a similar boat with my LOTR - Moria server. My issue ended up being I was already using the game's port. I changed it to a new one and was good to go. It was one of the last things I checked and lucked out, you might check your ports in use too.

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  • Just thought I'd share my experience setting up a Valheim server with this docker app from @ich777(thank you!)   You don't need to worry about Steam authentication for Valheim, the default a

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  • This will hopefully shed some light on the underside working bits of building a cluster of servers for ARK:SurvivalEvolved.   With the inspiration (read thievery) from @growlith I present th

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1 hour ago, Beefmagigins said:

So I was in a similar boat with my LOTR - Moria server. My issue ended up being I was already using the game's port. I changed it to a new one and was good to go. It was one of the last things I checked and lucked out, you might check your ports in use too.

 

No duplicate ports here. I wish it was that easy of a solution lol.

I would like to request the ability to disable updates and/or manually define a specific version for the Vintage Story Server.

Someone else asked this about this back in 2022 but never got back to you with a reason as to why they wanted this feature when you asked.
I would also like to put in a request for a feature like this, my reason for wanting this feature is because Vintage Story is very modable and heavily modded clients/servers absolutely have to remain on the same version otherwise you'll corrupt you're save.

  • Author
38 minutes ago, Steven O'Connell said:

I would like to request the ability to disable updates and/or manually define a specific version for the Vintage Story Server.

I look into that.

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2 hours ago, jeremytodd1 said:

No duplicate ports here. I wish it was that easy of a solution lol.

Maybe your router isn't happy with IPVLAN or MACVLAN, depending what you've set in your Docker settings (please note, at this point these are all guesses).

  • Author
6 hours ago, Clarskelis said:

I restarted it and got this at the end as well.

Nothing to worry about, just a normal warning.

 

6 hours ago, Clarskelis said:

This is the log that I have.

Everything seems okay.

Strange that you can join with your public IP but your friends not since this should basically work. Do you have a static IP or a dynamic IP?

Does the server show up in the server list?

  • Author
9 hours ago, whisp said:

No. In fact cache/appdata is not in a share at all. User/appdata doesn't have a secondary storage so no mover.

To what is the path in the Docker template set?

55 minutes ago, ich777 said:

To what is the path in the Docker template set?

Default settings. The game files are in cache/appdata/valheim and the steamcmd stuff is in user/appdata.

 

Any idea why there are only 6 backups when it's set to 24?

  • Author
14 minutes ago, whisp said:

Any idea why there are only 6 backups when it's set to 24?

Was the server running long enough? I have to try this myself if you report it that it doesn't work but I never had an issue with that.

 

14 minutes ago, whisp said:

Default settings. The game files are in cache/appdata/valheim and the steamcmd stuff is in user/appdata.

But you don't have the path /mnt/cache/appdata/... from what I saw in your last screenshot, you have to set the path to /mnt/tesla_cache/appdata/... in the template.

If the base path, so to speak /mnt/whatever, in the template is set to something that doesn't exist on your server and you reboot the directory will be wiped since it's written into RAM.

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3 hours ago, Steven O'Connell said:

Story is very modable and heavily modded clients/servers absolutely have to remain on the same version otherwise you'll corrupt you're save.

Please update the container itself, it is now possible to set a static version by creating a new Variable with the Key: STATIC_V and the Value with the version that you want to install like '1.20.1' (without quotes) :

grafik.png.e2486bb95d8861f110f3d31d27df190d.png

 

By doing so the container will check if that version is installed, install it's not the correct version and stay on that version. To re-enable auto updates leave this field empty.

 

The template will be updated in a few hours with that variables <- this applies only to new installations.

8 hours ago, ich777 said:

Do you have a static IP or a dynamic IP?

Does the server show up in the server list?

I've got a dynamic ip but it shouldn't change often enough for this problem. The server doesn't show up in the list in game.

  • Author
36 minutes ago, Clarskelis said:

I've got a dynamic ip but it shouldn't change often enough for this problem. The server doesn't show up in the list in game.

I really don't understand why you can connect with your public IP but not your friends since if you can connect others should be able to do so from outside your network however what could be the case is that your ISP blocks the ports now for some reason but this is a really vague guess.

11 hours ago, ich777 said:

Was the server running long enough? I have to try this myself if you report it that it doesn't work but I never had an issue with that.

 

But you don't have the path /mnt/cache/appdata/... from what I saw in your last screenshot, you have to set the path to /mnt/tesla_cache/appdata/... in the template.

If the base path, so to speak /mnt/whatever, in the template is set to something that doesn't exist on your server and you reboot the directory will be wiped since it's written into RAM.

Yeah it was running for several days. Here's a screenshot of the folder config, it's default settings from the image I did not modify these paths. Tesla_cache is the name of the NVME drive that all of Docker is installed on.

 

image.png.5e565f8a6f842747f1673738c6c4d1cb.pngimage.png.b0d44ccd0f197cef6a82964153fbfcab.png

 

Tesla cache is a raid 1 pool that serves as my primary hard drive for docker, unraid, everything. No movers touching it.

 

This checkmarked cache folder is currently where the valheim worlds are stored. Again just the default setting of the container mnt/cache/appdata/valheim.

 

image.thumb.png.2477e12070054a39fc515fe9ebc9b936.png

Ich, it seems you're right. Somehow Cache is writing to memory in rootfs... A little chat with my assistant 4.5:

# df -h /mnt/cache
Filesystem Size Used Avail Use% Mounted on
rootfs 16G 1.9G 14G 12% /mnt

 

Absolutely no idea how this cache got orphaned. I haven't created or deleted pools or arrays since I first installed unraid.

I apologize if this is a noob question but why have the default server files directory writing to mnt/cache/.../?

  • Author
11 hours ago, whisp said:

I apologize if this is a noob question but why have the default server files directory writing to mnt/cache/.../?

Usually CA should pick that up and convert it into a pool that exists on your system.

 

However it's set to /mnt/cache/... because most people have that path, if you don't have that path then please set it to a pool that exists on your server, I'm not sure but in your case that should be /mnt/tesla_cache/... correct?

After that the container will work properly and persist it's data across reboots.

 

Another reason behind this is that some games will only work when they are using the real file path /mnt/cache/... or whatever to the files and not the FUSE path /mnt/user/...

 

The template is actually just a template and you have to check the settings if they are correct. ;)

5 hours ago, ich777 said:

Usually CA should pick that up and convert it into a pool that exists on your system.

 

However it's set to /mnt/cache/... because most people have that path, if you don't have that path then please set it to a pool that exists on your server, I'm not sure but in your case that should be /mnt/tesla_cache/... correct?

After that the container will work properly and persist it's data across reboots.

 

Another reason behind this is that some games will only work when they are using the real file path /mnt/cache/... or whatever to the files and not the FUSE path /mnt/user/...

 

The template is actually just a template and you have to check the settings if they are correct. ;)

 

That's what I did and I think that problem is solved now. Noted on the FUSE path. I'll keep an eye out on future container installs to hard path the pool name if mnt/user isn't default. I didn't think about this since every other container I've installed defaulted to the FUSE path.

 

I've had the container running for 12 hours now. I've set the backups to 48, I'll let you know if it indeed generates 48 backups.

P.S. For anyone else worried about this, I've installed the appdata backup plugin to address this. This will backup all docker container configs and their data to a source of your choosing on whatever schedule you need.

Edited by whisp
adding link to plugin

  • Author
5 hours ago, whisp said:

P.S. For anyone else worried about this, I've installed the appdata backup plugin to address this. This will backup all docker container configs and their data to a source of your choosing on whatever schedule you need.

But that doesn't protect against using a appdata directory outside of the defined directory in appdata backup plugin. ;)

8 minutes ago, ich777 said:

But that doesn't protect against using a appdata directory outside of the defined directory in appdata backup plugin. ;)

Screenshot2025-03-28at14_09_24.thumb.png.f63243b2c0539d9a45663790f8f440ef.png

 

You can specify whatever folders you want. The plugin isn't hard coded to one directory.

  • Author
29 minutes ago, whisp said:

Screenshot2025-03-28at14_09_24.thumb.png.f63243b2c0539d9a45663790f8f440ef.png

 

You can specify whatever folders you want. The plugin isn't hard coded to one directory.

That‘s true but as said above, that won‘t prevent from loosing data if the path is not configured properly.

On 3/23/2025 at 3:54 PM, ich777 said:

 

@ich777 is it possible to modify another docker to get wreckfest2 installed ? or can i somehow manually create a docker for it ? sorry for all the questions.

 

  • Author
46 minutes ago, nisbne said:

@ich777 is it possible to modify another docker to get wreckfest2 installed ? or can i somehow manually create a docker for it ? sorry for all the questions.

Maybe, is the dedicated server yet out or better speaking did they already remove the requirement to have to log in to Steam to download the dedicated server?

 

See here - I don't see the freetodownload badge.

7 hours ago, ich777 said:

Maybe, is the dedicated server yet out or better speaking did they already remove the requirement to have to log in to Steam to download the dedicated server?

 

See here - I don't see the freetodownload badge.

ah ok np, seems you need to login. its early access still that might be why.

On 10/9/2020 at 6:13 PM, Cyd said:

This will hopefully shed some light on the underside working bits of building a cluster of servers for ARK:SurvivalEvolved.

 

With the inspiration (read thievery) from @growlith I present the A3C (ARK Cluster Companion Container). It and the accompanying XLM files should allow for a fairly simple stand up of a new ARK server cluster.

 

https://github.com/CydFSA/A3C

 

Go to the github, fetch the XMLs for however many servers you want to use in your new cluster, salt them to taste with your information (server names, cluster name, passwords, adminpasswords, ect...). 

 

Good Luck and Happy Hunting!

 

historical information left below (really go get the newer stuff from github)

------------------------------

We are going to start with getting -UseDynamicConfig working and talking to our config file rather than the Official one out at http://arkdedicated.com/dynamicconfig.ini , I know it feels like that should come last but bear with me.


First we have a simple http server running by itself serving up the "dynamicconfig.ini" on port 80 on its container, this is mapped out to the host on 8080 and is not really needed but makes it easy to take a quick glance at tower:8080 to see what the settings are. I ran this container first so that it would receive a predictable IP address (172.17.0.2:80) that is then used in the configurations of the remaining containers to add an entry to the hosts file (--add-host=arkdedicated.com:172.17.0.2) so that requests to http://arkdedicated.com/dynamicconfig.ini in the game servers are pointed to the container running at 172.17.0.2. If you don't want or care to use the dynamic configs, omit the ARK0 container and remove -UseDynamicConfig from the "Extra Game Parameters" of all subsequent ARK's you deploy. 

 

Next I deployed 10 ARK server instances, why 10 when there are only 9 maps? Well, I assume that Wild card will have another map for Genesis Part 2 coming in the spring so I added a container to house it, currently it is configured as a 2nd Genesis1 map with all the correct ports and paths. If they do release a new map it will only require changing the map name in the config and starting the container.

 

The ports are mapped sequentially so you will only need to insert three port forward blocks into your gateway router (UDP 7777-7796, UDP 27015-27024, TCP 27025-27034) You do not need anything forwarded to ARK0 as it is only there to talk to ARKs 1-10.

 

ARK0-dynamicconfig        tcp     80:8080
ARK1-TheIsland            Udp1 7777    UDP2 7778    UDPSteam 27015    TCPRCON 27025
ARK2-ScorchedEarth_P    Udp1 7779    UDP2 7780    UDPSteam 27016    TCPRCON 27026
ARK3-Aberration_P        Udp1 7781    UDP2 7782    UDPSteam 27017    TCPRCON 27027
ARK4-TheCenter            Udp1 7783    UDP2 7784    UDPSteam 27018    TCPRCON 27028
ARK5-Ragnarok            Udp1 7785    UDP2 7786    UDPSteam 27019    TCPRCON 27029
ARK6-Valguero_P            Udp1 7787    UDP2 7788    UDPSteam 27020    TCPRCON 27030
ARK7-CrystalIsles        Udp1 7789    UDP2 7790    UDPSteam 27021    TCPRCON 27031
ARK8-Extinction            Udp1 7791    UDP2 7792    UDPSteam 27022    TCPRCON 27032
ARK9-Genesis            Udp1 7793    UDP2 7794    UDPSteam 27023    TCPRCON 27033
ARK10-Genesis2            Udp1 7795    UDP2 7796    UDPSteam 27024    TCPRCON 27034

 

Path mappings are slightly more complex. SteamCMD is in its original location per @ich777's standard and the binary data for ARK is also in the default location. Having the server binaries shared also means that when there is an update to ARK (and/or SteamCMD) it only has to be downloaded one time rather than 10. The update procedure is to bring all of the ARKs down then start ARK1 let it update and initialize then bring the others back up en mass, as a precaution I have the wait timer on ARKs 2-10 set to 600 seconds so that if the Tower host gets rebooted ARK1 has time to pull any updates and initialize. The ARK savegame data and Server Config files are mapped into the proper location on a per container basis. This prevents each server instance from mucking up the servers config .inis (which they liked to do), this also means that you can use different options on each ark and makes managing the SavedArks less hair pully outy. The clustering function is done with a shared resource directory and a ClusterID (-clusterid=arkStar under "Extra Game Parameters") 

 

Dynamiccimfig data:
/dynamicconfig<>/mnt/cache/appdata/ark-se/dynamicconfig

 

SteamCMD:
/serverdata/steamcmd<>/mnt/user/appdata/steamcmd

 

ARK data:
/serverdata/serverfiles<>/mnt/cache/appdata/ark-se

 

Cross ARK cluster data:
/serverdata/serverfiles/clusterfiles<>/mnt/cache/appdata/ark-se/cluster

 

ARK configs and Save Data:
/serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK1-TheIsland
/serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK2-ScorchedEarth_P
/serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK3-Aberration
/serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK4-TheCenter
/serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK5-Ragnarok
/serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK6-Valguero_P
/serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK7-CrystalIsles
/serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK8-Extinction
/serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK9-Genesis
/serverdata/serverfiles/ShooterGame/Saved<>/mnt/cache/appdata/ark-se/ARK10-Genesis2

 

The XML files are attached below, if you chose to use them please make sure to edit them to your taste; server names, passwords, clusterIDs, ect. They can be used by placing them in /boot/config/plugins/dockerMan/templates-user then going to "Docker/Add Container" then choosing from the "Template:" drop down.

 

Or maybe @ich777 will do us all a favor and decide to add them to his already impressive XML collection  ;)  

 

 

 

ARKcluster.jpg

Hello, i have been following this to try and set up a second server for Ark Survival Ascended as my first 1 is using a premium modded map. I was trying to this to have a free map that my friends could still play without having to buy the premium map. But the issue I am running into is, while I can see both servers after doing a refresh on the server list in game. I try to join the new one and it puts me into the current map for some reason. I could provide the .xml if needed for further investigation. Any advice is greatly appreciated. Thanks!

On 3/27/2025 at 10:05 AM, ich777 said:

I really don't understand why you can connect with your public IP but not your friends since if you can connect others should be able to do so from outside your network however what could be the case is that your ISP blocks the ports now for some reason but this is a really vague guess.

I  figured out that it was because our internet service provider uses a CGNAT IP setting and so we don't have a proper public IP for anyone to connect to correctly.

Hello all,

 

I have the ich777 version of dockered Minecraft. it's running great, been using it for years, no issues.

 

I would like to update it so I can use Naturalist (which also requires Forge). I got Forge running no problem, but Naturalist does not have a version old enough to run on my server - my server version is currently 1.16.1 (ie, 5 years out of date). 

 

I don't understand how to update the version of minecraft running in my docker container. I added an a variable to the container called GAME_V and set it to "latest", and restarted, but still 1.61.1. 

 

My docker container is " up-to-date".

I kinda don't know what I am doing here - little help?

 

Thanks!

Edited by Ouze
added some troubleshooting steps

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