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[Support] ich777 - Gameserver Dockers

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Hello @ich777,

First I want to give you a big thank you for the dockers you have supplied, I use a few of them and usually have no issues. the issue I'm having is with the Project Zomboid one using an old out of date config setup. I'm trying to make it so we can choose a spawn location like normal now instead of just the one Muldraugh location. There is typically another file in the appdata\projectzomboid\Zomboid\Server folder named servertest_spawnregions where you specifiy the locations you want. I am having a hard time figuring out how to get this working with the docker and would appreciate any help you might have. I have seen a few posts on other forums about this same issue with no luck on finding a fix. Link for reference to what I'm talking about: https://theindiestone.com/forums/index.php?/topic/70235-no-spawnregionslua-or-spawnpointlua-file-in-zomboidserver/

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On 7/18/2025 at 11:20 AM, Mainfrezzer said:

With the preaquatica branch it's fine, as it used to be. The updated stuff works fine as long as you have standalone servers. Clusters are absolutely borked and obviously Crossplay too.

I just rolled back all of my servers to the preaquatica stuff and called it done.

I haven't opened a pr for it but I want to let you know in case you plan on updating a3c for 360.1+. the version file is no longer and the 11111111 mod doesn't exist anymore

On 7/18/2025 at 11:20 AM, Mainfrezzer said:

With the preaquatica branch it's fine, as it used to be. The updated stuff works fine as long as you have standalone servers. Clusters are absolutely borked and obviously Crossplay too.

I just rolled back all of my servers to the preaquatica stuff and called it done.

I haven't opened a pr for it but I want to let you know in case you plan on updating a3c for 360.1+. the version file is no longer and the 11111111 mod doesn't exist anymore

@Mainfrezzer How do I go about rolling back my servers to the preaquatica stuff using the unraid docker templates I had setup and running 2 month ago. The servers were running prior to the update and I was unable to shut them down until just now and they attempted to update but were stuck in a download loop. I have my single player setup to run the Pre-Aquatica beta branch but now I need to see if I can get my servers rolled back since I don't ever plan to buy Aquatica. I am using some mods as well. Any help would be greatly appreciated.

Edited by DBone-Unraid

2 hours ago, DBone-Unraid said:

@Mainfrezzer How do I go about rolling back my servers to the preaquatica stuff using the unraid docker templates I had setup and running 2 month ago. The servers were running prior to the update and I was unable to shut them down until just now and they attempted to update but were stuck in a download loop. I have my single player setup to run the Pre-Aquatica beta branch but now I need to see if I can get my servers rolled back since I don't ever plan to buy Aquatica. I am using some mods as well. Any help would be greatly appreciated.

You just have to edit the GAME_ID part in the template so it looks like

376030 -beta preaquatica

Might have to set validation to true as well

  • Author
15 hours ago, Triscuit said:

There is typically another file in the appdata\projectzomboid\Zomboid\Server folder named servertest_spawnregions where you specifiy the locations you want.

It would be probably best to create a dedicated server on your lcoal PC with the settings that you want and then transfer the files over to the dedicated server.

I ship the server with a pre configured world because otherwise the container wouldn't start because of missing configuration files.

6 hours ago, Mainfrezzer said:

You just have to edit the GAME_ID part in the template so it looks like

376030 -beta preaquatica

Might have to set validation to true as well

Thanks, that helps clear things up quite a bit.

I am in the process of rolling back now. I entered "376030 -beta preaquatica" into the GAME_ID field and set Validate to True. It just got done downloading but now it seems to be stuck on "committing". My docker log just keeps updating as follows:

Update state (0x101) committing, progress: 0.00 (0 / 17741617222)

It has been running for 20 minutes now and still not showing any progress.

After rebooting the container a few times it finally managed to get through the commit stage but now right after "downloading" of mods is successful the docker log window closes and the container is stuck in a boot loop. Any ideas?

Edited by DBone-Unraid

On 7/21/2025 at 1:50 AM, Mysterio said:

anybody know how to add mods to Ark ascended server? like i need a step by step thing.. im pretty new to all this server hosting

I currently have the same question, since I'm stuck trying to run mods on the server ARK:SA. It runs great however when I try to add mods it bootloops.

I've added:

  • to the game parameters: -mods="6679508" (and without the quotation marks)

  • to the GameUserSettings.ini: ActiveMods=6679508

When the server runs I get this error:

  • LogCFCore: Error: Error querying server mods: Failed to send request to server with error: 404

It seems to be stuck with curseforge and sadly I can't figure out how to make it read the local directory of mods so I can bypass it. Maybe Mainfrezzer, you have an idea? @Mainfrezzer

Thanks all

PS Ich777 I want to thank you. Even if you'd stop today with creating/maintaining these docker containers I'm very grateful for your work. It has allowed me to have countless amazing experiences with friends and family through running servers based on your containers, be it Valheim, ARK, Chivalry, Insurgency, ...

13 hours ago, ich777 said:

It would be probably best to create a dedicated server on your lcoal PC with the settings that you want and then transfer the files over to the dedicated server.

I ship the server with a pre configured world because otherwise the container wouldn't start because of missing configuration files.

I did do this in my attempts to get it working but it wasn't enabling the city spawner. It just kept spawning me in the Muldraugh city with no options to choose spawn location. I did a ton of config and file testing but could not get it to work. I've started from complete scratch only adding the required lua files with the same results. It seems like they are not being referenced at all which I also (with the help of my works AI) tested and everything pointed towards it being an issue somewhere else that I'm not able to find. I'm currently leaning towards just throwing up a Linux VM but I would much rather just run it in docker if at all possible so I may just deal with that being the main spawn point, which isn't ideal.

I'm currently waiting for all the files in the docker to be replaced by all files on my local dedicated server. I don't expect this to work but I'm trying it anyeay.

Im running the ark survival Ascended container and i cant seem to get mods to work within my server so my last thought was maybe they arent supported yet within this container. Any idea of how to fix this issue?

On 6/7/2025 at 7:08 PM, mpoffo said:

Hello, curious to those who are running the Ark Ascended Dockers. My cluster has been set up and working well for a long time. After the big 5.5 update one server (Astraeos) seems to load and run well. For whatever reason it updated fine with no issue. I started going through some other servers in the cluster to update them (i.e. Extinction, Scorched Earth) and they appear to update fine but I get what appears to be a error of some sort and it ends up in a reloading loop. I have tried clearing the steamapps folder but no luck.

Here is what I see, if someone can help me understand the issue I would appreciate it:

Connecting anonymously to Steam Public...OK

Waiting for client config...OK

Waiting for user info...OK

Success! App '2430930' already up to date.

Unloading Steam API...OK

---Checking the maximum map count per process...---

---Maximum map count per process OK...---

---Current map count per process: 265000---

---Checking if WINE workdirectory is present---

---WINE workdirectory found---

---Checking if WINE is properly installed---

---WINE properly set up---

---Prepare Server---

---Server ready---

---Start Server---

Waiting for logs...

Log file open, 06/07/25 17:52:13

Message dialog closed, result: Ok, title: Message, text: Plugin 'NIS' failed to load because module 'NISShaders' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

Log file closed, 06/07/25 17:52:14


Thanks!

Did anyone end up figuring this out I am getting this same messgae about missing the NIShadders. Tried reinstalling the container but it did not fix the problem.

  • Author
3 hours ago, BoogieMan36 said:

Did anyone end up figuring this out I am getting this same messgae about missing the NIShadders. Tried reinstalling the container but it did not fix the problem.

This message usually doesn't affect or prevents the dedicated server from running.

  • Author
8 hours ago, Triscuit said:

I'm currently waiting for all the files in the docker to be replaced by all files on my local dedicated server. I don't expect this to work but I'm trying it anyeay.

That won't work, please be aware that you have to name the world the same as it's in the container or you even have to edit more config files.

From what I know it is totally possible to generate another wold and paste that in since other users where successful doing that, but I really can't tell you how they did that.

12 hours ago, ruben12121 said:

I currently have the same question, since I'm stuck trying to run mods on the server ARK:SA. It runs great however when I try to add mods it bootloops.

I've added:

  • to the game parameters: -mods="6679508" (and without the quotation marks)

  • to the GameUserSettings.ini: ActiveMods=6679508

When the server runs I get this error:

  • LogCFCore: Error: Error querying server mods: Failed to send request to server with error: 404

It seems to be stuck with curseforge and sadly I can't figure out how to make it read the local directory of mods so I can bypass it. Maybe Mainfrezzer, you have an idea? @Mainfrezzer

Thanks all

PS Ich777 I want to thank you. Even if you'd stop today with creating/maintaining these docker containers I'm very grateful for your work. It has allowed me to have countless amazing experiences with friends and family through running servers based on your containers, be it Valheim, ARK, Chivalry, Insurgency, ...

What mod are you trying to install? That mod does not exist. This is the number you have to set in -mods=
image.png

3 hours ago, BoogieMan36 said:

Did anyone end up figuring this out I am getting this same messgae about missing the NIShadders. Tried reinstalling the container but it did not fix the problem.

As this is an Ark Issue, its a bit hard to determin whats the cause. Could you delete the /ShooterGame/Content/Paks folder and run the validation?

if that doesnt work. You probably have to perform the nuclear method.

Make a backup of your server whole config and setting and saved map (by default the complete saved folder (/ShooterGame/Saved), but if you run something more special, you need to adapt for your case)
then delete all server files, reinstall the whole server and then restore your backup

Edited by Mainfrezzer
not verification, its called validation

Thanks Mainfrezzer, that fixed it. Apparently I was using an outdated guide that told me to find the modID based on the CurseForge URL when downloading the mod... To help others who might have similar issues...

How to run mods on ARK: Survival Ascended Dedicated Server

1. Grab the Project IDs of the mods you want to run

  • Head over to the ARK: Survival Ascended section on CurseForge

  • Browse and find a mod you want to install. Click on it.

  • On the mod's main page, look on the right-hand side for a section called "About Project" .

  • In that section, you'll find the Project ID. Copy it! It should be a string of numbers.

chrome_skLhDRVfi5.png

Tip: I made a list of all the mods I wanted to use and copied all Project IDs in a notepad. I separated them by commas, for example: 929420,929231,929878

2. Add the mods to your server configuration

Now we need to tell the server which mods to load.

  • In your Unraid web interface, go to the "Docker" tab.

  • Find your ARK: Survival Ascended container and click its icon, then select "Edit".

  • Scroll down until you find the field for "Extra Game Parameters"

  • In this field, you add the -mods argument. Be careful about the format, look at the examples.

chrome_nP1CpXoCUJ.png

Example for a single mod:

  • -mods="929420"

Example for multiple mods:

  • -mods="929420,929231,929878"

3. Start the server and check the logs

The first time you add mods, the server will need to download them. This can take a few minutes. To check the progress or when troubleshooting, click the ARK: Survival Ascended container and click its icon, then select "Logs".

You are looking for a line that confirms the mods are being loaded. It should look something like this:

  • [2025.07.25-13.05.54:685][ 14]UShooterEngine::LoadGameMods with 12 mods

The number (12) should correspond with the amount of mods you have running.

Good luck with running mods on your dedicated server! Special thanks to both ich777 and Mainfrezzer for their contributions!

9 hours ago, ich777 said:

That won't work, please be aware that you have to name the world the same as it's in the container or you even have to edit more config files.

From what I know it is totally possible to generate another wold and paste that in since other users where successful doing that, but I really can't tell you how they did that.

I actually got it working. All my dockers by default map to mnt/cache and I had to change it to mnt/user and have the media folder from my windows server coppied over to the docker for it to work. It loads a lot slower now, but performance in game is the same so I'm happy.

  • Author
21 minutes ago, Triscuit said:

I actually got it working. All my dockers by default map to mnt/cache and I had to change it to mnt/user and have the media folder from my windows server coppied over to the docker for it to work. It loads a lot slower now, but performance in game is the same so I'm happy.

I would recommend that you leave it on /mnt/cache since this is the real path to the files however I would also recommend that you check your share settings, I assume that you now have two folders for project zomboid one on /mnt/cache and one on /mnt/cache, I would highly recommend that you set your appdata share to stay on the cache and is not moved to another pool.

9 hours ago, Mainfrezzer said:

As this is an Ark Issue, its a bit hard to determin whats the cause. Could you delete the /ShooterGame/Content/Paks folder and run the validation?

if that doesnt work. You probably have to perform the nuclear method.

Make a backup of your server whole config and setting and saved map (by default the complete saved folder (/ShooterGame/Saved), but if you run something more special, you need to adapt for your case)
then delete all server files, reinstall the whole server and then restore your backup

On 7/24/2025 at 8:15 AM, DBone-Unraid said:

Thanks, that helps clear things up quite a bit.

I am in the process of rolling back now. I entered "376030 -beta preaquatica" into the GAME_ID field and set Validate to True. It just got done downloading but now it seems to be stuck on "committing". My docker log just keeps updating as follows:

Update state (0x101) committing, progress: 0.00 (0 / 17741617222)

It has been running for 20 minutes now and still not showing any progress.

After rebooting the container a few times it finally managed to get through the commit stage but now right after "downloading" of mods is successful the docker log window closes and the container is stuck in a boot loop. Any ideas?

Just an update to this (for ARK Survival Evolved dockers using Pre-Aquatica). I attempted to abandon the dockers all together and instead use ARK Server Manager on a Windows VM. I was able to get the servers setup in ASM on the VM and they started successfully with the PreAquatica version and I was able to connect to them. However, I noticed that when making certain settings changes, ASM was not correctly updating the changes I made consistently across the 6 maps (severs) I had setup in my cluster. I tried setting 1 server up first with all my settings and then just copy those settings to all other servers updating the ports for each server but some settings didn't appear to update properly, for example the login password and the mods. Even though they were set within the server profile, upon starting the servers, some were missing the mods and some were missing the password.

Finally, as a last ditch effort, late last night I booted up one of my docker containers in unraid and it downloaded and validated with the -beta preaquatica added to the GAME ID field, then once the comit was done, I stopped the container and removed the "true" from the VALIDATE field, started the docker and it loaded up just fine and I was able to connect. I set the correct GAME ID on all other docker containers and they all started just fine and I was able to connect with no progress lost. All my dockers share the same SteamCMD files so once the first server was good the rest worked just fine with no need to validate.

  • Author
10 minutes ago, DBone-Unraid said:

Finally, as a last ditch effort, late last night I booted up one of my docker containers in unraid and it downloaded and validated with the -beta preaquatica added to the GAME ID field, then once the comit was done, I stopped the container and removed the "true" from the VALIDATE field, started the docker and it loaded up just fine and I was able to connect. I set the correct GAME ID on all other docker containers and they all started just fine and I was able to connect with no progress lost. All my dockers share the same SteamCMD files so once the first server was good the rest worked just fine with no need to validate.

Please note that @Mainfrezzer already has a new container which works for ARK SE in the CA App.

My container is now removed and I won't bring it back.

I have the Wreckfest server working but it's only showing in the LAN part of the Server Browser. I have portforwarded but no luck.Screenshot_28.jpg

Screenshot_27.jpg

Edited by korefuji

  • Author
1 hour ago, korefuji said:

I have the Wreckfest server working but it's only showing in the LAN part of the Server Browser. I have portforwarded but no luck.

Are you sure that your Hair Pin NAT is working correctly, please note that it most of the times takes a bit that it shows up in the server browser.

Please try if you can see the Server from not inside your LAN.

--disregard--

my server is running. my UDM was not saving ports correctly issue on my end.

thanks again

Edited by sens_dep

9 hours ago, ich777 said:

Are you sure that your Hair Pin NAT is working correctly, please note that it most of the times takes a bit that it shows up in the server browser.

Please try if you can see the Server from not inside your LAN.

I don't know what Hair Pin NAT is, i know that NAT and UPnP are enabled on the router. I'll see if someone else can see the server, but I assumed that I would be able to see it in the serverlist.

21 hours ago, ich777 said:

Please note that @Mainfrezzer already has a new container which works for ARK SE in the CA App.

My container is now removed and I won't bring it back.

Thank you for the heads up. Since I have my container templates are working now I will just leave them as is, since they have been removed I should not have to worry about any future updates which is fine with me as long as the servers keep loading up. If I run into issues down the road I will switch to the new container from @Mainfrezzer .

Thank you both for all the work you put into these containers. They are awesome!

Hello everyone, I've recently been rebooting every 10 seconds. (Cstrike 1.6) Docker

but only when I enable amx and methamod

7/28 20:16:58 Uploading dump (in-process) [url 'https://crash.steampowered.com/submit', proxy '']

/tmp/dumps/crash_20250728201658_13.dmp

07/28 20:16:58 success = no

07/28 20:16:58 error:  libcurl.so: cannot open shared object file: No such file or directory

Segmentation fault

thanks in advance for your help :)

log.txt

  • Author
13 hours ago, Kanobbe said:

thanks in advance for your help :)

Please update the container itself and try again.

Did you change the path to the game files in the Docker template possibly to /mnt/user/appdata/... if yes that might be the root cause of the issue, most GoldSource and Source games need to point to the physical location from the files so to speak /mnt/cache/appdata/... or /mnt/diskN/appdata/...

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