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[Support] ich777 - Gameserver Dockers

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15 hours ago, ich777 said:

Please try this, it's a different game but the same applies to Icarus:

Thank you very much ich777. That did the trick!!

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Hello @ich777 ,
Firstly Thanks for all your hard work, I am new to Unraid and Docker but have managed to get a V Rising and Necesse server up and runing with ease.

Im hoping you or the cummunity at large can help me with an issue I am having.
I have just setup a Valheim server container, and migrated all the data (world save, BepInEx Plugins, Plugin Settings ect) from my server that was running up until yesterday just fine in a Windows VM.
The container is loading as expected, however the mods are not loading as you can see from the BepInEx log here (2nd last line):

LogOutput

[Message: BepInEx] BepInEx 5.4.23.3 - valheim_server (10/22/2025 3:49:50 PM)

[Message: BepInEx] User is running BepInExPack Valheim version 5.4.2333 from Thunderstore

[Info : BepInEx] Running under Unity vUnknown (post-2017)

[Info : BepInEx] CLR runtime version: 4.0.30319.42000

[Info : BepInEx] Supports SRE: True

[Info : BepInEx] System platform: Bits64, Linux

[Message: BepInEx] Preloader started

[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.23.3]

[Info : BepInEx] 1 patcher plugin loaded

[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]

[Message: BepInEx] Preloader finished

[Info : BepInEx] Detected Unity version: v6000.0.58f2

[Message: BepInEx] Chainloader ready

[Message: BepInEx] Chainloader started

[Info : BepInEx] 0 plugins to load

[Message: BepInEx] Chainloader startup complete


I have tried:

  • "Force Update" after deleting the file "BepInEx-5.4.2333" from the container.

  • Pasting the Plugins into the correct folder as they were in the windows version. (SceenShot Below)

  • Extracting the '*.dll' files and removing the sub folder structure. (SceenShot Below)

  • Removing the container and starting again

Extracted

Screenshot 2025-10-23 121341.png

Native

Screenshot 2025-10-23 122049.png

For now I will have the server active back on the VM (which Im hoping to retire) until I can (with your help) get the Docker container running with the mods loading.

Kind Regards
AussieSerenade

Edited by AussieSerenade

  • Author
4 hours ago, AussieSerenade said:

The container is loading as expected, however the mods are not loading as you can see from the BepInEx log here (2nd last line):

I'm not an expert on BepInEx but are some plugins platform specific, so to speak some mods only work on Windows and some only on Linux IIRC.

But I could be wrong about that, maybe someone else can help here.

5 hours ago, ich777 said:

I'm not an expert on BepInEx but are some plugins platform specific, so to speak some mods only work on Windows and some only on Linux IIRC.

But I could be wrong about that, maybe someone else can help here.

From what I can tell there is no difference in any of the plugins between OS versions. somehow BepInEx or a translator for 'dll' (such as 'wine' or 'mono') is doing what it needs to...

all of the install and setup instructions I have been able to fine is:
1. Install the correct BepInEx version for your OS (if Linux, distros with GCC 10 or newer, Wine or Mono)
2. Adjust config file
3, Start server/game for BepInEx to generate extra files/folders
4. unzip mods into 'plugins' folder
5. start server/game.

Now im assuming that you have the config of BepInEx covered as it IS running when the Container is started so im at a loss as to why they are not loading, especially when others seem to be using the container with mods running.

I have used a number of game servers successfully - including v - rising which i am trying to setup again.. As far as i can tell it is working - i can connect on my network but my friends cannot connect directly. I am listing a lot of info.. please let me know if there is anything else i should post.

Here is my docker run command.

docker run
  -d
  --name='V-Rising'
  --net='bridge'
  --pids-limit 2048
  -e TZ="America/Anchorage"
  -e HOST_OS="Unraid"
  -e HOST_HOSTNAME="Tower"
  -e HOST_CONTAINERNAME="V-Rising"
  -e 'GAME_ID'='1829350'
  -e 'VALIDATE'=''
  -e 'SERVER_NAME'='Ketchikan_Rising'
  -e 'WORLD_NAME'='Free_World'
  -e 'GAME_PARAMS'=''
  -e 'ENABLE_BEPINEX'=''
  -e 'USERNAME'=''
  -e 'PASSWRD'=''
  -e 'UID'='99'
  -e 'GID'='100'
  -e 'CA_TS_FALLBACK_DIR'='/serverdata/steamcmd'
  -l net.unraid.docker.managed=dockerman
  -l net.unraid.docker.icon=''
  -p '9876-9877:9876-9877/udp'
  -v '/mnt/user/appdata/steamcmd':'/serverdata/steamcmd':'rw'
  -v '/mnt/user/appdata/vrising':'/serverdata/serverfiles':'rw'
  --restart=unless-stopped 'ghcr.io/ich777/steamcmd:vrising'

018e023525547b5298775e7d4032a891755c765878d27842a559186bf0ae8af2

I deleted the folder in appdata

deleted the app and reinstalled

I added ports to my unifi firewall - forwarded 9876- 9877 UDP specifically to the internal IP address of server

I use Tailscale but i dont think that should cause a problem? i don't have it enabled in my docker.

I checked the game ServerhostSettings and UDP ports match

"Name": "V Rising Server",

"Description": "",

"Port": 9876,

"QueryPort": 9877,

"MaxConnectedUsers": 40,

"MaxConnectedAdmins": 4,

"ServerFps": 30,

"SaveName": "world1",

"Password": "changed",

"Secure": true,

"ListOnSteam": true,

"ListOnEOS": false,

"AutoSaveCount": 20,

"AutoSaveInterval": 120,

"CompressSaveFiles": true,

"GameSettingsPreset": "",

"GameDifficultyPreset": "",

"AdminOnlyDebugEvents": true,

"DisableDebugEvents": false,

"API": {

"Enabled": false

},

"Rcon": {

"Enabled": false,

"Port": 25575,

"Password": ""

My audiobookshelf is working fine but that is tcp port forwarding.

Here are the port forwarding and firewall rules in my unifi network settings


Allow Port Forward V Rising Unraid

Firewall

Allow

UDP

External

Any

Internal

192.168.1.154

9876-9877


V Rising Unraid

Port Forwarding

Translate

UDP

-

Any

-

Any

  • Author
1 hour ago, FrozenGamer said:

"ListOnEOS": false,

You have to set this to true

Im running an ark SA server on unraid successfully but can't seem to enable server hibernation when no players are online. I've tried adding bServerHibernation to the ini file with no luck. It seems like the server is ignoring information from the GameUserSettings.ini in favour of default ones or I've got the wrong command for hibernation. My changes in the Game.ini work fine though and I've checked permissions access. Any ideas?

Edited by Samy447

Having an issue with Garry's Mod server, I'm getting this error. There's no debug log generated, I've reinstalled and verified multiple times.

Connecting anonymously to Steam Public...OK

Waiting for client config...OK

Waiting for user info...OK

Success! App '4020' already up to date.

Unloading Steam API...OK

---Prepare Server---

---Server ready---

---Start Server---

Auto detecting CPU

Using default binary: ./srcds_linux

Enabling debug mode

/serverdata/serverfiles/srcds_run: 182: ulimit: error setting limit (Operation not permitted)

/serverdata/serverfiles/srcds_run: 1: gdb: not found

WARNING: Please install gdb first.

goto http://www.gnu.org/software/gdb/

Server will auto-restart if there is a crash.

Setting breakpad minidump AppID = 4000

[S_API] SteamAPI_Init(): Loaded local 'steamclient.so' OK.

SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561197960265728 [API loaded no]

[S_API FAIL] Tried to access Steam interface SteamUser023 before SteamAPI_Init succeeded.

[S_API FAIL] Tried to access Steam interface STEAMUSERSTATS_INTERFACE_VERSION012 before SteamAPI_Init succeeded.

Segmentation fault

Add "-debug" to the /serverdata/serverfiles/srcds_run command line to generate a debug.log to help with solving this problem

Thu Oct 23 06:46:58 PM PDT 2025: Server restart in 10 seconds

  • Author
5 hours ago, spreading-lima2411 said:

Segmentation fault

What path in the template are you using for the game files?

For Garry's mod you have to use the real file path so to speak, please don't use /mnt/user/... since this will cause this issue, you actually have to specify the path where the game files are physically located, so to speak:
/mnt/diskN/... or /mnt/cache/... depending where the game files are located.

  • Author
7 hours ago, Samy447 said:

It seems like the server is ignoring information from the GameUserSettings.ini in favour of default ones or I've got the wrong command for hibernation. My changes in the Game.ini work fine though and I've checked permissions access. Any ideas?

What path is set in the template for the game files, are you sure that the Mover doesn't move the files to another disk and you editing the wrong file?

I'm not 100% sure where to set hybernation in ARK but maybe @Mainfrezzer can help?

8 hours ago, Samy447 said:

Im running an ark SA server on unraid successfully but can't seem to enable server hibernation when no players are online. I've tried adding bServerHibernation to the ini file with no luck. It seems like the server is ignoring information from the GameUserSettings.ini in favour of default ones or I've got the wrong command for hibernation. My changes in the Game.ini work fine though and I've checked permissions access. Any ideas?

Never heard of that behavior or setting before, where did you get that from?

Ark does generally do statis and some hibernation by default, but there isnt any "no players hibernation" for the server, its all for creatures etc.

Edit: The closest thing to that behavior only exists in ASE afaik and that has only to do with tickrate and was a test command

Edited by Mainfrezzer

44 minutes ago, Mainfrezzer said:

Never heard of that behavior or setting before, where did you get that from?

Ark does generally do statis and some hibernation by default, but there isnt any "no players hibernation" for the server, its all for creatures etc.

Edit: The closest thing to that behavior only exists in ASE afaik and that has only to do with tickrate and was a test command

Ah that's helpful to know, I'd seen a post somewhere ( can't remember where unfortunately) about the bServerHibernation command and assumed it would function as semi server shutdown. My idea was that this would freeze item spoil timers in inventories and prevent Dino's from starving when no players are online.

Although if the game already handles it's own stasis for unloaded areas I guess that outcome might not be possible?

1 hour ago, ich777 said:

What path is set in the template for the game files, are you sure that the Mover doesn't move the files to another disk and you editing the wrong file?

I'm not 100% sure where to set hybernation in ARK but maybe @Mainfrezzer can help?

I've checked the file path template and also checked the ini file from opening within the container command line to check and the file is there as the one I edited. Is there an easy/obvious setting I can tweak to check it's reading the file? (Even if it change it back after)

  • Author
23 minutes ago, Samy447 said:

I've checked the file path template and also checked the ini file from opening within the container command line to check and the file is there as the one I edited. Is there an easy/obvious setting I can tweak to check it's reading the file? (Even if it change it back after)

I thought everything is clear and @Mainfrezzer explained it already?

There is no such command from what I've read from the explanation. The container or better speaking the Dedicated Server won't ignore your ini files, why should it?

If everything is correctly set up then the Dedicated Server will read the ini files as usual.

4 minutes ago, ich777 said:

I thought everything is clear and @Mainfrezzer explained it already?

There is no such command from what I've read from the explanation. The container or better speaking the Dedicated Server won't ignore your ini files, why should it?

If everything is correctly set up then the Dedicated Server will read the ini files as usual.

Thanks for the help with this, a couple of other changes id made to the ini file were subtle game changes so I was unsure they were active. I'll go back and set them to more extreme values to be sure all is working as expected. Really appreciate the time and help from you guys 😊

14 hours ago, ich777 said:

What path in the template are you using for the game files?

For Garry's mod you have to use the real file path so to speak, please don't use /mnt/user/... since this will cause this issue, you actually have to specify the path where the game files are physically located, so to speak:
/mnt/diskN/... or /mnt/cache/... depending where the game files are located.

I was using /mnt/user/

Changed to /mnt/disk1/ and what do you know, it works! You're a genius. Thanks so much.

On 10/23/2025 at 9:28 AM, ich777 said:

You have to set this to true

Thanks!!!!.. this solved this problem. I had another problem pop up and the server would crash due to delays - so i had to restart server several times

"src\steamnetworkingsockets\clientlib\steamnetworkingsockets_lowlevel.cpp (901) : Assertion Failed: GetBestRoute2 failed with result 50 for address '38.10.34.53:0' src\steamnetworkingsockets\clientlib\steamnetworkingsockets_lowlevel.cpp (901) : Assertion Failed: GetBestRoute2 failed with result 50 for address '38.10.34.53:0'" This was solved by adding a line - see the following info i cut and pasted from google which solved it and has been working good - I had zero problems a few years ago when i did v rising server. - There may be better fixes than what i did but i am putting it up in case someone else has same problem.

"I finally fixed mine! I can now log into my V Rising server (Docker container using container station)

I fixed it by adding '"LanMode": true' to my ServerHostSettings.json

This is absolutely counter intuitive because it's not a LAN only server but I can now direct connect to the server which is on the same network as my PC using either its local or WAN IP address and selecting the LAN Server checkbox for either IP.

IMPORTANT: External users still have to check the LAN Server box when connecting via direct connection option (I don't list my server). Again counter intuitive.

All roads lead to this being caused by something on the Steam side with some routing changes as I had made no changes to my server before it stopped working"

Satisfactory slow in game even after giving 24 cores

  • Author
20 hours ago, dan-2711 said:

Satisfactory slow in game even after giving 24 cores

Okay... a bit more information would be super helpful (which CPU are you using), how did you configure your core assignment in the container and on the host?

However this is something you have to report on the Satisfactory forums since the container just downloads and runs the dedicated server, no limitations are in place by default.

Hello, Longvinter game server has been stuck on a boot loop for a couple days now. Not sure what to make of it... It crashes at the end of the video and loops endlessly.

Edited by AnHero

  • Author
8 hours ago, AnHero said:

Hello, Longvinter game server has been stuck on a boot loop for a couple days now. Not sure what to make of it... It crashes at the end of the video and loops endlessly.

Sorry, the video can't be played over here.

However it seems be related that the dedicated server can't connect to the Epic Online Services:

LogRedpointEOS: Error: [LogEOS] ClientCredentials.ClientId must be an ANSI string between 1 and 64 in length

LogRedpointEOS: Error: [LogEOS] Invalid input platform options. EOS_EResult: EOS_NotConfigured

LogRedpointEOSCore: Error: Unable to initialize EOS platform.

LogRedpointEOS: Error: Unable to initialize EOS platform.

LogRedpointEOS: Warning: Unable to init online subsystem for Epic Online Services.

Maybe a update from the dedicated server broke this. I'm not too sure, but this seems like a dedicated server issue and not a container issue.

Please report that on the Longvinter Forums/Steam Community, I already see a few reports about that:
https://steamcommunity.com/app/1635450/discussions/

@ich777 Hello good sir. There was a recent update to abiotic factor that isn't downloading after restarting the container. Is there something else I should be doing to update the server?

  • Author
7 hours ago, Carnage Asada said:

@ich777 Hello good sir. There was a recent update to abiotic factor that isn't downloading after restarting the container. Is there something else I should be doing to update the server?

Please try this, it's a different game but the same applies here:

On 10/29/2025 at 10:05 AM, ich777 said:

Okay... a bit more information would be super helpful (which CPU are you using), how did you configure your core assignment in the container and on the host?

However this is something you have to report on the Satisfactory forums since the container just downloads and runs the dedicated server, no limitations are in place by default.

i have a pair of Xeon® CPU E5-2673 v3, i keep getting like connection time out on it, i cant see a way to add more ram

  • Author
2 hours ago, dan-2711 said:

i have a pair of Xeon® CPU E5-2673 v3, i keep getting like connection time out on it

A bit more information would be very helpful, do you get the timeout while playing the game or when you try to connect?

Did you yet look into the container logs if anything useful is in there?

Sorry but you are giving very little information about your issue and it's really hard to help.

2 hours ago, dan-2711 said:

i cant see a way to add more ram

To the container? The container will consume your whole RAM and even cause OOM errors if the application inside the container supports it, but I don't think that Satisfactory can use infinity memory, however this is not a container issue, this is a game or better speaking dedicated server issue and you have to ask on the support Forums from Satisfactory.

Again the container can and will use all your resources available by default if you didn't limit it already as long if the application inside the container supports it.

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