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Hello everyone, today I have a problem with some mods I am experimenting with. Certain mods do not allow the dedicated server a family member made to start. The dedicated server is a Linux dedi server, and he doesn't use any sort of websites to run it for him, he does it himself. He has experience running dedicated servers and we have played on several past 1000 days with little to no mob trouble. However, that has all changed recently. Certain mods don't let the caves server on a dedicated world, and thus the server doesn't start. The problem is something with an "orphaned unnamed resource", and how you have to add "resource" or something. I have no idea what causes this or how to fix it, and neither does he. Originally we had three mods on the server, but eventually the two mods "Global Positions" and "Simple Health Bar DST", caused this problem. The one with the health bar mod persists to this day, but we never tried it with the global positions mod again. Then we used another mod "Summon Bigfoot!". This one we used for over a year until it started causing this problem when the Summer Cawnival update came out. Strangely enough, however, the mod stopped causing this problem after the Webber rework update. This is especially strange because this mod hasn't been updates in 5 years. Then we put on two other mods to the dedicated server, a newer Bigfoot mod, very similar to the other one I just mentioned before, and a mod I recently made that adds a Rain Shell. Both of these mods cause the same orphan problem. The fact that the old bigfoot fixed itself without actually ever being changed is strange, perhaps this problem has nothing to do with the mod and instead with the dedicated server? 

I have tested both the newer Bigfoot mod and my Rainshell mod on non-dedicated servers, and they both work perfectly fine, with caves or not.

Can anyone tells me what causes this problem, so I can prevent it in the future, and how to fix it? Can these mods just not be run on dedicated servers? If so that would be very sad. Here's the links to the three mods if you need to look into the code for yourself. All help is much appreciated and welcome. Thanks in advance.

Rainy Shell Bell (Crab King): https://steamcommunity.com/sharedfiles/filedetails/?id=2522367292&searchtext=

SUMMON BIGFOOT!(With Oldbell): https://steamcommunity.com/sharedfiles/filedetails/?id=556027744 (this is the old Bigfoot mod that fixed itself).

Bigfoot Returns: https://steamcommunity.com/sharedfiles/filedetails/?id=2522543318 (this is the newer one).

I can also provide server logs if need be.

 

It would help if you provide server logs. 

3 hours ago, thegreatJash said:

Can these mods just not be run on dedicated servers?

Mods usually don't care if they are on a standalone dedicated server or not, since launching the game with caves enabled from the DST client counts as a dedicated server for server mods. The game launches the dedicated server executable for those kinds of clusters.

Edited by penguin0616
  • Like 1
20 hours ago, penguin0616 said:

It would help if you provide server logs. 

 

Ok, here's the log. Pretty much the same thing with all three mods, enabled by themselves or all at once.

server_log.txt

The mod is being force-enabled, which is not great for dedicated servers.

That being said, the mod running in your log (workshop-2522367292) is potentially missing a corresponding modoverride in the cluster shards.
Your family member will need to set it up in the shards too.

Edited by penguin0616
family member, not friend
  • Like 1
20 hours ago, penguin0616 said:

The mod is being force-enabled, which is not great for dedicated servers.

That being said, the mod running in your log (workshop-2522367292) is potentially missing a corresponding modoverride in the cluster shards.
Your family member will need to set it up in the shards too.

I'm not very experienced with dedicated servers, so I'm sorry for not fully understanding. What would he need to add in the cluster shards? A line of code? Would this fix all mods that cause the problems? Thanks in advance.

2 hours ago, thegreatJash said:

What would he need to add in the cluster shards?

He needs to add a mod entry for each mod in modoverrides.lua. A common approach is to just launch a world in the DST client with the mods and options you want, then copying the file from that world to the dedicated server shards.

2 hours ago, thegreatJash said:

Would this fix all mods that cause the problems?

Probably. I don't know how the server is set up, so I don't know if other issues are present.

2 hours ago, thegreatJash said:

I'm not very experienced with dedicated servers, so I'm sorry for not fully understanding.

This is not just dedicated servers. Every shard usually has a modoverrides.lua, except normally the game handles making it for you.

Edited by penguin0616
  • Like 1
20 minutes ago, penguin0616 said:

He needs to add a mod entry for each mod in modoverrides.lua. A common approach is to just launch a world in the DST client with the mods and options you want, then copying the file from that world to the dedicated server shards.

So something like this?

return { --Announce Important Cooperative Actions ["workshop-2522367292"]={ configuration_options={ LANGUAGE="english" }, enabled=true } in the modoverrides.lua?

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