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Enabling mods on Linux dedicated server not working


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I'm unable to get mods working on Linux dedicated server, however the same configuration is able to get mod working in Windows dedicated server.

 

Both Linux and Windows has the same modoverrides.lua and dedicated_server_mods_setup.lua files

 

I checked log on Linux and found that its not apply modoverrides.lua.

 

Here output of Linux log.txt

 

DoLuaFile loading buffer scripts/main.lua
scripts/main.lua(167,1) running main.lua
 
loaded modindex
ModIndex: Beginning normal load sequence for dedicated server.
 
LOADING LUA SUCCESS
PlayerDeaths could not load morgue
loaded profile
bloom_enabled false
loaded saveindex
OnFilesLoaded()
 
 

and output of Windows log.txt

 

[00:00:00]: DoLuaFile loading buffer scripts/main.lua
[00:00:00]: scripts/main.lua(167,1) running main.lua
 
[00:00:00]: loaded modindex
[00:00:00]: ModIndex: Beginning normal load sequence for dedicated server.
 
[00:00:00]: modoverrides.lua enabling workshop-360823660
[00:00:00]: ModIndex:GetModsToLoad inserting moddir, workshop-360823660
[00:00:00]: Could not load mod_config_data/modconfiguration_workshop-360823660
[00:00:00]: applying configuration_options from modoverrides.lua to mod workshop-360823660
[00:00:00]: Overriding mod workshop-360823660's option min_days with value 2
[00:00:00]: Overriding mod workshop-360823660's option willow_love with value true
[00:00:00]: Overriding mod workshop-360823660's option container_protection with value true
[00:00:00]: Overriding mod workshop-360823660's option starting_day with value 10
[00:00:00]: Overriding mod workshop-360823660's option bushes_protection with value true
[00:00:00]: Overriding mod workshop-360823660's option bushes_dig_protection with value false
[00:00:00]: Overriding mod workshop-360823660's option backpack_protection with value true
[00:00:00]: Overriding mod workshop-360823660's option fire_spread_protection with value true
[00:00:00]: Overriding mod workshop-360823660's option ghost_protection with value true
[00:00:00]: Overriding mod workshop-360823660's option stewer_protection with value true
[00:00:00]: Loading mod: workshop-360823660 (Simple Protection) Version:0.75
[00:00:00]: Mod: workshop-360823660 (Simple Protection) Loading modworldgenmain.lua
[00:00:00]: Mod: workshop-360823660 (Simple Protection)  Mod had no modworldgenmain.lua. Skipping.
[00:00:00]: Mod: workshop-360823660 (Simple Protection) Loading modmain.lua
[00:00:00]: FMOD Error: An invalid object handle was used. 
[00:00:00]: LOADING LUA SUCCESS
[00:00:00]: PlayerDeaths could not load morgue
[00:00:00]: loaded profile

 

Am i missing something?

 

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Hey Peter,

 

I finally figured out what I did wrong after many trial and error. Here was one of correct examples of getting it to work. Also I am using notepad ++ in order to create or edit files.

 

File Name: dedicated_server_mods_setup.lua

ServerModSetup("343762271")ServerModSetup("354533909")ServerModSetup("358015908")ServerModSetup("365119238")ServerModSetup("369588618")ServerModSetup("380423963")ServerModSetup("381565292")ServerModSetup("381745920")ServerModSetup("382363357")--There are two functions that will install mods, ServerModSetup and ServerModCollectionSetup. Put the calls to the functions in this file and they will be executed on boot.--ServerModSetup takes a string of a specific mod's Workshop id. It will download and install the mod to your mod directory on boot.--The Workshop id can be found at the end of the url to the mod's Workshop page.--Example: http://steamcommunity.com/sharedfiles/filedetails/?id=350811795--ServerModSetup("350811795")--ServerModCollectionSetup takes a string of a specific mod's Workshop id. It will download all the mods in the collection and install them to the mod directory on boot.--The Workshop id can be found at the end of the url to the collection's Workshop page.--Example: http://steamcommunity.com/sharedfiles/filedetails/?id=379114180--ServerModCollectionSetup("379114180")

During my trial an error I did notice one thing I did wrong. Just before getting it right in the above example. I was not setting the actual code lines for the mods just before the set up example.  So the mods would never download or function.  However one I put them above the example it worked fine.

 

File name: modoverrides.lua

return {["workshop-343762271"] = { enabled = true },["workshop-354533909"] = { enabled = true },["workshop-358015908"] = { enabled = true },["workshop-365119238"] = { enabled = true },["workshop-369588618"] = { enabled = true },["workshop-380423963"] = { enabled = true },["workshop-381565292"] = { enabled = true },["workshop-381745920"] = { enabled = true },["workshop-382363357"] = { enabled = true }}

On a side note. This is the first time I am starting to understand why people are having client issues when joining modded DS:T servers. Especially when you have two different craft-able items mods. Though the person who hosts the server never has this issue. However crafting becomes disjointed where items start to overlap on each other, with any client who joins on that hosted server.

 

For example if you have Gem Spear mod with the Tungsten mod (which adds it's own weaponry) it will cause the items to overlap. Crafting a Tungsten Item will in turn get you a Gem Spear. Usually crafting a mod item will yield you the mod item that is just above it (if you have two different item mods installed). However if you craft an item at the very bottom it will not craft at all. So the Tungsten Fire-pit you tried to craft will eat the resources you needed to craft it, but it won't actually be crafted.

 

This will happen regardless if the client has the mod turned on or not via client side. The only way to make sure this does not happen, is by having only one item mod installed at a time. As I have said before the host of the server will never see this issue but the client will. I have no idea if this problem stems from how the mod was made, how it's installed on the server, or is just a client bug itself.  This issue probably is not just a dedicated server problem in itself, but this is the first time I have noticed it.

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 There are a few workarounds, but I'm getting tired of retyping them... And they're pretty terrible hacks anyway.

 

It's fine rezecib, I understand this is your field of expertise. I also should have realized this something that is well known for awhile. Unfortunately there is nothing I can do on my side, unless I edit the other person mod myself. Which means every one of these mods (except yours and a few others) seems to ignore this fix. It's just like that Minecraft mod id conflict all over again. Which technically never got fixed by Mojang. Furthermore it caused me to stop hosting a modded Minecraft server in the first place. "Sigh." Well at least I should be happy there is mod support from Klei, considering Notch promised a mod API years ago and never delivered.

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Yeah, it will definitely get fixed at some point. Peter's been slowed down by having to do more bug fixes than he was hoping, but I think he's working on custom RPCs now, and hopefully recipes after that. But it is a bit of a tricky problem.

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