Jump to content

Server starts, sits for a few minutes, then says killed


Recommended Posts

I'm attempting to start a dedicated server on a new digital ocean server ubuntu 14.04x64

 

The following is an excerpt from the full log. The world gets generated and sits on the "SpawnSaveRecord [nil, spawnpoint] FAILED" line for a few minutes before the process eventually terminates saying "Killed".

 

Am I missing a setting somewhere?

Map Baked![WorldSimActual::ForceConnectivity][GenerateLandmasses][MergeConnectedLandmasses] true[WorldSimActual::ForceConnectivity] complete[GetWormholesExtra] connected 0 unconnected 1[GetWormholesExtra] after: connected 1 unconnected 0[GetWormholesExtra] pushed 0 wormholes[WorldSimActual::DrawRoads][DrawRoads][WorldSimActual::DrawRoads] completeEncoding...Encoding... DONEChecking TagsPopulating voronoi...Warning! Could not find a spot for Hot Base in node Badlands:8:LightningWarning! Could not find a spot for MooseNest in node Make a pick:7:PlainWarning! Could not find a spot for LivingTree in node Befriend the pigs:5:DeepForestdisconnected tiles...   0Done forest map gen!scripts/worldgen_main.lua(248,1) Checking map...scripts/worldgen_main.lua(604,1) Generation completeWorldSim::SimThread::Main() completeSerializing world: session/9B6D624C44B08673/0000000002        Unload FE        Unload FE done        LOAD BE        LOAD BE: doneBegin Session: 9B6D624C44B08673saving to server_temp/server_saveMiniMapComponent::AddAtlas( minimap/minimap_data.xml )Could not preload undefined prefab 0x1872ccf0 (FROMNUM)Loading Nav GridOVERRIDE: setting       bearger to      neverOVERRIDE: setting       deerclops       to      neverOVERRIDE: setting       frograin        to      neverValidating ID -1: world: <nil> (auto) available: false receives: -1 status: inactive (disabled by prefab)Validating ID -1: world: <nil> (auto) available: false receives: -1 status: inactive (disabled by prefab)Validating ID -1: world: <nil> (auto) available: false receives: -1 status: inactive (disabled by prefab)Validating ID -1: world: <nil> (auto) available: false receives: -1 status: inactive (disabled by prefab)Validating ID -1: world: <nil> (auto) available: false receives: -1 status: inactive (disabled by prefab)Validating ID -1: world: <nil> (auto) available: false receives: -1 status: inactive (disabled by prefab)Validating ID -1: world: <nil> (auto) available: false receives: -1 status: inactive (disabled by prefab)Validating ID -1: world: <nil> (auto) available: false receives: -1 status: inactive (disabled by prefab)Validating ID -1: world: <nil> (auto) available: false receives: -1 status: inactive (disabled by prefab)Validating ID -1: world: <nil> (auto) available: false receives: -1 status: inactive (disabled by prefab)Can't find prefab spawnpointSpawnSaveRecord [nil, spawnpoint] FAILED
Link to comment
Share on other sites

This issue has been resolved.

The server instance I chose at Digital Ocean was the smallest available and had only 512MB of RAM. Don't Starve Together requires at minimum 1024MB (1GB) of RAM. I upgraded my server instance and Don't Starve Together started up perfectly.

Link to comment
Share on other sites

  • Developer
6 minutes ago, xanbit said:

This issue has been resolved.

The server instance I chose at Digital Ocean was the smallest available and had only 512MB of RAM. Don't Starve Together requires at minimum 1024MB (1GB) of RAM. I upgraded my server instance and Don't Starve Together started up perfectly.

Great to hear it's working now, mate! Game on! :)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...