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Klei Bug Tracker

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Everything posted by Daniel86268

  1. $ony and Micro$oft don't allow players to host their own non-console based servers. The official reaon is to protect players from scamming and uncontrolled/regulated content. I have no idea what options you have on consoles, but I somewhat recall players being able to host console-hosted servers, albeit non-dedicated, so you have to play yourself to have others join you and vice versa. No idea if this option is tied to psn as well, like Nintendo does their stuff.
  2. It seems like that it couldn't connect to the listing servers. The reason could be one of the following: Internet issues, Changes in the firewall, Connectivity issues on Klei's side or just a general routing problem over the internet. Maybe try again and see if it works now?
  3. Problem is if you have a bunch of traps piled up, one spider might trigger, and therefore degrade multiple traps at once, while only "filling" one trap. Otherwise neat idea.
  4. The log which you've posted of the server that ran for a bit seems to indicate that the server can't write anything in the save folders. So either the drive is full or the user that you use to run the server doesn't have write permissions in the listed folder: [00:46:48]: error: -1: could not get free space for /mnt/MT/MCServerFiles/dst//DoNotStarveTogether/Home/Master/ [00:46:48]: Failed to get free hard drive sapce for: /mnt/MT/MCServerFiles/dst//DoNotStarveTogether/Home/Master/
  5. Tbh, that doesn't sound like an issue with CentOS 8 (Which I'm running as well without any problems). You only need those requirements, including that libcurl link kinda thing, everything else should run out of the box, especially, because you can aparently join, which confirms that the requirements are met. Usually these kinda issues appear when you aren't installing the dedicated server using steamcmd and instead either copy it over from some questionable sources or from the steam client.
  6. The general save location is in your cluster folder: [...]/Your_cluster/Master/save/ [...]/Your_cluster/Caves/save/ And the Client saves should be in the session folder inside the save folder. Do a quick backup of your entire save before deleting everything tho, just in case that I'm wrong.
  7. You could just delete the individual world files. (Keep the ini and other config files though.) When you start up the server afterwards, you'll have a freshly generated world. Only Problem you might be running into would be that if the Caves are older it might not connect to a younger overworld, though I'm not sure if that's still a problem, or if Klei secretly fixed that at some point.
  8. According to this line one of the server shards couldn't start, cause the server port is already in use: [00:00:04]: [Error] Server failed to start! [00:00:04]: Unhandled exception during server startup: RakNet UDP startup failed: SOCKET_PORT_ALREADY_IN_USE (5) That usually happens if both server shards are configured to use the same port.
  9. Which mods do you have installed? Maybe some that affect beeboxes? There might be some conflicts with either the mod and the lastest updates, or just some issues in general.
  10. That's a known and recurring issue which has been asked and answered many times. It occasionally happens on both officially hosted servers (Including the ones hosted by Klei themselves, for example during the Forge event) as well as both correctly and incorrectly configured private hosted servers. The incorrectly configured servers can, as you've mentioned, sometimes be fixed by portforwarding, fiewall, etc, whereas the rest sometimes fixes themselves or stay that way. I've had the same happening at some point, but since it doesn't affect gameplay I didn't bother trying to fix it, and it eventually fixed itself.
  11. Easiest way to add people as admins is to Ban them temporarily and then copy their "Ban Entries" into your adminlist file, as these entries can be quite complex, and minor typos can already invalidate the entire entry.
  12. I'm not entirely sure, how Nitrado handles their stuff, but it should work just like any other dedicated server. The Worldgen settings are configured in the worldgenoverride.lua files in the shard folders, as described here:
  13. Make sure you put your cluster_token.txt file in the correct location (The cluster folder next to the cluster.ini and the Master and Caves folders) and make sure that you copy the entire file, instead of pasting in the text from inside the file, as there might be some invisible symbols, which in that case wouldn't get copied.
  14. Suspect #1: You have 25 mods installed. Ever mod add some sort of complexity to the game which the server has to calculate. Suspect #2: Your server is 3219 days old. That means items, entities and/or structures accumulate everywhere and cause lag. Even those cleaning mods can't remedy that completely, since they only delete items such as stingers and rot on the ground, and not your precious thulecite items collection or random science machines across the map. Your hardware is pretty decent, so I wouldn't worry too much about it. You might be able to improve the performance a bit by upgrading to a newer/more powerful CPU though. The accumulating lag is just a thing that happens over time on pretty much all DST servers. You can delay the time until that happens by keeping your map clean and using as few mods as possible.
  15. Make sure your server is up to date, as we recently had an update and steam automaticially updates the clients, whereas depending on your startup script the server might not automaticially update itself.
  16. Afaik the pause mod makes the "pause menu" pause the game. Maybe you didn't pause before alt+tab-ing? As it might not trigger from simply alt+tab-ing. As for the logs, these kinda things don't really show up in logs, unless you have an actual error going on, which might've crashed the game instead. Also the logs are probably gone along with the old map, which is unrecoverable, unless you have a backup save. In the future I'd simply recommend checking if it really is paused before alt+tab-ing to prevent this from happening, and if you really wanna avoid losing your map like this either running an endless game, or doing regular backups of your save.
  17. Deleting (or renaming) the file "Cluster_5\Caves\save\session\01CD45BA450E2771\0000001066" should do the trick, as it seems to be corrupted. You might lose half a day or a day of progress in your caves world, but the rest should be back again.
  18. This sounds like you either the /Users/(MacUser)/steamcmd directory doesn't exist, or the script doesn't have the necessary permissions. try these commands: touch /Users/(MacUser)/steamcmd chmod +rw /Users/(MacUser)/steamcmd For making the run_dedicated_servers.sh file executable you can just use chmod +x run_dedicated_servers.sh This has to be entered in the same directory as the shell script. Alternatively you can add the path in front of the file.
  19. With what JazzyGames said, you can either run a script on your server which sends a messsage to the gameserver to post the message with the format JazzyGames posted, or you'll have to tackle the issue with a mod.
  20. That makes a lot of sense, which also explains why I always had different worlds, as I'm running my shards with individual scripts instead of all in one.
  21. Sounds like a mod issue. Do you have Minecraft railcarts installed by any chance?
  22. Make sure the game actually runs on the dedicated GPU and doesn't use the intel powersave GPU thanks to nvidia optimus or something.
  23. Some mods do have issues like that, but bigger mods usually are designed to properly run on dedicated servers. That said, when looking at the mod pages for clues, I noticed that the mods together in total are bigger than 200mb, and since the dedicated servers create an individual mod cache on each client, instead of using the locally installed mods, downloading the mods when joining the server might take a while. This can't be sped up by upgrading the server, as the mods are downloaded by the client from the workshop. Just try letting it load for a while, even if it freezes or something. Maybe then it'll figure itself out.
  24. Afaik there's no way to adjust the player count beyond 64 players, as it might be a game engine limitation. Some players have managed to increase the max players on client hosts from 6 up to 64, but I haven't seen any mod going higher. You could try looking at those mods and editing them yourself to see if you can push it further on a dedicated server. Though I wouldn't get my hopes up too much. That said, many players have had performance issues maintaining that many players at once, so that might be the first thing to take care of.