hey, has anyone gotten a headless linux server to work without using steam relay? it adds like 100ms to my ping and it's kinda annoying... i've got everything installed, port forwarded, firewall rule created, but no matter what i do, it seems to go through steams servers
I changed added port and ip in the serverconfig json but when i execute _launch.sh it edits the file back to nothing and im still on 120+ms
#How to set up a server with a port and an IP ?
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Are you using the corr3ct pass through params?
i tried executing it with
./_launch.sh -port 23900 -ip xxx.xxx.xxx.xxx
for the ip i tried both the local machine ip and the public ip
but it always went thru steam
i also tried modifying the config json and executing without arguments but same thing
You can verify whether it is connecting via the relay or not by looking for the "Listening on ip:" string in the log. If it is connecting via relay it will say "Listening on SteamID" instead
thank you so much, you got mine to work
I did launch.bat -port 23900 -ip xxx.xxx.xxx.xxx in a command prompt set to the directory of the dedicated server folder that has the read me in it
I thought that the simple fact of being connected to the same network (even without internet) should be enough but it is not the case and I do not know why. I think I'm mismanaging the port and ip configuration as it is said in the dedicated server README.
if on the same network you shouldnt have to port forward.
I thought so too but I can't connect to my server if I'm offline.
It says in the README.txt: -port <unset> What port to bind to. If not set, then the server will use the Steam relay network. If set the clients will connect to the server directly and the port needs to be open. -ip 0.0.0.0 Only used if port is set. Sets the address that the server will bind to.Maybe this is because it tries to use the Steam relay network
i havent messed with the server stuff yet. but how do you go about connecting to it? do you enter the ip or is it strill a code?
You must enter the game ID
well there goes the idea of putting the port at the end of the address
At the end of the game ID?
nah when you are trying to connect to something locally(or over the internet if it isnt set up right) you add the port to the end of the ip. example: 192.168.1.1:1234
have you entered the proper info for those settings?
The port and the ip can be set in the server configuration but I didn't understand where and how. I think it's in the Launch.ps1 arguments but it doesn't work. Maybe the syntax is wrong but this README.txt is the only source of information I found.
let me see your config
I did that with the Launch.ps1 : ```# Feel free to change these (see README), but keep in mind that changes to this file might be overwritten on update
$CoreKeeperArguments = @("-batchmode", "-logfile", "CoreKeeperServerLog.txt", "-port 2875", "-ip my host pc local ipv4") + $args
$script:ckpid = $null
function Quit-CoreKeeperServer {
if ($script:ckpid -ne $null) {
taskkill /pid $ckpid.Id
Wait-Process -InputObject $ckpid
Write-Host "Stopped CoreKeeperServer.exe"
}
}
try {
if (Test-Path -Path "GameID.txt") {
Remove-Item -Path "GameID.txt"
}
$script:ckpid = Start-Process -PassThru -FilePath %0\..\CoreKeeperServer.exe -ArgumentList $CoreKeeperArguments
Write-Host "Started CoreKeeperServer.exe"
# Wait for GameID
while (!(Test-Path -Path "GameID.txt")) {
Start-Sleep -Milliseconds 100
}
Write-Host -NoNewline "Game ID: "
Get-Content "GameID.txt"
Write-Host "Press q to quit, DON'T close the window or the server process will just keep running"
While ($KeyInfo.VirtualKeyCode -eq $Null -or $KeyInfo.VirtualKeyCode -ne 81) {
$KeyInfo = $Host.UI.RawUI.ReadKey("NoEcho, IncludeKeyDown")
}
}
finally {
Quit-CoreKeeperServer
pause
}
$CoreKeeperArguments = @("-batchmode", "-logfile", "CoreKeeperServerLog.txt", "-port 2875", "-ip my host pc local ipv4") + $args this looks proper to me
(I opened my 2875 port in firewall)
also you dont need to hide local addresses. theyre common and cant be used for anything. if someone were to type it in it would try to connect to a device on their network
tcp and udp?
will it let you set type to tcp/udp? or is it one or the other?
I can choose one or the other (or many others that I don't know) or all
set one up for the port using udp also. so that you have 2 rules. one for tcp and one for udp
Done but the server does not start when I add these arguments (-port and - ip)
Without :
interesting
The syntax looks good to me but there must be a problem
whats it say in the log files?
Problem solved, the server starts (but the basic problem is still there). I had written the ip wrong after rewriting it, sry ._.
lol
If I try to connect, it says "Could not find game".
delete that, it has your external ip in it
ok thx
how about you act like it then
What does that mean?
looks like it is a connection test and thats saying it's fine
im going to install the server and see if i can get it to run over here
Ok
At the moment with this configuration, online it says "Connection closed" and offline "Could not find game".
have you been quitting the server or just closing the window?
add 2 new firewall rules one for tcp and one for upd for port 2876
seems it is using that one also
ok
oh that was just me testing stuff
you can ignore that
whats interesting is without the port forwarded i get
with it forwarded i get
still cant connect but it went from unresponsive to responsive
Where did you find this ?
it's the output from bepinex. it's for mods. but it gives you a nice window into what is going on with the game
So you also have "Connection Closed" in online (and probably "Could not find game" in offline) ?
ok putting in my computers ip instead of any of the localhost addresses and im able to connect. now that i know i can connect, lets remove the port forward and see what it does
ya i was getting the connection closed error
ya without the port forward it goes back to connection closed
Do you think we can get help from a developer?
I guess they already got -port and -ip working
it seems it is trying to use the internet no matter what
i blocked the games access to the internet and it is still trying to use my external ip
ya i think this is a design issue so prob need dev help
@short spire might be the best one to ping for this
could maybe add either a box to check to make it look on the local network. or make it so the ip(and port if not default) of the server can be entered instead of game id
Yes, I think so, but in fact -port and -ip don't work at all (or we did it wrong). I am surprised that it is in the README.txt. Maybe a simple error that breaks everything.
i think they are working, but the fact the game doesnt try locally but over the internet means you cant do it "offline". the ip is the bind address(what it listens on) which 0.0.0.0 means all ips(normally), localhost/127.0.0.1/internal ip should all work the same but that doesnt seem to be true in this case. i didnt try 0.0.0.0 with the port forwarded but the fact that seems to be the default, im going to assume they are using it how everything else uses it.
ya, in the meet the team channel he said he handles multiplayer
It should try to connect locally and prioritize that first, but not sure if there are some requirements to the steam server detection to work
The port that is the set port + 1 is a steam thing that can be used to query the server. I suspect the lan detection might use that as well
And just in case you haven't tried that: Everything should work without you specifying the port at all. The port is just if you want to have a direct connection to the server instead of via relays
Is it possible to run a server without internet? In a local server? I thought that with the Steam Relay Network (and so without port) it would not work
It might be that it works, but if you can't connect to it with the port then it won't work without it as well
The detection works the same is what I'm trying to say ๐
And in your example it looks like it doesn't find the server locally so if there were no internet it wouldn't find it at all
I think I misread your question a bit as well: It might work without the port setting, but should definitely work with the port setting since that doesn't use the relays at all
I'm off to bed, but I'll leave you with this: Try using port 27015. I'm suspecting it needs the default port for the lan detection to work. Will look into it more later. Cheers!
Ok thx, I will try this
So with 27015, online : no problem, offline : Connection closed
I looked into it some more and the server will need to access the steam servers as it is right now. Will try to remove that requirement for local servers, thanks for letting me know :)
Got it, thanks for your help and keep me posted
(Don't hesitate to mention me, I'm waiting for this to start the adventure
)
I keep getting connection closed as well any fix for that?
Offline or online?
Online
Wait you can do lan as well?
I just need online though, tried a couple ports none worked, full firewall access no dice.
There is currently a problem with offline LANs. However I'm not sure why use ports and ip if it's online
relay access can add latency
In any case, you need port 27015 which is the default port (if you use them)
I did try that still did not work
Can you send your launch.ps1 file ?
Its the default launch.ps1
I'm just sending args via it
So my args would be , '-port 27015 -ip 207.244.238.162'
$CoreKeeperArguments = @("-batchmode", "-logfile", "CoreKeeperServerLog.txt", "-port 27015", "-ip my host pc local ipv4") + $args
I'm utilizing $args
No need to edit Launch.ps1 as they added that a while ago
But yeah regardless, connection closed.
Where do you put $args?
Huh? just feed arguments into it
Launch.bat -port 27015 -ip 207.244.238.162
or vice versa with Launch.sh
I don't think it can work. Try to remove those and edit the line in the launch.ps1 file
It doesn't cost anything to try
What is 207.244.238.162 ?
What? It is an ip address?
-world 0 Which world index to use.
-worldname "Core Keeper Server" The name to use for the server.
-worldseed 0 The seed to use for a new world. Set to 0 to generate random seed.
-gameid "" Game ID to use for the server. Need to be at least 23 characters and alphanumeric, excluding Y,y,x,0,O. Empty or not valid means a new ID will be generated at start.
-datapath "" Save file location. If not set it defaults to a subfolder named "DedicatedServer" at the default Core Keeper save location.
-maxplayers 100 Maximum number of players that will be allowed to connect to server.
-worldmode 0 Whether to use normal (0) or hard (1) mode for world.
-port <unset> What port to bind to. If not set, then the server will use the Steam relay network. If set the clients will connect to the server directly and the port needs to be open.
-ip 0.0.0.0 Only used if port is set. Sets the address that the server will bind to.
What
@tulip forge fix this bot
I put code blocks and it said I was spamming ๐
Is it a local ip ?
Not my wheelhouse, but I'll pass it on ๐
Try 0.0.0.0
@night pike Did you solve your problem?
Seems some additional ports needed to be opened.
this is what happens when you use public bots instead of making your own
say that to who added the bot not me
oh i know. there prob isnt much they can do about it
@short spireyou ever seen anyone have any issues with the game after uninstalling the dedicated server? i cant use portals anymore it doesnt load the world and gives this message(in yellow).
ive tried checking the files with steam, and reinstalling the game. i thought it might have been an issue with a mod, but it does it without mods on a fresh install. the only thing that changed from when it was working fine and it not working was me installing the server to help troubleshoot this issue
Yes, I've seen that :) looking into it now, should have it fixed for the next patch along with the offline server troubles. Sadly no workaround, but I think it is triggered by specific parts of the world
Tell that to the admin. I'm sure they'll appreciate the input ๐
You just made my night/day was really worried I'd have to start a new world
Outside of coding your own or using an open source one you can host yourself. You're stuck with public bots. I used to run a server with over 150k members. Has its own bots that have been made by the staff/community. It really comes down to if you have the time/resources to do it. Which most don't, but the end result is so much better
I'll pass on your thoughts ๐
Hello, is the problem corrected?
I was just looking for this thread ๐ I hit a bit of a snag with the offline servers which means we have to wait for a Steam SDK update to be able to do that unless I find some other workaround. But the problem in the image above with the "very large snapshot size" error is fixed
Okay, I got it.
@short spire thanks for fixing that. I can play again
https://c.tenor.com/M7bTwY2wgtYAAAAM/so-happy-right-now-happy.gif