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  1. Server Italiano di Safarigames 24/24 - 7/7 - Mods Preparati a partecipare a eventi e a sopravvivere in questo server moddato . Safehouse e fazioni ,prendi possesso di un punto strategico ,insieme ai tuoi amici, e difendilo a costo della tua vita . Unisciti al server Discord di Safarigames : https://discord.gg/zxABE8CYnU e cerca nella sezione corretta ,per trovare come connettersi e rimanere aggiornato sugli eventi
  2. Hi there, Can someone from the dev team provide some clarifications on the meaning for the Zombies statistics? The server has wild performance differences and does so crazy Swings in zombie population. For example, just a few minutes ago, went from normal stable 4k zombies to 13k out of no where, tanking the server responsiveness hard. Most of them marked as "Unauthorized" for a few minutes later, to switch them to "Reusable". Would be great if some explanation on what each statistic here means. (the more technical the better btw) Lastly, the FPS section. I understand that in terms of "Main" fps, it's the server tick rate, where the target is 10. What about networking? What does it represent and what is considered to be healthy values? I've seen a big variation here, from having 150 fps on Networking, to be as low as 10 or less. Thank you.
  3. Hi all, I've been running a Project Zomboid server for the last couple weeks with a fairly high active player base (way over the official server limit) and I've been optimizing the server and fixing issues. However, some issues don't really make a lot of sense to me being a server and was just wondering if the devs or anyone could provide some guidance. I'm getting very frequently the following server log entries: [20-01-22 07:47:34.236] LOG : General , 1642664854236> 967 526 980> Item -> Radio item = Radio.CDplayer. [20-01-22 07:47:34.237] LOG : General , 1642664854237> 967 526 980> Warning: Radio worldsprite not valid, sprite = . [20-01-22 07:47:34.237] LOG : General , 1642664854237> 967 526 980> Moveable.load -> Radio item = Radio.CDplayer. And when I say frequent, I'm talking about several times a minute. Any guidance on how to fix this? Thanks.
  4. The two different (but apparently mutual exclusive?) settings * WaterShut/ElecShut * WaterShutModifier/ElecShutModifier should work together. "Modifier" should be a modifier and no hard value. That way we could set them way more flexible for our servers. WaterShut (somewhat random range) + Modifier (fixed minimum value). e.g. ElecShut = 2 (0-30 days), ElecShutModifier = 10 --> 10-30 days
  5. Can not increase the slots over 32, but saw a server with more than 32 slots. How can this be done?
  6. Greetings to all! I want to invite everyone to a new hardcore project - Apocalypse Now [PVP Hardcore] IP:185.137.235.178:16161 - Reworked zombies - Many different new mechanics - Advanced Medicine - Hardcore loot distribution - The shelter is disabled when the player is on the server (To take the shelter, you need to live 5 days) - Restart every 12 hours - New locations on the map: Raven Creek and Bedford Falls And much more is waiting for you on our server! Discord channel: https://discord.gg/gAc7VEPMEy
  7. I host a fairly large and active unmodded Project Zomboid server. I really need a way to “whisper” players from server console. It’s unprofessional to announce warnings server-wide when someone is being naughty. Perhaps you could add optional flags to the /servermsg command much like the /banuser command. /servermsg <Message "String"> [-p "String"] [-s] [-b] [-n] <> Required [] Optional Options: [(-p | -player) "Player Name"] - Direct this message to a certain player, otherwise all players. [(-s | -say)] - Create temporary message over player entities. [(-b | -broadcast)] - Create a temporary message in the center of the screen. [(-n | -nolog)] - Do not send message to player(s) chat window/log. Not only could this aid in improving the server image but could also be used for certain owner-made events.
  8. Note: This was copy and pasted from my reddit post I made on the same subreddit. Sorry if this seems rushed or unformatted. Hello all. I did make a previous post about this issue a few weeks back when MP was a week old or so. Unfortunately, it didn't really make that big of a splash, and I thought it needed an update anyway. As a server owner, I have come across several details and features that make staffing in PZ more difficult than it should be. Don't get me wrong, some of the features, like being able to tweak server and sandbox settings on the fly (With a fairly easy to navigate UI) is a wet dream. However, there are many flaws that could make staffing on PZ less of a chore; Section 1: Logs One of my biggest concerns about Multiplayer is the log system. While it may have done the job when multiplayer first released, the game has had so many new features that the log files feel barren and almost useless when trying to figure out griefing and rule breaking; Think a staff member is giving themselves items? The server doesn't log them unless it's done through chat commands, which is almost never, since an Item List GUI is far easier to access. Someone stole someone else's vehicle while they were offline? Nothing about entering and leaving cars, only if they damaged or repaired a part. Someone burned down a PoI? Nothing for thrown Molotov's or pipe bombs. You can check if someone changed a tile to a burnt version, but it's difficult to see. On top of that, you can only access the logs if you have access to the server files, which is something I am not wanting to give lower-ranked staff. We already have features like looking in the in-game database and reading text files through the debugger, add that in for the current sessions logs. Given, I could send them the files of said logs, but you have to remember that it would just be easier to access in-game. Section 2: Access Levels On the topic of Staff, the lowest access level, an observer, can still do PLENTY of things that I would not like them to be doing, such as giving themselves items and the ability to change the sandbox settings, and yet, they cannot change their own stats? "Hire staff members you trust" is not only incredibly dull, but ignorant. I could hire a friend I've known for years, and they could still change a sandbox setting because they think it's unfair. And guess what? I wouldn't be none-the-wiser because of the logging system. Section 3: Loot Respawn Unless you are playing on a private server between you and friends, loot respawn is a REQUIREMENT for multiplayer servers, both for newcomers and veterans. However, the loot respawn feels dated, not multiplayer friendly, and is very exploitable. To have respawn on a fixed hourly countdown timer is terrible. Too low of a value, and there are unrealistic amounts of supplies, especially for rare items like military gear, and is boring for veteran players. Too high of a value, and looting becomes tedious for new players. On top of that, some players will always try to farm and grab the most expensive and rare loot the moment they know loot has respawned. Even having a time frame instead of a fixed value would greatly benefit servers. Section 4: Server Listing This one is less of a requirement, but more of a feature I'd love in PZ. When I click on the "Public Servers" on Project Zomboid, I am greeted with row and row of the same font with the same coloured text with the same headers and the same text format and layout. It's boring, it doesn't make your server stand out, and all the "big" servers feel the same as private ones. What would be great is if we could completely customise our descriptions and titles with text formatting and new colours. Hell, even a 128x128 PNG of the server logo would be good enough. But why should I, a regular player with no interest of opening my own server, care about any of this? Because server owners and staff want you to have fun. The last thing server staff want is someone to dislike their server because the giga-mart they've been trying to get to, death after death, has been looted for its food, only for them to die again because they couldn't find a weapon. Players who joined 3 minutes ago should have the same experience as someone who joined 4 months ago when they first started, and have a fair experience doing so. Anyway, if you've made it this far from my rambling, please discuss and share your opinions below. If you suggest something that I think could contribute this thread, I'll add it in. Thank you for your time.
  9. Hola, vengo a invitarlos a nuestro servidor de habla hispana Nacion Z, servidor 24/7, contamos con PVP abierto por lo que las desiciones de matar o aliarte las tomas tu, tenemos sistema de refugios (unicamente si el jugador esta Offline) y sistema de facciones activos, y varios mods que mejoran mucho la experiencia del juego sin arruinar la esencia del juego. IP: 34.95.235.192 Puerto: 16261 Host: Sao Paulo Brasil Discord: https://discord.gg/sh4DNv53vU Abierto 24/7 Todos los mods se instalan automaticamente al ingresar al servidor. Todos quedan invitados, te esperamos.
  10. I'm running a 41.65 dedicated server (cloud provider, Linux platform). Problem is, the memory usage goes up in proportion to player count and never comes down in the same proportion, when players leave. This would IMO point to something in per-player bookkeeping not being freed properly. Dangling references preventing garbage collector from reclaiming memory? Server memory consumption starts around 3 to 3,5 GB, going up to 4-5 GB with a couple of players and from there steadily increases to 6,5 or 7 GB with only 4 concurrent players. Some of the players utilize multiple username/password combos to have several characters to switch between and occasionally log out and back in with different ones - this seems to be coincide with high memory consumption. (EDIT: 4 or 5 concurrent players -> 4 concurrent players; I don't think we've ever had more than 4 at the same time on the server)
  11. Hi all, I'm renting a dedicated server from Nitrado. No issues so far - however I'm hoping there's a way to play the server in Builder mode (can hit zombies 2-3 at a time, weaker zombies, etc). I see Sandbox settings in the admin tab when I'm connected but I'm not sure exactly what I need to do. Is it possible?
  12. Hello there survivors, are you looking for a serious roleplaying server and cant find one? Are you looking for a chill server to relax with some PVP? Project Cataclysm got your back. *RULES* -NO KOS -DONT BE A DICK -DONT BURN DOWN A TOWN UNLESS ITS A SPECIAL EVENT -just be a nice guy honestly, be responsible with the pvp. *SERVER INFO* Address: 185.249.196.19 Port: 16261 *Discord* Also if you are interested in my discord I will keep you posted on any special events going on in the server. https://discord.gg/xp86sZ6z
  13. Hello. I Start a small project to make more easy installation of PZ servers on the VPS or DEDI server. Would anyone be interested to test it?
  14. Hi all, Has anyone got all the explanations of the Sandboxvars file? I have the below for my server with the explanations I know, Please can someone fill in the blanks?; SandboxVars = { VERSION = 3, Zombies = 4, (How many zombies when the server starts, 1 is insane amount, 5 is none) Distribution = 1, (Where the zombies gravitate to, 1 is urban (in cities), 2 is uniform (everywhere)) DayLength = 3, (1 is 15 minutes, 2 is 30 minutes, 3 is 1 hour, 4 is 2 hours, 5 is 3 hours, 6 is 4 hours, 7 is 5 hours, 8 is 12 hours, 9 is real-time) StartYear = 1, (1 is the 1st year etc) StartMonth = 4, (1 is Jan, 12 is Dec) StartDay = 1, (1 is the 1st of the month etc) StartTime = 2, (1 is 7AM, 2 is 9AM, 3 is 12PM, 4 is 2PM, 5 is 5PM, 6 is 9PM, 7 is 12AM, 8 is 2AM, 9 is 5AM) WaterShut = 7, (1=instant, 2=0-30days, 3=0-2month, 4=0-6month, 5=0-1years, 6=0-5years, 7=2-6month, 7=6-12month) ElecShut = 7, (1=instant, 2=0-30days, 3=0-2month, 4=0-6month, 5=0-1years, 6=0-5years, 7=2-6month, 7=6-12month) WaterShutModifier = 500, (the number of days before water is shut off -1 mean instant) ElecShutModifier = 480, (the number of days before electricity is shut off -1 mean instant) FoodLoot = 4, (1 is extremely rare, 5 is abundant) WeaponLoot = 2, (1 is extremely rare, 5 is abundant) OtherLoot = 3, (1 is extremely rare, 5 is abundant) Temperature = 3, (1 is very cold, 5 is very hot) Rain = 3, (How often it rains, 1 is very dry, 5 is is very rainy) ErosionSpeed = 5, (How fast erosion occurs, 1 is very fast (20 days), 5 is very slow (500 days)) XpMultiplier = 15.0, (Obvious) Farming = 1, (How fast crops grow, 1 is very fast, 5 is very slow) CompostTime = 1 Determines how long it will take for food to decay in a composter. (1Week=1 2Weeks=2 3Weeks=3 4Weeks=4 6Weeks=5 8Weeks=6 10Weeks=7 12Weeks=8) StatsDecrease = 4, (How fast Stats Decrease when not being used, 1 is very fast, 5 is very slow) NatureAbundance = 3, (1 is very poor, 5 is very abundant) Alarm = 6, (How often houses are alarmed, 1 is never, 6 is very often) LockedHouses = 6, (How often houses are locked, 1 is never, 6 is very often) StarterKit = false, (To start with some basic essentials) Nutrition = false, (To enable the Nutrition system, calorie intake etc) FoodRotSpeed = 5, (How fast food rots, 1 is very fast, 5 is very slow) FridgeFactor = 5, (How effective refrigeration is, 1 is very low, 5 is very high) LootRespawn = 3, (How often loot respawns, 1 is none, 2 is every day, 3 is every week, 4 is every month, 5 is every two months) SeenHoursPreventLootRespawn = 0 This value is an integer defining the number of hours. When >0, loot will not respawn in zones that have been visited within this number of hours. [Default=0] TimeSinceApo = 1, (How many days since the start of the Apocalypse) PlantResilience = 3, (Plants resilience against disease/weather. 1 is very low, 5 is very high) PlantAbundance = 3, (How much farm plants produce. 1 is very poor, 5 is very abundant) EndRegen = 3, (Endurance regeneration (how fast you regain endurance). 1 is very fast, 5 is very slow) Helicopter = 3, (how regularly helicopters pass over the event zone. 1=never, 2 =once, 3=sometimes, 4=often) MetaEvent = 2, (how often zombie attacking meta-game events like distant gunshots will occur. 1=never, 2=sometimes, 3=often) SleepingEvent = 2, (governs night-time meta-game events during the player's sleep. 1=never, 2=sometimes, 3=often) GeneratorSpawning = 3, (increase/decrease the chance of electrical generators spawning on the map. 1=very low, 2=low, 3=normal, 4=high, 5=very high) GeneratorFuelConsumption = 1.0, (impacts how much fuel is consumed by generators. No fuel required= 0 . Minimum = 0, Maximum=100) SurvivorHouseChance = 3, (increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc. 1=never, 2=extremly rare, 3=rare, 4=sometimes, 5=often, 6=very often) AnnotatedMapChance = 4, (impacts on how often a looted map will have annotations marked on it by deceased survivors. 1=never, 2=extremely rare, 3=rare, 4=sometimes, 5=often, 6=very often) CharacterFreePoints = 10, (adds free traits points during character creation) ConstructionBonusPoints = 3, (Player-built construction strength. 1=very low, 2=low, 3=normal, 4=high, 5=very high) NightDarkness = 2, (Darkness during night. 1=pitch black, 2=dark, 3=normal, 4=bright) InjurySeverity = 2, (increases and decreases the impact injuries on your body, and their healing time. 1=low, 2=normal, 3=high) BoneFracture = true, (False=no fractures, true=bones can break) HoursForCorpseRemoval = 72, (number of in-game hours before zombies corpses are automatically removed from the map) DecayingCorpseHealthImpact = 3, (governs impact that nearby decaying bodies has on the player's health and emotions. 1=none 2=low, 3=normal, 4=high) BloodLevel = 4, (how much blood spatter when getting injured or killing zombies. will 1=none 2=low, 3=normal, 4=high, 5=ultra gore) ClothingDegradation = 2, (governs how quickly clothing degrades, becomes dirty and bloodied. 1=disabled, 2=slow, 3=normal, 4=fast) FireSpread = false, (fire can spread or not. false=off, true=on) DaysForRottenFoodRemoval = 4, (number of in game days before rotten food is removed from the map. -1 means that rotten food is never removed.) AllowExteriorGenerator = true This allows generators to power exterior tiles, and for example can get gas pumps working after the electricity has turned off. (True or False) ZombieAttractionMultiplier = 1 Use this to multiply or reduce engine general loudness. [Minimum=0] [Maximum=100] [Default=1] CarSpawnRate = 2 (Low=1 Normal=2 High=3) ChanceHasGas = 1 Governs the chances of finding vehicles with gas in the tank. (Low=1 Normal=2 High=3) InitialGas = 2 Governs how full gas tanks will be in discovered cars. (VeryLow=1 Low=2 Normal=3 High=4 VeryHigh=5 Full=6) CarGasConsumption = 1.0 The rate in which vehicles will consume fuel. [Minimum=0.0] [Maximum=100] [Default=1.0]. LockedCar = 4 How frequent the doors of a vehicle will be locked. (Never=1 ExtremelyRare=2 Rare=3 Sometimes=4 Often=5 VeryOften=6) CarGeneralCondition = 2 In what condition new cars will spawn. (VeryLow=1 Low=2 Normal=3 High=4 VeryHigh=5) CarDamageOnImpact = 3 Governs how much damage a vehicle will take after collisions. (VeryLow=1 Low=2 Normal=3 High=4 VeryHigh=5) TrafficJam = true Enable or disable traffic jams that spawn on the main roads of the map. (True or False) CarAlarm = 4 The frequency in which a car alarm will be triggered when opening a door. This will attract zombies to the vehicle's position. (Never=1 ExtremelyRare=2 Rare=3 Sometimes=4 Often=5 VeryOften=6) PlayerDamageFromCrash = true Enable or disable player getting damage from being in a car accident. (True or False) SirenShutoffHours = 1 Number of hours before the siren sound of a car alarm will stop playing. 0.0 means it will play until the car battery is dead. [Minimum=0] [Maximum=168] [Default=0] RecentlySurvivorVehicles = 1 Governs whether the player can discover a car that has been maintained and cared for after the infection struck, i.e. is still in working order. (Low=1 Normal=2 High=3) EnableVehicles = true Enable or disable vehicles from spawning into the game. (True or False) VehicleEasyUse = false If true, cars will all be unlocked with a full gas tank and low engine loudness. (True or False) ZombieLore = { Speed = 3, (1 is sprinters (fastest), 2 is fast shamblers, 3 is shamblers (slowest)) Strength = 3, (1 is superhuman, 2 is normal, 3 is weak) Toughness = 3, (1 is tough, 2 is normal, 3 is fragile) Transmission = 1, (1 is blood/saliva, 2 is everyone is infected, 3 is no transmission) Mortality = 6, (This governs how deadly infection is. 1 is instant, 6 is 1 to 2 weeks) Reanimate = 1, (How fast zombies come back to life...again. 1 is instant, 6 is 1 to 2 weeks) Cognition = 3, (How smart zombies are. 1 is Navigate/Use Doors, 3 is basic navigation only) Memory = 2, (How much zombies will remember. 1 is long, 4 is none) Decomp = 1, (1 is slows/weakens them, 4 is no effect) Sight = 2, (How well zombies can see. 1 is eagle-eyed, 3 is poor) Hearing = 2, (How well zombies can hear. 1 is pinpoint, 3 is poor) Smell = 2, (How well zombies can smell. 1 is bloodhound, 3 is poor) ThumpNoChasing = false, (environmental attacks. zombies that have not seen/heard a player can attack doors and constructions while roaming. true=on, false=off) ThumpOnConstruction = true, (damage construction. governs whether or not zombies can destroy player constructions and defences. true=on, false=off) ActiveOnly = 1, (governs whether zombies are more active during the day, or whether they act more nocturnally. Inactive zombies will be slower and tend not to give a chase. 1=both, 2=night, 3=day) TriggerHouseAlarm = true Allows zombies to trigger house alarms when breaking through windows and doors. Enabling this option will cause zombies to constantly be movie around populated areas, making the early game much more difficult. (True or False) }, ZombieConfig = { PopulationMultiplier = 0.5, (Depends on "Zombies" in the SandboxVars. population multiplier: (old var. "zombie intensity") set how many zombies you want to begin with) Minimum=0,Maximum=4,Default=1) PopulationStartMultiplier = 1.0, (Adjusts the desired population at the start of the game. it's a start multiplier: how much of the "population multiplier" you want at game start (it will slowly increase) Minimum=0,Maximum=4,Default=1) PopulationPeakMultiplier = 2.0, (Adjusts the desired population on the peak day. Set how many zombies you want at X days (and forever after) Minimum=0,Maximum=4,Default=1) PopulationPeakDay = 100, (The day when the population reaches it's peak. Minimum=1, Maximum=365, Default=28) RespawnHours = 96, (The number of in-game hours that must pass before zombies may respawn in a cell. If zero spawning is disabled. Minimum=0, Maximum=8760, Default=72) RespawnUnseenHours = 10, (The number of in-game hours that a chunk must be unseen before zombies may re-spawn in it. Minimum=0, Maximum=8760, Default=16) RespawnMultiplier = 0.1, (The fraction of a cells desired population that may re-spawn every RespawnHours. Minimum=0, Maximum=1, Default=0.1) RedistributeHours = 12.0, (The number of in-game hours that must pass before zombies migrate to empty parts of the same cell. If zero, migration is disabled. Minimum=0, Maximum=8760, Default=12) FollowSoundDistance = 200, (The distance a virtual zombie will try to walk towards the last sound it heard. Minimum=10, Maximum=1000, Default=100) RallyGroupSize = 20, (The size of groups real zombies form when idle. Zero means zombies don't form groups. Groups don't form inside buildings or forest zones. Minimum=5, Maximum=1000, Default=20) RallyTravelDistance = 30, (The distance real zombies travel to from groups when idle. Minimum=5, Maximum=50, Default=20) RallyGroupSeparation = 15, (The distance between zombie groups. Minimum=5, Maximum=25, Default=15) RallyGroupRadius = 4, (How close members of a group stay to the group's leader. Minimum=1, Maximum=10, Default=3) }, } This I am sure will help a lot of people out too. I also have the settings for the servertest.ini file with the explinations that I know... nightlengthmodifier=1.0 (Length of the night, 0.5 would make the night go twice as fast) PVP=false (False is PvE, True is PvP) PauseEmpty=true (time in game pauses when the server is empty) GlobalChat=true (Enables in game chat) Open=true (Allows anyone to join) ServerWelcomeMessage= <RGB:0,0,0> To chat locally press 't', to global chat press 'y' or add '/all' before chatting <LINE> Type '/help' to have a list of available commands <LINE> <RGB:0,0,0> (Message that is displayed when joining the server) LogLocalChat=true (Logs all local chat for server admins to view) AutoCreateUserInWhiteList=true (Adds user to Whitelist when they join the server) DisplayUserName=true (Displays player’s usernames in game) SpawnPoint=0,0,0 (Use this to define a custom spawn point instead of the random one from character creation) SafetySystem=true (Allow the user to change their safety (if false and if PVP=true, then the safety will always be off) ShowSafety=true (Allow the players to see if someone have his safety off with the skull icon) SafetyToggleTimer=100 (When the player disable safety it take some times before HE enable it (tho the other players see it instantly), define it here) SafetyCooldownTimer=120 (Every time you hit someone in safety off, add this timer to the cool down before you can actually toggle safety off) SpawnItems= (Define specific items for everyone to spawn with) DefaultPort=16261 (Your server game port) ResetID= (Leave alone) Mods=Hydrocraft (Mods added to server) Map=Muldraugh, KY (Maps added to server) DoLuaChecksum=true (Do the lua checksum. Players with modified Lua files that differ from the server files will not be able to connect. true=Lua check, false=no lua check) Public=true (Everyone can see the server in the server list) PublicName= (Name of the server) PublicDescription= (Description of the server that is displayed in the server list) MaxPlayers=64 (Max number of players for the server) PingFrequency=10 (How often to ping clients in seconds) PingLimit=400 (Max ping in ms, if client exceeds this amount they will be kicked) HoursForLootRespawn=2 (How many in-game hours for loot to re-spawn) MaxItemsForLootRespawn=6 (Max items to spawn in each container) ConstructionPreventsLootRespawn=true (If you start building on a house for example, loot will stop respawning in that house) DropOffWhiteListAfterDeath=false (Takes you off the Whitelist if you die) NoFireSpread=true (Fire doesn’t spread) NoFire=true (No Fire) AnnounceDeath=true (Death is announced to all players) MinutesPerPage=1.0 (How long books take to read. Lower number faster, higher number slower) HoursForCorpseRemoval=2.0 (How many in-game hours before corpses disappear) SaveWorldEveryMinutes=10 (How often to save the server in minutes) PlayerSafehouse=true (Allows players and Admins to claim houses etc as safehouses) AdminSafehouse=false (Allows only Admins to claim safehouses) SafehouseAllowTrepass=false (Allow players to trespass through other players safehouses) SafehouseAllowFire=false (Allow fire in safehouses) SafehouseAllowLoot=false (Allow players to loot other players safehouses) SafehouseAllowRespawn=true (Allow owner of safehouse to respawn in their safehouse) SafehouseDaySurvivedToClaim=1 (How many days you need to survive before you can claim a safehouse) SafeHouseRemovalTime=144 (If you do not visit your safehouse in this many game days it will be released) AllowDestructionBySledgehammer=true (Allow walls to be knocked down with the Sledgehammer) KickFastPlayers=false (Kick players that appear to be moving faster than is possible. May be buggy -- use with caution) ServerPlayerID= (Leave alone) RCONPort=27015 (Port for RCON) RCONPassword= (Password for RCON) Password= (Password for server. Leave blank if you want anyone to join your server) MaxAccountsPerUser=0 (Limits the number of different accounts a single Steam unser may create on this server. Ignored when using the hosts button) SleepAllowed=false (Enable sleep) SleepNeeded=false (If true you will need to sleep when exhausted) SteamPort1=8766 (Leave alone) SteamPort2=8767 (Leave alone) WorkshopItems= (MOD IDs - When you run the server with these ID's in the Mods will auto update) SteamScoreboard=true (show steam usernames and avatars in the player list. true=visible to everyone, false=visible to no one, admin=visible to admins) SteamVAC=true (Steam anti cheat) UPnP=true (attempt to configure a UPnP-enabled internet gateway to automatically setup port forwarding rules. The server will fall back to default ports if this fails) UPnPLeaseTime=86400 (port lease time in seconds (86400 == 24 hours). This should not be changed) UPnPZeroLeaseTimeFallback=true (retry with zero lease time if port-mapping fails (helps with some routers). This should not be changed.) UPnPForce=true (remove existing port mappings. This should not be changed) CoopServerLaunchTimeout=20 CoopMasterPingTimeout=60 VoiceEnable=true (In game Voip) VoiceComplexity=5 VoicePeriod=20 VoiceSampleRate=24000 VoiceBuffering=8000 VoiceMinDistance=1.0 VoiceMaxDistance=50.0 Voice3D=true server_browser_announced_ip= UseTCPForMapDownloads=false PlayerRespawnWithSelf=false PlayerRespawnWithOther=false FastForwardMultiplier=40.0 PlayerSaveOnDamage=true SaveTransactionID=false DisableSafehouseWhenPlayerConnected=false Faction=true (enable Factions) FactionDaySurvivedToCreate=2 (How many days you must survive to create a Faction) FactionPlayersRequiredForTag=1 AllowTradeUI=true (Allows you to trade among players) HoursForWorldItemRemoval=0.0 WorldItemRemovalList=Base.Vest,Base.Shirt,Base.Blouse,Base.Skirt,Base.Shoes ItemRemovalListBlacklistToggle=false DisableRadioStaff=false DisableRadioAdmin=true DisableRadioGM=true DisableRadioOverseer=false DisableRadioModerator=false DisableRadioInvisible=true ClientCommandFilter=-vehicle.*;+vehicle.damageWindow;+vehicle.fixPart;+vehicle.installPart;+vehicle.uninstallPart ItemNumbersLimitPerContainer=0 If anyone can fill in the gaps, I and i'm sure the whole community would be very thankful. Cheers all, M700N
  15. Occasionally, my server reports as "fails to respond" in the favourites. It shows up as not responding immediately, I suspect the connection is not even attempted? Refresh doesn't help. This can happen while another player can connect just fine and is playing on the server. Trying to connect regardless of the reported status also fails with "server failed to respond". Oddly enough, trying to connect with "-nosteam" and failing and then going back without "-nosteam" seems to fix it: have witnessed this twice personally, and a friend has had this happen, too. Server logs do not show anything hinting at even an attempt to connect, when it's failing. 41.60 Multiplayer. Dedicated. No. Reproduction steps: Favourited server fails to respond, even though it's running and other people can connect. Restart PZ with "-nosteam", try to connect to server (the same, haven't tried anything else). Fails to connect. Restart PZ without "-nosteam". Server is responding on Favourites list and can be connected to.
  16. My windows dedicated server (steamCMD instantiated) has not been keeping up with the most current versions and as a result my server doesn't display with the default filters in the join server lobby for players. I validate game files for PZ main, PZ dedicated server, and the app validation through steamCMD. The only thing that seems to work is deleting the workshop files but even then it's inconsistent. what is the primary method of keeping server game versions current?
  17. Colossal Networks is hosting an 32 slot AUS PVE server for the casual and hardcore players. You are most welcome even if you are from other regions! Please keep in mind that it is a newly established server. Will consider an PVP server in the near future if there is enough demand, will also have server in other regions. Discord Community: discord.gg/colossalnetworks IP: 45.121.211.216 Port: 16261 2.5 xp Loot respawn every week Modded Day 3 safe house Day 1 Faction
  18. 41.65 No mods Does not crash, but Exception happens each tick, causes cars to not function, admin car spawn option does work, VHS tapes dont play, cant break down barricades etc. Server Brutality [ENG], server has been running for 3 weeks with no wipes, restarting the server seems to fix the issue. ERROR: General , 1641020613172> 1 261 478 001> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.getX()" because "<local2>.square" is null at GameServer.sendRemoveItemFromContainer line:4258. ERROR: General , 1641020613172> 1 261 478 002> DebugLogStream.printException> Stack trace: java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.getX()" because "<local2>.square" is null at zombie.network.GameServer.sendRemoveItemFromContainer(GameServer.java:4258) at zombie.inventory.types.Food.destroyThisItem(Food.java:1717) at zombie.inventory.types.Food.updateRotting(Food.java:456) at zombie.inventory.types.Food.update(Food.java:338) at zombie.iso.IsoCell.ProcessItems(IsoCell.java:2890) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5710) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoCell.update(IsoCell.java:5664) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3334) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoWorld.update(IsoWorld.java:3262) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1666) at zombie.gameStates.IngameState.update(IngameState.java:1367) at zombie.network.GameServer.main(GameServer.java:890)
  19. Tengo un problema, cada vez que entro a multiplayer, el juego se crashea, ya probé desintalando pero sigue igual, alguna solución ? I have a problem, every time I enter multiplayer, the game crashes, I already tried uninstalling but it remains the same, any solution?
  20. Hi. Sorry if this has been asked before, I can't find it anywhere on this site. There are some Steam articles, but none of the solutions ( copy missing file to mods folder, delete lua folder and validate files, etc) work for us. My friend and I are renting a G-portal server and having a hard time getting onto it as players. We can get in as admin with no error. The error I get is: "File doesn't exist on client". This is related to a mod. I delete the mod, and it gives the same error for a different mod. I've unsubbed from the mods and wiped out the 108600 folder. Uninstalled/reinstalled. I think we've tried all the things. Any help from the pros would be appreciated. Thanks in advance. Slinger13
  21. Version? legacy41_61 and public Singleplayer/Multiplayer? Multiplayer Host or dedicated? Dedicated Mods? No Reproduction steps: legacy41_61 branch: Download the server software using SteamCMD // Set the game installation directory force_install_dir /home/steam/ZomboidDedicatedServer login anonymous // Install/Update the Zomboid Dedicated Server app_update 380870 -beta legacy41_61 validate quit Attempt to set the maximum JVM RAM to 6 GiB using the `start-server.sh` file. #!/bin/bash # ############################################################################### INSTDIR="`dirname $0`" ; cd "${INSTDIR}" ; INSTDIR="`pwd`" if "${INSTDIR}/jre64/bin/java" -version > /dev/null 2>&1; then echo "64-bit java detected" export PATH="${INSTDIR}/jre64/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux64:${INSTDIR}/natives:${INSTDIR}:${INSTDIR}/jre64/lib/amd64:${LD_LIBRARY_PATH}" JSIG="libjsig.so" LD_PRELOAD="${LD_PRELOAD}:${JSIG}" ./ProjectZomboid64 "$@" elif "${INSTDIR}/jre/bin/java" -client -version > /dev/null 2>&1; then echo "32-bit java detected" export PATH="${INSTDIR}/jre/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux32:${INSTDIR}/natives:${INSTDIR}:${INSTDIR}/jre/lib/i386:${LD_LIBRARY_PATH}" JSIG="libjsig.so" LD_PRELOAD="${LD_PRELOAD}:${JSIG}" ./ProjectZomboid32 "$@" else echo "couldn't determine 32/64 bit of java" fi exit 0 JARPATH="java/:java/lwjgl.jar:java/lwjgl_util.jar:java/sqlite-jdbc-3.27.2.1.jar:java/uncommons-maths-1.2.3.jar" LD_PRELOAD=/usr/lib/jvm/java-7-openjdk-amd64/jre/lib/amd64/libjsig.so \ java \ -Dzomboid.steam=1 -Dzomboid.znetlog=1 \ -Djava.library.path="${INSTDIR}/natives:${INSTDIR}/linux64" \ -Xms2048m \ -Xmx6144m \ # <-- SETTING MAX JVM RAM. COMMENT ONLY FOR THIS REPORT -XX:-UseSplitVerifier \ -cp "${JARPATH}" \ zombie.network.GameServer \ "$@" exit 0 # # EOF # ############################################################################### Run the server by running the above modified file. Observe that the server is only ever allocated 2048 MiB of RAM from the server logs: 64-bit java detected 2021-12-27T19:02:39.822048743Z ERROR: ld.so: object 'libjsig.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored. 2021-12-27T19:02:39.823315370Z ERROR: ld.so: object 'libjsig.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored. 2021-12-27T19:02:40.113207134Z pzexe: looking for PZXInitThreads.so 2021-12-27T19:02:40.113239104Z pzexe: libPZXInitThreads64.so was not found. This is ok for a server, but multi-core rendering won't work on a client without it. 2021-12-27T19:02:40.113243294Z pzexe: about to run java hack to locate libjvm.so... 2021-12-27T19:02:40.113245633Z pzexe: executing "java -classpath pzexe.jar -Djava.library.path=. zombie.pzexe" 2021-12-27T19:02:40.113247743Z pzexe.java: loading shared library "pzexe_jni64" 2021-12-27T19:02:40.113249823Z JVM=/home/steam/ZomboidDedicatedServer/jre64/lib/server/libjvm.so 2021-12-27T19:02:40.113251893Z pxexe: /proc/self/exe=/home/steam/ZomboidDedicatedServer/ProjectZomboid64 2021-12-27T19:02:40.113253853Z pzexe config file: /home/steam/ZomboidDedicatedServer/ProjectZomboid64.json 2021-12-27T19:02:40.113255813Z pzexe: mainClass: zombie/network/GameServer 2021-12-27T19:02:40.113259723Z pzexe: classpath: -Djava.class.path=java/.:java/istack-commons-runtime.jar:java/jassimp.jar:java/javacord-2.0.17-shaded.jar:java/javax.activation-api.jar:java/jaxb-api.jar:java/jaxb-runtime.jar:java/lwjgl.jar:java/lwjgl-natives-linux.jar:java/lwjgl-glfw.jar:java/lwjgl-glfw-natives-linux.jar:java/lwjgl-jemalloc.jar:java/lwjgl-jemalloc-natives-linux.jar:java/lwjgl-opengl.jar:java/lwjgl-opengl-natives-linux.jar:java/lwjgl_util.jar:java/sqlite-jdbc-3.27.2.1.jar:java/trove-3.0.3.jar:java/uncommons-maths-1.2.3.jar 2021-12-27T19:02:40.113272723Z pzexe: vmArg (json) 1: -Djava.awt.headless=true 2021-12-27T19:02:40.113274763Z pzexe: vmArg (json) 2: -Xms2048m 2021-12-27T19:02:40.113276663Z pzexe: vmArg (json) 3: -Xmx2048m # <-- JVM Max RAM set to 2 GiB 2021-12-27T19:02:40.113278493Z pzexe: vmArg (json) 4: -Dzomboid.steam=1 2021-12-27T19:02:40.113280423Z pzexe: vmArg (json) 5: -Dzomboid.znetlog=1 2021-12-27T19:02:40.113282443Z pzexe: vmArg (json) 6: -Djava.library.path=linux64/:natives/ 2021-12-27T19:02:40.113284453Z pzexe: vmArg (json) 7: -Djava.security.egd=file:/dev/urandom 2021-12-27T19:02:40.113286373Z pzexe: vmArg (json) 8: -XX:+UseZGC 2021-12-27T19:02:40.113288333Z pzexe: vmArg (json) 9: -XX:-OmitStackTraceInFastThrow 2021-12-27T19:02:40.113290233Z pzexe: using jvm "/home/steam/ZomboidDedicatedServer/jre64/lib/server/libjvm.so" 2021-12-27T19:02:40.246246444Z DEBUG: General , 1640631760224> 11,601,441> LoggerManager.init > Initializing... 2021-12-27T19:02:40.262681331Z LOG : General , 1640631760262> 11,601,469> cachedir set to "/home/steam/Zomboid" Server then crashes when attempting to use more than 2GiB of RAM. public branch: Download the server software using SteamCMD // Set the game installation directory force_install_dir /home/steam/ZomboidDedicatedServer login anonymous // Install/Update the Zomboid Dedicated Server app_update 380870 -beta public validate quit Attempt to set the maximum JVM RAM to 6 GiB using the `start-server.sh` file. Discover during the previous step that those settings don't exist. #!/bin/bash # ############################################################################### # # Edit memory option -Xmx2048m \ # or ProjectZomboid32.json for 32bit servers (rare) # ############ INSTDIR="`dirname $0`" ; cd "${INSTDIR}" ; INSTDIR="`pwd`" if "${INSTDIR}/jre64/bin/java" -version > /dev/null 2>&1; then echo "64-bit java detected" export PATH="${INSTDIR}/jre64/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux64:${INSTDIR}/natives:${INSTDIR}:${INSTDIR}/jre64/lib/amd64:${LD_LIBRARY_PATH}" JSIG="libjsig.so" LD_PRELOAD="${LD_PRELOAD}:${JSIG}" ./ProjectZomboid64 "$@" elif "${INSTDIR}/jre/bin/java" -client -version > /dev/null 2>&1; then echo "32-bit java detected" export PATH="${INSTDIR}/jre/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux32:${INSTDIR}/natives:${INSTDIR}:${INSTDIR}/jre/lib/i386:${LD_LIBRARY_PATH}" JSIG="libjsig.so" LD_PRELOAD="${LD_PRELOAD}:${JSIG}" ./ProjectZomboid32 "$@" else echo "couldn't determine 32/64 bit of java" fi exit 0 # # EOF # ############################################################################### My workaround has been to also modify the `ProjectZomboid64.json` file when running the server on the `legacy41_61` branch. This makes the following appear in the startup logs, which is more promising: 64-bit java detected 2021-12-27T19:12:19.557328533Z ERROR: ld.so: object 'libjsig.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored. 2021-12-27T19:12:19.559820144Z ERROR: ld.so: object 'libjsig.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored. 2021-12-27T19:12:19.867248885Z pzexe: looking for PZXInitThreads.so 2021-12-27T19:12:19.867269414Z pzexe: libPZXInitThreads64.so was not found. This is ok for a server, but multi-core rendering won't work on a client without it. 2021-12-27T19:12:19.867278364Z pzexe: about to run java hack to locate libjvm.so... 2021-12-27T19:12:19.867280034Z pzexe: executing "java -classpath pzexe.jar -Djava.library.path=. zombie.pzexe" 2021-12-27T19:12:19.867281524Z pzexe.java: loading shared library "pzexe_jni64" 2021-12-27T19:12:19.867282984Z JVM=/home/steam/ZomboidDedicatedServer/jre64/lib/server/libjvm.so 2021-12-27T19:12:19.867284324Z pxexe: /proc/self/exe=/home/steam/ZomboidDedicatedServer/ProjectZomboid64 2021-12-27T19:12:19.867285654Z pzexe config file: /home/steam/ZomboidDedicatedServer/ProjectZomboid64.json 2021-12-27T19:12:19.867286934Z pzexe: mainClass: zombie/network/GameServer 2021-12-27T19:12:19.867289424Z pzexe: classpath: -Djava.class.path=java/.:java/istack-commons-runtime.jar:java/jassimp.jar:java/javacord-2.0.17-shaded.jar:java/javax.activation-api.jar:java/jaxb-api.jar:java/jaxb-runtime.jar:java/lwjgl.jar:java/lwjgl-natives-linux.jar:java/lwjgl-glfw.jar:java/lwjgl-glfw-natives-linux.jar:java/lwjgl-jemalloc.jar:java/lwjgl-jemalloc-natives-linux.jar:java/lwjgl-opengl.jar:java/lwjgl-opengl-natives-linux.jar:java/lwjgl_util.jar:java/sqlite-jdbc-3.27.2.1.jar:java/trove-3.0.3.jar:java/uncommons-maths-1.2.3.jar 2021-12-27T19:12:19.867292204Z pzexe: vmArg (json) 1: -Djava.awt.headless=true 2021-12-27T19:12:19.867293544Z pzexe: vmArg (json) 2: -Xms2048m 2021-12-27T19:12:19.867294844Z pzexe: vmArg (json) 3: -Xmx6144m # <-- JVM Max RAM set to 6 GiB 2021-12-27T19:12:19.867296104Z pzexe: vmArg (json) 4: -Dzomboid.steam=1 2021-12-27T19:12:19.867297384Z pzexe: vmArg (json) 5: -Dzomboid.znetlog=1 2021-12-27T19:12:19.867298704Z pzexe: vmArg (json) 6: -Djava.library.path=linux64/:natives/ 2021-12-27T19:12:19.867299954Z pzexe: vmArg (json) 7: -Djava.security.egd=file:/dev/urandom 2021-12-27T19:12:19.867301214Z pzexe: vmArg (json) 8: -XX:+UseZGC 2021-12-27T19:12:19.867302484Z pzexe: vmArg (json) 9: -XX:-OmitStackTraceInFastThrow 2021-12-27T19:12:19.867303784Z pzexe: using jvm "/home/steam/ZomboidDedicatedServer/jre64/lib/server/libjvm.so" 2021-12-27T19:12:20.022810780Z DEBUG: General , 1640632340001> 12,181,218> LoggerManager.init > Initializing... 2021-12-27T19:12:20.041868979Z LOG : General , 1640632340041> 12,181,248> cachedir set to "/home/steam/Zomboid" I have also verified that in the above configuration, the server can happily exceed the 2GiB RAM limit. I was informed that a "logged in" Steam user downloads a different `start-server.sh` file to the one that a dedicated server receives. I believe that a user hosting the server from within the game (non-dedicated) receives the following `start-server.sh`: #!/bin/bash INSTDIR="`dirname $0`" ; cd "${INSTDIR}" ; INSTDIR="`pwd`" JARPATH="./:./istack-commons-runtime.jar:./jassimp.jar:./javacord-2.0.17-shaded.jar:./javax.activation-api.jar:./jaxb-api.jar:./jaxb-runtime.jar:./lwjgl.jar:./lwjgl-natives-linux.jar:./lwjgl-glfw.jar:./lwjgl-glfw-natives-linux.jar:./lwj> if "${INSTDIR}/jre64/bin/java" -version > /dev/null 2>&1; then echo "64-bit java detected" export PATH="${INSTDIR}/jre64/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux64:${INSTDIR}:${INSTDIR}/jre64/lib/amd64:${LD_LIBRARY_PATH}" JSIG="libjsig.so" LD_PRELOAD="${LD_PRELOAD}:${JSIG}" "${INSTDIR}/jre64/bin/java" \ -cp "${JARPATH}" -Djava.awt.headless=true \ -Xms2048m -Xmx2048m -XX:+UseZGC \ -Dzomboid.steam=1 -Dzomboid.znetlog=1 \ -Djava.library.path=linux64/:./ \ -XX:-OmitStackTraceInFastThrow -Djava.security.egd=file:/dev/urandom \ zombie/network/GameServer "$@" elif "${INSTDIR}/jre/bin/java" -client -version > /dev/null 2>&1; then echo "32-bit java detected" export PATH="${INSTDIR}/jre/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux32:${INSTDIR}:${INSTDIR}/jre/lib/i386:${LD_LIBRARY_PATH}" JSIG="libjsig.so" LD_PRELOAD="${LD_PRELOAD}:${JSIG}" "${INSTDIR}/jre/bin/java" -client \ -cp "${JARPATH}" -Djava.awt.headless=true \ -Xms768m -Xmx768m \ -Dzomboid.steam=0 -Dzomboid.znetlog=1 \ -Djava.library.path=linux32/:./ \ -XX:-OmitStackTraceInFastThrow -Djava.security.egd=file:/dev/urandom \ zombie/network/GameServer "$@" else echo "couldn't determine 32/64 bit of java" fi exit 0 This is quite different to the one I am served on the `public` branch. Can you investigate whether "logged in" Steam users hosting non-dedicated servers are being distributed different files to dedicated servers downloading using the 'Steam anonymous user'? aaa
  22. Hi everyone! Is there any way to start 2(or more) dedicated servers from one user with different folders (config, db, etc)? One for freeplay, the other for challenges without respawn and other changes. For now It starts only one server by default Game version: 41 IWBMS System: Ubuntu 21.10 user's (name: steam) root dir contain: pz_dir (contain start-server.sh, PZ32/64.jsons etc) Zomboid (containt options.ini, db, servertest.ini etc) Steam, steamcmd folders What is the best option: User "steam" launch 2 screen's 1st screen: launch ~/pz_dir/start-server.sh that contains config & other from ~/Zomboid 2nd screen: launch ~/pz_dir/start-server-surv.sh that contains config & other from ~/Zomboid_surv I tried to add param -cachedir into ProjectZomboid64.json, but it fails: pzexe: vmArg (json) 10: -cachedir=./Zomboid_surv pzexe: using jvm "/home/steam/Steam/steamapps/common/Project Zomboid Dedicated Server/jre64/lib/server/libjvm.so" Unrecognized option: -cachedir=./Zomboid_surv Failed to create Java VM
  23. I port forwarding in router and firewall, i put Public=true in server's config, my server not appear in list, i'm out of options guys, i want players find my server and play together.
  24. It seems the mods installed on a pzserver are not being updated, even when the pzserver is restarted. The only workaround I found so far is to stop pzserver, delete the following file: steamapps/workshop/appworkshop_108600.acf And then start pzserver again. Would it be possible to make pzserver to update the mods on restart? Lot of users seem to have issues because of this, so it would probably help with support too. Also, bonus point if you can make it possible for an admin to trigger the mod update process from inside the game without restarting pzserver (I understand it might not be as simple as it sounds though).
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