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Hello Tried searching but I may not be using the correct terms. I have a PZ server running in a docker container. I have edited the world.ini file to include the mods I want to use, the following section have been edited Mods=tsarslib;amclub;AquatsarYachtClub;ATA_Jeep;isoContainers;RainCleansBlood;Super Bulldozer;Chestown;Fort Knox;lakeivytownship;KingsmouthKY Map=Kingsmouth;li_township;Fort Knox, KY by Woldren;Chestown;Muldraugh, KY WorkshopItems=2392709985;2778576730;2392987599;2636100523;2625625421;2956146279;2713275891;2840889213;1414568604;2252982049;2434339338 I have not adjusted my SpawnRegions.lua file, so it remains with having the default 4 regions. I am facing the issue of the game not allowing me to choose my spawn region, whenever I join it drops me into Char creation. I then spawn in Kingsmouth. This is a new world. I installed the container, it auto started. I stopped it, removed the world.db file, as well as the Saves/Multiplayer/world/ directory. I then took the local world.ini file and uploaded it to the location that the docker container reads from. Then restarted the docker container. The game spins up but drops me in like described above.
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- docker
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Hi devs, I'm trying to containerize the PZ server to deploy it to a k8s cluster, and noticed that your game files are huge!! Uncompressed v compressed, the media directory is 4.8G -> 860M, or 5x smaller An area we can focus on specifically are the maps. If we look at all of the `media/maps/Muldraugh,\ KY` dir, it's 3.9G! It's a large directory, but it's also doing 2 things at once, which might have been a legacy decision. Muldraugh is a named spawn point, but unlike its 3 neighbors, it also holds the entire gameworld files. This is slightly annoying as a server operator, because if I want to modify the spawnpoints in Rosewood, it's very obvious where the work needs to be done: I can't say the same for Muldraugh. That directory is full of chunk data files that get in the way. I think you should crowbar the functionality of Muldraugh being a named spawn point away from it storing the whole default world map. Doing so would be a nice quality of life improvement for server ops. additionally, having the world map stored off somewhere else would allow you to compress (zip?) the big chunk files into a nice, single binary file that can get decompressed at runtime, without closing off tweaks to the spawn area. Here's what that could look like: It's not lost on me that right now the team is going through a major rewrite of the game for 42... Maybe now's the time to tackle a bit of tech debt? If you want to talk more about this, I'm MindFlayer # 0001 on the Discord. Thanks.
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- multiplayer
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