Hi Murderinspree, so the server does NOT need mutcj bandwise ! Also 1x 100Mbit is fine for a Server with 100 connections. But if you want to use all of your nics you should do nicteaming, and since Server 2012 the server will do the loadbalance ( no hardware dirver needed ) and the traffice will go over the team ip. cu Vossi
thank you for the suggestion. was just looking at the options for nic teaming on server 2012 r2 and i think i will use teaming with one nic on standby and dynamic load balancing. ill let you know if it works out.
UPDATE: NIC teaming seems to be working. i disabled 3-4 and teamed nics 1-2. all game servers are showing up and working good so far. not sure how i will work it if i need to run multiple servers of the same game. thanks for the suggestion VUVossi. maybe the devs will still add the ability to tell the empyrion server what its IP is. thanks again
HI Murderinspree, are you using EMP Admin Tool ? If so you can not run multible server on phiscal server. If you what to run more that one Server and also using EMP Admin you should install Hyper-V and run in each VM one server. That you will also have one virtual nic, and you can team all your 4 nic for the hyper-V server. cu Vossi
If someone can help, I have a question. I made a test server on Nitrado but he put the latest current version. How do I put the last experimental?
Is there a way to setup a multiplayer server start location in orbit around a planet? For example, if I place a space station in orbit is it possible to set the station (or the orbit even) as a starting location?
so guys, I want to start a server for my home network so I can play with my kids. Does this mean that I have to leave my computer running so that the server can stay "saved". Or can I shut down the server, and then turn it on again when we are ready to play? Will it save the game? Im guessing I have to leave the computer that the server is on at all times but I am hoping I am wrong.
You can save and shut down the server and then turn it on again when you are ready to play. I do the same with my kids.
how do you save the server? Is it intuitive? I am a computer programmer so Im hoping it will be simple. OK I will give this a try tomorrow. Thanks
It is a simple command when you close the server: "saveandexit" Managing the server is very simple for Empyrion.
hmm, I can run the default server config no problem. The only thing is that I dont want Invader scenario, I want normal survival. If I try to use my own yaml, when I run the cmd file, the server launcher crashes on start. Is this because of the yaml file being edited incorrectly? I have tried so many things at this point but it still keeps crashing on launch when I run my custom .cmd file. EDIT: I finally found the bug. Nevermind
ok so how do I turn off the scenarios? I just want a normal survival game. I edited the yaml so that the scenarios is commented out. But Im guessing I have to delete some save file somewhere to get the server to actually restart fresh?
I am renting a server. It seems each and everytime a patch comes out for the new branch I get more confused. Currently my server is not starting up after I patched it. The message that I am getting is my config files are wrong. That is where I am completely 100% confused. It seems no matter what I do it is wrong.: Example:#1 GameConfig: GameName: Alpha # Determines name of the save game Mode: Survival # Survival or Creative Seed: 2309115 # The seed determines how the world is procedurally generated - the same seed means the same world CustomScenario: Default Multiplayer # Enable custom scenario. Name of custom scenario from folder Content\Scenarios # CustomScenario: Invader vs Defender # We recommend trying out this multiplayer scenario. Use OriginDefault: Defender for this scenario Example #2: GameConfig: GameName: Alpha # Determines name of the save game Mode: Survival # Survival or Creative Seed: 2309115 # The seed determines how the world is procedurally generated - the same seed means the same world #CustomScenario: Default Multiplayer # Enable custom scenario. Name of custom scenario from folder Content\Scenarios # CustomScenario: Invader vs Defender # We recommend trying out this multiplayer scenario. Use OriginDefault: Defender for this scenario Both areas I put in my custom playfields. A copy of my complete file: # Dedicated server settings # To use your own dedicated.yaml (e.g., "MyDedicatedConfig.yaml"), add "-dedicated MyDedicatedConfig.yaml" to the corresponding batch file ServerConfig: Srv_Port: XXXXX Srv_Name: XXXXXX Srv_Password: XXXX Srv_MaxPlayers: 16 # Srv_ReservePlayfields: 1 # Idle playfield servers held in reserve. For busy public servers, we recommend at least 2 (default = 1) # Server description shown in Server Browser # max 127 chars: "-------------------------------------------------------------------------------------------------------------------------------" # Srv_Description: "Server info, can contain bold text or a link." # All playfield servers will be automatically stopped every <n> real time hours. Players will get some warning messages before # Srv_StopPeriod: 48 Tel_Enabled: true # Activate Telnet server Tel_Port: XXXXXX Tel_Pwd: XXXXXX # EACActive: false # Activate Easy Anti Cheat (clients have to enable EAC via Options -> Misc to connect to a EAC protected server) # SaveDirectory: Saves #Restrict allowed Blueprint size class: restricted types are not allowed to be produced or spawned # 1 = allow only small blueprints, ... , 10 = allow very large blueprints, 0 = no limits (Warning: large blueprints can have very strong performance impact) MaxAllowedSizeClass: 10 #Restrict Blueprint types allowed for production in factory # None = Blueprint system completely disabled # StockOnly = only stock blueprints can be produced 3 All = all types allowed (default) AllowedBlueprints: All # Timeout in seconds after which a playfield server will be killed (and all players on it disconnected) # if it does no longer send heartbeat messages to the dedi (0 = feature disabled) HeartbeatServer: 15 # Timeout in seconds after which a client will be disconnected if it # does no longer send heartbeat messages to the dedi (0 = feature disabled) # HeartbeatClient: 30 # Enable extra log outputs (for debugging purposes) # Defined flags: (add together the values if more than one group should be active at the same time) # 1 = EAC # 2 = EAC_all_details (includes EAC - Note: this generates a lot of log lines) # LogFlags: 2 # Uncomment the following line if you want to prohibit Steam Family Sharers playing (only the game owner can play then) # DisableSteamFamilySharing: True # Players with a ping higher than the value specified below will be locked out of the game. We recommend to not allow # too high pings as this can result in player cheating # KickPlayerWithPing: 300 GameConfig: GameName: Alpha # Determines name of the save game Mode: Survival # Survival or Creative Seed: 2309115 # The seed determines how the world is procedurally generated - the same seed means the same world CustomScenario: Default Multiplayer # Enable custom scenario. Name of custom scenario from folder Content\Scenarios # CustomScenario: Invader vs Defender # We recommend trying out this multiplayer scenario. Use OriginDefault: Defender for this scenario # Note: All times are given in real time hours, 1h real time = approximately 24h in game (Important: Timer counts down as long as the dedicated process is active - deactivated playfields do not stop the timer) DecayTime: 24 # Time after which player-built structures without core or less than 10 blocks get removed when not visited (0 = disabled) WipeTime: 0 # Time after which any player-built structures get removed when not visited (0 = disabled) ProtectTime: 48 # Time during which structures are offline protected MaxStructures: 100 # Max number of structures per playfield (limit = 255, reduce on performance problems) AntiGriefDistance: 30 # Distance (in m) around a faction's base where no other faction's base can be built AntiGriefZone: All # Zone where the AntiGriefDistance is valid (All, PvP, PvE) AntiGriefOresDistance: 30 # Distance (in m) around ore deposits where no other faction's base can be built AntiGriefOresZone: All # Zone where the AntiGriefOresDistance is valid (All, PvP, PvE) EnableTrading: GlobalVirtual # Enables a global virtual marketplace for player-to-player trading EnableMaxBlockCount: True # Enable or disable the max counting of blocks such as the weapon limit OriginDefault: Explorer # The name of the default Origin # OriginDefault: Defender # Use this default origin when playing Invader vs Defender multiplayer scenario OriginAccessOthers: True # False will not allow any alliances with or join to factions from other Origins OriginAutoAlliance: True # Factions are per default allied if they are in the same Origin FriendlyFireInPvP: False # False will not damage any allied structure even in PvP. Still does hurt players # --- Difficulty settings --- # Notice: Changing some of the difficulty settings require to start a new game in order to take effect DiffEscapePodContent: Easy # Easy, Medium, Hard --- Determines the content of the Escape Pod when you crash land on the planet DiffPlayerProgression: Normal # Faster, Normal, Slower --- Influences the overall player progression speed by earning more or less XP DiffAmountOfOre: Rich # Rich, Normal, Poor --- Influences the average amount of ore that a deposit contains DiffNumberOfDeposits: Plenty # Plenty, Normal, Few --- Influences the average number of deposits per planet DiffDroneBaseAttack: High # Easy, Medium, Hard, Off --- Influences the difficulty of the drone base attacks (infinite waves, number of waves etc.) DiffDronePresence: High # Low, Normal, High, Off --- Influences the overall number of drones that are present on a planet DiffEnemySpawnRate: Normal # Low, Normal, High --- Influences the spawn rate of enemy NPCs on a planet DiffAttackStrength: Medium # Easy, Medium, Hard --- Influences the overall difficulty when attacking enemies DiffConstrCraftTime: Normal # Faster, Normal, Slower --- Influences the overall craft speed of constructors DiffBpProdTime: Normal # Faster, Normal, Slower --- Influences the overall production speed of the blueprint factory All I want is a regular survival game. I would really like some in put on what I am doing wrong
One thing Im not sure if it makes a difference but it might. Make sure your # sign is always followed by an empty space.
It is. Already found that mistake. But still will not run. That is what gotten very confused and banging my head on the keyboard.
Get rid of any quotes in your .cmd file. The problem is more likely in your .cmd file. "server1.cmd" This is what mine looks like: Code: @echo off EmpyrionLauncher -startDediWithGfx -dedicated visionSettings1.yaml echo. echo IMPORTANT NOTICE: echo Do not use this batch file (i.e. graphics version) if you connect echo via a Remote Desktop connection to the Dedicated Server. echo This can lead to output log spamming and thus bad performance echo (severe lags, etc.). pause
Any help would be appreciated. I used to run dedicated server on my machine succesfully pre experimental 6. Well, actually couple times during experimental 6 too but not for the past 2 weeks. - I have opened ports 30000-30004 in my router (have tried 26900-26904 too) -I have set port 30000 in my YAML (have tried others too) -I have tried it with modified & default YAML -I have tried with and without Firewall -I have tried with and without activating DMZ in my router -We are all running the same game version -I have verified the server & game files in Steam -My router is up to date I can play it with just fine (well, same machine so...) but everyone else gets Connection Error. Every time. Im total newb when it comes to this but these same settings USED to work fine so I have no idea what has changed.