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Server Not Launching


th3_scout

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I have a A19 dedicated server running on a Dell T3600 with a 8c/16t processor, 24gb ram, 2tb hdd. (Unsure if this info is need but providing anyways).

 

Had a A19 server started. Everything running well. Stopped playing for around 24-36 hours (server never stopped running). Came back, my game had an update on my personal computer. I updated. I figured the server would need an update as well.

  • I shutdown through terminal windows with 'shutdown' command. Waiting for it to shutdown properly.
  • I open steam and check for update.
  • Does not need and update.
  • I go to relaunch my server.
  • And I receive these errors. 

 

I could not get game to relaunch, the terminal windows hangs at the last Null reference exception. This is the log from initial launch log till it catches with the error log.

 

For what its worth this is the second game that has had this start up issue since moving to A19. I understand its experimental so I am not upset I am trying to relay some information to possibly work out a fix or something, Thanks.

2020-07-10T15:34:08 2.727 INF WinThread started
2020-07-10T15:34:09 4.431 INF [GSM] GameSparks Connected
2020-07-10T15:34:11 5.634 INF [GSM] Skipping me
2020-07-10T15:34:12 7.434 INF NET: Starting server protocols
2020-07-10T15:34:12 7.438 INF [NET] Disabling protocol: SteamNetworking
2020-07-10T15:34:12 7.457 INF NET: LiteNetLib server started
2020-07-10T15:34:12 7.460 INF StartGame
2020-07-10T15:34:13 7.688 INF Persistent GamePrefs saved
2020-07-10T15:34:13 7.783 INF StartAsServer
2020-07-10T15:34:17 12.041 ERR XML loader: Loading and parsing 'blocks.xml' failed
Exception: Class 'BlockSecureLootSigned' not found on block cntStorageGenericSigned!
2020-07-10T15:34:20 14.971 ERR XML loader: Loading and parsing 'items.xml' failed
Exception: Unknown block name 'wallTorchLightPlayer' in use_action!
2020-07-10T15:34:20 15.524 INF Item IDs with mapping
2020-07-10T15:34:20 15.524 INF ItemIDs from Mapping
HDR Render Texture not supported, disabling HDR on reflection probe.
2020-07-10T15:34:23 17.826 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderUMATemplate'
2020-07-10T15:34:23 17.882 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderTemplate'
2020-07-10T15:34:23 18.050 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderJoel'
2020-07-10T15:34:23 18.072 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderRekt'
2020-07-10T15:34:23 18.091 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderBob'
2020-07-10T15:34:23 18.132 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderHugh'
2020-07-10T15:34:23 18.158 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderJen'
2020-07-10T15:34:23 18.158 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderTest'
2020-07-10T15:34:25 19.639 ERR XML loader: Loading and parsing 'recipes.xml' failed
Exception: No item/block with name 'resourceMilitaryFiber' existing
2020-07-10T15:34:26 20.663 ERR XML loader: Loading and parsing 'loot.xml' failed
Exception: Item with name 'qc_silenceofthelambs' not found!
2020-07-10T15:34:30 25.234 ERR XML loader: Loading and parsing 'traders.xml' failed
Exception: Item with name 'apparelBandana' not found!
2020-07-10T15:34:36 30.745 ERR XML loader: Loading and parsing 'biomes.xml' failed
Exception: Block with name 'terrSnow' not found!
NullReferenceException: Object reference not set to an instance of an object

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Please read

how to insert the full logfile into your report.

The full log shows which version is actually running now, which operating system is used, problematic libraries not found, the original version of your save game, your game settings and important paths used, and many things more

 

 

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  • 5 months later...

Ok not working still 😮 wow this sucks... I wish there was a more reliable way to host your own dedicated server..... it seems like there are settings in the xml that could break the process... if this is true then why are those settings in the serverconfig.xml file?

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41 minutes ago, Beelzybub said:

What settings did you use that broke your server?

I don't know but why am I able to break it with settings that are available? I wish I knew what broke it and why.... I try everything I re-install it many times removed the app data saves started again with RWG.

 

<?xml version="1.0"?>
<ServerSettings>
    <!-- GENERAL SERVER SETTINGS -->

    <!-- Server representation -->
    <property name="ServerName"                        value="ScaryFlips"/>        <!-- Whatever you want the name of the server to be. -->
    <property name="ServerDescription"                value="A 7 Days to Die server"/>    <!-- Whatever you want the server description to be, will be shown in the server browser. -->
    <property name="ServerWebsiteURL"                value=""/>                    <!-- Website URL for the server, will be shown in the serverbrowser as a clickable link -->
    <property name="ServerPassword"                    value=""/>                    <!-- Password to gain entry to the server -->
    <property name="ServerLoginConfirmationText"    value="" />                    <!-- If set the user will see the message during joining the server and has to confirm it before continuing. For more complex changes to this window you can change the "serverjoinrulesdialog" window in XUi -->

    <!-- Networking -->
    <property name="ServerPort"                        value="26900"/>                <!-- Port you want the server to listen on. Keep it in the ranges 26900 to 26905 or 27015 to 27020 if you want PCs on the same LAN to find it as a LAN server. -->
    <property name="ServerVisibility"                value="2"/>                    <!-- Visibility of this server: 2 = public, 1 = only shown to friends, 0 = not listed. As you are never friend of a dedicated server setting this to "1" will only work when the first player connects manually by IP. -->
    <property name="ServerDisabledNetworkProtocols"    value="SteamNetworking"/>    <!-- Networking protocols that should not be used. Separated by comma. Possible values: LiteNetLib, SteamNetworking. Dedicated servers should disable SteamNetworking if there is no NAT router in between your users and the server or when port-forwarding is set up correctly -->
    <property name="ServerMaxWorldTransferSpeedKiBs" value="512"/>                <!-- Maximum (!) speed in kiB/s the world is transferred at to a client on first connect if it does not have the world yet. Maximum is about 1300 kiB/s, even if you set a higher value. -->

    <!-- Slots -->
    <property name="ServerMaxPlayerCount"            value="8"/>                    <!-- Maximum Concurrent Players -->
    <property name="ServerReservedSlots"            value="0"/>                    <!-- Out of the MaxPlayerCount this many slots can only be used by players with a specific permission level -->
    <property name="ServerReservedSlotsPermission"    value="100"/>                <!-- Required permission level to use reserved slots above -->
    <property name="ServerAdminSlots"                value="0"/>                    <!-- This many admins can still join even if the server has reached MaxPlayerCount -->
    <property name="ServerAdminSlotsPermission"        value="0"/>                    <!-- Required permission level to use the admin slots above -->

    <!-- Admin interfaces -->
    <property name="ControlPanelEnabled"            value="false"/>                <!-- Enable/Disable the web control panel -->
    <property name="ControlPanelPort"                value="8080"/>                <!-- Port of the control panel webpage -->
    <property name="ControlPanelPassword"            value="CHANGEME"/>            <!-- Password to gain entry to the control panel -->

    <property name="TelnetEnabled"                    value="true"/>                <!-- Enable/Disable the telnet -->
    <property name="TelnetPort"                        value="8081"/>                <!-- Port of the telnet server -->
    <property name="TelnetPassword"                    value=""/>                    <!-- Password to gain entry to telnet interface. If no password is set the server will only listen on the local loopback interface -->
    <property name="TelnetFailedLoginLimit"            value="10"/>                <!-- After this many wrong passwords from a single remote client the client will be blocked from connecting to the Telnet interface -->
    <property name="TelnetFailedLoginsBlocktime"    value="10"/>                <!-- How long will the block persist (in seconds) -->

    <property name="TerminalWindowEnabled"            value="true"/>                <!-- Show a terminal window for log output / command input (Windows only) -->

    <!-- Folder and file locations -->
    <property name="AdminFileName"                    value="serveradmin.xml"/>    <!-- Server admin file name. Path relative to the SaveGameFolder -->
    <!-- <property name="UserDataFolder"                value="absolute path" /> -->    <!-- Use this to override where the server stores all generated data, including RWG generated worlds. Do not forget to uncomment the entry! -->
    <!-- <property name="SaveGameFolder"                value="absolute path" /> -->    <!-- Use this to only override the save game path. Do not forget to uncomment the entry! -->

    <!-- Other technical settings -->
    <property name="EACEnabled"                        value="true"/>                <!-- Enables/Disables EasyAntiCheat -->
    <property name="HideCommandExecutionLog"        value="0"/>                    <!-- Hide logging of command execution. 0 = show everything, 1 = hide only from Telnet/ControlPanel, 2 = also hide from remote game clients, 3 = hide everything -->
    <property name="MaxUncoveredMapChunksPerPlayer"    value="131072"/>            <!-- Override how many chunks can be uncovered on the ingame map by each player. Resulting max map file size limit per player is (x * 512 Bytes), uncovered area is (x * 256 m²). Default 131072 means max 32 km² can be uncovered at any time -->
    <property name="PersistentPlayerProfiles"        value="false" />            <!-- If disabled a player can join with any selected profile. If true they will join with the last profile they joined with -->

    <!-- GAMEPLAY -->
    
    <!-- World -->
    <property name="GameWorld"                        value="RWG"/>            <!-- "RWG" (see WorldGenSeed and WorldGenSize options below) or any already existing world name in the Worlds folder (currently shipping with e.g. "Navezgane", "PREGEN01", ...) -->
    <property name="WorldGenSeed"                    value="HebephrenicDecimalization"/>                <!-- If RWG this is the seed for the generation of the new world. If a world with the resulting name already exists it will simply load it -->
    <property name="WorldGenSize"                    value="12288"/>                <!-- If RWG this controls the width and height of the created world. It is also used in combination with WorldGenSeed to create the internal RWG seed thus also creating a unique map name even if using the same WorldGenSeed. Has to be between 2048 and 16384, though large map sizes will take long to generate / download / load -->
    <property name="GameName"                        value="ScaryFlips"/>            <!-- Whatever you want the game name to be. This affects the save game name as well as the seed used when placing decoration (trees etc) in the world. It does not control the generic layout of the world if creating an RWG world -->
    <property name="GameMode"                        value="GameModeSurvival"/>    <!-- GameModeSurvival -->

    <!-- Difficulty -->
    <property name="GameDifficulty"                    value="2"/>                    <!-- 0 - 5, 0=easiest, 5=hardest -->
    <property name="BlockDamagePlayer"                value="100" />                <!-- How much damage do players to blocks (percentage in whole numbers) -->
    <property name="BlockDamageAI"                    value="100" />                <!-- How much damage do AIs to blocks (percentage in whole numbers) -->
    <property name="BlockDamageAIBM"                value="100" />                <!-- How much damage do AIs during blood moons to blocks (percentage in whole numbers) -->
    <property name="XPMultiplier"                    value="100" />                <!-- XP gain multiplier (percentage in whole numbers) -->
    <property name="PlayerSafeZoneLevel"            value="5" />                <!-- If a player is less or equal this level he will create a safe zone (no enemies) when spawned -->
    <property name="PlayerSafeZoneHours"            value="5" />                <!-- Hours in world time this safe zone exists -->

    <!--  -->
    <property name="BuildCreate"                    value="false" />            <!-- cheat mode on/off -->
    <property name="DayNightLength"                    value="60" />                <!-- real time minutes per in game day: 60 minutes -->
    <property name="DayLightLength"                    value="18" />                <!-- in game hours the sun shines per day: 18 hours day light per in game day -->
    <property name="DropOnDeath"                    value="1" />                <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only, 4 = delete all -->
    <property name="DropOnQuit"                        value="0" />                <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only -->
    <property name="BedrollDeadZoneSize"            value="15" />                <!-- Size (box "radius", so a box with 2 times the given value for each side's length) of bedroll deadzone, no zombies will spawn inside this area, and any cleared sleeper volumes that touch a bedroll deadzone will not spawn after they've been cleared. -->
    <property name="BedrollExpiryTime"                value="45" />                <!-- Number of days a bedroll stays active after owner was last online -->

    <!-- Performance related -->
    <property name="MaxSpawnedZombies"                value="64" />                <!-- This setting covers the entire map. There can only be this many zombies on the entire map at one time. Changing this setting has a huge impact on performance. -->
    <property name="MaxSpawnedAnimals"                value="50" />                <!-- If your server has a large number of players you can increase this limit to add more wildlife. Animals don't consume as much CPU as zombies. NOTE: That this doesn't cause more animals to spawn arbitrarily: The biome spawning system only spawns a certain number of animals in a given area, but if you have lots of players that are all spread out then you may be hitting the limit and can increase it. -->
    <property name="ServerMaxAllowedViewDistance"    value="12" />                <!-- Max viewdistance a client may request (6 - 12). High impact on memory usage and performance. -->

    <!-- Zombie settings -->
    <property name="EnemySpawnMode"                    value="true" />                <!-- Enable/Disable enemy spawning -->
    <property name="EnemyDifficulty"                value="0" />                <!-- 0 = Normal, 1 = Feral -->
    <property name="ZombieMove"                        value="0" />                <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
    <property name="ZombieMoveNight"                value="3" />                <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
    <property name="ZombieFeralMove"                value="3" />                <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
    <property name="ZombieBMMove"                    value="3" />                <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
    <property name="BloodMoonFrequency"                value="7" />                <!-- What frequency (in days) should a blood moon take place. Set to "0" for no blood moons -->
    <property name="BloodMoonRange"                    value="0" />                <!-- How many days can the actual blood moon day randomly deviate from the above setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency -->
    <property name="BloodMoonWarning"                value="8" />                <!-- The Hour number that the red day number begins on a blood moon day. Setting this to -1 makes the red never show.  -->
    <property name="BloodMoonEnemyCount"            value="8" />                <!-- This is the number of zombies that can be alive (spawned at the same time) at any time PER PLAYER during a blood moon horde, however, MaxSpawnedZombies overrides this number in multiplayer games. Also note that your game stage sets the max number of zombies PER PARTY. Low game stage values can result in lower number of zombies than the BloodMoonEnemyCount setting. Changing this setting has a huge impact on performance. -->

    <!-- Loot -->
    <property name="LootAbundance"                    value="100" />                <!-- percentage in whole numbers -->
    <property name="LootRespawnDays"                value="30" />                <!-- days in whole numbers -->
    <property name="AirDropFrequency"                value="72"/>                <!-- How often airdrop occur in game-hours, 0 == never -->
    <property name="AirDropMarker"                    value="false"/>                <!-- Sets if a marker is added to map/compass for air drops. -->

    <!-- Multiplayer -->
    <property name="PartySharedKillRange"            value="100"/>                <!-- The distance you must be within to receive party shared kill xp and quest party kill objective credit. -->
    <property name="PlayerKillingMode"                value="3" />                <!-- Player Killing Settings (0 = No Killing, 1 = Kill Allies Only, 2 = Kill Strangers Only, 3 = Kill Everyone) -->

    <!-- Land claim options -->
    <property name="LandClaimCount"                    value="1"/>                    <!-- Maximum allowed land claims per player. -->
    <property name="LandClaimSize"                    value="41"/>                <!-- Size in blocks that is protected by a keystone -->
    <property name="LandClaimDeadZone"                value="30"/>                <!-- Keystones must be this many blocks apart (unless you are friends with the other player) -->
    <property name="LandClaimExpiryTime"            value="7"/>                    <!-- The number of days a player can be offline before their claims expire and are no longer protected -->
    <property name="LandClaimDecayMode"                value="0"/>                    <!-- Controls how offline players land claims decay. 0=Slow (Linear) , 1=Fast (Exponential), 2=None (Full protection until claim is expired). -->
    <property name="LandClaimOnlineDurabilityModifier"    value="4"/>                <!-- How much protected claim area block hardness is increased when a player is online. 0 means infinite (no damage will ever be taken). Default is 4x -->
    <property name="LandClaimOfflineDurabilityModifier"    value="4"/>                <!-- How much protected claim area block hardness is increased when a player is offline. 0 means infinite (no damage will ever be taken). Default is 4x -->
    <property name="LandClaimOfflineDelay"            value="0"/>                    <!-- The number of minutes after a player logs out that the land claim area hardness transitions from online to offline. Default is 0 -->


    <!-- There are several game settings that you cannot change when starting a new game.
    You can use console commands to change at least some of them ingame.
    setgamepref BedrollDeadZoneSize 30 -->
</ServerSettings>

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Hello there man seems like your problem is somekind of a mod that you installed as you got a file conflicting error happend to me to red text in console opens and server doesnt start there is nothing wrong with your server setting they dont have any possibility to break a server. Your file report startup clearly says it cant load files with trader locations amongs other things so you got conflicting mods that try to or do load to the locations and the server cant start because it cant create the map and so on! try to start the server without the mods folder a complete and basic standard vanilla and go from there add mods one by one and see when the error will pop up again :D i hope this help the file states the conflict here:

 

 

2020-07-10T15:34:23 18.050 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderJoel'
2020-07-10T15:34:23 18.072 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderRekt'
2020-07-10T15:34:23 18.091 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderBob'
2020-07-10T15:34:23 18.132 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderHugh'
2020-07-10T15:34:23 18.158 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderJen'
2020-07-10T15:34:23 18.158 ERR Could not instantiate classEntityTrader' for entity_class 'npcTraderTest'
2020-07-10T15:34:25 19.639 ERR XML loader: Loading and parsing 'recipes.xml' failed
2020-07-10T15:34:25 19.639 EXC No item/block with name 'resourceMilitaryFiber' existing
Exception: No item/block with name 'resourceMilitaryFiber' existing
at RecipesFromXml+<LoadRecipies>d__1.MoveNext () [0x00108] in <a2538df5b41c45f8bedf398d395b84f0>:0
at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <a2538df5b41c45f8bedf398d395b84f0>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
<>c__DisplayClass50_0:<loadSingleXml>b__2(Exception)
<CoroutineWrapperWithExceptionCallback>d__40:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: <a2538df5b41c45f8bedf398d395b84f0> Line: 0)
 
2020-07-10T15:34:26 20.663 ERR XML loader: Loading and parsing 'loot.xml' failed
2020-07-10T15:34:26 20.663 EXC Item with name 'qc_silenceofthelambs' not found!
Exception: Item with name 'qc_silenceofthelambs' not found!
at LootFromXml.parseItemList (System.String _containerId, System.Xml.XmlNodeList _childNodes, System.Collections.Generic.List`1[T] _itemList, System.Int32 minQualityBase, System.Int32 maxQualityBase) [0x0015b] in <a2538df5b41c45f8bedf398d395b84f0>:0
at LootFromXml+<LoadLootContainers>d__1.MoveNext () [0x0052d] in <a2538df5b41c45f8bedf398d395b84f0>:0
at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <a2538df5b41c45f8bedf398d395b84f0>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
<>c__DisplayClass50_0:<loadSingleXml>b__2(Exception)
<CoroutineWrapperWithExceptionCallback>d__40:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: <a2538df5b41c45f8bedf398d395b84f0> Line: 0)
 
2020-07-10T15:34:30 25.234 ERR XML loader: Loading and parsing 'traders.xml' failed
2020-07-10T15:34:30 25.234 EXC Item with name 'apparelBandana' not found!
Exception: Item with name 'apparelBandana' not found!
at TradersFromXml.parseItemList (System.String _containerId, System.Xml.XmlNodeList _childNodes, System.Collections.Generic.List`1[T] _itemList, System.Int32 minQualityBase, System.Int32 maxQualityBase) [0x0015b] in <a2538df5b41c45f8bedf398d395b84f0>:0
at TradersFromXml.ParseTraderItemGroup (System.Xml.XmlElement e) [0x0012b] in <a2538df5b41c45f8bedf398d395b84f0>:0
at TradersFromXml.ParseTraderItemGroups (System.Xml.XmlElement e) [0x00035] in <a2538df5b41c45f8bedf398d395b84f0>:0
at TradersFromXml.ParseNode (System.Xml.XmlNode root) [0x0011c] in <a2538df5b41c45f8bedf398d395b84f0>:0
at TradersFromXml+<LoadTraderInfo>d__0.MoveNext () [0x0002e] in <a2538df5b41c45f8bedf398d395b84f0>:0
at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <a2538df5b41c45f8bedf398d395b84f0>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
<>c__DisplayClass50_0:<loadSingleXml>b__2(Exception)
<CoroutineWrapperWithExceptionCallback>d__40:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: <a2538df5b41c45f8bedf398d395b84f0> Line: 0)
 
2020-07-10T15:34:36 30.745 ERR XML loader: Loading and parsing 'biomes.xml' failed
2020-07-10T15:34:36 30.745 EXC Block with name 'terrSnow' not found!
Exception: Block with name 'terrSnow' not found!
at WorldBiomes.getBlockValueForName (System.String blockname) [0x0001f] in <a2538df5b41c45f8bedf398d395b84f0>:0
at WorldBiomes.parseBiome (System.Byte id, System.String name, System.Xml.XmlElement biomeElement, System.Boolean _instantiateReferences) [0x0091b] in <a2538df5b41c45f8bedf398d395b84f0>:0
at WorldBiomes.parseBiome (System.Byte id, System.String name, System.Xml.XmlElement biomeElement, System.Boolean _instantiateReferences) [0x00148] in <a2538df5b41c45f8bedf398d395b84f0>:0
at WorldBiomes.readXML (System.Xml.XmlDocument _xml, System.Boolean _instantiateReferences) [0x0011d] in <a2538df5b41c45f8bedf398d395b84f0>:0
at WorldBiomes..ctor (System.Xml.XmlDocument _genxml, System.Boolean _instantiateReferences) [0x0003d] in <a2538df5b41c45f8bedf398d395b84f0>:0
at WorldStaticData+<LoadBiomes>d__37.MoveNext () [0x00013] in <a2538df5b41c45f8bedf398d395b84f0>:0
at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <a2538df5b41c45f8bedf398d395b84f0>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
<>c__DisplayClass50_0:<loadSingleXml>b__2(Exception)
<CoroutineWrapperWithExceptionCallback>d__40:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: <a2538df5b41c45f8bedf398d395b84f0> Line: 0)
 
NullReferenceException: Object reference not set to an instance of an object
at PowerItem.SetValuesFromBlock () [0x0000d] in <a2538df5b41c45f8bedf398d395b84f0>:0
at PowerConsumer.SetValuesFromBlock () [0x00000] in <a2538df5b41c45f8bedf398d395b84f0>:0
at PowerItem.read (System.IO.BinaryReader _br, System.Byte _version) [0x0000c] in <a2538df5b41c45f8bedf398d395b84f0>:0
at PowerTrigger.read (System.IO.BinaryReader _br, System.Byte _version) [0x00000] in <a2538df5b41c45f8bedf398d395b84f0>:0
at PowerManager.Read (System.IO.BinaryReader br) [0x00036] in <a2538df5b41c45f8bedf398d395b84f0>:0
at PowerManager.LoadPowerManager () [0x00099] in <a2538df5b41c45f8bedf398d395b84f0>:0
at GameManager+<StartAsServer>d__137.MoveNext () [0x0023e] in <a2538df5b41c45f8bedf398d395b84f0>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5e1dfb686eb345078a588df96401afcc>:0
 
(Filename: <a2538df5b41c45f8bedf398d395b84f0> Line: 0)
 
2020-07-10T16:07:18 1992.544 INF Shutdown game from Terminal Window
2020-07-10T16:07:18 1992.638 INF Preparing quit
2020-07-10T16:07:18 1992.639 INF Disconnect
2020-07-10T16:07:18 1992.641 INF [NET] ServerShutdown
2020-07-10T16:07:18 1992.641 INF NET: Stopping server protocols
2020-07-10T16:07:18 1992.656 INF NET: LiteNetLib server stopped
2020-07-10T16:07:18 1992.660 INF SaveAndCleanupWorld
2020-07-10T16:07:18 1992.661 ERR Disconnecting failed:
2020-07-10T16:07:18 1992.662 EXC Object reference not set to an instance of an object
NullReferenceException: Object reference not set to an instance of an object
at GameManager.SaveLocalPlayerData () [0x00000] in <a2538df5b41c45f8bedf398d395b84f0>:0
at GameManager.SaveAndCleanupWorld () [0x00056] in <a2538df5b41c45f8bedf398d395b84f0>:0
at ConnectionManager.StopServers () [0x00028] in <a2538df5b41c45f8bedf398d395b84f0>:0
at GameManager.Disconnect () [0x00126] in <a2538df5b41c45f8bedf398d395b84f0>:0
at GameManager+<ApplicationQuitCo>d__153.MoveNext () [0x0003f] in <a2538df5b41c45f8bedf398d395b84f0>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
<ApplicationQuitCo>d__153:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
GameManager:OnApplicationQuit()
 
(Filename: <a2538df5b41c45f8bedf398d395b84f0> Line: 0)
 
2020-07-10T16:07:18 1992.830 INF [GSM] GameSparks Disconnected
2020-07-10T16:07:18 1992.944 INF Persistent GamePrefs saved
2020-07-10T16:07:18 1992.945 INF Cleanup
2020-07-10T16:07:18 1992.949 INF Closing Terminal Window
2020-07-10T16:07:18 1992.988 INF WinThread ended
2020-07-10T16:07:18 1992.991 INF Ended Terminal Window
2020-07-10T16:07:18 1993.074 INF Terminating threads
2020-07-10T16:07:18 1993.074 INF OnApplicationQuit
2020-07-10T16:07:18 1993.075 INF Terminating threads
2020-07-10T16:07:18 1993.075 INF OnApplicationQuit
2020-07-10T16:07:19 1993.675 INF Terminating threads
2020-07-10T16:07:19 1993.675 INF OnApplicationQuit
2020-07-10T16:07:19 1993.675 INF Terminating threads
2020-07-10T16:07:19 1993.675 INF OnApplicationQuit
Setting up 8 worker threads for Enlighten.
Thread -> id: 383c -> priority: 1
Thread -> id: 36d8 -> priority: 1
Thread -> id: acc -> priority: 1
Thread -> id: 26c4 -> priority: 1
Thread -> id: 35e4 -> priority: 1
Thread -> id: 2c44 -> priority: 1
Thread -> id: 2860 -> priority: 1

Thread -> id: 1e70 -> priority: 1

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Cool guys thank you so much for your help, I will check this and respond soon. @Arixon I hope you go to the dentist soon bruh!

btw I am hosting it on a pc with 16gb of ram and it doesnt want to generate I think. Checking for no mods with desired xml settings now.

2 hours ago, Beelzybub said:

There are no errors in your serverconfig.xml, it looks fine. Post your server log, maybe we can find the problem there.

Notice the time in seconds its taking, ( my rig: cpu: i5 9600k, 16gb ram, m.2 pcie ssd)

output_log_dedi__2021-01-01__14-00-29.txt

I posted the log here guys ^^ no mods and no go.... 😞

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How long does it normally take for it to load? I put the size at 10,000 then 8192 a multiple of 2048 I also tried the max RWG size, does this matter on stability? Thanks so much in advance you guys!

Like my picture? "Did you just soil yourself?" lol

2021-01-01T19:57:04 101.878 INF Started thread RWG
2021-01-01T19:57:04 101.880 INF WorldGenerator:Generating New Betimu Valley
2021-01-01T19:57:04 101.880 INF WorldGenerator:Generating Socket Data
2021-01-01T19:57:07 104.777 INF [GSM] Skipping me
2021-01-01T20:03:47 505.252 INF Shutdown game from Terminal Window
2021-01-01T20:03:47 505.384 INF Terminating threads
 

i shut it down after it takes longer than 500 seconds usually

Also does it need steam to be on?

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10 minutes ago, getgcs said:

i shut it down after it takes longer than 500 seconds usually

That's not enough time. I think an 8K world took about 1 hour and 30 minutes to generate. 12K would take much longer and 10,000 would create a broken world as it's not a multiple of 1024. It really is much faster, as @SylenThundersaid, to create a world using the client, then copying it to the server. The reason it is faster with a client is because it can use the GPU to help, whereas a server only has the CPU doing all the math.

Your log shows the server was shut down before the world was generated.

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1 minute ago, Beelzybub said:

That's not enough time. I think an 8K world took about 1 hour and 30 minutes to generate. 12K would take much longer and 10,000 would create a broken world as it's not a multiple of 1024. It really is much faster, as @SylenThundersaid, to create a world using the client, then copying it to the server. The reason it is faster with a client is because it can use the GPU to help, whereas a server only has the CPU doing all the math.

Ohhhhh!!! Wow so wth why is this not in the comments that it must be a multiple of 1024? lol This please having the knowledge of how long would have saved me 2 days omg but hey you ended my problems I think so thank you @Beelzybub!! I will post here soon once it generates on the client.

Also how to use the vehicle mod on alpha 19? I really want to use this mod: https://7daystodiemods.com/bdubyahs-vehicles-all-in-one/

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This is an alpha, use it at your own risk 😉. It is a bug, TFP didn't know about it until a bug report came in (AFAIK), bugs get fixed when time permits.

The RWG gets another makeover for alpha20, who knows whether that limitation still exists then.

 

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1 hour ago, Beelzybub said:

That's not enough time. I think an 8K world took about 1 hour and 30 minutes to generate. 12K would take much longer and 10,000 would create a broken world as it's not a multiple of 1024.

That server has E5 processors that are almost 10 years old probably. A regular 8k world is going to be about 2-3 hours. A 12k world likely closer to 6 hours.

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