Can't connect dedicated server but is online (2024)

Hello,
I have a dedicated server at home, which runs under Pterodactyl.

I decided to create a 7DTD server, but I encounter a problem with it.

It works perfectly, but cannot connect?! After click connect, i put password and he said : the connection time has expired

The ports are open, the server is well referenced in the public list, but when you want to connect "The connection time has expired"

- 26900 to 26902

I have other game servers (csgo, css) and no problem connecting

Can't connect dedicated server but is online (1)

Can't connect dedicated server but is online (2)

Console logs:

Spoiler

hecking on telnet connection
nc: connect to 127.0.0.1 port 8081 (tcp) failed: Connection refused
Waiting for telnet connection...
Set current directory to /home/container
Found path: /home/container/7DaysToDieServer.x86_64
Connection to 127.0.0.1 8081 port [tcp/tproxy] succeeded!
Trying 127.0.0.1...
Connected to 127.0.0.1.
Escape character is 'off'.
*** Connected with 7DTD server.
*** Server version: Alpha 20.2 (b2) Compatibility Version: Alpha 20.2
*** Dedicated server only build

Server IP: Any
Server port: 26900
Max players: 8
Game mode: GameModeSurvival
World: Sodexe County
Game name: ZombieRiot
Difficulty: 2

Press 'help' to get a list of all commands. Press 'exit' to end session.

2022-02-15T04:01:19 4.533 INF Started thread TelnetClient_127.0.0.1:35954
2022-02-15T04:01:19 4.554 ERR IOException in ReadLine for TelnetClient_127.0.0.1:35952: Unable to write data to the transport connection: The socket has been shut down.
2022-02-15T04:01:19 4.562 EXC Unable to write data to the transport connection: The socket has been shut down.
2022-02-15T04:01:19 4.589 ERR Exception in thread TelnetClient_127.0.0.1:35952:
2022-02-15T04:01:19 4.590 EXC The operation is not allowed on non-connected sockets.
2022-02-15T04:01:19 4.590 INF Exited thread TelnetClient_127.0.0.1:35952
2022-02-15T04:01:20 5.268 INF Loaded (local): materials
2022-02-15T04:01:21 5.764 INF Loaded (local): physicsbodies
2022-02-15T04:01:21 6.264 INF Loaded (local): painting
2022-02-15T04:01:22 6.765 INF Loaded (local): shapes
2022-02-15T04:01:33 18.635 INF Block IDs with mapping
2022-02-15T04:01:33 18.643 INF Block IDs total 13640, terr 44, last 13848
2022-02-15T04:01:33 18.655 INF Loaded (local): blocks
2022-02-15T04:01:34 19.663 INF Loaded (local): progression
2022-02-15T04:01:35 20.301 INF Loaded (local): buffs
2022-02-15T04:01:36 20.777 INF Loaded (local): misc
2022-02-15T04:01:37 21.720 INF Loaded (local): items
2022-02-15T04:01:37 22.258 INF Item IDs with mapping
2022-02-15T04:01:37 22.259 INF ItemIDs from Mapping
2022-02-15T04:01:37 22.310 INF Loaded (local): item_modifiers
2022-02-15T04:01:38 22.810 INF Loaded (local): entityclasses
2022-02-15T04:01:38 23.310 INF Loaded (local): qualityinfo
2022-02-15T04:01:39 23.810 INF Loaded (local): sounds
2022-02-15T04:01:39 24.469 INF Loaded (local): recipes
2022-02-15T04:01:40 24.936 INF Loaded (local): blockplaceholders
2022-02-15T04:01:40 25.436 INF Loaded (local): loot
2022-02-15T04:01:41 25.990 INF Loaded (local): entitygroups
2022-02-15T04:01:41 26.490 INF Loaded (local): utilityai
2022-02-15T04:01:42 26.990 INF Loaded (local): vehicles
2022-02-15T04:01:42 27.490 INF Loaded (local): rwgmixer
2022-02-15T04:01:43 27.990 INF Loaded (local): weathersurvival
2022-02-15T04:01:43 28.487 INF Loaded (local): archetypes
2022-02-15T04:01:44 28.987 INF Loaded (local): quests
2022-02-15T04:01:44 29.487 INF Loaded (local): traders
2022-02-15T04:01:45 29.987 INF Loaded (local): npc
2022-02-15T04:01:45 30.487 INF Loaded (local): dialogs
2022-02-15T04:01:46 30.987 INF Loaded (local): ui_display
2022-02-15T04:01:46 31.488 INF Loaded (local): nav_objects
2022-02-15T04:01:47 31.987 INF Loaded (local): gamestages
2022-02-15T04:01:47 32.524 INF Loaded (local): gameevents
2022-02-15T04:01:48 32.989 INF Loaded (local): twitch
2022-02-15T04:01:48 33.489 INF Loaded (local): twitch_events
2022-02-15T04:01:49 33.989 INF Loaded (local): dmscontent
2022-02-15T04:01:49 34.489 INF Loaded (local): color_mappings
2022-02-15T04:01:50 34.989 INF Loaded (local): XUi_Common/styles
2022-02-15T04:01:50 35.489 INF Loaded (local): XUi_Common/controls
2022-02-15T04:01:51 35.989 INF Loaded (local): XUi/styles
2022-02-15T04:01:51 36.489 INF Loaded (local): XUi/controls
2022-02-15T04:01:52 36.989 INF Loaded (local): XUi/windows
2022-02-15T04:01:52 37.490 INF Loaded (local): XUi/xui
2022-02-15T04:01:53 37.989 INF Loaded (local): biomes
2022-02-15T04:01:53 38.489 INF Loaded (local): worldglobal
2022-02-15T04:01:54 38.989 INF Loaded (local): spawning
2022-02-15T04:01:54 39.489 INF Loaded (local): loadingscreen
2022-02-15T04:01:55 39.690 INF createWorld: Sodexe County, ZombieRiot, GameModeSurvival
2022-02-15T04:01:55 39.692 INF Occlusion: Disabled
2022-02-15T04:01:55 39.745 INF Started thread ChunkRegeneration
2022-02-15T04:01:55 39.747 INF Started thread ChunkCalc
2022-02-15T04:01:55 39.750 INF Started thread ChunkMeshBake
2022-02-15T04:01:55 39.841 INF World.Load: Sodexe County
2022-02-15T04:01:55 39.856 INF BloodMoon SetDay: day 7, last day 0, freq 7, range 0
2022-02-15T04:02:04 48.834 INF Started thread GenerateChunks
2022-02-15T04:02:05 50.009 INF Calculating world hashes took 1075 ms (world size 412 MiB)
2022-02-15T04:02:05 50.608 INF Loading dtm raw file took 1723ms
2022-02-15T04:02:06 51.517 INF Biomes image size w= 10240, h = 10240
2022-02-15T04:02:08 53.670 INF Loading and creating biomes took 3062ms
2022-02-15T04:02:11 56.161 INF Loading and creating shader control textures took 2490ms
2022-02-15T04:02:13 58.296 INF Loading and parsing of generator took 2134ms
2022-02-15T04:02:13 58.353 INF Started thread SaveChunks /home/container/.local/share/7DaysToDie/Saves/Sodexe County/ZombieRiot/Region
2022-02-15T04:02:18 63.200 INF [DECO] read 203891/
2022-02-15T04:02:18 63.389 INF Dynamic Music Initialized on Server
2022-02-15T04:02:18 63.389 INF Dynamic Music Initialized on Dedi
2022-02-15T04:02:18 63.390 INF AstarManager Init
2022-02-15T04:02:18 63.659 INF WeatherManager: Init 8 weather packages
2022-02-15T04:02:19 64.112 INF createWorld() done
2022-02-15T04:02:19 64.114 INF Loading players.xml
2022-02-15T04:02:19 64.158 INF WeatherManager: ApplySavedPackages
2022-02-15T04:02:19 64.207 INF Loaded player
2022-02-15T04:02:19 64.258 INF VehicleManager /home/container/.local/share/7DaysToDie/Saves/Sodexe County/ZombieRiot/vehicles.dat, loaded 0
2022-02-15T04:02:19 64.259 INF DroneManager /home/container/.local/share/7DaysToDie/Saves/Sodexe County/ZombieRiot/drones.dat, loaded 0
2022-02-15T04:02:19 64.463 INF [EAC] Starting EAC server
2022-02-15T04:02:19 64.469 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][SetLogCallback] Procedure: 0x41dae090 LogLevel: Verb.
2022-02-15T04:02:19 64.469 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Initialize] ServerName: '7 Days To Die' RegisterTimeout: 60.
2022-02-15T04:02:19 64.475 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Cerberus] [RegisterEvent] EventID: 1h EventName: 'game_round_start' Parameters: { map_name (string) }.
2022-02-15T04:02:19 64.475 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Cerberus] [RegisterEvent] EventID: 2h EventName: 'game_round_end' Parameters: { winning_team_id (uint32) }.
2022-02-15T04:02:19 64.475 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Cerberus] [RegisterEvent] EventID: 3h EventName: 'player_spawn' Parameters: { player (client), team_id (uint32), character_id (uint32) }.
2022-02-15T04:02:19 64.475 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Cerberus] [RegisterEvent] EventID: 4h EventName: 'player_despawn' Parameters: { player (client), player_death (uint32), player_killer (client) }.
2022-02-15T04:02:19 64.475 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Cerberus] [RegisterEvent] EventID: 5h EventName: 'player_revive' Parameters: { player_revived (client), player_reviving (client) }.
2022-02-15T04:02:19 64.475 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Cerberus] [RegisterEvent] EventID: 6h EventName: 'player_tick' Parameters: { player (client), player_position (vec3f), player_viewrotation (quat), player_health (uint32), player_tickflags (uint32) }.
2022-02-15T04:02:19 64.475 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Cerberus] [RegisterEvent] EventID: 7h EventName: 'player_useweapon' Parameters: { player (client), player_position (vec3f), player_viewrotation (quat), player_fov (uint32), weapon_id (uint32), melee_attack (uint32) }.
2022-02-15T04:02:19 64.475 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Cerberus] [RegisterEvent] EventID: 8h EventName: 'player_takedamage' Parameters: { player_victim (client), player_victim_position (vec3f), player_victim_viewrotation (quat), player_attacker (client), player_attacker_position (vec3f), player_attacker_viewrotation (quat), player_attacker_fov (uint32), weapon_id (uint32), hitbone_id (uint32), damage_taken (uint32), damage_flags (uint32) }.
2022-02-15T04:02:19 64.475 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Cerberus] [RegisterEvent] EventID: 9h EventName: 'player_downed' Parameters: { player_victim (client), player_attacker (client) }.
2022-02-15T04:02:19 64.475 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Cerberus] [RegisterEvent] EventID: Ah EventName: 'player_death' Parameters: { victim (client), victim_shots_fired (uint64), victim_shots_landed (uint64), attacker (client), attacker_shots_fired (uint64), attacker_shots_landed (uint64) }.
2022-02-15T04:02:19 64.475 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Cerberus] [RegisterEvent] EventID: Bh EventName: 'game_round_start_v2' Parameters: { map_name (string), mode_name (string), round_time_seconds (uint32), start_frame_number (uint64), start_delta_seconds (uint32) }.
2022-02-15T04:02:19 64.475 INF [EAC] Log: [EAC Server] [Info] [04:02:19][Linux][EAC Server] [Info][Cerberus] [RegisterEvent] EventID: Ch EventName: 'game_round_start_v3' Parameters: { gamesessionid (string), map_name (string), mode_name (string), round_time_seconds (uint32), start_frame_number (uint64), start_delta_seconds (uint32) }.
2022-02-15T04:02:19 64.611 INF Loading dymesh settings
2022-02-15T04:02:19 64.611 INF Dynamic Mesh Settings
2022-02-15T04:02:19 64.611 INF Use Imposter Values: False
2022-02-15T04:02:19 64.611 INF Only Player Areas: True
2022-02-15T04:02:19 64.611 INF Player Area Buffer: 3
2022-02-15T04:02:19 64.611 INF Max View Distance: 1000
2022-02-15T04:02:19 64.611 INF Regen all on new world: False
2022-02-15T04:02:19 64.612 INF Dymesh Enabled: True
2022-02-15T04:02:19 64.612 INF Dymesh Distance: 1000
2022-02-15T04:02:19 64.612 INF Dymesh LCB Only: True
2022-02-15T04:02:19 64.612 INF Dymesh LCB Buff: 3
2022-02-15T04:02:19 64.612 INF Dymesh Imposters: False
2022-02-15T04:02:19 64.612 INF Dymesh MaxRegion: 1
2022-02-15T04:02:19 64.612 INF Dymesh MaxItem: 3
2022-02-15T04:02:19 64.614 INF Prepping dynamic mesh. Resend Default: True
2022-02-15T04:02:19 64.614 INF Mesh location: /home/container/.local/share/7DaysToDie/Saves/Sodexe County/ZombieRiot/DynamicMeshes/
2022-02-15T04:02:19 64.614 INF StartGame done
2022-02-15T04:02:19 64.623 INF Localization language: english
2022-02-15T04:02:19 64.623 INF [Steamworks.NET] GameServer.Init successful
2022-02-15T04:02:19 64.626 INF [Steamworks.NET] Making server public
2022-02-15T04:02:20 65.066 INF [Steamworks.NET] GameServer.LogOn successful, SteamID=90156210927917061, public IP=8*.19*.2*.11*
2022-02-15T04:02:20 65.516 INF Warming dynamic mesh
2022-02-15T04:02:20 65.516 INF Creating dynamic mesh manager
2022-02-15T04:02:20 65.521 INF Dynamic mesh manager awake
2022-02-15T04:02:20 65.521 INF Mesh location: /home/container/.local/share/7DaysToDie/Saves/Sodexe County/ZombieRiot/DynamicMeshes/
2022-02-15T04:02:20 65.522 INF Loading Items: /home/container/.local/share/7DaysToDie/Saves/Sodexe County/ZombieRiot/DynamicMeshes/
2022-02-15T04:02:20 65.530 INF Loaded Items: 0
2022-02-15T04:02:20 65.532 WRN Loading all items took: 0.010268 seconds.
2022-02-15T04:02:20 65.533 INF Clearing queues.
2022-02-15T04:02:20 65.534 INF Cleared queues.
2022-02-15T04:02:20 65.540 INF Dymesh door replacement: imposterBlock
2022-02-15T04:02:20 65.544 INF Dynamic thread starting

Serverconfig file :

Spoiler

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

<!-- Server representation -->
<property name="ServerName" value="ZombiesRiot"/> <!-- Whatever you want the name of the server to be. -->
<property name="ServerDescription" value="A Zombie Invasions"/> <!-- 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="panda"/> <!-- 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,LiteNetlib"/> <!-- 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="16"/> <!-- Maximum Concurrent Players -->
<property name="ServerReservedSlots" value="1"/> <!-- 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="1"/> <!-- 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="Sodexe County"/> <!-- "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="ZombieRiot"/> <!-- 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="16384"/> <!-- 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 a multiple of 2048 between 2048 and 16384, though large map sizes will take long to generate / download / load -->
<property name="GameName" value="ZombieRiot"/> <!-- 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 real world 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="ZombieFeralSense" value="0" /> <!-- 0-3 (Off, Day, Night, All) -->
<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="7" /> <!-- 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 real world 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 -->


<property name="DynamicMeshEnabled" value="true"/> <!-- Is Dynamic Mesh system enabled -->
<property name="DynamicMeshLandClaimOnly" value="true"/> <!-- Is Dynamic Mesh system only active in player LCB areas -->
<property name="DynamicMeshLandClaimBuffer" value="3"/> <!-- Dynamic Mesh LCB chunk radius -->
<property name="DynamicMeshMaxItemCache" value="3"/> <!-- How many items can be processed concurrently, higher values use more RAM -->

<property name="TwitchServerPermission" value="90"/> <!-- Required permission level to use twitch integration on the server -->
<property name="TwitchBloodMoonAllowed" value="false"/> <!-- If the server allows twitch actions during a blood moon. This could cause server lag with extra zombies being spawned during blood moon. -->

<!-- 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>

Any help or anything is welcome! Thanks you.

Edited by WareZ(see edit history)

Can't connect dedicated server but is online (2024)

FAQs

How do I connect to my dedicated server? ›

Connecting to your Dedicated Server via Terminal
  1. Open the terminal on your computer.
  2. Type ssh, followed by a space. ...
  3. If you see a message stating “Are you sure you want to continue connecting” type yes, then click the Enter key.
  4. You will then be prompted to enter your password.
Feb 21, 2024

Why can't i connect to my friends Palworld server? ›

Ensure you and your friends are on the same server region. – Check your friend's online and privacy settings on Xbox Live. – Re-launch Palworld or try connecting later if server issue suspected. – Report the encountered bug with detailed information to the developers.

How to join own dedicated server project zomboid? ›

Connecting to the server
  1. Launch Project Zomboid.
  2. Click the Join menu option.
  3. Click the Favorites tab.
  4. Add your public IPv4 address.
  5. Enter port (default: 16261)
  6. Input your account details (anything desired)
  7. Click Save, select the added server and join.
Mar 26, 2024

Why is the Valheim server not working? ›

Your server not responding could be an internet connection issue. Power your router off for 30 seconds. If you're using WiFi, try connecting via cable instead.

How do I login into a dedicated server? ›

Logging in from Windows

There are 2 options, via the menu lookup “remote desktop” and start it. Or click Start » Run.. and type “mstsc” without quotes and hit enter. In the window that appears type the IP of your server and click connect. When asked type your server login details.

How do I manually connect to a server? ›

To connect your PC to a server, follow these steps.
  1. Open File Explorer and select This PC.
  2. Select Map network drive in the toolbar.
  3. Select the Drive drop-down menu and choose a letter to assign to the server.
  4. Fill in the Folder field with the IP address or hostname of the server you want to access.
Sep 7, 2022

Why is it not letting me join my friends world in Minecraft? ›

Check multiplayer settings

You may need to manually enable the “Join multiplayer games” setting and turn on features for creating and joining clubs. If you're trying to connect to a friend's Minecraft world, for example, you'll need your game's multiplayer functionality switched on.

How do I join my dedicated server on Palworld? ›

How to join your own Palworld Dedicated Server
  1. Launch Palworld and select 'Join Multiplayer Game'
  2. Below the server list is a 'Connect' button with your IPv4 address followed by the server port :8211.
  3. Simply press 'Connect' and enter your password and you will be in the server.
Feb 7, 2024

How to fix Palworld multiplayer not working? ›

Restart Your Console: A simple restart can often resolve minor glitches. Power down your Xbox, unplug it for a few seconds, and then restart. Reinstall Palworld: If all else fails, consider reinstalling Palworld on your Xbox. Corrupted game files can sometimes cause multiplayer issues.

Can you join a Project Zomboid server without the host? ›

A dedicated server in Project Zomboid is a fully hosted world so that you and your survivor friends can jump in at any time without relying on a host being online.

How to connect to a hosted Project Zomboid server? ›

Joining Through Steam
  1. Within Steam, navigate to View at the top, then select Servers .
  2. Press Add a Server in the bottom-right of the window.
  3. Enter your full IP:Port, then press Add this Address to Favorites .
  4. Press Refresh to check for your server in the list.
  5. Once you are ready, select your server and press Connect .
May 13, 2022

How do I admin myself on Project Zomboid dedicated server? ›

Adding an Admin Using the Console
  1. Navigate to the Console on your server's Control Panel.
  2. Enter the command SetAccessLevel <username> <level> . To remove any access level, use none as the level.
  3. Press Enter or click the Send button.

How to fix Valheim dedicated server? ›

Valheim Disconnected from Dedicated Server: How to Fix
  1. Restart the game.
  2. Check if Game Files are Corrupted.
  3. Reinstall your Valheim dedicated server.
  4. Try running the game as an administrator.
  5. Try seeing if the Firewall is the problem.
  6. Try a VPN.

Why can't i join my friends server on Valheim? ›

Make sure that your friend has the correct IP address that they're sharing with you. If they cannot find the IP address, they can do so by typing “ipconfig” into their Window's command prompt.

How do I connect to a dedicated IP address? ›

How to set up dedicated IP
  1. Log in to your Nord Account.
  2. Select NordVPN on your dashboard.
  3. If your dedicated IP is not yet ready to use, you will see a Setup required warning in the Dedicated IP tab.
  4. Click Set up Dedicated IP.
  5. Open the Preferred IP address location drop-down menu and select a country.

How do you join your own dedicated server in Ark? ›

In the Steam client under View > Game Servers, click the Favorites tab. Add your server by clicking Add server by IP, then entering your Server Address into the popup box and clicking OK. Open the game ARK and click Join ARK.

How do I connect to a virtual dedicated server? ›

How to connect to a Virtual Private Server
  1. Find the Remote Desktop Connection application.
  2. Enter your VPS IP.
  3. Gain administrative access.
  4. Connect to your VPS.
  5. Run a terminal application.
  6. Enter your IP address.
  7. Establish an SSH connection.
  8. Enter your credentials.
Nov 30, 2022

How do I connect to a host server? ›

Open the Terminal program. Type ssh username@Server IP Address. Make sure to use your actual username and the IP address of your server. Terminal attempts to connect to the server and, if it is successful, prompts you for the password for the account.

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