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Posted

I have setup a dedicated server and have a couple questions regarding the serverconfig.json

The current settings are:
"HostedMode": false,
"HostedModeAllowMods": false,
"CorruptionProtection": true,
"RegenerateCorruptChunks": false,
---------------------------
I am thinking that HostedMode, HostedModeAllowMods, RegenerateCorruptChunks should all be set to true as this is a dedicated server correct?

I didn't see a lot of discussion or information regarding these settings, so wanted to make sure before setting them.

Note:  I keep seeing a LOT of the "Server Warning" with the huge tick to complete - thinking maybe because it isn't in HostedMode there is something not quite right:
=========== example===============
7.3.2025 19:53:34 [Server Event] Saved map chunks...
7.3.2025 19:53:34 [Server Event] World saved! Saved 0 chunks, 0 mapchunks, 6 mapregions.
7.3.2025 19:53:34 [Server Notification] A client reconnected, resuming game calendar.
7.3.2025 19:53:34 [Server Notification] Server ticking has been resumed
7.3.2025 19:53:34 [Server Warning] Server overloaded. A tick took 1505ms to complete.
7.3.2025 19:53:34 [Server Event] Offthread save of 206 chunks done.
7.3.2025 19:53:34 [Server Notification] Offthread save of 0 generating chunks done.
7.3.2025 19:53:38 [Server Event] Offthread save of 443 map chunks done.
7.3.2025 19:53:38 [Server Event] Offthread save of savegame done.

Posted (edited)

I have run a small server for a few years now.  I always leave those values at the defaults, false, false, true, and false, respectively.  Regenerating corrupt chunks automatically is up to you, I prefer to have control over changes to the save file when dealing with corruption, so mine is set to false.  I can't remember the last time I had to deal with a corrupt chunk though.

As long as the log isn't spamming the long tick messages it's fine.  It usually happens when large amounts of data are being transferred to storage and it's waiting on IO.  I usually see this happen just before game ticking is stopped, when the last player logs off and it's saving game state, or sometimes when players join and they are not in an already loaded area.

Edited by Hexalan
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