I'm having the exact same issue! Without adding the mods to your Launch Argument, does your server show up ingame? For some reason mine won't show up at all, and if I input a mod into the Launch Argument I get the red text upon startup and it crashes.
Try running this powershell script, which installs the needed certificates (to the proper places) and should fix both problems with mod downloads and server being shown ingame: _Dedicated_Server_Install_CA/tree/main
I've looked most of the guide about DST dedicated servers with caves. It was complicated but i did it. No matter how much i try. I could not customize the world and add mods. I have good pc. I added 60 mods or so. I configure the mods. I spent hours,days. It did not work. Server works perfectly without mods and customized world. Please help me. Please explain very detailed. I really need your help. Sorry for the bad English. Hope you will answer.
Hello @Savass, welcome to the forums. As far as I know there are several aspects of a Dedicated server wherein mods would fail OR not load at all. I'll discuss World Customization later on, below is the possible reasons why mods won't work for your dedicated server. BE SURE that DST is closed before you start moving/copying/editing files around.
This is the most common cause for why mods don't usually work. You have over 60 mods, that all modify the game in some way. The chance that there are two mods modifying the same things is high. With that, conflict arises and crashes happen. One sure fire way to make sure all those (+60) mods work together properly is to test them out with DST's Host Game screen.
Generate a New World with all those (+60) mods active (for future reference, generate the world in Slot 1). You don't have to fiddle with world customization at this point since we're only testing the mods. So again, in the Host Game screen start a New World with those mods active and feel free to toggle their custom options. If you are able to play in the server with all those mods active and working. OR if NO crashing happens when you start up the server, then it's safe to say that all of the mods are compatible with each other.
If it does crash, then you'll have to diagnose which mod is causing the issue. The server_log.txt under Documents\Klei\DoNotStarveTogether\Cluster_1\Master OR Documents\Klei\DoNotStarveTogether\Cluster_1\Caves should point out what mod went haywire.
Once you have an idea which mod could possibly be causing the crash, disable that one mod and start up the server again and see if it still crashes. Do this until you are able to play the game without crashes. You'd want to rule out mod incompatibility as soon as possible.
I'm not entirely certain its the same for all other operating systems, but as far as I know the Dedicated Server folder and files are in the same hierarchy. Shown below is how the most basic dedicated server should be structured for a Windows Setup if you're going to add mods. You have to make sure you're placing the modoverrides.lua in the proper location which would be both under the Caves and Master Folders.
If you go into your files and open that .lua file, you'll read it's purpose which would be to download mods in a location for the dedicated server program itself to be able to pull from. You haven't stated which operating system you're starting the server up from but the one I have experience with is SteamCMD on Windows.
So if you are using SteamCMD, be aware that the dedicated server would be pulling the mod data files from Steamcmd\steamapps\common\Don't Starve Together Dedicated Server\mods and NOT Steam\steamapps\common\Don't Starve Together Dedicated Server\mods. The dedicated_server_mods_setup.lua in that folder would be the one to instruct the dedicated server which mods to download.
With that said, when you start up the server (which I'm going to be assuming is with a .bat file for Windows) the +validate command in the .bat file would overwrite the dedicated_server_mods_setup.lua into a blank file thus not downloading anything and when there is no mod files to pull from, then the mods won't work.
To remedy this, you can remove the whole line that has the +validate, so when you start up the server it doesn't overwrite it. Be aware though that if DST itself updates, your dedicated server would be out-dated since we removed the +validate command in the start up .bat file. So when you want to update the dedicated server, you'll have to back up your dedicated_server_mods_setup.lua and all the mod folders (called workshop-###) in Steamcmd\steamapps\common\Don't Starve Together Dedicated Server\mods just to be safe. Then put back the +validate command in the start up .bat file and run the dedicated server.
I believe either filename works for the basic configuration, but just so you're aware worldgenoverride.lua is the dated filename. The basic configuration can be found here. Troubleshooting for the World Customization is almost the same with the modoverrides.lua methods I mentioned above since they're both .lua files. Below is ALMOST the same syntax method as the one above but you just have to be aware where you paste them.
Pretty much the same with the modoverrides.lua I showed before. Just make sure the leveldataoverrides.lua you are copying over are in the correct locations. leveldataoverrides.lua from Documents\Klei\DoNotStarveTogether\Cluster_1\Master goes into your server's Master folder. leveldataoverrides.lua from Documents\Klei\DoNotStarveTogether\Cluster_1\Caves goes into your server's Caves folder.
If your worldgenoverride.lua OR leveldataoverrides.lua didn't take effect then that means that the world already has generated. To remedy this, simply open the console while in-game and type the following command:
"Mods not compatible with each other" I did days of testing these mods. They all synchronized. And I can not start a normal server. I mean it works but some files are missing. Also without caves. I could not start a cave too. I did not understand the guides of making server with caves and mods. My English is not so good. I understand everything you said there. I need a good, detailed, simple guide. If you could write one I would be greatful for you.
I think you should start with something simple first and see if it works. You've said before that you are able to start up a Dedicated Server with Caves that works perfectly without mods. Can you confirm that is true?
Now it is going good. I'm making server slowly. On the host game tab i tested all mods. And "modify ownership" mod doesnt work somehow. I couldn't make it work. That's one problem. Other one is... After the setup of dedicated server on this guide =590681995 may i add mods? Or during the setup? I'm gonna use a mod named "Advanced World Generation" It customizes world. So my question is this. Shall i add mods and c_regenereta () or shall i add mods during process? If i should add mods during process on which step shall i add?
With the questions you asked, I recommend you simply start up a server and see if you can get it to work properly. I'm not certain with the "Modify Ownership" mod but check the workshop page and see whether other people are also having issues with it. With regards to "Advanced World Generation", you probably can just c_regenerateworld().
With regards to the image you posted, I that's cause you didn't properly defined which server is the slave(caves) and which is the master(overworld). Double check the server.ini under Documents\Klei\DoNotStarveTogether\YourServer\Master and in Documents\Klei\DoNotStarveTogether\YourServer\Master.
Also make sure that the server.ini file you made are actually .ini files and not accidentally saved as server.ini.txt files (which is still just a notepad text file). To actually save them as .ini files, open them again then click File > Save As > Click Save As Type: > Select All Files > Write "server.ini" in the file name > Save.
@Savass I think you forgot to attach both server.ini files (from under Documents\Klei\DoNotStarveTogether\MyDediServer\Master\ AND Documents\Klei\DoNotStarveTogether\MyDediServer\Caves\), can you attach them in your next reply?
Hello fellow armaholics. I never noticed this before but i feel as though its an issue i need to resolve. Every day i see hand fulls of poeple trying to join my server but cannot.. I imagine because the server is telling them they dont need mods when they do.
Ok, My server provider had a new feature that was hidden unless asked for. Command line access. So I have removed the .par file and added everything to my startup parm's... It still doesnt work as it should. The server launches the mods just fine. however the original problem still persists my server is not shown on My units page and the mods/dlc/difficulty are not properly shown on the launcher.
In the launcher my server shows up as in Recruit difficultly even though i have it set to Forced Custom. It also shows that no DLC is required when there is. And it also lists my server as not having/allowing any mods to join. the following is my commandline.
You would do yourself a favour if you posted your rpt to pastebin then linked to it, the first few lines tell us exactly what you are running regardless of what you think you are running, so that is pretty important for us to see
The real goal here is figuring out how the required and suggested mods are determined during launch and passed to the steam API. The rpt log will probably give you a vague idea if something major is wrong but will mostly be filled with warnings and spam from all the mods you are running. I'd grep the logs for words with steam in them to find out if it's for sure connecting properly.
So it seems you double check your keys and also in your mission sqm you can define the required addons. Perhaps you can dig further and find the suggested ones. My guess is the suggested ones are guesstimated by the class names referenced, but not in the required section.
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