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PalHUB::Server

Easily run the windows palworld server on linux with full ue4ss mod-loading support, a website frontend for users, an admin control panel, and much more!!

Additional Details

PalHUB::Server is a docker compose configuration designed to run the windows version of the dedicated palworld server on linux. It does this to allow for full mod-loading functionality powered by UE4SS, which currently only runs on windows. To achieve this, the game server container is running under proton/wine [proton-ge-custom] by using the cm2network/steamcmd container as a base.

Features

  • Run windows palworld server on linux machines
  • Full mod-loading on the game server via UE4SS
  • Custom website frontend for your game server
  • Admin Dashboard Panel to control your server
    • Edit Game World Settings
    • Run RCON/REST Commands
    • {ComingSoon..}

Advanced Features

  • NginX proxy setup to allow for advanced route/port control/password protected routes
  • Netdata dashboard for full system metrics and custom server specific activity graphs
  • Launcher scripts, that interface with the container to fully update via the ui.
  • {ComingSoon..}

Web UI Endpoints

Basic:

  • / (Basic frontend for users of the server)

Admin: (password protected (htpasswd))

  • /admin (the main admin panel interface)
  • /logs (allows you to view the system logs folder)
  • /files (allows you to view the game server files)
  • /netdata (allows you to monitor full system metrics)
  • /rest/{endpoint} (exposes the rest api endpoints, eg, palworldserver:8212/v1/api/{endpoint})

Requirements

  • needs docker + docker-compose on the system
  • build within linux machine or wsl terminal

Quickstart

Credit && Thanks

  • Tangerie - for helping with my build issues and general idiotic questions
  • Peepoturtle - for their initial repo on running palworld windows server via proton

TODO:

  • allow for simple customized 'landing page' on the / route.
  • validate community server listing works as intended
  • netdata.conf doesnt seem to be getting properly read - fix that
    • add custom netdata panels for game specific events using statsd