Four-piece set of backup, server shutdown, setting verification, five-point verification, incident handling and rollback path.
Server / Mod
The server owner must first ensure that there is no explosion, and then talk about optimization.
This area handles backup, settings, Global Palbox, Mod and rollback paths separately, and does not provide unverified security commitments.
Common entrance
How to choose the online method
First determine the method according to the three judgment axes, and then look at the corresponding risks:Number of people(Several people play together),Online overlap time(Can everyone be online at the same time)?Dependence on homeowners(The homeowner is not here, so other people can’t play anymore).
| way | Suitable for the situation | Number of people and online judgment | Homeowner/Maintenance Dependent | Pre-1.0 Risk |
|---|---|---|---|---|
| Friend Room/Invitation Code | There are few people to play with in the short term. | It is most troublesome when the number of people is small and everyone’s online time overlaps with that of the host. | Completely dependent on the host: if the host is away, others cannot access; backup and upgrades are all done on the host's local machine. | Upgrades and backups rely on the homeowner alone. |
| dedicated server | There are many people and many bases for a long time, so you can go online anytime you want. | If there are a lot of people, and everyone plays in their own time zone and time period, a dedicated server should be opened. | It does not rely on any player being online, but someone must be responsible for maintenance, backup and upgrades. | Settings, player files, world files, mods and version upgrades all need to be verified at different levels. |
| Official server | I want to quickly enter the multiplayer world, but don’t want to maintain it myself. | Suitable for players who do not have a fixed team and can connect randomly. | Zero maintenance costs, but also zero control: rules, data retention, rollbacks are not up to you. | Plug-ins, rules and queuing risks are not guaranteed by this site. |
| Modded server | A fixed community has been established or a specific tool chain is required. | Same as dedicated server, plus Mod maintenance cost. | The maintenance cost is the highest: each upgrade requires naked server verification and then restores the Mod one by one. | You cannot mark it as 1.0 compatible in advance; verify it on naked servers first. |
Check the number of people, magnification, Palbox and cross-platform to generate a downloadable ini.
Objective fields: name, function, source, update date, applicable version.
Upgrade incident priority
| If you see | What to do first | what not to do |
|---|---|---|
| Requires heavy damage to the character after upgrading | Immediately stop, stop the server or stop player writing, and back up the current status first. | Do not directly innovate roles and overwrite old information. |
| The guild/stronghold is abnormal after the player enters the server. | Keep the world file, player file and setting copy, and check in the copy first. | Do not continuously try unknown repair tools on the official server. |
| Global Palbox cannot import/export | Check the server switch and version, and test a small amount first. | Don't assume that functionality exists as being available in all worlds. |
| Mod startup crash | Return to the naked server baseline, recover item by item and record failed items. | Don’t go all in once and guess why. |
Server master decision-making diversion
| who are you | Where to look first | Reason |
|---|---|---|
| Small friends service owner | Upgrade checklist and backup steps. | The biggest risk is that the data is corrupted during the upgrade or friends cannot enter. |
| Public community server managers | Settings generators and CrossplayPlatforms. | Cross-platform and player number settings will directly affect connectability. |
| Server owners who install mods | Mod directory and naked server verification process. | After 1.0, first confirm that the server itself is stable before restoring the Mod. |
| People who are ready to rent clothes | The service rental price comparison catalog is at the back. | Make sure the settings and upgrades are complete before posting. |
Server operation chain
| stage | page to open | Completion standards |
|---|---|---|
| Before upgrading | 1.0 Private server upgrade list | Backup, shutdown, setting of replicas and rollback points are all completed. |
| adjust settings | Setting generator | After generating the draft, check it item by item and do not use the draft as a safe template. |
| Handling Mods | Mod Directory | Start the naked server first, then restore and record failed items one by one. |
| Player acceptance | Server FAQ | Live login, base, Palbox, archive and exit and re-enter all passed. |
Three frequently asked questions about risks, all of which only give conditional answers
Cheats on official servers and the risks of cheating
| question | reality boundary | alternatives |
|---|---|---|
| Will the official server encounter cheaters / cheaters? | Risks at the community experience level: Official server rules and anti-cheating are not controlled by players, and this site does not promise the official server status. | If you want a controllable environment: password friend room, or private server (ServerPassword + undisclosed connection address). |
| Will official server data be retained? | Data retention, queuing and rollback strategies are decided by the official, and players do not have the right to rollback. | Important cultivation results will be placed on a stand-alone machine or on a self-managed private server, and the official server will be used as an experience venue. |
How many people can a server with a small configuration support?
| Judgment factor | Why can't we guarantee the number of people? |
|---|---|
| Number of people online at the same time | The "simultaneous online" load is not the number of registered users; with the same configuration, there is a big difference between 4 people online at the same time and 10 people taking turns. |
| Number of bases and building volume | The majority of the world's load is on the base: with the same number of people, the memory and simulation costs of a server with many bases and dense buildings will double. |
| Continuous running time | It is common for machines with small memory to "start normally but deteriorate after running for two days"; long-term running observation is one of the verification steps. |
Base construction and server performance
| risk factors | Conditional description |
|---|---|
| High-density/large-area connected buildings | Connected structures and high-density buildings magnify simulation and rendering costs; scattered small functional areas are generally more stable than one giant site. |
| Visual Pal Number and Work Path | The more Pals working on the same screen and the more convoluted paths, the higher the load; Pals on stuck paths will continue to be idle and consumed. |
| Light/Particle Device Stacking | A large number of lighting and special effects devices are common sources of framerate and server load. |
Account change/hard disk change/UUID issues: only handled on the copy
The risk of this type of problem is higher than a normal upgrade because the player profile, world profile, and identity mapping may change at the same time. This site does not provide one-click repair instructions, nor does it write down single-post success stories as a general process.
| stage | should do | prohibited |
|---|---|---|
| save scene | First stop the server and copy the complete archive directory, settings, server version and player list. | Do not log in directly to the official world for testing to avoid creating new player files. |
| Quarantine copy | Confirm on the copy whether the old player file exists, whether the world file is complete, and whether the error is just an identity correspondence issue. | Do not run unknown archive tools on the official server. |
| Tool testing | If an archive or server tool is used, only the tool version, input file, and output results are recorded. | Do not overwrite the only backup with tool output. |
| Return to server judgment | Only after the dungeon can be logged in, assets can be read and written, and are retained after logging out and reentering, can you consider switching back to the official server. | Don’t open it to all members just because you successfully log in once. |
Memory increases after long-term server activation: first do the observable process
| Observations | What to see | Next step |
|---|---|---|
| memory curve | Does it rise monotonically over time, or does it spike when players come in and out/be active at the base. | Record the time, number of people online, base location and current operations. |
| base load | Number of bases, high-density buildings, number of visible pals, card paths and handling idling. | Reduce the test scenario first, and do not upgrade the configuration immediately. |
| Mod variables | Will the naked server also reappear? When restoring Mods item by item, which item will start to deteriorate. | Going all-in at once will only make the cause indistinguishable. |
| Operation and maintenance strategy | Restart the window regularly, save before restarting, and log in for acceptance after restarting. | Don't think of a reboot as a fix; it's just a risk control. |
What the district does not promise
We do not promise that old settings can be directly used, we do not promise that Mods will be automatically compatible, we do not promise that the server launch process will be playable by players, we do not promise that there will be no plug-ins in the official server, and we do not give configuration numbers that are "guaranteed to support N people." The server page only provides executable inspection processes and risk triage.
Check before and after going online
| time point | what to do | Station entrance |
|---|---|---|
| 24 hours before upgrade | Notify players, backup worlds, save settings and mod lists. | Upgrade Checklist |
| Upgrade Now | Stop the server, start the naked server, confirm the connection and archive. | Verification steps |
| Restoring service | Restore Mods one by one, observe player login and base status. | Mod Directory |
| After player reports | Divide the problems into four categories: settings, mods, archives, and Palbox. | Server FAQ |