Add Windrose egg - #271
Conversation
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@KenshiHH just updated the PR with the fix - had a typo on the log name + added a loop to watch for the log creation |
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just updated it, log works fine now :) |
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What ports does it need? |
From the README:
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gross. i think the inability to set ports is untenable for most pelican users. the devs have not made it clear which ports are randomly selected but one user in Discord tested several reboots of his server and believes it's ports 42000 - 45000, so that might be worth documenting in the README. I guess we'll just have to allocate that entire range when creating a server, and good luck running more than one instance of this game. 🤷 |
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The devs are looking into bugs and issues related to dedicated servers. I know that the limitations around specifying dedicated server ports is something that the devs have been made aware of. So it might make sense to hold off on this PR until these issues are resolved. The reason is because many people import eggs via the Pelican UI, so they might not have the full context of the issues surrounding port allocation. People desperate for an egg before then can still grab it from this PR. |
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well, you can't even connect to an IP in the game. it all goes through the steam network. My local proxmox pelican instance works great with this egg but the traffic goes an extra round I guess 😄 |
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Quick Info, |
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Apart from the obvious launch issues, my play session yesterday with 3 ppl on the server went almost flawlessly without any tinkering. |
This isn't quite accurate. Ports are still assigned; they're just assigned dynamically at start-up. This might work for your infrastructure but it doesn't work for everyone's. |
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Seems like they added Direct Connection now within ServerDescription.json: Just opened 7777 TCP + UDP and it worked without problems for me |
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Did the game add a direct connect by ip, yet? |
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I've literally said so just above your comment, so yes they added it with the latest update |
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Sorry, I meant the game client. I wasn't home, yet. I see there is a direct connect option in the client, too, now :) |
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Having an issue where, It seems to have an error trying to load a missing file, but the server does not properly start up. If i try to use an invite code or direct IP, it just kicks me back to the main menu after loading. This is all my server shows: |
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@Voronsky Did you try to restart the server? it says "First launch will throw some errors" and I had the same but it worked after the restart |
Yes, i gave it a couple restarts and it crashes at the same spot actually. |
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"illegal instruction" sounds like an arch type problem. Are you running this on an arm cpu? |
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Or proxmox with a cpu mode not set to host |
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Thanks you two! It was indeed due to the proxmox setting not set to 'host'. It was also documented in these docs: https://playwindrose.com/dedicated-server-guide/ under the proxmox section. Switching it to 'host' allowed me to connect.
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I feel silly, I was working on this as well and for some reason didn't even see your pull request until after I submitted mine. I went ahead and closed mine. But I would like to also offer a slightly different approach rather than using wine, I (and by me I mean me guiding Claude Code as well just so we are all clear) used proton. The server seems very stable. I have attached my current working proton version as well. Mainly I would be curious to see if proton or wine does better long term hosting a server. Also note that I haven't really done much in the realm of egg creation so not only is there probably things wrong in here but there may be a very good reason why we want to use wine instead of proton. Just wanted to share and put this in a place for others to see and test rather than muddy things up by having a basically duplicate PR. |
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@Styxbleich thanks, I'll take a look on the weekend. |
I had some issues as well, took some time before I got a version that was running well. No worries! Just wanted to share a different solution to the same problem. |
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Hello I’m running the official Windrose egg on Pelican (Wine yolk), and ran into a reproducible startup bug that seems to come from incorrect paths in the egg’s startup command and log file. With the stock egg, the server either: I have change the Startup-Command from: With this Startup-Command my Pelican Server is running. And Direct IP Access with my own domain is only working if forward UDP and TCP for port. I have also tested InviteID. This was only working without my NextDNS Provider. But NextDNS is not a Problem vor Direct IP. Here was the missing TCP Port the Problem. |
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Tried to import the pterodactyl file via the UI importer, got a 500 : Your Claude mismatched the types and default values. |
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@Volyz Pterodactyl version was auto-generated from my Pelican config by https://redthirten.github.io/scramble-egg-converter/ tool, so Claude had nothing to do with it. And since I don't use Pterodactyl, I had no way of testing it, sorry about that. |
Thanks @Styxbleich for the help!
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@Styxbleich so basically my issue was running the "wrong" server binary. Pushed the updated config with the DirectIP envs, as well as the regenerated through Scramble Pterodactyl config. |
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@nezorflame NP dude :) I assumed it was claude as you said you used it to help you ;) Anyway => same problem. It seems that redthirteen tools does not take into account that pterodactyl does need the default_values in the exported egg to be quoted and presented as strings otherwise the import does not work (at least for me). You'll find attached the file that worked on the import => all default_values are quoted |
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@Volyz gotcha, I'll update the PR once I'm near my PC |
Glad to help wherever I can! |
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Can Recon or the player-counter plugin be used for player connect and disconnect events?
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Got this egg working in a Pelican homelab and hit two install-script issues that both surface as the same 1. Steam doesn't expose a Windows-platform depot for app 2. Without app 1007 already installed, Both fixes in one line — drop the platform flag, prefetch 1007: -./steamcmd.sh +force_install_dir /mnt/server +login ${STEAM_USER} ${STEAM_PASS} ${STEAM_AUTH} +@sSteamCmdForcePlatformType windows +app_update ${SRCDS_APPID} $( [[ -z ${SRCDS_BETAID} ]] || printf %s "-beta ${SRCDS_BETAID}" ) $( [[ -z ${SRCDS_BETAPASS} ]] || printf %s "-betapassword ${SRCDS_BETAPASS}" ) ${INSTALL_FLAGS} validate +quit
+./steamcmd.sh +force_install_dir /mnt/server +login ${STEAM_USER} ${STEAM_PASS} ${STEAM_AUTH} +app_update 1007 +app_update ${SRCDS_APPID} $( [[ -z ${SRCDS_BETAID} ]] || printf %s "-beta ${SRCDS_BETAID}" ) $( [[ -z ${SRCDS_BETAPASS} ]] || printf %s "-betapassword ${SRCDS_BETAPASS}" ) ${INSTALL_FLAGS} validate +quitConfirmed end-to-end on a fresh install (Pelican panel, Wings runtime, |




Description
Adding a new egg for the freshly released Windrose EA survival game's dedicated server.
AI disclosure
This was made with the help from Claude Code when I was debugging the egg on my own Pelican instance.
Code is my own (heavily inspired by the other published eggs), but few edits and changes were made by Claude and reviewed/adapted/tested by myself.
Pterodactyl egg was autogenerated by the https://redthirten.github.io/scramble-egg-converter/ tool.
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