My servers have been showing reliably for a few days.
Yeah, AMD FX 6300.
The AMD FX 6300 is quite old (2012) and is much more efficient for multi-core loads than single core, and unfortunately Conan Exiles (both client and server) is not a particularly well threaded game, cumulated with the 8gigs of ram shared by the two processes, it’s clearly not going to give any good results.
Since it’s soon Christmas, I made a quick version following a tiny suggestion from Nayuki
1.5.8 (9 december 2021)
- Added a /alert option to the RCon method combobox
Dedicated Server Launcher 1.5.8
So now you have “broacast”, “server” and “alert” which are different ways of sending messages using RCon (and yes, that also applies to the warning, restart, etc… messages).
Just wanna say that the addition of the webpage functionality is FANTASTIC. Its so nice to restart a server from my phone… when I’m smoking and my players are b1tch1n6…
I was actually wondering how many people had tried and used the feature.
I’ve not added any improvement to it because the work on the launcher is mostly feedback based, but typically since version 1.5.3 you can add a custom favicon and a style.css file, which you could use to adapt the display to your needs.
Among possible improvements, I could add “named div/span” sections for the various elements of the page so they could be displayed differently.
Anyway, glad you like it ![]()
Its so much slicker than remote desktopping. Now if you add the ability to adjust the modlist from there, I may have a heart attack from excitement.
goes off to look into a style.css file…
I always got a time-out when downloading “warrior mutator mod” from steam when starting the server up.
Now i simply copy/pasted the mods into the dedictated server steam folder manually and everything works fine but it still trys to download the mod everytime on restarting the server which in itself isn’t a problem but i always have to wait until it times out before i can go on even though all mods are already up to date. Is there a way to speed this up and skip this step?
If you put the steamid, the launcher will try to fetch/update its own version.
If you have manually installed the pak file, you can just put the full path in the edit field
I came here to ask if an /alert option could be added to the launcher app just to find out you added it one day ago haha. I haven’t really participated much in this thread lately because the launcher app has just been doing its job silently all this time.
So I want to use this opportunity to let you know just how much I appreciate what you’re doing here even when you probably usually only read the requests and problems. 
No problems, no questions just a thank you for your work!
What would be cool, is if a few among you could confirm that 1.5.8 is good enough to become the new official version, because 1.5.1 has been there for a while and is lacking quite a lot of new features 
If everybody gives a thumb-up, I’ll promote it next week.
I only just started using it, so it’s a bit early for me to give a thumbs up yet, but I’ll try to remember checking in here to let you know when there’re no problems in the next days.
However I do have a question now after all:
I remember I had to turn off the checkbox for “Time” for the Discord webhook some time ago because it caused issues. I have re-enabled it with 1.5.8 again to see if there still are problems, however I wonder if there’s also a {time} tag I could use in the message as an alternative. I seem to recall you mentioning one but there’s no mention of one in the Messages documentation of the original post.
If no such tag exists, would it be possible to include one?
E.g. “Server restart in 10 minutes. [{time}]”.
It would be cool to see the modlist have their names attributed to each ID displayed. I have dyslexia and looking at that many numbers alone is like looking at one of those optical illusion posters trying to compare them to the list I have.
I can’t have anything in my modlist.txt or it just crashes the game, some others have the same issue. I use a separate google document to keep track of the ID’s with their name alongside it but I still have to sort through the ID’s in the launcher even if that wasn’t an issue. Do I have to have those ID’s in the dedicated launcher or is there another place they can load onto the server?
You can modify through the modlist.txt, but the launcher needs to be aware of it because the launcher generates the modlist.txt for you.
One way of doing it is like on this quickly made picture:
So, how that works:
- Everything entered in the Mod List field get saved into the modlist.txt in the Mods folder when the server is started
- Stop your server, open the modlist.txt and check that the values match what you had in the launcher
- Just to test, swap a couple mods in the modlist.txt and save it again
- Drag and drop the modlist.txt over the Mod List edit field, and click Yes
- Check that the Mod List values are now in a different order
In version 1.4.1 I added these, give them a shot:
- Added some magic tokens to the messages: {server_pid}, {map_name}, {date_now_iso}, {date_now_human} (please note that the ISO date is in UTC, while the human readable one is using the local time of the server)
Hello everybody,
this is that day of the year again (or at least that “week”), where I give you a breakdown of what was done during the year.
We started 2021 with the version 1.3.5, and we are currently at version 1.5.8. (+)
On this screenshot you can see the differences between the two versions:
And a detail of what changed:
-
Reliability
- Added some code (SetEnvironmentVariable(“OPENSSL_ia32cap”, “:~0x20000000”)) to avoid OpenSSL issues on recent Intel processors (10th and 11th generation)
- A new “Zombie Check” checkboard and delay has been added: When enabled it will automatically try to kill the process if the monitored input/output data has not changed for a specified amount of time
- Added the ShellExecute return code to the “Failed starting the game server” error message
- Fixed the initial values of the karma points and backup trim duration
- Modified the server update detection code to use the “buildid” field of the ACF files instead of the timestamps to avoid problems when switching between two branches where the same build has been deployed being detected as an update.
- Optimized the loading of the log files to speed up the launcher start up time when having to parse gigabytes large files
- The launcher now monitors the External IP (using the selected network interface when the user has multiple external IPs) and signals when it changes
-
UI
- Removed the “Close Steam” option
- Renamed “Stream Query Port” to “Source Query Port”
- The “Launcher” log tab now has the date and time displayed for each entry in the log (local time)
- The “Players” tab is now modified when the number of players change so it’s directly visible in the UI
- The ToolTips display duration has been extended from 5 to 30 seconds, to give you a chance to read the longest ones
- The status bar should not appear truncated anymore if the launcher is started on a very small screen width (like a tiny Remote Desktop Session)
-
Updates/Restarts
- Forced the SteamCMD window to use 180 columns to avoid truncation of lines in the SteamCMD tab
- Moved the call to +force_install_dir before +login since SteamCMD was asking us to “Please use force_install_dir before logon!”
- The “Checking if SteamCMD started…” should appear less frequently now
- The launcher now checks for the presence of a RequiresRestart.txt file, and initiate a restart of the server if it found it (the content is displayed in the restart message)
- Added “validate” to each of the +workshop_download_item command sent to SteamCMD, hopefully this will help with timeouts on large mods
- The game server will now restart early if there are no player connected during the final countdown instead of waiting, which should help reduce the downtime when the server needs to restart for updates
-
Messages
- Added a /alert option to the RCon method combobox
- Added some magic tokens to the messages: {server_pid}, {map_name}, {date_now_iso}, {date_now_human}, {dsl_version}, {server_revision}, {server_snapshot} and {branch_name}
- The Discord JSON packet will now use the “description” instead of the “content” field when the “Time” check box is enabled, since apparently the API was changed last week
- The RCon connection now has a 10 seconds timeout, to avoid the tool to stay stuck in case of bad connection (or server stuck), and the error messages are now properly sent to the launcher log instead of being printed to stderr
- The magic tokens can now be used in the Discord bot name, so you can use {servername}: ‘{map_name}’ if you want to display the name of the server and the selected map automatically
-
WebStatus
- First version of the build in webserver page, allowing to see basic information about the game server, as well as Starting, Stopping and Restarting it.
- If a “Html” folder exists, the “favicon.ico” and “style.css” will be loaded from there, allowing for custom looking web status pages
Since nobody reported major issues in 1.5.7 and 1.5.8 and I will now promote it to official version (++).
Enjoy this winter break and see you all next year 
+ On paper it looks like there was 21 actual different releases, but a few of them were internal builds to try to fix the ‘early exit when no player is connected’ multi-restart bug loop
++ Remember that ALL the previous versions are still available in the Release History section on the top post.
Will do tonight! Spent last week trying to figure out which mod was splodin… didnt have a chance to upgrade yet… things are stable now (that I wiped my best server….) sobbing
Make sure to setup backup rules, with the launcher it’s trivial, you just create a folder somewhere else and it will keep copies of your gamedb, ini files, … for as many days you want.
Yeah… I did… but its okaaaaaay… its what happens when your modlist is waaaaay too big. I have made peace with this…


