Conan Exiles Dedicated Server Launcher (Official Version: 1.7.12 / Beta: 1.8.0)

Alright, I’ll try it without port forwording in place, thanks for the guidance in using the tools!

Just one question, regarding Custom Map Mods, how does one set the custom mod maps in the Launcher? I.e. Savage Wilds or the like, besides the standard two maps?

Soooo, how does one get back to their server if they accidentally did the whitelisted client option and got themselves locked out? anyway to reset the server or adjust server settings?

I have done exactly the same. :grimacing:

If you have access to the server file system, find the DefaultServerSettings.ini in \DedicatedServerLauncher\ConanExilesDedicatedServer\ConanSandbox\Config. Change the EnableWhitelist to False

Thanks, that helps, was worried about locking myself out of me own server after spending a long hassle getting it to work

Just tried my dedicated server, it seems to start but appears invalid on the server list. Is there a problem with the new patch and dedicated server?

So I temporarily switched locations and the router at my place doesn’t quite allow opening ports and the like, I am trying to use the loopback IP method, 127.0.0.1, with the assigned port of 9777, but its giving connection timed out, could not find server errors

:brazil: servers Conan Exiles pve pvp pve-c @Funcom_Community

foi encontrado esse erro no servidor…

[2025.10.31-07.29.55:294][588]PIE:Warning: Warning Invalid Bodies : Make sure collision is enabled or root bone has body in PhysicsAsset.

o npc trabalhador de bancada morreu
image

Starting from 1.7.10 there is the possibility to disable the mod manager, and as CodeMage wrote that mean you need to handle the modlist.txt yourself, but you can have full paths in the file so you can totally have one common folder with all your mods, and then have your modlist.txt have lines like

C:\ConanExilesMods\Pippi.pak

inside the file.

Technically that mean you could have one DSL with the mod management activated, and the others point to the same folder.

There are tooltips on most controls on the UI that explains how the control works.

You need to add maps using | symbols to separate them. I know it’s clunky but that kind of works :sweat_smile:

Happy New Year everybody :partying_face:

I’m back to work after my six month sabbatical break, I’ve quickly gone through the various posts and I see that most of them had been answered by some of you, so good work folks!

Is there anything important regarding the current state of the Exiles Servers, DSL, Mod update, etc… I should be aware of?

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Please… Frequent Server Crashes - #3 by Kyrturios

Is it possible to add a feature to edit mods directly on the web interface? Thank you.

should probably clarify that a bit.
This is a local tool to launch the dedicated server program, it’s not web based in any way, it’s a local windows program and if by “edit mods” you mean change the modlist being loaded, it already has that feature since it has a box to input comma separated mod IDs in which it then will download and load when the server starts.

This is not related to the DSL, but from what I see the issue was related to game server configuration and some people are investigating, it’s all i can say (I’m not on that team)

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Indeed the web interface is just really a way to make it easier to monitor and restart the server without having to log-on the machine itself.

I guess technically the web page could have an edit field replicating the mod list of the DSL UI, but I’m not sure that’s a good idea: When you are playing with the mods you definitely want to be looking at what’s happening on the server because more often than not there may be error messages that need to be acted on, and just having the possibility to edit mods remotely and restart the server would probably not be very useful in practice.

Oh, I didn’t even realize they were referring to that as I forgot that option for the page even exists :rofl: now the question makes more sense at least.

And yea, while it could be useful for situations like adding another mod quickly on a remote machine without the hassle of connecting via remote desktop and hoping for the best or something, you now have the checkbox whether to even use the ID list - which also needs to be added if you do that.

Then you have the potential extra task to refresh the local instance of the dedi launcher when it’s changed on the web interface, since if they don’t close it, the next time they change any setting it’ll resave the old list as now you’re allowing input on 2 different interfaces not just actions.

So I guess it becomes a question of whether it’s worth it (and then someone might come and ask what about all the other settings? :smiley: )

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Thank u for the info!

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For the ones among you having problems with the DSL failing to update mods, I’m currently testing a new version which hopefully will solve this problem.

Let’s cross fingers :slight_smile:

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New year, new version of the DSL, there’s a bunch of changes, hopefully I did not break anything, but that may happen, so as usual if you notice any regression (new problems), please tell!

1.8.0 (20 january 2026)

  • Refactored the mod check to call the ISteamRemoteStorage Interface (Steamworks Documentation) API to fetch the status of multiple mod at the same time
  • Removed the blocking message box that report the status of mods because it was too unpractical for people with many mods, instead the result is now printed in the “Mods” tab
  • Added a hack to the OS detection to print “Windows 11” instead of “Windows 10” (this requires a proper fix though, probably using WMI)
  • Fixed a bug in the generation of the SteamCMD command line (issue in the way the branch was generated)
  • The RCON broadcast command now checks if the server is actually running before trying to send the message and timeout waiting for the server to answer
  • Added the possibility to do a delayed restart from the web status page
  • Added the possibility to send messages from the web status page
    Dedicated Server Launcher 1.8.0

So, regarding the web status page, here are the two changes.

And the changes in the mod checker:

Have fun :slight_smile:

4 Likes

I’ve been using DSL for years, but recently found out it’s possible to style the web page.

I’ve been messing around with it and made something nice, but run into few problem with the HTML that could be fixed if possible there are few stuff that aren’t wrapped and making the process a bit hard :sweat_smile:

if you can make this changes or whatever you consider better would be awesome.

  • login and logout wrapped in a div
<div class='server-login'>
   <button class='login' onclick="#">Log In</button>
   <button class="logout" onclick="#">Log Out</button>
</div>
  • in “Server Version:” there is an stranded <br>
<div class='server-status'>
   <h2>Game Server status</h2>
   <ul>
       <li><span class='label'>Server Version:</span> 1755779/44630 using the Live version<br>
   </ul>
</div>
  • in “message-sending” could wrap the “Note: This feature requires RCON and/or Discord to be enabled on the DSL settings, and in the case of RCON the server must be running” with an span or p

  • last thing, if the last 4 buttons could be wrapped so them can be treated like one element

<div class='server-commands'>
   <button class="option-start-server" onclick="">Start Server</button>
   <button class="option-restart-server" onclick="">Restart Server</button>
   <button class="option-restart-server" onclick="">Delayed Restart</button>
   <button class="option-stop-server" onclick="">Stop Server</button>
</div>

of course all of this are just examples, I’m sure you gonna make a better job than me.

this what I’ve done just with css, background is pulled from an external source. this just a start but got new ideas to try

Thanks you :heart_hands: