Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






🔎 Features:
✅ Detects outdated Workshop mods
✅ Restarts the server when empty or on a timer
✅ Ensures stability and prevents mod mismatches
📢 A must-have for every server administrator!
Workshop Update
If you set RestartDelayMinutes to zero it will only restart when all users have left the server if that's what you'd prefer.
This mod uses the command "saveGame()" when restarting, which causes the cache file "map_sand.bin" to be created on the server, which is sent to players instead of the real sandbox settings.
This means that when the server sandbox settings are updated, they are not send to players unless you delete "map_sand.bin" every time this mod restarts the server.
Normal /save and /quit commands do not cause this issue. Only "saveGame()" causes this.
The mod "Sandbox Settings Sync Fix" was claimed to be the fix for this issue, but it does not.
Diakon has said "Evelyn asked me to make this mod to fix this exact issue... It worked perfectly for our server and many others"
But in Steam DMs in July, Diakon has told me that UdderlyEvelyn has a server startup file to delete "map_sand.bin", and recommended that I do the same.
I made making this comment because the description of both mods still makes no mention of the issue, despite me pointing out this issue in July.
I've created a short tutorial for users to setup their own auto restart script with a .bat file.
I was hoping I could get you to possibly link the workshop page on your description. Awesome piece of software!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2683719613
https://www.reddit.com/r/projectzomboid/comments/10efrx8/comment/jcelr10/
If the client clock is wrong (in this case, ahead) then the client thinks that the countdown duration has already passed, and instead of displaying the countdown, it just immediately disconnects them.
From a glance at your lua code, it looks like the server is telling the client "The server will restart at [timestamp]", and the client is running getTimestamp() independently, and you're assuming they're synchronized?
A good client/server model never assumes that the client knows anything. A better implementation would have the server tell the client "X minutes from whatever 'now' is for you".
thank you for the .sh. it's exactly what i'd been wanting to write myself, except i'm not good enough in bash to have figured it out in a timely manner. my update process up to now had been crudely using a cron job that restart the server at fixed times twice daily.
Customize the reminder text and frequency in sandbox.
Define whether to restart a specified period of time.
Execute a detection command when a player tries to join the game but fails.
Make the reminder more obvious.
Thank you for this, it's removed much of the constant headache of running a server with a large modlist.
You have to have your chat window open to see the server messages pop up.
Windows enthusiasts... well.. sorry.
Maybe somebody will want to do a PowerShell version.