Project Zomboid

Project Zomboid

Udderly Up To Date
170 Comments
SevenO9 16 Aug @ 11:13am 
I should've read the comments better before adding this mod, it competely broke my server
Syn 23 Jun @ 9:30pm 
Gibson hit me up if you got a link, tired of these janky scripts.
iDestin 5 Apr @ 7:08pm 
For anyone using this mod, please as others have said below be very cautious when adding this to your dedicated server, the mod does a "STRING FAILURE" and does not quit properly in the cmd.exe thus creating a soft reset and a NON FIXABLE SAVE NO MATTER what is changed, or saved. ( I WORKED WITH A DEV FROM THE GAME FOR 8 HOURS STRAIGHT ) RAN INTO the issue again, brought it up to Udderly, and sadly they talked so negatively about the community vs saying hey this person has reached out twice, and has a core issue. Please look into the issue as many have brought it up to you. Please look out for the community who cares about your work.
UdderlyEvelyn  [author] 5 Apr @ 6:15pm 
All this mod does is quit the game via a built-in function when it detects mods on all clients, then the server after a delay. It cannot "restart" the server, nothing can do that from inside the game, that part must come from the way your server is set up so it auto-restarts when quit. It triggers a save and if something makes the saving process too slow you may need to increase the quit delay in sandbox settings to avoid data loss when the mod runs quit. This mod's display of server restart alerts is not compatible with Buffy Chat (Buffy chat replaces the entire chat class rather than patching it, which breaks things).
DevNFPSTV 28 Mar @ 11:17am 
If you're having issues with character rollbacks, make sure your save intervals are set appropriately. Anything more than 5 minutes is too long imo. We set ours to every 1 minute and do not have anymore issues.
DevNFPSTV 21 Mar @ 1:48pm 
If you have issues please join the discord in the description and message UdderlyEvelyn.
Starinov 6 Feb @ 5:00pm 
is it still broken?
Kaofan 6 Feb @ 3:29am 
🎮 Running a Project Zomboid server? This mod automates updates for you!
🔎 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✅ Detects outdated Workshop mods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
Explicable 28 Jan @ 3:12pm 
This deleted my entire server's modlist on restart. Very worried its gonna happen again.
Parker. 19 Jan @ 8:29pm 
This is just nuking servers apparently lmao
Archdruid Het 17 Jan @ 9:35pm 
There ought to be a warning or something on the main page of this mod that this happens
Archdruid Het 17 Jan @ 9:31pm 
Fuck this mod, hundreds of hours with my friends gone because this reset the world. All I wanted was something to restart the server when a mod updated, and instead we lose everything. If you're looking for an auto restart, DO NOT INSTALL THIS MOD
yonkigitano 1 Jan @ 3:17pm 
Hi, I have this mod along with Buffy Chat, the mod does not notify me of the restart, only when I remove Buffy Chat
SiCK 30 Dec, 2024 @ 4:43pm 
Hi UdderlyEvelyn, do you plan to update this mod to Build42? This is the only really must have mod on my server :D would love to see an update when MP Mode comes to 42 :steamthumbsup:
Phaden 25 Dec, 2024 @ 2:45pm 
Great mod 100%, would be neat though if there was an additional option to schedule server alerts for other restarts outside of mod updates. (just the alerts, doesn't actually trigger the restarts)
Rizlas 21 Dec, 2024 @ 11:34am 
I have a server on nitrado, if I do /restartnow the server restarts, even without script, but if I just do /restart what should it do? I haven't been able to see if it restarts after a check yet. If I just do /restart should the countdown start and restart after the set timer? because he doesn't. and above all, the chat message of the imminent reboot is not sent to the players.
urbestmistake17 19 Dec, 2024 @ 4:20pm 
@sadistic Furby, i had that issue and found out that it works only if you leave your chatbox open
McSlappy 18 Dec, 2024 @ 7:40am 
@Silver_sys thats not the issue we are having. The issue is a single player that plays our server gets automatically kicked as soon as this mod triggers an update before the first warning, instead of kicking them at the end of the timer like everyone else on our server. ____ mentioned in a comment on another page that its a timer sync issue between the client and the server, so i was just wondering how to solve the issue for the player.
Silver_sys 18 Dec, 2024 @ 1:11am 
@McSlappy Read the mod desc my g.

If you set RestartDelayMinutes to zero it will only restart when all users have left the server if that's what you'd prefer.
nakahashi 17 Dec, 2024 @ 3:49pm 
this is soft reseting my server every time it closes my server down
Sadistic Furby 16 Dec, 2024 @ 2:12am 
Heya, im working on a PZ server who is hosted by Havoc, but cant get the 5min ingame warning to work prior to the restarts unlike my indiff broccoli server... any ideas on how to get this to work properly?
McSlappy 13 Dec, 2024 @ 1:05pm 
@ ____ have you found a solution to the player getting auto kicked as soon as the update triggers? currently having that issue with a player and trying to narrow down a fix.
?? 7 Dec, 2024 @ 4:57pm 
PSA.

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.
leoar58 27 Nov, 2024 @ 7:36am 
@Containers/Docker admins: no script is needed (only mod), just keep rule " restart: "unless-stopped" (or always)" on docker/compose or equivalent on kubernetes.
Gabriel.ln 21 Nov, 2024 @ 6:16pm 
Does this still cause a server reset when it auto restarts a dedicated server? Also, how can I adjust the options for when to do the updates (ie. wait til there are no players, countdown to server shut down, etc.)
Baphanax 17 Oct, 2024 @ 11:06pm 
Hey Udderly,

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!
󠁳DANNYL (Based & Redpilled) 12 Oct, 2024 @ 10:41pm 
if u wanna avoid all problems with local server sync, mod settings and so on just use steam CMD instead of dedicated server

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2683719613
󠁳DANNYL (Based & Redpilled) 12 Oct, 2024 @ 1:31pm 
briefly: whoever hosts the local server should not be the first to log after a restart
󠁳DANNYL (Based & Redpilled) 12 Oct, 2024 @ 1:30pm 
everyone who have the same problem (with server reset after restart) just check this post on reddit and find himawari's comment

https://www.reddit.com/r/projectzomboid/comments/10efrx8/comment/jcelr10/
Binnie Bamboni 12 Oct, 2024 @ 12:10pm 
Does this use global chat? it restarted my server without warning but I have global chat disabled so just checking.
Fires In Spurts 23 Sep, 2024 @ 2:29pm 
If im running an auto-restart script through cronjob, is there a way to differentiate the server from a crash and just the mods updating?
Bettons 16 Sep, 2024 @ 9:38am 
@DinDin can i dm you?
?? 15 Jul, 2024 @ 9:17pm 
I found the reason.
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".
?? 21 Jun, 2024 @ 11:25pm 
I use this on a server, and it works properly for most people, but for one person, the game quits as soon as the rest of us get the first warning.
Aistul 24 May, 2024 @ 7:01am 
Is there an auto "restart in ten mins" message script builder in to this mod or where can do look for a auto server message?
froggx 20 May, 2024 @ 7:33pm 
@Dismellion

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.
Visceralfusion 4 May, 2024 @ 2:21pm 
Can someone please explain to me how exactly i set this up? i run a local dedicated server and want to setup this and how to make a auto restarter. I am completely new to the zomboid server hosting and have a functional server currently but when workshop mods update its a pain to have to manually shut down the server and reboot it everytime myself
CrispyChestnuts 29 Apr, 2024 @ 5:46pm 
anyway to add a console command for folks who want to schedulerestart without elevating to admin or logging in?
KOKO 27 Apr, 2024 @ 7:02am 
it's soooo good,I'd like to offer some advice.
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.
:steamhappy:
Deathstar 5 Apr, 2024 @ 12:32am 
Works on my Bisect server, however changing the settings (like changing polling rate to 60 min instead of 15) doesn't seem to do anything.
La_Mirage 29 Mar, 2024 @ 1:03pm 
I was worried this wouldn't work on my server (running on Linux/Docker) but it worked great. And we're also using Server Messages and there didn't seem to be any conflicts.

Thank you for this, it's removed much of the constant headache of running a server with a large modlist.
LONe 14 Mar, 2024 @ 4:29pm 
server reset bug :(
JoozBrorg 13 Mar, 2024 @ 10:14pm 
We have used this mod for the past 6 months and no issues, we also use join/quit chat messages and we still see the timer message in chat for mod updates.
Tactical Hobbit 9 Mar, 2024 @ 10:51pm 
@Grumpy Nothing comes up in the chat window, does this mod conflict with the RP chat mod? that's the only thing I could think of that may be causing the issues.
Grumpy 9 Mar, 2024 @ 8:02am 
@SupriseBoops I've been running this mod on our 3 servers for the entirety of their lives. We've never ran into a situation where the messages were not automatically displayed OUTSIDE of player error.

You have to have your chat window open to see the server messages pop up.
Tactical Hobbit 8 Mar, 2024 @ 1:37pm 
How do I set up warning messages for restarts? Currently, it just restarts without warnings of any kind.
Dismellion 1 Mar, 2024 @ 9:25am 
For those who experience issues and found no solution I made a bash script [bitbucket.org] for a Linux enthusiasts that does exactly what this mod but powered by bash instead. Since its using FIFO (system daemon) instead of Lua, there will be no fatal errors nor server will get stuck using crontab as scheduler.

Windows enthusiasts... well.. sorry.
Maybe somebody will want to do a PowerShell version.
TheFunk 26 Feb, 2024 @ 7:28am 
@UdderlyEvelyn My issue is not with my startup script. It is with the server not actually closing - think about it, how can the restart script restart the game if the game itself is never closed? Heh.
Fensalir_Gaming 16 Feb, 2024 @ 4:36pm 
where should this be in the mod load order
0mniac 13 Feb, 2024 @ 7:23am 
Loading your mod last should resolve that correct?