Hi.
I'm Dennis, and I work with TCAdmin. My main role with TCAdmin is creating configs for new (or existing) games. The point of making these configs is to make hosting servers easy for server providers and communities.
I've been digging into making a config for Valheim and want to include uMod - but that seems to require installing the uMod Agent on each of your machines. I can see how it would make things easy for some people, but with TCAdmin we would basically have to change the entire commandline based on if the user has uMod installed or not.
Is there no way to get the files for uMod, place them on the server and then start the server like you normally?
Thanks in advance.
No way to install uMod without using the agent?Solved
At the moment no, as uMod and what is involved with it is more than a bundle of patched files.
Everything that the Agent installs or updates is sourced from the manifest: https://assets.umod.org/uMod.Manifest.json. You are free to use this file to create your own installer/updater.
However, there are a couple of considerations with this approach..
1. If any of the uMod apps are not found, uMod.Core will attempt to reach out to the Agent to install them
2. Some Agent commands are meant to be available from the server console, namely "show", "require", "update" (plugins only), "old|obsolete|outdated", "suggests", "fund", "depends", "prohibits", "status", "licenses", "remove|uninstall" (plugins only).
Without the Agent, uMod will error when attempting to obtain the apps or when running any of those commands. We could add the ability to specify a launcher argument to suppress errors that arise from a missing Agent.
However, this will probably generate support requests for both TCAdmin and us given that the above commands will become the standard way to perform certain critical actions in our ecosystem, in particular installing, updating, and removing plugins.
For that reason I would recommend against it, and if at all possible, use any of the documented installation methods to obtain the agent for uMod-enabled servers.
Thanks for your feedback. I'll work on adding uMod integration.
I'm curious about one thing, though: If a user runs their server with this commandline: valheim_server.exe -nographics -batchmode -port 2456 -name "Valheim Server" -world "world" -password "12345" -public 1 -savedir C:\path\to\valheim\folder
How will the umod agent know these parameters? Can we add them after
umod launch? The "umod launch" command doesn't have this capability. I considered it, and I'm not necessarily opposed to it, but I decided that routinely modifying the launcher file every launch would likely require a lot of work and be prone to error, especially since we expect users to edit their launcher file. Whatever rules we have to identify the launch arguments could easily break, given there are a lot different ways to launch things across different operating systems. Also, if you are integrating "umod launch" into some type of restart script, it would be really bad if a modified launcher didn't launch because of some "helpful" automation that turned out to prevent launching.sNIP8760Thanks for your feedback. I'll work on adding uMod integration.
I'm curious about one thing, though: If a user runs their server with this commandline: valheim_server.exe -nographics -batchmode -port 2456 -name "Valheim Server" -world "world" -password "12345" -public 1 -savedir C:\path\to\valheim\folder
How will the umod agent know these parameters? Can we add them after?umod launch
So, in turn, we added this to the "umod new launcher" command instead. Every game has default launcher arguments (specified in the uMod.Manifest.json), and additional arguments can be specified as arguments. For example:
umod new launcher -logfile output.logNote that:
- During pre-release the "-P" or "--prerelease" argument is required, but this is only temporary. "umod new launcher --prerelease"
- The "--skip-default" argument is available to prevent the default launcher arguments from being added, if you want to specify these yourself
Thanks for the help so far.
Would I be correct to assume that we could just use the uMod Agent to install uMod, but still launch Valheim using the .bat file, and still have uMod working on the server?
Yes, you can.sNIP8760Thanks for the help so far.
Would I be correct to assume that we could just use the uMod Agent to install uMod, but still launch Valheim using the .bat file, and still have uMod working on the server?