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renovate[bot] 9495c91573 chore(deps): update jokerwho/palworld-server-tool docker tag to v0.9.2 (#2822)
* chore(deps): update jokerwho/palworld-server-tool docker tag to v0.9.2

* Update app version [skip ci]

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Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
Co-authored-by: github-action update-app-version <githubaction@githubaction.com>
2024-12-22 22:40:41 +08:00
..
0.9.2 chore(deps): update jokerwho/palworld-server-tool docker tag to v0.9.2 (#2822) 2024-12-22 22:40:41 +08:00
README.md feat: 优化 palworld server tool 安装包 2024-02-23 16:50:36 +08:00
README_en.md docs: Add English README (#2676) 2024-12-04 21:08:28 +08:00
data.yml feat: 优化应用 type 类型 2024-03-20 12:07:23 +08:00
logo.png feat: 优化 palworld server tool 安装包 2024-02-23 16:50:36 +08:00

README_en.md

Palworld Server Management Tool

Manage dedicated Palworld servers with a visual interface and REST API.

Features and Roadmap Based on Level.sav Save File Parsing:

  • Complete player data
  • Player Pal data
  • Guild data

Features Based on Official RCON Commands (Server-Only):

  • Retrieve server information
  • View online player list
  • Kick/ban players
  • In-game broadcasting
  • Smoothly shut down the server with broadcasted messages

This tool uses bbolt single-file storage to periodically fetch and store data from RCON and Level.sav files.

It provides a simple visual interface and REST API, making management and development easier.

Ensure that private server RCON is enabled by following the instructions in the official guide.


Notes on Save File Parsing

Parsing the Level.sav save file temporarily requires a certain amount of system memory (1GB~3GB) for short periods (<20s). The memory is released after the task is completed. Ensure your server has sufficient memory. If not, consider the following alternatives:

  1. Deploy the tool on a separate server.
  2. Use a local personal computer for deployment.
  3. Opt for either of the above when the game server's performance is insufficient.

By default, the PST tool and the game server are assumed to run on the same physical machine. For separate deployments, refer to the following resources: