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v1.14.0 — schedules grow up, and every game gets its settings back
Twenty-two changes since v1.13.0. Thanks to @kajusnau, whose six requests drive most of this release, and to @Patriot2407, @jdvieira and @Its-Nevmo for the reports behind the rest.
Schedules can say things, run commands, and be edited
A schedule used to be one of a fixed set of things the manager does to a server: restart, update, back up, stop, start. There was no way to have it say anything, or to run a console command you already run by hand.
Announce sends a message through RCON in whatever syntax the game wants, the same translation the restart countdown already uses. Command runs whatever you'd type in the Console tab. Neither is disruptive, so neither takes a backup or warns players first.
Both need a live server, so they behave differently from the rest in two ways. On a server that isn't Running they skip with a note rather than erroring, which keeps an hourly announcement from posting eight failures overnight. And an empty message is refused when you save it, not logged every time it fires.
Every schedule now has an edit button too. Timing, action, payload, warning and condition load back into the form, and saving patches the row instead of making a new one. You can move a schedule between one-time and recurring while editing, and a re-timed one-time schedule becomes fireable again.
A schedule can wait for the right number of players
Any action can now be held to a player count: run only while at least N players are online, or only while at most N are. An announcement can wait for an audience the same way a restart waits for an empty server. A count that can't be read never blocks a firing, so an unreachable query port doesn't leave a schedule dead.
This replaces the old "skip while players are online" checkbox, which was the same idea hardcoded to "at most 0" and offered only for disruptive actions. No existing schedule changes behaviour. The migration carries the flag over as "at most 0" wherever it actually did something, and leaves the rows where it never applied without a condition.
The Schedules tab says what it means
Times used to show as bare clock times with nothing to say whether that was UTC or the scheduler's zone, and only admins could reach the Settings page that answers it. The tab now states the scheduler zone under the timing controls, notes your browser's zone when it differs, and puts the abbreviation after every clock time.
The action hints undersold what they do. "Update" reads as update-then-restart, when it also warns players and takes a backup first, and nothing said that a plain restart pulls game updates on images that update on every start. Each hint now lists its steps in order, and the conditional actions say what happens when there's nothing to do.
One correction while we were in there: the guard on the RCON actions fires only when a server is exactly Running, so Starting, Updating and Crashed skip too. The hints used to promise otherwise, and the misleading case is the common one, an announce scheduled a minute after a restart.
V Rising gets voice chat and the settings that were missing
Vivox voice chat lives in ServerVoipSettings.json, which the server image never patches, so there was no way to turn it on from the panel. A Voice chat section now carries the credentials and distance settings, and Palisade writes that file before every start. The credentials stay out of the container environment, so they never show up in docker inspect or the logs.
The catalog also picked up the host settings it was missing: server FPS, lowering FPS when empty, smart auto-save retention, save compression, and the game settings and difficulty presets. The difficulty preset applies after the game settings preset and wins where both set the same thing, which the help text and the game guide now say.
Palworld content mods through PalSchema
The Palworld (Wine) Mods tab gains PalSchema: a one-click pinned and checksum-verified install, or your own upload. Content mods upload from an archive whatever depth the author buried the mod folder at, and installed mods get a JSON/JSONC config editor. Reinstalling UE4SS keeps your existing mods.txt instead of overwriting it.
Pak mods now list recursively, so mods that ship their own folder finally appear and can be deleted.
Rust, V Rising and nine more games get their settings back
A game without a hand-written tab list fell through to ARK's tabs. A Rust server opened on an empty "General" tab with its World, Listing and Mods settings buried under "Advanced", and the same happened to V Rising, Sons of the Forest, Satisfactory, LiF, ATS, ETS2, Core Keeper, Terraria, Factorio, BeamMP and OpenTTD. Those games now get one tab per catalog category, in catalog order. ARK keeps its curated tabs.
A hand-built ark-net is left where it is
The move from ark-net to palisade-net assumed ark-net was the plain bridge Palisade used to create. An install whose ark-net is a macvlan or ipvlan network built by hand on its own VLAN was migrated along with everyone else, which pulled every server off the network it had been deliberately put on.
Palisade has never created anything but a bridge, so any other driver now marks the network as yours. It gets pinned as the shared network at boot and nothing moves.
RCON survives an admin password change
A server's admin password only reaches the game server when its container is recreated, but the manager started using the new password the moment you saved it. Until you hit Restart the two disagreed, and every console command and the player list failed to authenticate with nothing on screen explaining why. An already-open connection kept working, so the break tended to surface later, out of nowhere.
Palisade now authenticates with the password the running container was actually created with, and follows the change through on the next restart.
Also
- A log level picker on the General settings card. The manager logged everything including debug, with no way to quiet it short of a rebuild. Applied on save without a restart, and the default is unchanged.
- A rejected schedule edit can no longer take the manager down.
PATCHskipped validation entirely, so an unknown action was stored and then fired on time doing nothing; worse, a bad cron was written before it was checked, and the next boot threw out of startup and exited the container. Both are validated before anything is written now, and a row that can't be registered is disabled and reported instead of fatal. - The
:nightlyimage is published on every merge to main, through the same audit and Trivy gates, so a merged fix always has an image behind it. .env.exampleno longer points a dev install at a Compose-only socket proxy hostname, andscripts/deploy-unraid.shlooks for the proxy under the name the template and README actually tell you to use.- CI fails when the bundled game docs are stale, so the in-app Guide tab can't ship behind the markdown again.