New featureFiveM and RedM: import your existing server from Scripts
Upload an existing FiveM or RedM server and database right from Scripts, with a preview before anything changes. This release also fixes Palworld idle crashes, backup reliability, and more across many games.
Bring your server now works right from the Scripts section
Moving from another host? Upload one archive of your server and its database export from the Scripts section, and we'll show you exactly what's inside and what it will replace before anything changes. The import now shows up in place as soon as it finishes, no reload needed.
Better than before
Clearer dashboard messages for parked mod problems
If a mod issue parks your DayZ, RuneScape: Dragonwilds or Factorio server, the dashboard now shows the specific problem with a start button right next to it, instead of a generic mod-mismatch banner.
Faster first starts for games with big downloads
New servers for games with large downloads, like Counter-Strike 2, start sooner. They're placed on a server that already has the game ready when possible, or can join an in-progress download instead of waiting for it to finish first.
Manage FiveM and RedM scripts right from the Files card
You can now see every script on your server, move one that's uploaded inside another resource into the right place, and turn scripts off or on individually or in bulk, all with search and folder filters built for long lists. Renaming a script will no longer overwrite one that's already there.
FiveM and RedM consoles now take commands in txAdmin mode
Your server's console now accepts commands and shows the game server's response whether or not you have a linked Cfx.re account, instead of being read-only in txAdmin mode.
Clearer duplicate script names, and more upload formats for FiveM/RedM
When a script exists in two folders, Haptic now names both copies and tells you which one actually runs. Upload Server also now accepts 7Z and TAR archives alongside ZIP.
Voyagers of Nera servers can now sleep and restart properly
Voyagers of Nera servers can now tell when players are actually online, so Wake & Play and scheduled restarts work instead of staying stuck awake.
2 more improvements
- Voyagers of Nera warns you when mods land in the wrong folder: Uploading mod files outside the ~mods folder now shows a clear warning pointing you to the right place. We've also clarified that mods in ~mods survive restarts, sleeps and game updates.
- Voyagers of Nera settings now match the game's real limits: Max Players can now go up to 30 instead of 10, and Gathering Rate can go as low as 1 for a more accurate slow pace.
34 bugs squashed
EnshroudedFixes: 1
- An out-of-memory crash used to just show as "server crashed unexpectedly." Now the message tells you the server ran out of memory.
FactorioFixes: 1
- If a mod with a missing dependency stops a new Factorio world from being created, you'll see a clear message pointing at the mod instead of raw error output.
FiveMFixes: 3
- The "Share with your players" card now clarifies that your server's address stays the same across restarts, but moving your server to a new region changes the port number after the colon. You'll want to share the updated address after a move.
- If your Scripts section needed attention and opened itself, the file browser could shrink to nothing. The Files card now always keeps room for your file list.
- When importing an old server.cfg, the setup note now only mentions a license key or database login if your file actually had one.
MinecraftFixes: 1
- If your Minecraft server's very first boot was interrupted while creating a new world, later starts could fail with "Overworld settings missing." That state is now detected and cleaned up automatically.
Minecraft BedrockFixes: 1
- After certain crashes, a Bedrock server could restart without its join system fully ready, blocking new players for a while. The server now waits for that to clear before starting back up.
PalworldFixes: 1
- Always-on Palworld servers that nobody joined for a day could crash during the automatic daily save. That save no longer runs when nobody's online, so idle servers now stay up.
Project ZomboidFixes: 1
- New servers now match Project Zomboid's own Apocalypse settings out of the box. Existing servers keep whatever settings they already have.
RedMFixes: 2
- Fixed a false alarm where healthy RedM servers using VORP were told to re-download files that come built into the framework pack. Those notes now make clear they're nothing you need to fix.
- RedM servers on newer FXServer builds no longer print outdated start-up warnings about settings that build no longer uses, matching the fix already in place for FiveM.
RuneScape: DragonwildsFixes: 2
- A banned or kicked player trying to join could freeze your player count and delay restarts for hours. That kind of join attempt is now correctly ignored.
- A boot crash on a modded Dragonwilds server now names the mods as the likely cause instead of a generic crash message, and it won't trigger a false crash-loop alert.
SatisfactoryFixes: 1
- Satisfactory servers now correctly turn on joining through Steam, which had quietly been left off.
TerrariaFixes: 2
- Restoring a Terraria server could sometimes cause it to crash and get stuck instead of shutting down cleanly. That's now fixed.
- Some modded Terraria worlds, including new worlds made with certain mod combinations and worlds with a damaged tile, could fail to load. Both cases now start correctly.
V RisingFixes: 1
- A brief network hiccup could cause a modded V Rising server to start without its mods loaded. These failures now retry automatically, and if it still can't load you'll get a message to try again shortly.
ValheimFixes: 1
- If Valheim can't save because disk space is tight, your server now keeps retrying instead of being restarted or shut down, so recent play doesn't get lost.
Voyagers of NeraFixes: 3
- A Voyagers of Nera server stopped before its first save could wrongly trigger a world-loss warning on every later boot. That false alarm is now gone.
- If your world upload didn't have its folder named with the world's id, the error message now clearly explains what's wrong instead of showing a confusing dot.
- Voyagers of Nera startup crash messages used to suggest removing your mods even when you didn't have any. Now that advice only shows up when mods are actually present.
AccountFixes: 3
- If a new password doesn't meet our requirements, the welcome screen now tells you exactly why instead of just saying it failed.
- If your device's clock is off, sign-in and chat verification now tell you to turn on automatic time updates instead of just hanging.
- If you delete your account after your plan already ended, the confirmation email now correctly says no plan is ending.
BackupsFixes: 2
- A backup interrupted partway could cause up to a day of scheduled backups to be skipped. Daily backups now land reliably on schedule.
- If your server was mid-save when a backup started, the backup could fail outright. It now retries briefly so the backup still completes.
BillingFixes: 1
- If you back out and restart checkout on a sale offer, you'll still get the discounted price instead of it reverting to list price.
DashboardFixes: 1
- Your server's download progress now stays visible the whole time instead of briefly showing Offline while a large game build is still downloading.
File managerFixes: 1
- Deleting a lot of files quickly, or restarting right after a file-manager edit, could leave your server stuck without syncing those changes to backups. Both situations are now handled correctly.
FilesFixes: 2
- When you're running low on storage, we now point you toward files you don't need, like unused mods, instead of telling you to delete old backups, since backups never used your server's storage to begin with.
- If something already exists at the destination, the rename is now blocked instead of silently replacing it. This applies to renames, moves, and pak toggles across your files and FiveM/RedM scripts.
ReliabilityFixes: 1
- When free space gets tight, your server now pauses non-essential saves instead of crashing, for every supported game.
Server PerformanceFixes: 1
- We tuned the system that watches your server's memory use so it acts sooner, before things slow down or crash under heavy load.
World managementFixes: 1
- A world reset could briefly fail with "could not clear the world data" if run right after a stop. It now retries automatically for a few minutes instead of giving up.
















