Newfie's Server Suite
Secure Administration Console

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Remote server administration. Fresh installs on 127.0.0.1 enter automatically without a login.

For Internet access, use HTTPS through a trusted reverse proxy/tunnel.

Newfie's Server Suite
Newfie's Server SuiteWebPanel

Newfies Server Essentials Suite

Connecting…
PAGEDashboardIdle
MANUAL Health — CPU — Delay — Players — Entities — Alerts — BL Queue — Updated — MODULES
DASHBOARD CONNECTION ISSUE Displaying the last successful data.
Read-only sessionYou can inspect server data, but changes and disruptive actions are disabled for this account.

Server Dashboard

Actionable server and Suite overview: what needs attention, current operations state, health evidence, and recent lag.

Needs Attention

Checking…
Checking current server and Suite signals…

Operations Snapshot

Live actionable state
Loading operations state…
Smart diagnosis is waiting for profiler diagnostics.

Watchlist / Pinned Items

No pinned items yet.
Pin an entity, chunk, mod, or page while investigating and it will appear here.

Recent Lag Evidence

Newest correlated events from lightweight diagnostics
Profiler diagnostics are disabled or no lag evidence has been recorded.

Server Status

Live server runtime, player population, network totals, maintenance state, and historical player-count analytics in one place.
Not loaded.

Operations State

Loading…

Current Players

PlayerPingStateSessionRole
Loading players…

Player Growth & Analytics

Daily Peak / Average Player Count

Daily highDaily average

Rolling Player Count — Last 24 Hours

Time-weighted averageObserved low/high range

New Players — Last 30 Days

First-time joins per day

Collection Notes

Player-count collection is profiler-independent. Population changes are recorded on player lifecycle events and reconciled once per minute. Hourly averages are time-weighted. Growth metrics use Player Administration first-seen/last-seen records, so new-player counts remain available across restarts.

Log Intelligence

Grouped server-log diagnosis, likely mod ownership, health correlation, startup preflight, and mod-change regression evidence.
Not loaded.
Open this page to load log health.

Bad Block Entity Tracker

No tracker data loaded.

Tracks Vintage Story's standard BlockEntity ... threw an error when ticked log entries by exact coordinate. It reuses the existing incremental log tail: no world scan, per-tick scanner, or extra Harmony patch is added. Destructive world controls are audited and require confirmation. Remove All Tracker Entries only clears saved tracker records; it never removes world blocks or block entities.

StatusPositionBlock / EntityErrorsFirst / Last seenLast exceptionControls
No bad block entities tracked yet.

Issue Categories

Repeated lines are grouped into normalized signatures.
CategoryOccurrencesUnique issuesImpact
No scan loaded.

Issue Signatures

Click an issue for context, diagnosis, correlation, and recommended action.
ImpactCategoryIssueCountLikely modConfidenceLast seen
No issues loaded.

Startup Preflight

StateCategoryCheckDetailRecommended action
No preflight data loaded.

Changes Since Previous Recorded Boot

Loaded-mod manifest regression tracker
No manifest comparison loaded.

Action Center

One queue for active performance alerts, recommended next steps, and observed player-load behavior.

Server Performance Scorecard

Click a category to investigate
Waiting for diagnostics.

Recommended Actions

Recommendations combine active alerts and Smart Diagnosis. Mark items Investigating, Resolved, or Ignored to keep the queue manageable.

PriorityCategoryActionReasonStatusControls
Waiting for diagnostics.

Alerts

SeverityCategoryAlertEvidenceOccurrencesLast seenStatusControls
No alerts loaded.

Observed Player Load

Historical one-minute samples grouped by online player count. This is an observed workload model, not a hard player limit.

PlayersSamplesAvg delayWorst delayAvg CPUMax CPUStall samplesStall %
Collecting player-load history.

World Save Performance

Measured from the official GameWorldSave event until the server main thread services a post-save callback. This is an observed main-thread save window, not pure disk-write time.

TimeObserved windowPlayersDelay at startSeverity
Waiting for the next world save.

Server Network

Real server-wide sent/received byte counters. Per-mod/per-packet attribution is not claimed.

TimeOutboundInboundPlayers
Collecting network history.

Deep Instrumentation Status

Performance Center

Automatic lag incidents, entity/chunk pressure, BlockLogger activity hotspots, optimization providers, and Harmony patch-overlap inspection.

Current Bottleneck Summary

Fast triage from existing lightweight diagnostics
Waiting for diagnostics.

Suite Timing Hotspots

Rolling in-memory timings; recorded Suite wall time, not whole-server CPU attribution
SubsystemCalls / minTime / minLastAverageP95MaxRecent samples
No suite timing samples yet.

Unified Performance Timeline

30-minute rolling view

Aligned scheduler delay, CPU, loaded entities, and managed heap. Vertical markers show archived lag incidents, mod-environment changes, and manual entity scans.

Automatic Lag Incident Center

Built from the lightweight rolling diagnostics. Archived incidents retain approximately 30 seconds before, the incident itself, and 15 seconds after. Click a row for drill-down or select two incidents to compare recurring patterns.

CompareStartDurationSeverityLikely areaLikely modConfidenceWorst delayCPUEvidenceNext action
Waiting for diagnostics.

Entity Type Hotspots

Manual scan of currently loaded entities. Counts/population are pressure evidence, not per-entity CPU timing.

Entity typeRuntime typeCountChunksActions
Run Scan Entity / Chunk Hotspots.

Chunk Pressure Heatmap

7×7 around hottest scanned chunk

Pressure combines loaded entities, unique entity types, and players. It is a triage score, not measured chunk CPU time.

Entity Growth / Runaway Watch

Type-level growth compares the last two manual entity scans. Large increases are investigation leads, not automatic proof of a broken spawn rule.

Entity typeBeforeAfterDeltaChange %SeverityReasonActions
Run at least two manual entity scans to build type-level growth history.

Highest-Pressure Chunks

ChunkDimensionPressureEntitiesPlayersUnique typesTop entity typesActions
Run the manual entity/chunk scan.

Block / Container Activity Hotspots

Activity evidence only: these rows count recent BlockLogger events by coordinate. They do not claim that a block entity consumed CPU time.
CoordinateDimensionBlockEventsAction typesLast activity
Loading activity hotspots…

Mod / Environment Regression History

The suite fingerprints the loaded mod/version environment. When it changes, it compares the previous environment's last known performance with the new one after enough diagnostics have collected.

DetectedChanged modsResultRegression scoreConfidenceReason
No mod-environment change has been recorded yet.

Optimization Providers

Loading providers…

Instrumentation Coverage

Automatic: CPU, scheduler delay, GC, memory, entities/chunk counts, BlockLogger backpressure, Smart Diagnosis, grouped lag incidents.

Manual: loaded entity/type/chunk hotspot scan and exact 10s/30s engine profiling.

Activity proxy: block/container coordinates from BlockLogger history.

Not claimed yet: exact per-block-entity CPU, packet bandwidth by mod, or world-save phase timing. Those need dedicated instrumentation before the dashboard should present them as measured cost.

Harmony Patch / Compatibility Inspector

Shows methods patched by more than one Harmony owner. Multiple owners can be completely compatible; this is a conflict-investigation lead, not automatic blame.

SeverityTypeMethodOwnersNote
Run Inspect Harmony Patches.

Memory & GC

Heap direction, Gen0/1/2 pressure, and conservative retained-memory detection based on post-Gen2 behavior.
Waiting for memory diagnostics.

Managed Heap Timeline

30-minute rolling view

Interpretation

Waiting for diagnostics.

What the detector means

Allocation pressure: heap rises, Gen2 runs, then heap returns near its old baseline.

Possible retained growth: the estimated post-Gen2 heap floor repeatedly settles higher.

The detector deliberately says possible; a rising heap floor is evidence, not proof of a memory leak in a particular mod.

MemLeakInspector

Capture lightweight memory snapshots, compare growth over time, and inspect Suite-owned retained structures without continuously walking the whole managed heap.
Ready
MemLeakInspector presents evidence, not an automatic leak verdict. A true whole-heap object/type inventory requires a deep .NET heap capture and can pause a large server.

Snapshot Comparison

Capture at least one snapshot to compare memory state.

Deep Heap Capture Readiness

Checking runtime tooling…

Saved Memory Snapshots

TimeLabelHeapPrivateCommittedFragmentedGen2Players
No snapshots captured.

Tracked Structures

Suite-owned structures and runtime context; not a whole-heap object inventory
CategoryStructureRuntime typeCountNote
Waiting for memory data.

Optimizations

Measure and control supported external optimizers through their documented admin commands. Server Essentials provides recommendations, safety checks, and before/after measurement without copying optimizer code.
Checking for Tungsten…

Smart Optimization Advisor

Waiting for server diagnostics.

Before / After Measurement

No measured optimization experiment is pending.

Diagnostics

Tungsten documents diagnostics as zero-overhead when disabled. Detailed dump output may be written to the Vintage Story server log.

Benchmark & Slow Tick Tools

These controls call Tungsten's benchmark harness and frame-profiler commands; they are separate from BlockLogger's own profiler.

Tungsten Optimizations

Restart note: Tungsten documents that most optimization changes require a server restart. Buttons below send Tungsten's own /tungsten <name> on|off commands.
OptimizationRecommendationCategoryWhat it targetsAvailableControls
Waiting for Tungsten status…

Synergy

Coordinated server/client optimization integration through Synergy's public /synergy command interface.
Checking for Synergy…

Synergy Advisor

Waiting for server diagnostics.

Safety Notes

Entity Activation Range: test carefully with modded entities that must keep working far away from players.
Distance Send Frequency: if distant animals look choppy, this is the first Synergy option to test OFF.
Delta Encoding: bandwidth savings require Synergy on both server and client.

Synergy Optimizations

Restart required: Synergy's public controls save configuration; optimization changes are applied after a server restart. The Configured column is read from /synergy status output; a restart is still required before changed patches are applied. Runtime circuit-breaker health remains visible in full Synergy status output.
OptimizationConfiguredRecommendationScopeCategoryWhat it targetsCautionControls
Waiting for Synergy status…

Last Synergy Command

No Synergy command has been run from the web dashboard yet.

Optimization Test History

Persistent server-side before/after results
OptimizationTargetResultScoreConfidenceReason
No completed measurements yet.

Last Tungsten Command

No Tungsten command has been run from the web dashboard yet.

BlockLogger

Search audit history and control how much database history/backups are retained on disk.

Database Maintenance & Disk Usage

Loading BlockLogger database policy…
Backup policy: 0 hours disables automatic full-database backups; manual backups remain available under Suite Health. The suite now defaults to a maximum of 2 healthy BlockLogger backups instead of 7.

Manual database purge

Destructive: purge permanently deletes matching BlockLogger history. 0 days deletes all rows in the selected categories. Purges run in bounded batches so a very large database may require more than one pass. Compacting (VACUUM) physically shrinks the DB file but can be slow and needs substantial temporary free disk; use it during a quiet maintenance window.

Nearby history

Saved in this browser only.

Player history

TimePlayerActionDetailCoordinatesIn-game date

Animal Limiter

Inspect population pressure, manage limiter rules, and generate conservative rule recommendations from a manual loaded-entity scan.
No population or recommendation scan runs automatically.

Status

Not loaded.

Population Scan

Press Scan Population.

Rule Editor

Rules save immediately. Radius 0 means one chunk; radius 1 means a 3×3 chunk region. Exact entity codes are safest when applying a recommendation.

Current Rules

Not loaded.
PatternLimitRadiusRegistered matchesActions
Open this page to load Animal Limiter rules.

Exclusions

Entities matching an exclusion are never removed by Animal Limiter, including while universal limiting is enabled.
Not loaded.
Wildcards use *. game:player is permanently protected and cannot be removed here.
Excluded patternAction
Open this page to load exclusions.

Recommended Rules

Not analyzed.
Recommendation safety: NSE analyzes currently loaded non-player agents near online players. It does not auto-apply anything. Low-confidence single-hotspot suggestions should be reviewed carefully before using Apply.
EntityObservedSuggestedRadiusEstimated effect nowConfidenceWhyActions
Press Analyze & Recommend to inspect loaded populations.

Login Protection

Join/respawn protection, water-login recovery, and validated live configuration.

Runtime Status

Not loaded.

Configuration

Changes are clamped/validated server-side and saved to NewfiesServerEssentialsSuite/NewfiesLoginProtection.json. Disabling protection immediately clears active shields.

Automated Announcements

Schedule recurring server messages by interval or exact local times, with optional run limits.
Not loaded.

Announcement Editor

Optional. Example: every 60 min starting at 09:00. Server-local HH:mm values, comma separated. 0 = unlimited. Automatic sends count toward this limit; Test does not.

Placeholders: {players}, {time}, {date}. Schedules use the server machine's local timezone.

Scheduled Messages

Stored in NewfiesServerEssentialsSuite/NewfiesAnnouncements.json
StateName / messageScheduleRunsNext runActions
No schedule loaded.

Automated Restarts

Th3Essentials-style UTC restart scheduling with configurable warning announcements and clean server shutdown.
Not loaded.

Restart Schedule

Stored in NewfiesServerEssentialsSuite/NewfiesAutomatedRestarts.json
When enabled, NSE calculates the next configured UTC restart and gracefully shuts down the server at that time.
Used when the multiple-times field below is empty. Format: HH:mm or HH:mm:ss.
Comma-separated. When present, these times take priority over the single restart time.
Comma-separated minute thresholds. Example: 1,2,3,4,5,10,20,30.
 
No automatic restart is currently scheduled.
Restart behavior: like Th3Essentials, NSE performs a graceful Vintage Story shutdown. Your hosting panel, service, container restart policy, or included wrapper script must relaunch the server process after it exits.

Custom / One-Off Restart

No one-off restart scheduled.

Schedule a one-time restart countdown without changing the recurring restart schedule. Example: restart in 10 minutes for maintenance.

This one-off schedule is runtime-only and does not modify the recurring UTC schedule.
Role name colors are shared with .

Chat Display

Optional server-side chat decorations. General chat is the only formatted channel by default; modded/proximity chat is left untouched unless explicitly enabled.
Not loaded.

Message Formatting

Server-side · stock Vintage Story clients
Uses the chat scope below. Commands and sender names are never parsed as Markdown.
Off by default. Changes message text only, never the player name or role prefix.
Off by default. Link destinations and visible message text pass through ChatGuard when installed.
Leave blank for everyone. Otherwise enter exact Vintage Story role codes separated by commas. This restricts all message formatting styles.
StyleType in chat
Bold**bold** or __bold__
Italic*italic* or _italic_
Bold italic***both*** or ___both___
Inline code (literal text)`/home base`
Color (when allowed)[color=#80C8FF]hello[/color]
Link (when allowed)[Community](https://newfiescommunity.com)
Literal symbolsPut a backslash before a formatting symbol to keep it literal.
Players can use /chatformat for a private guide showing the current settings. Nested styles are supported, for example **bold with *italic***; enabled colors can also be nested. Unclosed markers remain readable. Underline, strikethrough, images, headings and HTML/VTML input are not supported. No extra client mod is required.

Role Name Colors

Shared player-name color overrides for Suite Chat Display and Newfie's Player List. Managed here because chat is where the colors are most visible.
Shared presentation
Exact role name/code matches override the normal name color. Unmapped roles keep their Vintage Story color.
No custom role colors configured.

Player Chat Format

Stored in NewfiesServerEssentialsSuite/NewfiesChatDisplay.json
Example: [Admin] Newfie: Hello. Uses the Vintage Story role name, falling back to its role code.
Applies to normal in-game chat and mirrors the same bold player name into game → Discord chat.
Example: Newfie: [21:35] Hello.
.NET date/time format. Recommended: HH:mm or HH:mm:ss.
Enabled by default. This is the safe compatibility mode for proximity/RP chat mods.
Off by default. Enabling this can interfere with third-party chat windows that use their own groups.
Optional comma-separated chat group IDs. These groups are formatted even when “all non-General” is off.
ExamplePlayer: Hello world
Compatibility default: when formatting decorations are enabled, only General chat is rewritten. All other channels pass through exactly as supplied by Vintage Story or another chat mod unless you opt them in above.

Role name colors: configure exact role → color mappings above. The same overrides are shared with Newfie's Player List; unmapped players keep their existing Vintage Story/mod-provided sender color.

Web Console

Color-coded Vintage Story server log mirror with guarded command execution and server-message broadcasting. This is not an operating-system shell.
Server:
Open this page to load server-main.log.

Server controls: Stop and Restart use the suite's clean shutdown scheduler with a 5-second safety delay. Restart still depends on Stratum or your external host/service/container supervisor to relaunch the process. Start is shown for control-panel symmetry but is disabled while this in-process dashboard is online; once Vintage Story stops, this dashboard stops with it and cannot start the process itself.

Input modes: Auto treats a leading / as a Vintage Story command and plain text as a server message. Command mode accepts commands with or without /. Message mode always broadcasts the text to online players. Input starts OFF and automatically expires after 15 minutes. No OS shell access is exposed.

Native Web Map

Optional public terrain map, live-player privacy controls, waypoints, terrain export controls, and cache status. The master feature can remain available while this map runtime stays fully off.
Not loaded.

Map Host Settings

Stored in NewfiesServerEssentialsSuite/NewfiesWebMap.json
OFF by default. While off, no map listener, player/date tracking timer, terrain dirty-journal writes, or automatic export work runs. The master feature gate may stay ON so these controls and commands remain available.
       
Activity and bad block-entity layers remain OFF by default. Enabling Players explicitly publishes live player coordinates. Leaderboards publish only community progression stats such as tracked playtime and optional XSkills levels/XP; they never expose UIDs, Anti-Cheat data, IPs, moderation notes, or private admin fields.
seconds
1–300 seconds. Lower values update positions more often and use more server/network resources. Default: 60 seconds. Applies when the Players layer is enabled.
XSkills is discovered dynamically through XLib. If it is not installed, the skill cards simply disappear and playtime leaderboards continue to work.
Separate per-player limits. 0 disables that waypoint class. Admin-created waypoints do not count.
Hard camera limit in blocks across the longer screen axis. Lower values prevent players from zooming out as far.
Approximate block span shown when the map first opens without a shared map-position link. This cannot exceed the maximum zoom-out span.
There are no automatic terrain exports while the server is running.
   
Choose which terrain styles are actually generated and published. At least one layer must remain enabled. Disabled layers are removed from the published map cache after settings are saved.

Listener settings and public layers apply immediately. Terrain tile-size changes apply on the next export. Version 1.5.33 requires one Full Rebuild Map to repaint terrain with the corrected v11 hillshade; the existing v10 raw patch sidecars are still used for fast dirty-chunk updates afterward.

Export Schedule

Not loaded.
One-shot startup request. Any successful terrain export automatically turns this back OFF. If a queued startup export fails, it remains queued so the following restart retries.
Everyday(s)
This is startup-only: 7 days = weekly. If the server stays online past the due date, nothing exports until the next restart. Live updates remain manual.
ON patches dirty 32×32 chunks inside existing terrain tiles when the current v11 terrain cache and v10 raw sidecars are valid, and fully renders only new/missing tiles. OFF forces a full terrain rebuild whenever a queued startup export runs.
No automatic live exports.
Use Update Changed Terrain for routine live updates. Full Rebuild Map is reserved for renderer/cache changes or repair.

The one-shot checkbox is cleared after a successful export. Saving this card changes only export scheduling/mode settings and cannot toggle the public Web Map listener. When the map host is OFF, queued startup exports remain paused and live export controls are unavailable. Turning the map OFF also cancels an active live export after the current chunk load finishes.

Terrain Export

Not loaded.
Preparing export…0%

No terrain status loaded.

Update Changed Terrain uses the persistent dirty-chunk journal and renders only dirty/new/missing tiles when the cache is compatible. Full Rebuild Map recreates the entire explored terrain cache and should be used after renderer/tile-size changes or for repair. Full rebuilds prefer parallel read-only save-database terrain workers; changed live chunks and compatibility fallbacks use the safe runtime world-loader path.

Admin Waypoints

Persistent per world · public marker data only

Administrator/Owner accounts can create, edit and remove any marker. Players create markers only in-game at their current position with /webmap waypoint add major|minor [icon:<type>] <name> and remove their own with /webmap waypoint remove <name>. Major and minor limits are enforced separately. Major markers remain visible farther out; minor markers appear closer in. Players can use /webmap live off|on|status to control whether their live player data appears publicly. Enter the same relative X/Y/Z shown by the in-game coordinate HUD; the public map translates them to its internal terrain origin automatically.

WaypointPositionUpdatedActions
No waypoints.

Runtime Update Cadence

Idle when map runtime is OFF

When the map runtime is OFF, terrain dirty-journal writes, map listeners, player/date tracking and export hooks remain inactive. When enabled, terrain still has no continuous scanner: block place/break events only mark their 32×32 map chunk dirty in a deduplicated journal. Administrators can queue a one-shot startup export or enable a startup-only interval such as weekly; neither option renders terrain while the server is already running. The public browser feed remains 30 seconds. Player coordinates remain at most 60 seconds. BlockLogger activity remains at most one query per 60 seconds while viewed.

Cached Players

60-second snapshot
PlayerPositionDimensionPingPlaytime
No map data loaded.

Bad Block-Entity Markers

Existing Log Intelligence cache
PositionBlockErrorsActions
No map data loaded.

BlockLogger Activity Hotspots

Cached; at most one SQLite query/minute while viewed
PositionBlockEventsActions
No map data loaded.

Community MOTD

Configure the optional Newfie's Community MOTD companion from the Suite. The MOTD remains an independent mod; this page uses its companion control bridge when installed.
Checking companion…

Presentation

Used when Logo source is Packaged Asset.
Place this PNG in the server data folder: NewfiesCommunityMOTD/branding/. Default: branding/motd-logo.png. Max 1 MB. It is sent to clients automatically when MOTD opens.
Logo is rendered at up to 400 × 400. Set either dimension to 0 for automatic sizing.

Join Options

Hub Tabs & Content

No changes0 characters · 1 line
Main uses the selected VTML/Markdown format. Other tabs always use VTML. Changing format does not convert existing text.
Live preview · approximates game formatting
Logo assets and live companion feeds appear in game. Preview links do not navigate.

Companion Feeds

Patch Generator

Find a loaded recipe, item or block, choose a change, preview the result and stage it for the next restart.
Not loaded.

1. Choose an asset

Search the server’s loaded assets.

2. Set the change

Generated changes are checked against loaded assets. Recipes apply after a server restart. Client item/block changes also need the managed content mod on clients; this generator does not hot-reload game assets.

Managed Content Patches

PatchAssetOperationStateActions
Open Patch Studio to load JSON patch definitions.
Advanced runtime patches and profiler investigations

Patch Editor

New patch · disabled until you explicitly enable it.

Recommended workflow: start with Observe, confirm the exact method and measured cost, then consider throttling only non-critical void methods. SkipVoid is intentionally high-risk and should be a temporary compatibility workaround. Patch Studio refuses to patch Server Suite itself and refuses skip/throttle recipes for methods that return a value.

Installed Patch Definitions

Runtime changes are reversible without editing mod files.
PatchTargetModeRuntimeTelemetryActions
Open Patch Studio to load definitions.

Suggested Investigation Targets

Profiler evidence only · suggestions do not auto-apply patches.
TargetEvidenceSuggested next step
No profiler-backed suggestions loaded.
Advanced JSON patch editor

JSON & Recipe Patches

Not loaded.

Build normal Vintage Story JSON patches for assets and recipes without editing files by hand. Enabled definitions are written to a managed NewfiesSuiteContentPatches content mod and apply on the next server restart.

Recipe helper: select a recipe template, enter the recipe asset path, and use Generate Template. The generic editor remains available for blocks, items, entities, worldgen, recipes, and other patchable JSON assets. Client-side asset changes may also require distributing the generated content mod to clients; server recipe fixes normally use the Server side.

Compatibility Center

Known coexistence rules, command ownership, loaded-mod/version checks, and manual Harmony patch-overlap inspection.
Not loaded.

Compatibility Checks

Evidence-based; warnings are not automatic blame.
StateCategoryCheckDetailRecommended actionControl
Open this page to run lightweight checks.

Command Ownership

Prevents the Th3Essentials-style startup collision.
CommandOwnerSuite fallbackStatus

Harmony Patch Overlap

Manual deep scan not run.

Multiple Harmony owners on the same method is overlap evidence, not proof of an incompatibility. This scan is manual because reflection across every patched method is unnecessary during normal live updates.

SeverityMethodOwnersNote
Press Run Deep Harmony Scan when investigating compatibility.

Mod Management

Inventory, compatible updates, safe staged replacements, and measured performance evidence.
How updates and performance impact work
Update checks use the official Vintage Story Mod DB. Update stages a compatible ZIP release after validation and backs up the current package outside the Mods folder; a server restart is required. Folder/dev mods remain manual. Run a manual 10s or 30s profile during a slowdown to generate evidence-based performance rankings; mods without attributed evidence remain Not measured.
#ImpactModVersionUpdateTick shareMax segment≥10msConfidenceTop profiled partSystems
Open this page to load the mod inventory.

Tick Debugging

Native Vintage Story tick diagnostics, kept manual and time-limited so troubleshooting does not become permanent server overhead.
Native diagnostics not loaded yet.

Native Slow-Tick Capture

Uses Vintage Story's native /debug logticks. The Suite automatically switches it back off when the capture window ends.
No native slow-tick capture is running.
Engine profiler idle.
A normal troubleshooting starting point is 100ms. Incident Capture runs the native slow-tick logger and the existing engine FrameProfiler together for the same bounded window.

Native Tick Handler Inspector

Ask the game engine which block/entity tick handlers and delayed callbacks are registered.
Detailed dumps are written by Vintage Story to its native debug log. Use them when the summary points to an unusually large handler family.

Last Native Debug Result

No native debug command has been run from this page yet.

Last Slow-Tick Log Capture

Current server log path will appear when a capture starts.
No slow-tick capture has completed yet.

Likely Mod Attribution

Based only on measured engine-profiler markers. This reports where tick time was attributed, not automatic proof of a mod defect.
Run Incident Capture or wait for an automatic lag-attribution burst to collect mod timing evidence.
How this page is different from Performance Center: Performance Center remains the always-on, low-overhead view. Tick Debugging is for short investigations using the game's native diagnostics. Native slow-tick logging remains time-limited; automatic mod-attribution profiling only uses short cooldown-limited bursts after major stalls.

Profiler & Lag Diagnostics

Correlate slow-server evidence continuously, then use manual engine profiles for exact tick/mod attribution.
Graph range
No profiler snapshot loaded.
Hover any graph to inspect the same moment across all six charts. Red/orange markers on Main-thread delay are correlated Lag Events.
Not loaded
No diagnostic summary loaded.

Smart Findings

Waiting for diagnostics.

Recommended Next Steps

No recommendations yet.

Adaptive Server Baseline

Waiting for enough samples to learn the server baseline.

Trend / Leak Watch

10-minute direction
No meaningful upward trend detected.

Saved Baseline Comparison

Press Save Baseline during a known-good period, then compare later lag captures against it.

Main-thread delay

scheduler lateness

CPU

Managed heap

Loaded entities

BlockLogger queue

BlockLogger writer

Top Attributed Mods

last manual profile
ModTotalMax≥10msShareConfidence

Worst Profiled Ticks

last manual profile
TickLeading causes

Grouped Lag Incidents

Adjacent lag samples are grouped into one incident and classified by the strongest evidence. Click a row to open its archived black-box evidence; the synchronized graph crosshair follows the incident.

StartDurationSeverityLikely areaLikely modConfidenceWorst delayCPUGen2Next action

Correlated Lag Samples

Evidence correlations are not automatic blame. Use Profile 10s/30s when you need exact engine tick timing and mod ownership.

TimeSeverityDelayCPUGC 0/1/2BL queue/writerEntities ΔChunks ΔEvidence

Anti-Cheat

Client integrity, mod policy, enforcement, and online player evidence in one place.
Not loaded.
AC
Loading protection state…
Anti-Cheat status will appear here.

Anti-Cheat Module

Loading…
Server-owner add-on: when the AntiCheat companion is installed on the server, protection defaults on and the same companion is required on clients. This switch disables live Anti-Cheat enforcement/scanning only; the installed mod remains a required client dependency. Server Essentials and stored Anti-Cheat reports remain available.

Client Scan & Timeout Settings

Tune startup tolerance for slower PCs/connections without weakening exact client-mod verification.
Loading policy…

Client Requirements


Strict database mode: every reported third-party client mod must exactly match the server-loaded baseline, an administrator-approved custom fingerprint, or an official same-version ModDB fingerprint. Unknown, unavailable, or mismatched releases are rejected. Enabling strict mode forces ModDB verification on.
Dynamic version match: when enabled, every client must report the same semantic Client Integrity version that is installed on this server. Upgrading the server companion automatically changes the required client version; no Suite update is needed. Version mismatch is a compatibility failure, not cheat evidence.
Transport hardening: requires report-hash v2 and challenge-bound anti-replay heartbeats. This can be enforced independently from the exact client release requirement.

Connection / Heartbeat Tolerance

The hello grace is how long a newly joined client has to establish the Anti-Cheat channel. The recovery delay gives a late client another chance before disconnect. Heartbeat timeout controls stale-client recovery after connection.

Startup Deep Scan

A responsive client that is still hashing mods can keep the same startup challenge alive with heartbeats, up to the hard limit. This avoids kicking slow disks/CPUs while still preventing a client from stalling forever.

Rescans

Startup Integrity Gate / Quarantine

Quarantine behavior: interaction blocking now defaults OFF. The integrity scan still runs normally, but joining players can immediately break, place, use blocks, and interact with entities. Enable this only if you intentionally want players quarantined until startup verification releases them.
Defaults are intentionally more tolerant than the earlier timing profile: 90s hello + 60s recovery, 180s heartbeat, 300s startup window, 900s hard limit.

Coverage & Freshness

Live quality of the evidence feeding the Anti-Cheat decisions.

Anti-Cheat Connection Timeline

Handshake, heartbeat and startup-scan stages remain visible after disconnects, with failures highlighted in sequence.
No diagnostics yet.
No recent client connection diagnostics.
Detailed diagnostic table
TimePlayerStageEventActionDetail
No recent client connection diagnostics.
Server AntiCheat add-on
Newfies AntiCheat Client
CHECKING INSTALLATION…
The Suite owns the server Anti-Cheat backend. Installing this add-on on the server requires the same package on clients. The protection switch controls enforcement, not the client dependency.

Attention Queue

Review/suspicious/missing clients first; click a player for evidence.
PlayerStatusRiskFindingsRuntime changesClient
No anti-cheat snapshot loaded.
How the protection model works
Server-owned verification validates one-time challenges, client heartbeats, required/forbidden mod policy, scan timing, build fingerprints, runtime consistency, and cross-checks between reported mods and loaded assemblies. When Anti-Cheat enforcement is enabled, client telemetry is supporting evidence; PacketGuard independently validates server-observed movement, block reach, and connected mining behavior. When the module is disabled, both client scanning and PacketGuard enforcement stop.

Recommended workflow

1. Keep approved Client Integrity builds enrolled. 2. Resolve blacklist fingerprints. 3. Review suspicious players before enabling harsh automatic consequences. 4. Use exact fingerprint findings more aggressively than fuzzy similarity findings.

Detection strength

Strong: exact forbidden mod/content/assembly fingerprints, unapproved client build, protocol/integrity failures.
Supporting: structural similarity and other fuzzy evidence. Similarity should generally log/freeze for review rather than automatically long-ban by itself.

Online Player State

Filter the live integrity posture, then open a player for an evidence-first investigation view.
0 players
StatusStartupClientPlatformAction
Open this page to load anti-cheat sessions.

Client Mods

All third-party mods reported by currently online Client Integrity sessions, including exact ModDB resolution, official fingerprints, and comparison state when ModDB verification is enabled. ModDB evidence is advisory by default.
No inventory loaded.

ModDB Verification Health

External ModDB availability is tracked separately from player integrity. An unavailable lookup is never labeled as a modified client mod.
Not loaded.

Approve Mod ZIP Fingerprint

Upload a private or intentionally patched Vintage Story mod ZIP to approve its exact normalized fingerprint. The Suite reads root modinfo.json and hashes the package; it does not install, load, extract, or execute the uploaded mod.
Ready.
Maximum upload: 96 MB. Upload is chunked so large mod ZIPs stay below the WebPanel request-size limit.

Approved Custom Fingerprints

Exact exceptions for private or intentionally patched mods. Approval requires ModID + version + normalized content SHA-256; approving a ModID/version never trusts other builds.
No custom approvals.
Mod / VersionLabel / NotesContent fingerprintApprovedAction
No custom fingerprints approved.

Fingerprint Clusters

Each release is grouped visually by exact content fingerprint. Dominant fingerprints and one-player outliers are called out immediately.
No clusters loaded.
No fingerprint clusters loaded.
Resolution is deduplicated by exact ModID + version, persisted server-side, and limited to two simultaneous downloads. Multiple players using the same release reuse the same official fingerprint. Missing or unavailable telemetry is shown as unavailable and is not treated as modified.
PlayerMod / VersionScopeClient PackageOfficial ModDBComparisonChecked
No client mod inventory loaded.
OS
Loading Ore Shield…
Server-authoritative ore concealment and performance status will appear here.

Ore Shield Control

Tune concealment and cache behavior without editing the full Anti-Cheat JSON. Saving reloads only Ore Shield.
Loading policy…
OreShield · Beta — Fully functioning, with bug fixes and performance polishing still in progress. Disabled by default on new configurations; enable it when you are ready to test it on your server.

Protection


Ore Shield v3.2.9: every protected natural ore is concealed by default, including cave-exposed ore. Geometry exposure only makes an ore eligible for a bounded server-side line-of-sight test from the player's real position. Authorized discoveries are remembered for that player for the lifetime of the current Ore Shield runtime, including chunk unload/reload and reconnect. Whole-vein reveal remains optional because it intentionally exposes buried connected vein geometry.

Revision Cache

Waiting for live cache telemetry.
Ore Shield never creates client-visible fake ore. Real world blocks and vanilla prospecting data are not rewritten.

Runtime Efficiency

Live counters since Ore Shield started or was reloaded.
Waiting for telemetry…
No telemetry loaded.

Concealment Health

Recipient-aware chunk packets conceal every protected ore until that player passes a server-side line-of-sight discovery check. Break/place events accelerate nearby checks; periodic scans are bounded and candidate-indexed.
Waiting for telemetry…
No telemetry loaded.

Additional Ore Patterns

One pattern per line. Strict geometry, light and exact host-rock checks still apply.

Excluded Block Patterns

Use exclusions for unusual ores or blocks that should always remain vanilla.

Coverage

Aggregate operational information only. Ore coordinates are never exposed in the WebPanel.
Loading coverage summary…

PacketGuard

Loading policy…
Waiting for raw packet protection coverage.

Ingress checks incoming vanilla packets before game handlers: packet size and rate limits, view distance caps and interaction validation. Requires PacketGuard enabled. Turning it off leaves the other enabled movement, reach and mining checks running. Save to apply immediately.

False-positive protections
PacketGuard tracks trusted transitions independently of Movement enforcement so Reach-only configurations still recognize legitimate teleports and dimension changes. Trust is detector-scoped: mount/dismount reposition grace applies to Movement only, while engine teleports, /spawn, translocators, suite/admin teleports, dashboard teleports, TP Runes arrivals, and dimension changes can protect both Movement and Reach for a short bounded window.
Settings saved
Changes apply immediately; no client rescan is required.

Movement

Speed limits, confirmation and collision checks.

Unmounted speed limits

blocks / second

Set these above legitimate movement with XSkills or other server bonuses. Limits are server-wide and do not automatically scale with skills.

Default risk: 50 → 75 → 100. Requires three Critical unmounted speed reports in one minute, at least 10 seconds apart. Mount, low-TPS and review-only observations do not qualify.

The fallback is used when separate movement-mode limits are off. Hard move distance and acceleration checks still apply independently.

Movement

Borderline impossible jumps must persist across the configured confirmation samples. Extremely large jumps bypass confirmation and enforce immediately.

Movement False-Positive Hardening

Advanced PacketGuard tuning added for modded movement. Block collision/noclip detection is OFF by default because complex vanilla and modded collision shapes (especially trapdoors/doors) can create legitimate overlap.
Mount acceleration remains corroborating telemetry only; it cannot independently trigger rollback while mount speed, vertical speed, rider distance, and rider correlation remain legal.

Persistent Anti-Cheat Reports

Not loaded.
Stored server-behavior evidence survives disconnects and server restarts.
TimePlayerSeverityConfidenceFindingRiskPositionEvidence / guidanceConsequence
Open this tab or press Load Reports.

Client Mod Blacklist

Loading policy…
What fingerprint resolution does
NSE downloads the configured number of recent official Mod DB releases in memory, validates the requested mod ID, and stores exact package/content/assembly fingerprints plus structural and identifier-independent IL behavior signatures. It does not install those mods. Resolve Missing Fingerprints only fills blacklist entries that do not yet have Mod DB release fingerprints. Update All Fingerprints from DB force-refreshes every active blacklist entry. The normalized content fingerprint excludes root modinfo.json, so changing only the declared mod ID does not bypass it. IL behavior signatures also ignore metadata-token operands and symbol names, improving detection of simple repacks/renames.
Profiles are snapshots. Load one to copy it into the active blacklist, edit the list freely, then use Save Current or Save As New when you want to persist those edits.
Forbidden Mod IDFingerprint SourcesPackage SHA-256Normalized Content SHA-256Action
No blacklist loaded yet.

Quick Enforcement Setup

Configure the common enforcement values here, then fine-tune the generated rules below only if needed.
This does not save immediately. It replaces the visible consequence-rule editor with a clear staged policy, so you can review the generated rules before pressing Save Rules. Advanced rules remain available below.

Enforcement Policy

Build clear, staged consequences from evidence without turning every finding into an automatic punishment.
Loading policy…
Rules can match a finding code, player status, or minimum risk score, then Log, Kick, Temporarily Ban, or Freeze. Kick and timed-ban actions send the expanded reason before disconnecting. When Require Client is enabled, CLIENT_MISSING enters a recovery window after the hello grace period and is disconnected only after that recovery delay; a CLIENT_MISSING Kick rule can override the default player-facing message. Disruptive actions fire once per connection for the same matching evidence.
Quick policy presets:
Finding codes and message placeholders
Common codes: FORBIDDEN_MOD, FORBIDDEN_MOD_FINGERPRINT, FORBIDDEN_ASSEMBLY_FINGERPRINT, FORBIDDEN_ASSEMBLY_SIMILARITY, CLIENT_BUILD_UNAPPROVED, HOTKEY_SUSPICIOUS_NAME, CLIENT_COMMAND_SUSPICIOUS, HOTKEY_BLACKLIST_MATCH, HOTKEY_BLACKLIST_OWNER_MATCH, CLIENT_COMMAND_BLACKLIST_MATCH, MOD_CANONICAL_MISMATCH, MOD_DLL_SET_MISMATCH, ASSEMBLY_SIZE_MISMATCH, PROTECTED_ASSET_MODIFIED, PROTECTED_ASSET_DIGEST_MISMATCH, RUNTIME_SURFACE_CHANGED, CLIENT_MISSING, SCAN_TIMEOUT, HEARTBEAT_TIMEOUT, PROTOCOL_MISMATCH, INVALID_REPORT, DUPLICATE_MOD_ID, DUPLICATE_ASSEMBLY_IDENTITY, RUNTIME_UNASSOCIATED_ASSEMBLY_ADDED, RUNTIME_DYNAMIC_ASSEMBLY_ADDED, CLIENT_SELF_CHANGED_DURING_SESSION, RUNTIME_DEBUGGER_ATTACHED, RUNTIME_INSTRUMENTATION_PRESENT, RUNTIME_GENERATION_REGRESSED. Placeholders: {player}, {status}, {risk}, {code}, {subject}, {duration}.
Defaults remain log-only until you explicitly configure enforcement.
OnNameTriggerValueSubjectActionDurationMessage
No consequence rules loaded yet.

Client Build Integrity

Loading policy…
Approved-build lock
Protocol v9 startup attestation cross-checks the client mod inventory against loaded assemblies and the Client Integrity build fingerprint, adds structural fingerprints, canonical server-mod comparison, Harmony patch census, runtime surface monitoring, protected asset validation, scanner telemetry, and heartbeat-triggered rescans when monitored runtime state changes. Add the SHA-256 from a client build you trust, then enable approved-build enforcement. This blocks ordinary recompiles/renames, but it does not make a fully hostile user-space client impossible to forge.
Approved SHA-256Action
No approved hashes loaded.

Runtime Surface Integrity

Loading runtime surface policy…
Supporting evidence: suspicious hotkey and client-command names are low-confidence signals and do not justify punishment by themselves. Stronger evidence: same-ID/version server-shared mods whose normalized content differs from the server copy, and protected texture/shader assets whose final loaded bytes differ from the server baseline. A fully hostile client can still forge user-space reports, so PacketGuard and server-authoritative behavior remain the strongest enforcement layer.
Hotkey surface
—
Searches registered keybind code/name text for configurable suspicious terminology.
Client commands
—
Searches registered client chat commands and subcommands for the same weak signatures.
Protected server baseline
—
Primary integrity reference for server-shared mods. Compares exact server version, normalized content and DLL SHA-256 before consulting ModDB.
Protected assets
—
Hashes configured final loaded texture/shader assets and compares them with the server challenge baseline.

Suspicious Package Transfer

Loading transfer policy…
Manual, bounded, and player-authorized: administrators may request only a loaded mod package already associated with suspicious Anti-Cheat evidence. The popup appears only after an administrator manually clicks Collect ZIP for that player/mod; scans never open it automatically. No bytes are read or sent until the player selects Agree & Transfer. Declining, closing, or pressing Escape triggers the configurable decline policy shown to the player. Accepted ZIPs are stored under ModConfig/NewfiesServerEssentialsSuite/SuspectedHacks and are automatically deleted 15 days after collection; the small JSON authorization/provenance sidecar is retained for audit history.

Advanced / Full Anti-Cheat Configuration

Every Anti-Cheat configuration value is available here, including advanced PacketGuard thresholds, risk policy, runtime terms, protected assets, blacklist data and consequence configuration.
Not loaded.
Advanced: this editor writes the complete Anti-Cheat configuration. The module Enabled state and SchemaVersion are intentionally lifecycle-managed elsewhere and are preserved on save. Use the dedicated controls above for common settings.
A full save is audited and re-evaluates active sessions.

ChatGuard

Optional standalone chat moderation. ChatGuard runs without Server Suite; this page appears as an integration/control surface when the separate module is installed.
Not loaded.

Protection Posture

Not loaded
Load ChatGuard to inspect enforcement posture.
No rule telemetry yet.

Rule Tester

Dry-run only · no sanctions or counters
Add a player to test exemptions and live spam/repeat history.
Requires ChatGuard 2.1.1+.

Core Moderation

Stored by the standalone module in NewfiesChatGuard.json
Log only records matches without applying automatic rule actions. Explicit staff mutes remain staff actions.
Comma-separated Vintage Story role codes/names.
Characters of the moderated message stored in ChatGuard's JSONL audit. Set to 0 to store no message text.

Automatic Rules

Each rule can block, warn, temporarily mute, or kick.
RuleEnabledSession hitsThresholdActionMute minutes
Flood / spam
Too many messages in a short window.
0 msgs / sec
Repeated message
Same normalized message repeated.
0 repeats / sec
Excessive caps0At least letters and % uppercase
Links / domains
Blocks detected links unless the host is allowlisted below.
Mention spam0More than @mentions
Message length0Max chars
Blocked words / phrases0

Warning Escalation

warnings
minutes
minutes

Manual Moderation

Temporary mutes can be up to 30 days.
Enter a player name or UID and choose Inspect to view ChatGuard moderation state.

Active Mutes

Equivalent to /cgmutes; permanent mutes are labeled explicitly.
PlayerDuration / ExpiresReasonActorAction
No active ChatGuard mutes.

Active Warnings

Equivalent to /cgwarnings and /cgclearwarnings.
PlayerWarningsWindowOldest expiresAction
No active ChatGuard warnings.

Recent Moderation Activity

Session view; ChatGuard also writes its own append-only JSONL audit.
TimePlayerRuleActionDetailMessage preview
No ChatGuard actions recorded this session.
Standalone design: ChatGuard owns its moderation logic, configuration, commands and state. Server Suite 1.2.42 mirrors the ChatGuard moderation surface here, including dry-run rule testing, per-rule session telemetry, temporary/permanent mutes, warnings, warning clearing, moderation inspection, and filtered audit activity. Removing the Suite does not disable ChatGuard.

Reports & Tickets

Player-submitted issue reports with assignment, private notes, status history, and staff workflow.
Not loaded.

Command Provider

/report <issue> is registered only when no other mod already owns the root command. /nse report always remains available. Staff management commands use /nse reports, /nse reportstatus, /nse reportassign, and /nse reportnote.

Report Queue

IDStatusReporterIssueAssignedUpdated
Loading reports…
Select a report.
Its timeline, notes, assignment and workflow controls will appear here.

Player Administration

Moderation, player status, read-only inventory inspection, staff notes, maintenance, cleanup, and scheduled shutdown controls. Every action is audited.

Players

Online and offline players are separated for faster moderation. Offline players are ordered by Last Seen.
PlayerStatusRolePingPlayer ListLast SeenPlaytimeWarningsRestrictionsManage
Loading players…

Maintenance Mode

When enabled, non-staff connections are rejected. Existing players are not forcibly removed.

Scheduled Shutdown

Schedules announcements, then requests a clean Vintage Story shutdown so the world can save normally.

*Restart means clean shutdown plus external host/service supervisor restart.

Entity Cleanup

The scan summarizes all loaded entities and identifies dropped items/dead-or-despawning entities. Removal is intentionally limited to dropped items and requires explicit confirmation.

Recent Admin Audit

Includes both in-game and browser actions
TimeActorActionTargetSourceDetail

Role Config

Game roles, permissions, name colors and shared Suite limits in one place.
These are Vintage Story player roles. WebPanel account access is managed under Web Dashboard. Home limits, teleport policies and chat name colors share the same settings as their original pages.

Player Role Assignments

Choose a target role above, then assign it to a player. Search saved players, including offline accounts. Direct privilege grants and denials are preserved. Discord role sync may reassign linked players later; review its mappings before removing a role.

Suite Customization

Customize WebPanel identity, density and layout without editing HTML or rebuilding the Suite.
Not loaded.

Branding & Login

Used in the header and login. Empty restores the Suite logo. Use an image visitors can access.

Theme, Dashboard & Layout

Palette colors apply with Custom palette. Accent, spacing and branding apply to every theme.

Live preview: changes are previewed in this browser as you edit. Save to make them persistent for every administrator.
Preview not loaded.

Scope & Safety

Customization is presentation-only. It cannot inject HTML/JavaScript, alter authentication, rename API routes, change module IDs, or bypass permissions. Text is stored as plain text and color/layout values are clamped server-side.

Database Storage

Inspect what each Suite database contains, which subsystem owns it, disk usage, table/index footprint, reclaimable space, WAL growth, backups, and safe ways to reduce storage.

Database Storage Viewer

See what each Suite-owned SQLite database stores, which subsystem owns each data area, where disk space is going, and the safest tuning option. The Vintage Story world-save database is intentionally not modified or analyzed here.
Loading file totals…
Detailed table analysis is manual so large databases are not scanned by live dashboard polling. Table usage stays timestamped until re-analyzed.
Storage rule: large indexes are not automatically waste—they are what keep BlockLogger/player-history queries fast. Prefer retention, logging scope, snapshot policy, and backup retention before considering compaction. Never delete active SQLite -wal/-shm files by hand.

Live SQLite + WAL

Database / WAL / SHM / Backups
DatabaseWALSHMBackups
Database storage totals are loading.
Press Analyze Storage to calculate per-table and index usage.

Suite Health

Health of Newfie's Server Suite modules and backing services: startup self-test, Suite-owned databases and queues, circuit breakers, WebPanel request diagnostics, retention/export policy, and web action safety.
Loading Suite self-test…

Subsystem Self-Test

BlockLogger SQLite

Loading database health…

Essentials Admin SQLite

Loading admin database health…

Retention & Export Privacy

Loading retention/privacy policy…

Web Server Request Diagnostics

Collecting request timings…

Separates worker-queue delay, browser/network time, time waiting on Vintage Story's main thread, and actual main-thread work. This is the quickest way to prove whether the dashboard itself contributed to a lag event.

EndpointRequestsErrorsAvgP95MaxQueue wait avgMain wait avgMain work avgPayload
No web request samples yet.

Recent slow/error requests

last 10 minutes · ≥100ms or HTTP error
TimeEndpointStatusTotalQueue waitMain waitMain workPayloadInterpretation
No slow/error web requests.

Data Collection Audit

Loading collector policy…

Every automatic collector should have a bounded cadence and avoid full world/entity walks. Manual heavy operations are clearly separated from background telemetry.

CollectorCadenceThreadCostAutomaticCached/boundedDetail
Loading collection audit…

Feature Circuit Breakers

3 consecutive failures → 5-minute local feature disable

Circuit breakers disable only the failing nonessential feature. Core BlockLogger logging continues.

FeatureSafetyStateConsecutiveTotal failuresLast error
No feature failures recorded.

Server Essentials Suite Self-Overhead

Wall-clock execution time for the suite itself

This answers “is the monitoring suite becoming part of the performance problem?” Background maintenance should normally remain tiny; manual scans are shown separately because they are intentionally heavier.

Feature / actionCallsLastAverageMaxStatus
No overhead samples yet.

Web Endpoint Safety Matrix

Authentication, risk, cooldown, and exclusive-operation policy
MethodEndpointAccessRiskSafetyCooldownExclusive
Loading route policy…

Operations & Audit

Configuration safety snapshots and a persistent audit trail for web administration actions.

Performance Comparison Snapshots

Capture a known state, then compare it with the current server.
CapturedLabelPlayersHealthDelayCPUProfile P95Compare
No performance snapshots yet.

Configuration Snapshots

Restore safety: restoring a snapshot automatically creates a backup of the current Newfie's configuration first.
Included: Suite Feature Gates · BlockLogger · Web Server · Animal Limiter · Login Protection · Public Player List. Excluded: external optimizer configs such as Tungsten. Restoring feature gates requires a server restart to fully add/remove subsystem hooks.
CreatedLabelCreated byIncluded configsAction
No configuration snapshots yet.

Audit Summary

Loading audit information…

Web Administration Audit Log

TimeActorRemoteActionDetailResult
No audit entries loaded.

Player List

Configure the hold-Tab roster and troubleshoot the Server Essentials player-list backend.

Roster Configuration

Not loaded.
All PlayerList settings live here. The companion remains a separate mod; Server Essentials sends these appearance/layout settings with each roster snapshot.
Visible information & style
Writes additional [ServerEssentials/PlayerList] request/response diagnostics to the server log.

Reserved Slots

Disabled
Off by default. When enabled, non-reserved roles may fill only the public portion of MaxClients. Players in an allowed role can use the remaining reserved capacity. The server's normal maximum player limit is never exceeded.
Non-reserved joins are rejected only when public capacity is full.
Configured server roles will appear here.
Load Player List configuration to view reserved-slot capacity.

Diagnostics & Debugging

Waiting for status.
Loading player-list diagnostics…
Hold Tab in game, then press Refresh. Requests > 0 confirms the companion reached the suite backend; Responses > 0 confirms the complete round trip.
Home limits and teleport policies are shared with . Edit them from either page.

Player Commands

Manage command availability, teleport rules and player access. Settings apply live when saved.
Loading player command status…
Loading settings…
Policy edits stay in this tab until you save. Individual command buttons apply immediately.

Command Directory

See which mod owns each alias and which Suite fallback is available.

Feature Switches

These buttons edit the master feature switches. Save Settings to apply. They preserve individual command switches and never change commands owned by other mods. Command policies are on the Teleports and Messages & Kits tabs.

Warp Management

Create destinations, configure teleport costs, and manage global warp behavior.
Warps are stored in NewfiesWarps.json. Global /warp access is controlled from Player Commands; each destination can also require specific roles or privileges here.

Warp Defaults

Individual warps can override the cooldown, warm-up, movement rule, and optional item cost. Use -1 below to inherit a default.

Warp Destinations

0 configured
Warp Access Control · Leave Public for everyone with /warp. Root/controlserver staff always bypass individual warp restrictions for administration/testing.
Ctrl/Cmd-click to select multiple roles.
Comma-separated. In Any mode one match is enough; in All mode every listed privilege is required.
In-game shortcut: stand at a destination and use /setwarp <name>. Optional cost: /setwarpcost <warp> game:gear-rusty 2.
WarpPositionCooldownWarm-upCostAccessStatusActions

Discord

Bot health, announcements, account linking, and channel routing for the unified Discord module.
Loading Discord integration status…

Connection & Chat Bridge

Role color uses a Discord embed accent bar because Discord does not support arbitrary inline text colors.
Only the sender label is colored/bolded; message text stays normal.
Security: the bot token is never returned by this API and never appears in Shift+L. This page only reports whether a server-side token is configured.

Discord Announcements

Channel ID 0 inherits the main chat channel.
EventEnabledChannel IDMessage format

Community MOTD Discord Feeds

Choose which Discord channels supply the MOTD feed content.
The Community MOTD page separately controls which feeds are displayed or merged.
Channel IDs are owned by Discord 1.0.8. The Community MOTD settings decide whether Announcements, Updates, and Events are enabled and whether local content is merged with these Discord feeds.

Account Linking

Channels & Routing

Connected guild text channels
No channel list loaded.

Web Server

Panel availability, exposure, authentication, accounts, and session security.

Suite Feature Gates

Performance master switches: an OFF feature is not started on the next server boot, so its listeners, timers, workers, file watchers, and network hooks are not registered. Changes are saved immediately but require a server restart to fully apply.
Loading feature gates…

Panel Admin Accounts

The primary web credential is the Owner. Additional accounts have separate passwords and can be revoked without changing the Owner password. Only the Owner can manage accounts.
Loading Owner account…
Administrator: full authenticated panel access. Read Only: can inspect status/diagnostics but server-side mutation endpoints reject changes.
UserRoleStateCreatedLast loginActions
Loading accounts…

Owner Credential

Change the primary Owner password from Vintage Story chat/console with controlserver. Existing web sessions are invalidated when the password changes.
/serverutils web password <your-password>

Exposure Guidance

Loopback-only access can run without login for local administration. For LAN/public exposure, use named credentials and HTTPS through a trusted reverse proxy or tunnel. Network/bind settings remain deliberately controlled from the game/config rather than this browser.
Technical listener and request details
Loading…

Help & About

What the measurements mean, what they do not mean, keyboard shortcuts, privacy, and build identity.
Mod version
1.2.42
Build
newfies-server-essentials-suite-1.2.42-ms11-improve1
Vintage Story target
1.22.7
Dashboard philosophy
Evidence first
Measured ≠ inferred ≠ correlated

Measured

A value taken directly from server counters, stored logs, or the manual engine profiler. Examples: CPU, heap, server-wide bytes, BlockLogger queue, FrameProfiler timing.

Inferred

A conclusion derived from measured signals. Example: possible retained-memory growth based on a rising post-Gen2 heap floor.

Correlated

Two events changed at similar times. Correlation is a lead for investigation, not automatic mod blame or causation.

Activity Proxy

Block/container activity counts show where interactions are happening. They are intentionally not labeled block-entity CPU cost.

Pressure Score

A triage score combining entity count, unique entity types and players in a chunk. It is not milliseconds of chunk CPU time.

P95 Tick Time

95% of measured profiled ticks were at or below this time. Use the manual engine profiler when exact timing/ownership matters.

Keyboard Shortcuts

Ctrl K Global search / command palette

G then D Dashboard · P Performance · A Action Center · M Memory · H Suite Health

R Refresh current page when not typing

Esc Close command palette / notification panel / incident detail

Privacy & Safety

Diagnostic bundles exclude session tokens, CSRF tokens, password hashes/salts, one-time plaintext passwords and raw configuration snapshot JSON. Audit remote addresses are redacted in exported bundles.

Safe Diagnostics Mode keeps lightweight diagnostics on, browser Live Updates off, and locks state-changing Tungsten operations plus the manual engine profiler.

Workflow

A typical investigation is: Alert → incident black box → timeline → entity/chunk or memory evidence → manual engine profile when exact timing is required → measured optimization/config comparison → diagnostic bundle if support is needed.

Notifications

No active alerts.