Changelog

What's New

A full history of NodeMesh releases, bug fixes, and improvements.

v1.3.0  Current
Fix

A freshly paired host's first server no longer fails instantly

Creating a server on a brand-new host could fail within milliseconds with a confusing "not found" error — the required game software was still downloading in the background when server setup started, so it raced a download that takes minutes and lost. Setup now waits for that download to finish before starting your server, instead of failing immediately.

Fix

Windows hosts: game software is discoverable again

On a Windows host, correctly installed game software could still be reported as missing, so setup for Rust, Valheim, Satisfactory, Palworld, and Project Zomboid servers failed even after everything downloaded successfully. We've fixed the underlying detection and download/launch path — we're still verifying full server boot on real Windows hardware before calling Windows support confirmed for these games.

Fix

7 Days to Die saves now stored inside the server folder

A newly created 7 Days to Die server could save its world outside the folder our backups capture, so a restore might have silently rolled back to a fresh world instead of your actual progress. New servers now pin their save folder inside the server's own folder, so backups can capture it — we're verifying this holds on real hardware before calling it fully confirmed. Servers created before this fix are not affected retroactively — if you're unsure, check that a recent backup includes your save before relying on it.

New

Binding a volume now keeps your world (Beta)

Binding a Valheim or 7 Days to Die server to a local Shared Volume copies your existing world onto the volume first — the server starts on the same world, not a fresh one. Rebind to a volume that already has data to adopt it. Beta while we finish a hardware pass.

New

Valheim worlds on a host volume (Beta)

Bind a Valheim server's worlds to a local Shared Volume so they survive deleting and recreating the server. Unbind returns the server to its built-in save folder; no data is ever deleted. In beta while we finish a hardware pass — we'd love your feedback.

New

Mount a shared folder on a host

Shared folders can now mount directly on a host, not just on one server — head to a host's page, mount a volume, and it lives there independent of any game server, so deleting and recreating a server doesn't touch it. Letting a game plug straight into a host folder is coming next.

Fix

7 Days to Die updated for V3.0 (Dead Hot Summer)

7 Days to Die's V3.0 update moved difficulty and gameplay tuning — XP, loot, blood moons, zombie speed, day length and more — into a single in-game Sandbox Code, so those individual settings no longer live in serverconfig.xml. The Config tab now matches: set your difficulty by pasting a Sandbox Code (generate one in-game under New Game → Sandbox Options → Copy Code), and we've added the new V3.0 server settings — website URL, land-claim dynamic-mesh tuning, persistent profiles, save-data limits, and Twitch integration. Per-setting difficulty sliders are coming in a follow-up.

New

Restores run in the background, with live progress

Restoring a backup no longer ties up the page while a big world extracts — kick off a restore and watch it move through stopping the server and restoring the save, right on the Backups tab, then start the server when it's ready. Every server also gets a new Activity tab: a full, filterable history of everything that's happened — starts, stops, crashes, backups, restores, config changes, and mod installs — so you can see what changed without digging through console logs.

New

See everything, across every server

See everything that happened across all your servers in one place — the new Activity page, in the sidebar, brings starts, stops, crashes, backups, restores, config changes, and mod installs from every server you own into one filterable, paginated feed, with a link back to whichever server each event happened on.

Fix

Hosts reliably reconnect after an agent update

Updating a host's agent could leave it offline: the agent replaced itself and exited cleanly, but some hosts were set up in a way that told the system not to restart a clean exit, so the agent never came back. The agent now relaunches itself directly after an update, restart, or rollback — so it reconnects regardless of how the host is configured — and running game servers keep running through it. New hosts also get a hardened service setup that survives restarts and never gives up retrying.

New

Mods on Rust (Oxide) — Beta

Turn on mod support for a Rust server right from its Overview page — one click installs Oxide/uMod, the standard Rust mod framework. The server automatically re-applies Oxide after every Rust update, so your mods survive updates instead of getting wiped. A plugin browser is coming next. In beta — we'd love your feedback.

New

Browse & install Rust plugins — one click (Beta)

Search umod.org right from a Rust server's Plugins tab and install Oxide plugins into oxide/plugins/ with a click — every download is SHA-1 verified before it's saved. Update or remove a plugin the same way, no file manager needed. Requires mod support to be turned on first (the Enable Mods toggle on Overview). In beta — some plugins need a companion plugin to work fully; we'd love your feedback.

New

Browse & install Valheim mods — one click (Beta)

Search Thunderstore right from a Valheim server's Mods tab and install BepInEx plugins with a click — required dependencies come along automatically. Update or remove a mod the same way, no file manager needed. Requires mod support to be turned on first (the Enable Mods toggle on Overview). In beta — most plugins install cleanly, but some patchers or unusual packages may not, and you'll get a clear error rather than a broken server. We'd love your feedback.

New

Mods on Valheim (BepInEx) — Beta

Turn on mod support for a Valheim server right from its Overview page — one click installs BepInEx, the standard Valheim mod-loader, and switches the server to launch with it, then restarts to apply. In beta — we'd love your feedback.

New

Factorio dedicated server support (Beta)

Host a Factorio dedicated server on your own Linux hardware — NodeMesh installs the headless server, generates your first world, and hands you a point-and-click editor for the settings that matter: name, password, visibility, autosave, and the pause-when-empty and command-permission controls. A built-in admin console (RCON) lets you save, list players, and kick or ban from the browser. Linux hosts only, in beta — custom map generation from the create wizard is coming next. We'd love your feedback.

New

Arma Reforger admin console (RCON) + crossplay

Run admin commands on your Arma Reforger server straight from the browser — list players, kick, ban, and shut down — over the game's built-in BattlEye RCON. Set an RCON password on the server's Config tab to switch it on. And a one-click Crossplay toggle lets Xbox and PlayStation players join (the scenario and mods must support console play).

Improve

Arma Reforger mods manager

Manage your Arma Reforger server's mod list right in the panel: paste a mod's ID (and an optional name and version) from the in-game Workshop, and the server downloads it on the host the next time it starts. Add or remove as many as you like — a bad ID just skips that one mod, it doesn't stop the server.

New

Arma Reforger dedicated server (Beta)

Host an Arma Reforger dedicated server on your own Linux hardware — NodeMesh installs the server and starts you on the default Conflict scenario, with a point-and-click editor for the settings that matter: name, password, player count, and visibility. Your host needs libcurl4 and libssl installed (the server won't start without them). Linux hosts only, in beta — we'd love your feedback.

New

Minecraft: Bedrock Edition support (Beta)

Host the console-and-mobile edition of Minecraft on your own Linux hardware — the one your kids play on Switch, phone, or Xbox. A point-and-click editor covers the settings that matter, from game mode and difficulty to view distance, the allow list, and the anti-cheat controls. Linux hosts only, in beta — we'd love your feedback.

New

Bedrock crossplay for Java servers

Turn on Bedrock Crossplay from any Paper or Fabric server's overview and NodeMesh installs what that server needs — Geyser, plus Floodgate on Fabric — so console and phone players can join your Java world. The card shows Bedrock players exactly how to connect, whether that's through the traffic proxy or over your LAN.

Fix

Traffic proxy now relays the right protocol for every game

The proxy was opening a TCP-only tunnel for some games whose servers actually speak UDP, so players could not connect through the shared address on ARK: Survival Evolved or Minecraft: Bedrock Edition. Those now get a UDP tunnel. 7 Days to Die and Satisfactory listen on both TCP and UDP on their game port, and both are now relayed. The protocol is read from each game's own definition rather than a separate list, so a newly added game cannot drift out of sync again.

Improve

Bedrock crossplay works through the traffic proxy

Once you turn on Bedrock Crossplay on a Paper or Fabric server, starting that server with the traffic proxy on now also relays the Bedrock port — on its own address, separate from the Java one — so console and phone players can join from anywhere: no LAN, no forwarded port, no router changes. If the server isn't running, the traffic proxy is off, or the relay couldn't be set up, the card falls back to the same LAN / forwarded-port instructions instead of showing an address that isn't live.

v1.2.0
New

7 Days to Die dedicated server support (Beta)

Host a 7 Days to Die server on your own Linux hardware. One of the deepest survival configs anywhere — around 80 settings, from difficulty and loot to day length, blood-moon frequency, land claims, and zombie behaviour — is now a proper point-and-click editor instead of hand-edited XML. A built-in admin console (telnet) lets you list players, broadcast, set the time, kick, ban, save, and shut down from the browser. Linux hosts only, in beta — we'd love your feedback.

v1.1.0
New

Public server pages for friends

Turn on a shareable page for any server and send friends one link instead of explaining IPs and ports. It shows live status, the connect address with a copy button, and game-specific join instructions — and, for modded Minecraft, the mod list with links so they know what to install. Off by default; you control it from the server overview.

New

Hytale dedicated server support (Beta)

Host a Hytale server on your own Linux hardware. NodeMesh handles the runtime, configuration, and a live console — you bring the server files using Hytale's official tools and your Early Access account. Turn on the traffic proxy for a shareable address your friends can join, with no port forwarding. Linux hosts only, in beta — we'd love your feedback.

Improve

A smoother way to add your first host

If you haven't connected a host yet, the New Server flow now guides you through it without leaving the page and continues on its own as soon as your host comes online.

Improve

Clearer server creation

Player presets now show what each one needs and let you know when the host you picked doesn't have enough memory — so you find out before you create, not after. Setting up a Minecraft server now includes a quick EULA confirmation.

Improve

Share your server in one click

While a new server sets up for the first time, the console now shows clear progress. Once it's live with the traffic proxy on, a single button copies an address you can send straight to friends.

Fix

Reliability fixes

A round of smaller fixes across server creation and the file manager for a smoother day-to-day experience.

Open Beta
New

Email registration & login

Sign up with email and password — no third-party account required. Full verification flow with email confirmation, forgot password, and reset password support.

New

Mod Manager (Modrinth)

Browse, install, and manage Fabric and Forge mods directly from the panel. Dependency resolution, version compatibility checks, and one-click install from Modrinth's catalog.

New

Email notifications

Automatic email alerts when your server crashes or is auto-stopped due to low balance. Sent to your verified email address.

Improve

Billing hardening

NMC billing is now atomic — server restarts can no longer cause double-charges. Grace period state persists across reboots. Auto-stop retries up to 3 times before marking a server as errored.

Improve

Server lifecycle reliability

Instances stuck in "Starting" for over 5 minutes are automatically transitioned to Error. Heartbeat reconciliation marks servers as Stopped if the agent stops reporting them. Port conflicts are now prevented at the database level.

Improve

Live status header

The instance header now polls every 3 seconds — status badge and action buttons always reflect the real state without a page refresh.

Fix

CPU/RAM hidden when server is stopped

Metrics are no longer shown when a server is offline. The panel now tracks per-instance resource usage rather than the whole host.

v0.9.2
Fix

Proxy reconnect on node restart

The traffic proxy tunnel now automatically re-establishes within 3 s after the agent reconnects, rather than requiring a full instance restart.

Fix

Session expiry during long console sessions

Users watching the live console for more than 30 minutes were being silently logged out. Sessions are now refreshed on active SSE connections.

Improve

Node offline detection latency

Reduced the heartbeat timeout from 30 s to 12 s. Offline alerts now fire within 15 s of a node going offline.

v0.9.0
New

Traffic Proxy (NAT bypass)

Route player traffic through the NodeMesh edge proxy without port forwarding. Works behind CGNAT, university networks, and VPNs. TCP and UDP both supported. Included for all beta testers.

New

Schema-driven Config UI

Game configurations now render as visual forms based on a JSON schema. Edit max-players, world seed, game mode, and dozens of other settings with sliders, dropdowns, and toggles — no file editing.

Improve

Instance start time

Minecraft Java server cold start reduced from ~40 s to ~22 s by caching the JRE download after first install.

Agent

Agent v0.9.0

New CommandStream RPC replaces the previous polling architecture. Latency between panel action and agent execution reduced from ~2 s to <200 ms.

v0.8.1
Security

Session fixation fix

Regenerate session ID on every login. Addresses a theoretical session fixation vector reported via responsible disclosure.

Fix

Instance STDOUT buffer overflow

High-throughput servers (>2000 log lines/min) were causing the in-memory log ring buffer to block. Buffer is now asynchronous with backpressure.

v0.8.0
New

Live console (SSE)

Real-time stdout/stderr streaming in the web panel via Server-Sent Events. No polling, no WebSocket library — just the browser's native EventSource.

New

Crash analytics

Automatic crash detection and log capture when a game server exits unexpectedly. Crash details available on the instance overview page.

Improve

Dashboard responsiveness

Tailwind CSS grid rework — dashboard is now fully usable on mobile screens down to 375 px.

v0.7.0
New

Pairing flow

New frictionless node onboarding: installer prints a token, paste it in the panel, done. Replaces the previous 6-step manual config approach.

Agent

Linux arm64 + Windows amd64 builds

Agent binaries now published for Linux arm64 (Raspberry Pi 4/5) and Windows amd64 in addition to Linux amd64.

Coming next

Team members & roles
Multi-region proxy nodes