Newfies Server Essentials Suite

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.

Newfies Server Essentials Suite

Connecting…
MANUAL Health CPU Delay Players Entities Alerts BL Queue Updated
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

Fast health overview without enabling the expensive manual engine profiler.
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 / Low Player Count

Daily highDaily low

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 controls are audited and require confirmation.

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.

Suite Timing Hotspots

Rolling in-memory timings; no per-operation log spam
SubsystemRecent samplesLastAverageP95Max
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 areaConfidenceWorst 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.

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 System 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.

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 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 NewfiesAnnouncements.json
StateName / messageScheduleRunsNext runActions
No schedule loaded.

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 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. Waypoints contain only coordinates/text deliberately created by administrators or players through the Web Map waypoint command.
   
Choose which public terrain tile sets are published. At least one style must stay enabled. Disabling unused styles reduces published cache size and derived-layer work on future exports.
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.

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.

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.

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 areaConfidenceWorst 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.
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

Select a player for findings, reported mods, assemblies, and a manual rescan.
PlayerStatusRiskClientPlatformClient-only ModsFindingsLast scanAction
Open this page to load anti-cheat sessions.

Server-Authoritative Packet Protection

Loading policy…
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.
Changes apply immediately; no client rescan is required.

Trusted Teleport Sources

Waiting for PacketGuard telemetry…
Live trust registry for legitimate server-side movement. Counts are deduplicated trust observations since this server process started; they are diagnostics, not Anti-Cheat findings. Expand any source to inspect recent player, from/to coordinates, exact trust path, verification method, and timestamp. Destination-specific integrations remain fail-closed and do not create a general teleport bypass.
SourceStatusScopeObservedLast playerLast seenVerification
No trusted teleport telemetry loaded.

Packet Suppression Counters

Waiting for suppression telemetry…
These counters show cases where PacketGuard deliberately discarded or re-baselined unreliable evidence before it could become a player finding. They are diagnostic-only and reset when the server process restarts.
Loading
Waiting for PacketGuard telemetry.

Movement

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

Legitimate Movement Exemptions


Reach



Reach now uses short server-side position history, action-specific allowances, and decaying near-limit strikes. Hard overages still trigger immediately.

Mining Validation v2


Expected time uses server block resistance, required tier, block material, held tool/tier, material mining capability, item mining speed and block mining-speed modifiers. Confirmations use a true fixed window. Blocks or held items with custom break logic are retained as informational context only and cannot trigger cadence rejection or correlation risk; connected/vein-burst detection remains independent.

TPS-Aware Timing

TPS sampler has not reported yet.
Measured from actual main-thread tick cadence versus the server's configured TickTime. Movement soft distance/confirmation timing, Reach rewind/near-strike handling, mining cadence and connected-burst thresholds become more conservative as TPS falls. Extreme movement distance and hard Reach remain enforceable.

Incident Correlation

Correlation adds a bounded bonus instead of double-counting every detector. Client-side findings from the same evidence domain count once; Movement, Reach and Mining remain separate server-authoritative units. Occurrences expire on their own timestamps inside the configured window.

Persistent Reports

History is evidence for staff review. It survives disconnects/restarts but is not automatically re-added to a player's live risk score when they reconnect.

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 Resolve / Refresh does
NSE downloads up to the latest six 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. 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.
Forbidden Mod IDFingerprint SourcesPackage SHA-256Normalized Content SHA-256Action
No blacklist loaded yet.

Automatic Consequences

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.
Add common rule:
Finding codes and message placeholders
Common codes: FORBIDDEN_MOD, FORBIDDEN_MOD_FINGERPRINT, FORBIDDEN_ASSEMBLY_FINGERPRINT, FORBIDDEN_ASSEMBLY_SIMILARITY, CLIENT_BUILD_UNAPPROVED, 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 v5 cross-checks the client mod inventory against loaded assemblies and the Client Integrity build fingerprint, adds structural fingerprints, Harmony patch census, runtime assembly monitoring, scanner telemetry, and heartbeat-triggered rescans when the assembly or patch set 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.

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

Server Essentials Suite Health

Startup self-test, database health, circuit breakers, overhead, retention, security/export policy, and web action safety.
Loading system 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 browser/network time from 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.

EndpointRequestsErrorsAvgP95MaxMain wait avgMain work avgPayload
No web request samples yet.

Recent slow/error requests

last 10 minutes · ≥100ms or HTTP error
TimeEndpointStatusTotalMain 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.

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.

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
1.1.19
Build
newfies-server-essentials-suite-1.1.19-mod-updates-tab-teleport-diagnostics-stratum-console-controls-2026.09.10
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 System 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.