Java & Bedrock Edition Support · Voxel Sandbox / Redstone Survival
All-in-one Minecraft player & server admin portal featuring 1.20.5–1.20.6 component command generator, potion brewing lab, optimal anvil enchantment binary tree, nether 8:1 sync, shulker box math, XP calculator, pixel circle blueprints, 3D skin viewer, live MOTD designer, server.properties tuner and Aikar JVM flags.
Player tools indexed: 14 · Admin consoles: 11
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Player tools (14)
- Command & NBT Workshop — 1.20.5–1.20.6 data components & entity summon syntax
- Potion Brewing Lab — Interactive brewing stand for 30+ vanilla potions
- Anvil Enchantment Optimizer — Avoid "Too Expensive" with lowest XP cost binary tree
- Nether Portal 8:1 Sync — Bidirectional coordinate translation and MCA region file finder
- Shulker Box & Stack Math — Convert between items, stacks (64/16), chests and shulkers
- XP Level Calculator — Convert levels to total XP and mob kill requirements
- Pixel Circle Blueprint — Generate exact pixel circle blueprints from radius 1 to 128
- Player 3D Skin Workshop — Interactive 3D skin renderer and official texture download
- Redstone Timing & Signal — Game ticks, redstone ticks and seconds converted both ways, component delays, signal strengths and version timing traps
- Mob Spawning & Farm Siting — The 24/32/128 zone test, hostile mob caps, spawner output and why farms underperform
- Villager Trade Economy — Book pricing, how Hero of the Village and curing multiply, all 13 professions and restock troubleshooting
- Farm Output & Pregeneration — Work back from target output to spawn cadence, hopper count and storage, plus pregeneration time
- Storage & Logistics — Container math, hopper throughput, the real 1458 shulker ceiling and the cost of unstackable items
- Version Notes — Version timeline, pack formats and protocol numbers, plus the year-based numbering switch
Server admin and config generation (11)
- MOTD Visual Designer — WYSIWYG server list preview, RGB gradients and Unicode escape generator
- server.properties Tuner — Visual tuner for all server properties, 1.20/1.21 features and presets
- Paper 20.0 TPS Optimizer — Tuning paper-world-defaults.yml, spigot.yml, hopper checks and entity limits for steady 20.0 TPS
- Aikar JVM Flags Generator — G1GC & ZGC tuning for Paper & Purpur servers to eliminate GC lag spikes
- Crash Log & Error Diagnostics — Instant offline stacktrace parser for OOM, port conflicts, ticking entities and mixin errors
- GameRule Switchboard — Visual switchboard with snake_case rule names (keep_inventory, mob_griefing) and 1.21.11+ renames applied
- Server Software Matrix — Curated guide for Paper, Purpur, Fabric, NeoForge, Velocity, and Geyser
- Whitelist & Ops Manager — Auto official UUID resolution for whitelist.json and ops.json
- Version Migration — Blocking and conditional upgrade items, with a paste-in scanner for legacy gamerule names
- Gamerule Reference — 40+ legacy-to-current mappings distinguishing semantic from format renames, with search and export
- Performance Diagnostics — MSPT/TPS conversion, health grading and a symptom-driven path to the bottleneck
Re-Logic 2D Sandbox Adventure · Action Adventure / 2D Sandbox
1.4.5 data: 11 pylons and happiness pricing, housing checks, DPS/TTK and reforge odds, and combo strings for all 37 secret seeds. For server owners: version-split guidance, serverconfig (with all 15 Journey permissions), TShock 6 and Linux deploy artifacts.
Player tools indexed: 10 · Admin consoles: 6
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Player tools (10)
- NPC Happiness & Pricing — 1.4.5 rules: happiness only moves prices, it no longer gates pylons. Includes 10 registered disputes and the legacy neighbour chart
- Housing Check & Pylons — Checks all 10 housing rules (1.4.5 lets the home tile be a platform) plus activation and troubleshooting for all 11 pylons
- Damage, DPS & TTK — Official-formula net damage, crit and attack speed with 18 boss presets, plus incoming damage and the 1.4.5 whip tag changes
- Reforge Odds & Cost — Reforging has no memory: independent rolls, flat cost. Includes the official pool sizes (14/19/24/36/40) and a cumulative probability curve
- Shimmer Transmutation — Only decision-critical chains, centred on the new 1.4.5 Aether pylon route; the full 312-entry dump lives on terraria.tools
- 37 Secret Seeds & Combos — The rebuilt 1.4.5 seed system: all 37 are new and freely combinable, with one-click all-on and True Zenith string generation
- Boss Progression — 18 bosses in the recommended order with defense and baseline HP; tick off kills and see the next target
- Class Loadouts (8 stages × 4) — Weapons, accessories and the per-stage 1.4.5 changes; the summoner column follows the rewritten rules
- Potions & Fishing Power — 12 common potion recipes plus a fishing-power calculator (rod + bait + gear × time / weather / moon)
- World Progress Checklist — Milestones across NPCs, pylons, bosses, stations and quality of life — 8 of them changed thresholds or gained mechanics in 1.4.5
Server admin and config generation (6)
- Version Split & Choice — The biggest 2026 server-owner trap: vanilla 1.4.5.7 / TShock 6.1.0 (1.4.5.6) / tModLoader on 1.4.4 — the three are incompatible
- serverconfig.txt Generator — Generates the 8 fields hosting panels usually hide, including all 15 Journey permissions; annotated mode available
- TShock 6 Config & Commands — 36 common commands plus 8 REST endpoints, including 6.x additions (.NET 9, PostgreSQL, whitelist IP ranges)
- Linux Deploy Artifacts — SteamCMD install + serverconfig + systemd unit (with TERM=xterm) + scheduled backups + screen fallback, generated in one go
- Console Commands & CLI Flags — 21 built-in console commands, 18 launch flags and a network/path cheat sheet, each checked against the official wiki
- Perf Tuning & Preflight — Four hardware tiers, the npcstream trade-off and nine preflight checks (TERM, ports, multi-instance, auto-save …)
Pugstorm Underground Sandbox 1.0 · Underground Sandbox / Mining RPG
Comprehensive 18-tool suite for Core Keeper 1.0: cooking lab, 14+ boss matrix, pet talent planner, mining break thresholds, magic summoner builds, meadow husbandry, official ServerConfig generator, headless Linux (XVFB) deploy, RAM leak watchdog & 7-day backup rotation.
Player tools indexed: 10 · Admin consoles: 8
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Player tools (10)
- Dual-Ingredient Cooking Lab — Combine any 2 ingredients for exact buffs, quality multipliers & optimal recipes
- 1.0 Boss Progression Matrix — All 14+ bosses: HP pools, hologram radars, weaknesses & legendary loot
- Pet Breeding & Talent Planner — All 8 pet series, Level 10 ultimates, combat synergies & AFK leveling
- Mining Wall-Break Calculator — Calculate total mining damage vs. wall thresholds up to The Passage (2400+)
- Magic & Summoner Builder — Max 5 minions solver, tomes comparison & crit mana regeneration loops
- Meadow Livestock Husbandry — Meadow biome animals, feeding tables, cooldowns & conveyor automation
- Crop Growth & Golden Hybrids — Growth timelines, sprinkler coverage & golden crop mutation chances
- Fishing Catalog & Biomes — All fishing biomes, rare bait & legendary fish buffs like Terra Trilobite
- Automation & Industrial Drills — Multi-drill mining layouts, conveyor sorting lines & delay pulse circuits
- 9-Skill Mastery & AFK Leveling — Level 1-100 milestones for all 9 skills & safe AFK training loops
Server admin and config generation (8)
Exploration and server tools · Space sandbox
Fuel, EPP, colonies, voxel savings and configuration merging. Distinguish vanilla PC, Xbox and community mods.
Player tools indexed: 4 · Admin consoles: 4
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Server admin and config generation (4)
Facepunch Source Physics Sandbox · Physics Sandbox / Modded Community
Sandbox limits, measured tick budgets, binds, download estimates, content checks and server configuration.
Player tools indexed: 4 · Admin consoles: 4
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Server admin and config generation (4)
System Era Space Sandbox · Space Exploration / Planetary Sandbox
Base-system gateways and gases, 12 chemistry recipes, soil batches and battery planning; two-file INI editing, deployment, saves and diagnostics.
Player tools indexed: 5 · Admin consoles: 4
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Server admin and config generation (4)
Keen Software Hardcore Physics · Space Physics / Ship Engineering
Space Engineers 1: thrust, braking, battery and PCU budgets; dedicated config, XML checks, administration and troubleshooting.
Player tools indexed: 4 · Admin consoles: 4
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Server admin and config generation (4)
Ancient Civilization Sandbox Survival & Siege Warfare · Ancient Warfare / Sandbox Survival
Myth of Empires quick reference: three ports — 11888/UDP (game), 12888/UDP (query), 13888/TCP (RCON, enabled by default). Dedicated-server appid 1794810 (type=Tool, oslist=windows, Linux requires Wine), client appid 1371580 (developer Angela Game Studio). UE4 engine, config files are GameUserSettings.ini + Game.ini (INI format). Official tools: PrivateServerTool (single-server GUI) and MatrixServerTool (multi-scene world-server GUI). Supports P2P mode (Steam NAT traversal, use when no public IP, unstable) and Steam Workshop Mods. Not listed in node-gamedig. No AMP/LinuxGSM/Pterodactyl upstream templates.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Pocketpair Open-world Pal Taming & Automation · Monster Taming / Open World Survival Craft
The complete Palworld toolkit: a 138-pal Paldeck with work-suitability search, two-way breeding plus shortest-path chains, capture-odds estimation, BiS 4-gold trait builds, IV appraisal, raid guides — and for admins, the INI generator, a RAM/leak health check, a deploy-artifact builder and the REST API ops suite.
Player tools indexed: 9 · Admin consoles: 4
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Player tools (9)
- Paldeck & Work Search — All 138 pals with dex number, elements, base stats and partner skills — filterable by all 12 work suitabilities
- Breeding Calculator — Forward offspring lookup and reverse parent search driven by the breeding-power formula and 100+ special combos
- Shortest Breeding Path — Tick the pals you already own and get a step-by-step chain to your target
- Capture Odds Estimator — Per-throw odds and expected sphere count from sphere power, level gap, remaining HP, status effects and PalCaptureRate
- Passive Traits & BiS Builds — Full trait database and BiS presets for combat, mount and workers
- IV Potential Calculator — Reverse 0-100 IVs and fruit requirements from HP/Atk/Def. A community fit — use it to compare individuals, not as exact values
- Base Work Crew Planner — Rankings for all 12 suitabilities plus a crew-throughput estimate for your own base
- Element Matchup Chart — 9-element attack/defense matrix, 2x and 0.5x matchups and team comp tips
- Raid Bosses & Sakurajima — Bellanoir Libero & Blazamut Ryu summon slabs and counter strategies
Server admin and config generation (4)
Facepunch Hardcore PvP Survival · Hardcore Survival / Base Raiding
Raid costing with sulfur and gunpowder back-calculation, TC upkeep and decay timers, a force-wipe countdown, recycler and tech-tree planning — plus deployment, server.cfg, wipe ops and capacity planning.
Player tools indexed: 8 · Admin consoles: 5
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Player tools (8)
- Raid Cost Calculator — C4, rockets, satchels and explosive ammo for every door, wall and deployable — with mixed-load optimisation
- Gunpowder Chain — Back-calculate sulfur and charcoal into gunpowder, Explosives, C4 and rockets — with mixing table comparison
- TC Upkeep & Decay — Daily and weekly upkeep from the build-cost formula, plus the collapse countdown once the TC runs dry
- Power Budget Calculator — Balance rW and rWm across solar, wind, turrets and industrial gear using the 4x rule
- Recycler Yields — 60% monument versus 40% safe-zone yields, with keep-or-recycle verdicts
- Tech Tree & Scrap — Per-node scrap for the three separate trees, compared against flat research-table fees; tick off what you own
- Force Wipe Countdown — Live countdown from the first-Thursday 19:00 UTC rule, converted to your local time, with the 2026–2027 calendar
- Item IDs & Give Commands — Shortname lookup for common items with one-click inventory.giveto / giveall commands
Server admin and config generation (5)
- Deploy & Start Scripts — SteamCMD install, the steamclient.so symlink, Oxide setup, plus start.sh / systemd / Docker / update artifacts
- server.cfg Generator — Seven sections plus six presets (vanilla/weekly/2x/5x/PvE/hardcore) with built-in RCON, EAC, port and map validation
- RCON & Admin Commands — Six groups: permissions, players, teleport, items & world, save lifecycle and performance triage
- Wipe Operations — map and full wipe scripts, crontab entries, RCON announcements and a six-step wipe-day SOP
- Capacity Planning — Estimate RAM, disk and tick rate from population, map size and plugin count — plus restart policy and multi-instance ports
Iron Gate Viking Survival · Viking Survival / Open World
Seventeen tools for 1.0: optimal three-food builds, all eight Forsaken and their resistances, the rewritten comfort and Rested system, carry weight and haul planning, damage plus two-stage armour, the Deep North chain, building stability, skills and death penalty, smelting throughput, sailing and raids — and for owners: launch scripts, deployment, world modifiers, permission lists, backups, troubleshooting and capacity planning.
Player tools indexed: 10 · Admin consoles: 7
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Player tools (10)
- 3-Food Synergy Builder — Exhausts every three-food combination at your tier for five goals: max HP, max stamina, max Eitr, balanced and endurance
- Boss Weakness & Damage Matrix — Eikthyr through Kall Fimbulbringer: summons, drops, powers, weaknesses, resistances and counters, plus Kall's per-phase health
- Comfort & Rested — The rewritten 1.0 comfort system: tick furniture to get comfort, Rested duration and what is still missing
- Carry Weight & Haul Planner — Tells you whether slots or weight bind first, what one trip carries, how many trips you need, and the shipping workaround for portal-blocked goods
- Damage & Armour Calculator — Skill roll band, backstab and stagger multipliers, resistances, stars — plus the two-stage armour formula checked against official samples
- Deep North Progression — The 13-step endgame chain: Eternal Pyre, ember charges, bloodgold and Liquid Frost, 20 frost cores, three moulds plus fifteen bloodgold, up to the Aesir Passage
- Building Stability Guide — The five stability colours, five material strengths, and seven rules that actually save your house (venting, spans, shore distance)
- Skills & Death Penalty — What all sixteen skills do and how to level them fastest, plus five death-penalty tiers — and why skill shifts the roll band, not a multiplier
- Smelting Planner — Input needs, batches and total idle time for nine production lines — decide whether to build another furnace or mine another run
- Sailing & Raid Events — Wind and hull essentials, plus the eleven raid events filtered live by which bosses you have killed
Server admin and config generation (7)
- Dedicated Server Script Generator — Windows BAT, Linux SH, systemd and Docker Compose output, with live validation for SteamAppId and the password rules
- Deploy, Update & Migrate — SteamCMD install and update scripts, seven world-migration steps, and the 1.0 launch checklist
- World Modifiers & Global Keys — Five modifiers, seven presets and seventeen global keys, with both launch args and live F5 console commands; irreversible ones are flagged
- Admins & Permission Lists — Generate adminlist, bannedlist and permittedlist; ID format guidance; the eight native admin commands plus every player command
- Backups & Scheduled Ops — A backup script that stops, flushes and copies the .old rotation too, with a systemd timer and cron line, plus rollback notes
- Troubleshooting Decision Tree — Nine symptoms mapped to causes and fixes: version mismatch, swapped SteamAppId, ports, crossplay, corrupt saves, whitelist lockout and more
- Capacity & Hardware Planning — Estimates RAM, vCPU and disk from players × mods × world size × uptime, with vendor figures listed for comparison
Studio Wildcard UE5 Dino Survival · Dinosaur Taming / Open World Survival
A full 18-tool kit for v93. Player side: taming solver with reverse lookup and a torpor ledger, six kibble tiers with egg-source lookup, incubation and breeding planner, imprint timetable, mutation lab (55/45 and 7.31%), stat scanner with the 450 hard-cap check, boss planner, raid budget converted into days of tribe output, level-cap solver and a harvesting guide. Owner side: GameUserSettings.ini builder with multiplier conflict detection, Game.ini deep overrides, launch command builder that checks all four ASA boot traps, admin cheat reference, RCON console, cluster setup, capacity planning, and backup/rollback scripts.
Player tools indexed: 10 · Admin consoles: 8
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Player tools (10)
- Taming Solver — Food counts, time, arrows/darts and narcotics from creature, level and taming multiplier — plus reverse solving for "I have N kibble". Anchors are editable in place
- Kibble Tiers & Egg Sources — ASA kibble is tiered by egg size across 6 tiers. Look up a creature's preferred tier, or an egg's uses, with full recipes
- Incubation & Breeding — Egg temperature range, incubation and maturation times (including the 2.5× single-player bonus), fixes for out-of-range temperatures, plus mating interval and inheritance notes
- Imprint Timetable — Generates the full care timetable from birth time, and warns outright when maturation is too fast (or the cuddle interval too long) for 100% imprint to be reachable
- Mutation Lab — Built on ASA's 55/45 inheritance and 3×2.5% mutation rolls: per-baby mutation chance, eggs per mutation on average, and a long-run comparison of split vs combined bloodlines
- Stat Scanner — Converts wild points, taming effectiveness and invested levels into a final level, then checks whether it exceeds the 450 hard cap and would be deleted on restart
- Boss Planner — Gamma/Beta/Alpha element rewards, time limits, flyer rules, mechanics, meta armies and tribute lists for 10 bosses, plus the Island artifact cave routes
- Raid Budget — Shots, full resource bill, and how many days of tribe output that costs. Most tools stop at shot counts; this answers whether you can afford it
- Level Cap Solver — ASA's player level cap has four contradictory community readings. This uses a checklist: it totals what you tick and shows all four readings side by side
- Harvest Guide — Best harvester, alternative and weight-reducing hauler for 12 resource types — in ARK the right creature is up to 5–10× more efficient
Server admin and config generation (8)
- GameUserSettings.ini Builder — Builds the main config visually and flags multiplier conflicts before you copy — e.g. faster maturation with an unchanged cuddle interval, which pins imprint at 0%
- Game.ini Overrides — The layer hosting panels rarely expose: per-level stat growth, engram points, item stack caps, custom level curves and NPC spawn replacements
- Launch Command Builder — Checks all four ASA boot traps before emitting the command: the _WP suffix, ServerAdminPassword placement, -WinLiveMaxPlayers, and the absence of a native Linux server
- Admin Cheat Commands — 40+ in-game cheat commands across 5 groups, each with one-click copy. Case-sensitive — one wrong letter fails silently
- RCON Console — The only way to manage the server without joining the game: broadcast, force save, kick/ban, emergency cleanup and logs — with connection examples and a port-security warning
- Cluster Setup — Share survivors, dinos and items across maps: one shared clusterid plus a unique port triple per server, with generated launch lines, ini and collision detection
- Capacity Planner — Estimates RAM, CPU, disk and upload bandwidth from player count, map count and mods, and suggests a restart cadence and structure density cap
- Backup & Rollback — Generates a ready-to-run backup script (RCON save, then archive) and a rollback order whose first step is snapshotting the current save
The Indie Stone Hardcore Zombie Sim · Zombie Survival / Isometric RPG
Positive/negative traits builder with mutual exclusion rules, vehicle mechanics workshop, Life and Living TV broadcast schedule, SandboxVars.lua generator, and RCON admin commands.
Player tools indexed: 10 · Admin consoles: 6
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Player tools (10)
- Traits & Occupation Planner — Balance positive perks with free negative traits, mutual exclusion checks, and one-click meta build presets
- Vehicle Mechanics & Hotwire — Vehicle models, engine quality vs condition, battery charging, muffler noise, and hotwiring calculator
- TV Schedule & AEBS Broadcast — Day 1-9 Life and Living TV XP schedule, skill book multipliers, and AEBS helicopter warnings
- Melee Weapon Compare — Sort 16 melee weapons by damage, crit, durability, range and multi-hit, with notes on the katana 8.0 fixed damage
- Firearm Database — 18 firearms compared by ammo, capacity, damage, range and noise; noise ÷ 10 estimates the horde aggro radius
- Nutrition & Weight Calculator — B42 calorie-pool model (-2200…+3700): weight change rate, days to target, and the protein Strength XP bonus
- Skill XP Planner — 32,775 cumulative XP to level 10 — compute XP needed, effective book multiplier and required actions per level band
- B42 Craft Chains — Step-by-step breakdown of the blacksmithing, welding and farming chains with skill gates and total XP
- Generator Planner — Compute load vs rating, coverage radius, fuel endurance and failure risk — avoid overload and indoor CO poisoning
- Food Database — 22 common foods sorted by calories, carbs, lipids, protein and shelf life, with a non-perishable filter
Server admin and config generation (6)
- Workshop Mod ID Grabber & Config — Extract WorkshopItems, Mods, and Map parameters from Steam Workshop collections/URLs for servertest.ini
- SandboxVars.lua Generator — Water/electricity shutoff, sprinters lore, infection transmission, loot rarity and 5 presets
- Server Admin Commands Cheatsheet — God mode, teleport, item spawn, zombie horde, helicopter trigger, and ban commands
- servertest.ini Generator — Visual form generating the full ini (identity/PVP/voice/safehouse/RCON/mods/anti-cheat) plus firewall rules and an A2S query snippet
- Start Script & systemd Unit — Generate Linux/Windows start scripts and a systemd unit sized to your RAM — fixes the B42 default -Xmx boot failure
- Backup Script Generator — Generate Linux/Windows backup scripts with 14-day rolling retention for the ini, SandboxVars.lua and save folder
The Fun Pimps Blood Moon Survival · Voxel Building / Zombie Horde Survival
Player side: structural integrity, dual-formula Game Stage / Loot Stage, Item Magnitude and the Combine Station, power budget, traders and biome choice, the three Blood Moon caps, world-gen sizing and the sandbox preset guide. Admin side: a serverconfig.xml generator, the SandboxCode migration table, Telnet commands, performance and capacity planning, SteamCMD deploy scripts and a 3.x mod compatibility checklist. Data baseline V3.2.0.
Player tools indexed: 10 · Admin consoles: 6
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Player tools (10)
- Structural Integrity Calc — Horizontal beam span and vertical load limits for wood, cobblestone, concrete and steel, including the mixed-material and red-cursor rules
- Gamestage & Horde Scaling — Both the V3.x and classic 2.5 formulas, with the days-survived correction, party weighting and feral / radiated / demolisher unlock thresholds
- Loot Stage & Tier Thresholds — Derives Loot Stage from GS and biome, maps it onto the eight tiers (1/25/50/75/100/150/200/300) and shows all three community multiplier sources side by side
- Item Magnitude & Combine Station — Orange-star boosted stats, the teal-percentage misconception, combine transferring the highest percentage, mod quality 1–6 and the permanent repair degradation curve
- Power Grid & Trap Budget — Supply from generators, battery and solar banks against blade traps, SMG / shotgun / M60 turrets, fence posts and spotlights — including the V3.2 turret change
- Traders & Quests — Where Rekt, Jen, Bob, Hugh and Joel spawn, what they specialise in and the quests they hand out, plus which sandbox options control restock and opening hours
- Biomes & Hazards — Loot bonus and spawn-GS bonus shown separately for all five biomes, with a reward/risk ratio, hazards, wildlife and base-building advice
- Blood Moon Scale & Defense — "8 per player" is wrong: three caps apply in sequence — per player, the ~30 nearby-party cap, and ~1.9 × MaxSpawnedZombies — and the smallest wins
- World Gen & Map Size — Navezgane versus Random Gen, with generation time, save size and recommended use for all five 4K–12K sizes plus pregeneration warnings
- Sandbox Presets Guide — The 11 official presets with their published codes, plus the 8-group map of where each of the 150 sandbox options now lives
Server admin and config generation (6)
- serverconfig.xml Generator — Edits 50+ still-live fields grouped the V3.2 way, with live preview and myserver.xml export (the 29 dead properties are omitted)
- SandboxCode & Migration — Builds a paste-ready SandboxCode property block and lists all 29 legacy properties that now fail silently, each with its new home
- Console & Telnet Commands — Search 40+ server commands by category (including V3.x additions getoptions and exportcurrentconfigs) with a warning about the 8081/TCP risk
- Perf & Capacity Planning — The core finding is counter-intuitive: blood-moon lag is single-core CPU clock, and RAM does not help. Hardware and settings advice per player count, map size and mod load
- SteamCMD Deploy Scripts — Generates the SteamCMD installer, Linux and Windows start scripts, a systemd unit, ufw/firewalld rules, plus backup and scheduled-restart scripts
- 3.x Mod Compatibility — Every breaking change in V3.0/3.1/3.2 listed; tick what your mods touch and it tells you whether a rewrite or a small patch is needed, plus a validation order
Bohemia Interactive Hardcore Survival · Hardcore Military Sim / Open World PvP
In-game illness checks, blood matching, measured hit/travel budgets and stable-server config, day/night, mod and port tools.
Player tools indexed: 4 · Admin consoles: 5
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Server admin and config generation (5)
Keen Games Voxel Action RPG · Action RPG / Voxel Building
Mage/Ranger/Warrior skill builds, Flame Altar progression requirements and dedicated server json configs.
Player tools indexed: 10 · Admin consoles: 8
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Player tools (10)
- 12-Class Skill Tree Simulator — 114 SP build planner, Water Aura, Double Jump & classic archetypes
- Flame Altar Progression (Lv1-6) — Boss trophies, shroud duration, attribute buffs & build area
- Comfort Score & Rested Duration — Non-stacking rule, 8 furniture categories & 74m Rested stamina boost
- Shroud Timer & Red Shroud Warning — Altar level, Inner Fires, survival flasks & red shroud lethality check
- 4-Slot Food Nutrition Lab — Category exclusion rule, Dessert Stomach 4th slot & stat stacking
- Glider Aerodynamics & Range — Basic to Ghost gliders, stamina burn, Airborne -30% & Updraft boosts
- 5 Artisans & Workstations — Blacksmith, Alchemist, Carpenter, Hunter, Farmer crypts & stations
- Voxel Building Material Estimator — Castle walls, Shroud wood, Limestone block calculations & 100-pack BOM
- Weapon Damage & Stat Scaling — 1H Sword, 2H Hammer, Bow, Staff scaling with Str/Dex/Int & DPS
- Hollow Halls Dungeons & Ectoplasm — 4 regional megadungeons, boss wipe counters, bone weapons & ectoplasm press
Server admin and config generation (8)
Stunlock Vampire Lord Action Survival · Vampire Action Survival & Castle Siege
V Rising 1.0 suite: 100% pure blood buffs, castle decay timer, servant missions, prisoner misery, dual JSON generators, raid windows & port doctor.
Player tools indexed: 10 · Admin consoles: 8
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Player tools (10)
- 7 Blood Types & 100% Pure Calculator — Calculate tier 1-5 passives across 1%-100% quality including 1.0 Draculin blood
- Castle Heart Decay & Endurance — Calculate remaining days before castle decay leaves your base exposed
- Servant Mission Simulator — Calculate hunt duration, injury chance and loot yield based on gear score
- Prison Misery & Blood Farm Lab — Manage prisoner misery and dietary recovery for safe infinite blood harvesting
- Specialized Castle Floors Guide — Room enclosure requirements, matching floor bonuses and material discount calculator
- 11 Weapon Q/E Skills & I-Frames — Combat i-frames, stealth, CC abilities and harvesting proficiencies
- Spell Schools & Jewel Builder — Status afflictions, signature spells, and Tier 1-4 jewel combinations
- 57 V Blood Boss Progression — Progression route, essential resistance potions, and tactical counters
- Siege Golem & Raid Breach Planner — Calculate explosives and golem requirements to breach fortified honeycomb walls
- Day/Night Cycle & Sunburn Tracker — Calculate safe exposure windows under sun potions, cloaks, and bear form
Server admin and config generation (8)
Strict-JSON Server Workshop & Cave Threat Math · 8-Player Survival Horror · Survival Horror / Open World Crafting
One-stop Sons of the Forest toolkit: dedicatedserver.cfg generator and JSON linter (a .cfg file whose contents are strict JSON), a 22-setting custom difficulty balancer, the three-UDP-port matrix and a troubleshooting decision tree. Player side: threat index, cave loadout, build resource budget, Kelvin throughput, zipline geometry, season progression and 8-player squad planning.
Player tools indexed: 10 · Admin consoles: 8
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Player tools (10)
- Console Command Reference — Type cheatstick then press F1 — no input box appears. Covers godmode / invisible / addallitems / settimeofday / season / killradius / aidisable / addcharacter
- Zipline Geometry & Cost Calculator — Slope, rope length, anchor count and materials from span and rise — plus the direct line-of-sight requirement
- Threat Index Evaluator — The five enemy settings stack multiplicatively — all-High is an order of magnitude worse than one High. Weighted into surface and cave indices
- Build Resource Budget Calculator — Totals logs, sticks, rocks, rope, cloth and tape — and flags what Kelvin cannot gather for you
- Kelvin Throughput Scheduler — Kelvin never tires but works serially — one job at a time, and a new order cancels the current one
- Companion Guide & Trust Checklist — Kelvin handles gathering and building, Virginia fights and dual-wields — and one hit resets her trust to zero
- Season & Day-Cycle Planner — Work out when winter hits — and why IdleDayCycleSpeed=0 means you never wake up in winter
- Cave Loadout Checklist — There is no resupply inside caves — per-person quantities derived from threat tier and party size
- Landmark & GPS Planner — Markers are limited — rank bunkers, caves, 3D printers and weapons by priority (we do not duplicate a static coordinate database)
- 8-Player Squad Planner — Hard cap 8 — split across gathering / building / exploring / combat / logistics and flag risky setups like explorers with no fighters
Server admin and config generation (8)
- dedicatedserver.cfg Generator — A .cfg file whose contents are strict JSON. Five sections plus four presets, with key/nesting/type/logic validation before output
- Custom Difficulty Balancer — All 22 CustomGameModeSettings in one place, with pre-flight checks on the two silent-failure preconditions (GameMode=Custom, SaveMode=New)
- Config JSON Linter — Paste your config and catch syntax errors, misspelled keys, wrong nesting, type violations and logic conflicts in one pass
- Three Ports & Firewall — What breaks without each of UDP 8766 / 27016 / 9700, plus netsh / ufw / iptables / firewalld commands
- "Server Not Showing" Decision Tree — Bisect by direct-connect / listed / world-intact, including the backtick direct-connect trick and the no-RCON caveat
- Save Slots & Backup Rotation — Save slots 1-5 are separate worlds, not save points for one world. Generates a backup script and crontab, and warns to stop the server first
- Performance & Framerate Tuning — No tick-rate knob — only three levers: ActiveTargetFramerate (min 10), IdleTargetFramerate and IdleDayCycleSpeed
- SteamCMD Deploy & Update — Pull anonymously with appid 2465200; after a game patch you must re-run app_update or version mismatch blocks everyone
Funcom Barbarian Age Survival · Barbarian Survival / Action Sandbox
Measured thrall/crafting budgets and purge preparation; Enhanced INI, mod comparison, ports and Legacy migration.
Player tools indexed: 3 · Admin consoles: 5
Open tool →
Server admin and config generation (5)
Smartly Dressed Games Free-to-Play Survival · Voxel Zombie / Free-to-Play Sandbox
Vanilla item and vehicle commands, XP budgets, generator runtime, Commands.dat, Workshop lists, two-port planning and troubleshooting.
Player tools indexed: 3 · Admin consoles: 5
Open tool →
Server admin and config generation (5)
Klei Dark Whimsical Co-op Survival · Gothic Co-op / Wilderness Survival
22 tools (10 player + 12 admin). Player side covers a 39-dish Crock Pot priority engine with failure diagnostics, reverse recipe lookup, a 12-dimension ingredient atlas, spoilage, drying-rack scheduling, winter/summer insulation, a three-layer damage model (physical/electric/planar), boss damage reduction, character insight and base siting. Admin side covers full cluster.ini and dual-shard server.ini generation, UDP port planning, shard-consistency checks, worldgen overrides, per-shard mod config, cluster token triage, troubleshooting, console commands, backup and rollback, hardware sizing, preflight checklist, LAN test mode and deployment export.
Player tools indexed: 10 · Admin consoles: 13
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Player tools (10)
- Crock Pot Priority Engine — Priority resolution across 39 dishes, with diagnostics for why a pot yielded something else
- Recipe Finder — Start from the dish you want and get every verified 4-slot combination
- Ingredient Atlas — Twelve food dimensions across 32 ingredients, with hazard flags for monster and inedible values
- Spoilage & Freshness — Twelve multiplicative spoilage modifiers — ice box, salt box, temperature, wetness, cooking and more
- Drying Rack Planner — Drying times and shelf life for eight outputs, with rack-count and day estimates for a target yield
- Insulation & Temperature — Winter/summer insulation switching, beard penalty, Thermal Stone heat transfer and overheat/freeze checks
- Damage Model — Physical (character multiplier), electric (double when wet) and planar (ignores multipliers and armour) computed separately
- Boss Guide — Health, damage reduction and planar penetration for 11 bosses, plus a first-winter Deerclops runbook
- Characters & Insight — Stats and mechanics for 17 survivors, with Insight point planning (15 points at 68 days)
- Season & Base Siting — Season threats and winter prep, a first-winter countdown, and six-factor base siting weighted by failure risk
Server admin and config generation (13)
- cluster.ini Generator — Generates the shared cluster.ini plus both shard server.ini files, adding the [STEAM] section the old version missed
- Port & Network Planner — Builds a forwarding table per shard layout and flags conflicts, pinpointing UDP gaps as the main cause of invisibility
- Shard Config Comparator — Field-by-field Master vs Caves diff separating must-match from must-differ, with six checks against silent failure
- Worldgen Override — Generates worldgenoverride.lua and explains why leveldataoverride.lua must never be hand-edited
- Mod Config & Pitfall Checker — Generates both modoverrides.lua files plus the mods/ download list, calling out the per-shard config trap
- Cluster Token Troubleshooter — Offline whitespace and placeholder checks, plus the warning that a Steam password reset voids every token
- Troubleshooting Table — Six recurring failures mapped as symptom → ranked causes → verification steps, never asserting a root cause
- Console Command Reference — 21 verifiable c_ commands graded by danger, fixing the invented c_kick / c_ban syntax from the old version
- Backup & Rollback Planner — Separates snapshots from real backups, with scope, retention, a runnable script and a rehearsal checklist
- Hardware Budget Estimator — Estimates CPU and RAM from players, shards and mods, stressing that single-core speed beats core count
- Launch Preflight Checklist — Eleven graded checks including five blockers, with a recommended verification order
- LAN Test Mode — Use dedicated_lan_server to skip token checks and isolate server issues from token or port issues
- Deployment File Export — Generates the entire cluster directory at once — token, shards, worldgen, mods and the download list
Original PC survival & server tools · Survival horror / Building
Measured log, encounter and crafting budgets; original Server.cfg fragments, checks, launch options, ports and saves. Not for Sons of the Forest.
Player tools indexed: 3 · Admin consoles: 5
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Server admin and config generation (5)
Rainforest survival and co-op planning · Jungle survival
Measured food, batches and bearings; game conditions, player-hosted co-op and paired save checks.
Player tools indexed: 4 · Admin consoles: 4
Open tool →
Server admin and config generation (4)
RocketWerkz Session-Based Sci-Fi Survival · Sci-Fi Survival / Prospect Missions
Talent budgets, extraction time and shelter checks; dedicated server settings, startup, ports, idle timers and save migration.
Player tools indexed: 3 · Admin consoles: 6
Open tool →
Server admin and config generation (6)
Hardcore Survival with Metabolism & Fitness Simulation · Hardcore Survival / Simulation
SCUM server quick reference: the official port trio (7777 game / 7778 raw socket / 7779 query) vs the panel -QueryPort=27015 flavour, all 429 ServerSettings.ini keys and the 12 config files, admin tiers (Admin/SuperAdmin/Elevated), the 217-command reflection dump, the "no native RCON" fact check, plus fame-point and respawn-cost modelling. Self-hosting has been fully open since 1.0 (2025-06-17); the current anti-cheat is BattlEye.
Player tools indexed: 5 · Admin consoles: 5
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Player tools (5)
- Join Server & Direct Connect — Generates a steam://connect link and in-game "Connect to IP" candidates. Two conflicting claims exist for the direct-connect port (game port vs game port +2, D2); both candidates are shown with their sources instead of guessing
- Connection Troubleshooting — Triage tree for "not listed / cannot connect / kicked after join": the query-port +2 rule vs panel -QueryPort=27015, the 27020-27050 Steam reserved range, BattlEye (replaced EAC on 2025-05-28), the default MaxPing=200 kick, version mismatch and ExclusiveUsers whitelist
- Official Resources & Community Tools — Both wikis (wiki.gg / fandom) plus the Chinese BWIKI, official site and Steam news, BattleMetrics monitoring; community admin tools listed as-is (ScumServerManager, SCUM Admin Helper, the now-EOL SCUM-RCON), each with a source tier - no endorsements
- Server Capacity & Time Speed Planner — RAM baseline 8GB (official wiki) plus an editable rule of thumb (community claim 1-2GB per 10 players, explicitly unofficial); tickrate 5-30 validation; TimeOfDaySpeed=3.84 gives a 6.25-real-hour game day (pure arithmetic; the community 6h claim is shown alongside, D6); MaxPlayers default 64 vs 128 sold by hosts (D8)
- Fame Points & Respawn Cost Calculator — Explicit-formula modelling on official defaults (five respawn options at 250/1000 FP and 1g/2g/3g, the three death/kill coefficients, PermadeathThreshold=-2500). The developer never published an FP formula, so every coefficient is editable and the modelling assumption is stated; the 0.05 FP/min passive rate is a single community source (tier C) used as default
Server admin and config generation (5)
- Port Matrix & Multi-Instance Planner — Derives the official trio from game port P: P (UDP game) / P+1 (UDP raw socket) / P+2 (Steam query); query-port protocol TCP vs UDP shown as conflicting sources (D1); panel -QueryPort=27015 divergence block; hard step >=3 validation for multi-instance; 27020-27050 Steam reserved-range collision warnings; TCP P "RCON (optional)" quoted from the wiki but not recommended (D3)
- Firewall Rule Generator — Windows netsh and Linux ufw flavours; generates the UDP trio from the port matrix; per D1 the query-port rule defaults to UDP with an opt-in TCP checkbox (nothing TCP/RCON is emitted unless explicitly checked); multi-instance batches supported
- SteamCMD Install & Backup — Anonymous SteamCMD install/update for appid 3792580, the VC++ 2012/2013/2015-2022 and DirectX dependency list, the 64-bit Windows hard requirement, and the unofficial Linux Wine/Proton route (pterodactyl egg and AMP template shown side by side); backups emit copy-only commands (SaveFiles + Config), rotation/deletion is left to the user; graceful Ctrl+C shutdown and the db-wal check
- Startup Args & Script Builder — Whitelisted builder for five arguments (-log / -port / -MaxPlayers / -QueryPort panel flavour / -nobattleye behind an explicit danger checkbox) emitting .bat and .sh; C-tier arguments like -serveradminpassword are blacklisted and named but never emitted; MaxPlayers above 64 requires a second confirmation (D8)
- ServerSettings.ini & Admin Files — Curated-key generator (full file and diff fragment driven by one function, any violation refuses all output, passwords never echoed) + paste pre-check against the official 429-key registry (unknown keys / wrong section / bad type named explicitly) + semantics and tiers of the six admin list files (Admin(1)/SuperAdmin(2)/Elevated(3)) + BigInt SteamID64 validation + a # command quick reference (curated from the 217 reflection-extracted commands, tier-B source stated) + the "no native RCON" fact block
Gaslamp Fantasy Realm Survival & Building · Gaslamp Fantasy / Survival Crafting
Nightingale server quick reference: 7777/UDP game port + optional 7778/TCP HTTP status port (localhost by default), ServerSettings.ini (UE4 INI, 1 section, 3 keys: StartingDifficulty / Password / AdminPassword), MaxPlayers via command-line override (official cap 6). UE5 native dual-platform server (windows,linux), no Wine needed. Zero RCON, admin via STDIO.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Post-Flood Ocean & Sunken Ruins Survival Building · Ocean Survival / Base Building
Sunkenland server quick reference: single TCP/UDP port 25000, two JSON config files (StartGameConfig.json + WorldSetting.json, 16 keys total). No server browser — direct connect via IP:port only. The dedicated server ships no map; import a world save from the client.
Player tools indexed: 5 · Admin consoles: 8
Open tool →
Server admin and config generation (8)
- Capacity budget — maxPlayers 1–100, RAM and bandwidth estimates
- Port matrix — Single port 25000 TCP/UDP, multi-instance port allocation
- Firewall rules — Four-platform rule generator, TCP + UDP
- Install script — appid 2667530 anonymous login, optional public-test branch
- Startup arguments — Sunkenland-DedicatedServer.exe startup argument builder
- StartGameConfig.json generator — Server startup config JSON generator with port, password, world path
- WorldSetting.json generator — World settings JSON generator with difficulty, monster, resource multipliers
- Admin & shutdown — STDIO management, no RCON, no documented console commands
Middle-earth Dwarven Mine Survival & Co-op Crafting · Survival Crafting / Co-op
Return to Moria server quick reference: default port 7777 (ListenPort / AdvertisePort configurable), MoriaServerConfig.ini (25 keys / 6 sections) generated on first run plus permission and rules files. Windows-native server (Linux via Wine), 8 players max concurrent, no RCON, admin via TailLogFile. Version anchor 1.6.7 (2026-02-12) from official release notes verbatim.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Tribal Survival Crafting · Tribal Survival / Building
Soulmask server quick reference: how the 8777 game port, 27015 Steam query port, 18888 Echo and 19000 RCON ports fit together, plus the location of Engine.ini and GameXishu.json (the multiplier file). The dedicated server process routinely holds 12 GB+ of RAM — check your box before you start.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Post-apocalyptic Zombie Survival · Zombie Survival / Looting / UE4
VEIN is a UE4-based post-apocalyptic zombie survival game. Dedicated server appid 2131400 (type=Tool, native dual-platform windows,linux). Three ports: 7777/UDP game traffic, 27015/UDP Steam query (A2S), 7878/UDP RCON admin. Configuration in Game.ini (UE4 INI format, 5 sections ~9 keys). Frequently updated (21 branches); current stable 0.025 Hotfix 1.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Dinosaur Survival Sim (Evrima branch) · Dinosaur Survival
The Isle (Evrima) server quick reference: dedicated-server appid 412680 (anonymous install, -beta evrima), game port 7777/UDP, queue 10000/TCP (must be open when bQueueEnabled=true, otherwise joins fail with DATA ACQUISITION FAILED), and RCON 8888/TCP on a proprietary binary protocol (0x01 auth frame / 0x02+opcode command frames - standard mcrcon cannot speak it). The server list runs on EOS, not Steam A2S: players set the in-game browser Session Filter to Unofficial; hasServerList=false here means "this site has not implemented the EOS query". The [EpicOnlineServices] block in Engine.ini is a hard prerequisite (two conflicting failure shapes logged as D7); the credential values ship with the install and this site always emits placeholders. Config lives in TheIsle/Saved/Config/{WindowsServer|LinuxServer}/Game.ini - the server never creates these files itself, and a config-wipe-on-stop bug is reported. The developers never published dedicated-server docs: the surviving authoritative sources are the quoted dev-doc, upstream templates (egg/AMP/LinuxGSM/WindowsGSM/Docker) and the community site theisle.info.
Player tools indexed: 5 · Admin consoles: 5
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Player tools (5)
- Join a Server & Browser Guide — The Evrima list runs on EOS: set the in-game browser Session Filter to Unofficial and search by name. The Steam View->Game Servers favourite route is the fallback, and not every server publishes a Steam A2S query port. This site does not generate steam://connect links (Evrima direct-connect behaviour is unverified)
- Connection Troubleshooting — Triage tree for "not listed / DATA ACQUISITION FAILED / admin port unreachable": missing EOS credentials, branch mismatch (evrima/spiro/legacy), queue port not open (TCP), NAT loopback, file verification - all with official log signatures
- Official Resources & Community Tools — Official site/roadmap/Steam discussions + the theisle.info community guide + the evrima-dev-knowledge modding KB + RCON client libraries in 8 languages and server managers, all logged with source tiers, no endorsements. No Steam Workshop (store category evidence); modding = server-side UE4SS Lua
- Server Hardware & Slot Planner — Disk ~40GB (community guide checklist), slots recommended <=100 (dev-doc + egg rule, explicit confirmation gate above 100); RAM/CPU were never published -> fully editable measured model, 0 or blank means no solution, no invented numbers
- Growth Converter & Server Cycles — Growth time = measured baseline / GrowthMultiplier (explicit modelling assumption, 20 vs 40 advisory gate D11) + pure-arithmetic day/night, weather and migration timelines (45/20 min, 600-900s, 5400/10800/43200/7200s, all editable). No built-in species table: community growth data conflicts and drifts with patches; the page says where to read measured values
Server admin and config generation (5)
- Port Matrix & Multi-Instance Planner — Game 7777 UDP (multi-instance range 7777-7779) / Queue 10000 TCP (must be open when bQueueEnabled=true, otherwise joins fail with DATA ACQUISITION FAILED) / RCON 8888 TCP (proprietary protocol). Four conflicting port claims shown side by side (D1/D2); any multi-instance collision rejects the whole plan
- Firewall Rule Generator — Four platforms: ufw / firewalld / iptables / netsh. Only the game UDP rule by default; queue TCP follows its toggle; the RCON rule requires an explicit opt-in plus a "exposing RCON hands over the server" warning and an optional admin source-IP restriction. Output never contains steam:// links
- SteamCMD Install & Deploy Script — Anonymous install of 412680 + branch selector (evrima/spiro0.11.59.04/legacy; Spiro requires removing MapName=Gateway from Game.ini) + Linux sdk32/sdk64 steamclient.so symlinks + manual config-dir reminder (the server never creates the ini files) + the config-wipe-on-stop bug warning + optional systemd (off by default) + copy-only backups
- Startup Command Builder — Generates for three launch hosts (Windows exe / Linux Shipping binary / docker sh) with both the ?Port= and -Port= forms side by side (D8); EOS credentials are always emitted as placeholders (the function never accepts plaintext); -log and the auto-update/auto-restart bat loop are optional; MaxPlayerCount>100 confirmation gate (D9)
- Game.ini Builder & RCON Reference — Whitelisted Game.ini key builder (TIGameSession ~40 keys with single-source labels + Admins/Whitelist/VIP SteamID64 BigInt validation + 23 case-sensitive AllowedClasses + the mutations "all commented or all listed" rule) + Engine.ini EOS block (placeholders) + full/diff modes from one source + reject-all-on-violation + paste precheck that never echoes passwords + complete proprietary RCON protocol reference (frame layout / 27+2 opcodes / three termination modes / no Slay)
Top-down Zombie Survival · Top-down Survival / Co-op
HumanitZ server quick reference: dedicated-server appid 2728330 (HZ_SERVER, anonymous install; Linux requires -beta linuxbranch). Players connect through the game port 7777/UDP - not the query port 27015 (A2S confirmed by three sources; status queries only). RCON on 8888/TCP is standard Source RCON (Valve-compatible; mcrcon works), and with RCONEnabled=false the server browser shows no ping. The single config file is GameServerSettings.ini (current folder HumanitZServer/, called TSSGame/ before 1.0); the official REF_GameServerSettings.ini ships with every SteamCMD update carrying comments for all 91 keys ([Host Settings] 15 + [World Settings] 76). Admins = the shared /adminaccess password (no SteamID-based admin list); kick/ban only work through RCON. The developers never published dedicated-server docs: the surviving authorities are the REF comments via three transcriptions + upstream templates (egg/LinuxGSM/AMP/WindowsGSM/docker) + the emeraldhost KB + the semi-official humanitzbot (Zuq is credited in the official 1.03 announcement).
Player tools indexed: 5 · Admin consoles: 7
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Player tools (5)
- Join a Server & Direct Connect — Search by name in the in-game browser (name filter; SearchID bucket semantics) or use IP Connect - direct connect must use the game port 7777, not the query port 27015 (the #1 mistake hosting docs flag with their highest-level warning box). This site does not generate steam://connect links (HZ behaviour unverified)
- Connection Troubleshooting — Four-branch symptom tree: not listed (Official in name / SearchID / the RCON-ping link / startup not finished signature), direct connect fails (port mix-up / firewall / NAT loopback), version mismatch (stable 1.09 vs Experimental 1.1, three-branch buildid table, the official 1.01.A "update everyone first" note), saves & rollbacks (official 1.09 fix entries)
- Official Resources & Modding — No Steam Workshop (store category evidence): mods are .pak files (client mods folder / server Content/Paks/); the HZMM manager and two community bots are logged with source tiers, no endorsements. Includes the official 1.03 mod-incident instructions verbatim (delete the mods folder + turn off Cloud Sync + fresh save)
- Day/Night, Season & Respawn Timeline — DayDur+NightDur -> real length of one game day (pure arithmetic); DaysPerSeason x StartingSeason -> season rotation table (REF enum 0=Summer/1=Autum/2=Winter/3=Spring, shown against the conflicting Chinese-KB order D7); AirDropInterval and loot/pickup respawn conversions (unit conflict D5 shown); FreezeTime empty-server semantics. Zero denominators mean no solution
- Decay & Cleanup Converter — One file mixes three time units: Decay/BuildingDecay/RecycleCar are real days, PickupCleanup is game days (converted via DayDur+NightDur), FakeBuildingCleanup is minutes. 0 = per-key "disabled" semantics (not "no solution"); linked to the official 1.09 "save bloating / pickup cleanup timers" fix
Server admin and config generation (7)
- Hardware & Slot Planner — Hardware requirements were never published: three hosting claims side by side (IONOS 2-3GB minimum / supercraft 6-8GB recommended / a Chinese host 4-core-8GB, D11). Fully editable measured model, blank = not counted (never 0); MaxPlayers defaults to 16 (D9) and the engine hard cap is unpublished so no cap check exists
- Port Matrix & Multi-Instance Planner — Game 7777/UDP + query 27015/UDP (A2S, three sources) + RCON 8888/TCP. The TCP+UDP "Both" claim for the game port is shown side by side (AMP, D1); multi-instance allocation with step +1, any collision rejects the whole plan (WindowsGSM PortIncrements=10 noted as a panel convention); AMP SupportsIPv6=False logged verbatim
- Firewall Rule Generator — Four platforms: ufw / firewalld / iptables / netsh. Game + query UDP rules by default; game-port TCP follows an explicit D1 opt-in; the RCON rule requires an explicit opt-in plus an "exposing RCON hands over the server" warning and an optional admin source-IP restriction (invalid IP/CIDR rejects everything). Output never contains steam:// links
- SteamCMD Install & Deploy Script — Anonymous install of 2728330. Linux requires -beta linuxbranch (egg rule + LGSM + bip-ops); Windows defaults to the public branch (windowsbranch shares its buildid). sdk32/sdk64 steamclient.so symlinks + chmod; the folder-rename warning (TSSGame -> HumanitZServer, D3); the first-boot REF -> GameServerSettings.ini copy mechanism; optional systemd (off by default); copy-only backups (.sav + ClanData as a pair, stop the server first)
- Startup Command Builder — Platform (Windows/Linux) x launch host (root wrapper / direct Shipping binary) x argument case (-port lower vs -Port upper; D2, both shown exactly as upstream writes them). -log/-stdout/-FullStdOutLogOutput options; ServerName is auto-quoted when it contains spaces; credentials never enter the CLI (AdminPass etc. are ini keys); the done marker LogKaiHelper: Session created! and stop methods (^C / shutdown)
- GameServerSettings.ini Builder & Precheck — A 91-key registry ([Host Settings] 15 + [World Settings] 76; Version = the REF-only Build ID, logged but never emitted) cross-checked across three sources (the Synix REF-comment transcription + bip-ops + aether); the official English comments ship verbatim with each key; hard enum/range validation (OnDeath 0-3, Rarity 0-4, difficulties 0-5, ...); bool inputs accept both forms and normalise to true/false (D4); full/diff modes from one source; reject-all-on-violation; the three credential keys are always placeholders; the paste precheck flags seven issue classes (including the four legacy keys by name) and never echoes passwords
- RCON & Admin Command Reference — Standard Source RCON (Valve-compatible, mcrcon works - three sources agree): the three enable keys + default port 8888 (D8 shown); 16 RCON commands in two source tiers (6 documented by emeraldhost + 10 extended by humanitzbot; unverified parameters logged as-is, never guessed); the three list files (F_BannedPlayers / F_ReservedSlots / PlayerIDMapped) + a BigInt SteamID64 checker; the in-game /adminaccess password system (official docs verbatim: no working SteamID-based admin list) + the A/B-tier chat command list
Zombie-apocalypse survival crafting · Survival Crafting / Base Defense
No One Survived server quick reference: two UDP ports — 7777 (game traffic, the port players join on) and 27015 (Steam query traffic, which the server listing depends on). Dedicated-server appid 2329680 (NoOneSurvivedDedicatedServer, type=Tool, installdir NoOneSurvivedDedicatedServer); client appid 1963370 (developer and publisher both Cat Play Studio). UE4 layout, with config in WRSH/Saved/Config/WindowsServer/Game.ini (25 keys across [GameSettings] 16 and [ServerSetting] 9) and WRSH/Saved/Config/WindowsServer/Engine.ini (3 keys under [URL] and [OnlineSubsystemSteam]). The command line carries only ports and the bind address: all 27 parameters in AMP config.json are marked IncludeInCommandLine=false, so none of them travels on the command line. Administration is standard input (AdminMethod=STDIO, AdminPortRef=0) — there is no networked remote-management port. The dedicated server's appinfo oslist is an empty string, but two independent upstream artifacts both treat it as a Windows binary, so Linux needs Wine plus the winetricks packages vcrun2022 and corefonts. SteamCMD supports anonymous login. There is no grade-A official hosting document for this title: the official domain does not resolve and both node-gamedig and LinuxGSM return zero hits, so every fact here comes from three upstream artifacts cross-checking each other — the AMP template (byte-verified against the panel CDN by md5), the official Pterodactyl egg, and Steam appinfo.
Player tools indexed: 5 · Admin consoles: 8
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Player tools (5)
- Join & Direct Connect — Builds the direct-connect address from game port 7777 and corrects the upstream habit of using the query port
- Connection Triage — Five-way triage: not listed, cannot connect, timed out, version mismatch, missing save
- Resources & Upstream Sources — Store page, SteamDB and both upstream templates; states plainly that the official site does not resolve and workshop support is unverified
- Version Anchor — buildid timelines for three branches on both appids, with the announcement cross-check and why confidence is downgraded
- Zombie Wave & Difficulty Lab — Projects wave size and sprinter share from the official multiplier parameters; every multiplier is editable
Server admin and config generation (8)
- Capacity Planner — Validates the player cap against both the AMP and egg figures; memory is an editable measured value
- Port Map — Game and query ports listed by role, with multi-instance allocation and collision detection
- Firewall Rules — Two UDP ports across four platforms; never emits a rule for the RCON port that does not exist
- SteamCMD Install — Anonymous dedicated-server download, three branches, and Windows / Wine / Docker variants
- Startup Command — Reproduces the AMP command line verbatim and shares one port state with Engine.ini
- Game.ini / Engine.ini Generator — 25 keys across two sections plus three Engine.ini keys, with paste preflight and near-miss spelling callouts
- Wine Environment — Reproduces the upstream prefix initialisation and five environment variables verbatim, winetricks dependencies included
- Admin Surface & Shutdown — No RCON port, a STDIO admin surface, two shutdown readings and the password safety note
Horde Base Defense · Zombie Survival / Tower Defense
Night of the Dead server quick reference: 7777/UDP game port + 27015/UDP Steam query port (not 27016). UE4 engine, Linux requires Wine (WINEARCH=win64) + Xvfb. ServerSettings.ini has ServerSettings/SystemSettings/GameSettings sections; Custom difficulty unlocks Basic/Advanced/Detail parameters.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Open-world survival crafting and sieges · Survival / Crafting / Multiplayer siege
The Front server quick reference: the four ports are 5001 (game, UDP), 5002 (lobby beacon, UDP), 5003 (shutdown/remote admin, TCP, which the community help states verbatim has no password protection and should not be forwarded) and 27015 (Steam query, UDP). The dedicated-server appid is split per platform: 2612550 for Windows and 2334200 for Linux, with the client at 2285150 (developer Samar Studio); appinfo publishes zero branches for all three, so no buildid exists and the news is a weekly maintenance notice with no version number. Config lives in TheFrontManager/ServerConfig_AMP.ini (downloaded by AMP from its own CDN with a FetchURL stage) and the key registry holds 136 slots (128 ini keys plus 8 command-line only), 57 of them in the GM ratio family, all under the single [BaseServerConfig] section. Neither the developer nor the four upstream sources publishes a hardware spec, yet the player cap has three readings (40/40/24). The official site playthefront.com is unreachable this round and the wiki returns 403, so there is no grade-A hosting documentation and the only per-key documentation is the grade-C community help file (127 keys).
Player tools indexed: 5 · Admin consoles: 8
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Player tools (5)
- Join a server — The direct-connect address; AMP builds its connect link from the query port, which is easily mistaken for the main port
- Connection triage — Five branches: not listed, unjoinable, shut down remotely, config ignored, world lost after a map change
- Hardware and upstream facts — None of the four upstream sources publishes a hardware spec; the only sourced performance figure is GameMaxFrameRate=35
- Version anchor — All three appids publish zero branches; the news is a weekly maintenance notice with no version number
- Server settings explained — A player-side reading of the 128 keys (57 in the GM ratio family), documented by the community help file (grade C)
Server admin and config generation (8)
- Capacity and player budget — Three player-cap readings (40/40/24) plus the two queue keys side by side; no hardware spec; no per-player MB formula
- Port matrix — Four ports across five readings (WindowsGSM uses a completely different 27047/27048)
- Firewall rules — 5001/5002/27015 over UDP; 5003 over TCP and not opened by default (an unauthenticated remote-admin port)
- Install script — A different appid per platform (2612550 / 2334200) plus the Steamworks SDK component 1007
- Startup arguments — Four forms side by side: AMP, LinuxGSM, the community script (with ?udrs=eos|steam) and WindowsGSM (with performance flags)
- ServerConfig generator — 136 key slots (128 ini keys plus 8 command-line only), one section, with the + prefix form switchable
- Admins and anticheat — serveradmins takes 17-digit SteamIDs; the three anticheat switches all have different names
- Backup and wipe — Four keys on one screen; a non-empty ClearSeverTime raises a red warning because it wipes all server data
Sci-fi colony survival sim · Survival / Simulation / PvP
CryoFall hosting in short: the server is a .NET program (the official guide requires .NET Runtime 6.0), fetched anonymously with SteamCMD as dedicated-server appid 1061710. The executable lives in Binaries/Server/CryoFall_Server.dll while the config files live in Data/ at the server root - the official guide stresses that Data/ is NOT inside Binaries/Server. The very first start must use the loadOrNew flag, which creates the world and generates Data/SettingsServer.xml and Data/ModsConfig.xml; normal starts use load and shutdowns use stop with a delay in seconds. Only one port has to be opened: UDP 6000 (the official default, changeable in Data/SettingsServer.xml). There is no RCON and no Steam query port - the server list runs through the developer own Master Server, and you appear on it only after setting is_public_server to 1, while admin rights come from putting your nickname (not a SteamID) into server_operators_list. The server rates live in a separate file, Data/ServerRates.config: there are 71 official rates and every one of them is commented out with a leading # until you remove it.
Player tools indexed: 5 · Admin consoles: 7
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Server admin and config generation (7)
Voxel dinosaur survival · Survival / Voxel / Dinos
PixARK is built on ARK's code but uses different port conventions: Pterodactyl defaults 27015 game, 27016 query, 27017 RCON, 27018 Cube; AMP defaults 7777/27015/27020/14999. The server is a Windows binary, so Linux needs Wine plus Xvfb; install with SteamCMD appid 824360.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
- Capacity planner — No official hardware specs; all fields editable; MaxPlayers 1-100
- Port matrix — Four ports; Pterodactyl vs AMP default conflict listed side by side
- Firewall rules — Four-platform rules; all four ports UDP
- Install script — appid 824360 anonymous login; Wine environment setup
- Startup arguments — Command-line config generator; map, password, RCON, cluster params
- RCON setup — RCON port and password setup; Source RCON protocol notes
- Wine environment — WINEARCH=win64 + Xvfb + vcrun2019 + dotnet6 environment setup
- Admin commands — RCON console command reference (ARK-derived command set)
Hardcore survival FPS · Survival / Hardcore / PvP
Hurtworld server quick reference: dedicated-server appid 405100 (Hurtworld Dedicated Server, type=Tool, anonymous install, native Windows and Linux). Players connect through game port 12871/UDP - the official wiki client table states that is the default port for connect <ip>; query port 12881/UDP serves A2S only (node-gamedig protocol valve plus LinuxGSM protocol-valve). The engine default is the game port plus 10 (OGP encodes it as a structural rule via reserve_ports add 10, and gamedig / LinuxGSM / AMP / TrueCharts / didstopia / WindowsGSM plus three tutorials agree); the pelican egg variable defaults to 13871, a single lineage - both readings are logged as D1, and a panel-allocated port must match what is passed to queryport or the server stays unfindable. Hurtworld has no network RCON: administration is the process stdio console plus the in-game rcon <command> forwarding command an admin uses after pressing F1 (defined verbatim by the official wiki), and AMP AdminMethod is literally STDIO. There is no ini or json config: settings live in exactly two places - the startup -exec "host <port> [map] [save];queryport ...;servername ..." string and autoexec.cfg in the server root (one console command per line, executed line by line, where a failing line is only logged and does not stop the server, pinned by decompiled strings). Admins are registered with addadmin <SteamID64>, but the set is an in-memory HashSet with no official on-disk file and running it live is not confirmed to work. Patch 1.0.1.0 (2023-03-17) moved anti-cheat from EAC to EOS AntiCheat and enforced a wipe across all servers; the switch is still called enforceeac and must run during startup. No patch announcement has followed, so the codebase is effectively frozen.
Player tools indexed: 5 · Admin consoles: 7
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Player tools (5)
- Join a Server & Connect Command — Use connect with the IP and the game port 12871 in the in-game F1 console (the official wiki marks it as the default port), or browse the OFFICIAL / COMMUNITY tabs. This site does not build a steam protocol connect link: AMP builds it from the query port, which conflicts with the wiki game-port reading and is unverified (D8)
- Connection Troubleshooting — Four symptom branches: the process exits right after start (a quit line in autoexec.cfg, the bindip crash signature), missing from the browser list (query port not matching the panel allocation, the 12881 vs 13871 split), direct connect fails (using the query port as the join port, UDP-only firewall), version mismatch (1.0.1.0 moved to EOS anti-cheat and forced a wipe, the oldversion branch)
- Official Resources & Modding — Store pages for game 393420 and server 405100, the two official wiki mirror domains (fandom and wiki.gg), the uMod / Oxide framework and its plugins, Steam Workshop mods (loaded via loadmod) and the Oxide.Hurtworld source. hurtworld.com is now only a blog, last post 2020, with no hosting section
- Death Loot & Respawn Cooldown — The same playerlootmode number means three different things across three sources (AMP seven values, survivalservers five values including an infamy tier, the Chinese panel only documents a 0 to 5 range). All three are shown side by side. The respawn estimate uses only the sourced 10 second base with a declared linear assumption (D13 / D17)
- Structure Decay Timeline — Pure arithmetic over the four decay convars (enabled, frequency, damage per event, how long a structure must stay unclaimed and unmodified): when decay starts, how many damage events, when it reaches zero. A two-value damage range is reduced to its midpoint and that is declared as a modelling assumption. Structure HP has no official table, so you must enter it
Server admin and config generation (7)
- Capacity & Resource Budget — The developers never published dedicated-server hardware requirements; only client specs exist and cannot be reused. Every field is therefore editable, blank means not counted rather than zero, and the maths is a reproducible base plus per-player times players. The six upstream player defaults (20 / 16 / 50 / 60 / 120 / 150) are listed for comparison (D5)
- Port Map & Multi-instance — The query port is derived as game port plus 10 following the OGP structural rule (12871 gives 12881), or set explicitly to a panel value such as 13871. The multi-instance step must be at least 11: with a step of 10 the next instance game port lands exactly on the previous instance query port, so this site refuses the whole plan instead of silently changing values (D1)
- Firewall Rule Generator — Four platforms (ufw / firewalld / iptables / netsh) and only two ports: game 12871 and query 12881. UDP only by default (A2S and game traffic are UDP in practice), TCP is an explicit checkbox (three upstreams register Both, no official statement, D3). Hurtworld has no management port, so no RCON rule can structurally appear in the output
- SteamCMD Deploy & Update — Anonymous login installs 405100 (freetodownload=1) with a six-branch whitelist (public / oldversion / legacy / devtest / privatetest / whagwan); returning to stable writes -beta public explicitly. Backups emit copy commands only, preceded by a stop-the-server warning, and never a delete command. The systemd unit is off by default and requires a service user once enabled
- Startup Command Builder — Builds one -batchmode -nographics -exec string: the host arity drops between one, two and three arguments based on the map and save you fill in (the official wiki gives an example for all three, D4), the executable switches between Hurtworld.exe and Hurtworld.x86_64 per platform (D2), addadmin always emits a placeholder, and player counts pass two gates at 60 and 120 (D5)
- autoexec.cfg Builder & Precheck — Hurtworld has no ini file: autoexec.cfg holds one console command per line, executed line by line, where a failing line is only logged and does not stop the server (pinned by decompiled strings). This tool emits either the full file or a diff fragment from the same value function, and prechecks a file you paste for eight issue classes - flagging quit and bindip lines separately, the former being the top cause of a server that exits right after start
- Console Command Registry by Tier — Commands are tiered by source: A for official announcements and the Oxide source, B+ for multiple independent transcriptions of the official wiki, B for upstream templates and a long-running community, C named and rejected. Includes what rcon actually is (an in-game forwarding command, not a network protocol - Hurtworld has no RCON) and counter-intuitive points such as kick taking a guid prefix rather than a SteamID64
Space colony building and automation (native dual-platform dedicated server) · Action / Adventure / Casual
Astro Colony server quick reference: this title has three appids — client 1614550, Windows dedicated server 2662210 (appinfo name verbatim "Astro Colony Dedicated Server", oslist=windows) and Linux dedicated server 2934900 (name "Astro Colony Dedicated Server Linux", oslist=windows,linux). Developer and publisher are both Terad Games; store release 2 Jun, 2026. Ports are the peculiarity here: AMP's ports.json registers exactly one port, 27015/UDP (verbatim "Port used for Steam query traffic"), and AMP also makes it the primary application port (PrimaryApplicationPortRef=SteamQueryPort) while its command line carries only -QueryPort; the official egg likewise has only SERVER_QUERY_PORT, marked user_editable=false. The value usually treated as the game port, 7777/UDP, is registered by no upstream artifact — it is merely the conventional Unreal default, corroborated only by a community compose file that calls itself works-for-me and DO NOT USE IN PRODUCTION YET. The operational consequence: upstream tooling offers no way to change the game port, so multiple instances per host are not supported. Configuration is 13 keys under /Script/ACFeature.EHServerSubsystem, but the path forks by platform: AMP registers both a WindowsServer and a LinuxServer ServerSettings.ini while the official egg writes only the LinuxServer one, so editing the wrong directory has no effect at all. Among AMP's 15 parameters the FieldName ServerName appears twice (one entry declared as an ini key, one mapped to the command-line SteamServerName), yet none of metaconfig's 13 mappings include ServerName — so in practice it only reaches the command line as -SteamServerName, with AMP's parameter format reading verbatim -{0}="{1}" (quoted). For the player cap AMP states only MinValue=1 (App.MaxUsers=5) while the official egg says between:1,10. The admin surface is standard input (AdminMethod=STDIO, AdminPortRef=0, RemoteAdminPassword empty); there is no networked remote-management port, no upstream artifact lists any console command, and SupportsLiveSettingsChanges=False, so changing a setting means editing the ini and restarting. Three runtime readings coexist: native Windows, native Linux (the route both AMP and the official egg take, so this title does not need Wine), and a third-party Wine egg (grade C, using the Windows appid). On the Windows side AMP additionally pulls component appid 1007 (the Steamworks SDK redistributable) into AstroColony/Binaries/Win64. Anonymous SteamCMD login has two independent sources (AMP semantics and a community repo entrypoint using +login anonymous). There is no grade-A official hosting document: the site is a WordPress marketing site enumerating to 10 pages via its REST API with no hosting section and a blog whose only post dates from 2020, and all three URLs of the official wiki astrocolony.fandom.com return 000. Every hosting fact comes from three artifacts cross-checking each other (the AMP template, the official egg, Steam appinfo), validated against two independent community artifacts (a real production ServerSettings.ini and a Docker repo that declares itself unreliable).
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Sandbox adventure RPG · Sandbox / RPG / Adventure
Portal Knights defaults to port 16365 — unusual among this kind of game, which is exactly why copy-pasting a generic 27015 or 7777 tutorial always fails. The server is a Windows binary (pk_dedicated_server.exe), so Linux needs Wine plus xvfb; behaviour is driven by server_config.json. Change the default admin password before anything else.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Voxel colony management · Survival / Building / Management
0.18.0.9 news reference: measured food and workforce planning, dedicated-server JSON. 0.17 improved automatic discovery. This site does not implement current server queries; join through the game browser or Steam invites.
Player tools indexed: 5 · Admin consoles: 5
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Player tools (5)
- Join options — Check game-browser, Steam-invite or remote split-screen steps.
- Connection checks — Check visibility, world selection or launch symptoms.
- Source finder — Search official docs, community calculators and hosting resources.
- Food budget — Estimate daily net meals, depletion time and reserve shortfall.
- Worker ratio — Round up required workers from measured output per person.
Server admin and config generation (5)
Hardcore medieval sandbox (standalone Wurm Online) · Sandbox / Medieval / Hardcore
Wurm Unlimited server quick reference: a real Steam-distributed dedicated server (appid 402370, anonymous install, a Java program with a bundled JRE). Clients connect on 3724 TCP (externalport); server-browser visibility rides the Steam query range 27016-27030 UDP (A2S), plus the officially required 8766 TCP/UDP; cluster RMI 7220/7221 must never be exposed per the docs. There are exactly four configuration surfaces: the 15 CLI launch arguments (all registered from the official docs), LaunchConfig.ini in the server root, wurm.ini in the world directory (40 non-Reserved keys), and the GUI/world database (Gameplay Tweaks live there, not in files). Versions: LIVE 1.9.1.6 (2019-04-09), beta 1.9.2.7 (2020-01-21, beta branch) - nothing has shipped since; client and server must match. Linux headless is unofficial: Xvfb + libswt-gtk-3-java + the steamclient.so to nativelibs copy.
Player tools indexed: 5 · Admin consoles: 5
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Player tools (5)
- Join Server & Direct Connect — Address builder and validator for the in-game server browser (Internet / LAN tabs) and direct connect via ip:externalport (default 3724 TCP). steam://connect behaviour on WU is unverified, so this site does not generate it (D3)
- Connection Troubleshooting — Triage tree sourced from the official docs: not listed (query ports 27016-27030 UDP unforwarded - the server still starts but is LAN-tab only), [S_API FAIL] (steamclient.so to nativelibs), headless hangs (SWT + Xvfb), Linux binding 127.0.0.1, "You can not log on..." (IS_GAME_SERVER), version mismatch (client and server must both be 1.9.x)
- Official Resources & Community Tools — One stop for the store page, official docs, the time/calendar wiki, the server mod loader and the panel ecosystem (LinuxGSM/AMP/Pelican/Docker). WU has no Steam Workshop - mods are file and loader based
- Server Hardware & Memory Planner — Java heap anchored on the AMP default 2048m (editable) plus editable off-heap overhead (labelled unofficial), disk (install size plus measured world sqlite growth) and editable per-player bandwidth. Cross-checked against LOW.MS commercial RAM tiers (accessed 2026-09-27). No official hardware table exists
- Wurm Calendar, Time & Measures — Anchor-based conversion: enter one in-game /time reading plus the real-world moment it was taken, then convert any Wurm date to real time and back by pure arithmetic, get the current season and the next season boundary, look up the official 12-Starfall harvest table (verbatim, plus/minus 2 weeks disclaimer), and convert tiles/km/dirts plus triangulation height. No absolute epoch is claimed (never published)
Server admin and config generation (5)
- Port & Protocol Reference — All four port groups: 3724 TCP client traffic, 27016-27030 UDP Steam queries (single-port flavour shown alongside, D1), 8766 TCP/UDP general Steam communication (D7), and 7220/7221 TCP RMI which is cluster-only and officially must never be exposed. Multi-instance allocator with two strategies (OGP offsets vs fixed defaults, D4); out-of-range or colliding plans are rejected wholesale
- Firewall Rule Generator — Rules for ufw / firewalld / iptables / Windows netsh: 3724 TCP plus the query port (whole range or single port, defaulting to the official range) plus 8766 TCP/UDP. RMI 7220/7221 never appears in generated rules - official wording: "Do not under any circumstances open these ports to external access"
- SteamCMD Deploy & Update — Anonymous install of appid 402370 (public = the 1.9.1.6-era build of 2019-04-09; optional -beta beta for 1.9.2.7), the Linux headless trio (libswt-gtk-3-java / Xvfb / DISPLAY=:99), the steamclient.so to nativelibs fix, the LGSM first-run dist/* copy note (D2) and a systemd unit (SIGINT stop, matching LGSM stopmode=2). The version freeze is stated as-is
- WurmServerLauncher Command Builder — A form for all 15 CLI arguments from the official docs: world directory (root vs dist/ flavours, D2), kingdom enum 0-4, true/false booleans, automatic quoting of servername with spaces (official rule). adminpwd / serverpassword render as placeholders - this site never fills them in. Any violation rejects the whole output. Includes a correction note on the fabricated "Server.cfg" spreading in CN content farms
- wurm.ini Generator & Paste Pre-check — All 40 non-Reserved keys from the official docs (Java Properties syntax): full file and diff fragment share one code path, and any violation rejects the whole output. The 24 Reserved keys (including credential-shaped ones like DB_PASS) are never emitted; the paste pre-check flags unknown-key / bad-bool / bad-int / reserved-touched and reports only the length of credential values, never the value. Gameplay Tweaks live in the world database/GUI, not in wurm.ini, so this site does not generate them
Low-poly Multiplayer Island Survival · Multiplayer Survival / Sandbox
Longvinter hosting in short: the dedicated-server appid is 1639880 (Longvinter Dedicated Server, type Tool, oslist windows,linux so native on both platforms and no Wine), while the client 1635450 is Windows only and launches with -eac_launcher (Easy Anti-Cheat on the client). UDP 7777 is the only port all five sources agree on (AMP, the three official wiki setup pages, the official docker compose, the old official docs site and the community container), whereas the query port has four mutually different official readings: the new wiki setup pages list UDP 7777 alone and warn verbatim not to open TCP on 7777 because Unreal Engine does not use TCP connections, the new wiki FAQ asks for 7777 (UDP) and 27016 (TCP and UDP), the old official docs site also asks for 27015 udp+tcp, and the official docker compose opens only 27016 tcp+udp - all four are shown side by side and none is chosen. Config lives at Longvinter/Saved/Config/LinuxServer/Game.ini (WindowsServer on Windows); the official docs cover 18 keys and the community container adds 5 more (Hardcore plus four multipliers), 23 key slots in total. Seven same-named keys carry different defaults in the official docs versus the AMP template (MaxPlayers 32 officially versus 64 in AMP, PVP true versus false), because AMP downloads its game.ini from its own CDN. This game has no RCON: the community README says verbatim that Longvinter does not support RCON/REST API, AMP sets AdminMethod=STDIO with AdminPortRef=0, and the six official hosting pages never mention RCON. The AdminSteamID key name is misleading - the official docs say it takes EOS IDs (32 hexadecimal characters, space separated), not SteamID64 values. The server list runs through EOS rather than Steam A2S (the official FAQ ends its "not showing up in the server list" troubleshooting with installing EOS certificates, and node-gamedig has no entry), so this site sets no serverProtocol. Version anchor: appinfo publishes eight server branches, six of which are literally named after versions (1.10b, 1.11, 1.13, 1.14, 1.0-releasebuild, 1.0-pets) while public and experimental are not; the dedicated-server appid has no Steam news at all and the client announcement titles carry no version numbers, so the game version behind public cannot be verified and confidence is recorded as inferred. The official hosting documentation is complete but stale: the server pages in the wiki source repo Uuvana-Studios/vinter-wiki were last committed in 2024-07 while the dedicated-server public branch was updated on 2026-09-22. The official minimum hardware contradicts itself (2 GB on the setup pages, 3 GB in the FAQ) and both figures are shown; ARM and Apple Silicon are explicitly unsupported.
Player tools indexed: 5 · Admin consoles: 8
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Player tools (5)
- Join a server — The direct-connect address; one UDP game port, with the competing query-port readings side by side
- Connection triage — Five branches, including the official FAQ four steps and the EOS certificate fix
- Hardware and performance — The two official minimums (2 GB and 3 GB) side by side; ARM is unsupported
- Version anchor and branches — Eight server branches whose names are version numbers; the version behind public is unverifiable
- Listing and region — The list runs on EOS; ServerRegion has five official values versus seven community ones
Server admin and config generation (8)
- Capacity and player budget — MaxPlayers officially defaults to 32 (AMP 64 and WindowsGSM 16 shown alongside)
- Port matrix — Four official readings side by side, plus multi-instance (no official step is given)
- Firewall rules — The official iptables and ufw lines verbatim; 7777 never gets a TCP rule
- Install script — appid 1639880 with anonymous login; Linux also needs the SDK appid 1007
- Startup arguments — Four launch forms side by side: -GamePort=, no arguments, the AMP -Port= form and the community -Port= form
- Game.ini generator — 23 key slots using the official defaults, with Tag/ServerTag and quoting switchable
- Admin IDs and region — AdminSteamID actually takes EOS IDs (32 hex characters, space separated)
- Ops scripts (from the deprecated repo) — The systemd unit and socket, the backup script and the server-ID extractor, each labelled with its source status
Nautical co-op survival (Early Access) · Survival / Sailing / Co-op
Voyagers of Nera server quick reference: two UDP ports — 7777 (game traffic, the port players join on) and 7778 (beacon traffic, derived as game port + 1: AMP encodes this as a structural rule via ChildPorts Offset: 1 in ports.json, and the official doc says verbatim that you must open "your configured port and port+1"). There is no query port: the session layer is Epic Online Services (official verbatim, "uses Epic Online Services (EOS) to host and advertise online sessions, including dedicated servers", and AMP's join/leave regexes both read platform: RedpointEOS), so this site registers no A2S protocol and generates no Steam-protocol join link (AMP's own Meta.EndpointURIFormat is literally {ip}:{GamePort}, with no protocol prefix). Dedicated-server appid 3937860 (Voyagers of Nera (Dedicated Server), type=Tool, oslist=windows); client appid 2686630 (developer Treehouse Games, publishers Treehouse Games and Fireshine Games, released 16 Sep, 2025, still in Early Access). Configuration lives in two ini files under BoatGame/Saved/PersistedData/CustomConfig/: CustomHostServerUserSettings.ini (4 keys, section [Script/BoatGame.BGCustomHostServerSettings]) and CustomGameUserSettings.ini (8 keys, section [Script/BoatGame.BGCustomGameSettings]); the official settings table lists 11 of them and the AMP-shipped template carries one more, DisableEncumbrance. All 16 AMP parameters are written to ini and none travel on the command line, with the parameter format -{0}={1} unquoted. The player cap is 10, agreed by four sources (official table, AMP, egg, official wiki). The admin surface is reading a log file (AdminMethod=TailLogFile, AdminPortRef=0); there is no networked remote-management port, no upstream artifact lists any console command, and SupportsLiveSettingsChanges=False, so changing a setting means editing the ini and restarting. The Linux runtime differs between the two panels: AMP uses Proton GE while the egg uses Wine (registered side by side, not adjudicated). Anonymous SteamCMD login is confirmed verbatim by the official doc (login anonymous / app_update 3937860), which also states this route needs neither game ownership nor a Steam login; AMP additionally pulls component appid 1007 into BoatGame/Binaries/Win64. This title does have a grade-A official hosting document (the developer's Notion page, last edited 2026-08-11, with an 11-row settings table and a full Troubleshooting section), linked from the official wiki FAQ.
Player tools indexed: 5 · Admin consoles: 8
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Player tools (5)
- Join & Direct Connect — Builds the ip:port string and the official server-browser path; this title uses EOS, so no steam:// link is generated
- Connection Triage — Five branches, each anchored to the official troubleshooting section: timeout, self-connect on the same IP, fails to start, version mismatch, LAN-only
- Resources & Upstream Sources — The official hosting doc, the official wiki, AMP and the egg; states plainly what could not be verified
- Version Anchor — buildid timelines for three branches, the same-minute cross-check against 0.16.15.48136 with the downgrade reason, and announcements classified by content type
- Gathering & Combat Multiplier Lab — Relative projection from the three official multipliers; the baseline is a measured value you enter, since upstream publishes no absolute numbers
Server admin and config generation (8)
- Capacity Planner — Player cap 10 (four sources agree); memory and disk are editable measured values, upstream exposes no requirement field
- Port Map — The beacon port is derived from the game port (+1); multi-instance step must be >= 2 with collision detection
- Firewall Rules — Four platforms; two UDP rules by default, with TCP and the 7777-7790 range as explicit opt-ins carrying their evidence grade
- SteamCMD Install — The official verbatim anonymous login, component appid 1007, three runtime forms and the save-directory writability check
- Startup Command & EOS Environment — The exact meaning of the two official switches across three upstream forms; EOS_OVERRIDE_HOST_IP is emitted only as an environment variable
- Two-INI Generator — 12 keys across two files and two sections, each carrying the official Allowed Values; full file and diff share one source; paste preflight included
- Linux Runtime (Proton GE / Wine) — AMP Proton GE and the egg Wine setups side by side, with the EOS root-certificate warning
- Admin Surface & Shutdown — No RCON (TailLogFile), two ready signals, two shutdown readings and the official log-cleanup advice
Floating-island co-op survival · Survival / Co-op / Sandbox
Aloft server quick reference: no config files, all 9 parameters are passed via command line. Requires a Steam account owning the game (no anonymous install). Single UDP port (commonly 7777). Runs via Wine.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Valve Source 2 Tactical FPS · Tactical Shooter / Competitive FPS
16 tools at the 2026-09-10 patch / Premier Season 5 baseline: crosshair parameters and console commands (no invented share codes), eDPI/cm360 with cross-game conversion, the Season 5 map pool with callouts, post-rework C4 defuse decisions, Premier medal progress, demo chat encryption boundaries, community mode selection, binds and autoexec generation, competitive video trade-offs and a practice cfg generator. Server-owner side covers server.cfg and map groups, GSLT invalidation mechanics, the MetaMod:Source v2 + CounterStrikeSharp stack with its silent-unload trap, Linux deployment artefacts, single-core-first performance planning and a MatchZy match-server checklist.
Player tools indexed: 10 · Admin consoles: 6
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Player tools (10)
- Crosshair Builder (No Share Codes) — Sliders with a live SVG preview, console commands and autoexec output. States plainly that CS2 share codes are generated client-side and cannot be derived by third-party tools — the five invented pro codes from the old version are gone
- Sensitivity / eDPI / cm360 — eDPI, cm/360 and cm/180 with band verdicts, cross-game equivalence (holding cm/360 preserves muscle memory), DPI migration and mousepad sizing. The disputed 830 vs 800 pro median is shown side by side rather than silently picking one
- Practice Config — Generates a prac.cfg for smoke lineups, nade practice and warm-up, covering CS2-only convars such as sv_grenade_trajectory_prac_pipreview (picture-in-picture trajectory preview), sv_grenade_trajectory_prac_trailtime, sv_rethrow_last_grenade, sv_infinite_ammo and mp_roundtime, plus noclip / save / restore practice binds
- Season 5 Map Pool & Callouts — Every map grouped by Active Duty / Reserve / hostage / arms race / community, with English-to-Chinese callout tables plus map-group technical facts such as mapcycle.txt being dead and print_mapgroup_sv being the only reliable check
- Premier Season & Medal — Medal progress maths (a pip every 25 wins, capped at 5), the four-step unlock chain, Season 5 rules and the convention that medal colour reflects your season-high rank rather than your final one
- Defuse Timing & C4 Rework — Grenade roles and costs, defuse timing windows (10s without a kit, 5s with, 40s bomb, tunable safety margin) and the C4 change timeline. No exact damage figures — since 2026-07-09 damage comes from map-baked precomputed values and every old radius table is void
- Binds & autoexec Generator — Tickable one-key binds for grenades, weapons and radar zoom that generate an autoexec.cfg snippet, and a correction of the jump-throw myth that still fills CS:GO-era guides
- Competitive Video Settings — Reclassifies every option by whether it yields real information instead of copying an all-low list, and explains counterintuitive correct pairings such as low shadow quality with all dynamic shadows
- Demos & GOTV — Commands for record, playdemo, demoui, tv_enable and tv_delay, with the crucial boundary around the 2026-09-10 chat encryption: it applies only to demos recorded after the patch and does not scrub existing archives
- Community Mode Selection — Plugin stacks, positioning and map-pool sizing for Retakes, Deathmatch, Surf, KZ, 1v1 and Zombie Escape, plus the fact that a stock dedicated server is stock Counter-Strike — every community mode is plugin-implemented
Server admin and config generation (6)
- server.cfg & Map Group — The real sv_minrate family behind all four network presets (conservative, standard, high bandwidth, LAN) made explicit, plus map group construction and a preflight checklist. Every example credential uses a CHANGE_ME_ placeholder
- GSLT Token & Risk — Requirements and the public-visibility mechanism, with emphasis on the two invalidation paths people miss (a Steam password reset kills every token you own at once; long idling expires them) and the ban consequences, plus a locally-kept token registry
- Plugin Stack & Silent Unload — The three-layer MetaMod:Source v2 → CounterStrikeSharp → plugin structure, focusing on the most dangerous trap: after a Valve update the hook vanishes silently, the server starts normally and the console reports nothing. Also covers SourceMod having no production CS2 port
- Linux Deployment — Generates the download script, systemd unit and start script, stressing the three most common mistakes: SteamCMD appid is 730 not 740, the executable now lives at game/bin/linux64/cs2, and a Valve update needs a process restart
- Performance & Bandwidth — CPU and RAM guidance by player count and plugin load, delivering the most counterintuitive conclusion — the bottleneck is single-core clock speed and more RAM does not fix stutter. Also covers sub-tick (there is no 128 tick in CS2) plus DDoS and bandwidth planning
- Match Server (MatchZy) — MatchZy chat commands, a pre-match checklist and a credential-safe config skeleton, stressing that a match server needs VDS dedicated threads because oversold shared vCPUs show up directly as inconsistent hit registration
Valve Class-Based Hero Shooter · Hero Shooter / Team Action FPS
Nine-class matrix, damage-falloff model, loadout slots, map/mode guide and MvM budgeting, plus six server-owner tools: server.cfg, tickrate/rate planning, ports, firewall, SteamCMD and SourceMod.
Player tools indexed: 7 · Admin consoles: 6
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Player tools (7)
- Join Server & Connection Triage — Build the console connect command and favourites steps, then triage failures step by step across GSLT, sv_lan, ports and version.
- Nine-Class Stats & Matchup Matrix — Health, movement speed, role and matchup relations for all nine classes, with effective HP and duel advice.
- Interp & autoexec Generator — Generate client interp settings from your ping and budget, and see how server caps clamp your requests.
- Damage Falloff & Effective Range — Estimate post-falloff damage, shots-to-kill and effective range from an editable measured model; no official curve is claimed.
- Loadout Slots & Unlock Planning — Check each class's slot conventions against the official wiki weapon categories, with how-to-obtain groups.
- Maps & Game Modes Guide — What ctf / cp / pl / koth and friends mean, their win conditions and player counts, plus the six Summer 2026 maps.
- MvM Wave & Cash Planner — Allocate upgrade credits from an editable wave budget, separating team cash from personal cash; no hard-coded wave table.
Server admin and config generation (6)
- server.cfg Generator & Linter — Generate server.cfg item by item with unit checks, sv_pure side effects and official warnings inlined; passwords are never echoed.
- SourceMod & MetaMod Deployment — tf/addons tree, load order and admin flag tiers, plus how MvM differs from a regular server.
- Tickrate & Rate Cap Planner — Separate the -tickrate launch flag from cvars like sv_maxupdaterate, then compute both caps and what actually applies.
- Port & Protocol Reference — Official minimum set beside the upstream egg set, each labelled with its source level and what breaks if omitted.
- Firewall Rule Generator — Generate ufw / firewalld / iptables / Windows netsh rules from your ports; changing a port revokes prior confirmation.
- SteamCMD Deploy, GSLT & 32-bit Deps — Install/update, run script and systemd, plus the 32-bit packages that newer distros dropped and the manual workaround.
Co-op and dedicated server planning · Co-op FPS
Measured damage, accuracy and temporary-health planning, local practice commands; preserving configuration, permissions, multiplayer dependencies, deployment and content checks.
Player tools indexed: 4 · Admin consoles: 4
Open tool →
Server admin and config generation (4)
Bohemia Interactive Ultimate Military Sim · Military Sim / Tactical Sandbox
Mk6 82mm mortar rangetable corrections (no invented formulas), source-verified ACE3 medical projections, grid & mil-relation ranging, time-on-target salvo scheduling; on the admin side, server.cfg / basic.cfg generators over official keys, # commands with BE RCon, the port matrix with firewall rules, Headless Client setup and SteamCMD deployment.
Player tools indexed: 4 · Admin consoles: 6
Open tool →
Player tools (4)
- Mk6 Mortar Fire Solution Aid — Vanilla ballistic-computer field guide + ACE3 82mm rangetable ELEV / height-of-site correction + charges; no official range-to-mils table exists, so none is invented (the old fabricated formula was removed)
- ACE3 Medical Blood-Volume Planner — Source-verified ACE3 constants (6.0 L blood / four hemorrhage classes / 3.0 L fatal / 300 s cardiac-arrest window halved by CPR) + linear timeline with an editable bleed rate and IV bag times; there is no AED in ACE3 (0 source hits)
- Grid Reference & Mil-Relation Solver — Grid-reference deltas (4/6/8/10 digit) to bearing & distance (pure geometry), target width × mils to range, lateral offset to mil correction, plus a call-for-fire format cheat sheet
- Time-on-Target Salvo Planner — Flight times come from the vanilla computer Travel Time / ACE3 rangetable (editable measured values); pure arithmetic yields each tube’s launch delay and the earliest feasible impact time, flagging any tube that cannot make it
Server admin and config generation (6)
- server.cfg Generator — Emits only multi-source-verified official keys (LinuxGSM template × official wiki template × host KBs), annotating values and sources per key; passwords stay empty placeholders; voteThreshold > 1 is rejected on the spot (the old sample’s 1.5 could never pass a vote)
- Admin Commands & BE RCon — Full # command table (player IDs come from #userlist, not #monitor) + kick/ban generator + BEServer_x64.cfg builder (RConPort is a required user-chosen port; there is no official "+4" formula; the old page’s #maxping & co. are server.cfg keys, now moved back)
- basic.cfg Network Tuning — Bandwidth / packet / error keys in the official sample’s terms; MinBandwidth is computed from the documented "players × 256 kbps" guideline and editable, MaxBandwidth defaults to 2× matching the official sample (5,120,000 / 10,240,000)
- Port Matrix & Firewall — Official port table 2302 (game+VON) / 2303 (Steam query) / 2304 (Steam master) / 2305 (VON reserved, unused) + user-defined BE RCon port + multi-instance planner (editable step; no official spacing exists) + Windows/Linux firewall commands; the game has no IPv6 support
- Headless Client Setup — headlessClients[]/localClient[] allow-lists in server.cfg + HC launch command builder (-client -connect -password -profiles -name) + the LinuxGSM same-box two-instance recipe + the "mission must support HC" prerequisite
- SteamCMD Deploy & Launch Params — appid 233780 install (anonymous works for the base files; Workshop mod updates need a real Steam account with Steam Guard off, per the upstream egg) + launch parameter builder + a dated directory of hosts and community tools
Four-player mining and co-op planning · Co-op mining / FPS
Measured health and build comparisons, mineral and resupply budgets; crossplay, mod troubleshooting and save backups.
Player tools indexed: 4 · Admin consoles: 3
Open tool →
Server admin and config generation (3)
Offworld Industries 50v50 Combined Arms Military FPS · Combined Arms / 50v50 Tactical FPS
Mortar mil correction and ballistics, the seven official ticket costs, a FOB deployable CP/AP budget, logistics run planning, a FOB placement check, plus a Server.cfg generator covering all 31 official keys, RCON with all 37 admin commands, an Admins.cfg group builder, the port matrix with firewall rules, and licensing, deployment and triage.
Player tools indexed: 5 · Admin consoles: 5
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Player tools (5)
- Mortar Mil Correction & Ballistics — Official models and ammo costs plus pure-geometry lateral/vertical mil correction; flight time solved from an editable measured muzzle velocity (no official range card exists, so none is invented)
- Ticket Drain Calculator — Official seven ticket costs plus an editable starting pool; shows the remaining tickets and how many more losses of each type the team can absorb
- FOB Deployable Budget — Totals the official CP/AP table (HAB 500, mortar 300+25, ATGM 600+500 …) against what the FOB already holds and its 20,000 cap
- Logistics Runs & Capacity — Logi truck 3000 / technical 1400 / UH-60M 1000 / Mi-8 1500 with 1 supply = 1 CP = 1 AP; how many full loads it takes
- FOB Placement Check — 150 m from main, 400 m (300 m on small maps) radio exclusion, 150 m build radius and the 30 m placement condition, each reported as pass or fail
Server admin and config generation (5)
- Server.cfg Generator — Every official key is generated (31 in total, with comments and defaults; the LinuxGSM production template only uses 27 of them); voting uses UseVoteLevel / UseVoteLayer, and ports stay on the command line where they belong
- RCON Setup & Command Reference — The five Rcon.cfg keys (an empty password leaves RCON disabled) plus all 37 admin commands, each tagged with RCON support and required permission
- Admins.cfg Group Builder — Tick the 21 official permissions, validate the SteamID64 (17 digits, starts with 7656119), and get a paste-ready snippet — never a whole file
- Port Matrix & Firewall — 7787/7788/27165/27166/15000/21114 plus ephemeral 30000+, with +5/+10 offsets for extra instances and ready-made Linux and Windows rules
- Licensing, Deployment & Triage — Licensing thresholds (60+ slots, 10+ admins, Custom Browser, server health) plus official partners, SteamCMD install and a triage tree built from three official hotfix notes
VOID Interactive Tactical SWAT CQB Simulation · Tactical CQB / Hardcore FPS
A 28-row ammo damage and penetration lab, Kevlar/Ceramic/Steel armor and mobility trade-offs, a material-penetration solver, a slot-constrained loadout builder, an S–F grading checklist, a health and bleeding model, plus the no-dedicated-server fact check, official launch options, save backup and mod.io management.
Player tools indexed: 6 · Admin consoles: 4
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Player tools (6)
- Armor Setup & Mobility Trade-off — Vest slots × Kevlar/Ceramic/Steel × coverage → damage reduction, durability, acceleration and slots
- Ammo Damage & Penetration Lab — All 28 ammo rows × hit zone × armor material → final damage with the 70/80 per-hit cap
- Material Penetration Solver — Material pen power vs wood door 50 / plaster 150 / wood wall 250 → pass/fail, remaining pen % and damage
- Squad Loadout Builder — Primary/secondary, long & short tacticals, grenades and gear under a vest-driven slot budget
- S–F Grading Checklist — Tick the official textual conditions → achievable grade and a list of what is blocking S
- Health, Bleeding & Injury Model — 160 HP, 3 HP/s bleed, 4.5 s slowdown ramp, heal-to-80, leg debuff −2.5%×4, 2-hit helmet rule
Server admin and config generation (4)
Co-op shooting plans · Co-op FPS
Effective damage, perk, Dosh and carry planning; preserving config edits, joining, ports and startup.
Player tools indexed: 4 · Admin consoles: 4
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Server admin and config generation (4)
Hardcore Tactical First-Person Shooter · Hardcore Tactical FPS
Insurgency: Sandstorm hosting quick reference: dedicated-server appid 581330 (type=Tool, oslist=linux, Linux-native only), base game 581320 (oslist=windows, Windows only). Three ports: 27102/UDP for game traffic (AMP ports.json "Server Port"), 27131/UDP for Steam queries ("Query Port"), 27015/TCP for RCON ("RCON Port"). Config lives in Game.ini (UE4 INI format, INSGameMode + INSMultiplayerMode two sections with 51 keys total) and server.cfg (Source-style cvar overlay). Running a server needs two tokens: GSLT and GSLTT (AMP config.json names them GSLTToken and GameStatsToken). Version anchor recorded as inferred: server buildid 24065441 and game buildid 24065399 were both updated on 2026-07-15 (49 seconds apart), and ISteamNews has a same-day patch announcement "Update 1.21 Operation: Breachpoint – Minor Patch", but the announcement uses game version numbers while appinfo uses Steam internal buildids, so the two numbering systems cannot be equated. Official documentation at insurgency.fandom.com returned 000 this round and newworldinteractive.com returned 403, so the full RCON command set, the precedence between the command line and Game.ini, and other details are all marked unverifiable.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
WWII Hardcore Tactical Multiplayer Shooter · WWII Tactical FPS
Squad 44 (formerly Post Scriptum) hosting in short: the dedicated-server appid is 746200 (Squad 44 Dedicated Server, oslist=windows,linux, native on both platforms so no Wine is involved) while the client 736220 is Windows only. Version anchor: the client public buildid 21989397 (2026-02-18 19:59:42 UTC) sits 42 seconds from the official announcement "Hotfix v2.6.1 - Changelog" (2026-02-18 19:59:00 UTC), while the dedicated-server public buildid 21989442 was stamped 56.2 minutes earlier the same day; because the announcement uses a game version and appinfo uses Steam buildids, the two numbering systems cannot be equated, so confidence is recorded as inferred. Ports come in pairs: the game port and its +1, the query port and its +1, four UDP ports in total, plus TCP 21114 for RCON, which stays off while the password is empty per the official comment. Two default sets are shown side by side: LinuxGSM uses 10027/10037 while a real deployment and the wiki it quotes use 7787/7788 and 27165/27166. Config lives in PostScriptum/ServerConfig/, where 11 official files are shipped including a Server.cfg with 16 keys; the official comments mark IsLANMatch as NOT FUNCTIONAL and RecordDemos as Not fully functional, and AllowCommunityAdminAccess plus AllowDevProfiling default to true. Rename leftovers: the executable is still PostScriptumServer.* and the game folder is still PostScriptum/. AMP does not support this game, and neither the sibling game Squad template (appid 403240) nor its 12 exclusive keys may be reused here.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Bohemia military sim · Military simulation / tactical
Arma Reforger hosting in short: an Enfusion-engine dedicated server with two separate appids - the stable 1874900 (Arma Reforger Server) and the experimental 1890870 (Arma Reforger Experimental Server). Both are native on Windows and Linux, need no Wine, and are fetched with an anonymous SteamCMD login (their depot contexts are the base games 1874880 and 1890860). The three ports are independent: UDP 2001 is the game port that players connect to, UDP 17777 is the Steam A2S query port and not a join port, and UDP 19999 is the RCON port (AMP sets AdminMethod to BattlEyeRCON and AdminPortRef to it). The config file is Configs/serverconfig.json (a single JSON file), while the profile directory differs by upstream: AReforgerMaster for AMP and profiles/server for LinuxGSM. Whether RCON is on by default has two readings - the AMP template carries a full rcon block while the LGSM official config repo has rcon as an empty object - so the generator here only emits that block when you tick it explicitly. Keep the three credentials apart: rcon.password for remote administration, game.passwordAdmin as the in-game administrator password, and game.admins as an array of SteamID64 values. The official hosting documentation ships inside the server package at docs/ServerHostingDocs.bat (config.launch of both appids points there); the bistudio hosting wiki was blocked by Cloudflare this round (403), the official marketing site carries no hosting docs, and only its news/changelog pages were readable. The current stable release corresponds to 1.8.0.13 (announced 2026-09-03 11:58 UTC, 23 minutes after the server branch build stamp).
Player tools indexed: 5 · Admin consoles: 7
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Server admin and config generation (7)
Medieval Melee Combat · Medieval Melee / Multiplayer
MORDHAU server quick reference: the main game port is 7777 (not 27015), the Steam query port is 27015, the beacon port is 15000 (described verbatim by AMP as used for connecting players), and the role of 7778 contradicts itself upstream (RCON over TCP for AMP, PEER over UDP for the real container). The dedicated-server appid is 629800 (MORDHAU Dedicated Server, type Tool, oslist windows,linux, so both platforms are native and no compatibility layer is involved). Config lives in Mordhau/Saved/Config/LinuxServer/Game.ini (WindowsServer on Windows) with 56 key slots in total (54 writable), 13 of which carry different defaults in different sources. There are four map lists that do not cover each other (AMP 98, LinuxGSM 60, community 42, container 21). There is no grade-A hosting documentation for this game: the official site has no hosting page, the official wiki returns 401/000 and the developer Triternion has 0 public repositories. No hardware spec is published by anyone, yet the player cap has five readings, none of them official.
Player tools indexed: 5 · Admin consoles: 8
Open tool →
Player tools (5)
- Join a server — The direct-connect and steam://connect address; AMP builds its connect link from the query port 27015 while the main game port is 7777
- Connection triage — Five branches: not listed, listed but unjoinable, RCON failing, config ignored, startup failing
- Hardware and upstream facts — Neither the developer nor the four upstream sources publish any hardware spec; the player cap has five readings and disk usage can only be measured
- Version anchor — appinfo publishes no branch data for this appid, so no buildid exists; all that is available is the latest official patch announcement and the version regex in the server log
- Map and mode lookup — The 98 asset-path to short-name mappings AMP registers across 10 mode prefixes, plus three naming forms
Server admin and config generation (8)
- Capacity and player budget — Five player-cap readings side by side (8/16/16/20/48), none of them official; no per-player memory formula is offered
- Port matrix — Four ports across five readings; 7778 is RCON over TCP for AMP but PEER over UDP for the real container
- Firewall rules — iptables and ufw flavours; because the role of 7778 is unresolved, both TCP and UDP are opened by default with the reason stated
- Install script — appid 629800 with anonymous login; appinfo says oslist=windows,linux so both platforms are native and no Wine is involved
- Startup arguments — Four launch forms side by side; the map argument has three forms (short name, full asset path, partial path)
- Game.ini generator — 56 key slots (54 writable plus 2 panel-only) across 3 sections, with 13 default-value conflicts shown side by side
- Map rotation — Validates upstream lists: splits the glued entry on line 45 of the LinuxGSM file and flags the 20 maps absent from the AMP enum
- RCON and admin credentials — Separates the three credentials RconPassword, AdminPassword and ServerKey; only placeholders are ever emitted
Hardcore tactical shooter · Tactical sim / Shooter
GROUND BRANCH server quick reference: two UDP ports, game 7777 and Steam query 27015. For a direct connect try the game port first, and if you get "No server found at that IP address" try the query port. The game has no RCON at all: AMP sets AdminMethod to STDIO and AdminPortRef to 0, and the hosting provider states verbatim that Ground Branch does not offer an RCON interface. Every admin action happens inside the game client through the F8 admin menu or the console, and the first admin is bootstrapped with the one-time password in ServerConfig/AdminSetupPassword.txt plus admin setup. Server settings live in six files under GroundBranch/ServerConfig: Server.ini, Vote.ini, Ban.ini, TeamKill.ini, Admin.ini and MapList.ini. The Workshop mod list is mods.txt with one ID per line (roughly since V1035.2), while Config/DefaultModding.ini only carries ModPath, where Workshop content lands - it is not the mod list. All of these files are created only after the server has fully started once, and edits take effect only after a restart. The official server guide is the developer Steam sharedfile 1449083065; the official wiki covers modding and the mission editor only, with no server section. The server binary is Windows-only, so Linux relies entirely on Wine with WINEARCH set to win64.
Player tools indexed: 5 · Admin consoles: 7
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Player tools (5)
- Joining and direct connect — The five Server Browser tabs, search filters, and which port to use for a direct connect
- Connection triage — Four branches: not listed, direct connect fails, version mismatch, whitelist
- Hardware and resources — Editable panel reference values; no official dedicated-server spec exists
- Workshop mods — One Workshop ID per line in mods.txt, effective since V1035.2, clients sync automatically
- Map and mission combo — 17 maps by 9 missions; usable combinations are unverified so none are promised
Server admin and config generation (7)
- Capacity budget — Players, spectators and AI; a blank memory field means not counted
- Port matrix — Two UDP ports, zero RCON, multi-instance offsets and conflict checks
- Firewall rules — Only two UDP rules, plus why there is no admin port to open
- SteamCMD and deployment — appid 476400, two branches, native Windows versus Wine on Linux
- Startup parameters — The map is positional, the rest are question-mark joined; 13 keys are command-line only
- The four ini generator — Server, Vote, Ban and TeamKill sections; full file or merge-ready diff
- Admins and commands — Admin.ini groups, the 50 actions, and the one-time setup password flow
The officially licensed Half-Life remake · Sci-fi FPS, deathmatch and co-op
Black Mesa hosting in short: the dedicated-server appid is 346680 (Black Mesa Dedicated Server, type Tool, oslist windows,linux, so native on both platforms with no Wine) and the base game is 362890. There are only three ports and the engine own defaults corroborate them: 27015 carries the game traffic, the A2S query and SourceRCON at once (AMP names it "Game and RCON Port" with protocol Both), 27005 is the client port and 27020 SourceTV (which -nohltv can disable); the engine cvar defaults hostport=27015, clientport=27005 and tv_port=27020 agree with LinuxGSM, AMP, gamedig and the real container. Config lives in bms/cfg/. This site registers 99 server-relevant keys drawn from the full engine dump of 1929 entries (489 cmd and 1440 cvar); the dump header claims 1779 entries at version stamp 030616, a gap of 150, and both figures are registered. Commands and cvars must be told apart: mp_disable_autokick, maxplayers, sv_pure and sv_setsteamaccount are all cmd entries in the engine, so writing them as cfg assignment lines does nothing - and the AMP template that nothing references still carries the mp_disable_autokick line while the template actually in use has dropped it. Defaults come from the server.cfg.orig shipped with the game (mp_timelimit 900, mp_fraglimit 30, mp_teamplay 1, mp_forcerespawn 1) and are shown next to the engine defaults (mp_fraglimit 0, mp_teamplay 0). Three upstream defaults exist for the player cap (AMP 8, LinuxGSM 16, the real container 32) and no official maximum was ever published. Cooperative play is not built in: it needs the three-layer stack Metamod:Source, then SourceMod, then SourceCoop, which AMP automates across 16 update stages behind an InstallMod switch. A Game Server Login Token is requested against the base appid 362890 and passed as +sv_setsteamaccount. The version anchor is recorded as inferred: appinfo lists 5 branches (public and public-beta currently share one buildid, and there is an april-2024-rollback branch), but the dedicated-server appid has zero news items and the base game feed is entirely third-party and aggregator content, so no branch can be mapped to a release announcement. Every official documentation source was unreachable this round (blackmesa.com returns 403 with a Cloudflare challenge, wiki.blackmesa.com returns 000 and the developer GitHub organisation has no public repositories), so the precedence between the command line and the cfg is marked unverifiable.
Player tools indexed: 5 · Admin consoles: 8
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Player tools (5)
- Join a server — The direct-connect address; 27015 is the game, query and RCON port at once
- Connection triage — Five branches, including GSLT and -strictportbind failures
- Hardware and performance — No official CPU or RAM spec; the 30 GB disk figure is sourced; three tickrate readings
- Version anchor and branches — Five branches including a rollback one; the news feed is third-party content, so confidence is inferred
- Convar and command lookup — The engine dump has 1929 entries; this site registers the 80 server-relevant ones and separates cmd from cvar
Server admin and config generation (8)
- Capacity and player budget — Three player-count defaults side by side (8 / 16 / 32); RAM is required
- Port matrix — Three ports corroborated by engine defaults, plus collision detection
- Firewall rules — Port 27015 must get both TCP and UDP because RCON shares it
- Install script — appid 346680, anonymous login, 30 GB of disk, GSLT via the base appid 362890
- Startup arguments — Five launch strings side by side, two cfg-loading mechanisms, GSLT as a placeholder only
- server.cfg generator — Shipped defaults, no assignment lines for cmd entries, and the ban files exec-ed at the end
- Commands and RCON — SourceRCON shares the game port, quit shuts it down, and cmd versus cvar is separated
- The three-layer mod stack — Metamod:Source, then SourceMod, then SourceCoop (required for co-op)
Hardcore co-op zombie survival · Co-op zombie survival / realistic
No More Room in Hell hosting in short: a Source-engine dedicated server (appid 317670, native on Windows and Linux, no Wine) fetched anonymously with SteamCMD. The entry point is srcds.exe on Windows or srcds_run on Linux, started with -game nmrih. Only one join port is needed: UDP 27015 (the official FAQ lists it as required and it is also the A2S query port); TCP 27015 is needed only if you use rcon, per the official wording, because RCON shares the game port and there is no separate admin port. Two more exist: UDP 27005 (+clientport) and UDP 27020 (+tv_port for SourceTV, which AMP disables by default via -nohltv). Configuration lives in nmrih/cfg/server.cfg, whose last lines exec banned_ip.cfg and banned_user.cfg from the same folder. Mind the version split: release 1.15 (2026-09-01) upgraded the engine, added 64-bit support and made Vulkan the default renderer on Linux, and the official announcement states that Steam Networking was added so port forwarding is no longer required - while the official port-forwarding requirement in the FAQ was written in 2012. This site shows both official statements side by side with their dates and picks neither (the announcement wording belongs to a client update note; dedicated-server inbound was not verified). Do not confuse this game with No More Room in Hell 2, which is a different paid title with its own appid; what is registered here is the classic free game (client appid 224260).
Player tools indexed: 5 · Admin consoles: 7
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Player tools (5)
- Join a server — Direct connect over UDP 27015; the list runs through Steam (gamedig protocol=valve)
- Connection triage — Includes the official FAQ entry about an empty list and the 1.15 port-forwarding change
- Hardware and network — No official hardware spec exists, so nothing is prefilled; only verifiable facts are registered
- Version anchor and branches — Two anchors (1.15 and 1.14.2), two minute-level corroborations, and the -beta previous rollback
- Workshop and mods — Workshop support is officially confirmed; how Metamod/SourceMod install works and how sm_ keys are tiered
Server admin and config generation (7)
- Capacity and rate budget — The 8-player cap agrees across two upstreams; rate/updaterate/cmdrate are validated in pairs
- Port matrix — Three ports, the official TCP/UDP split and RCON sharing 27015
- Firewall rules — UDP 27015 required, TCP 27015 only for rcon, with the 1.15 wording shown alongside
- Install and deploy — Anonymous login for 317670, with -beta previous to roll back to 1.14.2
- Launch parameters — Three full command lines side by side with per-flag variants
- server.cfg generator — 79 keys merged from three sources and tiered; the NMRiH-specific keys are first class
- Console and rcon commands — Command forms for both the listen-server and dedicated-server paths
Classic co-op campaign · Co-op campaign / GoldSrc
Sven Co-op server quick reference: GoldSrc engine, and the dedicated server appid 276060 runs natively on Windows and Linux with no Wine involved. The official table registers three transport flows: 27015/UDP (parameter -port) carries game traffic, custom content transfers and remote console RCON all at once; 27015/TCP is the legacy RCON path and the official page marks it legacy, no longer necessary; 26900/UDP (parameter -sport) is Valve anti-cheat VAC service traffic that auto-increments to the next available port when taken, so 26900 is only a start value. RCON has no port of its own; the secret lives in rcon_password inside server.cfg, and leaving it blank disables remote console access (the official page stresses this does not let everyone in). Every config file sits under the svencoop folder: server.cfg, mapvote.cfg, skill.cfg, banned.cfg, listip.cfg, mapcycle.txt, motd.txt, admins.txt, default_plugins.txt and the logs folder, and server.cfg is only read if you declare it on the command line with +servercfgfile. admins.txt holds one STEAM_X:Y:Z per line (not a 17-digit SteamID64), a leading asterisk marks the owner (the official page says that is mainly for show with no extra powers) and a hash starts a comment. This game has no Steam Workshop: the official FAQ says integration is planned for the future and is not currently a high priority, so custom content is served over HTTP via sv_downloadurl and sv_allowdownload. The launcher is svends_run on Linux or SvenDS.exe on Windows, not the Source family srcds_run. There is also one outbound requirement: the server or an upstream firewall must permit HTTPS (TCP 443) to gameinfo.svencoop.com. The official documentation is the seven-page Running a server section on wiki.svencoop.com covering installation, starting a server, configuration, connectivity, advanced topics, installing custom maps and the overview.
Player tools indexed: 5 · Admin consoles: 7
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Server admin and config generation (7)
- Capacity budget — Players, ticrate and updaterate versus memory; blank means not counted
- Port matrix — 27015 carries game and RCON, 26900 is the VAC start value, multi-instance step is 10
- Firewall rules — Inbound UDP and outbound 443 shown separately; RCON needs no port of its own
- SteamCMD and deployment — appid 276060, two distribution forms with two launcher names, and both login readings
- Startup parameters — GoldSrc uses - for engine flags and + for cvars; +servercfgfile is mandatory
- The server.cfg generator — The 81 official cvars, full file or merge-ready diff, with 5 obsolete keys flagged
- Admin and list files — admins.txt, banned.cfg, listip.cfg, mapcycle and mapvote
Hardcore Zombie Survival Shooter · Zombie Survival / Shooter
Contagion server quick reference: standard Source port 27015/UDP (game and query shared), config via +servercfgfile. Server is 32-bit only; Linux needs Wine (WINEARCH=win32 + vcrun2013/2015 + corefonts). Listed in node-gamedig (protocol: valve).
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Asymmetric horror FPS · Horror / Asymmetric
The number one SCP:SL hosting gotcha is port semantics: player traffic is UDP-only on the game port (dedicated servers take it from the LocalAdmin CLI argument; port_queue 7777–7784 is NONDEDICATED-ONLY per the official template comment). The same-numbered TCP port carries SCP:SL's own query protocol plus text RemoteAdmin (NOT Steam A2S), and enable_query defaults to false so it does not even listen. Configs live per port: SCP Secret Laboratory/<port>/config_gameplay.txt under %AppData% (Windows) or ~/.config (Linux); missing keys are auto-added at startup from the bundled official template. The public server browser only lists verified servers: apply by emailing [email protected] (public IPv4:port plus a static/dynamic declaration, sent from the configured contact_email); until verified, players can only join by direct IP. The plugin ecosystem has three parts: the official LabAPI ships inside the dedicated server (NwPluginAPI is archived), the current community framework is ExMod (ExMod-Team/EXILED), and the original EXILED repo is stale (last release 2024-10). LocalAdmin is the only official launcher and restarts the process after crashes (default: at most 4 restarts per 480-second window); MultiAdmin/ServerMod2 are NOT compatible with the current server (egg README verbatim).
Player tools indexed: 5 · Admin consoles: 7
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Player tools (5)
- Joining Servers & Port Semantics — Verified servers appear in the in-game list; unverified ones are IP-direct only. Derives the actual UDP game port and the optional TCP query port without inventing any "join command".
- Connection Troubleshooting Checklist — Four-way triage: not listed / cannot connect / preauth rejection / dropped on join — every branch maps to a verifiable config key or source-code behaviour.
- Official Resources & Plugin Ecosystem — The five official wiki domains, the LabAPI plugin platform, the ExMod vs stale EXILED split, LocalAdmin and the EULA — each labelled with its maintenance status.
- Respawn Ticket & Wave Odds Simulator — The official comment formula CI% = CI/(MTF+CI)×100%, both documented initial ratios side by side (24:14 / 24:18), step-by-step ticket gains for all nine event keys, plus the per-wave caps and time window.
- Speed & Stamina Calculator — Converts the human base speeds documented in the official template comments (walk 4.5 m/s, sprint 7 m/s) by the multiplier keys; sprint endurance is a linear estimate from the 5%/s drain, clearly labelled as such since the official regen is curve-based.
Server admin and config generation (7)
- Capacity & Stability Planner — Both RAM floors side by side (3096 / 4096 MB, neither official), the LocalAdmin auto-restart window (default 4 restarts / 480 s, with the counter-intuitive 0 and -1 semantics), log limits and tickrate notes; every increment is editable.
- Port Matrix & Multi-Instance Planner — The UDP game port (dedicated = LocalAdmin CLI argument; port_queue is NONDEDICATED-only with a source-level 7777 fallback), the TCP query port = game port + query_port_shift and disabled by default, UPnP/dual-stack binding behaviour, and same-host multi-instance conflict detection.
- Firewall Rule Generator — ufw / firewalld / iptables / netsh flavours: the UDP game port is mandatory; the TCP query port is optional and comes with the source-level warning that it is disabled by default and exposes the RA password surface — never presented as required.
- SteamCMD Deploy & Launch — app_update 996560 (freetodownload, anonymous OK), LocalAdmin launch with both EULA acceptance methods, a systemd unit and a Windows bat; states the egg README's "NOT compatible with ServerMod2 or MultiAdmin" verbatim.
- LocalAdmin Argument Builder — Tick through the official README argument table to build the command line: --restartsLimit/--restartsTimeWindow defaults and their 0/-1 semantics, the documented --noAutoFlush vs --noLogs incompatibility, both EULA acceptance routes, and the -- passthrough separator.
- config_gameplay.txt Generator & Pre-checker — Grouped generation on the current 14.x key set (cross-validated from three live configs, D3) as a full file or a diff-only fragment from one shared value function; the paste pre-checker names unknown/legacy/duplicate keys and never echoes the administrator_query_password value; any violation refuses the whole output.
- config_remoteadmin.txt Generator — SteamID64 members validated with BigInt (Number flips the verdict at the boundary); the 19-permission matrix (both D4 readings side by side, ServerConfigs flagged as source-only); badge colours limited to sourced values; override_password ships with the template's all-caps warning verbatim.
Napoleonic warfare multiplayer · Shooter / Historical / Large-scale
Holdfast: Nations At War quick reference: three UDP ports — 20100 (game), 27000 (Steam query, required for server browser listing), 8700 (Steam internal comms, usually no forwarding needed). Dedicated-server appid 1424230 (Holdfast: Nations At War - Dedicated Server, type=Tool, oslist=windows,linux, native dual platform, no Wine needed), client appid 589290 (developer and publisher both Anvil Game Studios). Config is a custom plain-text format (space-separated key-value, pipe-prefixed section blocks) with serverconfig_default.txt as the base file. Administration is entirely through the in-game F1 console (rc-prefixed commands) — there is no network RCON port. 10 region codes, 12 NaW game modes, 2 Frontlines modes, 123 official maps. SteamCMD supports anonymous login on Linux; Windows requires a Steam account that owns the game. The Docker image cm2network/holdfastnaw auto-checks for updates on every start.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Free moddable tactical shooter · Shooter / Tactical / Mod sandbox
OHD server quick reference: dedicated-server appid 950900 (Operation: Harsh Doorstop - Dedicated Server, type=Tool, anonymous install, native Windows and Linux), game appid 736590 (free, donation funded, fully Steam Workshop moddable). The current release is Hotfix v0.14.2.1 (2025-08-08 20:02 UTC, author SRDDonkey) and the dedicated-server public buildid is 19523597 (updated 2025-08-08 20:02 UTC (timeupdated 1754683329), matching that announcement timestamp to the minute). Four ports: game 7777/UDP, query 27005/UDP (A2S, two sources: node-gamedig protocol=valve and LinuxGSM querytype=protocol-valve), RCON 7779/TCP (AMP and pelican) and the 7778/TCP that LinuxGSM uses (D1; the ecosystem RCON client README asks for all four to be forwarded). RCON is standard Source RCON over TCP (proved by the client source packet format plus AMP wording "the server and Source RCON") and is itself an engine plugin under Plugins/RCON, but it is not on by default: it needs -EnableRCON or bEnabled=True in [/Script/RCON.RCONServerSystem]. Settings have three carriers with a clear precedence: launch parameters > Game.ini > runtime cvars, and because panels pass variables as launch parameters, editing a same-named entry in Game.ini on a panel server gets overridden. Game.ini is a UE4 ini with five Script sections (RCON / DFGameSession / HDGameSession / DFBaseGameMode / HDBaseGameMode); the config folder name varies by platform (LinuxServer and WindowsServer, unified by a symlink under AMP on Linux) and is only created after one full start. Admins live in Admins.cfg (one SteamID64 per line, not shipped), bans in Bans.cfg (<SteamID64>:<minutes>, 0 = permanent) and map rotation in MapCycle.cfg (one short map name per line); RELOADSERVERCONFIG applies edits without a restart. In-game admin commands need the admin prefix while an RCON client omits it. The game has no savegame (every round starts from scratch), so backups cover only config and Mods, and because the server writes its config files on shutdown a hot backup captures a stale state. There are two server tracks (950900/736590 and 1316480/1307180); AMP states the client build must match, and the development track even ships different executable names (rename or symlink required).
Player tools indexed: 5 · Admin consoles: 7
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Player tools (5)
- Join a Server & Which Port to Use — Two routes: search by name in the in-game Multiplayer browser, or add the address under Steam View - Game Servers - Favorites. Whether Favorites wants the query port or the game port is answered both ways by the hosting docs themselves (D8), so this site emits both candidates with their sources instead of guessing. A freshly started server needs a few minutes before it is listed
- Connection & RCON Troubleshooting — Four symptom branches: running but unlisted (query port vs the panel allocation, startup not finished, client and server on different build tracks), visible but cannot join (the unsigned-mod signature SteamUGCManager_Failed_LoadWorkshopItem, non-ASCII server names), RCON will not connect (not enabled, the 7778 vs 7779 split, the example port 8000 being a demo value, Source RCON over TCP), config changes not applying (launch parameters override Game.ini, the config folder only appears after one full start)
- Official Resources, Maps & Factions — Four appids (game 736590, stable server 950900, closed-beta client 1307180, closed-beta server 1316480), ten playable maps (the AMP enum and the LinuxGSM MapCycle template agree name by name, plus AlDhakir and Jaziira which only the asset dump lists), fourteen faction blueprint names (including the official spelling BP_OOFactionInfo_Wehrmact, sic), ten upstream links with tiers, and the ecosystem RCON client library
- Workshop Mods in Four Steps — The server does not download Workshop content on its own: fetch it yourself (from steamapps/workshop/content/736590/<id> after subscribing, or via workshop_download_item), upload it to HarshDoorstop/Mods/<MOD>, then select the map/faction/gamemode in the launch parameters to actually enable it; a leftover reference after removal stops the server from starting. Includes the counter-intuitive fact that the default map AAS-TestMap itself comes from Workshop item steam.90201159165580288
- Round Timeline & Map Rotation — Pure arithmetic over WarmupTime / RoundTimeLimit / TimeBetweenMatches / RoundScoreLimit: how long one match is, how long a full rotation takes, and the total for N matches. The template defaults RoundTimeLimit and RoundScoreLimit to 0, which this site reads as unlimited while stating plainly that the meaning of 0 is not officially documented (interpreted per UE4 convention, unverified). Also previews MapCycle.cfg - one short map name per line, never ini array syntax (C2)
Server admin and config generation (7)
- Capacity & Resource Budget — No dedicated-server hardware requirement was ever published (only client specs: 8 GB minimum, 16 GB recommended, which cannot be reused). The circulating four-tier RAM table names no hosting provider and cannot be traced, so this site lists it as an untraceable claim rather than adopting it as a spec. Every field is editable, blank means not counted rather than zero, and the maths is a reproducible base plus per-player times players
- Four-Port Map & Multi-instance — Game 7777/UDP, query 27005/UDP, RCON 7779/TCP, plus the 7778/TCP that LinuxGSM uses (D1) - the ecosystem RCON client README states all four must be forwarded. AMP port table does not register the game port at all, which is why panels show only one port. Any cross-instance port collision refuses the whole plan instead of silently changing values
- Firewall Rule Generator — Four platforms (ufw / firewalld / iptables / netsh). By default only the game and query UDP rules are emitted; both RCON ports are explicit opt-ins that come with a risk warning about handing the console to the internet plus an optional source IP/CIDR restriction. RCON is Source RCON over TCP, so no UDP rule is produced for it
- SteamCMD Deploy & Two Build Tracks — Pick the stable track app_update 950900 (owning client 736590) or the development track app_update 1316480 (owning client 1307180, the closed beta); the development track comes with the executable rename and symlink steps verbatim from AMP updates.json because the two tracks ship different binary names. Optional Workshop download (IDs validated as digit strings). Backups emit copy commands only, preceded by a stop-the-server warning, and never a delete command
- Startup Command Builder — Options are joined with question marks (that is AMP delimiter), the leading HarshDoorstop positional argument can be switched between the two upstream camps (D3), the bind IP is emitted only when a concrete address is given and its casing is selectable (D2, never hardcoded to 0.0.0.0), RCON is off by default and emits -EnableRCON with a placeholder password when enabled (D4), map and faction dropdowns share one source with free input, blank ticket counts are omitted (they are per-map, so no global default), and there are gates at 33 and 65 players
- Game.ini Builder & Precheck — Eighteen keys across five Script sections, sourced primarily from the real file in the LinuxGSM official config-template repository, with the six RCON keys pinned by the Unreal Header Tool dump (whose uint16 and uint32 types give the validation ranges). Two same-named Password keys are told apart by section-qualified ids. Full file and diff fragment come from one value function, any violation refuses the whole output, credentials are always placeholders, and the paste precheck names eight issue classes reporting only len=
- Source RCON & Command Tiers — RCON is standard Source RCON over TCP (proved by the client source packet format and the AMP description), so mcrcon-class tools work directly; it only listens with -EnableRCON or bEnabled=True. Commands are tiered: A for hits in the server dump, B+ for the hosting provider dedicated docs, C for single-source items marked unverified. The core rule is that the two entry points use opposite prefixes: the in-game console needs the admin prefix, an RCON client does not. The two camps on ban argument order are shown side by side (D15)
4v4 hide-and-seek PvP (no config file; everything is a launch argument) · Action / Indie
Midnight Ghost Hunt server quick reference: all three ports have grade-B sources - game 7777/UDP (-port), Steam query 27015/UDP (-queryport, user_editable=false in the egg) and Unreal beacon 7787/UDP (-BeaconPort, likewise not editable). All three come from the egg repository's README port table plus the egg's variables and command-line arguments, so nothing needs marking inferred; that is a key difference from Astro Colony, whose game port was registered by no upstream artifact. The mechanisms differ though: the game port does not exist among the egg variables at all and comes from Pterodactyl's node allocation, so it appears on the panel's Ports page rather than Variables (S3). The most unusual thing about this title is that it has NO config file: the egg's config.files is literally an empty object, all 12 settings reach the server only as one-shot command-line arguments, so "changing a setting" means "changing a launch argument and restarting" - there is no ini to generate and no hot reload (D4). The dedicated-server appid is 1118810 ("Midnight Ghost Hunt Dedicated Server", type=Tool, oslist=windows) and the client is 915810 ("Midnight Ghost Hunt"); both list oslist=windows only, and with the egg's sole docker image being ghcr.io/ptero-eggs/steamcmd:proton, WINDOWS_INSTALL=1 and a startup that begins verbatim with "proton run", four independent sources agree that Linux must go through Proton - there is no native Linux binary (D3). Developer Vaulted Sky Games, publisher Coffee Stain Publishing, store release 21 Mar, 2024. This title DOES have a version anchor, but it lags: 10 announcements, 4 of which carry a real version number in the title (newest 1.6.9, 2026-07-31 13:52 UTC), while both appids' buildids were pushed on 2026-08-17 16:36:24 UTC (server 24778455, client 24776080, the client 323 s later), with no announcement in the 17 days between - so 1.6.9 is only a "no later than" lower bound (D5/D6). The egg rules for MAP, GAME_MODE and REGION are merely required|string, upstream publishes no enumeration, and the 1.6 and 1.5 announcements only mention "a new map" without machine-readable identifiers, so this site offers no dropdown - any list could only be invented (D7). The password is constrained by alpha_dash (letters, digits, underscore and hyphen only, capped at 128, empty meaning none) with no reason given upstream (D8). For the server name the egg states only a lower bound min:3 and no upper bound. The ready signal reads verbatim "IpNetDriver listening on port", but that is a generic Unreal networking log line which proves only that the network layer is up, not that matchmaking is ready (D10); the sole shutdown reading is config.stop's "^C", while the egg's top-level stop field is null (S1). Administration: none of the 12 variables concerns remote management, so this title has no RCON and no upstream artifact lists usable commands - this site therefore generates no command list. The query ecosystem does not list this title (0 hits in node-gamedig's lib/games.js), so A2S is unverified by any third-party implementation and a failed probe here does not mean the server is unusable (D9). Evidence conditions differ from the previous two rounds: AMP has NO template for this title (its git tree holds 1461 files and searching ghost / midnight returns zero hits) and LinuxGSM's raw domain returns 000, so there is no second panel to cross-check against and every hosting fact rests on one official egg (D2). The official site is a Squarespace marketing page (33 links, zero hits for dedicated / server / hosting, empty RSS), so this title likewise has NO grade-A official hosting document (S6).
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
VR tactical shooter · VR / Shooter / Tactical
The Pavlov VR server needs two UDP game ports, 7777 and 8177, plus TCP 8188 for RCON — the official egg lists all three, and opening only 7777 is the classic mistake. Use the dedicated server appid 622970 via SteamCMD (the main game is 555160; do not mix them up).
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Wube Software Automation · Automation / Base Building
On 2.0 + Space Age data: all 12 science packs (7 base + 5 Space Age) with SPM scaling, beacon √n falloff, nuclear / fusion / heating towers, belt bottleneck diagnosis, quality upcycling cost, space platform balancing, oil cracking priority, recipe chain rollup, rail throughput, pollution and biter evolution. On the admin side: server-settings / map-gen / map-settings JSON generators, Lua console commands, Linux deployment artifacts and a preflight checklist.
Player tools indexed: 10 · Admin consoles: 6
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Player tools (10)
- Science Ratios & SPM — All 12 science packs (7 base + 5 Space Age), live machine counts per module setup
- Beacon Falloff & Modules — Since 2.0.7 beacons scale with √n: total effect, marginal gain, and how far the old linear model overshoots
- Nuclear, Fusion & Heating — Tile-accurate reactor neighbour bonus, plus optimal fusion generators and Gleba heating tower ratios
- Belt Throughput & Jams — Throughput matrix for 4 belt tiers × 4 stack levels, plus backpressure diagnosis when ratios look right but the line jams
- Quality & Upcycling — Output distribution across five tiers, 25% recycler return, and crafts needed per legendary
- Space Platform — Foundation weight → thrusters → speed → asteroid pressure, with hard layout constraints like the southern thruster edge
- Oil Cracking Priority — Allocates in fixed priority (heavy → lubricant/solid fuel → light → gas) and reports real gas output and shortfall
- Recipe Chain & Ore Cost — Recursively expands any product: machines per stage and total demand folded back to raw ore
- Rail Throughput — Cycle time, loading bottleneck and trains needed — the limit is almost always inserters, not capacity
- Pollution & Evolution — Evolution = time + pollution + nest kills, with a contribution breakdown and the current biter tier
Server admin and config generation (6)
- server-settings.json — Full-field generator with preflight validation: catches missing token on public servers, allow_commands=true and other silent failures
- map-gen-settings.json — Ore frequency / size / richness, starting area, water and cliffs, nest density — barely exposed by hosting panels
- map-settings.json (biters) — Pollution spread, the three evolution factors and nest expansion — pairs with the player-side evolution estimator
- Lua Console Commands — Searchable reference across cheats, world/biters, force bonuses and server ops
- Linux Deploy Scripts — Generates the install script (with a glibc precheck), systemd unit, backup script, firewall rules and start commands at once
- Preflight & Mod Sync — Version parity check, mod-list.json generator, official API sync script and a 9-item preflight checklist
Coffee Stain 3D Factory Builder · 3D Factory Automation / Base Building
Full recipe production planner, alt recipe tier evaluator, power/overclock/pipe/manifold calculators, nuclear chain, dedicated server config & ops automation.
Player tools indexed: 10 · Admin consoles: 6
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Player tools (10)
- Production Planner — Pick target item and rate, auto-expand full recipe tree
- Alt Recipe Tier — Compare all recipes per product across power/buildings/inputs, S/A/B/C/D tier
- Power Planner — Generators, fuel rate, water and waste, fuel comparison
- Overclock Calculator — Exponent 1.321928, output/power efficiency analysis
- Pipe Head Lift — Height & flow → pump count, spacing, extractors
- Manifold Fill Time — Time to steady state with per-stage progress
- Belt Selector — Flow → minimum belt tier, 5-tier reference
- Mining Planner — Purity × tier × overclock → rate/belt/power
- Nuclear Chain — Full chain comparison, zero-waste path
- Splitter Designer — Target ratios → splitter layout, any ratio
Server admin and config generation (6)
73 Traits × 12 Skills × Two MP Routes · 1.6 + Odyssey · Colony Simulation / Story Generator
One-stop RimWorld toolkit: the full library of 73 traits with spectrum-conflict detection, an XP planner (265,000 XP to cap, decay from Lv10), a mood budget against the 35/20/5 break lines, raid points and the wealth curve (buildings count at half), apparel output conversion and the temperature comfort band. Host side covers both incompatible multiplayer routes (Zetrith has no dedicated server; RimWorld Together has a real headless server plus an official Docker image), a top-6 desync troubleshooting tree, ServerConfig/ActionConfigs generation, ports and firewall for both routes, and config paths for all three platforms.
Player tools indexed: 10 · Admin consoles: 8
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Player tools (10)
- Colonist Trait Library & Conflict Check — All 73 current traits (35 general + 32 spectrum + 6 creepjoiner), filterable by group, tier and spectrum, with automatic exclusivity detection
- Skill & XP Planner — 12 skills, 265,000 XP to reach Lv20; passion 35/100/150%, global learning factor, the 4,000 daily soft cap and decay from Lv10
- Mood Budget & Break Thresholds — Mood runs 0–100% with a difficulty base mood of 22–42, measured against the 35 / 20 / 5 break lines; traits shift all three together
- Materials & Armor Matrix — HP, sharp/blunt factors and flammability for 12 walls (granite 510 / plasteel 840) and 10 textiles, plus a final-stat = base × material-factor converter
- Raid Points & Wealth Curve — Breaks down every term of the official formula (wealth points + pawn points) × difficulty × starting × adaption, clamped to 35–10,000
- Colony Wealth & Threat Diagnosis — Storyteller Wealth = items + creatures + buildings × 0.5; past 1,000,000 wealth points cap at 4,200 and more wealth adds no raid points
- Armor Output & Damage Reduction — Configure each piece (apparel × material × layers) to total up reduction and insulation, then simulate how much of a hit actually lands
- Pawn Score & Role Fit — Puts all 12 skill levels, passions and traits on one scale: computes fit across 10 roles and flags trait conflicts
- Temperature & Apparel Insulation — A naked human is comfortable at 16–26 °C; apparel only widens the band, and ±10 °C outside it means hypothermia or heatstroke. Sleeping ignores apparel
- Work Priority & Role Coverage — 10 of the 20 vanilla work types depend on a skill; map your squad’s skills onto them to see which core job has nobody qualified
Server admin and config generation (8)
- Mod Load Order & Conflict Lint — 5 steps single player, 7 in multiplayer, DLCs complete through Odyssey; paste your modlist to auto-detect ordering errors and missing entries
- Dev Mode Debug Toolbar Reference — There is no text console — everything comes from the Dev Mode toolbar: 32 commands in 5 groups, plus a multiplayer desync warning
- Choosing a Multiplayer Route — Full comparison of Zetrith (no dedicated server) vs RimWorld Together (real headless server), with all 15 Host window settings and official quotes
- Desync Troubleshooting Tree — Top 6 causes ordered by real-world frequency, each with symptom → action, plus 5 named culprit mods and an error-string decoder
- RimWorld Together Server Config Generator — Every ServerConfig.json field plus the 12 ActionConfigs flags (the official key really is EnablesSpying), with Docker run / compose generation
- Ports & Firewall for Both Routes — Zetrith uses UDP 30502 (Direct only), RimWorld Together uses TCP 25555; copy-paste allow rules for four platforms
- Config Paths & Save Protection — Real paths for all three platforms plus the RWT server folder; which files must never be deleted and which to hand to teammates
- Version & DLC Compatibility Matrix — 1.5 / 1.6 × 5 DLCs × the Steam version-1.5 downgrade path × both MP mods’ version support, with every data dispute published
SCS Software European Long-Haul Trucking Sim · Trucking Simulation / Logistics
Cargo profit and fuel cost in both real and game hours, a pure-physics drivetrain and gradeability solver, range and refuel planning, time compression with delivery scheduling, and Convoy join troubleshooting; on the admin side a builder and linter over the official 26 server_config.sii keys (violations block output entirely), console and moderator commands split into three provenance tiers, server_packages export and migration, the virtual/physical port matrix with firewall rules, and SteamCMD deployment plus the logon token.
Player tools indexed: 5 · Admin consoles: 5
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Player tools (5)
- Cargo Profit & Fuel Cost — Distance, freight rate, consumption, fuel price and tolls are all editable; reports hourly income in both real hours and compressed game hours and counts the fixed 10/11 h rest. SCS never published a EUR/km rate table, so no default is invented
- Drivetrain & Gradeability Solver — Pure physics: wheel torque, tractive force, road speed in a chosen gear, and maximum grade including rolling and aero drag. Chassis types (4x2 / 6x2 / 6x2-4 / 6x4 / 8x4 / 8x4-4) and lift-axle behaviour are explained qualitatively only; the old tonnage bands and tank sizes had no source and were removed
- Range & Refuel Planner — Enter your actual in-game tank size and consumption to get full-tank range, refuel stops per trip, litres needed to reach a chosen station, and the saving from a price difference between origin and destination. Tank capacity is per-model accessory data with no official table, so nothing is hardcoded
- Time Compression & Delivery Planner — Two-way conversion between game time and real time (the ratio is editable: SCS never published one - the historical 24h ≈ 72 min figure and the widely cited 19x are shown side by side). Rest is a fixed 10 or 11 h, ferry time counts towards rest, and it tells you whether sleeping will make you late. Local career time is compressed; World of Trucks contracts run on real UTC
- Joining a Convoy Session — Hard client requirements (you must own the game; the dedicated server cannot access Workshop; server_packages mirrors the host map/DLCs/mods so a mismatch blocks joining), the fact that you search by session search id and not by server name, that direct search still works behind NAT, plus a troubleshooting tree
Server admin and config generation (5)
- server_config.sii Builder & Linter — Builds the full official 26-key file from a single registry: 63/63/127/63 character limits, the official max_players ceiling of 8 (going higher requires explicitly confirming the unsupported g_max_convoy_size route), moderator_list count matching the indexed entries plus SteamID64 validation, virtual ports 100-200, LAN query port 27015-27020, timezones 0-2. Any violation blocks output entirely, and you can lint an existing file
- Console & Moderator Commands — Three provenance tiers kept apart: A - documented officially (uset g_console "1", export_server_packages); B - maintained by the community on the official forum (goto, g_set_time with decimals, g_set_weather 1=rain 2=sun with f/i, g_traffic only 0/1, g_flyspeed has no fixed range, warp defaults to 1.0); and the only three server-side moderator chat commands (/set_time, /set_rain_factor, /help) - there is no RCON, no UI and no runtime promotion. A blacklist of widely circulated but nonexistent commands is included
- server_packages Export & Migration — The full fix for "Server packages file not found": enable uset g_console "1" in config.cfg, load a map, open the console with ~ and run export_server_packages. Includes home-directory paths for all platforms, a checklist built from a real directory listing, the error text mapped to causes, and the roads_data_file_name absolute-path trap. This site does not generate that file - doing so offline would mean inventing data
- Port Matrix & Firewall — Virtual ports (100/101, officially not forwarded) are kept apart from physical ports (27015/27016, which need both TCP and UDP rules); the LAN query port must sit in 27015-27020; multi-instance planning (ports and token unique per instance) with collision detection; netsh / ufw / firewalld command text. No NAT punching, but direct search still connects
- Deploy, Token & Operations — Anonymous SteamCMD install (ETS2 1948160 / ATS 2239530), the Linux executable bin/linux_x64/eurotrucks2_server, two fixes for steamclient.so, -homedir having to match on both sides, the four official startup parameters, the logon token having to be requested with the game appid 227300 (the wrong appid crashes the server on start), Ctrl+C to stop, server.log.txt / server.crash.txt and the known reason - 33 issue. Hardware requirements are not published, so none are guessed
FakeFish Europa Deep Ocean Submarine · Submarine Simulation / 2D Co-op Survival
Medic reference, power balance and battery endurance; server XML, Mod packages, admin commands and connection troubleshooting.
Player tools indexed: 3 · Admin consoles: 4
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Server admin and config generation (4)
48-Rule World Workshop & 7-Tier Clearance Routes · 6-Player Research Survival · Paranormal Research Survival / Base Building
One-stop Abiotic Factor toolkit: a SandboxSettings.ini generator and line-by-line linter covering all 48 official world rules, launch script generation for Windows and Linux+Wine, Admin.ini admins and bans, ports/firewall and a troubleshooting handbook. Player side: base power grid and overnight battery balancing, all 7 clearance levels versus the 6 hacker tiers, 9 job builds, skill levelling plans, the four survival needs budget, inventory/weight bottleneck analysis and death penalty evaluation.
Player tools indexed: 10 · Admin consoles: 8
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Player tools (10)
- Power Grid & Night Battery Solver — PowerSocketsOffAtNight defaults to True — sockets go dark at night. Closes the loop between generation, load and overnight drain: will you make it to dawn, and how many batteries short?
- Cooking & Refrigeration Lab — Turns the joint effect of FoodSpoilSpeedMultiplier and RefrigerationEffectivenessMultiplier into a relative shelf life; also covers sink refill rate and tainted water
- 7 Clearance Levels & Hacker Tiers — 7 clearance levels (Blue/Orange/Violet/Red/Yellow/Green/Black) but only 6 tool tiers — the numbers differ. Black Level 7 also uses the Gatekey (Tier 6); there is no Tier 7
- 9 Jobs & Trait Planner — Compare starting points, skill and XP bonuses across all 9 jobs. Defense Analyst carries Slow Learner — a nominal +75% is really only +40%
- Skill Levelling Planner — Skills cap at level 20 with 91,655 XP total, and level 19→20 alone costs 10,900. Combines the global multiplier, job bonus and Slow Learner into one real rate
- Survival Budget (4 Needs) — Hunger, thirst, fatigue and continence each have their own multiplier. Convert to hours remaining and see what your expedition pack must prioritise
- Inventory & Carry Bottleneck — Your pack is capped by slots and weight; the real limit is the smaller one. Tells you whether to level Strength (+2 per level) or raise ItemStackSizeMultiplier
- Threat Index — Folds 9 enemy-related settings into one 0–100 scale and breaks out each contribution, so you can see which single setting is pushing difficulty up
- Death Penalty & Durability Loss — DeathPenalties has 6 tiers (0–5) deciding keep/drop/destroy; DurabilityLossOnDeathMultiplier decides gear durability loss — together they define how much dying hurts
- Squad Size & Expedition Supply — Default 6, hard cap 24, but community testing shows frame drops past 16. Totals your supply run and grades the size risk
Server admin and config generation (8)
- SandboxSettings.ini Generator — All 48 official world rules with official defaults and ranges. Output always carries the [SandboxSettings] header — without it the file is ignored
- Admin Commands (Vanilla vs Mod) — Vanilla has no text console commands; admin actions go through the in-game GUI. god / noclip come from a UE4SS mod, and spawnitem / setxp / instantcraft do not exist at all
- Launch Script Generator — Windows and Linux (Wine + xvfb) differ: Linux uses -QUERYPORT and usually needs -tcp to appear in the Steam list
- Config Linter — Line-by-line: missing header, unknown keys, known typos (ApocalypticAbilties), type errors, out-of-range values and dependency conflicts
- Admin.ini: Admins & Bans — Generates [Moderators] and [BannedPlayers]. SteamID64 must be a 17-digit number — not a nickname or community URL
- Config Paths & Crossplay — Three files, three concerns: which you must create yourself and which the server generates. Crossplay is set only via CrossplaySetting in GameUserSettings.ini
- Ports & Firewall — Both UDP 7777 and 27015 must be open — opening only one is the top cause of "direct connect works but the server is not listed". Commands for four platforms plus verification
- Troubleshooting Handbook — Search by exact log text or by symptom. Signatures are verbatim fragments from real threads — paste them straight into your own log search
ConcernedApe Farming Simulation · Farming Simulation / Pixel Life
Crop calendars, 30 standard bundles, artisan budgets and co-op save checks.
Player tools indexed: 3 · Admin consoles: 3
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Server admin and config generation (3)
Unknown Worlds Planet 4546B Oceanic Survival · Underwater Exploration / Sci-Fi Survival
Original Subnautica: vehicle depth, day/night power, power cells and coordinates; Nitrox 1.8.1.0 config, commands and troubleshooting.
Player tools indexed: 4 · Admin consoles: 3
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Server admin and config generation (3)
Space exploration and planning · Space exploration / Survival
Portal conversion, refining and warp budgets, starship upgrades, crossplay and save checks.
Player tools indexed: 4 · Admin consoles: 3
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Server admin and config generation (3)
Starry Studio / NetEase supernatural open-world survival · New Weird / Multiplayer Open-World Survival
Player side: weapon damage expectation with the marginal value of crit, Deviant securement and energy budgets, territory power deficit projections (every wattage measured and editable), cortex purification quota planning, and RaidZone rules with reset scheduling. Host side: Custom Server rental with the expiry-to-frozen-to-permanent-deletion countdown, the full map of the six official settings modules plus the 20-cell combat stat matrix, Engagement Score and Server Host Level with both official tables shown side by side, revenue share with the daily Crystgin cap truncation, and in-server operations behind an irreversible-action confirmation gate. The core fact: Once Human cannot be self-hosted - the only officially supported way to run a server is renting a Custom Server by package, so the user opens no ports and has no editable server config file.
Player tools indexed: 5 · Admin consoles: 5
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Player tools (5)
- Weapon DMG Expectation & Crit Value — Pure expectation maths: expected damage per shot, expected DPS with crit / weakspot / status bonuses, expected damage per magazine, sustained DPS including reload, and the marginal value of crit rate. Named values from official balance notes are quoted with their dates. The developer never published an affix pool or stat table, so the four invented mods were removed
- Deviant Securement & Energy Budget — The full official mechanics: how Deviant Power and Mood differ, the 100/100 Power requirement before deployment, the Isolated Securement Unit, per-Deviant preferences readable in game, the Battle Skill plus Ultimate system (from 2025-12-23 PT), switching clearing Power and resetting cooldowns, and the summon rules with their transition window. Computes securement power load and refill time
- Territory Power Budget & Deficit — Every wattage is editable (no official watt table exists). The hard constraints that official and multiple sources agree on are enforced: the Deviation Energy Generator must sit in a Stardust-polluted area, and the Hydraulic Generator must sit in flowing clean water with the turbine submerged and the body on land. Reports total generation, total draw, surplus or deficit, how many more generators are needed, and the night-time deficit at a given duty cycle, plus where to read the real-time power data the game itself has shown since 1.4.3
- Cortex Purification Quota Planner — Official facts: Eclipse and Chaotic cortexes share a weekly cap of 40 purifications, the filter needs no memetic node, purifying a Chaotic Cortex puts the territory into a Chaotic State where other Meta-Humans flip to PvP 5 seconds after entering, plus both acquisition routes and the hourly Rising Rivalry event. Yield and duration are editable (never published) and exceeding the weekly cap suppresses the result entirely. This is player content, so it was moved out of the host category
- RaidZone Rules & Reset Schedule — Official facts: up to three territories in RaidZone, the ResetPeriod_FeatureTag-SerialNumber server naming rule, biweekly meaning a reset every 14 days, blueprints and mods not carried in (cosmetics are cross-mode), no Scenario Exit Card needed to leave, characters pre-registering in both directions, plus vehicle lock cost and cap and the automatic unlock below 20% HP. Projects future reset dates from a start date and budgets vehicle locks
Server admin and config generation (5)
- Custom Server Rental & Data Lifecycle — Find the official rental portal, historical price references and data retention timeline.
- Server Settings Map & Combat Stat Matrix — All six official settings modules and the four in-server modules registered verbatim, marking that the Farming and Husbandry and Maps modules do not appear under the RaidZone scenario and which scenarios offer extra scenario settings; the combat stat matrix of 5 parameters x 4 categories (20 cells) where the official docs give structure and definitions but no values, so multipliers are editable and only derived quantities are computed; feasibility check for territory limits of 1-100 per role against the 5,000 server total
- Engagement Score & Host Level — The official formula (New + Returning) x 20 + Active x 5; settled on the first day of each month from the previous month average daily score; promotion needs at least seven operating days in the month, where operating means at least one player online, otherwise the next month drops to Public. Both published tier tables (three tiers vs four) are shown side by side. Computes the daily average, the current tier, the gap to the next tier, and the player counts needed to close it
- Revenue Share & Worldcoin Exchange — Official ratios: 30% for new users and 30% for returning users, 5% for active users, and a flat 50% for items and sponsorships; denominated in Worldcoin and settled at 6 AM daily. Crystgin exchanges at 1:10 with a daily limit of 100,000, alongside rental duration vouchers and shop coupons. Computes the split by category, the exchange with daily-cap truncation, how many rental days a voucher covers, and the turnover needed to reach the Meta tier 1,000 Worldcoin monthly grant
- In-server Operations & Irreversible Actions — Server Host Privileges (Add Items delivered by in-game mail, leaderboard types and metrics), Player Management (account bans and character deletion are permanent and irreversible, admins hold the same permissions as the host, kicked members face account-level restrictions), the in-server shop and sponsorships, the customizable fields and seven distribution channels for custom gear, the Settings Value capacity system (no published limit, so none is invented), and the Hyper Brawl restricted zone with its issuable items
Cooperative production & world planning · Ecology simulation
Batch costs, world dimensions, measured capacity and config checks. Game UDP3000, web TCP3001; protect RCON separately.
Player tools indexed: 4 · Admin consoles: 6
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Server admin and config generation (6)
Cross-Planet Space Open-World Survival Building · Space Survival / Building
Measured fuel, cargo, connection diagnostics and Windows dedicated-server setup.
Player tools indexed: 5 · Admin consoles: 5
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Server admin and config generation (5)
Voxel Open-World Survival Building · Voxel Sandbox / Survival Crafting
Rising World server quick reference: the game port is 4255 (both TCP and UDP), the query port is always the game port minus 1 and it is TCP (4254 by default, which the official page calls a requirement for the server to be listed), and RCON on 4253 is optional and off by default. The dedicated-server appid is 339010 (Rising World Dedicated Server, oslist windows,linux, so both platforms are native and 64-bit only), the executables are RisingWorldServer.x64 and RisingWorldServer.exe, and the official page says verbatim that the server already runs headless so no extra arguments are needed. Config lives in RisingWorldDedicatedServer/server.properties with 131 keys in total (97 of them carrying official comments plus 34 registered only by AMP) across 7 sections. The official hardware figures are complete: about 600 MB of disk (world data counted separately and growing), 1-2 GB for a small server and 4-8 GB for more players. Three built-in systems each have an official page: permission groups (JSON with 10 categories and 176 keys), the task scheduler (activated by renaming a file, with 9 event triggers) and the command reference (244 commands). Note that the official documentation is German only, that the /Server page (2024-11-01) is contradicted by /Unity-Version (2026-09-01) on the Unity beta branch, and that appinfo publishes zero branches for this game so no buildid exists.
Player tools indexed: 5 · Admin consoles: 8
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Player tools (5)
- Join a server — The direct-connect address; the query port is derived by the official rule game port minus 1
- Connection triage — Five branches: not listed, unjoinable, RCON failing, config ignored, plugins and scheduler not working
- Hardware and the official spec — The developer publishes numbers: about 600 MB of disk, 1-2 GB RAM for small servers, 4-8 GB for more players, 64-bit only
- Version anchor and branches — Three numbering lines side by side (announcement 0.9.3, server software 0.6.7.2, the four AMP branch names) while appinfo publishes zero branches
- Command reference lookup — The official 244 commands across 17 subsections, German and English descriptions side by side, admin commands flagged
Server admin and config generation (8)
- Capacity and memory budget — The official RAM ranges plus the plugin JVM heap counted separately; the world data keeps growing; no per-player MB formula
- Port matrix — Three ports across four readings; the group span is only 2 (so the step must be at least 3); the query port is TCP
- Firewall rules — 4255 gets TCP and UDP while 4254 and 4253 get TCP only, because the official docs call the query port TCP
- Install script — appid 339010 (AMP also passes UpdateSourceArgs=324080), branch selection and the example-config copy stage
- Startup arguments — Three forms side by side: the official docs and LinuxGSM both use no arguments (headless is built in) while AMP passes +Key=Value
- server.properties generator — 132 key slots (131 server keys plus one AMP-internal parameter) across 7 sections, with 97 official comments
- Task scheduler generator — Line-by-line validation of scheduler.txt, nine event triggers, %serveroption.*% variables and the official restart sequence
- Permission group generator — 176 permission keys across 10 categories, the group-name rules, the spg assignment command and both official directory spellings
Anime-Style Open-World Survival with Automation & Farming · Open-World Survival / Automation
Craftopia server quick reference: single UDP port 6587 (no separate query port), ServerSetting.ini (5 sections, 28 keys) in the server root. No server browser — direct connect via IP:port only.
Player tools indexed: 5 · Admin consoles: 8
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Player tools (5)
- Join a server — Direct-connect via IP:port; no server browser, direct connect only
- Connection triage — Four branches: port blocked, version mismatch, wrong branch, and save corruption
- Resources and versions — Two appids, three branches, the official CDN template and a note on the unreachable wiki
- Version anchor — Server buildid 4 minutes before the official 1.0 announcement; alpha has a separate build
- Age and island lab — ageLevel affects crafting recipes; islandLevel affects monster levels (-1 disables override)
Server admin and config generation (8)
2D Pixel Sandbox · Colony Calculators & Dual-Syntax Server Console · 2D Sandbox / Colony Sim
One-stop Necesse colony and server toolkit: flag expansion planning from 80×80 to 272×272, population-driven size rating, a scheduler for the game's only three work zones, happiness and breeding-ratio math, and adventure-party boss HP projection. For hosts: generators for the two differently-syntaxed configs (server.cfg uses key = value, worldSettings.cfg uses key: value) plus a nine-step save-repack SOP.
Player tools indexed: 10 · Admin consoles: 8
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Player tools (10)
- Flag Range Planner — Compare all seven flag sizes (80×80 → 272×272) and work out which tier your layout needs
- Settlement Size Rating — Population-driven rating (Tiny 0+ / Small 6+ / Average 12+ / Large 18+ / Huge 24+) and how many settlers you still need
- Settler Role Compendium — All 18 roles with unlock conditions and which work zone each can run (Guard: 825 HP / speed 35)
- Work Zone Scheduler — Only three work zones exist (Forestry / Husbandry / Fertilize); the latter two are role-locked. Mining, hunting and fishing are innate jobs, not zones
- Happiness Optimizer — Weighted happiness score from room size, furniture, food and personality — with strike-risk verdict and the cheapest improvement
- Breeding Ratio Calculator — Correct male-to-female ratio, daily feed cost and yield — flags surplus males that should be culled
- Farm Plot & Fertilizer Planner — Reclaim cost (5 logs per plot), 40% fertilizer speedup and crop cycles → 30-day output and farmer headcount
- Storage & Shared Chest Logistics — Estimate shared-chest coverage against flag area to spot under- or over-provisioning before hauling eats your throughput
- NPC Recruit & Housing Planner — 16 recruitable NPCs plus 4 non-recruitable visitors; your house count is the hard recruitment cap and over-recruiting causes strikes
- Adventure Party Boss HP Calculator — NPCs double hunger drain and add +20% boss HP each (counted up to 10) — and NPCs never respawn once dead
Server admin and config generation (8)
- server.cfg Generator — Generate cfg/server.cfg — NOT JSON, but the custom SERVER = { key = value } format
- worldSettings.cfg Generator — Generate world rules — syntax is key: value (colon), completely different from server.cfg; a mistake means the world fails to load
- Save Repack SOP — The full nine steps to change world settings, with a folder/zip name consistency check and a hard stop-the-server warning
- Port & Firewall Doctor — Necesse uses only UDP 14159. Check OS firewall, cloud security group and router forwarding layer by layer, with ufw / iptables / firewalld commands
- SteamCMD Linux Deployment — Pull the dedicated server via SteamCMD appid 1169370 and generate a systemd unit plus daily ops commands
- Server & Chat Command Reference — Commands grouped by server / player / chat, one click to copy
- Save Backup & Rotation — Generate a backup script and crontab entry from your interval and retention, estimate disk usage, and warn to stop the server first
- Performance Tuning — Quantify the trade-offs of pauseWhenEmpty (CPU saved vs settlements halted), slots, maxClientLatencySeconds and giveClientsPower
Medieval Mass-Battle Action Strategy RPG · Medieval Action / Strategy RPG
Separate official multiplayer battles and third-party campaigns. Coop v0.1.7 / game v1.4.8 reference: route planning, mod comparison, save pairs and official server management.
Player tools indexed: 7 · Admin consoles: 10
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Server admin and config generation (10)
Space station planning & deployment · Simulation / Automation
Current station startup, branch triage, measured capacity, UDP rules, 40m pylon spans and sealed-gas pressure estimates.
Player tools indexed: 5 · Admin consoles: 5
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Server admin and config generation (5)
Multiplayer RP · Social Deduction / RP
Space Station 14 hosting quick reference (re-verified at source level this round): one instance uses a single port number by default (1212), but UDP (game netcode, net.port) and TCP (HTTP status API, status.bind follows it) are independent channels and must be forwarded as a pair; the server list comes from the developer-run Robust Hub (hub.advertise = true lists you) and does not answer Steam A2S. Configuration lives in server_config.toml (TOML; comments need their own line) and every whitelisted key and default is taken from engine/content source CVarDefs. The server does not use SteamCMD: download six-platform zips from the official builds page or GitHub Releases, runtime .NET 10 (the Watchdog additionally needs ASP.NET Core 10); official production path is SS14.Watchdog. Player side: an atmos PV=nRT lab (R=8.314462618 and friends verbatim from Atmospherics.cs), a chem bench (molar-ratio scaling from reaction prototypes with limiting-reagent detection; no molar-mass conversion without source basis) and an SMES power budget (8/16 MJ, joules only). Host side: the port matrix, firewall commands generated per real protocol, deploy & update, a TOML builder + paste preflight (any violation refuses the whole output; secrets never echoed), and AdminFlags bits with hub tags / three-strike governance.
Player tools indexed: 5 · Admin consoles: 5
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Player tools (5)
- Join & Direct Connect — Launcher server list, direct-connect address format (IPv6 needs square brackets), ss14:// link semantics and favorites; what the launcher does on version mismatch
- Connection Triage — Unauthenticated GET /status self-check with per-field decoding (players / soft_max_players / panic_bunker / tags), the three auth modes, whitelists, NAT hairpinning, the hub advertise error signature and country-block fallbacks
- Atmos Gas Lab — PV=nRT algebra with source-code constants (R=8.314462618, 1 atm=101.325 kPa, 2500 L cell volume), partial pressures for the 9 gases, tank-fill target solving; algebra only, no engine simulation
- Power & SMES Budget — SMES 8 MJ / 16 MJ (verbatim from prototypes), 150 kW supply, 5-150 kW adjustable charge rate; deficit endurance, time-to-full and the stock 5 kW 26.7-minute figure; joules/watts only, never Wh
- Chem Reaction Bench — Stoichiometric scaling from reaction prototypes (target output to required inputs), limiting-reagent detection and leftovers; minTemp / electrolysis mixer conditions shown explicitly; no molar-mass conversion (ReagentPrototype has no MolarMass field)
Server admin and config generation (5)
- Port Matrix — UDP 1212 game netcode + TCP 1212 HTTP status API (status.bind can be split off), optional metrics 44880, outbound 443 (hub / auth / ipify), optional Postgres 5432; status.connectaddress required behind a reverse proxy
- Firewall & NAT — ufw / iptables / firewalld / Windows netsh rules generated per real protocol (TCP and UDP as a pair), multi-instance port planning, the UPnP option with official success/failure log signatures, and the outbound dependency list
- Deploy & Update — Opens with "SS14 does not use SteamCMD" plus five pieces of evidence; official builds page / GitHub Releases six-platform zips, .NET 10 Runtime (not ASP.NET Core), VC++ Redistributable, chmod +x, update = copy the data folder, Watchdog production deploys and fork packaging
- server_config.toml Builder — TOML generation from a verified key whitelist (every default taken from source CVarDefs), a Wizard’s Den baseline preset, paste-in preflight (unknown key / type / range / trailing comment violations reject the whole output), secrets left blank and never echoed, and the five ways to specify CVars
- Admin Permissions & Governance — The full AdminFlags table (verified bit by bit from source, including the empty 1<<17 and Host=1<<31), the three +HOST bootstrap paths with the official Danger wording, every panic bunker key plus the official preset choices, prototype-driven whitelists, the complete hub tag set with inference rules, the three-strike system and 18+ duties, and a core admin command index
Hardcore Voxel Survival Sim · 1.19 / 1.20+ Complete Workshop & Server Suite · Realistic Crafting / Hardcore Survival RPG
Built for Vintage Story craftsmen who value realistic metallurgy, airtight cellar preservation math, bloomery ironwork, prospecting analysis, crop rotation, and comprehensive 1.20+ TCP/UDP dual-port server administration.
Player tools indexed: 10 · Admin consoles: 8
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Player tools (10)
- Alloy Crucible Calculator — Crucible ratio solver for Tin, Bismuth, Black Bronze & Brass with scrap-saving math
- Cellar Spoilage & Cold Room Optimizer — Airtight room volume check, insulation scores, 5°C cellar cooling & 20x crock sealing
- Bloomery & Wrought Iron Smelter — Fireclay brick specs, 1-6 iron blooms (20-120 nuggets), fuel math & anvil slag removal
- Prospecting Pick Reading & Shaft Analyzer — Density Search per-mille (‰) interpretation, Node Search 6-cube radar & rock strata
- Pit Kiln & Charcoal Pit Fuel Calculator — Pit kiln (32 grass + 8 firewood) temp tiers & charcoal pit log-to-coal conversion
- Animal Husbandry & Domestication Generations — Bighorn sheep, boars & chickens: Gen 0 to Gen 3+ traits, troughs & gestation timers
- Clay Forming & Stone Knapping Guide — Knapping voxel layouts for axe, knife & spear, plus layer-by-layer clay forming charts
- Temporal Stability & Rusty Gear Exchange — Stability drain models, temporal storm defense tactics & Jonas rusty gear barter catalog
- Crop Rotation & N-P-K Soil Optimizer — N-P-K nutrient rotation cycles, Terra Preta crafting & greenhouse +5°C winter buffer
- Beehive & Apiculture Harvest Forecaster — Nearby flower requirements, skep swarming thresholds, winter freeze & sealing wax yields
Server admin and config generation (8)
- serverconfig.json Master Generator — Port 42420, safe-stop overwrite guard, whitelist modes, TickTime & multi-preset JSON
- WorldConfig & Micro-Parameter Tuning — Block collapse physics, death drop penalty, tool durability scale & microclimates
- Temporal Storm Scheduler & Broadcast Alert — Storm strength tiers, interval math & in-game 24h/2h evacuation broadcast templates
- Headless Linux & systemd Service Deployer — .NET 7/8 runtime setup, dedicated non-root user, systemd service unit & auto-restart watchdog
- Admin Commands & Role Permission Palette — /op privileges, /serverconfig live updates, /time calendar controls & /land claim claims
- SQLite World Backup & Chunk Pruner — Safe SQLite WAL checkpoint flush, .vcdbs rotation script & unvisited chunk trimming
- 42420 Dual-Protocol Port Doctor — Diagnose 1.20+ UDP packet loss, UFW/iptables rules & home router port forwarding
- Pre-Flight Server Health & Integrity Audit — Dual ports, overwrite protection, .NET runtime, RAM bounds, whitelist & mod compatibility
Roguelike Loot Shooter · Roguelike / Co-op Shooter
The Risk of Rain 2 dedicated server is a Windows binary; Linux needs Wine + Xvfb. Three ports (game 27015, query 27016, Steam 27017) all TCP/UDP. Config in server.cfg (10 writable keys), admin via STDIO with no RCON.
Player tools indexed: 5 · Admin consoles: 8
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Server admin and config generation (8)
Procedural Space Shipbuilding · Space Sandbox / Shipbuilding
Plan trade cargo, station payback and measured capacity. Separate game/query ports, prepare Linux deployment and check galaxy backups. Stable 2.5.13 reference; estimates use your measurements.
Player tools indexed: 5 · Admin consoles: 5
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Server admin and config generation (5)
Physics sandbox builder · Simulation / Building / Physics
v1.15.23 reference: that update rewrote multiplayer on the current Steam networking API. The dedicated server is a Windows binary (appid 1247090); on Linux it needs Wine plus a persistent xvfb virtual display, and the upstream panel egg now uses 573090 with an account that owns the game. Config lives at server_data/server_config.xml and sets only the first port; the second is port + 1. This site does not implement the game's server query - join via the in-game browser or Join by IP.
Player tools indexed: 5 · Admin consoles: 5
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Player tools (5)
- Join options — Build the in-game Join by IP address and the checks that go with it.
- Connection checks — Check visibility, version, ports, password and load step by step.
- Source finder — Find official news, the wiki, deployment templates and vanilla admin commands.
- Vehicle physics budget — Estimate physics cost and a vehicle ceiling from measured per-vehicle time.
- Workshop check — Validate workshop IDs as strings and emit list fragments.
Server admin and config generation (5)
Tower defense meets factory automation · Tower defense / Automation
Mindustry v8 Build160.5 reference: single-step production, battery power and Java server tools. Use GitHub server-release.jar with Java 17+; default TCP/UDP 6567 supports DNS hostnames. Verify builds, mods and actual networking.
Player tools indexed: 5 · Admin consoles: 5
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Server admin and config generation (5)
Amusement park social party · Social / Party / Minigames
Tower Unite server quick reference: this dedicated server hosts a Condo, not a game mode. The official wording is that a Dedicated Condo lets you host your own or a community condo without keeping the game running, and other players can use their own inventory and contribute to the condo. The condo data has to be exported from the game first: in the condo scoreboard choose Saves then Export Condo, which produces a .map file under Tower Unite/Workshop/Condo Exports, or you can rename a CondoData file from your Steam Cloud folder to add the .map extension. Then copy it into the server Tower/Condos folder, creating one folder per condo, and the file name must match the condo map you load, so the full path looks like Tower/Condos/C_Condo/C_Condo.map. The official list has 12 condo maps, and note that Suite is C_lobbyOne while Resort is C_Lobby1 - the casing differs and Linux file systems are case sensitive, so a wrong case silently loads no condo data. For ports the official table gives two ranges: 27015-27050 TCP/UDP for Steam connection ports and 7777-7778 UDP for Unreal server connection ports, and without them players cannot join your condo. The actual defaults are game port 7777 (the official wording is that -Port changes the port from the default 7777, so 7778 is only the override example and the top of the range) and query port 27016 rather than 27015, because 27015 is used by your own Steam client on the same machine; the official page says that without 27016 you will not be able to play Tower Unite on the same machine as the dedicated condo. To appear on the Condo server list you need two tokens: a Steam Login Token requested at steamcommunity.com/dev/managegameservers using 394690 as the App ID (the base game, not the dedicated server 439660), and a Tower Login Token from moderation.towerunite.com; the official page stresses both are required. The tokens are essentially your server password, so click Regenerate to revoke them if they leak. Without tokens the server still starts, it just is not listed and can only be joined directly. Settings live in TowerServer.ini under a platform subfolder (Tower/Saved/Config/WindowsServer/ on Windows, LinuxServer/ on Linux), and if the file does not exist you have to create it; on Linux both tokens go into that ini, on Windows into the official TowerServerGUI.exe launcher. There is no RCON at all: AMP sets AdminMethod to STDIO and AdminPortRef to 0 and neither official page mentions a remote admin port, so administration is one AdminSteamID line per admin in the ini plus per-player permissions in the in-game scoreboard. The dedicated server appid 439660 runs natively on Windows and Linux with no Wine, needs at least 4.0 GB of disk space, and was only tested on Ubuntu and Debian; on Linux you must also copy linux64/steamclient.so into Tower/Binaries/Linux, a step the official guide calls very important. The official documentation is the three-page dedicated section under towerunite.com/guides.
Player tools indexed: 5 · Admin consoles: 7
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Server admin and config generation (7)
- Capacity budget — MaxPlayers has an official closed range of 2 to 64; blank memory means not counted
- Port matrix — Two official ranges alongside two default single ports, zero RCON, and no official step
- Firewall rules — Three rules for the default single ports, or 74 for the official ranges
- SteamCMD and deployment — Anonymous install of 439660; Linux must handle steamclient.so
- Startup parameters — The official string is the default, with four upstream variants switchable
- The TowerServer.ini generator — The 8 official keys in 3 sections, token placeholders, and an 18+ title tick
- Admins and bans — Repeated AdminSteamID lines and TowerBans.ini, with SteamID64 validation