Structural Integrity Calc
PhysicsHorizontal beam span and vertical load limits for wood, cobblestone, concrete and steel, including the mixed-material and red-cursor rules
The Fun Pimps Blood Moon Survival · Voxel Building / Zombie Horde Survival
Search 40+ server commands by category (including V3.x additions getoptions and exportcurrentconfigs) with a warning about the 8081/TCP risk
Horizontal beam span and vertical load limits for wood, cobblestone, concrete and steel, including the mixed-material and red-cursor rules
Both the V3.x and classic 2.5 formulas, with the days-survived correction, party weighting and feral / radiated / demolisher unlock 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
Orange-star boosted stats, the teal-percentage misconception, combine transferring the highest percentage, mod quality 1–6 and the permanent repair degradation curve
Supply from generators, battery and solar banks against blade traps, SMG / shotgun / M60 turrets, fence posts and spotlights — including the V3.2 turret change
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
Loot bonus and spawn-GS bonus shown separately for all five biomes, with a reward/risk ratio, hazards, wildlife and base-building advice
"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
Navezgane versus Random Gen, with generation time, save size and recommended use for all five 4K–12K sizes plus pregeneration warnings
The 11 official presets with their published codes, plus the 8-group map of where each of the 150 sandbox options now lives
Edits 50+ still-live fields grouped the V3.2 way, with live preview and myserver.xml export (the 29 dead properties are omitted)
Builds a paste-ready SandboxCode property block and lists all 29 legacy properties that now fail silently, each with its new home
Search 40+ server commands by category (including V3.x additions getoptions and exportcurrentconfigs) with a warning about the 8081/TCP risk
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
Generates the SteamCMD installer, Linux and Windows start scripts, a systemd unit, ufw/firewalld rules, plus backup and scheduled-restart scripts
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
| Port | Protocol | Purpose |
|---|---|---|
| 26900 | TCP/UDP | Main game port (open BOTH TCP and UDP) |
| 26901 | UDP | Server info / player-status query |
| 26902 | UDP | Extra query port (Steam networking) |
| 8080 | TCP | Web dashboard (only when ControlPanelEnabled=true) |
| 8081 | TCP | Telnet console (on by default — change the password or turn it off) |
SteamCMD appid 294420
sudo useradd -m -s /bin/bash steam
sudo apt update && sudo apt install -y steamcmd lib32gcc-s1
sudo -u steam -i \
/usr/games/steamcmd +force_install_dir /opt/gameserver \
+login anonymous +app_update 294420 validate +quit
serverconfig.xmlserveradmin.xmlMods/Saves/<世界名>/The dedicated server is app id 294420 — not the 251570 of the retail game — pulls anonymously, and the host machine does not need to own the game. Open the ports in this order: 26900 must be opened as BOTH TCP and UDP (the game connection and the server-list entry both use it), 26901 and 26902 are UDP query ports, and 8081/TCP is the Telnet console, which is on by default — leave the password alone and you have published a console to the internet, so either set a strong one or set TelnetEnabled=false. Port 8080/TCP is the web dashboard and starts disabled. If you move ServerPort, shift 26901/26902 to match (a server on 26920 uses 26921/26922). Edit a copy of serverconfig.xml (say myserver.xml) or a game update overwrites your settings, and launch with startserver.sh -configfile=myserver.xml. AdminFileName defaults to serveradmin.xml; add your 64-bit SteamID there to become admin. The developers state 8 players as the stable maximum, and pushing past 30 corrupts the save. Pick the map with GameWorld — Navezgane (handcrafted, instantaneous) or Random Gen with WorldGenSize 4096/6144/8192/10240/12288, whose first generation ranges from 5 minutes to 8 hours: always pre-generate with -generateworld and never restart mid-generation. Since V3.0 the 30 legacy properties (GameDifficulty, BloodMoonEnemyCount, LootAbundance, ZombieMove …) collapsed into the single SandboxCode: writing them anyway raises no error, they just silently stop working — the single biggest 3.x hosting trap. Server-side mods go in a Mods/ folder at the server root, and the server plus every client must run identical mod and game versions or you get an "incompatible version" error; EAC-incompatible mods also require EACEnabled=false.