Native Linux

MORDHAU workshop

Medieval Melee Combat · Medieval Melee / Multiplayer

Player tools indexed: 5 Admin consoles: 8

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 (5)

Instant interactive calculations and recipe planners

The direct-connect and steam://connect address; AMP builds its connect link from the query port 27015 while the main game port is 7777

#ports#connect
Open tool →

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

#hardware#upstream
Open tool →

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

#version#news
Open tool →

Server admin and config generation (8)

Config files, startup scripts and command wizards for running a server

Four ports across five readings; 7778 is RCON over TCP for AMP but PEER over UDP for the real container

#ports#instances
Generate config →

iptables and ufw flavours; because the role of 7778 is unresolved, both TCP and UDP are opened by default with the reason stated

#firewall#rules
Generate config →

appid 629800 with anonymous login; appinfo says oslist=windows,linux so both platforms are native and no Wine is involved

#install#SteamCMD
Generate config →

Validates upstream lists: splits the glued entry on line 45 of the LinuxGSM file and flags the 20 maps absent from the AMP enum

#rotation#validation
Generate config →

MORDHAU Ports & Protocols

Port Protocol Purpose
7777 TCP/UDP The main game port (AMP marks it Both and describes it verbatim as main game traffic; LinuxGSM and gamedig register UDP)
27015 TCP/UDP The Steam query port (A2S, protocol valve per gamedig; this is the port AMP puts into its connect link)
15000 TCP/UDP The beacon port (AMP verbatim: used for connecting players; opening only the query port leaves it listed but unjoinable)
7778 TCP/UDP Role unresolved: AMP treats it as RCON over TCP, the real container as PEER over UDP, LinuxGSM does not open it, and both ini copies still default RconPort to 0

MORDHAU Dedicated Server Install (SteamCMD)

SteamCMD appid 629800

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 629800 validate +quit

https://mordhau.com/

MORDHAU Config file paths

  • Mordhau/Saved/Config/LinuxServer/Game.ini
  • Mordhau/Saved/Config/WindowsServer/Game.ini
  • -GameIni=${servercfgfullpath}
  • MordhauServer.sh
  • Mordhau/Saved/Logs
  • MORDHAUEditor/mordhau/Mods/

Server notes

First, ports: the main game port is 7777, the query port is 27015 and the beacon port is 15000, and five sources agree on those three (AMP, LinuxGSM, node-gamedig, the Pterodactyl egg and the real container). The role and protocol of 7778 contradict each other upstream - AMP's ports.json reads verbatim "RCON Port / TCP / Port used for RCON traffic" while the real container's Dockerfile calls the same port PEER_PORT and exposes it over udp, and LinuxGSM never opens it - so this site registers both roles, opens both protocols by default and marks the item unresolved. Watch out for 27015: AMP's connect-link format uses the query port verbatim ($ApplicationPort2), which is why so many sources call it the server port; opening only it leaves the server listed but unjoinable. Second, there is no grade-A hosting documentation for this game: the official site links only legal, presskit and screenshots pages, /forum/ is an SPA shell with exactly the same byte count as the homepage, mordhau.wiki.gg returns 401, fandom and wiki.mordhau.com return 000, the steamcommunity guides page returns 000, the developer organisation Triternion has 0 public repositories, and ISteamNews for the dedicated-server appid returns 0 items. Every fact on this site therefore names the upstream artifact it came from (appinfo, the official LinuxGSM config repo, the AMP templates, node-gamedig, the Pterodactyl egg and four real community projects), and nothing is ever phrased as an official requirement. Third, versioning: appinfo returns empty depots and 0 branches for both 629800 and 629760, so no buildid exists; all that can be shown is the latest official patch announcement (MORDHAU Patch #30, 2024-11-06 08:00 UTC, author Titan) plus the two log regexes AMP registers, and confidence stays inferred. Fourth, config: 56 key slots in total (the LinuxGSM copy has 53, the community template 49, the real container 12, the AMP panel 10 parameters) across 3 sections, 2 of which are AMP panel-only parameters (map and CustomMapText) that are never written to the ini. 13 keys carry different defaults in different sources (8 are real value conflicts, for instance TeamDamageFactor at 0.25 / 1.0 / 0.5 and MaxSlots with five readings 8 / 16 / 16 / 20 / 48, while 5 are only placeholder-form differences). Fifth, there are three path mechanisms: the default location Saved/Config/{Linux,Windows}Server/Game.ini (AMP's metaconfig maps both), LinuxGSM naming its own copy with -GameIni=, and the real container overwriting the file with envsubst on every start, so hand edits are always lost on restart; AMP also registers SupportsLiveSettingsChanges=False verbatim, meaning a restart is required after any change. Sixth, RCON: AMP sets AdminMethod=SourceRCON with AdminPortRef=RemoteAdminPort, plus MaxRconPacketSize=4096 and three switches that default to off (bAllowJsonForRconClients, bRconTieredAdmins, bUseAdminTierSystem). RconPassword, AdminPassword and ServerKey are three separate credentials, and ServerKey appears in the LinuxGSM copy only with the literal value Key and no verifiable meaning. Upstream ships weak default passwords, so this site only ever emits placeholders and reports pasted secrets by length. Seventh, GSLT: the LinuxGSM config has no gslt line, install_gslt.sh has no branch for this game and AMP does not touch it, so no upstream requests or passes a GSLT; only that fact is registered, with no claim either way about whether one is needed. Eighth, maps: the AMP enum of 98 entries (including one custom-map template entry) is the only short-name to asset-path mapping available, distributed as SKM 21, TDM 18, FFA 16, FL 9, INV 9, HRD 8, DU 6, BR 3, DIH 3 and TF 4; the LinuxGSM copy has 60 rotation entries of which 20 are absent from that enum (including 9 SG_ modes, a prefix AMP does not have at all), the community lists have 42 entries of which 6 are absent, and the container's 21 entries are all covered. The map argument also has three forms and which one is canonical cannot be verified. Line 45 of the LinuxGSM copy reads verbatim MapRotation=SKM_ArenaFFA_Truce, i.e. two entries glued together by a lost newline, and the rotation tool on this site splits them while stating that this is a correction to the upstream file. Ninth, hardware: no CPU, memory or disk figure is published by the developer or by any of the four upstream sources, yet the player cap has five readings, so no per-player memory formula is offered and disk usage can only be measured by running app_update 629800. Tenth, mods: Mods and SpawnServerActorsOnMapLoad are keys written into Game.ini (per the community fragment files), with bDisableClientMods and bUseLegacyPakMounting as switches, and the server mod directory is MORDHAUEditor/mordhau/Mods/ per a community mod README. Eleventh, this site used to say the Wine build additionally needs the vcrun2022 runtime; none of the four upstream sources mentions Wine or any runtime and appinfo reports oslist=windows,linux, so both platforms are native - the claim has been removed and registered as unverifiable. Twelfth, the query channel: gamedig does list this game (port 7777, port_query 27015, protocol valve) while LinuxGSM leaves querytype empty and stats off, i.e. it does not query at all; both facts are shown side by side and serverProtocol stays steam_a2s with that difference explained.

FAQ

Which MORDHAU tools can I use online?
We list 5 tools for MORDHAU: Join a server, Connection triage, Hardware and upstream facts, Version anchor, Map and mode lookup. All of them run straight in your browser.
Do these tools cost anything or need installing?
No. Everything runs in the page: no install, no sign-up, no cost. Enter your values and the result appears instantly, and you can copy the generated configs and commands with one click.