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An annotated SE Dedicated.cfg file

Discussion in 'Groups & Dedicated Servers' started by Duluth, Apr 20, 2017.

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  1. Duluth

    Duluth Trainee Engineer

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    1
    //My SpaceEngineers-dedicated.cfg as of 2017-04-17. Our server is still young and not all settings below may be optimal. I have not tested if the "//" annotations will still allow this .cfg to function, meaning you may need to remove the annotations if you want to copy/paste this config to be used on your server. Some settings are redacted to remove our personal information (steamIDs, server names, etc). Not all settings are annotated because I was clueless about them. Also I need to give kudos to some anonymous person for pasting a lot of this info on PasteBin. Thanks Anonymous Dude!

    <?xml version="1.0"?> //dont mess with these parts (tells the game how to read the config)
    <MyConfigDedicated xmlns:xsd="https://www.w3.org/2001/XMLSchema" xmlns:xsi="https://www.w3.org/2001/XMLSchema-instance">
    <SessionSettings>
    <GameMode>Survival</GameMode> //gamemode (Survival or Creative)
    <InventorySizeMultiplier>10</InventorySizeMultiplier> //inventory size (astronaut is 400L x multiplier)
    <AssemblerSpeedMultiplier>10</AssemblerSpeedMultiplier> //speed of assembler
    <AssemblerEfficiencyMultiplier>10</AssemblerEfficiencyMultiplier> //efficiency of assembler (higher values make components cheaper in terms of ingots)
    <RefinerySpeedMultiplier>10</RefinerySpeedMultiplier> //speed of refinery
    <OnlineMode>PUBLIC</OnlineMode> //security (PUBLIC, FRIENDS, or PRIVATE) *for friends, you are better off using GroupID since friends doesnt work right
    <MaxPlayers>10</MaxPlayers> //maximum number of simultaneously connected players
    <MaxFloatingObjects>256</MaxFloatingObjects> //max number of components, ingots, and rocks floating around. deletes oldest when limit reached
    <MaxBackupSaves>5</MaxBackupSaves> //max number of backup saves. deletes oldest when limit reached
    <MaxGridSize>50000</MaxGridSize>
    <MaxBlocksPerPlayer>100000</MaxBlocksPerPlayer>
    <EnableBlockLimits>true</EnableBlockLimits>
    <EnableRemoteBlockRemoval>true</EnableRemoteBlockRemoval>
    <EnvironmentHostility>SAFE</EnvironmentHostility> //meteor shower frequency (SAFE is none, NORMAL is some, CATACLYSM is lots, and CATACLYSM_UNREAL is crazy)
    <AutoHealing>true</AutoHealing> //toggles whether characters heal after not taking damage for a while
    <EnableCopyPaste>true</EnableCopyPaste> //toggles whether copy and paste are available for creative players (includes spacemaster)
    <WeaponsEnabled>true</WeaponsEnabled> //toggles whether weapons are allowed to fire (can be placed, just doesn't work)
    <ShowPlayerNamesOnHud>true</ShowPlayerNamesOnHud> //toggles whether broadcasting of player names is enabled (even if true, can still be turned off individually)
    <ThrusterDamage>true</ThrusterDamage> //toggles whether thruster exhaust damages blocks and players
    <CargoShipsEnabled>true</CargoShipsEnabled> //toggles whether cargo ships will spawn
    <EnableSpectator>true</EnableSpectator> //toggles whether spectator view is available for creative players (includes spacemaster)
    <WorldSizeKm>500000</WorldSizeKm> //sets maximum width of world in KM(boundary is a CUBE, not a sphere, with radius of 1/2 world size around origin) *things outside get deleted
    <RespawnShipDelete>false</RespawnShipDelete> //toggles whether respawn ships are deleted automatically when its owner leaves the server or spawns a new one
    <ResetOwnership>true</ResetOwnership> //toggles whether all terminal blocks are set to ownership of "nobody" when finished welding / or being placed
    <WelderSpeedMultiplier>5</WelderSpeedMultiplier> //sets welding speed
    <GrinderSpeedMultiplier>5</GrinderSpeedMultiplier> //sets grinding speed
    <RealisticSound>true</RealisticSound> //toggles realistic sound update. If set to true, sounds will be muffled in space (where no one can hear you scream)
    <HackSpeedMultiplier>1</HackSpeedMultiplier> //speed penalty for grinding blocks that are not shared with you (grinderSpeed x hackSpeed = newGrinderSpeed) 1=no penalty
    <PermanentDeath>false</PermanentDeath> //toggles whether players lose ownership of all blocks when they spawn anywhere other than a med bay
    <AutoSaveInMinutes>5</AutoSaveInMinutes> //minutes between autosaves (aka backup saves)
    <SpawnShipTimeMultiplier>0</SpawnShipTimeMultiplier> //cooldown time for player spawning a respawn ship (lower numbers is shorter, higher is longer) 0 will disable
    <ProceduralDensity>0.5</ProceduralDensity> //affects number of asteroids. unsure of the algorithm, but 0.5 seems to provide an adequate amount.
    <ProceduralSeed>783762019</ProceduralSeed> //random 10 digit number that seeds the asteroid algorithm. Just enter any 10 digit sequence.
    <DestructibleBlocks>true</DestructibleBlocks> //toggles whether blocks can be damaged or destroyed
    <EnableIngameScripts>true</EnableIngameScripts> //toggles whether programmable blocks are allowed to run
    <ViewDistance>20000</ViewDistance> //max render distance for asteroids and grids from player (in meters) If you can't see any asteroids it may be because this number is too small
    <FloraDensity>20</FloraDensity> //multiplier for density of flora (trees and stuff) on planets
    <EnableToolShake>true</EnableToolShake>
    <VoxelGeneratorVersion>2</VoxelGeneratorVersion> //version of voxel generator (dont mess with this)
    <EnableOxygen>true</EnableOxygen> /toggles oxygen for a world (overrides oxyPressurization)
    <EnableOxygenPressurization>true</EnableOxygenPressurization> //toggles whether rooms can be pressurized
    <Enable3rdPersonView>true</Enable3rdPersonView> //toggles 3rd person view for ALL players (including spacemaster)
    <EnableEncounters>true</EnableEncounters> //toggles random deep space encounters (derelict ships and stuff)
    <EnableFlora>true</EnableFlora> //toggles whether trees and bushes will be generated for planet surfaces
    <EnableConvertToStation>true</EnableConvertToStation> /toggles whether you can switch a large grid from a ship to an immovable station
    <StationVoxelSupport>false</StationVoxelSupport>
    <EnableSunRotation>true</EnableSunRotation> //toggles the day/night cycle
    <EnableRespawnShips>true</EnableRespawnShips> //toggles whether players can spawn respawn ships
    <ScenarioEditMode>false</ScenarioEditMode> //toggles accessibility of scenario tools for all players
    <Scenario>false</Scenario> //toggles whether scenario conditions are applied to the world (winning/losing)
    <CanJoinRunning>false</CanJoinRunning> //unimplemented (will probably toggle whether scenarios and battles can be joined after starting
    <PhysicsIterations>4</PhysicsIterations> //number of physics steps (more steps is more computationally intensive, but provides more accurate physics (ie positioning and collisions)
    <SunRotationIntervalMinutes>240</SunRotationIntervalMinutes> //time in minutes for sun to complete a full rotation (overriden by enableSunRotation toggle) note: I wonder what Galileo would have to say about this explanation.
    <EnableJetpack>true</EnableJetpack> //toggles whether players can use the jetpack (overrides custom suit mods) (applies to all players, spacemaster included)
    <SpawnWithTools>true</SpawnWithTools> //toggles whether players will spawn with the default tools (welder, grinder, drill, gun, ammo)
    <StartInRespawnScreen>false</StartInRespawnScreen> //toggles whether players have to go through respawn screen (overrides players in cryo pods) (applies to host in local multiplayer)
    <EnableVoxelDestruction>true</EnableVoxelDestruction> //toggles whether voxels can be deformed (includes mining) (does NOT prevent voxel tools)
    <Ma:woot:rones>5</Ma:woot:rones> //sets max number of ai drones that can exist in the world at any one time
    <EnableDrones>false</EnableDrones> //toggles whether ai drones are auto-generated in space (will still exist if placed or called by cargo ships)
    <EnableWolfs>false</EnableWolfs> //toggles whether wolves are allowed to spawn. Man's best friend? I don't think so.
    <EnableSpiders>false</EnableSpiders> //toggles whether spiders are allowed to spawn. Spiders, why'd it have to be spiders.
    <FloraDensityMultiplier>1</FloraDensityMultiplier> //multiplier for flora density (multiplies with above floraDensity for true floraDensity)
    <EnableStructuralSimulation>false</EnableStructuralSimulation> //unimplemented (seems like structural integrity code from medieval engineers)
    <MaxActiveFracturePieces>50</MaxActiveFracturePieces>
    <BlockTypeLimits>
    <dictionary>
    <item>
    <Key xsi:type="xsd:string">Assembler</Key>
    <Value xsi:type="xsd:short">24</Value>
    </item>
    <item>
    <Key xsi:type="xsd:string">Refinery</Key>
    <Value xsi:type="xsd:short">24</Value>
    </item>
    <item>
    <Key xsi:type="xsd:string">Blast Furnace</Key>
    <Value xsi:type="xsd:short">24</Value>
    </item>
    <item>
    <Key xsi:type="xsd:string">Antenna</Key>
    <Value xsi:type="xsd:short">30</Value>
    </item>
    <item>
    <Key xsi:type="xsd:string">Drill</Key>
    <Value xsi:type="xsd:short">30</Value>
    </item>
    <item>
    <Key xsi:type="xsd:string">InteriorTurret</Key>
    <Value xsi:type="xsd:short">50</Value>
    </item>
    <item>
    <Key xsi:type="xsd:string">GatlingTurret</Key>
    <Value xsi:type="xsd:short">50</Value>
    </item>
    <item>
    <Key xsi:type="xsd:string">MissileTurret</Key>
    <Value xsi:type="xsd:short">50</Value>
    </item>
    <item>
    <Key xsi:type="xsd:string">ExtendedPistonBase</Key>
    <Value xsi:type="xsd:short">50</Value>
    </item>
    <item>
    <Key xsi:type="xsd:string">MotorStator</Key>
    <Value xsi:type="xsd:short">50</Value>
    </item>
    <item>
    <Key xsi:type="xsd:string">MotorAdvancedStator</Key>
    <Value xsi:type="xsd:short">50</Value>
    </item>
    <item>
    <Key xsi:type="xsd:string">ShipWelder</Key>
    <Value xsi:type="xsd:short">100</Value>
    </item>
    <item>
    <Key xsi:type="xsd:string">ShipGrinder</Key>
    <Value xsi:type="xsd:short">150</Value>
    </item>
    </dictionary>
    </BlockTypeLimits>
    <EnableScripterRole>false</EnableScripterRole>
    </SessionSettings>
    <LoadWorld />
    <IP>127.0.0.0</IP> //IP address of your server
    <SteamPort>8766</SteamPort> //port used by steam's server finder to query server status (no reason to change) Note: Your server is going to show up on Steam and there's no way to "padlock" it. But see GroupID statement below.
    <ServerPort>27016</ServerPort> /port used to send game data (can not have multiple servers on same port at the same IP address) Though 27016 is the default, your game server provider may issue you a differnt port.
    <AsteroidAmount>4</AsteroidAmount> //unsure if this is referenced in the program any more
    <Administrators>
    <unsignedLong>7656?????????????</unsignedLong> //administrator's steam id number. As of this date, this is the correct format. Not <GroupID64>
    <unsignedLong>7656?????????????</unsignedLong>
    </Administrators>
    <Banned>
    <unsignedLong>7656?????????????</unsignedLong> //If you end up banning people from the game, their SteamID will be added here automatically, no need to manually edit.
    </Banned>
    <Mods> //Correct nomenclature for adding mods during the intial server build. (THIS IS NOT how you add mods to an existing world. That requires changes to the .sbc file in the saved folder. Be sure to STOP the server before editing the .sbc file) These are example mods. You will need to go to Steam, find the mods you want and subscribe to them. These numbers are found in the URL of the Steam Mod. You can add as many mods as you like this way, however game loading time increases with more mods. Also, You'll find a lot of other formats out there. But this is the only one that worked for me as of this date.
    <unsignedLong>303808428</unsignedLong>
    <unsignedLong>544032930</unsignedLong>
    <unsignedLong>405640346</unsignedLong>
    <unsignedLong>472832143</unsignedLong>
    </Mods>
    <GroupID>1035??????????????</GroupID> // Steam Group ID. Entering this line is about the only way you'll be able to lock your server to only allow invited users. Make yourself a Steam group, invite your friends and enter the Steam Group ID here. When your friends try to join the server, it will first check to see if they are members of your group.
    <ServerName>WhateverYouWantYourServerNameToBe</ServerName>
    <WorldName>WhateverYouWantYourWorldNameToBe</WorldName>
    <PauseGameWhenEmpty>true</PauseGameWhenEmpty> //toggles whether simulation is paused when no players are online ("false" can lead to memory leaks sometimes)
    <IgnoreLastSession>false</IgnoreLastSession> //toggles whether the game should load information from when the game was last shut down, or simply the most recent save (seems to be pointless since it saves while shutting down)
    <PremadeCheckpointPath>D:\TCAFiles\Users\youraccountname\12345\Content\CustomWorlds\Star System</PremadeCheckpointPath> //VERY important. This where you define what basic world you start in. We chose Star System. Others are Earth Easy Start, Moon Easy Start, etc. If you don't define it here, it will default to Empty World which places you in empty space.
    </MyConfigDedicated>
     
    Last edited: May 2, 2017
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