The server software is used to host multiplayer games.
Command Line Options[edit | edit source]
These are the arguments passed to the server via the command line.
- --help: show help message
- --port arg: listening port of the server Default: 27000
- --max-players arg: maximum number of online players Default: 10
- --save-interval arg: timestep between savings Default: 300
- --server-name arg: server name, will be displayed when queried - added in 0.10.1
- --galaxy-name arg: galaxy name, appended to datapath, final path will be [datapath]/[galaxyname] - added in 0.10.1
- --datapath arg: folder the galaxies will be stored in, will be prepended to galaxy name
- --admin arg: steam id(s) of the administrator(s) of the server
- --seed arg: seed of the server
- --difficulty arg: difficulty of the server, allowed values are: -3, -2, -1, 0, 1, 2, 3 Default: 0
- --infinite-resources arg: enable infinite resources for all players
- --collision-damage arg: amount of damage done to an object on collision, from 0 to 1. 0: no damage, 1: full damage. default: 1
- --same-start-sector arg: indicate if all players should start in the same sector
- --threads arg: specify the number of threads used to update the sectors
- -t [ --trace ] arg: tracing options. Can be more than one. Allowed values are: network scripting threading io database input error warning exception user game system debug sound gl all
- --exit-on-last-admin-logout: shut down when last administrator logs out
- --stderr-to-log: redirect std error output from console to log file
- --stdout-to-log: redirect std console output from console to log file
- --public arg: indicate if the server should allow other players to join
- --listed arg: indicate if the server should show up on public server lists
- --use-steam-networking arg: use steam networking and authentication for users
Server Configuration Options[edit | edit source]
These are the server options which can be found in the server.ini file located at AppData\Roaming\Avorion\galaxies\<galaxy name> (or .avorion/galaxies/<galaxy name> on Linux systems).
|BigWreckageDespawnTime||Time in seconds it takes for new (as in: not created by the generator but during gameplay, such as combat) large wreckages (more than 15 blocks) to disappear.||1800|
|CollisionDamage||A multiplier for damage to colliding objects. Accepts floating-point numbers, e.g. 0.5 is 50% collision damage.||1|
|Difficulity||Note the typo. The difficulty of the server. Accepts an integer between -3 and 3. [Needs testing]||0|
|InfiniteResources||Toggles infinite resources (or "creative mode") server wide||false|
|SafePlayerInput||[Experimental] If enabled, updates sent from players to server are double checked and only control input is accepted to avoid cheating/hacking.
Disabling this will result in much smoother performance at the time of this writing. Enabling this may result in very bad performance over slow networks.
|Seed||The random seed used for galaxy generation. Accepts upper and lower case letters and numbers.||[random]|
|SmallWreckageDespawnTime||Time in seconds it takes for new (as in: not created by the generator but during gameplay, such as combat) small wreckages (15 blocks or less) to disappear.||900|
|sameStartSector||Indicates if all players should start in the same sector. If false, a random empty sector on the outer rim is populated and used as the home sector for each new player.||true|
|startUpScript||Specifies a Lua script to run on server startup.||data/scripts/server/server.lua|
|startSectorScript||Specifies a Lua script to run when generating a start sector for a player.||startsector[.lua]|
|ColorDropChanceFromCraft||[Currently unused] The chance that a color will drop from a space craft when the craft is destroyed||0.05|
|ColorDropChanceFromBlock||[Currently unused] The chance that a color will drop from a block of wreckage when it is destroyed||0.0025|
|ResourceDropChance||[Currently unused] Chance of resources dropping from destroyed blocks||0.4|
|LootDiminishingFactor||[Currently unused] Multiplier that's applied to the value of a block/wreckage/ship to determine the dropped money and resources.||0.005|
|SystemDropChanceFromBlock||[Currently unused] The chance that a ship system will drop from a block of wreckage when it is destroyed||0.005|
|SystemDropChanceFromCraft||[Currently unused] The chance that a ship system will drop from an NPC space craft when the craft is destroyed||0.2|
|TurretDropChanceFromBlock||[Currently unused] The chance that a turret will drop from a block of wreckage when it is destroyed||0.005|
|TurretDropChanceFromCraft||[Currently unused] The chance that a turret will drop from an NPC space craft when the craft is destroyed||0.25|
|TurretDropChanceFromTurret||[Currently unused] The chance that a turret will drop from an NPC space craft when the turret is destroyed||0.025|
|emptySectorUpdateInterval||The time between update steps of sectors without players.||0.5|
|saveInterval||The time between server saves, in seconds.||600|
|sectorUpdateTimeLimit||The time that sectors which don't qualify for out-of-sector-simulation are kept within memory.||300|
|workerThreads||Number of concurrent threads that are used to update sectors. (Identical to the "Threads" setting ingame.)||1|
|generatorThreads||Number of concurrent threads that are used to generate new sectors while players are calculating nav routes.||Hardware Concurrency|
|aliveSectorsPerPlayer||Number of sectors kept alive for each player and alliance on the server, provided that there are player or alliance ships in that sector.||Multiplayer: 5
|weakUpdate||Indicates if the sectors without players should be simulated with a "weak" update, which is less accurate but a lot faster than the normal update step.||true|
|profiling||Toggles performance and memory profiling. Server performance may suffer slightly, but /status command will print a lot more detailed output.||false|
|immediateWriteout||[Deprecated in v0.12 and above] Controls whether ships and sector files are to be written to disk immediately after a player changes sectors.||true|
|broadcastInterval||The time between server mass update broadcasts in seconds.||5|
|isPublic||Privacy setting. If enabled, only one administrator is allowed on the server and the server will not show up on the LAN menu. (Same as the command line parameter -public)||true|
|isListed||Privacy setting. If enabled together with useSteam, the server will show up in public server lists. (Same as the ingame setting "List Publicly")||true|
|isAuthenticated||Privacy setting. Toggles Steam user authentication. (Identical to the ingame setting "Authenticate Users")||true|
|port||The default port to access the server on. Does not affect the TCP/UDP game traffic port or the query ports.||27000|
|useSteam||Determines whether the server is using Steam networking and can be joined via Steam, using options like "join game".||true|
|rconIp||The IP that the RCON server is bound to. If blank, listens on all interfaces.|
|rconPassword||The password that is needed to connect to the RCON server. If blank, RCON is disabled.|
|rconPort||The port the RCON server.||27015|
|accessListMode||Determines whether the server uses a blacklist or a whitelist to restrict access.||Blacklist|
|description||A description for the server, shown in the server list.||An Avorion Server|
|maxPlayers||The max number of players allowed on the server at one time||10|
|name||The name of the server, shown in the server list.||Avorion Server|
Setting up your own server[edit | edit source]
A guide to setting up your own server can be found here Setting up a server.
Remote controlling the server via RCON[edit | edit source]
If the RCON interface is enabled (meaning: an RCON password is set), the server can be remote controlled via RCON.
The following RCON clients are known to work:
- https://github.com/n0la/rcon [for command line, requires a little programming knowledge]
If not changed via config file or command line arguments, the default RCON port for Avorion is 27015.
Server log[edit | edit source]
The server creates a logfile that is located in %appdata%\Avorion\serverlog.txt.
Known issues[edit | edit source]
The server software only supports ASCII characters. The server can thus only operate on paths that contain ASCII characters. This includes the log file.