|This page is a page in need of work. It might be outdated, or contain misinformation.|
The server software is used to host multiplayer games.
Command Line Options
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
These are the server options which can be found in the server.ini file located in the folder of your galaxy either at "AppData\Roaming\Avorion\galaxies\<galaxy name>" or ".avorion/galaxies/<galaxy name>" on Linux systems.
Some server options are reverted back to their default value depending on the scenario value in server.ini. One example is UnlimitedShipSize - if scenario isn't set to "3" it will revert back to "false" every time it's loaded.
|Seed||The random seed used for galaxy generation. Accepts upper and lower case letters and numbers.
Note the value depend on the initial server startup with galaxy creation. Is the startup done by console command and AvorionServer.exe the initial value is 0 unless the --seed argument is passed. Is the startup done by ingame server creation or the ServerRunner.exe then a random seed is created.
|Difficulty||The difficulty of the server. Accepts an integer between -3 and 3. (see Difficulty for detailed information)
Note in older versions of settings.ini this setting is named with a typo: Difficulity.
|HardcoreEnabled||Toggles hardcore mode server wide. Also called Perma-destruction is an effect where a player's ship, once destroyed, cannot be reconstructed at a repair dock, and all turrets and upgrades on the ship is lost. (see Difficulty for detailed information)
Default value depends on whether initial server startup runs with difficulty 2 or higher (Hardcore and above).
|Difficulty < 2: false
Difficulty >= 2: true
|InfiniteResources||Toggles infinite resources (or "creative mode") server wide||false|
|CollisionDamage||A multiplier for damage to colliding objects. Accepts floating-point numbers, e.g. 0.5 is 50% collision damage.||1|
|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.
|PlayerToPlayerDamage||Enables/Disables player to player damage server wide.||true|
|LogoutInvincibility||A player's ships are indestructible as long as the player is offline.||true|
|LogoutInvincibilityDelay||The time in seconds that a player must be offline until his ships become invincible.||30|
|ExplicitCallables||Keep this set to true. Disabling ExplicitCallables enables a ("HIGHLY DISCOURAGED" - quote by Developer) compatibility mode [Needs testing]||true|
|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|
|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|
|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|
|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|
|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|
|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|
|MaximumFightersPerSectorAndPlayer||The total number of fighters that can be in one sector at once, defaults to -1, meaning infinite.||-1|
|MaximumBlocksPerCraft||The total number of blocks that any ship can be made up of, defaults to -1, meaning infinite||-1|
|MaximumVolumePerShip||The total volume that ships can reach, defaults to -1, meaning infinite (Needs testing if it applies to AI)||-1|
|MaximumVolumePerStation||The total volume that stations can reach, defaults to -1, meaning infinite (Need testing if it applies to AI)||-1|
|MaximumPlayerShips||The total number of ships a player may own at any one time, defaults to -1, meaning infinite||-1|
|MaximumPlayerStations||The total number of stations a player may own at any one time, defaults to -1, meaning infinite||-1|
|MaximumBlocksPerTurret||The total number of blocks per turret||250|
|PlayerInventorySlots||The total number of player inventory slots||1000|
|AllianceInventorySlots||The total number of a single Alliance's inventory slots||1000|
|Version||Initial server version of the galaxy. [Needs testing]||1.0|
|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]|
|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|
|emptySectorUpdateInterval||The time between update steps of sectors without players.||0.5|
|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.||2|
|scriptBackgroundThreads||Number of concurrent threads that are used to run heavy script calculations that are called during gameplay, an example would be the generation of new ship models||2|
|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|
|sendCrashReports||Toggle whether crash reports are sent.||true|
|hangDetection||Toggle whether hang detection is on or off (hang detection identifies whether the server has crashed).||true|
|sendSectorDelay||Delay from sending sector.||2|
|placeInShipOnDeathDelay||Delay when player dies to place him in a ship again.||7|
|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|
|port||The default port to access the server on. Does not affect the TCP/UDP game traffic port or the query ports.||27000|
|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")||false|
|isAuthenticated||Privacy setting. Toggles Steam user authentication. (Identical to the ingame setting "Authenticate Users")||true|
|sendStatsToAdmins||Sends stats to the adminstrator if true.||true|
|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|
|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|
|description||A description for the server, shown in the server list.||An Avorion Server|
|password||Sets the password users attempting to join the server need to enter, if they enter incorrectly they will be kicked|
|pausable||Enables/Disables pausing the server||false|
|accessListMode||Determines whether the server uses a blacklist or a whitelist to restrict access.||Blacklist|
|steamIdOverride||[Undocumented / No discription found]||0|
Setting up your own server
A guide to setting up your own server can be found here Setting up a server.
Remote controlling the server via RCON
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.
The server creates a logfile that is located in %appdata%\Avorion\serverlog.txt.
The server software only supports ASCII characters. The server can thus only operate on paths that contain ASCII characters. This includes the log file.
When making edits to this file double check to make sure everything is correct. If there is a single mistake the game will remake the entire file with default settings with a new seed. This can lead to some save corruption, Make backups before editing.