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Playing with friends? Godlike.Host runs hosted Core Keeper servers from 10 data-center locations, with free DDoS protection.
Core Keeper dedicated servers read settings from two places: launch arguments and an optional ServerConfig.json. A launch argument takes precedence over the file according to a published server guide, so put temporary or per-instance overrides on the command line and keep stable defaults in the JSON file.
The settings that most often determine whether a server works are the world slot, world mode, player limit, game ID, password and network port. Use the server’s own ARGUMENTS.txt as the final authority for your build: parameter names and accepted values can change between updates.
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Stop the dedicated server before editing its configuration or changing launch arguments. Make a backup of the complete dedicated-server save directory first; a wrong -world value can make the server appear to have lost a world when it has actually opened a different slot.
- Confirm that the dedicated-server application is installed and updated to the same game version used by connecting players.
- Open the server folder and read
ARGUMENTS.txt. A guide reports that this file ships with the server from update 1.1.0 onward. - Record the current world slot, mode, game ID and port before making changes.
- Change one setting at a time, restart, and inspect the startup log for the value the process actually accepted.
Third-party hosting tutorials can include control-panel fields that do not exist on a self-hosted installation. The argument names below are the values reported for the dedicated server itself, not instructions for a particular hosting panel.
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Where Core Keeper gets its settings
Launch arguments
Arguments such as -world, -worldmode, -maxplayers, -gameid, -port and -password are appended to the command that starts the dedicated server. They are useful for separate scripts or multiple server instances because each instance can have its own values.
ServerConfig.json
An optional ServerConfig.json can hold persistent defaults. One published guide states that command-line values override values in this file. If a setting appears to be ignored, check both locations and remove the duplicate value from the lower-priority location before testing again.
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The parameter list is not guaranteed to remain stable across game builds. Read the copy of ARGUMENTS.txt shipped with your installed server after every major update; it is more relevant than an old community post or a hosting-provider article written for an earlier version.
World saves and slot selection
Set the slot with -world
The -world argument selects the save slot the dedicated server opens. When continuing a world created in single-player, the number must match the leading number in that save file’s name. For example, if the save filename begins with 3, use -world 3; do not choose a slot based only on the world’s display name.
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One guide reports a slot range of 0 through 29. Treat that range as a guide-specific observation rather than a guaranteed limit, and confirm the accepted range in your own ARGUMENTS.txt.
Moving an existing single-player world
- Exit the game and stop the dedicated server.
- Back up the original save.
- Copy the complete world save into the dedicated server’s save-data location. The default is reported as a
DedicatedServersubfolder under the game’s normal save location. - Identify the leading number in the copied save filename.
- Start the server with
-worldset to that number. - Check the startup log and join with a client to verify that the terrain, characters and progression are the expected ones.
If the server creates a fresh world instead, stop it immediately. Recheck the filename’s leading number, the actual save directory being used and whether a command-line -world value is overriding your JSON setting.
World seed behavior
-worldseed is used when a world is created for the first time. Changing it after a save already exists does not regenerate that world. To use a different seed, create a separate new slot rather than overwriting the established save.
World modes: choose before creation
The reported -worldmode choices are Normal, Hard, Creative and Casual. One guide maps them to numeric codes as follows:
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| Mode | Reported code | Use case |
|---|---|---|
| Normal | 0 |
Standard progression. |
| Hard | 1 |
Higher-difficulty progression. |
| Creative | 2 |
Build-focused play with creative rules. |
| Casual | 4 |
Lower-pressure progression. |
Another guide omits Casual, so verify the names and codes accepted by your installed build. Most importantly, the world mode cannot be switched between Creative and the other modes after the world is created. If the wrong mode was selected, make a new world in another slot and leave the original untouched.
Player limits and the max-players conflict
Maximum-player documentation is inconsistent. Most guides cite a default of eight players, while one ServerConfig example lists 100 as the default for maxNumberPlayers. A Pugstorm-attributed support statement specifies one to eight players on PC. Because these figures conflict, do not assume that entering 100 produces a supported 100-player game.
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|---|---|---|
-maxplayers |
Default 8 in most guides | Use the number your build documents; eight is the commonly cited PC limit. |
maxNumberPlayers in ServerConfig.json |
100 in one guide | Check the shipped configuration example and test with a small group before relying on a higher value. |
| Pugstorm-attributed PC support | 1–8 players | Treat eight as the supported ceiling unless current official documentation for your build says otherwise. |
Set the limit high enough for the intended group but not higher than the supported range. A client may fail to join, or the server may clamp the value, when an unsupported number is used. After changing it, restart and confirm the effective value in the log or in the server’s status output.
Game ID, password and administrator access
-gameid
The game ID identifies the session for joining. If it is empty, the server generates one at startup. Published guides disagree on the permitted length: ranges of 15–28 characters, a 23-character minimum and a 28-character minimum have all been reported. Because the rules conflict, let the server generate an ID or follow the exact length and character rules in your installed ARGUMENTS.txt. If you set one manually, use a unique, simple value and verify it in the startup output.
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-password
The password protects the session from uninvited joins. If no password is supplied, one guide reports that the server creates a random session password. Core Keeper does not use a separate administrator password in this setup; administrators use the game’s pause-menu controls. Store a manually chosen password in the launch script or JSON file with the same care as any other access credential, and avoid publishing it in a public server listing.
Port and network access
The reported default is UDP port 27015. If you change -port, use the same number in the server process, firewall rule and router forwarding rule. Forward UDP, not only TCP, when the server is behind a home router. Players on the same local network can test the server before you expose it to the internet; that separates game configuration problems from router or firewall problems.
Only one process can normally bind a given port on the same machine. For multiple servers, assign each instance a different UDP port and keep each instance’s save directory and world slot separate to prevent accidental cross-use.
Season selection
A reported season option uses -1 to mean the current season. The same guide says an explicit season value overrides date-based season selection. This behavior has low confidence because it comes from a single guide, so confirm the option and accepted values in your server’s argument file before depending on it for a long-running world.
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Save-data location and backups
The dedicated server normally stores data in a DedicatedServer subfolder beneath the default save location. The exact parent path depends on the operating system and installation method, so use the path printed by the server or shown in its configuration rather than assuming a fixed directory.
- Back up the entire folder, not only a single world file; metadata and player data may be stored alongside the world.
- Use a timestamped copy before changing
-worldmode, importing a save or upgrading the server. - Keep at least one backup from before each major game update.
- Test a backup by opening it on a separate slot or test instance, never by experimenting on the only production copy.
Hardware expectations
One hosting guide suggests 3–4 GB of RAM for a full eight-player lobby on a well-explored world. That is a planning estimate, not a guaranteed minimum or an official requirement. Exploration, entity counts, save size, operating-system overhead and other services can raise usage. Monitor memory and CPU while several players explore new areas, and leave headroom instead of allocating exactly the published estimate.
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A practical configuration workflow
- Install or update the dedicated server and read its bundled
ARGUMENTS.txt. - Choose an unused save slot and decide whether you are creating a new world or importing an existing one.
- For an import, match
-worldto the save filename’s leading number and copy the complete save into the dedicated-server data folder. - Select the world mode before first launch. Do not plan to convert Creative, Normal, Hard or Casual later.
- Set
-maxplayerswithin the limit documented by your build; use eight as the conservative PC ceiling while the conflicting 100-player value remains unverified. - Leave
-gameidempty for an automatically generated ID unless your build documents a valid manual format. - Set a password if the session should be private. Remember that this is a join password, not an administrator password.
- Keep UDP port
27015unless another service uses it; if you change it, update firewall and router rules together. - Start the server, read the log for the effective world, mode, player limit, ID and port, then connect with one client.
- Invite the rest of the group only after the test connection confirms that the correct save opened.
Troubleshooting by symptom
The server opens a new world
- Check that the copied save is in the dedicated-server data directory, including the reported
DedicatedServersubfolder. - Match
-worldto the filename’s leading number. - Look for a command-line value overriding
ServerConfig.json. - Stop the server before recopying files so it cannot create or rewrite the slot during the test.
Players cannot connect
- Confirm the game ID and password exactly as displayed by the server.
- Verify that the client and server are on compatible builds.
- Check that UDP 27015, or your replacement port, is allowed through the host firewall and forwarded by the router.
- For a local test, connect from the same network first; a local success with an internet failure points to network exposure rather than world settings.
The mode or player count seems wrong
- Remember that mode is fixed when the world is created; changing the argument later does not convert the existing world.
- Compare the effective startup value with both the launch command and JSON file.
- Use the build’s
ARGUMENTS.txtto resolve whether it expects a numeric mode code, a name,-maxplayersormaxNumberPlayers.
Settings reference
| Option | Reported behavior | Confidence and qualification |
|---|---|---|
-world |
Selects the save slot; one guide reports 0–29. | Medium; the range comes from one guide. |
-worldseed |
Used only when creating a world. | Medium. |
-worldmode |
Normal, Hard, Creative and Casual; one guide gives codes 0, 1, 2 and 4. | Medium; another guide omits Casual. |
-maxplayers / maxNumberPlayers |
Usually reported as 8; one JSON example says 100. | Low; values conflict. PC support attributed to Pugstorm is 1–8. |
-gameid |
Generated at startup when empty. | Low for manual length rules; published limits conflict. |
-port |
UDP 27015 by default. | Medium. |
-password |
Join password; a random session password is reported when omitted. | Medium; no separate admin password is used. |
season |
-1 means current season and reportedly overrides date-based selection. |
Low; single-guide report. |
| Save-data path | DedicatedServer subfolder under the default save location. | Medium; exact parent path varies by installation. |
Bottom line for a reliable server
Start conservatively: use the documented world slot, create the world in its final mode, keep the player limit within the supported eight-player PC range, leave game-ID generation enabled unless the build documents a valid manual format, and use UDP 27015 unless you have a reason to change it. Treat conflicting community values—especially the 100-player default and game-ID length—as unverified until your installed ARGUMENTS.txt and startup log confirm them.
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