Core Keeper
World seed and mode, the game ID players join with, and how mods stand.
Everything in Your panel applies. These are the Core Keeper specifics.
Startup parameters
- World Name and World Index
- World Seed — determines terrain generation
- World Mode — normal, hard or creative
- Game ID — the code players use to join
- Max Players
Changing the seed does not regenerate an existing world. Core Keeper keeps the world already made; a new seed only matters for a new world.
The game ID
Core Keeper players normally join using a game ID rather than an IP address. The server generates one on first start, and it appears in the console output as well as in Startup parameters.
If players cannot find your server, the ID is the first thing to check — it changes if the world is recreated.
Mods
Core Keeper modding is a community effort rather than an official system. You have full file access, so you can install what the tooling supports, but expect two things: players need to match whatever you install, and game updates can break mods until authors catch up.
Take a backup before adding mods to a world you care about.
Memory
Plans start at 2 GB, comfortable for a small group on a fresh world. Core Keeper worlds grow as they are explored and dug out, so a long-running world uses more than a new one.
Players
There is no artificial cap from us — set the limit in Startup parameters. The practical ceiling is your plan's memory and how much of the world is active at once.
Backups
The server writes the world periodically and on a clean shutdown. Use Stop rather than Kill where possible, and take a manual backup before any big change.