Windrose¶
Staging — awaiting client validation
Local server startup, at least five-minute stability, and generated configuration persistence on restart passed. Public networking, relay access, player joining, server-browser discovery, and gameplay remain unverified.
Swarm Hosts offers this vanilla dedicated server for evaluation. Read Staging games before inviting players.
Requirements¶
Start with 4 CPU cores and 12 GiB memory on a Linux host with fast storage and enough free disk for server downloads and backups. These are evaluation allocations, not a promise of performance at maximum player count. This wrapper uses a pinned publisher-provided native server image. Initial world generation can take several minutes. The dated evaluation covers that image and its bundled server build; later images require another evaluation.
Launch and settings¶
- Choose Windrose from Staging and select a host with sufficient capacity.
- Use a new disposable test deployment and review the offered settings.
- Launch, inspect startup logs, and monitor resources before attempting a client connection.
This entry evaluates the publisher-provided native Linux server image with its initial world and a maximum of four players. Generated invitation and world identifiers stay in persistent storage. An earlier attempt failed during world reload; the bounded repeat passed. Server discovery, player joining, and progression remain unverified.
| Setting | Default |
|---|---|
| Server name | Swarm Windrose |
| Max players | 4 |
A join password is optional where offered. Use the launch form's accepted characters and limits. Raw launch arguments and game-specific administration are unavailable.
The internal routes are 7777/TCP, 7777/UDP. Share the assigned public player endpoint shown on the server page; public relay ports can differ from container ports. A local query response does not establish public reachability or listing. See Relays and Port Forwarding.
Connect¶
Use a client compatible with the current server build and follow the publisher's hosting guidance. Check the actual connection route with a game client, then disconnect, restart, and reconnect to evaluate your world. Client connection checks were deliberately deferred in this cohort.
Persistent data and backups¶
The persistent storage root is /home/ue_user/app/R5/Saved. Keep generated configuration
and saves together when moving a deployment. The restart check covers initial
server artifacts; player progression and backup restoration have not been
certified. Take an independent backup and restore into a disposable deployment
before trusting a valuable world. See the user guide.
Server Actions¶
Game-specific Server Actions are unavailable during staging. Platform lifecycle controls, settings, files, logs, monitoring, and backups remain subject to the game and your permissions; their presence does not certify game-side effects or a successful restore.
Mods & Content¶
Managed content installation is unavailable. The evaluated runtime is vanilla; custom maps, plugins, and mods need separate manual evaluation. Preserve a backup before changing files and repeat connection and persistence checks.