FortressCraft Evolved is a unique blend of Voxel Landscapes, Tower Defense, Crafting, Logistics, Exploration, Combat and Assembly lines. Players begin by crash-landing on a strange alien world, left with only a small handful of starting machines..
FortressCraft Evolved is a unique blend of Voxel Landscapes, Tower Defense, Crafting, Logistics, Exploration, Combat and Assembly lines. Players begin by crash-landing on a strange alien world, left with only a small handful of starting machines.
| Name | Github Profile |
|---|---|
| brainshead | https://github.com/brainshead |
FotressCraft Evolved requires up to 2 ports
| Port | default |
|---|---|
| Game | 27000 |
| RCON | 27001 |
This can be changed to any port.
| Requirements | Memory | Storage | CPU | Network |
|---|---|---|---|---|
| Minimal | 8 GB | 10GB | Decent Quad-Core CPU (3.2GHz+) | 1-2Mbit/s per client is a rough guide |
| Recommended | 8+ GB | 20GB+ (SSD) |
Most setting can be done by Panel Variable Settings.
World are saved at location : .config/unity3d/ProjectorGames/FortressCraft/Worlds
Copied from Steam Source
As always shutdown your server cleanly before youre toying around with the gamefiles.
The following Lines are copied (sort off) from the "FortressCraft Evolved Modding API.pdf" that can be found in the Installationdirectory fo FortressCraft in "...\SteamApps\common\FortressCraft\64\Default" (or ..\32.. when your playing in 32-Bit). (see Chapter 3 - 4 (specialy 4.1))
First get your Mod(s) to your Computer. Subscribe to it/them in the Workshop and wait for the Download to finish.
You will find the mods in the "...\Steam\steamapps\workshop\content\254200\WorkshopID" directory.
Head to the Directroy tree where the world and such is stored. (copy from the ModAPI.pdf) go to
Linux: /home/<user_name>/.config/unity3d/ProjectorGames/FortressCraft/
Windows: C:\Users\USERNAME\AppData\Local\ProjectorGames\FortressCraft\
and create the new Directory named WorkshopMods.
Now copy the files 1:1 over there with your favorite methode (i recommend zipping it, transfer with FTP and unzip it again in this folder).
Now open the local version of your world in FCE and configure which mods you want to use. Get the "modsettings.xml" from your World safe directory and upload it in the World on the server (same spot as local). Make sure you get the modsettings.crc, modsettings.bak and modsettings.bak.crc as well on the server. FCE tries to repair a changed File (which it uses the CRC's for). Alternativly, delete the just mentioned files on the server so you only have the modsettings.xml left.
Start your server, select the mods you activated on the world, join and have fun with your new Content.
| Name | Tag |
|---|---|
| Debian STEAMCMD | ghcr.io/ptero-eggs/steamcmd:debian |
This is a required setting and cannot be set to anonymous.
Steam User Password
The ID corresponding to the game to download and run using SRCDS
Steam account auth code. Required if you have 2fa enabled
This is to auto-update the game server
Installs beta branch if specified.
Server name
RCON Port
RCON Password
Max Players (default is 64)
Specific World to load by the server at startup
Should the Server list itself on the Publicserverlist? If you set this to true everybody might join. Griefers might/will do what they want on the server, be sure to take measures.
Should the server go to sleep when nobody is on it?
Choices are : Rapid, Plentiful, Scarce, Greg
Speed of conveyors : Slow, Fast
Power Choices : Scarce, Plentiful
Day Choices : Eternal, Normal, Night
#!/bin/bash
# steamcmd Base Installation Script
## just in case someone removed the defaults.
if [ "${STEAM_USER}" == "" ]; then
echo -e "steam user is not set.\n"
echo -e "Using anonymous user.\n"
STEAM_USER=anonymous
STEAM_PASS=""
STEAM_AUTH=""
else
echo -e "user set to ${STEAM_USER}"
fi
## download and install steamcmd
cd /tmp
mkdir -p /mnt/server/steamcmd
curl -sSL -o steamcmd.tar.gz https://steamcdn-a.akamaihd.net/client/installer/steamcmd_linux.tar.gz
tar -xzvf steamcmd.tar.gz -C /mnt/server/steamcmd
cd /mnt/server/steamcmd
# SteamCMD fails otherwise for some reason, even running as root.
# This is changed at the end of the install process anyways.
chown -R root:root /mnt
export HOME=/mnt/server
## install game using steamcmd
## install game using steamcmd
./steamcmd.sh +force_install_dir /mnt/server +login ${STEAM_USER} ${STEAM_PASS} ${STEAM_AUTH} $( [[ "${WINDOWS_INSTALL}" == "1" ]] && printf %s '+@sSteamCmdForcePlatformType windows' ) +app_update ${SRCDS_APPID} $( [[ -z ${SRCDS_BETAID} ]] || printf %s "-beta ${SRCDS_BETAID}" ) $( [[ -z ${SRCDS_BETAPASS} ]] || printf %s "-betapassword ${SRCDS_BETAPASS}" ) ${INSTALL_FLAGS} validate +quit ## other flags may be needed depending on install. looking at you cs 1.6
## set up 32 bit libraries
mkdir -p /mnt/server/.steam/sdk32
cp -v linux32/steamclient.so ../.steam/sdk32/steamclient.so
## set up 64 bit libraries
mkdir -p /mnt/server/.steam/sdk64
cp -v linux64/steamclient.so ../.steam/sdk64/steamclient.so
#Custom Commands
SOURCE_DIR="/mnt/server/Default/Example Server Ini files"
TARGET_DIR="/mnt/server/Default"
echo "Copying default server ini files..."
if [ -d "${SOURCE_DIR}" ]; then
cp -v "${SOURCE_DIR}/firstrun.ini" "${TARGET_DIR}/" 2>/dev/null || echo "firstrun.ini not found"
cp -v "${SOURCE_DIR}/serveroverrides.ini" "${TARGET_DIR}/" 2>/dev/null || echo "serveroverrides.ini not found"
else
echo "Warning: ${SOURCE_DIR} does not exist, skipping ini copy"
fi
# Remove comment lines starting with --
sed -i '/^[[:space:]]*--/d' /mnt/server/Default/firstrun.ini
# Remove inline comments after values (e.g. "greg --comment")
sed -i 's/\s*--.*$//' /mnt/server/Default/firstrun.ini
echo " Cleanup INI file layout "
echo "-----------------------------------------"
echo "Installation completed..."
echo "-----------------------------------------"| Installation Image | ghcr.io/ptero-eggs/installers:debian | Installation Entrypoint | bash |
|---|