Contents
How to Start with New World
Migrate a World
- Launch the game and click on Migrate from the main screen.
- Find the world you want to migrate, click on it and hit the Migrate button.
- Close the Migrate UI and click on Play to get to the new Server Browser.
- You should see the migration progress notification in the bottom right corner of the Server Browser.
Once the migration process completes (you should see “Migration complete”) or if there’s no notification at all (some migrations may be very quick), you should be able to play the world (it may require downloading the corresponding template as well – templates need to be downloaded only once, and only for worlds you run yourself – joining someone else’s world doesn’t require downloading any template).
Create a World
- Launch the game and click on Play from the main screen to get to the new Server Browser.
- Either click on the Create tab or on the “Create world” card in the Local tab.
- Set your world up as you please, make sure you check the Advanced settings as well, as there are many new options available.
- Click on “Create World”.
If you kept the “Launch world upon creation” flag, the world should get created (possibly the template could get downloaded) and you should get logged in automatically.
If you didn’t select that option, check the next section.
Play a Local World
- Launch the game and click on Play from the main screen to get to the new Server Browser.
- Click on Local, you should see all your local worlds available to be run.
- Click on a world and either download the corresponding template (only needs to be done once per template) or hit Play right away on that world.
When a world is launched properly you should see a notification in the bottom right corner, the game is spinning up the server behind the scenes and should log you into the world automatically.
Copy a World from One Computer/Account to Another
- Find where the world is stored (CV Worlds / Backups / Templates folders).
- Zip the world folder (just to make it easier to move it around).
- Copy it over to the same position on the other computer (unzipping it).
- Maybe edit the config_world.json file inside of the world folder so that it contains your Steam ID as owner instead of that of the other player (this isn’t strictly necessary unless you have activated whitelisting and your account isn’t whitelisted yet, as that would lock you out of the world).
- Once that’s done, launching the game you should see this new world in the Local tab and be able to play it.
Let Someone Else Join on the Same LAN
Worlds will be visible in the LAN tab only if they’re running in these two port ranges: 26900-26905 and 27015-27020 (this is a Steam requirement for the dedicated servers to be visible via LAN).
Since the game uses three ports (the specified base port and the next two ports, computed adding 1 and 2 to such base port), it’s better to stick to the start of such ranges – that is, either use 26900 or 27015.
As long as the world uses one of those two base ports no other steps should be necessary to let anyone join a world from within the same LAN – any running world should be visible in the LAN tab of any client running on any computer within the same LAN.
Let Someone Else Join From Anywhere
Only IPv4 is supported. You need a computer that actually gets an IPv4 directly or indirectly.
Worlds running only under IPv6 addresses wil not be visible by other players.
Make sure you know the port the world is running on.
The default ports used by the game are as follows:
- 26900 on UDP, to actually let players connect to the world.
- 26901 on UDP, to query the world state and let others see the world in the various lists (this is computed adding 1 to the base game port).
- 26902 on TCP, to serve the WebAdmin and to provide some more data to the connected clients (this is computed adding 2 to the base game port).
- Make sure you know the internal IP assigned to your computer.
- Make sure the above ports, with the proper UDP and TCP protocols, are forwarded to your internal IP.
Once all the above is done, anytime your world is running it should be visible in the Online tab of the Server Browser for any other player anywhere in the world – players would then be able to join by just clicking on Play on such worlds.
Join Someone Else’S World
- Launch the game and click on Play from the main screen.
- Click on the Online tab.
- Find the world you want to join and click on it.
- Click on the Play button on the world preview.
Joining someone else’s world does not require downloading any Template.
Making the World Findable While Not in the Public Lists
Regardless of how you host your world, as long as it can be joined at all (behind a LAN with Port Forwarding or on a remote server) you can set the world not to appear in the public lists by setting it as Private.
If you do so, other players need to know the IP address of your world to find it via the Direct Connection tab of the Server Browser accessible from the Play button.
If you’re hosting locally your IP address may change at any time when you restart the router, so that’s not really handy, cause you’d have to tell your friends your current public IP every time it changes. In such a case you can get a “no ip” service which lets you associate a domain name (such as myname.example.com) to your dynamic IP address, with maybe a small program to keep running on your computer to update the IP as it changes without any additional action on your end.
By doing so your friends will be able to find your world by putting that domain name in the Direct Connection tab along with the right port. Once a world is recorded there it will remain visible the next time the player launches the game, for faster access to your world.
If you’re running the world on a remote server you may live with a static IP and telling such info to your friends to be used in the Direct Connection tab without having to communicate changes every now and then, but even there, the best option would be to have a domain name that automatically resolves to the right IP address.
Protecting Your World
Regardless of how you have set your networking up, if someone is able to find your world (be it on the lists or by figuring out the IP + Port the server uses) they may be able to join your world. This is particularly true for other computers behind the same LAN (if you’re running the world locally) because those computers will be able to communicate with your computer even without any port forwarding set up in the Router.
Once a player has joined your world, depending on the World Settings you have selected, they may be able to pull and place blocks, create claims, use TNT and excavators and in general damage any unprotected build.
The only way to completely prevent someone from entering your world is to activate the Whitelist option in your world settings. Once that option is enabled, only whitelisted Steam IDs will be allowed entering the world.
If you want to allow players in yet prevent them from doing anything on free land, you can enable the “New players default to Visitor”; visitors aren’t allowed placing claims or building / digging anything.
Important: claim settings will override such “visitor” limitation, so if you have any claim which is set to “Default to Builder”, anyone will be a builder there, even players which are visitors for the world in general.
Make sure you fully understand how these permissions work, keep all the builds protected by claims and make sure the claims themselves don’t have the wrong settings giving permissions to unwanted players. When you place a new claim no one can do anything there apart from you, so an easy way to be sure a claim is set properly is just to remove the claim and place it again.
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