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Core Keeper Console Commands and Server Parameters: What Actually Exists

Core Keeper Console Commands and Server Parameters

Core Keeper has no built-in console, no chat commands and no RCON. There is no key that opens a command line, no /give, no /kick, and no admin password that unlocks one. That is the honest answer to the question most people are asking, and it does not change on a dedicated server.

What the dedicated server does give you is a real configuration surface: 16 documented launch parameters and a ServerConfig.json that holds most of them. Those are the levers for world mode, seed, season, player count, the Game ID, the password, the port and which platforms may connect. They are listed in full below, with the defaults and the limits, taken from the ARGUMENTS.txt and README.txt that Pugstorm ship inside the dedicated server itself.

Verified against the shipped build. Checked on September 17, 2026 against the current Core Keeper dedicated server (game build 1.2.1.5). The parameter list, the defaults and the limits below are quoted from the files that come with that download, not from a community wiki. Core Keeper 1.3 Riders of the Underground arrives on September 21, 2026 and may add to this list; re-read ARGUMENTS.txt after any major update.

What people are usually looking for

What you want to doIs it a command?What actually does it
Give yourself an itemNoCreative mode (set at world creation), or a community command mod
Kick or ban a playerNoStop the server and change the Game ID, or use a mod that adds moderation
Change the difficultyNo-worldmode, but only meaningfully at world creation
Change how many players can joinNo-maxplayers or ServerConfig.json, then restart
Set a passwordNo-password, and only for direct IP joins
Force a season (Halloween, Christmas)No-season
Stop the server cleanlyNoPress q in the server window

Every documented server parameter

All of these are command-line arguments. Most can also be set in ServerConfig.json; the two exceptions are called out in the table.

World

ParameterWhat it doesDefault and limits
-world INDEXWhich save slot to load, so one server can hold several worlds and switch between them0 to 29 inclusive
-worldname NAMEThe name connecting clients see in their network settingsQuote it if it contains spaces
-worldseed SEEDThe world generation and dungeon placement seed, exactly as in the clientAny string. Only applies when the world is first created. Omit for a random seed
-hashedworldseed SEEDThe same, but for a seed you only have in hashed form0 to 4294967295. Ignored if -worldseed is set
-worldmode MODEDifficulty: Normal, Hard, Creative or CasualDefault Normal. Switching between creative and non-creative after creation is not supported
-season SEASONForces a seasonal event: None, Easter, Halloween, Christmas, Valentine, Anniversary, CherryBlossom, LunarNewYearFollows the system date if omitted
-activatecontent A,BTurns on optional content bundles: AbioticFactor, BiomeStatues, GiantCicadaBossDungeon, GuaranteedOases, NatureBiomeCicadasPermanent. There is no way to undo it for that world
-activateallcontentTurns on every bundle not already activeSame warning: permanent
-datapath PATHWhere saves liveDefaults to a DedicatedServer folder under the normal save location

Access and networking

ParameterWhat it doesDefault and limits
-gameid IDFixes the Game ID players type to join, instead of a new random one each boot15 to 28 alphanumeric characters, and may not contain Y, y, x, 0 or O. Invalid values are replaced with a random ID
-password "PASS"The password for direct IP joinsMax 28 characters. Not used for Game ID joins, because the Game ID already carries that access
-port PORTBinds a port and switches the server to direct connections, which is what enables cross-playOmit it and the server uses the Steam relay and refuses direct IP joins entirely. Use 27015 for a server on the same LAN. Command line only, ignored in ServerConfig.json
-ip IPWhich local address to bind, IPv4 or IPv6Default 0.0.0.0. No effect unless -port is set. Command line only, ignored in ServerConfig.json
-maxplayers COUNTPlayer capDefault 8. Pugstorm warn that a higher count may need more resources or make the session unstable
-allowonlyplatform PRestricts joins to one of Steam, Epic, Microsoft, GOG, which turns cross-play offNo effect unless -port is set

ServerConfig.json

The server writes ServerConfig.json into its data path, and per the shipped README most of the arguments above can be set there instead of on the command line. Two cannot: -port and -ip are read from the command line only, and setting them in the file has no effect. If a change to the file appears to do nothing, check it is not one of those two before looking anywhere else.

The file also records what the server actually loaded, including which world slot. That makes it the first thing to read when an uploaded world does not appear: a world in the folder and a different index in the config look identical from the client side.

GameInfo.txt, and the log when there is no GameInfo.txt

On startup the server writes GameInfo.txt. It holds more than the Game ID:

  • any argument that was invalid or ignored, and why,
  • which platforms are allowed to join,
  • the local and public IP, the port, the password and the Game ID,
  • a ready-made IP;PORT;;PASSWORD string you can paste straight into the game's "Join Game Via IP" field, which fills every box at once.

The IP, port and password lines only appear if you started the server with -port. If GameInfo.txt is missing entirely, the server failed during setup: read CoreKeeperServerLog.txt in the same folder. That pair answers most "the Game ID does not work" reports without touching the network, and the connection troubleshooting checklist covers the rest.

Custom world generation parameters

The dedicated server has no world-parameters UI. To use your own, Pugstorm's documented route is to create the world in the normal Core Keeper client with the settings you want, copy the matching file out of the worldgenparams folder in that save directory into a worldgenparams folder in the server's data path, rename it to the world index you intend to use, and start a new world on that index. Match the seed too if you want the identical world rather than a different one with the same rules.

Community command mods

Mods are where in-game commands actually come from, including the item-giving and moderation commands people search for. Core Keeper ships a mod loader with the game, and Pugstorm run a Steam Workshop beta for mods alongside their own modding documentation. A mod's commands are not part of the dedicated-server contract, so:

  1. Read the mod's current documentation and compatibility notes; a command list from a year ago may not match the build you are on.
  2. Install it on a disposable copy of the world first.
  3. Give every player the same mod and version instructions.
  4. Back up before enabling it, and if the world stops loading remove only the newest change.
  5. Expect breakage on update day. A major update such as 1.3 routinely invalidates mods.

Do not treat a mod's /op, /kick or /ban examples as built-in features, and do not go looking for an RCON port: there is not one.

Safe admin checklist

  • Keep the Game ID private. Rotating it means restarting the server with a different -gameid, or without one for a fresh random ID.
  • Stop the server with q before copying or moving world files, and keep a dated copy of the worlds directory before an update or a mod rollout.
  • Do not open ports while diagnosing a Game ID problem. The Game ID path runs over the Steam relay and needs no port forwarding; -port is for direct IP and cross-play, and it is a separate decision.
  • Think twice before -activatecontent. It cannot be undone for that world.

Backups and where worlds live

Unless you set -datapath, dedicated worlds are under C:\Users\[USERNAME]\AppData\LocalLow\Pugstorm\Core Keeper\DedicatedServer\worlds on Windows and ~/.config/unity3d/Pugstorm/Core Keeper/DedicatedServer/worlds on Linux. Stop the server, copy the directory, and test the copy before making destructive changes. The troubleshooting guide lists the evidence worth collecting when a save fails.

Pugstorm's official dedicated server FAQ remains the reference for the supported startup and shutdown flow.

Related Core Keeper guides

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