Renown Server Config Generator
Build a working Game.ini, the Engine.ini tick-rate snippet, and the start script (Windows .bat or Linux .sh) for your Renown dedicated server — including the mandatory Epic Online Services launch arguments the server won't come online without. Fields for the browser name, player cap, RCON, and the repeated-key map rotation; sliders for the gather and crafting multipliers. Renown is in Early Access, so anything we couldn't confirm against the wiki is flagged ⚠ verify rather than guessed at.
Server Identity
Browser-facing name, MOTD, passwords, and region. Renown has no -SteamServerName launch argument — the name players see comes from ServerName= here. Auth runs through Epic Online Services, so there's no VAC/BattlEye toggle to set.
The name players see in the in-game server browser. This is the only way to name a Renown server — there is no -SteamServerName argument like other Unreal survival games. Keep it short and searchable.
Shown to players when they connect. Use it for rules, your Discord invite, or the wipe schedule.
Required to join. Leave blank for an open public server. Pair this with Private Session below if you want the server hidden as well as locked. Not the same as the admin password — keep them different.
Grants admin access in-game. A restart is required for a change to this to apply — Renown reads it at boot. Use a long random string; anyone who has it can run admin commands on your server.
On = the server is hidden from the public browser (friends/direct-connect only). Off (default) = listed publicly. Turn on for a private group server; usually paired with a join password.
Region tag for the browser. The valid codes aren't documented yet — leave this blank unless you've confirmed a value that works on your build, otherwise an unrecognised code can keep the server from listing correctly.
Players & Network
Player cap, ping limit, server queue, and the Engine.ini network tick rate. Max Players is read from two places — the game-instance section and [/Script/Engine.GameSession]. They must match, so the generator writes the same number to both.
Server-wide player cap. Renown reads this in two separate sections of Game.ini — the Renown_GameInstance block and [/Script/Engine.GameSession] — and they must agree. The generator emits the same value to both for you, so you only set it once here.
Players above this ping (in ms) get dropped. Default 180. Raise it for a globally-open server; lower it to keep matches tight for a regional community. 0 disables the kick.
On (default) = players who connect to a full server wait in a queue instead of being rejected outright. Off = a full server simply refuses new connections. Leave on for a busy public server. (Lives under [/Script/Renown_Combat.RenownDeveloperSettings] and uses lowercase true/false.)
Server network update rate, in Hz. Default 30. Higher feels snappier in combat but costs CPU and bandwidth — only raise it if your host can keep the frame time under budget at full population. Lives in Engine.ini under [/Script/SteamSockets.SteamSocketsNetDriver], not Game.ini.
On = forces first-person view server-wide (no third-person camera). Off (default) = players choose. Lives in Engine.ini under [SystemSettings], and unlike most settings it's written as 1/0, not True/False — the generator handles that for you.
Map Rotation
Pick the maps your server cycles through. The game mode is the map prefix — RSurv = Survival, RFFA = Free-for-all, RRaid = Raid, RLTS = Last Team Standing, RTDM = Team Deathmatch. So there's no separate PvP switch: choosing arena maps is choosing PvP. Each selection emits its own MapRotation= line (a repeated key, not a comma list), with the required _p suffix.
Tick every map you want in the cycle. The server rotates through them in order. Keep at least one selected — an empty rotation has nothing to load. Survival servers usually run a single map (Algara Isle); arena servers stack several modes. Names are emitted exactly as the engine expects them, including the _p suffix and no spaces.
RCON (Remote Console)
Remote console access for moderation tools and admin scripts. The port also goes into the start script as -RCONPort= so the binding matches at boot. Always set a password if RCON is enabled — an open RCON port is a free admin login for anyone who finds it.
On (default) = the remote console listens for tools like an RCON client or a Discord moderation bot. Off = no remote console at all. If you turn this on, set a password below — an unprotected RCON port is a serious risk.
TCP port the remote console listens on. Default 25575. The start script passes the same value as -RCONPort= so the launch binding and the config agree. Change it if 25575 is taken on the host.
Password an RCON client must supply to connect. Leave RCON disabled or set a strong password here — an empty password on an enabled, exposed RCON port lets anyone run admin commands. Use a long random string, different from the admin password.
How many recent chat messages RCON keeps available to pull, default 30. Relevant for chat-relay bots that fetch the backlog. Higher = more history retained; mostly left at default.
Save & Wipe Schedule
The save slot name and the optional scheduled wipe — Renown's built-in "reset the world every N weeks" system, mostly relevant to Survival servers. The wipe timing fields below only do anything when the schedule toggle is on.
The named save slot the server loads and writes. Default Save 1. Change it to start a fresh world without overwriting an old one, or to keep multiple worlds on the same install.
On = the world resets automatically on the schedule below. Off (default) = no automatic wipes; the world persists until you wipe it manually. Survival servers often run a regular wipe to keep the economy fresh; the wipe fields below are ignored while this is off.
How many weeks between automatic wipes. Default 7. Only applies when the scheduled wipe above is on.
Day the wipe lands on, as a number 0–6. Default 5, believed to be Friday — but the exact day mapping isn't documented, so confirm it against your own server before scheduling anything important around it. Only applies when scheduled wipe is on.
Time of day the wipe runs, 24-hour HH:MM. Default 18:00 (6pm). Only applies when scheduled wipe is on. Pick a low-traffic hour for your players' timezone.
How often, in seconds, the server checks whether it's time to wipe. Default 300 (5 minutes). Lower = the wipe fires closer to the exact minute; higher = less overhead. Only applies when scheduled wipe is on.
Survival Multipliers
Gather, currency, crafting, and smelting rates for the Survival game mode. These live under the Renown_Survival_GameMode section and only matter on Survival maps (the RSurv- prefix). Arena modes ignore them. Default 1× is vanilla; raise for a faster, more casual progression curve.
How much you harvest per resource node. Default 1.0. The single most-tweaked Survival dial — 2× roughly halves the gather grind without trivializing it; 5× turns gathering into a formality.
Multiplier on gold coin income. Default 1.0. Raise it to speed up the in-game economy on a boosted server; leave at 1.0 for vanilla pacing.
Global multiplier on crafting speed. Default 1.0. Higher = items craft faster. A common quality-of-life bump on community servers so players spend less time waiting at the bench.
Global multiplier on smelting speed. Default 1.0. Higher = ore processes into bars faster. Usually moved in step with the crafting multiplier so the whole production chain feels consistent.
Advanced / Unverified
These keys are plausible but not confirmed against the Renown wiki. They live in the same Renown_Survival_GameMode section as the multipliers above. They're left at default (off / blank) and only written to Game.ini if you actually change them — so an untouched server file stays clean. Test on a throwaway save before trusting them in production.
Believed to scale how long harvested nodes take to respawn. Unverified key — only emitted if you change it. Direction (higher = slower vs faster) is unconfirmed, so test on a throwaway world first.
Believed to scale the upkeep cost of player structures. Unverified key — only emitted if you change it. Set to 0 to (in theory) disable upkeep entirely, but confirm the behaviour on a test save before committing.
Believed to scale how fast unmaintained structures take decay damage. Unverified key — only emitted if you change it. Set to 0 to (in theory) stop decay; verify before relying on it.
Believed to cap how many players can belong to one banner (clan/group). Unverified key — only emitted if you change it from 0. 0 here means "don't write the key" (use the game default); set a positive number to attempt a cap, and test it.
Launch Script & Boot
The start script wraps Renown_CombatServer.exe (Windows) or Renown_CombatServer.sh (Linux) with the boot-time flags — ports, log, RCON, the INI paths, and the mandatory Epic Online Services credentials. Without the EOS args the server starts but never registers, so it stays invisible and unjoinable. The ports below feed the launch arguments; restart-loop, SteamCMD update, and log redirect are start-script options.
UDP game port players connect on, passed as -PORT=. Default 7777. Change it if you run multiple Renown servers on one box (give each a distinct game/query/beacon set).
Server-query port, passed as -QUERYPORT=. Default 27015. Used by the server browser to read your server's name and player count — keep it open in your firewall or the listing can show empty.
Unreal beacon port, passed as -BeaconPort=. Default 9999. Handles pre-join handshakes. Only change it if it collides with another service or a second server instance.
Wraps the launch in a loop so the server comes back automatically after a crash or planned restart. Recommended for unattended servers.
Runs steamcmd +app_update 1512690 before each launch so the server pulls the latest Renown dedicated build. Requires steamcmd on PATH (or beside this script). The server files come from Steam even though the server authenticates through Epic.
The script already passes -log -LOG=Server.log so Unreal writes its own log. Turn this on to also redirect the script's console output to a file for unattended boxes and after-the-fact crash diagnosis.
About the Renown Server Config Generator
Renown spreads its dedicated server configuration across Game.ini (the gameplay and identity settings, organized under Unreal-style [section] headers), Engine.ini (the network tick rate and a first-person toggle), and a start script that runs the server with its boot-time arguments. This generator builds all of them in one pass — text fields for the browser name and passwords, a checklist for the repeated-key map rotation, sliders for the Survival multipliers, and the mandatory Epic Online Services credentials baked into the launch arguments. Renown is in Early Access, so the keys move; anything we couldn't confirm against the official Renown INI files wiki is flagged with a ⚠ verify badge instead of presented as gospel.
The Epic Online Services args (the #1 reason a Renown server won't list)
This is the gotcha that catches almost everyone: Renown's dedicated server installs from Steam (SteamCMD app 1512690) but authenticates through Epic Online Services. If you launch Renown_CombatServer.exe without the EOS DedicatedServerClientId and DedicatedServerClientSecret arguments, the process starts, the console looks fine — and the server never registers, so it never appears in the browser and nobody can join. The start script this generator produces includes both arguments. Those values are shared community credentials from the wiki and can rotate between patches, so if your server suddenly stops listing after an update, re-check them against the wiki — that's the first thing to verify.
Naming the server: there is no -SteamServerName
Other Unreal survival games let you pass -SteamServerName= on the command line. Renown does not. The browser name comes from ServerName= in Game.ini, under the Renown_GameInstance section. If you went looking for a launch-argument way to name the server and came up empty, that's why — set it in the INI.
MaxPlayers lives in two places
Renown reads the player cap from both the Renown_GameInstance section and the standard Unreal [/Script/Engine.GameSession] section of Game.ini. If those two numbers disagree you get inconsistent behaviour. The generator writes the same value to both from the single Max Players field, so they always match — but if you hand-edit later, remember to change both lines.
Map rotation is a repeated key, and the prefix is the game mode
Renown's MapRotation is not a comma-separated list. You write one MapRotation= line per map, and each map name needs its _p suffix with no spaces — for example MapRotation=RSurv-AlgaraIsle_p. The game mode is encoded in the prefix: RSurv = Survival, RFFA = Free-for-all, RRaid = Raid, RLTS = Last Team Standing, RTDM = Team Deathmatch. There is no separate "PvP on/off" switch in Renown — whether your server is PvP is decided entirely by which maps you put in the rotation. A Survival server rotates the RSurv- maps; an arena server stacks FFA/TDM/LTS maps. Tick the maps you want above and the generator emits the lines in order with correct casing.
Game.ini uses True/False, Engine.ini uses 0/1, and some keys are lowercase
Unreal config files aren't consistent about booleans and Renown inherits that. In Game.ini, most toggles are capital True/False (PrivateSession=False, EnableRCON=True) — but a few are lowercase true/false, like bEnableServerQueue=true and the wipe-schedule flag. In Engine.ini, the first-person toggle under [SystemSettings] uses 0/1, not True/False. The generator emits each key in the exact form the game expects, so you don't have to memorize which is which — but it's worth knowing if you ever edit by hand.
Where the config files actually live
- Linux:
Renown_Combat/Saved/Config/LinuxServer/Game.iniand the matchingEngine.iniin the same folder - Windows: the equivalent
WindowsServerpath underRenown_Combat/Saved/Config/ - The start script (
start_server.batorstart_server.sh) goes next toRenown_CombatServer.exe/Renown_CombatServer.shat the root of the dedicated server install
Always stop the server before editing the files. Renown runs on Unreal Engine, which rewrites its INIs on launch and shutdown — edit a file while the process is running and your changes get clobbered. Note too that AdminPassword only takes effect after a full restart.
What's flagged as unverified (and why)
Renown's Early Access status means parts of the config are still undocumented. Three things carry a ⚠ verify badge in this generator: the valid Region codes (the wiki doesn't list them, so we leave the field blank by default), the Wipe Day of Week number-to-day mapping (5 is believed to be Friday but isn't confirmed), and the entire Advanced / Unverified section (GlobalResourceRespawnTimeMultiplier, GlobalMaintenanceCostMultiplier, GlobalDecayDamageMultiplier, MaxPlayersPerBanner) whose exact key names we couldn't confirm. The Advanced keys stay at default and are only written if you change them, so an untouched config file never carries an unverified line. Test them on a throwaway save before relying on them, and if you confirm or correct one, hit the ⚠ Report an issue button so we can update the page.
What's NOT in here (and why)
- A separate PvP toggle — there isn't one. PvP in Renown is driven by the map rotation (arena prefixes vs. the Survival prefix), not a config flag.
- Day/night cycle speed, NPC spawn rate, player damage multipliers — these appear in some third-party "Renown settings" lists, but they aren't real Renown keys. They look like they were copied from other survival games. Putting them in would be inventing settings, so they're left out.
- A
ServerHostSettings.json— Renown doesn't use one. That file belongs to a different game (V Rising). Renown's config is the INI files plus launch args, full stop. - VAC / BattlEye toggles — Renown authenticates through Epic Online Services, not Steam anti-cheat, so there's no VAC/BattlEye switch to flip.
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