Windrose Server Config Generator
Build a working set of ServerDescription.json, WorldDescription.json and
windrose_plus.json for your Windrose dedicated server — all three files in one tool, in the exact
on-disk format the server actually reads. Dropdowns for world difficulty and region, sliders for the mob, ship and
boarding multipliers, toggles for the co-op rules, plus the invite code and the WorldIslandId that ties the server
to its world. The fiddly bits are handled for you: the escaped tag-parameter keys WorldDescription needs are
serialized correctly, the world preset flips to Custom the moment you tune anything, and the two
island IDs stay in sync. Paste an existing config back in to keep editing it. Windrose is in Early Access, so
where a value's current behaviour is less certain we flag it with a ⚠ verify
badge rather than guess.
Server Identity & Access
Who can see and join the server, and the code players actually connect with. All of this lives in ServerDescription.json — the file that describes the server box, not the world rules. Players join with the invite code, not your IP address.
The name players see for your server. Empty by default. Set something short and recognisable — it's shown to anyone you share the invite code with. Has no effect on connectivity; purely a label.
The code players enter to join — Windrose connects by invite code, not by IP. 6+ characters, letters and digits, case-sensitive. Use the generate button for a random one, or set your own memorable code. Hand this to your players; it's the whole join flow.
How many players can be on at once. Default 4, which is the recommended size in Early Access; co-op caps out around 8. Higher counts lean harder on the host and on a game still being tuned for larger crews — raise it gradually and watch performance.
Whether a password is required on top of the invite code. Off by default. Turn it on and set the password below for a private server where the invite code alone isn't enough to get in. Most small co-op servers leave this off and just keep the invite code private.
The join password, used only when Password Protected is on. Empty by default. If you enable protection above, set a password here or the toggle does nothing useful. Leave blank for an invite-code-only server.
Which relay region the server uses. Blank = automatic (the safe default — let Windrose pick). The known explicit codes are SEA, CIS and EU; no North America value has been seen, and the list may be incomplete in Early Access. Leave it on auto unless you have a specific reason and a confirmed code.
World Link & Identity
The single ID that ties the server to its world, plus the world's display name. The WorldIslandId in ServerDescription.json must match the IslandId in WorldDescription.json and the world's folder name on disk. A mismatch here is the #1 Windrose misconfiguration — so this generator keeps both IDs in lockstep.
The identifier that links the server to a specific world. Must match the IslandId field in WorldDescription.json and the world's on-disk folder name. Use generate to create one and sync it to both files at once — this field and the WorldDescription IslandId below always stay equal in this tool.
The WorldDescription.json copy of the island ID. Kept automatically equal to the World Island ID above — edit either one and both update. This is here so you can see exactly what lands in each file; you normally don't set it independently.
The display name of the world inside WorldDescription.json. Empty by default. Cosmetic — it labels the save, separate from the server name players see. Set it to keep multiple worlds straight on the host.
World Difficulty & Combat
The headline difficulty dials, all stored in WorldDescription.json. The multipliers below nest under WorldSettings.FloatParameters with escaped tag-name keys; this tool writes that format for you. The moment you change any value here, the world preset flips to Custom — that's how Windrose itself behaves. Use the difficulty chips at the top to load the official Easy / Hard curves.
The base difficulty profile: Easy, Medium (default), Hard, or Custom. Pick a clean preset and leave the multipliers alone and the file ships that preset with an empty settings block. Touch any multiplier or toggle below and the server — and this tool — switch it to Custom automatically. You rarely set this to Custom by hand; it happens for you.
A separate combat-feel switch — Easy, Normal (default) or Hard. Unlike the multipliers, this is a tag parameter: it nests under WorldSettings.TagParameters as a nested object (e.g. WDS.Parameter.CombatDifficulty.Hard). Setting it to anything but Normal counts as a customisation and flips the preset to Custom.
Multiplier on enemy health. Default 1.0. Higher means tankier mobs and longer fights; lower clears them faster. The Easy preset drops this to 0.7, Hard raises it to 1.5. Nests under WDS.Parameter.MobHealthMultiplier.
Multiplier on the damage enemies deal to you. Default 1.0. Easy lowers it to 0.6, Hard raises it to 1.25. The most direct "how punishing is combat" lever after mob health. Nests under WDS.Parameter.MobDamageMultiplier.
Multiplier on ship hull health — yours and enemies'. Default 1.0. Raise it so ships survive longer in naval fights; lower it for fragile, high-stakes boarding battles. Note the in-file key is plural, WDS.Parameter.ShipsHealthMultiplier.
Multiplier on damage dealt by ship weapons. Default 1.0 (range tops out at 2.5). Higher makes naval combat lethal and quick; the Hard preset bumps this to 1.25. Nests under WDS.Parameter.ShipsDamageMultiplier.
Scales how hard boarding actions are. Default 1.0. Easy lowers it to 0.7, Hard raises it to 1.5. Tune alongside ship health/damage for the naval-combat feel you want. Nests under WDS.Parameter.BoardingDifficultyMultiplier.
Co-op & Exploration
Shared-progress rules and the exploration assist, also in WorldSettings. The two stat-correction multipliers nest under FloatParameters; the two switches under BoolParameters. As with everything in WorldSettings, changing any of these flips the preset to Custom.
Whether quest progress is shared across the crew. On by default — the natural co-op choice, so everyone advances the story together. Turn it off if you want each player tracking their own quests. Nests under WDS.Parameter.Coop.SharedQuests.
Read this one carefully — the name is backwards. Off by default. Turning it on disables map markers, making exploration harder, not easier, despite what "Easy Explore" suggests. Leave it off for the guided experience; flip it on for a deliberately bare-map challenge. Nests under WDS.Parameter.EasyExplore.
Scales the co-op catch-up correction applied to player stats so crews of different progress stay viable together. Default 1.0. Lower it toward 0 to weaken the correction; raise it (up to 2) to strengthen it. Nests under WDS.Parameter.Coop.StatsCorrectionModifier.
The ship-specific version of the co-op correction. Default is 0.0, not 1.0 — so no ship correction is applied out of the box. Raise it (up to 2) to scale ships toward the crew's level. Nests under WDS.Parameter.Coop.ShipStatsCorrectionModifier.
WindrosePlus mod — everything below writes windrose_plus.json and only does anything if you've installed the third-party WindrosePlus mod. The mod must be installed, the server run as administrator, and it rebuilds its PAK on launch. If you're running vanilla, ignore this whole tab.
WindrosePlus — Multipliers
The five multipliers WindrosePlus actually applies, under a multipliers object. All default to 1.0 (vanilla feel). Competitors and old guides still list stack_size, weight, inventory_size, crop_speed and points_per_level — those are disabled in the current mod (points_per_level corrupted saves and was pulled in v1.0.8), so this tool deliberately doesn't emit them.
Multiplier on experience gained. Default 1.0. Raise it to speed up levelling on a boosted server (2× is a gentle boost, 5× is grind-free); the xp key in the mod's multipliers object.
Multiplier on loot quantity. Default 1.0. Higher means more drops per container and kill — pairs naturally with a higher XP rate for a fast-progression server. The loot key.
Multiplier on crafting efficiency — the current key is craft_efficiency (the old craft_cost name is stale, don't use it). Direction is unconfirmed: higher most likely means more efficient (cheaper or faster crafting), but verify on your build before relying on it. Default 1.0; presets leave it at 1.0 for that reason.
Multiplier on cooking speed. Default 1.0. Higher cooks food faster — a small quality-of-life boost so the stove isn't a bottleneck. The cooking_speed key.
Multiplier on resources gathered per harvest. Default 1.0. Raise it so gathering goes faster — the headline "boosted server" dial alongside XP and loot. The harvest_yield key.
WindrosePlus — Server, RCON & Live Map
The mod's own HTTP server, remote console, and optional public live map — all in windrose_plus.json, separate from the vanilla files. These do nothing without the WindrosePlus mod installed.
TCP port the WindrosePlus HTTP server (RCON + live map) listens on. Default 8780. Forward and firewall it only if you use RCON or the public live map. Nests under server.http_port.
Which local interface the mod's HTTP server binds to. Blank by default = all interfaces, which is what you want on a normal box. Set a specific IP only on a multi-homed host. Nests under server.bind_ip.
Turns on the mod's remote console. On by default in WindrosePlus. Set an RCON password below before exposing it — an open RCON with no password is a server-takeover risk. Nests under rcon.enabled.
Password for the mod's RCON. Empty by default. Set a long random one if RCON is enabled and reachable — anyone with this gets full remote control. Nests under rcon.password.
Whether the mod serves a public live map of the world. Off by default. Turn it on for a community server where players want a shared map; pair it with a token below. Nests under livemap.public.enabled.
Access token for the public live map. Empty by default. Used only when the live map is enabled — set a token to gate who can view it. Nests under livemap.public.token.
Advanced & rarely-touched ServerDescription.json settings — exposed for completeness. On a managed host you almost never change these. If you don't recognise one, the default is safe.
Server — Advanced
Direct-connection and proxy options for self-hosting outside the relay. These are single-source / lightly-documented for the current build, so they're badged ⚠ verify — leave them at default on a managed host.
The peer-to-peer proxy address the server uses. Default 127.0.0.1. Leave it as-is on managed hosts — the host sets up the relay for you. Only change it if you're running a custom networking setup and know what you're doing.
Switches the server to direct IP connections instead of the invite-code relay. Off by default. Turn it on only for a self-hosted box where you control the network — and then open the port below on both TCP and UDP. Most servers leave this off and rely on the invite code.
The port used when Use Direct Connection is on. Default 7777. Must be open on both TCP and UDP and forwarded on your router. Ignored when direct connection is off (the relay handles everything). Note: Windrose also auto-manages a read-only PersistentServerId in this file — don't add or change that by hand.
About the Windrose Server Config Generator
Windrose, the 2026 Early Access seafaring survival game, splits its dedicated server setup across three files. ServerDescription.json describes the server box — its name, player cap, password, the invite code players join with, and the WorldIslandId that points at the world. WorldDescription.json describes the world — its matching IslandId, name, difficulty preset, and a WorldSettings block of multipliers and toggles. windrose_plus.json is a separate file used only by the third-party WindrosePlus mod. This generator builds all three at once with dropdowns, sliders and toggles, then hands you valid files in the exact on-disk format — including the awkward escaped tag-parameter keys WorldDescription needs, which you do not want to hand-type. Outbound reference: the official Windrose dedicated server guide.
Three files, three jobs
Keeping the three files straight is most of the battle. ServerDescription.json is the server's front door: who can connect, with what code and password, and how many at once. WorldDescription.json is the world's rulebook: difficulty, mob and ship multipliers, co-op sharing. windrose_plus.json is bonus tooling — RCON, a live map, and five rate multipliers — and only does anything if you installed the WindrosePlus mod. The first two are vanilla and always present; the third is optional. The three tabs in this generator map exactly to the three files, and each tab is a complete, valid file you can paste straight in.
The WorldIslandId / IslandId / folder match
The single most common Windrose misconfiguration is a mismatched world ID. The WorldIslandId in ServerDescription.json must equal the IslandId in WorldDescription.json and the world's folder name on disk. Get any of the three out of step and the server loads the wrong world — or spins up a fresh, empty one — leaving admins convinced their save "disappeared." This generator keeps WorldIslandId and IslandId locked together: edit either field, or hit Generate, and both update at once. You still have to name the world's on-disk folder to match, but the two files will never disagree.
The escaped tag-parameter format
WorldDescription.json doesn't store its settings as plain keys. Instead, WorldSettings holds three sub-objects — FloatParameters, BoolParameters and TagParameters — whose keys are themselves escaped JSON strings, like "{\"TagName\":\"WDS.Parameter.MobHealthMultiplier\"}". It's fragile to hand-edit: one missing backslash and the server rejects the file. This tool serializes the escaping correctly every time, so you never count quotes. Combat difficulty is the odd one out — it's a tag parameter whose value is also a nested tag object ({"TagName":"WDS.Parameter.CombatDifficulty.Hard"}), and the generator handles that shape too.
The preset auto-flips to Custom
Windrose offers Easy, Medium and Hard world presets, but the moment you override any single value in WorldSettings, the server rewrites WorldPresetType to Custom. So a file that claims to be "Hard" with a tweaked mob-health value isn't really Hard any more — it's Custom with your values. This generator mirrors that exactly: pick a clean preset and leave the dials alone and it emits that preset with an empty WorldSettings {}; touch anything and it emits Custom with your full settings block. The difficulty chips at the top load the official non-uniform curves — Easy lowers mob health, mob damage and boarding; Hard raises mob health, mob damage, ship damage and boarding — not the flat values some other tools use.
WindrosePlus: a mod, and only five live multipliers
windrose_plus.json belongs to the WindrosePlus mod, which must be installed, run as administrator, and rebuilds its PAK file on launch. Current WindrosePlus applies exactly five multipliers: xp, loot, craft_efficiency, cooking_speed and harvest_yield. Plenty of guides and competing tools still list stack_size, weight, inventory_size, crop_speed and points_per_level — but those are disabled in the live mod. points_per_level was removed in v1.0.8 after it corrupted saves. This generator emits only the five working multipliers so you aren't shipping a file full of keys the mod ignores, plus the RCON and live-map settings the mod genuinely reads.
Edit while stopped, and other footguns
Windrose rewrites its config files when the server shuts down, so any edit you make to a running server is overwritten on the next stop. Always stop the server, edit, then start. A few more: the EasyExplore toggle is named backwards — turning it on removes map markers and makes exploration harder; the co-op ship-stats correction defaults to 0.0, not 1.0; and the region list is incomplete for the current build (no North America code has surfaced), so leave Region blank for auto unless you've confirmed one. Where the world save lives is version-dependent — recent builds use a path like R5/Saved/.../RocksDB_v2/.../Worlds/<id>/, but older guides reference plain RocksDB, so verify the exact path on your install.
Does this cover everything?
It covers every documented, working setting across the three files, by design — the everyday dials up front, the direct-connection options tucked into a collapsible Advanced section. A couple of things deliberately aren't editable fields: PersistentServerId in ServerDescription.json is auto-generated and read-only (don't touch it), and the disabled WindrosePlus multipliers are omitted because they no longer do anything. Where a value's current behaviour is uncertain — the region codes, the direct-connect fields, the craft-efficiency direction, the save path — it carries a ⚠ verify badge rather than being hidden or guessed at. And because Windrose is in active Early Access, expect the occasional key to shift between patches; paste an existing config back in and the import carries any keys this tool doesn't model through to the output untouched, so a round-trip never silently drops your settings.
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