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Windrose Server Settings Explained

Windrose spreads its dedicated-server config across three filesServerDescription.json (the server box and its invite code), WorldDescription.json (the difficulty preset and the mob, ship and co-op dials), and the optional windrose_plus.json (the WindrosePlus mod's multipliers, RCON and live map). Here's every setting that matters in plain English — defaults, sane values, and the two traps that catch most admins: the WorldIslandId that must match in three places, and the preset that silently flips to Custom.

Keys, defaults & ranges checked against the current GamesOMG generator · Windrose Early Access · last verified June 2026
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Don't want to hand-edit three JSON files?
This page explains what each setting does. To actually build them, the Windrose config generator writes all three files in the exact on-disk format — including the fiddly escaped tag-parameter keys WorldDescription.json needs, the auto-flip to Custom, and the two island IDs kept in lockstep. No counting backslashes. Renting a box instead of self-hosting? VanillaNodes has a step-by-step how to host a Windrose dedicated server walkthrough.
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The Three Files

Half the battle is keeping the three files straight — they do different jobs and live side by side in your server's config folder. Stop the server before swapping any of them in; Windrose rewrites its config on shutdown, so live edits get overwritten.

FileWhat it controlsRequired?
ServerDescription.jsonThe server's front door — name, invite code, player cap, password, region, the direct-connect options, and the WorldIslandId that points at the world.Always
WorldDescription.jsonThe world's rulebook — the matching IslandId, world name, difficulty preset, and a WorldSettings block of mob/ship multipliers and co-op toggles.Always
windrose_plus.jsonBonus tooling for the third-party WindrosePlus mod only — five rate multipliers, RCON, and an optional public live map. Vanilla servers ignore it.Mod only
Outbound reference: the official Windrose dedicated server guide. Because Windrose is in active Early Access, expect the occasional key to shift between patches — where a value's current behaviour is uncertain below, we flag it ⚠ verify rather than guess.
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Server & Access

Who can see and join, and the code they connect with — all in ServerDescription.json. Players join Windrose by invite code, not by IP address.

SettingWhat it doesDefaultRecommended
ServerNameThe name players see for your server. Purely a label — no effect on connectivity. Set something short and recognisable.(empty)your name
InviteCodeThe code players enter to join — this is the whole join flow. 6+ characters, letters and digits, case-sensitive. Hand it to your crew; keep it private if you want the server private.(empty)a 6+ char code
MaxPlayerCountHow many players can be on at once. Co-op caps out around 8; the field allows up to 10. Higher leans harder on the host and on a game still being balanced for big crews.44–8
IsPasswordProtectedWhether a password is required on top of the invite code. Off by default. Most small co-op servers leave this off and just keep the invite code private.falsefalse
PasswordThe join password — used only when password protection is on above. Leave blank for an invite-code-only server.(empty)blank
UserSelectedRegion ⚠ verifyWhich relay region the server uses. Blank = automatic (the safe default). Known codes are SEA, CIS and EU; no North America value has surfaced and the list may be incomplete in EA. Leave on auto unless you've confirmed a working code.(blank = auto)blank
Invite code, not IP: Windrose's normal join path is the relay — you share the invite code and players connect through it, no port-forwarding required. Direct IP connections are an opt-in Advanced option (below), not the default.
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World Difficulty & Combat

The headline difficulty dials, all in WorldDescription.json under WorldSettings. The multipliers nest under FloatParameters with escaped tag-name keys (e.g. WDS.Parameter.MobHealthMultiplier) — fragile to hand-type, which is what the generator is for. Change any value here and the preset auto-flips to Custom — that's how Windrose itself behaves.

SettingWhat it doesDefaultRange
WorldPresetTypeThe base difficulty profile: Easy, Medium, Hard or Custom. Pick a clean preset and leave the dials alone to ship that preset with an empty settings block; touch anything below and it becomes Custom automatically. You rarely set Custom by hand.MediumEasy / Medium / Hard
CombatDifficultyA separate combat-feel switch (a tag parameter, not a multiplier). Anything but Normal counts as a customisation and flips the preset to Custom.NormalEasy / Normal / Hard
MobHealthMultiplierMultiplier on enemy health — tankier mobs, longer fights. Easy preset uses 0.7, Hard uses 1.5.1.0×0.2–5
MobDamageMultiplierMultiplier on damage enemies deal to you — the most direct "how punishing is combat" lever. Easy 0.6, Hard 1.25.1.0×0.2–5
ShipsHealthMultiplierMultiplier on ship hull health (yours and enemies'). Raise it so ships survive naval fights; lower for fragile, high-stakes boarding. (In-file key is plural.)1.0×0.4–5
ShipsDamageMultiplierMultiplier on damage dealt by ship weapons — higher makes naval combat lethal and quick. Hard preset uses 1.25.1.0×0.2–2.5
BoardingDifficultyMultiplierScales how hard boarding actions are. Easy 0.7, Hard 1.5 — tune alongside ship health/damage for the naval feel you want.1.0×0.2–5
The presets aren't flat: Easy lowers mob health, mob damage and boarding; Hard raises mob health, mob damage, ship damage and boarding. Some other tools apply a single uniform multiplier — these are the official non-uniform curves.
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Co-op & Exploration

Shared-progress rules and the exploration assist, also in WorldSettings. Like everything in this block, changing any of these flips the preset to Custom.

SettingWhat it doesDefaultRecommended
SharedQuestsWhether quest progress is shared across the crew. On by default — the natural co-op choice so everyone advances the story together. Off if you want each player tracking their own.truetrue
EasyExplore ⚠ verifyThe name is backwards. Off by default. Turning it on disables map markers, making exploration harder, not easier. Leave off for the guided experience; on for a deliberately bare-map challenge.falsefalse
StatsCorrectionModifierScales the co-op catch-up correction so crews of different progress stay viable together. Lower toward 0 weakens it; raise toward 2 strengthens it.1.0×1.0
ShipStatsCorrectionModifierThe ship-specific version of the co-op correction. Default is 0.0, not 1.0 — so no ship correction out of the box. Raise (up to 2) to scale ships toward the crew's level.0.0×0.0

WindrosePlus — Multipliers (mod only)

These live in windrose_plus.json and do nothing without the third-party WindrosePlus mod installed (the mod must be present, run as administrator, and rebuilds its PAK on launch). Running vanilla? Skip this section. The current mod applies exactly five multipliers, all default 1.0.

SettingWhat it doesDefaultRange
xpMultiplier on experience gained. 2× is a gentle boost, 5× is grind-free.1.0×0.1–10
lootMultiplier on loot quantity — more drops per container and kill. Pairs naturally with a higher XP rate.1.0×0.1–10
craft_efficiency ⚠ verifyMultiplier on crafting efficiency (the current key; the old craft_cost name is stale). Direction unconfirmed — higher most likely means more efficient (cheaper/faster), but verify on your build.1.0×0.1–10
cooking_speedMultiplier on cooking speed — a small quality-of-life boost so the stove isn't a bottleneck.1.0×0.1–10
harvest_yieldMultiplier on resources gathered per harvest — the headline "boosted server" dial alongside XP and loot.1.0×0.1–10
Five live, not ten: old guides and competing tools still list stack_size, weight, inventory_size, crop_speed and points_per_level — all disabled in the current mod. points_per_level was removed in v1.0.8 after it corrupted saves. Setting them does nothing, so don't.
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WindrosePlus — RCON & Live Map (mod only)

The mod's own HTTP server, remote console, and optional public live map — also in windrose_plus.json, and likewise inert without WindrosePlus installed.

SettingWhat it doesDefaultRecommended
server.http_portTCP port the WindrosePlus HTTP server (RCON + live map) listens on. Forward and firewall it only if you actually use RCON or the public live map.87808780
server.bind_ipWhich local interface the mod's HTTP server binds to. Blank = all interfaces, which is what you want on a normal box. Set a specific IP only on a multi-homed host.(blank = all)blank
rcon.enabledTurns on the mod's remote console. On by default in WindrosePlus — set a password below before exposing it.truetrue (w/ password)
rcon.passwordPassword for RCON. Set a long random one if RCON is enabled and reachable — anyone with this gets full remote control of the server.(empty)long random
livemap.public.enabledWhether the mod serves a public live map of the world. Off by default. Turn on for a community server where players want a shared map.falsefalse
livemap.public.tokenAccess token gating who can view the public live map. Used only when the live map is enabled.(empty)a token if used
Open RCON is a takeover risk: if you enable RCON and forward its port, set a long random rcon.password first. An unauthenticated remote console is full control of your server.
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Advanced — Direct Connection

Direct-IP and proxy options in ServerDescription.json, for self-hosting outside the relay. These are lightly documented for the current EA build (hence ⚠ verify) — on a managed host you leave them at default and rely on the invite code.

SettingWhat it doesDefaultRecommended
P2pProxyAddressThe peer-to-peer proxy address the server uses. Leave as-is on managed hosts — the host sets up the relay. Only change for a custom networking setup.127.0.0.1127.0.0.1
UseDirectConnection ⚠ verifySwitches to direct IP connections instead of the invite-code relay. Off by default. Turn on only for a self-hosted box where you control the network — then open the port below.falsefalse
DirectConnectionServerPortThe port used when direct connection is on. Must be open on both TCP and UDP and forwarded on your router. Ignored when direct connection is off.77777777
Don't hand-edit PersistentServerId: Windrose auto-generates and manages this read-only key in ServerDescription.json. Leave it alone — adding or changing it by hand can break the server's identity.

Windrose Server Settings FAQ

How do I change Windrose server settings?
Edit the three files in your server's config folder — ServerDescription.json (the box + invite code), WorldDescription.json (the world rules), and windrose_plus.json (the WindrosePlus mod only). Stop the server first — Windrose rewrites its config on shutdown, so any edit to a running server is overwritten. Easiest path: build all three with the generator and drop them in.
Why did my Windrose world load empty or "disappear"?
Almost always a mismatched world ID — the #1 Windrose misconfiguration. The WorldIslandId in ServerDescription.json must equal the IslandId in WorldDescription.json and the world's folder name on disk. If any of the three differ, the server loads the wrong world or spins up a fresh empty one. Make all three identical and the save reappears.
Why does my preset say Custom when I picked Hard?
That's intended. The moment you override any value in WorldSettings, Windrose rewrites WorldPresetType to Custom. A "Hard" file with a tweaked mob-health value is really Custom with your values. To ship a clean preset, leave every dial at default; to tune, accept that it becomes Custom.
Do I need windrose_plus.json?
Only if you install the third-party WindrosePlus mod (which must run as administrator and rebuilds its PAK on launch). Vanilla servers ignore it. The current mod applies five multipliers — xp, loot, craft_efficiency, cooking_speed, harvest_yield — plus RCON and a live map. The old stack_size / weight / inventory_size / crop_speed / points_per_level keys are disabled (points_per_level was pulled in v1.0.8 for corrupting saves).
What does "Easy Explore" actually do?
The name is backwards. Off by default; turning it on disables map markers, making exploration harder. Leave it off unless you specifically want a bare-map challenge.
How many players can a Windrose server hold?
MaxPlayerCount defaults to 4 (the recommended EA size) and tops out at 10, with co-op tuned around 8. Raise it gradually and watch host performance. Players join with the invite code, not your IP.
🛡️ Don't want to run the box? VanillaNodes hosts Windrose — 12 GB guaranteed RAM, every one of these world settings as a labeled field in the panel, direct connect on by default. No slot pricing, no oversell.