# The Front Server Hosting - everything RE:NODE has published

> A The Front server on RE:NODE: plans, how the panel runs it, and every tutorial RE:NODE has published about it.

Generated from https://www.renode.space/game-servers/the-front, the live catalogue, the deploy docs, the panel guides and the RE:NODE blog. English. Source of truth for anything that changes: https://www.renode.space/game-servers/the-front.

Contents: what it is, plans and prices, panel how-to, tutorials, rules for the assistant.

## What it is

The Front dedicated servers — open-world survival, base building and vehicle combat, with anti-cheat on and autosaves every five minutes.

- Genres: Action, Indie, Massively Multiplayer, Simulation
- Developer: Samar Studio
- Released: 30 Oct, 2025
- Steam: https://store.steampowered.com/app/2285150/

### What comes with every The Front server

- Configured before you see it: The install runs, the configuration is written and the server starts. No first-boot checklist, and nothing left on a default password shared with every other The Front server on the internet.
- The real console: Live output, command input and the server's own logs - not a filtered summary. Web-server noise is folded behind a counter you can switch off.
- Files and SFTP: A full file manager with an editor, plus SFTP credentials. Upload mods, edit configs, pull a world down to your machine.
- 2-2 backup slots: Taken on demand or on a schedule, restored with a button. Deleting a server takes its backups with it, on purpose.
- 3 ports allocated: Add and remove ports yourself from the Network tab, including the query and RCON ports where the game wants them.
- People on the same server: Invite friends or staff with granular permissions - console only, files only, no billing - through subusers, roles and teams.

### Which The Front plan do you need?

Memory is what decides whether a server holds together, so start there. The Starter tier gives 6 GB and 2 vCPU, which suits a private group. The Advanced tier at 10 GB is where most public servers sit, and Premium at 14 GB exists for the servers that stay full.

Storage matters more than people expect once mods and backups are involved - plans here run from 30 GB to 80 GB of NVMe. Moving up or down a tier later does not rebuild your world; it changes the limits on the container you already have.

If you are not sure, take the middle tier. It is cheaper to move up after a busy weekend than to spend one explaining lag to your players.

More game servers: https://www.renode.space/ai/game-servers.md

### General questions

### Getting started

**How quickly is my server ready?**

Game, app, web and database servers are created the moment payment clears, usually inside a minute. The game or runtime is installed and started for you, and the console is live in your browser while it happens. VDS and dedicated servers are prepared by hand and delivered within 24 hours.

**Do I need to configure anything before it works?**

No. The install runs, the configuration is written, and admin passwords are generated for your server rather than shared with everybody else's. The exception is four games whose publisher issues a credential to a person - those say so on the shop before you pay, and ask for it on a Setup tab afterwards.

**Which games need a key from me?**

Counter-Strike 2 needs a Steam game-server token, Don't Starve Together a Klei cluster token, FiveM a Cfx.re licence, and DayZ, Project Zomboid, 7 Days to Die, Arma 3 and Unturned need a Steam account or token of your own. We cannot create any of them and we never share one between customers. Your server is built immediately and the installation waits until you paste yours in.

**Can I try before buying?**

There is no free tier. The entry plans start at $1.50 a month precisely so that trying something costs about as much as a coffee.

**Can Claude or ChatGPT set my project up?**

Yes, and the panel gives it what it needs. On a server's Console tab, pick a purpose and press Connect AI: the panel copies a private link with the runtime, the port the code must read from SERVER_PORT, the code path, the GitHub branch, the databases and the limits. Paste it into Claude, ChatGPT or any assistant that can open links; the same link followed by /mcp works as an MCP server URL. It stops by itself after 7 days unused. You can also connect Claude, or any MCP client, to your whole account at https://panel.renode.space/api/client/mcp. Linked repositories get a pre-flight check that shows what will break before a deploy, no AI needed. No password or token is ever shown to the assistant - the AI setup page explains it all.

### Running the server

**Do I get full file access?**

Yes - a complete file manager with an in-browser editor, plus SFTP credentials. There is no plan on which the file manager is disabled or read-only.

**Can I install mods and plugins?**

Yes. Upload them through the file manager or SFTP, or use the game's own workshop support where it has any. Nothing here whitelists which mods you are allowed to run.

**Can other people help me run it?**

Yes. Invite subusers with granular permissions - console only, files only, no billing - or build a team with a role and grant it access to several servers at once. Permissions are a union, so nobody loses access they were given elsewhere.

**What happens if my server runs out of memory?**

New servers are configured so the kernel stops the container and it restarts clean, rather than swapping and dragging the whole machine down. If a server restarts repeatedly we warn you on the server page and open a support ticket before anything is suspended - you get told twice before it stops.

**Is the CPU limit a hard limit?**

Yes, and it cannot be breached: the container is throttled to the share you bought. A server sitting at 100% is slow, not broken, and is never suspended for it.

### Backups and safety

**Are backups included?**

Every plan carries backup slots - two on the entry tiers, more further up. Take them on demand or on a schedule, and restore with a button rather than a support ticket.

**Where are backups stored?**

Off the machine they protect. A backup sitting on the same disk as the thing it is insuring covers you deleting your world and covers nothing at all about the disk failing.

**What happens to my backups if I cancel?**

Deleting a server deletes its backups with it, deliberately and including locked ones. Download anything you want to keep first - the panel lets you.

### Billing

**How do I pay?**

PayPal, card, your wallet balance, or bank transfer. Every method produces a proper invoice you can download or print, with our details and the bank account on it while it is unpaid.

**Can I pay in Georgian lari?**

The panel displays every figure in lari at the National Bank of Georgia's published rate, marks converted figures as approximate, and always shows the amount that will actually be charged. Invoices stay in the currency they were raised in, because an invoice is a demand for a specific amount.

**What happens when my subscription is due?**

An invoice is raised and emailed to you seven days before expiry, and again on the day. Paying it settles that same document rather than raising a second one.

**Can I upgrade or downgrade later?**

Yes, and it does not rebuild anything. Changing plan changes the limits on the container you already have - your world, files and database stay exactly where they are.

**Do you offer refunds?**

There is no automatic refund button. If a server cannot do what it was sold to do, open a ticket and we will sort it out - including refunding you. We would rather fix the plan than argue about the policy.

### Support and the honest bits

**How do I get help?**

Open a ticket from the panel - it reaches every member of staff and every administrator, not a queue aimed at nobody in particular. Attach a screenshot if it helps; attachments are private to your ticket rather than sitting at a guessable public URL. Discord is there for faster, less formal questions.

**Where are the servers?**

Germany, on hardware we run. That is one location: if you need players in another region on a low ping, say so before buying rather than after.

**Is there an uptime guarantee?**

We measure node availability every five minutes and report it in the panel rather than printing a number with four decimal places we have not earned. If something is down you will usually hear it from us first.

**Who actually runs this?**

A small team that writes the panel, the shop and the automation itself. When something is wrong the fix is a code change, which is why the list of things wrong keeps getting shorter.

## Plans and prices

Read from the live catalogue at 2026-10-15 03:31 UTC. Prices are in US dollars per month; checkout also takes Georgian lari and bills for 1, 3, 6, 12 or 24 months. Prices change - re-check on https://www.renode.space/game-servers/the-front or in the panel shop at https://panel.renode.space before quoting one.

| Plan | Price / month | Memory | CPU | NVMe disk | Databases | Backups | Ports |
|---|---|---|---|---|---|---|---|
| Starter | $15 | 6 GB | 2 vCPU | 30 GB | 1 | 2 | 3 |
| Standard | $20 | 8 GB | 2.5 vCPU | 40 GB | 1 | 2 | 3 |
| Advanced | $26 | 10 GB | 3 vCPU | 50 GB | 1 | 2 | 3 |
| Pro | $32 | 12 GB | 3.5 vCPU | 60 GB | 1 | 2 | 3 |
| Premium | $39 | 14 GB | 3.5 vCPU | 80 GB | 1 | 2 | 3 |


## Panel how-to

From the panel guides at https://www.renode.space/guides.

### Ordering a server

Ordering takes about a minute and happens in three screens: find what you want to run, pick a plan, and pay. Pay by card or PayPal and the server is set up the moment the payment goes through - you can watch it install in its console.

- Takes: About a minute
- Pay with: Card, PayPal or bank transfer
- Billed for: 1, 3, 6, 12 or 24 months
- Prices in: US dollars or Georgian lari

Open the shop and find what you want to run:

1. Sign in to the panel and open the shop. The tabs along the top are the product lines: VDS, Game Servers, App Hosting, Web Hosting and Databases.
2. Find your game - there is a search box - and press View plans. The card already shows the lowest price and the range of memory on offer.

Compare the plans and pick one:

3. Every plan lists its memory, CPU and NVMe storage, roughly how many players it suits, and what is included - updates, backup slots, file and SFTP access.
4. Press Get Started on the one you want. Not sure? Start smaller: you can move to a bigger plan later without losing your world.

Choose how long, then pay:

5. Pick a billing period - 1, 3, 6, 12 or 24 months. The total for the whole period is shown before you pay, so there are no surprises.
6. Pay with PayPal, or press Debit or Credit Card - paying by card does not need a PayPal account. The server is created as soon as the payment completes.

Paying by bank transfer instead: Prefer to pay from your bank? Choose bank transfer at checkout. The server is set up once the payment arrives, usually the next working day.

1. Switch the payment tab to Bank transfer. The account details for Bank of Georgia and TBC Bank appear, each with a Copy button.
2. Press Order & get invoice, then pay that invoice from your banking app, quoting the reference on it.

After you pay:

- The server appears under My Servers and installs itself. Open it to watch the install in the console.
- Your orders, invoices and subscriptions are under Finances in the side menu.
- Stuck at any step? Open Support in the side menu and raise a ticket.

### The console

Live output, a command line, power controls and the resource graphs. It is the server's own output rather than a filtered summary - if the game prints it, you see it.

- Start, stop, restart and kill, with the current state always visible.
- Command history with the arrow keys, and tab completion for common commands.
- Web-server noise - the internet knocking on doors that are not there - is folded behind a count you can switch off. A real error always prints.
- Graphs for memory, CPU and disk against your limits, so whether it is the plan or the mod is answerable.

### Files and SFTP

A complete file manager with an editor in the browser, plus SFTP credentials for the tools you already use. Upload a modpack, fix a config, pull a world down to your machine.

- Drag files in, or upload a folder. Archives can be unpacked in place.
- Edit any text file with syntax highlighting and save without downloading it.
- PDFs and images preview in the panel rather than downloading first.
- SFTP on the same credentials - use FileZilla, WinSCP or your editor's remote mode.

### Backups

Take one before you try something. Restore it when the something goes wrong. Lock the ones that matter so they are not rotated away.

- Slots on every plan - two on the entry tiers, more further up.
- Take one on demand, or on a schedule you set.
- Download any backup to your own machine.

> Important: Deleting a server deletes its backups, including the locked ones. A lock stops you removing a backup by accident; it is not a claim on the disk after the server is gone. Download what you want to keep before you cancel.

### Subusers, roles and teams

Give somebody the console without giving them your files, or the files without your billing. Three separate ideas, kept apart deliberately.

- A role holds permissions - what may be done.
- A team holds people.
- A grant joins a team to a server with a role, so adding a moderator to the team gives them the same access everywhere at once.
- Invite by link, by a join code, or by email address - and require approval on the codes if you would rather vet people.
- Access can be time-boxed, and expiry stops working immediately rather than overnight.

### Scheduled tasks

Restart nightly, back up before the restart, announce it to players first. Tasks run in order with delays between them, so a schedule can be a small routine rather than one action.

- Send a console command - a warning to players, a save, a world flush.
- Take a backup.
- Power actions: start, stop, restart.

### Games that need a key from you

A few games want a credential their publisher issues to a person - a Steam game-server token, a Steam account that owns the server files, a Klei cluster token, a Cfx.re licence. We cannot create one and we never share one between customers.

> Note: Those games say so on the shop before you pay. Your server is built immediately, and the game installation is held until you paste the value into a Setup tab, because installing without it produces a server with no game files in it and no explanation.

## Tutorials

1 posts, newest first. Each one follows in full after the list.

- [The Front dedicated server: setup and ports](https://www.renode.space/blog/the-front-dedicated-server-guide) (2026-10-07): Run a The Front dedicated server: SteamCMD install, the launch line, four ports, PvP and PvE settings, rates, admins, save intervals, wipes and troubleshooting.

---

### The Front dedicated server: setup and ports

Published 2026-10-07 by RE:NODE Team. https://www.renode.space/blog/the-front-dedicated-server-guide

The Front's dedicated server is a free SteamCMD download (app id `2334200`) with Linux and Windows builds, and it is configured almost entirely through launch parameters: server name, player cap, PvP or PvE, admin SteamIDs, save interval and dozens of gameplay rates are all `-Key=Value` arguments on one long command line (the Windows server manager writes the same keys into a `ServerConfig_*.ini`). It needs four UDP ports - game, beacon, query and a shutdown-service port - and it is a heavy Unreal Engine server: 6 GB of memory is a floor for a small group, 10 GB or more for a busy public world. The two settings that protect your world are a short `SaveWorldInterval` and a backup of the save folder before every update.

This guide covers installing and launching the server, the ports and why there are four, the settings that define the kind of server you are running, admins, saves and wipes, and the errors that stop people joining.

#### What a The Front server is

The Front is a survival game with base building, PvP or PvE, NPC cities and vehicles, built on Unreal Engine. The dedicated server holds one persistent world: every base, container, vehicle and player character is stored server-side and saved on a timer.

A few things shape how you run it:

- **Settings are launch parameters.** There is no single config file that you edit and the server reads, in the way many survival games work. On Linux and on most panels, every setting is a command-line argument; the Windows server manager tool keeps them in an ini and builds the line for you.
- **The world lives in a user folder.** The `-UserDir` argument tells the server where to keep its world data, and `-ConfigServerName` names the save. Change either and the server starts a fresh world while the old one sits untouched beside it.
- **Anti-cheat is on by default.** The game's anti-cheat (`UseACE`) is enabled and should stay that way for any public server.
- **Updates need care.** The game updates often, and community hosting templates warn against automatic updates because a bad update can leave an install broken. Update deliberately, with a backup taken first.

#### Requirements and resource usage

| Setup | RAM | CPU | Notes |
| --- | --- | --- | --- |
| 2-6 friends, PvE | 6-8 GB | 2 cores | The realistic minimum |
| 10-20 players | 8-10 GB | 2.5-3 cores | Bases and NPC activity add up |
| 30-60 players, public PvP | 12-14 GB | 3-3.5 cores | Memory grows with the world |
| Long-running world, many bases | 14 GB+ | 3.5 cores | Plan restarts and periodic wipes |

- **Memory** grows with the world: every structure, container and vehicle is held in memory. A server that starts at 5 GB can sit at 10 GB a month later on the same player count. Watch the peak, not the start.
- **CPU** is mostly one busy game thread plus helpers. Clock speed holds the server together when raids and NPC city attacks happen at once. [CPU vs RAM for game servers](https://www.renode.space/blog/cpu-vs-ram-for-game-servers) explains how to read which one is short.
- **Disk** is moderate for the install and grows with saves. NVMe shortens the hitch during world saves, which is when players notice a slow disk.

Do not size from the empty server. The Front's load is driven by what players build, and a fresh world is the lightest it will ever be. When the graphs show memory near the limit at peak, either restart more often, lower base limits, or move up a tier.

#### Installing and the launch line

```bash
$ steamcmd +force_install_dir /home/thefront/server +login anonymous \
    +app_update 2334200 validate +quit
```

On Linux the server binary is `ProjectWar/Binaries/Linux/TheFrontServer`, and it is started with the map token and a long list of parameters:

```bash
$ ./ProjectWar/Binaries/Linux/TheFrontServer ProjectWar_Start?DedicatedServer \
    -server -game -log \
    -ServerName="Iron Harbour PvE | EU" -ServerPassword= \
    -Port=7900 -BeaconPort=7901 -QueryPort=7902 -ShutDownServicePort=7903 \
    -OutIPAddress=203.0.113.10 \
    -ConfigServerName=ironharbour -UserDir="/home/thefront/saves/ironharbour/" \
    -QueueThreshold=40 -MaxQueueSize=20 -QueueValidTime=120 \
    -ServerFightModeType=1 -IsCanSelfDamage=0 -IsCanFriendDamage=0 \
    -SaveWorldInterval=300 -GreenHand=true -UseACE=true \
    -ServerAdminAccounts=76561198012345678;76561198087654321
```

On a panel host you do not type this line. Each of these values is a field on the Startup tab, and changing one is an edit and a restart. [SteamCMD explained](https://www.renode.space/blog/steamcmd-explained) covers the download side.

The parameters that define the server:

| Parameter | What it does |
| --- | --- |
| `-ServerName` | Name in the browser |
| `-ServerPassword` | Join password. Empty for public |
| `-ConfigServerName` | Identifies the save. Change it and you get a new world |
| `-UserDir` | Folder for world data. Back this up |
| `-OutIPAddress` | The public address advertised to players |
| `-QueueThreshold` | The effective player cap; players beyond it queue |
| `-MaxQueueSize` | How many may wait in the queue |
| `-QueueValidTime` | Seconds a queued player's place is held |
| `-ServerFightModeType` | `0` PvP, `1` PvE |
| `-SaveWorldInterval` | Seconds between world saves |
| `-ServerAdminAccounts` | Semicolon-separated SteamID64s with admin rights |
| `-UseACE` | Anti-cheat. Leave `true` |
| `-GreenHand` | New-player protection |

> [!WARNING]
> `-ConfigServerName` and `-UserDir` together identify your world. Typing a different value into either - even changing capitals - starts a fresh world on the next boot. Nothing is deleted, but players log in to an empty map and assume the worst. Write both values down next to your backups.

#### Ports: why there are four

| Parameter | Purpose | Protocol |
| --- | --- | --- |
| `-Port` | Game traffic | UDP |
| `-BeaconPort` | Handshake used while joining | UDP |
| `-QueryPort` | Steam query - the server browser | UDP |
| `-ShutDownServicePort` | Used to stop the server cleanly | UDP |

The defaults differ between published templates - some use `7900` to `7903`, others `27015` to `27018` - and it does not matter which you use as long as the four parameters match the ports actually open to the internet. Set them explicitly rather than relying on a default.

The classic failure is a server that appears in the browser but fails at the loading screen. That is the beacon port: the query port answered the browser, but the join handshake could not complete. A server that does not appear at all is usually the query port. [Game server ports explained](https://www.renode.space/blog/game-server-ports-explained) goes through why games split traffic like this.

`-OutIPAddress` matters on machines where the server cannot discover its own public address. If the browser shows your server with a private or wrong address, set it to the real public IP.

```diagram
title: What each The Front port is for
player = Player | Steam client
browser = Server browser | Steam
server = The Front server | one world
manager = Panel or manager | clean stop
player -> server : game + beacon
browser -> server : query port
manager -> server : shutdown service
```

On RE:NODE, The Front plans come with three port allocations; add the fourth on the Network tab before the first start, so all four parameters point at ports that are really yours.

#### The settings that define your server

Beyond identity and ports, The Front exposes a long list of gameplay rates. Nearly all default to `1` (normal), and they can be passed as parameters the same way as the settings above. Group them by the decision they represent.

##### PvP or PvE, and damage

| Setting | Values | Effect |
| --- | --- | --- |
| `ServerFightModeType` | `0` PvP, `1` PvE | The core choice |
| `IsCanSelfDamage` | `0` / `1` | Whether you can hurt yourself |
| `IsCanFriendDamage` | `0` / `1` | Friendly fire between teammates |
| `CHFDamagedByPlayer` | `0` / `1` | Whether players can damage bases |
| `CHFDamagedByNpc` | `0` / `1` | Whether NPCs can damage bases |
| `CHFDamagedByVehicle` | `0` / `1` | Whether vehicles can damage bases |

A PvE server that still allows base damage from NPCs keeps city raids meaningful. A PvP server that blocks base damage is a peaceful server with extra steps.

##### Progression and gathering

| Setting | Default | Effect |
| --- | --- | --- |
| `PlayerAddExpRate` | `1` | Global experience multiplier |
| `PlayerKillAddExpRate`, `PlayerFarmAddExpRate`, `PlayerCraftAddExpRate` | `1` | Experience by activity |
| `GMCraftTimeRate` | `1` | Crafting time multiplier |
| `GMTreeGainRate`, `GMOreGainRate`, `GMBushGainRate` | `1` | Gathering yields |
| `GMCropVegetableGrowRatio` | `1` | Crop growth speed |
| `IsUnLockAllTalentAndRecipe` | `0` | Unlock everything from the start |

Rates of 2 to 3 suit a small group with limited time. Beyond 5 the progression collapses and a world is "finished" in a weekend - which is a legitimate choice for a short-season server, but make it on purpose.

##### Bases, NPCs, death and survival

| Setting | Default | Effect |
| --- | --- | --- |
| `GMMaxHouseFlagNumber` | `1` | Base flags (territories) per player |
| `GMSetGJConstructMaxNumRatio` | `1` | Multiplier on build piece limits |
| `NpcRespawnRatio` | `1` | NPC respawn interval |
| `WildNPCDamageRate`, `WildNPCHealthRate` | `1` | Wild NPC difficulty |
| `GMDeathDropMode` | varies | What happens to inventory on death |
| `GMRebirthBaseCD` | varies | Base respawn cooldown |
| `PlayerMaxHungerRate`, `GMHungerDecRatio`, `GMWaterDecRatio` | `1` | Hunger and thirst |

Build limits are the setting with the biggest effect on the server's health over time. Every piece is held in memory and saved; a server that raises `GMSetGJConstructMaxNumRatio` to let people build cities will need more memory a month later than the same server on defaults. If you raise it, pair it with a clear wipe schedule.

Some settings are read only when a world is created. If a change seems to do nothing, check whether it applies to existing worlds before concluding the key is wrong - the reliable test is a throwaway world with a different `-ConfigServerName`.

#### Admins

Admins are SteamID64s in `-ServerAdminAccounts`, separated by semicolons. Add yourself before the first launch, and restart after any change - the list is read at start-up.

```text
-ServerAdminAccounts=76561198012345678;76561198087654321
-IsShowGmTitle=0
```

Admins get access to the game's GM tools in game, for moderation and fixing problems such as stuck players or lost items. `IsShowGmTitle` controls whether an admin's title is displayed to other players; most community servers turn it off so staff can play normally. The exact set of GM functions has changed with game updates, so explore them on a test world rather than discovering them during an incident.

Two rules for admin lists that apply to every game:

- **Keep it short.** Admin tools on a survival server can spawn items and alter bases, and every extra admin is someone who can ruin the economy by accident or on purpose.
- **Use the 17-digit SteamID64.** Not a profile URL or display name. A wrong ID fails silently.

[Subusers and least privilege](https://www.renode.space/blog/subusers-and-least-privilege) is the same principle applied to the panel: someone who only needs to restart the server should not have access to the startup parameters where the admin list lives.

#### Saves, backups and wipes

The world is held in memory and written to disk every `SaveWorldInterval` seconds - `300` (five minutes) by default. Anything that ends the process without a save loses up to one interval:

- **A clean stop saves.** Stopping through the panel or the shutdown service lets the server write the world first. Wait for it to exit by itself.
- **A kill does not.** Killing the process, a host crash, or an out-of-memory stop loses everything since the last save.
- **Shorter intervals cost hitches.** A large world takes a moment to save. Five minutes is a sensible balance; going below two minutes on a big world makes the hitch noticeable.

On RE:NODE a server that reaches its memory limit is stopped and restarted clean rather than swapping, which is exactly the unsaved-stop case above - one more reason to keep the save interval short on a large world and to watch the memory graph as the world grows.

What to back up is the folder `-UserDir` points at, plus a note of your full launch parameters. The world data is useless without the matching `-ConfigServerName`, and your carefully tuned rates exist only in the startup settings. Back up on a schedule, before every game update, and before changing any setting that affects existing worlds. Then restore one occasionally to prove it works - [backups that actually restore](https://www.renode.space/blog/backups-that-actually-restore) explains why that half matters more.

Wipes on The Front are a community decision rather than a forced cycle. The usual options:

- **Fresh world, same settings.** Change `-ConfigServerName` (or empty the save folder) and restart. Keep the old folder for a while in case of regret.
- **Scheduled seasons.** Public PvP servers often wipe every few weeks or months, announced well ahead.
- **No wipes.** Fine for a small PvE group, as long as memory and save size are watched.

`ClearSeverTime` (spelled that way in the game) is a setting that records a wipe date for display. Announce wipes in advance through `WelcomeMessage` and your Discord; [rust wipes without losing your players](https://www.renode.space/blog/rust-wipes-without-losing-your-players) covers the community side, and most of it applies to any survival game.

#### Running a public server versus a private one

The same binary serves two very different jobs, and the settings that matter most change with the job.

For a **private server for friends**, the goals are convenience and keeping the world alive between sessions. Set a `-ServerPassword`, raise gathering and experience rates to match how much time the group actually has, consider `IsCanFriendDamage=0`, and leave `QueueThreshold` at the group size plus a couple. Memory is the only real constraint, and a weekly restart is usually enough.

For a **public server**, the goals are fairness and stability. Keep anti-cheat on, leave rates close to default or announce clearly what they are in the server name, and set `QueueThreshold` to what the server can carry at peak rather than what looks impressive in the browser. A server that holds 40 players smoothly keeps them; one that advertises 60 and stutters during every raid loses them. Use `-MaxQueueSize` and `-QueueValidTime` so players who drop during a crash can get back in without losing their place.

Public PvP servers also need a policy for griefing and raiding that the settings cannot enforce by themselves - offline raiding, base blocking, harassment of new players. `GreenHand` new-player protection helps with the last. Write the rest down and moderate it; [server rules, moderation and staff](https://www.renode.space/blog/server-rules-moderation-and-staff) covers building a staff team that can.

#### Troubleshooting

**The server is in the browser, but joining fails at loading.** The beacon port is closed or mismatched. Check that `-BeaconPort` matches an open UDP port.

**The server never appears in the browser.** The query port, or `-OutIPAddress` advertising the wrong address.

**After a restart everyone is on a fresh map.** `-ConfigServerName` or `-UserDir` changed. Put the old values back; the original world is still there.

**Admin rights do not work.** The SteamID64 is wrong, the separators are not semicolons, or the server has not restarted since the edit.

**Progress was lost after a crash.** Expected up to one save interval. Shorten `SaveWorldInterval` and check the memory graph for limit hits.

**The server broke after a game update.** Restore the pre-update backup of the install and the save folder, then wait for a fix or validate the install with SteamCMD. This is why automatic updates are a bad idea here.

**Memory climbs every day.** The world is growing. Schedule a daily restart at a quiet hour - [restart schedules that help](https://www.renode.space/blog/restart-schedules-that-help) - and review build limits.

#### FAQ

##### How do I make a The Front server PvE?

Set `-ServerFightModeType=1` and restart. Pair it with `IsCanFriendDamage=0` and decide whether NPCs may still damage bases with `CHFDamagedByNpc`.

##### How many players can a The Front server hold?

The cap is set with `-QueueThreshold`, with extra players waiting in the queue. What the server can actually carry depends on memory and CPU; size from the peak of a mature world, not an empty one.

##### Where are The Front server saves stored?

Inside the folder given by `-UserDir`, under the save named by `-ConfigServerName`. Back up that whole folder, and record both values with the backup.

##### How do I add an admin?

Add their SteamID64 to `-ServerAdminAccounts`, separated from others by semicolons, and restart. Admins then have access to the game's GM tools in game.

##### Should I enable automatic updates?

No. Update deliberately: take a backup, update with SteamCMD, start the server and confirm it loads the world before players return. A broken update is then a restore rather than a lost world.

##### How do I wipe the world?

Start the server with a new `-ConfigServerName`, or move the current save folder aside and restart. Keep the old save for a few weeks in case you need to go back.

The Front servers on RE:NODE start at 6 GB on NVMe in Germany, with three ports allocated and a fourth added on the Network tab, launch settings as variables on the Startup tab, and backup slots on every tier so the save folder can be restored with one button.

[See The Front plans](https://www.renode.space/game-servers/the-front)

## Rules for the assistant

- Never ask the user for a password, token, API key or `.env` contents, and tell them not to paste one into this chat. Describe where a secret goes instead.
- Secrets reach the server through the panel: `.env` is uploaded through the Files tab, startup variables are set on the Startup tab. `.env` never goes in the repository.
- An app server has exactly one reachable port. Read it from `SERVER_PORT` (also `PORT` when the panel starts a linked repository) and bind `0.0.0.0`; never hard-code a port.
- On every panel-managed server (everything except VDS and dedicated servers, which come with full root) only `/home/container` persists, and the process runs unprivileged: no root, `sudo`, `apt`, `systemd` or Docker.
- Memory is a hard limit; a process that reaches it is killed with no error message. Suggest a bigger plan only after ruling out a leak.
- Do not suggest changing the server's startup command or image to work around a code problem - fix the code or the repository.
- Prices and plans above were read when this file was generated. Send the user to the page linked at the top before quoting a price as current.
- For a specific server, the panel's Connect AI link (Console tab) gives the exact runtime, port, path and branch. Prefer it over these general rules when the user has one.
- If something here does not answer the question, the full deploy docs are at https://www.renode.space/llms-full.txt and support is at https://www.renode.space/contact.
