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Guides

Each guide is one job, start to finish, and holds whatever language the game mode is written in. The setting-up page says where each fits.

The server does not have the game. It knows what the players’ games report, but not what a sword does against a brigandine, where the ground is, where the walls are or how to walk around them. The files below are the parts of the game a server needs for that, exported from your own copy of the game with the tools in the Windows server folder’s tools/. They are never shipped with the server - they are the game’s own data, and every server owner has the game - so each owner makes them once and puts them under data/; a server on Linux gets the files copied over. Without a file the server runs exactly as before: each one turns on one thing, and the server log says at start which it found.

Guide File What it turns on
Exporting the game’s tables data/combat/items.json damage from the game’s own weapon and armour tables; items, souls, buffs and meshes by name - /give shortswordBroad, a horse breed by name, the potions and buffs the server owns; the audit’s item check, which is passive without it
Exporting the terrain data/heightmaps/<level>.hmap the terrain check - a player far under or over the ground is pulled back - and the terrain height for a game mode
Exporting the navigation mesh data/navmesh/<level>.knav NPC actors that walk around walls instead of into them; paths, reachability, floors and the nearest walkable spot for a game mode
Exporting the collision geometry data/collision/<level>.kcol line of sight on hits and shots, a step through a wall caught, the floor under a player as the ground; rays for a game mode

The three level files are one per level per game build: a server that runs klaster needs klaster.hmap, klaster.knav, klaster.kcol, and after a game update they are exported again. The tools do all three levels by default, so the files are there whichever level the server switches to.

Guide
Putting a server on the public list the port, the address the list should show, the name and the password, the details players see in the launcher (a description, your website and Discord), and a Join button for your website
Connecting a database a MySQL / MariaDB or PostgreSQL database for the game mode’s own accounts, factions and scores - the server, the user, the [gamemode.database] block, and the rules that keep it safe and fast
Cart routes horse-drawn carts that travel your roads by themselves - recording a route in the game by riding it, its stops, how many carts, how fast and what they look like
Building on the map the server’s own map of the level: the game’s buildings and props placed anywhere and stretched, parts of the level taken away, areas, lights, doors and use prompts - built in the game’s own world with the in-game editor; layers, prefabs, sharing a map with another server, building plots for players
Using the map editor the in-game editor step by step: flying, the panel, placing and changing things, your own pictures and pages, taking parts of the level away, areas, navigation, layers, prefabs, building with other admins, how your work is saved and moved from a test server to the live one
Guide
Personal carts carts players drive, own and do up - the seats, every part of a wagon (body, axle, wheels, load, the horses’ coats), a cart dealer and a cartwright
A character creation screen players make their character - the face, the hair, the beard, the skin - on a screen of the mode’s own with a preview body only they see; the look kept with the account
Change the interface move, resize or hide the chat, the scoreboard, the party frames, the name plates and the rest of what KCD:MP draws, for one player or for everyone - every component, drawer and option, in Lua and C#
Make a web interface pages of your own - a menu, a shop, a login screen, your own chat, scoreboard or loading screen - drawn over the game by every player’s game: the folder and its ui.toml, talking to the pages, the keyboard and the mouse, KCD:MP’s own web pieces and their theme
Knocking a player out and carrying them take a player down without a death, carry them over a shoulder and put them down - the game’s own grab and carry, seen by everyone - and let players carry the dead and the fallen themselves
Picking pockets players rob each other with the game’s own “Rob”, its charge and its wheel - who may rob and be robbed, what the wheel offers, what moves, what a caught thief faces - and NPC actors with pockets of their own
Throwing riders and pulling them from the saddle a rider thrown by a branch, a beam or their horse on every screen, a throw on the mode’s order, the switches that keep a rider up, and players on foot pulling riders down with the game’s take-down
Keeping what a player discovered the places a character found on the map and the books they read, saved in the mode’s own database and put back at the next login
Keeping a character’s stats, skills and perks the levels, experience, perk points, perks, nourishment and energy saved in the mode’s own database and put back at the next login; how much experience players earn; a horse’s own stats
Guide
Playing on Linux and Steam Deck KCD:MP through Steam’s Proton - the launcher as a non-Steam game, the WebView2 component it needs, the game folder, and the logs to send when something goes wrong