Steam七日杀怎么开服,CMD开服教程

Steam七日杀怎么开服,CMD开服教程

 

服务器要求

 

服务器CPU主要用于数据分析和处理,解决运行容量问题。如果一款游戏有大量的页面和数据信息需要处理,建议选择8核以上的高性能CPU来保障游戏的稳定运行。现在多数游戏服务器都是选择i9系列高性能CPU,其多线程高主频的特性让服务器稳定性达到最佳。

 

运行内存是数据和信息的中转站,是决定七日杀游戏打开速率的关键因素。运行内存越大,可以使用的缓存文件越多,打开的速度越快。七日杀游戏还是比较吃内存的,按照一个玩家占用700兆左右,32G的内存大概可以50+人一起玩。

 

服务器硬盘主要用于存储游戏数据信息、用户数据等。对于一些游戏,由于缺乏数据和信息,可以选择较小的硬盘空间。随着七日杀游戏信息量的增加,硬盘容量也在不断升级和扩大。

 

一款游戏能同时承载多少玩家在线游戏取决于服务器带宽多少。七日杀游戏对带宽要求也偏高,一般来说20M带宽可以承载十几个玩家是没有问题的,但若是玩家在线数多,建议选择50M以上的带宽,带宽不够会导致游戏内卡顿。带宽是有监控软件实时监控着的,带宽不够用也可以随时补差升级。

 

安装环境

# Ubuntu 或 Debian

$ sudo apt-get update

$ sudo apt-get upgrade

# CentOS

$ yum update -y

$ yum upgrade -y

安装服务端

首先添加一个单独的用户

$ adduser 7dtd

安装依赖项

# Ubuntu

$ sudo apt-get install glibc.i686 libstdc++i686 -y

# CentOS

$ yum install glibc.i686 libstdc++i686 -y

安装终端复用器

根据个人喜好安装其中一个

Tmux

# Ubuntu

$ sudo apt-get install tmux

# CentOS

$ sudo yum install tmux

Screen

# Ubuntu

$ sudo apt install screen

#CentOS

$ yum install screen

切换用户

su – 7dtd

cd /home/steam

创建窗口

#Tmux

tmux new -s 7dtd

#Screen

screen -s 7dtd

下载SteamCMD

wget https://steamcdn-a.akamaihd.net/client/installer/steamcmd_linux.tar.gz

tar -xvzf steamcmd_liunx.tar.gz

下载服务端

./steamcmd.sh

login anonymous

force_install_dir /home/steam/7DaysToDieServer

app_update 294420 validate

exit

配置服务端

cd /home/steam/7DaysToDieServer

vi serverconfig.xml

<?xml version=”1.0″?>

<ServerSettings>

<!– GENERAL SERVER SETTINGS –>

 

<!– Server representation –>

<property name=”ServerName” value=”Your Name”/> <!– Whatever you want the name of the server to be. –>

<property name=”ServerDescription” value=”This server is built using JonasLu.com’s tutorial !”/> <!– Whatever you want the server description to be, will be shown in the server browser. –>

<property name=”ServerWebsiteURL” value=”JonasLu.com”/> <!– Website URL for the server, will be shown in the serverbrowser as a clickable link –>

<property name=”ServerPassword” value=””/> <!– Password to gain entry to the server –>

<property name=”ServerLoginConfirmationText” value=”This server is built using JonasLu.com’s tutorial ! Contact with JonasLu.com! No cheating!” /> <!– If set the user will see the message during joining the server and has to confirm it before continuing. For more complex changes to this window you can change the “serverjoinrulesdialog” window in XUi –>

 

<!– Networking –>

<property name=”ServerPort” value=”26900″/> <!– Port you want the server to listen on. Keep it in the ranges 26900 to 26905 or 27015 to 27020 if you want PCs on the same LAN to find it as a LAN server. –>

<property name=”ServerVisibility” value=”2″/> <!– Visibility of this server: 2 = public, 1 = only shown to friends, 0 = not listed. As you are never friend of a dedicated server setting this to “1” will only work when the first player connects manually by IP. –>

<property name=”ServerDisabledNetworkProtocols” value=”SteamNetworking”/> <!– Networking protocols that should not be used. Separated by comma. Possible values: LiteNetLib, SteamNetworking. Dedicated servers should disable SteamNetworking if there is no NAT router in between your users and the server or when port-forwarding is set up correctly –>

<property name=”ServerMaxWorldTransferSpeedKiBs” value=”512″/> <!– Maximum (!) speed in kiB/s the world is transferred at to a client on first connect if it does not have the world yet. Maximum is about 1300 kiB/s, even if you set a higher value. –>

 

<!– Slots –>

<property name=”ServerMaxPlayerCount” value=”10″/> <!– Maximum Concurrent Players –>

<property name=”ServerReservedSlots” value=”0″/> <!– Out of the MaxPlayerCount this many slots can only be used by players with a specific permission level –>

<property name=”ServerReservedSlotsPermission” value=”100″/> <!– Required permission level to use reserved slots above –>

<property name=”ServerAdminSlots” value=”0″/> <!– This many admins can still join even if the server has reached MaxPlayerCount –>

<property name=”ServerAdminSlotsPermission” value=”0″/> <!– Required permission level to use the admin slots above –>

 

<!– Admin interfaces –>

<property name=”ControlPanelEnabled” value=”true”/> <!– Enable/Disable the web control panel –>

<property name=”ControlPanelPort” value=”8080″/> <!– Port of the control panel webpage –>

<property name=”ControlPanelPassword” value=”CHANGEME”/> <!– Password to gain entry to the control panel –>

 

<property name=”TelnetEnabled” value=”true”/> <!– Enable/Disable the telnet –>

<property name=”TelnetPort” value=”8081″/> <!– Port of the telnet server –>

<property name=”TelnetPassword” value=”1234567890″/> <!– Password to gain entry to telnet interface. If no password is set the server will only listen on the local loopback interface –>

<property name=”TelnetFailedLoginLimit” value=”10″/> <!– After this many wrong passwords from a single remote client the client will be blocked from connecting to the Telnet interface –>

<property name=”TelnetFailedLoginsBlocktime” value=”10″/> <!– How long will the block persist (in seconds) –>

 

<property name=”TerminalWindowEnabled” value=”true”/> <!– Show a terminal window for log output / command input (Windows only) –>

 

<!– Folder and file locations –>

<property name=”AdminFileName” value=”serveradmin.xml”/> <!– Server admin file name. Path relative to the SaveGameFolder –>

<!– <property name=”UserDataFolder” value=”absolute path” /> –> <!– Use this to override where the server stores all generated data, including RWG generated worlds. Do not forget to uncomment the entry! –>

<!– <property name=”SaveGameFolder” value=”absolute path” /> –> <!– Use this to only override the save game path. Do not forget to uncomment the entry! –>

 

<!– Other technical settings –>

<property name=”EACEnabled” value=”true”/> <!– Enables/Disables EasyAntiCheat –>

<property name=”HideCommandExecutionLog” value=”1″/> <!– Hide logging of command execution. 0 = show everything, 1 = hide only from Telnet/ControlPanel, 2 = also hide from remote game clients, 3 = hide everything –>

<property name=”MaxUncoveredMapChunksPerPlayer” value=”131072″/> <!– Override how many chunks can be uncovered on the ingame map by each player. Resulting max map file size limit per player is (x * 512 Bytes), uncovered area is (x * 256 m虏). Default 131072 means max 32 km虏 can be uncovered at any time –>

<property name=”PersistentPlayerProfiles” value=”false” /> <!– If disabled a player can join with any selected profile. If true they will join with the last profile they joined with –>

 

 

 

<!– GAMEPLAY –>

 

<!– World –>

<property name=”GameWorld” value=”Navezgane”/> <!– “RWG” (see WorldGenSeed and WorldGenSize options below) or any already existing world name in the Worlds folder (currently shipping with e.g. “Navezgane”, “PREGEN01”, …) –>

<property name=”WorldGenSeed” value=”asdf”/> <!– If RWG this is the seed for the generation of the new world. If a world with the resulting name already exists it will simply load it –>

<property name=”WorldGenSize” value=”4096″/> <!– If RWG this controls the width and height of the created world. It is also used in combination with WorldGenSeed to create the internal RWG seed thus also creating a unique map name even if using the same WorldGenSeed. Has to be between 2048 and 16384, though large map sizes will take long to generate / download / load –>

<property name=”GameName” value=”My Game”/> <!– Whatever you want the game name to be. This affects the save game name as well as the seed used when placing decoration (trees etc) in the world. It does not control the generic layout of the world if creating an RWG world –>

<property name=”GameMode” value=”GameModeSurvival”/> <!– GameModeSurvival –>

 

<!– Difficulty –>

<property name=”GameDifficulty” value=”2″/> <!– 0 – 5, 0=easiest, 5=hardest –>

<property name=”BlockDamagePlayer” value=”110″ /> <!– How much damage do players to blocks (percentage in whole numbers) –>

<property name=”BlockDamageAI” value=”90″ /> <!– How much damage do AIs to blocks (percentage in whole numbers) –>

<property name=”BlockDamageAIBM” value=”90″ /> <!– How much damage do AIs during blood moons to blocks (percentage in whole numbers) –>

<property name=”XPMultiplier” value=”100″ /> <!– XP gain multiplier (percentage in whole numbers) –>

<property name=”PlayerSafeZoneLevel” value=”5″ /> <!– If a player is less or equal this level he will create a safe zone (no enemies) when spawned –>

<property name=”PlayerSafeZoneHours” value=”5″ /> <!– Hours in world time this safe zone exists –>

 

<!–  –>

<property name=”BuildCreate” value=”false” /> <!– cheat mode on/off –>

<property name=”DayNightLength” value=”60″ /> <!– real time minutes per in game day: 60 minutes –>

<property name=”DayLightLength” value=”18″ /> <!– in game hours the sun shines per day: 18 hours day light per in game day –>

<property name=”DropOnDeath” value=”3″ /> <!– 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only, 4 = delete all –>

<property name=”DropOnQuit” value=”0″ /> <!– 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only –>

<property name=”BedrollDeadZoneSize” value=”15″ /> <!– Size (box “radius”, so a box with 2 times the given value for each side’s length) of bedroll deadzone, no zombies will spawn inside this area, and any cleared sleeper volumes that touch a bedroll deadzone will not spawn after they’ve been cleared. –>

<property name=”BedrollExpiryTime” value=”45″ /> <!– Number of days a bedroll stays active after owner was last online –>

 

<!– Performance related –>

<property name=”MaxSpawnedZombies” value=”54″ /> <!– This setting covers the entire map. There can only be this many zombies on the entire map at one time. Changing this setting has a huge impact on performance. –>

<property name=”MaxSpawnedAnimals” value=”55″ /> <!– If your server has a large number of players you can increase this limit to add more wildlife. Animals don’t consume as much CPU as zombies. NOTE: That this doesn’t cause more animals to spawn arbitrarily: The biome spawning system only spawns a certain number of animals in a given area, but if you have lots of players that are all spread out then you may be hitting the limit and can increase it. –>

<property name=”ServerMaxAllowedViewDistance” value=”10″ /> <!– Max viewdistance a client may request (6 – 12). High impact on memory usage and performance. –>

 

<!– Zombie settings –>

<property name=”EnemySpawnMode” value=”true” /> <!– Enable/Disable enemy spawning –>

<property name=”EnemyDifficulty” value=”0″ /> <!– 0 = Normal, 1 = Feral –>

<property name=”ZombieMove” value=”0″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>

<property name=”ZombieMoveNight” value=”1″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>

<property name=”ZombieFeralMove” value=”2″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>

<property name=”ZombieBMMove” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>

<property name=”BloodMoonFrequency” value=”7″ /> <!– What frequency (in days) should a blood moon take place. Set to “0” for no blood moons –>

<property name=”BloodMoonRange” value=”0″ /> <!– How many days can the actual blood moon day randomly deviate from the above setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency –>

<property name=”BloodMoonWarning” value=”8″ /> <!– The Hour number that the red day number begins on a blood moon day. Setting this to -1 makes the red never show.  –>

<property name=”BloodMoonEnemyCount” value=”9″ /> <!– This is the number of zombies that can be alive (spawned at the same time) at any time PER PLAYER during a blood moon horde, however, MaxSpawnedZombies overrides this number in multiplayer games. Also note that your game stage sets the max number of zombies PER PARTY. Low game stage values can result in lower number of zombies than the BloodMoonEnemyCount setting. Changing this setting has a huge impact on performance. –>

 

<!– Loot –>

<property name=”LootAbundance” value=”100″ /> <!– percentage in whole numbers –>

<property name=”LootRespawnDays” value=”15″ /> <!– days in whole numbers –>

<property name=”AirDropFrequency” value=”72″/> <!– How often airdrop occur in game-hours, 0 == never –>

<property name=”AirDropMarker” value=”true”/> <!– Sets if a marker is added to map/compass for air drops. –>

 

<!– Multiplayer –>

<property name=”PartySharedKillRange” value=”100″/> <!– The distance you must be within to receive party shared kill xp and quest party kill objective credit. –>

<property name=”PlayerKillingMode” value=”2″ /> <!– Player Killing Settings (0 = No Killing, 1 = Kill Allies Only, 2 = Kill Strangers Only, 3 = Kill Everyone) –>

 

<!– Land claim options –>

<property name=”LandClaimCount” value=”1″/> <!– Maximum allowed land claims per player. –>

<property name=”LandClaimSize” value=”41″/> <!– Size in blocks that is protected by a keystone –>

<property name=”LandClaimDeadZone” value=”30″/> <!– Keystones must be this many blocks apart (unless you are friends with the other player) –>

<property name=”LandClaimExpiryTime” value=”9″/> <!– The number of days a player can be offline before their claims expire and are no longer protected –>

<property name=”LandClaimDecayMode” value=”0″/> <!– Controls how offline players land claims decay. 0=Slow (Linear) , 1=Fast (Exponential), 2=None (Full protection until claim is expired). –>

<property name=”LandClaimOnlineDurabilityModifier” value=”4″/> <!– How much protected claim area block hardness is increased when a player is online. 0 means infinite (no damage will ever be taken). Default is 4x –>

<property name=”LandClaimOfflineDurabilityModifier” value=”4″/> <!– How much protected claim area block hardness is increased when a player is offline. 0 means infinite (no damage will ever be taken). Default is 4x –>

<property name=”LandClaimOfflineDelay” value=”0″/> <!– The number of minutes after a player logs out that the land claim area hardness transitions from online to offline. Default is 0 –>

 

 

<!– There are several game settings that you cannot change when starting a new game.

You can use console commands to change at least some of them ingame.

setgamepref BedrollDeadZoneSize 30 –>

</ServerSettings>

启动服务器

cd ~/7DaysToDieServer

./startserver.sh -configfile=serverconfig.xml

 

以上就是Steam七日杀怎么开服,CMD开服教程

文章来源网络,作者:管理,如若转载,请注明出处:https://shuyeidc.com/wp/232023.html<

(0)
管理的头像管理
上一篇2025-04-19 23:38
下一篇 2025-04-19 23:39

相关推荐

  • 服务器被植入木马怎么彻底清除,彻底清除木马的方法有哪些?

    服务器被植入木马后,彻底清除的唯一路径是:立即断网隔离,备份关键数据,使用专业工具全盘扫描并手动排查残留,随后重装操作系统或从干净备份恢复,全面修补漏洞与加固配置,最后持续监控至少两周,确认感染并执行隔离木马最怕被断网,第一步就是切断它与外界的联系,如果发现服务器响应慢、流量异常、CPU跑满,或者收到安全告警……

    2026-07-27
    0
  • 网站并发量高服务器扛不住怎么办,如何解决

    首段核心答案当网站并发量激增导致服务器响应缓慢甚至宕机时,根本解决路径是实施弹性扩容、流量分发、性能优化和纵深防御四位一体的策略,具体操作需结合监控诊断、架构调整和专业化服务商支持,诊断并发瓶颈:定位问题根源如何判断服务器是否到达极限在动手优化之前,先搞清楚“扛不住”的具体表现,常见指标包括CPU使用率持续超过……

    2026-07-27
    0
  • 如何拦截ByteSpider爬虫不影响收录,有哪些技巧?

    正确配置robots.txt和服务器User-Agent识别,即可精准拦截ByteSpider爬虫,同时确保百度爬虫正常抓取,不影响收录,理解ByteSpider爬虫:它是什么,为何要拦截ByteSpider是字节跳动旗下的网页爬虫,主要用于采集网页内容,服务于头条搜索、抖音搜索等产品,大多数情况下,我们欢迎爬……

    2026-07-27
    0
  • 服务器流量异常时怎么排查是不是被攻击,是什么原因?

    当服务器流量异常时,首先通过带宽监控、连接数分析和异常流量特征判断是否被攻击,然后采取相应处置措施,识别流量异常的常见信号你可能会遇到这种情况:某天服务器突然响应变慢,或者网站打不开,甚至远程连接都被中断,流量异常通常会在几个方面暴露出来,早期发现能减少损失,带宽占用飙升使用 sar -n DEV 1 5 或……

    2026-07-27
    0
  • 国内访问美国服务器太慢怎么办,为什么访问速度慢

    优化国内访问美国服务器速度,核心在于组合使用CDN边缘节点缓存、优质国际线路(如CN2 GIA)和TCP协议层优化,同时选择具备持牌自营机房和跨境网络资质的专业服务商,为什么国内访问美国服务器延迟居高不下物理距离是首要因素,中美海底光缆总长约1.3万公里,信号往返至少需要120毫秒,但实际延迟往往超过200毫秒……

    2026-07-27
    0

发表回复

您的邮箱地址不会被公开。必填项已用 * 标注