Carrier Command 2 is a real-time strategy game in which you command an aircraft carrier and its squadrons of land, sea, and air units across an archipelago. Conquer islands, manage logistics, and battle enemy carriers in solo or multiplayer.
|
norto22 💻 |
Medx-a99 🤔 |
ActiumDev 🔬 |
The Carrier Command 2 dedicated server is not available for anonymous SteamCMD
download. You must provide Steam credentials (STEAM_USER / STEAM_PASS) for
a Steam account that owns the game.
Steam Guard 2FA: if your account has Steam Guard enabled, you must enter
the current code in STEAM_AUTH when first creating the server. Steam Guard
codes rotate every 30 seconds; grab a fresh one immediately before clicking
install or the SteamCMD login will time out.
Throwaway account recommended: because the password field is stored in panel variables (encrypted at rest but visible to anyone with edit access on the server), consider using a dedicated alt Steam account that owns only CC2, rather than your main account.
Minimum 4 GB. CC2's dedicated server has been observed using 2-3 GB at idle on small worlds; larger worlds and active battles use more.
Minimum 2 vCPU cores. CC2's server is sensitive to thread synchronization under Wine; VM-virtualized cores may underperform compared to bare metal.
Minimum 5 GB. The game install is ~1.3 GB, plus SteamCMD, Wine prefix, and the Steamworks SDK redistributable files.
Carrier Command 2 requires 4 consecutive UDP ports starting at the primary allocation. The server listens on the base port and the next three for Steam communications.
| Port | Purpose |
|---|---|
<base> (default 25565) |
Main game traffic |
<base+1> |
Steam extended server info |
<base+2> |
Reserved |
<base+3> |
Steam server query |
Allocate all four consecutive UDP ports to the server in Pterodactyl before creating it. The server will fail to register with Steam Master Server if any of the four are not open.
| Variable | Description | Default |
|---|---|---|
SERVER_NAME |
Display name in the server browser | A Pterodactyl Hosted Server |
SERVER_PASSWORD |
Optional join password | (none) |
MAX_PLAYERS |
Max simultaneous players (1-16) | 4 |
SAVE_NAME |
Folder under saved_games/ to load on start |
(none) |
ISLAND_COUNT |
Number of islands (4-32) | 16 |
TEAM_COUNT_AI |
AI-controlled enemy teams (0-4) | 1 |
TEAM_COUNT_HUMAN |
Human-controlled teams (1-4) | 1 |
CARRIER_COUNT_PER_TEAM |
Carriers per team (1-4) | 1 |
ISLAND_COUNT_PER_TEAM |
Starting islands per team (1-8) | 1 |
BASE_DIFFICULTY |
Base capture difficulty (0=easy, 1=normal, 2=hard) | 1 |
LOADOUT_TYPE |
Starting carrier loadout (0=standard, 1=light, 2=heavy) | 0 |
BLUEPRINTS |
Blueprint unlocks (0=research required, 1=all unlocked) | 0 |
STEAM_USER |
Steam username (account owning CC2) | |
STEAM_PASS |
Steam password | |
STEAM_AUTH |
Steam Guard code (first install only) | |
SRCDS_APPID |
Steam App ID (read-only) | 1489630 |
AUTO_UPDATE |
Re-run SteamCMD on every server start | 0 |
This is a CC2 server bug, not an egg bug. All in-game progress is lost
when the server stops. The server can boot from an existing save by setting
SAVE_NAME, but ongoing state is never persisted back to disk.
References:
When connecting from the same host or LAN, the in-game browser sometimes
fails to discover the server. Use carrier_command.exe +connect <ip>:<port>
from a Windows shortcut, or join via the Public Servers list. Public
discovery via Steam Master Server works correctly.
When AUTO_UPDATE is enabled, the runtime container logs into Steam on
every server start. Steam's backend then pushes the Linux variant of the
Steamworks SDK Redistributable (app 1007) into the install directory,
adding steam-runtime/, libsteamwebrtc.so, and other files alongside
the Windows DLLs we need.
This does not break the server — the Windows DLLs we placed during install survive, and CC2 still starts correctly. But it adds a ~330 MB download and several seconds to every restart, plus burns a Steam Guard challenge if your session has expired.
The default is AUTO_UPDATE=0 and we recommend keeping it there. If you
need automatic patch updates, the trade-off is yours to make per-server.
This egg uses the standard Pterodactyl Wine yolk
(ghcr.io/ptero-eggs/yolks:wine_latest) rather than Proton. Two reasons:
- Steam DLL availability. CC2's
dedicated_server.exerequiressteamclient.dll,tier0_s.dll, andvstdlib_s.dll— Windows DLLs Geometa did not ship with the dedicated server. These are obtained anonymously from Steamworks SDK Redistributables (app1007) at install time and placed next todedicated_server.exe. - CC2 stdout reaches the panel. Under Proton, CC2's console messages
never reach Pterodactyl's stdout. Under Wine they do, enabling accurate
"done" detection via the
connected to Steammessage and proper "running" status in the panel.
This approach matches the same recipe used by the AMP CC2 module (see
CubeCoders/AMPTemplates/carrier-command2.kvp for reference).
The install script installs Steamworks SDK Redistributables to
/tmp/sdk_redist, copies out the three required DLLs, then deletes the
temp directory. This ensures no appmanifest_1007.acf exists in
/home/container/steamapps/, which prevents the runtime image's
auto-update from re-pulling app 1007 in a way that could relocate or
overwrite the DLLs.
On every server start, the startup command runs 13 sed substitutions
against server_config.xml to inject the current values of SERVER_PORT,
SERVER_NAME, MAX_PLAYERS, and the gameplay tuning variables.
Caveat: the substitutions use % as the sed delimiter. Server names
containing a literal % character will break the substitution. This is a
known limitation; pick a delimiter-safe name.