Docs · mod build 5.8
Slots & Whitelist
Reserved slots for members, and locking the server to a list.
The Slots & Whitelist tab keeps room on a full server for your regulars and staff, and can lock the server so only players on your list get in. It needs Manage reserved slots and the whitelist (manage_slots_whitelist). Owners and admins have it by default.
Both work from one member list. Each person on it has two ticks: Reserved slot and Whitelisted.
Reserved slots
The game itself won't let anyone join once the server is at its max players, and no mod can change that. So reserved slots work the way they do on most games: the last few slots are kept free.
Say your server takes 64 and you keep 4 free. Everyone else can fill up to 60. Once 60 are on, the next player who isn't a member is turned away, and members with a reserved slot can still take the last 4.
- Keep slots free for members turns it on.
- How many slots to keep free, 0 to 128.
- Staff can use reserved slots too, on to start with.
- Player limit is
0to use your server's own max players. Only change it to test on a local server started from Workbench, which doesn't know its limit. - What players who can't get in see. It starts as The server is full for now. The last slots are kept for members, try again soon.
Whitelist
When the whitelist is on, only members with Whitelisted ticked can join. Use it for events, private sessions or while you set something up.
- Staff can always join, on to start with. Turn it off and staff need to be on the list like anyone else.
- What players who aren't on the list see. It starts as This server is whitelisted right now. Only players on the list can join.
Press Save for both. It applies from the next person who joins. Nobody already on is removed.
Locking the server
The top card shows how many are on, the limit, and how many slots are being kept free.
- Lock Server turns the whitelist on straight away (click twice). Unlock Server turns it off.
- Remove Everyone Not Listed removes everyone online who isn't allowed by the whitelist, with the whitelist message. It never removes you. Click twice.
Adding people
- By GUID or Steam ID, so they don't need to be online. Both are on their Player record. Give them a name so you know who it is, and a note if you like (
clan,event,donor...). - Online now, not on the list shows everyone on the server who isn't a member yet. Add puts them on with the ticks and note from the add card.
On the Members list, untick either box to take it away, or Remove them (click twice). Changes save straight away. Search by name or note, and members who are on right now show as online.
What a turned-away player sees
Your message, in chat and as a hint on screen, then a few seconds later they're removed. It happens as soon as the server knows who they are, early in joining, so someone still on the loading screen may only see the game's own "kicked" message. It isn't a ban and they can try again any time.
Every one goes in the admin log (Players joining and leaving), and to Discord if you turn on Player turned away on the Notifications tab.
Local test servers
A server started from Workbench gives nobody a GUID or Steam ID. Members can only be matched there by name, and only when matchNamesWhenNoIds is on in admins.json (the same test setting staff use). Put a Player limit in to try reserved slots.
Files
Access/access.json holds the settings and Access/members.json the list. Both are backed up with everything else. See Config files.