Carrier Command 2
gamesCarrier Command 2 dedicated server (Windows binary, runs on Linux via Wine). Requires Steam ownership of CC2 to install. Uses 4 consecutive UDP ports (default 25565-25568).
README
Carrier Command 2
Steam Description
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.
Authors / Contributors
Steam Ownership Required
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.
Recommended Server Settings
RAM
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.
CPU
Minimum 2 vCPU cores. CC2's server is sensitive to thread synchronization under Wine; VM-virtualized cores may underperform compared to bare metal.
Storage
Minimum 5 GB. The game install is ~1.3 GB, plus SteamCMD, Wine prefix, and the Steamworks SDK redistributable files.
Server Ports
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.
Variables
| 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 |
Known Limitations
The CC2 dedicated server can LOAD save games but cannot WRITE them
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:
In-game LAN/local server browser may not find the server
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.
AUTO_UPDATE=1 adds ~50 MB of Linux Steam Runtime files per start
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.
Implementation Notes
Wine, not Proton
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).
App 1007 is installed to a temporary directory
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.
Server config is templated by inline sed
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.
Docker Images (1)
| Name | Image |
|---|---|
Wine | ghcr.io/ptero-eggs/yolks:wine_latest |
Startup Command
cd /home/container && sed -i -e 's%port="[^"]*"%port="'"${SERVER_PORT}"'"%' -e 's%max_players="[^"]*"%max_players="'"${MAX_PLAYERS}"'"%' -e 's%server_name="[^"]*"%server_name="'"${SERVER_NAME}"'"%' -e 's%password="[^"]*"%password="'"${SERVER_PASSWORD}"'"%' -e 's%save_name="[^"]*"%save_name="'"${SAVE_NAME}"'"%' -e 's%island_count="[^"]*"%island_count="'"${ISLAND_COUNT}"'"%' -e 's%island_count_per_team="[^"]*"%island_count_per_team="'"${ISLAND_COUNT_PER_TEAM}"'"%' -e 's%carrier_count_per_team="[^"]*"%carrier_count_per_team="'"${CARRIER_COUNT_PER_TEAM}"'"%' -e 's%team_count_ai="[^"]*"%team_count_ai="'"${TEAM_COUNT_AI}"'"%' -e 's%team_count_human="[^"]*"%team_count_human="'"${TEAM_COUNT_HUMAN}"'"%' -e 's%base_difficulty="[^"]*"%base_difficulty="'"${BASE_DIFFICULTY}"'"%' -e 's%loadout_type="[^"]*"%loadout_type="'"${LOADOUT_TYPE}"'"%' -e 's%blueprints="[^"]*"%blueprints="'"${BLUEPRINTS}"'"%' server_config.xml && WINEPREFIX=/home/container/.wine WINEARCH=win32 WINEDEBUG=-all LD_LIBRARY_PATH=/home/container/linux64:$LD_LIBRARY_PATH SteamAppId=1489630 wine /home/container/dedicated_server.exe Variables (17)
Server Name
The display name shown to players in the server browser.
- Environment:
SERVER_NAME- Default:
A Pterodactyl Hosted Server- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|string|max:128
Server Password
Optional password players must enter to join. Leave blank for no password.
- Environment:
SERVER_PASSWORD- Default:
None- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
nullable|string|max:64
Max Players
Maximum simultaneous players (1-16).
- Environment:
MAX_PLAYERS- Default:
4- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|integer|between:1,16
Save Name
Folder name under saved_games/ for the save the server loads on launch. Leave blank to start a fresh game. NOTE: CC2 dedicated server cannot WRITE saves — progress is lost on stop.
- Environment:
SAVE_NAME- Default:
None- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
nullable|string|max:64
Island Count
Number of islands generated in the world (4-32).
- Environment:
ISLAND_COUNT- Default:
16- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|integer|between:4,32
AI Team Count
Number of AI-controlled enemy teams (0-4).
- Environment:
TEAM_COUNT_AI- Default:
1- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|integer|between:0,4
Human Team Count
Number of human-controlled teams (1-4).
- Environment:
TEAM_COUNT_HUMAN- Default:
1- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|integer|between:1,4
Carriers per Team
Number of carriers each team gets (1-4).
- Environment:
CARRIER_COUNT_PER_TEAM- Default:
1- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|integer|between:1,4
Starting Islands per Team
Number of islands each team controls at game start (1-8).
- Environment:
ISLAND_COUNT_PER_TEAM- Default:
1- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|integer|between:1,8
Base Difficulty
Difficulty of capturing enemy bases. 0 = easy, 1 = normal, 2 = hard.
- Environment:
BASE_DIFFICULTY- Default:
0- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|integer|between:0,2
Loadout Type
Starting carrier loadout. 0 = default, 1 = minimal, 2 = full.
- Environment:
LOADOUT_TYPE- Default:
0- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|integer|in:0,1,2
Blueprints
Blueprint unlock state. 0 = default (research required), 1 = all unlocked.
- Environment:
BLUEPRINTS- Default:
0- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|integer|in:0,1
Steam Username
Steam account that owns Carrier Command 2. Required — CC2 does not allow anonymous SteamCMD install.
- Environment:
STEAM_USER- Default:
None- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|string
Steam Password
Password for the Steam account above. The password is stored encrypted but visible in cleartext to anyone with edit access to the server.
- Environment:
STEAM_PASS- Default:
None- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|string
Steam Guard Code
Steam Guard 2FA code. Required on first install only; can be left blank after the account is trusted.
- Environment:
STEAM_AUTH- Default:
None- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
nullable|string
Steam App ID
Steam App ID for Carrier Command 2.
- Environment:
SRCDS_APPID- Default:
1489630- User Viewable:
- ❌
- User Editable:
- ❌
- Rules:
required|string|in:1489630
Auto Update
Re-run SteamCMD app_update on every server start. 0 = off, 1 = on.
- Environment:
AUTO_UPDATE- Default:
0- User Viewable:
- ✅
- User Editable:
- ✅
- Rules:
required|boolean
Installation Script
ghcr.io/ptero-eggs/installers:debianbash#!/bin/bash
# Carrier Command 2 dedicated server install (Wine + AMP recipe)
# Server Files: /mnt/server
# Install image: ghcr.io/ptero-eggs/installers:debian
#
# Required env vars: STEAM_USER, STEAM_PASS (Steam ownership required, no anon install)
# Optional: STEAM_AUTH (Steam Guard code on first login)
#
# Two SteamCMD downloads:
# 1. App 1489630 (CC2 dedicated server, requires login)
# 2. App 1007 (Steamworks SDK Redistributables, anonymous) - provides
# steamclient.dll/tier0_s.dll/vstdlib_s.dll that CC2 needs but Geometa
# didn't ship. This is Valve's official redistributable package.
if [[ -z "${STEAM_USER}" || -z "${STEAM_PASS}" ]]; then
echo "Carrier Command 2 requires Steam credentials (ownership required)."
echo "Set STEAM_USER and STEAM_PASS on the server before install."
exit 1
fi
# Fetch SteamCMD
cd /tmp
mkdir -p /mnt/server/steamcmd
curl -sSL -o steamcmd.tar.gz https://steamcdn-a.akamaihd.net/client/installer/steamcmd_linux.tar.gz
tar -xzvf steamcmd.tar.gz -C /mnt/server/steamcmd
mkdir -p /mnt/server/steamapps
cd /mnt/server/steamcmd
chown -R root:root /mnt
export HOME=/mnt/server
# Step 1: Install CC2 (App 1489630, requires login, ownership)
echo "===== Installing Carrier Command 2 (App 1489630) ====="
./steamcmd.sh \
+force_install_dir /mnt/server \
+login "${STEAM_USER}" "${STEAM_PASS}" "${STEAM_AUTH}" \
+@sSteamCmdForcePlatformType windows \
+app_update 1489630 validate \
+quit
if [[ ! -f /mnt/server/dedicated_server.exe ]]; then
echo "ERROR: dedicated_server.exe missing after SteamCMD install."
echo "Likely cause: SteamCMD segfault during client config. Retry the install."
exit 1
fi
# Step 2: Install Steamworks SDK Redistributables (App 1007, anonymous)
# into a TEMP directory, copy out only the 3 DLLs we need, then delete the
# temp dir. This prevents the runtime image's auto-update from re-validating
# app 1007 against the logged-in account, which pulls the Linux variant and
# wipes the Windows DLLs (causing "failed to initialise SteamGameServer").
echo "===== Installing Steamworks SDK Redistributables (App 1007, isolated) ====="
./steamcmd.sh \
+force_install_dir /tmp/sdk_redist \
+login anonymous \
+@sSteamCmdForcePlatformType windows \
+app_update 1007 validate \
+quit
echo "Copying Steamworks SDK DLLs into /mnt/server/..."
for dll in steamclient.dll tier0_s.dll vstdlib_s.dll; do
found=$(find /tmp/sdk_redist -name "$dll" -print -quit 2>/dev/null)
if [[ -n "$found" ]]; then
cp -v "$found" /mnt/server/
else
echo "WARN: $dll not found in app 1007 install"
fi
done
# Clean up temp install dir so no appmanifest_1007.acf exists in
# /home/container/steamapps/ — keeps auto-update away from these DLLs.
rm -rf /tmp/sdk_redist
# Make Linux steamclient.so available via LD_LIBRARY_PATH at runtime
# (AMP's trick - lets Wine use the .so for SteamGameServer auth)
mkdir -p /mnt/server/linux64
cp -v linux64/steamclient.so /mnt/server/linux64/ 2>/dev/null || true
# Create server_config.xml with CC2's exact native format so it isn't regenerated.
# Values are placeholders - the startup command's sed updates them on every start.
cat > /mnt/server/server_config.xml <<'EOF'
<?xml version="1.0" encoding="UTF-8"?>
<data port="25565" max_players="4" server_name="A Pterodactyl Hosted Server" password="" save_name="" island_count="16" island_count_per_team="1" carrier_count_per_team="1" team_count_ai="1" team_count_human="1" base_difficulty="1" loadout_type="0" blueprints="0" game_data_path="rom_0">
<permissions/>
<active_mod_folders/>
</data>
EOF
echo "-----------------------------------------"
echo "Carrier Command 2 install complete."
echo "Server will listen on UDP ${SERVER_PORT} through $((SERVER_PORT + 3))."
echo "-----------------------------------------"