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How to Enable Cross-Map Clustering on a Soulmask Server

A complete, build-aware guide to linking Cloud Mist Forest and Shifting Sands on separate Soulmask dedicated servers, including exact main/child settings, KaiQiKuaFu configuration, travel testing, and data-transfer limitations.
Length9 min Posted Quest giverVGSources Team
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To enable Soulmask cross-map clustering, run two dedicated-server instances—one for Cloud Mist Forest and one for Shifting Sands—assign one as the main server and the other as its child, give them different Server IDs, point the child at the main server’s reachable IP:PORT, and enable cross-server travel on both. In a file-based setup, set KaiQiKuaFu to 1 in GameXishu.json. Stop both servers before changing settings, then restart and test travel from the in-game cross-server terminal or Stargate.

What Soulmask cross-map clustering actually does

Cross-map clustering links two separate Soulmask dedicated-server instances so players can travel between their worlds. The documented arrangement uses one instance running Cloud Mist Forest and another running Shifting Sands. The servers remain separate simulations: clustering supplies a travel connection; it does not merge their databases into one shared save.

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One instance is designated the main server. The other is designated the child or secondary server. The child needs the main server’s reachable address and cluster port so it knows where the cluster is anchored. Both instances must have cross-server travel enabled.

Travel is normally initiated with the in-game cross-server terminal or a Stargate. Being able to connect to each server directly is not proof that clustering works, because direct gameplay and query connections can use different ports from the cluster connection.

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Clustering also is not an automatic character or base migration. A GameHostBros setup guide states: “Character data will NOT automatically transfer after enabling this feature.” Treat the worlds and existing character state as separate unless you have verified a supported migration or an in-game transfer workflow for your exact build.

Required layout and prerequisites

You need two active dedicated-server instances. A single instance cannot present both maps as a cross-map cluster. The usual example is:

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Role Map Server ID example Cluster address setting
Main Cloud Mist Forest 1 Its own reachable IP and cluster/main-server port
Child Shifting Sands 2 Main server’s reachable IP:PORT

You can reverse the map assignment if you prefer Shifting Sands as the main server. What matters is that there is exactly one main role, exactly one child role in this two-server arrangement, and a unique ID on every instance.

  • Two Soulmask dedicated-server instances, with a map selected for each.
  • Administrative access to each hosting panel or to the server configuration files and console.
  • A reachable address for the main server and the cluster/main-server port exposed by the host. The exact numeric port is host- and panel-specific; do not assume it is the gameplay or query port.
  • Compatible Soulmask versions on both instances.
  • A backup of each world before changing roles or travel settings.
  • The same password on both servers if password protection is enabled.

Panel terminology differs. You may see Main Server, Main Server travel mode, Child, Secondary, Cross Server Mode, or Enable Cross Server Travel. File-based installations expose the underlying setting instead of these switches.

Configure the cluster step by step

1. Provision and identify both instances

Create or start two Soulmask dedicated servers. Assign Cloud Mist Forest to one and Shifting Sands to the other, then write down which machine will be the main server. Do not reuse a Server ID: use a different value on every instance. The common example is ID 1 for the main and ID 2 for the child, but the important requirement is uniqueness rather than those particular numbers.

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Record the main server’s externally reachable IP address or hostname and the port identified by your host as the cluster or main-server port. If a panel shows several ports, ask which one is used for the clientserverconnect value or cross-map connection. A server’s gameplay port and query port may not accept cluster traffic.

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2. Stop both servers before editing

Use the panel’s Stop action, or stop the dedicated-server processes from the console. Make sure both instances are fully offline before editing settings. This prevents a running process from overwriting your changes and ensures the new main/child relationship is read during the next start.

3. Set the main server role

  1. Open the main instance’s Soulmask settings in the hosting panel or configuration files.
  2. Select Main Server or Main Server travel mode, if the panel provides a role selector.
  3. Enter a unique Server ID, such as 1.
  4. Note the main server’s reachable IP address and its cluster/main-server port. You will enter this endpoint on the child.

Some panels save the role and ID in separate fields; others expose a combined travel-mode setting. Do not enter the child’s address here. The main server is the anchor that the child will reference.

4. Set the child server role and main-server address

  1. Open the second instance’s settings.
  2. Select Child, Secondary, or the equivalent child travel mode.
  3. Assign a different Server ID, such as 2.
  4. In Main Server Address, Main Server IP, or clientserverconnect, enter the main server’s reachable endpoint in the required IP:PORT format.

Use the address players or the child machine can actually reach. Entering only an IP when the field requires a port, entering a private address that is not reachable from the child, or using the gameplay/query port instead of the cluster port will prevent the link from forming. Do not append a second protocol or path unless your panel explicitly requires one.

5. Enable cross-server travel on both instances

Turn on the panel option named Cross Server Mode or Enable Cross Server Travel on both servers. Enabling it only on the main or only on the child leaves the pair unable to complete cross-map travel.

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For a file-based configuration, edit GameXishu.json on each instance and set the cross-server key to one:

"KaiQiKuaFu": 1

The Soulmask Systems Wiki settings reference lists KaiQiKuaFu as the cross-server setting, with a permitted range of 0 to 1 and a default of 0 in the listed templates. That reference extracted data from dedicated-server build 25117130 on 2026-09-05. A value of 0 leaves the feature disabled; use the Boolean-like numeric value accepted by the file rather than true unless your build documents a different syntax.

Preserve valid JSON syntax when editing. Keep the key inside the existing object, retain commas between neighboring properties, and save a backup of the original file so you can revert if the server fails to load.

6. Match passwords

If either server uses a password, set exactly the same password on every server in the cluster. GhostCap’s setup guidance specifically recommends identical passwords across the cluster. Check capitalization, spaces, and punctuation; a visually similar but different value is still a mismatch. If the servers are intentionally public and password-free, leave password protection disabled consistently rather than mixing modes while troubleshooting.

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7. Save, restart, and verify the link

  1. Save the main and child settings.
  2. Start or restart both dedicated servers so they reload the role, IDs, endpoint, and travel flag.
  3. Wait until each server reports that its world is ready.
  4. Join one map and locate the in-game cross-server terminal or Stargate.
  5. Attempt travel to the other map, then repeat the test in the reverse direction.

Use the in-game travel mechanism described by the hosting panel or guide. A successful direct connection to each map alone does not establish that the cluster endpoint, role relationship, and travel flag are correct.

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Settings to record before going live

Setting Main instance Child instance What must be true
Map Cloud Mist Forest (example) Shifting Sands (example) The instances run the maps you intend to connect.
Travel role Main Server Child/Secondary Only one main anchor is used for this pair.
Server ID 1 (example) 2 (example) Every ID is unique.
Main-server address Its own reachable endpoint is recorded Main server’s IP:PORT The child points to the main’s cluster endpoint, not merely a gameplay/query port.
Cross-server travel Enabled Enabled Panel toggle on, or KaiQiKuaFu set to 1.
Password Same value if enabled Same value if enabled Values match exactly across both instances.

What happens to characters, bases, and existing worlds?

Do not assume that clustering combines progression. The cross-map feature links server instances for travel; it is not described as an automatic save merge. Existing character data, bases, inventories, and world state should be treated as belonging to the server on which they were created until you have confirmed a supported transfer process for your server build.

Before enabling the feature, back up both worlds separately and label the backups with the map, server ID, and date. If a character appears without expected progression after travel, stop making irreversible changes and compare the two server saves. Do not overwrite one world with the other merely because the maps now appear in the same travel network.

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For a new cluster, test with a disposable character and a small temporary structure first. Verify what the game carries through the travel interaction, what remains on the origin map, and whether returning through the Stargate behaves as expected. Those observations are safer than assuming that a successful connection means all progression is shared.

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Troubleshooting failed cross-map travel

The child cannot find or connect to the main server

  • Recheck the child’s Main Server Address, Main Server IP, or clientserverconnect field. It must contain the main server’s reachable address in the exact IP:PORT format required by the panel.
  • Confirm that the port is the cluster/main-server port. A gameplay or query port can allow ordinary joins while still rejecting cluster traffic.
  • Check that the main server is running and fully initialized when the child starts or reconnects.
  • Verify that the endpoint is reachable from the child’s network location; a private address may work inside one network but not between separately hosted instances.

Travel options do not appear in game

  • Confirm cross-server travel is enabled on both instances, not just one.
  • If editing files, verify that GameXishu.json contains "KaiQiKuaFu": 1 and remains valid JSON.
  • Stop and restart both servers after changing the file or panel toggle.
  • Use the cross-server terminal or Stargate rather than expecting a normal server browser connection to show a travel option.

The servers connect to the wrong world or behave unpredictably

  • Check that Server IDs are unique. Duplicate IDs undermine the identity of the cluster members.
  • Confirm the intended map is assigned to each instance and that the child/main roles were not accidentally reversed on one panel.
  • Verify both instances are running compatible Soulmask versions. Update or roll back them together according to your host’s supported build process instead of testing mismatched versions.

Password or authorization errors appear

Compare the password fields character by character on both servers. Remove accidental leading or trailing spaces, check capitalization, and restart after correcting the value. If one server is password-free and the other is protected, make the policy consistent before testing again.

One-way travel works but the return trip fails

Recheck both directions rather than assuming the main-to-child path proves the reverse path is configured. Cross-server travel must be enabled on both instances, and the two maps must each be running the intended compatible build. Test from the other map’s terminal or Stargate after a full restart.

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Working with hosting panels and configuration files

Managed hosts expose different controls. One panel may show a single travel-mode dropdown; another may require a role, ID, address, and port in separate fields. A file-based host may expose only the JSON key and command-line or console access. Follow the label that corresponds to the function, not a presumed field name: Main Server Address, Main Server IP, and clientserverconnect refer to the child’s pointer to the main endpoint in the documented workflows.

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When choosing managed Soulmask cluster hosting, confirm these capabilities before purchasing or migrating:

  • The panel exposes main/child cross-map controls or permits editing the relevant files.
  • You can view or configure the cluster port and the main server’s reachable IP.
  • You have file or console access to set KaiQiKuaFu if the panel lacks a travel toggle.
  • Backups cover each map independently, with a documented restore process.
  • The host supports the maps, DLC, and Soulmask build you intend to run on both instances.
  • Both servers can be coordinated for simultaneous stops, edits, and restarts.

Do not assume that a host’s ordinary “server transfer” or “multi-server” feature is the Soulmask cross-map function. Ask specifically whether it supports the main/child travel relationship and which port is reserved for cluster communication.

Safe operating checklist after setup

  • Keep a written inventory of each map, role, Server ID, address, cluster port, and password policy.
  • Back up Cloud Mist Forest and Shifting Sands separately before changing IDs, maps, or travel settings.
  • Stop both servers before coordinated edits.
  • Apply version changes to both instances and test travel after every update.
  • After a restart, test a short trip in each direction before inviting players back.
  • Never treat a successful travel prompt as proof that character or base data is merged.

The exact panel labels and port names can vary by host and server build. The stable requirements are the two-instance topology, one main and one child role, unique Server IDs, the child’s correctly formatted pointer to the main cluster endpoint, cross-server travel enabled on both, matching passwords when used, and a restart before testing.

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