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Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →Clear out junk files and repair common Windows errorsFree Scan →For a dedicated 7 Days to Die server using its default configuration, forward 26900/TCP, 26900/UDP, 26901/UDP, and 26902/UDP from your router to the computer running the server. The Fun Pimps’ support FAQ also lists 26903/UDP as currently unused but warns that not forwarding it can prevent players from joining, so adding it is the most conservative setup.
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The default ServerPort is 26900. Router rules alone are not enough: the destination computer needs a stable private LAN address, and the same ports must be allowed through its operating-system firewall. Ports 8080/TCP and 8081/TCP are optional administration interfaces, not normal player ports.
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Default 7 Days to Die ports
The game uses one base port and adjacent UDP ports. The base port is used over both TCP and UDP, while the other game-network entries are UDP. Create rules that point to the private IPv4 address of the dedicated-server computer, not to the router’s public address.
| Port | Protocol | What it is used for | Forward for players? |
|---|---|---|---|
| 26900 | TCP | Game-details query service listed by the support FAQ | Yes |
| 26900 | UDP | Part of the default game networking set | Yes |
| 26901–26902 | UDP | The default range covering master-server, Steam-communication and LiteNetLib networking functions | Yes |
| 26903 | UDP | Listed as currently unused, but the support FAQ warns that omitting it may block joining | Add it for the most complete default rule set |
| 8080 | TCP | Optional web dashboard | No, unless you deliberately enable the dashboard |
| 8081 | TCP | Optional telnet/control interface | No, unless you deliberately enable the control service |
Do not open 8080 or 8081 merely because they appear in a port list. They increase the number of reachable services and should remain closed when the related administration feature is disabled.
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How ServerPort changes the required ports
ServerPort is the base value. When you move it, move the associated game ports by the same offset instead of forwarding the old 26900 set. For example, a configuration using ServerPort 26920 uses 26920 as its new base and the next UDP entries become 26921 and 26922. If you are following the more complete table that includes the extra port, its corresponding shifted value would be 26923.
Apply the change consistently in three places: the server configuration, the router’s forwarding rules and the host firewall. Restart the dedicated server after editing the setting, then confirm the active port in its startup output or configuration. Port tables can differ by game version, so check the documentation that matches your installed server build before removing an adjacent UDP rule.
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What you need before creating a forwarding rule
- A running dedicated server: Port forwarding cannot make an offline process reachable. Start the server while testing.
- The active base port: Read
ServerPortfrom the server configuration rather than assuming it is still 26900. - A stable private IPv4 address: Reserve the server computer’s address in the router’s DHCP settings or configure a suitable static address. A rule aimed at an address that later changes will silently point to the wrong device.
- Router administrator access: You need permission to create inbound NAT or port-forward rules.
- Host-firewall permission: The computer must accept the same protocols and port numbers after the router sends the traffic to it.
- An external test player: A friend connecting from outside your home network is a more useful test than a second device on the same LAN, where NAT loopback may behave differently.
Port-forwarding procedure
1. Confirm the server’s port set
- Open the configuration used by the dedicated server and find
ServerPort. - Record the base value and calculate the adjacent UDP values from that base. For an unchanged installation, the base is 26900; for a shifted installation, use the corresponding shifted numbers.
- Stop and restart the server after any edit so the process actually binds to the new ports.
2. Reserve the server computer’s LAN address
- Identify the computer’s private IPv4 address, such as an address in the router’s local subnet.
- In the router’s connected-device or DHCP-reservation screen, bind that address to the computer’s network adapter.
- Reconnect the computer or renew its lease, then verify that it still has the reserved address. Use this address as the forwarding destination.
3. Add the router rules
Router interfaces use different labels, but the fields are generally called external or public port, internal or private port, protocol and destination IP. Create separate rules when the interface requires separate TCP and UDP entries.
- Forward 26900 TCP to the reserved server address.
- Forward 26900 UDP to the same address.
- Forward 26901 UDP and 26902 UDP to that address.
- Add 26903 UDP if you want to follow the support FAQ’s more complete joining guidance.
- Use identical external and internal port numbers unless your router and server design specifically requires translation. Save or apply the rules, then restart the router only if its interface requires it.
Do not point the rules at the router itself, a console that is not running the dedicated server, or a changing DHCP address. A port-forward rule is destination-specific; it does not automatically discover the correct host.
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4. Permit the ports through the host firewall
On Windows, open Windows Defender Firewall with Advanced Security, create inbound rules for the server program or for the required local ports, and select the correct protocol. Allow TCP 26900 and UDP 26900–26903 when using the complete default set. Restrict the rule to the profiles and networks you actually use, and avoid creating broad “allow any port” exceptions.
On another operating system, create equivalent inbound rules in its firewall. If you changed ServerPort, substitute the shifted values in both the TCP and UDP rules. A router can deliver a packet successfully while the host firewall still drops it, so both layers must agree.
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5. Test from outside the LAN
- Start the dedicated server and wait until it has finished loading the world.
- Have a player on another internet connection join using the server’s public address and the configured port, following the game’s normal server-list or direct-connect workflow.
- Change one variable at a time if the connection fails: first verify the configured port, then the destination IP, then the firewall and router protocols.
- Test while the server is running. A closed result from a generic port-checking site does not prove a rule is wrong when no process is listening.
Why forwarding 26900 alone often fails
The server is using a different base port
If ServerPort is 26920, forwarding 26900 sends traffic to a port where the server is not listening. Read the active configuration and shift every related rule together.
The router rule targets the wrong private address
DHCP can assign a new address after a reboot. Recheck the server computer’s current IPv4 address and create a reservation so the destination remains stable.
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TCP and UDP were treated as interchangeable
They are separate protocols. A TCP-only rule does not carry UDP traffic, and a UDP-only rule does not satisfy the TCP requirement on 26900. Create explicit rules for each protocol.
The host firewall is still blocking traffic
Confirm that the server executable or local-port rules allow inbound traffic on the same ports. Temporarily disabling a firewall can be a diagnostic step on a controlled test machine, but restore protection and create a narrow rule rather than leaving the firewall off.
The additional UDP port was omitted
The support FAQ identifies 26903/UDP as currently unused yet warns that failing to forward it may block joining. If the primary rules look correct but outside players still cannot enter, add 26903/UDP and retest while the server is running.
There is double NAT or carrier-grade NAT
A home router may itself sit behind another router, an apartment gateway or an internet provider’s carrier-grade NAT. In that case, the first router’s rule cannot create an inbound path through the upstream device. Check whether the router’s internet-facing address is a real public IPv4 address and whether another gateway precedes it. You may need forwarding on both routers, a public address from the provider, a suitable tunnel, or a managed server.
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You are testing from inside the same network
Some routers do not support NAT loopback, so a local connection to the public address can fail even when outside players can join. Use a genuinely external connection for the decisive test.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Optional administration ports: 8080 and 8081
Port 8080/TCP is associated with the web dashboard, while 8081/TCP is associated with telnet or control access in the cited server-port tables. Neither is required for ordinary gameplay. Leave both closed unless you have enabled the corresponding service.
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Self-hosting versus managed hosting
Port forwarding is practical when you control the router and can maintain the host. A managed host or virtual private server is an alternative when inbound connectivity is unavailable or you do not want a game server exposed from a home network. The choice is operational rather than a different game protocol.
| Decision factor | Home server with forwarding | Managed host or VPS |
|---|---|---|
| Inbound connectivity | Requires a reachable public path, router control and correct NAT rules | Usually provides an internet-reachable address without home-router forwarding |
| Configuration and mods | Maximum control over files, settings and installed modifications | Control depends on the host’s tools, permissions and supported game version |
| Administration effort | You handle operating-system updates, firewall rules, restarts and troubleshooting | The provider may supply a panel and maintenance features, but you still manage the game configuration |
| Uptime and restarts | Depends on your electricity, internet connection and restart procedures | May offer automated restarts or monitoring; exact behavior varies by service |
| Recurring cost | No hosting fee is established here, but you supply hardware and connectivity | Recurring pricing varies by provider and plan; verify current terms directly |
| Backups | You are responsible for world and configuration backups | Backup frequency, retention and restore controls must be confirmed in the plan |
| Home-network exposure | Forwarded ports reach a device on your residential network | The game service is isolated from your home LAN, subject to the provider’s security model |
Choose managed hosting when your provider blocks inbound connections, you cannot administer the router, or reliable uptime and simpler restarts matter more than complete local control. Choose self-hosting when you need full mod and configuration access and are comfortable maintaining the network and machine.
Security checklist after the server works
- Forward only the game ports you actually use; do not open 8080 or 8081 by default.
- Keep the destination address reserved so rules do not drift to another device.
- Match every rule to the active
ServerPortand protocol. - Limit firewall scope to the required ports and appropriate network profiles.
- Use strong administrative credentials and restrict dashboard or telnet access to trusted sources.
- Back up world saves and configuration before changing ports, mods or server software.
- Review the rules after router replacement, ISP changes or a server-computer network upgrade.
Bottom line
Start with 26900/TCP, 26900/UDP, 26901/UDP and 26902/UDP, add 26903/UDP for the support FAQ’s more complete default set, and send all of them to a stable private address. Permit the same traffic through the host firewall, shift the entire set when ServerPort changes, and keep 8080/8081 closed unless you intentionally secure the administration services. If your internet connection has no usable inbound path, a managed host or VPS avoids the home-router limitation.
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