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Common Starbound Server Problems and How to Fix Them (Ports, Mods, Crashes, and Corruption)

A practical Starbound server troubleshooting guide covering ports, firewalls, browser visibility, mod mismatches, JsonPatchException crashes, config keys, and safe world recovery.
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Most Starbound dedicated-server failures trace to four causes: the game port is unreachable, the server and clients have different mods, incompatible patches stop startup, or a world/player file is damaged. Fix the symptom in that order: confirm the server actually starts, make the network reachable, make every installation use the same content, then repair only the damaged save instead of deleting the entire universe.

Start with a five-minute triage

Before changing files, identify which layer is failing. A server that never finishes initialization cannot appear in a browser; a server that starts but cannot be reached usually has a routing or firewall problem; a reachable server that rejects a player commonly has a content mismatch; and a server that crashes while loading a world may have a damaged save.

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What you see Most likely area First check
NetworkException when joining Router, firewall, ISP addressing, or an unreachable host Confirm the server is running, then check port reachability and firewall rules.
The server is absent from the browser Initialization, query service, or browser filters Read the server console/log and remove filters that could hide it.
Join fails after a mod or game update Different mod sets or versions Compare the enabled Workshop items on the server and every client.
Startup stops with JsonPatchException Conflicting or obsolete mod patch Use the file path in the error to isolate the patching mod.
One planet will not load Corrupted world file Back up storage, then restore or remove only that world coordinate file.

Keep a copy of the console output from the first failure. The earliest error is usually more useful than the final “server stopped” line.

Fix a Starbound NetworkException

A NetworkException means the client could not establish or maintain the connection. An Appuals troubleshooting guide identifies unforwarded game ports as a common cause; that guide is several years old, so treat its router-specific screenshots as historical, but the network diagnosis remains useful.

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Confirm the server is listening

  1. Start the dedicated server without closing its console.
  2. Wait for normal initialization messages rather than testing while assets are still loading.
  3. On the host computer, check that another local Starbound client can connect to the host’s local address. A local success with a remote failure points toward routing or ISP restrictions.

Use UPnP or forward the port manually

The Starbounder wiki lists 21025 as the default game port and says to allow/forward it as TCP. It separately lists a query service on 21025/UDP and RCON on 21026; those protocol assignments are wiki-reported and have not been verified against the game binary, so use the ports and keys generated by your installation when they differ.

Method How it works Trade-off
UPnP Enable UPnP in the router and allow Starbound to request a mapping automatically. Fastest setup, but dependent on router support and a trusted local network.
Manual forwarding Create a rule from the router’s external TCP 21025 to the host computer’s fixed local IP and allow the same traffic through the host firewall. More work and router-specific, but predictable and easier to audit.

Manual forwarding checklist

  1. Give the server computer a DHCP reservation or static local address so the rule does not follow a different device after a reboot.
  2. In the router’s port-forwarding page, create an entry for external TCP port 21025 to that local address and the server’s listening port.
  3. If you use the query browser or RCON, add only the corresponding rules required by your setup. Do not expose administrative ports unnecessarily.
  4. In the operating system firewall, allow the Starbound dedicated-server executable and the launcher used to start it. If you create a port rule instead, allow inbound TCP 21025 on the appropriate network profile.
  5. Have a player outside your home network test the connection. Testing from inside the same network can be misleading when the router lacks NAT loopback.

Do not forward a port to a changing Wi-Fi address, and do not assume a successful local connection proves that the internet-facing rule is correct.

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When your ISP blocks direct hosting

Some internet services place customers behind carrier-grade NAT or restrict inbound IPv4 connections. In that situation, a correct router rule can still be unreachable. A tunneling tool such as Hamachi is reported as a workaround because it gives players a private virtual network; it is not a repair for the underlying addressing limitation. Everyone must join the same virtual network, and the additional software becomes another dependency to maintain.

When the dedicated server does not appear in the browser

Browser visibility depends on more than the game port. The server must complete initialization, advertise through the expected query service, and pass the client’s filters.

Check initialization first

  1. Read the console from the beginning and look for a patch, asset, or world-loading error before the final shutdown line.
  2. Resolve any startup exception before changing browser settings. A process that exits or never finishes loading cannot advertise reliably.
  3. Temporarily disable restrictive browser filters such as password, mode, region, or version filters and refresh the list.

Check query settings carefully

Documentation disagrees on the query flag name. One Steam Game Server Manager guide says runQueryServer must be true; another hosting guide uses queryServerEnabled: true. Because no official current key reference is available, open the starbound_server.config generated by your own server and use the key it contains. Do not add both names and assume the game will understand them.

If direct connection by address works while the browser remains empty, the game server is probably healthy and the problem is query advertisement, a blocked UDP query path, or a client-side filter. If neither direct connection nor browser discovery works, return to the port and firewall checks.

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Resolve mod and version mismatches

The most frequently reported content-related connection failure is a mod present on one side but not the other. A mismatch can occur even when the mod name looks identical: different Workshop revisions, load-order changes, dependencies, or a game update can alter the asset set.

Build one authoritative mod set

  1. Create one shared Steam Workshop collection containing every required item in the intended version.
  2. Have the server administrator and every player subscribe to that same collection.
  3. Remove old manual copies and duplicate .pak files that provide the same content.
  4. Restart the game and server after Workshop updates so the loaded asset list is rebuilt.
  5. When a player still cannot join, compare the collection and local enabled-mod list rather than relying on memory.

Keep the server’s Starbound build and supporting tools current. A game update, framework change, or third-party server tool can make an otherwise unchanged mod set incompatible with an older server.

Do not treat the asset-digest switch as a real fix

Some troubleshooting summaries suggest setting checkAssetsDigest=false to bypass an asset-digest rejection. That can hide the symptom while leaving different assets active on the server and client, producing missing objects, broken quests, or later crashes. Use matching files as the durable solution; only use a digest bypass for a controlled diagnostic test, then restore the check.

Fix a JsonPatchException or patch-application crash

A dedicated server can fail with JsonPatchException even when single-player appears to work, particularly with a large or recently changed mod list. The useful part of the error is often the path after “Could not apply patch from file.” For example, an error naming /objects/outpost/shipyardwelding/shipyardwelding.object.patch indicates that a mod is trying to alter an object in a way that conflicts with another patch or with the current base game.

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Isolate the conflicting patch

  1. Stop the server and make a complete copy of the storage folder and your current mod list.
  2. Write down the exact patch path and the last mods added or updated.
  3. Temporarily remove or disable the mod that owns the named patch, then start the server.
  4. If the crash remains, re-enable that mod and test the next likely patching mod. Binary-searching the list (disable half, test, then narrow the failing half) is faster than changing one item in a very large collection.
  5. Once identified, update the mod, remove the conflicting pair, or use a compatibility patch from the mod author. Do not edit a Workshop file permanently unless you can reproduce and maintain the change.

A successful startup after removing a mod confirms a conflict, not which mod is “bad” in every load order. Record the working combination and tell players to use the same set.

When mods are installed but not loading

A reported installation mistake is placing a .pak file inside a nested folder. The server’s mods/ directory should contain the package directly, not another directory containing it.

  • Open the server’s actual installation directory, not a similarly named client folder.
  • Verify the path ends in mods/<mod-name>.pak (or the package name used by that mod), with no extra subfolder level.
  • Remove duplicate versions and files left from an older manual installation.
  • Restart the server and inspect the startup log for asset-loading errors.

Workshop-managed content and manually installed packages can coexist, but mixing them makes version control harder. Prefer one method for the server and document every exception.

Repair a corrupted universe or lost world

A crash during a save write can damage one world without destroying every planet. The safest response is a backup-first, smallest-scope repair.

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Back up before touching saves

  1. Stop the server cleanly and ensure no Starbound process is still writing files.
  2. Copy the entire storage/ directory to a separate drive or archive, preserving timestamps and filenames.
  3. Keep at least one untouched copy from before the failure. Automated daily snapshots are useful; a Game Server Kings maintenance guide describes daily snapshots through a Backups tab, but the exact feature depends on the host or management tool.

Understand the reported save layout

Community troubleshooting summaries report universe data in storage/universe/, with each world represented by a coordinate-named file, and player characters in storage/player/<PlayerName>.player. These paths are not confirmed by an official current reference and can vary by installation, so locate the active storage directory from the server’s own files before deleting anything.

Reset one world, not the whole universe

  1. Use the error log, affected planet coordinates, or a known failing teleport destination to identify the world file.
  2. Move only that coordinate file into a quarantine folder outside universe/; do not permanently delete the backup.
  3. Start the server and let Starbound regenerate the world when a player visits it.
  4. Check that unrelated planets and player inventories still load. If the failure persists, restore the original file and investigate a mod or player save instead.

Deleting the entire universe directory is a last resort: it resets every generated world and discards builds that are not in a backup.

When a player file is the problem

If the server crashes only when one character joins, stop the server, preserve the original player file, and test with a restored backup or a newly created character. A damaged player inventory or modded item can trigger a load failure even when worlds are healthy. Restoration may lose progress since the backup date, so tell the affected player exactly what snapshot is being used.

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Find and edit starbound_server.config

The Steam Game Server Manager guide places the configuration file in the server’s storage subfolder and says the dedicated server must run at least once before the file is generated. Start the server once, stop it cleanly, and then edit the generated file rather than creating a blank configuration from a web example.

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Setting Evidence and practical use Caution
maxPlayers The Starbounder wiki describes a default of 8 simultaneous sessions. Higher populations require more memory and can increase load time; no dependable hard upper limit is established here.
serverName Search summaries report a default of A Starbound Server. The default is unconfirmed; change the value in your generated file and verify the browser display.
runQueryServer or queryServerEnabled Different guides use different names for enabling query responses. Use the key present in your version’s generated file; the names are not interchangeable assumptions.
upnpPortForwarding A 2016-era forum workaround advised setting it false for an old error. It is not verified as a current general fix. Change it only while testing UPnP behavior and keep manual forwarding documented.

Make one configuration change at a time, retain a copy of the previous file, and restart the server after each change. JSON syntax errors can prevent startup, so preserve quotation marks, commas, and the existing data types.

Use logs to separate network, mod, and save failures

Logs are more reliable than the wording of a launcher popup. Capture the complete startup sequence and the first stack trace or named file. Search for these clues:

  • Port or bind messages: another process may already occupy the configured port, or the server may be listening on a different interface.
  • Asset digest or missing asset messages: compare the server and client mod collections.
  • “Could not apply patch”: isolate the mod owning the named patch before touching saves.
  • World coordinate or player filename: use a backup and perform a single-file recovery.
  • Clean startup with no browser listing: investigate query advertisement and filters rather than reinstalling mods.

After each repair, test one known-good client and one affected client. This prevents a successful local test from masking a remaining remote or mod-specific failure.

Prevent the next outage

  • Keep a written record of the Starbound version, server build, Workshop collection, manually installed packages, and configuration changes.
  • Back up storage/ before major mod changes and retain daily snapshots when the world matters.
  • Reserve the host’s local IP address and document the router rule for TCP 21025.
  • Apply game and mod updates during a maintenance window, then start the server once before inviting players.
  • Keep one known-good mod collection so you can roll back quickly when a new patch conflicts.
  • Never disable asset checks or delete the universe as a first response; both actions can conceal or amplify the original failure.

A practical decision path

  1. Does the server process finish startup? If no, read the first patch, asset, or save error and repair that layer.
  2. Can a local client join? If no, check the generated configuration, local firewall, and loaded mods. If yes, continue.
  3. Can a player outside the network join directly? If no, use UPnP or manually forward TCP 21025, then consider carrier-grade NAT.
  4. Can the player join but is rejected during loading? Align the Workshop collection and versions; do not rely on a digest bypass.
  5. Does only one destination or character fail? Restore the affected world or player file from backup rather than wiping all saves.

This sequence limits destructive changes and keeps each fix matched to the evidence in the log.

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