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Don’t Starve Together Server Configuration Guide

A practical, version-conscious guide to hosting a Don't Starve Together dedicated server with Steam app 343050, cluster.ini, Master and Caves server.ini files, cluster tokens, shard authentication, firewall rules and troubleshooting.
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To host a Don’t Starve Together dedicated server, install the free Dedicated Server app (Steam app ID 343050), create one cluster directory with Master and (if needed) Caves shard folders, add a valid cluster token, configure cluster.ini and each shard’s server.ini, allow the ports you actually configured through the firewall, and start both shard processes. The Master shard represents the surface world; Caves is the underground shard.

The exact option names and port defaults have changed across server versions. Treat the files installed with your current build as authoritative, especially for ports and networking keys, rather than copying a universal port list.

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What the server files do

A DST installation separates settings into cluster-wide files and per-shard files. A cluster is the group of processes that appears as one game in the server browser. Every shard in that cluster reads the same root-level identity and gameplay settings, while each shard has its own process, save data and listening ports.

You can run a surface-only world with just the Master folder, or add Caves as a second shard. The important distinction is that Caves is not a second independent server: it is authenticated to, and presented with, the Master as part of one cluster. Adding a second shard therefore requires matching cluster settings, a shared key and another complete set of ports.

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Location File or folder Purpose
Cluster root cluster.ini Cluster name, password, description, gameplay rules, network behavior and shard settings shared by all shards.
Cluster root cluster_token.txt Authentication token required for an online cluster.
Cluster root adminlist.txt Klei UserIds that receive administrator privileges.
Cluster root whitelist.txt Klei UserIds allowed into reserved whitelist slots.
Cluster root blocklist.txt Klei UserIds prevented from joining.
Master subfolder server.ini Settings for the surface shard, including its server identity, ports and master-shard role.
Caves subfolder server.ini Settings for the underground shard and its connection back to Master.

On Windows, user data is commonly under DocumentsKleiDoNotStarveTogether. A Linux dedicated-server setup commonly uses ~/.klei/DoNotStarveTogether/MyDediServer/. Your launcher or startup script may select a different cluster directory; use the directory passed to that launch command.

One cluster, one root

Do not put a second copy of cluster.ini inside Master or Caves. Root files define the shared cluster identity, while each shard folder contains only the settings needed by that shard. Keeping this layout intact makes backups, updates and troubleshooting much easier: if the browser name or password is wrong, inspect the root file; if only Caves fails, inspect its own server.ini.

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Install the dedicated server app

Steam Library method

  1. Open Steam and switch the Library filter to Tools.
  2. Install Don’t Starve Together Dedicated Server. The app ID is 343050.
  3. Open the installation directory and keep a note of where the server executable and its bundled configuration examples are located.

SteamCMD method

On a machine without the Steam desktop client, install SteamCMD, create a destination directory, and update app 343050. A typical non-interactive sequence is:

steamcmd +login anonymous +force_install_dir /path/to/dst-server +app_update 343050 validate +quit

Replace the destination with a writable directory on your system. If SteamCMD reports that the app is unavailable or authentication is required, confirm that SteamCMD is current and that the account or platform you are using can access the dedicated-server app.

After installation, locate the example configuration files shipped with that build before writing your own. They are a useful syntax check because community guides can describe keys from an older release. Copy examples into your cluster only after confirming their section names and spelling.

Create the cluster directory

Make one cluster root and, for a two-shard world, two child directories with these exact roles:

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MyDediServer/n├── cluster.inin├── cluster_token.txtn├── adminlist.txtn├── whitelist.txtn├── blocklist.txtn├── Master/n│   └── server.inin└── Caves/n    └── server.ini

The text-list files may be empty when you create them. Add one Klei UserId per line when you need administrators, reserved players or bans. Keep the spelling and capitalization of Master and Caves consistent with the launch configuration.

Decide early whether you need Caves. A Master-only setup has fewer processes and fewer networking rules. A Master-plus-Caves setup gives players the underground world, but it also requires shard_enabled = true, matching shard authentication and separate ports. Do not create a Caves directory and assume it will join automatically; it must be started with its own valid configuration.

Generate and install a cluster token

An internet-visible cluster needs a token. Without one, the server may start locally but fail to authenticate with the online service or appear incorrectly in the browser.

Method 1: Klei account site

  1. Sign in to the Klei account service associated with your game.
  2. Generate a dedicated-server cluster token.
  3. Copy the token exactly, with no quotation marks or extra spaces.
  4. Save it as cluster_token.txt in the cluster root, beside cluster.ini.

Method 2: in-game console

  1. Launch DST and enable the in-game console if it is not already available.
  2. Run TheNet:GenerateClusterToken() in the console.
  3. Locate the resulting token file in the Klei documents directory.
  4. Copy that file into the dedicated cluster root and name it cluster_token.txt.

Do not publish the token or commit it to a public repository. If you move the cluster, copy the token with the cluster files; generating a replacement is preferable to exposing an old token.

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The token belongs at the root, not in Master or Caves. Check the filename carefully: a hidden extension such as cluster_token.txt.txt, a token copied with quotation marks, or a token saved in a different cluster directory can all produce the same “not listed” symptom. Protect the file with the same care as a password.

Write cluster.ini

cluster.ini is read by every shard. A practical starting file contains the four sections below. Use the option names shipped with your installed server; older guides can contain obsolete keys.

[GAMEPLAY]ngame_mode = survivalnmax_players = 16npvp = falsenn[NETWORK]ncluster_name = My DST Serverncluster_password =ncluster_description = Private dedicated worldnlan_only_cluster = falsenwhitelist_slots = 0ntick_rate = 15nn[MISC]nmax_snapshots = 6nconsole_enabled = truenn[SHARD]nshard_enabled = truencluster_key = replace-with-a-long-random-secret

Gameplay settings

  • game_mode selects the world mode, such as survival.
  • max_players is commonly 16 by default in the cited settings material. Set it to a value your hardware and connection can sustain.
  • pvp is commonly false by default. Set it deliberately; do not assume a client-side preference changes the dedicated server.

These values are cluster-wide. Changing the player limit or PvP setting in one shard file will not change the world, because those options belong in the root cluster.ini. Stop the running processes before editing so the next launch reads a consistent set of values.

Network and browser settings

  • cluster_name is the name players see in the server browser.
  • cluster_password controls entry. Leave it blank only when you intentionally want an open server.
  • cluster_description appears on the Browse Games screen. An empty description is the usual default in third-party configuration examples.
  • lan_only_cluster = true restricts connections to the local network. Keep it false for an internet server.
  • whitelist_slots reserves slots for users listed in the root whitelist.txt. It does not itself add anyone to the whitelist.
  • tick_rate is often shown as 15. Klei’s settings guidance recommends leaving it unchanged unless you are running a LAN game; values that divide evenly into 60, such as 15, 20 or 30, are the sensible choices when the installed version supports them.

A blank password and lan_only_cluster = false describe a publicly reachable cluster, not a private one. For a friends-only internet server, use a password and still protect the token and administrative files. For a local test, set LAN-only deliberately and remove unnecessary router forwarding.

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Snapshots and console

max_snapshots controls rollback snapshots. The 2016 settings guide lists a default of 6. Snapshots are made on saves and can be selected from the Rollback tab on the Host Game screen. More snapshots consume disk space; fewer snapshots reduce recovery choices.

console_enabled = true permits Lua commands in the server console. If you disable it, administrative recovery commands that depend on the console will not be available.

Shard authentication

Set shard_enabled = true for a Master-plus-Caves cluster. cluster_key is the shared password that authenticates a secondary shard to the Master; it is required when sharding is enabled and must match in every shard configuration involved in the cluster. Use a long, unique value and keep it private.

Treat the cluster key and the online token as separate secrets. The token authenticates the cluster with the online service; the key authenticates a secondary shard to Master. Changing one does not replace the other, and an accidental trailing space can make an otherwise identical key fail.

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Configure the Master shard

Create Master/server.ini and mark this process as the master:

[NETWORK]nis_master = truenserver_port = 10998nn[SHARD]ncluster_key = replace-with-the-same-secretnn[STEAM]nmaster_server_port = 27016nauthentication_port = 8766

The names of Steam-port keys and the available port fields vary by release. The values above are illustrative, not guaranteed defaults. Open the installed server’s example file and use the exact keys it provides. The important invariants are that Master declares is_master = true, its listening ports are not reused by another process, and its shard authentication key matches the cluster configuration.

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Master should be started first because it owns the surface world and provides the endpoint that Caves uses. If the Master process is pointed at a different cluster root than Caves, the two processes can appear healthy while loading different worlds, tokens or keys. Record the absolute cluster path in your launch script and use it for both.

Configure the Caves shard

Create Caves/server.ini with a different set of ports and a connection to Master:

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[NETWORK]nis_master = falsenserver_port = 10999nn[SHARD]ncluster_key = replace-with-the-same-secretnmaster_ip = 127.0.0.1nmaster_port = 11001nn[STEAM]nmaster_server_port = 27017nauthentication_port = 8767

Here, 127.0.0.1 is appropriate only when both shards run on the same machine. If Caves runs on another machine, use the Master’s reachable private or public address and allow the inter-shard traffic through the network. Every Caves port must be distinct from every Master port.

Port numbers are not stable enough to copy blindly: one current guide suggests opening UDP 10999 plus shard ports, while other examples use 10998 for the Master server and 11001 for master_port. Before opening the firewall, read the generated server.ini files, record the actual values, and map each value to the protocol named by that version. Do not expose an unneeded range simply because an older tutorial lists it.

Make a port worksheet

Before launching, write down the value and purpose of every port in both files: Master game traffic, Caves game traffic, the Master endpoint used by Caves, and each Steam or authentication port exposed by your build. Mark whether each one is local-only, inter-shard or player-facing. This prevents two common mistakes: assigning the same port to both shards and forwarding a port that the current executable never listens on.

When both shards share one machine, loopback can be used for the Master-to-Caves address if the installed configuration supports it. When they are split across machines, test reachability between those machines separately from player access. A public player port being open does not prove that the inter-shard address and port are reachable.

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Firewall and router setup

  1. List every listening port in both server.ini files and any port required by the installed server’s launch documentation.
  2. Create inbound firewall rules for those ports using the protocol specified by the configuration; the commonly required game traffic is UDP.
  3. If players connect from the internet to a machine behind a router, forward the same external ports to the host’s fixed internal address.
  4. Allow the server executable through the host firewall, but keep unrelated ports closed.
  5. For a LAN-only cluster, do not add internet port forwarding and set lan_only_cluster = true.

Test from a different network when checking internet reachability. A successful local connection does not prove that router forwarding, carrier-grade NAT or an upstream firewall is configured correctly.

Do not assume that opening one familiar DST port is sufficient for a two-shard cluster. Compare the firewall rules with the worksheet you made from the current files, then retest after every server update that changes an example configuration. If your router supports destination rules, forward only to the fixed address of the actual host rather than relying on a changing DHCP address.

Start both shards

Start the cluster using the launcher supplied with the dedicated-server installation and point it at the cluster root. The exact script name differs between Windows and Linux builds, but the process must launch both Master and Caves with the same cluster directory.

  1. Start Master first and watch its log for a successful world and network initialization.
  2. Start Caves with its own server.ini.
  3. Confirm that Caves authenticates with the shared cluster_key and connects to the configured master_ip and master_port.
  4. Search the server browser for the exact cluster_name, or connect over LAN if lan_only_cluster is enabled.
  5. Join with a test account, travel through a sinkhole and verify that the underground shard loads.

Run the processes under a service account with write permission to the cluster and save directories. On Linux, use a service manager or terminal multiplexer so the server continues running after you disconnect; on Windows, use a scheduled task or service wrapper if you need automatic restarts.

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Keep the first startup visible until both logs are clean. If Caves is launched before Master, it may fail simply because its target is not listening yet; restart it after Master is ready. A browser listing alone is not a complete test: join with a test account, move between surface and caves, and confirm that a restart still uses the intended cluster directory.

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Administration files and safe maintenance

Administrator, whitelist and blocklist

  • Put one player’s Klei UserId on each line of adminlist.txt to grant administrative access.
  • Put UserIds in whitelist.txt and set whitelist_slots above zero when you want reserved capacity.
  • Put banned UserIds in blocklist.txt to deny them entry.

These files belong at the cluster root, not inside Master or Caves. Back them up with the rest of the cluster before editing.

Whitelist reservations are capacity reservations, not a complete access-control switch by themselves. The file must contain the exact Klei UserIds, one per line, and the reserved-slot count must be greater than zero. After editing, restart or reload according to the behavior of your installed build and test with an account that is actually listed.

Backups and rollback

Stop both shards before making structural changes. Copy cluster.ini, the token, administration lists and both shard save directories to a separate disk. Keep dated backups when changing gameplay or shard settings so you can restore a known-good configuration. In-game rollback snapshots are convenient, but they are not a substitute for an independent backup of the world files.

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Back up before changing the cluster name, player limit, PvP state, shard mode or port assignments. Preserve the previous INI files with the date of the change, and never include the token in a public version-control repository. A configuration backup without the corresponding save directories cannot restore the world, while a save backup without the matching cluster layout can be difficult to launch.

Common failures and fixes

Symptom Likely cause Fix
Server starts but is not listed online Missing, misplaced or invalid token; LAN-only mode; blocked network ports. Verify cluster_token.txt is at the cluster root, check lan_only_cluster, then compare firewall rules with the actual ports in both server.ini files.
Caves exits or never connects cluster_key mismatch, wrong Master address, duplicate ports or Master not running. Compare the key character-for-character, start Master first, use 127.0.0.1 only for same-machine shards, and assign unique ports.
Players can join locally but not remotely Router forwarding, host firewall or upstream NAT problem. Forward the configured UDP ports to a fixed internal address and test from a separate internet connection.
Players cannot use reserved slots UserIds absent or misspelled in whitelist.txt, or whitelist_slots is zero. Add the exact Klei UserIds, one per line, and reserve at least the number of slots required.
Configuration changes appear ignored Edited the wrong cluster, changed a shard file while the process was running, or used an option removed from the current build. Stop both processes, confirm the launcher’s cluster path, compare option names with the installed example, then restart.
Rollback choices are missing Snapshots disabled, too few saves since startup, or snapshots deleted to reclaim disk space. Keep max_snapshots above zero, allow saves to occur and maintain adequate free storage.

When diagnosing, change one variable at a time. First establish that Master can start from the intended cluster root, then verify the token and browser visibility, then add Caves. This isolates a path or token problem from a shard-authentication or firewall problem and leaves a clear log trail.

Configuration checklist

  • Dedicated Server app 343050 is installed and updated.
  • One cluster root contains cluster.ini, cluster_token.txt and administration lists.
  • Master and Caves each have their own server.ini.
  • Master has is_master = true; Caves does not.
  • shard_enabled is true for a two-shard world.
  • The same non-public cluster_key is present wherever the cluster requires it.
  • Every shard has unique ports, and firewall/router rules match those files.
  • lan_only_cluster, password, player limit, PvP and whitelist settings match the intended audience.
  • Both shards start without authentication or connection errors, and a test player can move between surface and caves.

What to verify after a server update

Do not assume a 2016 settings reference or a 2021 community tutorial still matches a current build. After updating, compare the new example server.ini and cluster.ini with your copies, check whether deprecated options generate warnings, and re-check the actual ports in the logs. Keep your working files under version control or in dated backups so you can revert a failed update without losing the world.

Recheck the app ID, token-generation procedure, option spelling and port assignments after updates. These details are more volatile than the directory layout. If the update replaces example files, compare them rather than overwriting a working cluster blindly; preserve your world saves, token handling and administrative lists while adopting any newly required keys.

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Frequently asked questions

Frequently Asked Questions

How do I make a Don’t Starve Together server?

Install the free Dedicated Server app (Steam app ID 343050), create a cluster root with cluster.ini and a token, add a Master/server.ini, open the ports shown by your installed files, and launch the Master process. Add Caves/server.ini and a second process only if you want the underground shard.

How do I host a DST server for friends over the internet?

Set lan_only_cluster to false, place a valid cluster_token.txt in the cluster root, configure a password if the world is private, allow the configured UDP ports through the host firewall, and forward those same ports from the router to the server’s fixed internal address. Test from a different network.

Where does cluster_token.txt go?

It goes in the cluster root beside cluster.ini, not inside Master or Caves. You can generate it through the Klei account service or with TheNet:GenerateClusterToken() in the in-game console, then copy the resulting file into that root.

What is the difference between cluster.ini and server.ini?

cluster.ini contains settings shared by the whole cluster, including the browser name, password, gameplay rules, snapshots and shard mode. Each shard’s server.ini contains process-specific settings such as is_master, its ports and the address used by Caves to reach Master.

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Do Master and Caves need the same cluster_key?

Yes. cluster_key authenticates a secondary shard to Master. It is required when shard_enabled is true and must match character-for-character wherever the cluster’s shards use it.

Can Master and Caves use the same ports?

No. Each shard needs its own distinct ports, including any Steam or authentication ports required by the installed build. Read both server.ini files and build firewall rules from those values instead of copying a fixed online port list.

Why is my server visible on LAN but not online?

Check that a valid token is at the cluster root, lan_only_cluster is false, the host firewall allows the configured traffic, and the router forwards the same external ports to the host. Carrier-grade NAT or an upstream firewall can also prevent inbound internet connections.

Why does Caves fail to connect?

Start Master first, compare the cluster_key in both configurations, verify that master_ip and master_port point to the actual Master endpoint, and ensure no ports are duplicated. Use 127.0.0.1 only when both shards run on the same machine.

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How do whitelist slots work?

Add exact Klei UserIds, one per line, to the root whitelist.txt and set whitelist_slots above zero in cluster.ini. The setting reserves capacity; it does not populate the whitelist automatically.

How many rollback snapshots should I keep?

The 2016 Klei settings guide lists max_snapshots defaulting to 6. More snapshots use more disk space but preserve more recovery choices; fewer snapshots reduce storage use. Keep independent save backups as well.

The Bottom Line

Use the current dedicated-server examples as your authority: one cluster root, a correctly placed token, shared cluster settings, separate Master and Caves configurations, matching shard authentication and ports that are unique and explicitly allowed through your firewall. Start Master before Caves, test both local and remote access, and back up the files and worlds before every significant change.

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