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How to Join a Vintage Story Server (LAN, Internet, Public and Dedicated)

Use Vintage Story's Multiplayer menu to add a server by IP or browse public listings. This guide covers LAN worlds, internet hosting, dedicated servers, passwords, whitelists, mods and connection fixes.
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To join a Vintage Story server, open the game and choose Multiplayer. For a private server, select Add new server, enter the address supplied by the host (including IP:Port when a non-default port is specified), name the entry, choose Create, then select it and join. You can also use Browse public servers for listed worlds. A password, whitelist approval, or server-provided mods may be required.

The correct address and connection method depend on whether the world is on your local network, exposed to the internet from a single-player game, running as a dedicated server, or publicly listed. The sections below show the exact path for each case and the fixes for common connection errors.

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What you need from the host

Before opening Vintage Story, ask the server owner for the details that match its setup. A server address by itself may not be enough, particularly when the owner is running a temporary world from home rather than a permanently hosted service.

  • Server IP address or hostname: use the public address for an internet server and the local address shown by the game for a LAN world.
  • Port: include it after a colon when the host or provider gives a non-default port, for example 203.0.113.20:12345. Do not add a port by guessing.
  • Password: obtain the configured password if the server requires one.
  • Whitelist approval: send the exact Vintage Story account username that appears in your game profile. A display name with different capitalization or spelling may not pass a whitelist check.
  • Rules and mod instructions: some communities require a particular modpack, account name format, or version.
  • Server status and schedule: a single-player host must leave the world open, while a dedicated server must have its server process running. Ask whether the world is available now.

Ask whether the address is local or public. Addresses that only work inside the host’s home network cannot be used by a player connecting from another location. A residential public IP can also change, so an address that worked last week may need to be confirmed again. If the owner uses a hostname, ask for that name exactly as written and whether a port still needs to be appended.

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Join a server when you know its address

This is the normal procedure for a friend’s private world, a community server that is not listed publicly, or a dedicated server. It also works when a public server owner gives you a direct hostname instead of relying on the public browser.

  1. Launch Vintage Story and select Multiplayer from the main menu.
  2. Choose Add new server.
  3. Enter the host-provided IP address or hostname. If the host supplied a non-default port, enter the complete IP:Port value.
  4. Give the entry a recognizable name, such as the community or friend’s name. The name is for your list and does not have to match the technical hostname.
  5. Save it with Create.
  6. Select the saved server entry and choose the control to join.
  7. If the entry asks for a password, enter the one supplied by the owner.
  8. When Vintage Story asks to download the server’s modlist, accept it if you trust the server and want to play there.

The saved entry is only a shortcut; it does not guarantee that the server is online or that your account is permitted. If the host changes the address, port, password, or mod configuration, edit the entry or obtain the new details. A correctly saved entry can still fail when the owner has closed the world, stopped the dedicated process, or changed the network address.

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For a friend connecting over the internet, the friend repeats these same steps with the host’s public IP or hostname. For a LAN player, the host supplies the local address shown when the world is opened to the network. Do not substitute the public address for a LAN address unless the host specifically says that the router supports that route.

Join a listed public server

  1. From the main menu, open Multiplayer.
  2. Select Browse public servers.
  3. Search by server name or inspect the available results.
  4. Select the desired result and choose Connect.

Public listings are optional. An owner can disable listing while keeping the server online, so a private or unlisted community will not appear in this browser. In that case, use the direct-address procedure and ask the owner for the current hostname, IP, port, password, and whitelist status.

A listing is also not a promise that the world is accepting every player. The server may be offline, full, password-protected, restricted to a whitelist, or temporarily changing its mods. If a result disappears, first ask the owner whether listing was disabled or the server was restarted before assuming that your client is broken.

Connect to a world on the same local network

LAN hosting is appropriate when everyone is on the same home, school, or office network. It is free and usually the simplest route, but it does not provide internet-wide access. A separate guest Wi-Fi, mobile hotspot, or isolated wireless network may prevent two devices from reaching one another even when both appear to have internet access.

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What the host does

  1. Start Vintage Story and open the single-player world.
  2. Open the in-game multiplayer option and select Open To Lan.
  3. Keep the world open. The host’s computer and game must remain running while others play.
  4. Share the local IP address that the game displays.

What the joining player does

  1. Make sure the joining computer is connected to the same local network, not a separate guest Wi-Fi or mobile connection.
  2. Use Multiplayer → Add new server.
  3. Enter the local IP supplied by the host, save the entry, select it, and join.

If the server is not visible or the direct address fails, confirm that both devices are on the same network and that the host world is still open. The host should also allow Vintage Story through the operating-system firewall. The firewall prompt can be easy to miss if the host launched the game on a new network profile.

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A LAN address will not work for a friend who is outside that network. The host must use the internet method or a dedicated server for remote players. LAN is therefore best for a temporary session where the host is present, not for a persistent community world.

Join a friend over the internet from a single-player world

The host can extend the LAN method by selecting Open To Internet after opening the world to LAN. This keeps the single-player save acting as the server, so the host must leave the world open for the entire session. Closing the world, quitting the game, or putting the host computer to sleep ends the temporary server.

Automatic UPnP attempt

Vintage Story attempts to configure the router with UPnP. The Vintage Story Wiki gives an informal estimate of about a 60% chance of working instantly, while the official self-hosting guidance gives a rough 50% estimate for the free internet path. These are vendor estimates rather than guarantees; router settings, carrier restrictions, and firewall rules can prevent automatic setup.

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The estimates should be treated as a reason to test the automatic option, not as a promise that one particular router will work. If the host sees that the internet opening attempt failed, do not keep changing the client’s server entry at random. Move to the forwarding and firewall checks below.

Manual port forwarding when UPnP fails

  1. Enable Open To Lan, then choose Open To Internet in the world.
  2. Sign in to the router and create a forwarding rule for TCP port 42420 and another for UDP port 42420, directed to the host computer’s local IP.
  3. Allow Vintage Story or the server process through the host computer’s firewall on the same protocols and port.
  4. Give the joining player the current public IP address. If a service displays a port, provide it in IP:Port form.
  5. Leave the world open while the friend connects.

Forwarding only one protocol, pointing the rule at the wrong local device, or forwarding to an address that changed through DHCP can make the setup appear broken. If the router is behind another router or a carrier-grade NAT, ordinary forwarding may not be sufficient; the network owner may need to remove the extra NAT layer or use a different hosting method.

After forwarding, test while the world is actually open. A port can appear closed when no Vintage Story session is listening, even if the router rule is correct. If the host’s local address changes, update the forwarding destination and provide the new public address to every player.

Join a dedicated server

A dedicated server runs separately from a playable single-player session. It can remain online when the owner is not actively playing, which makes it better for a group that wants a persistent world. The owner still has to keep the dedicated-server process and its computer or hosting service online.

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Windows-hosted server

The owner starts VintagestoryServer.exe, completes the server configuration, and keeps the process running. The owner then supplies the reachable address, port, password, whitelist status, and any mod requirements. You join it through Multiplayer → Add new server just like any other direct-address server. If the process is stopped for maintenance or an update, the saved entry remains but cannot connect until the process returns.

Linux-hosted server

The owner installs the server package and uses a separate data path for server files. The official guidance recommends keeping server data separate from single-player data. This separation reduces the chance of opening or modifying the wrong world and makes backups and upgrades easier. It also gives the administrator a clear location for server-specific configuration and saves.

What changes for players

  • The host does not have to keep a single-player world open, but the dedicated-server process and its computer or hosting service must remain online.
  • The server owner controls passwords, whitelist entries, world settings, and mods.
  • The network address can be a public IP or a stable hostname. If a residential public IP changes, the owner must give players the new address unless a stable naming service is used.
  • Players may need to reconnect after server maintenance or a mod update, even when the address and password have not changed.

Password, whitelist and username problems

Password errors

Re-enter the password exactly as provided. Ask the owner to confirm that it has not changed and that you are connecting to the intended server entry. A password prompt is separate from a whitelist check; satisfying one does not satisfy the other. If several saved entries point to similarly named worlds, verify the address before repeatedly trying a password.

Whitelist errors

If the game reports that you are not whitelisted, the owner must add your exact in-game account username. Copy it from your Vintage Story profile rather than relying on a nickname you use in chat. Dedicated servers use whitelisting by default in version 1.20, while a single-player world opened to LAN does not use that default whitelist behavior. The server owner must still decide whether other access restrictions are enabled.

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Tell the owner the account name exactly, including spelling and capitalization as displayed in your profile. Changing the saved server entry cannot fix a whitelist rejection; only the server’s access list and the username entered there can do that.

Server mods and the first connection

When a server requires server-side or universal mods, Vintage Story can prompt you to download its modlist. Accept the prompt if you trust the server and want to use its configuration. The client stores these downloaded server-side and universal mods in a per-server ModsByServer folder, keeping them associated with that server rather than silently replacing every local mod.

A mod mismatch can stop a connection even when the address is correct. If you previously connected successfully, ask whether the owner changed the mod list or versions. Accept a new modlist prompt, restart the game if requested, and remove only the affected server entry or server-specific files after confirming with the owner; deleting unrelated local mods can break other worlds.

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Before troubleshooting the router, confirm that the game version, server version, and required mod versions match the owner’s instructions. A network connection can be healthy while the server rejects a client because its content is incompatible. Let the download finish before trying to join again, and ask the owner whether a changed modpack requires a fresh restart.

Troubleshoot a failed connection

The server does not appear in the browser

  • Confirm that you are using Browse public servers, not expecting every private server to be listed.
  • Ask the owner whether public listing is disabled.
  • Use the direct IP or hostname if the server is private or unlisted.
  • Check the spelling of the search term and ask whether the owner recently changed the listing name.

A LAN world is unreachable

  • Verify that both players are on the same local network and not isolated guest networks.
  • Confirm that the host selected Open To Lan and that the world remains open.
  • Check the host firewall and allow Vintage Story network access.
  • Use the local IP shown by the game, not the host’s public internet IP.
  • Make sure the host has not switched networks or received a different local address.

Open To Internet fails

  • Check whether the UPnP attempt succeeded.
  • If it did not, forward both TCP and UDP port 42420 to the host computer and allow the application through the firewall.
  • Verify that the host gave you the current public address.
  • Keep the single-player world open while testing; closing it stops the temporary server.
  • Ask whether a second router or carrier-grade NAT prevents inbound forwarding.

The address worked before but no longer works

Ask the host to confirm the current public IP. Residential addresses can change. Also verify that the host is running the world or dedicated-server process, the router forwarding rule still targets the host’s current local IP, and the port has not changed. If only one player fails while others connect, compare that player’s address entry and firewall or network restrictions rather than immediately changing the server.

You receive a password or whitelist message

  • For a password message, obtain the current configured password from the owner.
  • For a whitelist message, send the exact account username and wait for the owner to add it.
  • Do not create a second server entry with random spelling changes; correct the credentials in the existing entry.

The game reports a mod mismatch

Accept the server’s modlist download and compare your game version and installed client mods with the owner’s instructions. The server-specific download is stored under ModsByServer. If the owner recently changed mods, reconnect after the download completes. If the prompt never appears, ask whether the server expects a manual client mod or a particular game version.

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Choose the right way to host

Method Who can connect Must the host keep the game world running? Setup and cost profile Control and availability
Open To Lan Players on the same local network Yes Free and usually easy; no internet exposure Host controls the session; unavailable when the world closes
Open To Internet from a single-player world Players connecting over the internet Yes Free, but UPnP may fail and manual TCP/UDP 42420 forwarding may be required Host controls the world; availability follows the host’s play session
Self-hosted dedicated server Players who can reach the server address No single-player session; the dedicated-server process must stay online More setup and administration; server data should use a separate path Persistent operation and detailed control, but the owner handles networking and maintenance
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Choose LAN when everyone is physically together and a temporary world is enough. Choose Open To Internet when you want a free session and are willing to troubleshoot router settings. Choose a dedicated server when persistence, independent uptime, and administrative control matter. Paid hosting trades a recurring fee for simpler operation and availability; check the provider’s current regions, mod support, controls, and terms before committing. Do not assume that every provider supports the same Vintage Story version, mod workflow, player capacity, or location.

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Technical capacity and version considerations

Official self-hosting guidance starts with approximately 1 GB of base memory plus 300 MB per player. Treat that as a planning baseline rather than a guarantee for every world: larger maps, heavier mod collections, and more simultaneous players can require additional resources. A host should consider the expected player count and mod load before choosing a machine or paid plan, rather than treating the base figure as a hard maximum.

Version matters for access rules. In version 1.20, dedicated servers use whitelisting by default, whereas single-player worlds opened to LAN do not. If an owner upgraded or downgraded the server, confirm that your game version and the server’s version are compatible before investigating router settings. Access behavior can also differ between a temporary LAN world and a dedicated installation, so ask the owner which type you are joining.

A short connection checklist

  1. Identify the server type: LAN, internet-open single-player, dedicated, or public listing.
  2. Obtain the current address, port, password, whitelist confirmation, and mod instructions.
  3. Open Multiplayer and use either Add new server or Browse public servers.
  4. Enter IP:Port only when a non-default port is supplied, save with Create, and join.
  5. Accept the server modlist prompt when appropriate.
  6. If it fails, check the server’s uptime, address type, firewall, port forwarding, password, whitelist username, and mod version in that order.

Following that order separates player-side entry mistakes from host-side availability and networking problems. It also prevents unnecessary router changes when the real issue is a closed world, changed public IP, password, whitelist entry, or mod version.

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Frequently Asked Questions

Where do I enter a Vintage Story server IP?

Open Vintage Story, choose Multiplayer, select Add new server, enter the host’s IP or hostname, and include IP:Port only when the host supplies a non-default port. Save with Create, select the entry, and join.

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Can I join a friend’s Vintage Story world over the internet?

Yes. The host opens the single-player world to LAN and then selects Open To Internet. UPnP may configure the router automatically; if it fails, the host may need to forward TCP and UDP port 42420 and allow Vintage Story through the firewall.

Why can I not see a server in Browse public servers?

The owner may have disabled public listing, or the server may be private or offline. Ask for its direct IP or hostname, port, password, and whitelist requirements.

What username does a whitelist use?

The server owner needs the exact Vintage Story account username shown in your game profile. A chat nickname or differently spelled display name may not pass the whitelist check.

Do I need to install a server’s mods manually?

Vintage Story can prompt you to download server-side and universal mods when you connect. Accept the prompt if you trust the server; those files are stored in the per-server ModsByServer folder.

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What is the easiest hosting method?

Open To Lan is usually easiest and free when everyone is on the same network. For remote players, paid hosting is simpler to keep available, while Open To Internet is free but may require UPnP troubleshooting or manual port forwarding.

Why did the server address stop working?

The host may have closed the world or dedicated process, changed the port, or received a new residential public IP. Ask the owner to confirm the current address and verify that forwarding still targets the host computer.

The Bottom Line

Use Multiplayer → Add new server for a known Vintage Story address, or Browse public servers for listed worlds. LAN is free but limited to the same network; internet-open worlds need the host to stay online and may require TCP and UDP 42420 forwarding; dedicated servers provide persistent uptime. When a connection fails, verify the current address and port, server availability, firewall, password, exact whitelist username, game version, and server mods in that order.

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