To let friends join a Vintage Story server hosted on your home network, forward external port 42420 to the computer running the server, allow that port through the computer’s firewall, and give visitors your public address. The official multiplayer setup guidance calls for both TCP and UDP; the dedicated-server guide specifically adds UDP forwarding for versions 1.20 and later.
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Players on the same home network do not need router port forwarding. If you use the game’s automatic “Open to Internet” option, UPnP may create the mapping for you, but manual forwarding is the dependable fallback when automatic setup fails.
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What port does Vintage Story use?
The default Vintage Story game-server port is 42420. A forwarding rule sends traffic arriving at your public internet address on that port to the server computer’s private address inside your home network. The router is not the game server; it is the gateway that translates an outside connection into a connection to one specific machine on your LAN.
| Setting | Value | Why it matters |
|---|---|---|
| External/WAN port | 42420 | The port friends reach on your public address. |
| Internal/LAN port | 42420 | The port on which the Vintage Story server listens by default. |
| Destination | The server computer’s local IP address | Forward to the computer running the server, not to the router itself. |
| Protocol | TCP and UDP | The Vintage Story Wiki multiplayer page specifies both. The dedicated-server guide gives TCP as its base example and says to repeat the rule for UDP from version 1.20 onward. |
The multiplayer setup page identifies itself as last verified for Vintage Story 1.20.0. If your installed version uses different networking settings, check the documentation for that version before changing the port or protocol. Do not assume that a rule for an old installation automatically matches a later server build.
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Do you need port forwarding?
Playing only on a LAN
If every player is connected to the same home network, use the server’s local address or the game’s LAN options. Traffic does not have to cross your internet router, so outside-router forwarding is unnecessary. A local connection can therefore work even when the router has no internet-facing rule at all.
Hosting for people outside your home
Friends on another network need a route from your public internet address to the server computer. You can try UPnP for a quick, automatic mapping or create an explicit rule in the router. The manual method gives you a rule you can inspect, edit, and remove when the public server is no longer needed.
Using a hosted server instead
Vintage Story’s self-hosting information recognizes paid hosting as an alternative. Hosting moves router configuration, home uptime, and much of the network maintenance to a provider, but availability, performance, location, support, and current pricing vary. Choose this path only if maintaining an internet-facing server at home is not practical; no particular provider is required for the port-forwarding procedure below.
Choose automatic UPnP or manual forwarding
| Approach | Best for | Requirements and limits |
|---|---|---|
| UPnP | A temporary or ad-hoc world when the router supports UPnP | UPnP must be enabled on the router, and the automatic request must succeed. The Vintage Story Wiki estimates about a 60% chance that “Open to Internet” works instantly; this is the wiki’s estimate, not a controlled industry statistic. |
| Manual forwarding | A dedicated server or a setup you want to inspect and keep stable | You must identify the server’s local IP, create router rules, and allow the same traffic through the host firewall. |
| Paid hosting | People who do not want to expose or maintain a home network | Provider features, geographic availability, support, and prices must be checked at the time you subscribe. |
UPnP minimizes clicking but leaves the router to negotiate the mapping. Manual forwarding takes longer initially and is more predictable because you can see the exact destination, port, and protocol. For a one-evening shared world, UPnP may be convenient. For a dedicated server that should remain reachable after reboots, a reserved local address and explicit rules are easier to audit.
Before changing the router
Confirm that the server is actually listening
Start Vintage Story and watch the dedicated-server console. The official guide describes a message indicating that the dedicated server is running on port 42420 and all IPs as a useful readiness sign. This check separates a game-server problem from a router problem: forwarding cannot help if no process is listening.
If the server is configured for a non-default port, use that configured value consistently in the router and firewall instead of blindly using 42420. The external and internal numbers do not have to be identical in every router design, but using the same number is the simplest arrangement and matches the default instructions. Record any custom value before creating rules.
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Identify the host computer
Port forwarding must target the machine running the server. Write down that computer’s current private IPv4 address, such as the address shown by your operating system’s network settings or by the router’s connected-device list. Do not use the router’s own management address as the destination. If several computers run Vintage Story, identify the one whose console shows the listening server.
Reserve the address when possible
A DHCP reservation in the router keeps the same local address assigned to the server computer. Without a reservation, the address can change after a reboot or lease renewal, leaving a perfectly valid forwarding rule aimed at the wrong device. The exact menu name differs by router; look for DHCP reservations, address reservations, or a similar LAN setting. If your router cannot reserve an address, recheck the computer’s current address whenever outside players suddenly lose access.
Know which gateway is receiving the public connection
Router interfaces and network layouts differ. A modem supplied by an ISP may also perform routing, or a separate wireless router may sit behind it. Begin with the device that receives the public internet connection and determine which device performs the NAT that leads to the server. The official instructions do not prescribe one universal arrangement for every two-router topology, so do not copy a “double-router” fix without confirming how your equipment is connected.
Manual router forwarding: exact fields to enter
- Sign in to the gateway that receives your public internet connection. Router interfaces and labels vary by manufacturer and firmware. Open the maker’s instructions for your model and locate Port Forwarding, Virtual Server, NAT Rules, or an equivalent page. The menu may be under Advanced, Firewall, Security, or Internet settings.
- Create the TCP rule. Set the external or WAN port to 42420, the internal or LAN port to 42420, choose TCP, and enter the server computer’s reserved local IP as the destination. If the interface asks for a start and end port, enter 42420 in both fields. Give the rule a recognizable name such as Vintage Story TCP.
- Create the UDP rule. For the guidance covering Vintage Story 1.20 and later, repeat the same mapping with UDP selected. If the router offers a combined TCP/UDP choice, one combined rule is sufficient; otherwise keep separate rules. Use the same destination address and port numbers as the TCP rule.
- Save and apply. Some routers activate the rule immediately; others require an Apply, Save, or restart action. Wait for the router to finish applying changes, then confirm that the destination address still matches the server computer after any restart.
- Do not forward unrelated ports. A single rule for the game server is preferable to exposing the router’s administration interface, remote-desktop services, or broad port ranges. Only create the port mapping needed for the Vintage Story service.
The official dedicated-server guide notes that router steps depend on the make and model. A model-specific click path cannot be universal, so translate the field names above into your router’s terminology rather than copying a menu sequence from a different device. Some firmware asks for a source or allowed external address; unless you have a specific restriction to configure, follow the router’s normal port-forwarding form and avoid adding unsupported assumptions.
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Allow the port through the host firewall
Router NAT and the computer’s firewall are separate controls. A router rule can deliver packets to the correct machine while the machine still drops them. Allow only the server application or the required port and protocols; do not disable the firewall wholesale to make testing easier.
Windows
When Windows asks whether to allow the Vintage Story server through Windows Firewall, grant the required access for the networks on which you intend to host. If no prompt appears, create an inbound rule for the server application or for port 42420, allowing TCP and UDP as required by your installed version. Check that the rule applies to the active network profile. A rule created for a different application path may stop working after an installation change, so verify the executable or port when troubleshooting.
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Linux
The official Linux dedicated-server instructions provide examples for firewalld, iptables, and ufw. Use the firewall tool enabled on your distribution and allow inbound TCP 42420 and UDP 42420, or the custom port configured for your server. For systems using common command-line tools, equivalent examples are:
sudo firewall-cmd --permanent --add-port=42420/tcp
sudo firewall-cmd --permanent --add-port=42420/udp
sudo firewall-cmd --reload
sudo ufw allow 42420/tcp
sudo ufw allow 42420/udp
iptables policies differ between distributions and may be managed by another firewall service. Add equivalent accept rules only if iptables is the active policy, and make sure your distribution’s method persists them across reboots. If your version’s official guide gives different commands, follow that guide. Avoid adding duplicate rules in several firewall managers without knowing which service is active.
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Connect from outside your home network
- Find your current public internet address from the gateway’s status page or another trusted method. If you use a domain name that points to that address, use the domain instead. A public address can change, so note whether your ISP assigns it dynamically.
- Give friends the public address and port in the format accepted by Vintage Story’s server browser or direct-connect dialog. Include 42420 when the client requires an explicit port. Do not give friends the private address that begins your home-network range; that address is normally reachable only inside your LAN.
- Test from a genuinely external connection, such as a friend’s network or a phone using cellular data. A test from another device on the same LAN may succeed through local routing while failing through the router’s internet-facing path, or it may be affected by that router’s NAT-loopback behavior.
- Once a friend connects, verify that the server’s access controls and player permissions are set as intended. A reachable port does not automatically make every world or account configuration safe.
If the public address changes, update the address you give to friends or use a domain name that tracks it. The forwarding rule normally continues to point at the local server address, but external players still need the current public endpoint.
Using UPnP for an ad-hoc world
For a temporary world, the official multiplayer setup describes opening the world to LAN and then choosing Open to Internet. That action asks the router’s UPnP service to create the external mapping. UPnP must be enabled in the router, and some networks or firmware refuse the request. The game’s automatic option is therefore an attempt, not a guarantee that an internet-reachable rule exists.
The wiki says, “In short, we estimate there’s about a 60% success chance that ‘Open to Internet’ works instantly without issues.” Treat that as the wiki’s own estimate for the page last verified with Vintage Story 1.20.0, not as a measured success rate that applies to every router or ISP. No universal compatibility percentage should be inferred from it.
For a dedicated server, the configuration command /serverconfig upnp [0|1] controls whether the server requests UPnP forwarding. Set it according to your chosen approach, then confirm that the router actually created a mapping. If UPnP fails, creates an unreliable rule, or is disabled by policy, turn to manual forwarding. Manual rules are also preferable when you want to know exactly which port remains open.
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Troubleshoot by symptom
LAN players connect, but outside players cannot
- Check that the router rule points to the server computer’s current local IP, not an old DHCP address.
- Verify that both external and internal ports match the server’s configured port.
- Confirm that TCP and UDP rules exist where the installed-version guidance requires them.
- Review the host firewall’s inbound rule and make sure the server application is allowed.
- Test from outside the home network rather than relying on a same-LAN attempt.
The router reports that the rule is enabled, but nobody can connect
- Return to the server console and confirm that it is running and listening. The dedicated-server readiness message mentioning port 42420 and all IPs is a useful check.
- Compare the computer’s current local address with the destination saved in the router.
- Check whether the server was configured to use a different port; forwarding 42420 will not reach a service listening elsewhere.
- Recheck the host firewall after an operating-system update or a change from a private to a public network profile.
- Check that you edited the gateway with the public connection, not only a downstream access point or secondary router.
UPnP does not work
- Verify that UPnP is enabled in the router.
- Look for a UPnP-created mapping in the router’s status or NAT table.
- If no mapping appears, or it disappears, create the TCP and UDP rules manually.
- Confirm that the server’s UPnP setting is enabled when using the dedicated-server configuration command.
There is a modem and a separate router
The reviewed official guidance does not define one configuration for every multi-router topology. Identify which device receives the public address and which device performs the NAT that leads to the server. You may need to configure the gateway receiving the public connection as well as a downstream router, but do not assume a single “double-router” fix applies to every installation. If you cannot determine which device owns the public address, consult the equipment documentation or ISP support.
Your ISP does not provide a usable public IPv4 address
Carrier-grade NAT, an upstream firewall, or an ISP policy can prevent unsolicited inbound connections even when your local rule is correct. The official pages do not provide a universal diagnostic workflow for these cases. Ask the ISP whether inbound forwarding is possible on your service; changing the home-router rule alone cannot overcome an upstream limitation. Paid hosting may be an alternative if the service cannot accept inbound connections.
The version appears to require a different protocol
The multiplayer setup page says to forward TCP and UDP, while the dedicated-server guide presents TCP as its base example and explicitly adds UDP for version 1.20 onward. Keep the installed game version in mind and consult the matching documentation if your server behaves differently. Do not remove UDP solely because a TCP-only example appears in an older guide.
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- Forward only the game-server port you need. Avoid broad ranges and never expose router administration to the internet.
- Keep Vintage Story, the operating system, and the router firmware updated.
- Use the game’s authentication, whitelist, permission, and ban controls as appropriate for your community.
- Monitor the server and remove the forwarding rule when you stop hosting publicly.
- Understand that a permanently open port can attract automated scanning and brute-force attempts. The official dedicated-server guide characterizes this exposure as a minor risk, not as zero risk.
- If home hosting is too difficult or your ISP blocks inbound connections, consider a reputable paid-hosting service after checking its current features, location, uptime terms, and price.
Final verification checklist
- The server console shows the service running on the intended port.
- The host computer has a stable local IP, preferably held by a DHCP reservation.
- The router forwards the external port to that IP, with TCP and UDP rules appropriate to the installed version.
- The host firewall permits the same port and protocols.
- A player on another network can reach the public address and join.
- You have limited access controls to the players you intend to admit and can remove the rule when it is no longer needed.
Frequently Asked Questions
What port should I forward for a Vintage Story server?
Use external port 42420 and forward it to internal port 42420 on the computer running the server, unless you deliberately configured a different server port. The router destination is the host computer’s local IP, not the router’s own address.
Does Vintage Story need TCP, UDP, or both?
The official multiplayer setup guidance specifies TCP and UDP. The dedicated-server guide uses TCP as its base example and says to add UDP for version 1.20 onward. Follow the documentation matching your installed version.
Do LAN players need port forwarding?
No. Players on the same home network can connect through the server’s local address or LAN options. Forwarding is for players connecting from outside your network.
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Why does port forwarding work for LAN players but not friends online?
Check the server’s current local IP, the router’s destination, the external and internal port numbers, the required TCP/UDP rules, and the host firewall. Test from a genuinely external network because same-LAN tests can be affected by NAT-loopback behavior.
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1Repair Windows errors before they cause bigger problems2Scan for outdated or missing drivers - takes under a minute3Clear out junk files and repair common Windows errorsCan UPnP forward the Vintage Story port automatically?
Yes, if UPnP is enabled and the router accepts the request. The game’s Open to Internet option attempts this for an ad-hoc world, and a dedicated server can request it with /serverconfig upnp [0|1]. If no mapping appears or it is unreliable, create manual rules.
Will a DHCP address change break my server?
It can. If the server computer receives a different local IP, the router may keep forwarding to the old address. Reserve the address in the router when possible, or update the forwarding destination after a change.
What if my ISP uses carrier-grade NAT?
An upstream NAT or firewall can block unsolicited inbound connections even when your local rule is correct. Ask the ISP whether inbound forwarding is supported; changing the home-router rule alone cannot remove that upstream limitation.
Is opening a Vintage Story port safe?
A permanently open server port can attract automated scanning and brute-force attempts. The official dedicated-server guide describes the exposure as a minor risk, not zero risk. Keep software updated, forward only the needed port, use access controls, and remove the rule when public hosting ends.
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The Bottom Line
For most home-hosted Vintage Story servers, forward 42420 from the public/WAN side of the gateway to the server computer’s reserved local IP, using TCP and UDP as required by your installed version. Allow the same traffic through the host firewall, then test with a player on another network. UPnP can handle a temporary mapping when it works; manual forwarding is the reliable fallback. If the ISP or network topology blocks inbound connections, a local rule cannot solve that upstream limitation.
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