A Conan Exiles server cluster is a group of separate dedicated-server instances that players can move between with Funcom’s character export/import system. The worlds do not share one database: each map keeps its own save files, configuration, identity and ports. To build a working cluster, install one Conan Exiles Dedicated Server instance per world, give every instance non-conflicting ports, enable imports in ServerSettings.ini, and test a character transfer before inviting players.
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This guide covers the complete layout, configuration files, port plan, transfer rules, player procedure, compatibility limits and operating practices for a self-hosted cluster. Settings and cooldowns can change with game updates; Funcom announced the return of character transfers in its R15 announcement on April 14, 2026, so check the live transfer documentation after major patches.
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What a Conan Exiles cluster actually is
Each server in a cluster is an independent Conan Exiles Dedicated Server process. A two-map setup therefore has two installations or two isolated instance directories, two sets of save data, two server identities and separate network allocations. You can run both on one powerful machine or place them on different hosts, provided players can reach the advertised addresses and ports.
Travel is not a seamless hand-off between running worlds. A player exports a character from the source server, returns to the main menu, chooses another server, and imports the character during character creation. Buildings, containers and world objects remain in the source world; only the character data and the supported items listed below move.
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Recommended topology
- One instance per map: keep each instance’s configuration, save folder, logs and mods isolated.
- One identity per instance: assign a distinct server name in
Engine.iniso players can identify destinations. - One port set per instance: game, query/browser, RCON and any enabled download service must not collide.
- Shared administration policy: use the same mod collection and compatible gameplay settings where transfers are expected.
A cluster can be as small as two worlds. Additional worlds follow the same pattern: duplicate the isolated instance structure, assign another port block, configure transfer permissions and add the destination to any whitelist.
Plan the host before installing
Choose one host or several
Running multiple instances on one machine simplifies networking because one public address can expose several port blocks, but every process competes for CPU, memory, storage throughput and bandwidth. Separate hosts provide isolation and let you place worlds closer to different player groups, at the cost of more firewall, backup and monitoring work.
Whichever design you choose, require reliable access to the instance directories. You need to edit configuration files, install and update mods, restart individual processes and restore a specific world without overwriting the others. Keep each save directory in a separate backup set.
Use a written port map
Funcom’s dedicated-server defaults are the starting point for a single instance:
| Service | Default | Protocol | Cluster requirement |
|---|---|---|---|
| Game traffic | 7777 | UDP | Assign a unique value to every instance |
| Server-browser pinger | 7778 | UDP | Assign a unique value paired with that instance’s game port |
| PC query | 27015 | UDP | Assign a unique value so browser queries reach the intended world |
| RCON administration | 25575 | TCP | Assign a unique value if RCON is enabled |
| Mod-download service | Derived from the game-port offset when enabled | Depends on the service | Calculate and reserve the value for each instance |
For example, a two-world host could reserve game ports 7777 and 7787, browser-pinger ports 7778 and 7788, query ports 27015 and 27025, and RCON ports 25575 and 25585. Those numbers are an example allocation, not a Funcom-mandated range; the important rule is that no two processes listen on the same host port.
Open only the traffic you use
Create host-firewall rules and router port-forwarding entries for each instance’s game, pinger and query ports. Add the RCON port only when you intend to administer the server remotely, and restrict its source addresses whenever your firewall supports that. If the mod-download service is enabled, allow its derived port as well. Forward UDP and TCP separately; forwarding the wrong protocol can make a server appear offline or leave RCON inaccessible.
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Test from outside the local network. A server that works for the host’s own computer can still be unreachable to players because of a missing router rule, carrier-grade NAT, a cloud security group or a firewall profile set to private-only traffic.
Install isolated server instances
Install the dedicated-server application
Install Conan Exiles Dedicated Server for each world. You may use one installation with separate launch parameters and data paths if your deployment method supports that, but separate instance directories are easier to reason about and restore. Never point two live instances at the same save files.
For every instance, identify the executable and launch method supplied by the installation: Funcom documents StartServer.bat and ConanSandboxServer.exe. Run each process with its own working directory and port arguments according to the server package’s current documentation.
Give every world a distinct identity
Set a different server name in Engine.ini, such as “Cimmeria Expanse” and “Isle of Siptah Expedition.” The exact name is what players will see in the browser, so include a map or region label if several worlds belong to the same community. Keep the naming convention stable; changing names frequently makes it harder for players to select the right destination and for administrators to match logs to backups.
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In each instance’s ServerSettings.ini, set an administrator password that is unique to that server or managed through your secure operations process. Do not place passwords in public documentation, screenshots or launch scripts that ordinary players can download.
Configure transfer permissions in ServerSettings.ini
Enable imports on every destination
On every server that should receive travelers, add or edit:
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ServerTransferEnabled=True
Transfers fail at the destination when imports are disabled, even if the source server allows a character to be exported. Treat this as a per-instance setting: enabling it on one world does not enable it on the others.
Allow a character to return to its originating server
To permit a stored character that originated on a server to be imported back there, set:
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This is useful when a player exports accidentally, wants to switch maps temporarily or needs to return after visiting another world. Decide whether that behavior fits your community’s rules before enabling it everywhere.
Restrict destinations with a whitelist
For a closed cluster, configure the receiving server with a whitelist containing the source server’s public IP address and game port:
ServerTransferServersWhitelist=("PUBLIC_IP_A:GAME_PORT_A", "PUBLIC_IP_B:GAME_PORT_B")
Funcom specifies that this setting uses the source server’s public IP and does not accept domain names, subnets, VPN addresses or 127.0.0.1. Enter the address and port that outside players use, not a private LAN address. Apply the corresponding source entries on every receiving server; a one-sided whitelist can allow travel in one direction while blocking the reverse.
Restart after editing
Stop the affected process cleanly, save the file, then start the instance again. Configuration changes are not reliably applied to a process that was already running. Check the startup log for parsing errors and confirm that the server returns to the browser with the intended name and port set.
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Build a repeatable launch layout
Use one launch script per world so a restart cannot accidentally start the wrong map with another world’s settings. A simple layout might look like this:
ClusterRootWorld_AStartServer.bat
ClusterRootWorld_AEngine.ini
ClusterRootWorld_AServerSettings.ini
ClusterRootWorld_ASaved
ClusterRootWorld_BStartServer.bat
ClusterRootWorld_BEngine.ini
ClusterRootWorld_BServerSettings.ini
ClusterRootWorld_BSaved
The exact directory names are up to you. What matters is that the executable, configuration and Saved data for one world remain associated, and that your service manager or scheduled task starts the intended script. Record the public address, game port, query port, RCON port, map, mod list and backup location in an administrator-only inventory.
Verify the cluster before opening it
Funcom documents the configuration and transfer behavior but does not publish a complete multi-instance acceptance test. Use this practical sequence after every initial deployment or major change:
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- Search for each server from a network outside the host’s LAN. Verify the displayed name, map and player limit.
- Check that the game, browser-pinger and query ports respond on the public address. If RCON is enabled, test it from an approved administration address.
- Create a disposable test character on the source world and keep the character unencumbered and outside a clan.
- Export that character, return to the main menu, select the destination server and import it.
- Verify the character’s level, attributes, knowledge, journey progress, inventory, hotbar and followers, then disconnect and restore your test saves if you do not want the test character retained.
- Repeat in the reverse direction when two-way travel is intended.
Do not call the cluster ready merely because both servers appear in the browser. A successful browser listing does not prove that imports are enabled, a whitelist is correct or the two mod sets can deserialize the same character.
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Export from the source world
- Open the in-game Character menu and choose Server Transfer.
- Review the export summary, then confirm the export.
- Disconnect to the main menu. The character is now available for import rather than remaining active in the source world.
The export cannot begin while the character is over-encumbered or belongs to a clan. Only one character can be exported at a time, and that character must be imported before another export is started.
Import on the destination
- Open the server browser from the main menu and select an eligible destination.
- Begin character creation on that server.
- Choose Import Character and complete the confirmation screens.
- Enter the world and verify that the expected equipment, inventory and followers arrived.
The destination must permit imports. A player cannot import onto a server where that player already has a character; delete the existing destination character first if the server’s rules and the player’s plans allow that.
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What moves, and what stays behind
| Retained with the character | Not transferred |
|---|---|
| Character name and appearance | Buildings and other placeables |
| Unlocked knowledge | Items left in chests, storage or the world |
| Level, attributes and perks | World progress tied to the source map |
| Completed Journey steps | Structures that remain behind and later decay |
| Equipped items | Anything outside the character and transferred followers |
| Backpack inventory and hotbar items | Mod-dependent content that cannot be resolved on the destination |
| Followers within the follower limit | Followers beyond the applicable limit |
Buildings and other placeables are left in the source world and can decay according to that server’s settings. A player who wants to preserve a base must arrange a separate in-game solution; exporting a character does not move ownership of the settlement.
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| Server type | Transfer cooldown |
|---|---|
| Unofficial servers | 24 hours |
| Single-player or co-op | 24 hours |
| Official PvE and PvE-C | 24 hours |
| Official PvP | 7 days |
These are the cooldowns listed in Funcom’s current transfer documentation. They are not a promise that a player can bypass other server rules: an unofficial administrator can disable imports, impose additional community rules or remove a destination from the cluster.
Mods, compatibility and data safety
Why modded transfers are risky
Funcom says it made a best-effort attempt to preserve modded items and thralls but cannot guarantee that they will transfer correctly, completely, or without causing the transfer to fail. A destination missing the required mod, running a different load order or using an incompatible version may reject the character or leave some content incomplete.
Keep the mod list and load order aligned across every world that accepts travelers. During initial testing, carry only vanilla equipment and a simple follower. Add mod-dependent items after a clean transfer has succeeded, then test again after every mod update.
Back up before configuration and mod changes
- Stop the instance before copying its save data.
- Keep dated, restorable backups for each world separately; never overwrite all worlds with one shared archive.
- Back up before changing transfer settings, updating the game server or changing the mod collection.
- Record which server build, mod versions and configuration files correspond to each backup.
- Test a restore on a non-production copy so you know the archive is usable.
Backups cannot recover a character that was intentionally exported and then modified by an incompatible destination, but they give you a recovery path for world corruption, an incorrect restore or an update that changes save behavior.
Troubleshoot common failures
The server is not visible in the browser
- Confirm the process is running and has not exited because another instance already owns the port.
- Check that the game, pinger and query ports are unique and forwarded with the correct protocol.
- Verify the router, host firewall and any cloud security group all allow the selected ports.
- Check that the public address is reachable from outside the local network and that the query port matches the instance you intend to list.
Export is unavailable
- Make sure the character is not over-encumbered.
- Leave the clan before attempting the export.
- Confirm no other character is currently held in an exported-but-not-imported state.
- Check the server’s transfer policy and restart after correcting its configuration.
Import is missing or rejected
- Set
ServerTransferEnabled=Trueon the destination and restart it. - If the destination uses a whitelist, enter the source server’s public IP and game port exactly as seen from the internet.
- Remove domain names, subnet notation, VPN addresses and
127.0.0.1from whitelist entries. - Ensure the player does not already have a character on the destination.
- Check whether an unofficial administrator has disabled imports or imposed a local restriction.
Items or followers are missing
- Compare mod names, versions and load order on both instances.
- Repeat with a vanilla test character to separate a general transfer problem from a mod incompatibility.
- Inspect server logs for an asset or class that the destination cannot resolve.
- Restore the pre-test backup if the destination world or character data was damaged.
Operating a cluster over time
Use controlled updates
Update one instance at a time, beginning with a maintenance copy when possible. Keep travelers out of the server being upgraded, verify that it starts and appears in the browser, then perform a controlled transfer test before updating the next world. Coordinated mod updates matter as much as the base game version.
Monitor each process independently
Configure restart automation per instance rather than restarting the whole host for a single-world crash. Alert on process exits, repeated port-binding failures, disk-space shortages and backup failures. Keep logs labeled with the world name so an import error can be traced to the source or destination.
Decide whether self-hosting fits
When evaluating a managed host or VPS for a cluster, compare control over ports and firewall rules, the number of isolated instances allowed, backup and restore access, mod installation and update workflow, geographic latency, monitoring and restart automation, and total recurring cost. A service that supports one-click single-server deployment may still lack the directory, port and process controls required for a multi-world cluster.
Version-sensitive behavior
Character transfers were reintroduced with Funcom’s R15 announcement dated April 14, 2026. Because transfer availability, cooldowns and compatibility rules are version-sensitive, review the current official transfer documentation after major patches and repeat your disposable-character test before announcing that a cluster is open.
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