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RimWorld Together does not publish a numeric minimum for RAM, CPU model, clock speed, player count, or mod count. Its official repository describes the server as having no heavy hardware dependencies and says the important requirement is excellent network bandwidth, with “a bit of everything else.” That is qualitative guidance, not a guarantee for every world or mod list. You can run the server from a Linux or Windows machine, or deploy the project’s official container image; macOS is not supported by the documented server files.
What the official requirements actually say
The project’s repository says: “Thanks to the way the server is built, there aren’t any heavy hardware related dependencies, meaning that your hosting machine will only need to have an excellent network bandwith and a bit of everything else.” The spelling of “bandwith” is reproduced from the project text.
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That sentence establishes two things: the developers consider server hardware demands relatively light, and they regard network quality as especially important. It does not define what “a bit” means. The project does not state a minimum amount of RAM, a CPU family or clock speed, a supported player count, a maximum mod count, or a benchmark showing how resources change as a world grows.
A release note mentions improved RAM usage, but it does not turn that improvement into a memory requirement. Do not treat a number copied from another multiplayer game, the base game’s system requirements, or an unlabelled community estimate as an official RimWorld Together specification.
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RAM and CPU: how to size a server without an official number
Why no single number is reliable
Resource use depends on the actual server release, operating system, world state, active mods, number of connected players, simulation activity and how long the process remains online. A lightly modded private world and a heavily modified public world can place very different demands on the same machine. No official material located measures RAM consumption, CPU utilization or player-count scaling under controlled conditions.
Consequently, it would be misleading to call any particular memory capacity or processor tier a project minimum. If someone publishes a numerical recommendation from an independent test, it should identify the tested release, operating system, player and mod setup, measurement method and test date. Without those details, the figure cannot be transferred confidently to your server.
What your machine must provide in practice
Although there is no official floor, the server still needs resources for its process and for the host operating system. Before choosing a machine, check that it can:
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- Run the server continuously without aggressive power-saving, sleep or thermal-throttling behavior.
- Maintain a stable network connection with enough upload capacity for the intended group.
- Store the server files and persistent world data, with room for backups and future updates.
- Be administered safely for operating-system updates, server updates and recovery if the process stops.
These are operational checks, not numbers endorsed by the project. The most useful sizing method is to start with the workload you actually intend to host, then observe the machine while players are connected and the world is active.
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A practical measurement routine
- Install the server release and the mod set you plan to use.
- Record idle memory use, CPU use and network traffic after the process has settled.
- Join with the number of players you expect during a busy session and observe the same metrics while the world is simulating.
- Repeat the check after adding large or simulation-changing mods, because the earlier measurement will not describe the new workload.
- Leave headroom for the operating system, backups, updates and short-lived spikes instead of running the host at its limit.
Monitor the host’s own memory, CPU and network counters rather than relying on a generic “recommended RAM” table. If the server or the whole machine becomes unstable, reduce competing services, review the mod list, move to a machine with more available resources, or choose a host with better connectivity.
Supported operating systems and deployment choices
The project wiki documents server files for Linux and Windows and states that macOS is unsupported. The repository also provides an official container image. These are deployment paths, not separate performance guarantees.
| Deployment path | What the project documents | What you remain responsible for |
|---|---|---|
| Linux server files | Supported in the wiki’s creation guide. | Operating-system updates, process supervision, firewall rules, storage, backups and public networking. |
| Windows server files | Supported in the wiki’s creation guide. | Updates, Windows firewall configuration, uptime, storage, backups and public networking. |
| Official container image | Repository example uses a mounted local RWTData directory at /Data and publishes port 25555; Docker or Podman is required. |
Container runtime, persistent volume management, host networking, updates and backups. |
| macOS server files | The wiki states that macOS is unsupported. | A different supported host, such as Linux or Windows, is needed for the documented setup. |
For a container deployment, preserve the data mount rather than keeping the world only inside a disposable container layer. The repository’s example maps RWTData to /Data and exposes port 25555; follow the current image documentation for the exact image name and runtime syntax.
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A local connection is the fastest way to confirm that the process starts and that the client can reach it before you troubleshoot routers or firewalls. The wiki uses loopback address 127.0.0.1 and port 25555 for this test.
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- Choose the documented Linux or Windows server files, or prepare the official container image with its persistent data mount.
- Start the server and wait for it to finish initialization.
- On the same computer, open RimWorld Together’s connection screen and enter
127.0.0.1as the address and25555as the port. - Confirm that the client joins and that the server creates or loads its data directory as expected.
- Stop the server cleanly and verify that the world and configuration remain in the persistent location before inviting anyone.
The first player to join creates the shared world. Decide who will perform that first connection and agree on the intended world setup before other players connect; otherwise the group may begin with a world that does not match its plan.
Public hosting: bandwidth and reachability matter more than a spec sheet
What “public” requires
A server for people outside your home network needs a reachable endpoint. The configuration guide documents a server-browser setting and a public endpoint field, but the exact address, firewall and router steps depend on your network and hosting provider.
- The host must have a stable address or a correctly maintained public endpoint.
- The operating system or provider firewall must permit the server’s traffic.
- A home router may need forwarding to the machine running the server.
- Your internet service must allow the required inbound traffic; carrier-grade NAT or restrictive policies can prevent direct hosting.
- The machine must remain powered on and connected for as long as players expect the world to be available.
Opening port 25555 by itself does not make every home connection reachable. Test from a network outside your home, and avoid publishing an address until the server is protected and the endpoint is confirmed.
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Bandwidth is a continuing requirement
The repository specifically emphasizes excellent network bandwidth. Consider upload capacity, latency, packet loss and connection stability, not only the advertised download speed. A host that has adequate CPU and memory but an unstable uplink can still produce a poor multiplayer session.
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Watch network use while the expected number of players are connected. If the connection saturates, remove competing uploads, improve the network path or move the server to a host with a more reliable uplink. The project does not publish a bandwidth number, so any threshold you choose should come from your measured workload and your network’s observed behavior.
Mod and world coordination
RimWorld Together’s shared world is created when the first player joins, so the group should agree on the server’s intended mod list and world settings in advance. Mods that affect the map, factions or events are particularly important to align. A client joining with a different setup can encounter an incoherent world or compatibility problems even when the host hardware is sufficient.
- Write down the exact mod set and load order used for the shared world.
- Apply the same map-, faction- and event-changing choices to every participating client.
- Test the complete setup locally before making the endpoint public.
- When changing mods, make a backup and test the revised world before allowing the whole group to connect.
There is no official chart connecting a particular mod count to a particular RAM or CPU figure. Treat each significant mod change as a new workload and recheck resource use.
Self-hosting versus renting a server
The project supports the server software, not a particular commercial host. Choose between a machine you control and a rented instance by comparing operations rather than assuming one has a universally correct hardware tier.
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For a managed RimWorld Together server, Godlike.Host provides a Pterodactyl-based game panel, SFTP/FTP access, free DDoS protection, and up to three free backups a day with restore. RimWorld Together’s code is licensed CC BY-NC-ND 4.0, a NonCommercial licence (github.com/RimWorld-Together/Rimworld-Together, 10 Oct 2026).
| Decision factor | Self-hosted machine | Rented host |
|---|---|---|
| Setup | You install the documented Linux or Windows files, or run the container image. | The provider must support the documented files or container runtime and allow the required network configuration. |
| Reachability | You handle router, firewall, public endpoint and ISP limitations. | The provider normally supplies an internet-facing address, but you still configure the service and firewall. |
| Persistence | You choose the disk and backup location; container users must retain the mounted data directory. | Confirm persistent storage and exportable backups in the provider’s terms. |
| Maintenance | You handle power, hardware failures, operating-system updates and monitoring. | You avoid owning hardware but remain responsible for server updates, configuration and data. |
| Support | Your network and hardware support is your responsibility. | Provider support may cover the virtual machine or network, not mod compatibility or world recovery. |
| Cost | Uses existing equipment but adds electricity, bandwidth and replacement risk. | Has a recurring rental charge; the project materials provide no vendor price comparison. |
An always-on home machine can work when you control the network and are comfortable maintaining it. Renting is convenient when public reachability, uptime and hardware replacement are more important than local control. In either case, validate the actual workload instead of buying or renting a tier presented as an official requirement.
Backups, updates and failure recovery
Protect the shared world
Keep the server’s persistent data in a location you can copy and restore. For containers, that means backing up the host directory mounted at /Data, not merely the container itself. Make a backup before changing the mod list, upgrading the server or allowing a new player to initialize a world.
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- Schedule updates when players are offline.
- Record the server release and mod versions used by the group.
- Check that the process can restart after a reboot.
- Review available disk space and backup freshness.
- Re-test local connectivity after configuration or firewall changes.
Diagnose common symptoms
| Symptom | First checks |
|---|---|
| Local client cannot join | Confirm the process is running, use 127.0.0.1 and port 25555, and check the host firewall. |
| Local works but remote players cannot join | Check the public endpoint, router or provider firewall, ISP inbound restrictions and external reachability. |
| World behaves unexpectedly after a mod change | Compare the exact mod list and load order, restore the last backup and test the revised setup locally. |
| Server slows or the host becomes unstable | Measure CPU, memory and network use during a busy session; stop unrelated services, reduce the workload or move to a host with more available capacity. |
| World disappears after a container replacement | Verify that the persistent RWTData mount was used and restore the backed-up data directory. |
A concise decision checklist
- Are you using Linux or Windows server files, or the official container image? macOS is not supported by the documented server setup.
- Can the machine stay online and retain the server data safely?
- Is its network connection stable, with enough upload capacity and a reachable endpoint for remote players?
- Have you tested the complete mod list and intended player workload?
- Do you have backups and a recovery procedure before changing versions or mods?
- Have you monitored CPU, memory and network use instead of relying on an invented numeric minimum?
What is established—and what is not
The established project guidance is that RimWorld Together is designed without heavy hardware dependencies, that network bandwidth is especially important, that Linux and Windows server files are documented, that macOS is unsupported, and that an official container image can persist data through RWTData mounted at /Data while publishing port 25555. The documented local test uses 127.0.0.1:25555, and public hosting requires a reachable endpoint.
What remains unestablished is equally important: no official RAM minimum, CPU minimum, player-count limit, mod-count limit, hardware model, price comparison or benchmark was provided. Treat your own monitored workload as the sizing evidence for the server you actually plan to run.
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